TEXT: ADVENTURE PATH  PART 3 OF 6
  by Greg A. Vaughan
  The Varnhold
  Vanishing
  ®
  The Varnhold
  Vanishing
  
  Source: A local weaver
  Task: Chamaie Lerian has heard that the giant trap 
  door spiders that live in the hills east of the 
  Tors of Levenies spin the softest silk in the 
  area. She asks for a delivery of 50 square yards 
  of good silk harvested from several spider dens.
  Completion: One spider den should yield 10 square 
  yards of usable silk; bring 50 yards to Chamaie.
  Reward: Chamaie promises a cloak of protection +2 
  as a reward to whoever can supply her with silk. 
  Source: A local innkeeper
  Task: Local innkeeper Beven Armaki has announced 
  an eel bake, but he’s tired of plain old river eels. 
  He’s heard that the silver eels of Lake Silverstep 
  make for particularly fine dining and has asked for 
  a delivery of two dozen freshly caught eels. 
  Completion: Catch and deliver 12 silver eels.
  Reward: Not only does Beven invite whoever 
  delivers the eels to take part in the eel bake free 
  of charge, but he also rewards the fisherman with 
  a family heirloom: a +2 buckler.
  Source: Wanted poster
  Task: Local (and quite eccentric) poet Iosis 
  Vemarelian wants to write a complex epic using only 
  pens crafted from manticore quills. He wants a 
  healthy collection of quills to see him through this 
  strange project.
  Completion: Quills harvested from at least two 
  manticores should be enough to satisfy Iosis.
  Reward: In exchange for a delivery of quills, Iosis 
  has promised a payment of a rare book of ancient 
  halfling poetry worth 3,000 gp.
  Source: Charter from Restov
  Task: The Nomen Centaurs have long caused trouble 
  for southern Brevoy. Violent and territorial, they 
  are a constant thorn in the side of any attempt 
  to settle and civilize the eastern Stolen Lands.
  Completion: Either drive the Nomen Centaurs out of 
  the Stolen Lands, or secure a treaty with them.
  Reward: For securing peace with the Nomen (or 
  eradicating them; either solution sits well with 
  Brevoy), the swordlords of Restov are willing to 
  pay a 4,000 gp reward.
  Wanted: SpiderSilk
  MMMMM... eelS!
  Wanted: ManticoreS
  the noMen probleM
  
  The Varnhold
  Vanishing
  ADVENTURE PATH PART 3 of 6
  ®
  
  ®
  credits
  Creative Director • James Jacobs
  Senior Art Director • Sarah E. Robinson
  Managing Editor • F. Wesley Schneider
  Editors • Judy Bauer, Christopher Carey, and Rob McCreary
  Editorial Assistance • Jason Bulmahn, Erik Mona, 
  Sean K Reynolds, James Sutter, and Vic Wertz
  Editorial Intern • Patrick Renie
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Cover Artist
  Vincent Dutrait
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Eric Belisle, Jason Bennett, Jon Hodgson, Alberto Dal Lago,  
  Peter Lazarski, Sara Otterstätter, Fransisco Paco Torres, and Tyler Walpole
  Contributing Authors
  Ed Greenwood, J. C. Hay, Colin McComb, Steven Schend, F. Wesley Schneider,  
  Neil Spicer, and Greg A. Vaughn
  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 and the 
  Paizo Customer Service, Website, and Warehouse Teams
  “The Varnhold Vanishing” is a Pathfinder Adventure Path scenario designed for four 7th-level characters. By the end of this adventure, characters should reach 10th 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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  table of contents
   
  Foreword 
  4
  The Varnhold Vanishing 
  6
  by Greg A. Vaughan
  Iobaria Gazetteer 
  54
  by Steven Schend
  Into the Stolen Lands 
  64
  by Ed Greenwood
  Pathfinder’s Journal: Prodigal Sons 3 of 6 
  72
  by J. C. Hay
  Bestiary 
  78 
  by Colin McComb, F. Wesley Schneider, and Neil Spicer
  Pregenerated Characters 
  90
  Preview 
  92 
  
  4
  Part 3 
  of 6
  Part 3 
  of 6
  The Stuff of Legends
  The Stuff of Legends
  T
  his volume of Pathfinder Adventure Path contains 
  the 33rd adventure we’ve done since we started this 
  product line. That’s basically one-third of the way 
  to 100. It’s the atomic number of arsenic. It’s the number of 
  cantos in each of the three parts of Dante’s Divine Comedy. 
  And when you get right down to it, I’m kind of shocked 
  it’s taken us 33 Adventure Path installments to get to the 
  adventure where the PCs go up against and (hopefully) 
  defeat the lich.
  Sure, we were talking about liches as early as Pathfinder 
  Adventure Path #2, which is where we revealed that in 
  Golarion, the path to lichdom is different for every single 
  person. And then, in volume #5, we threw our first actual 
  lich at the PCs, but he was hardly a “big bad end guy.” It 
  wasn’t until this adventure that a lich got to hit the big time 
  in Pathfinder in that role. And I suspect that the cyclops lich 
  Vordakai is going to be a memorable foe indeed.
  The funny part is that he didn’t start out as a lich. 
  When I assigned this adventure to Greg Vaughan (at a 
  super secret meeting between Greg, Wes Schneider, Rob 
  McCreary, and me that took place about 10 feet south of 
  the front entrance to PaizoCon 2009 next to a planter box 
  infested with creepy, distracting, red bugs), all we really 
  knew was that the main bad guy was some sort of undead 
  cyclops, and that he was responsible for the sudden and 
  mysterious depopulation of the city of Varnhold (so 
  named because it let us use a bit of alliteration with the 
  word “vanishing” in the adventure’s title). Greg went 
  home and whipped up a killer adventure (especially 
  that room with the flood trap, the zombie cyclopes, and 
  the giant eel... wow...) and Vincent Dutrait created an 
  exceptionally creepy look for the bad guy’s appearance 
  on the cover of this very book...
  ...but he still wasn’t a lich.
  In Greg’s original turnover, he was a dread zombie 
  (using the template from Green Ronin’s excellent Advanced 
  Bestiary) with a huge pile of crazy powers and a penchant 
  for cracking open the skulls of his victims and eating the 
  brains inside like they were hard-boiled eggs. But as I 
  started developing the adventure, I made my realization—
  
  Fore ord
  5
  m
  Fore ord
  m
  Pathfinder Adventure Path had made it one-third of the way 
  to triple digits without having a lich boss!
  And so Vordakai underwent a transformation. He kept 
  his brain-eating habit (that was just too juicy to lose), 
  but everything else got a big dose of lich-ification. I had 
  to tone him down a little bit, of course—a full-on 11th-
  level wizard cyclops lich would be a CR 14 monster, and a 
  bit too much to throw at a party that’s only 9th level. And 
  that’s when I came up with the idea for atrophied liches—a 
  neat and flavorful way to sidestep the sometimes limiting 
  prerequisite of a lich having to be an 11th-level caster. In 
  the end, Vordakai’s still a bit tougher than what you’d get 
  with a human 11th-level wizard lich, even though he’s only 
  able to cast 5th-level spells. Don’t let that lead you astray! 
  Underestimating anyone who’s been alive for over 10,000 
  years isn’t a good tactic, no matter what the situation.
  So there you go: the somewhat convoluted story about 
  how it took us 33 months to put a lich on the cover of a 
  Pathfinder Adventure Path. And I promise it won’t take 
  as many more months to do an Adventure Path where 
  the main bad guy of the whole thing is a lich—but that 
  might be giving too much about my plans for Pathfinder 
  Adventure Path #38 away!
  Real WoRld legends
  Students of early American history will no doubt immediately 
  recognize the primary inspiration for “The Varnhold 
  Vanishing.” If you don’t, do yourself a favor and hop onto 
  your nearest Internet connection and read up on the story of 
  Roanoke Colony. The short version goes something like this: 
  the colony was found mysteriously abandoned on August 
  18, 1590—not a single trace of the more than a hundred 
  colonists was in evidence, and the only clue as to the cause of 
  the vanishing was the word “Croatoan” carved into a post of 
  the fort and “Cro” carved into a nearby tree. Every house had 
  been taken apart, every person had gone missing, and before 
  a proper search could be mounted, a massive storm drove the 
  discoverers of the mystery off. There are numerous theories 
  as to what caused the disappearance of Roanoke Colony, of 
  course—some more believable than others. But the story 
  itself has long lodged in my brain as a great bit of American 
  legend. I’ve been itching to get an adventure inspired by these 
  events into print for years, and here, with Greg’s able help, 
  we have it.
  I suspect that the reasons behind Varnhold’s vanishing 
  are a bit more supernatural than the truth behind Roanoke. 
  At least, I certainly hope they are!
  BRand-neW City stats
  Okay; enough about liches and vanishing colonies. Take 
  a moment to sneak on over to pages 11 –12 of this book 
  and check out the stat blocks there for the settlements of 
  Nivakta’s Crossing and Restov. Notice anything different?
  Well, you should! Because this adventure marks the 
  debut a brand-new format for settlement stat blocks. Fully 
  detailed in Paizo’s upcoming GameMastery Guide, this city 
  stat block is intended to be mostly self-explanatory in the 
  Demographics and Marketplace portions. (You should 
  probably note that the initial magic items listed as being 
  available for purchase should change every few months if 
  the PCs don’t buy them!)
  It’s the three lines near the top of these stat blocks that 
  are likely to cause confusion if you don’t yet have access 
  to the GameMastery Guide. Fortunately, you can completely 
  ignore these three lines without affecting play if you wish. 
  But for those who want to utilize the strange new bits of 
  information at the start of these stat blocks, the following 
  quick rules should suffice.
  Modifiers: Each city has six modifiers. Apply these 
  modifiers to skill checks made in the city as follows: 
  Corruption (Bluff against city officials; outdoor Stealth 
  checks), Crime (Sense Motive checks to avoid being 
  bluffed; Sleight of Hand to pickpocket), Economy (Craft, 
  Perform, and Profession checks made to generate income), 
  Law (Intimidate to make opponents friendly; Diplomacy 
  checks to alter attitudes of government officials), Lore 
  (Diplomacy checks to gather information; Knowledge 
  checks while doing research in a library), and Society 
  (Disguise checks; Diplomacy checks to alter attitudes of 
  non-government officials).
  Qualities: Think of these as “Feats” for a city; they 
  modify its statistics. You only really need to know what a 
  city’s qualities are when you’re creating the city’s stat block; 
  since each of these cities have their stats prefigured for 
  you, you can simply use the names of these as inspiration 
  in describing the city or running encounters that take 
  place there.
  Danger: If you use random encounter tables arranged 
  so that higher die rolls equate to more dangerous 
  encounters, add this modifier to rolls made on urban 
  encounter charts.
  The GameMastery Guide should be hitting shelves 
  sometime in May if all goes according to plan. Check it 
  out! There’s a lot more than fancy new city stat blocks 
  in there!
  James Jacobs
  Editor-in-Chief
  james.jacobs@paizo.com
  
  6
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  Part 3 
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  G
  reetings from Restov and congratulations on your triumphs. 
  I hope that we are entering a time in which these lands will 
  be called stolen only in history texts! Yet it would seem that 
  for all your victories, your fellow colonists to the east have met with 
  trouble. The settlers of Varnhold are not responding to messengers—
  and indeed, some envoys have gone missing as well. You may have 
  noticed this on your own, but as the political climate here in Restov 
  grows more turbulent, we find ourselves increasingly limited in the 
  amount of aid we can send. Certainly, we cannot send troops south to 
  Varnhold to investigate without our overly watchful lords to the north 
  misinterpreting the act. And so it falls to you, I fear, to investigate 
  the Varnhold mystery. For if something dire has befallen the colony, 
  you must realize that your own could be next!
  Trusting in your discretion and expedience,
  Jamandi Aldori—Swordlord of Restov
  The Varnhold Vanishing
  The Varnhold Vanishing
  
  7
  The Varnhold Vanishing
  The Varnhold Vanishing
  Adventure BAckground
  In the age before Earthfall, the fortunes of Golarion were 
  forged by vast empires like Azlant and Thassilon. Yet other 
  empires existed in these ancient times as well—empires 
  ruled not by humans but by creatures of legend. The 
  cyclopes ruled many such empires, notably one in Garund 
  and another in northwestern Casmaron. Yet as with their 
  contemporaries, Earthfall brought an end to their rule. 
  And unlike Azlant or Thassilon, the cyclops empires have 
  been all but forgotten in the Age of Lost Omens.
  Yet while the cyclopes may have been forgotten, they 
  have not vanished from the face of Golarion altogether. 
  Pockets of their kind exist today, although they possess but 
  a shadow of their former glory. Only in remote locations 
  does evidence of the ancient cyclops empires still exist, 
  protected from the march of time by preservative magic 
  akin to that which protected the mightiest of Thassilon’s 
  monuments, or watched over still by ancient spirits and 
  tenacious undead too stubborn to move on.
  One such remnant exists deep in the Tors of Levenies 
  in the form of the cyclops lich Vordakai. Although the 
  name has long been lost to history, Vordakai was once a 
  notorious tyrant and necromancer in Casmaron’s ancient 
  cyclops empires. Vordakai himself did not survive the 
  uprising and turmoil that followed Earthfall during the 
  Age of Darkness, yet ironically his name did. The least 
  of his apprentices appropriated Vordakai’s name in the 
  hope of using its power to rebuild an empire; yet in the 
  end, this task would require more than notoriety. This 
  new Vordakai became the last Vordakai when those he 
  was attempting to command rose up against him and, in 
  an ironic turn of events, trapped him in a crypt of his 
  own design, hidden away at the westernmost edge of 
  Casmaron, in a minor mountain range oft overlooked by 
  explorers and colonists.
  As the ages wore on and Vordakai’s torpor changed into 
  an ageless slumber, his name persisted in the legends 
  of the region’s centaur tribes. Tribal shamans, inspired 
  by visions, often brought the centaurs to a steppeland 
  called the Dunsward in the region near Vordakai’s tomb, 
  where they tasked their tribes with the sacred duty of 
  guardianship over the Valley of the Dead—the legendary 
  entrance to Vordakai’s tomb. These shamans saw that the 
  ancient cyclops tyrant did not rest easy in his grave, and 
  they foresaw a time when his wickedness and the pent-up 
  evil of the extinct cyclops empire might one day be released 
  by the unwary to plague the lands again.
  Yet more recently, the Nomen Centaurs have faced less 
  exotic enemies and fears—Taldor’s expansion into the 
  Stolen Lands led to much warfare between the Nomen 
  and humanity and helped to maintain the Stolen Lands’ 
  reputation for being inhospitable to civilization. Even as 
  the domain of Rostland was established, Taldan colonists 
  ripped through the centaur war herds to the south, 
  pushing them to the fringes of their former rangelands 
  and farther and farther from their guardianship and 
  traditional homeland. With the back of the centaur 
  resistance broken and driven into the hinterlands of 
  their new colony, the Taldan forces focused their efforts 
  elsewhere and the cairn stood once again unguarded and 
  largely forgotten.
  So great were the effects of this war that much of the 
  tribe’s lore and identity were lost as well. The original 
  reason for their guardianship was forgotten within a few 
  generations and transformed into a territorial aggression 
  that extended around the eastern fringes of the human 
  lands. When Taldor finally abandoned the Stolen Lands, 
  the Nomen were hesitant to return to the Dunsward out 
  of shame and fear. By the time Choral the Conqueror 
  swept north through what would become the kingdom of 
  Brevoy in 4499 ar, the Nomen centaurs were marginalized 
  and largely forgotten, and the region of the cairn was a 
  remote wilderness area of little to no interest to the new 
  civilization of the area.
  This status quo has remained over the intervening 
  years—until now, that is. When the swordlords of Restov 
  sent agents south into the Stolen Lands, a new colony—
  Varnhold—was established at the edge of the old centaur 
  rangelands, and along with these settlers came an 
  ambitious treasure hunter named Willas Gundarson. Using 
  Varnhold as a base of operations and following an ancient 
  map copied from an even more ancient tablet recovered 
  from deep Casmaron, Willas hoped to find a previously 
  undiscovered hoard of ancient treasure. Unfortunately for 
  Willas, he mistranslated the ancient tablet—and what he 
  Advancement Track
  “The Varnhold Vanishing” assumes four player characters using the Medium advancement track for XP. Characters should be 
  7th level when they begin this adventure. The sandbox nature of “The Varnhold Vanishing” means that the PCs can encounter 
  any of the locations at any level, although the more difficult encounters are placed such that they’re physically more difficult 
  to reach. By the time the PCs are ready to move on from the village of Varnhold, they should be well into 8th level—and by the 
  time they’re exploring Vordakai’s tomb, they should be 9th level, ending the adventure as they become 10th level. Remember 
  that PCs gain 100 XP for each hex they fully explore in the Nomen Heights, and that they can earn more XP by building up their 
  nation and cities (see Pathfinder Adventure Path #32)!
  
  8
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  Part 3 
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  had assumed was an indication of vast magical wealth was 
  actually a warning of vast magical danger.
  Armed with his mistranslated lore, Willas ranged far 
  and wide while Varnhold was being established, operating 
  under the guise of scouting to determine the lay of the 
  land and identify any potential threats facing the fledgling 
  colony. It was on one of these journeys that he discovered 
  the site of Vordakai’s Tomb and crossed the deep waters 
  of the Little Sellen on a folding boat. On the island, he 
  located wards designed to prevent intrusion and grasped 
  something of their dire nature. He was about to turn back 
  when he glimpsed a cache of treasure just a short way down 
  the corridor leading into the tomb. Greed forced aside 
  common sense, and he crept inside to investigate—but as 
  he did, he felt the ancient warding alarms go off. Pausing 
  only to snatch a single jade bracelet, he fled the tomb and 
  retreated back across the river.
  Though all remained quiet as he watched from the far 
  shore, he knew he had triggered the guardian wards and 
  had a bad feeling about what he had done. He hurried 
  back to Varnhold with the bracelet and adjusted his 
  tale to say he had found it on the river bank, hoping to 
  hide his momentary lack of judgment. Unfortunately, 
  Willas’s fears were well founded, for the triggering 
  of the wards awoke Vordakai from his age of slumber. 
  Faced with a new world of wonder, the undead cyclops 
  began to send his minions (loyal cyclopes who had been 
  sealed in his crypt and now serve as undead thralls) out 
  into the world to explore and bring back word of how 
  the world had changed. Vordakai became particularly 
  obsessed with the audacious human who had freed 
  him, and upon noticing the theft of the jade bracelet, 
  set about tracking the thief back to the settlement of 
  Varnhold. Unleashing ancient cyclops magic, Vordakai 
  emptied the settlement of its inhabitants in a single 
  night of horror. Now, Vordakai studies the lore he has 
  learned from Varnhold’s vanishing and draws his plans 
  to establish a new empire. With his kin gone from the 
  region, the undead cyclops is confident that this time, 
  his will be a lasting rule.
  Adventure SummAry
  The player characters are contacted by an envoy from 
  Restov and apprised of the loss of contact with the colony 
  of Varnhold. The swordlords request that the PCs look into 
  the situation and salvage the colony if possible, believing 
  political revolutionaries may be involved. Traveling to 
  Varnhold, the PCs find the settlement empty of settlers 
  but eerily intact. Other than a few spriggan squatters 
  and assorted vermin, none of which accounts for the 
  disappearance of the settlement’s population, there are no 
  clues as to the fate of the colonists other than a single word 
  scribbled on a doorjamb—“Nomen.”
  A bit of research in the village puts the PCs on the trail 
  of the Nomen centaur tribe of the eastern hills, probably 
  believing that the vanishing was the result of a centaur 
  raid prompted by the theft of a piece of centaur jewelry. 
  Traveling into Nomen-claimed lands, the PCs discover 
  many of the fauna—hostile and otherwise—that are 
  native to the area. During this time, they come under 
  magical surveillance by the lich Vordakai. They run afoul 
  of a small centaur war party and are ambushed by a soul 
  eater, a foul outsider summoned by Vordakai to stop them 
  from meddling in his affairs. This development suggests 
  that something other than a centaur raid is behind the 
  Varnhold vanishing.
  Finally, the PCs make peaceful contact with the Nomen 
  tribe and learn the truth of Varnhold’s fate. Following the 
  directions given by the centaurs, the PCs find Vordakai’s 
  Island and must infiltrate past the ancient wards, traps, 
  and undead guardians in order to rescue the Varnhold 
  survivors from the clutches of the foul lich.
  PArt one: exPloring the 
  nomen heightS
  This adventure begins as the PCs hear of a mysterious loss 
  of communication between the village of Varnhold to the 
  east and the rest of the world. The PCs should already know 
  that Varnhold was established at about the same time they 
  established their own kingdom and capital city—the agents 
  sent into the Nomen Heights by Brevoy consisted of a group 
  of mercenaries led by a man named Maegar Varn. If you 
  have the chance, you might wish to engineer some sort of 
  link between the PCs and Varnhold. Perhaps a magic item 
  or rare tome they seek for some reason cannot be found in 
  their own nation, but their contacts assure them that the 
  item they seek is held by an ally in Varnhold. A messenger 
  sent to Varnhold might return with news that the item in 
  question is being prepared for transportation to the PCs, 
  but when the item doesn’t arrive and all attempts to make 
  contact with Varnhold fail, the PCs might be compelled to 
  seek out their sister city to the east to investigate.
  Kingdom in the Background
  If you aren’t using the kingdom-building rules and letting 
  the PCs develop the Stolen Lands, you can assume that 
  the nation of Narland continues to grow in the Greenbelt 
  during this adventure. As this entire adventure takes place 
  in the Nomen Heights, it’s a simple matter to let the 
  growing kingdom to the west settle into the background. 
  By the end of the adventure, Narland has expanded east 
  to the Tors, stretching from the Little Sellen’s banks to the 
  south up to the Shrike to the north.
  
  9
  The Varnhold Vanishing
  The Varnhold Vanishing
  Alternatively, you can begin the adventure by having 
  Edrist Hanvaki (see inside back cover) approach the PCs 
  with worries that his brother Tomin, who was recently 
  visiting friends in Varnhold, is several days overdue from 
  returning. Obviously, all attempts to establish contact with 
  Varnhold should fail—in this case, Edrist begs the PCs as 
  leaders of the nation to investigate. If the PCs send a group 
  of soldiers to look into the mystery, you can have them 
  vanish as well, until the PCs themselves feel compelled to 
  investigate the situation in person.
  If neither of these methods work, you can simply have 
  the PCs be contacted by a woman named Jamandi Aldori. 
  One of Restov’s most famous practitioners of the Aldori 
  school of dueling, Jamandi had hoped that Varnhold 
  would develop into a good site to found a new dueling 
  school. But when she loses contact with Maegar, she 
  begins to worry that something dire may have happened. 
  Worse, northern Brevoy has become quite concerned with 
  Rostland’s interests in the Stolen Lands, and the political 
  climate in Restov has become dangerously tense—at this 
  point, any perceived interest in the Stolen Lands could 
  well be interpreted by Issia as proof that Rostland is 
  attempting to increase its holdings in preparation for 
  civil war. As a result, Restov’s government is increasingly 
  forced to disavow any contact or alliance with its agents to 
  the south. At the same time, the government is reallocating 
  its defensive forces to the north to strengthen its border 
  with Issia—should it come to civil war, Rostland does not 
  want to be caught off guard. All of which puts Jamandi 
  in a rough situation—she wants desperately to learn 
  what has become of Varnhold, but cannot act directly 
  without triggering a conflict. And so she reaches out to 
  the PCs, as the leaders of the closest colony to Varnhold, 
  to investigate, sending a somewhat cryptic message via 
  runner. This message is reproduced at the start of this 
  adventure on page 6.
  vArnhold lore
  If the PCs wish to learn more about Varnhold, a DC 10 
  Knowledge (local or geography) recalls that Varnhold was 
  established by a group of mercenaries led by Maegar Varn 
  and that his band was called the Varnling Host. Like the 
  PCs, they were one of the initial groups selected to colonize 
  the Stolen Lands. A quick investigation of their colony’s 
  various points of contact with other nations confirms that 
  no new communications have come from Varnhold in the 
  last 2 weeks.
  A DC 15 Knowledge (nobility) check recalls that Maegar 
  Varn is the third son of Androth Varn, a Brevic baron of 
  Issian descent. As such, he does not stand to inherit his 
  father’s title and holdings, and the opportunity to found 
  a colony offered by the swordlords is likely his best 
  chance to make his fortune. Maegar has no particular 
  loyalty to Brevoy but also has nothing to gain from openly 
  rebelling against it—so it seems unlikely that this lapse of 
  communication is intentional.
  exPloring the nomen heightS
  Let the PCs set their own pace as they travel to Varnhold. 
  They might stop to explore hexes as they go, or they 
  could race to the colony to investigate it. Part Two of this 
  adventure details the village of Varnhold, what happened 
  there, and how the PCs might reach it. The remainder of 
  Part Two details the majority of the other encounter sites 
  awaiting discovery during the course of the adventure.
  All of the fixed encounter locations in “The Varnhold 
  Vanishing” are categorized into one of three categories: 
  landmark, standard, or 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 
  that site, they do not encounter the site until they explore the 
  hex, in which case they encounter the site automatically.
  Hidden Site: If the PCs don’t already know about the 
  site’s location, they need to make a skill check (the skill 
  and DC required varies with the type of site) to locate it 
  during exploration.
  WAndering monSterS
  As the PCs explore the Nomen Heights, you can liven things 
  up with wandering monsters generated from the table on 
  page 77 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% when 
  entering a claimed hex and 5% per day spent exploring or 
  camping in a claimed hex. Take care not to overwhelm the 
  Building a Kingdom
  Although the events in “The Varnhold Vanishing” are 
  certainly serious, they’re not on a timer. The prisoners 
  Vordakai has taken from Varnhold are either already beyond 
  aid or able to wait for rescue for some time, so as a result, 
  you should let the PCs set the pace of the adventure. 
  Depending on the size of their kingdom, you might even 
  wish to let them take a year or two to expand their nation 
  until it reaches a respectable size of 50–60 hexes or so 
  (perhaps even extending into the Nomen heights to the west 
  of the Tors of Levenies) before beginning this adventure. 
  Remember that once a kingdom reaches a size of 81, its 
  rulers become Kings. This event should coincide with the 
  next adventure, if possible—so if you can time things so 
  that the PCs are finishing “The Varnhold Vanishing” with a 
  nation that comprises 75 to 80 hexes, that’d be perfect.
  
  10
  Part 3 
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  Part 3 
  of 6
  F. Nomen  
  Burial Grounds
  H. Ettercap
  Lair
  E. Dead Noble
  A. Fort Serenko
  K. Varnhold Pass
  I. Kiravoy 
  Bridge
  O. Culchek 
  Camp
  Z. Empty 
  Dragon Lair
  B. Nivakta’s 
  Crossing
  D. Crooked 
  Falls
  G. Shrike 
  Cascades
  N. Talon 
  Peak
  S. Lake 
  Silverstep
  U. Dragonleaf 
  Gulch
  V. Ironstone 
  Gully
  Y. Whispering Grotto
  R. The Linnorm’s 
  Grave
  P. Nomen Tribe
  T. The Ghost 
  Stone
  X. Valley of 
  the Dead
  C. Restov
  L. Varnhold
  J. Spider Fields
  M. Blood 
   Furrows
  Q. Mud Flats
  T
  o
  r
  s 
  o
  f 
  L
  e
  v
  e
  n
  i
  e
  s
  D
  u
  n
  s
  w
  a
  r
  d
  The Stolen Lands: The Nomen Heights
  N
  One hex = 12 miles
  The Stolen Lands: The Nomen Heights
  N
  One hex = 12 miles
  F. Nomen  
  Burial Grounds
  H. Ettercap
  Lair
  E. Dead Noble
  A. Fort Serenko
  K. Varnhold Pass
  I. Kiravoy 
  Bridge
  O. Culchek 
  Camp
  W.  Vordakai’s 
  Tomb
  Z. Empty 
  Dragon Lair
  B. Nivakta’s 
  Crossing
  D. Crooked 
  Falls
  G. Shrike 
  Cascades
  N. Talon 
  Peak
  S. Lake 
  Silverstep
  U. Dragonleaf 
  Gulch
  V. Ironstone 
  Gully
  Y. Whispering Grotto
  R. The Linnorm’s 
  Grave
  P. Nomen Tribe
  T. The Ghost 
  Stone
  X. Valley of 
  the Dead
  C. Restov
  L. Varnhold
  J. Spider Fields
  M. Blood 
   Furrows
  Q. Mud Flats
  South Ros
  t
  la
  nd 
  Ro
  ad
  S
  h
  ri
  k
  e
   
  R
  ive
  r
  R
  u
  n
  o
  f
  f
   
  C
  re
  ek
  Re
  d 
  K
  i
  r
  a
  v
  oy
  Shrik
  e
   
  Ri
  v
  e
  r
  C
  ro
  o
  k
  e
  d
   
  R
  iv
  er
  RIP
  Ki
  ra
  vo
  y 
  R
  i
  v
  e
  r
  Gu
  dri
  n R
  ive
  r
  Li
  tt
  le 
  Sel
  le
  n 
  R
  i
  ve
  r
  W.  Vordakai’s 
  Tomb
  
  11
  The Varnhold Vanishing
  The Varnhold Vanishing
  RIP
  Map Icons
  Bridge
  Dead Body
  Hut
  Monster
  Lair
  Landmark
  Camp
  PCs with random encounters, though; it’s usually good to 
  limit wandering monster encounters to only once per day.
  QueStS
  The PCs will be gathering 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.
  All of the Nomen Heights Quests presented in this 
  book are worth 4,800 XP when they are completed—this 
  is in addition to any experience points the PCs might earn 
  while attempting to complete the quest.
  exPAnding the kingdom
  With Maegar Varn gone, along with his mercenaries, and 
  the village of Varnhold now up for the taking, the PCs 
  can expand their kingdom’s holdings into this region 
  of the Stolen Lands. With their attention diverted to the 
  north, Rostland won’t really notice or react to the PCs’ 
  kingdom expanding into the Nomen Heights unless the 
  PCs have the audacity to attempt to claim a border hex 
  (any of the hexes along the top row that contains areas 
  A–C,  and any land to the northeast of this row). A DC 
  10 Knowledge (history or nobility) check is all that’s 
  needed to realize that claiming territory in this row is 
  essentially declaring war on Brevoy—a move that could 
  drastically change the nature and focus of the Kingmaker 
  Adventure Path.
  If PCs insist on expanding their territory into this upper 
  row of hexes, Rostland’s relations with the PCs swiftly 
  grow hostile. The increased international tension results 
  in the PCs’ kingdom automatically gaining 1 Unrest at 
  the start of each Upkeep phase. In addition, as long as the 
  PCs maintain control over any of these hexes, they’ll have 
  to contend with Rostlandic partisans during each Event 
  phase (this does not replace any normally occurring events 
  during this phase). Each phase, the PCs’ kingdom must 
  make a Stability check against the kingdom’s Command 
  DC; otherwise the partisans cause 1d4 BP of damage to the 
  kingdom’s infrastructure.
  An attempt to claim the village of Nivakta’s Crossing 
  or, even more audaciously, the city of Restov automatically 
  fails and puts the PCs’ kingdom at war with Brevoy. 
  Consult Pathfinder Adventure Path #35 in this event for 
  rules on how to handle mass combat—if you don’t have 
  access to this volume, you can simulate the effects of the 
  war on the PCs’ nation by increasing Unrest by 2d4 each 
  Upkeep phase. Ultimately, war with Brevoy is beyond the 
  scope of the Kingmaker Adventure Path, and if your PCs 
  insist on taking their kingdom down this path, you’ll 
  need to create further developments to the campaign’s 
  storyline on your own.
  A. Fort Serenko (StAndArd)
  This wooden fortification has stood for years on the 
  southern border of Brevoy, but with the growing tensions 
  between Rostland and Issia, the soldiers and scouts 
  stationed here have been recalled to Restov. The fort itself 
  is abandoned—an examination of the fort reveals evidence 
  that it was abandoned in a swift but orderly manner.
  B. nivAktA’S croSSing (lAndmArk)
  The southernmost village in Rostland, Nivakta’s Crossing, 
  is an alert town of tradesmen, hunters, fishermen, and 
  trappers. The village itself is surrounded by a wooden 
  palisade and is set on the northeastern bank of the Shrike 
  River. A low bridge allows access over the river here to the 
  wilderness to the south—the southwestern side of the 
  bridge being fortified by well-manned guard towers.
  The people of Nivakta’s Crossing are sturdy, down to 
  earth, and possess stunted senses of humor. Serious to a 
  fault, they are somewhat suspicious of visitors from what 
  they call “the South,” but they’re willing to take the PCs’ 
  coin for trade nonetheless. This is the point at which 
  Maegar Varn and his mercenaries crossed the Shrike to 
  head into the Nomen Heights some time ago, and it is an 
  excellent place for the PCs to rest, shop for minor bits of 
  equipment, or gather rumors on the region.
  Nivakta’s CrossiNg
  CN Village
  Corruption –1; Crime +0; Economy +0; Law –1; Lore +1; 
  society –2
  Qualities Rumormongering Citizens, Strategic Location
  Danger +0
  PoPuLaCE
  government autocracy
  Population 140 (110 humans, 15 gnomes, 10 dwarves, 5 others)
  Trap
  Structure
  Plant
  Resource
  Ruin
  Town
  
  12
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  Part 3 
  of 6
  Notable NPCs
  Lord Mayor irven revanisu (CN male human aristocrat 2)
  sheriff Lorin kaven (N male human ranger 2)
  abbot kara ilarenika (N female human cleric of Pharasma 6)
  MarkEtPLaCE
  Base value 550 gp; Purchase Limit 2,500 gp; spellcasting 3rd 
  level spells
  Minor items potion of cure moderate wounds, potion of 
  haste, stone salve (1 dose), wand of shield (44 charges); 
  Medium items +1 full plate, ring of protection +2, scroll of 
  break enchantment
  c. reStov (lAndmArk)
  The large city of Restov is located at the southern edge of 
  Rostland. It’s the cultural center of southern Brevoy and 
  the birthplace of the world-famous Aldori dueling style. 
  Restov is an excellent place for the PCs to visit if they need 
  to sell off expensive items or want to shop for the same, 
  but their own cities haven’t quite matured to a point where 
  this is an option. The citizens and government of this city 
  grow increasingly concerned with their neighbors to the 
  north in Issia as this adventure continues, and assuming 
  the PCs don’t encroach politically upon their lands, Restov 
  is likely to play a minor role (if any) in this adventure.
  Additional details on Restov can be found in Pathfinder 
  Adventure Path #31.
  rEstov
  CN Large City
  Corruption +2; Crime –1; Economy +5; Law +4; Lore +4; 
  society +3
  Qualities Prosperous, Rumormongering Citizens, Strategic 
  Location, Superstitious, Tourist Attraction
  Danger 10
  PoPuLaCE
  government autocracy
  Population 18,670 (15,240 humans, 1,220 dwarves, 950 
  gnomes, 820 halflings, 240 half-elves, 130 elves, 70 other)
  Notable NPCs
  Lord Mayor ioseph sellemius (NG male human aristocrat 3/
  expert 2)
  swordlord Jamandi aldori (CG female half-elf fighter 14)
  High Priest Ezvanki keegh (N male human cleric of Erastil 10)
  MarkEtPLaCE
  Base value 12,800 gp; Purchase Limit 75,000 gp; spellcasting 5th
  Minor items +1 chainmail, +1 keen battleaxe, +2 greatsword, 
  clear spindle ioun stone, cloak of the manta ray, scroll of 
  fireball, scroll of identify, scroll of mirror image, scroll of 
  stinking cloud, wand of cure moderate wounds (CL 10th, 
  47 charges), wand of magic missile (CL 9th, 33 charges); 
  Medium items lesser rod of maximize metamagic, ring 
  of improved jumping, ring of improved swimming, ring of 
  major cold resistance, scroll of raise dead, trident of warning, 
  wand of gust of wind (44 charges), wand of restoration (29 
  charges); Major items +5 light steel shield, +5 defending 
  aldori dueling sword, belt of incredible dexterity +6, rod of 
  splendor, staff of fire
  d. crooked FAllS (lAndmArk)
  The Shrike River cascades over a series of waterfalls here, 
  each of which drops down 10 to 30 feet. There are five 
  cascades in all over the course of a mile—the Crooked 
  River tributary flows into the Shrike at approximately the 
  midpoint of the series of waterfalls. These cascades (and 
  the larger Shrike Cascade at area G) make the Shrike River 
  a poor choice for trade between Brevoy and the south—all 
  river trade normally flows along the East Sellen through 
  Hooktongue Slough to the west (although lately, even 
  this route has been unavailable for various reasons—see 
  Pathfinder Adventure Path #34 for details).
  It’s a DC 20 Climb check to scale the banks of these 
  waterfalls.
  e. deAd noBle (hidden)
  The body of an unfortunate and foolish man named 
  Tomin Hanvaki, the eldest son of a minor aristocrat who 
  lives in one of the PCs’ cities, lies dead in a shallow gulch 
  in the foothills here. He had hoped to make it to Varnhold 
  to seal a business deal with that village’s gemcutter, but 
  in his haste to make good time he slipped and fell into 
  this gulch, breaking his fool neck in the process. A DC 12 
  Survival check is enough to note the wheeling buzzards in 
  the sky above, but actually finding the body in requires a 
  DC 15 Perception check (with a +4 bonus on the roll if the 
  searchers have noticed the buzzards). 
  Treasure: Tomin still wears a mother of pearl brooch 
  worth 100 gp, the same brooch his brother Edrist (see the 
  inside back cover of this book) might ask the PCs to recover.
  F. nomen BuriAl moundS (cr 8; 
  StAndArd)
  A number of 8-foot-high mounds of loose stone, arranged 
  in a strange spiraling pattern with each mound connected 
  to the ones to the left and right by a 3-foot high wall of 
  stones, are located here. A DC 20 Knowledge (local) check 
  identifies the strange collection of 29 mounds as the burial 
  site of a tribe of Iobarian centaurs—if the check exceeds the 
  DC by 10, the placement of stones and shape of the mounds 
  further identifies the spiral of mounds as a Nomen tribe 
  burial site.
  Creatures: A trio of manticores has recently claimed this 
  area as its territory. These manticores spot the party unless 
  the PCs have managed to beat their Perception checks with 
  opposed Stealth checks. The manticores hide behind the 
  mounds and use their Stealth to try and wait unseen until 
  the PCs come within range of their tail spike attacks. They 
  
  13
  The Varnhold Vanishing
  The Varnhold Vanishing
  then unleash these attacks before going airborne to make 
  swooping Flyby Attacks. If two are killed, the third one flees.
  MaNtiCorEs (3) 
  Cr 5
  XP 1,600
  hp 57 each (Pathfinder RPG Bestiary 199)
  g. Shrike cAScAde (lAndmArk)
  Unlike Crooked Falls, the Shrike Cascade is a single 
  waterfall. The river plummets 50 feet over a cliff here, 
  rendering the Shrike unnavigable to river traffic—although 
  the vista of the waterfall itself is quite breathtaking.
  It’s a DC 20 Climb check to scale the cliff side along the 
  waterfall’s edge.
  h. ettercAP lAir (cr 8, StAndArd)
  A massive web hangs suspended between two crags 
  on the mountainside here. The web is 30 feet wide and 
  hangs above a 50-foot-deep chasm, the walls of which are 
  riddled with shallow caves. The web itself is not sticky 
  and appears to be a sort of exotic rope bridge across the 
  chasm. The far side of the web bridge is a single ledge 
  that goes nowhere; upon it lies a long-dead dwarf and a 
  glowing warhammer.
  Creatures: This whole area is a relatively obvious 
  ambush created by a group of particularly pathetic and 
  unimaginative ettercaps. The six ettercaps lurk in the 
  shallow caves below, watching and waiting for food to 
  be lured out onto the web bridge. Unfortunately for the 
  ettercaps, the out-of-the-way location of their lair means 
  that few travelers come out this far, and of those who do, 
  even fewer are willing to be lured out onto what is obviously 
  a giant spider web. The ettercaps are relatively dull-witted, 
  but they’re not dumb enough to avoid becoming frustrated 
  with the fact that what they think is a great trap hasn’t 
  secured them more food.
  In fact, the ettercaps are so eager to both secure food and 
  finally try out their trap that they jump the gun, triggering 
  the trap as soon as the first PC sets foot on the web bridge 
  rather than waiting and hopefully getting more PCs onto 
  the bridge. When the ettercaps trigger the trap, the anchor 
  points for the web bridge give way and drop the web into 
  the chasm below; any creatures on the bridge immediately 
  fall 50 feet and take appropriate falling damage. Anyone 
  within 5 feet of either side (as is the case for the PCs when 
  the impatient ettercaps trigger the trap) can attempt a DC 
  15 Reflex save to leap back to safety.
  If no PCs fall victim to the ettercaps’ trap, the ettercaps 
  immediately fall into a bitter, bickering fight among 
  themselves. In this case, they spend 1d3 rounds fighting 
  among themselves (or until the PCs attack one of them 
  directly) before they realize that the real enemy (and 
  dinner) is above. 
  EttErCaPs (4) 
  Cr 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 129)
  Treasure: Amid the clutter of bones and dried husks in 
  the caves is a web-shrouded chest holding 435 gp and 1,080 
  cp. The dead dwarf on the far ledge still clutches his softly 
  glowing +2 warhammer.
  i. kirAvoy Bridge (lAndmArk)
  This simple wooden bridge is a new construction, recently 
  built by the settlers of Varnhold. The bridge itself is sturdy 
  and well-constructed, but it doesn’t show much evidence 
  of use—it was finished only recently.
  Additionally, this hex has already been developed as 
  farmlands by Varnhold—if the PCs claim this hex as part 
  of their nation, they automatically gain the benefits of 
  these farmlands.
  J. SPider FieldS (cr 7; StAndArd)
  Creatures: In exploring the Greenbelt, the PCs may have 
  encountered a giant trap door spider. The borderland 
  between the Dunsward and the Tors of Levenies is infested 
  with such creatures—hairy black and red monsters the 
  size of ponies. The fields here appear strangely barren 
  and are covered with numerous low hummocks of grassy 
  mounds—several of which are in fact the doors to spider 
  lairs. In all, there are six spiders in this area—a Perception 
  check against a spider’s Stealth +13 allows the PCs to notice 
  them before all six spiders attack. These spiders lack an 
  offensive web-spinning ability and the bonus on Acrobatics 
  checks most hunting spiders have, but they do have Spring 
  Attack as a bonus feat. As long as it is within its pit-shaped 
  trap, a giant trapdoor spider has cover.
  giaNt traPDoor sPiDErs (6) 
  Cr 2
  XP 600 each
  Advanced giant spider (Pathfinder RPG Bestiary 258, 294)
  aC 18, touch 17, flat-footed 15
  hp 22 each
  Treasure: Each of the spiders’ pits has a scattering 
  of coins, gems, and jewelry worth 200 gp. One pit also 
  contains a partially eaten human that still wears its cloak of 
  elvenkind and boots of elvenkind.
  k. vArnhold PASS (lAndmArk)
  The rugged Tors of Levenies dip low here, creating a 
  natural pass from the east to the west. The Crooked River 
  flows down to the west, cascading out of the mountains 
  just under the pass’s highest elevation of 200 feet, leaving 
  150-foot-high sheer cliffs to the north and south. A single 
  stone watchtower sits at the top of the pass. It is currently 
  
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  of 6
  abandoned, albeit with no signs of struggle within. Anyone 
  who climbs to the top of the 30-foot-tall tower can see the 
  village of Varnhold to the southeast on a clear day.
  The building counts as a watchtower if a city is built in 
  this area.
  l. vArnhold (lAndmArk)
  This area is detailed in Part Two.
  m. Blood FurroWS (cr 8; 
  StAndArd)
  Creatures: A number of strange furrows scar the grass 
  in this area, disrupted here and there by sinkhole-like 
  depressions and mounds of earth and soil. This region 
  is the territory of a single, cantankerous bulette that the 
  Nomen have named Kankerata (“world chewer” or “earth 
  eater”). Kankerata has dominated this region for decades, 
  contrary to the typical behavior pattern of bulettes 
  (normally, these beasts move on to find new territories once 
  they’ve hunted their current one out). By now, it has almost 
  become a part of the Dunsward’s landscape. The centaurs 
  are fond of daring each other to race through Kankerata’s 
  network of drifts and nests—they view this feat as a test of 
  bravery and often use it to settle disputes.
  It’s a DC 22 Knowledge (arcana) or Survival check to 
  correctly identify the drifts and furrows as evidence of 
  bulette activity. Kankerata is observant and swift, and 
  quickly moves to attack anyone who loiters for long in 
  the region.
  kaNkErata 
  Cr 8
  XP 4,800
  Advanced bulette (Pathfinder RPG Bestiary 39, 294)
  hp 100
  n. tAlon PeAk (cr 9; lAndmArk)
  Creature: A crumbling tower stands atop a low mountain 
  here. Known locally as Talon Peak because the jagged 
  ruins of the tower look almost like a sharp claw protruding 
  from the peak of the steep mountain, this location has 
  been the nesting ground of a roc for many years. A DC 
  20 Knowledge (nature or local) check is enough to have 
  heard the stories of the “giant black bird” that hunts in 
  and haunts the skies above this region and the six hexes 
  that surround it.
  The roc itself is indeed a midnight black specimen. The 
  winged predator once lived in the western Stolen Lands in 
  the Branthlend Mountains, but when her mate was killed 
  by the black dragon Ilthuliak (see Pathfinder Adventure 
  Path #36), she relocated to this nesting site in the Tors of 
  Levenies. One day she may well migrate to another region 
  if the urge to find a new mate takes her, but for now the 
  beast is content hunting and feeding here.
  It’s a DC 25 Climb check to scale the sheer walls of the 
  250-foot-tall peak. The roc’s nest is located in the shell of 
  the partially collapsed tower (which a DC 20 Knowledge 
  [history] check identifies as being of elven make). When 
  the PCs arrive, there’s a 40% chance the roc is present 
  (in which case it attacks ferociously to defend its nest); 
  otherwise the roc is hunting and its nest (and the 1d3+2 
  eggs within) is undefended.
  While the roc’s eggs are unfertilized, the PCs may be 
  seeking them for a quest (see the inside back cover). A roc’s 
  egg is sizable, measuring 4 feet in diameter and weighing 
  200 pounds. Transporting an egg off the mountain 
  should be an adventure in and of itself, especially if the 
  PCs take too long and the roc returns before they finish 
  their task.
  roC 
  Cr 9
  XP 4,800
  hp 120 (Pathfinder RPG Bestiary 236)
  o. culchek cAve (hidden)
  Once the lair of the Culcheck spriggans (the tribe that is 
  currently squatting in the village of Varnhold), this cave 
  is currently abandoned. The entrance remains difficult 
  to find, hidden as it is behind an upthrust spur of rock 
  and concealing brush (DC 20 Perception check to notice 
  while exploring the hex), but the 15-room complex is 
  now completely empty—the spriggans took everything 
  of value when they moved into Varnhold and destroyed 
  anything that was left behind.
  P. nomen triBe (StAndArd)
  This area is detailed in Part Three.
  Q. mud FlAtS (cr 9; StAndArd)
  This 3-mile-long, 1,500-foot-wide swath of lakeshore is a 
  stretch of bubbling mud, heated by geothermal activity. 
  The air is thick and muggy. Even though the majority of 
  the mud lies in a low basin shielded from nearby Lake 
  Silverstep by a mere ridge of rock, silt from the mud rarely 
  seeps into the clear waters of the lake. The mud itself is very 
  mineral rich and could be of some value to the Varnhold 
  colony as an export. Unfortunately, it is not unguarded.
  The mud flats are considered to be a shallow bog for 
  movement purposes and skill checks (see page 427 of the  
  Pathfinder RPG Core Rulebook).
  Creatures: These mud flats are home to a pack of 12 
  strange creatures known as mudmen. These sloppy, filthy 
  elementals have lurked in the mud here for ages, likely left 
  behind from an ancient elven experiment conducted along 
  the shores of the lake, involving the boundaries between 
  the Planes of Earth and Water. Mudmen appear as stocky 
  humanoids composed entirely of mud and bits of debris; 
  
  15
  The Varnhold Vanishing
  The Varnhold Vanishing
  their faces flow and drip, never quite keeping exact visages 
  or expressions.
  MuDMEN (12) 
  Cr 2
  XP 600 each
  Tome of Horrors Revised 272 
  N Medium outsider (earth, elemental, extraplanar, water)
  init +0; senses darkvision 60 ft., tremorsense; Perception +0
  DEfENsE
  aC 13, touch 10, flat-footed 13 (+3 natural)
  hp 19 each (2d10+8)
  fort +4, ref +0, Will +0
  Dr 5/magic; immune elemental traits, mind-affecting effects
  Weaknesses magic vulnerability
  offENsE
  speed 10 ft.
  Melee 2 slams +4 (1d4+2)
  ranged mud bomb +2 touch (1d4 Dexterity damage)
  special attacks engulf
  statistiCs
  str 15, Dex 10, Con 19, int —, Wis 10, Cha 10
  Base atk +2; CMB +4 (+8 grapple when engulfing); CMD 14
  skills Stealth +0 (+16 in mud)
  sQ mud pool
  sPECiaL aBiLitiEs
  Engulf (su) Once per minute as a 
  standard action, a mudman can hurl 
  itself at any creature of its size or 
  smaller within 10 feet. If it succeeds 
  on a ranged touch attack, the 
  mudman immediately makes a CMB 
  check to grapple the target (this does 
  not provoke an attack of opportunity) 
  with a +4 racial bonus. If the mudman 
  fails to establish a hold, it drops into 
  an adjacent square and is staggered for 
  1 round. If the mudman establishes a 
  hold, it flows over its opponent, covering 
  the creature with its muddy body—it can 
  attempt a new CMB check to maintain 
  the “hold” on the creature each round 
  that follows as a free action. The creature is 
  effectively blinded and must either hold its 
  breath or suffocate as long as the mudman 
  retains its hold. Each round the mudman 
  maintains its hold, it deals 1d4+3 points of 
  damage as it crushes and constricts its victims.
  Magic vulnerability (Ex) Mudmen are particularly 
  susceptible to dispel magic, as this spell disrupts 
  the magical energies in their bodies. A mudman 
  subjected to dispel magic takes 1d6 points 
  of damage per caster level (Fortitude save 
  for half damage). Transmute mud to rock 
  deals 1d6 points of damage per caster level to any mudmen 
  caught in the area of effect and leaves them staggered until 
  they can find a new mud pool. Other, similar spells may 
  have similar effects.
  Mud Bomb (su) A mudman can hurl globs of its muddy 
  body mixed with its surrounding mud—this attack 
  has a range increment of 10 feet. If one of these mud 
  bombs hits a target, it quickly grows semi-solid and 
  tenacious, causing 1d4 points of Dexterity damage. If 
  the cumulative Dexterity damage from mud bombs ever 
  equals the target’s actual Dexterity score, the target 
  remains conscious but is held immobile and cannot take 
  any physical action (although see below) until the mud is 
  removed or the target breaks free. Spell-like abilities or 
  spells with only verbal components may be used if the 
  trapped creature can make a DC 20 concentration check. 
  It’s a DC 20 Strength check (made as a full-round action) 
  to pry accumulated mud off and remove all Dexterity 
  damage caused by the attack—a creature that is held 
  immobile can break free with a DC 25 Strength check 
  Mudman
  
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  made as a full-round action (this is the only physical action 
  the creature can attempt while encased in mud). The mud 
  dries and crumbles to dust in 15 minutes, or in 1d3 rounds 
  if a large amount of water (such as results from a casting 
  of create water) is used to wash it away.
  Mud Pool (su) A mudman cannot leave the bounds of the 
  mud pool it dwells in, although these mud pools may be of 
  any size. A mudman’s tremorsense extends throughout the 
  entire mud pool, and it gains a +16 bonus on Stealth checks 
  when hiding in a mud pool. A mudman forced out of its 
  mud pool is staggered.
  Treasure: Hidden within these creatures’ mud pool (DC 
  28 Perception check to find) is a well-preserved corpse, 
  mummified by the thick mud. It wears the trappings 
  of a Taldan Captain-General of Horse from 2 centuries 
  ago and has a satchel in which can be found a carefully 
  wrapped platinum idol depicting a grinning skull-like 
  figure worth 1,000 gp. Who this mysterious warrior was 
  and what may have brought him and his prize to this 
  distant frontier remain a mystery.
  r. linnorm’S grAve (cr 9; 
  lAndmArk)
  The massive bones of a long-dead crag linnorm of 
  incredible size lie upon a hilltop here; the bleached white 
  ribs protrude up into the air like strange trees and the 
  moss-draped skull provides nesting grounds for dozens of 
  families of shrikes. The Nomen centaurs revere this site as 
  holy, often making trips to the bones to leave offerings of 
  meat and wine before the immense skull under the belief 
  that keeping the linnorm’s spirit happy prevents its ghost 
  from returning to this world.
  Creatures: Isolated herds of mastodons graze in 
  the hills and valleys of this area. Typically, a herd of 
  mastodons numbers about 15, but only one bull in each 
  herd is aggressive enough to attack those who get too close. 
  The Nomen centaurs and many other denizens of the area 
  often hunt mastodons for food.
  BuLL MastoDoN 
  Cr 9
  XP 6,400
  hp 133 (Pathfinder RPG Bestiary 128)
  S. lAke SilverSteP (lAndmArk)
  Lake Silverstep, so named for the legend that its waters 
  filled the footprint of a great silver wyrm many ages ago, 
  is the cleanest and clearest source of water in the Stolen 
  Lands. Its primary source is from the Gurdin River, 
  but countless smaller rills and streams empty from the 
  mountains in dramatic cascades along the lake’s eastern 
  shores. With the exception of the mud flats (area Q), the 
  shores surrounding the lake consist of idyllic swaths of 
  nettles, cattails, reeds, and lilies and are home to numerous 
  nixies, grigs, and faerie dragons. These fey are incredibly 
  bashful and shy, and it’s unlikely that any of them will be 
  brave enough to make contact with the PCs—though stats 
  for these creatures can be found in Pathfinder Adventure 
  Path #31 and #32 if such contact is established.
  The waters of Lake Silverstep host an enormous variety 
  of fish; the most common are small, thick-bodied silver 
  eels—quite delicious and much sought after by gourmet 
  chefs. The fact that dangerous predators often hunt along 
  the shores of the lake, combined with the fact that silver 
  eels are difficult to catch due to their uncanny ability to 
  sense hooks in bait, together ensure that demand for the 
  eels remains high. It’s a DC 30 Survival check to catch 
  1d6 silver eels over the course of an 8-hour expedition, 
  but baiting the hooks with goodberries, for some reason, 
  seems to help immensely—fishing with goodberries as 
  bait grants a +10 bonus on the Survival check to catch eels. 
  Although the lake encompasses numerous hexes, only 
  this particular hex counts as a resource hex if claimed 
  by a kingdom.
  t. the ghoSt Stone (cr 10; 
  StAndArd)
  A strange, gray stone monolith, its sides polished and 
  smooth, stands at the western end of a valley here. The 
  stone is known by locals as the Ghost Stone, for at night, 
  the air surrounding the stone within a 120-foot radius 
  glows with a soft radiance, and strange, ghostly shapes of 
  unnatural shape and posture flit and writhe through the 
  air. The Ghost Stone itself is a spire-like structure with a 
  dull point that stands 15 feet high, an ancient elven relic, 
  abandoned and forgotten. It once served as the foundation 
  for a portal to the Ethereal Plane, but today it serves only 
  to make the boundary between this world and the next 
  unnaturally thin. On the Ethereal Plane, the area glows 
  with a strange bright radiance and the Ghost Stone itself 
  sits as a stationary, solid curiosity that often attracts 
  natives of that realm. Recently, this attraction has caused 
  something of a minor territorial war.
  Creatures: At some point before the PCs actually reach 
  sight of the Ghost Stone, a phase spider approaches them, 
  seeking their help. Named Zzamas, the phase spider 
  speaks very few words of Common and knows that most 
  humanoids find her shape unsettling. As a result, she tries 
  to make contact with the PCs by speaking to them from 
  hiding, calling out in a strange buzzing voice, “You help 
  me, yes?”
  Zzamas’s crude Common and hideous shape might 
  encourage some PCs to attack, but if a group establishes 
  communication (an easier task if a PC can speak Aklo), 
  Zzamas explains that several xills have forced her from 
  her home, and she wants the PCs’ help to kill them. She 
  
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  The Varnhold Vanishing
  The Varnhold Vanishing
  promises a “fancy chest with stuff inside,” as payment for 
  their help.
  The Ghost Stone has indeed been claimed by a group 
  of xills—four of them, in fact. If the PCs agree to help 
  Zzamas, the phase spider aids them in the fight; otherwise, 
  if the PCs enter the area of influence of the Ghost Stone, 
  they will need to fight against the four otherplanar 
  horrors themselves. The xills find the Ghost Stone’s aura 
  to be somewhat intoxicating, and all four are effectively 
  sickened as a result of this effect.
  ZZaMas 
  Cr 5
  XP 1,600
  Phase spider (Pathfinder RPG Bestiary 226)
  hp 57
  DruNkEN XiLLs (5) 
  Cr 5
  XP 2,400
  Sickened xills (Pathfinder RPG Bestiary 283)
  hp 67 each
  u. drAgonleAF gulch (cr 10; 
  StAndArd)
  The Little Sellen River narrows here as it passes through 
  a gully between two rocky hillsides, flowing around an 
  oblong island thick with vegetation. This island is only 
  15 feet wide and 75 feet long; the river narrows down to 
  a width of 15 feet to either side of it. The cliff walls of 
  the gully are 40 feet high and can be scaled with a DC 15 
  Climb check.
  Creature: Lurking amid the thick reeds, nettles, and 
  blackberries that grow on the island is a single giant 
  flytrap. The man-eating plant moves quickly to attack 
  anything sizable that moves along the river; the confines 
  of the surrounding gully allow the plant to snap 
  and grab at targets on either side of the island, 
  including those that cling to the cliff walls within 
  10 feet of the river surface.
  giaNt fLytraP
  XP 9,600
  hp 149 (Pathfinder RPG Bestiary 134)
  Treasure: A search of the island and a 
  successful DC 25 Perception check reveals 
  a large amount of bones—evidence 
  of the flytrap’s victims. Most of the 
  bones are from centaurs or humans. 
  Scattered among the bones is a bit 
  of treasure: 320 sp, 345 gp, 13 pp, a 
  masterwork bastard sword in an 
  elegant darkwood scabbard worth 
  150 gp, a lesser silent metamagic rod, and a helm of comprehending 
  languages and reading magic.
  v. ironStone gully (hidden)
  Just west of the Little Sellen, a shallow cave extends into 
  the mountainside. While to the untrained eye this cave 
  (which currently serves as the lair of a harmless flock 
  of bats) might seem unremarkable, a DC 20 Appraise 
  Quest: The Ghost Stone War
  Help Zzamas drive off the xills who have claimed the 
  Ghost Stone as their territory.
  source: Zzamas the phase spider (area t).
  task: Zzamas wants the PCs to help her attack and slay 
  the xills that have forced her to abandon her lair at the 
  Ghost Stone.
  Completion: All xills must be slain or forced to flee.
  reward: Zzamas promises to reward the PCs, if they 
  help her, with a lost secret chest she recently found drifting 
  forgotten through the Ether. The chest itself is worth 
  5,000 gp, remains functional as the focus for a secret chest 
  spell, and is locked (DC 35 Disable Device to pick the lock). 
  The wizard the chest once belonged to is long dead, but 
  the wand of dimension door (22 charges) and the spellbook 
  it contains are still quite useful. The spellbook itself 
  should be filled with a number of spells that are useful 
  to the party’s wizards (6 each of levels 1–5)—otherwise, it 
  can be sold for 2,475 gp.
  Zzamas
  
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  check reveals the truth—the far wall of the cave bears an 
  incredibly rich vein of iron ore that could be a valuable 
  resource for any kingdom that claims this hex.
  W. vordAkAi’S tomB (StAndArd)
  This area is detailed in Part Four.
  x. vAlley oF the deAd (cr 6; 
  StAndArd)
  The entrance to this wide valley is marked by a series 
  of posts decorated with bones and skulls every 50 to 60 
  feet—a wall of warnings erected by the Nomen that runs 
  for the entire 6-mile opening to the valley. The Nomens 
  call the lands beyond this valley “Olah-Kakanket”—the 
  Valley of the Dead.
  Beyond the warning wall of bone totems, the valley 
  doesn’t seem much different than the surrounding 
  foothills. Yet the further one travels toward the mountains, 
  the more a strange feeling of oppression grows; the wind 
  seems oddly muted as it flows through the trees and grass, 
  the birds and insects grow quiet, and the unusually regular 
  crags along the surrounding mountains seem almost to 
  crouch in expectation of the PCs’ approach.
  A mile past the bone totems, the first of the gravestones 
  appears. These 6- to 10-foot-tall stone steles are badly 
  weathered—many are partially or wholly collapsed, but 
  each bears strange runes that a DC 25 Linguistics check 
  can identify as being written in Cyclops and listing 
  ancient names. There are thousands of gravestones within 
  the valley of the dead, but the cyclops bodies beneath them 
  have long since decayed into soil—all that remains are 
  fragments of bones.
  At the farthest western point in the valley, where the 
  ragged Tors of Levenies rise 300 feet above the surrounding 
  foothills, a crack in the cliff wall allows a 15-foot-wide 
  stone stairway to wind up into the mountains. This path 
  takes a circuitous route, winding back and forth over a 
  length of 8 miles through the tors until finally opening 
  upon area W.
  Creatures: A dark and ominous shape looms in the 
  throat of the stairs where the shadows gather. This shape 
  is a guardian creature sent to watch the approach to the 
  crypt above at area W—a dread zombie cyclops. 
  DrEaD ZoMBiE CyCLoPs 
  Cr 6
  XP 2,400
  Pathfinder RPG Bestiary 52, Advanced Bestiary 105
  CE Large undead
  init –2; senses low-light vision; Perception +19
  DEfENsE
  aC 19, touch 7, flat-footed 19 (+2 armor, –2 Dex, +10 natural, 
  –1 size)
  hp 65 (10d8+20)
  fort +4, ref +1, Will +8
  Defensive abilities channel resistance +2; immune undead traits
  offENsE
  speed 30 ft.
  Melee mwk battleaxe +14/+9 (2d6+7/×3), slam +13 (1d8+7), 
  bite +13 (1d6+7)
  space 10 ft.; reach 10 ft.
  special attacks brain consumption, command zombies
  taCtiCs
  During Combat Plagued by shattered, incomplete memories 
  of an ancient cyclops empire and a constant, gnawing 
  hunger for brains, the dread zombie cyclops lurches to 
  roaring violence upon sighting any living intruder, attacking 
  intruders on sight. 
  Morale The undead cyclops fights until destroyed.
  statistiCs
  str 25, Dex 6, Con —, int 6, Wis 13, Cha 12
  Base atk +7; CMB +15; CMD 23
  Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, 
  Dread Zombie 
  Cyclops
  
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  The Varnhold Vanishing
  The Varnhold Vanishing
  Power Attack, Toughness
  skills Intimidate +9, Perception +19, Sense Motive +11, Survival +6
  Languages Common, Cyclops, Giant
  sQ flash of insight
  gear leather armor, battleaxe
  sPECiaL aBiLitiEs
  Brain Consumption (Ex) If a dread zombie cyclops deals 
  damage with its bite attack against a helpless or pinned 
  living foe, the bitten creature must make a DC 22 Fortitude 
  save or be reduced to a negative hit point total equal to 1 
  lower than his current Constitution as the zombie begins to 
  consume his brain. If the dread zombie bites a foe who is in 
  negative hit points, he automatically kills the foe by eating 
  his brain. The save DC is Strength-based.
  Command Zombies (su) A dread zombie cyclops can 
  automatically command all normal zombies within 30 feet 
  as a free action. Normal zombies never attack a dread 
  zombie unless compelled.
  y. WhiSPering grotto (hidden)
  A DC 25 Perception check made while exploring this 
  hex allows the PCs to notice a strange and somewhat 
  unsettling sound, almost as if the whispering of a 
  number of hidden conspirators were carried on the 
  wind that blows through an otherwise unremarkable 
  dale between two hills. A second DC 25 Perception 
  check reveals numerous small holes in the ground and 
  hillsides; as the wind blows over these narrow fissures, 
  it generates the unsettling noise.
  Anyone who peers into these small fissures is greeted 
  by a shocking sight—a glittering tangle of crystals. The 
  narrow caverns that riddle this area contain a sizable 
  deposit of gemstones, providing an excellent economic 
  resource for a kingdom that claims this hex as its own.
  Z. emPty drAgon lAir (StAndArd)
  Deep in the trackless reaches of the Tors of Levenies 
  lies a large cave entrance. Within, a 50-foot-wide tunnel 
  stretches 300 feet into the mountain before opening into 
  a large, vaulted chamber 140 feet in diameter. Yet more 
  impressive are the dry bones of an adult silver dragon 
  that lie sprawled in the center of the cavern. The dragon’s 
  remains are not completely intact—the bones along the 
  right arm and wing are strangely incomplete, as if they 
  had been melted away by a powerful acid. No sign of the 
  dragon’s skull remains at all—or of the dragon’s treasure. 
  A DC 20 Perception check reveals a healthy scattering of 
  silver and black dragon scales.
  Rumors and legends of a silver dragon named Amvarean 
  are obviously out of date—the black dragon Ilthuliak slew 
  the younger silver dragon many years ago and stole her 
  treasure. See Pathfinder Adventure Path #36 for details on 
  this dangerous foe.
  PArt tWo:  
  the vAniShed villAge
  With a DC 15 Knowledge (geography) check, the PCs can 
  determine that the village of Varnhold was established 
  in the central Nomen heights, in a wide valley between 
  two low mountains of the Tors of Levenies. There are 
  two established routes to Varnhold—one south from the 
  Rostlandic village of Nivakta’s Crossing, and one overland 
  through the wilderness and a low spot in the Tors known 
  as Varnhold Pass. Go ahead and mark the locations for 
  Varnhold, Restov, Nivakta’s Crossing, and Varnhold Pass 
  on the PCs’ blank map so they’ll know where they’re 
  heading. How they get to Varnhold and what route they 
  take is, of course, up to them.
  vArnhold
  Established by Maegar Varn and his auspiciously named 
  group of loyal mercenaries, the Varnling Host, Varnhold 
  had a population of well over a hundred just before its 
  citizens vanished. Varnhold is a fledgling colony comprised 
  primarily of single adults evenly distributed between 
  craftsmen and farm laborers, though there are a number of 
  married couples and even a few families with children.
  Most of Varnhold’s buildings are constructed of fieldstones 
  up to a height of about 3 feet, with wooden planking and 
  even some frame and stucco above that. The windows bear 
  shutters and are unglazed unless otherwise noted. Roofs are 
  uniformly shake shingles. A few dwellings, however, are still 
  the sod dugouts constructed in the colony’s earliest days. The 
  primary buildings of the town are an inn, a church of Erastil, 
  Quest: Fate of Varnhold
  The PCs discover what happened to the villagers 
  of Varnhold and take steps to ensure such a mass 
  disappearance will not happen again.
  source: No one in particular assigns this quest to the 
  PCs—but if they ignore the problems in Varnhold, they’ll 
  eventually face a new threat to the region once the lich 
  Vordakai emerges in earnest.
  task: Explore Varnhold, learn the truth of what befell its 
  citizens, and then confront the lich Vordakai in his tomb.
  Completion: Slay Vordakai and release as many 
  imprisoned villagers as possible from captivity in the lich’s 
  dungeon of souls (area W28).
  reward: With Vordakai’s defeat and the captured 
  villagers released from the dungeon of souls, Varnhold 
  agrees to join the PCs’ kingdom—see Concluding the 
  Adventure for details.
  
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  L1
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  Varnhold
  Ki
  ra
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  i
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  e
  r
  T
  o 
  V
  ar
  n
  h
  ol
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  21
  The Varnhold Vanishing
  The Varnhold Vanishing
  a town livery, a small brewery, and the local grange, where 
  farmers can stockpile their produce for trade and sale. The 
  town is constructed around a ford of the Kiravoy River, above 
  which stands a low, flat-topped hill. Atop this hill stands 
  the hewn-log stockade and blockhouse built for the colony’s 
  defense—the seat of Varnhold’s lord governor, Maegar Varn.
  the doom thAt cAme to vArnhold
  When treasure-hunter Willas Gunderson came to Varnhold, 
  he had visions not of colonization but of treasure in his 
  mind, for he possessed an ancient map claiming to lead to 
  a long-forgotten crypt in the mountains southwest of the 
  new colony. Yet as detailed in the Adventure Background, 
  when Willas finally found Vordakai’s Crypt, the site 
  promised on his map, he gained naught but a single jade 
  bracelet before wakening an ancient evil. Eager to cover up 
  his foolish brush with death, Willas adjusted his story and 
  claimed he had found the jade bracelet abandoned on the 
  banks of a small tributary river while scouting the Tors.
  Lord Varn, being something of an amateur archaeologist 
  and historian himself, took a great interest in the jade 
  treasure Willas had returned with, but like Willas, 
  mistook what is actually a large ring for a bracelet and 
  tentatively identified its markings as associated with 
  the Nomen centaurs, a tribe with which his colony was 
  involved in a low-grade conflict. Believing the “bracelet” 
  to be a prehistoric artifact of that culture, he sent word to 
  an old colleague from Oppara—Ervil Pendrod, a scholar 
  who specialized in Casmar antiquities. Maestro Pendrod 
  was in the beginning stages of composing a sweeping epic 
  opera dedicated to the millennia-sweeping history of the 
  Iobarian steppes and gleefully accepted word of the artifact 
  as evidence of a link between the Nomen centaurs and those 
  of ancient Iobaria. He immediately set out for Varnhold to 
  study this magnificent find and its provenance.
  Yet Maestro Pendrod was not the only individual 
  interested in the “bracelet,” for with its theft and the 
  activation of the tomb wards, the long-dead cyclops 
  Vordakai had wakened. Turning his oracular powers to 
  the recovery of the ring and the location of the thief, the 
  lich located both in the settlement of Varnhold. Vordakai 
  emerged from his crypt for the first time in thousands 
  of years and made his way toward the village. One still 
  evening soon thereafter, he used a potent artifact known 
  as an oculus of Abaddon to create a haunting beckon from 
  a hillock at the edge of town. The potent magic drifted 
  throughout the town, calling forth all of the colonists in 
  a daze, and by drawing upon ancient reserves of magic, 
  Vordakai captured each of the villagers in soul jars. He left 
  the village of Varnhold empty, its populace mysteriously 
  vanished without a trace—and kept in his crypt as a 
  source of information the ancient cyclops he now uses to 
  educate himself upon what the world has become. 
  The empty village, meanwhile, has been taken over by a 
  band of spriggans from the Culchek tribe.
  l1. hogkeePer’S FArm (cr 4)
  This structure, though fairly new, is poorly built. The 
  clapboard walls have large gaps and its roof sags alarmingly. 
  Behind the cottage sprawl a mud-filled enclosure and a 
  covered shed. The smell of decay and filth emanating from 
  this dwelling is horrendous.
  This building was the home of a hogkeeper who 
  hunted the surrounding hills for wild boars—some of 
  which he planned to domesticate. The hogkeeper was a 
  The Watcher
  The lich Vordakai left 
  his familiar, a raven named 
  Horagnamon, to ply the 
  skies above Varnhold and 
  the surrounding lands. For 
  several hours a day, Vordakai 
  observes and explores the world 
  he left behind so long ago by 
  watching through his familiar’s 
  eyes. At some point during the 
  adventure, likely as the PCs are exploring Varnhold and 
  getting into flashy, noisy fights with the creatures that 
  now dwell there, Horagnamon notices and swoops low 
  to watch, following with interest as Vordakai observes 
  the PCs through the raven’s eyes. Horagnamon takes 
  no special measure to avoid detection, relying upon the 
  fact that a raven in Varnhold should be unremarkable—
  but is careful to always remain more than 100 feet away 
  from the PCs to avoid accidental detection via effects like 
  detect evil. Horagnamon may take specific acts against 
  the PCs, as indicated in the text, and as the adventure 
  goes on you should let the PCs know that they have 
  a strange feeling, as if they’re being watched. Award 
  them a DC 25 Perception check each day. Any PC who 
  makes two consecutive successful Perception checks 
  can make a DC 20 Wisdom or wild empathy check to 
  notice that a strange raven seems to be following them. 
  If confronted, Horagnamon flees to the southwest—if 
  the PCs manage to capture and interrogate the raven, 
  Vordakai uses his link to the familiar to destroy it (and 
  possibly harm anyone nearby—see page 52).
  HoragNaMoN
  Raven familiar (Pathfinder RPG Bestiary 133)
  hp 80
  
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  vile man of questionable hygiene and habit, ill-liked by 
  his neighbors. His home is a shambles simply because of 
  his personal habits.
  Creature: Around the muddy pigpen are scattered the 
  rotten, half-eaten corpses of a number of feral hogs, now 
  covered in clouds of fat black flies. One wall of the pen 
  has collapsed, allowing (in an ironic turn of events) a 
  particularly massive feral hog (equal to a dire boar in size 
  and ferocity) to enter and feed on the bodies of his starved 
  kin. If he sees the PCs, he immediately charges, easily 
  smashing through the poorly built split-rail fence as he 
  does so (this  barrier costs it 2 squares of movement).
  giaNt fEraL Boar 
  Cr 4
  XP 1,200
  Dire Boar (Pathfinder RPG Bestiary 36)
  hp 42
  l2. FArmhouSeS
  Each of these small cottages is fairly well kept and 
  modestly furnished with simple accoutrements. The 
  cottages served as the dwellings for 1d6 villagers. All 
  the homes show signs of having been derelict for several 
  weeks, though they appear to have been abandoned in the 
  midst of normal activities.
  l3. tAnnery
  The acrid stench of a tannery wafts faintly from this modest 
  building. An outhouse stands across the yard in front of the 
  building.
  The village tanner lived and worked here. His 
  combination home and shop is filled with hides in various 
  stages of stretching and curing. Out back is a fenced 
  enclosure with three horse hides stretched upon it. A DC 15 
  Perception or Knowledge (nature) check recognizes them 
  as being strangely incomplete above the withers. A DC 23 
  Knowledge (nature) confirms that they are actually centaur 
  hides missing the humanoid portion.
  l4. BreWery
  This large, two-story building partially overhangs the river 
  bank. A wagon sits at the loading dock with a pair of barrels on 
  its bed and another waiting atop the loading dock itself. A sign 
  above the front entrance shows a barrel and a smiling dwarf.
  This small brewery established Varnhold’s own beer 
  brand, Cheerful Delver Stout—an earthy, dark beer that 
  swiftly became a favorite among the locals. The wagon 
  and loading dock hold sealed barrels of the stout—still 
  good—and another dozen barrels of the completed 
  product can be found within. The spriggans have not yet 
  searched this structure due to the presence of the hungry 
  frogs at the ford.
  Treasure: The stout is of decent quality, though lacking 
  refinement, and the 15 barrels could be sold for 7 gp each. 
  A DC 32 Perception check reveals a loose floorboard 
  beneath one of the brewing vats; underneath it is a 
  lockbox (DC 30 Disable Device to pick the lock) that holds 
  115 gp and the recipe for Cheerful Delver Stout (worth 50 
  gp to the right buyer). 
  l5. Sellen Ford (cr 7)
  The ground slopes steeply downward to the river bank, where 
  the river runs wide and shallow, though it is muddy with the 
  runoff of recent rains to the south. The opposite bank rises at a 
  gentler slope into the town proper.
  The Kiravoy River is shallow here, only 4 feet deep at the 
  center. To the east, the river bed drops into a deep pool—
  anyone using the ford who strays too far in this direction 
  could well find herself unexpectedly dropping into the 
  20-foot-deep pool.
  A DC 20 Perception check made while searching the 
  pool’s depths reveals a 5-foot-wide tunnel that leads south—
  this flooded tunnel connects to the well in area L27.
  
  23
  The Varnhold Vanishing
  The Varnhold Vanishing
  Creature: A lone chuul that was displaced from this pool 
  when Maegar Varn and his mercenaries drove it out has 
  returned to its old home from upriver. The spriggans are 
  aware of the chuul, which has caught and eaten several of 
  them already. For now, the chuul is content to ignore the 
  remaining spriggans if they leave it alone—hunger may 
  eventually force it to become more aggressive.
  CHuuL 
  Cr 7
  XP 3,200
  hp 85 (Pathfinder RPG Bestiary 46)
  l6. Pit trAPS (cr 6)
  At each of these locations, the mischievous spriggans 
  have dug a pit, lined it with sharpened stakes, and crudely 
  camouflaged it with a cover of sticks and dirt. Anyone 
  walking through a square with one of these traps has a 50% 
  chance of falling into it.
  CaMoufLagED sPikED Pit traP 
  Cr 6
  XP 2,400
  type mechanical; Perception DC 25; Disable Device DC 25
  EffECts
  trigger location; reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 
  melee, 1d4 spikes per target for 1d6+5 damage each); DC 20 
  Reflex save avoids; multiple targets (all targets in a 10-ft.-
  square area)
  l7. commonS
  A greensward occupies the center of town. A few trees grow 
  around an unoccupied pillory, and a well has been dug at the 
  southern end.
  Although the 20-foot-deep well once held good drinking 
  water, it currently contains the decaying body of a naked 
  spriggan, the victim of a prank gone too far. The spriggans 
  avoid the well now.
  l8. livery And BlAckSmith (cr 7)
  This long, low building partially surrounds a yard encompassed 
  by a split-rail fence. A sign above a wide, barn-like entrance 
  shows harness for a horse and a blacksmith’s anvil. Despite 
  the abandonment of the village, it appears that many mounts 
  and a great deal of livestock were left behind, trapped in the 
  livery and yard. A half-dozen horse carcasses, decomposing 
  and ravaged by the crows that continue to pick at them, lie 
  sprawled in the yard.
  When Vordakai led the villagers away, the animals 
  kept here were left trapped within and ultimately died of 
  thirst. The bodies have been serving as food for the crows 
  for some time now.
  Creatures: Because of the large number of animal 
  carcasses lying here and the easy access to the yard and the 
  stable itself by means of the hay loft doors, a huge number 
  of scavenging crows have been attracted to this place to 
  feed upon the remains. 
  MurDEr of CroWs 
  Cr 3
  XP 800
  Tome of Horrors III 212 (raven swarm)
  N Tiny animal (swarm)
  init +6; senses low-light vision, scent; Perception +11
  DEfENsE
  aC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 27 (6d8)
  fort +5, ref +9, Will +4
  Defensive abilities half damage from slashing and piercing 
  weapons; immune swarm traits
  offENsE
  speed 5 ft., fly 40 ft. (average)
  Melee swarm (2d6 plus distraction and eye rake)
  space 10 ft.; reach 0 ft.
  taCtiCs
  During Combat These crows are particularly aggressive, and 
  anyone that enters the building or the nearby yard will find 
  himself beset upon by four swarms of angry birds. Once 
  roused, the murder of crows pursues the PCs until they 
  seek shelter in another building. The spriggans have learned 
  to avoid this building.
  Morale The crows fight to the death.
  statistiCs
  str 1, Dex 15, Con 10, int 2, Wis 14, Cha 6
  Base atk +4; CMB +4; CMD 9
  feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception)
  skills Fly +12, Perception +11, Stealth +0
  sPECiaL aBiLitiEs
  Eye-rake (Ex) Any living creature damaged by a murder of 
  crows must succeed on a DC 13 Reflex save or be blinded 
  as the swarm scratches and tears at the victim’s eyes. The 
  blindness lasts for 1d4 days or until healed with remove 
  blindness. The save DC is Constitution-based.
  l9. tAilor
  This modest cottage is neatly kept and has curtains hanging 
  aske in its windows.
  This house served as the home and workshop for the 
  village tailor, as evidenced by the remaining bolts of cloth 
  and tools of the trade within. It has been thoroughly looted 
  by the spriggans.
  
  24
  Part 3 
  of 6
  Part 3 
  of 6
  l10. Potter
  Unlike the other houses in town, the front door of this one 
  has been broken down. A small yard adjoining the house and 
  surrounded by a low picket fence holds the smashed remains of 
  many clay vessels and statuettes.
  This building served as the home of the village potter, 
  who died several weeks ago of a fever. Hers is the most recent 
  grave in the cemetery. Lord Varn had locked up her home 
  and shop until the estate could be settled. The spriggans 
  had to break through the door to loot this building, and 
  the entire floor is covered by a welter of smashed pottery 
  fragments as a result.
  Treasure: Though the vandalizing spriggans took great 
  delight in destroying the potter’s wares, a DC 23 Perception 
  check locates a hidden door. Nestled in a cushioning bed of 
  straw is an elegant set of flagons and platters, hand crafted 
  and chased in platinum, that was intended as a wedding gift 
  for King Noleski’s eldest daughter next spring as indicated 
  by a small placard. The set is worth 300 gp because of its 
  fine craftsmanship.
  l11. gundArSon’S houSe
  A sod house has been dug into the base of the hill. Its heavy 
  oaken door hangs askew.
  This was the home of Maegar Varn’s henchman and 
  march warden, the Ulfen ranger Willas Gundarson—the 
  man who awoke Vordakai and brought the cyclops lich’s 
  wrath down on the village. Like the other homes south of 
  the Kirajoy, the spriggans have looted this one. A broken 
  hand axe still lies on the table where Willas was fixing its 
  handle when Vordakai came.
  Treasure: Lying among the debris strewn about by 
  the spriggan’s search of the house is a small wooden 
  box about the size of a wizard’s spellbook. Lying near 
  it is a book that has been torn in half at the spine. The 
  book is about three-quarters filled with handwriting in 
  Skald—this is Willas’s journal. It records his career as 
  a ranger in the company of Maegar Varn and includes a 
  description of several skirmishes that occurred between 
  the colonists and a tribe of barbaric centaurs that 
  inhabit the hills east of Varnhold. The journal names 
  the tribe as the Nomen centaurs. The last journal entry 
  is dated approximately 2 weeks before the beginning of 
  the adventure and relates a mundane scouting report of 
  Varnhold Pass. A DC 12 Perception check locates a page 
  partially torn from the journal. The top of the page is 
  dated 2 months ago and simply says, “Found bracelet by 
  the river.” The rest of the page has been torn away. The 
  next page bears a single large rune inscribed in charcoal, 
  which a DC 20 Linguistics check (+5 competence bonus 
  to a speaker of Skald) identifies as an archaic Ulfen 
  symbol to ward off bad luck.
  While the diary is certainly of interest to the PCs, the 
  nearby box is the true treasure—a folding boat that the 
  spriggans overlooked.
  l12. the WAterhorSe
  A two-story inn stands just off the village commons. A sign 
  above the door depicts a rider clinging to the back of a madly 
  galloping horse with a green mane and a fish’s tail extending 
  from its hindquarters. The inn’s walls are painted a cheerful 
  shade of yellow to complement the red shutters.
  The Waterhorse was the focus of social interaction in 
  Varnhold on days other than Sundays (when the focus 
  shifted to the church of Erastil). The hostler, Miriam 
  Kolescu, was of old Issian stock from a fishing village 
  on the shore of the Lake of Mists and Veils—she brought 
  many of her family’s traditions and beliefs with her to 
  Varnhold, though she was also a staunch loyalist to the 
  Surtova crown. Her inn is simple but well kept. Its first 
  floor consists of a common room (whose tables are still set 
  with rotting plates of food), a kitchen, a bathing chamber, 
  and stores, along with a wing for the Kolescu family. The 
  second floor consists of six guest rooms, all of which save 
  one were unoccupied at the time the population vanished.
  The inn’s most recent patron was also its most famous. 
  The renowned Iobarian scholar and composer Ervil 
  Quest: Varnhold’s Treasure
  The PCs recover and return the belongings of Varnhold’s 
  citizens.
  source: The PCs are not assigned this quest, technically, 
  although if they rescue the surviving Varnhold citizens, 
  the citizens ask for the return of their belongings.
  task: Ensure that the citizens of Varnhold recover as 
  much of their belongings as possible.
  Completion: The PCs must not loot any of the treasure 
  remaining in Varnhold (with the exception of the scrolls in 
  the church of Erastil), or if they do, they must return the 
  items. In addition, the Varnhold treasure held by Agai, the 
  spriggan leader, must be returned as well.
  reward: If the PCs keep all this treasure and that fact 
  becomes known, increase their nation’s Unrest by 1d4+2. 
  If the PCs make sure that the wealth of the villagers 
  remains safe and is returned to them once the villagers 
  are rescued, the resulting goodwill increases the PCs’ 
  reputation and thus increases Loyalty by +1.
  
  25
  The Varnhold Vanishing
  The Varnhold Vanishing
  Pendrod had been staying at the inn for about a week before 
  the vanishing. Maestro Pendrod hailed from Oppara’s 
  Kitharodian Academy. His studies into the indigenous 
  ethnicities of ancient Iobaria led him to Varnhold when 
  Maegar Varn, a former student of his, sent him word of 
  Willas Gundarson’s find. Maestro Pendrod set up shop 
  in the inn’s common room, where he conducted his 
  research into the mysterious “bracelet” until he 
  disappeared with the rest of the village.
  The first thing PCs notice upon approaching 
  the front door of the inn is a single word hastily 
  scratched into the wood of the front door in 
  Common—“NOMEN.” Maestro Pendrod used his 
  last ounce of willpower to scratch this warning 
  with his dagger as the beckon of Vordakai 
  summoned him along with the rest of the 
  village and he finally put the pieces together 
  as to the source of the jade “bracelet."
  Perhaps the most unusual feature of 
  the Waterhorse is its sole, doomed 
  occupant—a giant-sized spriggan 
  that stands, silent and perfectly 
  still, facing a paper-strewn table 
  in the corner of the common room, 
  one hand clutching a book. The back 
  of the spriggan’s skull is a shattered 
  mess of blood and bone, though his 
  face betrays no notice of this mortal 
  wound. A shimmering nimbus of amber 
  surrounds the spriggan’s unmoving form. 
  Professor Pendrod had established himself in a 
  comfortable corner of the inn’s common room, where 
  he conducted his research on the “bracelet” and the 
  surrounding region, entertaining questions from the 
  colonists and giving impromptu lectures on his findings. 
  He was in the midst of such work when Vordakai came. 
  When the spriggans arrived days ago, one of them picked up 
  one of the professor’s books (Secrets of the Rashalka Mounds, 
  by Ernst Gavinport), which bore a sepia snake sigil. When 
  his fellows saw the magical snake engulf and immobilize 
  him, they fled the inn. Later when one checked to see if 
  he was still alive (using a blow to the back of the skull) and 
  provoked no noticeable reaction, they decided the inn was 
  a cursed place and have left it unspoiled as a result. The 
  sepia snake sigil will expire on the morrow (if not dispelled 
  by the PCs—CL 9th), but the spriggan will collapse, dead, 
  once the spell ends.
  Treasure: Maestro Pendrod’s research materials remain 
  on the table in the corner; they include several books with 
  titles like Iobarian Prehistory, The Centaur Skyles of Central 
  Casmaron, The Untold Heritage of the Taldan Armies of 
  Exploration, and the aforementioned Secrets of the Rashalka 
  Mounds. Among these works is an incomplete ethnography 
  of the indigenous tribes of the Iobarian steppes—Pendrod 
  was working on a section on the Rashalka centaurs and 
  speculated that a local tribe called the Nomens is an 
  offshoot of the greater Rashalka population that broke 
  away and relocated to the area of Varnhold at some time 
  in the distant past. Mixed in with the books are a number 
  of charcoal sketches of a heavy jade bracelet 
  bearing peculiar markings that Maestro 
  Pendrod has attributed to the pre-
  migration Nomen centaurs.
  At the bottom of the stack sits a letter 
  dated 2 months ago from Maegar Varn 
  and addressed to Maestro Pendrod. This 
  letter describes Willas’s discovery of the 
  jade “bracelet” on the banks of a “river of 
  local provenance” and requests Pendrod’s 
  presence for further study of the artifact. 
  The “bracelet” itself, however, is nowhere 
  to be found.
  A search of the inn’s guest rooms reveals 
  that only one of them was inhabited at the 
  time of the vanishing. An investigation of 
  the personal effects that remain indicate its 
  occupant was Ervil Pendrod. Among the more mundane 
  possessions in his travel trunk is a small library of further 
  reference works. These tomes seem to be of less immediate 
  relevance to his current work, but a DC 25 Perception 
  check locates a centuries-old geography book created by 
  one Carmyn e’Brothasa, chronicler of Taldor’s Third Army 
  of Exploration into the north. One passage is marked by 
  Maestro Pendrod and reproduced nearby. Pendrod’s own 
  handwriting in the margin of the text contains a simple 
  but strange note: “Vordakai—perhaps a Nomen centaur 
  god?” The book, frustratingly, does not provide a location 
  to the semi-mythical island mentioned in the text, nor does 
  it provide any further clues to Pendrod’s cryptic margin 
  note. The name “Vordakai” is a difficult one to recognize, 
  but a DC 40 Knowledge (history) check is enough to recall 
  it as the name of an ancient Iobarian cyclops necromancer 
  who once ruled a pre-Earthfall empire in this region. The 
  PCs are more likely to need to seek out the Nomen centaurs 
  to learn more about this name (see Part Three).
  The inn’s till holds 37 gp, 52 sp, and 114 cp. Maestro 
  Pendrod’s collection of books could be sold to a bookdealer 
  for as much as 900 gp, though they might question how the 
  PCs came by books that bear the professor’s own sigil as well 
  as that of the Kitharodian Academy on the inside cover. The 
  academy itself would pay a 500 gp reward for the return of 
  all of Maestro Pendrod’s books and papers. His masterwork 
  viola, recognizable as the work of the master craftsman 
  Azores of Wispil, can be found beneath his bed with a DC 
  17 Perception check. It is worth 1,600 gp, though its return 
  would bring a 2,000 gp reward from the academy.
  
  26
  Part 3 
  of 6
  Part 3 
  of 6
  Handout 1
  l13. church oF erAStil (cr 4)
  A small church stands here, its whitewashed walls and stained-
  glass windows gleaming in the sun. The bow symbol of Erastil 
  shines like a beacon above the doors. Behind it on one side sits 
  a neatly kept parsonage, and on the other a low hill holds the 
  beginnings of a small cemetery.
  This small church of Erastil was established by Maegar 
  Varn’s companion, the cleric Caspar Morgarion. It served 
  as the official church of Varnhold. The interior is simply 
  furnished with wooden pews and a humble altar. It has 
  been thoroughly looted by the spriggans. The cemetery was 
  established when the colony experienced its first casualties, 
  who succumbed to the elements and Nomen raiders. It holds 
  a total of 14 wooden grave markers, the latest one standing 
  over a fairly fresh grave. That marker reads, “Andrisha the 
  Potter,” and is dated several weeks ago.
  Treasure: The spriggans weren’t completely efficient 
  in their looting of the church—a DC 25 Perception check 
  made while searching the church reveals a hidden drawer 
  in the altar that contains several scrolls the priest had 
  stashed in case of emergencies: three scrolls of cure serious 
  wounds, three scrolls of remove paralysis, a scroll of restoration, 
  a scroll of break enchantment, a scroll of breath of life, and a 
  scroll of raise dead. Since the current situation in Varnhold 
  certainly qualifies as an emergency, if the PCs claim and 
  use these scrolls, they won’t suffer any backlash from the 
  villagers as a result.
  l14. WeAver
  This cottage has cheerful curtains in its windows. A number of 
  wooden children’s toys lie abandoned in the front  yard.
  This was the home of the colony’s weaver, his wife, and 
  their four children, who ranged in ages from 15 to 2. The 
  cramped house is occupied by his loom as well as large 
  reels of thread.
  Anyone making a DC 14 Perception check notices a 
  half-starved calico cat named Dragon hiding beneath 
  the loom and watching the party warily. If coaxed out 
  with food or a DC 15 wild empathy check, the PCs can 
  attempt to communicate with it by magical means 
  like speak with animals. If questioned, it can relate, “My 
  feeders left me in the red-sun time when they heard the 
  new bird song. I was busy eating a bit of fish and did 
  not follow them out. My feeders did not come back and 
  I am now quite hungry for some more fish!” A DC 20 
  Knowledge (nature) check identifies the red-sun time 
  as the evening and the new bird song as some sort of 
  music, perhaps, but can make no further headway with 
  the animal’s description.
  l15. grAnge (cr 7)
  This giant barn has both a cargo door on the front and a smaller 
  door on the side where a lean-to abuts the structure. The strong 
  odor of barley and other grains wafts through the seams in the 
  clapboard walls.
  Creatures: The grange was never vermin-proof in the 
  best of times, and since the vanishing, local field rats have 
  moved in to feed off the stored grain in earnest. There 
  are thousands of rats in the building, gorging themselves 
  on the grain. Fiercely territorial and aggressive, the rats 
  swarm to attack anything they perceive as trespassing, 
  pursuing foes outside the grange for 1d4 rounds before 
  they return to continue their feeding.
  And so it was, high upon the Torres and well above the Vale’s Stairs, where rises 
  from the high water a stony isle of dire report. Known as Vordakai’s Island to those 
  that do live thereabout, some legend of its name doth come down through the locals. 
  For they speak of a guardian that doth destroy all who would set foot upon its 
  accursed shores. They did name no fewer than a twelvecount of their hero-knights 
  who had left their bones upon its rocky shores over the years after having tested their 
  mettle against its dread warden, ’til none would any longer go there for fear of its 
  hidden terrors. And the name of this terror was given unto this Island.
  
  27
  The Varnhold Vanishing
  The Varnhold Vanishing
  rat sWarMs (6) 
  Cr 2
  XP 600 each
  hp 16 each (Pathfinder RPG Bestiary 232)
  l16. gemcutter
  The sturdy wooden walls of this house have been staved in at 
  several locations, and the heavy door has been battered down.
  This house served as the home and shop of the local 
  gemcutter, his wife, and his hired guard. When the 
  spriggans searched this house, they quickly discovered that 
  it contained considerable wealth and literally demolished 
  the interior to find any secret panels or hidden caches.
  l17. StockAde And BlockhouSe
  Perched atop a low hill, this triangular fortification looms over 
  the town. A palisade of sharpened stakes leaves enough gaps for 
  archers within to fire out upon the surrounding hillsides. The 
  southern corners of the fort both have twin watch platforms, 
  and the northern corner is anchored by a solid-looking 
  blockhouse of sturdy timbers. A thin column of smoke drifts 
  upward from a fire in the stockade’s compound.
  The 8-foot-tall stockade wall requires a DC 17 Climb 
  check to surmount. At the top, a DC 17 Balance check allows 
  the climber to avoid impaling herself on fire-hardened 
  tips for 1d6 points of damage (remember, taking damage 
  while climbing can result in a fall!).
  The stockade and blockhouse have been claimed by the 
  Culcheck tribe, a mob of a dozen brutish fey monsters 
  known as spriggans—strange, feral gnome-like creatures 
  who can assume the size of giants in a battle. When 
  spriggans are their normal size, they’re lanky humanoids 
  with pointed ears and noses, tiny beady eyes, and, with a 
  few exceptions, bald heads. When they grow to giant size, 
  they become incredibly muscled and broad. Their skin is 
  generally a foul green or gray, and they tend to wear scraps 
  and rags over their armor.
  The Culcheks followed their chieftain here from their 
  previous cavern lair about a week ago, after noticing 
  the human village had been abandoned. If an alarm 
  is sounded, the spriggans’ first priority is to seal the 
  blockhouse (areas L25–L37). The spriggan in area L25 
  closes and bars the door and retreats to area L26, where 
  she is joined by the spriggans from L28; together they 
  defend the door. One spriggan in area L35 climbs to area 
  L37 and assumes Large form in order to throw rocks at 
  intruders, while the other spriggan in L35 becomes large 
  L18
  L19
  L20
  L21
  L22
  L23
  L24
  L25
  L26
  L27
  L28
  L29
  L30
  L31
  L32
  L33
  L34
  L35
  L36
  L36
  One square = 5 feet
  Varnhold Stockade
  T
  up
  down
  murder 
  holes
  c
  f
  
  28
  Part 3 
  of 6
  Part 3 
  of 6
  and holds the room. The chieftain joins the spriggans 
  in area L36 to man the murder holes and firing loops. 
  Those spriggans trapped outside the blockhouse assume 
  Large forms to try and drive back the invaders.
  sPriggaN 
  Cr 3
  XP 800
  Tome of Horrors Revised 326
  CE Small humanoid (gnome)
  init +4; senses low-light vision; Perception +7
  DEfENsE
  aC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
  hp 22 (4d8+4)
  fort +5, ref +5, Will +1
  offENsE
  speed 20 ft.
  Melee mwk halberd +5 (1d8–1/19–20)
  ranged dagger +8 (1d3–1/19–20)
  special attacks sneak attack +2d6
  spell-Like abilities (CL 4th; concentration +4)
  At will—flare (DC 10), scare (DC 12), shatter (DC 12)
  statistiCs
  str 9, Dex 19, Con 12, int 10, Wis 10, Cha 9
  Base atk +3; CMB +1; CMD 15
  feats Combat Reflexes, Weapon 
  Focus (halberd)
  skills Climb +0, Disable Device +11, Perception 
  +7, Sleight of Hand +11, Stealth +15
  Languages Aklo, Gnome
  sQ size alteration, spriggan magic, 
  spriggan skills
  gear leather armor, daggers (4), masterwork 
  halberd, assorted stolen coins, gems, and 
  jewelry worth 50 gp in all
  sPECiaL aBiLitiEs
  size alteration (su) At will, as a standard action, 
  a spriggan can change its size between Small 
  and Large. Weapons, armor, and other 
  objects on the spriggan’s person grow 
  proportionally when it changes size 
  (objects revert to normal size 1 round 
  after a spriggan releases them). When 
  a spriggan becomes Large, it gains +12 
  Strength, –2 Dexterity, +6 Constitution, 
  and a –2 size penalty to its AC. While 
  Large, a spriggan cannot use its sneak 
  attack or the spell-like abilities granted by 
  its race (although if it possesses either from 
  class levels or templates, it retains their use in 
  both sizes).
  spriggan Magic (Ex) A spriggan gains a +1 
  racial bonus on concentration checks and 
  save DCs for all spell-like abilities.
  spriggan skills (Ex) Climb, Disable Device, Perception, Sleight 
  of Hand, and Stealth are class skills for spriggans. They gain 
  a +2 racial bonus on all of these skills.
  A large spriggan’s stats change as follows:
  LargE sPriggaN
  init +3
  DEfENsE
  aC 14, touch 12, flat-footed 11 (+2 armor, +3 Dex, –1 size)
  hp 34 (4d8+16)
  fort +8, ref +4, Will +1
  offENsE
  Melee mwk halberd +9 (2d8+5/×3)
  ranged dagger +5 (1d6+5/19–20)
  space 10 ft.; reach 10 ft.
  statistiCs
  str 21, Dex 17, Con 18, int 10, Wis 10, Cha 9
  Base atk +3; CMB +9; CMD 22
  skills Climb +0, Disable Device +10, Perception +7, 
  Sleight of Hand +10, Stealth +6
  l18. gAtehouSe
  The stockade’s gatehouse towers are composed of 
  fifteen-foot-tall sharpened stakes, fitted tightly 
  together to form a solid wooden wall. A 
  ladder-accessible platform has been 
  built into each wall, ten feet above the 
  ground. A number of helmets are barely 
  visible over the edge of the wall.
  Sticks have been propped up on these 
  platforms, and helmets from area L30 
  balance on them to give the appearance 
  of six guardsmen standing watch. A DC 
  20 Perception check is able to detect the 
  ruse (+2 cumulative circumstance bonus 
  for every full minute spent observing 
  the unmoving sentries).
  l19. WeSt gAtetoWerS 
  (cr 3)
  Creature: This area is similar to area L18, save for 
  the lack of a gate. In addition, instead of the fake 
  guards set up at L18, an actual spriggan keeps 
  guard here. He, too, peeps between the tips of 
  the sharpened stakes with only his helmet 
  visible over the top. If he sees anyone approach 
  within 30 feet, he throws a dagger and raises the 
  alarm before clambering down to the courtyard 
  below and assuming Large size to help defend 
  the stockade.
  
  29
  The Varnhold Vanishing
  The Varnhold Vanishing
  sPriggaN 
  Cr 3
  XP 800
  hp 22 (see page 28)
  l20. corrAl And tool Shed (cr 5)
  This area is surrounded by split-rail fence that, anchored at one 
  end by a rough shed built from logs, serves as a corral. The corral 
  is empty save for a number of gnawed and picked bones.
  The spriggans have eaten the livestock that was once 
  kept here. The tool shed holds the mundane equipment 
  needed for the maintenance of the livestock and the 
  stockade. Two male spriggans who are supposed to be 
  on guard duty at area L18 have instead snuck into this 
  tool shed to drink dry several barrels of ale they found 
  stored here. As a result, they are effectively sickened. 
  If the alarm is raised, they wake and join the battle in 
  1d3 rounds.
  sPriggaNs (2) 
  Cr 3
  XP 800 each
  hp 22 each (see page 28)
  l21. outhouSeS
  These two rickety outhouses are mundane in every 
  way, although the spriggans have been somewhat poor 
  caretakers and cleaners.
  l22. StorehouSe
  This long, low building is composed of logs closely chinked 
  with a mixture of mud and mortar.
  This storehouse was Maegar Varn’s home while the 
  blockhouse was being constructed, but it has since been 
  converted to hold stores for the stockade. It contains 
  a sizable store of dried fruits and vegetables, bags of 
  grains, and assorted roots and tubers (all food not to the 
  spriggans’ tastes), along with a large number of tools 
  and other supplies.
  Treasure: The supplies stored here are worth 1 BP in all 
  if they are incorporated into the PCs’ kingdom.
  l23. Smithy
  This small building has an open front, where a forge and 
  anvil sit unused.
  Varnhold’s smith and weapon master Howitt 
  Gurney once plied his trade here. The anvil could 
  make an excellent thrown weapon for a Large spriggan 
  (damage 2d8, range increment 10 feet).
  l24. yArd (cr 6)
  This yard is composed of churned mud and scraggly weeds. A 
  crudely built well stands near the center, while not far away is a 
  large bonfire with a spit holding a side of beef over it.
  Creature: A lone spriggan in Large form mans this yard, 
  turning the spit as it chars the rancid flesh of a milk cow 
  that died several days ago. The spriggans’ pets, a group of 
  four wolves, jump and caper nearby, eager for dinner or the 
  chance to attack intruders.
  sPriggaN 
  Cr 3
  XP 800
  hp 22 (see page 28)
  WoLvEs (4) 
  Cr 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  Trap: Just outside the entrance to the blockhouse is a 
  covered pit identical to those at area L6. The spriggans are 
  careful to walk around the trapped area when they come 
  and go from the blockhouse.
  CaMoufLagED sPikED Pit traP 
  Cr 6
  XP 2,400
  See page 23.
  
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  l25. entry (cr 3)
  The entrance into the blockhouse is kept secured by a 
  bar—it’s a DC 23 Strength check to break the door down. 
  Creature: This entry is guarded by a single spriggan. 
  She retreats to area L26 if the alarm is raised, barring that 
  door as well.
  sPriggaN 
  Cr 3
  XP 800
  hp 22 (see page 28)
  l26. Strongroom
  This chamber has a strong wooden door that can be barred 
  from the inside (DC 23 Strength to open) and firing loops 
  that look out into area L25. The firing loops provide 
  improved cover.
  l27. Well room
  This chamber contains a small well and several full water barrels 
  to provide a secondary water supply in case the stockade falls to 
  attackers. Twenty buckets are stacked against the south wall.
  The buckets are used in case of fire to form bucket lines 
  from the well to the fire—if the PCs use fire to try to smoke 
  out the spriggans, the spriggans use these buckets to put 
  out the fire. The well itself is 40 feet deep, the bottom 20 
  feet of which are filled with water. It’s a DC 20 Climb check 
  to scale the well’s shaft. Underwater, a 5-foot-wide, water-
  filled tunnel connects to the deep pool at area L5.
  Treasure: A DC 25 Perception check reveals a hidden 
  niche in the wall a few feet above the waterline—inside are 
  four potions of water breathing, placed here by Maegar Varn so 
  that the underwater tunnel could serve as an escape route.
  l28. BunkhouSe (cr 5)
  This bunkhouse holds bunks for a dozen individuals and has 
  hooks on the wall for their clothing and equipment.
  Creatures: Currently, two spriggans are asleep in here. 
  If an alarm is sounded, they require 6 rounds to gather 
  their weapons and hastily pull on their armor (–1 to AC) 
  before relocating to area L26.
  sPriggaNs (2) 
  Cr 3
  XP 800 each
  hp 22 each (see page 28)
  l29. SergeAnt-At-ArmS’S QuArterS
  This chamber contains a bed, a chest of drawers, and a sparring 
  dummy, and seems to have been searched thoroughly. 
  This room once served as the abode of Howitt Gurney, 
  adventuring companion to Maegor Varn and weapons 
  master, armorer, and sergeant-at-arms of Varnhold.
  l30. Armory
  A large number of weapons and suits of armor are stored 
  here—the gear seems to have been rifled through but not 
  thoroughly searched.
  Treasure: This chamber has been left largely 
  unmolested as the weapons are not sized correctly for 
  spriggans. Hanging from racks and packed in chests are 
  12 suits of padded armor, a masterwork breastplate, seven 
  light wooden shields, 20 spears, three short swords, two 
  handaxes, a shortbow, two longbows, four light crossbows, 
  2 heavy crossbows, a +1 morningstar, 200 arrows, and 220 
  crossbow bolts.
  l31. dovecote
  Wire cages hang from the rafters of this chamber, and the floor 
  beneath is spattered with droppings. Sacks of seed are stacked 
  near the door. The cage doors stand open and are empty but 
  for a sprinkling of feathers.
  Messenger pigeons were once kept here by Cephal 
  Lorentus. They have all been eaten by the spriggans.
  l32. kitchen And StoreS (cr 8)
  This chamber is cluttered with the accoutrements of a 
  kitchen, complete with a small fireplace and grill, as well 
  as a larder for foodstuffs. Crates and boxes are stacked 
  in the western portion, while the main area has been 
  converted into a bedroom.
  Creature: This is the den of the Culcheck chieftain, 
  Agai. He spends most of his time here sorting through 
  the treasures recovered from the village and worrying 
  about the villagers’ return—if the alarm is raised, he joins 
  the spriggans in area L36 to fire his crossbow out of the 
  arrowslits at any foes outside. 
  agai 
  Cr 8
  XP 4,800
  Male spriggan fighter 5 (Tome of Horrors Revised 326)
  CE Small humanoid (gnome)
  init +3; senses low-light vision; Perception +12
  DEfENsE
  aC 21, touch 14, flat-footed 18 (+7 armor, +3 Dex, +1 size)
  hp 77 (9 HD; 4d8+5d10+32)
  fort +11, ref +5, Will +3; +1 vs. fear
  offENsE
  speed 20 ft.
  
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  Agai
  Melee mwk greatclub +14/+9 (1d8+5)
  ranged +1 seeking heavy crossbow +14/+9 (1d8+5/19–20)
  special attacks sneak attack +2d6
  spell-Like abilities (CL 4th; concentration +4)
  At will—flare (DC 10), scare (DC 12), shatter (DC 12)
  taCtiCs
  During Combat Agai fights from L36 until the blockhouse 
  is breached. Once the enemy gets into the blockhouse, 
  he leads his kin from L35 and L36 up to the roof at L37. 
  There, he uses the barrel of oil to light the roof of the 
  building on fire while they scramble down the building 
  into the courtyard below. Once there, he assumes Large 
  form and prepares to attack anyone who flees the burning 
  wooden blockhouse.
  Morale If all of his kin are slain and he is reduced to fewer 
  than 15 hit points, Agai flees into the 
  mountains, though he may stalk the PCs 
  to ambush them later.
  statistiCs
  str 14, Dex 17, Con 16, int 10, Wis 12, Cha 11
  Base atk +8; CMB +9; CMD 22
  feats Combat Reflexes, Power 
  Attack, Rapid Reload, 
  Vital Strike, Weapon 
  Focus (greatclub), 
  Weapon Focus (heavy 
  crossbow), Weapon 
  Specialization (greatclub), 
  Weapon Specialization 
  (heavy crossbow)
  skills Climb +4, Intimidate +9, 
  Perception +12, Stealth +16
  Languages Aklo, Gnome
  sQ armor training +1, bravery +1, 
  size alteration, spriggan magic, 
  spriggan skills, weapon training 
  (hammers +1), 
  Combat gear potion of cure 
  moderate wounds; gear +1 
  breastplate, +1 seeking heavy crossbow 
  with 20 bolts, masterwork greatclub, bag 
  of holding (type IV)
  In his Large form, Agai’s stats change 
  as follows.
  ENLargED agai
  init +2; Senses low-light vision; 
  Perception +12
  DEfENsE
  aC 18, touch 11, flat-footed 16 
  (+7 armor, +2 Dex, –1 size)
  hp 104 (9 HD; 4d8+5d10+59)
  fort +14, ref +4, Will +3; +1 vs. fear
  offENsE
  speed 20 ft.
  Melee mwk greatclub +18/+13 (2d8+11)
  ranged +1 seeking heavy crossbow +11/+6 (2d8+11/19–20)
  space 10 ft.; reach 10 ft.
  statistiCs
  str 26, Dex 15, Con 22, int 10, Wis 12, Cha 11
  Base atk +8; CMB +17; CMD 29
  feats Combat Reflexes, Power Attack, Rapid Reload, Vital 
  Strike, Weapon Focus (greatclub), Weapon Focus (heavy 
  crossbow), Weapon Specialization (greatclub), Weapon 
  Specialization (heavy crossbow)
  skills Climb +10, Intimidate +9, Perception +12, Stealth +7
  Treasure: Agai carries the collected 
  treasures looted from the village as well as 
  his treasury from the spriggans’ 
  previous lair in his bag of holding. 
  The bag contains the following 
  treasure (items marked with an 
  asterisk are from the spriggans’ 
  original lair and were not looted 
  from Varnhold): 6,000 gp in 
  assorted coins and jewelry, a small 
  payroll coffer holding 500 gp, an 
  assortment of gems* worth 3,500 
  gp, a +2 defending longsword with the 
  crest of House Varn on its pommel 
  guard (this belonged to Maegar Varn—
  he left it behind when he was lured to 
  his doom), a wand of spectral hand* (17 
  charges), a ring of friend shield* (the other 
  half of the pair is in area W27 in Vordakai’s 
  tomb), and Skybolt—an exquisite darkwood 
  and ivory +2 thundering composite longbow (+4 Str). 
  A DC 22 Knowledge (nature) check identifies 
  the workmanship of this longbow as being 
  similar to that of several of the centaur tribes 
  of Iobaria—if the check exceeds the DC by 10 
  or more, the character knows the longbow is a 
  sacred ancestral relic of the Nomen tribe.
  l33. mASter oF diSPAtch’S 
  QuArterS
  These quarters are now a chaos of broken 
  furniture and scattered parchments.
  This room served as the chamber 
  for Cephal Lorentus, Varn’s 
  wizard, birdkeeper, and master 
  of dispatch. His small library 
  
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  has been utterly destroyed by the spriggans, and a search 
  through the scattered parchments reveals only mundane 
  correspondence between the colony and Restov. There 
  are a number of mentions of conflicts with the Nomen 
  centaur tribe, but nothing to hint at what may have 
  befallen the village.
  Treasure: A DC 23 Search check locates an intact page 
  or pages torn from one of Cephal’s spellbooks. This check 
  can be attempted a total of 6 times, with each success 
  discovering one of the following spells: bear’s endurance, 
  comprehend languages, flaming sphere, keen edge, mount, and 
  tiny hut.
  l34. governor’S QuArterS
  The only hint that this room once housed the leader of 
  Varnhold is the large map of the Nomen heights tacked to one 
  wall. The map has been torn to shreds, and the other bedroom 
  furnishings are either similarly ruined or else missing.
  Treasure: Agai claimed many of the furnishings from 
  Maegar Varn’s bedroom for his new home and destroyed 
  the rest. The map on the wall is fragmentary, but a DC 25 
  Perception check is enough to reconstruct it. Doing so 
  allows the PCs to fill in all of the terrain details and non-
  hidden encounter areas within two hexes of Varnhold, 
  as well as the hex containing the Nomen tribe (area P). 
  Consider these hexes explored by the PCs (although any 
  unvisited encounter areas must be resolved by an actual 
  trip to those areas), awarding them the normal 100 XP 
  reward for each new hex added to their map.
  l35. guArdroom (cr 5)
  Creatures: Two off-duty spriggans pass their time in this 
  room. The ceiling of this chamber forms a 10-foot-wide 
  shaft that extends upward 20 feet to the floor of area L36, 
  and a ladder bolted to the north wall leads to a trap door 
  leading out to the watch post.
  sPriggaNs (2) 
  Cr 3
  XP 800 each
  hp 22 each (see page 28)
  l36. overlook (cr 5)
  This narrow corridor is set with firing loops and murder holes 
  to provide a view of the surrounding grounds and the area 
  immediately below. 
  The firing loops provide improved cover. Stacked in 
  the corners are piles of broken rock for throwing down 
  through the murder holes on attackers.
  Creatures: Two spriggans patrol this corridor, looking 
  out the loopholes every few minutes. They raise the alarm 
  and fire their crossbows if intruders are sighted.
  sPriggaNs (2) 
  Cr 3
  XP 800 each
  hp 22 each (see page 28)
  l37. WAtch PoSt
  This rooftop platform provides a commanding view of the 
  village and surrounding area. Close-set logs provide cover to 
  anyone standing a watch. A single barrel sits in one corner of 
  the platform, while opposite sits a large oil-burning brazier.
  The spriggans do not currently use the watch post, 
  as they find it too hot and uncomfortable in the sun’s 
  unshaded rays. A broken pole lying on the platform floor 
  bears the soiled banners of both Brevoy and the house of 
  Varn. When Varnhold was active, the brazier served as a 
  beacon and was lit every evening to bring good luck on 
  the next day. This is little more than a local superstition—
  although it’s worth noting that the night Vordakai came to 
  town, a guard forgot to light the beacon.
  PArt three:  
  Among the nomen
  The Nomen tribe is an offshoot of the mighty Rashalkas 
  (“thundering hooves”) that once roamed the northern 
  Casmar steppes by the tens of thousands. In the distant 
  past, the branch destined to become the Nomens migrated 
  northwest into the fringes of Avistan, eventually coming 
  into conflict with the indigenous tribes that would one 
  day form the nation of Brevoy. The Nomens follow a tribal 
  tradition that they serve as guardians against an ancient 
  evil they know only by the name Vordakai—although no 
  Nomens remember the truth of this ancient menace today, 
  for over the generations, the facts behind these traditions 
  Quest: Skybolt
  Return Skybolt, the magic bow, to the Nomen centaurs.
  source: Treasure found in Agai’s bag of holding, or 
  alternatively, the leader of the Nomen centaurs.
  task: Recover the missing bow, which was stolen many 
  months ago by the spriggans.
  Completion: Return Skybolt to the Nomen centaurs.
  reward: Completing this quest not only proves to the 
  Nomen centaurs that their spriggan enemies have been 
  defeated, but also earns their trust—they now agree to 
  speak to the PCs about the Varnhold vanishing and will 
  aid them.
  
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  The Varnhold Vanishing
  The Varnhold Vanishing
  fell into obscurity and were largely forgotten. While the 
  Valley of the Dead and the region of the Tors of Levenies 
  above this mysterious site remain taboo to the Nomens, 
  they know not the exact reasons for this tradition. To the 
  Nomens, the tradition itself is all they need to continue in 
  their ways.
  The Nomens are a matriarchal society led by a war-
  priestess, a centaur dedicated to the worship of Desna in an 
  aspect they call “Mother Moon.” Due to heavy losses among 
  their warrior males while fighting the Taldan Phalanx and 
  Horse generations earlier and a preponderance of female 
  births, the great majority of the Nomens are females, who 
  now comprise their principal warrior class. Though males 
  are allowed among their number, they represent a much 
  smaller portion. Males are instead encouraged to take up 
  the bow as hunters, a much safer profession, in order to 
  prevent their potential loss in battle—the loss of enough 
  males would spell the doom of the entire tribe as it could 
  no longer reproduce in viable numbers.
  A DC 25 Knowledge (nature) check is enough to learn 
  all of the current history of the Nomen tribe back to their 
  conflict with the Taldan Army of Exploration. A DC 40 
  Knowledge (history) check is required to know the truth 
  behind their tradition of guarding the Valley of the Dead 
  and Vordakai’s tomb.
  APProAching the nomenS (cr 9)
  Many of the clues the PCs find in Varnhold implicate the 
  Nomen centaurs. But despite the fact that the Nomens 
  have had their share of clashes with Varnhold, they are not 
  responsible for the vanishing. Instead, their traditions and 
  knowledge of the area can set the PCs on the right path to 
  rescuing the villagers.
  The Nomens are not a friendly tribe. Generations of 
  conflict with humanity have left them with an ill opinion 
  of the two-leggers, and if the PCs decide to seek the Nomens 
  out, they’ll need to tread lightly and diplomatically or 
  they’ll have a fight on their hands. The PCs can contact the 
  Nomens by wandering the Dunsward until they randomly 
  encounter a war party. They might also attract the attention 
  of a war party while they’re exploring another Dunsward 
  encounter area. If they learned the location of the Nomen 
  tribe (such as from the map in area L34) or simply stumble 
  upon it while exploring, a war party rides out to intercept 
  them as they approach (unless they use stealth).
  Creatures: A Nomen warband consists of eight centaurs. 
  Although they speak Common, they do so relatively poorly 
  and prefer to speak in Sylvan. The centaurs are far from 
  subtle in their approach—a thunderous galloping charge 
  accompanied by shrill howls. Yet for all their aggressive 
  posturing, they do not initiate attack, preferring instead 
  to surround the PCs and gauge their responses to the 
  threatening display. If the PCs attack, the centaurs fight 
  back until at least three of their number are defeated, at 
  which point they flee back to their campsite—inadvertently 
  leading the PCs to their den, for the trail they leave in this 
  case is simple to track.
  If the PCs instead attempt peaceful contact, they’ll 
  need to adjust the centaur warband’s initial attitude 
  of unfriendly to friendly. This is possible with a DC 31 
  Diplomacy check. A DC 16 Intimidate check makes the 
  centaurs friendly for only 1d6 × 10 minutes; unless the PCs 
  are already close to the tribe, it won’t last long enough for 
  the centaurs to lead the PCs to area P (although it certainly 
  lasts long enough for the PCs to bully the location of the 
  camp out of them). Speaking in Sylvan grants a +5 bonus 
  on both checks, and presenting the longbow Skybolt 
  automatically makes them friendly.
  CENtaurs (8) 
  Cr 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 42)
  in the PreSence oF mother moon
  The Nomens’ campsite is currently located in the 
  southwestern Dunsward, at location P. The camp itself 
  sits in a low hillock surrounded by a sea of grass. A large 
  bonfire dominates the center of the camp, around which 
  more of the horsewomen dance in a primal rhythm 
  long lost to the civilized soul. A scattering of open-
  sided hide huts numbering no more than five score are 
  ranged around the hollow, inside which other members 
  of this tribe congregate, eat, or sleep. Everywhere, the 
  heavily armed and armored centaurs sharpen weapons, 
  tend to gear, or walk patrols, all with a feral economy of 
  movement and sound. These are the true inheritors of 
  an age long gone when the steppes rang to the thunder 
  of their herds and the fury of their war cries, while the 
  first inklings of civilization clung to shorelines and 
  riverbanks like children to their mothers’ skirts—afraid 
  of the dark wilderness and its wild masters.
  The encampment is home to the majority of the Nomen 
  centaur tribe, a matriarchal culture dominated by its 
  warrior-women and led by a war-priestess dedicated to 
  their Mother Moon. In all, there are 200 centaurs in the 
  tribe, and even though at any one time 60 to 80 are out 
  hunting or patrolling, the remaining numbers are sizable 
  enough that open hostility should not be a viable option. 
  If the PCs manage to enter the encampment without 
  being intercepted by a war party, they’ll be confronted as 
  soon as they make themselves known—but any Diplomacy 
  checks made in this situation suffer a –5 penalty as the 
  centaurs are spooked and startled by the PCs’ sudden 
  appearance in their camp. If the PCs fail to make the 
  centaurs friendly, they are forcefully escorted out of the 
  Dunsward—otherwise they are brought into the center of 
  
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  the camp near the bonfire for an audience with their tribal 
  war-priestess.
  If the PCs came peacefully, they are brought to one of 
  the tents erected near the fire where the war-priestess, 
  Aecora Silverfire (N female centaur druid of Mother 
  Moon 7), presides over the nightly ritual. She completes 
  her observances to Mother Moon while the PCs watch 
  before she turns to them. She is an irritable creature, 
  long embittered by the violent territorial expansion of 
  humans, but she is possessed of enough wisdom to know 
  that trespassers are not always the enemy. She is initially 
  silent as the PCs’ Nomen escort tells them to explain to 
  the war-priestess why they encroached upon the Nomens’ 
  lands. Her initial attitude is unfriendly, and unless they 
  can make her helpful with a DC 34 Diplomacy check, she 
  has little patience for the visitors. Yet she can still see 
  their need for advice, and the vanishing at 
  Varnhold does disturb her. Even though the 
  Nomens were no allies of Varnhold, what 
  happened to the human village could happen 
  to her tribe next. Thus, if the PCs are unable to 
  make her helpful, she presents 
  them with an opportunity 
  to prove their worth to 
  her—she asks them 
  to seek out the Culchek spriggans and return with an 
  important magical bow the monsters stole from her people 
  several years ago. Aecora can give the PCs directions to the 
  Culcheck cavern (area O); she’s unaware of the fact that the 
  spriggans have moved into Varnhold.
  If the PCs make her helpful, either via Diplomacy, 
  magic, or more likely the gift of Skybolt, Aecora’s voice 
  softens and she even grows somewhat apologetic. She 
  can explain to the PCs much of her people’s history 
  back to their clash with Taldor’s Army of Exploration. If 
  asked about the vanishing at Varnhold, she denies that 
  the Nomens had any involvement and invites the PCs to 
  search their camp (under supervision) for any evidence to 
  the contrary. She may initially suspect that the Culcheck 
  spriggans were responsible, but learning that there were 
  no bodies or signs of battle convinces her that this theory 
  is false as well.
  Eventually Aecora grows quiet and solemn—if the 
  PCs mention the name Vordakai, she enters this state 
  immediately. After a moment, she admits that the name is not 
  unknown to her. According to their traditions, “Vordakai” is 
  a “slumbering warlord from the time of the mother tribes.” 
  In other words, this Vordakai is an ancient, powerful figure 
  from a point in the distant past. Aecora apologizes for being 
  unable to give the PCs more information, as her tribe has 
  lost much of its history in the years since they were dispersed 
  by Taldor’s army. Yet there is a place the PCs might go to 
  learn more—although it is a place that she fears may be their 
  doom if they travel there.
  At this point, Aecora tells the PCs of a place to the 
  west called Olah-Kakanket—the “Valley of the Dead.” 
  This place is taboo to the Nomens, but their traditions 
  also dictate that they must watch the valley for signs 
  of disturbance or strange awakenings. Recently, a 
  Nomen huntress claimed to have seen a strange 
  and frightful shape lumbering amid the 
  stones of Olah-Kakanket. Aecora ominously 
  wonders if, perhaps, the humans of 
  Varnhold with their insatiable curiosity 
  and drive to expand and conquer might 
  have entered Olah-Kakanket, and if this, 
  perhaps, might be tied to the vanishing. 
  One thing she can confirm, though, is 
  that the name “Vordakai” is associated 
  with a narrow trail that leads up into the mountains 
  from the far end of Olah-Kakanket—she believes that 
  the valley is a graveyard, and that this trail leads to 
  Vordakai’s tomb.
  Before the party departs, Aecora makes one final 
  plea. Almost as if ashamed (for that she is, turning 
  to others beyond her tribe to solve a problem), 
  she admits that the Nomen who claimed to see a 
  strange shape lumbering deep in Olah-Kakanket was 
  Aecora Silverfire
  
  35
  The Varnhold Vanishing
  The Varnhold Vanishing
  her headstrong daughter Xamanthe. When Xamanthe 
  confronted Aecora, demanding to learn more about the 
  site, Aecora was unable to satisfy her curiosity. Xamanthe 
  has been missing for several days now, and Aecora fears 
  the worst—that her daughter has broken tradition and 
  entered Olah-Kakanket to investigate it on her own. The 
  possibility that her daughter broke this taboo is painful 
  for Aecora to contemplate, but the possibility of the loss 
  of her daughter is yet more painful. She asks the PCs to 
  remain observant if they intend to enter Olah-Kakanket, 
  and to search for clues as to Xamanthe’s whereabouts if 
  they can.
  Once the meeting with Aecora is over, the centaur 
  politely asks the PCs to leave their encampment. The PCs’ 
  presence makes most of the Nomens uncomfortable and 
  nervous—old prejudices and fears do not die over the 
  course of a single meeting, after all.
  PArt Four:  
  vordAkAi’S tomB
  Deep in the Tors of Levenies, where the Little Sellen River 
  cascades over a cliff side into a deep mountain tarn, lies a 
  strange island—the grave marker of Vordakai’s Tomb and 
  a surviving complex from a cyclops empire that predated 
  Earthfall. This island protrudes dramatically from the 
  pool, almost like a stony finger pointing into the sky. 
  Though the island is all but forgotten today, ancient texts 
  (such as the ancient geography book by Carmyn e’Brothasa 
  that the PCs may have found in area L12) refer to it as 
  Vordakai’s Island, little suspecting the name refers not to 
  some forgotten explorer but to the cyclops lich that dwells 
  in a tomb carved into the island’s stony heart.
  Since he was slain eons ago by treacherous kin, 
  Vordakai has slumbered half in and half out of undeath 
  in his tomb, unmoving while he awaited the call of his 
  otherworldly masters, not knowing that a watch had 
  been set by the bitter enemies of his race, the centaurs 
  of Iobaria, to prevent intrusion into his tomb and the 
  subsequent awakening that would surely follow. Even in 
  latter years when the watch of the Nomen tribe faltered 
  and humans from the surrounding lands managed to 
  penetrate the outer precincts of the tomb, its remote 
  location continued to ensure that none broke the wards 
  that kept him in his torpor. Not until the coming of 
  Willas Gundarson from the recently established colony 
  of Varnhold, who stole a treasure from the tomb and 
  set off the tomb’s wards, did Vordakai finally awaken. 
  Now, the ancient lich studies a strange new world 
  through the eyes of a recently acquired raven familiar 
  and via interrogations of the villagers he snatched from 
  Varnhold. As he reacquaints himself with the world and 
  learns that his people’s time has long passed, Vordakai 
  grows increasingly convinced that he has been reborn 
  into a world that is ripe for his rule.
  WhAt comeS in dArkneSS (cr 7)
  The lich Vordakai remains in his tomb for the duration 
  of this adventure, but he is far from uninformed about 
  the outside world. In particular, his raven familiar 
  Horagnamon has been scouring the Nomen Heights 
  while Vordakai uses his magical oculus of Abaddon to see 
  the world through the bird’s eyes. In this way, Vordakai 
  has learned of the PCs and has been following their 
  movements and progress (see “The Watcher,” page 21). 
  Eventually, Vordakai realizes that the PCs are invariably 
  going to find his tomb, and before that happens the lich 
  decides to strike first with a hideous conjured assassin 
  called a soul eater.
  Creature: Vordakai uses the oculus of Abaddon to 
  conjure an inky cloud of smoke from which two pale 
  arms ending in murderous claws extend—a native of the 
  realm of Abaddon known as a soul eater. Once conjured, 
  the soul eater leaves Vordakai’s tomb and, using its spell-
  like abilities, seeks the PCs out. You can time this fight 
  to occur at any point during the adventure before the PCs 
  reach Vordakai’s tomb but after they’ve first been spotted 
  by Horagnamon. An attack on the PCs’ camp at night 
  could be one exciting possibility, as could a siege against 
  them as they slumber in a reclaimed Varnhold building. 
  When this encounter occurs, Vordakai must assign one 
  PC as the soul eater’s target—the lich prefers to target 
  arcane spellcasters first, then divine spellcasters, then 
  nonspellcasters.
  Quest: Rescuing Xamanthe
  Rescue the centaur Xamanthe from Vordakai’s Tomb.
  source: Aecora Silverfire, war-priestess of the 
  Nomen centaurs.
  task: Find Aecora’s daughter Xamanthe or proof of 
  her fate.
  Completion: Escort Xamanthe (or bring her body) back 
  to the Nomen tribe, or spin a convincing tale of her fate.
  reward: If the mystery of Xamanthe’s disappearance is 
  explained, Aecora thanks the PCs for their aid and rewards 
  them with a gift of potions—6 potions of cure moderate 
  wounds and 6 potions of lesser restoration. If the PCs escort 
  Xamanthe alive back to her mother, Aecora is overjoyed 
  and offers the PCs Skybolt (if the bow has been returned) 
  as thanks—symbolically accepting them into the Nomen 
  tribe. This action has the additional effect of allying the 
  Nomens with the PCs’ kingdom, which increases their 
  kingdom’s Stability by 2.
  
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  souL EatEr 
  Cr 7
  XP 3,200
  Tome of Horrors Revised 324
  NE Medium outsider (evil, extraplanar)
  init +10; senses darkvision 60 ft., all-around vision; Perception +14
  DEfENsE
  aC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +4 natural)
  hp 82 (11d10+22)
  fort +5, ref +13, Will +7
  Dr 10/magic; immune critical hits, paralysis, poison,  
  sleep, stunning
  offENsE
  speed fly 100 ft. (perfect)
  Melee 2 claws +18 (1d6+1/19–20 plus 1d6 Wisdom)
  special attacks find target, soul drain
  taCtiCs
  During Combat The soul eater prefers to attack its assigned 
  target character. If detected before it reaches its foe, it 
  attempts to kill guards in order to complete its dark errand.
  Morale The soul drinker fights to the death.
  statistiCs
  str 13, Dex 22, Con 14, int 12, Wis 11, Cha 11
  Base atk +11; CMB +12; CMD 29 (cannot be tripped)
  feats Dodge, Flyby Attack, Improved Critical (claws), Improved 
  Initiative, Weapon Finesse, Weapon Focus (claws)
  skills Acrobatics +17, Escape Artist +17, Fly +25, Intimidate +11, 
  Knowledge (planes) +15, Perception +14, Stealth +20 (+30 in 
  darkness or smoke)
  Languages Daemonic
  sQ caster link
  sPECiaL aBiLitiEs
  all-around vision (Ex) A soul eater’s entire body functions 
  as its eyes. This allows it to see in all directions at once. It 
  cannot be flanked.
  Caster Link (Ex) When a soul eater is summoned to the 
  Material Plane, it creates a mental link between itself and 
  the caster who summoned it. If the soul eater’s assigned 
  target dies before the soul eater can devour its soul, the 
  soul eater returns at full speed to the caster and attacks 
  him. Likewise, if the soul eater is defeated in battle (but 
  not slain) by its target, the creature returns to the caster 
  and attacks him. So long as both the caster and the soul 
  eater are on the same plane of existence, the soul eater can 
  successfully locate the caster using its find target ability. If 
  the caster leaves the plane, the link is temporarily broken. 
  Once the caster returns or the soul eater enters the plane 
  the caster is now on, the link is immediately restored.
  find target (su) When ordered to find a creature, a soul 
  eater does so unerringly, as though guided by a locate 
  creature spell that has no maximum range and is not 
  blocked by running water. The being giving the order 
  must have seen the creature to be found and must speak 
  the target’s name (this limits Vordakai’s choices to PCs 
  whose name he knows learned through observation via 
  his familiar).
  soul Drain (su) When a soul eater reduces a foe to 0 Wisdom, 
  it can devour that creature’s soul as a standard action that 
  provokes an attack of opportunity. The victim can resist 
  having his soul drained by making a DC 17 Fortitude 
  save. If he does, he is slain but can be restored 
  to life normally. If the victim fails, he is 
  immediately slain and his soul is consumed 
  by the soul drinker. A victim slain in this 
  manner cannot be returned to life 
  through clone, raise dead, reincarnation, 
  resurrection, true resurrection, or even 
  a miracle or wish. The victim’s soul 
  remains within the essence of the soul 
  eater forever—unless the soul eater is 
  slain while the victim’s body is within 30 
  feet and the victim has been dead for no 
  more than 1 minute. In that case, the 
  victim’s soul returns to the body and restores it to 
  life (although at –1 hit point). This is a death effect. The save 
  DC is Constitution-based.
  Wisdom Damage (su) A creature hit by a soul eater’s claw 
  must succeed on a DC 17 Fortitude save or take 1d6 points 
  of Wisdom damage. The save DC is Constitution-based.
  Soul Eater
  
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  The Varnhold Vanishing
  The Varnhold Vanishing
  vordAkAi’S tomB
  Vordakai’s Tomb lies within a massive, 100-foot-tall, 
  naturally formed stack that rises from the center of a small 
  lake at area W. Its rooms and passageways are all hewn 
  from limestone, following the natural cracks and seams 
  in the stone, and many bear the linear and pictographic 
  artwork of the ancient cyclops empire embossed in bas-
  relief. The entire structure of the tomb radiates faint 
  transmutation magic—a DC 25 Knowledge (arcana) check 
  correctly identifies this aura as a preservative magic 
  intended to maintain the structure over the ages. While 
  the magic won’t protect against physical destruction, 
  magical effects like disintegrate, or natural disaster, it 
  does protect the ancient tomb from more subtle effects 
  like erosion and time.
  Ceilings within the tomb are arched, and are 10 feet 
  high at the edges, rising to 15 feet high at the center of 
  passages and 20 feet high in rooms unless otherwise noted. 
  None of the rooms has a light source unless noted in the 
  description. Secret doors can be discovered with a DC 25 
  Perception check; they are made of stone 2 feet thick and 
  require a DC 20 Strength check to successfully open them. 
  The doors are made of bronze and cannot be locked unless 
  the text indicates otherwise. 
  W1. river croSSing
  To the north, a jagged limestone cliff hems in the scene; a 
  mighty waterfall rushes over the edge into a wide pool of black, 
  frothing water. In the center of the black pool stands a massive, 
  hundred-foot-tall limestone pillar of weathered stone—the last, 
  lonely sentinel marking where the cliff’s edge once stood in an 
  age long past. At various points on the island’s top, plumes of 
  black smoke waft up into the sky.
  The trail from area X leads up to this point on the Little 
  Sellen River’s bank. Anyone searching for tracks along 
  the trail or the river bank can attempt a DC 25 Survival 
  check. Success reveals a few signs of passage by at least 
  three different creatures over the past several weeks. The 
  oldest set appears to be a few human footprints. The next 
  oldest appears to be a larger set of humanoid footprints 
  (these were left by the undead cyclops now lurking at area 
  X). The most recent, perhaps only a few days old, are of 
  what appears to be an unshod horse (actually the centaur 
  Xamanthe). The tracks are too old to establish where the 
  creatures were going or to follow.
  The plumes of black smoke rising from the top of the 
  island are foul-smelling gasses emitted from a series of 
  vents along the island’s southern face. These are poisonous 
  gasses escaping via several narrow fissures connected to 
  area W20, but once the gasses escape into the air, their 
  debilitating effects are lessened.
  W2. little Sellen river
  The Little Sellen River’s average depth is 40 feet, but the 
  black pool surrounding the island is much deeper. At its 
  deepest point, the waters reach a depth of 120 feet.
  W3. Wyvern BluFFS (cr 8)
  Limestone bluffs overlook the waterfall and the pool. Their 
  surface is striated and pocked by years of weathering; it is 
  crumbling in places and at some points supports creepers and 
  other scrub foliage. Hundreds of bird nests exist in the tiny 
  seams and nooks that dot the cliff face, and the air before 
  the cliffs is constantly abuzz with the insects that dwell in the 
  foliage and the wrens and starlings that feed on them.
  The bluffs are 100 feet high and level off evenly with 
  the top of the cairn stack. The face is unstable, crumbling, 
  and rotten from long years of erosion, though it has many 
  handholds (DC 20 Climb check to scale).
  Creatures: A naturally eroded declivity widens at the 
  bottom into a sheltered cave chamber here. It can be 
  spotted from the lake or the central island with a DC 
  35 Perception check. This cave serves as the home for a 
  mated pair of wyverns. Unless the PCs are stealthy when 
  they approach the central island, the wyverns are swift to 
  notice and swoop down to attack at some point when the 
  PCs are relatively spread out, so the creatures can focus 
  their violence on one or two foes at a time.
  WyvErNs (2) 
  Cr 6
  XP 2,400
  hp 73 each (Pathfinder RPG Bestiary 282)
  Treasure: Collected within the hollow are the wyvern’s 
  treasures. These include a tattered backpack holding a 
  complete set of Ustalavic silverware worth 75 gp, a pouch 
  holding 37 gp among other odds and ends, an old +3 
  greatsword stamped with the Issian coat-of-arms, and a 
  messenger’s parcel containing 5 green spinels worth 100 
  gp each.
  W4. hidden overlook
  A natural cleft in the side of the tower of stone creates a sort of 
  overlook here. The far wall contains a single stone door.
  It’s a 60-foot drop from here to the surface of the river, 
  and the cleft in the rock itself is 10 feet high. The door in 
  the back of the cleft is obscured by a curtain of vines and 
  can only be noticed from outside with a DC 25 Perception 
  check—remember to adjust this check for distance (it’s a 
  DC 31 Perception check to notice the entrance from the 
  lake surface below).
  
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  The stone door itself is warded by an arcane lock (CL 11th), 
  but it is not otherwise protected.
  W5. BeAch entrAnce (cr 3)
  At the foot of the cliff, where the beach meets the limestone 
  scarp, a dark opening in the stone beckons, partially obscured 
  by creepers and dangling foliage.
  A faint path in the mud is actually the remnants of the 
  passage of three creatures over the past several weeks—
  Willas Gundarson, the undead cyclops that wandered out 
  of the crypt down to area X, and the centaur Xamanthe. 
  A DC 25 Survival check is enough to pick out hints of all 
  three sets of prints.
  W6. cAirn entrAnce
  This darkened passageway is decorated to the north and south 
  with alcoves. Midway down the hall, just before the second 
  set of alcoves is another archway carved in the stone. Upon its 
  lintel are various runes and symbols. The northern alcove just 
  beyond this arch holds an ancient amphora that has broken 
  open, spilling its contents into the corridor.
  It was here that Willas Gundarson of Varnhold first 
  laid eyes on the treasures of the cairn and chose to risk 
  activating the tomb’s defenses by taking something from 
  them. A DC 20 Knowledge (arcana) check identifies the 
  symbols on the archway as some sort of magical warding 
  or alarm, though a DC 25 Knowledge (arcana) check 
  reveals that the wards’ power has already been expended. 
  They were a part of the protections placed on the cairn 
  both to alert the nearest dread zombie guardian and 
  awaken Vordakai if any of his treasures were taken. 
  Willas activated them when he rushed in and stole the 
  jade “bracelet,” but he fled the island before the guardian 
  from area W7 could arrive (it has since left the cairn and 
  now dwells in the Valley of the Dead at area X).
  A DC 16 Survival check notes more tracks in the thick dust. 
  The oldest prints (human) go up to the fallen amphora and 
  then retreat back out of the tunnel toward the beach. The 
  largest prints (undead cyclops) go in one direction, coming 
  from area W7 and exiting at area W5. The hoof prints (the 
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  Little Sellen River
  
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  The Varnhold Vanishing
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  most recent, left by Xamanthe) also go only one direction, 
  but these go deeper into the dungeon into area W7.
  Around the corner toward area W7, a pile of rubble marks 
  where a wall of stones once blocked the passage into area 
  W7. A DC 15 Knowledge (engineering) or DC 25 Perception 
  check is enough to note that the way the wall collapsed 
  indicates that it was broken down by a powerful force from 
  the north (the undead cyclops broke through the wall after 
  the power of the tomb’s wards was expended).
  Treasure: The contents of the spilled amphora include 
  689 gp minted in the ancient cyclops empire and bearing 
  the image of an all-seeing eye on the obverse and a clenched 
  fist on the reverse. Buried among the spilled coinage is 
  another jade “bracelet” just like the one described in 
  Maestro Pendrod’s notes—this piece of jewelry (actually a 
  ring for a particularly large cyclops) is worth 200 gp.
  W7. SePulcher (cr 8)
  This diamond-shaped chamber vaults to a height of nearly thirty 
  feet at the center of the room. Three wings branch off from the 
  center. One ends shortly at a wall of mortared stone, while the 
  other two once bore walls that have since been broken down, 
  revealing empty cobweb-shrouded alcoves holding stone biers.
  When the centaur Xamanthe reached this room, she was 
  immediately attacked by the chamber’s guardian. She put 
  up a good fight, but in the end she was defeated. 
  Creatures: Although one of the dread zombie cyclopes 
  that stood guard in this room has since ended up in the 
  Valley of the Dead, two remain here at their eternal post. 
  One of these undead cyclopes stands in the northern alcove, 
  while the other lurks in the walled-off western alcove. The 
  northern zombie still bears fresh wounds caused by what 
  appear to be sword slashes and kicks from a hoofed animal. 
  This zombie immediately attacks anyone who enters the 
  room, while the western one bashes through its wall (this 
  takes 1d3 rounds) to join the fray or to replace the first 
  zombie if it has fallen or pursued the intruders out of the 
  tomb. Both zombies have been ordered by Vordakai to avoid 
  killing intruders if possible—the zombies even attempt 
  to stabilize unconscious and dying foes. The lich wants 
  
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  living creatures to interrogate (and eventually experiment 
  upon)—the dead are still useful to him, but not as much. 
  He checks this room once a day with his oculus of Abaddon, 
  and if he sees new victims to collect, he gathers them up and 
  returns with them to the third level above—such was the 
  fate of Xamanthe, who is now imprisoned in area W15.
  DrEaD ZoMBiE CyCLoPEs (2) 
  Cr 6
  XP 2,400 each
  hp 65, 44 (Pathfinder RPG Bestiary 52, Advanced Bestiary 105)
  W8. Pool StAirS (cr 7)
  This wide natural cavern seems to have been artificially enlarged 
  in places. A vaulting ceiling nearly thirty feet above is replete 
  with a forest of slowly dripping stalactites, while below a wide 
  pool occupies the entire chamber save for a narrow rocky shelf 
  hugging the cavern wall at the level of the river outside.
  A submerged flight of steps descends under the western 
  ledge of this room. They’re immediately obvious to anyone 
  underwater (although the silt and murk in the water 
  reduces underwater sight to a limit of 10 feet)—it’s a DC 
  15 Perception check to note the stairs from above water. 
  The stairs descend steeply for 20 feet before turning and 
  entering a completely flooded 10-foot-high side tunnel to 
  the west that leads to area W9.
  The pool itself is 30 feet deep and has a 15-foot-diameter 
  passage at its base that leads 140 feet north into the river 
  basin. It is via this passageway that the pool’s denizen 
  comes and goes.
  Creature: Inhabiting this pool for many years, living off 
  the abundantly available eels, is a fabulously rare species 
  of river elasmosaurus—more (and larger) versions of these 
  creatures dwell in the lakes of the Stolen Lands, and they 
  are responsible for the rumors of sea monsters in areas like 
  Lake Silverstep, the Tuskwater, and Lake Hooktongue. The 
  dinosaur is ferociously territorial, immediately attacking 
  anyone who enters the water and pursuing foes onto land 
  for short distances if needed.
  ELasMosaurus 
  Cr 7
  XP 3,200
  hp 105 (Pathfinder RPG Bestiary 84)
  Treasure: With a DC 30 Perception check, a diver can find 
  the calcified skeletal remains of a long-dead adventurer on 
  the pool bed. Within a ruined belt pouch is a silver raven 
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  figurine of wondrous power, while on the skeleton’s hand sits 
  a platinum and ruby ring of freedom of movement.
  W9. Pottery Store
  This oddly shaped chamber has stairs descending into cloudy 
  water to the east and another set of stairs descending to a 
  bronze double door to the southwest.
  The pottery in here is of ancient cyclops make, 
  elaborate pieces painted primarily in black and white and 
  depicting lotus flowers, cities, and one-eyed humanoids 
  engaged in everything from worship to fighting to 
  athletic contests. Some even show vicious confrontations 
  between these humanoids and centaurs. The humanoids 
  are all portrayed in a distinctive stylistic manner with 
  a wide-legged, sway-backed stance that can be identified 
  with the ancient Casmar cyclops empire with a DC 30 
  Knowledge (history) check.
  W10. river trAP (cr 9)
  A ten-foot-high hallway extends at an angle from a bronze 
  door, passing two shallow alcoves before reaching a square 
  room. Standing in the side alcoves are two man-sized statues 
  of painted stone depicting one-eyed humanoids. More of these 
  statues stand in ranks within the room beyond.
  The statues are of cyclopes warriors clad in ancient 
  Casmar style. Anyone entering this hallway and succeeding 
  on a DC 28 Perception check notices the telltale points 
  of a raised portcullis in a shadowy recess of the hall’s 
  ceiling just north of the alcoves. The backs of the alcoves 
  themselves have sealed secret doors, unopened since the 
  cairn was first excavated—they can only be detected with a 
  DC 40 Perception check.
  The 16 statues in the main room are identical to those 
  in the alcoves. Twelve of them have been looted of their 
  weapons and armor but retain their helms. The secret door 
  in the south wall can be found with a DC 25 Perception 
  check—opening this door reveals a bronze portcullis 
  barring passage to a twisting stair that rises to the south. 
  It’s a DC 25 Strength check to lift this portcullis.
  On the ceiling are arranged 16 very cleverly hidden 
  circular doors, each just under 5 feet in diameter. It’s a 
  DC 20 Perception check to notice these doors before they 
  open as part of the room’s trap. Treat them as stone doors 
  if the PCs attempt to force them open (hardness 8, hp 60, 
  Break DC 28)—but note that if the room’s trap hasn’t been 
  triggered, forcing one of these open triggers the trap. 
  Creatures: A single dread zombie cyclops stands in each 
  alcove beyond the secret doors north of the room itself. 
  These creatures remain motionless and silent until the 
  trap (described below) is triggered, at which point their 
  doors open and they emerge, ready to attack any creatures 
  they find.
  DrEaD ZoMBiE CyCLoPEs (2) 
  Cr 6
  XP 2,400 each
  hp 65, 44 (Pathfinder RPG Bestiary 52, Advanced Bestiary 105)
  Trap: This entire room is a deadly and complex trap. 
  When the southern secret door is opened, the trap is 
  triggered. As soon as this occurs, the two portcullises to 
  the north and south come crashing down, as numerous 
  5-foot-wide holes iris open in the ceiling. These holes 
  connect to winding tunnels that connect to a second pair 
  of apertures opening on the submerged side of the island 
  outside; this allows the waters of the Little Sellen River 
  to plunge down into this room, possibly damaging or 
  knocking prone those in the square portion of the room 
  itself (but not in the adjoining hallway).
  The flood of water continues to fill area W10, swiftly 
  filling this chamber completely and reaching the top of 
  the stairs leading down from area W9 or the first flight 
  of those leading up at W11 in a mere 10 rounds. Once the 
  flooding begins, it cannot be stopped without completely 
  blocking the 16 openings in the ceiling with effects like 
  wall of stone or stone shape—the trap cannot be “reset” to 
  close the openings.
  Perhaps worse, a number of fish are pulled into the room 
  as well—including one immense river eel. This monster 
  takes 2d6 points of damage from its traumatic voyage. 
  It arrives in area W10 with a huge splash, whereupon it 
  immediately begins attacking any sizable prey in the room, 
  infuriated by its mishandling.
  The room is completely flooded in 10 rounds, at which 
  point the irises at both ends of the tunnels slam shut. Objects 
  or creatures in either doorway when this occurs take 8d6 
  points of damage—a DC 15 Reflex save allows a creature or 
  attended object to avoid the damage but only if it immediately 
  shifts out of the doorway to one side or the other.
  fLooDiNg rooM 
  Cr 8
  XP 4,800
  type mechanical; Perception DC 20; Disable Device DC 28
  EffECts
  trigger touch; onset Delay 1 round; reset none
  Effect rushing water (targets directly under ceiling opening 
  are knocked prone and take 2d6 bludgeoning per round; 
  DC 20 Reflex avoids); room fills completely with water in 10 
  rounds (water increases in depth by 1 foot every round)
  giaNt rivEr EEL 
  Cr 5
  XP 1,600
  hp 52 (Pathfinder RPG Bestiary 119 [giant moray eel])
  
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  W11. Winding StAir
  This crooked stair is uneven and hewn from the living 
  stone. It winds upward, apparently following a natural 
  seam in the rock.
  These stairs lead up to area W12.
  W12. dAemon Shrine (cr 9)
  To the north, this room is paved in patterned tiles of different-
  colored slate and subdivided by a pair of pillars carved in the 
  likeness of leering fiends. Beyond them, friezes on the walls 
  depict processions of animal-headed creatures marching along 
  a black river’s banks toward dual shrines in opposite corners of 
  the chamber. These each depict a shadowy individual standing 
  in a sinister longboat. Between them stands a bronze double 
  door, its face decorated with a mosaic of a winding river crafted 
  from obsidian tiles.
  Vordakai revered the archdaemon known as Charon, 
  the Horseman of Death. A DC 20 Knowledge (religion or 
  planes) readily identifies the shrouded figure in the boat 
  as Charon. Collectively, the Horsemen of the Apocalypse 
  fueled Vordakai’s vision, but it was in death and Charon in 
  which his true interests lay.
  The southern shrine is a simple stone altar with an unlit 
  oil lamp (empty). The northern shrines each consist of a 
  large piece of quarried quartz upon which has been set an 
  unlit oil lamp (fueled) and a shallow drinking cup stained 
  with some dark residue (identifiable with a DC 15 Heal 
  check as dried blood no more than a week old).
  A DC 30 Knowledge (religion) check recognizes these 
  dual altars as a relatively outdated and obscure form of 
  worshiping Charon in which the smoke of the two shrine 
  lamps symbolizes the rising spirits of the dead as they 
  approach the River Styx. This check is enough to know 
  that in these old temples, the lanterns were magical keys 
  that helped to seal doorways.
  Trap: If the north doors to area W12 are opened without 
  first lighting both northern shrine lamps, placing at least 
  10 hit points worth of fresh blood in each of the drinking 
  cups, and either drinking it or boiling over the lamp 
  flames, the quartz altars burst into freezing black fire that 
  carries in it the taint of the River Styx.
  stygiaN firEs 
  Cr 9
  XP 6,400
  type magical; Perception DC 28; Disable Device DC 28
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  EffECts
  trigger touch; Bypass ritual (see above); reset automatic
  Effect stygian fire (9d6 cold damage and 1d6 Wisdom damage, 
  Reflex DC 20 halves cold damage and negates Wisdom 
  damage), multiple targets (all creatures in area W12)
  W13. FAlSe StAir
  This chamber is rough-hewn, as if it were never fully finished. 
  A bronze double door opens in one wall and a passage exits 
  through another.
  Once intended to be priestly quarters, these chambers 
  were indeed never finished. The western doors open onto 
  an unfinished stairway that climbs 30 feet and dead-ends 
  at a stone wall.
  W14. guArd chAmBer (cr 10)
  The construction of this chamber differs from those seen 
  previously. The ceiling reaches to a height of twenty feet 
  overhead and appears to bear many fractures in the rock. In 
  the center of the chamber, two columns of mortared stone 
  support a ceiling of strange, delicate arches of stone.
  Creature: As soon as any living creature enters 
  this room, a dreadful summoned guardian 
  appears in a burst of foul-smelling damp mist. 
  This monstrosity is a piscodaemon—a neutral 
  evil fiend from the swamps of Abaddon. 
  Appearing as a hideous cross between lobster, 
  octopus, and man, the piscodaemon speaks 
  telepathically to the intruders, demanding to know in 
  whose name they dare intrude upon the inner sanctum of 
  the Horseman of Death. Any response that includes the 
  name “Vordakai” is enough to persuade the piscodaemon 
  to stand down. However, anyone who attempts to leave via 
  this chamber with the prisoner from area W15 in tow while 
  the piscodaemon remains is automatically attacked—
  regardless of how many times Vordakai’s name is invoked. 
  The piscodaemon can see invisible creatures—but other 
  methods of hiding the prisoner from W15 can fool it. Once 
  summoned, the piscodaemon remains on guard at this 
  post for 24 hours before returning to Abaddon.
  PisCoDaEMoN 
  Cr 10
  XP 9,600
  Tome of Horrors Revised 85
  NE Medium outsider (aquatic, daemon, evil, extraplanar)
  init +8; senses darkvision 60 ft., see invisibility; Perception +16
  DEfENsE
  aC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 137 (11d10+77)
  fort +14, ref +7, Will +9
  Dr 10/good; immune acid, death effects, disease, poison; 
  resist cold 10, electricity 10, fire 10; sr 21
  offENsE
  speed 30 ft., swim 50 ft.
  Melee 2 claws +19 (2d6+7/18–20/×3 plus grab and 1d6 bleed), 
  tentacles +17 (1d10+3 plus poison)
  special attacks constrict (2d6+10)
  spell-Like abilities (CL 11th; concentration +14)
  Constant—see invisibility
  At will—dispel magic, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—fly, stinking cloud (DC 16)
  Piscodaemon
  
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  1/day—summon (level 4, 1d3 hydrodaemons 35%; not 
  usable at this time)
  taCtiCs
  During Combat The piscodaemon attacks well-armored foes 
  in preference to spellcasters, for it knows that making a 
  melee fighter staggered with its poison is more crippling 
  than the same effect applied to a spellcaster—it trusts its 
  spell resistance and other defenses to protect it from most 
  magical attacks. If reduced to fewer than 50 hit points, the 
  daemon casts stinking cloud on itself—it’s immune to the 
  spell’s poison effect and hopes to slow down its attackers 
  with this tactic. (Note that since this piscodaemon is itself 
  summoned, it cannot use its own summon ability.)
  Morale The piscodaemon fights to the death.
  statistiCs
  str 25, Dex 18, Con 24, int 14, Wis 15, Cha 17
  Base atk +11; CMB +18; CMD 32
  feats Critical Focus, Improved Initiative, Multiattack, Power 
  Attack, Sickening Critical, Vital Strike
  skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, 
  Perception +16, Sense Motive +16, Stealth +18, Survival +16, 
  Swim +29
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  sQ amphibious
  sPECiaL aBiLitiEs
  Poison (Ex) Tentacles—injury; save Fort DC 14; frequency 1/
  round for 6 rounds; effect 1d2 Con plus staggered for 1 
  round; cure 2 consecutive saves.
  W15. PriSon
  Engaged masonry columns form shallow alcoves around a 
  central pillar in this flat-roofed chamber. Manacles hang from 
  the walls near ancient bloodstains.
  Creature: Slumped in the eastern corner of this room 
  is Vordakai’s latest prisoner—the curious Nomen centaur 
  Xamanthe Silverfire, daughter of war-priestess Aecora 
  Silverfire. After she was defeated and captured by the 
  dread zombie in area W7, Vordakai used dimension door to 
  enter that room, gathered the unconscious victim up, and 
  then used dimension door to bring her to this prison. After 
  ensuring the centaur was under the effects of his paralysis 
  touch, he stayed long enough to mock her before leaving 
  her to her pain.
  Xamanthe remains paralyzed, her mind in a semi-
  delirious state brought on by malnourishment and fear. 
  Once every few days or so, a dread zombie cyclops arrives 
  with a pan of watery gruel and feeds her—just enough to 
  prevent her from dying of thirst or starvation, but far from 
  enough to allow her to recover from her trials. Xamanthe 
  has learned to fear these visits as she can barely manage 
  the reflexive act of swallowing the vile stuff
  Freeing her from paralysis may prove difficult if the PCs 
  don’t have access to a remove paralysis spell. Any effect that 
  removes curses can free her from the lich’s paralysis effect, 
  although such effects are not guaranteed to work (it’s a DC 
  25 caster level check to remove this effect with remove curse). 
  Freedom of movement restores Xamanthe’s mobility, but only 
  as long as the effect lasts—giving her the ring of freedom of 
  movement from area W8 is another way to rescue her.
  If she’s rescued, Xamanthe can describe how she broke 
  her tribe’s taboos and disobeyed her mother’s commands 
  to investigate the Valley of the Dead and the strange 
  pathway leading up into the mountains. She ruefully 
  admits her curiosity got the better of her but stubbornly 
  says that she’d do the same if she had the chance again—
  though she’d be a bit more cautious about fighting undead 
  cyclopes! After she was defeated by the cyclops in area W7, 
  she has only flashes of memories—periodic visits by other 
  undead cyclopes who brought her foul-tasting food, pain-
  filled dreams and nightmares, and a growing sense of 
  despair. She does say that she has a particularly disturbing 
  memory of a nearly skeletal cyclops with a glowing gem 
  wedged in his otherwise-empty eye socket, who whispered 
  the following to her at some point during her ordeal after 
  she’d been imprisoned here: “You should be honored to be 
  a guest of Vordakai, beastwoman. I shall return once your 
  fear and dread drive all semblance of will and self from 
  your mind, at which point you will thank me for these 
  gifts of pain.” Xamanthe is relatively certain this hateful 
  creature is the one who paralyzed her, but she knows 
  little more apart from the fact that the name the creature 
  claimed is the same as one used by her tribe as a sort of 
  ancestral, legendary boogeyman. 
  If invited, she readily joins the PCs in helping them 
  explore the tomb, but she knows she may well be out of 
  her depth here and without an invitation asks only for an 
  escort back to area W1—from there, she’s confident she 
  can make the return journey to her tribe (provided, of 
  course, she receives healing). She has no gear to offer the 
  PCs in reward, but she does describe to them her magic 
  flail and says that they are welcome to keep it if they find 
  it, wherever it may have ended up in this tomb. (Her +1 
  cold iron magical beast bane flail is currently amid the other 
  treasures in area W27).
  XaMaNtHE siLvErfirE 
  Cr 3
  XP 800
  Female centaur (Pathfinder RPG Bestiary 42)
  hp 30 (currently has 25 points of nonlethal damage)
  W16. centrAl cryPt (cr 9)
  This chamber’s walls are composed of burial alcoves. All are empty 
  save for small stone shelf ledges holding assorted bits of pottery.
  
  45
  The Varnhold Vanishing
  The Varnhold Vanishing
  This was the main burial chamber for Vordakai’s minions. 
  All of them were roused when the cairn was violated by 
  Willas Gundarson and have since emerged 
  from their places of repose.
  Creatures: Vordakai has used 
  planar binding to place a 
  pair of soul eaters in this 
  chamber as guardians—
  the eerie monsters float 
  near the central pillars and 
  swiftly move to attack any living 
  creatures that enter the room.
  souL EatErs (2) 
  Cr 7
  XP 3,200 each
  hp 82 each (see page 36)
  W17. veStiBule
  The walls of this chamber are covered in 
  lime plaster and bear a series of frescoes 
  whose colors are still vibrant. This artwork depicts one-eyed 
  humanoids rendered in the same sway-backed style.
  The frescoes are all in the ancient cyclops style and 
  show scenes relevant to Vordakai’s life millennia ago. They 
  provide glimpses into the ancient cyclops culture and would 
  be of great interest to a historian seeking more information 
  about ancient Iobaria’s culture. A description or copy of 
  these frescos can serve to satisfy Tamerak Elenark’s request 
  for such information (see inside back cover).
  W18. SAcriSty
  A stone bench sits at shoulder height against the far wall of 
  this chamber. Upon this bench lie a number of stone vessels 
  and bronze tools. A man-sized statue of a sway-backed 
  humanoid, a hand is clamped over its single eye, stands 
  against the north wall.
  This chamber was used to prepare the dead for 
  interment and houses an assortment of funerary tools 
  and items, though none are of particular value other than 
  as antiquities. The secret door behind the statue can be 
  found with a DC 20 Perception check. This secret door is 
  locked with both an excellent mundane lock and an arcane 
  lock (CL 11th)—it’s a DC 40 Disable Device check to pick the 
  lock or a DC 38 Strength check to bash down the door.
  W19. oculuS FocuS
  This chamber is empty. Its walls bear eye-shaped patterns and 
  carvings, all of which seem to be looking at a point on the east 
  wall where a single carving of a giant, stylized eye looms. The 
  eye’s pupil is an intricately engraved relief roughly the size of 
  the palm of a hand.
  The eye carving to the east radiates strong conjuration 
  and divination magic. The eye carving is actually part 
  of a specialized teleportation circle linked to the 
  oculus of Abaddon carried by Vordakai. If the oculus of 
  Abaddon eyepiece is placed in the engraving’s pupil 
  (or if its current wearer merely touches 
  the pupil), the entire chamber becomes 
  a temporary teleportation circle and 
  transports everyone within into area 
  W25 instantly.
  If the eye carving is destroyed 
  (hardness 16, hp 120), the oculus of 
  Abaddon cracks inside of Vordakai’s eye 
  socket. This sends a searing jolt of pain 
  through the lich’s mind, inf licting him 
  with a permanent 20% arcane spell 
  failure chance and removing the oculus’s 
  ability to use true seeing and familiar farsight. 
  In this event, Vordakai immediately mobilizes 
  and seeks out the PCs after casting his preparatory 
  spells as detailed in area W27—he uses dimension door 
  to enter this room and then begins tracking down the 
  PCs from there.
  W20. hell Pool (cr 8)
  This wide chamber appears to have been naturally formed; its 
  ceiling rises 25 feet and is festooned with stalactites. The stink 
  of sulfur and tar are strong, as a huge lake of bubbling black tar 
  dominates the chamber. From rock outcrops here and there on 
  the walls bubble small springs of milky-looking water. Across the 
  chamber, a stony shelf provides purchase for a door stoop before a 
  black wooden door swollen in its frame. The broken stumps of two 
  support posts protrude from the rock of the shelf as well as that of 
  the main entrance near the pool’s edge, showing where a wooden 
  bridge once spanned the inky soup.
  This chamber is horrifically inhospitable to living 
  creatures. The tar pool is boiling hot—each round of 
  contact inflicts 1d6 points of fire damage, and total 
  immersion inflicts 10d6 fire damage per round. Each 
  round after a creature takes damage from the tar, it suffers 
  half that amount of damage each round for 3 more rounds. 
  A small blob of tar can be removed as a full-round action, 
  but a creature that was immersed in it can only avoid the 
  damage by removing the sticky tar with universal solvent. 
  After the tar burns for 3 rounds, it cools to a thick layer that 
  effectively reduces the creature’s Dexterity by 4 points—it 
  takes 2d4 minutes to peel the tar off.
  Xamanthe
  
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  A creature can slog through the tar each round it 
  makes a DC 20 Strength check as a full-round action—
  success means the creature can move at a speed of 5 
  feet. The tar itself is too thick to be navigated by a swim 
  speed, but a burrow speed works normally in it. Freedom 
  of movement allows a creature to navigate the pool of tar 
  with ease as if swimming in water. The pool is only 1 
  foot deep—below this layer, the tar is thick and vicious 
  enough to support weight.
  Making matters worse, the air in this chamber is 
  hideously noxious. Every round a creature breathes the 
  air in the room, it must make a DC 15 Fortitude saving 
  throw—failure indicates the creature is nauseated for 1 
  round. A saving throw of a natural 1 results in 1d4 points 
  of Constitution damage from the toxic air. This is a 
  poison effect. The foul air itself seeps up into area W21, 
  but otherwise does not hamper the rest of the complex as 
  it drifts up through narrow fissures in the rock to vent 
  out of the top of the island’s southern face.
  A secret door in the southern wall can be discovered 
  with a DC 20 Perception check—there’s no easy way to 
  reach it without slogging through the tar, unfortunately. 
  A bridge did indeed once allow easier access over the pool 
  to the eastern door, but over time the volatile nature of 
  the room overcame the complex’s preservative magic and 
  caused the bridge to deteriorate away.
  Creature: While some of Varnhold’s citizens have 
  perished since their abduction, others who endured 
  Vordakai’s necromantic tortures and interrogations 
  were not so lucky. One such doomed soul was the wizard 
  Cephal Lorentus, who now serves Vordakai in undeath 
  as a dread zombie. In life, Cephal was a middle-aged, 
  bearded man of above average height. In death, his flesh 
  is foul and blackened, in part due to the fact that he’s been 
  charged with guarding this room from intruders. He 
  still wears tatters of his wizardly robes, and his jaw hangs 
  slack where it was broken by Vordakai’s crushing grip as 
  he was strangled to death (he is still capable of hissing 
  out speech or verbal components for his spells, though). 
  Cephal stands motionless on the ledge before the door to 
  the east, impassively watching the room and waiting with 
  endless patience for enemies to act against.
  Due to the inhospitable nature of this room, Cephal’s 
  CR is increased. If the PCs manage to lure him out of this 
  room and attack him elsewhere, don’t reduce his CR to 
  compensate when you hand out XP, since the act of luring 
  the undead wizard into safer terrain is worth the extra XP 
  reward in and of itself.
  CEPHaL LorENtus 
  Cr 8
  XP 4,800
  Male dread zombie human wizard 7 (Advanced Bestiary 105)
  NE Medium undead (human)
  init +4; senses darkvision 60 ft.; Perception +1
  DEfENsE
  aC 20, touch 12, flat-footed 20 (+4 armor, +2 deflection, +4 shield)
  hp 66 (7d6+42)
  fort +6, ref +2, Will +8
  Defensive abilities channel resistance +2; immune undead traits
  offENsE
  speed 30 ft.
  Melee +1 dagger +6 (1d4+3/19–20), bite +0 (1d6+1)
  special attacks brain consumption, command zombies, hand 
  of the apprentice (5/day)
  Wizard spells Prepared (CL 7th; concentration +9)
  4th—fire shield
  3rd—fireball (DC 15), fly
  2nd—acid arrow, glitterdust (DC 14), mirror image, scorching ray
  1st—burning hands (DC 13), mage armor, magic missile (2), shield
  0 (at will)—bleed (DC 12), dancing lights, message, touch of 
  fatigue (DC 12)
  taCtiCs
  Before Combat Cephal casts fly, mage armor, shield, and fire 
  shield if he has a chance to do so before combat begins. 
  He then flies to the cavern ceiling to use the stalactites 
  as cover.
  During Combat Cephal remains near the ceiling as long as 
  possible, targeting his magic at spellcasters and characters 
  using ranged weapons. He casts glitterdust on those 
  making ranged attacks. If he depletes his ranged attacks 
  and hand of the apprentice uses, he swoops down to finish 
  the fight with his dagger and bite attacks.
  Morale Cephal fights until destroyed.
  statistiCs
  str 14, Dex 11, Con —, int 14, Wis 12, Cha 18
  Base atk +3; CMB +5; CMD 17
  feats Arcane Strike, Combat Casting, Craft Wondrous Item, 
  Improved Initiative, Iron Will, Scribe Scroll, Toughness
  skills Handle Animal +11, Knowledge (arcana) +12, Knowledge 
  (geography) +12, Knowledge (nature) +12, Survival +8
  Languages Common, Draconic, Giant, Hallit, Sylvan
  sQ arcane bond (dagger)
  gear +1 dagger, ring of protection +2, spell component pouch, 
  spellbook (contains all cantrips and currently prepared spells)
  sPECiaL aBiLitiEs
  Brain Consumption (Ex) If Cephal deals damage with his bite 
  attack against a helpless or pinned living foe, the bitten 
  creature must make a DC 15 Fortitude save or be reduced 
  to a negative hit point total equal to 1 lower than his current 
  Constitution as Cephal begins to consume the victim’s 
  brain. If Cephal bites a foe who already has negative hit 
  points, he automatically kills the foe by eating his brain. The 
  save DC is Strength-based.
  Command Zombies (su) Cephal can automatically command 
  all normal zombies within 30 feet as a free action. Normal 
  zombies never attack Cephal unless compelled.
  
  47
  The Varnhold Vanishing
  The Varnhold Vanishing
  W21. SecondAry entrAnce
  Hewn stairs rise to the west from this room, and the air is foul 
  with the stink of sulfur and tar.
  The air in this room and the hallway leading up to area 
  W4 to the west is foul smelling, identical to the air quality 
  in area W20.
  W22. SecondAry cryPtS (cr 7)
  This crypt stretches into darkness. The floor of this crypt is 
  strewn with rubble and the filth of opened graves. Sprawled on 
  the floor is a fairly fresh corpse of a middle-aged Ulfen man, no 
  more than a week or two old at the most.
  These secondary crypts held additional servants of 
  Vordakai, not all of whom were converted into dread 
  zombies. Their bones lie scattered upon the floor. 
  The Ulfen corpse is none other Willas Gundarson, 
  who recovered from Vordakai’s beckoning 
  enchantment just as the feasting began in room 
  W23. He retreated here and fought valiantly for 
  his life with nothing more than the hunting 
  knife at his belt but ultimately fell to the 
  ravenous undead cyclops zombies.
  Creature: A combination of horror at 
  the fate of his fellow colonists and guilt 
  over his role in bringing it about caused 
  Willas’s mind to snap as he finally fell 
  to his attackers. His troubled soul now 
  haunts the crypt as a spectre. He does 
  not leave this chamber but mercilessly 
  attacks anything that enters—he has 
  no memories of life, and seethes now 
  only with a mad hatred of the living. 
  The spectre fights until destroyed.
  WiLLas guNDarsoN 
  Cr 7
  XP 3,200
  Spectre (Pathfinder RPG Bestiary 256)
  hp 52
  W23. FeASthAll 
  (cr 10)
  This door opens onto a short dais looking out 
  over a large chamber. Thick pillars ascend to a 
  twenty-foot-high ceiling, while a wide stone 
  staircase climbs to a darkened gallery above. 
  The true purpose of the chamber is apparent 
  from the great stone table running 
  across its center. Dozens of 
  seats have been set about this massive affair and propped 
  upon them is a feast of horror. Each chair holds the corpse 
  of a human locked in its death throes, its mouth agape in 
  anguish, the top of its cranium brutally removed, and the 
  brains within excised.
  The dead bodies comprise no less than 33 of Varnhold’s 
  colonists, identifiable as such with a DC 20 Knowledge 
  (local) check from their clothing and, perhaps, a few 
  recognizable faces if the PCs have had visitors to their 
  nation from Varnhold. The body seated at the head of 
  the table is that of Maegar Varn himself. Also present is 
  a corpse wearing the trappings of a priest of the faith of 
  Erastil—Maegar’s longtime companion, 
  the cleric Caspar Morgarion. All 
  of these poor souls are victims of 
  the cyclops lich Vordakai. Unlike 
  his dread zombie minions (who 
  are compelled to feed out of their 
  necromantic nature), Vordakai feeds 
  on the brains of the recently dead not 
  to satisfy an aberrant hunger for 
  f lesh but out of a darker hunger for 
  knowledge. Although consuming 
  the brain of a living creature 
  doesn’t grant the lich increases 
  to its mental ability scores or 
  other quantifiable boons, he 
  does have the ability to absorb 
  snatches and bits of memory from 
  those he feeds upon—yet another 
  way in which he is fitting himself 
  to the new world he has found 
  himself in.
  Creatures: 
  Guarding 
  this 
  chamber are four dread zombie 
  cyclopes. When they notice the PCs, 
  the undead cyclopes spread out and 
  attack—fighting until destroyed 
  and pursuing until the end.
   DrEaD ZoMBiE CyCLoPEs (4) 
  Cr 6
  XP 2,400 each
  hp 65 (Pathfinder RPG Bestiary 52, 
  Advanced Bestiary 105)
  W24. BAlcony
  This balcony has no rail—it 
  overlooks room W23, 30 feet 
  below. The secret door to area 
  W26 can be found with a DC 25 
  Perception check.
  Cephal Lorentus
  
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  W25. oculuS chAmBer
  This octagonal chamber, which vaults to a twenty-foot-high 
  ceiling, is composed of multiple slabs of opaque, white crystal 
  fitted together to form a dome in the distinctive shape of an 
  inverted eye, its gaze focused into the room below. This white 
  crystal gleams with a subdued moonlike glow. The walls of 
  the chamber are covered with arcane symbols, stylized line 
  art, and images of cyclopes. A twenty-foot-diameter circle is 
  incised into the stone of the floor directly beneath the great 
  eye-shaped dome.
  This chamber of fate and fortune is sacred to the 
  archdaemons of Abaddon and has existed longer even 
  than the tomb itself, which are the central reasons 
  Vordakai chose this site. His only change to the room was 
  to eradicate the previous wall carvings and replace them 
  with the current designs—the original carvings were 
  too horrid for even the cyclopes to stomach. This room 
  is where Vordakai discovered the oculus of Abaddon—and 
  it is the original force behind Vordakai’s descent from 
  cruelty into true evil.
  The Oculus Chamber radiates an aura of overwhelming 
  conjuration and divination and serves as a focal point of 
  daemonic energies in ways that even Vordakai does not yet 
  fully understand.
  W26. Pool guArdiAn (cr 9)
  A burbling fountain and pool that stink of sulfur occupy the 
  center of this chamber. A shallow channel cut into the stone 
  of the floor passes beneath a pair of bronze double doors, 
  funneling the foul-smelling water out of the pool to the east.
  The chamber, the foyer to Vordakai’s throne room, 
  possesses another naturally occurring sulfur spring, 
  though this one is not contaminated like those in area 
  W20. The water is actually fairly safe to drink but tastes 
  horrible and requires a DC 10 Fortitude save to avoid being 
  sickened for 10 minutes. The pool is 10 feet deep.
  Creature: Dwelling within this sulfur pool is an 
  elemental creature twisted by the archdaemons an age ago 
  and left here as a guardian—a neutral evil greater water 
  elemental that obeys the commands of anyone who wears 
  the oculus of Abaddon. Vordakai has commanded it to attack 
  anyone who enters the chamber—if he dominates a PC, he 
  takes a moment to inform the elemental that this victim 
  is to be allowed to pass unmolested as well. Otherwise, the 
  elemental fights to the death.
  grEatEr WatEr ELEMENtaL 
  Cr 9
  XP 6,400
  hp 123 (Pathfinder RPG Bestiary 127)
  W27. throne oF BoneS (cr 13)
  This chamber stretches forward into darkness. A channel of 
  sulfurous water runs down the center of the chamber into a 
  placid pool tinged in red and surrounded by kneeling forms. 
  Nearby sits a small stone shrine decorated with several freshly 
  severed human heads. Just beyond this grisly altar, a hideous 
  throne made of bones looms above the pool.
  This is Vordakai’s throne room—the chamber wherein 
  he slept for countless ages and where he now toils on 
  new plans of destruction at the behest of visions granted 
  by the Four Horsemen. The stairwell once led to the top 
  of the cairn but is now collapsed and useless. A DC 25 
  Knowledge (religion) check identifies the shrine as being 
  dedicated to the Four Horsemen—the heads are recently 
  “released” Varnhold victims. Their bodies are the forms 
  huddled around the central pool, eviscerated such that 
  their entrails are laid out in intricate patterns sacred to 
  Vordakai’s daemonic overlords.
  The chamber to the north consists of Vordakai’s library 
  and laboratory. Here, the PCs can find numerous stone 
  tablets, crumbling scrolls, and even some strangely intact 
  ancient tomes, all of which concern the worship of the Four 
  Horsemen of the Apocalypse and methods by which to 
  engineer great disasters in the world to feed their insatiable 
  gluttony for souls. Among these records are several newer 
  notes concerning Vordakai’s confusion about how the world 
  has changed in the last 10,000 or so years, his frustration 
  at having forgotten so much of his knowledge and wizardly 
  skills in that span of time, and his desire to learn more 
  about this new world before he attempts to resurrect his 
  empire. The abduction of Varnhold to use their citizens 
  as research tools is but the first step in this mission—it 
  should be obvious to anyone who studies the information 
  here that, while it would be many years before Vordakai 
  was in a position where he was ready to attempt his plans 
  for the world, if the lich had been left to his own devices 
  he could have swiftly become a terrible danger to both 
  Brevoy and the River Kingdoms—and perhaps beyond. All 
  of these notes are written in Cyclops.
  Creatures: Vordakai sits upon his throne of bones in 
  this chamber, staring into his bloody oracular pool and 
  arrogantly awaiting the PCs while he pores over one of his 
  tomes and puzzles out the mysteries of this strange new 
  world he’s awakened into. Over the past 10,000 years of 
  torpor, Vordakai has retained only a fraction of his original 
  power. Though he was a 20th-level wizard at the time of his 
  imprisonment, his power has since degraded to that of a 
  9th-level wizard. Although atrophied, Vordakai remains a 
  very dangerous opponent who, on his own, can devastate a 
  poorly prepared party. Don’t be afraid to play Vordakai as 
  an arrogant creature—he has existed for longer than most 
  
  49
  The Varnhold Vanishing
  The Varnhold Vanishing
  creatures on Golarion, after all, and if he makes arrogant 
  mistakes (such as neglecting to cast spells defensively and 
  provoking attacks of opportunity), that not only gives the 
  PCs a chance to survive but also helps to establish the 
  ancient lich as both overconfident and a bit unhinged from 
  his long period of quiescence. Of course, this adventure 
  also provides several magic items intended to aid the PCs 
  against the monster, such as magical blunt weapons and the 
  ring of freedom of movement—if you find your PCs are doing 
  well against Vordakai, feel free to abandon his arrogance 
  in favor of more lethal tactics. The thing to keep in mind is 
  that this creature is the most powerful foe the PCs have yet 
  encountered in Kingmaker, and by defeating him they will 
  accomplish something truly legendary.
  vorDakai 
  Cr 12
  XP 19,200
  Male cyclops atrophied lich wizard 9 (Pathfinder Bestiary 188)
  NE Large undead (augmented)
  init +4; senses darkvision 120 ft., low-light vision, true seeing; 
  Perception +41
  DEfENsE
  aC 26, touch 11, flat-footed 26 (+4 armor, +2 deflection,  
  +7 natural, +4 shield, –1 size)
  hp 175 (19 HD; 10d8+9d6+99)
  fort +14, ref +11, Will +19
  Defensive abilities channel resistance +4; Dr 15/bludgeoning 
  and magic; immune cold, electricity, undead traits
  Weaknesses atrophied
  offENsE
  speed 30 ft.
  Melee touch +15 (1d8+9/19–20 plus paralysis)
  space 10 ft.; reach 10 ft.
  special attacks channel negative energy (DC 17, 8/day), 
  paralysis (permanent, DC 25)
  arcane school spell-Like abilities (CL 9th; concentration +14)
  8/day—grave touch (4 rounds)
  Wizard spells Prepared (CL 9th; concentration +14)
  5th—dominate person (DC 21), quickened shield, waves  
  of fatigue
  4th—bestow curse (DC 19), dimension door (2), phantasmal 
  killer (DC 19)
  3rd—dispel magic, displacement, suggestion (DC 19), tongues, 
  vampiric touch
  2nd—blindness/deafness (DC 17), detect thoughts (2, DC 17), 
  false life, ghoul touch (DC 17), resist energy
  1st—charm person (DC 17), chill touch, comprehend languages, 
  grease, mage armor, ray of enfeeblement (2, DC 16)
  0 (at will)—arcane mark, bleed (DC 15), detect magic, read 
  magic, touch of fatigue (DC 15)
  W26
  S
  W27
  W28
  W24
  W25
  One square = 10 feet
  open to
  W23 below
  Vordakai’s Tomb
  Third Level
  down
  down
  down
  down
  down
  
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  (1,140 pp, 13,000 gp, and 103,000 sp) and various art objects 
  altogether worth an additional 19,500 gp. In addition 
  to the ancient treasures, several magic items Vordakai 
  found on his victims can be found here. These include 
  a ring of friend shield (the match to the one found in the 
  village), a ring of protection +2, a cloak of resistance +1, gloves 
  of swimming and climbing, a pouch holding three packets 
  of dust of dryness, and a +1 cold iron magical beast bane flail. 
  Of course, the bulk of Vordakai’s treasure consists of the 
  42 soul jars he keeps in area W28.
  Perhaps an even greater treasure can be found in the 
  northern room that serves as Vordakai’s laboratory. The 
  preserved knowledge of ancient Casmaron is contained 
  in dozens of stone tablets weighing nearly 1,000 pounds 
  in all—but the tablets are worth 10,000 gp to a scholar of 
  this ancient land. In addition, while many of Vordakai’s 
  spellbooks have crumbled, enough fragments remain 
  here to please any wizard. All of the spells Vordakai has 
  prepared are present, along with up to six additional spells 
  of each level up through 9th of your choice—feel free to 
  tailor this cache of spells as befits your campaign’s needs.
  W28. dungeon oF SoulS
  The walls of this dome-ceilinged room are filled with stone 
  niches, each bearing a number of strangely shaped glass jars. 
  Each jar is about a foot tall, is stoppered with a clot of black wax, 
  and contains a swirling plume of glowing white smoke—there 
  are dozens of these jars on display, and the swirling light each 
  emits gives this chamber an otherworldly feel.
  Each of the jars on the shelves here is a soul jar—a cruel 
  device often used by night hags, necromancers, and 
  other creatures eager to collect and transport the souls 
  of living creatures. Soul jars are described at the end of 
  this adventure.
  In all, there are 42 soul jars in this room, each holding the 
  soul of a citizen of Varnhold. Vordakai has already dealt 
  with the majority of the village’s higher-level citizens, so 
  most of those trapped here are lower-level commoners 
  and experts—only one, Maestro Ervil Pendrod (LN 
  male human bard 5) is notable. A character who touches 
  a soul jar can communicate telepathically with the soul 
  trapped inside—by breaking or opening a soul jar, the jar 
  becomes nonmagical and disgorges its trapped soul in a 
  plume of smoke, reforming into the trapped victim’s body 
  physically in the same condition he or she was in when he 
  was captured.
  The prisoners are extremely grateful if rescued and very 
  confused about how they got here. While mournful for 
  those among their number who have already been slain 
  (particularly their leader Maegar Varn), they remain quite 
  anxious to escape this prison and return to Varnhold.
  opposition schools evocation, transmutation
  taCtiCs
  Before Combat Before engaging in combat, Vordakai casts 
  false life, mage armor, and tongues on himself.
  During Combat Vordakai casts quickened shield on the first 
  round of combat (adjust his AC down by 4 if the PCs attack 
  him before he acts as a result) and activates the oculus’s true 
  seeing as he casts waves of fatigue against the largest group 
  of foes. He trusts to his damage reduction to protect him 
  from most damage, using his spells and channeling negative 
  energy in melee. He resorts to his touch attack against foes 
  who seem to be able to hurt him easily. When he’s reduced 
  to fewer than 60 hit points, he uses dimension door to retreat 
  to area W19, whereupon he uses his touch and negative 
  energy to heal all of his damage, then uses dimension door to 
  return to this room to begin the fight anew.
  Morale Vordakai is not willing to abandon his lair to intruders—
  as a result, he does not flee from combat in this chamber, 
  and it is here that his ultimate fate shall be decided.
  statistiCs
  str 21, Dex 10, Con —, int 20, Wis 17, Cha 16
  Base atk +11; CMB +17; CMD 29
  feats Combat Casting, Command Undead, Craft Magic 
  Arms and Armor, Craft Wondrous Item, Defensive Combat 
  Training, Great Fortitude, Improved Critical (touch), 
  Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe 
  Scroll, Spell Focus (enchantment), Toughness, Vital Strike
  skills Fly +20, Intimidate +25, Knowledge (arcana) +27, Knowledge 
  (planes) +18, Knowledge (religion) +27, Perception +41, Sense 
  Motive +33, Spellcraft +27, Use Magic Device +13
  Languages Abyssal, Cyclops, Giant, Infernal; tongues
  sQ flash of insight, arcane bond (raven), life sight (10 feet,  
  9 rounds/day)
  gear cloak of resistance +3, headband of mental prowess  
  (+2 Int, +2 Cha, grants ranks in Knowledge [planes]), oculus 
  of Abaddon, ring of protection +2, soul jar, phylactery (worth 
  3,500 gp if sold as an art object but worth considerably 
  more to Vordakai)
  sPECiaL aBiLitiEs
  atrophied Lich (Ex) A lich that remains immobile and insensible 
  for extended periods of time (as Vordakai did after he was 
  imprisoned in his tomb just prior to Earthfall 10,000 years ago) 
  can grow atrophied. The exact effects of atrophy vary from 
  lich to lich. In Vordakai’s case, his effective wizard level has 
  declined from 20th to 9th. Note that these are not negative 
  levels—Vordakai must earn back the lost XP normally. 
  More troubling to the lich is the fact that until he achieves at 
  least 11th level as a lich, his phylactery is unusable—if he is 
  destroyed, he crumbles to dust, forever dead.
  Treasure: Vordakai keeps his treasures nearby, in 
  neatly organized mounds and piles behind his throne. 
  The majority of this treasure consists of ancient coins 
  
  51
  The Varnhold Vanishing
  The Varnhold Vanishing
  Treasure: While the soul jars are all in use (and thus 
  worthless as magic items), evil PCs could use the trapped 
  souls as treasure if they wished. The prices they could 
  get for a trapped soul varies, 
  depending on the needs and 
  desires of the purchaser, but 
  the souls trapped in these jars 
  are relatively low level—and 
  as a result not as desirable. 
  A price of 5,000 gp per soul 
  isn’t 
  unreasonable—but 
  if 
  the PCs decide to get into the 
  soul-selling business and word 
  spreads, their kingdom gains 1d6 
  points of Unrest per soul they’ve 
  sold. Trafficking in souls is an 
  evil act and should have alignment 
  repercussions for nonevil PCs. Note 
  that selling off the souls of Varnhold 
  prevents the PCs from being able to 
  annex and expand their kingdom as 
  detailed under “Annexing Varnhold.”
  Of more palatable use is the empty portable hole 
  folded up and tucked almost as an afterthought on a 
  shelf near the door—it was with this device that Vordakai 
  transported his vast collection of soul jars to Varnhold 
  and harvested the residents of the town.
  concluding the Adventure
  With the destruction of Vordakai and most (if not all) of 
  his monstrous minions, an ancient threat has finally been 
  expunged from the Stolen Lands. This is far from a minor 
  accomplishment—not only do the surviving villagers of 
  Varnhold swiftly pledge their loyalty to the PCs and their 
  nation, but the Nomen centaurs are impressed as well and 
  vow to live peacefully with the human settlers in deference 
  to the great work the PCs have accomplished. All they ask is 
  that they be left the Dunsward itself as their own territory. 
  If the PCs have also rescued Xamanthe, the tribe may have 
  further rewards for the PCs (see the quest on page 35). In any 
  event, the PCs have accomplished something neither Taldor 
  nor Brevoy could achieve—peace with the Nomen centaurs.
  As for Brevoy to the north, events continue to escalate as 
  tensions between Issia and Rostland grow. The swordlords 
  of Restov will soon officially sever all contact with their 
  agents in the Stolen Lands, leaving the PCs truly on their 
  own. Yet with their new allies and the sudden growth 
  in their kingdom, they may find that they no longer 
  need Brevoy’s aid. Indeed... Brevoy may need to turn its 
  attention south before long as the PCs’ nation becomes a 
  true kingdom.
  To the west, another kingdom is most assuredly not 
  ignoring the growing power in the eastern Stolen Lands. 
  Self-proclaimed King Irrovetti of Pitax has already defeated 
  and displaced the Brevic agents 
  that dared attempt to colonize 
  the 
  Glenebon 
  Uplands 
  and 
  the Slough, and as the PCs’ 
  nation grows, so does Irrovetti’s 
  jealousy—jealousy destined some 
  day soon to ignite a new war in 
  the River Kingdoms, where blood 
  will be traded for blood until only 
  one King rules the Stolen Lands.
  Annexing vArnhold
  With the rescue of 40-odd citizens of 
  Varnhold and the defeat of both the 
  Culchek spriggans and Vordakai, the 
  PCs have earned more than the gratitude 
  of an entire village. Before the vanishing, 
  Varnhold had established a sizable 
  territory of its own, including a road 
  along much of the Kiravoy Bridge and a fair amount of 
  farmland. By rescuing Varnhold and gaining the allegiance 
  of her citizens, the PCs gain not only a new village—they 
  gain control of all of the lands surrounding Varnhold for 
  two hexes in every direction (with the exception of the hex 
  containing area P—this area remains under the control of 
  the Nomen centaurs). These 18 hexes can be immediately 
  added to the PCs’ kingdom once their own kingdom extends 
  to an adjacent hex, increasing their kingdom’s statistics 
  as appropriate for such a sudden expansion. This sudden 
  expansion increases Unrest by 1d6 if the PCs’ kingdom fails 
  to make a Stability check, but no further Unrest is generated 
  from the expansion (Varnhold is willing to be annexed and 
  so doesn’t come with the usual Unrest cost of annexing a 
  town).
  When the PCs create Varnhold’s city grid, they can 
  place the following buildings for free: a brewery, an exotic 
  craftsman, a garrison, a granary, an inn, a smith, a tannery, 
  a temple, 3 tradesmen, and 8 houses. All four of Varnhold’s 
  borders are land borders, despite the fact that the Kiravoy 
  River flows through town.
  APPendix one: rumorS
  The table on page 52 presents 10 rumors and bits of news, 
  some accurate and some not, that you can use to encourage the 
  PCs to explore an untouched portion of the Nomen Heights. 
  The note “(False)” following a rumor indicates that the rumor 
  is false, a red herring intended to spur further exploration 
  of the Nomen Heights while not actually being legitimate 
  news. Note also that some of the rumors below might 
  become obsolete after the PCs discover the truth behind the 
  Vordakai
  
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  eye out. Once placed, an oculus allows its new owner to utilize 
  its powers, as listed below.
  •	 Darkvision	to	a	range	of	120	feet	(constant)
  •	 True seeing once per day as a free action
  •	 Greater scrying three times per day
  •	 Planar binding once per week (only to summon natives of 
  Abaddon, such as daemons or soul eaters)
  •	 Familiar	farsight	at	will	(if	the	user	has	a	familiar	or	an	
  animal companion, he may use clairaudience/clairvoyance 
  to observe the world through his familiar, despite any 
  intervening distance as long as he and the familiar are on 
  the same plane)
  The oculus of Abaddon’s greatest power, though, is its 
  haunting beckon. This ability is usable once per year, and 
  allows the user to manipulate the minds of a huge number of 
  targets, provided that the end goal of the manipulation is a 
  tragic or otherwise horrific fate for those being manipulated. 
  This functions as mass charm monster, but with a range of 1 
  mile, and establishes a telepathic link between the caster and 
  all minds in that area. The effects are still language-dependant 
  despite this telepathy—creatures without the ability to 
  understand language (typically, creatures with an Intelligence 
  score of 2 or lower) are unaffected. All other creatures are 
  automatically affected unless they have 6 or more HD, in 
  which case they gain a DC 22 Will save to resist the effects. 
  Spell resistance applies regardless of HD.
  The oculus of Abaddon is powerfully neutral evil and 
  rumor—yet it can still be fun for PCs to hear rumors about 
  places they’ve already explored, simply to enjoy the fact that 
  they know the truth about something not widely known.
  APPendix tWo: neW mAgic itemS
  Two new magic items await discovery in Vordakai’s Tomb.
  oCuLus of aBaDDoN (MiNor artifaCt)
  aura overwhelming conjuration, divination, and necromancy; 
  CL 20th
  slot eye; Weight 1 lb.
  DEsCriPtioN
  An oculus of Abaddon is a potent artifact rumored to have been 
  created by one of the Four Horsemen of the Apocalypse as a 
  way to reward those who work as their agents on the Material 
  Plane. More likely, these items were crafted by a powerful pre-
  Earthfall race that has long since moved on, leaving behind 
  these dangerous artifacts to tempt mortals into serving the 
  needs of the Horsemen. 
  An oculus of Abaddon appears as a sphere of clear crystal 
  that contains a pinpoint of flickering red light at its center. 
  When held, the oculus feels warm to the touch and fills the 
  holder with a sudden desire to pluck out an eye and place the 
  oculus within the socket—this causes 1d8 points of damage, 1 
  point of bleed damage, and 2 points of Constitution damage. 
  Once placed in an eye socket, the oculus can only be removed 
  by ripping it free (causing the same amount of damage as 
  the initial plucking). An oculus placed in an empty eye socket 
  immediately heals all damage caused by plucking the previous 
  Nomen Heights Rumors
  d10 
  roll 
  rumor
  1 
  A silver dragon lives in the Tors of Levenies, but no one’s seen her for some time. Perhaps she moved on? (Partially 
  False; the silver dragon is now dead.)
  2 
  A giant bird lives in the ruins of an old tower on Talon Peak.
  3 
  Lake monsters lurk in Lake Silverstep, they say, but the eels that live there as well make damn fine eating.
  4 
  The Nomen centaurs of the Dunsward are violent and territorial—if you’re going to visit them, make sure you don’t 
  make any sudden moves when one of their war parties approaches you.
  5 
  The Nomen centaurs eat humans. I suppose that’s not technically cannibalism, but it’s still pretty horrible! (False)
  6 
  One of my cousin’s friends’ fathers was an assayer, and he says that there’s probably some pretty good grounds for 
  mining south of Lake Silverstep.
  7 
  One-eyed giants once ruled this entire area—the strangely regular mounds you see now and then on the Tors are the 
  ruins of their buildings.
  8 
  There’s a valley to the south that the Nomen centaurs say is an old cyclops graveyard—rumor holds that an army of 
  blood-drinking one-eyed ghosts guards the place! (Partially false; the cemetery contains no ghosts.)
  9 
  The Nomen centaurs bury their dead in strange bone yards in the Dunsward; there’s probably a lot of treasure buried 
  with them. Too bad the places are swarming with undead centaurs! (False)
  10 
  A tribe of spriggans lives in the Tors somewhere. They’ve been at war with the Nomen centaurs for as long as anyone, 
  I reckon. Rumor holds that the current spriggan chieftain stole a magic bow from the centaurs quite a few years ago, 
  and that’s what started the whole fight between them.
  
  53
  The Varnhold Vanishing
  The Varnhold Vanishing
  possesses a limited and hateful intellect of its own. While not 
  capable of communicating directly with its owner, it refuses to 
  activate its powers for any user who is not neutral evil.
  DEstruCtioN
  A foul and hideous object, the oculus of Abaddon is 
  fortunately relatively easy to destroy, as far as artifacts go. 
  To destroy an oculus of Abaddon, it must be smashed by a 
  bludgeoning holy weapon wielded by a permanently blinded 
  humanoid—alternatively, any bludgeoning weapon wielded by 
  a permanently blinded good outsider with at least 7 HD will 
  work as well. A DC 30 Knowledge (arcana) check is enough to 
  learn this method of destruction.
  souL Jar
  aura strong conjuration; CL 15th
  slot none; Price 5,000 gp; Weight 2 lbs.
  DEsCriPtioN
  A soul jar appears as a 1-foot-tall glass jar, often with a thick, 
  black, wax plug. While a soul jar has no ability to capture 
  souls, it can function as the material component for a trap the 
  soul spell (but not as a focus for soul bind). If a soul jar is used 
  with trap the soul as a trigger object, the spell can be cast on 
  the soul jar without inscribing the target’s name. This allows 
  the soul jar to capture the soul of the next person to touch it, 
  allowing the jar to be used as a devious trap. The creator of the 
  soul jar and nonliving creatures can manipulate such a soul jar 
  without fear. This variant method does allow the victim a DC 
  22 Will save to resist the effect.
  When a creature is trapped in a soul jar, its body and 
  soul appear as a roiling cloud of glowing white smoke that 
  provides dim light in a 20-foot radius. A creature that touches 
  an occupied soul jar can communicate telepathically with its 
  occupant. Opening a soul jar or smashing it on the ground 
  releases the stored soul and returns it to life—although victims 
  who have spent hundreds of years in a soul jar may well have 
  gone mad. In any event, once a soul jar is used to capture a soul, 
  it can never again be used for this purpose.
  Most soul jars are worth 5,000 gp and can thus trap a soul 
  of up to 5 HD. Soul jars can be built to capture more powerful 
  souls, at an increase of 1,000 gp per additional HD.
  CoNstruCtioN
  requirements Craft Wondrous Item, trap the soul; Cost 2,500 gp
  
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  Iobaria Gazetteer
  Iobaria Gazetteer
  A
  nyone who assumes Iobaria is only a barbaric wasteland of frozen 
  forests, broken mountains, and random ruins is a fool. The Ice 
  Steppes, the Caemorin, the Syrzemyan Highlands, and the Hills 
  of Nomen—all are home to mysteries, monsters, myths, and magics long 
  forgotten among the warmer climes. The human realm of Iobaria was 
  perhaps the least of the powers ever to stalk the glaciers’ edges, its name 
  the only lingering claim to the land and powers that yet remain there. Look 
  past the freezing mists and trackless wilderness, and you’ll find a land whose 
  legends refuse to pass into the haze of history and forgetfulness. This is a 
  place where myth and history blur into a single ageless tradition, weaving a 
  legacy that the diverse native peoples hold as sacred as any religion, and that 
  strangers to these realms ignore at their own peril.
  —Gadava Bhulada, Under the Undying Eye
  
  55
  Iobaria Gazetteer
  Iobaria Gazetteer
  I
  obaria, to many across Avistan and Garund, exists 
  only as a name for the northern Windswept Wastes 
  and the uninhabited (or at least uncontrolled) lands 
  between their own nations and the eastern powers of 
  Casmaron. In truth, Iobaria is a vast region, unclaimed by 
  any single power for millennia. The rough region has been 
  home to many different factions over the centuries, and 
  even the powerful kingdom of Old Iobaria only conquered 
  roughly two-thirds of this wilderness at its height (though 
  it claimed to outsiders to be master of everything from the 
  glaciers to the Castrovin Sea). 
  Roughly eight out of 10 of Iobaria’s current inhabitants 
  live outside the cities in settlements smaller than most 
  Avistani hamlets (primarily in the forests, around Okor’s 
  Basin, or in isolated caves near Mavradia, Lenusya, or Orost). 
  For the human population, this tendency toward isolation 
  may result from a fear of returning plagues, a spirit of 
  independence and self-reliance, a need for anonymity, or a 
  desire to not swear fealty to unworthy city-bound nobles. 
  Others races, such as centaurs, cyclopes, and more savage 
  humanoids, dwell in nomadic tribes with a wide range of 
  campsites and rarely congregate in numbers larger than 
  the average village. In any case, Iobaria on a map seems far 
  more civilized and organized than it is in reality, and those 
  mapped locations may be the most civilized spots therein.
  What follows is a brief look into the vast realm of 
  Iobaria. Those who wish to delve into the history of this 
  land in greater detail can find a supplemental timeline of 
  the region available on paizo.com.
  Regional geogRaphy
  Iobaria’s relentlessly cold lands stretch from its northwest 
  corner, between the glacial Icewall and the Lake of Mists 
  and Veils, down to its southeastern corner, bordering the 
  Castrovin Sea. The northern boundaries contain the Ice 
  Steppes, whose rocky conditions fool many into dismissing 
  them as a lifeless barrens leading to the glaciers and the 
  Crown of the World. The most populous area for humans 
  has always been Okor’s Basin, the sloping depression 
  between the Lake of Mists and Veils, the Icerime Peaks, 
  and the Syrzemyan Highlands considered by many to be 
  the breadbasket of the north, with its varieties of hardy 
  plant and animal crops. In fact, topographically, Iobaria 
  resembles a crude pyramid, with its peak around Kirya and 
  the lands sloping away from that peak in all directions, 
  save where the Icerime Peaks meet the land. 
  The Syrzemyan Highlands encompass the majority 
  of central Iobaria and are rife with caverns, hills, and 
  mountains filled with riches and dangers aplenty (be they 
  natural, supernatural, or monstrous in nature). This area 
  contains the fewest human settlements of any size, though 
  the chance of meeting lone prospectors, bounty hunters, 
  or trappers of all races is still moderate. Many of Iobaria’s 
  powerful waterways start from these uplands, with two 
  exceptions: the Myrfrus River (or “Deeprun”) in the east 
  and the Okorrus River (“Okor’s Flow”) in the northwest. 
  Settlers and villages are few and far between, and local 
  populations give their own unique names to the hills and 
  territories of the highlands.
  The Caemorin surprises many who come to Iobaria 
  expecting naught but icy rocks and glaciers. These fertile 
  lands are in some places even more productive than Okor’s 
  Basin, though the plants and animals are still unfamiliar and 
  unsettling foods to many whose roots stretch westward.
  In general, Iobaria’s climate is near-arctic and quite 
  hostile, but it supports a surprisingly robust ecosystem 
  that keeps people strong, if isolated and hard. This still 
  isn’t enough to make it more than a limited target for 
  those after wealth and resources. Few who don’t already 
  love Iobaria’s stark harshness ever stick around to see its 
  beauty bloom in summer, and fewer still brave its threats 
  to explore its ancient mysteries and ruins.  
  histoRy of iobaRia
  Little is known, even among the most learned scholars, 
  about the first major powers to claim the northern 
  steppes of Casmaron. Before the Age of Darkness and 
  the formation of the Pit of Gormuz, cyclopes dominated 
  northern and central Casmaron for more than an age. 
  The ancient histories of Iblydos, one of the oldest known 
  human nations of Casmaron, call the cyclopes’ empire 
  Koloran, though whether this was the creatures’ name for 
  their own land or simply the appellation of their human 
  enemies remains uncertain.
  The first human realm to lay claim to what all now 
  consider Iobaria rose from humble beginnings in 752 
  ar. Twenty Ulfen survivors (out of an initial force of 60) 
  staggered out of the Crown of the World and hunkered 
  down in a small longhouse just as winter closed in. That 
  mere longhouse eventually grew into Okormirr, the first 
  of nine Ulfen cities or settlements of Njalgard, each city 
  a stronghold for one of nine koffars. Njalgard is almost 
  totally forgotten and has since been subsumed by the realm 
  it spawned—Iobaria. The nation was named after Iobar the 
  Potent, the heir to Orlov’s throne who cajoled or tricked 
  each koffar into a trial by combat, besting them all to take 
  control of all Njalgard’s city-states and unite the lands as 
  one state. After the Choking Plague fractured the populace 
  and induced local rebellions, the three powers within the 
  remaining cities of Kridorn, Orlov, and Mavradia held on 
  to power for a few centuries, but never restored the full glory 
  of Old Iobaria.
  Plagues, for one reason or another, seem to crop up 
  more regularly in Iobaria than in other lands. Since 
  the second millennium of the Age of Enthronement, 
  plagues have struck with limited to widespread effects 
  
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  no less than 55 times. Despite these eruptions of illness 
  and the mystery of their source, most Iobarians stay due 
  to their love of their land or innate sense that surviving 
  its challenges makes them stronger and more worthy to 
  inherit such a noble land. 
  Nearly 500 years after the Choking Death fractured the 
  original nation, three warlords, their followers, and their 
  dragon allies restored the rule of New Iobaria. With the 
  inner highlands now easily reached by dragonriders, the 
  three armies quickly conquered the realm anew by 3309 
  ar. Treachery among the human rulers led to strife and 
  eventually left only one clan in control of Iobaria after 3870 
  ar (many allies and enemies fled west to what is now Brevoy). 
  The second realm of Iobaria lasted another 8 centuries, until 
  its power dwindled due to infighting and the Drakeplague 
  of 4519 ar. Now, only the covetous factions controlling 
  Kridorn, Mirnbay, and Orlov believe 
  Iobaria still exists in any meaningful 
  way, and their claims to power are 
  only as strong as the mercenary armies 
  they hire. 
  Iobaria in the present has pockets of 
  civilization all tightly tied to trade, money, 
  and what little control or influence 
  some warlords or former nobles 
  can cobble together through 
  gold or might. Overall, Iobaria 
  has become the wilderness 
  the outside world has long 
  believed it to be, though its 
  people keep their balance and 
  stay alive by knowing what 
  the harsh land and its varied 
  races can do to and for 
  them. Those who respect 
  each other’s claims hold 
  détente among themselves 
  and 
  survive; 
  those 
  that 
  ignore the balances of power or reach beyond 
  their grasp find themselves as lifeless as the 
  frozen stone pinnacles of Hvorsuli. 
  people of iobaRia
  In Iobaria, unlike the lands of the Inner 
  Sea, no single ethnic group or race 
  controls the majority of power. In 
  the eyes of Avistani or Garundi 
  natives, “Iobarian” seems to mean 
  “any human from the northeast 
  who is not obviously Keleshite or 
  Casmar.” To natives of this land, 
  the few folk who claim to be “true 
  Iobarians” are those humans and 
  others who yet believe in the leaders that claim the realm 
  still exists. Many simply  live here without the benefit of 
  any social denomination or ethnic group beyond their 
  associated family, clan, tribe, or faith. Of the primary 
  sentient races found in Iobaria, the most populous are 
  centaurs, followed by humans, dwarves, and a smattering 
  of other races both civilized and savage. Of the typical 
  monstrous races, ogres, random hill and frost giants, 
  trolls (including at least one enclave of rare rock trolls), 
  and all the various goblinoids are the most common. 
  While most countries or travelers encounter only one 
  tribe or type of centaur, Iobaria’s steppes, hills, and forests 
  are home to members of three recognized groups, similar 
  to human ethnicities: the Azorva, the Rashalka, and the 
  Tsolniva (though others exist east across Casmaron). The 
  Azorva are mountain and highland centaurs, stockier 
  and stronger than the norm, and of darker skin 
  and coat hues in general; they dominate the 
  mountains and highlands of Iobaria. The 
  Rashalka are familiar centaurs in look and 
  stature and are the most numerous of 
  Iobarian centaurs in the west 
  and all across the south, 
  ranging from Okor’s Basin 
  to the Caemorin. Tsolniva 
  centaurs 
  are 
  the 
  most 
  hirsute of centaurs—the hair 
  on their torsos is nearly as thick and 
  long as the coats covering the rest of 
  their bodies. The centaur tribes lack 
  any central authority or government 
  between clans, though elder clans 
  maintain 
  long-standing 
  claims 
  on 
  widespread territories (recognized by 
  other centaurs and most races). 
  Numerous other bestial races also 
  make their homes across Iobaria, 
  most notably several tribes of 
  werecreatures. Two regional 
  words found nowhere else 
  on Golarion, “kodlak” 
  and “kodlok,” are used 
  by native humans to 
  classify beings who become 
  baser animals or assume animal traits. 
  Lycanthropes are kodlak—humanoids 
  who shapeshift to assume animal 
  forms. Centaurs or boggards or harpies are kodlok—
  human-like creatures with discrete and stable animal 
  traits (rather than shapeshifters). Depending on one’s 
  location and religion, being kodlak or kodlok can be 
  a death sentence or a quick way to power. Only 
  Iobarian humans make these distinctions; 
  
  57
  Iobaria Gazetteer
  Iobaria Gazetteer
  kodlak and kodlok races see humanity as just another 
  enemy or rival against whom they fight for the resources 
  of the cold lands. 
  iobaRia at a glance
  Iobaria is a collection of sites, geographic features, and 
  mysteries. Many of these locations have both traditional 
  local names (cited first in the following list) and names by 
  which they are known to the land’s human population and 
  traders from beyond (noted in quotation marks).
  Antoll: The most comfortable city in all of Iobaria, 
  Antoll stays insulated from the worst of the cold by the 
  open and heated waters of the Nyvyrd. Waters piped 
  beneath the city (installed at New Iobaria’s height, when 
  it was the capital from 3312 to 3679 ar) keep many homes 
  and businesses warm year-round. This is one of very few 
  cities not founded upon or near the ruins of a cyclops 
  city, and its primary draws today are its pearl and fishing 
  trades and its libraries of magical, religious, herbal, 
  and medicinal lore, founded long before the Pathfinder 
  Society ever breached its walls. A battalion of troops sent 
  from Veka “help keep the peace” (but actually monitor 
  the citizenry to prevent revolts against the koffar Rjul, 
  whose control of trade and military forces around the 
  Nyvyrd make him a de facto despot). There is a growing 
  faction in Antoll opposed to Rjul’s excesses, but his spies 
  keep its numbers under control by frequently arresting 
  members and executing them on trumped-up charges.
  Ardshrod River: “The Icy Way.” This icy river traces the 
  chill northern tundras of Iobaria, separating the semi-
  settled lands of the south from the more savage north. 
  Few dare travel the river except in the summer months, 
  as it is often choked with iceflows.
  Artrosa: “The Three Who Watch.” These three 
  massive stone mesas are visible from many Iobarian 
  cliffs despite the distance. Crudely carved into the cliffs 
  are three nude female humanoid figures of uncanny 
  scale, their bodies at least a half-mile long. While their 
  race is unclear, the figures show a long-haired maiden, 
  a pregnant matron, and a hunchbacked crone, each 
  holding up a hand and warning the viewers away (though 
  from what is unclear).
  The Caemorin: Both natural resources and dangers hide 
  among the small copses of conifers scattered throughout 
  these scrub grasslands, making travel into the tall seas of 
  grasses worthwhile to those seeking fortune. A variety of 
  animals wander the undulating slopes of the Caemorin; the 
  centaur tribes and other hunters regularly trap them for 
  their tradeable pelts. 
  Castrovin Sea: The central sea of Casmaron influences 
  the climate of southern Iobaria with its open waters, 
  changing the tundra to semi-arable lands. The waters of 
  the Castrovin are notoriously harsh and unforgiving to 
  all but the most skilled pilots or craft, limiting much sea 
  traffic to fishing boats huddling in coastal waters rather 
  than providing a means to invade bordering states.
  Caverns of Pirthous: A gnarled tangle of tunnels and 
  moderate caves, the Caverns of Pirthous are one of the 
  best-kept secrets on the Syrzemyan Highlands. While 
  many know these are the winter homes of the Azorva 
  and their refuge in times of war, no non-centaur has 
  ever discovered an entrance to the caverns beneath the 
  highland hills without immediately meeting its death. 
  If other centaur clans have similar subterranean or 
  subarboreal hideaways, they are even better at keeping 
  those secrets, for these remain unnamed as well as 
  unmarked on any map.
  Coreth Wood: This wood is a notorious haunt for 
  ogres and hobgoblins who live in cavern complexes 
  beneath their roots. For humans, Coreth Wood is the 
  sole source of the fine frostfir wood from which artisans 
  Iobarian Cities & Settlements
  Most Iobarian settlements reflect the predominant 
  originating culture that built them, and therefore those 
  founded in earlier periods include structures built in the 
  old Ulfen style. This means most towns and cities have a 
  single longhall or lodge at their hearts, from which the city 
  or clan ruler oversees his duties. Where the cities are built 
  among or adjacent to old cyclopes ruins, there are some 
  minor modifications to the ancient stone, but these areas 
  are often left abandoned due to the difficulty of moving 
  or shaping 5-foot cubes of granite and other hardstones 
  (or due to the habitation of said ruins by dragons or other 
  fell predators over the centuries). Most cities and towns 
  bear partial stone foundations on a more human scale and 
  rely on plentiful wood supplies for most other building 
  materials.
  Only Mirnbay, Orlov, and Orost ever made extensive 
  changes to their stone ruins, moving some to create massive 
  defensive walls around their settlements and increase the 
  grandeur of the homes of the powerful. Still, even the largest 
  of the current cities pales in significance compared to the 
  remaining stone arches and towers of cyclopean scale. In 
  fact, as much defense is committed to protecting a city from 
  its adjacent ruins as against enemies from without, as most 
  ruins house the desperate, the monstrous, and the illicit, 
  who are unwelcome in more settled regions. While very few 
  ruins still remain the homes of the dragon allies of Iobaria’s 
  noble houses, there are some dragons living in the ruins of 
  Kask-Kirrulthar, Zradnirras, and Kirya (as well as persistent 
  rumors of a mated pair hidden in Orlov, conspiring with 
  Orlov’s self-proclaimed “prince” Tzakiv Korya to build his 
  power base anew).
  
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  of 6
  Norinor
  The 
  Caemorin
  Mirnbay
  Fralros
  Kridorthrost
  Kridorn
  Vladmirr
  Volod
  Katrivish
  Dirrinir
  Maw of Karth
  Restov
  Gronzi
  Forest
  Brevoy
  Lenusya
  Skywatch
  Storith
  Wood
  Kask-
  Kirrulthar
  Orost
  Okorrost
  Okor’s
  Basin
  Okorrus River
  Orlov
  Lake of Mists 
  and Veils
  Okormirr
  Franax
  Myrnorosk
  Orlendas
  Antoll
  Veka
  Ice Steppes
  Kirrosuli
  The Nyvyrd
  Oroskirr
  Hask-Ultharan
  Hvorsuli
  Sjohvornor
  Artrosa
  Hoofwood
  Vurnirn
  Mavradia
  Zradnirras
  Daruthrost
  Thraxnorni
  Mishkar
  Evaren
  Hroran
  Orosknir
  Grenalthrost
  Kirya
  Caverns of
  Pirthous
   
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  Norinor
  The 
  Caemorin
  Mirnbay
  Fralros
  Kridorthrost
  Kridorn
  Vladmirr
  Volod
  Katrivish
  Dirrinir
  Maw of Karth
  Restov
  Gronzi
  Forest
  Brevoy
  Lenusya
  Skywatch
  Storith
  Wood
  Kask-
  Kirrulthar
  Orost
  Okorrost
  Okor’s
  Basin
  Okorrus River
  Orlov
  Lake of Mists 
  and Veils
  Okormirr
  Franax
  Myrnorosk
  Orlendas
  Antoll
  Veka
  Ice Steppes
  Kirrosuli
  The Nyvyrd
  Oroskirr
  Hask-Ultharan
  Hvorsuli
  Sjohvornor
  Artrosa
  Hoofwood
  Vurnirn
  Mavradia
  Zradnirras
  Daruthrost
  Thraxnorni
  Mishkar
  Evaren
  Hroran
  Orosknir
  Grenalthrost
  Kirya
  Caverns of
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  carve beautiful works of art valued in many affluent 
  Brevic homes. 
  Daruthrost: “The Loss Bridge.” This cyclopean bridge arcs 
  over the Deeprun Crevasse and might have once spanned it 
  entirely. However, its central span and sides fell away long 
  ago, leaving a quarter-mile gap at the bridge’s apex. High 
  winds (enhanced by magic) render the gap treacherous at 
  best for flying, and few try after seeing the skeletal remains 
  smashed against the craggy, broken edges of Daruthrost’s 
  span. 
  Dirrinir: “The Deathly Mountain.” Many myths and 
  legends surround this tall peak of naked, barren rock, its 
  many craggy steps (carved long before even the cyclopes 
  came to power) leading up its slopes to 20 or more cavern 
  maws. Some claim this mountain spawned the first cyclops, 
  giant, or member of some other race (the specifics depend 
  on whom one asks). Most know that many treasures (and 
  many more deaths) lie within its labyrinthine caverns. The 
  most powerful and famous artifacts ever to come from its 
  halls include the Diadem of Thyrv, the Crown of Mirim, 
  the Perobov Maul, and Kridor’s Shininglaive. 
  Duroth Wood: This gnarled and hardscrabble old forest 
  is home to a few gnome settlements, as well as to other 
  civilized races seeking safety and shelter. The wood itself 
  may contain treants or other creatures that torment and 
  torture those beings they deem unwelcome here. As within 
  Fangard, a group of werecreatures defends this forest’s 
  borders and interior without explaining themselves or 
  what they guard.
  Evaren: This has been the primary trade town between 
  humans and non-humans at the threshold of the Syrzemyan 
  Highlands for long centuries. Evaren is much reduced in 
  population after the last two plagues, though people tired 
  of the isolated life within the forests or out on the tundra 
  often come here to avoid having to pay allegiance to any but 
  the Council of Three who rule the town by means of money, 
  might, and magic. The kind but aged Councilor Pavla 
  Trynar is generally regarded as the most powerful magic-
  user in all of Iobaria, though her score of apprentices help 
  to keep the peace more than she does directly. 
  Fangard: The largest single forest in Iobaria, Fangard 
  is home to many factions and forces, only some of whom 
  
  59
  Iobaria Gazetteer
  Iobaria Gazetteer
  are known to the humans of Iobaria. Without using 
  the ancient roads, no human has ever crossed through 
  Fangard alive (though some were allowed to exit from 
  whence they came). Rumors tell of such hidden wonders 
  as an elven court, the homes of Erastil and other gods 
  sacred to trees and nature, and a surviving remnant of 
  the Koloran Empire watching to see how they can best 
  use their ancient powers in a world of mortals-turned-
  gods. The only truth widely held is the presence of 
  werebeast hunters and rangers (primarily werebears 
  and werepanthers) who patrol the forest borders against 
  intruders and despoilers.
  Finadar Forest: What separates this forest from other 
  Iobarian woods is its unique scarlet-needled pines, known 
  as bruorsivi (“bloodpines”) to the local human populace. 
  Bloodpine sap is deep red and is both very flammable and 
  slow burning once dried; the wood itself is a deep burgundy 
  color that brightens after carving and polishing. (The 
  wood’s primary use is as fuel, its slow burning hardwood 
  being an efficient source of heat for many.) Many folk make 
  wind-resistant torches from seedcones soaked in bruorsivi 
  sap atop a twig. While other tree species exist here, the 
  Ulfen explorer Finadar gave his name to the forest by 
  bringing back knowledge of the bruorsivi.
  Fralros: “The Charred Watchtower.” This watchtower 
  of the Koloran Empire has seen use in both old and new 
  Iobaria, the massively scaled stone structure having been 
  partially adapted for human use with smaller steps carved 
  up its 100-foot height and smaller ramps and floors 
  built within its massive chambers. Once called Orostros 
  (“Watching Star”), it has been known as Fralros ever since 
  the Great Horde trapped many within and choked them 
  to death by burning fires all around its base for months. 
  Streaks of char still mar the length of the tower, and uneasy 
  ghosts and other threats have occupied the partially ruined 
  tower for a thousand years. If travelers need to pass Fralros, 
  they always do so swiftly and in daylight.
  Franax: This pleasant, human-built port once excelled 
  at ship repair and building thanks to its protected bays 
  and its three islands, onto which the port expanded. Now, 
  its buildings lurch in half-repair since the town lost 80% 
  of them to fire in a misguided attempt to eradicate a plague 
  of boils and bone-aches in 4651 ar. Today, the shipbuilding 
  and repair happens in Orlov, and the few who remain in 
  Franax live amid a frenzied struggle for control between 
  Niath Koyra, a fisherman of some repute and coin, and 
  the druids of the Glacircle, who wish to convert all to 
  the worship of an elemental power embedded within the 
  tundra and the Icewall. 
  Grenalthrost: “The Great Bridge of Grenalf.” This 
  massive stone bridge spans an immense crevasse within 
  the mountains and makes it possible for folks to enter the 
  plateau known as Grenalf. However, even after centuries 
  of use, the Great Bridge still takes its toll in lives the 
  mechanical traps that defend it spring to life and grind 
  unlucky travelers to paste between its massive stones or fall 
  away on hinges for a time, dropping folk to their deaths. 
  Hask-Ultharan: “Cairn of Many Torments.” Like 
  Fralros to its south, Hask-Ultharan appears to have once 
  been a massive watchtower for the Koloran Empire. This is 
  a modern guess, as the cairn’s peak rises above Fangard’s 
  trees, and few natives tempt fate enough to approach its 
  dark, rune-covered stones. By accident or design, there 
  have always been giants of some form here, and the 
  longer they remain, the more savage they become toward 
  any they deem to be approaching too close. According to 
  the most recent reports, a mixed group of hill giants and 
  their even more brutish kin has made camp there and 
  begun loud rites with massive bonfires on nights of the 
  new moon. (For more details, see Iobaria’s entry in the 
  Pathfinder Chronicles Campaign Setting.)
  Hills of Nomen: Named by a fearful Taldan wanderer, 
  the Hills of Nomen contain the primary territories of 
  a large number of centaur tribes, as well as other non-
  human races. The stretch of Koloran road from Lenusya 
  past Katrivish has long been considered the most 
  dangerous to any who fail to respect other races and their 
  sovereignties. Bones from more than a few armies and 
  their arrogant human commanders litter these hills after 
  vain attempts to “stem the inhuman tides.”
  Hoofwood: This coniferous forest is home solely to 
  centaurs and native animals—no other sentients walk or 
  clamber among its trees. As such, it is peaceful save when 
  the northern tribes make war against the local centaur 
  tribes, thundering out of the Ice Steppes to upset the centaur 
  camps in Hoofwood. Throughout the forest lie many pit 
  and spring traps (effective against centaurs, hoarpanthers, 
  and others), which make it dangerous to invade the forest. 
  Hroran: Once a vibrant logging camp that used the fast 
  waters of the Noyrus to send timber down to the growing 
  Kridorn, Hroran is now a ghost town, its buildings and 
  roads all overgrown by the forest and its animals, which were 
  quick to reclaim it. Few know what happened to Hroran’s 
  people, save that all disappeared without leaving a single 
  body behind during the snow-heavy winter of 4388 ar. 
  Hvorsuli: “The Snow Spires.” This majestic ruined 
  city (created by unknown powers at a giant scale) of thin 
  spindle-towers and massive gates and walls is a tantalizing 
  mystery for treasure and mystery hunters. Only its 
  foremost gatehouse lies outside the glacier that entombs 
  it, though this allows access inside the frozen city (as do 
  a few broken domes exposed atop the glacier, which allow 
  one to drop into Hvorsuli). A few accounts mention a great 
  power that glows on rare nights deep within the city, held 
  within by the ice and the glacier god Rheth (worshiped by 
  some depraved druid circles).
  
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  Ice Steppes: The harsh tundra that dominates northern 
  Iobaria thunders with the hooves of centaurs, the crack of 
  glaciers, the roars of ice wolves and hoarpanthers, and the 
  skittering of hundreds of creatures unseen in other lands. 
  While dangerous and dire, the Ice Steppes have more life 
  (and death) than most expect of an ice-frosted desert.
  Kask-Kirrulthar: A slightly more expanded site than 
  the other two 100-foot-tall watchtowers (Fralros and Hask-
  Ultharan), Kask-Kirrulthar has an active population of 
  wraith-like beings among its shadowed ruins. While the 
  sun or moon shines, these wispy figures (which faintly 
  resemble anything from children to dragons) remain tied 
  to the stones of this town/watchtower. If any living beings 
  approach within 2 miles when there is no light in the sky 
  beyond starlight, however, these wraiths swarm toward 
  them and flay the warmth and life from their victims’ bodies 
  before the light drives them back to their stony prison.
  Katrivish: This small town has few inhabitants beyond 
  its mad druids, who all carve out one of their own eyes to 
  honor their cyclops god, Prathos (“the Howling Eye”), and 
  gain gifts of wisdom and knowledge for their sacrifices. 
  Whether mad or not, they have unseen powers that help 
  them find and trap any who dare enter the woods around 
  Katrivish.
  Kirrosuli: “The Hauntspires.” A perfect triple circle of 
  90 spindle-towers 20 feet in diameter and 60 to 90 feet 
  tall, the Hauntspires’ purpose is a mystery since there 
  are no apparent openings into these slim white-stone 
  towers, each of which is topped by a massive crystal cone 
  or pyramid. On nights of the full moon, mournful songs 
  seem to come from the towers, though no figures are ever 
  seen there. 
  Kirya: This city high above the Syrzemyan Highlands 
  lies nestled among a ring of peaks breachable only by 
  wing or by the Koloran road across Grenalthrost onto the 
  Grenalf Plateau. The Ulfen explorer Grenalf followed the 
  road up into the mountains and survived the bridge’s traps 
  to discover a cyclops ruin dominated by temple structures 
  at the edge of a crystal-clear mountain lake (named Orost-
  Kar, the Lake of Stars). He named the settlement Kirya 
  after his wife, and as the faithful rededicated the temples 
  to their own gods, the area became the focal point for 
  pilgrimages from all across Iobaria. Kirya grew to be one 
  of the larger Iobarian cities, its newer structures built from 
  the wood of Orostgard to the east. However, 7 centuries of 
  logging the Orostgard unleashed something long hidden 
  in the mountains around the plateau, resulting in the 
  deaths of all humans in Kirya by 1574 ar. In the past three 
  millennia, many powers have taken control of the plateau 
  for a time. Cyclopes and hill giants built grisly sites like 
  the Temples of Blood and Bone out of their human victims. 
  Hobgoblins reclaimed the plague-cleared city for a time. 
  Since 3212 ar and the rise of New Iobaria, Kirya has been 
  under human control, though it currently stands neutral 
  and unaffiliated with any of those claiming control from 
  Kridorn, Mirnbay, or Orlov. Its leader is the great druid 
  Fedor Vasylk, whose circle embraces 36 local nature gods 
  as children of Erastil.
  Kridorn: “Kridor’s Cliff.” The second great power of 
  Iobaria, Kridorn rises on a sloping cliff at the edge of 
  the Castrovin, its proud towers and lighthouse shining 
  bright for any sailors on the sea. The second most 
  populous city in the region, Kridorn is a city spoiling 
  for a fight with any who point out its shortcomings. Koffar 
  Buran Evyas is the fourth Evyas to hold power here. In his 
  greed, he sees himself as the future overlord of Iobaria, 
  as do his manipulative advisers, all of whom easily outwit 
  Buran. The koffar’s constant focus on drumming up his 
  own (and the city’s) reputation leaves many municipal 
  decisions and services to others, and thus the large 
  city has unreliable services unless one meets the price 
  demanded. Still, this remains the safest city in southern 
  Iobaria, even with its troubles. 
  Kridorthrost: “Great Bridge of Kridor.” One of the 
  great bridges left from the ages of cyclops dominance, 
  Kridorthrost, which spans the Noyrus, has a small cyclops 
  ruin on its western end, while the human populace has built 
  many wooden and stone structures up along the bridge’s 
  length and on its eastern end. This town, controlled by 
  Kridorn and its so-called “noble houses,” does not officially 
  limit trade or travel to Mirnbay, but those allied with that 
  rival city suffer more than the usual number of accidents 
  and problems while passing through.
  Lenusya: Empty of human inhabitants for more than 
  100 years since a plague took half its children, Lenusya 
  has become a temporary haven and safehold for many 
  brigands from time to time.
  Mavradia: A silent and barren ruin of both cyclops and 
  human construction, Mavradia was once a gem of Iobarian 
  civilization, but the Drakeplague left much of it engulfed 
  in wild magics—great powers of flame, ice, and acid—and 
  over one-third of the city crumbled in less than a day 
  because of battles among dragons seeking a rumored cure 
  within the city’s walls. Later attacks by giants and their 
  allies out of the depths of Fangard again made the city a 
  longtime battleground for control. A second plague spelled 
  the end of Mavradia when an unknown disease turned 
  many inhabitants into mindless gelatinous creatures that 
  preyed on all others. Both dragons (undead or otherwise) 
  and the oozing deaths of Mavradia keep this once-great 
  city a dangerous place to visit.
  Maw of Karth: This massive fanged maw vaults high 
  over the two small mountains that frame it, creating a 
  carved cyclops’ head as the gate. Karth’s tongue forms the 
  stairs to it, and his fangs and teeth the siderails leading 
  to an ancient stone roadway. The danger of this gateway is 
  
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  Iobaria Gazetteer
  Iobaria Gazetteer
  simple—many brutish monsters and creatures see this as 
  a holy site and worship Karth as a god, making it a choice 
  ambush site for goblins, kobolds, and the like. 
  Mirnbay: Stone and wood palisades shelter this city, and a 
  peaceful lagoon provides a safe and easy port. Mirnbay is the 
  most vibrant and prosperous of the cities of Iobaria and its 
  most populous. Its most recent influx of Galtan nobles upset 
  the social and mercantile order for a time, though matters 
  now seem resolved (the Galtans presently control more than 
  a third of the trade guilds). The nobles of Mirnbay hold 
  power carefully through alliances and strategies that seem 
  arcane even to those used to labyrinthine politics. House 
  Rhukov (the surviving splinter of royal House Arjal) holds 
  the most power and controls the city through its wizards and 
  their arcane colleges. House Xsagi, a longtime ally growing 
  restless, holds power over the military. Their combined 
  might keeps in check the other 17 noble houses and the five 
  Galtan “newcomer” houses. Still, deals and treaties flow fast 
  and furious as Koffar Ivad Rhukov plans to wrest power 
  from Kridorn and Orlov and rule Iobaria himself, and he 
  promises rewards undreamed to his fellow nobles… though 
  few know if his word can be trusted.
  Mishkar: A fully human-built town of wood and stone 
  (not scavenged from cyclops ruins but plowed up from the 
  surrounding hills), Mishkar rests on a hill surrounded 
  by long-built defenses. Unallied with any of the other 
  power factions, Mishkar’s people (a mix of Varisians and 
  Taldans with a random assortment from elsewhere) value 
  their independence and make this city-state relatively self-
  sustained. Its former purpose as a guard-garrison against 
  threats from the Grenalf Plateau is long in the past. 
  Today, Mishkar is made up of good folk building a strong 
  agricultural and trade base that can help them purchase 
  mercenaries or train soldiers to resist the inevitable armies 
  to come. Alliances with some local centaur tribes have long 
  been discussed, but none have occurred other than those 
  forged of necessity, when resisting goblin hordes out of the 
  upper highlands.
  Myrfrus River: “The Deeprun.” The Myrfrus protects 
  the eastern frontier from invasion. It’s unsafe for travel 
  or trade, and not just because of the large carnivorous 
  creatures that swim its waters and lair in riverside 
  caves. The river cascades down innumerable waterfalls 
  and rapids during its course, 50 of which lie between 
  Daruthrost and the Castrovin Sea alone.
  Myrnorosk: The sole recognized non-human community 
  in Iobaria, Myrnorosk is a relatively recent town that has 
  risen up around a series of artesian springs. The halflings 
  and dwarves who established the town in 4661 ar allowed 
  a few human families to settle here, but the original 
  population has a secret way to determine rulers—this 
  community holds kodlak and kodlok races in high regard, 
  and in fact reveres them. To be a lycanthrope is a sign of 
  specialness here (and even the problematic werewolf is 
  welcome if in control of its changes). The komar (“mayor”)
  of Myrnorosk is the dwarf Harsk Vladaxe, a werebear and 
  head of a dwarven clan with more than a few lycanthropic 
  members. Even their religious members revere Erastil 
  and those subordinate gods with a mix of animal power 
  to them. This is not actively discussed, nor is it hidden; 
  any travelers are treated as kindly as they act themselves. 
  Those who take offense at or hunt lycanthropes should not 
  expect to leave Myrnorosk easily—or alive. 
  Nirrus River: “The Cliff-flow.” The headwaters of the 
  Nirrus give it its name—springs and a series of small 
  lakes feed into the riverbed from the Icerime Peaks and 
  their foothills, often flowing or falling off cliffs into the 
  five main tributaries that become the Nirrus. More human 
  settlements cluster near this waterway for its fishing (or to 
  pan for precious metals) than elsewhere in Okor’s Basin 
  until one goes north of Storith Wood.
  Norinor: Despite its borders on the Hills of Nomen 
  and the upper highlands, the Norinor is actually a 
  relatively sheltered and peaceful forest with more human 
  settlements and “hideholds” within its borders than any 
  other Iobarian forest of note. However, the people living 
  there are hundreds of individuals seeking their own 
  paths and goals, not a singular community. Thus, they 
  do not come together easily to defend each other, save to 
  share information on or warn each other of outsiders in 
  the Norinor (like marauders from Kridorn press-ganging 
  folk into their ranks to increase Koffar Buran Evyas’s 
  power base). In fact, while knowledge of the forest, its 
  resources, and its dangers is common, folks herein often 
  know only their immediate neighbors within a couple of 
  miles and few others, unless their trades involve travel 
  beyond a 5-mile radius.
  Noyrus River: “The Runningflow.” The Noyrus 
  provides much fish as well as one of the few avenues into 
  the heart of the Norinor and to its tiny settlements. In 
  fact, the only way most who live in the Norinor reach the 
  outside world is by taking a barge down to Kridorn (or a 
  smaller village before it) to trade their goods for those 
  unavailable among the trees (like steel axes or anvils).
  The Nyvyrd: “The Warmth Water.” This massive 
  freshwater lake improbably hugs the Icewall glaciers and 
  remains a steaming warmth unexpected in the north. 
  Its waters teem with fish and sea life of both amazing 
  and monstrous proportions and variety. The only safe 
  waters onto which boats venture lie very close to shore, 
  as sailors fear being capsized by the flippers or jaws of 
  the enormous predators out on the open waters. Nearer 
  to shore are massive beds of shellfish (a major staple) and 
  pearl beds yielding peals of colors and varieties unseen 
  anywhere else (including ice pearls, striped pearls, and 
  some shells nearly as hard as tempered steel). Hundreds 
  
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  of small settlements and cabins (and sometimes Taldan-
  inspired villas or mansions) lie abandoned (or inhabited 
  by brigands or worse) all around the warm shores here, 
  either due to plagues or forced evictions by nobles seeking 
  to control access to the Nyvyrd.
  Okor’s Basin: This depression slopes from the Syrzemyan 
  Highlands and western Coreth Wood all the way to the Lake 
  of Mists and Veils. Somewhat sheltered from the worst arctic 
  winds, Okor’s Basin holds a good stretch of farmland, its 
  inclined fields producing dwarf strains of barley, wheat, rye, 
  and other grains. Domesticated and wild cattle herds roam 
  all across this area, thanks to the scattered settlements of 
  westerners over the centuries. 
  Okormirr: “The Rest of Okor.” All but abandoned save for 
  a small population of druids and their families, Okormirr 
  is nonetheless the most obvious example of an Ulfen 
  settlement, with its log lodges, dragon poles at its wooden 
  palisades, and the like. This city has seen resettlement 
  many times, and its present residents increasingly grow 
  weary of Prince Tzakiv Korya’s empty promises of Orlov’s 
  return to greatness. The Druid-King Aalgin expects all 
  who live in Okormirr to swear fealty to his circle and their 
  giant god, Perbov (“the Father of the North”), whose sweat 
  forms the Lake of Mists and Veils.
  Okorrus River: “Okor’s Flow.” While the Okorrus is a 
  relatively small river now, there is some evidence that it 
  was once much deeper and stronger in its flow. Aside from 
  its steep banks and some dry lake beds along its path, the 
  primary bridge across it seems built to span a river of 
  greater height, depth, and width. The Okorrost, or “Bridge 
  of Okor,” is one of the first cyclops structures most folks 
  encounter as they travel into Iobaria from the west.
  Orlendas: This town has risen from the ashes more than 
  a dozen times, whether destroyed by fire, plague, human 
  war, or centaur marauders. Its importance to Franax and 
  Orlov as the logging source for shipbuilding has waned, 
  but lumber remains one of the town’s primary goods, 
  along with small game pelts. Its other recent claim to fame 
  is its komar, Kasrel Unilich, an exiled Galtan noble and 
  ranger whose abilities and coin have made Orlendas far 
  more defensible and prosperous than ever. 
  Orlov: The oldest “city” of Iobaria and long the capital of 
  that first realm, Orlov is a crumbling ruin in all quarters, 
  whether built by cyclopes or by humans, millennia later. 
  Occupied by fewer than half its former inhabitants, the 
  port city simply ignores or walls off places too ruined to 
  fix or inhabit (and its stonesmiths are a far cry from their 
  forebears that carved up the cyclopean stones for their 
  own use). Prince Tzakiv Korya is among the last of his line, 
  descended from one of the factions that restored Iobaria in 
  3304 ar. He assumes this makes him the legitimate heir to 
  power, though he lacks the money, allies, and will to forge 
  the country anew. For now, he bides his time, luring monied 
  allies from Cheliax or the River Kingdoms to his cause to 
  bolster his plans for reconquering the whole of the region.
  Oroskirr: “The Ever-Watching Eye.” Also called the Opal 
  Island, Oroskirr is an enduring mystery. Its opalescent 
  dome glows every night and crackles with energy, drawing 
  lightning to it during storms. None have ever broached 
  its shell to tell of the mysteries beneath it, though many 
  assume it is the source of the warming waters of the Nyvyrd 
  in which it rests. 
  Orosknir: “The Eye Mount” This lone mountain 
  peak stabs higher than its neighbors by a good height, 
  though its name comes from the massive eye carved 
  into its eastern face. This eye never gets covered by 
  the snowpack, and it flashes with energies 
  every few decades, though to what effect none 
  can prove. Many guess this magic may have 
  something to do with the frequent plagues.
  
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  Iobaria Gazetteer
  Iobaria Gazetteer
  Orost: “Star.” The only safe stop on the roads between 
  Orlov and Mirnbay, Orost has become a site of growing 
  importance and strife among the factions fighting to control 
  Iobaria. In the center of town is a massive building of wood 
  and stone that houses the central ruling komar; inside it 
  becomes obvious humans constructed the building over 
  and around an ancient two-ringed stone circle of massive 
  proportions. The town’s name comes from the star mosaics 
  in the floor of this former temple, though its growth and 
  defenses have given it a crude star shape as well. Numerous 
  envoys and proxies of the powerful from Orlov, Mirnbay, 
  Kridorn, and Veka frequent this trade town, and the local law 
  enforcers merely try to protect the citizens from the battles 
  and intrigues among those scrabbling for power among the 
  host of visitors seeking trade goods. 
  Pharrus River: “The Swiftflow.” The Pharrus yields much 
  wealth in fishing, gems, and metals. There are more edible 
  varieties of fish in this river than any other within Iobaria. 
  It also boasts many sites and shallows wherein folk pan for 
  nuggets of precious metals or random gems (very few brave 
  the dangers of the mountains to mine directly for these 
  resources, preferring to stick to the riverbeds and their 
  many hardscrabble camps).
  Sjohvornor: Sjohvor is a great white wyrm who claims 
  the northeastern Ice Steppes and the northern Deeprun 
  Crevasse as his domain. An uncounted number of shattered 
  dragon skeletons litter the cliffs and steppes around his 
  glacial mountain lair, warnings to any foolhardy enough 
  to approach. He is the eldest and strongest dragon to 
  survive the Drakeplague of 4519 ar.
  Storith Wood: When the ruins that became Orlov were first 
  discovered, Storith Wood encompassed all of Okor’s Basin, 
  but over the centuries human logging has greatly reduced 
  its size. Korred, satyrs, and fanatical circles of druids now 
  defend its trees from loggers (though they do allow removal 
  of deadfall by local humans, delivering it to the forest edges 
  in exchange for other goods, like cattle or knowledge).
  Syrzemyan Highlands: The vast central portion of 
  Iobaria is a land of rough hills, jagged cliffs, and high 
  mountains. Few humans live in this harsh region; the 
  few rugged highlanders who do huddle in well-defended 
  “huntholds” among the far more numerous centaur tribes 
  and rampaging ogre and cyclops bands.
  Thraxnorni: “The Bone Caverns.” Unwitting travelers 
  fall prey to the Thraxnorni when they pitch camp at the 
  crossroads at Fangard’s edge. A nearby stone cairn, long 
  hidden beneath thick deadfall and underbrush, marks 
  the entrance to the Bone Caverns. The cairn lies but a 
  short distance from the roads, and the undead and other 
  menaces that exit the caverns at night feast heartily on the 
  unwary. The Bone Caverns get their name from the tales 
  of many tunnels beneath the forests and roads, all lined 
  from floor to ceiling with bones. Whether the tales are 
  true or not is unknown, as few who get dragged beneath 
  the cairn (or other hidden sinkholes) return to report.
  Veka: The easternmost hold for Iobaria in the Ice 
  Steppes, Veka has stood as a garrisoned fort town since 
  its founding. This is the power base for Koffar Rjul, a 
  shrewd and ruthless man whose family’s control of  Veka’s 
  smithies (where all metal weapons and materials in the 
  area are forged) led to his control of the local military, 
  making him the most powerful man around the Nyvyrd. 
  He hopes to increase his control over Antoll and ally with 
  Prince Tzakiv Korya of Orlov—or if the latter fails, isolate 
  the Nyvyrd from the prince and preserve his own power.
  Vladmirr: Only its relative isolation and proximity to 
  the Icerime Peaks have kept Vladmirr from becoming a 
  major city and a player in Iobarian politics. The Pharrus 
  River’s delta, which surrounds it on all sides, provides 
  many arable patches for crops, and the river also yields 
  large amounts of precious metals panned in many places 
  along its length. Still, the lack of a protected port and the 
  high waves of the Castrovin Sea make Vladmirr only a 
  temporary stop for loading or unloading goods in good 
  weather before most make sail for Kridorn to the north. 
  Consequently, the town’s population hasn’t managed to 
  grow much over the years, and in the end Vladmirr has 
  ended up as more of a support operation for Kridorn 
  (providing grains, cattle, and gold) than the hub of power 
  it has long hoped to become. 
  Volod: One of the newer settlements in Iobaria, Volod 
  came into being in 4400 ar to replace the lost logging 
  camps of Hroran. This town has been tied to the logging and 
  wood trades for much of its history, and these professions 
  still dominate Volod’s mercantile aspects. Despite its 
  traditional past, Volod has become a strange place of late, 
  with druids talking of new gods walking the highlands 
  and the Norinor, demanding worship. 
  Vurnirn: “The Centaur’s Cliff.” The sole cyclops ruin 
  in Hoofwood and the largest single centaur settlement 
  in Iobaria, Vurnirn plays host to many conclaves of clan 
  leaders every summer. It is the shared seat of power for 
  the Rashalka clans Kraask, Tsurvom, and Voaldyn, with 
  the city split among them into three zones of control. 
  These three clans (and Clan Phelor, which dwells in the 
  southern forest) all share the Hoofwood as territory and 
  maintain a provisional alliance against the more ruthless 
  Tsolniva centaurs to their north. Vurnirn also marks the 
  northernmost reach of Rashalka centaurs in Iobaria.
  Zradnirras: Once a powerful city for cyclopes and then later 
  for Iobarians, Zradnirras is now a deadly shambles of stone, 
  magic, and danger. At least one family clutch of dragons lives 
  in the toppled tower ruins, watching the city and the crevasse 
  to the east for prey. Still, tales of the Zradnirri Arcolleges and 
  their fabled magics draw many to its dangers (and its dragon-
  worshiping goblin and kobold legions).
  
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  Into the Stolen Lands
  Into the Stolen Lands
  “S
  ome rats and wolves walk on two legs and seem as human as the rest 
  of us—at least until someone gets in their way. They are the dregs of 
  Golarion: the outlaws, bandits, and fugitive murderers who are welcome 
  nowhere. Nowhere, that is, but the dismal swamps and dark forests of the Sellen 
  watershed—the so-called River Kingdoms.
  “A clutch of robbers’ lairs scattered in a marsh, they are, more than true realms 
  with laws. Cross any local lord, and he’ll slaughter you without hesitation—and 
  where the points of his bully-knights’ blades end, wilderlands where the desperate and 
  the outcast lurk begin. A good place to stay away from, unless you seek marauders 
  for some purpose... or some fugitive you’d like to serve a little revenge. Chances are 
  good that any missing blackheart’s hiding in the River Kingdoms. The trick will be 
  finding him before you get killed.
  “You’ll be searching alone, mind. I seek fugitives across many lands, but I don’t 
  do the River Kingdoms. Otherwise, I’d have long ago become no more than a fading 
  memory—another in the long, long body count.”
  —Ambras Baerinth, Seeker-For-Hire
  
  Into the Stolen Lands
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  65
  T
  he River Kingdoms are a collection of small, 
  ever-changing realms, each surviving by the 
  might and cunning of its rulers. Most Riverfolk 
  are the outcast dregs of other lands. Both monsters and 
  men no monster dares trust abound in this overgrown, 
  heavily forested country. The traveling merchant Athlan 
  Daermund (now deceased) once accurately described the 
  region as “countless wooded hills and tiny farms rising amid 
  far too many unmapped, treacherous bogs and marshes.”
  The River Kingdoms are named for the Sellen River, 
  whose many arms and tributaries run through their heart. 
  That long, famous, and navigable water cleaves other 
  lands, but the River Kingdoms make up the wettest part of 
  its run; countless springs rise in pond-filled, stream-laced 
  forests and run down into bogs and marshes that in turn 
  drain into the mighty Sellen.
  Many unmarked lanes and trails meander through the 
  area. Travelers on these brigand-infested routes frequently 
  encounter fords, rickety bridges, or washouts; good roads 
  are few. Ambushes can occur anywhere except inside an 
  inn (by local custom, inns are usually “safe ground” where 
  all may meet and trade).
  Any ruins that might be encountered when passing 
  through the region are likely inhabited—often by 
  monsters—and the small, shattered, old keeps of fallen 
  lords are everywhere. Despite their perils, some ruins 
  are favorite travelers’ camping places, as they are more 
  easily defended than thickets or marsh hillocks. Fords are 
  particularly dangerous places, whereas the only folk likely 
  to rob a traveler at a ferry are the ferry operators.
  Riverfolk generally go about armed, even if only with a 
  dagger and an old sock full of stones, and an apparently 
  unarmed person should instantly arouse suspicion. In 
  the River Kingdoms, showing weapons and unhesitating 
  eagerness to use them is the best way to avoid trouble.
  Nowhere are all of these things more true than in the 
  region known as the Stolen Lands, a backwater even to 
  those rustic provinces that call themselves kingdoms. 
  Contested by many but claimed by none, the Stolen Lands 
  are mostly wilderness, though of late certain forces both 
  within the River Kingdoms and without have begun to 
  make yet another play for control of the area. What follow 
  are several notable locations within the Stolen Lands, 
  though the largely unmapped and frequently changing 
  nature of the River Kingdoms makes it easy to drop the 
  following adventure sites into any campaign.
  DrowneD Trees
  The bandit hideout known as Drowned Trees resembles 
  many other bogs in the Stolen Lands: a little valley in the 
  heart of a forest that’s filled with black, stagnant water. Just 
  as many trees stand in the water as grow around it, but the 
  gnarled, many-branched old forest giants rising out of the 
  water are “standing dead”—drowned by flooding. Brooks 
  flow into the water-filled hollow, and a larger stream flows 
  out of it that continues on until it joins other waters and 
  eventually the Sellen itself.
  The upper branches of the bog’s dead trees are joined by 
  rope bridges, each made of three lines: a thick “floor” cable 
  and two smaller ropes that serve as handrails. The bandits 
  who dwell here have braided and tied vines, mosses, and 
  various still-living water-shrubs to the bridges to try to 
  conceal the ropes and anyone using them. Drowned Trees 
  is many years old, so by now most of the bridges really do 
  look like thick, growing masses of living vegetation, not 
  man-made catwalks.
  Mosses dangle from the bridges, and many vines trail 
  down into the water from them. Some of the vines are 
  tied to loop-cables: waiting underwater snares intended 
  to entangle large fish and edible marsh creatures, and to 
  hamper attackers. Other vines wind around sunken chests 
  of coins and gems, booty hidden from successful thefts 
  and raids (most such chests are attached to several vines, 
  not just one).
  Drowned Trees is used to hide treasure, wine, and 
  food of slow-perishing sorts, such as nuts, wax-sealed 
  wheels of cheese, and smoked meats stored in stout metal 
  “strongchests.” It’s also a place where bandits harried by 
  adventurers or knights of an angered local lord can retreat. 
  It’s unlikely to be found by accident or inhabited by one 
  group of bandits for long—except by Dargut Droon.
  DarguT Droon
  Dargut Droon is a scrawny, long-armed human bandit 
  who, years ago, got caught in the backlash of two clashing 
  spells. These magics transformed him into a misshapen, 
  bulbous horror whose mottled brown-green, mound-
  covered skin is studded with little fish-like flapping fins. 
  His fingers have lengthened into cutting, gouging talons. 
  He can breathe underwater just as well as on land and will 
  drag down and drown any who displease him, if he can 
  catch them alone and within reach.
  Dargut is feared but also revered by most Drowned Trees 
  bandits for a peculiar property of his slimy touch: he can 
  temporarily melt human flesh, tissue, and organs. This 
  allows him to murder with ease by literally burning holes 
  in his victims or by plunging a hand into a person’s chest 
  to crush the heart or any other organ, but it also enables 
  him to heal cuts and stanch blood loss by liquefying and 
  melding severed edges back together.
  Dargut is quite willing to heal those who befriend him, 
  defend him, act as his agents (for he never leaves the bog), 
  and bring him back treasure. “Treasure” to Dargut means 
  magic items; he clings to the slim hope of finding something 
  that can make him normal again. He’ll also accept edged 
  and pointed weapons he can use to improve his underwater 
  
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  lair, a fortress of deadly points in the deepest part of the 
  bog, which he flees into when faced with real trouble. In it, 
  he can swiftly stir up mud to blind attackers, at which point 
  he has the disconcerted invaders at his mercy.
  The DrowneD Trees BanDiTs
  At any one time, 40 to 60 bandits use Drowned Trees as 
  a base; one-third are newly joined “fish” (expendable 
  fighting-muscle trusted not in the slightest by veteran 
  bandits). The remainder is made up of veterans, hardened 
  rogues and fighters of all sorts. The bandits skulk through 
  the forest around Drowned Trees robbing travelers, though 
  they launch bolder raids that range farther and even target 
  towns or cities whenever takings become scarce.
  Drowned Trees has had a series of leaders, capable 
  battlefield commanders who last until they fall in battle or 
  until one of their fellows decides to murder them and take 
  their place. There’s never a shortage of ambitious bandits 
  who think they can do better than the current leader, but 
  it’s rare for more than three or four to enjoy the support of 
  anyone but themselves and whoever they can easily bully.
  The Drowned Trees bandits are a sly force of trap-setters 
  and ambushers, but they have very little real discipline. 
  They’ll enthusiastically play parts in any scheme that allows 
  them to harass a foe from concealment, but they avoid any 
  face-to-face battle that isn’t a surprise attack with a clear 
  and immediate escape route, and they will often disobey 
  orders that require them to defend anywhere that isn’t 
  Drowned Trees or to take on any armed, ready force in a 
  fair fight. In the forest, the bandits’ favorite attacks include 
  logs suspended on ropes above trails that are swung down 
  to ram unsuspecting targets and crossbows fired from high 
  tree boughs; they also like to attack from the far side of a 
  monster lair, so that any counter-charge from the target 
  lands the foe in the waiting jaws of the monster.
  The current bandit leader is Althor Haugrim, a strong, 
  broad-shouldered brute of a warrior, ever suspicious of 
  treachery, although he absolutely trusts the three loyal 
  cronies who have risen with him. One of these three, Omnur 
  Lartash, is waiting in the wings should Haugrim misstep 
  (although Lartash is keeping quiet about his ambitions for 
  now). Unlike Haugrim, Lartash wants the bandits to infiltrate 
  nearby towns, inns, and the occasional passing band of 
  traders to gain ready access to necessities and a steady flow of 
  information—the better to take on the best targets when they 
  choose, not just when nearby pickings get slim.
  LosTLarn Keep
  This monster lair is a long-abandoned, crumbling stone 
  keep in the forest. It’s what many Riverfolk and visitors think 
  of when they picture the wild forests of the River Kingdoms, 
  because there are literally scores of similar small, ruined, 
  and overgrown fortresses hidden in the forests.
  Lostlarn is a single crenellated tower with no 
  surrounding wall, wings, or outbuildings. The tower 
  stands upon a small hill amid the trees and is broken open, 
  its four interior floors and the stairs that connect them 
  visible through a great gap that stretches from the top 
  of the tower most of the way to the bottom. Mature trees 
  grow up and out through this rift, and vines and shrubs 
  have spread in such dark, tangled profusion around the 
  tower that the tumbled stones of the tower wall are almost 
  entirely hidden. The many clefts among the stones have 
  made the vicinity a favorite lair of snakes; all types and 
  sizes of them can be found in profusion in the thriving 
  forest immediately around Lostlarn.
  No humans dwell in Lostlarn, nor do they tarry for long 
  when they come visiting. Though it’s not far from a road, 
  few camp near it twice. Riverfolk say that those who go to 
  Lostlarn often go missing—forever.
  oLD TaLes
  There are many tales of Lostlarn, but three yarns of its 
  past persist around River Kingdoms campfires and tavern 
  tables. One claims it was the tower of a powerful wizard 
  who died in a spell-battle that split open his keep from 
  top to bottom with “flensing fire,” and who may still haunt 
  the area, guarding his yet-hidden magic and hunting 
  for the foe who killed him. Another story insists that 
  the thieves who slew Lostlorn Keep’s owners later stored 
  dragon eggs there, and that a hatchling dragon forcing its 
  way to freedom shattered the tower. A third popular tale 
  says Lostlarn was the stronghold of a robber lord who died 
  horribly, along with all of his men, when some booty they 
  seized turned out to be guarded by a crawling, flesh-eating 
  growth that killed them and turned them into mindless, 
  shambling plant-beasts.
  It’s generally agreed that, whatever its past, Lostlarn has 
  been an abandoned ruin for around 60 years and was built at 
  least 30 years before that (probably much earlier). The oldest 
  written records in Daggermark call it “Larrhoztarm’s Keep,” 
  so it seems Lostlarn is a corruption of that name, presumably 
  that of its builder or most prominent early occupant.
  Recent rumors claim Lostlarn is home to a “wall of eyes” 
  and that any who step through it arrive at a strange and 
  wondrous otherwhere, where gems litter the ground, free 
  for the taking.
  DweLLers in The Keep
  In truth, Lostlarn is home to a family of mimics, one giant 
  and five or more smaller ones who cooperate rather than fight 
  among themselves. The giant mimic usually flattens itself 
  along an interior keep wall and takes on the wall’s likeness 
  (only with many mysterious niches, to encourage intruders to 
  reach into it), but its smaller kin pose as just about anything, 
  from treasure chests to doors, tables, and even wagons.
  
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  67
  If one mimic is slain, the remainder typically seek to avoid 
  battle, hiding by taking the shape of stone blocks, not exuding 
  any sticky slime, and not attacking creatures that contact 
  them (this timidity generally lasts for about a day, though the 
  mimics always defend themselves once wounded).
  A ghost also lurks in Lostlarn. It’s all that’s left of Cabrant 
  Larrhoztarm, who died when a hired wizard’s spell cast on 
  Cabrant’s sword went wrong, causing an explosion that killed 
  Cabrant, the wizard, and all but one of Cabrant’s family (his 
  son Resker, who was then absent from Lostlarn)—not to 
  mention splitting the tower wall wide open.
  Cabrant’s ghost has the power of telekinesis and 
  endlessly tries to warn his son not to use the sword that 
  the same unfortunate wizard had enchanted for him years 
  earlier, because it too may explode (in fact it did so long ago, 
  killing Cabrant’s son). If encountered, the ghost chooses 
  a particular PC to cling to and accompanies her across 
  Golarion, endlessly searching for Resker and frequently 
  being overcome with rage and revealing itself by bursting 
  out of the PC and attacking all living creatures nearby 
  other than the PC’s companions.
  Initially, the ghost tries to hide, accompanying its 
  chosen PC silently and invisibly, but over time it grows 
  increasingly bold and starts to communicate with the PC 
  and any companions by gesture, writing, and action; it can 
  understand speech but is itself eerily silent.
  Cabrant Larrhoztarm was short-tempered, sarcastic, and 
  snobbish in life; his ghost, too, is easily exasperated and 
  baleful. It is familiar with the region as it was 2 centuries 
  ago (changes bewilder and infuriate it), and attempts to 
  look in now-hidden, possibly treasure-filled places for 
  Resker Larrhoztarm, mentally tugging at its chosen PC 
  when she’s awake and filling her dreams with vivid and 
  lying visions when she’s asleep in order to persuade the PC 
  to visit the places where it wants to seek Resker.
  The Treasure of LosTLarn
  Larrhoztarm’s wealth was all either destroyed in the 
  magical blast or looted and carried away since, but the 
  keep nonetheless contains many small, hidden treasures, 
  all stolen goods cached by various visitors who explored 
  the keep or used it as a base before the mimics arrived.
  BLacKsTones forD
  The tributaries that feed the Sellen are often broad, shallow 
  waterways that fill flat ground between the countless small 
  hills of the River Kingdoms. Bridges are many in the 
  region, but fords—where roads meet streams and rivers 
  in “wet crossings”—are far more numerous. Blackstones 
  Ford is named for the many visible black stones in its 
  water; large stones and boulders are rare at fords, but this 
  crossing is otherwise typical: a particularly shallow part of 
  the riverbed links two halves of a dirt wagon-road, with a 
  guideline of stout rope to mark the best path through the 
  river. (Some fords lack a rope, and trees are instead felled 
  on both banks to point along the line of the route to take 
  for the easiest crossing.)
  Important fords like Blackstones that are strategically 
  located on trade roads or have good camping or established 
  market areas inevitably accumulate discarded refuse (broken 
  wagon wheels, barrels, boards from old crates, and the like) 
  and are accompanied by some form of shelter, usually 
  simple sheds or shanties. Blackstones has both: a lot of trash, 
  mainly odd wood scraps too rotten to be useful as firewood, 
  and half a dozen scattered sheds, all dirt-floored wooden 
  structures now in great disrepair. Erected by traders who 
  soon discovered that such a fixed, public location made them 
  easy targets for any troublemaker—human or monstrous—
  who happened along, the sheds were soon abandoned and 
  are now used by travelers as overnight shelter.
  For about a decade, a succession of “masters of the ford” 
  tried to charge tolls to all using the crossing, but they had 
  to be well-armed, formidable thugs to even contemplate 
  this livelihood—and all soon encountered travelers who 
  found it far cheaper to butcher any master and his men 
  than to pay a toll.
  In recent years, knife-sharpeners, ironmongers, and 
  wheelwrights have set up temporary shop at Blackstones, 
  staying a few days and then moving on to other fords. Such 
  trade has faded since various monsters began to prey on 
  passing travelers at Blackstones. Most such beasts were 
  soon slain, but Blackstones Ford has now begun to attract 
  a reputation for unknown, formidable, persistent danger; 
  it’s considered a place not to tarry or camp near by night, 
  lest travelers just disappear.
  The Disappearers
  Blackstones Ford is now home to a band of cautious and 
  cunning monsters who work together to lightly harvest 
  vulnerable travelers—those too few to defend themselves 
  or raise an alarm, or who can be lured away from their 
  party—while avoiding pitched battles against strong, 
  ready foes.
  This “adventuring band” of eight monsters hails from a 
  distant underground area where they were summoned and 
  then changed by many spells cast on them by mad drow 
  wizards, who kept them caged as experimental subjects. 
  They lost any fear of daylight, gained short-range telepathy 
  with their fellow captives, and became able to speak and 
  understand a smattering of Elven and Undercommon.
  The Disappearers are led by Iluith, a dark naga of 
  malicious schemes and coldly clear-headed patience and 
  foresight, who calculates consequences and risks, and 
  clings to his “considered outcomes.” He never acts out 
  of anger or to obtain revenge, only to exact whatever take 
  in victims and booty can be managed with minimal risk 
  
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  of loss to the band (or chance of triggering a successful 
  hunt for retaliation). Iluith personally considers most of 
  his fellows expendable, but he is very careful to keep this 
  opinion utterly secret from other band members.
  Iluith most values Dreeth, a cloaker that spends most 
  of its time flattened on the ramshackle roof of the largest 
  Blackstones shed, posing as part of that roof. Dreeth is the 
  aerial spy and “pouncer” of the band. Though Dreeth’s 
  demeanor can best be described as permanently peevish 
  and pessimistic, the drow spells quelled its paranoia and 
  made it willing to work as part of a team, even eager to 
  trust and bestow loyalty on Iluith.
  Kaladryn is the band member considered next most 
  useful by Iluith, largely because of his nigh-fanatical 
  loyalty to the dark naga (his only friend during their long 
  mutual captivity). Originally a svirfneblin, Kaladryn was 
  transformed by the drow spells and fused with mindless, 
  subterranean snake bodies into the likeness of a marilith. 
  Kaladryn capably wields an array of deadly weapons acquired 
  from victims of the Disappearers and is fully proficient in 
  uses of his marilith body (constriction, tail slap, and slams), 
  but he lacks all demonic abilities and spell-like powers. 
  Iluith usually induces Kaladryn to pose as the leader of the 
  Disappearers in all combats, while he himself remains as 
  hidden as possible and uses magic from afar.
  The least useful Disappearer is Oront, a cyclops employed 
  in battle or to overthrow and immobilize wagons and carts 
  during attacks. Oront is far less brutish and stupid than 
  he seems; he has a cruel sense of humor and a long, keen 
  memory for smells, names, and faces.
  The other four group members are its busy, oft-deployed 
  “swarmers” and spies: a pair of chokers and a mated pair of 
  tengus (Arainth and Rareezra). The tengus resent Iluith’s 
  controlling influence and often play pranks, but they are 
  so ruled by their pride that Iluith can easily sway them 
  with flattery and rewards.
  A wounded or weary party of adventurers is a favorite 
  target of Iluith, who generally seeks to “vanish” party 
  members in such a way as to make their companions think 
  other nearby beings are responsible.
  
  Into the Stolen Lands
  Into the Stolen Lands
  69
  orThuLT
  This lizardfolk village is physically typical of such 
  communities found in the largest, deepest marshes of 
  the River Kingdoms. It’s a cluster of mud-and-stick huts 
  that look like mounds of living swamp vegetation (because 
  that’s what grows all over them), on islands in open water 
  at the heart of a marsh. These solid islands are surrounded 
  by moving “islands” of floating weed that the lizardfolk 
  shift about constantly to conceal their homes, making it 
  difficult for intruders to map the marsh or easily venture 
  near its heart.
  The orTh MercanTiLe secreT
  Orthult differs from other lizardfolk settlements in the 
  willingness of its inhabitants (known as the Orth) to 
  trade with mammals and allow such dangerous creatures 
  near their homes. Orthult makes a tidy income by quietly 
  offering food and hidden refuge to Riverfolk on the run 
  from pursuers, and by storing stolen or avidly sought 
  items or valuables for a wide range of clients. In exchange, 
  they accept goods that can be bartered with Riverfolk, 
  including coins, gems, and weapons—including battle 
  magic of various sorts and “firepot bombs”—that can be 
  used against future attackers.
  There is a “real” Orthult where the lizardfolk actually 
  live. Here, they tend their fish, captive insects and worms, 
  succulent broadleaf weeds, and other lizardfolk fare, away 
  from visitors who could readily endanger this food supply. 
  Several islands away, yet still in the heart of the marsh, 
  is the “show” Orthult, where paying guests can find 
  accommodations and goods are hidden away.
  The “show” village is staffed by shifts of armed, alert 
  Orth guards, plus a few younglings and elders to aid in 
  the ruse, all of whom keep close watch over the guests 
  and goods. Other lizardfolk constantly patrol the marsh’s 
  fringes, observing all who approach and watching for any 
  attempts to poison or harmfully enchant the marsh.
  a Deeper orTh secreT
  On the marsh shores are concealed burrows that tunnel 
  into small earthen caves, each of which contains a cage 
  used to imprison monsters. The Orth are well aware of the 
  ways and powers of their captive beasts and have bargained 
  with traders over the years to obtain the beasts and the 
  cages. The lizardfolk see to the needs of their imprisoned 
  monsters regularly, and often inspect the cages and 
  fastenings to ensure none of their captives get free.
  When unwanted intruders must be dealt with, Orth 
  border patrols on the marsh’s outskirts  release specific 
  monsters to maraud as they will within a given area, 
  hopefully attacking or distracting the intruders.
  The current menagerie includes a rust monster in a 
  stout wooden cage, as well as a dire wolverine, a monitor 
  lizard, an owlbear, an ettin, a dire bear, and a swamp 
  boa (a Huge constrictor snake), each housed in a massive 
  steel cage. Four more such cages are empty. The Orth are 
  eager to acquire four additional monsters that can’t fly 
  and either can’t swim or prefer to avoid water (so they will 
  stay in their appointed areas rather than escaping into the 
  marsh’s depths).
  The DeepesT orTh secreT
  Orthult’s most secret weapon is Norauth the Withered 
  (LN male human wizard 6), a human wizard of great age 
  and infirmity who dwells on a tiny isle between the real 
  Orthult and the “show” village, waited on day and night by 
  attentive lizardfolk. Norauth fell victim to a curse cast on 
  him by a rival that he has thus far been unable to remove, 
  halt, or reverse; it very slowly withers away his body from 
  the toes upward.
  These days Norauth can no longer walk—his legs are 
  mere rubbery, useless remnants and his spine is so weak 
  that he can’t sit up unaided. He lives in a cradle-chair the 
  Orth built, which they lay down when he wants to sleep 
  and place upright on various surfaces when he wants to 
  eat, work at a table, or “stand” in his spellcasting place. 
  This area is a large, flat space surrounded by a horseshoe-
  shaped earth berm; it has a small roofed alcove at one end 
  where the Orth constantly guard Norauth’s spellbooks and 
  components needed for spells and magical experiments 
  but is otherwise open to the sky.
  Norauth is driven by the desire to defeat the curse 
  that is gradually killing him, or even simply to slow its 
  progress. In the meantime, all of his wants are seen to by 
  the Orth, in exchange for which he has agreed to defend 
  the marsh with his spells against any determined assault 
  or magical intrusion. He has three magic items: a hand-
  sized “lantern” stone that can glow with light when he 
  touches it (he can alter its brightness or cause it to go dark 
  by silent will, if he’s close enough to see it) and two potions 
  of cure serious wounds he’s been saving until dire need (such 
  as being wounded in battle).
  Without lizardfolk aid, Norauth can only crawl, but his 
  gaunt arms are very strong and his will even stronger; 
  he can drag his emaciated, very light body upright by 
  clutching onto supports, and he can readily cast spells 
  that don’t require moving about. A diligent guardian 
  who’s very grateful to the Orth, he always has formidable 
  offensive and defensive magic ready. He spends a lot of time 
  magically experimenting to try to break the curse, and such 
  spellcastings rising from the heart of the marsh may well 
  attract PC attention.
  Norauth happily takes commands from the current Orth 
  chieftain (Kurguluk, a large, prudent male) or any Orth elder 
  from the Council of Sixteen, which relies on the chieftain—
  whom the council can dismiss—to enact its decisions.
  
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  Part 3 
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  Tree of sTars
  Even the deepest, densest stretches of the forests that cloak 
  much of the Stolen Lands have their clearings. Most are 
  wild, overgrown gaps in the canopy caused by the fall of 
  an ancient, massive tree, or by the burn scars of lightning 
  fires, and soon disappear as saplings reaching vigorously 
  for the rare sunlight fill them in. Yet a few clearings—the 
  glades tended by druids—are more tranquil, beautiful, and 
  strangely tidy. They remain wild, despite being are tended.
  One such clearing is the legendary Tree of Stars, so 
  named because, as Riverfolk tavern tales insist, on most 
  nights an eerie floating light hangs in the air, upright like 
  a tree, right in the center of the glade.
  Most Riverfolk disagree over just where the Tree of Stars 
  is, but all agree it’s found only with much difficulty, in the 
  deep forest at the heart of a thick and interwoven stand of 
  soaring, mature trees in leafy good health. The glade is 
  round and floored with lush green moss.
  The light at the glade’s center is an irregular, vertical 
  oval of radiance, blue-white and faint, always scintillating 
  brightly with many tiny, white, winking sparks or “stars” 
  that float within the coruscation—points of light that 
  continually flare into being, mill about, and fade away 
  again. This so-called tree often fades away entirely but 
  never touches the ground or moves from where it hangs 
  above the center of the glade.
  The LegenDs
  Some Riverfolk say the Tree of Stars is a magical doorway 
  to other worlds through which strange and fearsome 
  creatures come—and the most desperate of hunted 
  fugitives flee from Golarion forever. Others claim it 
  is where druids go to die, embracing the Tree of Stars 
  and transforming themselves into young, vigorous 
  woodland beasts that retain the memories and magical 
  powers of their former lives. Still others say the tree 
  purges any poison, disease, curse, or taint in any item 
  or being that comes into contact with it. Magic items 
  are recharged by the Tree of Stars, some wizards say—
  even items that can’t normally be recharged. Yet another 
  legend says that unicorns originally sprang from the 
  tree, and that a dying elf who touches the tree can be 
  reborn as a unicorn.
  Riverfolk lore insists that demons and devils have 
  both been burned away to nothing, screaming horribly 
  after being hurled into contact with the tree by foes they 
  were fighting. One tale states that ages ago an enchanted 
  gem-crown was thrown into the tree by a dying elf lord, 
  whereupon the crown disappeared. Another account 
  claims the crown was merely rendered invisible and left 
  floating for the right elf to come along and claim it. Some 
  seers say a god is fated to be born out of the tree—after one 
  of the gods revered now is spectacularly destroyed.
  The TruTh
  Any or all of the legends about the Tree of Stars may be true 
  or partially true, but few are believed by the Guardians 
  of the Glade, those mysterious beings sworn to protect 
  the glade and the Tree of Stars. The term “guardians” 
  is actually a misnomer, invented by Riverfolk talking in 
  taverns, and is not favored by the guardians themselves. 
  The guardians don’t actually prevent any creature from 
  entering the glade but instead act mainly to quench or 
  prevent fires there—though they do attack and seek to 
  drive away creatures who try to use magic on the Tree of 
  Stars or destroy glade flora. Still, the name persists.
  These Guardians of the Glade are in truth certain 
  senior druids of the Green Faith who tend and watch 
  over the glade, watering its mosses, clearing away fallen 
  leaves and branches and all corrupting fungi, and using 
  spells to prevent burrowing and digging forest creatures 
  from despoiling the glade. These druids do not speak of 
  the nature or powers of the Tree of Stars to those not of 
  their faith. They entertain varying personal speculations 
  about the nature of the light, but they agree that it was 
  Gozreh’s will that long ago caused this “manifestation of 
  natural forces” for reasons and purposes as yet unknown 
  to mortals.
  Over the years, the druids have learned much about 
  the Tree of Star’s powers through experimentation and 
  observation of other beings interacting with the tree. 
  The radiance seemingly cannot be destroyed by any 
  magical or physical attack, though it “drinks” storm 
  lightning, keeping it away from the rest of the glade and 
  its surroundings, and seems to gain strength from it. On 
  the other hand, certain spells almost always make it fade 
  away entirely for an indefinite time.
  Physical contact with the tree is like touching rushing, 
  coiling energy; it makes hair stand on end, flesh tingle, 
  skin glow briefly, and eyes momentarily blaze. It also 
  changes all creatures who come into contact with it in 
  some minor way, usually healing them of any current 
  wounds and causing them to vividly remember random, 
  long-buried, and hazy memories. This seems to happen 
  every time a particular creature visits and touches the tree, 
  though no more than once a day. Other alterations wrought 
  by the tree are rarer and more random. It may augment a 
  character ability or even bestow a minor spell-like power, 
  either permanently or for a long period of time.
  The tree also always seems to instill a mission or 
  compulsion in creatures it affects, which may not manifest 
  until years later—such compulsions include strong urges 
  to rescue or slay a particular being, or to find and seize an 
  item upon seeing it for the first time. Whatever purpose 
  these mysterious missions may have remains unknown, 
  and the Guardians of the Glade claim to have no knowledge 
  of these quests.
  
  Into the Stolen Lands
  Into the Stolen Lands
  71
  groMMor’s Maw
  Somewhere in the deep forests of the Stolen Lands is a 
  menacing, yawning cave mouth infamous in local lore as 
  an entrance to the Darklands. Yet these are little more than 
  rumors, for the forests of the Sellen watershed contain 
  hundreds of such caves, and locals frequently claim 
  these caverns lead to the lightless depths and fearsome 
  monsters of the Darklands. Yet popular belief persists 
  among Riverfolk that Grommor’s Maw is the real thing, 
  a connection of the surface lands of Golarion with the 
  Darklands below.
  No one remembers who Grommor was. A gruff, outcast 
  adventurer-dwarf, some say. A human prospector who 
  found gems as large as human heads when delving down 
  into the Maw, others claim. Still others say Grommor 
  was a dragon that used to open its jaws wide enough 
  to fill the cave mouth and swallow up all who dared 
  venture inside.
  Whatever the truth is behind the origin of the name, 
  Grommor’s Maw today is a large but well-hidden cavern 
  entrance that leads from an overgrown forest ravine into 
  a vast network of natural caverns, a string of irregular 
  rooms carved out of solid rock by long-vanished waters, 
  which descend to unknown depths that probably, by long 
  and torturous ways, connect to the Darklands.
  Yet nothing fares down into that fabled underworld 
  or comes up from it—at least not to anyone’s knowledge. 
  Instead, a bold band of harpies lair in the outermost cavern 
  of the Maw, knowing they can retreat from any intruder into 
  deeper caverns where few will dare to follow, because of the 
  odd inhabitants of those caverns—the Marching Men.
  The Marching Men
  Three caverns deep beyond the Maw are filled with 
  golems, constructed by unknown hands to fulfill still-
  mysterious missions; the outermost two caverns each 
  contain a dozen stone golems, and the innermost cavern 
  holds nine iron golems.
  The golems attack any living creature that enters their 
  caves; given the golems’ numbers and the close confines 
  of the caverns, only flying creatures have much hope of 
  eluding them. They seem to be under instructions not 
  to allow anyone past them into the even deeper caverns 
  beyond, and they use their bodies as walls to block the 
  openings between caverns to accomplish this, if need be.
  Those deeper caverns have a handful of veins of gem-
  ore running through their walls and ceilings, but none 
  seem to hold any ready treasure or other items of interest, 
  though a drinkable flow of water does seep from the ceiling 
  of one cavern to run into the next cavern and sink through 
  its floor.
  From time to time, one of the golems will vanish or 
  reappear in a flash of light. This is by means of a teleport 
  spell, which safely carries along any living creature 
  that manages to touch the golem. This spell whisks the 
  golem to an apparently random location, usually in the 
  River Kingdoms, where it tries to slay either the nearest 
  creature or the creature closest to a specific spot (such as a 
  doorway, a bridge, or a particular room in a castle). Some 
  of these locales were constructed much more recently 
  than the time of the first appearances of these golems; all 
  that can be said about the spots where the golems appear 
  is that, more often than not, they seem to be associated 
  with large constructions, such as city walls, fortresses, 
  bridges, and piers.
  If a golem is destroyed in one of its ventures, it does 
  not return to the caverns of the Maw, but if it survives, 
  successful or not, it soon teleports back (when that is seems 
  to vary without apparent reason; it’s not always promptly 
  after a successful slaying or after a target gets away). Golems 
  sent on these mysterious missions unhesitatingly pursue 
  their chosen targets out of the area of their arrival, if need 
  be, and defend themselves against all who attack them.
  Who made these golems and placed them in the 
  caverns, why they carry out these attacks, what the golems’ 
  connection to Grommor’s Maw is, and where the “Marching 
  Men” name came from are all mysteries, though even very 
  old Riverfolk writings refer to these murderous golems by 
  that term.
  The Dancing DryaDs
  On rare occasions, another strange sight occurs in the 
  ravine right in front of the Maw: brightly glowing, green-
  white radiances appear, outlining dryads who step out of 
  the surrounding trees—even dead trees, tiny saplings, and 
  shrubs that are never home to such tree-fey—and dance 
  wildly together in front of the Maw. The dryads are silent, 
  moving with manic speed and agility, and seem aware only 
  of each other and not any nearby creatures, regardless of 
  what actions the observers may take. After a brief dance, 
  the dryads run toward the Maw, fading away just as they 
  reach its threshold. Local superstition insists that anyone 
  who sees the dryads dance will enjoy good luck in a 
  moment of great need shortly thereafter, but the tradition 
  is mostly an aphorism at this point, and none of the tales 
  say anything about dancing dryads having anything to do 
  with Grommor’s Maw.
  An adventurer by the name of Bloodjack Baerrens, 
  who recently disappeared, claimed to have seen both the 
  dryads and the golems—and also claimed that he’d since 
  fought other dryads and other golems elsewhere, and that 
  he couldn’t be harmed by the “soundly striking” attacks of 
  either race. Something is clearly afoot at the cave known 
  as Grommor’s Maw, but at the moment the mysteries 
  of the cave complex seem endless, waiting for a band of 
  brave explorers to finally bring the truth to light.
  
  72
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  Part 3 
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  Prodigal Sons: 3 of 6
  I
  f we’d brought Carbuncle with us, he could have cleaned 
  our boots.” I slogged through the torrents of rain with 
  half the swamp caked to my feet.
  Phargas looked over his shoulder and muttered 
  something both unpriestly and anatomically difficult.
  As we bickered, we rounded the bend into the outskirts 
  of a town. A smattering of stone buildings rose among 
  the wattle and daub of humbler structures. The nearest of 
  these, a three-story structure, blazed a merry warmth from 
  its windows while its signpost—a buxom woman being 
  ravished by a well-endowed devil—promised all manners 
  of entertainment. To my surprise, Phargas stepped up onto  
  the wooden veranda.
  “We’re stopping here?”
  “It’s a tavern, isn’t it?”
  “Among other things, I’d wager.”
  “All the more reason for us to stop. Lost souls in need of 
  my ministry and blessings.” With that, the priest strode 
  through the door.
  I followed him—purely to protect him from the riffraff 
  that harbor in such places, of course—and immediately 
  found myself in the center of a swirling, raucous party. 
  Swags of yellow, red, and black hung over windows and 
  doors. Additional bunting decorated the enormous 
  stairwell that filled the fair side of the hall. Gambling 
  covered half the tables, and shouts of joy and dismay came 
  from all corners.
  A burly maid grabbed me, and I found myself crushed 
  against her ample charms as she shouted an ale-scented 
  “Welcome, traveler!” into my face. Before I could recover 
  Feast of Fools
  
  Feast of Fools
  Feast of Fools
  73
  enough to respond, she spun me away into the room 
  once more. I found Phargas sitting atop a table, pouring 
  golden mead into an overflowing horn at his feet. He’d 
  already gathered a half-dozen townsfolk around him, 
  and they shouted for further displays of his divine gifts. 
  I noticed he was wearing a jeweled brooch in the shape 
  of a hornet. I made a note to remind him not to dress 
  better than his master.
  “This sort of welcome’s more like it, eh, Phargas? 
  Good to see these peasants know how to treat guests.” A 
  few of the villagers glared, but I waved them off with an 
  egalitarian hand. 
  The priest shot me a look that might have cowed a lesser 
  man. “Find your own flock, Pathfinder. Can’t you see I’m 
  presiding over a solemn ceremony?” As punctuation, one 
  of the peasant-women kissed him in a most unchaste 
  manner and took the sloshing horn from his feet.
  I would have taken greater affront, had I not been 
  distracted at that very moment by a beautiful creature, her 
  bosom heaving to escape the confines of her chemise. She 
  trailed a hand across my cheek and turned me to follow her 
  toward a corner of the room. Her whispered welcome clung 
  to her full lips with an understandable reluctance to leave. 
  I bowed and stepped close. “Well met, my lovely. And 
  how may I serve you?” I had several ideas, but I wanted to 
  be polite and allow her to make suggestions.
  She pursed her lips, one finger resting against her chin. 
  “Is it true, what the priest said? You’re a Pathfinder?”
  I shifted my cloak until the Glyph of the Open Road was 
  visible. “They don’t just leave these lying on the side of the 
  road, my dear.” 
  She smiled even brighter—a feat I hadn’t thought 
  possible—and threw her arms around my neck with a 
  delighted squeal.
  “I’m so relieved! I need your help, or I will never be free 
  of this place.”
  That sounded unfortunately familiar. I pulled myself 
  back enough to look her in the face. “And why would you 
  want to leave, my dear? We’ve only just arrived.”
  “Not the Demon and Harlot. I mean all of Jedda. You 
  Pathfinders have a reputation for cleverness, and I need 
  you to help me escape my husband.”
  The last thing I wanted to do was get between a possessive 
  husband and his bride. It tended to be the fast path to a 
  stretched neck or a knife between my ribs, but she fixed me 
  with a look so pitiful that I couldn’t help but be drawn in. 
  I begged her to tell me more.
  “He stole me from my family, from the only man I ever 
  loved—a poor village boy with a heart like a well. I could 
  flee, but my husband would surely find me.”
   “And how do I fit in?”
  “You’re a Pathfinder. Surely you could come up with 
  some way to smuggle me out.” I could almost feel the hemp 
  rope about my neck, but before I could decline she leaned 
  in close. “Please? If you can help me, I’d do anything.” A 
  single deep breath threatened to tumble her already well-
  displayed bosom out completely. 
  It was a persuasive argument. “Of course. My duty is 
  clear.”
  She sighed in relief. “I knew you’d help. With Calistria’s 
  Ball tomorrow, we’ve no time to lose. My husband will be 
  distracted, and with everyone in disguise you’ll be able to 
  sneak me away easily.”
  “Calistria’s Ball. Of course!” I hoped my feigned 
  enthusiasm covered up the fact that I knew nothing of 
  whatever backwater celebration we had stumbled into. 
  She giggled. “How appropriate that I be freed on the day 
  that celebrates Calistria cuckolding the Lord in Iron. I can’t 
  thank you enough.” Her smile darkened. “I must go, and 
  soon. Look for me tomorrow, cloaked like a swan maiden.” 
  “Wait, what’s your name?”
  “Anra,” she whispered, then kissed me on the cheek and 
  ran past me. I turned to follow, but she leapt into the arms 
  of a handsome, neatly bearded man wearing a well-used 
  breastplate and carrying a longsword at his hip. He looked 
  perfectly familiar with the arts of combat, and more than 
  willing to resort to violence if need warranted.
  For all the distaste of her marriage, she certainly put 
  on a good show for his sake, and kissed him with eager 
  passion. I decided to lose myself in the crowd rather than 
  let him spot me.
  I woke in the common room to find Phargas with all his 
  belongings laid out on the table before him, including the 
  silver we’d liberated from the convent. My first assumption 
  was that we had been robbed, and Phargas was taking 
  inventory. I immediately checked my purse and found it 
  lighter than expected.
  “I took the liberty of using your funds to pay for our 
  lodging last night.” Phargas smiled. “Though I negotiated 
  something of a ecclesiastical discount.”
  “So long as the price was fair.” Phargas started to protest, 
  and I waved my hand. “I procured employment for us.”
  He scowled. “I hope it’s something you can do on the 
  road. I’d like to put some more distance between us and 
  the nuns before we try selling this.”
  “It won’t take long. There’s a terribly distressed damsel, 
  desperate to be rescued from her unhappy marriage.” When 
  his scowl deepened, I smiled. “She’ll be very appreciative.”
  “And you think we can rescue her without getting 
  ourselves killed in the process?”
  “Please, these people are peasants. Besides, everyone 
  will be wearing masks today. It’ll be easy.”
  He started repacking his bags, each item placed like 
  a sliding block puzzle until they fit together perfectly. 
  “Masks? For what?”
  
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  “It’s some feast day of Calistria. I figured you knew that.”
  “I can’t keep track of every made-up holiday in every 
  village we come across. Not every festival is endorsed by 
  the church.”
  I nodded. “So, you’ll help me?”
  He shrugged the pack onto his back. “I suppose, so long 
  as it doesn’t take too long.”
  I arranged my cloak and started toward the door. The 
  burly serving girl who had greeted me the night before 
  came running from the kitchen. “You can’t go out without 
  a mask!”
  Phargas stepped between us, his hands spread wide. “We 
  are but poor wanderers, my child. We have 
  no masks to hide our faces from Calistria.”
  The girl blushed and curtsied to the 
  priest, then went behind the bar. She pulled 
  up a heavy wooden box and rummaged 
  through it. “I think we have a few leftover 
  masks from last year’s festival. They’ll be 
  old, but nobody will notice, right?”
  “Of course not.” He took a step forward and 
  she gave an exclamation of success.
  “Here we go!” She held up two masks, one 
  a plain half-face in scarlet, the other a Baby 
  Zora. My heart sank until I realized the 
  priest was grabbing the cherub-cheeked 
  plant-mask instead. I snatched the red 
  mask and tied it around my head 
  before he could change his mind.
  He turned back to face us with the 
  mask in place. “How do I look?”
  The barmaid giggled, and 
  I snickered at the sight of 
  him in the impish familiar’s 
  mask. I recovered as well as 
  I could, and applauded. “You 
  look perfect.”
  He raised a hand in benediction over 
  the maid, and muttered a blessing. Just 
  before we reached the door, he grabbed my 
  elbow. “So how do you plan to find this girl?”
  “I would know her radiance anywhere, 
  no matter how well disguised. Besides, she 
  told me what mask she’d be wearing.” With 
  that, we emerged onto the street.
  For a little-known festival, it seemed half 
  the River Kingdoms had shown up. Crowds 
  thronged the streets, dressed in bright colors 
  and garish masks. Many people were already 
  drunk, despite the early hour. The laughter 
  of a party of revelers pointing at us caused 
  Phargas to drag me into an alley, his angry 
  eyes out of place in the child-like mask.
  “Why are they laughing?”
  “Most people don’t expect to see a grown man wearing a 
  Baby Zora mask. That’s all.”
  “A what? Who in the hells is Zora?”
  I looked at him, completely nonplussed. “Pickle Lily’s 
  familiar?” No recognition dawned in his eyes. “Don’t tell 
  me you’ve never been to a Clever Nella show.”
  “I have no idea what you’re talking about.”
  I chuckled. “It’s a puppet show. They’re hilarious.” His 
  mood didn’t seem to improve, so I quickly added, “Baby 
  Zora’s a mandrake root. A sorceress’s familiar. We’ve got to 
  get you to a show. It’ll all make sense afterward.”
  “Still, I should choose something less 
  obtrusive.” He touched the side of his mask 
  and uttered a few quick prayers. When he was 
  done the mask twisted itself into a stylized 
  devil. “This should keep the rubes at bay.”
  “Now we all can do as we like,” I muttered. He 
  glared at me, and I shrugged.
  “So is your damsel in distress in one 
  of these Nella masks or something?” 
  He strode past me, headed for the 
  mouth of the alley.
  “Hardly. She said I’d find her in 
  the guise of a swan maiden. That 
  should be easy enough to spot.”
  “Indeed. Is she the one on the 
  corner there? Or the one crossing 
  the street with a man on each arm?”
  I joined him at the mouth of the alley. 
  Sure enough, two different women in 
  swan masks battled for my attention. I 
  studied the street a moment and spotted 
  at least three more, all dressed extravagantly, with 
  white-feather masks and expensive gowns.
  I pointed at the one farthest from us. Flaxen 
  hair fell from behind the mask, and her 
  figure certainly looked right. “There 
  she is. Come on.” 
  The damsel turned as I reached 
  her, and I slipped my arm through 
  hers. “Quickly, my dear. We’ve 
  got to get out of here before your 
  husband finds us.”
  She screamed.
  For a moment, the whole festival 
  stopped and looked at us. I released the 
  woman and tried to stammer an apology, 
  but it was too late. A man wearing a 
  mask of hammered iron strode across 
  the suddenly open space toward us. His 
  hand drifted to the dueling blade at his hip 
  as he growled a challenge.
  “Anra makes 
  a convincing 
  argument.”
  
  Feast of Fools
  Feast of Fools
  75
  “Forgive me, forgive me. It was an honest mistake!” I 
  held up my hands up to show that, not only had I removed 
  them from his ladyfriend, I was also unarmed.
  “It’ll be an honest mistake when I gut you like a river 
  eel, as well.”
  “It’s a feast day, good sirrah. I carry no steel. Besides, for 
  fighters of our respective talents to cross blades requires 
  more space.” The appeal to his ego bought me a few 
  moments. “Do you know the Demon and Harlot?”
  He glanced at the woman quickly, then answered, “I 
  know where it is. I’ve never been inside.”
  “Allow me to grab my blade, and I will meet you in the 
  alley beside that fine establishment. There you can have 
  the retribution you require.”
  He stared at me for a moment before his face split into a 
  cruel smile. “I’ll be waiting. Bring someone to carry your 
  corpse.” I swallowed as he spun on his heel and strode off, 
  his swan maiden close at his heels.
  “So much for keeping a low profile,” Phargas muttered.
  I shrugged. “It was an honest mistake. He just needs 
  some time to cool off.”
  “You can’t randomly accept duels from people.”
  “What are you talking about? I didn’t accept anything. 
  I told him where to meet me, and said he’d get what he 
  deserved. In this case, that’s time to calm down.”
  “Somehow, I doubt your failure to show will relax him.”
  I sighed. “Oh, fine. Have it your way.” I walked up to a 
  man in a blue doublet wearing a mask that was doubtlessly 
  supposed to be intimidating, but fell short of the mark. 
  “Hey, you!”
  The man turned to face me. “Yeah?”
  “Did you see that guy in the iron mask?”
  “What guy?” He looked at me skeptically. 
  “Big guy, dressed in red. Iron mask. He told me to tell 
  you to meet him at the Demon and Harlot.”
  “Why’s that?”
  “He said you owed him money. Half a copper, because 
  your mother wasn’t worth full price.”
  The oaf bellowed and took a swing at me, but I was quick 
  to scramble out of his way. I held up my hands and tried 
  to look defenseless. “Those were his words, I swear! He 
  said he’ll meet you in front of the Demon and Harlot!” 
  The man looked at me, rage boiling in his eyes before he 
  rolled up his sleeves and pushed past. I turned to Phargas 
  and grinned. “There, now he has someone to play with. 
  Problem solved.”
  “You’ll forgive me for not feeling reassured.”
  “It’ll be fine. By the time they figure out what happened, 
  you and I will be long gone. There’s nothing to worry 
  about.” I cracked my knuckles and stretched. “Still, we’d 
  best find the girl quickly.”
  “Do you have a better idea than offending every woman 
  in white feathers from here to the waterfront?”
  I walked in the opposite direction from the Demon and 
  Harlot, weaving in and out of the crowd. “Really, Phargas, 
  you should appreciate her cleverness. By convincing so 
  many other women to wear similar outfits, she’s made it 
  easy for us to smuggle her out of the city.”
  Shouts and boisterous music grew louder as we 
  approached the river, and I quickly saw the reason. Boats 
  of every size clogged the waterway, each one decorated with 
  flowers and paper to transform them into great floating 
  stages. Revelers cavorted and hurled trinkets into the 
  screaming crowds on shore, and the noise made it difficult 
  to hear one’s own thoughts. 
  Phargas tugged at my arm, then gestured to a balcony. 
  A capital idea—from such a vantage point, finding Anra 
  would be simple. He scampered up the stone wall of the 
  building with impressive dexterity, then tossed a rope 
  down to me. With a modest effort, I joined him and looked 
  out over the party that reigned below us.
  It was possibly the largest number of people I had seen 
  in a single place. The floats extended up the river and out 
  of sight around a bend, and depicted everything from the 
  raising of the Starstone to the fall of Cheliax.
  Swan maidens were a common theme as well, though I 
  could see few who had both the blonde hair and exquisite 
  figure of my quarry. The effort of this service was beginning 
  to outweigh any sense of reward.
  “There he is! Out of the way!” A familiar voice cut 
  through the din of the crowd and Phargas and I turned to 
  see the iron-masked duelist pointing up at us. Beside him 
  stood the blue-clad buffoon I had sent to join him. The two 
  had apparently become fast friends, which boded ill for my 
  continued safety.
  “Master Pathfinder, I humbly suggest we forget the girl 
  and find an exit instead.”
  “Excellent idea, Master Priest. Any suggestions?”
  Below us, the two men were shoving through the crowd in 
  our direction. Phargas glanced down, and then to the next 
  balcony over. “Only one. Run!” Without another thought for 
  my safety, he vaulted from our balcony to the next. 
  I glanced at the crowd below, then followed him. The 
  ground seemed painfully far beneath me before I landed 
  in a heap on the balcony floor.
  By the time I had recovered my feet, Phargas had already 
  leapt again, to a perch crowded with women who giggled 
  and squealed at his unexpected arrival. They seemed less 
  excited when I landed among them; a result of the reduced 
  novelty, no doubt. The leap had put some distance between 
  us and our pursuit, though the two men would close the 
  gap quickly. Unfortunately, we were also out of balconies.
  A shout from below questioned my parentage, and 
  promised painful death. As I watched, the two men entered 
  our building; any moment they would reach the balcony. 
  Rather than wait, I jumped.
  
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  More accurately, I took a running jump for the nearest 
  float, which passed by the balcony on the river below. I 
  landed poorly, and rolled to a stop at the feet of a bear-like 
  man on a great wooden throne. He laughed as his associates 
  flung jewelry from a chest into the adoring crowds. For a 
  moment, my mouth watered at the sight of the overflowing 
  box; then I realized that the jewels were costume paste.
  Phargas landed and stepped forward with a grandiose 
  bow. The shouting men and squealing women in our wake 
  must have impressed our host, as he jumped down from the 
  chair, laughing, and swept Phargas into a tight embrace. 
  “Your Grace, you honor us with your presence!” his voice 
  boomed. “Everyone! A duke of hell has joined us! Make 
  way, make way!”
  The other occupants of the float included a broad 
  assortment of legendary characters, including a group 
  of armored men dressed as the four Archdaemons of 
  Abaddon. Charon fixed me with a hollow-skull stare as 
  though he knew me, and my soul chilled until yet another 
  swan maiden pulled him away. Meanwhile our new host 
  was still talking. 
  “...must join us for dinner this evening. It shall be a feast 
  befitting one of your priestly rank, my friend. Come! Ride 
  with us, and at the end of the parade you can rest yourselves 
  in my estate.”
  Phargas looked at me. “Really, my companion and I 
  should return to the goddess’s temple.”
  “Nonsense! The temple-maids will be busy enough 
  without your help. By all means bring your fool with you, 
  but I won’t take no for an answer.”
  I rose to correct the gentleman regarding Phargas’s and 
  my relative stations, but Phargas fixed me with a gaze that 
  made me decide dinner would be soon enough to set the 
  record straight.
  “So he invited you because you’re a priest of Calistria.” I 
  glared at the yellow-clad form of Phargas as we walked 
  along. His Asmodeus mask had been replaced by a piece 
  of sheer gold silk.
  “Exactly. So if you ruin this meal for us, I will personally 
  see to it that your nethers become a nesting place for every 
  stinging insect in this stretch of swamp.”
  I swallowed at the vivid imagery. “Just make certain he 
  understands you’re traveling with me to help document 
  my deeds as a Pathfinder.” 
  If he heard me, our entry into the great hall made it 
  irrelevant. It was as though I had returned to my father’s 
  table at last. Roast swine graced the centerboard, while 
  an entire aviary of broiled birds was arranged in flocks 
  around it. Cheeses and breads of every description were 
  heaped in the available spaces, and nuts from across the 
  River Kingdoms waited for persistent fingers to winnow 
  them open. My stomach rumbled in appreciation.
  I took a seat next to Phargas and noticed the swan 
  maiden from the float staring at me. No doubt she was 
  taken with me—I was likely the first noble she’d seen 
  besides the backwater aristocracy in charge of the city. I 
  blew her a kiss.
  Phargas seemed about to say something when our host 
  entered, the four archdaemons following him. At his 
  arrival, the smattering of other guests around the table 
  burst into cheers, and with a wave of his hand he called 
  forth a troupe of attendants to serve the feast.
  Between courses, I noticed the swan maiden’s eyes on 
  me yet again. I raised my cup. “My lady, in all my travels as 
  a Pathfinder, I have never met woman of such loveliness.” 
  A bit thick perhaps, but no matter.
  She looked to her plate—embarrassed, no doubt—but our 
  host, seated next to her, perked up. “A Pathfinder you say? 
  And have you come to Jedda to document Calistria’s Ball?”
  I took a drink of wine and stood. “But of course! And 
  good that we had, for we encountered a damsel in distress 
  that only the skills of my companion and I could rescue.”
  The nobleman leaned forward. “Indeed? I would hear 
  more, friend—pray regale us with your tales while we eat.”
  I would be a poor guest to refuse so earnest a request, and 
  I launched into the tale. Midway through my description of 
  the mystery woman’s décolletage, Phargas poked me in the 
  leg with his knife. I slapped his hand away.
  Our host’s hands were flat on the table now, and he 
  seemed quite interested, so I continued. “For all her beauty, 
  this poor damsel was married to an oaf of low breeding. 
  He beat her regularly, and walled her away from the world. 
  Still, she managed to escape last night and spoke with 
  devotion of a young man for whom her heart had remained 
  pure. I had to help her, my lord. I’m certain you would have 
  done the same in my shoes.”
  The nobleman’s hands had changed to fists, though his 
  tone remained level. “Pray, did this vision of loveliness 
  have a name, that I might aid your quest? If she is so sorely 
  used by her husband, perhaps my status as lord of Jedda 
  will convince him to release her.”
  “An excellent point, your grace. Anra, she said her name 
  was. Too plain for such a rare creature, but surely she 
  would be easy for you to find.”
  “Sadly, it would seem I can’t help you. For you see, I 
  already have an Anra of my own.” At this, he pulled the 
  mask from the swan maiden beside him and revealed 
  the girl from the Demon and Harlot. In my mind I went 
  through the various attributes I had assigned to the 
  woman and the various denigrating terms I had used to 
  describe the husband. I risked a glance at Phargas, but 
  he had buried his face in his hands, no doubt praying for 
  some way out of this.
  “What, gone silent now? Come, Pathfinder, tell us more 
  of this woman’s loveliness, of her husband’s monstrosity.”
  
  Feast of Fools
  Feast of Fools
  77
  My hands came up to remind him I was unarmed. “My 
  lord must understand, I may have elaborated certain aspects 
  of the truth in exchange for a more entertaining story.”
  “How fortunate, then, that I have someone who can 
  support you. Seren! Present yourself.” The archdaemon 
  Charon stepped into the center of the tables, and pulled off 
  his mask to reveal the scarred visage from the tavern.
  The man fixed me with a glare, then saluted his lord. 
  “How may I serve?”
  “You are the captain of my guards, and my wife’s 
  personal bodyguard. Pray, did anything like this happen 
  yesterday?”
  “To be clear, my lord ordered me to accept her word as 
  your own. She ordered me to remain outside the bedroom 
  while she entertained not just the foppish idiot, but the 
  priest as well.”
  I felt the imagined noose constricting and tugged at the 
  collar of my doublet. Beside me, Phargas eased a roll of 
  parchment from his boot.
  “I cannot fault you for obeying my commands, 
  Seren.” The nobleman stood and handed Anra to the 
  waiting captain. “As for you, my dear, I won’t say I’m not 
  disappointed. Perhaps I shall become the ogre your lover 
  has accused me of being. Seren, take her to her quarters 
  and see to it she remains there.”
  The pair marched out of the room, with the girl stopping 
  long enough to spit an epithet at me, rather literally. I 
  wiped my face while our host turned back to us. Behind 
  him, the other archdaemons were readying weapons.
  “I must credit you, Pathfinder.” The noble’s voice 
  sounded like a death knell tolling. “I knew your order was 
  bold, but to cuckold me and then accept my hospitality? 
  That’s gutsy. Of course, if word got out, I would be a 
  laughingstock, so I’ve no choice but to have you both 
  killed. The burden of rule, you know.” He gave a helpless 
  shrug and turned to his costumed guards. “Kill them.” 
  Phargas shoved me into a side corridor as the guards 
  charged. I started to protest that we’d never outrun the 
  guards when he read something from the parchment and a 
  stone wall covered the mouth of the hall.
  I gaped. “Truly the goddess is merciful.”
  “Yes, she has a soft spot for fools and cuckolds. Hurry up, 
  that won’t stop them long.”
  “I didn’t actually...”
  “Neither did I, which won’t matter a whit when the 
  guards catch us.” He ran to a window at the end of the hall 
  and looked out. The safety of the ground lay at least twenty 
  feet below.
  “That’s a long jump, priest.”
  He grabbed me by the collar and shoved me out the open 
  window. “Good thing you’ll fall then.”
  I screamed, but at a word from Phargas I drifted to the 
  ground and landed as gently as a feather. He jumped after 
  me and landed with ease. I pointed at another window, 
  which had a knotted rope hanging down from it. “That 
  would have been easier, priest.”
  “Don’t question the blessings of the goddess. Just run.” 
  After a half-hour’s flight we made our way to the water’s 
  edge. Unfortunately, the only boat in sight was crewed 
  by a mud-covered man with a neat beard and breastplate, 
  and his buxom but equally mud-covered woman. When 
  they saw us on shore, they paddled faster to get away. I 
  turned to the priest. “I had hoped for a little more traffic 
  than this.”
  Phargas hoisted his pack and smiled. “The goddess can 
  be fickle. I find in such situations it’s better to rely on my 
  feet than prayers. Shall we?”
  I took a deep breath and started off along the river’s edge.
  “Damn Seren. 
  Next time I’m 
  arrested for 
  adultery, I intend 
  to deserve it.”
  
  78
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  Part 3 
  of 6
  Bestiary
  Bestiary
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins
  Swamp
  Sky
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Environment
  Climate
  A 
  week earlier we would have stood in the 
  center of a quaint farming village at the 
  edge of a sea of yellow grass. Cobblestone 
  paths still bore the remnants of lives that once 
  played out here: rustically-made hogsheads, their 
  contents spilled and devoured by crows; an upturned 
  cart, shattered like a ship upon a merciless coast; a 
  dropped dolly, button eyes vacant, dress torn. But 
  of the owners themselves, there was nothing. Even 
  their riches remained amid the rubble of crushed 
  daub and fallen thatches. Perhaps that was the 
  most telling. Every roof, every tower, every shed 
  lay crushed and collapsed, as if smashed by the fist 
  of an angry god. My porters would stay to search 
  for the residents—and their treasures—yet by 
  my command we move on, for greater than desire 
  for riches is my fear of that wicked god’s return.
  —From The Record of Truan Iolavai
  
  Bestiary
  Bestiary
  79
  Nomen Heights Random Encounters
  Lake/River 
  Mountains 
  Plains 
  Hills  
  Encounter 
  CR 
  Source
  1–6 
  1–3 
  — 
  — 
  1d4 tatzlwyrms 
  4 
  Pathfinder #31
  7–14 
  4–11 
  — 
  1–8 
  1 grizzly bear 
  4 
  Bestiary 31
  15–17 
  12–17 
  1–4 
  — 
  1d4 cockatrices 
  5 
  Bestiary 48
  — 
  18–26 
  5–10 
  9–14 
  1d4 giant eagles 
  5 
  Bestiary 118
  18–26 
  27–35 
  11–23 
  15–27 
  1 manticore 
  5 
  Bestiary 199
  27–35 
  — 
  24–31 
  28–36 
  1d4 spriggans 
  5 
  see page 28
  — 
  36–42 
  32–34 
  37–42 
  1 wyvern 
  6 
  Bestiary 282
  36–41 
  — 
  — 
  43–46 
  1 will-o’-wisp 
  6 
  Bestiary 277
  42–49 
  43–47 
  35–40 
  47–55 
  2d4 worgs 
  6 
  Bestiary 280
  50–64 
  — 
  41–51 
  56–43 
  1d6 elk 
  6 
  Pathfinder #31
  — 
  48–53 
  52–55 
  44–45 
  1 chimera 
  7 
  Bestiary 44
  — 
  — 
  56–59 
  46–51 
  1 bulette 
  7 
  Bestiary 39
  — 
  54–63 
  — 
  52–57 
  1d6 gargoyles 
  7 
  Bestiary 137
  — 
  64–70 
  60–63 
  58–62 
  1d6 cyclopes 
  8 
  Bestiary 52
  — 
  — 
  64–75 
  63–67 
  2d6 centaurs 
  8 
  Bestiary 42
  65–70 
  — 
  76–80 
  — 
  1d4 blodeuwedds 
  8 
  see page 78
  71–83 
  — 
  81–87 
  68–75 
  1 mastodon 
  9 
  Bestiary 128
  84–91 
  71–78 
  88–93 
  76–82 
  1 roc 
  9 
  Bestiary 236
  — 
  79–84 
  — 
  83–86 
  1d4 stygiras 
  9 
  see page 86
  92–98 
  85–91 
  94–100 
  87–93 
  1 peluda 
  10 
  see page 84
  — 
  92–96 
  — 
  94–96 
  1 great cyclops 
  12 
  see page 82
  99–100 
  97–100 
  — 
  97–100 
  1 silver dragon 
  14 
  Bestiary 110
  T
  he Pathfinder Bestiary enters the wild expanses 
  of savage Iobaria this month, revealing several 
  of that grim land’s denizens and dangers. Amid 
  the ruins of empires lost to plague and ages of decadence 
  roam the savage children of the realm’s dark history. 
  While the steps of civilized humanoids are far from 
  unknown in this realm, the prints of hooves and claws 
  mark the passage of mysterious Iobaria’s true masters. 
  Whether these strange beasts and beings intrude into 
  adventures in the Stolen Lands or adventures seek to 
  discover the mysteries of their ancient homes, the passage 
  to Iobaria, Casmaron’s deadly north, stands open.
  Wandering Monsters
  With this volume’s adventure, a whole new region of the 
  Stolen Lands unfurls before explorers: the Nomen Heights, 
  part of the rocky eastern frontier of not just the River 
  Kingdoms, but of all Avistan. Beyond the barrier of the 
  Tors of Levenies, a lesser range of the Icerime Peaks to the 
  north, spread hills that gradually descend into the plains 
  of Iobaria. There, amid the tall grasses, roam fiercely proud 
  tribes of centaurs and hide the ruins of watchtowers that 
  once guarded the borderlands between west and east.
  Those proposing to explore the Nomen Heights should 
  expect many hardships, from rockslides and barriers amid 
  the nearly vertical cliffs of the tors, to those savage beasts 
  capable of surviving amid the stones of the Stolen Lands’ 
  most rugged expanse. GMs who seek to bring a heightened 
  degree of both danger and realism to their adventures in 
  this new land should look to the environmental rules in 
  Chapter 13 of the Pathfinder RPG Core Rulebook, especially 
  those related to hills and mountains. While the Tors of 
  Levenies are small enough to have relatively little snow, 
  making avalanches unlikely, landslides in the form of 
  collapses (see page 415 of the Pathfinder RPG Core Rulebook) 
  are not uncommon. Windstorms, often devoid of rain, 
  also whip across the eastern plains, especially imperiling 
  any caught climbing or in other precarious situations 
  during such times. Depending on the time of year—
  typically during the fall and winter months—rains from 
  Casmaron’s great central sea and even snow might create 
  their own hindrances to exploration. Yet all of this says 
  nothing of the deadly beasts that inhabit the region, 
  any number of which might cut even a well-prepared 
  expedition lethally short.
  As the eastern half of the Nomen Heights borders 
  on the realm of Iobaria, numerous creatures from that 
  realm are regularly seen in this part of the Stolen Lands. 
  GMs seeking to expand their encounters might look to 
  Bestiary entries in coming volumes of the Kingmaker 
  Adventure Path for more beasts and denizens of that 
  deadly realm. 
  
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  Part 3 
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  Part 3 
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  BlodeuWedd
  Clothed in verdant lichen and flowers of broom, meadowsweet, 
  and oak, this shapely maiden has skin of velvety moss and living 
  grass for hair. An eldritch serenity graces her countenance as she 
  approaches, her outstretched, root-like hands brushing the tips 
  of the tallest grass—the wind itself whispers around her feet as 
  patches of clover, heather, and milkweed mark her every step.
  Blodeuwedd 
  CR 6
  XP 2,400
  CN Medium fey
  Init +5; Senses low-light vision; Perception +11
  Aura allergen (DC 16, 1d6 rounds)
  DEfEnSE
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 66 (7d6+35)
  fort +7, Ref +10, Will +8
  DR 5/cold iron
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +8 (1d8+4)
  Ranged mwk sling +9 (1d4+4)
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—speak with plants
  At will—dancing lights, entangle (DC 15), plant growth, 
  whispering wind
  3/day—deep slumber (DC 17), modify memory (DC 18), spike 
  growth (DC 17)
  1/day—goodberry, hallucinatory terrain (DC 18), lesser geas 
  (DC 17)
  STATISTICS
  Str 18, Dex 21, Con 21, Int 14, Wis 17, Cha 18
  Base Atk +3; CMB +7; CMD 23
  feats Combat Casting, Dodge, Mobility, Weapon Finesse
  Skills Diplomacy +14, Escape Artist +10, Handle Animal +9, 
  Heal +9, Knowledge (nature) +12, Perception +11, Perform 
  (wind) +12, Sense Motive +11, Stealth +15, Survival +10; 
  Racial Modifiers +4 Stealth in grasslands
  Languages Aklo, Common, Sylvan
  SQ change shape, verdant step, wild empathy +10
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, or gathering (3–8)
  Treasure double standard (masterwork sling with 20 sling 
  bullets, other treasure)
  SPECIAL ABILITIES
  Allergen Aura (Ex) A blodeuwedd exudes an aura of pollen 
  and other irritating allergens that forces living creatures 
  within 30 feet to make a DC 18 Fortitude save or become 
  sickened, coughing and sneezing for 1d6 rounds. Creatures 
  who successfully save cannot be affected by the same 
  blodeuwedd’s aura for 24 hours. A blodeuwedd can 
  suppress this aura at will as a free action. The save DC is 
  Constitution-based.
  Change Shape (Su) A blodeuwedd can assume a single unique 
  humanoid shape or the form of a prairie owl once per day 
  for up to 7 hours as if using the spell polymorph. These 
  hours do not need to be consecutive and a blodeuwedd can 
  return to her normal shape as a free action.
  nature's Infusion (Su) Once per day, while surrounded by any 
  field or fertile plain, a blodeuwedd may infuse herself with 
  borrowed life energy from nearby plants and nutrients in 
  the ground. This ability functions exactly like false life (CL 
  7th) but lasts only 1 hour.
  Verdant Step (Su) Every stride taken by a blodeuwedd causes 
  small plants, grasses, and wildflowers to sprout from 
  the ground, though she can suppress this effect if she 
  desires. While within a plain of tall grass, brush, or similar 
  undergrowth, a blodeuwedd may also step through such 
  plant-life and emerge at any other point within the same 
  field (potentially miles away). This ability functions similar 
  to transport via plants, but a blodeuwedd can only transport 
  herself and does not require a plant equal to her size. This 
  ability is usable three times per day.
  Wild Empathy (Ex) This works like the druid’s wild empathy 
  class feature, except a blodeuwedd has a +6 racial bonus on 
  the check. A blodeuwedd with druid levels adds this racial 
  modifier to her wild empathy checks.
  The mysterious blodeuwedds stand apart from dryads, their 
  tree-bound sisters of the forest, instead watching over the open 
  plains and prairies. They frequently guard the approaches to 
  primeval, fey enclaves as well as various gateways and entry 
  points into the First World—a task they take very seriously. 
  Blodeuwedds hide such regions behind veils of illusion and 
  trickery, quietly observing anyone passing through their 
  lands, and occasionally sending mysterious messages to 
  warn them away or to summon allies that can drive them out. 
  Even when not standing sentinel over a point of otherworldly 
  importance, blodeuwedds find spots of particular natural 
  beauty, transforming such fields—usually only a few acres in 
  size—into sites of unearthly lushness and natural wonder. A 
  typical blodeuwedd stands a little over 5 feet tall, weighs 120 
  pounds, and may live up to 800 years.
  ecology
  Instead of developing a lifelong bond with trees, blodeuwedds 
  hold an affinity for open grasslands, moors, and plains. 
  They survive off the land, taking nourishment from all 
  that nature provides, while also looking after prairie 
  animals in times of drought or lean winters. Unlike dryads, 
  blodeuwedds have no dependency on the plants around 
  them; they can willingly leave their chosen moor to visit 
  their fey kin, scout their domain in owl form, or even mingle 
  with frontier communities, changing shape to appear elven 
  or human.
  
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  81
  Every 15 or so years, blodeuwedds may reproduce 
  through a natural ritual of fertility known as the 
  Blooming, a process by which they commune with the 
  adopted plants of their surrounding field. At the height of 
  the spring season, they then exchange pollen with every 
  flower within 300 yards, a complicated and sensuous act 
  that eventually allows a blodeuwedd to conceive. It takes 
  6 months to carry a new blodeuwedd to term, and they 
  frequently come together to act as midwives during this 
  time to ensure successful deliveries for one another. Some 
  tales tell of blodeuwedds displaced from their homes 
  or in captivity capable of performing the Blooming by 
  drawing off the lifeforce of amorous men, ending in the 
  withering death of the would-be father. Such legends 
  give blodeuwedds a reputation for being dangerous 
  seductresses in some regions.
  Blodeuwedds 
  typically 
  establish 
  their 
  own prairie holdings within 7 miles of 
  each other for mutual support and ease 
  of communication. 
  HaBitat & society
  Blodeuwedds make their homes out of sod, 
  carving them from the landscape and 
  then encouraging prairie grass to grow 
  over the exterior to hide them. These 
  elaborate structures resemble small rises 
  and hillocks that overlook ley lines and 
  fairy paths between sites of great power 
  and importance to the fey, which the 
  blodeuwedds jealously guard from non-
  fey creatures. Most fey recognize such 
  service by referring to blodeuwedds 
  with honorific titles meant to curry 
  their favor. As a result, many 
  blodeuwedds set themselves up 
  as queens or wardens to receive 
  tribute from favored kin who 
  pass through their realms.
  Blodeuwedds 
  also 
  rely 
  on 
  plant growth and their ability to 
  speak with plants to manage the 
  surrounding fields, encouraging them to 
  grow into complex mazes of hedgerows, tangles, 
  and thickets to better shape their territory. Often 
  they use hallucinatory terrain to hide the best routes 
  through these areas. Interlopers typically find 
  themselves impeded by entangle or areas of spike 
  growth when they enter a blodeuwedd's territory. Any 
  who persist then become targeted by deep slumber or 
  modify memory to lead them in false directions.
  More rarely, a blodeuwedd might aid one on 
  an important quest, but she usually requires 
  some form of guarantee before agreeing to do so. 
  All blodeuwedds possess tremendous knowledge 
  of and influence over the lands and creatures that 
  border their fields. They often involve themselves in 
  the politics of elves, gnomes, and humans who live 
  nearby—even if only to warn against destructive 
  trespasses or wasteful farming practices. They 
  enjoy playing wind flutes, dancing under the 
  stars, and chasing one another's fairy lights 
  like fireflies among the tall grass. 
  BlodeuWedd Queens
  Particularly old and active blodeuwedds—
  typically the eldest within a region that more 
  than 10 blodeuwedds inhabit—sometimes 
  ascend to the status of queens, gaining 
  additional power and prestige among 
  their own kind. They develop a 
  greater affinity for the lands they rule 
  and attract even more followers. 
  The following adjustments to a 
  standard blodeuwedd represent 
  a young blodeuwedd queen at 
  CR 8. More powerful varieties 
  typically add class levels in 
  druid or sorcerer, both of 
  which are considered favored classes 
  for a blodeuwedd queens.
  • 9 Hit Dice
  • +2 natural armor
  •  +4 Strength, +6 Constitution, +6 Charisma
  • Additional Spell-Like Abilities (Sp): Always 
  active—endure elements, nondetection; At will—
  create water, detect animals or plants; 3/day—command 
  plants, move earth, summon nature's ally IV; 1/
  day—fire seeds, plant shape II. These spell-
  like abilities and all others function at 
  CL 11th.
  Blodeuwedds in Mythology
  The original blodeuwedd legend stems from Welsh 
  mythology. She appeared as a woman made from flowers 
  and prairie grass who became the wife of Lleu Llaw Gyffes, 
  an unusually gifted child cursed by his own mother to never 
  marry a human. However, after their marriage, Blodeuwedd 
  soon turned treacherous to her new husband, tricking him 
  into revealing the only method by which he could be killed 
  and then arranging for a new lover to slay him so she and 
  her love could claim his lands for themselves. Eventually, 
  Lleu returned to punish Blodeuwedd and the gods turned 
  her into an owl.
  
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  claWBat
  A leathery piece of skin stretched across a frame of joints and 
  bony knobs beats awkwardly through the air. Eyes glare from 
  the folds of its thick wings, writhing tentacles surround its 
  sucker-like maw, and a long, thin tongue darts forth seemingly 
  at random to lash the air around it.
  Clawbat 
  CR 1
  XP 400
  N Small magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision, blood scent; 
  Perception +2
  DEfEnSE
  AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
  hp 11 (2d10)
  fort +3, Ref +6, Will +2
  OffEnSE
  Speed 10 ft., fly 50 ft. (average)
  Melee 1 bite +6 (1d4–2 plus bleed) 
  Special Attacks bleed (1), distraction (DC 11)
  STATISTICS
  Str 7, Dex 17, Con 10, Int 2, Wis 14, Cha 10
  Base Atk +2; CMB –1; CMD 12
  feats Flyby AttackB, Weapon Finesse
  Skills Fly +5, Stealth +12
  ECOLOgy
  Environment temperate hills and ruins
  Organization solitary, pair, or clutch (3–16)
  Treasure none
  SPECIAL ABILITIES
  Blood Scent (Ex) A clawbat can detect any creature at less 
  than maximum hit points as if it had scent. Those at full hit 
  points cannot be detected by the blood scent ability.
  Distraction (Ex) A clawbat’s lengthy tongue whips around 
  its body as it feeds, lapping up the blood from wounded 
  creatures nearby. Every round a clawbat may choose either 
  a creature it attacks or any creature it passes adjacent to as 
  it moves. If the target is at less than full hit points, it must 
  make a DC 11 Fortitude save or be nauseated for 1 round. 
  The save DC is Constitution-based.
  Clawbats, or einchadu, as they’re known to the tribes of 
  greater Iobaria, haunt the desolate expanses of north-
  eastern Avistan and the rugged lands beyond. Swarming 
  forth from their shadowy dens to hunt by night, these 
  strange predators thirst for blood, scavenging from the 
  victims of greater nocturnal hunters and stalking those 
  foolish enough not to fear dangers in the dark. Drawn 
  by the scent of spilled blood, clawbats fearlessly follow 
  deadly beasts, and more than one traveler has narrowly 
  escaped a predator’s nearly lethal ambush only to find 
  his luck change as a swarm of wings and eyes descend 
  upon him.
  The span of an average clawbat’s dual pairs of wings 
  stretches 3 feet wide, lifting aloft rubbery bodies weighing 2 
  to 4 pounds. Tales of more monstrous clawbats, with wings 
  that blot out the stars as they swoop away with children 
  and small animals, also pass through the civilized lands 
  of Iobaria.  Such overgrown clawbats might be constructed 
  by making use of the giant creature simple template.
  ecology
  Clawbats are scavengers and opportunistic hunters. 
  They rarely attack creatures larger than rodents or birds 
  unless the creatures—or those traveling with them—have 
  been weakened by a stronger attacker. Even the presence 
  of such a hunter is not enough to deter an ever-hungry 
  clawbat, which is drawn to attack bloodied creatures in 
  the thick of battle. 
  Clawbats are poor fighters; they prefer to fly past 
  victims, strike quickly to draw blood, and then make pass 
  after pass, aggravating their victims’ existing wounds 
  with their ribbon-like tongues. This tactic rarely wins 
  the scavengers more than a drop or two of nourishment 
  per attack, driving them to harass a victim until it drops. 
  When the wounds of clawbats’ prey prove too insignificant 
  to fell it, clawbats attack more directly, circling to 
  peel away strip after strip of flesh in wet grabs of their 
  tentacular maws. After their prey has fallen to the pain of 
  a dozen such wounds, clawbats land and vigorously lap up 
  their meal until their bellies are bloated with gore.
  Aiding clawbats in their hunts is their acrid 
  saliva, a stinging milky-white fluid that possesses an 
  anticoagulant quality, causing their bites to leave messy 
  wounds that bleed until treated. This effect allows 
  clawbats to surprise attack most Small creatures and 
  wait safely out of reach until the prey collapses. Healthy 
  larger prey can typically withstand the assault of a 
  lone clawbat, but a whole clutch of the creatures might 
  easily throw even a sturdy beast into panicked, bleeding 
  terror. The freedom with which clawbat wounds bleed 
  also serves to attract other clawbats in the vicinity, and 
  a few scratches might potentially bring an entire clutch 
  down upon even a slightly wounded creature.
  Clawbat eyes are exceedingly abnormal, being nearly 
  flat, yet still functional. As the creatures’ eyes are set upon 
  their wings, the constant flapping gives the clawbats a 
  constantly shifting view of the area around them, but 
  particularly the land below—an experience which would 
  seem terribly jarring to any creature not used to the 
  experience. The eyes are one-sided, occupying only the 
  inner part of their thick, fleshy wings, and are lidless, 
  being constantly watered by ducts surrounding each eye. 
  The profuse watering of these organs causes clawbats to 
  fling a fine spray as they move, which often serves as a 
  victim’s first warning of impending danger.
  
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  83
  Other flying creatures, such as hawks, eagles, and owls, 
  make up the clawbats’ natural predators. The sounds 
  of these raptors can dissuade clawbats from attacking, 
  even in the midst of a feeding frenzy, and will send them 
  winging straight for their roost to avoid attack. Giant 
  centipedes occasionally invade clawbat lairs, crawling 
  up the wall or waiting for their prey at the exit. Clawbats 
  have little natural defense against creatures with thick 
  exoskeletons and avoid them when it is possible to attack 
  an easier source of food.
  Clawbats can live up to 20 years, though most die 
  earlier due to predation, accidents, or infighting.
  HaBitat & society
  Clawbats are found far from heavily civilized lands, 
  though whether this is due to civilized efforts to stamp 
  them out or because they prefer distant, half-wild places is 
  open to debate. They live in clutches of up to 15 members, 
  favoring dark places that offer easy aerial access to the 
  outside world. Each of these places must have a roost that 
  allows the creatures to drop the 15 feet necessary to begin 
  flying; if a stationary clawbat attempts to start flying 
  without sufficient drop, it glides to the ground and must 
  mount to a higher point before it can launch again. This 
  makes them skittish in claustrophobic spaces, for they do 
  not like to be at a disadvantage, and this in turn leads 
  them to infest places such as ruined structures, large, 
  open caves, and fissures. 
  New clutches of clawbats contain 4 to 6 young members, 
  which depart a clutch once it has grown to exceed 
  15 members. The young fly 10 to 15 miles away, 
  searching for a suitable structure or crag to shield 
  them during the day. Once a group of clawbats 
  leaves its original home, the members feel no 
  loyalty to their former family and compete 
  fiercely for resources.
  On numerous occasions, mages, druids, and 
  barbarians shamans have attempted to capture and 
  train clawbats. While the creatures’ awkwardness once 
  they are brought to ground makes them relatively easy 
  to capture—though frustratingly difficult to restrain 
  given their flexibility and many squirming limbs—
  no documented attempt to train the beasts has 
  ever succeeded. Even efforts paired with steady 
  diets of blood typically end in the clawbat 
  attacking its keeper just as often as availing 
  themselves of the easier food source. This, 
  and their regular attempts to feed even 
  when critically wounded, have won 
  the creatures a reputation for being 
  dumbly vicious, a reputation that leads 
  most thinking creatures to curse and move quickly to 
  exterminate any clawbats that appear in their lands.
  On the Clawbat
  Sometimes you just want a good scrap, a tussle to get 
  everyone awake and alert. For any experienced player with 
  a character of, say, 3rd level or higher, who isn’t caught 
  alone in the open, a clawbat swarm is not only survivable—
  it’s easily defeated.
  Yet clawbats can be a challenge for novice players or 
  characters, and are a very “deployable” monster at all times 
  (such as when PCs have just fought off wolves in a forest 
  but attracted the attention of an owlbear doing so, and are 
  now embroiled in a stiff fight with it).
  If you have a lone PC, one or two clawbats will do. If you 
  have six or seven healthy PCs, pump up the swarm to 50 
  or 60. That strength provides a good reason why there’s a 
  castle full of treasure on the crag right above the village, 
  but the villagers never go near it (rather than leaving the 
  treasure for passing adventurers for no good reason at all).
  This is, if you will, “a stirge that isn’t a stirge.” It’s a fighter, 
  doing repeated flyby “hit and runs” rather than trying to 
  hang on and suck you dry of blood. A great sci-fi and fantasy 
  writer and friend of mine, Roger Zelazny, created “striges” 
  (they got mangled into “stirges” while being adapted into 
  fantasy gaming). If he were still alive, I know he’d see these 
  guys as cousins to his originals, not copies.
  —Ed Greenwood
  
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  84
  cyclops, great
  The land quivers with every movement of this ferocious titan. A 
  mountain of horrible, bulging muscles covered in a hide as thick 
  as stone, the misshapen humanoid swings a club larger than 
  most trees with terrifying ease. Above a vast, drool-slick maw 
  thick with uneven teeth gazes a single bloodshot eye, and even 
  higher up, a stunted but deadly sharp horn. 
  great Cyclops 
  CR 12
  XP 19,200
  CE Huge humanoid 
  Init +1; Senses low-light vision; Perception +22
  DEfEnSE
  AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, 
  –2 size)
  hp 195 (17d8+119)
  fort +12, Ref +6, Will +14
  Defensive Abilities ferocity, rock catching
  OffEnSE
  Speed 50 ft.
  Melee 1 mwk greatclub +24/+19/+14 (3d8+19), 2 slams +23 (2d6+13)
  Ranged rock +13 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d8+24)
  STATISTICS
  Str 36, Dex 13, Con 25, Int 7, Wis 14, Cha 8
  Base Atk +12; CMB +27; CMD 38
  feats Awesome Blow, Cleave, Diehard, Endurance, Improved 
  Bull Rush, Iron Will, Power Attack, Staggering Critical, 
  Throw Anything
  Skills Perception +22
  Languages Cyclops 
  SQ flash of brutality
  ECOLOgy
  Environment any temperate or tropical
  Organization solitary, colony (2–5), or tribe (6–14)
  Treasure standard (mwk greatclub, hide armor, other treasure)
  SPECIAL ABILITIES
  flash of Brutality (Su) Every round that a great cyclops makes 
  an attack, there is a 5% chance that it gains a burst of savage 
  inspiration. If this occurs, the cyclops triples the threat 
  range of all weapons he attacks with for that round. For all 
  of a great cyclops’s natural attacks, tripling the threat range 
  allows for a critical hit on any attack roll of 18–20. If a great 
  cyclops is reduced to fewer than half its hit points (typically 97 
  or lower), its chance of gaining a flash of brutality increases to 
  15%. Should the cyclops have 0 hit points or fewer (conscious 
  only due to its Diehard feat) and choose to attack, its chance 
  of gaining a flash of brutality increases to 25%.
  Degenerate giants of cyclops-kind, the legendary great 
  cyclopes embody the rage and dark doom of this race of 
  uncanny seers. In their eyes blaze endless possibilities 
  for bloodshed and terror, their myopic gazes seeming to 
  witness the potential for infinite deaths and devastations 
  hidden within each moment. Gigantic but dull-witted, 
  these massive savages lurk far from the lands of civilized 
  races, but occasionally either need or fate drives them to 
  rampages from which few are safe. Such undeniable force 
  brings with it a dread that, in many instances, grows to 
  reverence, giving rise to strange cults that cloak these 
  cyclopes amid veils of menace and dark legends.
  The average great cyclops stands approximately 30 feet 
  tall and weighs upward of 4 tons, though individuals of 
  significantly greater size are known.
  ecology
  Similar in many respects to better-known cyclopes or giants, 
  great cyclopes are primeval titans, seeming throwbacks to 
  a lost age of cyclopean savagery or degenerates from an 
  era of lost wonders. Whatever their origins, great cyclopes 
  bear a brute strength and rough primitiveness lost to their 
  smaller kin. Aside from hide tougher than leather armor 
  and a primal slope to both their posture and brows, each of 
  these giants possesses a thick but short horn that protrudes 
  from the brow. Although difficult to bring to bear in most 
  battles, the horn allows a charging great cyclops to impale 
  its victim with incredible force.
  While common cyclopes possess the uncanny ability 
  to gaze into the future, great cyclopes lack such lucid 
  insights. Rather, during times of strain and bloodlust, 
  these giants often flash on scenes of even greater violence, 
  which serves to drive their furies even further. This makes 
  them awe-inspiring combatants, capable of causing ruin 
  beyond belief even for beasts of such titanic size.
  HaBitat & society
  Denizens of remote and primeval parts of the world, 
  great cyclopes typically dwell in lands where none might 
  intrude upon them—deserted islands, high craggy 
  mountains, and stoic hill countries often provide the great 
  caves they favor as lairs. While most avoid well-traveled or 
  populated lands, spending much of their time hunting 
  megafauna and even monstrous prey in the wilds, some, 
  driven by hunger or a desperation to wander, seek out the 
  paths and settlements of humanoids, finding that their 
  fragile buildings are easily shattered and that the mewling 
  creatures make savory meals.
  Great cyclopes never voluntarily gather with others of 
  their kind. Violent and selfish, the dangerous giants rarely 
  collect in groups larger than a dozen, which are typically 
  little more than hate-filled gangs organized around a 
  single brutish leader. In such instances, weaker cyclopes 
  hunt and serve their chief’s whims while he spends his 
  time idle. Only fear of the chief keep these communities 
  together—internal violence and even death are common.
  
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  85
  Such organization is sometimes mirrored by groups in 
  which a lone great cyclops presses its lesser cyclops kin 
  into service. Occasionally, though, the power structure 
  takes on more complex arrangements, with small groups 
  of cyclopes or other humanoids coming to revere great 
  cyclopes, creating entire cults around the might and 
  mystery of such beings.
  cyclops cults
  Atop the bald crests of shattered hills and before maw-
  like riffs in mountain walls rise eerily etched rune towers, 
  their pinnacles crowned with great, swirling eye-like 
  symbols and thick chains rooted deep into the rock. 
  During the nights of the full moon, on days when the sun 
  hangs longest in the sky, and during portentous eclipses—
  all times when the sky seems most watchful of the lands 
  below—the blind, the mad, and the mutilated bring 
  shrieking sacrifices to these terrifying monoliths, climb 
  the ancient, weather-worn stairs, and shackle terrified 
  offerings amid the staring stones risen halfway between 
  the earth and sky. Then comes the blaring of shrill horns 
  and the chanting of words with long-lost meanings, the 
  ancient chorus that summons the great cyclops, demon 
  and god, from his maze-like lair. The “Adoration of the 
  Eye” is terrible but short, as the one-eyed titan makes 
  quick work of its feast, rending limbs as it tears the frail 
  flesh from its towering altar, devours the screaming thing, 
  and—swiftly growing bored—wanders back to its den 
  or off upon other depredations. Timidly, the worshipers 
  return to the stones, reading omens in the bloody rivulets 
  snaking down their crudely carved eyes—particularly 
  omens which tell when to return again with a new 
  offering to their bestial god.
  Who pays homage to cyclopes varies wildly; 
  their cults take wildly different shapes, from 
  the beast tribes of Iobaria to the 
  mystery cults of Iblydos. For 
  some, the worship is all mysticism 
  and superstition, with primitive 
  shamans 
  seeking 
  insights 
  and 
  power from blood, the heavens, and 
  the cyclopes’ inscrutable, all-seeing 
  eye. For others, such veneration 
  offers revelations into the lost ways 
  and powers of the cyclopes, revealing 
  and in some rare cases granting a measure of 
  mastery over those forgotten secrets. Still others 
  merely cloak their own cruelties and ambitions 
  in the cloak of faith, drawing influence and might 
  from false ceremonies and the favor of brutal 
  giants.
  Whatever their form, cyclops cults dwell 
  on the mysteries of insight, the future, the 
  heavens, and the symbolic eye. To mimic their figureheads, 
  many followers put out one of their own eyes as proof of their 
  faith, or create—either artistically, surgically, or magically—a 
  symbolic third eye in their forehead. Common cyclopes, 
  many of whom become leaders and favored members of such 
  cults, typically possess no greater insights into the ways or 
  workings of their dubious faith than others but rarely make 
  such failings openly known. Great cyclopes, however, often 
  inadvertently serve as the unifying force of such cults, their 
  great strength and ferocity lending an air of supernatural 
  power to the cult’s workings. These monstrous giants rarely 
  have any understanding of the workings of the cult, aside 
  from knowing they receive offerings from it, and might even 
  be unaware that such gifts suggest reverence. Rather, most 
  have a simple relationship with the leader or inner circle of a 
  cult, enforcing the leader’s might and occasionally destroying 
  its enemies in return for victims to satiate 
  their own cruel hungers.
  
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  peluda
  Shuffling forward on thunderous elephantine limbs comes an 
  immense dragon-like beast. Its serpentine maw snaps angrily 
  at the end of a long, sinuous neck, and steam issues forth from 
  between its razor-sharp fangs. A powerful tail moves in rhythm 
  with the bobbing head, displaying a wicked set of spikes. Scores 
  of quills jut from the beast's flanks, bristling outward with 
  menacing intent.
  Peluda 
  CR 10
  XP 9,600
  NE Large dragon
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
  DEfEnSE
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 126 (11d12+55)
  fort +14, Ref +8, Will +11
  Defensive Abilities ferocity; DR 5/magic; Immune fire, 
  paralysis, and sleep; SR 21
  Weaknesses vulnerable tail
  OffEnSE
  Speed 30 ft., swim 30 ft.
  Melee bite +17 (1d8+10), tail slap +12 (3d6+10 plus poison 
  quills)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (50 ft. line, 6d6 fire damage, 
  Reflex DC 19 half, usable every 1d4 rounds), quill barrage
  STATISTICS
  Str 25, Dex 12, Con 21, Int 6, Wis 15, Cha 12
  Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
  feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Improved Initiative, Iron Will, Power Attack
  Skills Climb +11, Intimidate +15, Perception +16, Stealth +10, 
  Swim +29
  Languages Draconic
  ECOLOgy
  Environment temperate marshes and plains
  Organization solitary or pair
  Treasure double
  SPECIAL ABILITIES
  Quill Barrage (Ex) Three times per day, a peluda can bristle 
  its quills and violently shake, sending dozens of spear-like 
  barbs in all directions. All creatures with 15 feet of the peluda 
  take 6d6 points of piercing damage and risk being poisoned 
  (Reflex DC 20 halves the damage, though the victim still risks 
  being poisoned). The save DC is Constitution-based. 
  Poison Quills (Ex) A peluda’s back and tail are covered in sharp 
  black quills the length of shortspears. A creature struck 
  by a peluda’s tail slap or that strikes a peluda with a melee 
  weapon, an unarmed attack, or a natural weapon takes 1d6 
  points of piercing damage from the peluda’s quills and risks 
  being poisoned. Melee weapons with reach do not endanger 
  a user in this way. Any creature that grapples a peluda takes 
  3d6 points of piercing damage and risks being poisoned each 
  round the grapple persists.
   
  Peluda poison: Quill—injury; save Fort DC 20; frequency 
  1/round for 6 rounds; effect 1d4 Con damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Vulnerable Tail (Su) A peluda can be killed by severing its tail 
  from its body. Any attack that is not an attempt to sever its 
  tail affects the body, including area attacks or attacks that 
  cause piercing or bludgeoning damage. To sever the tail, 
  an opponent must make a sunder attempt with a slashing 
  weapon targeting the tail. The tail is considered a separate 
  weapon with hardness 5 and hit points equal to the peluda's 
  HD. To sever the tail, the opponent must inflict enough 
  damage on a single blow to reduce the tail's hit points 
  to 0 or less. A peluda can't attack with a severed tail and 
  thereafter automatically suffers 2d6 points of bleed damage 
  each round until it dies.
  Wild dragon-kin that stalk the savage places of the world, 
  peludas loathe all the weak, fragile creatures smaller than 
  themselves, especially the various arrogant breeds of 
  humanoids. Viewing themselves as true and regal dragons, 
  these brutes seek to dominate swampy or overgrown 
  territories but a few miles wide, driving off other 
  creatures and despoiling the land as they please. Often 
  their lands become littered with traces of their passage: 
  great footprints in muddy banks, felled trees, and rotted 
  corpses riddled with peludas’ lance-like quills. Although 
  most think themselves clever, peludas swiftly grow tired 
  of tactics and debate, and it often takes little more than the 
  suggestion of a trespasser to make them run amuck.
  Elder peludas often appear far bulkier than their bare 
  physical frames would suggest. As the majority of their 
  roughly serpentine bodies bristle with lengthy quills, 
  they look to be far stouter than they truly are with their 
  naked reptilian necks, tails, and feet sprouting from a 
  forest of deadly barbs. A typical 15-foot-long adult peluda 
  can raise its head up to 8 feet off the ground and weighs 
  approximately 300 pounds.
  ecology
  Peludas have a voracious appetite, gorging themselves 
  on all manner of beasts drawn to the rivers, marshlands, 
  and wild plains where they live. Much like a snake, these 
  creatures can unhinge their lower jaw to swallow larger 
  prey after pulverizing it with blows from their massive tail. 
  They prefer to do so, however, after roasting their meal 
  with their fiery breath. Peludas fear nothing smaller than 
  themselves and routinely bring down larger prey even at a 
  short distance with volleys of their poisonous quills. Their 
  dangerous hide also acts as a defense to ward off gigantic 
  predators like rocs or even true dragons, making peludas 
  an unappetizing—and poisonous—meal at best.
  
  Bestiary
  Bestiary
  87
  Although most peludas prefer the cool darkness of 
  reedy marshlands—especially sparsely forested bogs, 
  as their quills can make navigating dense overgrowth 
  frustrating—peludas 
  occasionally 
  venture 
  further 
  inland to enhance their diets, feeding on the livestock, 
  crops, and people of rural communities. They see these 
  excursions as nothing more than brief hunting sorties, 
  often with the opportunity to cruelly ruin the fragile 
  works of lesser creatures. 
  Peludas lay small clutches of eggs that never result in more 
  than two or three young at a time. Ensuring that such limited 
  numbers of offspring reach maturity presents a significant 
  challenge for these violent creatures, as just as many of these 
  young, bald peludas fall to the tempers of their parents as to 
  attacks from interlopers or other beasts. 
  HaBitat & society
  Peludas often lair in caves, either caverns half-submerged 
  in bogs or cool rents in the earth. While not exceptionally 
  intelligent compared to other dragons, peludas possess a 
  heightened survival instinct and a penchant for collecting 
  interesting shards of metal from tools, armor, and weapons 
  taken from their victims. They also swallow shiny coins, 
  gems, and jewelry, believing it helps strengthen their 
  quills and the potency of their fiery breath. 
  Occasionally a particularly cunning tribe of savage 
  humanoids—typically lizardfolk or orcs—finds a way to 
  assuage the temper of a peluda that lairs nearby, elevating 
  the creature to the status of a local liege or deity. Whether 
  the tribe believes in the dragon-kin’s lordly status varies 
  from community to community, though all pay the more 
  powerful creature deference and many provide offerings 
  of captives and wealth. Although peludas rarely have any 
  actual affection for such servants—and more than one 
  tribe has been scoured from the land in a random fit of 
  flaming temper—all revel in the submission of weaker 
  creatures and the gifts of gold and food they bring, as such 
  deeds act as a balm to their typically 
  fragile 
  draconic 
  egos. 
  As 
  nearly all peluda dwell on 
  the fact that they lack 
  the fearsomeness and 
  power of true dragons, 
  they do all they can to 
  exhibit their ferocity 
  and might. While the 
  destruction they cause and 
  the subservience of weaker 
  creatures indulges peludas’ fragile 
  delusions, any suggestion that they are not every 
  bit as mighty as their draconic peers—especially from 
  those they view as lesser creatures—throws them into a 
  rage few provokers can hope to survive.
  Peludas in Mythology
  The peluda myth originally appears in European lore from 
  medieval France. According to legend, Noah supposedly 
  denied this spine-covered “dragon” access to his ark prior 
  to the biblical flood which covered the world. The peluda 
  survived by hiding itself in a cave near the rising Huisne 
  River. Many years later, the beast resurfaced to devour 
  livestock, destroy crops with its scorching breath, and lay 
  waste to villages along the entire river valley.
  Described as nigh invulnerable, the peluda could breathe 
  fire like a typical dragon, slay a full-grown man with a single 
  blow from its tail, and fire quills from its body like arrows, 
  in addition to possessing a number of other death-dealing 
  abilities. Like many legendary creatures, however, the 
  peluda possessed a singular, crippling weakness—its tail. As 
  powerful a weapon as the dragon’s tail could be, once it was 
  severed by a local hero, the peluda quickly perished.
  
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  stygira
  Gaunt and parched, this crone-like figure moves with the 
  predatory jerkiness of a hunting vulture. Unnaturally tall and 
  lean, her form is all cracked flesh and stony crevices spanning a 
  wasteland of withered gray flesh. Shattered black teeth jut from 
  a chapped, lipless mouth that stretches beneath a high, scarred 
  brow devoid of nose or eyes.
  Stygira 
  CR 7
  XP 3,200
  LE Medium monstrous humanoid 
  Init +7; Senses blindsight 30 ft. (120 ft. with gem eye), scent, 
  true seeing with gem eye; Perception +23
  DEfEnSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 76 (8d10+32)
  fort +6, Ref +9, Will +14
  DR 10/adamantine; Immune gaze attacks, paralysis, 
  petrification; SR 18
  Weaknesses light blindness
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +11 (1d4+3 plus stone curse)
  Special Attacks gem gaze, stone curse
  STATISTICS
  Str 17, Dex 16, Con 18, Int 17, Wis 22, Cha 15
  Base Atk +8; CMB +11; CMD 24
  feats Alertness, Blind-Fight, Improved Initiative, Iron Will
  Skills Bluff +10, Knowledge (arcana) +11, Knowledge 
  (dungeoneering) +11, Knowledge (religion) +11,  
  Perception +23, Sense Motive +16, Spellcraft +11;  
  Racial Modifiers +4 Perception (with gemstone)
  Languages Cyclops, Giant, Terran
  SQ gem eye
  ECOLOgy
  Environment temperate hills and underground
  Organization solitary, pair, or mystery (3–7)
  Treasure standard (typically gemstones)
  SPECIAL ABILITIES
  gem Eye (Su) Stygiras possess a special connection with 
  gemstones. While holding or otherwise in contact with a 
  gemstone of at least the size of a human eye, a stygira can 
  see through the gemstone like a magical eye, viewing her 
  surroundings as if her blindsense extended to 120 feet and 
  she were under the effects of true seeing, which grants her a 
  +4 bonus on Perception checks.
  gem gaze (Su) Shaken for 1d4 rounds, 30 feet, Fortitude DC 
  16 negates. The save DC is Charisma-based. A stygira can 
  only make use of this ability while holding a gemstone.
  Light Blindness Despite their effective blindness, stygiras 
  remain sensitive to light. Abrupt exposure to bright light 
  blinds stygiras for 1 round; on subsequent rounds, they are 
  dazzled as long as they remain in the affected area.
  Stone Curse (Su) Any creature struck by a stygira’s claws 
  must make a DC 18 Will save or be affected by a curse that 
  gradually drains it of color, stiffens its joints, and finally 
  turns the victim to stone. This curse proves frighteningly 
  unpredictable, forcing another save against its effects every 
  1d3 hours. Any creature that is drained to 0 Dexterity or 
  fails three saves against the curse is permanently petrified. 
  Even if a creature is petrified and then restored to flesh, it is 
  still affected by the curse and is petrified again upon failing 
  its next save against the curse. A stone curse can only be 
  removed in one of two ways: by casting remove curse or 
  by spending a full hour in unobstructed natural sunlight. 
  Magical radiance like daylight does not affect a stone curse, 
  and remove curse does not return a petrified creature to 
  flesh. The save DC is Constitution-based.
  Stone curse: Claw—curse; save Will DC 18; frequency 
  1/1d3 hours; effect 1d6 Dex damage, failing 3 saves results in 
  petrification; cure casting remove curse or spending 1 hour 
  in natural sunlight
  Withered hermits wrapped in tattered black rags, these 
  scarred, eyeless crones slip through the dark crevasses 
  of both earth and time. Degenerate inheritors of the 
  half-remembered, collapsed cyclops civilizations, the 
  stygiras—or stone witches, as they are often called—
  command strange secrets of the earth and interpret 
  the fateful energies of the depths. Ages of communion 
  with the darkness and reliance upon alien magics have 
  corrupted the stygiras from the primitive human witches 
  their ancestors were countless ages ago, transforming 
  them into a terrifying, debased breed infused with 
  magics not their own. In many a savage land, these crones 
  were once or are still worshiped as seers and demigods, 
  weaving magic and communing with the earth to 
  manipulate their servants into obeying their selfish and 
  grotesque whims. In other realms, they haunt the night, 
  prowling from their caves to feed upon the unwary or 
  make alliances with those cruel and ambitious enough to 
  believe their perverse counsel. Yet for all their perverse 
  blasphemies and primitive desires, their powers to see 
  what none should and reduce life to brittle stone proves 
  enough to inspire dread and superstitious belief in nearly 
  all who hear of the harsh stone witches.
  Stygiras on average stand 6-1/2 feet tall and weigh 
  approximately 150 pounds.
  ecology
  It is said that the stygiras draw their power from stone 
  and from the darkness. Certainly they live their entire 
  lives in the dark, traveling through intricate, maze-like 
  caverns and the moonless sky with equal ease. They draw 
  their sustenance from the base things they scrape from the 
  earth—vermin, molds, lichens, and whatever fleshy things 
  
  Bestiary
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  89
  happen into their lairs. Although technically blind, 
  stygiras have almost supernaturally keen 
  hearing, taste, and touch, and so have no 
  need for sight. What remains of the eyes 
  that lurk as vestigial elements of their 
  anatomy hide beneath the scarred flesh 
  of their faces. While such 
  remnant organs typically 
  go unused, they can still 
  detect the presence of 
  light, an uncomfortable 
  sensation 
  that 
  all 
  stygiras take great pains 
  to avoid. Stygiras 
  can in fact travel 
  under the skies, 
  but they quickly 
  become agoraphobic 
  and retreat to the safety of shadowy 
  canyons or caves as soon as 
  possible. 
  They 
  avoid 
  the 
  sunlight hours, with most 
  willing to face death in the 
  darkness rather than take 
  their chances venturing into 
  the light.
  All stygiras are female; they 
  are capable of reproducing 
  with humanoids of nearly any 
  species  and always bearing 
  three or more withered—and 
  typically 
  stillborn—stygira 
  young. Yet stygiras make up for 
  their appallingly low live birth and 
  survival rates with unnaturally long 
  lifespans. None can say how long 
  stygiras who don’t meet their end by 
  Stygira Gems
  The cultic lore passed down from stygira to stygira tells 
  of the existence of rare gems of might that grant special 
  powers to the stone witch who bears them. In rare cases, 
  stygiras have been encountered clutching ancient and 
  frighteningly sculpted stones exhibiting weird powers; in 
  even more extraordinary cases, they have borne a veritable 
  arsenal of crystals. While all gemstones of significant size 
  allow a stygira to make use of her gem eye and gem gaze 
  abilities, a few rare gems alter the crones’ gaze abilities. 
  These added abilities do not increase a stygira’s CR. 
  The adjacent list of stones and abilities merely represent 
  those few stones whose use has been documented after 
  encounters with stygiras, and it is likely not all-inclusive. 
  These effects function only for stygiras. Except where 
  noted, new effects replace an ability’s typical effect. Treat a 
  stygira as an 8th-level caster for effects granting spell-like 
  abilities. Also listed are the common values of crude, eye-
  sized gems of the following types. 
  Sample Stygira Gems
  gem 
  Typical Value 
  Effect
  Beryl 
  25 gp 
  Gem gaze causes the   
    
   
  sickened condition.
  Diamond  1,500 gp 
  Gem gaze causes a charm  
    
   
  monster effect that lasts for  
    
   
  1 hour.
  Jade 
  50 gp 
  Cast poison as a spell-like  
    
   
  ability 3/day.
  Opal 
  100 gp 
  Cast stone shape as a spell- 
    
   
  like ability 3/day.
  Painite 
  1,750 gp 
  Erupts in a 8d6 fireball  
    
   
  dealing acid damage if  
    
   
  thrown.
  violence 
  might 
  live, 
  but instances of stone 
  witches living for 3 or 
  more centuries are well 
  documented.
  HaBitat & society
  Stygiras 
  most 
  commonly 
  occupy 
  lands 
  near 
  the 
  phenomenally 
  ancient 
  tombs and monuments 
  of the cyclops empires. 
  While 
  some 
  of 
  the 
  crazed 
  witches 
  make 
  the 
  impossible 
  claim 
  that all stygira are the 
  surviving mortal apprentices 
  of primordial cyclops seers, 
  saner minds posit that the 
  predecessors of these crones 
  were primitive human 
  shamans and mystics 
  who managed to tap 
  into a degree of 
  the fallen empires’ 
  powers. Whatever the case, 
  the 
  connection 
  between 
  stygiras and the ancient 
  cyclopes lingers in their 
  shared language and the mad 
  scrawls covering many of these 
  hags’ lairs.
  
  90
  Part 3 
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  Part 3 
  of 6
  Harsk
  CHARACTER TRAITS
  CLASS/LEVEL 
  Ranger 7
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +3
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  14
  DEXTERITY 
  16
  CONSTITUTION 
  15
  INTELLIGENCE 
  10
  WISDOM 
  14
  CHARISMA 
  6
  DEFENSE
  HP 63
  AC 19, touch 13, flat-footed 13 (+5 armor, +3 
  Dex, +1 natural)
  Fort +9, Ref +10, Will +8; +2 vs. poison, spells, 
  and spell-like abilities
  Senses darkvision 60 ft.
  OFFENSE
  Melee +1 greataxe +10/+5 (1d12+4/×3)
  Ranged +1 heavy crossbow +8 (1d10+1/19–20)
  Base Atk +7; CMB +9; CMD 22 (26 vs. bull 
  rush and trip)
  Special Abilities favored enemy (fey +2), 
  favored enemy (humanoid [giant] +4), 
  favored terrain (mountains +2), hunter’s 
  bond (companions), track +3, wild empathy 
  +5, woodland stride
  Spells Prepared (CL 4th, Concentration +5)
  2nd—barkskin
  1st—entangle (DC 13), resist energy
  SKILLS
  Handle Animal +8, Heal +12, Knowledge 
  (geography) +10, Knowledge (nature) +10, 
  Perception +12, Stealth +13, Survival +12
  FEATS
  Endurance, Far Shot, Improved Precise Shot, 
  Iron Will, Precise Shot, Point Blank Shot, 
  Rapid Reload (heavy crossbow)
  Combat Gear potion of cure moderate wounds (3), potion of pass without trace (2), screaming bolts 
  (4), antitoxin, smokestick, tanglefoot bag; Other Gear +2 studded leather armor, +1 greataxe, +1 
  heavy crossbow with 30 bolts, amulet of natural armor +1, cloak of resistance +2, backpack, rations 
  (4), signal whistle, teapot, 306 gp
  Harsk is, in many ways, not your standard dwarf, yet 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 7
  ALIGNMENT 
  Chaotic Neutral
  INITIATIVE 
  +1
  SPEED 
  30 ft.
  ABILITIES
  STRENGTH 
  18
  DEXTERITY 
  13
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 79
  AC 19, touch 13, flat-footed 13 (+6 armor, +2 
  deflection, +1 Dex)
  Fort +10, Ref +5, Will +5
  DR 1/—
  OFFENSE
  Melee +1 Large bastard sword +11/+6 
  (2d8+7/19–20)
  Ranged mwk longbow +9/+3 (1d8/×3)
  Base Atk +7; CMB +11; CMD 24
  Special Abilities damage reduction 1/–, fast 
  movement, improved uncanny dodge, 
  knockback, rage 25 rds/day, renewed vigor, 
  strength surge, trap sense +2
  SKILLS
  Acrobatics +9, Climb +12, Intimidate +9, 
  Perception +11, Survival +11
  FEATS
  Exotic Weapon Proficiency (bastard sword), 
  Extra Rage, Improved Bull Rush, Power Attack, 
  Weapon Focus (bastard sword)
  Combat Gear potion of cure moderate wounds; Gear +2 hide armor, +1 Large bastard sword, 
  mwk longbow with 20 arrows, javelins (2), spiked gauntlet, throwing axe, belt of mighty 
  constitution +2, cloak of resistance +2, ring of protection +2, 160 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 7
  ALIGNMENT 
  Neutral
  INITIATIVE 
  +1
  SPEED 
  20 ft.
  ABILITIES
  STRENGTH 
  6
  DEXTERITY 
  12
  CONSTITUTION 
  16
  INTELLIGENCE 
  10
  WISDOM 
  18
  CHARISMA 
  15
  DEFENSE
  HP 56
  AC 17, touch 13, flat-footed 16 (+4 armor, +1 
  deflection, +1 Dex, +1 size)
  Fort +9, Ref +6, Will +10; +2 vs. illusion
  Senses low-light vision
  Defensive Abilities resist nature’s lure
  OFFENSE
  Melee +1 sickle +5  (1d4–1)
  Ranged sling +7 (1d3–2)
  Base Atk +5; CMB +2; CMD 14
  Special Abilities nature bond (animal), nature 
  sense, trackless step, wild empathy +9, wild 
  shape 3/day, woodland stride
  Spell-Like Abilities (CL 7th; concentration +11)
  1/day—dancing lights, ghost sound (DC 12), 
  prestidigitation, speak with animals
  Spells Prepared (CL 7th; concentration +11)
  4th—dispel magic, ice storm
  3rd—daylight, neutralize poison, remove disease
  2nd—bull’s strength, barkskin, flaming sphere 
  (DC 16), spider climb
  1st—cure light wounds, entangle (2; DC 15), speak 
  w/animals (2)
  0—detect magic, know direction, light, stabilize
  Animal Companion small cat named Droogami
  SKILLS
  Handle Animal +14, Heal +14, Knowledge 
  (nature) +12, Perception +16, Spellcraft +10
  FEATS
  Augment Summoning, Lightning Reflexes, 
  Natural Spell, Spell Focus (conjuration)
  Combat Gear wand of cure moderate wounds (32 charges), wand of produce flame (43 charges), 
  scroll of call lightning (2); Other Gear +2 leather armor, +1 sickle, sling with 10 bullets, cloak 
  of resistance +1, druid’s vestments, headband of inspired Wisdom +2, ring of protection +1, belt 
  pouch, mistletoe, spell component pouch, sunrods (2), collection of de-barked sticks, 134 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. 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 7
  ALIGNMENT 
  Lawful Neutral
  INITIATIVE 
  +3
  SPEED 
  50 ft.
  ABILITIES
  STRENGTH 
  15
  DEXTERITY 
  16
  CONSTITUTION 
  14
  INTELLIGENCE 
  10
  WISDOM 
  12
  CHARISMA 
  8
  DEFENSE
  HP 56
  AC 20, touch 17, flat-footed 16 (+3 armor, +1 de-
  flection, +3 Dex, +1 dodge, +1 monk, +1 Wis)
  Fort +9, Ref +10, Will +8; +2 vs enchantment
  Defensive Abilities evasion, slow fall 30 ft.
  OFFENSE
  Melee unarmed strike +7 (1d8+2) or flurry of 
  blows +7/+7/+2 (1d8+2) or +2 temple sword 
  +9 (1d8+5)
  Base Atk +5; CMB +9; CMD 24
  Special Abilities high jump, ki pool (3; magic), 
  purity of body, stunning fist (4/day, DC 14; 
  fatigued), wholeness of body
  SKILLS
  Acrobatics +13, Climb +12, Perception +11, 
  Sense Motive +11, Stealth +13
  FEATS
  Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Grapple, Improved Unarmed Strike, 
  Mobility, Scorpion Style, Snatch Arrow, Spring 
  Attack, Stunning Fist
  Combat Gear potion of cure moderate wounds; Gear +2 temple sword, bracers of armor +3, cloak 
  of resistance +2, ring of protection +1, wooden holy symbol, belt pouch, 185 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
  Blood for Blood
  by Neil Spicer
  With the bandits defeated and ancient undead wizards 
  put down, the Stolen Lands’ newest kingdom is rising 
  quickly to glory. Yet the growing power in the east has 
  not gone unnoticed by those who seek to claim the west—
  be they boggard, bandit, or barbarian, jealous eyes look 
  east and draw their plans against the PCs, eager to trade 
  blood for blood in the relentless race to rule. Is the PCs’ 
  fledgling kingdom ready to defend itself in war? 
  Ecology of thE Boggard
  by Todd Stewart
  They hop and croak and eat strange dragonflies by the 
  leering light of the moon. They caper and feud in the 
  deepest swamps, offer blood sacrifice to their demon 
  goddess Gogunta, and plot dire ends against their 
  drylander enemies. Yet this but scratches the slimy surface 
  of boggard society—find out the truth in this unflinching 
  look at the self-styled kings of the bog! 
  trEasurEs of thE stolEn lands
  by Brian Cortijo
  The roads of empires, the expeditions of explorers, and the 
  escape routes of bandits, all cross in the River Kingdoms 
  region known as the Stolen Lands. Discover some of the most 
  wondrous treasures known to be lost in that untamed realm.
  and MorE!
  Ollix and Phargas discover the perils of riverboat gambling 
  in the Pathfinder’s Journal, and eerie aquatic denizens 
  rise from the rivers in a new Pathfinder Bestiary.
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  Source: Local aristocrat Edrist Hanvaki
  Task: Edrist worries about his brother, Tomin, who 
  recently traveled to Varnhold to seal a deal with 
  that village’s gemcutter. Tomin’s been missing for 
  days, and Edrist has promised a reward for news 
  of his brother’s fate, or at the very least, the 
  return of his brother’s mother-of-pearl brooch.
  Completion: Learn of Tomin’s fate and report the 
  discovery to Edrist.
  Reward: Edrist is prepared to award those who bring 
  him the news he seeks a payment of 3,000 gp.
  Source: Jamery Gorbasken, local chef
  Task: Jamery is well known for his strange food 
  obsessions. His latest is a desire to cook an 
  enormous omelet from a single roc’s egg. If 
  someone can deliver such an egg to him, he’ll 
  organize a huge omelet-cooking competition!
  Completion: Deliver one (undamaged) roc egg.
  Reward: Not only is the omelet-cooking competition a 
  huge success, but the excitement involved results 
  in a surge of money into the kingdom, increasing the 
  kingdom’s treasury by 6 Build Points.
  Source: Jemanda Orlashen
  Task: A representative of Oppara’s Kitharodian Academy 
  has come to the Stolen Lands seeking one of that 
  institution’s professors, a man named Ervil Pendrod. 
  It seems Ervil recently traveled to Varnhold, 
  following up some obscure clue about ancient Iobaria, 
  but he didn’t actually arrange for a leave of absence.
  Completion: Find Ervil and convince him to return to his 
  job in Oppara.
  Reward: Jemanda will reward whoever finds the missing 
  professor with a fully charged wand of find traps. 
  Source: Tamerak Elenark
  Task: Traveling scholar Tamerak Elenark has come to the 
  Stolen Lands seeking clues into the history of ancient 
  Iobarian culture. He’s promised a magic circlet to 
  anyone who can find new information for him.
  Completion: Search the ruins in the Nomen Heights for 
  surviving clues about Iobarian culture, particularly 
  relating to the ancient cyclops tribes.
  Reward: The magic circlet is in fact a headband of 
  inspired wisdom +2.
  a MiSSing brother
  the oMelet king
  a MiSSing profeSSor
  forgotten hiStory
  
  Vanished Without a Trace
  paizo.com/pathfinder
  Printed in China. PZO9033
  T
  he Stolen Lands consume many wanderers—the perils of its rugged 
  wildernesses and hidden mysteries prey upon even the wariest of 
  travelers. Founded upon one of the most savage frontiers, the colony of 
  Varnhold defied the many dangers of this harsh region. At least, it did until all 
  the residents of the fledgling community completely disappeared. Now it falls 
  to the PCs to discover what became of their eastern neighbor, a secret steeped in 
  generations-old hatreds and the mysteries of an empire long crumbled to dust. 
  Can they uncover the terrible secret behind this shocking disappearance before 
  the same calamity befalls their own land?
  This volume of Pathfinder Adventure Path includes: 
  ► “The Varnhold Vanishing,” a Pathfinder RPG adventure for 7th-level 
  characters, by Greg A. Vaughan.
  ►  A gazetteer of Iobaria, frigid land of savagery and fallen empires, 
   
  by Steven Schend. 
  ► Six new sites of adventure and mystery to expand your Kingmaker campaign, 
  by Ed Greenwood.
  ► A new Pathfinder’s Journal in which Pathfinder Ollix Kaddar and Phargas 
  discover the price of gallantry, by J. C. Hay.
  ► Five new monsters, by Ed Greenwood, Colin McComb, F. Wesley Schneider, 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF031-036 - KingMaker/Kingmaker - 03 - The Varnhold Vanishing.pdf