TEXT: A PATHFINDER RPG ADVENTURE FOR LEVEL 11 
  BY NICOLAS LOGUE
  
  S
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C. BLOOD RISE ROCK
  D. OBLIVION CITADEL
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  This product 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.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
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  Printed in China.
  Table of ConTenTs
  Introduction	
  2
  Chapter	1:	In	the	Jackal’s	Shadow	
  4
  The heroes arrive in the desert oasis town of Dimayen only to find panic 
  and confusion as a strange curse—the Feast of Dust—ravages the city. They 
  investigate, discovering that the town’s leadership have secluded themselves 
  in their compound with the only experts who may be able to help.
  Chapter	2:	Oblivion	and	Sand	
  26
  The heroes set out into the Meraz Desert to recover the three remaining Oblivion 
  Keys—evil artifacts that can slay the resurrected demigod and architect of the 
  curse, the Jackal Prince.
  Chapter	3:	Flesh	for	the	Famine	Prince	
  44
  Armed with the Oblivion Keys, the heroes finally approach the Jackal Prince’s tower 
  and face his army of undead and daemons in a final battle to save the Meraz 
  Desert—and the world—from the harbinger before he restores his divine form.
  Appendix	1:	Dimayen	
  58
  Appendix	2:	New	Monsters	
  61
  Illustrator Michal Ivan brings to 
  life the daring battle between the 
  meladaemon Reched and the heroic 
  duo of Kyra and Zadim.
  Paizo Inc.
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  RefeRenCe
  This book refers to several other Pathfinder Roleplaying Game products using the following 
  abbreviations, though these additional supplements are not required to make use of this book. 
  Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of 
  these books available online for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Advanced Class Guide 
  ACG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Monster Codex 
  MC
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  ON THE COVER
  Author	• Nicolas Logue
  Cover	Artist • Michal Ivan
  Interior	Artists	• Ertaç Altınöz, Rogier van de Beek, 
  Tomasz Chistowski, Firat Solhan, and Nemanja Stankovic
  Cartographer • Robert Lazzaretti
  Creative	Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Executive	Editor • James L. Sutter
  Development	Leads • Adam Daigle and Crystal Frasier
  Senior	Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, Mark Moreland, 
  and Owen K.C. Stephens
  Assistant	Developers • Crystal Frasier, Amanda Hamon Kunz, 
  and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Joe Homes and Jason Keeley
  Lead	Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, and 
  Mark Seifter
  Managing	Art	Director • Sarah E. Robinson
  Senior	Art	Director • Andrew Vallas
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  11
  12
  13
  14
  ADVANCEMENT TRACK
  Feast of Dust is designed for four characters and uses the 
  medium XP track.
  ADVENTURE SUMMARY
  I
  n Feast of Dust, the heroes come across the isolated 
  desert town of Dimayen, which is in the grip of a 
  strange, supernatural plague. Upon investigating, they 
  discover the handiwork of the Jackal Prince of Famine—a 
  powerful daemon harbinger defeated and imprisoned 
  millennia ago. Now returned to Golarion in a mortal 
  host, the Jackal Prince is gathering his power. To bind him 
  once more, the PCs must race to forgotten corners of the 
  desert to recover three evil artifacts capable of sealing this 
  ancient terror away once again. Their journeys eventually 
  take them to the Sunbleached Tower, where a rend in the 
  fabric of reality connects the Jackal Prince—and all of 
  Golarion—to the nightmare realm of Abaddon.
  The PCs begin the adventure at 11th level.
  When they depart Dimayen to seek the Oblivion Keys, the 
  PCs should be 12th level. 
  By the time they approach the Sunbleached Tower, the 
  PCs should be 13th level.
  The PCs should be 14th level at the end of the 
  adventure, after defeating the Jackal Prince and closing 
  his portal to Abaddon.
  
  Dimayen
  ShaDun
  Lethe SpringS
  BLooD riSe rock
  QADIRA
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  ADVENTURE BACKGROUND
  The vast Meraz Desert in southern Qadira hides a glorious 
  lost history—and forgotten evils. The endless desert was 
  once a magnificent, fertile savanna teeming with life. 
  Great city-states and prosperous nomad tribes sprang 
  up in this lush land of plenty at the dawn of the Age of 
  Destiny. Blessed with riches and resources, the savanna 
  and its inhabitants could have grown to dominate human 
  culture centuries before the rise of Qadira or Taldor.
  Then came the four Heralds of Dust: the Jackal Prince 
  of Famine, the Rat Princess of Plague, the Raven Princess 
  of Death, and the Vulture Prince of War. Some legends 
  describe the Heralds of Dust as exceptionally loathsome 
  beasts that the Four Horsemen of the Apocalypse uplifted 
  to harbinger status to serve as their tools of destruction. 
  Others claim that they were evil mortal siblings the gods 
  cast into the dust for their unspeakable crimes. The 
  heralds’ true names are lost to history. 
  Regardless of the heralds’ origins, their cults spread as 
  silently as a plague and as ruthlessly as war throughout 
  the region. Their faithful grew steadily more powerful 
  as their enemies withered and fell from the four great 
  blights they wielded: the Breath of Dust, the Plague of 
  Dust, the Blood of Dust, and the Feast of Dust. By the 
  time the siblings pierced the veil between the Material 
  Plane and Abaddon—bringing daemonic armies and the 
  odious Black Tower to Golarion—the people of the Meraz 
  were already falling into chaos. In the century of wicked 
  glory that followed, the savanna turned to dust and sand; 
  verdant forests and lush fields withered into bone-white 
  trees and endless dunes. With the heralds’ devastation 
  spreading like wildfire, all bowed in fear, and the heralds 
  gorged themselves on the souls of thousands.
  Eventually, the people of the Meraz pushed back. Great 
  scholars and priests, backed by fearless janni warriors, 
  assaulted the Black Tower and slew the demigods. 
  But daemons’ evil flows from the mortal soul; though 
  defeated, the four heralds festered within the mortals 
  they had corrupted, and their hoarded power remained. 
  To combat this influence, an alliance of heroes captured 
  the daemonic harbingers’ essences in four items of power, 
  imprisoning their evil and preventing their malevolence 
  from overwhelming any of the remaining mortals who 
  had stood against them. Knowing the greatness of the 
  burden, the scant few dozen survivors swore to stand 
  sentinel over the artifacts—called the Oblivion Keys—and 
  one another, to prevent the Heralds of Dust from ever 
  returning to resume the destruction they once wrought.
  These Sentinels of Meraz, as they named themselves, 
  developed elaborate training regimens to strengthen their 
  martial skills against would-be thieves, and to strengthen 
  their minds against the influence of the Oblivion Keys. 
  Their remote desert citadel eventually grew into the 
  thriving city of Shadun. For a time the people of the Meraz 
  knew peace again. But the influence of the Oblivion Keys 
  still drew misfortune to their wealthy community. When 
  the twin volcanoes of Zhonar and Zhobl erupted and 
  buried Shadun, the Sentinels escaped with three of the 
  four artifacts in tow. These keys were called the Calabash 
  of Last Draughts, the Shroud of Flies, and the Ravenous 
  Blade. The fourth key, the Handflower of Genocide, they left 
  entombed with guardians in the buried city.
  Bandits quickly set upon the caravan carrying the 
  Calabash of Last Draughts, though the criminals just as 
  quickly succumbed to the bottle’s curse. Left upturned for 
  centuries, the calabash’s memory-altering waters seeped 
  into the ground, creating a cursed hot spring from which 
  few intruders return.
  Meanwhile, the Sentinels carried the Shroud of Flies 
  south to a rocky outcropping in the foothills of the Zho 
  Mountains. Here, they carved a hidden vault and cloaked 
  it with powerful magic. While the shroud’s influence 
  attracted plague cultists and Lamashtans to the site over 
  the centuries, none ever discovered its hidden treasure.
  Only the Ravenous Blade remained mobile, traveling 
  across Qadira as it traded hands among the Sentinels 
  of the Meraz. Twenty years ago, it came to the farming 
  community of Dimayen under the protection of local 
  bookseller, scholar, and Sentinel Sayid Aaban, when he 
  moved to Dimayen along with his shiftless son, Dehlvat.
  Recently, though, something has gone horribly wrong. 
  Jackals now walk the dunes with purpose, dropping 
  cursed shards of cracked and bleached bones at the feet 
  of unfortunate souls across the Meraz. Those chosen 
  by the beasts lose themselves to gnawing hunger and 
  madness, eventually stumbling into the desert to answer 
  some silent call that promises to sate their need. It 
  seems that the Feast of Dust has returned, and with it 
  the Jackal Prince.
  WHERE ON GOLARION?
  Pathfinder Module: Feast of Dust takes place in the town 
  of Dimayen and the surrounding Meraz Desert in southern 
  Qadira. More on Qadira can be found in Pathfinder Campaign 
  Setting: The Inner Sea World Guide and Pathfinder Player 
  Companion: Qadira, Gateway to the East.
  3
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  F
  or nearly 2 decades now, the isolated town of 
  Dimayen has experienced hardship and hunger. 
  Initially, a series of accidents collapsed its 
  irrigation system, the lifeline of the region’s farmers. 
  Afterward, ravenous ankhegs moved in after fleeing some 
  unknown threat in the desert; they quickly made meals of 
  the town’s livestock and preyed on careless travelers. But 
  the town’s newest problems arrived 3 months ago with the 
  traveling swindler and treasure-hunter Ibhris Akpahl.
  Ibhris quickly earned a poor reputation when he drunkenly 
  clashed with the priests of the local Sarenite temple over 
  healing expenses. Still, he managed to endear himself to 
  Dehlvat Aaban, son of the city’s only Sentinel of Meraz, Sayid 
  Aaban. Dehlvat shared none of his father’s interest in what 
  he called musty old scrolls and foolish superstitions. One 
  evening, while more than a little inebriated and eager to 
  impress his exciting new companion, Dehlvat bragged to 
  Ibhris about his father’s desert artifacts. Ibhris saw profit 
  on the horizon and cultivated a close friendship with the 
  young man. He eventually convinced the gullible youth that 
  his father’s collection must be worth a king’s ransom. After 
  a particularly bitter argument with Sayid, Dehlvat stole his 
  father’s research and the Ravenous Blade and fled into the 
  desert with the con artist.
  When Dehlvat broke the seals on the Ravenous Blade, 
  everything that remained of the Jackal Prince of Famine 
  rushed into him, feasting on his greedy young soul and 
  restoring the harbinger’s mind in the unfortunate mortal’s 
  body. The Jackal Prince abandoned Ibhris in the desert 
  and returned to his Black Tower—now nothing but a 
  IN THE JACKAL’S SHADOW
  CHAPTER 1
  4
  
  weathered foundation lost amid the endless sea of dunes—
  and discovered that his planar breach to Abaddon, torn 
  open millennia ago, still remained as a thin veil between 
  worlds. When the Jackal Prince’s plea to Trelmarixian, the 
  Horseman of Famine, to restore his grand, horrible form, 
  was met with only silence, he instead clawed into the sand 
  and uncovered the shattered, sun-bleached skeleton of his 
  former body. Within it was the faintest trace of his once-
  mighty blight: the Feast of Dust. Calling on the 
  canids of the desert, the Jackal Prince dispersed 
  his bones and the curse they carry across the 
  Meraz, enslaving the hungry and drawing them 
  to him. Their souls serve as sacrifices to buy 
  Trelmarixian’s favor, and their bones now form 
  the walls of his newly constructed Sunbleached 
  Tower, which reaches ever closer to Abaddon, 
  where throngs of daemonic servants stand 
  ready to pour out and consume the world.
  The Jackal Prince’s machinations have 
  already claimed a dozen nomadic 
  tribes, and now the Feast of 
  Dust besets Dimayen as well. 
  Wild jackals walk the streets 
  unmolested, for every citizen 
  fears that drawing their attention will 
  cause the beasts to drop an inscribed bone at her feet, 
  and hundreds of citizens now fight the esurient rage the 
  Feast of Dust instills. As panic builds, the city’s ruling 
  family, the Whitewater clan, has begun collecting anyone 
  with knowledge of magic or healing spells and securing 
  them behind the walls of the family’s lavish compound. 
  Rumors run wild that even the wealthy elite of Dimayen 
  have fallen victim to this ancient blight.
  GETTING STARTED
  As Feast of Dust opens, the PCs approach the town of 
  Dimayen, a farming community deep in the Meraz Desert. 
  A local oasis sustains the town, as does a disaster-ridden 
  series of irrigation channels. The PCs may be visiting as a 
  stopover on their way to a much larger Qadiran outpost, 
  or deliberately journeying to Dimayen to consult with 
  an expert or old friend. Sayid Aaban of the Fabled and 
  Forgotten bookstore may even be a scholarly acquaintance, 
  or the PCs may be responding to a request for help from 
  the Sarenite priest Arakor Shonar, who runs the Shrine 
  of Overflowing Joys (see page 10). Alternatively, the PCs 
  may already be members of the Sentinels of Meraz (see 
  the sidebar), dispatched from Katheer to investigate the 
  strange occurrences in the southern desert.
  Regardless of their reasons for coming to Dimayen, the 
  PCs should see evidence of the Feast of Dust long before 
  they arrive: abandoned caravans with no trace of their 
  travelers save for a few gnawed bones, starving vultures 
  fighting over human remains half buried in the sand, 
  or unusually aggressive infestations of desert parasites. 
  By the time the PCs reach the outskirts of Dimayen and 
  the Long Whisker mercenary camp, they should already 
  suspect that something unnatural plagues the area.
  The two major encounter locations within Dimayen, the 
  Whitewater compound (see page 16) and the Fabled and 
  Forgotten bookstore (see page 11), as well as various minor 
  encounters, can be approached in any order, allowing the 
  PCs to investigate as they see fit. Allow the PCs to attempt 
  Knowledge (geography) or Knowledge (local) checks to see 
  how much they know about Dimayen and its current plight 
  (see Appendix 1 on page 58). Once the players are ready, run 
  the first encounter to begin the adventure.
  THE SENTINELS OF MERAZ
  This small secret society dates back thousands of years, 
  when the scattered peoples of the Meraz Desert rose up 
  against the daemonic heralds despoiling their land. Unable 
  to permanently slay the four Heralds of Dust, these heroes 
  trapped them within four artifacts the defenders 
  collectively dubbed the Oblivion Keys. The heroes 
  who survived the ordeal formed the Sentinels of 
  Meraz, a cabal of warriors and scholars 
  that protects the Oblivion Keys and 
  stands ever vigilant against daemonic 
  influence in the mortal world.
  Today, the Sentinels are a waning force. 
  Once counting thousands of agents among 
  their forces, they now number only a few dozen 
  sages, monks, and explorers who supplement 
  their dwindling ranks by enticing 
  mercenaries with promises of 
  treasure and glory. Daemons 
  still recognize the order’s distinctive 
  mark—an eye-capped watchtower crossed by 
  a scimitar—even if most mortals have forgotten the 
  wound the order once dealt to the daemonic hordes.
  WATCHTOWER TATTOO
  PRICE
  9,500 GP
  SLOT —
  CL 8th
  WEIGHT —
  AURA moderate abjuration
  A watchtower tattoo must be applied to the back of a 
  hand. Once applied, it provides a +4 resistance bonus 
  against the spells and spell-like abilities of daemons, 
  and the bearer cannot be possessed by daemons using 
  magic jar or similar effects.
  Daemons immediately recognize any bearer of this 
  tattoo as an enemy, even if the mark is covered or 
  disguised. This revulsion may trigger strange reactions 
  in daemonic magic or artifacts.
  CONSTRUCTION REQUIREMENTS
  COST 4,750 GP
  Inscribe Magical Tattoo, protection from evil
  5
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  KHAZAT KARELEM
  THE FEAST OF DUST
  The Jackal Prince created the devastating curse known as 
  the Feast of Dust to lure people into the desert so he can 
  harvest their bones for his tower and their souls to bolster 
  his power.
  A creature that has a cursed bone sigil delivered to it 
  must immediately succeed at a DC 22 Fortitude save or 
  be afflicted with the curse. Other creatures that have not 
  eaten for 24 hours and are within 100 feet of a creature 
  afflicted with the Feast of Dust must succeed at a DC 22 
  Fortitude save or be afflicted with the curse.
  FEAST OF DUST
  Type curse; Save Fort DC 22
  Effect Affected creatures can’t eat and are immediately 
  fatigued. They regurgitate any food consumed, believing 
  that the food is nothing but ashes, dust, and rot. They 
  remain ravenously hungry for the duration of the curse. 
  24 hours after the effects of this curse manifest—and 
  every 24 hours thereafter—the afflicted creature takes 
  2d6 points of nonlethal damage from starvation. As long 
  as the curse persists, the nonlethal damage does not heal 
  naturally. Like normal starvation damage, nonlethal 
  damage incurred in this way cannot be 
  healed with magical healing.
  Any creature afflicted with the 
  Feast of Dust that takes nonlethal 
  damage from starvation equal 
  to 1/2 its maximum hit points loses 
  the fatigued condition and gains a +4 
  profane bonus to Strength and a 10-foot 
  bonus to its speed. In addition, it takes a 
  –4 penalty to its Intelligence, Wisdom, 
  and Charisma scores, and gains a bite 
  attack that deals damage according 
  to its size (1d4 if Medium, 1d3 if 
  Small). Finally, any creature so 
  afflicted is compelled to travel 
  toward the Sunbleached Tower; 
  it instinctively knows the 
  tower’s location.
  An afflicted creature 
  that dies from starvation 
  rises in 1 hour as a 
  ghoul and maintains 
  its compulsion to venture to the 
  Sunbleached Tower. Some particularly 
  powerful or evil creatures that die of 
  starvation instead rise as dread ghouls.
  Cure The Feast of Dust can be removed 
  only via limited wish, miracle, or wish. 
  Break enchantment removes the effects 
  of the curse for 1 day; remove curse has 
  no effect on the Feast of Dust. Magically 
  created food (such as food created 
  via create food and water, goodberry, or heroes’ feast) 
  offers some relief, though it still tastes disgusting to the 
  afflicted. Consuming magically created food provides a 
  cursed creature almost no true nutrition, but halves all 
  starvation damage the creature takes for a number of 
  days equal to the spell’s level.
  Killing the Jackal Prince, sealing his spirit back 
  within the Ravenous Blade, or removing him from the 
  Sunbleached Tower for at least 24 hours removes the 
  curse from all afflicted creatures.
  THE MAD MERCENARY (CR 10)
  Among miles of rolling desert and sunbaked, 
  abandoned farms, the ramshackle outskirts 
  of Dimayen rise from the sands. More a 
  network of camps than an actual settlement, 
  the so-called Third Circle is an ever-shifting 
  sea of tents erected by nomads, traders, and 
  mercenaries stopping in town to resupply. Wild 
  jackals wander the streets, and citizens give the 
  creatures a wide berth. 
  A scuffle erupts amid a mercenary camp 
  a mere fifty feet away. A goateed man in 
  armor and officer’s stripes struggles as three 
  mercenaries fight to restrain him. A fourth 
  pleads, “Captain, please control yourself!” The 
  struggling man tosses two of his captors aside 
  and sinks his teeth into the third’s neck, and 
  the young soldier falls away holding the 
  gushing wound. Blood-soaked and 
  wild-eyed, the captain charges the one 
  soldier left standing.
  Khazat Karelem—captain of the Long 
  Whisker Company—recently awoke to 
  find a shard of yellowed bone by his bedroll 
  and a jackal sitting at the entry to his grand 
  tent. After fighting the ravages of the Feast of 
  Dust, he has finally succumbed to insatiable 
  hunger and become lost in madness. His loyal 
  troops hope to restrain the captain before he 
  hurts anyone else. The captain’s current target 
  is Salazeh, his lieutenant and closest friend, and 
  unless the PCs intervene, Karelem beats Salazeh 
  to death over the next 3 rounds, tears chunks from 
  her flesh, and finally begins vomiting and fleeing 
  into the desert after 1 minute.
  Creatures: Captain Karelem is too lost in the 
  curse to be reasoned with and attacks anyone 
  who approaches. To stop his rampage, the PCs must 
  physically restrain him or knock him unconscious.
  The Long Whisker mercenaries respect their leader, 
  even if he has lost his mind. If the PCs restrain him 
  without permanent injury, they earn the mercenaries’ 
  6
  
  favor, and you can have them come to the party’s rescue 
  later in the adventure if the Jackal Prince’s forces 
  overwhelm the heroes. If the PCs slay Captain Karelem, 
  they must succeed at a DC 27 Diplomacy check or be set 
  upon by six enraged Long Whisker mercenaries looking 
  to avenge their fallen leader.
  KHAZAT KARELEM 
  CR 10
  XP 9,600
  Male human fighter 11
  LN Medium humanoid (human)
  Init +1; Senses Perception +4
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+8 armor, +1 Dex, +1 dodge)
  hp 109 (11d10+44) (56 points of nonlethal damage)
  Fort +10, Ref +4, Will +3 (+3 vs. fear)
  Defensive Abilities bravery +3
  OFFENSE
  Speed 40 ft.
  Melee +2 halberd +22/+17/+12 (1d10+13/×3), bite +16 
  (1d4+7) or
  dagger of repose +17/+12/+7 (1d4+8/×3), bite +16 (1d4+7)
  Special Attacks weapon training (polearms +2, light blades +1)
  STATISTICS
  Str 21, Dex 13, Con 16, Int 4, Wis 6, Cha 8
  Base Atk +11; CMB +16 (+20 grapple, +18 sunder); CMD 28 
  (30 vs. grapple, 30 vs. sunder)
  Feats Combat Reflexes, Deflect Arrows, Dodge, Greater 
  Grapple, Greater Weapon Focus (halberd), Improved 
  Grapple, Improved Sunder, Improved Unarmed Strike, Iron 
  Will, Mobility, Power Attack, Weapon Focus (halberd), 
  Weapon Specialization (halberd)
  Skills Diplomacy +6, Intimidate +8, Perception +4, Sense 
  Motive +1
  Languages Common
  SQ armor training 3
  Gear +2 breastplate, +2 halberd, dagger of repose
  LONG WHISKER MERCENARIES (6) 
  CR 4
  XP 1,200 each
  Grizzled mercenary (Pathfinder RPG NPC Codex 268)
  hp 51 each
  Treasure: While the Long Whiskers wish to bury their 
  deceased leader with his armor and weapons as befits a 
  warrior of his skill, they offer the PCs 1,000 gp—half of 
  their current operating budget—as reward if the PCs 
  assisted while avoiding the mercenaries’ ire. If Captain 
  Karelem is restored to lucidity, he offers his dagger of repose 
  to whoever ends his suffering.
  Development: If the PCs manage to subdue Karelem 
  without killing him (or talk down his angry mercenaries in 
  the wake of his death), the Long Whisker mercenaries can 
  provide them with some basic knowledge. The company 
  arrived less than a week ago to rest and refill their water 
  supplies at the Whitewater Spring; by that point, the 
  townsfolk had already developed superstitions about 
  the jackals, which reportedly carry the curse. Each night, 
  the mercenaries say, they have seen starving, deranged 
  victims running northeast into the desert. Soon after the 
  mercenaries’ arrival, the Whitewater family sealed off their 
  compound and the spring within, leaving the Long Whiskers 
  to gather what water they could from the muddy, silt-choked 
  irrigation ditches. They’ve heard that High Priest Arakor 
  at the Shrine of Overflowing Joys could cure the malady 
  overtaking the town, but he hasn’t been seen for days.
  If Captain Karelem survives and the PCs manage to 
  alleviate his dementia, he begs them to end his life before 
  the gnawing hunger drives him to violence again. He 
  apologizes to his troops and tearfully says his farewells, 
  promoting Salazeh to captain as his last act.
  AVERTING DISASTER
  This chapter of Feast of Dust allows the PCs some freedom 
  to explore Dimayen and investigate the curse however 
  they wish. Several encounters point curious adventurers 
  toward the Shrine of Overflowing Joys—the local Sarenite 
  temple—and a scholar and bookseller named Sayid Aaban.
  Adventurers may also want to speak to the town’s 
  leadership—the dwindling farm collective lacks official 
  rulers, but the richest families effectively control 
  Dimayen’s development and security. The accepted 
  leaders, the Whitewater family, have closed the gates of 
  their compound and turned away all visitors. Once the 
  PCs get a reputation around town—through saving lives 
  DAGGER OF REPOSE
  In the Meraz Desert, where ancient curses and strange 
  beasts sleep below the sands, many wanderers carry 
  daggers that can spare themselves and their loved ones 
  from a fate worse than death.
  DAGGER OF REPOSE
  PRICE
  8,902 GP
  SLOT weapon
  CL 8th
  WEIGHT 1 lb.
  AURA moderate conjuration
  This short, curved dagger shimmers with folded layers of 
  iron and steel. It acts as a +1 undead-bane dagger. Once 
  per day when the dagger of repose is used to perform a 
  coup de grace to slay a living creature, the wielder can 
  bless the victim’s corpse, preventing the victim from 
  rising as an undead because of ongoing diseases or 
  curse effects. This protection also prevents the victim’s 
  corpse from being animated by necromancy magic such 
  as animate dead or create undead for 24 hours.
  CONSTRUCTION REQUIREMENTS
  COST 4,602 GP
  Craft Magic Arms and Armor, sanctify corpse, summon 
  monster I
  7
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  on the street, volunteering at the temple, or clearing 
  the strange visitors out of the Fabled and Forgotten 
  bookstore—the Whitewaters extend an invitation to the 
  PCs, warmly granting an audience to address the recent 
  troubles (see The Whitewater Storm on page 16).
  Dimayen Rumors
  The Dimayeni have grown inhospitable in the wake of their 
  newest disaster. Still, with a successful Diplomacy check to 
  gather information, the PCs can learn a few details.
  15+: “The desert spat out some new curse: it rides bits 
  of old bone carried by filthy jackals. If a jackal crosses 
  your path, spit on your shadow and turn around, or else 
  food and wine will sour on your lips and eventually a 
  maddening hunger will drive you into the wastes.”
  17+: “High Priest Arakor has vanished in our hour of 
  need! I always knew that wobbly-kneed city boy was too 
  young for the job. No guts.”
  19+: “This is all the fault of that drunken drifter who 
  tore up the Sarenite temple a few months back. Things 
  have only been getting worse since then!”
  21+: “Everyone knows Sayid runs some secret cult 
  out of the Fabled and Forgotten bookstore. His boy told 
  everyone so before he ran off. If Sayid’s not the cause of 
  these jackals, he at least knows who is. He’s smart to keep 
  out of sight, because I’ll string him from the rafters if it 
  means protecting my children from this curse. Or maybe 
  I’ll tie him down and the jackals pull him apart!”
  22+: “I hear there’s a holy man out at Blood Rise Rock 
  with the power to cure the curse. Sameer set out to meet 
  him just two days ago when little Ghilana fell ill.”
  24+: “I hear no one’s safe from this plague. Even some 
  of the Whitewaters are falling from it.”
  Story Award: If the PCs learn anything new from the 
  citizens of Dimayen, award them 3,200 XP.
  THE DOOMS OF DIMAYEN
  The people of Dimayen are tenacious, but this newest 
  round of disaster has strained even their impressive 
  resolve. While the PCs wander Dimayen, they stumble 
  across dreadful scenes as the citizens grow increasingly 
  panicked and paranoid. The PCs may encounter the 
  following situations at any time in town—before, after, 
  or between their visits to the Sarenite temple, Fabled and 
  Forgotten, and the Whitewater compound. 
  Dogs at his Heels (CR 10)
  Within a collapsed tent, a young boy clings to a woman’s 
  dead body lying in a patch of crimson-stained sand. 
  He alternates between sobbing and swinging a broken 
  length of tent pole at a clutch of large, hungry wild jackals 
  circling the pair.
  Mundane disease claimed the mother of young Jala, 
  but his inconsolable crying attracted the attention of the 
  scavengers now wandering the town. Other townsfolk 
  pointedly ignore the horrific scene, too terrified of the 
  curse the jackals purportedly carry to intervene.
  Creatures: Dimayen’s jackals—normally cowardly beasts 
  that paw through trash piles—now feed without fear 
  whether they serve the Jackal Prince or not. While the 
  six jackals pose little threat to the PCs on their own, the 
  pack now follows a pair of shaghals, which are vicious 
  scavengers from the depths of Abaddon.
  If the party does not intervene in 2 rounds, the jackals 
  begin picking at the mother’s body, pounce upon Jala, and 
  tear him into gory bits.
  SHAGHALS (2) 
  CR 8
  XP 4,800 each
  hp 105 each (see page 63)
  JACKALS (7) 
  CR 1/3
  XP 135 each
  Dog (Pathfinder RPG Bestiary 87)
  hp 6 each
  Treasure: While Jala resists being sold to the Whitewaters, 
  if the PCs see him to safety and a better life with either the 
  Sarenites or Sayid, the boy thanks them and offers them 
  his mother’s locket—a necklace of adaptation passed down 
  through his family for a dozen generations—after carefully 
  removing his parents’ portraits from the interior.
  Development: If left alone, Jala doesn’t last long. 
  He is traumatized over his parents’ deaths, and doesn’t 
  voluntarily leave his mother’s side unless the PCs succeed 
  at a DC 18 Diplomacy or Intimidate check, but bodily 
  carrying away the small boy is simple. While the PCs likely 
  make poor caregivers to a boy, the Shrine of Overflowing 
  Joys takes in orphans. The Whitewaters will buy the boy 
  as a slave for 10 gp. Sayid Aaban may also be convinced 
  to adopt the boy with a little encouragement, hoping to 
  prove himself a better father the second time around.
  The Stricken Prophet
  “Behold! Behold the fury of the Great Scarab!” A rattling gasp 
  erupts from a wrinkled woman as she points an accusatory 
  finger at each passerby in turn. “Behold his disgust at this 
  soft town that’s forgotten the wandering ways! His disgust at 
  children who turn their backs on their mother desert!”
  Poor Naseem (female human commoner 4) is one of 
  the many beggars to call Dimayen’s Third Circle home, 
  but thus far she remains unaffected by the Feast of Dust. 
  Fearful of the encroaching plague, she followed rumors 
  into the desert to see the “Great Scarab,” a self-proclaimed 
  god dwelling in the nearby foothills (see page 27) to earn 
  his blessing and protection from the curse. The long 
  journey left her severely sunburnt, while the “god’s” touch 
  gave her horrific visions of a world picked over by carrion 
  8
  
  birds and crawling beetles—and a case of cackle fever 
  (Pathfinder RPG Core Rulebook 557). Between her sunstroke, 
  visions, and rapidly deteriorating mind, Naseem has 
  concluded that the Great Scarab is an old desert god who 
  inflicts the Feast of Dust as punishment upon tribes that 
  gave up their nomadic traditions to settle and farm. She 
  hopes to save the residents of Dimayen by calling out 
  their sins.
  Treasure: If the PCs express sincere interest in what she 
  has to say, Naseem is so overjoyed she offers them a relic: 
  a holy symbol of the Great Scarab she “borrowed” to show 
  the people of Dimayen the god’s sincerity. The treasure 
  is actually a malleable symbolUE, currently shaped like a 
  canine skull swallowing the sun. With a successful DC 20 
  Knowledge (religion) check, a character recognizes this as 
  the symbol of Trelmarixian, daemon Horseman of Famine.
  Development: Naseem’s Wisdom damage leaves 
  her with an effective Wisdom score of 3, and she grows 
  increasingly aggressive in her proselytizing each day. If 
  the PCs stop to listen, she spins winding tales conflating 
  the faiths of Sarenrae, Gozreh, and several unrelated 
  children’s stories into a gibberish theology. With a 
  successful DC 10 Knowledge (religion) check, a character 
  recognizes her stories as such, but a successful DC 13 
  Sense Motive check also reveals that Naseem is quite 
  sincere about having met what she believes to be a god.
  If the PCs heal some of Naseem’s Wisdom damage 
  or cure her cackle fever, she can provide additional 
  information. She learned of the Great Scarab from a 
  wandering tribe of sulis that recently stopped in town, 
  and can give vague directions to the Great Scarab’s altar 
  at Blood Rise Rock (see page 30). She also mentions that 
  Sayid at the Fabled and Forgotten bookstore—the scholar 
  occasionally left food scraps and palm wine on his back 
  step for the old woman—warned her against traveling 
  to the rock, which he pronounced “dangerous, and beset 
  with disease.” She also recalls how the wall behind the 
  altar “shimmered and shook like it was alive, or a mirage” 
  (referring to the illusory wall in area C1), before asking the 
  PCs to escort her to the Shrine of Overflowing Joys.
  Naseem’s role in this adventure is largely to highlight 
  the desperation of Dimayen’s people and foreshadow the 
  events of Chapter 2, but she can also provide players with 
  any rumors they may have missed or direction if they feel 
  at a loss for how to proceed.
  Story Award: If the PCs learn anything new from 
  Naseem, award them 3,200 XP. If they restore her mind or 
  cure her cackle fever, award them an additional 1,600 XP.
  Opportunistic Looters (CR 11)
  As the party traverses the town, they happen upon the 
  silk merchant Aren and her family trying to flee the city 
  in a wagon. Sadly, Aren’s finery and her husband’s jewels 
  attracted the attentions of dangerous local criminals—
  the last remnants of Dimayen’s murderous Brotherhood 
  of Thieves, who likewise wish to flee the city with Aren’s 
  wagon and wealth.
  Creatures: As the PCs arrive on the scene, three of the 
  looters are trying to drag Aren’s husband, Yasr, from the 
  wagon, while the other three beat Aren with clubs.
  BROTHERHOOD THIEVES (6) 
  CR 6
  XP 2,400 each
  Freelance thief (Pathfinder RPG NPC Codex 147)
  hp 42 each
  Treasure: Aren rewards each PC who helps her and Yasr 
  with 200 gp and a bolt of silk from the back of her wagon 
  (worth 400 gp each). She has a total of 1,300 gp worth 
  of gems and assorted coins, but hopes to save some for 
  traveling and to start over in a new town. She hands it 
  over if intimidated in any way, happy to get away with her 
  life and husband. The silks and belongings in the wagon 
  are worth a total of 3,450 gp.
  Mass Grave (CR 11)
  In what was once a large, open lot of sand and stone lies 
  a yawning, steep-sided ditch filled with hastily shrouded 
  corpses. Guards unload additional human-shaped bundles 
  from a cart—some still, others wiggling—and unceremoniously 
  throw them into the sandy pit below. An officious woman in 
  captain’s stripes oversees their efforts with a clipboard and 
  torch, standing beside a dozen wooden casks labeled “oil.”
  Despite their closed walls, the Whitewater clan (see 
  page 16) is making at least a token effort to contain the 
  Feast of Dust and protect Dimayen’s citizenry. These 
  guards are collecting and disposing of any dead citizens 
  (and some who are not so dead) believed to be afflicted with 
  the curse. They were supposed to transport the bodies far 
  into the desert, but collecting the bodies took longer than 
  expected, so the guards began dumping the afflicted in the 
  foundation of an old tower. The building’s original owners 
  fled shortly after Dimayen’s drought began decades ago, 
  and the abandoned structure collapsed 5 years ago. 
  At least a half-dozen bodies in the pit are still alive—
  victims of the curse lost to their insatiate hunger, or poor 
  citizens afflicted with diseases the guards have mistaken 
  for the Feast of Dust. The pit’s steep sides and crumbling 
  surface require a successful DC 20 Climb check to ascend.
  Creatures: Six guards challenge the PCs when they 
  approach, demanding to inspect them for signs of 
  infection. An arrogant and legalistic paper-pusher named 
  Dagarma al-Duhl, oversees the guards but considers 
  the task beneath her. Wrongly believing the curse to be 
  a disease akin to rabies or ghoul fever, she immediately 
  orders the PCs to strip so they can be searched for signs 
  of bites, even using charm person to force compliance. If any 
  PCs have visible wounds of any kind, she commands them 
  9
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  to drop their weapons and surrender. If they refuse, the 
  guards threaten—though despite their bluster, the guards 
  have no desire to fight anyone who can fight back, and 
  won’t initiate combat unless attacked.
  DAGARMA AL-DUHL 
  CR 8
  XP 4,800
  Aloof scholar (Pathfinder RPG NPC Codex 232)
  hp 61
  WHITEWATER GUARDS (6) 
  CR 6
  XP 2,400 each
  hp 64 each (see page 16)
  Development: The PCs can leap into the pit to save 
  the six victims who are still alive, but their presence 
  begins awakening those the Feast of Dust has killed. 
  This animates eight bodies as ghouls (Pathfinder RPG 
  Bestiary 146). Sickly beggars in life, these creatures pose 
  little threat to skilled adventurers, but they give the PCs 
  some indication of what to expect should this curse 
  continue unchecked. Whether the PCs enter the pit or 
  not, the undead eventually begin tearing out of their 
  shrouds and clambering up the pit wall, at which point 
  the guards douse the pit with oil and set it alight.
  SHRINE OF OVERFLOWING JOYS
  The wood and masonry walls of this humble temple are worn 
  but clean. The friezes decorating the walls were masterfully 
  executed, but have since been touched up by amateurish 
  hands. Though the gilding of its dome has begun to wear off, 
  heavy layers of wax still give it a blinding sheen in the sunlight.
  Dimayen’s temple to Sarenrae, the Shrine of Overflowing 
  Joys, is built atop a secondary spring, which the faithful 
  believe the Dawnflower blessed (though its yield is only 
  a fraction the Whitewater Spring’s). Here, two dozen of 
  Dimayen’s residents—ranting and gnashing their teeth in 
  the final throes of the Feast of Dust—are lashed to cots 
  in the temple’s sanctuary, while another two dozen stable 
  victims wander aimlessly. Six acolytes struggle to keep up 
  with their charges, but none have slept well in the days 
  since High Priest Arakor vanished. 
  Arakor Shonar was the only priest of Sarenrae left in 
  the temple—the rest of his faithful left on a mission 
  into the Meraz to help a tribe rout a rumored undead 
  threat. Arakor stayed behind to tend to the faithful. Soon 
  after, the Feast of Dust struck. Unfortunately, High Priest 
  Arakor vanished 2 days ago, press-ganged into service by the 
  Whitewater family. 
  The five remaining clergy are nominally led by 
  Sister Khalidras (NG female human adept 6), whose yellow 
  robes are tattered where recent bite wounds cover her 
  strong forearms. Like the other acolytes, she has reserved 
  her healing magic for the afflicted, and her terrible wounds 
  have begun to fester. Khalidras greets newcomers warmly, 
  but if they show no signs of the curse she politely asks 
  them to leave unless they have resources to contribute. 
  Any magical healing, proficiency with the Heal skill, or 
  donations toward the temple capture the beleaguered 
  woman’s attention for a few minutes; she then tries to 
  answer any questions the PCs may have. Example questions 
  and Sister Khalidras’s answers are provided below.
  What is this plague? “We’re not sure—Master Sayid from 
  the bookshop referred to it as the ‘Feast of Dust,’ but we 
  haven’t seen him in days. The first victim was Pretty Jambre 
  two weeks ago, I think, but we didn’t know what it was. Some 
  thought their loved ones had gone mad or contracted some 
  disease. Then we started finding fragments of bone carved 
  with sigils among the victims, and witnesses began talking 
  about the jackals that would watch the sick.”
  Where is High Priest Arakor Shonar? “The Whitewaters 
  summoned him a few days ago, and he’s been safe and 
  sound behind the walls of their compound ever since. But 
  they’ve also been sending us clean water and bread ever 
  since. Some of the parishioners believe he’s waiting out 
  the storm in luxury. I... prefer to believe he’s working with 
  Tianka Whitewater to find a solution.”
  Who is Master Sayid? “He’s a strange old man, a friend 
  of Father Arakor’s. He runs the bookshop, Fabled and 
  Forgotten, and he and the high priest sometimes have 
  long, loud conversations about strange matters of faith. 
  But I don’t think anyone has seen him in days.”
  Who is Ibhris Akpahl? “Ibhris Akpahl? That loathsome 
  little man wandered into town with a host of venereal 
  diseases months ago—claimed he’d escaped a pairaka, but 
  given his character, we assume he acquired them the usual 
  way. We relieved the worst of his ailments, and he threw 
  a drunken fit when we required payment for Sarenrae’s 
  blessing. Perhaps if he were a regular parishioner—or 
  at least less belligerent—we would have provided our 
  services for free. He... desecrated our holy water, then 
  kicked over the font and stormed out. I understand he 
  eventually left town with Sayid’s good-for-nothing son 
  Dehlvat, and Dawnflower forgive me, I was glad to see 
  them both go!”
  Why haven’t you asked for help from the satrap? “Only 
  recently has this curse become an epidemic. We sent word 
  east and west requesting aid, but it may be weeks before 
  the satrap organizes assistance.”
  What can you tell me about the Feast of Dust? “The 
  victims of the curse suffer a gnawing hunger, but cannot 
  keep food or water down. If left alone, they eventually 
  rush out of doors and strike out for the deeper desert 
  with no care for their well-being. The old and infirm die 
  quickly, but some of them stir and rise again as ghouls, 
  and soon continue their journey into the sands.”
  What is causing all this? “No one knows! No strangers 
  have arrived recently—aside from that charlatan Ibhris 
  10
  
  BONE SIGIL
  some three months back—at least until the tribes began 
  to arrive, but by then we’d already seen our own cases. The 
  jackals seem to carry it with them—or at least the bits 
  of bone that cause it—but it spreads on its own as well, 
  almost like a plague.”
  Sister Khalidras also has a few of the carved bone 
  fragments, some of which still radiate an aura of 
  overwhelming necromancy magic. The tiny symbols 
  carved into each bone are a strange blend of Abyssal and 
  Infernal, and require magic such as comprehend languages 
  or a successful DC 25 Linguistics check to decipher. 
  Successful translation reveals variations of the following 
  inscription on the fragments.
  “Woe unto those who would hold themselves above the 
  dust, who walk as gods with souls that slither. Woe unto 
  those who feast to stay the hand of blessed oblivion. Woe 
  unto those who rebuff their harbinger, the Maw of the 
  Heralds, the Master of the Flaying Winds: the Jackal 
  Prince of Famine. Slither as the beast and gorge 
  unto bursting, and all shall be ash in your 
  bellies.” A successful DC 25 Knowledge 
  (history) check reveals that “The Maw 
  of the Heralds” and “The Jackal 
  Prince of Famine” were 
  honorifics for a powerful 
  evil in the dawn of Meraz’s 
  history, but uncovering more 
  details on such a distant evil 
  would require an expert. The bone 
  fragments have expended their curse and are 
  safe to handle, as the adepts can attest.
  Development: If the PCs assist the clergy in any way, 
  the five overworked adepts step aside to confer with 
  one another for a few minutes before Sister Khalidras 
  returns to them. She admits that the temple has very 
  little money left, but in Father Arakor’s absence, they’ve 
  decided to offer the PCs a reward if they can lift the 
  Feast of Dust from Dimayen. They offer the remainder 
  of the temple’s reserves: 2,354 gp—mostly in silver and 
  copper—as well as the Eye of Thalachos. This fist-sized 
  ruby, decorated with gold wire in a flame motif and 
  worth 10,000 gp, is a minor relic of the Sarenite faith. It’s 
  said to be the petrified eye of a Sarenite inquisitor who 
  died saving the people of Gurat from a cult of Rovagug 
  that attempted to summon the Rough Beast’s spawn to 
  Golarion.
  Story Award: If the PCs learn anything new about the 
  Feast of Dust at the Shrine of Overflowing Joys, award 
  them 4,800 XP.
  A. FABLED AND FORGOTTEN
  It’s likely that the PCs will eventually investigate the 
  Fabled and Forgotten bookstore, either in their search 
  for answers or after they rescue Sayid Aaban and return 
  him home.
  Fabled and Forgotten is the oldest bookstore in town, 
  and some of the tomes within are truly ancient—salvaged 
  from the ruins of Shadun nearly a millennium ago. The 
  Sentinels of Meraz hurriedly rescued what they could when 
  they fled the volcanic eruption that destroyed Shadun, 
  including knowledge of the Heralds of Dust, which they 
  passed on for generations. Many of their ancient works 
  and modern translations ended up here. The current 
  owner, Sayid Aaban, is a mild-mannered shopkeep and 
  antiquarian, but each night he trains in combat and studies 
  dusty texts in his cavernous private 
  collection, committing much of the 
  Sentinels’ lore to memory.
  Sayid has been an unwilling 
  guest of the Whitewaters for a while, 
  but his shop hasn’t stood empty. 
  The Jackal Prince hopes to find the 
  three remaining artifacts that imprison his 
  siblings and scatter them even farther abroad, 
  so he can hoard the glory of this new apocalypse 
  for himself. He knows of Sayid’s membership in the 
  Sentinels of Meraz and his extensive, secret collection, 
  and has dispatched a few loyal servants to search the 
  bookstore for clues about the locations of the other Oblivion 
  Keys. None of these servants yet realize that the material 
  they seek is now in the possession of the Whitewaters.
  A1. Storefront (CR 10)
  This dark and musty shop is filled with shelves 
  along each wall and stacks of books—new and old. A display 
  of inks, papers, and writing implements covers the low 
  counter to the west.
  This front shop offers popular works of fiction, 
  almanacs, and home guides ranging from farming to 
  cooking to medicine, as well as an impressive array of 
  stationary. Anything truly valuable is kept under lock and 
  key in Sayid’s private collection (area A8).
  Creatures: A scrawny young woman named Pershpia 
  smiles awkwardly behind the counter, inquiring if 
  newcomers need anything and informing them that Sayid 
  is away on business. She seems blissfully unaware of the 
  ravages tearing through Dimayen, and politely asks anyone 
  looking for anything more complex than stationery or ink 
  to return in a few days “after Master Sayid has returned.”
  Despite her helpful facade, Pershpia is a deplorable 
  creature. She was a sly and abusive monster even while 
  alive, and her tribe was among the first to fall to the Feast 
  of Dust. Upon her death by starvation, Pershpia’s powerful 
  soul rose as a dread ghoul. She willingly serves the Jackal 
  Prince as a spy, and oversees the search of the Fabled and 
  Forgotten while deflecting customers’ suspicions. She 
  keeps watch over the front while reading through Sayid’s 
  journal, aided in her vigil by a vicious invisible stalker.
  11
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  S
  F
  C
  1 SQUARE = 5 FEET
  A. FABLED AND FORGOTTEN
  GROUND FLOOR
  BASEMENT
  A1
  A2
  A3
  A4
  A5
  A6
  A7
  D
  D
  D
  D
  P
  H
  C
  C
  C
  C
  C
  C
  A8
  A9
  MAP KEY
  C = Charging Dummy
  D = Dart Trap
  H = Hold Person Trap
  P = Pit Trap
  PERSHPIA	
  CR	8
  XP	4,800
  Female dread ghoul bard 8 (Advanced Bestiary 86)
  NE Medium undead (human)
  Init +3; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 23, touch 15, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, 
  +1 dodge, +2 natural)
  hp 87 (8d8+48)
  Fort +7, Ref +9, Will +8; +4 vs. bardic performance, 
  language-dependent, and sonic
  Defensive Abilities channel resistance +4; Immune 
  undead traits
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus 
  paralysis) or
  +1 scorpion whip +10/+5 (1d6+4/18–20)
  Special	Attacks bardic performance 23 rounds/day (move 
  action; countersong, dirge of doom [DC 19], distraction, 
  fascinate [DC 19], inspire competence +3, inspire courage +2, 
  suggestion [DC 19]), command ghouls, create spawn, 
  paralysis (1d4+1 rounds, DC 14)
  Bard	Spells	Known (CL 8th; concentration +13)
  3rd (3/day)—charm monster (DC 19), haste, slow (DC 18)
  2nd (5/day)—fleshy facadeMC (DC 17), glitterdust (DC 17), 
  invisibility, suggestion (DC 18)
  1st (6/day)—charm person (DC 17), expeditious retreat, 
  grease (DC 16), magic aura, undetectable alignment
  0 (at will)—dancing lights, detect magic, ghost sound 
  (DC 15), mage hand, open/close, read magic
  STATISTICS
  Str 16, Dex 16, Con —, Int 14, Wis 14, Cha 20
  Base Atk +6; CMB +9; CMD 24
  Feats Arcane Strike, Deceitful, Dodge, Mobility, Spell Focus 
  (enchantment)
  Skills Bluff +14, Climb +10, Diplomacy +12, Disguise +14, 
  Knowledge (local) +13, Knowledge (planes) +13, 
  Perception +13, Perform (act) +16, Perform (oratory) +16, 
  Sense Motive +9, Spellcraft +13, Stealth +13, Survival +10, 
  Use Magic Device +16; Racial Modifiers +8 Survival
  Languages Common, Infernal
  SQ bardic knowledge +4, lore master 1/day, versatile 
  performance (act, oratory)
  Gear +2 chain shirt, +1 scorpion whip, ring of protection +1
  SPECIAL	ABILITIES
  Command	Ghouls	(Su) As a free action, Pershpia can 
  automatically command all normal ghouls within 30 feet 
  (as per the command undead spell). Normal ghouls never 
  attack a dread ghoul unless compelled.
  Create	Spawn	(Su) Any creature killed by Pershpia rises 
  the following midnight as a dread ghoul. The new dread 
  ghoul is not under her control. A protection from evil or 
  gentle repose spell cast on the corpse prevents this.
  12
  
  FIENDISH INVISIBLE STALKER 
  CR 8
  XP 4,800
  hp 80 (Pathfinder RPG Bestiary 294, 181)
  Treasure: Most of the books here are of only passing 
  interest to any real collector, but a few interesting titles 
  of value remain: Ancient Water Caches of the Parched Sands 
  (worth 100 gp), Dervishes: Technique and History (worth 150 gp), 
  Genealogy of Janni Tribes (worth 550 gp), Mating Habits of Gnolls 
  (worth 50 gp), and Rise and Fall of the Meraz (worth 250 gp). 
  Development: Sayid’s accounts ledger sits open on the 
  counter, full of notes scribbled in a different hand where 
  Pershpia has attempted to track his comings and goings. His 
  journal sits nearby. Its last entry, dated a week ago, describes 
  the symptoms of the curse befalling the town and labels it 
  “The Feast of Dust.” It notes, “Has he returned!? No! Blade 
  remains safely hidden in the private collection.”
  A2. Print Shop (CR 9)
  A small printing press dominates this cluttered workspace, 
  while tools such as etching hooks, needles, lengths of twine, 
  knives, and pots of glue crowd the counters. Lines of cord run 
  back and forth at chest level in the room’s far end. The floor is 
  a mess of torn papers, scattered type, and pools of ink.
  Sayid used this space to maintain his aged collection of 
  tomes, bind old scrolls into books, and print almanacs and 
  public decrees for locals. Much of the room is dedicated 
  to drying space, where the Aabans press papyrus or pulp 
  into paper. The whole room has a distinctive sour stink.
  Creatures: Pershpia brought a pair of towering greater 
  ceustodaemons for protection, but the clumsy, slow-witted 
  beasts proved a liability in her search, and so she exiled 
  them to this room. They’ve grown increasingly aggressive 
  from inactivity and leap upon anyone who enters.
  GREATER CEUSTODAEMONS (2) 
  CR 7
  XP 3,200 each
  hp 84 each (Pathfinder RPG Bestiary 2 292, 65)
  Treasure: The shop contains masterwork artisan’s 
  tools for bookbinding, calligraphy, and etching, as well as 
  a dozen blank books and a single blessed book (currently 
  being used to press a number of desert flowers).
  A3. Sayid’s Room
  This simple, unadorned room contains little more than a 
  simple bed, a small washing basin, and a desk. Papers and 
  ash lie scattered across the floor, and the mattress’s straw 
  has been torn out through a ragged gash.
  Sayid’s living quarters stand in stark contrast to his 
  son’s lavish tastes. He often keeps a single treatise by 
  his mattress, but Pershpia’s minions already visited this 
  chamber and burned this one to ash. The words “End... 
  Shadun...” are still visible on the cover. 
  Treasure: The strongbox that contains the bookstore’s 
  funds is hidden under a loose brick in the floor 
  (Perception DC 20) and contains 824 gp and 15 notes of 
  credit from various farmers amounting to 366 gp.
  Development: Sitting on Sayid’s desk is a perfumed 
  note embossed into high-quality paper. It summons 
  him to appear before the Whitewater family in their 
  compound in the First Circle (see Handout #2 on page 17).
  A4. Dehlvat’s Room
  This lavish chamber stands untouched. Bronze braziers, tiny 
  jade statues, a long mirror, and racks of fine silk and samite 
  clothing crowd the floor, leaving barely enough room for a large 
  feather bed bedecked in satin sheets and fine fur blankets. 
  Dehlvat kept his quarters here, using whatever money 
  he begged off his father to purchase frivolous luxury items 
  (much to Sayid’s chagrin). The Jackal Prince’s forces have 
  left this room untouched, knowing full well that Dehlvat 
  knew nothing of his father’s precious secrets. 
  Treasure: Dehlvat’s fine clothing is worth a total 
  of 450  gp. His small jade figurine collection of desert 
  monsters is worth another 250 gp.
  Development: A note from Ibhris to Dehlvat (see 
  Handout #1 on page 14) lies on the bed, plainly visible. 
  A5. Storeroom
  This humble pantry is stocked with rice, olive oil, dried 
  herbs, onions, and a barrel of water.
  Development: A hidden trapdoor leads down to the 
  Fabled and Forgotten bookstore’s secret Sentinels of 
  Meraz library and training ground (area A7). Uncovering 
  the door normally requires a successful DC 25 Perception 
  check, but Pershpia’s agents has tracked food around it, 
  reducing the DC to 15.
  A6. Lower Storeroom
  This room is warm and dry. It is carved from the sandstone 
  shelf upon which the upper building rests.
  A7. Training Room (CR 11)
  This wide chamber contains several training dummies along 
  the east wall, a rack of weapons on the south wall, and a pit 
  of sand in the center of the room.
  The Aabans and any visiting Sentinels use this chamber 
  to train for combat and ready themselves to delve into 
  ancient ruins in search of lost knowledge.
  Creature: A single ghul stands guard here. This 
  wretched creature and its ilk are the remnants of the 
  13
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  bygone Flaying Wind janni tribe that once called the 
  Meraz their home. When the Heralds of Dust ravaged the 
  land, the janni of the Flaying Wind promised themselves 
  to the Jackal Prince for eternity, not realizing that their 
  compact consigned not just the living of their tribe to 
  service, but their dead as well. After 7,000 years, the Jackal 
  Prince’s return has rekindled this contract, raising the 
  Flaying Wind tribe as undead ghuls.
  The creatures occupying the bookstore know about 
  the traps in this room, and carefully avoid them while 
  attempting to draw intruders in.
  FLAYING WIND GHUL 
  CR 8
  XP 4,800
  Ghul fighter 3 (Pathfinder RPG Bestiary 3 125)
  CE Medium undead (shapechanger)
  Init +3; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+5 armor, +3 Dex, +6 natural)
  hp 100 (9 HD; 6d8+3d10+57)
  Fort +13, Ref +6, Will +9 (+1 vs. fear)
  Defensive Abilities bravery +1; Immune undead traits
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +16 (1d6+9), 2 claws +16 (1d4+9 plus bleed)
  Special Attacks bleed (1), cursed claws, rend (2 claws, 1d6+9)
  STATISTICS
  Str 26, Dex 17, Con —, Int 14, Wis 17, Cha 22
  Base Atk +7; CMB +15; CMD 28
  Feats Cleave, Combat Reflexes, Great Cleave, Great Fortitude, 
  Improved Natural Attack (claws), Power Attack, Step Up
  Skills Bluff +13, Climb +20, Diplomacy +9, Disguise +13, 
  Intimidate +18, Perception +19, Stealth +15, Survival +12 
  (+20 when following tracks); Racial Modifiers +4 
  Perception, +8 Survival when following tracks
  Languages Common, Gnoll, Ignan, Infernal, Terran
  SQ armor training 1, change shape (hyena; doesn’t detect as 
  undead in this form; beast shape I), genie-kin
  Gear +1 chain shirt, amulet of mighty fists +1
  Hazards: Sayid’s grandmother constructed numerous 
  training traps here that the Sentinels used to practice 
  their skills at avoiding dangers, including dart launchers, 
  a concealed pit, a magical paralyzing trap, and training 
  dummies that randomly leap forward during practice.
  CAMOUFLAGED PIT TRAP 
  CR 3
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); Reflex DC 20 
  negates; multiple targets (all targets in a 10-ft.-square area)
  CHARGING DUMMIES TRAPS (4) 
  CR 2
  Type mechanical; Perception DC 22; Disable Device DC 22
  EFFECTS
  Trigger location; Reset automatic
  Effect each round a creature steps or stands on a dummy’s 
  pressure plate, there is a 25% chance the dummy 
  activates and charges forward, potentially knocking 
  creatures prone and throwing them back; CMB +15 (1d6 
  nonlethal damage plus bull rush and trip)
  HOLD PERSON TRAP 
  CR 4
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger proximity (alarm); Reset manual
  Effect spell effect (hold person, Will DC 15 negates)
  POISONED DART TRAPS (6) 
  CR 3
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus large scorpion venom)
  Treasure: Hanging on the wall are a dagger, a falchion, 
  flail, a quarterstaff, a scimitar, a sianghamUE, a scorpion 
  whipUE, a sling, and a spear, all masterwork in quality, as 
  well as a bag of 10 +2 vermin-bane sling bullets. A concealed 
  Greetings Honored Loremaster of the Ancients,
  It is with distinct pleasure that I continue to grow 
  in your acquaintance! Despite your youth, you prove 
  yourself deeply wise and possessed of a brave soul. It 
  is so sad that your overbearing father fails to recognize 
  these qualities. I look forward to hearing more about 
  the impressive secrets you have wrested from the old 
  man’s foolishly cloistered collection of knowledge!
  I agree with the sentiments you expressed so 
  eloquently during our last meeting. What is knowledge 
  without action? And what is power without a courageous 
  soul to wield it? If only we were possessed of the 
  resources to set out from this wretched, small-minded 
  town of failed farmers and aggrandized vagrants. Ah, the 
  wonders I could show you! Fortune does not bless those 
  such as us, though. We must seize it for our own. If only 
  we had access to some valuable but squandered wealth in 
  this dried-up backwater. But, alas!
  Drinks tomorrow shall assuage the pain.
  Your friend in confidence,
  Ibhris Akpahl
  HANDOUT #1
  14
  
  FLAYING WIND GHUL
  compartment in the same wall (Perception DC 25) contains 
  the wand of hold person (5 charges) Sayid uses to reactivate 
  the hold person trap, as well as a wand of ray of enfeeblement 
  (15 charges), a wand of burning hands (12 charges), and a 
  wand of cure serious wounds (28 charges).
  A8. Private Collection (CR 13)
  This sprawling chamber contains numerous massive 
  bookshelves that are overflowing with tomes. Alcoves carved 
  into the walls contain a dizzying array of scrolls and bric-a-
  brac. Stacks of books litter the floor as well, some torn apart 
  and scattered.
  This is Sayid’s treasure trove, where he keeps anything 
  and everything he and his ancestors found about Shadun, 
  the history of the Meraz, the lower planes, the Heralds 
  of Dust and their subsequent downfall, as well as reports 
  from the Sentinels of Meraz dating back centuries.
  Discovering a secret door located here requires a 
  successful DC  30 Perception check. The secret door is 
  made of reinforced iron (hardness 10, hp 90, break DC 30) 
  and secured with a superior lock (Disable Device DC 40). 
  Sayid carries the only key.
  Creatures: Pershpia’s wretched lieutenant, the 
  meladaemon Vermox, searches through the bookstore’s 
  private library for anything of use. He was dispatched 
  primarily to ensure Pershpia’s loyalty and kill her in the 
  event of failure, and finds the investigations tedious and 
  frustrating. His research, aided by three Flaying Wind 
  ghuls, amounts to pulling a book down, ripping out 
  their pages, and moving on to the next one.
  VERMOX 
  CR 11
  XP 12,800
  Meladaemon (Pathfinder RPG Bestiary 2 69)
  hp 147
  FLAYING WIND GHULS (3) 
  CR 8
  4,800 XP each
  hp 100 each (see page 14)
  A9. Ravenous Reliquary
  The walls and floor of this chamber are painted pitch black. 
  A silver circle inlaid on the floor and scrawled with twinkling 
  arcane sigils surrounds a sheathed sword bound in chains and 
  tarnished brass seals.
  This is where the Sentinels of Meraz hid the Ravenous 
  Blade, one of the four Oblivion Keys that housed the spirits 
  of the four Heralds of Dust. The blade has remained 
  hidden in Fabled and Forgotten under the care of Sayid’s 
  family since their move to Dimayen. Dehlvat and Ibhris 
  gained access to this chamber 3 months ago and stole the 
  original Ravenous Blade, leaving an illusory double via 
  a scroll of permanent image. Characters who interact with 
  or scrutinize the image can attempt a DC 19 Will save to 
  recognize the duplicate as a fake.
  The magic circle on the ground emanates powerful 
  abjuration magic—anything placed within is obscured 
  from divination magic as per nondetection (CL 18th). Such 
  powerful magic circles have kept the Ravenous Blade safe 
  for eons, and similar circles protected the Shroud of Flies 
  and the Handflower of Genocide.
  Treasure: In addition to the Ravenous Blade, this chamber 
  contains many of the Sentinels’ valuables, which Sayid 
  offers the PCs if they agree to stop the Jackal Prince: three 
  oils of align weapon, a scroll of magic circle against evil, a scroll of 
  reincarnate, a scroll of secure shelter, and a cloak of resistance +3.
  Development: Sayid hasn’t yet realized the Ravenous 
  Blade stored here is a fake, and assumed the curse besetting 
  Dimayen was a clever imitation of the ancient curse. Only 
  if the PCs point out the counterfeit to Sayid does he finally 
  admit to himself that the terrible affliction marks the 
  15
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  return of the Jackal Prince of Famine, and likely relates 
  to his son’s disappearance. Alone, hopeless, and facing his 
  greatest fear, he is finally willing to open up to the PCs (see 
  Speaking with Sayid on page 24).
  If the PCs do not discover the fake, or do so but fail to 
  report it to Sayid, he discovers it himself the day after he 
  is rescued and seeks the PCs out.
  THE WHITEWATER STORM
  Though normally open to the public, the Whitewater 
  compound has been sealed to all visitors for 2 weeks as 
  the chaos increased. Despite their preparations, Tianka 
  Whitewater—the clan’s current matriarch—was gifted one 
  of the Jackal Prince’s bones and now suffers from the Feast 
  of Dust. In her attempts to cure herself, she exhausted her 
  own magical knowledge the first day, and then the family’s 
  supply of divine scrolls and wands over the following 
  week. With no cure in sight, the aging wizard now focuses 
  on preventing her condition from advancing, and to that 
  end invited both Sayid Aaban, Dimayen’s resident magical 
  scholar, and Arakor Shonar, the town’s high priest to the 
  Whitewater compound. Sayid refused to cooperate, and in 
  frustration Tianka sent him to the Discipline Pit (area B11). 
  Arakor chose a more pragmatic answer, and has used his 
  magic ever since to keep the old woman from succumbing 
  entirely to her curse, in exchange for the Whitewaters 
  providing food and water to the temple.
  Honored Guests
  The PCs may wish to sneak into the Whitewater compound 
  and rescue Sayid or Arakor once they learn of NPCs’ plights. 
  If so, assume they are unexpected and treat their arrival 
  like any other incursion into a hostile location. But once 
  they become a known presence within Dimayen, Tianka 
  takes a keen interest in adding to her stable of imprisoned 
  spellcasters, and assumes any warriors among them will 
  make a fine addition to her house guard in these troubled 
  times. She dispenses an invitation identical to the one she 
  sent Sayid several days ago (see Handout #2 on page 17), 
  and her guards immediately usher in PCs who present the 
  invitation. They are shown first to the reception hall (area 
  B3) to relax and enjoy water, wine, and honeyed dates, and 
  then into the audience chamber (area  B5) to meet with 
  Tianka, Ezrisha, and Kardag Whitewater, who represent 
  three generations of the family.
  The family leaders calmly explain that important 
  personages such as themselves are to be protected in times 
  of trouble, and that to ensure their safety, they require 
  the PCs to remain as their guests indefinitely. Characters 
  who agree without hesitation are issued a guest room, 
  while those who refuse are imprisoned until they either 
  capitulate or anger the family enough to be thrown into 
  the Discipline Pit.
  The Whitewaters are quite certain that the curse is a 
  local problem and will pass eventually. Adventurers who 
  are unwilling to sit idly by have the option of either 
  battling the Whitewaters and their assembled guards (a 
  CR 15 encounter), playing along and escaping later, or else 
  convincing the family that the Feast of Dust will not end 
  without direct action. PCs who stay as guests must turn 
  over their weapons, which are kept in the guard room 
  (area B8), but they may retain the rest of their equipment. 
  Each PC is assigned a guard to follow him throughout 
  the compound—for his own safety—and may freely visit 
  areas B2 –B9 and the spring (area B17).
  Persuading the leaders of the Whitewater family to release 
  their prisoners requires convincing all of them that the Feast 
  of Dust won’t simply go away if ignored. The requirements 
  for doing so are listed in the Development section of the 
  room where that leader can be found. Even then, the PCs 
  must rescue Sayid from the Discipline Pit themselves.
  B. WHITEWATER COMPOUND
  The enormous marble palisades adorning this compound 
  attest to the wealth of the Whitewater clan. One of the first 
  families to discover this desert oasis, the Whitewaters claimed 
  the richest spring and have made a fortune over the past 
  century selling the spring’s pure water to the thirsty people 
  of the Meraz. While the clan began with noble intentions—
  protecting the spring from overuse or poisoning—luxury 
  and comfort softened their capacity for empathy, and today 
  Tianka sees Dimayen as little more than a support network 
  for her extravagant lifestyle. The most important members 
  of the clan reside in the complex, guarding the spring and 
  conniving about ever more avaricious means of expanding 
  their influence. Other members of the Whitewater clan live 
  elsewhere in the First Circle, or travel with water caravans to 
  supply distant outposts and tribes.
  B1. Gates (CR 9)
  A 10-foot wall surrounds the entire compound, with gates 
  in the east and west walls. The gates are barred, requiring a 
  successful DC 27 Strength check to open from the outside.
  Creatures: The guards have erected makeshift 
  platforms behind each gate, and three guards take watch 
  at a given time. They yell if anyone approaches, and fire 
  warning shots from their crossbows. After the warning, 
  the guards shoot to kill, using their thunderstones to alert 
  other guards if intruders prove especially aggressive.
  WHITEWATER GUARDS (3) 
  CR 6
  XP 2,400 each
  Human fighter 7
  N Medium humanoid (human)
  Init +1; Senses Perception +1
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, 
  +1 natural)
  hp 64 each (7d10+21)
  Fort +7, Ref +5, Will +5 (+2 vs. fear)
  16
  
  Defensive Abilities bravery +2
  OFFENSE
  Speed 30 ft.
  Melee +1 falchion +13/+8 (2d4+8/18–20)
  Ranged light crossbow +8/+3 (1d8)
  Special Attacks weapon training (heavy blades +1)
  STATISTICS
  Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10
  Base Atk +7; CMB +10 (+12 bull rush); CMD 22 (24 vs. bull rush)
  Feats Dodge, Improved Bull Rush, Iron Will, Lightning 
  Reflexes, Mobility, Point-Blank Shot, Power Attack, 
  Weapon Focus (falchion), Weapon Specialization (falchion)
  Skills Intimidate +10, Knowledge (local) +2, Survival +8
  Languages Common
  SQ armor training 2
  Combat Gear potion of cure moderate wounds, holy water, 
  thunderstones (2); Other Gear +1 scale mail, +1 falchion, 
  light crossbow with 20 bolts, amulet of natural armor +1, 
  7 gp
  B2. Foyer
  Visitors and petitioners hoping to speak with a family 
  representative normally wait here, surrounded by 
  comfortable chairs and expensive artwork. The large 
  bronze front doors are locked (Disable Device DC 30) 
  unless the Whitewaters are expecting guests.
  B3. Reception Hall (CR 12)
  Crystal-clear pillars rise up to meet the domed ceiling 15 
  feet overhead. Three tapestries adorn the walls here, 
  depicting a beautiful woman adventurer braving various 
  desert trials: giant scorpions, slavering gnolls, and a marid 
  princess among them.
  The family holds lavish parties and dinners here for 
  major holidays or when important visitors grace Dimayen, 
  and the rest of the time they receive guests here. The 
  western doors lead to the Whitewaters’ private apartments 
  and are usually kept locked (Disable Device DC 25).
  The six crystal pillars hold water from the spring, with 
  small spigots in each so guests may refresh themselves at 
  their leisure. Each is magically hardened crystal (hardness 5, 
  hp 5, break DC 20) and holds 200 gallons of water. Breaking 
  a pillar douses all adjacent creatures in water and causes 
  creatures to slip on the marble floors as per the grease spell 
  until the spilled water dries.
  Creatures: Bored with his apartments, Kardag Whitewater 
  spends his days here, sparring with three guards at a time, 
  unless he’s granting an audience to visitors. 
  KARDAG WHITEWATER 
  CR 11
  XP 12,800
  Male human fighter 12
  N Medium humanoid (human)
  Init +2; Senses Perception +7
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+9 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 106 (12d10+36)
  Fort +10, Ref +8, Will +4 (+3 vs. fear)
  Defensive Abilities bravery +3
  OFFENSE
  Speed 30 ft.
  Melee +2 falchion +21/+16/+11 (2d4+12/15–20)
  Ranged mwk composite longbow +17/+12/+7 (1d8+5/×3)
  Special Attacks weapon training (heavy blades +2, bows +1)
  TACTICS
  During Combat Kardag is skilled but not subtle, attacking 
  with Power Attack and often micromanaging his guards or 
  pets in the field.
  Morale Kardag is young and has a lot to live for, and is the 
  most likely Whitewater to surrender if things turn against 
  the family. He surrenders if reduced to fewer than 15 hit 
  points, or fewer than half his hit points if his mother and 
  grandmother fall first.
  STATISTICS
  Str 18, Dex 14, Con 15, Int 8, Wis 10, Cha 12
  Base Atk +12; CMB +16 (+18 bull rush); CMD 30 (32 vs. 
  bull rush)
  Feats Animal Affinity, Cleave, Combat Reflexes, Critical Focus, 
  Dodge, Improved Bull Rush, Improved Critical (falchion), 
  Lightning Reflexes, Point-Blank Shot, Power Attack, Precise 
  Shot, Weapon Focus (falchion), Weapon Focus (composite 
  longbow), Weapon Specialization (falchion)
  Skills Climb +8, Handle Animal +12, Perception +7, Ride +8, 
  Stealth +10, Swim +8
  Languages Common
  SQ armor training 3
  Combat Gear potions of cure moderate wounds (2); Other 
  Gear +3 breastplate, +2 falchion, mwk composite longbow 
  with 20 arrows, ring of protection +1, gold and tourmaline 
  rings (4, worth 65 gp each)
  WHITEWATER GUARDS (3) 
  CR 6 
  XP 2,400 each
  hp 64 each (see page 16)
   
   
   
   
   
    
  HANDOUT #2
  17
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  TIANKA WHITEWATER
  Treasure: The three tapestries, each depicting a young 
  Tianka, are worth 250 gp each.
  Development: Kardag respects strength of arms, 
  and gaining his approval requires a display of combat 
  prowess. If the PCs wish to prove themselves, he insists 
  upon a duel between himself and his beloved “kittens,” 
  Zala and Ti (see area B17), either in the spring garden or 
  the reception hall. He insists on a nonlethal duel, and 
  flies into a murderous rage if either of his pets dies. If 
  an adventurer takes the time to heal Zala or Ti, Kardag 
  instantly declares the duel over and proclaims the PCs 
  “honorable enough to brave the desert winds.”
  Story Award: If the PCs earn Kardag’s favor without 
  killing him, award them 19,200 XP in addition to any 
  experience awards for defeating him in combat.
  B4. Water Office
  This tidy and well-appointed office is primarily Ezrisha’s 
  domain, where she meets with caravan leaders, mercenary 
  companies, and private companies to negotiate water 
  rights and draw up contracts. A few fine metalworking 
  tools, springs, and gears clutter one of the desks 
  alongside several schematics; Ezrisha has been 
  tinkering with her clockwork designs.
  B5. Audience Chamber (CR 8 or 15)
  This impressive audience chamber is home to 
  several statues ensconced within the walls, 
  and carved in the likenesses of proud 
  women of noble bearing. A great ivory 
  chair adorned with sapphires rests 
  on a dais on the north side of the 
  room, flanked by smaller but still 
  impressive chairs of mahogany.
  The Whitewater clan meets 
  with most petitioners and 
  guests here, and under less 
  dire circumstances the room 
  serves as the town hall. It is 
  normally filled to capacity in 
  daylight hours as locals and 
  nomads bid on water, argue 
  over property rights, and discuss 
  matters affecting the town.
  The western door is locked 
  (Disable Device DC 30), but each 
  guard carries a key.
  Creatures: Two guards stand 
  on duty here at all times. When 
  the Whitewater family gathers 
  to greet visitors and make 
  public rulings, an additional 
  guard joins them.
  EZRISHA WHITEWATER 
  CR 12
  XP 19,200
  hp 100 (see page 23)
  KARDAG WHITEWATER 
  CR 11
  XP 12,800
  hp 106 (see page 17)
  TIANKA WHITEWATER 
  CR 11
  XP 12,800
  hp 105 (see page 21)
  WHITEWATER GUARDS (2 OR 3) 
  CR 6
  XP 2,400 each
  hp 64 each (see page 16)
  B6. Private Chambers
  The Whitewaters meet with important guests in private 
  in this lush chamber filled with satin pillows, hookahs, 
  and bottles of expensive wine imported from 
  Taldor. The secret door in the west wall requires 
  a successful DC 25 Perception check to discover.
  B7. Guest Accommodations
  Each of these large guest rooms features a 
  feather bed, a writing desk, and a bookshelf. 
  The doors are locked (Disable Device DC 30) 
  from the outside each night, ostensibly to 
  protect sleepwalking guests from Kardag’s 
  pets; every guard carries a key to these doors.
  B8. Guard Barracks (CR 10)
  A dozen bunks, each with a simple 
  cedar footlocker at its foot, fill 
  this long hall. To the southeast, a 
  common area holds two wooden 
  tables strewn with knucklebones, 
  playing cards, and a few clay cups 
  and pitchers.
  These are the guards’ living 
  quarters where they rest and relax 
  when not on duty.
  Creatures: At any given time, four 
  off-duty Whitewater guards are in these 
  quarters, either sleeping or drinking and 
  playing at knucklebones or cards. The 
  sounds of pitched battle elsewhere in the 
  compound draw them all out to 
  the fray.
  WHITEWATER GUARDS (4) 
  CR 6
  XP 2,400 each
  hp 64 each (see page 16)
  18
  
  B9. Kitchen
  The compound’s kitchen slaves prepare three meals each 
  day, and fill their spare time preserving various fruits from 
  the garden in honey or juicing them to make wine. A large 
  oven just outside the kitchen is used for all the baking.
  The kitchen door is by far the least secure, as it is left 
  open each day to offer the slaves some relief from the 
  heat, and features the simplest lock in the compound 
  (Disable Device DC 20).
  Treasure: The kitchen is stocked with a variety of 
  expensive candies and wines worth 1,500 gp total. 
  They’re stored in a secret cupboard in the pantry 
  (Perception DC 25).
  B10. Confessional (CR 9)
  Rust-colored bloodstains mar the iron floor of this chamber, 
  concentrated around the various restraints, pillories, and 
  leather straps scattered about. A huge variety of well-oiled 
  blades hang from the walls, while a small brazier in the 
  southwest corner quietly warms a dozen brands. A single 
  wooden chair rests against the northern wall.
  The Whitewater family acts as Dimayen’s government 
  and uses this room to carry out sentencing against the 
  community’s criminals—with “criminal” often defined 
  as “those who irritate the Whitewater family.” Most 
  punishments involve banishment after some manner of 
  scarification, and the room is filled with restraints, sharp 
  blades, and branding irons for carrying out sentences.
  The doors here are kept locked (Disable Device DC 25). 
  A secret door in the east wall requires a successful DC 25 
  Perception check to discover.
  Creature: A single guard stands watch here to keep 
  out intruders and ensure that prisoners (and Reshal) 
  stay put. The guard responds to intruders by jumping 
  onto the wooden chair and pulling a lever to activate the 
  room’s trap.
  WHITEWATER GUARD 
  CR 6
  XP 2,400
  hp 64 (see page 16)
  Trap: One of Ezrisha’s clever devices helps secure this 
  room in the event of an attack or a prisoner’s escape. 
  It discharges when a lever in the north wall is pulled, 
  shocking anyone standing on the room’s floor.
  SHOCKING FLOOR TRAP  
  CR 9
  Type magic; Perception DC 26; Disable Device DC 26
  EFFECTS
  Trigger proximity (alarm); Duration 1d6 rounds; Reset manual
  Effect spell effect (shocking grasp, Atk +9 melee touch 
  [4d6 electricity damage]); multiple targets (all targets in 
  area B10)
  Treasure: A large chest in the corner contains goods 
  confiscated from previous visitors: a dozen daggers, four 
  scimitars, a masterwork suit of studded leather armor, a 
  darkwood cane (worth 25 gp), and a pair of boots of striding 
  and springing. If the Whitewaters have taken the PCs’ 
  equipment, the gear is stored in a chest here.
  B11. The Discipline Pit (CR 12)
  Three sturdy, cushioned chairs rest on a five-foot ledge 
  overlooking this wide, ten-foot-deep pit dug from the 
  sandstone bedrock. Stinging, writhing insects pick at bones 
  and bits of flesh below, while three bronze cages dangle 
  above on chains. A tattered mess of bones and torn sheets in 
  the southwest corner suggests a bed.
  This chamber is the final destination for those who 
  personally insult or endanger the Whitewater family. The 
  nearby springs cause a constant drip of water within the 
  pit, and various nests of stinging insects have flourished 
  there. The family either throws victims into the stinging 
  vermin below, or else suspends them in too-small cages, to 
  be lowered and raised for their entertainment.
  Creatures: Thousands of vile desert pests—ticks, 
  scorpions, giant fleas, and assassin bugs—dwell within the 
  pit, gathered into a roiling swarm. But most disgusting 
  of all is Reshal, Tianka’s feral son born from a tryst with 
  a janni. Not all sulis are born noble and beautiful, and 
  Reshal is an example of how horribly the blood of genies 
  may mingle with humans. Twisted in mind and body, 
  Reshal is naturally cruel. Tianka eventually exiled him to 
  the Discipline Pit to prevent the deaths of any additional 
  guards (or family members). With uncharacteristic 
  kindness, Tianka still visits her son daily, bringing him 
  toys and sweet treats from the kitchen, but her gifts usually 
  become feasts for Reshal’s pets. With each passing day he 
  recognizes his mother less and less, and her charm person 
  spells no longer affect him as they once did.
  Tianka no longer has any control over Reshal, and 
  brings him victims as much to sate him as to punish her 
  enemies. Even if the PCs gain the family’s blessing to free 
  Sayid, they must still contend with Reshal and his pets, as 
  the Whitewaters only have the ability to raise and lower 
  the filled cages on the far side of the pit and can’t extract 
  victims from Reshal’s clutches without subduing him.
  RESHAL WHITEWATER 
  CR 9
  XP 6,400
  Male suli druid (desert druid) 10 (Pathfinder RPG Advanced 
  Race Guide 202, Pathfinder RPG Advanced Player’s Guide 99)
  NE Medium outsider (native)
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 23, touch 13, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, 
  +4 natural)
  19
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  S
  S
  1 SQUARE = 5 FEET
  B. WHITEWATER COMPOUND
  B1
  B1
  B2
  B3
  B4
  B5
  B6
  B10
  B11
  B12
  B13
  B14
  B17
  B15
  B16
  B9
  B7 B7
  B8
  B18
  B19
  B20
  B21
  hp 98 (10d8+50)
  Fort +10, Ref +5, Will +11
  Resist acid 5, cold 5, electricity 5, fire 5
  OFFENSE
  Speed 20 ft.
  Melee +1 scimitar +11/+6 (1d6+4/18–20)
  Special Attacks elemental assault (10 rounds), wild shape 
  3/day (Small or Medium vermin)
  Druid Spells Prepared (CL 10th; concentration +14)
  5th—insect plague, stoneskin
  4th—cure serious wounds, flame strike (DC 18), giant 
  vermin, ice storm
  3rd—cure moderate wounds, greater magic fang, poison 
  (DC 17), protection from energy
  2nd—barkskin, bear’s endurance, heat metal, lesser 
  restoration, summon swarm
  1st—cure light wounds (2), longstrider, produce flame, 
  speak with animals
  0 (at will)—detect magic, guidance, resistance, stabilize
  TACTICS
  Before Combat A small bell on the door alerts Reshal to 
  visitors, and he casts barkskin and bear’s endurance on 
  himself and greater magic fang on Yarak.
  During Combat Reshal immediately casts giant vermin 
  to enlarge two of the pit’s many scorpions before wild 
  shaping into a Medium scorpion himself. He casts 
  stoneskin on Yarak the first time his companion is struck.
  Base Statistics Without his prepared spells, Reshal’s 
  statistics are hp 78; Fort +8; AC 19, flat-footed 17; Con 12.
  STATISTICS
  Str 16, Dex 14, Con 16, Int 8, Wis 18, Cha 10
  Base Atk +7; CMB +10; CMD 23
  Feats Combat Casting, Combat Reflexes, Natural Spell, 
  Toughness, Vermin HeartAPG
  Skills Climb +5, Diplomacy +2, Handle Animal +13, 
  Knowledge (nature) +14, Perception +10, Sense Motive +6, 
  Spellcraft +5, Survival +12; Racial Modifiers +2 Diplomacy, 
  +2 Sense Motive
  Languages Common, Druidic, Terran
  SQ desert native, sandwalker, nature bond (animal 
  companion), nature sense, wild empathy +10
  Gear +2 hide armor, +1 scimitar, amulet of mighty fists +1, 
  headband of inspired wisdom +2, ring of protection +1, 
  granite and diamond dust (worth 250 gp)
  YARAK 
  CR —
  Female giant scorpion animal companion (Pathfinder RPG 
  Ultimate Magic 37)
  N Large vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +8
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, 
  –1 size)
  20
  
  SAYID AABAN
  hp 76 (9d8+36)
  Fort +9, Ref +8, Will +3; +4 morale bonus on Will saves 
  against enchantment spells or effects
  Defensive Abilities evasion; Immune mind-affecting effects
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +13 (1d8+8 plus grab), sting 
  +13 (1d8+8 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks poison
  STATISTICS
  Str 22, Dex 14, Con 16, Int —, Wis 10, 
  Cha 2
  Base Atk +6; CMB +13 (+17 grapple); 
  CMD 26 (38 vs. trip)
  Feats Dodge, Improved Natural Attack 
  (claws), Power Attack, Toughness, 
  Improved Natural Attack (sting)
  STINGING SWARMS (2) 
  CR 9
  XP 6,400 each
  Tick swarm (Pathfinder RPG 
  Bestiary 2 265)
  hp 120 each
  Treasure: In addition to the mishmash of equipment 
  Reshal wears, additional trinkets from his previous 
  victim—an Absalom lothario named Roland Dorain who 
  found the worst possible side of Ezrisha’s delicate heart—
  remain scattered about the pit: a +1 sling, +2 padded armor, 
  an elixir of love, pipes of sounding, a potion of blink, a small 
  oak case containing seven platinum tuning forks (worth 
  250 gp as a set), and a lovingly illustrated picture book 
  entitled Sordid Women of the Inner Sea, a surprisingly rare 
  collectible worth 150 gp.
  Development: Two of the bronze cages are empty, 
  but the third contains an exhausted, stung, and swollen 
  Sayid Aaban (NG human investigatorACG 4/monk 3), put-
  upon shopkeep and Dimayen’s only member of the 
  Sentinels of Meraz. He squirms uncomfortably, 20 feet 
  above the pit’s floor, and politely asks for rescue from 
  anyone entering, saying with some conviction that he’s 
  changed his mind and is quite happy to be of service to 
  matriarch Tianka. 
  If rescued, Sayid doesn’t wish to say much about his 
  current situation, and asks only to be escorted back 
  home. If the PCs have already explored the Fabled and 
  Forgotten bookstore, Sayid is shocked to learn about 
  daemons and cultists pawing through his collection 
  and grows concerned, but he doesn’t trust the PCs 
  entirely until he discovers that the Ravenous Blade has 
  been replaced with a fake. See page 24 for additional 
  information about speaking with Sayid.
  Story Award: If the PCs save Sayid, award them an 
  additional 19,200 XP.
  B12. Cell Block
  This hallway contains three 10-foot-square cells for 
  holding trespassers and criminals awaiting trial. While 
  each cell door is locked (Disable Device DC 20), the door 
  leading to the confessional (area B10) is not.
  Development: PCs who refuse the Whitewaters’ 
  generous offer of service are thrown in here. The family 
  fully expects them to be more cooperative after 
  a few days of confinement and starvation 
  (at the GM’s discretion, this may 
  place the PCs at risk of contracting 
  the Feast of Dust). While any 
  obvious equipment, weapons, spell 
  components, and armor are taken, PCs 
  can attempt Sleight of Hand checks 
  to conceal small weapons, magical 
  supplies, or tools from the 
  guards’ cursory search.
  B13. Tianka’s Apartment 
  (CR 13)
  Equal parts refuge and study, this exquisite 
  bedroom has bookshelves lining its walls. Ancient, leather-
  bound tomes and expensive statuary crowd the shelves, 
  while a nearby desk overflows with glassware and cages for 
  small animals.
  Tianka’s private chamber doubles as her arcane library, 
  though it serves as a laboratory now as she struggles to 
  understand the foul curse afflicting her.
  Creatures: When not meeting with guests, Tianka 
  Whitewater spends her time in study, alternately resting 
  and experimenting on cursed animals. She keeps the 
  beleaguered cleric Arakor Shonar (NG male human cleric 
  of Sarenrae 8) by her side at all times to support her 
  flagging health with divine spells, while her guard captain 
  Shamalaa and two house guards stand by, prepared for 
  any treachery from the young priest.
  If the PCs enter her private sanctum uninvited, Tianka 
  flies into a rage, ordering her guards to kill them even as 
  Arakor begs for level heads and patience. Even though the 
  cleric does not participate in the fight, he has already cast 
  bear’s endurance on Tianka with his extend metamagic rod to 
  help relieve her gnawing hunger and aid her in resisting 
  further effects of the curse.
  TIANKA WHITEWATER 
  CR 11
  XP 12,800
  Female old human aristocrat 6/wizard 8
  LE Medium humanoid (human)
  Init +4; Senses Perception +18
  DEFENSE
  AC 17, touch 13, flat-footed 17 (+4 armor, +3 deflection)
  hp 105 (14 HD; 8d6+6d8+50) (19 points of nonlethal damage)
  21
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  Fort +8, Ref +4, Will +12
  OFFENSE
  Speed 30 ft.
  Melee +1 sword cane +8 (1d6)
  Special Attacks hand of the apprentice (8/day)
  Wizard Spells Prepared (CL 8th; concentration +13)
  4th—black tentacles, greater invisibility, resilient sphere
  3rd—dispel magic, haste, heroism, lightning bolt (DC 18)
  2nd—glitterdust (DC 17), detect thoughts (DC 17), 
  scorching ray, mirror image 1st—enlarge person (DC 
  16), grease (DC 16), mage armor, magic missile, shield, 
  unseen servant
  0 (at will)—detect magic, prestidigitation (DC 15), 
  resistance, touch of fatigue (DC 15)
  TACTICS
  Before Combat Tianka cast mage armor before receiving 
  company, while Arakor provides her regular doses of 
  bear’s endurance to help manage her curse. If she 
  expects trouble, she casts shield.
  During Combat Feeling her age, Tianka prefers to hold 
  back, protecting herself with greater invisibility while 
  augmenting her companions with haste and heroism 
  before unleashing her attack spells. She reserves resilient 
  sphere for anyone threatening her personally.
  Morale Tianka expects to die if this tense situation isn’t 
  handled exactly according to her instructions, and if 
  combat begins, she fights to the death.
  Base Statistics If not affected by mage armor, Tianka has 
  AC 13. Without the effects of bear’s endurance, Tianka has 
  the following statistics: hp 77; Fort +6. She has also taken 
  19 points of nonlethal damage due to the Feast of Dust. 
  STATISTICS
  Str 9, Dex 10, Con 14, Int 21, Wis 12, Cha 16
  Base Atk +8; CMB +7; CMD 20
  Feats Combat Casting, Craft Wand, Dodge, Forge Ring, Great 
  Fortitude, Improved Initiative, Point-Blank Shot, Precise 
  Shot, Scribe Scroll, Spell Penetration, Toughness
  Skills Bluff +20, Diplomacy +20, Intimidate +20, Knowledge 
  (arcana) +16, Knowledge (dungeoneering) +11, Knowledge 
  (history) +16, Knowledge (local) +16, Knowledge (nobility) 
  +11, Knowledge (planes) +16, Knowledge (religion) +11, 
  Perception +18, Sense Motive +18, Spellcraft +21
  Languages Common, Gnoll, Infernal, Kelish, Osiriani
  SQ arcane bond (ring of protection +3), metamagic mastery 
  (1/day)
  Combat Gear potion of cure moderate wounds, wand of 
  fireball (38 charges), wand of false life (43 charges); 
  Other Gear +1 sword caneUE, belt of giant strength +2, 
  bracers of armor +3, headband of vast intelligence +2, 
  ring of protection +3 
  SHAMALAA 
  CR 10
  XP 9,600
  Scheming fencer (Pathfinder RPG NPC Codex 86)
  hp 98
  WHITEWATER GUARDS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (see page 16)
  Treasure: If the PCs manage to free Arakor without 
  violence, he thanks them profusely and offers them his 
  extend metamagic rod as a reward.
  Development: If the PCs negotiate peaceably with the 
  Whitewaters, earning the final approval of their canny, 
  world-weary matriarch requires the approval of both her 
  daughter Ezrisha (see area B20) and grandson Kardag 
  (see area B3). If the PCs best Kardag in a duel and recover 
  Ezrisha’s clockwork scout, Tianka insists they must still 
  show some capacity for surviving magical assaults. She 
  allows the PCs 1 round to prepare themselves, and then 
  proceeds to rain down 3 rounds of her most impressive 
  spells: black tentacles, glitterdust, and lightning bolt. If any 
  PCs remain standing after her trial, she grudgingly 
  attributes it to luck but lets them leave, even allowing 
  them to take Sayid with them (see area B11). If anyone 
  manages to counterspell one of her effects, she instead 
  displays genuine respect and a glimmer of hope. Tianka 
  believes that giving up Arakor will doom her to a horrible 
  death, and won’t release the cleric unless the PCs offer 
  her some solution to avert her own fate; scrolls of break 
  enchantment are ideal, but more creative solutions, 
  including flesh to stone or even the dagger of repose received 
  earlier may suffice with a successful DC 22 Diplomacy 
  check. Convincing Tianka to release Arakor without 
  offering any way to forestall the Feast of Dust requires a 
  successful DC 37 Diplomacy check.
  Arakor Shonar is delighted to be rescued, though 
  appalled by any violence used in the process. He begs 
  to return to his temple to resume caring for Dimayen’s 
  sick. While he reserves his spells for those suffering 
  from the Feast of Dust, he freely offers to heal the PCs by 
  channeling positive energy for them as needed.
  If the PCs don’t manage to save Sayid from Reshal, you 
  may elect to make Arakor a co-conspirator and fellow 
  member of the Sentinels of Meraz rather than just a 
  theological scholar, and allow him to provide the PCs 
  with any direction or information Sayid would have.
  Story Award: If the PCs free Arakor Shonar, award 
  them an additional 19,200 XP. If they successfully endure 
  Tianka’s trials rather than kill her, award them an 
  additional 38,400 XP.
  B14. Whitewater Family Vault
  Sealed behind a heavy steel door (hardness 12, hp 120, 
  break DC 28) and securely locked (Disable Device DC 40), 
  the Whitewater vault contains the family’s property and 
  genealogical records, as well as whatever money and 
  valuables still remain. Tianka has spent much of the 
  family’s wealth on scrolls and wands to treat her curse, 
  and much of the rest has been scattered among the clan’s 
  22
  
  various caravans until Dimayen regains some measure of 
  safety. Little remains here now, but if the Whitewater clan 
  survives the Feast of Dust, they reassemble their wealth 
  and offer incredible riches to their saviors.
  Treasure: An operating budget of 2,450 gp remains on one 
  shelf, as well as great-grandmother Sevka’s urn (worth 50 gp).
  B15. Kardag’s Apartments
  Fitted with a serviceable bed, weapon and armor racks, 
  and a wide practice space, Kardag Whitewater’s private 
  room sees little use during the day. He retires well 
  after sunset, collapsing into bed with a few drinks and 
  handsome guards to ease his slumber.
  B16. Ezrisha’s Room
  This large bedroom contains a tremendous feather bed on 
  the west wall and a long table on the south wall. The bed is 
  covered in pillows and wolf-fur blankets. The table is strewn 
  with the pieces of a half-assembled crossbow, reels of wire, 
  and several gears. The walls of the chamber are mounted 
  with grim trophies: the black claws of a giant scorpion, the 
  head of a dire jackal, and a snakeskin panel of terrifying size. 
  Ezrisha hasn’t been in her chambers since her mother 
  fell ill. She keeps her mother company for meals, but 
  has otherwise thrown herself into managing the family 
  business. By day, she is found in the water depot (area B20).
  Treasure: Anyone who succeeds at a DC 25 Perception 
  check notices a hidden compartment behind the 
  snakeskin panel that contains a pearl the size of a small 
  fist (worth 650 gp), a pouch of 20 fire opals in the shape 
  of sharpened teeth (worth 150 gp each), 200 gp worth of 
  assorted coins, and 10 +2 magical-beast-bane bolts.
  B17. The Whitewater Spring (CR 10)
  The marble stronghold of the Whitewater clan shelters this 
  sprawling courtyard. Vibrant plants grow here, heavily laden 
  with fruit and blossoms. At the center lies a freshwater 
  spring whose crystalline water laps at the surrounding soil.
  The same spring used in the water depot (area B20) feeds 
  the pool here, which slaves carefully tend and cleanse with 
  a combination of Ezrisha’s gadgets and Tianka’s magic. 
  The ground here is covered in a layer of smooth pebbles 
  that impose a –5 penalty on Stealth checks. 
  Creatures: On one of his trophy hunts in the desert, 
  Kardag slew a scar-covered smilodon only to discover she 
  guarded a den and two cubs. He brought the cubs home 
  to Dimayen, intending to raise them to be future trophies, 
  but grew to love the enormous beasts and now keeps 
  them as pets and guard animals. Both are well trained and 
  obedient, but they freely make a meal out of anyone not 
  accompanied by one of the Whitewaters or a guard.
  ZALA AND TI 
  CR 8
  XP 4,800 each
  Dire tigers (Pathfinder RPG Bestiary 265)
  hp 105 each
  B18. Slave Quarters
  Seven tents hidden in the back of the compound are 
  crowded with humble bunks for the Whitewaters’ 
  rotating stock of slaves. The Whitewaters run a 
  disciplined household, with rich rewards and harsh 
  punishments. Most of the surviving slaves bear at least 
  a few scars. Nearly half the slaves have contracted the 
  Feast of Dust in the past week and have been exiled from 
  the grounds.
  B19. Pump Room
  A large wooden turnstile here connects to a heavy wooden 
  rod that dips deep into the earth. A cool, pleasant dampness 
  fills the room, harshened by the smell of sweat.
  This pumping room helps draw water from Dimayen’s 
  underground reservoir. Though the family once relied on 
  the spring’s natural flow to supply the town, the repeated 
  failure of the irrigation channels has sharply increased 
  demand for their spring water, necessitating this slave-
  operated contraption that Ezrisha built. The slaves here 
  ignore any intruders and focus on their work.
  B20. Water Depot (CR 13)
  This chamber contains a large wooden pump that empties 
  into a large water tank extending from the north to south. 
  Numerous clay amphoras filled with cool, clear fluid stand 
  ranked along the south wall.
  Though Whitewater spring water is sold all over 
  Dimayen at various outlets, this depot is the first the clan 
  ever operated and remains in operation today, thanks in 
  large part to Ezrisha’s ingenious mechanical designs.
  Creatures: Ezrisha Whitewater is here, alongside a pair 
  of guards, overseeing the water production for the day the 
  curse ends and business returns to normal. With many of 
  the family’s slaves falling to the curse, she has resumed 
  an old project—reproducing a clockwork contraption 
  she studied in Katheer many decades ago in order to 
  eventually replace the dwindling human stock the family 
  relies on too heavily. If interrupted or attacked, she 
  assumes that Dimayen’s accursed masses have breached 
  the compound; she then activates her two creations and 
  orders them to kill the trespassers.
  EZRISHA WHITEWATER 
  CR 12
  XP 19,200
  Female human rogue 8/transmuter 5
  23
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  LE Medium humanoid (human)
  Init +8; Senses Perception +12
  DEFENSE
  AC 19, touch 17, flat-footed 14 (+2 deflection, +4 Dex, +1 dodge, 
  +2 natural)
  hp 100 (13 HD; 8d8+5d6+47)
  Fort +6, Ref +12, Will +6
  Defensive Abilities evasion, improved uncanny dodge, 
  trap sense +2
  OFFENSE
  Speed 30 ft.
  Melee +1 rapier +13/+8 (1d6+2/18–20)
  Ranged mwk dagger +13/+8 (1d4+1/19–20)
  Special Attacks sneak attack +4d6
  Arcane School Spell-Like Abilities (CL 5th; concentration +7)
  5/day—telekinetic fist (1d4+2 bludgeoning)
  Transmuter Spells Prepared (CL 5th; concentration +7)
  3rd—blink, hydraulic torrentAPG
  2nd—cat’s grace, mirror image, scorching ray, spider climb
  1st—burning hands (DC 13), grease (DC 13), mage armor, 
  shield, shocking grasp
  0 (at will)—detect magic, ghost sound (DC 12), mending, 
  message
  Opposition Schools enchantment, necromancy
  TACTICS
  Before Combat Ezrisha used her physical enhancement 
  arcane school ability to increase her Constitution score by 
  2. If she has time to prepare for combat, she casts mage 
  armor, shield, and mirror image.
  During Combat Ezrisha is more coldly efficient than her 
  mother. She casts blink, then flanks with her companions 
  to end threats quickly, using her quick runner’s shirt to 
  position herself for making full attacks.
  Morale If reduced to fewer than 50 hit points, Ezrisha 
  disengages and falls back to Tianka’s side. If already 
  fighting beside her mother, she fights to the death.
  STATISTICS
  Str 12, Dex 18, Con 16, Int 14, Wis 9, Cha 10
  Base Atk +8; CMB +9; CMD 26
  Feats Combat Casting, Craft Construct, Craft Magic Arms and 
  Armor, Craft Wondrous Item, Dodge, Improved Initiative, 
  Mobility, Point-Blank Shot, Quick Draw, Scribe Scroll, 
  Spring Attack, Weapon Finesse
  Skills Acrobatics +12, Climb +5, Craft (traps) +18, Craft 
  (clockwork) +18, Disable Device +20, Knowledge 
  (engineering) +15, Knowledge (local) +15, Perception +12, 
  Sense Motive +6, Sleight of Hand +10, Spellcraft +15, 
  Stealth +20, Use Magic Device +15
  Languages Common
  SQ arcane bond (amulet of natural armor +2), physical 
  enhancement (+2), rogue talents (combat trick, finesse 
  rogue, cunning triggerAPG), trapfinding +4
  Combat Gear potions of cure serious wounds (2), scroll 
  of greater invisibility, scroll of geas/quest; Other Gear 
  +1 rapier, mwk daggers (4), amulet of natural armor +2, 
  cloak of resistance +1, golembane scarab, quick runner’s 
  shirtUE, ring of protection +2
  CLOCKWORK SOLDIERS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (Pathfinder RPG Bestiary 3 57)
  WHITEWATER GUARDS (2) 
  CR 6
  XP 2,400 each
  hp 64 each (see page 16)
  Development: If the PCs hope to earn Ezrisha’s favor 
  and blessing to leave the compound with Sayid, she insists 
  they must prove themselves canny enough to survive the 
  wily desert and show a knack for finding their target. She 
  presents her clockwork prototype—a mechanical beetle 
  the size of a cat—and releases it into the compound to 
  hide. It immediately skitters to the water office where 
  it was created (area B4), and hides in a cabinet. If the 
  PCs return the beetle to her whole, she grants them 
  her blessing. The PCs can track the clockwork gadget 
  (Survival DC 12 outdoors, but DC 22 once it moves inside), 
  search room by room (opposing the beetle’s Stealth skill 
  bonus of +12 with their own Perception checks), or rely 
  on magic (such as locate creature). If discovered, the beetle 
  attempts to flee again, and must be restrained or caged to 
  be returned to Ezrisha; she will accept a damaged beetle 
  as well—if unhappily—as long as the PCs can prevent it 
  from self-destructing.
  CLOCKWORK BEETLE 
  CR 1/2
  XP 200
  Clockwork spy
  hp 5 (Pathfinder RPG Bestiary 3 58)
  Story Award: If the PCs earn Ezrisha’s favor rather than 
  killing her, award them 19,200 XP.
  B21. Stables
  The Whitewaters once kept exquisite horses, both for 
  their youthful adventures and to impress visitors. Sadly, 
  Kardag’s pets consumed the family’s breeding stock years 
  ago, and now use the stables to bed down.
  SPEAKING WITH SAYID
  By the time the PCs confront Dimayen’s challenges and 
  rescue Sayid Aaban, they should realize that the Feast of 
  Dust won’t simply pass on its own. The aging scholar can 
  provide them with answers to any lingering questions 
  they still have.
  What is this curse? “It is the Feast of Dust, I fear—a 
  terrible affliction unseen for millennia that drove 
  mortals mad, wasted them to bone, and then woke them 
  from death with a cold hand to prowl the desert. It was 
  one of the blights carried by the Heralds of Dust—
  24
  
  terrible daemonic harbingers who sought to unmake the 
  land, turn people against one another, and sow disease 
  in the flesh of thousands. The heralds transformed 
  the Meraz eons ago from a land of bounty into this 
  windblown waste of red sand. The Feast was the tool of 
  one herald in particular: The Jackal Prince.”
  Who is the Jackal Prince? “He was... is a powerful 
  daemonic harbinger who came to Golarion alongside 
  his three siblings to unmake the world, in a time so long 
  ago that their true names are forgotten. They laid waste 
  to the land, rendering it into the punishing desert it is 
  today. My ancestors, the Sentinels of Meraz, stopped the 
  harbingers, but found the harbingers’ evil too powerful 
  to destroy. Instead, they locked each herald inside one 
  of four powerful artifacts: the Calabash of Last Draughts, 
  the Handflower of Genocide, the Ravenous Blade, and the 
  Shroud of Flies—the Oblivion Keys, as we call them. The 
  artifacts couldn’t be destroyed, and it became our duty 
  to keep them safe and hidden.
  “This is one of them—the Ravenous Blade, which tore 
  the Jackal Prince’s tongue from his throat. But this... this 
  forgery... I’ve been such a fool. Oh, Dehlvat... my poor, 
  sweet Dehlvat. I have failed as a Sentinel and as a father.”
  Who is Dehlvat? “My son. He had more of his mother 
  in him—no taste for books or study—and I refused to 
  accept that. Aabans have a duty to the world as Sentinels 
  of the Meraz, but the more I pushed him toward 
  greatness, the more eagerly he embraced debauchery. I 
  never went into enough details about our legacy, though. 
  I never felt like he was ready. Perhaps I should have. 
  Perhaps he’d still be here if I had trusted him.
  “He left after a fight, three months ago. He’d befriended 
  some filthy con artist, Ibhris something-or-other. I knew 
  he’d taken a few books when he moved on, but now I see 
  he stole the Ravenous Blade when he left. Which can only 
  mean one of them—Ibhris or... or Dehlvat—now serves as 
  a vessel for the Jackal Prince of Famine.”
  Who are the Sentinels of Meraz? “It is an ancient 
  order, founded by those who originally imprisoned the 
  four heralds over seven millennia ago. We watch for 
  signs of their return, or other stirrings of daemons in 
  Qadira. I am one of the last. My son was supposed to 
  follow in my place, but he has forsaken the old ways, 
  seeks profit, makes trouble... wants to be an adventurer... 
  No offense intended, of course.”
  How can we stop the Feast of Dust and the Jackal 
  Prince? “Even seven thousand years later, his bones still 
  carry this dread power. I fear the only way to stop the curse 
  of famine is to slay the Jackal Prince again and force him 
  back into the Ravenous Blade. But those rituals have been 
  lost for millennia. The only witnesses to those rituals are—
  “Oh my.
  “It is possible that the other Heralds of Dust, still 
  locked into their Oblivion Keys, would know how to 
  imprison their brother again.”
  Why would the Heralds of Dust help us imprison their 
  brother? “Daemons are petty, hateful creatures, and the 
  heralds especially were backstabbing, scheming, jealous 
  beasts who succeeded in spite of their cooperation rather 
  than because of it. The original Sentinels of Meraz were 
  able to defeat them only because they fought alone and 
  constantly undermined one another. If the other three 
  knew the Jackal Prince is free, and has left them to rot, 
  their petty jealousies might be enough motivation to help 
  us against him.”
  Where are the other Oblivion Keys? “Scattered, 
  when ancient Shadun was buried in volcanic ash a 
  thousand years ago. We know one—the Handflower of 
  Genocide—remained in the city, but the place is now a 
  gnoll-choked ruin, buried under a hundred feet of ash, 
  and guarded by a being of horrific evil that was invoked 
  as the city burned.
  “The Shroud of Flies, according to my research, came 
  to rest in a concealed stronghold in the plague-choked 
  foothills of the Zho Mountains—a place dubbed Blood 
  Rise Rock by the Lamashtan cultists who frequent it now.
  “But the Calabash of Last Draughts has been lost since 
  that awful day. It’s possible that finding the other two will 
  help point you to the bottle’s final resting place.”
  Where is the Jackal Prince now? “Likely wherever those 
  cursed souls are heading, somewhere out in the desert, 
  but I’d be loathe to confront him without the other 
  Oblivion Keys.”
  How do we prevent the other Heralds from controlling 
  us like the Jackal Prince? “I can induct you into the 
  Sentinels of Meraz. The symbols in our tattoo forbid these 
  specific daemons from entering our bodies. But even 
  without membership, each of the Oblivion Keys is bound 
  in brass seals that keep the beasts within dormant and 
  contained. Do not remove the seals and you should be safe.”
  JOINING THE SENTINELS OF MERAZ
  Before setting out into the desert, the PCs may elect to have 
  Sayid induct them into the Sentinels of Meraz. Membership 
  in this order offers some protection from daemons and 
  their influence (see the sidebar on page 5) and may trigger 
  unique magical effects near daemonic magic (such as the 
  momentary bursts of awareness they inspire in the Oblivion 
  Keys, which help guide the PCs towards the Jackal Prince’s 
  final end). If the PCs agree to join, Sayid tattoos the Sentinels’ 
  crest into the back of their right hands as part of an hour-long 
  ritual. If no PCs wish to join the secret society, Sayid instead 
  provides them with an amulet bearing the distinctive eye, 
  tower, and blade, “for protection.” The amulet confers none 
  of the special bonuses provided by membership, but its 
  lingering magic is still enough to stir the spirits within the 
  Oblivion Keys when brought close.
  25
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  H
  aving discovered the source of the plague 
  tormenting Dimayen, the PCs set off into the 
  Meraz Desert with leads regarding the locations 
  of two of the three Oblivion Keys they need to slay the Jackal 
  Prince and end his Feast of Dust. Sayid’s suspicions were 
  correct; the Shroud of Flies was indeed hidden at Blood 
  Rise Rock in the nearby foothills of the Zho Mountains, 
  and has recently been uncovered by Ibhris Akpahl, the 
  same treasure hunter and con man who convinced 
  Dehlvat to steal the Ravenous Blade, and the Handflower of 
  Genocide remains entombed within the ash-covered ruins 
  of Shadun. After reading Sayid’s notes, the Jackal Prince 
  dispatched agents to these locations—the Trelmarixian 
  cultist Jambre Oloto to Blood Rise Rock and the Flaying 
  Winds’ warlord Nul Kraz Basheen to Shadun—to recover 
  the artifacts and spread them farther afield to prevent his 
  jealous siblings from thwarting his glory.
  The final Oblivion Key, the Calabash of Last Draughts, was 
  lost not far from Shadun and now rests in the center of 
  the accursed Lethe Springs—a hot spring in the shadows 
  of the Zhobl volcano that robs curious travelers of their 
  identities. Although the caravan transporting it for the 
  Sentinels of Meraz has been lost for centuries, the PCs 
  can find records in Shadun that trace the Sentinels’ route.
  TRAVELING THE MERAZ
  The Meraz Desert is an intimidating sea of dunes and 
  mirages even when not beset by apocalyptic curses. Extreme 
  heat, confusion, and wild predators—as well as lack of 
  food, shelter, and water—may hamper the PCs’ journey.
  OBLIVION AND SAND
  CHAPTER 2
  26
  
  Of the two destinations, Blood Rise Rock is significantly 
  closer to Dimayen. It is a mere 50 miles over the desert, 
  and easy to find as a slow trickle of pilgrims and the sick 
  journey from Dimayen to the rock and back. The ruins of 
  Shadun lie farther north, nearly 200 miles beyond Blood 
  Rise Rock, though Sayid offers the party a map of the area 
  to help them find their way.
  The PCs should come across the following situations 
  on their journeys. The Tribal Conflicts encounter (see 
  page 28) should take place during their journey to Blood 
  Rise Rock, but the Waylaid Caravan encounter (see below), 
  can take place at any point or serve as a random encounter.
  Random Encounters
  For every 6 hours spent traveling the Meraz, or 12 hours 
  spent resting outside a settlement, there is a 40% chance 
  the party encounters a random monster (roll on the table 
  below to determine the encounter). Each time the PCs 
  recover an Oblivion Key, the Jackal Prince’s grip wanes and 
  the chance for random encounters is reduced by 10%.
  d%	
  Encounter	
  Avg.	CR	 Source
  1–7	
  2d6	fiendish	dire	hyenas	
  8	
  Bestiary	294,	179
  8–18	
  1d6	greater	ceustodaemons	 10	
  Bestiary 2	292,	65
  19–29	 1	ruhk	
  10	
  Bestiary 4	228
  30–40	 1d6	shaghals	
  11	
  See	page	63
  51–60	 1	seps		
  11	
  Bestiary 4	237
  61–70	 2d4	Flaying	Wind	ghuls	
  12	
  See	page	14
  71–80	 1d6	Trelmarixian	cultists	
  12	
  See	page	32
  81–90	 1	meladaemon	and	
  13	
  Bestiary 2	69;	see	
  	
  1d4	shaghals	
  	
  page	63
  91–100	 1d4	giant	emperor	scorpions	 13	
  Bestiary 4	232
  WAYLAID CARAVAN (CR 12)
  At	the	base	of	a	dune	rests	an	overturned	cart	and	a	well-
  appointed	palanquin.	Brilliant	orange-hued	stems	litter	the	
  ground	 around	 both,	 and	 lying	 in	 the	 sands	 nearby	 is	 the	
  partially	chewed	body	of	a	woman	in	extravagant	garb.
  Creatures: The saffron merchant Mujhala al-Kitra set 
  out for Blood Rise Rock 3 days ago, after a jackal delivered 
  a shard of bone that afflicted her with the Jackal Prince’s 
  curse. With her servants, guards, and a rich payment of 
  saffron in tow, she set out for Blood Rise Rock hoping 
  to be cured, but the desert sands slowed the merchant’s 
  progress, and when the caravan ran low on supplies, her 
  servants succumbed to the curse as well. Less than an 
  hour before the PCs stumble across this scene, a heated 
  argument between Mujhala and her litter-bearers turned 
  deadly, and one ravenous servant finally succumbed to his 
  dark urges and tore a chunk from his master’s face. Many 
  of the remaining caravaneers lost control as well, turning 
  on their fellow travelers and draft camels. Now crazed 
  with hunger, the group attacks anyone who approaches.
  CURSED	CARAVANEERS	(8)	
  CR	6
  XP	2,400	each
  Human	fighter	7
  N	Medium	humanoid	(human)
  Init	+2;	Senses	Perception	+5
  DEFENSE
  AC	23,	touch	12,	flat-footed	21	(+8	armor,	+2	Dex,	+3	shield)
  hp	71	each	(7d10+28)	(36	points	of	nonlethal	damage)
  Fort	+7,	Ref	+6,	Will	+1	(+2	vs.	fear)
  Defensive	Abilities	bravery	+2
  OFFENSE
  Speed	40	ft.
  Melee	mwk	battleaxe	+13/+8	(1d8+8/×3),	light	spiked	shield	
  +10	(1d4+2),	bite	+12	(1d4+7)
  Special	Attacks	weapon	training	(axes	+1)
  STATISTICS
  Str	20,	Dex	15,	Con	14,	Int	6,	Wis	8,	Cha	4
  Base	Atk	+7;	CMB	+12;	CMD	24
  Feats	Improved	Shield	Bash,	Lightning	Reflexes,	Power	
  Attack,	Shield	Focus,	Toughness,	Two-Weapon	Defense,	
  Two-Weapon	Fighting,	Weapon	Focus	(battleaxe),	Weapon	
  Specialization	(battleaxe)
  Skills	Climb	+10,	Handle	Animal	+6,	Perception	+5,	Ride	+6,	
  Survival	+6
  Languages	Common
  SQ	armor	training	2
  Other	Gear	+2 breastplate,	+1 light steel shield,	mwk	battleaxe
  Treasure: Mujhala’s body still wears a richly embroidered 
  silk scarf set with semiprecious stones (worth 750 gp total). 
  The cart was originally loaded with 120 pounds of saffron 
  as payment for the Great Scarab, though one of the casks 
  has been smashed on the ground, leaving only 110 pounds 
  of the precious spice (worth a total of 1,650 gp).
  CHARLATANS IN THE SANDS
  Located in the winding, rocky canyon at the base of the Zho 
  Mountains, Blood Rise Rock has been sacred to Lamashtan 
  cults for centuries for the plague-bearing spring contained 
  within. Over the eons, gnoll and human hands alike have 
  carved the natural rock formation into an enormous 
  likeness of Lamashtu’s swollen torso, creating a unique 
  temple honoring the natural caves beyond. Unbeknownst 
  to these worshipers of the Mother of Monsters, however, 
  this site is suffused not with Lamashtu’s blessing, but 
  with daemonic power. When the Sentinels of Meraz fled 
  with the Shroud of Flies, they retreated into the maze-like 
  canyons here, eventually carving a small shrine within one 
  of the countless caves. The Shroud of Flies, prison of the Rat 
  Princess of Plague, remained undetected in this shrine for 
  millennia—until Ibhris Akpahl came along.
  Angered at being robbed and abandoned in the desert by 
  his companion, Ibhris followed Sayid’s notes to this ancient 
  site and discovered the shrine within. Quite by accident, 
  he subverted the shield guardian golem left to protect the 
  27
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  artifact, and discovered that touching the ragged cloak it 
  protected somehow relieved the gnawing hunger that had 
  been growing within him. Wary of the brass seal acting 
  as the cloak’s clasp, he has left it in place, keeping the Rat 
  Princess sealed within. By the time Ibhris heard rumors of 
  the Feast of Dust, he’d already begun a plot to have his new 
  clay golem pose as a savior. By swathing it in the Shroud 
  of Flies and an insectoid mask scavenged from the temple, 
  Ibhris reinvented this construct as a god!
  The foolish and the desperate flocked to his side, coin 
  in hand. Some simply wanted purpose, which Ibhris’s 
  illusions provided, while others came looking for a cure 
  to their curse, which the shroud itself provided—at least 
  for a time. What Ibhris doesn’t yet realize is that his most 
  loyal cultists worship different masters: Trelmarixian and 
  the Jackal Prince. The Jackal Prince dispatched a handful 
  of famine cultists to recover his sister’s prison, but Ibhris’s 
  scam and the false hope it provided the people of the Meraz 
  so delighted the daemon that he has allowed the deception 
  to continue under close supervision. Ibhris knows nothing 
  about this daemonic oversight, nor does he know his 
  assistant, Jambre Oloto, plans to murder him at the first 
  sign of trouble and flee into the desert with the shroud.
  TRIBAL CONFLICTS (CR 15)
  The PCs arrive at Blood Rise Rock as other pilgrims 
  begin to leave. The day prior, two well-armed tribes—
  the Stormbrides and the Spiral Winds—arrived seeking 
  the Great Scarab’s blessing. The Stormbrides are suli 
  wanderers who track big game to sell trophies in Qadiran 
  markets, and they demanded that the Great Scarab protect 
  them from the Feast of Dust, which is slowly claiming their 
  neighbors. The Spiral Winds are a clan of girtablilu—a race 
  of scorpion-folk divinely inspired to care for lost ruins. 
  They are still reeling from a vicious attack by the Sat’un 
  gnolls of Shadun, and they hope to recruit the Great Scarab 
  as their patron for a retaliatory strike. A departing pilgrim, 
  Jahdrak (N human warrior 3), can explain the basic situation 
  to new arrivals as he prepares to return to Dimayen.
  Both clans are prideful and stubborn, and demand the 
  Great Scarab’s sole attention. Both made camp at the foot of 
  Blood Rise Rock and refuse to allow anyone else access until 
  their needs are addressed—each tribe has injured several 
  pilgrims to prove its point. The situation makes Ibhris 
  nervous; he rightly expects that no matter which tribe he 
  hears first, the other clan will fly into a violent fury, and so 
  he has decided to wait until one clan leaves or kills the other.
  Tribal Approval: No one can approach the Great Scarab 
  without winning the favor or at least one tribe, and with 
  the two inhuman bands so evenly matched, each is looking 
  for an advantage over the other and is willing to grant 
  audiences to newcomers who can ensure that its needs are 
  addressed first. Either clan leader—Maralet Stormbride 
  and Chief Sakargo—readily accepts an offer of alliance 
  from anyone who promises to wipe out her rival. 
  Unless the PCs are prepared to push through both 
  tribes by force, they must gain approval from at least one 
  of the tribes in order to move forward at Blood Rise Rock. 
  Each tribe’s attitude toward the PCs is tracked by points 
  of approval, which the PCs can gain or lose through 
  various actions; see Tables 2–1 and 2–2 on page 31 for more 
  information about these actions and the effects of the 
  tribes’ changing attitudes. The PCs begin with 1 point of 
  approval from each clan, and you should track each tribe’s 
  approval separately. Each skill check represents a single 
  character’s efforts over the course of an entire day.
  The Spiral Winds (CR 15)
  Only eight Spiral Winds girtablilus have come to Blood Rise 
  Rock; the tribe’s sick and injured remained safely hidden 
  in the desert. The clan has tried for generations to claim 
  the ruins of Shadun from the Sat’un gnolls, but never with 
  success. Their most recent skirmish left a dozen girtablilus 
  seriously injured, and the tribe hopes to recruit a living god 
  to heal their people and bless their retaliation against the 
  gnolls. The Spiral Winds chief, Sakargo, is a historian and 
  warrior-poet who dreams of securing a worthy home for her 
  people. The PCs can gain an extra 1d6 points of approval 
  from the Spiral Winds by befriending her and sharing her 
  vision. This requires successful DC 20 checks in at least 
  three of the following skills: Diplomacy, Knowledge (arcana), 
  Knowledge (history), Knowledge (religion), Linguistics, and 
  Spellcraft. A PC can attempt a given check only once.
  PCs who attack the Spiral Winds must face Sakargo 
  and her girtablilu warriors. The scorpion-folk have bigger 
  dreams for the future, and retreat into the desert if their 
  chief or half of the warriors fall.
  SAKARGO	
  CR	13
  XP	25,600
  Female	girtablilu	fighter	5	(Pathfinder RPG Bestiary 3	130)
  N	Large	monstrous	humanoid	
  Init	+8;	Senses	darkvision	60	ft.,	tremorsense	30	ft.;	
  Perception	+23
  DEFENSE
  AC	30,	touch	14,	flat-footed	25	(+6	armor,	+4	Dex,	+1	dodge,	
  +8	natural,	+2	shield,	–1	size)
  hp	192	(15	HD;	10d10+5d10+110)
  Fort	+14,	Ref	+14,	Will	+11	(+1	vs.	fear)
  Defensive	Abilities	bravery	+1
  OFFENSE
  Speed	50	ft.
  Melee	+2 scimitar	+25/+20/+15	(1d6+12/18–20),	2	+1 claws	+17	
  (1d8+4	plus	grab),	+1 sting	+17	(1d6+4	plus	poison)
  Ranged	mwk	spear	+19	(2d6+7/×3)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	constrict	(1d6+5),	poison,	weapon	training	
  (heavy	blades	+1)
  Spell-Like	Abilities	(CL	10th;	concentration	+10)
  1/day—summon nature’s ally V	(1d3	giant	scorpions)
  28
  
  SAKARGO
  STATISTICS
  Str	24,	Dex	19,	Con	24,	Int	12,	Wis	12,	Cha	11
  Base	Atk	+15;	CMB	+23	(+27	grapple);	CMD	38	(50	vs.	trip)
  Feats	Dodge,	Improved	Initiative,	Improved	Natural	Attack	
  (claws),	Improved	Vital	Strike,	Iron	Will,	Lightning	
  Reflexes,	Mobility,	Spring	Attack,	Vital	Strike,	Weapon	
  Focus	(scimitar),	Weapon	Specialization	(scimitar)
  Skills	Climb	+18,	Craft	(armor)	+9,	Intimidate	+18,	
  Knowledge	(history)	+6,	Perception	+23,	Sense	Motive	+6,	
  Stealth	+11,	Survival	+14;	Racial	Modifiers	+4	Climb,	
  +4	Perception,	+4	Stealth
  Languages	Common,	Girtablilu,	Gnoll
  SQ	armor	training	1,	scorpion	empathy	+10,	undersized	
  weapons
  Combat	Gear	potions of cure moderate wounds	(3);	Other	
  Gear	+2 hide armor,	+1 arrow deflectionUE light steel shield,	
  +2 scimitar,	mwk	spear,	amulet of mighty fists +1, 159	gp
  SPECIAL	ABILITIES
  Poison	(Ex)	Sting—injury;	save	Fort	DC	22;	frequency	1/round	
  for	6	rounds;	effect	1d4	Dex;	cure	2	consecutive	saves.
  SPIRAL	WIND	WARRIORS	(7)		
  CR	8
  XP	4,800	each
  Girtablilu	(Pathfinder RPG Bestiary 3	130)
  hp	105	each
  The Stormbrides (CR 15)
  Two dozen sulis make up the Stormbrides camp. Most of 
  them are rangers, but six make up the Stormbride Reavers, 
  Maralet Stormbride’s elite guards. The Stormbride tribe 
  respects strength, knowledge of the desert, and combat 
  prowess. The chief has begun to feel that it is time to 
  expand the tribe’s numbers, and any PC (regardless of 
  gender) who can successfully woo them immediately gains 
  1d6 additional points of approval with the Stormbrides. 
  This requires successful DC 20 checks in at least three 
  of the following skills: Acrobatics, Diplomacy, Knowledge 
  (local), Knowledge (nature), or Survival. A PC can attempt 
  a given check only once.
  PCs who attack the Stormbrides must face 
  Maralet and her reavers. Convinced they’re 
  doomed without the Great Scarab’s aid, 
  the Stormbrides fight to the death.
  MARALET	STORMBRIDE	
  CR	13
  XP	25,600
  Female	suli	ranger	14	
  (Pathfinder RPG Bestiary 
  3	258)
  CN	Medium	outsider	(native)
  Init	+3;	Senses	low-light	vision;	
  Perception	+18
  DEFENSE
  AC	26,	touch	15,	flat-footed	22	(+9	armor,	+1	
  deflection,	+3	Dex,	+1	dodge,	+1	natural,	+1	shield)
  hp	123	(14d10+42)
  Fort	+12,	Ref	+13,	Will	+7
  Defensive	Abilities	evasion;	Resist	acid	5,	cold	5,	
  electricity	5,	fire	5
  OFFENSE
  Speed	20	ft.
  Melee	+1 shortspear	+14/+9/+4	(1d6+4),	+1 shortspear	
  +14/+9	(1d6+4)
  Ranged	mwk	shortspear	+18/+13/+8	(1d6+3)
  Special	Attacks	combat	style	(two-weapon),	elemental	
  assault	(14	rounds),	favored	enemy	(fire	outsiders	+4,	
  humans	+4,	magical	beasts	+2),	quarry
  Ranger	Spells	Prepared	(CL	11th;	concentration	+13)
  4th—bow spiritAPG
  3rd—cure	moderate	wounds
  2nd—barkskin,	stone call APG,	wind wall
  1st—delay	poison,	entangle	(DC	13),	lead	bladesAPG,	
  longstrider
  STATISTICS
  Str	16,	Dex	17,	Con	14,	Int	8,	Wis	14,	Cha	10
  Base	Atk	+14;	CMB	+17;	CMD	32
  29
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  Feats	Dodge,	Double	Slice,	Endurance,	Improved	Two-
  Weapon	Fighting,	Mobility,	Point-Blank	Shot,	Precise	Shot,	
  Quick	Draw,	Two-Weapon	Defense,	Two-Weapon	Fighting,	
  Two-Weapon	Rend,	Vital	Strike
  Skills	Climb	+5,	Diplomacy	+11,	Handle	Animal	+5,	Knowledge	
  (geography)	+8,	Knowledge	(nature)	+8,	Perception	+18,	
  Sense	Motive	+12,	Spellcraft	+12,	Survival	+15,	Swim	+5;	
  Racial	Modifiers	+2	Diplomacy,	+2	Sense	Motive
  Languages	Auran,	Common
  SQ	camouflage,	favored	terrain	(desert	+4,	mountain	+4,	
  plains	+2),	hunter’s	bond	(companions),	swift	tracker,	
  track	+7,	wild	empathy	+14,	woodland	stride
  Combat	Gear	+2 arrows	(20);	Other	Gear	+3 steel lamellarUE,	
  +1 shortspears	(2),	mwk	shortspears	(4),	amulet of natural 
  armor +1,	blinkback beltUE,	cloak of resistance +1,	headband 
  of inspired wisdom +2,	ring of protection +1,	72	gp
  STORMBRIDE	REAVERS	(6)	
  CR	8
  XP	4,800	each
  Suli	ranger	9	(Pathfinder RPG Bestiary 3	258)
  N	Medium	outsider	(native)
  Init	+3;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+13
  DEFENSE
  AC	22,	touch	13,	flat-footed	19	(+8	armor,	+3	Dex,	+1	natural)
  hp	81	each	(9d10+27)
  Fort	+9,	Ref	+10,	Will	+7
  Defensive	Abilities	evasion;	Resist	acid	5,	cold	5,	
  electricity	5,	fire	5
  OFFENSE
  Speed	20	ft.
  Melee	mwk	scimitar	+13/+8	(1d6+3/18–20)
  Ranged	+1 composite longbow	+14/+9	(1d8+4/19–20/×3)
  Special	Attacks	combat	style	(archery),	elemental	assault	
  (9	rounds),	favored	enemy	(evil	outsiders	+2,	humans	+4)
  Ranger	Spells	Prepared	(CL	6th;	concentration	+7)
  2nd—summon nature’s ally II
  1st—animal	messenger,	delay	poison,	longstrider
  STATISTICS
  Str	16,	Dex	16,	Con	14,	Int	8,	Wis	12,	Cha	10
  Base	Atk	+9;	CMB	+12;	CMD	25
  Feats	Endurance,	Improved	Critical	(composite	longbow),	
  Improved	Precise	Shot,	Iron	Will,	Point-Blank	Shot,	Precise	
  Shot,	Rapid	Shot,	Weapon	Focus	(composite	longbow)
  Skills	Climb	+8,	Diplomacy	+2,	Intimidate	+9,	Knowledge	
  (nature)	+8,	Perception	+13,	Sense	Motive	+3,	
  Stealth	+11,	Survival	+13;	Racial	Modifiers	+2	Diplomacy,	
  +2	Sense	Motive
  Languages	Auran,	Common
  SQ	favored	terrain	(desert	+4,	urban	+2),	hunter’s	bond	
  (companions),	swift	tracker,	track	+4,	wild	empathy	+9,	
  woodland	stride
  Gear	+2 steel lamellarUE,	mwk	scimitar,	+1 composite longbow	
  with	20	arrows,	amulet of natural armor +1,	cloak of 
  resistance +1
  Conflict Resolution
  If the PCs gain enough approval with the Spiral Winds 
  to change that group’s attitude to reverent, they receive a 
  girtablilu guide named Mokshasa, who leads them to Shadun 
  (preventing any chance of getting lost) and fights alongside 
  them if they confront the gnoll queen Julkar (see page 36). 
  If the PCs gain enough approval with the Stormbrides to 
  change their attitude to reverent, the sulis teach them the 
  safer routes through the desert and the secrets of avoiding 
  desert predators; reduce the chance of random encounters 
  while traveling the Meraz Desert by 10%. If the PCs manage 
  to negotiate peace between the tribes, the two become long-
  standing allies; in gratitude, the Spiral Winds offer a minor 
  ring of spell storing, while the Stormbrides present the PCs 
  with Storm’s Mate, a +2 defending scimitar.
  If the PCs have not resolved this tribal conflict 
  within 3 days, Jambre receives word of the PCs’ actions 
  in Dimayen from the Jackal Prince and declares them 
  enemies of the Great Scarab, promising to grant first 
  audience to whichever tribe eliminates them. At this 
  point, any tribe with which the PCs have gained fewer 
  than 11 points of approval turns against them.
  Story Award: If the PCs gain enough approval to 
  change either tribe’s attitude to allied or reverent, award 
  them 25,600 XP. Award this only once, even if the PCs ally 
  with both tribes.
  C. BLOOD RISE ROCK
  Once the PCs have made their way past the feuding clans at 
  the rock’s base—whether through force or diplomacy—it 
  is a simple matter to climb the wide staircase to area C1. 
  C1. The Blood Rise Altar (CR 12 or 15)
  Built	atop	a	rocky	outcropping	carved	into	the	belly,	bosom,	
  and	torso	of	an	enormous	pregnant	figure,	the	altar	and	brazier	
  of	this	shrine	show	untold	years	of	erosion	and	dark	stains.
  Ibhris has used illusory wall (Will DC 22 to disbelieve) 
  to conceal the entry to the old cavern beyond the altar. 
  Each night at dusk, the Great Scarab appears in a puff of 
  smoke (actually a smokestick lit before stepping through 
  the illusory wall) at the Blood Rise Altar to address the 
  gathered pilgrims. He is flanked by his sniveling assistant 
  Ibhris and his chief priest Jambre, as well as by several 
  guards. The gray-skinned, 10-foot man speaks eloquently, 
  preaching of the “great evil that seizes the nonbelievers 
  of this world.” He beseeches the fearful to “cast aside 
  their plague-tainted material wealth and embrace the 
  Great Scarab’s divinity.” A PC who succeeds at a DC 20 
  Knowledge (religion) check identifies his sermon as 
  fiction, but a carefully assembled one. 
  In reality, the Great Scarab is a clay golem and shield 
  guardian bound to Ibhris Akpahl. Ibhris used the Shroud 
  of Flies and a beetle-like mask to disguise the golem as a 
  30
  
  living creature. He also uses ventriloquism to make the thing 
  appear to speak. The end result is a striking figure of a 
  man who speaks with Ibhris’s charisma and is immune to 
  magic. Uncovering this deception proves difficult, though. 
  The PCs must make all their observations from at least 
  60 feet away until they resolve the tribal infighting that 
  bars anyone from approaching the false god. Recognizing 
  the golem for what it is requires a viewer to succeed at a 
  Perception check opposed by Ibhris’ Disguise modifier 
  (+12); even then, those questioning or attacking the “great 
  ancient god” are publicly denounced before being targeted 
  with his “deadly burning gaze of judgment” (actually a 
  scorching ray spell Ibhris stores within the golem each day).
  While the Spiral Winds and Stormbrides continue to 
  argue, the Great Scarab merely appears to proselytize, 
  then vanishes in another puff of smoke. If one or both 
  tribes back down, he resumes allowing pilgrims to 
  approach the altar, accepts their donations, and brushes 
  the supplicants with his shawl (see the sidebar on page 35), 
  removing whatever affliction troubles them.
  Unless he is interrupted, the Great Scarab and 
  his servants vanish in another plume of smoke after 
  30 minutes, leaving only the three cultist guards on watch. 
  Creatures: During a sunset ritual, the Great Scarab, 
  Ibhris, Jambre, and his three cultist guards all stand in 
  attendance, and respond viciously if attacked.
  If only the three guards stand on watch, they order any 
  curious visitors away. Their job is to minimize suspicion, 
  and they don’t attack unless attacked or repeatedly ignored.
  THE	GREAT	SCARAB	
  	CR	12
  XP	19,200
  Shield	guardian	clay	golem	(Pathfinder RPG Bestiary 158,	159)
  N	Large	construct	
  Init	–1;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+0
  DEFENSE
  AC	24,	touch	8,	flat-footed	24	(–1	Dex,	+16	natural,	–1	size)
  hp	101	(13d10+30);	fast	healing	5
  Fort	+4,	Ref	+3,	Will	+4
  DR	10/adamantine	and	bludgeoning;	Immune	construct	
  traits,	magic
  OFFENSE
  Speed	20	ft.
  Melee	2	slams	+20	(2d10+7	plus	cursed	wound)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	berserk,	cursed	wound,	haste
  Spell-Like	Abilities	(CL	10th;	concentration	+15)
  1/day—shield other (Ibhris	can	activate	this	as	a	standard	
  action	if	he	is	within	100	ft.),	spell	storing	(the	Great	
  Scarab	contains	scorching ray)
  STATISTICS
  Str	24,	Dex	9,	Con	—,	Int	—,	Wis	11,	Cha	1
  Base	Atk	+13;	CMB	+21;	CMD	30
  SQ	controlled,	find	master,	guard
  Gear	Shroud of Flies	(see	page	35),	beetle	mask
  IBHRIS	AKPAHL	
  CR	9
  XP	6,400
  Male	human	sorcerer	10
  CE	Medium	humanoid	(human)
  Init	+2;	Senses	Perception	+6
  DEFENSE
  AC	18,	touch	14,	flat-footed	15	(+4	armor,	+1	deflection,	
  +2	Dex,	+1	dodge)
  hp	67	(10d6+30)
  Fort	+6,	Ref	+6,	Will	+9;	+4	vs.	poison
  Table 2–1: approval Modifiers
  	
  Approval	
  Action		
  Modifier
  Attack	members	of	the	tribe	
  –5
  Propose	an	alliance	between	the	tribes	
  –2
  Meet	with	the	rival	tribe’s	leader	for	
  –1		
  the	first	time
  Meet	with	the	tribe’s	leader	for	the		
  1 
  first	time
  Succeed	at	a	DC	20	Diplomacy	check	
  11
  Succeed	at	a	DC	25	Intimidate	check	
  11
  Succeed	at	a	DC	20	Perform	check		
  11
  Offer	a	gift	worth	at	least	1,000	gp		
  12
  Offer	food	or	drink	worth	at	least	1,000	gp		
  22
  Demonstrate	knowledge	of	the	Feast		
  3	
  of	Dust	(Stormbrides	only)	or	the	city	of		
  Shadun	(Spiral	Winds	only)
  Demonstrate	knowledge	of	Ibhris’s		
  3	
  criminal	past
  Attack	the	rival	tribe	
  5
  Offer	some	proof	of	the	Great	Scarab’s		
  5	
  fraud	(e.g.,	unmasking	the	golem	or	publicly	
  disproving	its	supposed	healing	powers)
  1	+1	point	for	every	5	by	which	the	check	result	exceeds	the	DC.
  2	+1	point	for	every	additional	1,000	gp	of	the	gift’s	value.
  Table 2–2: Tribal aTTiTudes
  Approval	
  Attitude
  –1	or	below	
  Hostile:	The	tribe	openly	attacks	
  the	PCs.
  0–5	
  Indifferent:	Tribal	leaders	agree	to	
  meet	with	the	PCs.
  6–10	
  Amused:	The	tribe	considers	the	PCs	no	
  threat,	and	lets	the	PCs	use	its	camp.
  11–15	
  Allied:	The	tribe	openly	welcomes	the	
  PCs,	offering	them	food	and	healing,	
  and	allows	them	to	meet	with	the	
  Great	Scarab	so	long	as	they	are	quick.
  16+	
  Reverent:	The	tribe	deeply	trusts	the	
  PCs,	and	follows	their	advice	to	leave,	
  attack	an	enemy,	or	even	ally	with	the	
  rival	tribe	(both	tribes	must	have	this	
  attitude	to	agree	to	an	alliance).
  31
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  THE GREAT SCARAB
  Resist	fire	10
  OFFENSE
  Speed	30	ft.
  Melee	mwk	morningstar	+5	(1d8–1)
  Ranged	mwk	light	crossbow	+8	(1d8/19–20)
  Bloodline	Spell-Like	Abilities	(CL	10th;	concentration	+15)
  8/day—corrupting	touch	(5	rounds)
  1/day—hellfire	(10d6	fire,	DC	20)
  Sorcerer	Spells	Known	(CL	10th;	concentration	+15)
  5th	(4/day)—dominate	person	(DC	21)
  4th	(6/day)—charm monster (DC	22), greater	invisibility, 
  illusory wall	(DC	20)	
  3rd	(7/day)—fireball	(DC	18),	haste,	major	image	(DC	19),	
  suggestion	(DC	19)
  2nd	(7/day)—detect	thoughts	(DC	17),	hideous	laughter	
  (DC	18),	mirror	image,	misdirection	(DC	18),	scorching	ray
  1st	(8/day)—charm person	(DC	19),	mage armor,	magic 
  missile,	protection from good,	shield,	ventriloquism	
  (DC	17)
  0	(at	will)—acid	splash,	bleed	(DC	15),	dancing	lights,	
  ghost	sound	(DC	16),	guidance,	mage	hand,	message,	
  prestidigitation	(DC	15),	touch	of	fatigue	(DC	15)
  Bloodline	infernal
  TACTICS
  Before	Combat	Ibhris	casts	mage armor	every	day.
  During	Combat	Ibhris	remains	adjacent	to	his	golem	at	all	
  times.	He	casts	dominate person on	the	strongest-looking	
  enemy	if	attacked,	then	activates	the	Great	Scarab’s	
  shield other ability	before	unleashing	fireball	and	hideous 
  laughter.	He	loves	using	illusory wall	to	simulate	higher-
  level	wall	spells,	such	as	wall of iron	or	wall of stone.
  Morale	If	reduced	below	half	hit	points,	Ibhris	casts	greater	
  invisibility,	and	he	and	the	Great	Scarab	retreat	back	to	
  the	Sentinel	Shrine	(area	C5).	If	already	in	the	shrine,	
  he	fights	until	reduced	below	20	hit	points,	then	casts	
  greater invisibility,	hoping	to	snatch	up	an	armload	of	
  treasure	before	fleeing	into	the	desert.
  Base	Statistics	If	not	under	the	effect	of	mage armor,	Ibhris	
  has	an	Armor	Class	of	14	(touch	14,	flat-footed	11).
  STATISTICS
  Str	8,	Dex	14,	Con	14,	Int	10,	Wis	12,	Cha	20
  Base	Atk	+5;	CMB	+4;	CMD	18
  Feats	Combat	Casting,	Deceitful,	Dodge,	Eschew	Materials,	
  Point-Blank	Shot,	Spell	Focus	(illusion),	Spell	Focus	
  (enchantment)
  Skills	Bluff	+22,	Disguise	+12,	Perception	+6,	Stealth	+7,	Use	
  Magic	Device	+13
  Languages	Common
  SQ	bloodline	arcana	(+2	DC	for	charm	spells)
  Combat	Gear	potion of cure serious wounds,	scroll of 
  permanent image,	wand of charm monster	(7	charges);	
  Other	Gear	mwk	light	crossbow,	mwk	morningstar,	cloak 
  of resistance +1,	headband of alluring charisma +2,	ring of 
  protection +1
  JAMBRE	OLOTO	
  	CR	10
  XP	9,600
  NE	chameleon	(Pathfinder RPG NPC Codex	34)
  hp	75
  TRELMARIXIAN	CULTISTS	(3)	
  CR	9
  XP	6,400	each
  Human	warpriest	of	Trelmarixian	10	(Pathfinder RPG 
  Advanced Class Guide	60)
  NE	Medium	humanoid	(human)
  Init	+3;	Senses	Perception	+12
  DEFENSE
  AC	23,	touch	14,	flat-footed	20	(+7	armor,	+1	deflection,	
  +3	Dex,	+1	natural,	+1	shield)
  hp	78	each	(10d8+30)
  Fort	+8,	Ref	+6,	Will	+11
  Defensive	Abilities	sacred	armor	(+2,	10	minutes/day)
  32
  
  IBHRIS AKPAHL
  OFFENSE
  Speed	20	ft.
  Melee	mwk	short	sword	+8/+3	(1d6+3/19–20),	mwk	spiked	
  gauntlet	+6	(1d4+3)
  Special	Attacks	blessings	8/day	(evil:	battle	companion,	
  unholy	strike;	madness:	control	madness,	madness	
  supremacy),	channel	negative	energy	(DC	19,	5d6),	
  fervor	9/day	(4d6),	sacred	weapon	(1d10,	+2,	
  10	rounds/day)
  Warpriest	Spells	Prepared	(CL	10th;	
  concentration	+14)
  4th—divine	power,	unholy	blight	(DC	18)
  3rd—bestow	curse	(DC	17),	contagion	
  (DC	17),	prayer,	searing	light
  2nd—bull’s strength,	death knell	
  (DC	16),	owl’s	wisdom,	resist	energy,	
  spiritual	weapon
  1st—command	(2,	DC	15),	murderous 
  commandUM	(2,	DC	15),	sanctuary	(DC	15),	
  shield	of	faith
  0	(at	will)—bleed	(DC	14),	detect	magic,	
  guidance,	light
  STATISTICS
  Str	13,	Dex	17,	Con	12,	Int	10,	Wis	18,	
  Cha	8
  Base	Atk	+7;	CMB	+8;	CMD	22
  Feats	Combat	Casting,	Double	Slice,	Toughness,	Two-
  Weapon	Defense,	Two-Weapon	Fighting,	Weapon	Finesse,	
  Weapon	Focus	(short	sword),	Weapon	Focus	(spiked	
  gauntlet),	Weapon	Specialization	(short	sword),	Weapon	
  Specialization	(spiked	gauntlet)
  Skills	Knowledge	(religion)	+10,	Perception	+12,	Sense	
  Motive	+12,	Spellcraft	+13
  Languages	Common
  Gear	+2 horn lamellarUE,	mwk	short	sword,	mwk	spiked	
  gauntlet,	amulet of natural armor +1,	belt of incredible 
  dexterity +2,	ring of protection +1,	unholy	symbol
  Story Award: If the PCs observe the rituals of the 
  Great Scarab and detect something amiss, award them an 
  additional 3,200 XP.
  C2. The Lamashtan Cave (CR 12 or 13)
  Many	hands	have	worked	this	natural	cavern	over	the	years,	
  digging	out	shelves	and	niches,	carving	lewd	pictures	into	the	
  sandstone	walls,	and	constructing	an	enormous	statue	of	a	
  pregnant,	jackal-headed	woman	that	occupies	the	southern	
  side	of	the	room.
  This large cavern has served as a shrine to Lamashtu 
  off and on for centuries; a successful DC 15 Knowledge 
  (religion) check identifies the statue here as a depiction 
  of the Mother of Monsters herself. Ibhris has used illusory 
  wall (Will DC 20 to disbelieve) to conceal both the primary 
  entrance to this cave as well as the northernmost room. 
  The secret door in the eastern wall was once plastered 
  over, making it all but undetectable, but Ibhris’s frequent 
  comings and goings have reduced the Perception DC to 
  discover it to 25.
  Creatures: Jambre Oloto makes his home here, along 
  with the five Trelmarixian cultists who accompanied 
  him from the Sunbleached Tower to investigate the 
  Shroud of Flies. A bitter and hateful man, Jambre 
  fell into Trelmarixian’s cult during his tenure 
  as a gladiator—his victories and undeniable 
  charisma earned him invitations to all manner 
  of high-society events, where he learned to fit in 
  with any crowd. His most prominent supporters 
  inducted him into their doomsday cult, and 
  within 18 months Jambre had invited his 
  fellow cultists to dine upon his patrons’ 
  flesh. Upon hearing rumors of a 
  great power of famine arriving 
  in the Meraz Desert, the young 
  half-orc gathered the small cult 
  and journeyed into the desert, 
  where the cultists pledged their 
  undying loyalty to the delighted 
  Jackal Prince.
  Jambre brought an additional servant 
  with him on this journey: a cantankerous hydrodaemon. 
  Though miserable in the Sunbleached Tower, the 
  creature has discovered some respite here in the plague 
  spring (area C4); by remaining near the fetid waters, it 
  has stayed hidden even from Ibhris. The daemon prefers 
  to remain concealed in a fight, keeping out of reach and 
  summoning water elementals to fight on its behalf.
  During the nightly ceremony, only two guards and the 
  hydrodaemon can be found here, but Jambre joins them 
  at any other time.
  JAMBRE	OLOTO	
  	CR	10
  XP	9,600
  NE	chameleon	(Pathfinder RPG NPC Codex	34)
  hp	75
  TACTICS
  Morale	Jambre	fights	until	reduced	to	below	20	hit	points,	at	
  which	point	he	flees	using	dimension door.	If	he	escapes,	
  the	PCs	may	face	him	again	at	the	Sunbleached	Tower,	
  where	he	commands	his	cultists	alongside	Shemkar	
  Shellish	in	area	F1.
  TRELMARIXIAN	CULTISTS	(2)	
  CR	9
  XP	6,400	each
  hp	78	each	(see	page	32)
  HYDRODAEMON	
  CR	8
  XP	4,800
  hp	95	(Pathfinder RPG Bestiary 2	67)
  33
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  C3. Treasure Cave
  Concealed behind an illusory wall (Will DC 20 to disbelieve), 
  this side cavern contains the various treasures loyal 
  followers have donated to the Great Scarab.
  Treasure: Much of the stored wealth here is food, wine, 
  and home sundries, but several large clay jars overflow 
  with 1,324 gp, 5,124 sp, and 19,230 cp, and a silver-capped 
  ivory tusk (worth 550 gp) lies nearby.
  C4. The Plague Spring
  The influence of the Shroud of Flies over many centuries 
  eventually tainted the cave’s water supply with a variety 
  of strange diseases. Although the waters here appear 
  clear and cool, anyone drinking or bathing in them must 
  succeed at a DC 16 Fortitude save or contract blinding 
  sickness (Pathfinder RPG Core Rulebook 557).
  C5. The Dead End
  A	few	silver	coins	lie	scattered	across	the	floor	of	this	small	
  brick	room.
  Ibhris used an illusory wall to seal one end of this short 
  hall and scattered a dozen silver coins near some empty 
  chests, making it appear to be a dead end from which the 
  treasures had already been looted. Though the illusory wall 
  blocks sight, a successful DC 22 Perception check allows a 
  character to notice airflow and noises from the east.
  C6. The Sentinel Reliquary (CR 11 or 14)
  This	sprawling	chamber	of	dusty	marble	and	tarnished	brass	
  suggests	a	once-grand	shrine.	Statues	of	heroes	fill	alcoves	
  along	the	wall,	while	a	heavy	metal	door	stands	ajar	in	the	
  northern	 wall.	 A	 few	 makeshift	 beds	 fill	 one	 corner,	 and	
  hand-drawn	maps	are	pasted	on	the	walls.
  A thousand years ago, the Sentinels of Meraz used this 
  chamber to conceal one of the Oblivion Keys—the Shroud 
  of Flies. Abandoned for centuries, the chamber eventually 
  fell into disrepair.
  The large vault to the north once required a successful 
  DC 40 Disable Device check to open, but Ibhris blasted it 
  open with several days’ worth of scorching ray spells. Inside 
  he discovered the elaborate cloak of resistance +1 he now 
  wears—a decoy planted by the Sentinels to confuse any 
  invading daemon-cultists.
  A secret door rests in a southern alcove, behind a statue. 
  Though discovering it normally requires a successful DC 
  30 Perception check, Ibhris now leaves it ajar.
  Creatures: Ibhris spends most of his time here, talking 
  to his mindless pet clay golem about the riches in store for 
  them. He has spent the last few weeks deciding where to 
  travel next and gathering reports about the surrounding 
  area from pilgrims as they arrive. He loves that his new 
  partner never talks back or threatens to abandon him 
  in the desert. He has begun to form an almost brotherly 
  bond with the mindless figure.
  Before Ibhris’s arrival, the Bone Splinter gnoll clan 
  controlled Blood Rise Rock. He dominated the tribe’s 
  champions, using them to drive the other gnolls away, 
  and has kept the pair as mind-controlled guards ever 
  since. The Bone Splinter gnolls remain in the shrine at 
  all times, bored but too cowed by Ibhris and too afraid of 
  the famine cultists to leave.
  THE	GREAT	SCARAB	
  	CR	12
  XP	19,200
  hp	101	(see	page	31)
  IBHRIS	AKPAHL	
  CR	9
  XP	6,400
  hp	67	(see	page	31)
  BONE	SPLINTER	CHAMPIONS	(2)	
  CR	9
  XP	6,400	each
  Gnoll	packlord	(Pathfinder RPG Monster Codex	94)
  hp	124	each
  C7. The True Reliquary 
  Here, in this humble chamber, the Sentinels of Meraz 
  hid this shrine’s true treasure: the Shroud of Flies. A silver 
  protective circle (identical to the one in area A9) conceals 
  everything within from divination magic, while mosaics 
  on the walls depict the violent final struggle between the 
  Sentinels and the four Heralds of Dust. A wooden dummy 
  has been shoved into the corner to make room for Ibhris’s 
  bedroll, as the protective circle inspires a deep sense of 
  calm in the normally paranoid man.
  Claiming the Shroud of Flies
  Once Ibhris is defeated and the PCs claim the Shroud of 
  Flies, the spirit within the artifact flinches at the presence 
  of Sentinels of Meraz. Read or paraphrase the following.
  FACING THE JACKAL PRINCE
  The	 words	 that	 the	 spirit	 within	 each	 Oblivion Key	
  utters	are	more	than	empty	threats—they	are	actually	
  specific	instructions	meant	to	help	the	PCs	determine	
  how	to	eventually	use	each	artifact	to	force	the	Jackal	
  Prince	back	into	the	Ravenous Blade.	You	should	subtly	
  encourage	players	to	pay	careful	attention	to	what	each	
  spirit	says.	If	they	don’t,	a	successful	DC	22	Knowledge	
  (arcana)	check	reveals	how	they	can	use	the	artifacts	
  in	their	final	battle	against	the	Jackal	Prince.	For	more	
  information	 about	 this,	 see	 Slaying	 the	 Jackal	 Prince	
  on	page	56.
  34
  
  A	 pall	 of	 sickly,	 green	 light	 seeps	 from	 the	 shawl.	 Broken	
  wisps	 congeal	 into	 the	 form	 of	 a	 petite,	 rat-faced	 woman.	
  “That	wretched	dog	runs	lose,”	a	voice	echoes.	“And	dares	
  leave	me	bed-bound	and	convalescing?	Bring	me	forth	to	my	
  gnawing	brother,	that	I	might	embrace	him.	Bring	me	and	I	
  shall	bind	his	limbs	and	shatter	his	bones.”
  Story Award: Once the PCs claim the Shroud of Flies, 
  award them an extra 9,600 XP.
  THE RUINS OF SHADUN
  After procuring the Shroud of Flies, 
  the PCs strike out into the deeper 
  desert toward Shadun to seek 
  information on their dread foe 
  and reclaim the Handflower of 
  Genocide and the Calabash of 
  Last Draughts. They may wish to 
  return to Dimayen to rest and 
  resupply before their harrowing 
  journey into the sands, but time 
  is of the essence. If they dally, the 
  Feast of Dust increases in intensity, 
  and as more and more of the town 
  succumbs to the curse, even basic needs 
  such as food and water go ignored, leaving crops 
  and food stores to wither, rot, and molder.
  Shadun lies almost 200 miles north of Dimayen, in 
  the shadow of the twin volcanoes Zhobl and Zhonar. 
  Both are sporadically active, occasionally belching plumes 
  of ash and toxic gases that devastate local wildlife and 
  prevent any one group from controlling the ruins for long.
  GUARD PATROL (CR 11)
  As the PCs approach Shadun, a guard patrol of gnolls 
  circling the area sets upon them. Less aggressive than 
  usual, they inform trespassers that they “don’t want any part 
  of the man holding Queen Julkar’s leash,” but they attack 
  nonetheless if the intruders don’t turn back immediately.
  Creatures: Four Sat’un gnolls and a pair of trained 
  dire hyenas make up each patrol. If more than half their 
  number are killed, the remaining guards retreat to Queen 
  Julkar’s lair.
  SAT’UN	ELITES	(4)	
  CR	7
  XP	3,200	each
  Gnoll	barbarian	6	(Pathfinder RPG Bestiary	155)
  CE	Medium	humanoid	(gnoll)
  Init	+1;	Senses	darkvision	60	ft.;	Perception	+10
  DEFENSE
  AC	17,	touch	9,	flat-footed	16	(+7	armor,	+1	Dex,	+1	natural,	
  –2	rage)
  hp	99	each	(8	HD;	2d8+6d12+46)
  Fort	+13,	Ref	+5,	Will	+3;	+3	vs.	magic
  Defensive	Abilities	improved	uncanny	dodge,	trap	sense	+2
  OFFENSE
  Speed	30	ft.
  Melee	mwk	spear	+16/+11	(1d8+10/18–20)
  Ranged	mwk	spear	+9	(1d8+7)
  Special	Attacks	rage	(17	rounds/day),	rage	powers	
  (guarded	stance	[+2	dodge	vs.	melee],	superstition	+3,	
  surprise	accuracy	+2)
  TACTICS
  Base	Statistics	When	not	raging,	the	barbarians’	statistics	
  are	AC	19,	touch	11,	flat-footed	18;	hp	83;	Fort	+11,	Will	
  +1;	Melee	mwk	falchion	+14/+9	(2d4+7/18–20);	Str	20,	
  Con	17;	CMB	+12,	CMD	23;	Skills	Climb	+7,	Swim	+7.
  THE SHROUD OF FLIES
  This	 delicate-looking	 shawl	 houses	 the	 Rat	 Princess	 of	
  Plague,	bound	in	place	by	ancient	wards.
  SHROUD OF FLIES
  MAJOR	
  ARTIFACT
  SLOT	shoulders
  CL	18th
  WEIGHT	1	lb.
  AURA	strong	conjuration	and	transmutation
  Crystal	baubles	that	resemble	insect	wings	line	the	edge	
  of	this	luxurious	but	fraying	cloak.	The	garment	was	
  once	a	cloak of displacement,	but	the	harbinger	
  spirit	trapped	within	has	warped	and	twisted	it—
  now	it	offers	false	hope	rather	than	security.	The	
  Shroud of Flies	grants	its	wearer	a	+2	profane	
  bonus	to	Constitution	and	+4	resistance	bonus	
  on	 Reflex	 and	 Will	 saves,	 but	 imposes	 a	
  –6	penalty	on	Fortitude	saves	against	disease.	
  Three	times	per	day,	the	wearer	can	brush	
  another	creature	with	the	shawl	to	remove	all	
  lingering	effects	caused	by	a	disease,	poison,	
  or	curse,	as	per	break enchantment,	remove 
  curse,	 or	 remove disease.	 These	 effects	 are	
  not	eliminated,	and	return	immediately	with	all	
  accrued	penalties	after	24	hours.	Any	creature	
  embraced	in	this	way	must	immediately	succeed	
  at	a	DC	18	Fortitude	save	or	be	infected	with	one	
  of	 the	 following	 diseases:	 blinding	 sickness,	 cackle	
  fever,	 devil	 chills,	 or	 leprosy.	 Any	 creature	 the	 wearer	
  touches	while	offering	medical	aid,	such	as	casting	cure	
  spells,	administering	a	potion,	or	using	the	Heal	skill,	must	
  likewise	succeed	at	this	Fortitude	save	or	become	infected.
  The	Shroud of Flies	can	be	wielded	as	a	net	as	well,	but	
  only	against	daemons.	Any	creature	that	has	worn	the	
  shroud	for	at	least	24	hours	is	considered	proficient	in	its	
  use	as	a	weapon.
  DESTRUCTION
  While	wearing	the	Shroud of Flies,	a	creature	must	infect	
  itself	with	seven	distinct	plagues,	then	bathe	in	the	cosmic	
  fires	of	creation	on	the	Positive	Energy	Plane.
  35
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  STATISTICS
  Str	24,	Dex	12,	Con	21,	Int	10,	Wis	9,	Cha	8
  Base	Atk	+7;	CMB	+14;	CMD	23
  Feats	Cleave,	Lightning	Reflexes,	Power	Attack,	Weapon	
  Focus	(falchion)
  Skills	Acrobatics	+9,	Climb	+9,	Perception	+10,	Survival	+10,	
  Swim	+9
  Languages	Gnoll
  SQ	fast	movement
  Gear	+2 scale mail,	mwk	spears	(2)
  DIRE	HYENAS	(2)	
  CR	3
  XP	800	each
  AC	18,	touch	11,	flat-footed	16
  hp	26	each	(Pathfinder RPG Bestiary	179)
  Treasure	mwk	studded	leather	barding
  QUEEN JULKAR (CR 14)
  Once the PCs best at least one guard patrol, word of their 
  presence spreads through Shadun. With Queen Julkar’s 
  recent defeat at the hands of warlord Nul Kraz Basheen, 
  the tribe has grown aimless and passive, giving a wide 
  berth to powerful strangers. Countless scouts watch them 
  from bluffs and ash-strewn steppes, but none approach. A 
  successful DC 17 Knowledge (local) or Sense Motive check 
  recognizes this tendency as typical of gnoll behavior in 
  the wake of a leader’s defeat or humiliation.
  Queen Julkar herself, disgusted by her tribe’s behavior 
  and enslavement by Nul Kraz, eventually seeks out the 
  trespassers, hoping that a brutal slaughter will rekindle 
  the gnolls’ bloodlust.
  Creatures: Queen Julkar is a massive and terrifying 
  gnoll, clothed in the poorly maintained regalia of human 
  nobility. She once ruled the Sat’un by virtue of her 
  physical and divine strength, but age has begun to weaken 
  her body. She relies on her divine spellcasting, leaving 
  physical confrontations to her daughters. Now with one 
  daughter dead, the other a slave to the ghul interloper, 
  and her people scraping like beaten dogs, she hungers to 
  feel important again. Julkar is accompanied by one of Nul 
  Kraz’s detestable “nannies,” a meladaemon named Reched 
  assigned to ensure that the old Lamashtan remains cowed.
  Queen Julkar confronts outsiders as she assumes any 
  human queen would, commanding respect and informing 
  the party that they have violated her sovereign borders. 
  If the PCs show any amount of deference or respect, she 
  eagerly bathes in the attention and parleys as long as they 
  remain deferential. Savvy adventurers may easily learn 
  about Nul Kraz and his excavations. Regardless of any 
  feigned civility, though, Julkar ultimately wants nothing 
  more than to eat the tender morsels visiting her. Even an 
  offer of forming an alliance against Nul Kraz requires a 
  successful DC 37 Diplomacy check before she will consider 
  it. Once she grows bored with the conversation, or her 
  guests become irreverent, Julkar and her guards attack.
  JULKAR	
  CR	12
  XP	19,200
  Chosen	of	Lamashtu	(Pathfinder RPG Monster Codex	98)
  hp	95
  RECHED	
  CR	11
  XP	12,800
  Meladaemon	(Pathfinder RPG Bestiary 2	69)
  hp	147
  SAT’UN	ELITES	(2)	
  CR	7
  XP	3,200	each
  hp	99	each	(see	page	35)
  Treasure: In addition to her listed gear, Queen Julkar 
  wears around her neck a battered brass key, its bow shaped 
  like a scimitar. The treasure, discovered in the ashes, has 
  been a symbol of the Sat’un’s nobility for generations. It 
  also allows PCs to unlock the Oblivion Vault (see area D9).
  Development: Once the PCs defeat Queen Julkar, 
  the remaining Sat’un gnolls not involved in Nul Kraz’s 
  excavations flee into the desert, eventually fracturing into 
  a half-dozen new clans that take years to reassemble into 
  the Sat’un once again.
  THE SAT’UN
  Shadun’s	 most	 populous	 inhabitants	 are	 the	 Sat’un,	
  a	 vicious	 clan	 of	 gnolls.	 According	 to	 legend,	 these	
  gnolls	descend	from	the	Shadun	survivors	who	turned	
  to	cannibalism	and	human	sacrifice	in	the	wake	of	the	
  eruption	that	destroyed	the	city;	as	punishment,	these	
  survivors	were	cursed	with	monstrous	forms.	Whether	
  this	is	true	or	not,	the	tribe	considers	Shadun	its	exclusive	
  territory,	and	battles	mercilessly	with	neighboring	janni,	
  girtablilu,	and	suli	clans	to	keep	it.
  The	 gnolls’	 most	 recent	 skirmish	 with	 the	 Spiral	
  Wind	girtablilu	tribe	had	left	them	licking	their	wounds	
  when	an	emissary	of	the	Jackal	Prince	arrived:	Nul	Kraz	
  Basheen,	 warlord	 of	 the	 Flaying	 Wind	 ghuls.	 Nul	 Kraz	
  and	 his	 daemons,	 sent	 to	 secure	 the	 Handflower of 
  Genocide,	cowed	the	tribe	with	overwhelming	violence,	
  slaughtering	one	of	Queen	Julkar’s	daughters	and	infecting	
  the	other	with	the	Feast	of	Dust	to	ensure	the	monarch’s	
  cooperation.	In	the	weeks	since,	Nul	Kraz	and	his	army	of	
  gnolls	and	ghouls	have	tunneled	through	the	volcanic	ash	
  entombing	most	of	the	city,	finally	uncovering	the	original	
  fortress	of	the	Sentinels	of	Meraz—Oblivion’s	Citadel.
  Queen	Julkar,	meanwhile,	sulks	on	her	throne	of	skulls.	
  Her	followers	play	at	civility,	embracing	human	fashions	
  and	courtly	intrigue	so	long	as	their	attention	spans	hold	
  out,	but	the	gnolls	excel	at	maintaining	neither.
  36
  
  JULKAR
  D. OBLIVION’S CITADEL
  Most of Shadun consists of ash-covered valleys, stony 
  bluffs, cooled lava flows, and the occasional ruined tower 
  or collapsed monument breaking through the surface. 
  Many of these half-buried ruins have served as monster 
  lairs or been looted by human and gnoll scavengers over 
  the centuries, but 10 times as many buildings remain 
  buried beneath a hundred feet of volcanic ash.
  At the heart of Shadun lies Oblivion’s Citadel, the fortress 
  the Sentinels of Meraz constructed to protect the Oblivion 
  Keys. The Sentinels trained recruits here as an army; they 
  did not skulk in the shadows as a secret society. The citadel 
  has lain undisturbed since the twin eruptions that buried 
  the city a thousand years ago, forcing the Sentinels to move 
  most of the keys. Much of the building’s cavernous interior, 
  including its vaults, survived the city’s destruction.
  Nul Kraz Basheen arrived in Shadun with a small 
  party of ghoul slaves and the daemon assistant Reched, 
  on orders from the Jackal Prince to locate the Handflower 
  of Genocide and cast it into the sea. Divining the location 
  of Oblivion’s Citadel proved more challenging than the 
  warlord had imagined, however, so he enslaved the Sat’un 
  gnoll tribe to expand his workforce. Only in the 
  past week have the ghul’s forces broken through 
  into the citadel’s ruins and begun to explore it, 
  finally encountering the Oblivion Vault. Unable 
  to open the door or bash his way through, Nul 
  Kraz grows increasingly angry, unaware that 
  Queen Julkar holds one of the keys and his 
  gnoll workers unearthed the other.
  A dozen dig sites are scattered 
  throughout Shadun. Locating the right 
  one requires a successful DC 14 Survival 
  or DC 24 Perception check. The Citadel 
  is buried, with nothing on the 
  surface except a yawning, 
  black pit and rough wooden 
  scaffolding surrounding it.
  D1. Excavation Camp
  A	rope	descends	from	a	hole	in	the	roof	
  to	 the	 rubble-strewn	 floor	 twenty	 feet	
  below.	 Faded	 mosaics	 cover	 the	 walls,	
  depicting	a	variety	of	desert	animals,	as	
  well	as	other	beasts	frolicking	in	a	lush	
  savanna.	 The	 sound	 of	 metal	 striking	
  against	stone	and	earth	fills	the	chamber	
  with	a	ceaseless	racket.
  A dozen ghouls, all victims of the Feast 
  of Dust, labor here mining away at 
  rubble-filled portions of the citadel. 
  Battered by Nul Kraz’s rage and fearful 
  of Maldarga’s hunger for dead flesh, 
  they ignore any intruders, and cower or flee deeper into 
  the complex if attacked.
  Creature: A single ghoul named Vuhlte struggles in the 
  northwest corner of the room. Torn in half by Queen Julkar’s 
  daughter, Maldarga, then pinned beneath a slide of rubble 
  5 days ago, Vuhlte has been abandoned and forgotten by his 
  comrades. Animalistic hunger has reduced his mind, and 
  he claws futilely to reach his dismembered legs just out of 
  reach, desperate for even the smallest morsel of flesh. The 
  mangled ghoul begs the party to drag its legs near so it can 
  feed. In exchange, he offers information on the citadel’s 
  interior, warning the PCs about Nul Kraz and his servants, 
  the gnoll workers, and the newly undead gnoll princess. He 
  describes the warlord’s fury over the vault entrance he can’t 
  open, describing it as a locked door with three keyholes. 
  He notes that the ghul leader has discovered “only one key, 
  shaped like a minaret, that fits within.” He retains only 
  vague memories of his former life, before the Jackal Prince 
  called him to service, and even those are tainted by hunger.
  VUHLTE	
  CR	2
  XP	400
  Ghoul	(Pathfinder RPG Bestiary	146)
  hp	13	(currently	2)
  Story Award: Vuhlte offers no real 
  threat, and the PCs receive no XP for 
  destroying the pitiful creature. If 
  the PCs learn anything about the 
  citadel’s 
  interior 
  from 
  Vuhlte, 
  though, award them 3,200 XP. 
  D2. Sentinel Barracks
  When it served as an active 
  fortress, Oblivion’s Citadel 
  housed hundreds of troops to 
  repel daemon worshipers, and 
  eventually to maintain peace 
  in this region of the desert. 
  Today, little evidence remains 
  of these soldiers beyond dry-
  rotted bunks and moldering 
  uniforms 
  and 
  personal 
  effects. The gnoll workers have 
  scavenged most items of value 
  from these rooms (see area D4).
  D3. Sentinel Training Room (CR 12)
  Dry-rotted	 armor	 racks	 and	 ceramic	
  training	dummies	fill	much	of	this	room,	
  while	dusty	bits	of	machinery	poke	from	
  the	floor	and	walls.	A	wide	pit	divides	
  the	 chamber,	 bridged	 by	 a	 rickety-
  looking	wooden	scaffold.
  37
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  MALDARGA
  The Sentinels trained their recruits in this wide room, 
  which was once outfitted with traps and mechanisms 
  similar to the ones Sayid’s family still uses. A handful of 
  the devices were still in functioning condition when Nul 
  Kraz’s expedition arrived, and killed two gnoll workers 
  before Maldarga ripped them to shreds.
  The channel dividing the room is part of an old pit 
  trap sometimes used in siege exercises. It descends 10 
  feet onto now decayed and useless padding. The bridge 
  spanning it only support only 300 pounds at a time 
  before collapsing.
  Creature: The exertion of her tantrum 
  greatly accelerated Princess Maldarga’s 
  curse, and within hours she fell victim 
  to the Feast of Dust and rose as 
  a dread ghoul. Outraged but 
  now totally under the Jackal 
  Prince’s sway, she deals with her 
  frustration here, battering what 
  remains of the equipment and 
  devouring ghoul slaves while 
  she waits for Nul Kraz to complete 
  his mission and guide her to the 
  Sunbleached Tower. She welcomes 
  any distraction, especially fresh meat. 
  She spends her time in the southern half 
  of the room.
  MALDARGA	
  CR	12	
  XP	19,200
  Female	dread	ghoul	gnoll	fighter	10	(Advanced Bestiary	86,	
  Pathfinder RPG Bestiary	155)
  CE	Medium	undead	(gnoll)
  Init	+5;	Senses	darkvision	60	ft.,	scent;	Perception	+15
  DEFENSE
  AC	21,	touch	18,	flat-footed	15	(+2	deflection,	+5	Dex,	
  +1	dodge,	+3	natural)
  hp	110	(12	HD;	2d8+10d10+46)
  Fort	+12,	Ref	+8,	Will	+6	(+3	vs.	fear)
  Defensive	Abilities	bravery	+3;	channel	resistance	+4;	
  Immune	undead	traits
  OFFENSE
  Speed	30	ft.,	climb	30	ft.
  Melee	bite	+14	(1d6+2	plus	paralysis),	2	claws	+13	(1d6+2	
  plus	paralysis)
  Ranged	+1 composite longbow	+21/+16/+11	(1d8+7/×3)
  Special	Attacks	command	ghouls,	create	spawn,	weapon	
  training	(bows	+2,	axes	+1)
  TACTICS
  During	Combat	When	intruders	enter,	Maldarga	
  immediately	bellows	for	any	ghouls	in	area	D1	to	assist	
  her,	then	kicks	aside	the	rough	bridge	her	workers	use.	
  Ghouls	arrive	at	a	rate	of	2d4	per	round,	and	while	
  the	weak	undead	likely	offer	no	challenge	for	the	
  adventurers,	Maldarga	hopes	to	stymie	the	PCs’	advance	
  while	she	unleashes	a	hail	of	arrows.	If	anyone	crosses	
  the	gap,	she	smears	her	oil of darkness	on	herself	and	
  switches	to	melee	combat.	She	always	attacks	using	
  Deadly	Aim	or	Power	Attack.
  Morale	If	reduced	below	half	hit	points,	Maldarga	withdraws	
  to	join	Nul	Kraz	in	area	D6.
  STATISTICS
  Str	15,	Dex	20,	Con	—,	Int	12,	Wis	17,	Cha	14
  Base	Atk	+11;	CMB	+13;	CMD	31
  Feats	Deadly	Aim,	Dodge,	Greater	Weapon	Focus	(composite	
  longbow),	Mobility,	Point-Blank	Shot,	
  Power	Attack,	Precise	Shot,	Rapid	Shot,	
  Toughness,	Weapon	Focus	(bite),	Weapon	
  Focus	(composite	longbow),	Weapon	
  Specialization	(composite	longbow)
  Skills	Acrobatics	+6,	Climb	+10,	
  Intimidate	+17,	Perception	+15,	
  Stealth	+15,	Survival	+15;	Racial	
  Modifiers	+8	Survival
  Languages	Common,	Gnoll
  SQ	armor	training	2
  Combat	Gear	oils of darkness	(2);	
  Other	Gear	+1 composite longbow,	
  with	20	arrows,	amulet of natural 
  armor +2,	ring of protection +2
  SPECIAL	ABILITIES
  Command	Ghouls	(Su)	As	a	free	action,	Maldarga	
  can	automatically	command	all	normal	ghouls	within	30	
  feet	(as	per	the	command undead	spell).	Normal	ghouls	
  never	attack	a	dread	ghoul	unless	compelled.
  Create	Spawn	(Su)	Any	creature	killed	by	Maldarga	that	lies	
  undisturbed	until	the	next	midnight	rises	as	a	dread	ghoul	
  at	that	time.	The	new	dread	ghoul	is	not	under	Maldarga’s	
  control.	A	protection from evil	or	gentle repose	spell	cast	
  on	the	victim’s	corpse	prevents	this.
  D4. Gnoll Camp (CR 9)
  Eleven	 rough	 bedrolls	 made	 from	 animal	 furs	 and	 tattered	
  blankets	cover	the	floor	here,	while	a	pile	of	picks	and	shovels	
  and	a	battered	old	chest	occupy	the	northern	wall.
  The gnoll slaves bed down here when not digging out 
  more of the complex. They gather whatever valuables 
  they uncover that don’t attract Nul Kraz’s attention in the 
  battered chest in the back of the room.
  Creatures: The taskmaster has already worked two of 
  the gnolls here to death, but a half-dozen common brutes 
  and two Sat’un elites remain. They are angry and hungry, 
  but also sickly—many suffer from the early stages of the 
  Feast of Dust. They whoop and cackle at any intruders, 
  and attack after 1d4 rounds (or sooner, if attacked), but 
  they can be convinced to simply leave with a successful 
  DC 28 Diplomacy or Intimidate check if the path out has 
  been cleared.
  38
  
  NUL KRAZ BASHEEN
  SAT’UN	ELITES	(2)		
  CR	7
  XP	3,200	each
  hp	99	each	(see	page	35)
  SICKLY	GNOLLS	(2)		
  CR	1
  XP	400	each
  hp	11	each	(Pathfinder RPG Bestiary	155)
  Treasure: The gnolls’ chest contains 21 tarnished 
  silver holy symbols for various good faiths (worth 
  25 gp each), a platinum etching of lions (worth 700 gp), 
  an enormous garnet (worth 300 gp), 22 spinel eyes 
  from various mosaics (worth 30 gp each), an ioun 
  torchUE, and 18 clay cups. In addition to these 
  treasures, the gnolls’ chest contains a battered 
  brass key with an eye-shaped bow, similar to 
  the one Queen Julkar carries and important 
  for opening the vault door in area D8.
  D5. Excavation Sites
  Nul Kraz keeps the gnolls digging 
  out more of the citadel here, partly 
  in the hope of uncovering other 
  entrances to the Oblivion Vault 
  and partly to keep the slaves too 
  exhausted to fight back.
  D6. Plaza of the Sun (CR 14)
  Faded	mosaics	surround	this	rubble-strewn	circular	chamber.	
  In	them,	four	grotesque	animals—a	rat,	a	vulture,	a	raven,	and	
  a	jackal—drain	the	life	and	color	from	a	verdant	wilderness.	
  Eventually,	the	scenes	transition	to	men	and	women	clad	in	
  bronze	armor	rising	up	and	slaying	the	creatures,	sealing	them	
  within	a	cloak,	a	bracelet,	a	bottle,	and	a	sword,	respectively.
  Ballistae and bulwarks once filled much of this chamber, 
  which was a hall of death for any intruders who penetrated 
  this deeply into the citadel. Today, little remains of these 
  emplacements but scorched wood and dry rot.
  Creatures: Nul Kraz Basheen, warlord of the Flaying 
  Wind ghuls, organizes the excavation from here. After Nul 
  Kraz’s humiliation at the Sunbleached Tower (see area F7), 
  the Jackal Prince exiled him to Shadun on what he feels is 
  a pathetic errand, and his failure to understand and open 
  the Oblivion Vault only increases his anger. Worse, Nul Kraz 
  and his minions can’t even approach the door to investigate 
  properly—all they can do is hope for divine inspiration.
  Nul Kraz examines all trespassers who approach, and 
  if he detects any of good alignment, he offers them a 
  generous chance to serve Trelmarixian and the Jackal 
  Prince. If the adventurers approach the Oblivion Vault 
  and open its door for him, he’ll allow them to live, at least 
  until his master’s reign of terror reduces the world to 
  dust. Should the intruders refuse his offer, he attacks.
  NUL	KRAZ	BASHEEN	
  CR	12
  XP	19,200
  Male	ghul	antipaladin	of	Trelmarixian	7	(Pathfinder RPG 
  Bestiary 3	125,	Pathfinder RPG Advanced Player’s Guide	118)
  CE	Medium	undead	(shapechanger)
  Init	+4;	Senses	darkvision	60	ft.;	Perception	+20
  Aura	cowardice	(10	ft.)
  DEFENSE
  AC	27,	touch	11,	flat-footed	26	(+10	armor,	+1	Dex,	+6	natural)
  hp	163	(13	HD;	6d8+7d10+98)
  Fort	+25,	Ref	+20,	Will	+25
  Immune	disease,	undead	traits
  OFFENSE
  Speed	30	ft.,	climb	20	ft.
  Melee	bite	+19	(1d6+8),	2	claws	+19	(1d4+8	plus	
  bleed)	or
  +1 unholy falchion	+20/+15/+10	(2d4+13/18–20),	
  bite	+14	(1d6+8)
  Special	Attacks	bleed	1,	channel	negative	
  energy	(DC	19,	4d6),	rend	(2	claws,	
  1d6+8),	cursed	claws,	smite	good	
  3/day	(+6	attack	and	AC,	+7	damage),	
  touch	of	corruption	(3d6,	9/day)
  Antipaladin	Spell-Like	Abilities	
  (CL	7th;	concentration	+13)
  At	will—detect	good
  Antipaladin	Spells	Prepared	(CL	4th;	
  concentration	+10)
  2nd—desecrate,	silence	(DC	18)
  1st—death	knell	(DC	17),	inflict	light	wounds	(DC	17),	
  protection	from	good
  TACTICS
  Before	Combat	Nul	Kraz	casts	desecrate	every	day,	covering	
  a	40-foot-wide	area	encompassing	the	chamber’s	
  entrance.	He	and	his	ghuls	attempt	to	remain	with	its	
  comforting	aura;	if	Princess	Maldarga	is	present,	she	does	
  likewise	while	keeping	her	distance	from	melee.
  During	Combat	Nul	Kraz	activates	his	fiendish	boon,	
  improving	his	falchion	to	a	+2 unholy falchion,	then	
  lashes	out	with	his	touch	of	corruption	against	fellow	
  warriors	to	fatigue	and	stagger	them,	and	attempts	to	
  sunder	any	holy	symbols	wielded	by	spellcasters.	He	
  uses	smite	good	against	the	first	good	creature	that	
  manages	to	hurt	him.
  Morale	Nul	Kraz	and	his	minions	fight	to	the	death.
  STATISTICS
  Str	26,	Dex	18,	Con	—,	Int	14,	Wis	17,	Cha	22
  Base	Atk	+11;	CMB	+19	(+21	sunder);	CMD	33	(35	vs.	sunder)
  Feats	Cleave,	Combat	Casting,	Combat	Reflexes,	Improved	
  Sunder,	Power	Attack,	Step	Up,	Toughness
  Skills	Bluff	+20,	Climb	+15,	Diplomacy	+9,	Disguise	+13,	
  Intimidate	+22,	Knowledge	(religion)	+12,	Perception	+20,	
  Stealth	+11,	Survival	+9	(+17	when	following	tracks);	Racial	
  Modifiers	+4	Perception,	+8	Survival	when	following	tracks
  Languages	Common,	Gnoll,	Ignan,	Infernal,	Kelish
  39
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  SQ	change	shape	(hyena;	doesn’t	detect	as	undead	in	this	
  form;	beast shape I),	cruelties	(fatigued,	staggered),	
  fiendish	boon	(weapon	+1,	1/day),	genie-kin
  Combat	Gear	unholy	water	(2);	Other	Gear	+1 full plate,	
  +1 unholy falchion,	silver	dust	(worth	25	gp)
  FLAYING	WIND	GHULS	(4)	
  CR	8
  XP	4,800	each
  hp	100	each	(see	page	14)
  D7. Nul Kraz’s Camp
  While the ghuls have no need for sleep, Nul Kraz selected 
  this half-collapsed smithy as a place to rest and meditate, 
  leaving his few possessions here.
  Treasure: A small rosewood case (worth 150 gp) resting on 
  an obsidian slab contains Nul Kraz’s orders, signed by the 
  Jackal Prince, commanding him to recover “the wretched 
  resting place of my equally wretched brother, and cast it 
  into the sea,” as well as notes and maps of the area. A well-
  preserved copy of The Legacy of Shadun (worth 350 gp) rests 
  below it all, alongside a silk bag containing four potions of 
  inflict moderate wounds and 325 gp worth of silver dust. A 
  successful DC 25 Perception check also reveals an ancient 
  bronze griffon figurine of wondrous power in the room’s rubble.
  Development: Gathered on an obsidian slab are all 
  the documents Nul Kraz’s slaves have recovered thus 
  far, mostly consisting of clay tablets and etched plates of 
  beaten bronze. One tablet in particular highlights the route 
  of the two caravans that fled Shadun with the Ravenous 
  Blade and the Calabash of Last Draughts. The ghul’s own 
  hurried notes estimate that the final Oblivion Key is a mere 
  40  miles northeast of Shadun in a feature labeled the 
  Lethe Springs. He has dispatched one of his Flaying Wind 
  ghuls and a handful of ghouls to investigate. Despite not 
  yet hearing from his scouts, Nul Kraz has been preparing 
  an expedition to recover the artifact, hoping doing so will 
  blunt his master’s rage at his failure in his current mission.
  D8. Outer Vault
  Thousands	of	eyes	etched	into	the	walls	and	domed	ceiling	of	
  this	chamber	stare	down	toward	a	massive,	golden	door.	Three	
  keyholes	mar	its	otherwise	smooth	surface,	while	a	dozen	brass	
  keys—each	shaped	into	a	different	symbol—litter	the	floor.
  The Oblivion Vault is protected by a permanent 
  consecrate effect filling the outer vault. In addition to the 
  spell’s usual effects, it also deals 1d6 points of damage to 
  any daemon or daemonic servant touching the vault door 
  to area D9 or inserting one of the keys.
  The vault door itself is a simple puzzle, requiring 
  three specific keys be inserted to unlock it—the 
  minaret, the sword, and the eye, all features of the 
  Sentinels’ insignia. The Sentinels complicated this by 
  crafting dozens of keys, each one’s bow in a different 
  shape, which they then scattered throughout the 
  citadel. Nul Kraz has gathered all the keys uncovered so 
  far, but remains unaware that his gnoll slaves stole the 
  eye key, and that Queen Julkar wears the sword key. The 
  door weighs 1,500 pounds and is magically reinforced 
  (hardness 30, hp 120, break DC 45). Each lock can be 
  picked individually (Disable Device DC 40), but failing 
  one check resets any previously opened locks.
  Story Award: However the PCs open the vault door, 
  award them 9,600 XP.
  D9. Oblivion Vault (CR 13)
  For millennia, the Sentinels of Meraz kept their four 
  charges locked away here in a vault of four separate 
  chambers to keep the terrible artifacts isolated. They 
  weathered dozens of attacks by daemon cultists and 
  power-hungry warlords, but never did the citadel fall 
  or an intruder set foot within the Oblivion Vault. When 
  Zhobl and Zhonar erupted and Shadun was destroyed, it 
  soon became obvious that the Sentinels of Meraz lacked 
  enough time or reliable souls to secret away all four of 
  the Oblivion Keys. Instead, they sent their best agents 
  with three of the artifacts, and sealed the Handflower of 
  Genocide back within the vault, intending to return for it 
  once the ash settled. By then, though, not enough of their 
  numbers remained to retake the city from the cannibals 
  and monsters that came to claim the ruins.
  The Vault of Plague to the west has partially collapsed, 
  while the hall leading north to the Vault of Famine and 
  the Vault of Death has been completely blocked by an 
  ancient lava flow.
  Creatures: The Sentinels did not leave their charge 
  unguarded. Desperate and left with treasures captured 
  from dark cultists, volunteers sealed themselves within 
  the vault, and then used a scroll of gate to call two devourers 
  as guards. The horrifying extraplanar undead consumed 
  the souls of the unfortunate Sentinels sealed within the 
  vault alongside them, and over the eons have slipped 
  FINDING THE CALABASH OF  
  LAST DRAUGHTS
  Nul	 Kraz	 Basheen’s	 notes	 are	 intended	 to	 point	 the	 PCs	
  toward	the	Lethe	Springs	and	the	final	Oblivion Key,	but	
  players	eager	to	move	forward	into	the	vault	may	overlook	
  them.	If	your	players	miss	this	clue,	you	can	instead	have	
  Nul	Kraz’s	notes	scattered	around	the	outer	vault	instead,	or	
  have	the	PCs	encounter	the	warlord’s	scouting	expedition—
  confused	 but	 still	 clutching	 a	 waterlogged	 map—as	 the	
  heroes	prepare	to	leave	Shadun.	Finally,	the	Calabash of 
  Last Draughts	is	the	only	Oblivion Key	not	protected	by	one	
  of	the	Sentinels’	anti-divination	circles,	allowing	the	PCs	
  to	search	for	it	with	spells	such	as	find the path or	scrying	
  (targeting	the	daemon	within	the	calabash).
  40
  
  into a catatonic state, leaving them with only 7 essence 
  points apiece. The approach of fresh souls revives the foul 
  undead, which leap to attack.
  DEVOURERS	(2)	
  CR	11
  XP	12,800	each
  hp	133	each	(Pathfinder RPG Bestiary	82)
  D10. Vault of War
  The	 icons	 decorating	 the	 golden	 walls	 of	
  this	chamber	repeatedly	depict	a	red-eyed	
  vulture	being	stabbed,	shackled,	and	buried.	
  In	the	room’s	center,	a	single	circle,	scribed	in	
  silver,	wards	a	small	pedestal.
  Lost for a millennium, the Handflower 
  of Genocide resides here, awaiting a new 
  master. Like the other Oblivion Keys, it is 
  bound with heavy brass seals to minimize 
  the influence its imprisoned harbinger 
  may exert. As the PCs draw near, the Sentinel 
  symbols scribed on their hands begin to glow and 
  burn, and seem to kindle some shred of purpose within 
  the artifact. Read or paraphrase the following.
  A	crackle	of	pale,	red	light	seeps	from	the	bracelet.	Broken	
  wisps	 congeal	 into	 the	 form	 of	 a	 hulking,	 vulture-winged	
  man.	 “What	 is	 this	 stink?”	 a	 voice	 echoes.	 “My	 simpering	
  jackal	brother	runs	free,	but	leaves	me	a	prisoner?	Bring	me	
  forth	to	the	shivering	coward.	I	shall	crush	the	breath	from	his	
  very	throat	and	silence	his	prattling	once	more.”
  Treasure: The Handflower rests on a solid-gold cast 
  hand (worth 3,000 gp). The eyes of each figure in this 
  mosaic (49 eyes in all) are large spinels (worth 30 gp each).
  Story Award: Once the PCs claim the Handflower of 
  Genocide, award them an additional 9,600 XP.
  THE LETHE SPRINGS
  North of the ruins of Shadun, nestled in sprawling 
  volcanic wastelands on the Zho Mountains, lie the 
  Lethe Springs. Meraz’s wandering tribes and even many 
  of its common monsters avoid these notorious hot 
  springs. Stinking, sulfurous waters, heated to boiling 
  by geothermal activity, percolate here in bubbling mud 
  pits and wide, steaming pools of poison. Few visitors 
  ever return, and those who do are profoundly changed, 
  often unable to recognize their friends, loved ones, and 
  children. This, coupled with the strange and horrible 
  noises that sometimes pierce the endless banks of fog, 
  has given rise to the rumor that the Lethe Springs are 
  haunted. Certainly enough half-submerged carts testify 
  to more than a few unhappy deaths that have occurred 
  in these springs.
  Once the PCs arrive at the Lethe Springs, a small 
  feature barely a half-mile across, locating the missing 
  Oblivion Key is a matter of patient searching. It lies lodged 
  in a mineral deposit in the springs’ largest pool, and can 
  be spotted easily when a PC approaches within 5 feet 
  (Perception DC 15). A perpetual fog surrounds the area, 
  obscuring sight beyond 5 feet as per the fog cloud spell. 
  Despite the hostile climate of the Lethe Springs, several 
  pernicious creatures call them home.
  THE HANDFLOWER OF GENOCIDE
  This	elaborate	gold	bracelet	linked	to	rings	and	claws	houses	
  the	Vulture	Prince	of	War,	bound	in	place	by	ancient	wards.
  HANDFLOWER OF GENOCIDE
  MAJOR	
  ARTIFACT
  SLOT	hands
  CL	18th
  WEIGHT	1	lb.
  AURA	strong	enchantment	and	transmutation
  Fine	 links	 spread	 from	 this	 gold	 bracelet	 to	 rings	 and	
  finger-capping	claws.	This	ornament	was	once	a	vambrace 
  of the genieUE,	but	its	magic	has	been	warped	and	
  corrupted	 by	 daemon	 spirit	 trapped	 within.	
  The	 Handflower of Genocide grants	 its	
  wearer	a	+2	profane	bonus	to	Strength	
  and	 a	 +4	 profane	 bonus	 on	 checks	
  to	perform	dirty	trickAPG	and	grapple	
  combat	 maneuvers.	 The	 wearer	 can	
  cast	murderous commandUM	at	will	by	
  caressing	a	target	with	the	Handflower	
  (reducing	 the	 spell’s	 range	 to	 touch	
  and	requiring	a	melee	touch	attack).	
  Once	 per	 day	 as	 a	 full-round	 action,	
  the	wearer	can	concentrate	to	locate	
  the	 nearest	 source	 of	 mass	 death	 within	
  500	miles,	the	Handflower	directs	her	unerringly	toward	
  the	death	as	per	the find the path spell.
  If	 the	 wearer	 touches	 a	 creature	 without	 casting	
  murderous commandUM,	 the	 wearer	 must	 immediately	
  succeed	at	a	DC	18	Will	save	or	be	compelled	to	strangle	
  the	creature	touched.	If	the	wearer	fails,	she	must	attempt	
  a	 combat	 maneuver	 check	 against	 the	 target’s	 CMD,	
  including	any	bonuses	to	grapple.	If	successful,	the	target	
  must	 immediately	 begin	 holding	 its	 breath,	 and	 every	
  subsequent	successful	combat	maneuver	check	reduces	
  the	 time	 remaining	 until	 it	 suffocates	 by	 1d6	 rounds.	
  The	wearer	can	attempt	a	new	Will	save	each	round	to	
  stop	strangling	her	victim,	but	she	takes	a	cumulative	–1	
  penalty	for	each	prior	failed	check.
  DESTRUCTION
  While	wearing	the	Handflower of Genocide,	a	creature	
  must	 foster	 a	 romance	 between	 a	 protean	 and	 an	
  inevitable,	 and	 have	 each	 kiss	 the	 bracelet	 to	 grant	
  its	blessing.
  41
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  THE LOST ONES (CR 12)
  Many desperate travelers stumble across the Lethe 
  Springs, both human and animal, and lose their pasts 
  and identities to its strange properties. Some eventually 
  stumble out, but many remain in the warm, foggy 
  embrace of the only life they can recall, descending into 
  an animalistic state and attacking intruders.
  Creatures: The Pawns of Prophecy mercenaries found 
  themselves at the edge of the springs after a fierce 
  sandstorm forced their caravan into the mountains for 
  shelter. After restocking their water, they quickly lost sight 
  of their destination and even their names, becoming half-
  starved beasts that attacked anyone who drew too close 
  to the pools and feed on the strange fish and creatures 
  that survive in the scalding waters. These wretched souls 
  are far from the apex predators of the area, so only four 
  survivors still prowl the steaming pools, hungry and 
  fiercely territorial. The lost ones prefer to bull rush 
  opponents into the hot springs’ boiling pools, but turn 
  to their swords if enemies seem particularly intractable.
  THE	LOST	ONES	(4)	
  CR	9
  XP	6,400	each
  Fiendish	human	warrior	9	(Pathfinder RPG Bestiary	294)
  NE	Medium	humanoid	(human)
  Init	+2;	Senses	darkvision	60	ft.,	Perception	+2
  DEFENSE
  AC	18,	touch	12,	flat-footed	16	(+6	armor,	+2	Dex)
  hp	103	each	(9d10+54)
  Fort	+11,	Ref	+5,	Will	+3
  DR	5/good;	Resist	cold	10,	fire	10;	SR	14
  OFFENSE
  Speed	20	ft.
  Melee	mwk	longsword	+15/+10	(1d8+5/19–20)
  Special	Attacks	smite	good	1/day	(+0	attack,	+9	damage)
  STATISTICS
  Str	20,	Dex	14,	Con	20,	Int	3,	Wis	10,	Cha	3
  Base	Atk	+9;	CMB	+14	(+18	bull	rush);	CMD	26	(28	vs.	bull	rush)
  Feats	Cleave,	Combat	Reflexes,	Great	Cleave,	Greater	Bull	
  Rush,	Improved	Bull	Rush,	Power	Attack
  Skills	Climb	+11,	Perception	+2,	Swim	+11
  Languages	Common
  Gear	chainmail,	mwk	longsword
  Treasure: The lost ones still stay close to their decaying 
  wagons, now little more than a few splintering boards and 
  sun-bleached horse bones. With 10 minutes of searching 
  and a successful DC 20 Perception check, a character 
  unearths a leather satchel containing the leader’s logbook, 
  which details how they came to the springs and met their 
  end. In addition to the journal, the satchel contains 3,450 
  gp, a gilded copy of The Birth of Light and Truth (worth 500 
  gp), a gold holy symbol of Sarenrae (worth 150 gp), a scroll 
  of heal, and a scroll of plane shift. Nearby lie the gnawed 
  remains of the Sarenite priest the mercenaries were 
  escorting across the desert.
  EATERS OF THE LOST (CR 12)
  Humans and animals confused by the springs’ 
  fiendish waters find themselves vulnerable to far more 
  dangerous predators.
  Creatures: A trio of yrthaks, blind aerial predators, use 
  the Lethe Springs as their hunting ground. Their sonic 
  lance ability creates a 60-foot void in the fog, and their 
  favored tactic is for one to blast open a clearing in the fog 
  while the other two dive onto confused creatures within. 
  While the yrthaks’ blindsense allows them to locate prey 
  in the mist, they lost one of their own to the springs’ 
  memory-wiping qualities several years ago, and remain 
  cautious of the billowing clouds.
  WASHING AWAY THE SOUL
  The	magic	of	the	Calabash of Last Draughts,	combined	
  with	the	naturally	occurring	sulfur	springs	and	volcanic	
  activity,	 has	 spiked	 the	 waters	 of	 the	 Lethe	 Springs.	
  The	entire	area	reeks	of	rotting	eggs,	but	sufficiently	
  desperate	travelers	stranded	in	the	desert	still	attempt	
  to	drink	its	boiling	waters.
  The	boiling	waters	of	the	spring	deal	1d6	points	of	
  fire	damage	per	round	of	exposure,	or	4d6	points	of	fire	
  damage	 per	 round	 of	 immersion	 (such	 as	 if	 knocked	
  into	 a	 pool).	 This	 damage	 continues	 for	 1	 round	 after	
  exposure	 ceases,	 dealing	 half	 the	 normal	 amount	 of	
  damage.	In	addition,	the	waters	act	as	a	magical	poison	
  when	ingested,	washing	away	drinkers’	memories	and	
  eventually	twisting	them	into	mindless,	base,	fiendish	
  versions	of	their	former	selves.	Creatures	immersed	in	
  one	of	the	springs’	pools	are	affected	as	if	exposed	to	
  2	 doses	 of	 Lethe	 water.	 The	 steam	 suffusing	 the	 area	
  is	likewise	tainted,	and	every	2	hours	spent	within	the	
  roiling	clouds	affects	a	creature	as	a	single	dose.
  LETHE	WATER
  Type	poison,	ingested;	Save	Will	DC	16
  Frequency	1/round	for	6	rounds
  Effect	1d4	Int	and	Cha	damage	(cannot	reduce	a	
  creature’s	Int	or	Cha	below	1);	Cure	2	saves
  Special	Creatures	reduced	below	3	Intelligence	gain	
  the	fiendish	creature	simple	template	(Pathfinder 
  RPG Bestiary	294)	and	a	+4	enhancement	bonus	to	
  Strength	and	Constitution;	these	effects	vanish	if	a	
  creature’s	Intelligence	score	rises	above	3.
  Lethe	water	loses	its	magical	potency	24	hours	
  after	 being	 removed	 from	 the	 hot	 springs,	 but	
  remains	 mildly	 poisonous	 thanks	 to	 its	 mineral	
  content	(treat	as	bloodroot,	but	ingested	rather	than	
  injury;	Pathfinder RPG Core Rulebook	558).
  42
  
  YRTHAKS	(3)	
  CR	9
  XP	6,400	each
  hp	114	each	(Pathfinder RPG Bestiary 2	290)
  THE CALABASH POOL (CR 14)
  The	 largest	 of	 the	 springs’	 bubbling	 pools	 stretches	 nearly	
  eighty	feet	from	end	to	end,	but	it	is	less	than	ten	feet	deep.	
  Colorful	 orange	 and	 yellow	 mineral	 growths	 decorate	 the	
  pool’s	edge,	while	a	steaming	tower	of	blue,	red,	and	green	
  stones	stands	at	its	center.
  The hot springs’ oldest and largest pool is ringed 
  with magnificent mineral deposits, with a 10-
  foot tower at its center dwarfing them all. With a 
  successful DC 15 Perception check, a character spots 
  an elaborate bottle, the Calabash of Last Draughts, 
  firmly cemented into the tower thanks to centuries of 
  flowing mineral deposits. Yanking it free requires a 
  successful DC 20 Strength check. Otherwise, the 
  PCs need to use proper tools and 10 minutes of 
  work to chip it free.
  Creature: The pool is home to one of the 
  Lethe’s strangest and most resilient predators: 
  a goezspall. Capable of surviving under 
  nearly any conditions and hibernating 
  for centuries at a time when food 
  grows scarce, the goezspall 
  is constantly foraging, and 
  considers 
  anything 
  within 
  reach of its claws a meal.
  GOEZSPALL	
  CR	14
  XP	38,400
  hp	200	(see	page	62)
  Treasure: While the calabash pool dissolves most 
  valuables, the intellect-draining waters of the springs 
  have formed a unique precipitate of human memories 
  at the bottom of this pool, which radiates a strong aura 
  of universal magic. Imbibing this chunky, gray, swirling 
  muck provides a creature a permanent +1 inherent 
  bonus to Intelligence. A given creature can benefit 
  from this bonus only once, and the bottom of the pool 
  contains enough memory precipitate to affect up to 
  three creatures. The precipitate loses all of its magical 
  properties 1 hour after being removed from the springs 
  unless consumed before then. The memory precipitate 
  lacks the memory-stealing ability of the water in the rest 
  of the Lethe Springs.
  Claiming the Calabash of Last Draughts
  Once the PCs recover the Calabash of Last Draughts, the 
  spirit within the artifact flinches at the presence of 
  Sentinels of Meraz. Read or paraphrase the following.
  A	quivering	gray	glow	seeps	from	the	bottle.	Broken	wisps	
  congeal	into	the	form	of	a	raven-headed	woman.	“That	filthy	
  cur	bounds	free,”	a	voice	echoes.	“And	yet	I	sit,	entombed	and	
  mourned	by	none?	Putrid	child!	Bring	me	forth	to	my	shameful	
  sibling,	and	I	shall	teach	him	of	grief!	Drown	him	in	me,	and	I	
  will	wipe	away	his	ties	to	anything	he	loves,	anything	he	holds	
  dear,	anything	he	needs.	And	he	will	know	loss.”
  Story Award: Once the PCs claim the Calabash of Last 
  Draughts, award them an extra 9,600 XP.
  THE CALABASH OF LAST DRAUGHTS
  This	sturdy	clay	jug	houses	the	Raven	Princess	of	Death,	
  bound	in	place	by	ancient	wards.
  CALABASH OF LAST DRAUGHTS
  MAJOR	
  ARTIFACT
  SLOT	chest
  CL	18th
  WEIGHT	5	lbs.
  AURA	strong	necromancy	and	transmutation
  An	 elaborately	 carved	 stopper	 caps	 this	 black	
  gourd.	 It	 was	 once	 a	 decanter of endless water,	
  but	 the	 bottle’s	 magic	 has	 been	 warped	 by	 the	
  daemon	spirit	trapped	within.	The	Calabash of Last 
  Draughts	can	be	slung	over	a	creature’s	chest	with	
  its	 leather	 strap,	 and	 grants	 a	 +2	 profane	 bonus	
  to	 Intelligence	 when	 worn.	 Five	 times	 per	 day,	
  the	wearer	can	unstopper	the	bottle	and	splash	a	
  creature	with	the	tainted	water	within	as	a	ranged	
  touch	attack	with	a	range	of	30	feet.	A	successful	
  attack	deals	1d4	points	of	Intelligence	damage	
  as	the	waters	wipe	away	a	creature’s	memories	
  and	sense	of	self.	A	successful	DC	18	Will	save	
  reduces	this	Intelligence	damage	by	half.	If	
  a	target	is	helpless	or	willing,	the	wearer	
  can	 instead	 unstopper	 the	 calabash	
  and	 feed	 the	 target	 its	 tainted	 waters,	
  either	dealing	2d4	points	of	Intelligence	
  damage	or	allowing	the	wearer	to	change	
  or	eliminate	the	target’s	memories	as	per	
  the	modify memory spell.
  The	 Calabash of Last Draughts	 also	 erodes	
  an	 outsider’s	 connection	 to	 the	 physical	 world.	 If	 a	
  possessing	creature’s	Intelligence	is	reduced	to	1	or	
  lower	in	this	way,	it	is	immediately	exorcised	from	its	
  host’s	body.
  Upon	 picking	 up	 the	 Calabash of Last Draughts,	
  a	 creature	 must	 succeed	 at	 a	 DC	 18	 Will	 save	 or	
  immediately	drink	from	the	accursed	gourd.
  DESTRUCTION
  The Calabash of Last Draughts must	be	filled	with	water	
  from	the	Progenitor	Wave	at	the	heart	of	the	Sea	of	No	
  Shadows	in	Nirvana,	then	dashed	against	the	shores	of	
  the	Mere	of	Broken	Angels	in	Abaddon.
  43
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  A
  t this point in the adventure, the PCs should have 
  recovered the remaining three Oblivion Keys—
  the Calabash of Last Draughts, the Handflower 
  of Genocide, and the Shroud of Flies. They are now ready 
  to journey into the Meraz Desert to confront the risen 
  harbinger of Abaddon and end the Feast of Dust.
  The Sunbleached Tower stands 250 miles northeast of 
  Dimayen, and 250 miles southeast of Shadun, deep in the 
  wastes of the Meraz Desert, but reaching this unmapped 
  corner of the world is no simple task.
  JOURNEY INTO MADNESS
  The deepest, least hospitable reaches of the Meraz 
  Desert still drip with the heralds’ corruption. This 
  dread landscape confounds even experienced travelers. 
  Strange,  fetid winds nauseate living creatures, and the 
  dunes shift endlessly to conceal landmarks and reveal 
  previously hidden features. Otherworldly creatures from 
  Abaddon prowl the wastes, attracted by the lingering 
  evil. The shimmering heat casts strange mirages, leading 
  explorers astray, often to their doom.
  The most obvious means of locating the Jackal Prince’s 
  stronghold would be following or tracking the hundreds 
  of victims that the Feast of Dust draws into the wastes, 
  but the Meraz’s supernatural terrain complicates even 
  this simple task; winds obscure any trails in minutes, 
  and mirages and blowing dust blot out the sight of 
  Medium-sized creatures traveling the desert more than 
  100 feet away. Frequent sandstorms obscure any vision 
  beyond 5 feet (although those called by the Feast of Dust 
  FLESH FOR THE FAMINE PRINCE
  CHAPTER 3
  44
  
  seem to walk through them without problem). The PCs 
  can attempt to follow afflicted victims, but the desert 
  conditions increase the DCs of any Perception or Survival 
  checks to maintain pursuit by 20.
  Without a guide to follow, each day of travel requires the 
  PCs to succeed at a DC 35 Survival check to continue in the 
  proper direction. Failure means that the PCs lose their way 
  and make no progress toward the Sunbleached Tower.
  The easiest means of tracking the Sunbleached Tower 
  is to use the Handflower of Genocide. Its ability to locate 
  the closest site of mass killing immediately homes in 
  on the Jackal Prince’s continual sacrifices, guiding the 
  PCs unerringly to the tower while that function of the 
  item is in effect. Once used, the artifact grants the PCs 
  a +10 circumstance bonus on all Survival checks made to 
  remain on course for the rest of the day.
  As they draw nearer to the tower, the PCs spot hordes 
  of gibbering, enthralled victims of the Feast of Dust 
  lurching through the sands on burned, bleeding feet, lips 
  cracking to bloody shards, gums receding, eyes bulging 
  from dehydrated madness, and hair and skin sloughing 
  from sun-seared scalps. Some of these accursed souls 
  have already succumbed to the desert’s deadly grasp and 
  now lope along as slavering ghouls and ghasts. 
  E. THE SUNBLEACHED TOWER
  As the PCs draw close to the Sunbleached Tower, read or 
  paraphrase the following.
  A massive structure of interlocking human bones, bleached 
  white in the unforgiving sun, rises like a skeletal claw from 
  the desert sands. Buttresses and broad corners support its 
  wide base, while the top three hundred feet vanish into a 
  dizzying haze above. Hundreds, perhaps thousands, of 
  humanoid figures crowd around the tower, sunburned, gaunt, 
  and staring transfixed at the structure before them.
  Built atop the ruins of the four heralds’ original Black 
  Tower, the Sunbleached Tower is a 300-foot-tall feat of 
  grotesque architecture. It consists of the remains of 
  hundreds of humanoid bodies culled from surrounding 
  desert tribes and towns, called to the ruins and woven 
  together as they died. Jackals and vultures have picked 
  their flesh clean, leaving only their bones and ligaments 
  to make up the tower itself. The original structure was a 
  rickety, fragile affair, but through the work of the Jackal 
  Prince’s throngs of famine cultists and daemons, it has 
  evolved into a solid and defensible fortress.
  The tower itself reaches up to the site of the planar 
  instability the Heralds of Dust created millennia ago, 
  to a stable gate the Jackal Prince has created to channel 
  his sacrifices to Trelmarixian. The four separate floors 
  of the tower function as an assembly line, with daemons 
  sorting, cleaning, and preparing the gaunt, sunken-
  eyed chattel for their grisly fate. Below the sands lies 
  the original Black Tower’s foundation, hewn from 
  ancient and profane stone. The Jackal Prince lairs 
  within, skimming the choicest souls from his sacrifices 
  and reworking them through foul rituals to restore his 
  beautiful, horrible, daemonic form.
  To save the region from the Feast of Dust, the PCs must 
  slay the Jackal Prince and close his gate to Abaddon—for 
  even if the herald is slain, the daemonic energy pouring 
  through the portal is enough to sustain the curse.
  Most of the Jackal Prince’s ghul minions are currently 
  scouring the desert for supplies, victims, and leads as 
  to the whereabouts of the Oblivion Keys. The assembled 
  masses here are simply petty sacrifices, fascinated by 
  the Sunbleached Tower, and pose no threat to the PCs 
  (there is no XP reward if the PCs destroy some of those 
  assembled). A small encampment of cultists stands a mile 
  from the tower, appearing outwardly to be an abandoned 
  nomad camp. Fewer than a third of the Jackal Prince’s 
  mortal cultists rest there at any given time.
  General Features: Each floor of the Sunbleached Tower 
  is a cathedral-like affair, featuring soaring, 50-foot ceilings 
  with grand, steep staircases running between them. Unless 
  the PCs take steps to stem the tide of sacrifices (such as 
  closing the doors in area E1 or using some sort of wall-
  creating or crowd-dispersing magic), the floor is crowded 
  with starving, somnambulant humanoids who hamper 
  movement. This prevents any Small or Medium creatures 
  from taking 5-foot steps, and the throngs are likely to be 
  injured or killed in any large area-of-effect spells.
  The walls of the tower are constructed from bones 
  magically hardened to be as resilient as reinforced 
  masonry (hardness 8, hp 180), rendering them immune to 
  spells such as stone shape and transmute rock to mud. 
  The desert heat and planar portal above create a 
  staggering heat within the tower despite the open spaces. 
  The temperature of the tower’s interior qualifies as severe 
  heat (Pathfinder RPG Core Rulebook 444), requiring PCs to 
  attempt Fortitude saves every 10 minutes to avoid taking 
  nonlethal damage. This damage manifests not just as heat 
  stroke, but also as a growing hunger and slow starvation.
  The Sunbleached Tower’s magic enhances the effects 
  of the Feast of Dust, and any creature transformed by the 
  curse (developing a bite attack and gaining a Strength 
  bonus) must succeed at a DC 21 Will save once per hour 
  or quietly proceed into the tower and ascend the stairs 
  toward the portal above to Abaddon. In addition, within the 
  tower, any creature transformed by the Feast of Dust must 
  succeed at a DC 21 Will save to resist any daemon’s firmly 
  stated command, or else obey as if affected by suggestion.
  A desecrate effect suffuses the entire tower thanks to 
  the evil ritual used to open the portal above, granting 
  all undead within a +1 profane bonus on attack rolls, 
  damage rolls, and saving throws, and granting any ghouls 
  or ghasts created by the Feast of Dust an additional 1 hit 
  point per Hit Die.
  45
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  E1. The Wasting Doors (CR 10)
  Four arches open at the base of this ivory spire, showing 
  hundreds of cracked skulls that serve as tiles in the floor 
  beyond. Thousands of teeth cover the ground here like gravel.
  The four entryway arches allow access to the 
  Sunbleached Tower, but at a ghastly price.
  Hazard: Anyone passing through one of these doors 
  who hasn’t been transformed by the Feast of Dust is 
  mangled by the countless teeth of past victims, as the 
  ravenous impulse left behind in these bones drives them 
  to sate their abominable hunger.
  GNASHING TEETH HAUNT 
  CR 10
  XP 9,600
  NE haunt (15-by-15-ft. area in each entrance)
  Caster Level 15th
  Notice Perception DC 25 (to notice teeth chattering 
  in anticipation)
  hp 20; Trigger proximity; Reset 1 day
  Effect When this haunt is triggered, the scattered teeth fly 
  into a gnashing, swirling swarm, obscuring all vision for 
  1 round and dealing 6d6 points of slashing damage to all 
  creatures in the entryway.
  Destruction The teeth become inert once the portal to 
  Abaddon is closed (see area E6) or Savedrah is able to 
  resurrect (see area E5).
  E2. The Feasting Hall of Famine (CR 14)
  This yawning hall extends the length of the tower. To the 
  east, a grand ivory staircase wraps up and around to the 
  floors above, while fountains overflowing with wine stud 
  the walls. Two massive tables flank an altar on a raised 
  dais. The tables hold an impressive feast of roast meats, 
  fresh-baked breads, honeyed fruit, and fine vintages. The 
  altar on the western wall bears a cornucopia at the feet of 
  a gaunt, jackal-headed man, but only a steady stream of 
  dust pours from its feasting horn, gathering in a pile on 
  the floor.
  A 30-foot-tall statue of his former daemonic form 
  overlooks this shrine to the Jackal Prince. It welcomes 
  the victims of his curse, though none of the starving 
  masses approach the set tables. The feast and wine are 
  infused with the power of Trelmarixian, and crumble to 
  ash and sand in a creature’s mouth, dealing 2d6 points 
  of nonlethal damage. 
  Creature: A single acrididaemon protects this 
  shrine. Once the most trusted minions of the Jackal 
  Prince, these dread servants scuttled into the darkest 
  corners of Abaddon after the Heralds of Dust fell. The 
  acrididaemon that infests the feast here emerges if any 
  of the entering humans and ghouls show any willfulness 
  or resistance. This vicious fiend protects its master’s 
  shrine to the death.
  ACRIDIDAEMON 
  CR 14
  XP 38,400
  hp 200 (see page 61)
  Treasure: While the food itself is worthless, the etched 
  silver platters it rests upon are worth 50 gp apiece. There 
  are 20 platters in all.
  E3. The Holding Pens (CR 12)
  Row after row of bone cages line the walls here, stacked four 
  levels high to the vaulted ceiling overhead. Each is crammed 
  full of moaning, gaunt humanoid figures begging for oblivion.
  While most of the sacrifices destined for Abaddon 
  simply march past, particularly lively or interesting 
  mortals who survive the trek into the desert are kept here 
  for the ghouls and ghasts to examine, or simply to allow 
  the Feast of Dust to finish its work.
  Creatures: In addition to the hundreds of humans 
  trapped here, a pair of ghoul overseers and a pack of 
  ghasts supervise their captives and sort the ripest new 
  victims. They quell prisoner dissent and tolerate no 
  resistance from the living. One overseer augments the 
  ghast minions with inspire courage and haste, while the 
  other targets enemies directly with her dirge of doom and 
  slow and suggestion spells.
  These undead are augmented by the tower’s unnatural 
  desecrate effect.
  GHOUL OVERSEERS (2) 
  CR 8
  XP 4,800 each
  hp 95 each (use the statistics for Pershpia on page 12)
  GHASTS (12) 
  CR 2
  XP 600 each
  Advanced ghouls (Pathfinder RPG Bestiary 294, 146)
  hp 19 each
  Development: Each cage is lashed shut with sinews 
  (hardness 2, hp 10, break DC 15). Two-thirds of the cages 
  contain living humans, while another third contain dead 
  bodies or newly risen ghouls. If released from their cages, 
  the prisoners resume their march up the stairs.
  E4. Hall of Doomed Souls (CR 14)
  Statues line the walls of this otherwise barren hall of cracked 
  bone. A few work tables set with leather straps and iron 
  restraints sit between the matching sets of stairs leading 
  down. A pair of spiral staircases on the opposite side of the 
  chamber lead up.
  46
  
  MELADAEMON
  The Jackal Prince’s daemon servants perform their 
  final inspections of sacrifices here, weeding out any 
  undead, looting any valuables, and occasionally pulling 
  aside victims for their lord’s own needs.
  Creature: The Jackal Prince requires mortal souls for his 
  own needs, not just to buy favor with Trelmarixian. He is 
  using human essence extracted by ancient rituals to reshape 
  Dehlvat Aaban’s frail flesh into the form of a true daemonic 
  being. The process shows slow but steady progress, and 
  requires huge amounts of sacrifices skimmed from those 
  dedicated to the Horseman of Famine.
  To acquire his souls, the Jackal Prince has contracted 
  a rogue thanadaemon named Golimba and her flock of 
  cacodaemons to cull mortal souls and deliver them to 
  him in the Garden of Desolation deep below. Golimba 
  is a mercenary without scruples, and while she loves the 
  idea of claiming the souls of would-be heroes, she holds 
  no loyalty to the Jackal Prince; she simply works with him 
  because he allows her to gorge on souls. She tries to goad 
  the PCs into suicide, waxing poetic about the futile brevity 
  of life and the arbitrary cruelty of the world. She refuses 
  to allow them to pass or harm the portal above (which 
  she values far more than she does the Jackal Prince). If 
  attacked, she attempts to summon 1d4 hydrodaemons 
  and falls back to waylay enemies with spells, ready to flee 
  to her skiff in the corner and use plane shift to return 
  to the River Styx. Golimba is titillated by the 
  Calabash of Last Draughts if the PCs carry 
  it openly, and offers to leave immediately 
  without incident in exchange for the 
  bottle, even offering them the password 
  to reach the returned harbinger. Doing 
  so saves the PCs from a difficult fight, 
  but ultimately complicates their 
  efforts to kill the Jackal Prince.
  Golimba’s dozen cacodaemons are 
  just as mercenary, and if combat breaks 
  out, they scatter and hide.
  GOLIMBA 
  CR 14
  XP 38,400
  Advanced thanadaemon (Pathfinder RPG 
  Bestiary 2 292, 74)
  hp 202
  Treasure: Golimba’s soul-distilling setup 
  includes a bone eyepiece over one of her worktables inset 
  with a dark blue rhomboid ioun stone.
  Development: Golimba knows the password to open 
  the Doors of the four (see area F8), and frequently loans 
  a piece of paper with the phrase scrawled on it to her 
  cacodaemons so they can access the door and deliver 
  souls to the Jackal Prince. These dim-witted daemons 
  travel through the entire tower invisibly running errands, 
  and at the GM’s discretion, a party able to see invisible 
  creatures may encounter and defeat a cacodaemon 
  carrying this key, even if Golimba teleports away and the 
  PCs fail to rescue the psychopomp Nan gib Verrox (see 
  area F12).
  Story Award: If the PCs learn the password to the Doors 
  of the four from Golimba, award them an extra 19,200 XP.
  E5. Upper Landing (CR 13)
  The bones of some enormous bird are pinned to the wall 
  of this chamber, just above a yawning doorway that leads 
  west into open air. The bones themselves seem to shudder, 
  barely restrained by hundreds of nails forged from sickly 
  black iron.
  The bones here belong to the phoenix Savedrah, 
  who came to investigate the rising curse deep within 
  the Meraz Desert and engaged the Jackal Prince in 
  personal combat. The daemon defeated and restrained 
  the phoenix, then sacrificed the noble creature as part 
  of the ritual to reopen the portal to Abaddon. The 
  ritual also created the powerful desecrate effect that 
  suffuses the entire tower, empowers many of the undead 
  within, and prevents Savedrah’s restless remains from 
  resurrecting. The PCs can identify the remains as the 
  skeleton of a phoenix with a successful DC 
  25 Knowledge (arcana) check.
  Savedrah saw the Jackal Prince 
  many months ago, before the 
  Sunbleached 
  Tower 
  was 
  even complete, and is 
  47
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  unaware of the herald’s slow transformation. If rescued, 
  the phoenix can confirm that he wields the Ravenous 
  Blade, however, and describes a man similar to Dehlvat, if 
  hungrier and more feral.
  Creatures: A pair of slavering meladaemons stand 
  guard here.
  MELADAEMONS (2) 
  CR 11
  XP 12,800 each
  hp 147 each (Pathfinder RPG Bestiary 2 69)
  Development: The PCs can free Savedrah’s bones from 
  the wall, a process that requires some basic tools and 
  120 minutes. Each character can attempt a single DC 15 
  Strength check; each success reduces the total time by 
  20 minutes, to a minimum of 20 minutes. Pulling the 
  phoenix’s remains from the wall immediately cancels 
  the desecrate effect on the tower and dungeon below, but 
  does not deactivate the portal in the next room. With the 
  desecrate effect ended, Savedrah is able to resurrect.
  Savedrah’s prolonged death and exposure to the warping 
  energies of Abaddon have imposed 10 permanent negative 
  levels, severely limiting his usefulness in direct combat. 
  Though he can remove this burden with time, he prefers 
  to use his greater restoration and other spell-like abilities to 
  reward his rescuers before retreating to heal himself.
  Story Award: If the PCs free Savedrah award them an 
  extra 19,200 XP.
  E6. Abaddon Gate (CR 15)
  A bridge of bone and sinew reaches out three hundred feet 
  above the sandy wastes below to a wide platform. A vortex of 
  churning, dark energies belches forth stinking, howling winds 
  that carry the tortured screams of souls. A black orb rests on 
  a pedestal at the center of platform.
  The vortex here is a gateway to Abaddon. Those 
  unfortunate victims of the Feast of Dust who stagger 
  through it become petitioners on that forlorn plane of 
  soul-consuming devastation. The screams borne on the 
  hot winds that belch from this vortex foreshadow the 
  Jackal Prince’s apocalyptic agenda.
  The portal is a weak breach between worlds. The Jackal 
  Prince can funnel mortals into Abaddon, but daemons 
  cannot come to Golarion without copious amounts of 
  mortal souls sent through the other way—this maintains 
  the planar balance. Twenty Hit Dice of living souls must 
  be exiled through the gate for each Hit Die of daemons 
  that cross through to Golarion. The otherworldly minions 
  now serving the Jackal Prince were all brought to the 
  Material Plane in this manner.
  The scorched-black bone orb in this room controls 
  this portal to Abaddon. Any daemon can activate it as a 
  standard action any time, changing the portal to any of 
  the settings listed below. A non-daemon can activate the 
  orb by succeeding at a DC 40 Use Magic Device check as 
  a full-round action; holding one or more Oblivion Keys 
  grants a character a +10 circumstance bonus on this 
  check. The portal can be tuned to the following settings.
  • Exile: The portal is currently on this setting, creating a 
  one-way gate from this chamber on the Material Plane 
  to Abaddon; creatures on Abaddon can’t enter this area 
  through the gate.
  • Summon: This setting allows creatures to step through 
  from Abaddon to Golarion as if called via a greater planar 
  ally spell, as long as the proper number of living souls 
  has been exiled through the gate (see above). Such 
  creatures are under no compulsion to obey or bargain 
  with the caller; thus far, the Jackal Prince has limited his 
  summons largely to meladaemons and acrididaemons, 
  which are more inclined to serve his legacy.
  • Vortex: This setting causes the gate generate hurricane-
  force winds (Core Rulebook 439) that pull Medium 
  and smaller creatures within 100 feet into Abaddon. 
  Daemons aren’t affected by this storm.
  • Flood: This setting causes the gate to expel fetid, 
  hurricane-force winds (Core Rulebook 439) from 
  Abaddon, pushing Medium or smaller creatures away. 
  Daemons are not affected by this storm.
  • Close: The portal deactivates completely; no passage is 
  possible in either direction.
  Creatures: Another of the Jackal Prince’s acrididaemons 
  and a pack of his loyal ceustodaemons guard this final 
  gateway. If intruders approach, the acrididaemon uses its 
  first turn to set the portal to its vortex setting, hoping to 
  trap the intruders in Abaddon.
  ACRIDIDAEMON 
  CR 14
  XP 38,400
  hp 200 (see page 61)
  GREATER CEUSTODAEMONS (4) 
  CR 7
  XP 3,200 each
  Advanced ceustodaemon (Pathfinder RPG Bestiary 2 292, 65)
  hp 84 each
  Treasure: The control sphere is a 12-inch sphere of burnt 
  bone carved in intricate relief, depicting the arrangement 
  of the outer planes and inlaid with gold, platinum, and 
  lapis. Once the portal is closed, the orb loses all magical 
  properties, but is still worth 3,500 gp to a collector.
  Development: The portal can be deactivated by 
  switching it to the close setting or by breaking the 
  control orb (hardness 10, hp 45, break DC 25). If the orb 
  is destroyed, the Jackal Prince must spend 2d4 weeks 
  constructing a replacement before he can reopen the 
  portal to Abaddon.
  Story Award: If the PCs close the portal to Abaddon, 
  award them an additional 38,400 XP.
  48
  
  F. GARDEN OF DESOLATION
  Far older than the Sunbleached Tower or even the Black 
  Tower that preceded it, the Garden of Desolation is 
  where the Heralds of Dust first pierced the veil between 
  Abbadon and Golarion. According to their own legends, 
  a millennium before the heralds emerged, four damned 
  creatures—their names and even their natures now lost to 
  history—crawled into the caverns below this rocky shelf 
  to die. When they did, they planted seeds of evil that one 
  day blossomed into a twisted fig tree that grew without 
  soil or sunlight, and whose roots dug into the crevices 
  between worlds and opened the first cracks to Abaddon. 
  Daemons then stepped through these cracks to nurture 
  this profane tree, which would produce fruit only once 
  the rest of the Meraz was rendered into dust.
  Whether this is true or not, the Heralds of Dust did 
  nurture a grotesque tree in these dungeons long before 
  building their tower above, and their connection to it 
  strengthens their hold on the Material Plane, preventing 
  them from being banished back to Abaddon and 
  empowering them to survive the destruction of their bodies. 
  The Jackal Prince now spends much of his time in these 
  chambers, working stolen soulstuff into a new daemonic 
  form so he can abandon his current vessel of fragile flesh 
  and lead his armies from the front. In the intervening 
  ages, half of the complex has collapsed upon itself, but 
  enough remains to serve the Jackal Prince’s purposes.
  General Features: Unlike the tower above, the Garden of 
  Desolation is preternaturally cold; its tainted stones suck 
  all life and heat from the world. This environment counts 
  as cold weather (Core Rulebook 442), requiring creatures to 
  succeed at a Fortitude save once per hour or begin taking 
  nonlethal damage. This effect also mutes colors and bright 
  lights. Light sources brighter than dim are automatically 
  reduced to dim light.
  The ceilings here are 15 feet high and the walls are 
  carved from cool, gray limestone, magically reinforced and 
  worn smooth over the countless centuries. Any secret door 
  requires a successful DC 30 Perception check to discover.
  F1. Ruination’s Temple (CR 14)
  Something between a cathedral and a prison, this chamber 
  has limestone walls that lean in toward the top, lending the 
  room a claustrophobic air. Manacles, some still bearing skeletal 
  arms, line the pews and face a massive statue looming large 
  from the west wall, its face shattered. Four short corridors 
  leading to smaller chapels open to the north and south.
  This temple complex deep below the desert housed the 
  four harbingers’ original cult eons ago. The Jackal Prince’s 
  new followers are now busy restoring it. The 12-foot-tall 
  statue here once depicted the Oinodaemon, Lord of the 
  Forsaken, but it cracked long ago when the Four Horsemen 
  betrayed and locked away the lord of all daemons.
  The Raven Princess of Pestilence fell here to the 
  Sentinels of Meraz, and the Jackal Prince ordered her 
  bones carefully collected and interred beneath the altar 
  in the Shrine to Famine (area F5).
  The secret door behind the statue is locked (Disable 
  Device DC 40), as are the double doors to the east (Disable 
  Device DC 35) that lead to area F6. Shemkar Shellish (see 
  below), Varlaikal (see area F11), Jahara Shar (see area F7), and 
  the Jackal Prince all carry keys to the double doors, but only 
  Jahara and the Jackal Prince himself carry the keys to the 
  secret passage.
  Creatures: The Jackal Prince’s return has attracted a small 
  following of Trelmarixian cultists, who hope to see a cruel 
  world wiped clean in preparation for the arrival of the Four 
  Horsemen. Most peculiar among them is Shemkar Shellish, 
  a devout Sarenite from Dimayen who volunteered to lead 
  an expedition to investigate undead uprisings in the desert. 
  Unfortunately, the expedition encountered jackals that 
  spread the Feast of Dust, and after its members fell upon 
  one another in a cannibalistic orgy, only Shemkar was left 
  alive. Unable to cope with the horror he had witnessed, 
  Shemkar’s mind broke, and he convinced himself that 
  Sarenrae personally spared him—a man too righteous 
  to succumb to the evil that wiped out the others—as her 
  herald on Golarion. He further concluded that the world 
  was too sick to survive, and that the Dawnflower wanted him 
  to prepare it to be wiped clean so she could birth a purer 
  civilization. Now he assists the Jackal Prince’s cult—a cult he 
  firmly believes serves Sarenrae and her “loyal hound.”
  PLANAR MISADVENTURES
  It’s entirely possible that this encounter ends with PCs 
  sucked into one of the least hospitable of the Outer Planes: 
  Abaddon. Upon the PCs’ arrival, the GM may elect to have 
  them ambushed by additional daemons waiting beyond 
  the portal, or they may simply find themselves alone in the 
  howling, windswept barrens of the plane of torment.
  This adventure offers several possible escape routes 
  from the Outer Planes, turning this journey into a minor 
  delay rather than derailing an entire campaign. The scroll of 
  plane shift found at the Lethe Springs can be used to escape 
  quickly, while the collection of tuning forks recovered from 
  the Discipline Pit in the Whitewater compound (area B11) 
  provides the material component for high-level PCs to cast 
  their own plane shift spells. Likewise, both dismissal and 
  banishment can exile mortals from the Outer Planes, sending 
  them back to the Material Plane. Finally, adventurers can 
  simply wait by the portal—undoubtedly battling daemon 
  patrols in the meantime—for operators on the Material 
  Plane to reset the portal to “summon” in 1d4 days. While 
  summoning humanoids requires no sacrifices, those in the 
  tower perform them anyway, as they expect daemons.
  49
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  S
  S
  S
  S
  S
  S
  1 SQUARE = 5 FEET
  F. GARDEN OF DESOLATION
  F1
  F2
  F3
  F5
  F4
  F7d
  F7
  F8
  F7a
  F7b
  F12
  F11
  F13
  F9
  F10
  F6
  F7c
  SHEMKAR SHELLISH 
  CR 12
  XP 19,200
  Male human oracle 13 (Pathfinder RPG Advanced Player’s 
  Guide 42)
  NE Medium humanoid (human)
  Init +2; Senses Perception +3
  DEFENSE
  AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, 
  +2 Dex, +1 dodge, +1 natural)
  hp 101 (13d8+39)
  Fort +8, Ref +8, Will +11
  Resist fire 20
  OFFENSE
  Speed 20 ft.
  Melee +1 scimitar +9/+4 (1d6/18–20)
  Oracle Spells Known (CL 13th; concentration +19)
  6th (5/day)—blade barrier (DC 22), fire seeds (DC 22), 
  heal, mass cure moderate wounds
  5th (7/day)—break enchantment (DC 21), mass cure light 
  wounds, slay living (DC 21), true seeing, summon 
  monster V (fire elementals only) 
  4th (7/day)—cure critical wounds, dismissal (DC 20), 
  divine power, freedom of movement, spiritual allyAPG, 
  wall of fire 
  3rd (7/day)—blindness/deafness (DC 19), cure serious 
  wounds, dispel magic, invisibility purge, searing light, 
  fireball (DC 19)
  2nd (8/day)—cure moderate wounds, death knell (DC 18), 
  hold person (DC 18), resist energy, silence (DC 18), 
  sound burst (DC 18), spiritual weapon
  1st (8/day)—bless, burning hands (DC 17), command 
  (DC 17), cure light wounds, divine favor, entropic 
  shield, shield of faith
  0 (at will)—bleed (DC 16), detect magic, guidance, light, 
  mending, read magic, resistance, sparkAPG, virtue
  Mystery flame
  TACTICS
  Before Combat If Shemkar hears outsiders approaching 
  the temple, he casts divine favor on himself. The cultists 
  working alongside him know Shemkar’s tactics, and cast 
  resist energy (fire) on themselves as combat begins.
  During Combat Shemkar begins by surrounding the 
  battlefield in a wall of fire, then unleashes a fireball and 
  scorching ray, and turns to blade barrier and slay living if 
  his fire spells seem ineffective. He still considers himself 
  a good parish priest, and heals his cultists as needed.
  Morale Shemkar is convinced that he is Sarenrae’s prophet 
  on Golarion and cannot be slain. He fights to the death.
  STATISTICS
  Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 23
  Base Atk +9; CMB +8; CMD 22
  Feats Alertness, Combat Casting, Dodge, Great Fortitude, 
  Iron Will, Lightning Reflexes, Martial Weapon 
  Proficiency (scimitar)
  Skills Diplomacy +22, Heal +17, Knowledge (planes, religion) 
  +10, Perception +3, Sense Motive +20, Spellcraft +16
  50
  
  SHEMKAR SHELLISH
  Languages Common, Ignan, Terran; tongues (understand only)
  SQ oracle’s curse (tongues [Ignan]), revelations (firestorm  
  [1/day, 13 cubes, 13d6, DC 22, 6 rounds], form of flame 
  [1/day, Huge fire elemental, elemental body IV, 13 hours 
  per day], gaze of flames 13 rounds/day, molten skin, 
  wings of fire [fly speed 60, 13 minutes/day])
  Gear +2 breastplate, +1 scimitar, amulet of natural armor +1, 
  headband of alluring charisma +4, ring of protection +1, 
  key to area F6, 335 gp
  TRELMARIXIAN CULTISTS (3) 
  CR 9
  XP 6,400 each
  hp 75 each (see page 32)
  F2. Shrine to Death
  A crumbling altar in the center of this 
  chamber supports a stack of human and 
  animal skulls and recently burned candles. 
  A ten-foot-tall statue of a hunched man 
  in robes and a wide-brimmed hat 
  stands at the far end.
  This shrine once honored 
  Charon, the Horseman of 
  Death, and served as a nursery 
  to the Jackal Prince’s sister, the Raven 
  Princess of Death, until the completion 
  of the Black Tower above. The Jackal Prince’s cult has 
  given some cursory attention to restoring it and making 
  half-hearted prayers—just enough to avoid the daemon 
  lord’s ire.
  When the Jackal Prince discovered his sister’s 
  remains, he ordered his followers to collect and inter 
  them here. A successful DC 30 Perception check reveals 
  that the altar has been moved recently. Moving the 
  1,500-pound stone again exposes the Raven Princess’s 
  rough stone sarcophagus. Her bones still carry the 
  potential for a powerful blight, the Breath of Dust, 
  but as long as her spirit remains trapped within 
  the Calabash of Last Draughts, the curse is powerless 
  and inert.
  Treasure: A sharpened bone knife rests at the feet of 
  the Charon statue: a necromancer’s athameUE that once 
  belonged to the Raven Princess. While it sits at Charon’s 
  feet, the athame is charged with negative energy and 
  deals 5d6 points of negative energy damage (Will DC 18 
  half ) to any living creature that touches it.
  F3. Shrine to Famine (CR 12)
  A tidy altar here overflows with rotting food, burning candles, 
  and animal sacrifices in varying stages of decay. A ten-foot-
  tall statue of a gaunt man bearing three jackal heads stands 
  at one end of the chamber.
  This shrine to Trelmarixian is the only one to see any 
  real use or attention from the Jackal Prince or his cult; they 
  offer sacrifices and prayers to the Horseman of Famine to 
  curry favor so he’ll restore the prince’s lost status.
  The altar here contains a secret alcove beneath 
  it (identical to area F2), save that it contains the few 
  remaining bones of the Jackal Prince: a fractured scapula, 
  three vertebrae, and a femur.
  Creatures: A pair of shaghals watch over the shrine 
  here, feasting on leftover bits of sacrificial offerings and 
  tended by a lone cultist, an ulcerous, chronically 
  hungry cultist named Femaar who 
  possesses a natural kinship with the 
  beasts. If Femaar hears combat in 
  the main temple, he fumbles with 
  the shaghals’ chains for 1d6 rounds 
  before he and the beasts rush to join 
  the combat.
  FEMAAR 
  CR 8
  XP 4,800
  Trelmarixian cultist (see page 32)
  hp 75
  SHAGHALS (2) 
  CR 8
  XP 4,800 each
  hp 105 each (see page 63)
  F4. SHRINE TO WAR
  A dusty altar supports a few cheap swords and candles before 
  this ten-foot-tall statue of a sword-wielding man with vulture 
  wings spread wide.
  This shrine is nearly identical to area F2, save that it 
  honors Szuriel, the Horseman of War.
  The altar here contains a secret alcove beneath it 
  (identical to that in area F2), except that it stands empty. 
  The Vulture Prince of War engaged the Sentinels of 
  Meraz in the Black Tower above, and his bones—still 
  infused with the potential for the Blood of Dust curse—
  have long since been scattered across the desert.
  Treasure: Though the Vulture Prince’s remains have 
  been cast to the winds, his followers interred his staff of 
  dark flameUE here, beneath a secret panel in the sepulcher 
  (Perception DC 25).
  F5. SHRINE TO PLAGUE
  A single bloated human corpse rests atop the stained altar here 
  alongside recently burned candles. At the far end stands a ten-
  foot-tall statue of a bulky man with a skeletal ram’s head.
  This shrine is nearly identical to area F2, save that it 
  honors Apollyon, the Horseman of Plague.
  51
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  The altar here contains a secret alcove beneath it 
  identical to that in area F2, save that it contains the 
  bones of the Rat Princess of Plague. The Rat Princess’s 
  bones contain the potential to spread the Plague of Dust, 
  but remain inert while her spirit is trapped within the 
  Shroud of Flies.
  Treasure: Alongside the Rat Princess’s remains in the 
  sepulcher lies a battered tunic: her corset of dire witchcraftUE. 
  F6. Hall Intersection (CR 12)
  This large, circular alcove is lined with a low stone bench, 
  but is otherwise unremarkable.
  Hazard: Powerful daemonic runes carved into the 
  walls and floor of this room detect the entry of nonevil 
  creatures and unleash a sliver of Abaddon’s misery upon 
  those who enter.
  SOUL SIPHON TRAP 
  CR 12
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger proximity (detect good); Reset none
  Effect spell effect (energy drain, Atk +12 ranged touch, 
  2d4 temporary negative levels, Fortitude DC 23 negates 
  after 24 hours); multiple targets (all nonevil creatures in 
  the 20-ft.-diameter chamber)
  F7. Guard Stations
  Four small rooms line the hallways leading deep into 
  the complex. Areas F7b and F7c house Jahara Shar and 
  the five cultists who lie in wait in area F8; Jahara and two 
  cultists are quartered in area F7b, while the other two 
  dwell in area F7c. They can be encountered there if the 
  PCs make it to area F8 without attracting attention or 
  setting off any traps.
  F8. Hall of the Harbingers (CR 15)
  Countless scorch marks and gashes in the stone here mar 
  an ancient mural. Four statues stand against the west wall, 
  flanking two corridors that lead to heavy bronze doors. One 
  statue depicts a fearsome vulture-headed man wielding an 
  axe. Another depicts a drooling woman with a raven’s beak. 
  The third depicts a petite, rat-faced woman. The final statue 
  depicts a tall, gaunt man with a jackal’s head.
  This shrine served the four Heralds of Dust directly, 
  and here two of them—the Jackal Prince and the Raven 
  Princess—met their ends at the hands of the Sentinels of 
  Meraz. Their cultists once conducted vile sacrifices and 
  rituals here to help breach the barrier between worlds, and 
  much of the floor is stained with humanoid blood.
  Creatures: Jahara Shar remains ever vigilant here. Her 
  family believed her mute nature was a burden, and so 
  they abandoned her in the desert as a child. The young 
  Jahara wandered for weeks until she fell into a sinkhole 
  and discovered the Garden of Desolation. She found the 
  skeleton of the once-mighty warlord Nul Kraz Basheen 
  clutching two opal-encrusted scimitars and a hefty case 
  of scrolls. Jahara pried the bony fingers loose and, upon 
  reading the assembled scrolls—Nul Kraz’s journals and 
  personal combat manuals—found her voice: the singing 
  of blades and the screams of her people as she extracted 
  revenge and sowed fear, her young mind twisted by the 
  warlord’s insights. 
  Jahara spent years as a raider and murderer until 
  the Jackal Prince’s return and Nul Kraz Basheen’s 
  reawakening. The fiery young woman beat the ghul 
  warlord senseless when he attempted to reclaim his 
  ancient blades, and her fury and skill so amused the 
  Jackal Prince that he retained her services as his personal 
  bodyguard and allowed her to keep the scimitars. The 
  fact that Jahara’s muteness means she can never speak 
  the password to the Doors of the four (and consequently 
  slit his throat while he is lost in prayer) only strengthens 
  the Jackal Prince’s trust in the mortal girl.
  Jahara is utterly in the thrall of her master, and adores 
  the power and strength her service affords her. Though a 
  more likely servant to War, she genuinely enjoys serving 
  the Maw of the Heralds and longs to see the weak wiped 
  from the world.
  Jahara and five cultists lie in wait here for intruders, 
  and pour out of the secret passage from area F7b and the 
  southern hallway shortly after the PCs enter. 
  JAHARA SHAR 
  CR 12
  XP 19,200
  Female human ranger 13
  NE Medium humanoid (human)
  Init +5; Senses Perception +17
  DEFENSE
  AC 34, touch 15, flat-footed 29 (+8 armor, +2 Dex, +1 dodge, 
  +5 natural, +1 shield)
  hp 115 (13d10+39)
  Fort +10, Ref +16, Will +8
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft.
  Melee Urtuuk +15/+10/+5 (1d8+5 plus 1d6 electricity/18–20), 
  Akraal +15/+10 (1d8+5 plus 1d8 sonic/18–20)
  Special Attacks combat style (two-weapon), favored enemy 
  (gnolls +2, humans +6, magical beasts +2), quarry
  Ranger Spells Prepared (CL 10th; concentration +11)
  2nd—barkskin, cat’s grace
  1st—animal messenger, lead bladesAPG, longstrider, 
  sun metalUC
  TACTICS
  Before Combat If Jahara hears combat in the temple, she 
  casts barkskin, cat’s grace, and lead blades on herself.
  During Combat Jahara is an unsubtle warrior, closing on an 
  opponent and tearing at it until it falls.
  52
  
  TRELMARIXIAN CULTIST
  Morale If reduced below 15 hit points, Jahara falls back to 
  the laboratory (area F11) to heal and make her last stand.
  Base Statistics Without her spells, Jahara has the following 
  statistics: AC 22, touch 13, flat-footed 24; Ref +14; Melee 
  Urtuuk +15/+10/+5 (1d6+5 plus 1d6 electricity/18–20), 
  Akraal +15/+10 (1d6+5 plus 1d8 sonic/18–20); Dex 22; 
  CMD 33.
  STATISTICS
  Str 18, Dex 20, Con 13, Int 8, Wis 12, Cha 10
  Base Atk +13; CMB +17; CMD 33
  Feats Dodge, Double Slice, Endurance, Improved Two-
  Weapon Fighting, Iron Will, Mobility, Power Attack, 
  Toughness, Two-Weapon Defense, Two-Weapon Fighting, 
  Vital Strike, Weapon Focus (scimitar)
  Skills Intimidate +16, Knowledge (dungeoneering) +10, 
  Knowledge (geography) +10, Knowledge (nature) +15, 
  Perception +17, Stealth +17, Survival +14
  Languages Common
  SQ camouflage, favored terrain (desert +4, mountain +2, 
  urban +4), hunter’s bond (companions), swift tracker, 
  track +6, wild empathy +13, woodland stride
  Combat Gear potions of cure moderate wounds (3); Other 
  Gear +2 chainmail,  Akraal (+1 thundering scimitar), 
  Urtuuk (+1 shock scimitar), belt of giant strength +4,  
  cloak of resistance +1; key ring with keys to areas F6, 
  F10, F12, and the secret passage in area F1.
  TRELMARIXIAN CULTISTS (5) 
  CR 9
  XP 6,400 each
  hp 75 each (see page 32)
  Development: The secret door in 
  the northeastern wall is locked; only Jahara 
  and the Jackal Prince carry keys. The doors 
  to the west, however, are minor artifacts 
  collectively known as the Doors of the Four. 
  These magically reinforced bronze doors 
  (hardness 45, hp 250, break DC 50) have 
  no exterior locks or handles and 
  can be opened only 
  by uttering a 
  short prayer to 
  the Four Horsemen 
  in a dialect of Kelish unheard on Golarion 
  since the Starstone fell. Originally, only the 
  Heralds of Dust knew this password, and it 
  died with them, leaving the Sentinels of Meraz 
  unable to open the doors and unaware of 
  the Tree of Desolation. Only with the Jackal 
  Prince’s return has knowledge of how to open 
  the doors returned to the world. He has thus far 
  shared the passphrase only with the thanadaemon 
  Golimba (area E4), so her cacodaemons can 
  deliver the souls necessary for his 
  divine evolution. One additional 
  creature knows the password, though: the Jackal Prince’s 
  captive psychopomp Nan gib Verrox (see area F12). Either 
  of these outsiders can teach the PCs the way to open the 
  Doors of the Four; otherwise, the heroes must wait in 
  ambush for the Jackal Price to emerge to issue orders or 
  extract further secrets from Nan, as he does every 1d6 days.
  Additionally, the Jackal Prince has taken a liking to 
  his human defender. If the PCs kill Jahara but retreat 
  afterward, he uses the scroll of resurrection from his vault to 
  restore his favorite guard to life.
  F9. The Jackal’s Den
  Ancient, once-plush furnishings fill this room in a haphazard 
  style, creating the impression of an expensive private 
  apartment allowed to decay.
  The Jackal Prince slept and took meals here when 
  he was still beholden to filthy, weak human needs, and 
  still rests here on occasion. More and more, though, 
  he spends his time locked away with the Tree 
  of Desolation, praying and gorging on souls. 
  The bronze doors leading north are 
  firmly locked and magically secured 
  (hardness 20, hp 120, break DC 48, 
  Disable Device DC 45).
  Treasure: 
  Most 
  of 
  the 
  furnishings here are too faded 
  and battered to be worth 
  much, except for a pair of 
  well-worn gold and lapis 
  bowls (worth 450 gp each) 
  on one table that are filled 
  with 149 pieces of cut 
  obsidian (25 gp each).
  F10. Treasure Vault
  The Jackal Prince’s ghouls 
  confiscate anything of value that 
  the Feast of Dust’s victims bring, 
  and they take these valuables 
  here, to the Jackal Prince’s 
  personal coffers. Though he 
  has no need for material 
  wealth, he knows humans 
  will fight and kill one another 
  over these baubles, or fight 
  by his side in exchange for 
  a handful of shiny metal. 
  On rare occasions, a victim 
  brings him magical treasures 
  that actually prove valuable.
  Treasure: This extensive 
  hoard contains 12,012 cp, 
  2,745  sp, 288 gp, 21 pp, a ring 
  53
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  of spell knowledge II, a corset of the vishkanyaUE, eyes of the 
  eagle, a potion of blur, a potion of greater magic fang, a wand 
  of remove paralysis (17 charges), a topaz ring (worth 500 gp), 
  a diamond bracelet (worth 900 gp), a large pink sapphire 
  (worth 300 gp), a bag of 10 tourmalines (worth 80 gp 
  each), and a kawala flute carved from sphinx bone (worth 
  300 gp).
  F11. Laboratory (CR 13)
  This chamber is appointed as a grim laboratory, with scattered 
  tables bearing straps and manacles, as well as numerous 
  glass jars, flasks, and tubes of strange fluids—some smoking, 
  others concealing dark, disturbing shapes floating within. 
  Hooks and blades of every imaginable metal hang about the 
  walls, and a strange, gray bird adorned with a ceramic mask 
  is pinned under glass.
  In his effort to unlock the secrets of outsider life 
  and death, the Jackal Prince has transformed this 
  spacious chamber into a well-appointed laboratory 
  for experimenting on outsiders and extracting secrets 
  from his extradimensional captives. Though he began 
  by studying daemons and other summoned fiends, his 
  work truly began to advance once he branched out into 
  researching psychopomps. The small bird under glass is a 
  nosoi (Pathfinder RPG Bestiary 4 220), and is identifiable as 
  such with a successful DC 12 Knowledge (plane) check. It 
  was part of a brigade dispatched to investigate the sudden 
  surge of undead in the Meraz, but was captured by the 
  Jackal Prince’s daemons. The tiny scribe perished quickly, 
  but Varlaikal managed to preserve its body. He has been 
  unable to question it magically or to raise it as an undead.
  Creatures: The Jackal Prince was not alone when he 
  left Ibhris’s side. He also absconded with the con artist’s 
  partner, a devious Thuvian poisoner named Varlaikal. 
  Varlaikal had long ago realized he was likely bound for 
  Abaddon eventually. Being a practical man, he decided he 
  would arrive with its rulers owing him a few favors. While 
  the Jackal Prince does not trust his tag-along servant, he 
  finds the warped man’s skills useful.
  One of the Jackal Prince’s meladaemons observes and 
  assists the alchemist with his twisted work.
  VARLAIKAL 
  CR 12
  XP 19,200
  Male human alchemist 13 (Pathfinder RPG Advanced 
  Player’s Guide 26)
  NE Medium humanoid (human)
  Init +2; Senses Perception +16
  DEFENSE
  AC 31, touch 16, flat-footed 25 (+8 armor, +1 deflection, 
  +4 Dex, +1 dodge, +7 natural)
  hp 101 (13d8+39)
  Fort +10, Ref +13, Will +7
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee mwk sickle +14/+9 (1d6–1 plus poison)
  Ranged +1 blowgun +15/+10 (1d2+1 plus poison)
  Special Attacks bomb 18/day (7d6+5 fire, DC 21)
  Alchemist Extracts Prepared (CL 13th)
  5th—dust formUC, languid bomb admixtureUC (DC 20)
  4th—cure critical wounds, detonateAPG (DC 19), stoneskin, 
  viper bomb admixtureUC
  3rd—absorb toxicityUM (DC 18), cure serious wounds, fly, 
  haste, protection from energy
  2nd—barkskin, cat’s grace, defensive shockUM, invisibility, 
  touch injectionUC, transmute potion to poisonAPG
  1st—cure light wounds (2), enlarge person (DC 16), 
  expeditious retreat, reduce person (DC 16), shield, 
  true strike
  TACTICS
  Before Combat Varlaikal keeps his sickle coated with a 
  concentrated dose of purple worm poison, which lasts for 
  five attacks. If he hears combat, he drinks his barkskin 
  extract and his mutagen to augment his Dexterity.
  During Combat Varlaikal begins by consuming his dust form 
  extract, then throwing poison bombs to blanket the room 
  in toxic gas. He then consumes his viper bomb admixture 
  extract and reverts to standard bombs.
  Morale If reduced below 20 hit points, Varlaikal attempts 
  to flee.
  Base Statistics Without his barkskin extract and his 
  mutagen, Varlaikal has the following statistics: AC 22, 
  touch 14, flat-footed 18; Ref +11, Will +8; Ranged +1 
  blowgun +12/+7; Dex 14, Wis 12; CMD 22; Skills Disable 
  Device +17, Fly +17, Heal +17, Perception +17, Sleight of 
  Hand +17, Survival +17.
  STATISTICS
  Str 8, Dex 18, Con 13, Int 20, Wis 10, Cha 10
  Base Atk +9; CMB +8; CMD 24
  Feats Brew Potion, Dodge, Iron Will, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Throw Anything, Toughness, 
  Weapon Finesse, Weapon Focus (blowgun)
  Skills Craft (alchemy) +21, Disable Device +19, Fly +19, 
  Heal +16, Knowledge (arcana) +21, Knowledge (nature) +21, 
  Perception +16, Sleight of Hand +19, Spellcraft +21, 
  Survival +16
  Languages Celestial, Common, Draconic, Giant, Infernal, Kelish
  SQ alchemy (alchemy crafting +13, identify potions), 
  mutagen (+4/–2, +2 natural, 130 minutes), discoveries 
  (concentrate poison, poison bomb [13 rounds/level], 
  poison conversionUC, preserve organsUM, smoke bomb, 
  sticky poison [5 strikes]), poison use, swift alchemy, 
  swift poisoning
  Combat Gear deathblade poison (2 doses), giant wasp 
  poison (2 doses), purple worm poison (4 doses), wyvern 
  poison (1 dose); Other Gear +4 chain shirt, +1 blowgun 
  with 40 blowgun darts, mwk sickle, cloak of resistance +1, 
  54
  
  ring of protection +1, alchemist’s lab, keys to areas F6 and 
  F12, diamond dust (worth 250 gp)
  MELADAEMON 
  CR 11
  XP 12,800
  hp 147 (Pathfinder RPG Bestiary 2 69)
  Treasure: Among the tools hanging here are 
  masterwork daggers constructed from each of the 
  following materials: adamantine, alchemical silver, cold 
  iron, mithral, and noqual, as well as a dagger of venom, a 
  wand of cure critical wounds (24 charges), and six potions of 
  cure serious wounds.
  Development: The southern doors here are locked 
  and magically secured (hardness 20, hp 120, break DC 48, 
  Disable Device DC 45). Varlaikal carries the key.
  F12. The Captured Reaper (CR 7)
  Binding circles and cold iron walls have transformed this 
  former vault into a makeshift prison.
  The Jackal Prince converted this chamber into a prison 
  after he captured a flock of psychopomps dispatched to 
  investigate the sudden surge of undeath in the Meraz. 
  Versed in the ways of life and death, the Jackal Prince 
  has teased glorious secrets from the vanths imprisoned 
  here as he tortured each one to death, learning profane 
  mysteries he is now using to rebuild his lost body.
  Creature: Only a single angry, trembling vanth—
  Nan gib Verrox—remains alive, though it’s bound in 
  dimensional shackles and chained, bowing, to the cold floor. 
  Though unconcerned with most mortal forms of torture, 
  the psychopomp has repeatedly been impaled upon the 
  Tree of Desolation, exposing it to the miseries of Abaddon 
  and the overwhelming corruption of the Horsemen. The 
  most recent experience drove Nan to eat its own fingers 
  in a fit of famine-inspired madness. Now bound and 
  helpless, it awaits the release of death that took the three 
  other vanths with which it arrived.
  Without fingers, Nan cannot wield its scythe and 
  wishes only to return home. If freed from its shackles, it 
  offers some faint thanks as well as a gift: it has listened to 
  the Jackal Prince open the Doors of the Four three times 
  now, and memorized the password needed to do so. It 
  gladly shares this secret in exchange for its freedom.
  NAN GIB VERROX 
  CR 7
  XP 3,200
  Vanth psychopomp (Pathfinder RPG Bestiary 4 221)
  hp 76 (currently 12)
  Story Award: If the PCs learn the password to the Doors 
  of the four from Nan gib Verrox, award them an additional 
  19,200 XP.
  F13. The Tree of Desolation (CR 16)
  The branches of the broken, twisted tree that dominates this 
  black-streaked natural cavern are heavy with oozing, unripened 
  fruit. Dozens of glittering gems stud the trunk, with hints of 
  frantic motions writhing in each. A single branch has been 
  sharpened into a spike from which drips some unholy ichor.
  This ancient cavern marks the point where the four 
  Heralds of Dust first crossed into Golarion, and hosts 
  the twisted tree that helps anchor them into the world. 
  The sickly-sweet stench of rotting flesh overwhelms the 
  chamber’s stale air, causing any non-outsiders who enter to 
  be staggered for 1d6 rounds. A successful DC 22 Fortitude 
  save reduces the duration of this effect to 1 round.
  Each of the 24 jewels studding the Tree of Desolation 
  is a soul gem (see cacodaemon, Pathfinder RPG Bestiary 
  2 64) that the Jackal Prince embedded into the trunk as 
  he slowly nurtured the putrid plant. Living creatures 
  who approach within 10 feet of the tree must succeed 
  at a DC 18 Will save or immediately approach the tree, 
  pluck an unripened fruit, and eat it (this is a full-round 
  action that provokes an attack of opportunity). Eating 
  one of the tree’s fruits infuses a creature with the misery 
  of Abaddon, causing wracking pain and maddening 
  visions (dealing 4d6 points of damage and 1d6 points of 
  Wisdom drain; a successful DC 18 Fortitude save halves 
  the damage and changes the Wisdom drain to Wisdom 
  damage). A daemon eating the fruit takes no damage and 
  instead gains fast healing 2 for 10 rounds.
  Being impaled upon the Tree provides deeper exposure 
  to the unfiltered nature of Abaddon. The initial injury 
  deals 2d6 points of piercing damage; afterward, the victim 
  takes 6d6 points of damage and 2d4 points of Wisdom 
  drain every round thereafter until no longer impaled. 
  A successful DC 20 Fortitude save halves this damage 
  and changes the Wisdom drain to Wisdom damage. An 
  impaled creature can pull itself free with a successful DC 
  18 Strength check or DC 25 Escape Artist check.
  Creature: Here, the Jackal Prince has plotted to rebuild 
  his armies and his glorious daemonic form to resume his 
  destruction of Golarion. The Jackal Prince has twisted the 
  young, once-handsome frame of Dehlvat Aaban with his 
  unwholesome rituals, the consumption of human souls, 
  and the Tree of Desolation’s foul magic. The Jackal Prince 
  is now a horrifying amalgam of human and meladaemon.
  JACKAL PRINCE 
   
  CR 16
  XP 76,800
  Male unique meladaemon (Pathfinder RPG Bestiary 2 69)
  NE Medium outsider (daemon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +25
  Aura consumptive aura (20 ft., DC 26)
  DEFENSE
  AC 32, touch 16, flat-footed 26 (+4 armor, +6 Dex, +12 natural)
  55
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  JACKAL PRINCE
  hp 243 (18d10+144); fast healing 5
  Fort +18, Ref +14, Will +15
  DR 10/good; Immune acid, death effects, disease, poison; 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 27
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee Ravenous Blade +27/+22/+17/+12 (2d4+12/18–20 
  plus 1d6 nonlethal and 1 nonlethal bleed), bite +21 
  (2d6+3 plus disease) or
  2 claws +26 (1d10+7/19–20 plus hunger), bite +26 (2d6+7 
  plus disease)
  Special Attacks corrupted weapons, disease, hunger
  Spell-Like Abilities (CL 16th; concentration +22)
  Constant—true seeing
  At will—feast of ashesAPG (DC 18), greater teleport (self 
  plus 50 lbs. of objects only)
  3/day—bestow curse (DC 20), contagion (DC 20), dispel 
  good (DC 21), displacement
  1/day—horrid wilting (DC 24), summon (level 8, 
  meladaemonB2 45%), unholy aura (DC 24), 
  waves of exhaustion (DC 23)
  TACTICS
  Before Combat If aware of an imminent attack, 
  the Jackal Prince casts displacement and devours 
  a fruit from the Tree of Desolation, gaining fast 
  healing 2.
  During Combat The Jackal Prince begins 
  combat with waves of exhaustion to 
  weaken his foes. He then uses another of 
  his powerful spell-
  like abilities before 
  closing to melee 
  range and allowing 
  his aura to further 
  weaken anyone not 
  affected by his previous effects. The Jackal 
  Prince tries to grapple weak characters and 
  impale them on the Tree of Desolation.
  Morale Unwilling to give up now, the 
  Jackal Prince fights to the death.
  STATISTICS
  Str 25, Dex 22, Con 24, Int 16, Wis 18, 
  Cha 25
  Base Atk +18; CMB +25; CMD 41
  Feats Blind-Fight, Combat Reflexes, 
  Improved Critical (claws), Improved 
  Initiative, Lightning Reflexes, Power 
  Attack, Toughness, Weapon Focus 
  (bite), Weapon Focus (claw)
  Skills Bluff +28, Diplomacy +16, 
  Fly +10, Knowledge (arcana, 
  history) +15, Knowledge (planes) +24, 
  Perception +25, Sense Motive +25, 
  Spellcraft +24, Stealth +27, 
  Survival +15, Use Magic Device +24
  Languages Abyssal, Common, Draconic, Infernal; telepathy 
  100 ft.
  Gear +2 leather, Ravenous Blade (+2 wounding falchion; 
  see sidebar on page 57), minor ring of energy resistance 
  (acid), ring of evasion
  SPECIAL ABILITIES
  Consumptive Aura (Su) Like a normal meladaemon, the 
  Jackal Prince radiates an aura of hunger to a radius of 
  20 feet. Every round a creature begins its turn within this 
  aura, it must succeed at a DC 26 Fortitude save or take 
  1d6 points of nonlethal damage and become fatigued 
  from extreme hunger. Creatures that don’t need to eat are 
  immune to this effect. The save DC is Constitution-based.
  Corrupted Weapons (Su) The Jackal Prince’s natural 
  weapons—as well as any weapons he wields—are treated 
  as evil for the purpose of overcoming damage reduction.
  Disease (Su) Daemonic Wasting: bite—injury; save Fort DC 26; 
  onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Cha 
  damage; cure 2 consecutive saves.
  Hunger (Su) The Jackal Prince’s claw attacks and 
  attacks with the Ravenous Blade deal an extra 
  2d6 points of nonlethal damage as it causes 
  terrible pangs of hunger. Creatures that don’t need 
  to eat are immune to this additional damage.
  SLAYING THE JACKAL 
  PRINCE
  Because of his demigod-like status, 
  no natural force overcomes the Jackal 
  Prince’s fast healing permanently, 
  and he must be bound back within 
  the Ravenous Blade to end 
  his threat to Golarion. The 
  PCs likely surmised the 
  process to do so from the 
  tirades of the harbinger’s 
  angry siblings (see Chapter 
  2), but if not, a successful DC 20 Knowledge 
  (arcana) check also reveals the process once 
  they have all three of the remaining Oblivion 
  Keys in hand. To end the Jackal Prince, they 
  must perform the following actions.
  • Bind Him within the Shroud of Flies: This 
  requires wielding the shroud in combat as if it 
  were a net, but can be done automatically if the 
  Jackal Prince is unconscious or paralyzed.
  • 
  Force Open His Mouth with the 
  Handflower of Genocide: This can be 
  accomplished only while the Jackal 
  Prince is entangled by the Shroud of Flies, 
  and requires a successful grapple 
  combat maneuver check. A 
  PC gains a +10 circumstance 
  bonus to pry open his mouth 
  if he’s unconscious or paralyzed.
  56
  
  • Drown Him with the Calabash of Last Draughts: The 
  tainted water from the calabash washes away memories 
  and can erodes the Jackal Prince’s ties to his current 
  host. As a full-round action that provokes an attack of 
  opportunity, a PC can pour the vile liquid down his 
  throat, drowning him and chasing the daemon spirit 
  from the body and back into the Ravenous Blade.
  If the PCs lack some of the Oblivion Keys, they can 
  still attempt to grapple the Jackal Prince and drive his 
  spirit out using only the Calabash of Last Draughts, but if 
  they have lost the calabash or traded it away (such as to 
  the thanadaemon in area E4), then they have no way of 
  permanently slaying the Jackal Prince and instead need 
  to find a way to contain the beast.
  The dimensional shackles from area F12 are the most 
  immediate means of binding the Jackal Prince, and 
  sturdy, lost ruins such as the Garden of Desolation or 
  ancient Shadun make fitting prisons. The vaults of the 
  Oblivion Citadel would serve especially well as a prison, 
  as their binding circles can hide the daemon harbingers 
  from divinatory magic. A successful DC 25 Knowledge 
  (engineering) or appropriate Craft check is sufficient to 
  collapse either of the ruins around the Herald of Dust, 
  which with luck will remove his threat to Golarion for 
  another 7,000 years.
  CONCLUDING THE ADVENTURE
  With the Jackal Prince defeated, his ghul followers return 
  to the sands, and the Feast of Dust fades from Golarion 
  without its master to empower it. Victims still suffering 
  regain their senses and can once again act and eat without 
  consequence, while those raised as ghouls crumble, their 
  spirits finally free to move on. Only those the Feast 
  of Dust has resurrected as dread ghouls survive their 
  prince’s defeat, forming the backbone of a weak, dispersed 
  cult. Dimayen and the other nearby desert communities 
  slowly return to normal, and the removal of the Ravenous 
  Blade helps slow the farming community’s drought.
  Defeating the Jackal Prince does not destroy him 
  permanently; it merely binds his spirit back into the 
  Ravenous Blade and leaves him too weak to attempt 
  possessing another mortal for decades. By the end of the 
  adventure, the PCs find themselves in possession of four 
  evil artifacts containing the spirits of ancient daemon 
  harbingers. Permanently destroying the Ravenous Blade, 
  any of the other Oblivion Keys, or the Tree of Desolation 
  requires specific quests beyond the scope of this adventure. 
  However, the Sentinels of Meraz are willing to take on the 
  burden of safeguarding the artifacts, scattering the four 
  Oblivion Keys to the edges of the desert once again.
  Rewarding the PCs
  If the PCs consulted with the Shrine of Overflowing Joys, the 
  temple offers them their promised reward of 2,354 gp and 
  the Eye of Thalachos (worth 10,000 gp), though the temple of 
  Sarenrae in Katheer immediately sends word, offering to 
  purchase the relic back from the PCs for 11,000 gp.
  So long as the Whitewaters remain alive, they send 
  their gratitude as well, allowing each PC to select a single 
  treasure from their family vault. This may include (at the 
  GM’s discretion) a single magic shield or suit of magic 
  armor with an effective enhancement bonus of +5, a specific 
  magic weapon with an effective enhancement bonus of +4, 
  or a single rod or staff worth up to 33,000 gp.
  Finally, the Sentinels of Meraz find themselves in the 
  PCs’ debt for accomplishing their secret society’s goal of 
  protecting the world from these four ancient evils. Though 
  far removed from their former grandeur, the society offers 
  to imbue the ritual tattoos given to those who became 
  members of the Sentinels of Meraz with permanent 
  magical effects to help the PCs in their future battles 
  against evil. Each PC with the ritual tattoo can select any 
  one of the following spells to apply permanently to his 
  tattoo, as if by the permanency spell: comprehend languages, 
  detect magic, magic fang, read magic, or resistance.
  THE RAVENOUS BLADE
  This vicious falchion once bound the Jackal Prince of Famine, 
  and even now retains a shred of his daemonic power.
  RAVENOUS BLADE
  MAJOR 
  ARTIFACT
  SLOT —
  CL 18th
  WEIGHT 8 lbs.
  AURA strong necromancy and transmutation
  Jagged teeth stud the length of this falchion’s 
  blackened steel blade. Warped and twisted by 
  the daemonic spirit trapped within, this former 
  +2 merciful falchion now tears the life’s essence from 
  its victims. The Ravenous Blade acts as a +2 wounding 
  falchion, and grants its wielder a +2 profane bonus 
  to Charisma so long as it remains in her possession. 
  Bleed damage dealt by the Ravenous Blade takes the 
  form of nonlethal starvation damage, as the blade 
  slowly consumes the fat and meat of creatures it has 
  tasted. Anyone who takes nonlethal damage from the 
  sword’s wounding property becomes fatigued, just as 
  if he had begun starving normally.
  Whenever the wielder kills or subdues a creature in 
  combat (whether she does so with the Ravenous Blade 
  itself or not), she must succeed at a DC 18 Will save or 
  she is overcome by hunger pangs, and is compelled to 
  consume the flesh of her victim. Sating this compulsion is 
  a full-round action that provokes attacks of opportunity.
  DESTRUCTION
  The Ravenous Blade must be driven into the heart of 
  a good cleric, who must then gorge herself for 3 days 
  and 3 nights uninterrupted until the sword has eaten 
  its fill, at which point it rusts and crumbles.
  57
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  A
  t just over a century old, Dimayen is one of 
  Qadira’s youngest settlements and its latest 
  attempt to recolonize the endless Meraz Desert 
  that renders so much of the satrap’s land useless. When 
  the nomadic Whitewater clan discovered a spring among 
  the rolling dunes, the standing vizier granted the family 
  exclusive dominion over its waters, so long as its resources 
  went into transforming the oasis into a viable community. 
  To the Whitewaters’ credit, their first few decades were 
  both well intentioned and lucrative—they sold the spring’s 
  water to farmers for a reasonable price and invested their 
  growing profits into an ever-expanding irrigation project 
  to connect the community with the distant Meraz River. 
  But with each subsequent generation born into greater 
  wealth, the family’s concern for the community waned. 
  When her ancestor’s irrigation canal collapsed nearly 
  a decade ago, matriarch Tianka Whitewater responded 
  by raising the price of her family’s spring water. Once a 
  promising boom town, Dimayen is now caught in a vicious 
  cycle as desperate farmers, unable to afford to water their 
  crops, flee to greener pastures, followed by many of the 
  town’s merchants and traders. The price of food and other 
  necessities has risen sharply as a result. Half of Dimayen’s 
  buildings stand empty; the desert has crept in to reclaim 
  once-thriving fields, while large desert predators such as 
  ankhegs have begun preying on the last floundering farms.
  Dimayen’s remaining residents are a bizarre collection 
  of stubborn farmers, the wealthy elite, scavengers 
  exploiting whatever gets abandoned, and a constantly 
  rotating transient population of traveling caravans, 
  DIMAYEN
  APPENDIX 1
  58
  
  merchants, and mercenaries who rely on the spring’s 
  waters to see them across the Meraz. Sharing exaggerated 
  tales of the town’s lost glories is a popular pastime, and 
  nearly all residents have stories of the wonders of their 
  youths or schemes to restore lost comforts. Most of these 
  plots revolve around repairing the irrigation channels, but 
  to date all engineering solutions have fallen flat, thanks to 
  both ankheg attacks and a seemingly supernatural streak 
  of bad luck.
  DIMAYEN
  LN large town
  Corruption +2; Crime –3; Economy +1; Law +4; Lore +2; 
  Society –3
  Qualities insular, rumormongering citizens, strategic location
  Danger +5
  DEMOGRAPHICS
  Government overlord
  Population 4,890 (4,590 humans, 201 sulis, 47 halflings, 
  18 half-orcs, 34 other)
  Notable NPCs
  Arakor Shonar (NG male human cleric of Sarenrae 8)
  Malzan Kitram (LN female human aristocrat 10)
  Sameer the Water Carrier (NG human expert 5)
  Sayid Aaban (NG male human investigatorACG 4/monk 3)
  Tianka Whitewater (LE female old human aristocrat 6, 
  wizard 8)
  Vhal Shimam (LE male human sorcerer 11)
  MARKETPLACE
  Base Value 2,200 gp; Purchase Limit 10,000 gp; 
  Spellcasting 5th
  Minor Items 3d4; Medium Items 2d4; Major Items 1d4
  Dimayen is divided into three distinct circles defined by 
  economics and how recently they were settled.
  FIRST CIRCLE
  The first families—the descendants of those who originally 
  settled Dimayen—reside in the First Circle, a small fortified 
  district surrounding the oasis. While the Whitewaters 
  command the primary spring, the remaining first families 
  control a number of secondary springs, and most of the 
  city refers to these families collectively as the Water Gods. 
  Dimayen’s economic hardships have yet to impact the 
  First Circle, and as the outer circles crumble, its relative 
  wealth becomes ever more obvious. The Whitewater clan 
  ostensibly governs the city, both by the satrap’s decree 
  and by virtue of controlling the largest standing force of 
  guards. However, the Whitewaters dabble in politics only 
  enough to maintain a steady flow of gold.
  SECOND CIRCLE
  Those who came to populate the town later were forced to 
  purchase water rights from first families, and settled farther 
  from the Water Gods’ high walls and aggressive  guards. 
  The farmers and traders who made up the second wave 
  of settlers created a neighborhood of modest homes and 
  shops offering their services to travelers stopping for water, 
  as well as catering to the ever-more extravagant demands 
  of the town’s elite. An aggressive merchant council now 
  runs the Second Circle and maintains monopolies in the 
  oasis. More than one family has arrived with dreams of 
  attaining quick profits, only to end up under the yoke of 
  crushing debt.
  As the largest circle, the Second Circle has the widest 
  variety of buildings. Limestone and wooden structures 
  dominate the neighborhoods. Nearly a third of the district 
  has been abandoned, however, and those stubborn locals 
  who remain behind are quick to scavenge what remains. 
  Vacant structures, rubbish, and the abandoned possessions 
  of those who have fled clutter the once-lovely streets.
  THIRD CIRCLE
  Those new to Dimayen, simply passing through, or 
  devastated by the drought make their homes in the squalor 
  of the Third Circle, a hodgepodge of tents, caravanserai, 
  and mud-brick shanties. The luckiest get backbreaking 
  work as water-carriers, but most beg, steal, or scrounge 
  to survive. Those hardy enough to survive the dangerous, 
  crime-ridden camps of the Third Circle occasionally 
  find employment as mercenaries accompanying caravans 
  and expeditions into the perilous Meraz. The town’s 
  notorious Brotherhood of Thieves—a gang of thieves and 
  extortionists—once controlled every aspect of life in the 
  Third Circle, but as more and more of the town collapses, 
  the parasites find fewer helpless citizens to exploit.
  NOTABLE LOCATIONS
  Despite its fading glory and crumbling structures, 
  Dimayen remains a sharply divided community with a 
  huge variety of residents.
  1. Whitewater Spring: The first (and officially only) 
  spring of Dimayen lies at the town’s lush, green center. 
  For more information on the spring and the Whitewater 
  estate that surrounds it, see page 16.
  2. Longmarchers Market: Named for the tendency 
  of traveling merchants to arrive in the late afternoon, 
  Dimayen’s oldest market sells a dizzying variety of goods, 
  from linens and wine to potions and armor. Each of the 
  permanent shops—some of the busiest in town—belongs 
  to one of the 12 members of the merchant council, while 
  stall space within the market itself goes to whatever 
  caravans and artisans stand in the council’s good graces. 
  With Dimayen’s steady economic collapse over the past 
  decade, the council’s membership has changed repeatedly, 
  and at any given time one of the shops here is empty, 
  awaiting its next master.
  3. Shimam Baths: One of the first families and the 
  Whitewaters’ closest rivals, the Shimams control the Pure 
  Heart spring, which produces mineral-laden water with 
  59
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  DIMAYEN
  MAP KEY
  4
  8
  7
  5
  2
  6
  3
  9
  1
  1. Whitewater Spring
  2. Longmarchers Market
  3. Shimam Baths
  4. Fabled and Forgotten
  5. Lion’s Roar Barracks
  6. Red Sands Caravanserai
  7. Kabahsi Reservoir
  8. House of Nabulsi
  9. Shrine of Overflowing Joys
  FEET
  0
  500
  a more distinct, less palatable flavor. While they sell their 
  water in the Third Circle, most of their respectable income 
  comes from this elaborate bathhouse, which the first 
  families all frequent and respect as neutral ground. The 
  family claims to descend from efreeti, and produces at least 
  one sorcerer each generation. Rumors claim Vhal Shimam 
  dotes on a salamander lover who helps maintain the baths’ 
  heated waters without the danger or expense of wood fires.
  4. Fabled and Forgotten: This well-stocked bookstore is 
  detailed on page 11.
  5. Lion’s Roar Barracks: The reputation of the Lion’s 
  Roar mercenaries, led by Captain Izlesha “Lion’s Roar” 
  Tamaar (LN female suliB3 cavalierAPG 12), has descended just 
  as steadily as Dimayen’s fortunes. Once respectable soldiers 
  of fortune, the members of the Lion’s Roar have turned 
  to scavenging and common banditry to maintain the 
  comfortable lifestyle to which they’ve grown accustomed. 
  The gang operates entirely outside of the city, and pays 
  hefty bribes to the Whitewater clan to avoid scrutiny.
  6. Red Sands Caravanserai: The Red Sands are a band 
  of nomadic wanderers who relied on the Dimayen spring 
  for centuries before the Whitewaters “discovered” it. They 
  maintain a permanent home here to collect resources and 
  allow the sick or old to rest. Overseen by the one-legged 
  Ghazal (CN female human ranger 8), the Red Sands are 
  hardly warriors, but they know the desert better than most 
  travelers, and maintain good relationships with many 
  other tribes of humanoids and monstrous humanoids. 
  Most of their income comes from serving as traders and 
  messengers for the Meraz’s many far-flung communities. 
  7. Kabahsi Reservoir: Dimayen’s floundering irrigation 
  system draws water from the Meraz River through the grand 
  canal, collecting it in this large reservoir before distributing it 
  through the city and out to the surrounding farms. But with 
  the grand canal’s collapse, only a slow, silty trickle of water 
  now feeds this muddy basin. Several entrepreneurs have dug 
  deeper below the artificial lake hoping to strike whatever 
  underground source feeds the oasis’s spring. However, 
  every attempt has resulted in a deadly collapse. Kamahn 
  the Precise (LN human adept  9), a local mathematician 
  and astrologer, claims to have developed a safer excavation 
  method, but locals have grown wary of his projects.
  8. House of Nabulsi: This eclectic inn and stable has 
  been a part of Dimayen longer than anything beyond 
  the Whitewaters’ estate, beginning as a small paddock 
  and growing in complexity and scope ever since. The 
  Milakesh family—a well-intentioned and excitable band of 
  halflings—runs the inn under the eye of Nanny Milakesh 
  (NG female venerable halfling slayerACG 1/expert 8), while 
  her son Durham oversees its constant construction. The 
  family also maintains a small herd of goats and loves to 
  support local business ventures, but it sometimes hires 
  adventurers or mercenaries when those endeavors fall 
  through and the family needs to recollect its investments.
  9. Shrine of Overflowing Joys: Dimayen’s temple to 
  Sarenrae is detailed on page 10.
  60
  
  APPENDIX 2: NEW MONSTERS
  DAEMON, ACRIDIDAEMON
  This wicked creature has the claws and mandibles of an enormous 
  insect, and its lower body is made entirely of swarming locusts.
  ACRIDIDAEMON 
  CR 14
  XP 38,400
  NE Large outsider (daemon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft., detect good, detect magic, 
  see invisibility; Perception +23
  DEFENSE
  AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 200 (16d10+112)
  Fort +17, Ref +18, Will +11
  Immune acid, death effects, disease, poison; Resist cold 10, 
  electricity 10, fire 10; SR 25
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +20 (2d6+5/19–20), 2 claws +20 (1d8+5)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks biting locusts, distraction (DC 25; biting 
  locusts attack only)
  Spell-Like Abilities (CL 14th; concentration +19)
  Constant—detect good, detect magic, see invisibility
  At will—feast of ashesAPG (DC 17), greater teleport (self 
  plus 50 lbs. of objects only), putrefy food and drinkAPG
  3/day—siroccoAPG (DC 21), summon swarm
  1/day—horrid wilting (DC 23)
  STATISTICS
  Str 20, Dex 23, Con 24, Int 14, Wis 18, Cha 21
  Base Atk +16; CMB +22; CMD 39 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility
  Skills Bluff +20, Fly +15, Intimidate +21, Knowledge 
  (planes) +21, Perception +23, Spellcraft +18, 
  Stealth +21, Survival +20, Use Magic Device +21
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  SQ swarmlike
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pack (2–5), swarm (6–12)
  Treasure standard
  SPECIAL ABILITIES
  Biting Locusts (Ex) An acrididaemon’s lower body is composed 
  entirely of buzzing and biting locusts. Medium or smaller 
  creatures can share the space of an acrididaemon. An 
  acrididaemon automatically deals 6d6 points of damage to 
  any creature that begins its turn in the acrididaemon’s space.
  SwarmLike (Ex) Much of an acrididaemon’s body has no 
  discernible anatomy. Any time a creature confirms a 
  critical hit against an acrididaemon or hits one with a 
  sneak attack, there is a 50% chance that the critical hit 
  or sneak attack is negated and damage is instead rolled 
  normally. An acrididaemon takes half again as much 
  damage (+50%) from damaging area effects such as 
  fireball and splash weapons.
  Servitors of the Horseman of Famine, acrididaemons travel 
  in sky-darkening swarms that spread abject terror into the 
  hearts of mortals they encounter. Part humanoid and part 
  swarm, acrididaemons devour everything they can. 
  These roaming terrors call no place home aside from 
  the desolation of Abaddon. They wander the planes 
  ravaging everything in their wake, and quickly abandon 
  their ruined targets, like the parasitic paragons they were 
  created to be.
  Acrididaemons delight in the suffering their predations 
  bring. Though they often favor tactics that result in the 
  devastation of whole settlements, it is not uncommon for 
  one of these daemons to take a single creature prisoner. 
  They enjoy slowly starving captives to death in forlorn 
  redoubts where rescue is beyond hope.
  61
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  GOEZSPALL
  A long, plate-covered body with a protruding mouth and clawed 
  limbs emerges from beneath this creature’s meteor-like bulk.
  GOEZSPALL 
  CR 14
  XP 38,400
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  AC 30, touch 12, flat-footed 27 (+2 Dex, +1 dodge, +18 natural, 
  –1 size)
  hp 200 (16d10+112); fast healing 5
  Fort +17, Ref +12, Will +10
  Immune cold, disease, fire, poison, pressure damage; Resist 
  acid 15, electricity 15, sonic 15
  OFFENSE
  Speed 40 ft., climb 10 ft., swim 20 ft.
  Melee 4 claws +23 (1d8+8)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (2 claws, 1d8+12), scalding spray
  STATISTICS
  Str 26, Dex 15, Con 25, Int 6, Wis 20, Cha 21
  Base Atk +16; CMB +25; CMD 38 (50 vs. trip)
  Feats Combat Reflexes, Diehard, Dodge, Endurance, Lunge, 
  Mobility, Power Attack, Vital Strike
  Skills Climb +20, Perception +15, Stealth +8, Swim +20
  Languages Aklo
  SQ compression, no breath
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Hibernate (Ex) Although it can live in extreme 
  conditions, a goezspall still requires food 
  and water. To survive when sustenance is 
  not available, a goezspall can enter a state of 
  hibernation at will; doing so takes 1 minute. While in 
  this state, it can take no actions and is effectively helpless, 
  as if it were in a deep sleep. A goezspall can remain in 
  hibernation for as long as it wishes—while in this 
  state, it does not need to eat or drink, nor does it 
  age. Time effectively stands still for the creature. 
  If it is jostled or damaged while hibernating, 
  a goezspall can attempt a DC 20 Will save. If it 
  succeeds, it awakens in 2d4 rounds. Otherwise, 
  it takes 24 hours to awaken from hibernation. A 
  goezspall can set the length of its hibernation when it first 
  enters this state, so that it can awaken after a set amount 
  of time has passed. When awakening at a set time in this 
  manner, a goezspall needs only 1d3 rounds to rouse itself, 
  with no Will saving throw necessary.
  Immune to Pressure Damage (Ex) A goezspall can survive 
  in extreme conditions. A goezspall is immune to damage 
  caused by high- or low-pressure environments, such as 
  deep underwater or in the void of space.
  Scalding Spray (Ex) As a standard action once every 
  1d4 rounds, a goezspall can spray a 60-foot line of scalding 
  water at its enemies that deals 12d6 points of fire damage. 
  Against creatures, this stream acts as a bull rush. A goezspall 
  can bull rush creatures of any size with its spray. When using 
  this ability, a goezspall attempts a combat maneuver check 
  and applies its results to each creature within the area. This 
  bull rush does not provoke an attack of opportunity.
  Though rare, goezspalls have been observed living in 
  extremely varied locations. From the Crown of the World 
  to the depths of the Darklands, these bizarre, segmented 
  creatures thrive in any environment, including the depths 
  of the sea, boiling hot springs, and even, some claim, 
  the void of space. Though not typically hostile, these 
  omnivores hunt aggressively when hungry, especially 
  after months or years in hibernation. A goezspall is over 
  12 feet long and weighs 3,500 pounds, though some lore 
  describes smaller and larger specimens.
  62
  
  SHAGHAL
  This predator resembles a brawny jackal with a dark, red-and-
  gray mottled coat covered in ash and dust.
  SHAGHAL 
  CR 8
  XP 4,800
  NE Medium outsider (evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 105 (10d10+50)
  Fort +12, Ref +10, Will +5
  Immune acid, disease, poison
  OFFENSE
  Speed 40 ft.
  Melee bite +17 (1d8+10/19–20 plus disease, hunger, 
  and trip)
  Special Attacks disease, dust breath, hunger
  STATISTICS
  Str 25, Dex 16, Con 20, Int 6, Wis 15, Cha 7
  Base Atk +10; CMB +17; CMD 30 (34 vs. trip)
  Feats Alertness, Combat Reflexes, Improved Critical (bite), 
  Improved Initiative, Power Attack
  Skills Acrobatics +16, Perception +19, Sense Motive +4, 
  Stealth +16, Survival +15
  Languages Abyssal (can’t speak), Infernal (can’t speak)
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or pack (3–12)
  Treasure none
  SPECIAL ABILITIES
  Disease (Su) A shaghal’s bite delivers bubonic 
  plague (Pathfinder RPG Core Rulebook 557). 
  If the target fails its saving throw, it 
  contracts the disease immediately; the 
  onset period doesn’t apply.
  Dust Breath (Su) Once every 
  1d4 rounds, a shaghal can cough 
  forth a 15-foot cone of ash and 
  dust. Any creature that is caught 
  in the area must succeed at a 
  DC 20 Fortitude save or cough 
  uncontrollably for 1d6 rounds. A 
  creature can attempt a new saving 
  throw each round at the beginning 
  of its turn to end its coughing 
  fit. Any creature that spends 
  2 consecutive rounds coughing 
  takes 1d6 points of nonlethal 
  damage and is nauseated for 1d4 rounds.
  Hunger (Su) A shaghal deals an additional 
  2d6 points of nonlethal damage with each 
  successful bite as it leaves its target wracked 
  with hunger pangs. Creatures that don’t 
  need to eat are immune to this effect.
  Packs of shaghals roam the desolate plains of Abaddon, 
  where they serve various daemons as guard dogs 
  and sentries. Though not as intelligent as an average 
  human, shaghals are cunning creatures that work with 
  one another to chase down prey, and they are smart 
  enough to understand complex orders from their 
  handlers. Shaghals don’t have the ability to speak, but 
  they can understand the languages of fiends. Those 
  who converse with shaghals via telepathy report that 
  the creatures communicate morose and fatalistic 
  messages, and that their only wish is to witness and 
  partake in death and ruin.
  On the Material Plane, shaghals often find themselves 
  called to the same desert locations populated by 
  jackals. When shaghals encounter packs of jackals, they 
  intimidate and cow them, bringing the animals under 
  their influence. Shaghals bolster the confidence of these 
  otherwise cowardly beasts, and take over control of their 
  packs in order to lead them to remote villages, protected 
  oases, and even defended settlements to terrorize the 
  humanoid populaces. 
  With each step, ash and dust fall from shaghals’ coats 
  like dander, and the beasts can cough forth clouds of 
  this grime to incapacitate their enemies. As servitors of 
  daemons, shaghals spread disease, hunger, death, and 
  savagery wherever they go. While they are most plentiful 
  in the wastelands of Abaddon, shaghals may occasionally 
  find themselves on the Material Plane, where they 
  doggedly hunt down mortals. They believe, falsely, that 
  the souls of all the mortals they kill and devour are sent 
  directly to Abaddon.
  63
  INTRODUCTION
  CHAPTER 1: IN THE 
  JACKAL’S SHADOW
  CHAPTER 2: 
  OBLIVION AND SAND
  CHAPTER 3: FLESH FOR 
  THE FAMINE PRINCE
  APPENDIX 1:
  DIMAYEN
  APPENDIX 2:
  NEW MONSTERS
  
  paizo.com
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  NPC CODEX
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  HORSEMEN OF THE 
  APOCALYPSE
  Doom and annihilation come in 
  the form of nihilistic daemons 
  who serve cruel masters.
  FEAST OF FAMINE
  FEAST OF FAMINE
  TOMBS OF GOLARION
  Each of these dangerous tombs 
  is filled with lost secrets, cunning 
  traps, and formidable adversaries 
  to enhance your campaign!
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Bestiary © 2014, Green Ronin Publishing, LLC; Author: Jeff Hersh, Developer: Owen K.C. Stephens.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
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  published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Module: Feast of Dust © 2015, Paizo Inc.; Author: Nicolas Logue.
  OPEN GAME LICENSE VERSION 1.0A
  
  1 SQUARE = 5 FEET
  GROUND FLOOR
  SECOND FLOOR
  THIRD FLOOR
  FOURTH FLOOR
  E. THE SUNBLEACHED TOWER
  E2
  E1
  E1
  E1
  E3
  UP
  UP
  UP
  DOWN
  DOWN
  TO E3
  DOWN
  TO F1
  DOWN
  DOWN
  DOWN
  E4
  E5
  E6
  E1
  
  A deadly curse known as the Feast of Dust spreads rapidly through the Meraz 
  Desert, driving its victims mad with hunger and a burning desire to flee into the 
  sands. To find the source of this strange affliction, the heroes must investigate 
  the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic 
  daemons, and the walking dead to discover the secret of a long-forgotten evil—a 
  powerful daemon harbinger called the Jackal Prince of Famine. Despite the 
  efforts of an ancient secret society, this twisted, unholy monstrosity walks the 
  world again, threatening to spread his apocalyptic curse across all of Golarion! 
  To stop the demigod’s return, the heroes must uncover his three vile siblings, 
  now bound within malevolent artifacts, and use their combined powers to stop 
  the Jackal Prince before the entire world feels his corrupting touch.
  Written by fan-favorite author Nicolas Logue, Feast of Dust is a deluxe adventure 
  for 11th-level characters, and includes 64 action-packed pages of deadly battles, 
  enticing social encounters, and new monstrous foes, plus a gorgeous double-sided 
  poster map featuring an overview of the desert city of Dimayen and a miniatures-
  scale battlemap! 
  Players can expect to reach 14th level upon completion of this adventure—if 
  they can survive its daemonic horrors!
  Sins of the Past Return!
  Printed in China PZO9548
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/Feast of Dust.pdf