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CREDITS

Author Tim Hitchcock


Cover Artist Grafit Studios
Interior Artists Gonzalo Flores and Andrew Ryan
Cartographer Robert Lazzaretti

Creative Director James Jacobs Publisher Erik Mona


Editor-in-Chief F. Wesley Schneider Paizo CEO Lisa Stevens
Senior Editor James L. Sutter Chief Operations Officer Jeffrey Alvarez
Development Leads Mark Moreland and Patrick Renie Director of Sales Pierce Watters
Marketing Director Jenny Bendel
Development Team Adam Daigle, Rob McCreary, Finance Manager Christopher Self
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Editorial Team Judy Bauer, Logan Bonner, Chief Technical Officer Vic Wertz
Christopher Carey, and Ryan Macklin Senior Software Developer Gary Teter
Lead Designer Jason Bulmahn Campaign Coordinator Mike Brock
Design Team Stephen Radney-Macfarland Project Manager Jes sica Price
and Sean K Reynolds
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Production Specialist Crystal Frasier Jeff Strand, and Kevin Underwood
Website Team Ros s Byers , Liz Courts, Lissa Guillet,
and Chris Lambertz

Broken Chains is a Pathfinder Module designed for four 6th-level characters and uses the medium XP advancement track. This module is
designed for play in the Pathfinder campaign setting, but can easily be adapted for use with any world.

This product makes use of the Patiifinder RPG Core Rulebook, Patiifinder RPG Advanced Player's Guide, Patiifinder RPG Bestiary,
Patiifinder RPG Bestiary 2, Patiifinder RPG Bestiary 3, Path.finder RPG GameMastery Guide, Patiifinder RPG Ultimate Combat, Patiifinder RPG
Ultimate Equipment, and Patiifinder RPG Ultimate Manic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference
Document at paizo.com/prd.

This product is compliant with the Open Game license (OGL) and is suitable for use with the Pathfinder Roleplaying Game and 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 i.oa, Section t(e), and are not Open
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Elements that have previously been designated as Open Game Contenl or are in the public domain are not included in this declaration. Paizo Publishing, LLC
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Printed in China.
BROilhN CIIAINS
Il atapesh is prouder than any other city in the world of the sins it

sells in its streets. lts sold-Hned coffers overflow from the blood and

scars of a million slaves, and its people think nothins of consortins

with the monstrous or immoral if it means settins a better price. Theirs is a

conscience wiped dean by sreed, their transsressions absolved by the only

sod they truly worship: the flickerins sleam of sold.

-Horvus Arbenchal,

Den of Vice: An Andoren View of the Southern Slave Trade


BROll1:N CllAINS

ADVENTURE BACKGROUND WHERE ON GOLAR10N?


The Twilight Talons, a covert branch of Andoran's noble This adventure takes place in the city of Katapesh, in the
Eagle Knights, use undercover agents to root out and nation of the same name. Katapesh is a sprawling trade
bring down evil organizations from within. One of their hub on the east coast of Garund, and rumors of the
longest-running operations is an aggressive campaign strange dealings that take place within its miles-long
against slave rings throughout the Inner Sea region. bazaars and nefarious dark markets are whispered of
Field agent Othine Dalanse rose to prominence in the throughout the Inner Sea region. For more information
campaign by infiltrating slave rings, unraveling their on Katapesh and its diverse inhabitants, see Path.finder
command structures and resource chains, and successfully Campaign Setting: Dark Markets, A Guide to Katapesh,
dismantling them with minimal casualties. available at paizo.com or your local game store.
A year ago, in the city of Katapesh, Othine infiltrated
the most extensive and insidious slave ring of her career.
Several months of investigation revealed that the slavers
were circumventing tariffs by storing their stock in
abandoned qanat tunnels beneath the city's Twilight
Gate quarter. Disguised as a vagrant, Othine entered
these tunnels and was soon captured. Overpowered and
thrown in chains-all part of her plan to infiltrate the
gang-Othine was destined for the auction block, until
she caught the eye of the slavers' leaders. It was then that
she discovered they were a wicked cult of Lamashtans
that secretly manipulated slave operations for a far darker
purpose. Unbeknownst even to most of the other slavers,
the Lamashtans covertly removed prisoners from the
slave pens and used dark magic to make them hosts for
monstrous children. The cultists then reintroduced the district. The PCs must slog through the tunnels to find the
unnaturally pregnant slaves to the pens and auctioned slavers' subterranean compound.
them off to unwitting buyers throughout Golarion, sowing Once they've located the slavers' base, the PCs must
the seeds ofLamashtu's fiendish children. infiltrate the compound using either stealth or brawn.
Yet when the cultists took Othine for their dark rituals, During the PCs' expedition, freed slaves describe some
the drugs they administered caused the knight to lose of their fellow captives mad ramblings about strange
her senses and reveal her ties to the Twilight Talons. The procedures conducted on them. Deep in the slavers' base, the
Lamashtans proceeded to break the daring abolitionist PCs encounter the missing Twilight Talon Othine, who has
with magic and torture, brainwashing her into serving as fallen under the cult's corrupting influence. She pretends
a double agent. Her loyalties thus shifted, Othine began to be working deep undercover and hastily attempts to lead
working to increase the cult's activities and influence. them to a demonic temple that lies beneath the compound,
She reported back to her Eagle Knight superiors that intent on guiding them into an ambush.
she'd destroyed the slavers' operations, and then used her With Othine's aid, the PCs discover a lost temple of
position to help the Lamashtans avoid further Andoren Lamashtu filled with cultists and their demonic allies. Clues
notice. Using her knowledge and contacts around the within point to the existence of other Lamashtan slave cults.
Inner Sea, she continued to aid the cultists in spreading Inside information on which ofthe slaver rings the Twilight
their reach to other slaving rings, all the while feeding Talons plan to infiltrate next reveals Othine's corruption.
misinformation back to the Eagle Knights. Eventually, In the deepest bowels of the Lamashtan temple, the PCs
however, Othine decided to go to ground with the cult, discover slaves who are far more damaged than those in the
cutting off her old allegiances and faking her own death. holding pens above and learn that the slaves are frequently
impregnated with monstrous babies before being sold.
ADVENTURE SUMMARY In order to put a stop to the cult's efforts, the PCs must
At the behest of a Twilight Talon commander named seek out and destroy the priestess who masterminded
Whispershade, the PCs undertake the search for a missing the plot-a task made all the more difficult when the PCs
field agent who disappeared while trying to break up a discover their target is little more than an oft-possessed
powerful slave ring. The PCs' investigation of a small slave pawn ofthe ghost ofthe temple's founder.
market uncovers a secret passage to a series of abandoned In the end, the PCs should end the slavers' operation,
qanat tunnels that run beneath Katapesh's Twilight Gate dismantle the Lamashtan cult, and discover the truth
behind the Eagle Knights' traitorous mole, as well as message, a relatively new slave auction house located in the
uncover the locations of similar slave cults operating Twilight Gate district, a mere stone's throw from the River
throughout the Inner Sea region. Scorpius. He notes that the place always seems to have
more slaves than it ought to, leading him to believe that
PART ONE: THE GARDEN Of CHAINS the slavers are hiding some of their stock to avoid paying
The adventure begins in a Katapeshi coffee shop where the the full tariffs leveled by the city.
PCs are scheduled to meet with a high-ranking undercover A short gazetteer of the Garden of Chains is presented
Twilight Talon commander known only as Whispershade in Appendix 2, beginning on page 30. Regardles s of how
(LG male human paladin 6). How exactly this meeting is the PCs go about investigating the auction house, they
arranged, or how the PCs arrive in Katapesh in the first should eventually figure out that the slaves are moved into
place, is up to the GM. the city through the passage beyond the old water trough.
The coffee shop serves as a front for the Twilight They can uncover this information by exploring
Talons in Katapesh. Once the PCs enter, the clerk the Garden, interrogating slaves and slavers,
closes the shop and leads them to a small table looking through the accountants' ledgers,
where Whispershade waits. After introducing or some other means. To continue their
himself, the paladin continues. investigation, they must somehow acces s
the trough passage (area D7) without
" I've called you here to request your assistance attracting too much attention.
in a delicate operation involving a missing The GM should encourage the PCs to
field agent named Othine Dalanse. She develop their own plan to infiltrate the
has a flawless track record of infiltrating passage beneath the Garden of Chains. The
and dismantling slave rings, and her easiest way to bypass the guards is to sneak
successes have saved many lives. Over up on and subdue them during the night,
the past year, she's been working but other methods may include the use
deep cover assignments throughout of disguises, poisoning the guards,
Katapesh, and I've had less and less creating a distraction by releasing
contact with her. It's now been over slaves, and so on. Once the PCs gain
two months since her last message. access to this passage, proceed to Part
"Early last week, we recovered a body Two ofthe adventure.
along the banks of the River Scorpius. At first, my
agents feared it was Othine's, for it was wearing PART TWO: THE
her armor and had similar tattoos. Thankfully, ABANDONED QANAT
when clerics interrogated the body, the corpse proved to be A qanat is an ancient means of moving water: a long tunnel
nothing more than a vagrant with a passing resemblance to is bored into a hill where the water table is higher than the
Othine, the tattoos obvious forgeries. area meant to be irrigated, and gravity causes the water to
"This situation doesn't bode well for Othine. I believe the slavers flow out before it can sink in, creating a network of tunnels
have captured her and may be torturing her for information, or that acts like a horizontal well. Throughout this section
worse. If she's been caught, the slavers certainly suspect we're of the adventure, the PCs must navigate the abandoned
investigating them, and will be on the lookout for undercover tunnels of a dry qanat to locate the entrance to the slavers'
Eagle Knights. I need someone not directly affiliated with our subterranean compound.
organization to get into the slavers' base, discover Othine's true After following the passage behind the trough in the
fate, and finish what she started by dismantling the operation." Garden of Chains for several hundred feet, the PCs can
attempt a DC is Perception check to hear the sounds of an
Whispershade offers the PCs i,500 gp for their services, argument up ahead-the slavers who keep watch over area
though if the PCs haggle with him, with a successful DC Ai frequently bicker with each other.
2 0 Diplomacy check, they can convince him to increase his
offer to 2,000 gp. He reminds the PCs that whatever tactics ABOUT TH E OANAT
they employ, they should stay out ofthe public eye-not only Katapesh's qanat system was built during the end of the
is slavery legal in Katapesh, which makes the PCs' actions Age of Enthronement as an attempt to provide clean,
against the slavers criminal, but any contact with the law running water to the then up-and- coming neighborhood
could expose the involvement ofthe Twilight Talons. of Twilight Gate. The city poured gold into the water
To start the PCs off, Whispershade informs them that system, but after years of complications (including the
Othine made reference to the Garden of Chains in her last collapse of a major cistern) the primary investors finally
BROll1:N CllAINS

dropped out, forcing the engineers in charge to abandon the center of the ceiling arch. (The map tiles from Path.finder
the project. Map Pack: Sewers simulate these locations well.)
For a while, the dry tunnels were a great attraction for The distribution channels (orange on the map) stem
adventurous locals, but before long the qanat became from service channels. These were built to distribute water
infested with all manner of vermin and vagrants. to various locations throughout the city; citizens used
Eventually, the city architects ordered them closed, wells to access the water below. The distribution tunnels
deliberately collapsing several of the tunnels and sealing are io feet wide with 8-foot-high arched ceilings.
the various well shafts connecting them to the streets and Finally, a fair number of supplementary channels (purple
buildings above. on the map) were added after the original channels were
The qanat's channels vary in size, shape, and depth, built to help improve their efficiency. These cramped, oval
depending on their purpose and location. As noted on the shaped tunnels are usually about 3 feet wide and 3 feet tall,
map ofthe qanat, there are three types of channels: service, and all but the smallest creatures must crawl to traverse
distribution, and supplementary-all of them either dry them. Most Small creatures must crouch to go through.
or containing only a foot or so ofwater. The widths of the Intersections marked with circles have shafts leading up
tunnels and the size of the cistern on the map are not to to the surface similar to the one in area Ai, but without any
scale, but the tunnel lengths can be assumed to be about means of raising or lowering things. Many of these shafts
100 feet long per square on the grid. For example, the have collapsed or been otherwise sealed at the top, either by
distance from area A4 to area As is roughly 400 feet. years of erosion and construction or by the slavers themselves.
The service channels (yellow on the map) were designed Unless otherwise noted, each intersection between two
to allow service workers to move throughout the aqueducts separate tunnels is a squared-off chamber 30 feet wide.
to make repairs and unclog blocks. These i5-foot-wide
passages have a central 5-foot-wide, 4-foot-deep channel, RA NDOM EN COU NTERS
flanked on either side by 5-foot-wide ledges. Service In addition to various slavers, beggars, and addicts, the
channels rise 12 feet high from the base of the channel to passages of the abandoned qanat system attract all sorts
NAV1GAT1NG THE TUNNELS OFFENSE
While some parties will simply explore the qanat system Speed 20 ft.
by choosing tunnels at random, others will explore more Melee +i falchion +10 (id4+5/18-20)
strategically. The slavers' most frequent route through Ranged repeating light crossbow +6 (1d8/19-20)
the system simply follows the widest tunnels, allowing Special Attacks bane (7 rounds/day)
them to move groups of slaves easily. Because the Inquisitor Spell- Like Abilities (CL 7th; concentration +8)
qanat's indigent residents also use the tunnels, however, At wi l l -detect alignment
this route may be obscured-the PCs can attempt a DC 7 rounds/day- discern lies
25 Survival check to track the slavers all the way back to 5/day-strength surge (+3)
their lair, or, failing this, a DC 15 Survival check at each Inquisitor Spells Known (CL 7th; concentration +8)
tunnel junction to determine which way the trail leads. 3rd (1/day) - inj/ ict serious wounds ( DC 15), searing light
2nd (4/day)-blistering invective"c ( DC 14), castigate"PG ( DC 14),
death knell ( DC 14), hold person ( DC 14)
of vermin. For every hour the PCs spend exploring the lSt (2/day) - alarm, command ( DC 13), forbid action"M ( DC 13),
tunnels, or if at any point the action begins to flag, roll on interrogation"M ( DC 13), litany of weakness"c
the table below for a random encounter. o (at will) - bleed ( DC n) , brandAPG ( DC 12), create water,
detect poison, read magic, siftAPG
d% Encounter Avg. CR Source
Domain Strength
1-12 1 emperor cobra 5 Bestiary 2 25 2
TACTICS
13-21 ld8 cave scorpions 5 Bestiary 2 240
Before Combat Before engaging opponents, Zahrah
22-28 ld4 dealers 5 GameMastery Guide 301
consumes her potion of bear's endurance. She has already
29-36 ld4 slavers 5 GameMastery Guide 266
cast alarm on two of the pit traps in the qanat (marked A2
37-47 ld4 gnoll brutes 6 See page 7
on the map) and in the crawl shaft (area A4) This is factored
48-66 Zahrah* 6 See page 6
into her number of remaining ist-level spells for the day in
67-77 1 giant mosquito 6 Bestiary 2 193
her stat block.
78-85 1 will-o'-wisp 6 Bestiary 277
During Com bat Zahrah starts combat from the shadows,
86-94 1 black pudding 7 Bestiary 35
using her repeating crossbow to attack opponents from
95 -10 0 1 giant slug 8 Bestiary 25 4
afar. She uses her spells to subdue and weaken opponents
* Reroll if she's been defeated.
before entering melee with her falchion.
ZAHRAH TH E SLAVE HU NTER Morale Like many Lamashtans, Zahrah finds death a
In addition to the keyed encounters at the locations listed preferable fate to defeat.
below, a woman named Zahrah hunts the qanat passages. Base Statistics Without her potion, Zahrah's statistics are hp 42;
A ruthles s inquisitor of Lamashtu, Zahrah works for Fort +5; Con 10.
the slavers by tracking down escaped slaves, and she STATISTICS
was the one who originally chose Othine for the cult's Str i6, Dex 13, Con 14, I nt 12, Wis 14, Cha 10
ministrations . Most ofthe low-ranking slavers-the ones Base Atk +5; C M B +8; CMD 20
who deal less with the cult and more with the business of Feats Alertness, Dodge, Improved Initiative, LookoutAPG,
selling slaves-fear her, and thus don't pres s her about OutflankAPG, Skill Focus (Stealth), Weapon Focus (falchion)
her busine s s . Skills Bluff +5, Climb +6, Diplomacy +5, Disguise +5, Heal +11,
Most o fthe time, Zahrah stalks the passages o fthe qanat, Intimidate +12, Knowledge (religion) +10, Perception +i3, Sense
placing alarm spells on the traps and attempting to root out Motive +i6, Spellcraft +9, Stealth +9, Survival +io, Swim +5
anyone or anything that might cause the slavers a problem. Languages Common, Gnoll, Osiriani
SQ cunning initiative, judgment (3/day), monster lore +2, solo
ZAH RAH CR 6 tactics, stern gaze, track +3
XP 2,400 Combat Gear potion of bear's endurance, potion of cure
Female human inquisitor 7 (Pathfinder RPG Advanced Player's moderate wounds, foaming powder (3), smokesticks (2),
Guide 38) tanglefoot bag; Other Gear +i living steel agile breastplate,
CE Medium humanoid (human) +1falchion, repeating light crossbow with 20 bolts, 101 gp
l nit +7; Senses Perception +13
DEFENSE Development: Anyone who searches Zahrah's body notices a
AC 19, touch 12, flat-footed 17 (+7 armor, +i Dex, +i dodge) brand of a stylized jackal head on the back of her neck. A PC
hp 56 (7d8+i4) who succeeds at a DC 20 Knowledge (religion) check knows
Fort +7, Ref +3, Will +7 the symbol is associated with worship ofLamashtu.
BROll1:N CllAINS

If captured alive-something she does her best to SLAVER TH U G S (2) CR 2


avoid-Zahrah is quick to admit that she works with the XP 600 each
slavers and protects their tunnels, though she doesn't Human fighter 2/rogue 1
mention anything about the cult. If asked about Othine, NE Medium humanoid (human)
she tries to convince the PCs that she's neither seen Init +2; Senses Perception +7
nor heard of the woman. If the PCs see through her DEFENSE
lie, however, she admits to having seen Othine among AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
the slaves . An inquisitor herself, Zahrah holds up well hp 22 each (3 H D; 2d10+id8+3)
against interrogation, but if successfully made pliable Fort +4, Ref +4 (+1 vs. traps), Wi ll +1 (+1 vs. fear)
via magic, or if confronted with recognition ofher brand, Defensive Abilities bravery +1
she reveals the cult's involvement. Nothing short of direct OFFENSE
magical compulsion can make her work against the cult, Speed 30 ft.
however, or reveal Othine's new status as a double agent. Melee mwk whip +2 (1d3+3 nonlethal), club +i (1d6+i) or
club +s (1d6+3)
A1. ENTRAN CE SHAFT (CR 7) Special Attacks sneak attack +id6
TACTICS
This room centers upon an open well shaft, over which a thick Before Com bat The slaver thugs use their Coordinated
wooden crossbeam suspends a rope lift affixed to a sizable Defenses to trip and hinder foes with their whips while
wooden cage. Filling half the shaft is laying into them with their cudgels.
a strange, badly rusted mechanism Morale The thugs are cowards, and if reduced to fewer
consisting of huge screw set than 10 hit points, they flee or beg for their lives.
inside a long vertical pipe. STATISTICS
Str 16, Dex 15, Con 13, I nt 10, Wis 12, Cha 8
The well shaft here is Base Atk +2; C M B +s; C M D 17
2 0 feet deep, and the hoist Feats Combat Reflexes, Coordinated
mechanism takes up most of the ManeuversAPG, Exotic Weapon Proficiency
room. The slavers use it to move (whip), Paired OpportunistsAPG, Two
both themselves and their slaves into Weapon Fighting
and out of the forgotten passages Skills Acrobatics +8, Bluff +5,
below. The strange pipe is a screw Intimidate +s, Perception +7,
pump, once used to draw water from Stealth +8, Survival +6
the qanat below. Languages Common
The hoist mechanism is counterweighted SQ trapfinding +i
and only a successful DC 10 Strength check is Combat Gear potion
needed to move up to four people at a time up of cure light wounds;
or down. It can be operated from either the Other Gear mwk leather
top or the bottom ofthe well shaft. From armor, club, mwk whip, everburning
the lower landing, the shaft opens into torch, mwk manacles, silk rope (50 ft.)
a large masonry tunnel. A PC who
succeeds at a DC 15 Knowledge G N OLL BRUTES (2) CR 4
(engineering) check or XP i,200 each
a DC 20 Knowledge Gnoll ranger 3 (Path.finder RPG Bestiary 155)
(dungeoneering) check CE Medium humanoid (gnoll)
identifies the tunnel l nit +2; Senses darkvision 60 ft.;
as part of a qanat. Perception +8
A successful D C 20
Knowledge ( history) AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +i natural)
check enables a PC hp 35 each (s H D; 2d8+3d10+10)
to recall most of the history of the abandoned Fort +8, Ref +s, Will +2
qanat as noted above. OFFENSE
Creatures: A group of human and gnoll slavers Speed 30 ft.
keeps watch over this room. They have strict orders Melee mwk dire flail +6 (1d8+6), mwk dire flail +6 (1d8+2)
to capture or kill any trespassers. Special Attacks favored enemy (humans +2)
TACTICS Development: One of Zahrah's many tasks is to keep a
During Com bat The gnolls use their dire flails to deal watch on the pit traps in the qanat, which she efficiently
massive damage to their foes. If they think the fight will monitors with alarm spells. Two of the four pit traps in
be easy, they attempt to take victims prisoner by locking the qanat are currently set with alarm spells; randomly
them up in manacles, but if they sees any allies fall, the decide which traps are monitored in this way before the
gnolls' bloodlust drives them to fight until all their foes PCs encounter any ofthem. Whenever a trap is sprung, she
are dead. rushes from her camp (area Aiz) to inspect things.
Morale The gnolls fight to the death.
STATISTICS A3. TH E LAGOON (CR 6)
Str 19, Dex 14, Con 15, I n t 6, Wis 13, Cha 8 As the PCs approach this area, the unmistakable scent of
Base Atk +4; CMB +8; C M D 20 rancid waste assaults them.
Feats Endurance, Exotic Weapon Proficiency (dire flail), Power
Attack, Two-Weapon Fighting, Weapon Focus (dire flail) The tunnel junction here is here is thirty feet wide, yet a massive
Skills Climb +8, Intimidate +6, Perception +8, Stealth +9, pile of filth and trash rests beneath an intersecting well shaft in
Survival +6, Swim +9 the ceiling, almost entirely blocking the passage ahead.
Languages Gnoll
SQ favored terrain (urban +2), track +i, wild empathy +2 This well shaft leads up to the property of a succes sful
Combat Gear potion of cure light wounds; Other Gear +i studded drover who was delighted when he discovered a deep,
leather, mwk dire flail, mwk manacles, hemp rope (50 ft.) earthen hole on his property, and immediately began
using it as a place to discard sewage and trash rather than
Treasure: One of the gnolls possesses a small metal pay for its removal.
plate with several slots cut around the edges. The plate is a Creatures: The ready source of filth has attracted the
key to the bypass switch for the tunnel mist trap in area A4. attention of a pair of otyughs. The vile creatures gleefully
wallow in the waste, and attack any creatures that intrude
A:i.. SLAVER TRAPS (CR 6) upon their kingdom of garbage.
The slavers dug several pit traps in the outer tunnels of
the qanat, both to protect their territory from trespassers 0TYU G H S (2) CR 4
and to prevent runaway slaves from escaping. These traps XP i,200 each
are concealed with a variety of trash and other detritus, hp 39 each (Pathfinder RPG Bestiary 223)
and each pit is marked as area Az on the map. Though
the traps cover the full width of the tunnel floor and A41. CRAWL SHAFT CCR 7)
are 10 feet long-making them effectively impossible
for a character to accidentally avoid-each has specific This small opening exposes a precarious-looking crawlway
reinforced areas along its sides where a slaver or slave can sitting a few feet above where the waterline is marked. The
step carefully in order to avoid triggering it. Noticing shaft leads into the darkness beyond.
these points requires a successful DC 20 Perception
check while inspecting the pit trap. PCs who make a successful DC is Survival or Perception
Trap: Originally, the pit traps were simple net-and-pit check notice the obvious scratches and scuffs in the
affairs designed to capture rather than kill, but a rash of dust and sludge around this supplementary channel's
escape attempts (caused in part by the Lamashtans' terrible entrance-recent conflicts with the Pesh Lord in area A7
rituals) has convinced the cultists that it's more important have led several of the less confident gnolls and human
to make an example of those who are disobedient-hence slavers to start using this cramped and awkward shaft
the installation of wicked spikes. instead of risking an encounter with the crazed drug
dealer in the normal route through the service channel
SPI KED PIT TRAP CR 6 back to the cistern.
XP 2,400 Most creatures must crawl through this shaft, which
Type mechanical; Perception DC 25; Disable Device DC 15 is only 3 feet in diameter. Near the eastern entrance, a
EFFECTS successful DC 20 Perception check allows PCs to notice
Trigger location; Reset manual a strange metal socket just inside the lip of the passage.
Effect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +15 The socket matches the key found on the gnoll brute in
melee, 1d4 spikes per target for id6+5 damage each); Reflex area AI. Inserting the key into the socket activates a bypass
DC 20 avoids; multiple targets (all targets in a 10-ft.-wide switch that temporarily disables the trap in the tunnel for
swath of the tunnel) 5 minutes, after which it automatically reactivates.
BROll1:N CllAINS

Trap: Anyone crawling through the passage without If the PCs continue down the passage, they begin to
disabling the trap hits a pressure plate near the halfway smell a faint syrupy odor-the scent ofburning pesh. Read
point. As soon as the plate is tripped, the entire shaft or paraphrase the following aloud.
begins filling with insanity mist (Pat}ifinder RPG Core
Rulebook 560). Furthermore, tripping the plate also triggers A dirty blanket stretches across the corridor ahead, creating a
an alarm spell alerting Zahrah, who immediately races to ragged partition. A flickering, fire-like glow emanates from the
the tunnel to investigate, taking up a position outside of other side.
whichever exit she expects the PCs to use, ready to pick
them off one by one as they emerge from the tunnel mouth. A small collective of hardcore pesh addicts occupies this
section of the qanat, gaining access through an open grate
TU N N E L M I ST TRAP CR 7 near the river far down the northern tunnel. Once, these
XP 3,200 squatters would have proved little threat to anyone but
Type mechanical; Perception DC 20; Disable Device DC 20 themselves and were easy prey for the slavers, but they have
EFFECTS recently been organized by a very capable alchemist bent on
Trigger touch; Duration 5 rounds; Reset repair breaking into the city's profitable drug trade (see area A1) .
Effect poison gas (insanity mist); never miss; onset delay The addicts' current plan involves using the qanat
(1 round); multiple targets (gas spreads 5 ft. per round) to process pesh and efficiently distribute product. In
the process of building up their business, they often
As M1M1C (CR 4) supplement their funds through old-fashioned thuggery
and eagerly rob their victims. The addicts also sell pesh
Ahead, the qanat tunnel opens into another well shaft. Propped (and occasional kidnapped victims) to the nearby slavers,
against the side of shaft is a crudely lashed ladder of dried planks. who use the drug on their slaves.
Creatures: Three pesh addicts sit around a small campfire,
Creature: The ladder is actually a mimic. Originally found passing around a small glass water pipe. As soon as they
by the pugwampis in area An, the mimic took the form of are interrupted, they draw weapons and prepare to defend
a mystical idol and convinced the superstitious pugwampis their turf. The PCs can attempt to fight the pesh addicts or
to carry it to a more prosperous hunting ground, where reason with them; however, all are heavily intoxicated and
it promptly ate several of them before settling into its new paranoid that outsiders have come to steal their pesh.
surroundings. The strange beast hunts in the qanat, preying
on slavers and delirious pesh addicts. As soon as a living PESH A D D I CTS (3) CR 3
creature touches it, the mimic changes shape and attacks. XP 800 each
Dealer (Pathfinder RPG GameMastery Guide 301)
MIMIC CR 4 hp 22 each
XP i,200 TACTICS
hp 52 (Pathfinder RPG Bestiary 205) Morale If attacked or if they believe their crop is in danger,
the addicts fight until dropped to fewer than 5 hit points, at
A6. PESH SQUATTERS CCR 6) which point they flee for their lives.

This passage bears signs of visitors from the world above in the Development: The addicts can easily be intimidated
form of scribbled lines of graffiti that gradually evolve into full or bribed into telling everything they know, which
blown murals portraying twisted, nightmarish caricatures and unfortunately isn't much-they share the tunnels with
jumbled rants against the city's Pactmasters. Farther along, the the slavers and trade with them, but otherwise both
corridor becomes littered with broken bottles, scraps of paper groups keep their distance from one another. However, if
stained with brownish resin, and the stink and stains of urine. questioned about Othine, they can confirm that she lived
with them for a bit until she mouthed off to one of the
With a successful DC 15 Craft (alchemy) or Knowledge slavers and was taken prisoner, presumably to be sold later.
(local) check, a PC identifies the resin as pesh. A successful Unknown to the pesh addicts, this was all part ofOthine's
DC 15 Perception check to survey the refuse also reveals a scheme to infiltrate the slaving operation.
broken pesh pipe, a wineskin containing a milky substance Ifthe PCs search the area, they find piles offilthy blankets
(identifiable as pesh in its unrefined state) , and several shoved against the sides of the passages to mark the addicts'
empty cloth pouches containing a salty powder that can be sleeping areas. Several of them also keep small sacks of
identified as nagri, a bitter salt used in the pesh refinement personal possessions near their beds. With a successful DC
process, with a successful DC 20 Craft (alchemy) check. 15 Perception check, a PC notes some curious graffiti by one
of the beds. The graffiti seems to be a disjointed grid oflines, DEFENSE
but with a successful DC i8 Knowledge (dungeoneering) or AC 19, touch i3, flat-footed i6 (+3 armor, +2 Dex, +l dodge,
Knowledge (engineering) check, a PC can identify it as a +3 natural)
map of the qanat. In fact, Othine drew the map-though hp 44 (5d8+i9)
it is far from complete, it shows the most direct route Fort +7, Ref +8 (+i vs. traps), Will +2; +2 vs. poison
from this area to the cistern holding the slavers' hideout. OFFENSE
Similarly, anyone who checks the sleeping area near the Speed 30 ft.
graffiti finds Othine's small leather-bound journal tucked Melee mwk short sword +3 (1d6-1/19-20)
into a plain sack. The journal was badly damaged after a Ranged bomb +6 (2d6+4 fire)
hookah spilled on it, though some ofthe content remains Special Attacks bomb 10/day (2d6+4 fire, DC 16), sneak
legible. The notes suggest that the slave operations attack +id6
here may be more than they appear, and the word Alchemist Extracts Prepared (CL 4th)
"Lamashtu?" appears in the final entry before 2nd-lesser restoration (2)
the writing abruptly breaks off. ist-bomber's eye'PG, cure light wounds, expeditious
retreat, targeted bomb admixtureuc
A7. TH E PESH LORD (CR 7) TACTICS
Hanging blankets partition this area from Before Combat Sehema drinks her mutagen
the other tunnels. Ifthe PCs enter the passage, to increase her Constitution if she suspects
read or paraphrase the following aloud. any danger. If she hears the PCs coming, she
drinks her potion of invisibility and lies in wait,
A small, black iron cauldron sits over a bed of beginning combat with a sneak attack.
faintly glowing coals. The wall above the small During Com bat Sehema relies on her
cauldron is scribbled with measurements bombs almost exclusively, using her
and recipes. On the floor next to the short sword only when unable to
cauldron rests an alembic and a small safely throw her fiery concoctions.
open chest filled with various alchemical She uses smoke and stink bombs to
substances and regents. A sleeping pallet lies disorient foes and hide amid the chaos.
in another corner. Next to the pallet sits an old Morale Sehema has worked hard to build her
crate stuffed with cactus leaves, their blossoms pesh empire and fights to the death to defend it,
still bursting with seedpods. but if the PCs can convinee her that they aren't
trying to steal from her by changing her attitude
Creatures: Sehema Sarwar, the self-proclaimed Pesh from hostile to at least indifferent, she's willing to let them
Lord of Twilight Gate (often called the Mad Alchemist live, and may even sell pesh or information to them.
behind her back), claims this section of the qanat as her Base Statistics Without the mutagen, the alchemist's statistics
own. The rebellious daughter of a wealthy moneylender, are hp 34; Fort +s; Con i3, Cha 10; Skills Bluff +8, Disguise +8.
Sehema started pinching funds from her father to STATISTICS
throw debauched pesh parties. Eventually, the fun times Str 8, Dex i4, Con i7, I nt i8, Wis 12, Cha 8
descended into dark addiction; in the end her father Base Atk +3; C M B +2; C M D i5
disowned her and threw her out. Homeless but quick Feats Brew Potion, Combat Reflexes, Dodge, Extra Bombs,
witted, she turned to pesh production to fund her habit, Improved Initiative, Throw Anything
and took to squatting with other addicts in various Skills Bluff +7, Disguise +7, Heal +9, Knowledge (local) +12,
abandoned buildings around Twilight Gate. In the process, Perception +9, Sense Motive +9, Sleight of Hand +9,
she uncovered a well that allowed her entrance to the Spellcraft +12, Stealth +io, Survival +9
forgotten qanat tunnels below, and has since made these Languages Abyssal, Common, Gnoll, Kelish, Osiriani
tunnels the center of her rapidly growing drug ring. She SQ alchemy (alchemy crafting +4, identify potions), discoveries
brooks no intruders into her operations, and attacks the (smoke bomb, stink bomb), mutagen (+4/-2, +2 natural,
PCs on sight, calling for her three favorite guard- servants. 40 minutes), poison use, swift alchemy, trapfinding +I
Combat Gear potion of cure moderate wounds, potion of
S E H EMA SARWAR CR 4 invisibility; Other Gear mwk studded leather, mwk short
XP i,200 sword, amulet of natural armor +i, formula book (contains
Female human alchemist 4/rogue i all prepared extracts plus four additional ist-level extracts
CN Medium humanoid (human) of the GM's choice), glass pipe worth 30 gp, pesh (8 doses),
l nit +6; Senses Perception +9 215 gp
BROll1:N CllAINS

PESH A D D I CTS (3) CR 3 LEECH SWARMS (2) CR 4


XP 800 each XP i,200 each
Dealer (Pathfinder RPG GameMastery Guide 301) hp 39 each (Pathfinder RPG Bestiary 187)
hp 22 each
TACTICS Au . PU GWAMP1 TU N N ELS (CR 7)
Morale The addicts fight to the death as long as Sehema lives,
but flee if she falls. Much of the stonework has crumbled from the walls in this
section of the tunnels, and the murky waters filling the central
AS. STORAG E ROOM channel are covered with a greasy film. The air smells of stale
animal sweat and urine, and half-gnawed rat carcasses and
This collapsed well shaft appears to have been hollowed out to other refuse litter the side walkways.
create an artificial cave. Ceramic jars, baskets of cactus leaves,
and bulging burlap sacks line the walls. These tunnels are some of the oldest ones beneath
the city and were partway through renovation when the
Treasure: With a succes sful DC 20 Knowledge (alchemy) qanat project was halted. As a result, the walls were left
or Knowledge (nature) check, a PC recognizes that the unfinished and have suffered a considerable amount of
leaves are pesh leaves, the jars contain milky pesh sap, erosion. Recently, these tunnels have become home to a
and the sacks contain nagri, a salt used in the refinement tribe of canine-headed gremlins known as pugwampis. The
process. The plants, jars of sap, and nagri could be worth pugwampis live in small burrows in the sides ofthe tunnels.
up to 500 gp to the right buyer. In digging their burrows, however, they have damaged the
already questionable structural integrity ofthese passages.
A9 RUST ROOMS (CR 6) Creatures: A small tribe of pugwampis inhabits this
With a succes sful DC 15 Perception check, a PC notes rusty tunnel, fighting among themselves and frequently sneaking
holes in the stone around this narrow tunnel opening, out to spy on the gnoll slavers, who hold a strange fascination
indicating that it was likely once fitted with a metal grate. for them. Allow anyone approaching a DC 12 Perception
Few traces of the metal remain. check to hear the gremlins' yipping and chattering.
Creatures: Several rust monsters have recently made As soon as the gremlins spot intruders, they cease
their way into this tunnel, devouring the metal grates that their squabbles and readily approach out of curiosity,
once blocked access to these tunnels. As soon as they sense attempting to surround intruders in order to mob them
fresh metal-likely at about the time the PCs successfully and steal their posses sions. If the PCs attempt to shoo
identify the signs of unnatural rusting-the ravenous them away or resist in any way, the gremlins attack.
beasts come boiling out of the narrow hole, intent on
claiming the PCs' gear. PU GWAM P I S (8) CR if2
XP 200 each
RuST M O N ST E RS (3) CR 3 hp 6 each (Pathfinder RPG Bestiary 2 144)
XP 800 each
hp 27 each (Pathfinder RPG Bestiary 238) Hazard: The ceiling in this area is dangerously
unstable-the pugwampis are too small for their
A1o . STAG NANT WATER (CR 6) movements to be a problem, but combat with larger foes
like the PCs causes significant vibrations and tremors to
The central trough of this tunnel is blocked with a makeshift shake the tunnel. As soon as combat begins in earnest, the
dam of bricks and other scavenged detritus, packed solid with section of ceiling over the thickest fighting begins to give
clay. Beyond, the trough is flooded four feet deep with sour way. Each creature may attempt a DC 20 Perception check
smelling, stagnant water. to notice the danger-anyone who succeeds or is warned
by another can attempt to move to safety during her turn.
The pugwampis of area Au flooded this passage, using The following round, the ceiling collapses, with mas sive
the water as a crude cistern and waste deposit, as well stones crushing anything in the designated area.
as employing its denizens as guard animals. The water
consists mostly of whatever runoff filters down from the FAL L I N G C E I L I N G CR 5
streets above. XP i,600
Creatures: The water is packed with leeches, and as soon Type mechanical; Perception DC 20; Disable Device DC 20
as anyone enters the water or crosses the walkways to either EFFECTS
side, they wriggle forth to attack. Trigger location; Reset manual
Effect Atk +i5 melee (6d6); multiple targets (all targets in a Scorpius and the Golden Oasis, it was decommissioned
10-fl:.-square area) when cracks in the floor caused the water to drain out.
Architects sent to explore the cistern discovered that the
A12. SLAVE CATCH ER'S DEN (CR 6) waters leaked into a series of previously unknown caverns
that lay beneath. Initially, the architects thought to use the
About eight feet off the floor, a small wooden platform juts caverns to expand the cistern's holding capacity, and sent
from the sidewall of the passage, its unattached front end several teams of explorers to map the extensive passages
secured to ceiling hooks by three-foot lengths of chain. after building a reliable staircase to the lower levels. After
these teams failed to return, however, rumors of dark curses
Zahrah built this small platform for herself as a sort of spread through the remaining work crews, and efforts to
field camp. Atop the platform, she keeps a few blankets, a continue soon ceased. PCs who succeed at a DC 25 Knowledge
sealed stone canister with dried meat, and four waterskins (local) check may recall rumors ofthe failure, while success at
filled with slightly sulfuric water. a DC i5 Knowledge (engineering) check allows a PC to infer
Creature: Unless the PCs have encountered her much ofthe story from the cracks in the floor.
elsewhere in the tunnels, Zahrah lurks here. If she hears When officials finally abandoned the cistern project,
anyone coming, she prepares to ambush them. they ordered the stairwell in this chamber sealed. The
Lamashtan cultists reopened the stairwell when they began
ZAH RAH CR 6 setting up the compound for their slave trafficking, and the
XP 2,400 stairs descend some 20 feet before opening into area Bz.
hp 56 (see page 6) Creatures: Two gnoll brutes guard the cistern from
behind a small barricade erected between a pair of columns
Development: A successful DC 15 Perception check near the stairs. They keep a half-trained cockatrice in a
made while examining the platform reveals a loose nearby cage and release it as soon as they sense intruders,
stone in the wall adjacent to the pallet. It conceals a letting it rough up their opponents before they move out
small hollow containing some charcoal pencils, several from behind the barricade to attack.
sheets of parchment, a half-full bottle of ink, and some
needles wrapped with ink- stained thread. The sheets of G N OLL BRUTES (2) CR 4
parchment contain rough sketches of a woman, including XP i,200 each
measurements of her height and weight, all of which match hp 35 each (see page 7)
the description of Othine Dalanse. Zahrah was the person
tasked by the slavers with selecting the decoy corpse that COCKATRICE CR 3
Whispershade's agents pulled from the River Scorpius, XP 8oo
and used these documents to help her select a matching hp 27 (Pathfinder RPG Bestiary 48)
victim. For more information on Zahrah, see page 6.
Treasure: The cultists entrusted these gnolls with an
PART THREE: THE SLAVERS' ounce of stone salve in case they have any accidents with the
COMPOUND cockatrice or need to return important petrified intruders
After working their way through the qanat tunnels, the to flesh. One of the gnolls carries the vial on his person at
PCs eventually arrive at the ruins of a huge cistern, within all times. In addition, one of the gnolls carries a key to the
which lies the entrance to the slavers' compound. locked door in area Bz.

81. TH E ClSTERN CCR 7) 82. TH E WA1T1 N G PlTS

This dry, cavernous cistern is built from pale bricks and mortar. The stairs empty into a small chamber of partially worked natural
A forest of columns stretches over thirty feet upward and meets caverns lit by greasy torches mounted onto the walls. A barrier of
a complex series of arches that crisscrosses the ceiling. Scattered iron bars, adorned with a pair of heavy doors, blocks the passage
iron barrels burn brightly, giving off the stench of dried dung. At leading west. A long passage extends beyond the bars, occasionally
the far corner of the cistern, clumsily stacked piles of excavated interrupted by flowstone columns. Wedged between some of the
stone surround a coiled stairwell hewn into the bedrock. columns, wooden walls partition the passage into smaller sections.

This huge cistern now serves as the entrance to the The slavers operate on a tight schedule, and at the
Lamashtan cult's slave operations beneath Katapesh. moment they aren't expecting visitors. Since they have
Designed to hold fresh water tapped from both the River guards posted atop the stairs, they have left this chamber
BROll1:N CllAINS

unwatched. Still, the PCs must attempt to approach silently In the second box, Tinderwick keeps a log of cryptically
if they hope to avoid alerting the creatures in area B4. scribbled notes decipherable with a succes sful DC 18
The barred iron doors (hardness 10, hp 25, break DC 27) are Linguistics check. If the PCs triggered the strongbox's acid
locked (Disable Device DC 20 to unlock), and only the gnolls bomb trap, they must recover the journal before it is ruined
in area B1 and Fayaz in area B6 hold the keys. Even with a ifthey hope to read it. Each round the acid spreads, the DC
key, the PCs would need to make a successful DC 14 Disable of the Linguistics check to read the j ournal increases by 2,
Device check to open the door silently. Likewise, forcing the and i t is completely destroyed after 4 rounds.
doors open or taking similarly noisy actions immediately Development: Tinderwick's j ournal describes a
attracts the attention ofthe creatures in area B4. disturbing business arrangement, wherein he receives
extensive sums to secretly deliver slaves to a contact
83. TH E DOClLER'S ROOM (CR 7) known as Gnarlpaw (see area B10). What his contact does
to the slaves, he doesn't know... nor does he seem to care.
The dull glow of an oil lantern illuminates these cramped sleeping Eventually, Gnarlpaw returns the slaves, though almost all
quarters. Shoved into a corner is a desk covered with piles of come back mad and often violently self-destructive, babbling
notes, an alembic, and other strange alchemical tools. A small tales of ritualized torture and demon worship. To earn the
hammock hangs between the edge of the desk and a hook in rest of his money, Tinderwick must use his considerable
the wall, while an unusually large pallet lies on the floor beneath. alchemical and surgical skills to erase the slaves' memories.
Most disturbingly, it seems the sole reason his notes contain
A gnome slave-breaker named Tinderwick the Dociler so much detail is that Tinderwick delights in performing
and his minotaur bodyguard Grythopias share this room. these rehabilitations, which he refers to as "dociling." The
Tinderwick is a twisted enchanter tasked with performing journals are his attempt to document his experiments.
mental modifications to make maddened slaves docile A successful DC 25 Knowledge (local) check is enough for
before they're shipped to market. To achieve success, he uses a PC to recall a gnoll named Gnarlpaw the Black, a cleric of
a combination of spells, surgery, and sickly sweet words. Lamashtu often seen wandering around the Twilight Gate
Currently, both Tinderwick and Grythopias are working district. Gnarlpaw is quite easy to spot, as he is one of only
in the adjacent portion of the cavern (area B4), where most two black-furred gnolls in Katapesh.
of the slaves are held. However, any significant disturbance,
such as triggering the trap in this room, alerts the gnome and 84. TH E OUTER PENS CCR 7)
his bodyguard, who arrive the following round to investigate.
Traps: A PC who succeeds at a DC 15 Perception check This twisting cavern is divided by several flowstone columns.
while searching the desk uncovers a pair of small metal Four large rusted cages are haphazardly shoved against the
strongboxes, both locked. Tampering with or attempting passage walls.
to unlock a strongbox without the key triggers a trap.
This cavern serves as a sorting and holding area for
AC I D B O M B TRAPS (2) CR 5 slaves being readied for the auction block.
XP i,600 each Creatures: Each cages in this room contains a single
Type mechanical; Perception DC 20; Disable Device DC 25 human slave. Unless the PCs previously attracted his
EFFECTS attention, Tinderwick oversees operations within this room,
Trigger touch (tampering with the lock); Reset none; Bypass lock relying on his intimidating bodyguard to keep the more
Effect alchemical acid burst (2d4 acid damage plus 2d4 acid hard-edged slavers in line. Two human slavers scurry about
damage per round for 3 additional rounds, Reflex DC i8 for this room, inspecting the cages and dousing their occupants
half plus no additional acid damage); multiple targets (all with buckets ofwater to clean them up before sale.
targets in a 20-foot radius)
Ti N D E RW I C K T H E DOCI L E R CR 5
Treasure: The first box contains a black sapphire worth XP i,600
l , o o o gp, two potions of lesser restoration, two scrolls of locate Male gnome enchanter 6
object, and a small minotaur doll. The doll looks uncannily NE Small humanoid (gnome)
like Grythopias, but possesses no special properties. If I nit +6; Senses low-light vision; Perception +3
the acid bomb trap was triggered, the potions and scrolls DEFENSE
receive saving throws against the effect with a +J bonus. AC 17, touch i3, flat-footed 15 (+4 armor, +2 Dex, +i size; +4 dodge
The scrolls are destroyed if they take any damage, while vs. giants)
the potion bottles shatter if they take 4 or more points of hp 41 (6d6+i8)
acid damage. Fort +4, Ref +4, Will +6; +2 vs. illusions
OFFENSE Development: Each of these four cages holds a slave
Speed 20 ft. awaiting a trip to the auction block (use the farmer statistics
Melee mwk dagger +4 (1d3-1/19-20) from page 309 of the GameMastery Guide if necessary).
Ranged mwk light crossbow +7 (1d6/19-20) They're happy to provide the PCs answers to questions
Special Attacks +i on attack rolls against goblinoid and if set free. They do not know much of what goes on here
reptilian humanoids and are more than happy to simply leave, though all fear
Arcane School Spell- Like Abilities (CL 6th; concentration +9) contracting a strange affliction they call "the madness."
6/day-dazing touch If asked, the slaves describe "the madness" as an affliction
Enchanter Spells Prepared (CL 6th; concentration +9) seen in the slaves who are taken away by slavers and then
3 rd- deep s/umber (DC 17) , hold person ( DC 17) , seek returned to these cages. Oftentimes, the slavers bring
thoughts'PG ( DC 16), suggestion ( DC 17) pregnant slaves here so that Tinderwick can "rehabilitate"
2nd-doze monster ( DC 16), hypnotic pattern ( DC 16), mad them. The slaves add that the slavers attribute the delusions
hallucinationuM ( DC 16), share memoryuM ( DC 15), touch to the high doses of pesh used to subdue slaves.
of idiocy
1st-charm person ( DC 15), hypnotism ( DC 15), interrogationuM 85. MAl N PEN
( DC 14), magic missile, ray ofenfeeblement ( DC 14)
o (at will)- orcone mark, daze ( DC 14), detect poison, light Clay-plastered wooden partitions and iron bars block o ff this
Opposition Schools abjuration, conjuration cramped section of the cavern, forming some sort of holding pen.
TACTICS
Before Combat If he thinks he might be in any danger, This area serves as the main holding pen for slaves. Taken
Tinderwick uses his wand of mage armor on himself. from throughout the Inner Sea region, the slaves suffer
During Combat Tinderwick fights from afar and relies on his abuse and starvation before slavers clean them up and bring
spells and powers to soften up opponents for Grythopias. He them to the auction block above. They're half-starved and
attempts to charm strong-looking PCs to aid him in his fight. their spirits have been broken, but they remain unaware
Morale If reduced to fewer than 15 hit points, Tinderwick of the Lamashtan temple below and the grim, forbidden
attempts to flee, commanding Grythopias to cover his escape. rituals the slaves endure at the hands ofthe temple's cultists.
Base Statistics Without his wand, Tinderwick's statistics are Creatures: The pen currently holds seven women and
AC 13, touch 13, flat-footed 11. four men. Like the other slaves, they suffer from abuse and
STATISTICS starvation. All are recent arrivals and, if questioned, know
Str 8, Dex i4, Con 14, I nt 16, Wis 13, Cha 10 little of what goes on in the compound. Days ago, a large
Base Atk +3; C M B +i; CMD 13 black-furred gnoll burst in, grabbed one of the slaves, and
Feats Heighten Spell, Improved Initiative, Scribe Scroll, Skill dragged her off screaming. She has not returned to the cell,
Focus ( Heal), Spell Focus (enchantment) and the event has left everyone badly shaken.
Skills Appraise +i2, Craft (alchemy) +12, Heal +10, Linguistics +i2,
Perception +3, Spellcraft +12; Racial Modifiers +2 Perception 86. SLAVE BOSS (CR 7)
Languages Abyssal, Aklo, Common, Draconic, Elven, Giant, A huge rock column divides the partition designating this
Gnoll, Gnome, Goblin, Halfling, Sylvan, U ndercommon, room, accessible via a door on either side of the column.
SQ arcane bond (mwk dagger), enchanting smile Both are average wooden doors, locked from within.
Combat Gear potion ofblur, wand of hold person (8 charges), Anyone fiddling with the doors, including the locks, must
wand of mage armor (33 charges); Other Gear mwk dagger, make a successful opposed Stealth check to avoid alerting
mwk light crossbow with 10 bolts, cap of human guise'"G, the creatures in the adjacent room.
antitoxin, healer's kit (10 uses), spellbook (contains all
prepared spells plus all cantrips and three additional lSt This natural cave is lavishly decorated with golden lamps and
level spells of the GM's choice), surgeon's toolsu ' expensive tapestries, and carpets cover the cleanly swept stone
floor. A wide worktable sits toward the back of the room, on
G RYT H O P IAS CR 4 which are neatly set books, papers, and a brightly glazed clay
XP i,200 coffee urn with matching cups. Behind the worktable, several
Minotaur (Path.finder RPG Bestiary 206) thick throw pillows surround a small circular table holding a
hp 45 water pipe of copper and hand-blown glass.

SLAVE R TH U G s (2) CR 2 Creatures: This room serves as the office of Fayaz


XP 600 each Marresh, one of Katapesh's most hated slave bosses. This
hp 23 each (see page 7) thick, squat woman is just shy of30 years old and has coarse,
BROll1:N CllAINS

ruddy skin. She wears heavy eyeliner, and her hideous Treasure: A small lockbox contains six jaspers worth
grin exposes tobacco-blackened gums. Three bodyguards 100 gp each, a blue sapphire worth i,200 gp, and a small
accompany Fayaz at all times. As soon as the slavers hear a figurine the shape of a curled-up spider that functions as
noise at the door, they step into the shadows and ready their a stone ofalarm.
clubs, prepared to bludgeon the first creature to enter. Development: If the PCs subdue Fayaz, they may
attempt to interrogate her. Unfortunately, she has little
FAYAZ MARRESH CR 5 useful information to divulge beyond the layout of the
XP i,600 slave compound. Ultimately, while Fayaz is in charge of
Female human ranger 6 the cult's slaving operations, she is unaware that Gnarlpaw
NE Medium humanoid (human) and the other Lamashtans are manipulating her and her
l nit +8; Senses Perception +11 business to serve their dark agenda.
DEFENSE
AC i9, touch i4, flat-footed is (+5 armor, +4 Dex) 87. VI EWI N G AREA (CR 8)
hp 49 (6d10+12)
Fort +s, Ref +9, Will +4 This rocky cleft behind the pens forms a small viewing area.
OFFENSE Wedged into various corners are a few swollen wooden barrels.
Speed 30 ft.
Melee mwk heavy pick +8/+3 (1d6+i/x4) Treasure: Two of the four wooden barrels here hold
Ranged +i repeating heavy crossbow +11/+6 (1d10+i/19-20) water. The other two hold five pairs of manacles, six
Special Attacks favored enemy (halflings +2, humans +4) masterwork padlocks with matching keys, and four 20-
Ranger Spells Prepared (CL 3rd; concentration +s) foot lengths o f cold iron chain.
ist entangle ( DC i3), gravity bowPG
- Development: A PC who succeeds at a DC 15 Perception
TACTICS check while looking near the barrels also discovers an
Before Combat Fayaz casts gravity bow if she senses unusual string of stone plates with alien markings on them.
imminent danger. These plates belonged to a denizen of Leng who recently
During Com bat Fayaz initiates combat by flipping her table purchased some slaves here, and a PC who succeeds at a
over as a move action and drawing her crossbow. She sends DC 20 Linguistics check can determine that they served
her goons into melee and uses her hunter's bond ability as some kind ofbookkeeping device. The denizen of Leng
to confer on them her favored enemy bonus, then casts used the plates to count transactions, payments, and hold
entangle centered on the flowstone column to hinder foes orders for his customers, but accidentally left the tablets
leaving or entering the room from either exit. She stays behind when he went back to his native plane. Most of the
behind her desk and fires her crossbow at enemies, but if strange runes on these plates represent numbers, but some
drawn into melee, she drinks her potion of enlarge person represent locations in Varisia.
and takes to the fray with her heavy pick.
Morale Fayaz is loath to admit defeat and fights to the death. BS. HALLWAY CCR 4)
STATISTICS
Str 12, Dex i8, Con 10, I nt 8, Wis i4, Cha i3 Clay bricks line this long hallway. Toward the middle, the wall is
Base Atk +6; C M B +7; C M D 21 gouged out, creating a makeshift cave. A wooden door blocks
Feats Endurance, Exotic Weapon Proficiency (repeating heavy the end of the hallway. A sign nailed to the door reads "keep
crossbow), Improved Initiative, Precise Shot, Rapid Reload out" in the common tongue. Two more hollows along the west
(repeating heavy crossbow), Toughness wall seem to lead elsewhere within the caverns.
Skills Bluff +7, Intimidate +io, Perception +11, Spellcraft +8,
Stealth +12, Survival +11 The wooden door from this hallway to area Bio is barred
Languages Common from within with a simple wooden drop latch (Disable
SQ favored terrain (underground +2), hunter's bond Device DC 12; break DC 12) .
(companions), track +3, wild empathy +7 Creature: A lone slaver guards this hall, abating his
Combat Gear potion ofenlarge person; Other Gear +1 chain boredom by throwing knives into a plank propped
shirt, +1 repeating heavy crossbow, mwk heavy pick, mwk against the wall. When the PCs enter this area, anyone
manacles, signet ring worth 250 gp, 42 gp who succeeds at a DC 5 Perception check can hear the dull
thunk of the blade striking the wooden target.
SLAVE R TH U G s {3) CR 2 While the guard believes his job is to keep watch over
XP 600 each the more difficult slaves placed into isolation, he has
hp 23 each (see page 7) strict orders to alert Gnarlpaw of all visitors, conveniently
keeping the rest of the slavers out of the cultist's business. Creature: Within this chamber operates the powerful
If he spots intruders, he throws his knife at them, then gnoll cleric Gnarlpaw, who covertly serves the Lamashtan
rushes to the door to Gnarlpaw's room and knocks a frantic cult below. He acts as the temple's intermediary in all
warning before drawing his dire flail. matters, helping to ensure that slaves disappear when
needed from the holding pens and appear in the cultists'
G N OLL BRUTE CR 4 waiting hands.
XP i,200
hp 3S (see page 7) G NARL PAW THE B LAC K CR 7
Ranged dagger +6 (1d4+4/19-20) XP 3,200
Male gnoll cleric of Lamashtu 7
89. TH E 80X CE Medium humanoid (gnoll)
I nit +2; Senses darkvision 60 ft:.; Perception +3
Toward the back of this small alcove, there's a low, five-foot DEFENSE
square concrete cube sealed with a small iron door and held AC 20, touch i2, flat-footed i8 (+6 armor, +2 Dex, +2 natural)
fast by a drop bar. hp 47 (9d8+7)
Fort +8, Ref +4, Will +8
The slavers use this cramped and lightless chamber, OFFENSE
known simply as "the box," for punishing rebellious and Speed 20 ft:.
resistant slaves. The box's foot-thick concrete walls and Melee +i falchion +10/+s (2d4+s/18-20)
iron door make escaping from it near impossible. A steel Special Attacks channel negative energy 3/day ( DC i3, 4d6)
bolt holds the drop bar in place. Domain Spell- Like Abilities (CL 7th; concentration +10)
Creature: The box currently holds a single prisoner, a 6/day-strength surge (+3)
wild-looking Vudrani woman in her early twenties. She 6/day-copycat (7 rounds)
is half-starved and dressed in dirty rags, with manacles Cleric Spells Prepared (CL 7th; concentration +10)
binding her hands and feet. 4th - chaos hammer ( DC i7), confusion ( DC i7)
Initially terrified, the woman screams, kicks, and claws 3 rd-bestow curse ( DC i6), cure serious wounds,
at anyone coming near her. If calmed with a successful nondetection, waters of Lamashtu'swG
DC 2 s Diplomacy check, she scrambles forth, pleading for ind-augury, darkness, dread boltuM ( DC is), hold person
freedom. Introducing herself as Meena (female human ( DC is), invisibility0
expert 4), she claims she was taken from a trade ship off ist-command ( DC i4), doom ( DC i4), enlarge person ( DC i4),
the coast ofJalmeray several weeks ago. She speaks only a magic weapon, protection from good, summon monster I
little Common and can provide little information, for she o (at will) - bleed ( DC i3), detect magic, guidance, read magic
spent most ofher time locked in the pens. The box was an D Domain spell; Domains Strength, Trickery
added torture-a punishment for spitting at Tinderwick. TACTICS
If asked about the box, Meena conveys all she knows Before Combat If Gnarlpaw believes he will soon face combat,
and fears-the rumor among the slaves is that anyone he casts magic weapon on his falchion and drinks his potion
tossed into the box goes mad. While the rumor holds ofbarkskin. He then casts invisibility in order to get the
some truth, it's because Tinderwick handpicks most of the jump on foes.
box's candidates. Later, he and Gnarlpaw secretly remove During Com bat Gnarlpaw casts his 4th-level spells first to
the victims and transport them to the temple below to deal maximum damage, and he keeps his falchion ready for
participate in Lamashtan breeding rituals. melee attacks. He relies on magic to hinder foes while he
hacks through them with his blade.
810. G NARtPAW'S QUARTERS CCR 7) Morale Gnarlpaw fights to the death.
A curtain formed from several dozen strips of leather Base Statistics Without magic weapon or his potion ofbarkskin,
isolates this small vestibule. Gnarlpaw's statistics are AC i9 (touch i2, flat-footed i7);
Melee mwk falchion +10/+s (2d4+4/18-20).
Plank framework squares off several walls of this large STATISTICS
cavern, though most of the room still consists of natural Str i7, Dex i4, Con 11, I nt 8, Wis i6, Cha io
stone. A plain wooden conference table with six chairs sits Base Atk +6; C M B +9; CMD 21
in the center of the chamber. To the east, a brown curtain Feats Bloody AssaultAPG, Combat Casting, Power Attack, Skill
partitions this room from another. A pair of badly stained Focus ( Stealth), Vital Strike
tapestries woven with complex paisley and rosette motifs Skills Bluff +s, Linguistics +3, Spellcraft: +s, Stealth +9
hangs on the southwestern wall. Languages Abyssal, Gnoll
BROll1:N CllAINS

SQ aura A successful DC 18 Appraise check ofthe artifacts reveals


Combat Gear potion ofbarkskin; Other Gear +2 hide armor, mwk the majority of them to be well-made fakes. Gnarlpaw
falchion, phylactery offaithfulness, ivory ring worth 200 gp displays the artifacts in his museum to further his
reputation as a charlatan who makes his money scaring the
811. ABANDO N ED MONASTERY gullible and to divert attention from his cultish dealings.
The tapestry in the southwest corner of B10 conceals Two items, however, are authentic. The first is a geode split
a chimney connected to a qanat well shaft about 20 feet into two that, when opened, reveals within the carving of
above. Iron spikes hammered into the shaft walls ascend a monstrous, jackal-headed fetus (a relic worth 2,350 gp
all the way to street level, where it empties into a secret if sold to the right buyer). The second is an unsettlingly
room in an abandoned monastery in the Twilight Gate realistic glass eyeball with three pupils, worth 1,790 gp.
district. It was once used to house Lamashtan priests, but With a successful DC 25 Knowledge (religion) check, a PC
Gnarlpaw has converted the monastery into an oddities recognizes that both artifacts are associated with ancient
shop as a front for his organization's deviant activities. cults devoted to Lamashtu, though most common folk
While exploring the monastery goes beyond the would think the items simply creepy oddities.
scope of this adventure, interested GMs can find further
information about that location in Path.finder Campa(gn 813. TH E CAG ES (CR. 6)
Settin.1r Dark Markets, A Guide to Katapesh. When the cistern broke, its floodwaters carved these caves.
Rings of deposited sediment crust the walls, and older
812. AR.Tl FACT ROOM

Lining the walls of this cave, freestanding


wooden shelves hold a bizarre collection of
relics and gruesome oddities. A crumpled
pallet covered with thick cotton blankets lies
in the corner.

Gnarlpaw uses this room to store display


items for the monastery museum above. He
keeps the pallet for occasional naps.
With a successful DC 15 Perception check, a PC
uncovers some disturbing, incriminating items
under the work blankets: a cloak of black feathers, a
necklace of human hair adorned with knucklebones,
a sacrificial obsidian-bladed kukri, a small stone vial
containing 2 ounces of a black liquid (see the sidebar on
page 18) , and slivers of tanned flesh painted with scriptures.
A PC who succeeds at a DC 2 0 Knowledge (religion) check
identifies the scripture as Lamashtan prayers.
On the wall near the bed, a list of strange phrases is
scratched into the wall in Abyssal. The first three lines have
been crossed out, but are still decipherable. The phrases read,
"Thy Milk Be Sweet and Black / Blessed Be the Mother / The
Howls ofMadness Call / The Scars Are the Proof"
With a succes sful DC 20 Knowledge (religion) check,
a PC identifies the phrases as common Lamashtan
aphorisms. The Lamashtan cultists use these aphorisms as
passphrases; the last one on the list is the current phrase.
Treasure: The objects on the shelves of this room consist
of shrunken heads, grotesque statuettes and fetishes
depicting ancient gods, rune- etched demon bones, and
jars with deformed, tumor-riddled homunculi. Wooden
boxes beneath the shelves hold dirty work blankets, chains,
ropes, and similar items.
BLACK MlLK O F THE DEMON QUEEN NE Medium humanoid (human)
This substance looks like fresh white milk and always I nit +6; Senses Perception +i3
remains just below human body temperature. When DEFENSE
touched or placed in a container by a worshiper of AC i6, touch 9, flat-footed i6 (+7 armor, -1 Dex)
Lamashtu, the pure white color quickly turns black. One hp 42 (7 H D; 3d10+4d8+3)
ounce is equivalent to a dose of dark reaver powder (Core Fort +7, Ref +i, Will +8 (+i vs. fear)
Rulebook ss8); however, a victim that rolls a natural i while Defensive Abilities bravery +I
making the second saving throw also gains some sort OFFENSE
of non-beneficial bestial deformity (such as a snout, fur, Speed 30 ft.
or tusks) and takes 4 points of Charisma damage. The Melee mwk longsword +io/+s (1d8+2/19-20)
deformity and penalty can only be removed via amputation Inquisitor Spell- Like Abilities (CL 4th; concentration +7)
followed by regenerate, limited wish, miracle, or wish. A 6/day-copycat (4 rounds)
pregnant woman who drinks the milk miscarries in a At wi l l -detect alignment
matter of minutes. Black milk is detectable as evil, and can Inquisitor Spells Known (CL 4th; concentration +s)
only be produced by the Black Milk Mother (see area C13). ind (2/day)-castigate'PG ( DC is). undetectable alignment
1st (4/day)- cure light wounds, disguise seif, interrogationuM
( DC 14), magic weapon
flowstone columns mark decreases in the water level over o (at will)- brandAPG ( DC i3), detect magic, detect poison,
the years. Runoffhas further weathered the sides ofthe cave, light, read magic, sift
digging out several shallow hollows in its efforts to escape. Domain Trickery
Six large, rusted iron cages have been shoved into hollows TACTICS
and wedged into corners. Each holds a weary-looking slave. Before Combat If she has time, Othine casts undetectable
Creatures: Three slavers guard the cages in this area. Also alignment on herself before she feigns weakness and calls to
in their company is Othine Dalanse. Othine is surveying the PCs for help.
the prisoners while preparing for her next operation. For STATISTICS
her mission, Othine packed her sword and other gear in the Str is, Dex 8, Con 10, I nt i4, Wis i6, Cha i2
plain burlap sack currently carried by one ofher aides. She Base Atk +6; C M B +8 (+io trip); CMD 20 (22 vs. trip)
wears her 9lamered armor, and thus by all appearances she is Feats Back to Backuc, Combat Expertise, Deceitful, Defensive
dressed only in the plain clothes of a slave. Combat Training, Improved Initiative, Improved Trip,
Ifthe PCs have been stealthy and not alerted the cultists Judgment SurgeuM, Weapon Focus (longsword)
to their presence, allow them to attempt a DC i8 Perception Ski l l s Bluff +i6, Diplomacy +i2, Disguise +n, Knowledge
check to overhear Othine discussing the progress of "the (religion) +10, Perception +i3, Sense Motive +n, Spellcraft +io,
latest batch ofLamashtan chosen" with the slavers. Stealth +7, Survival +n
As soon as Othine spots the PCs, she suddenly bolts from Languages Abyssal, Common, Gnoll, Varisian
her gnoll allies, throws herself to the floor as if she'd just SQ armor training 1, cunning initiative, guileful loreu M +3.
wrested herself from their grasp, and grabs her sword as judgment 2/day, misdirectionu M (chaotic good), necessary
though she'd plucked it from the hand one of her captors. liesuM, solo tactics
A successful Sense Motive check opposed by Othine's Bluff Other Gear +I glamered breastplate, mwk longsword
attempt enables a PC to tell that not everything is as it seems,
but Othine carries on with her performance nonetheless, SLAVER TH U G S (2) CR 2
and attacks the nearest slaver while crying to the PCs for XP 600 each
help. The slavers, for their part, stare back dumbfounded hp 23 each (see page 7)
and fight Othine to the best oftheir abilities.
Development: Once the fight end s , Othine casts cure
G N OLL BRUTE CR 4 liJjht wounds on any injured PCs in an attempt to fo ol
XP i,200 them into thinking she is good. She does her best to
hp 3S (see page 7) convince the PCs she is still working on her mission,
either by pretending to be a double agent infiltrating
0TH I N E DALA N S E CR 6 the slavers or pretending to have been captured and
XP 2,400 enslaved. In either event, Othine quickly reveals to the
Female human fighter 3/inquisitor of Lamashtu (infiltrator) 4 PCs that the slaver ring is actually a front for a cult of
(Path.finder RPG Advanced Player's Guide 38, Path.finder RPG demon worshipers, who se temple lies deeper below the
Ultimate Magic 4S) compound. She tells them the truth with the s ole intent
BROll1:N CllAINS

ofleading them into the temple and into the clutche s of mile, it widens into a huge natural cavern that houses the
her cultish allies . Lamashtan temple.
The P C s might attempt Sense Motive checks t o see
through Othine's lies (if they were able to sneak up on C1. TH E COURTYARD (CR. 6)
her earlier), but at best they'll receive mere hunches that
suggest she's not telling the whole story, while divinations At the far end of this cavernous grotto, the dull glow of foul
to detect her alignment prove futile thanks to both her scented copper braziers illuminates the massive facade of an
undetectable al(gnment spell and misdirection class feature. impossibly twisted temple coarsely chiseled into the living
If the PCs side with Othine and agree to help her or rock. The temple resembles the face of a hideous three-eyed
request her aid, she quickly leads them to area B14; her jackal, flanked everywhere by pillars carved in the shape of
overall goal is to try to lead them into area C7. Regardless gruesome copulating monstrosities.
of how the PCs choose to enter the temple, as soon as any
of the cultists spot Othine with them, they immediately Creatures: The cultists released a pack of krenshars
change their tactics to match her ruse: one rushes to alert within this courtyard. They keep the creatures well fed
Ukrammak, while the remaining cultists fight defensively and have trained them to attack any trespassers.
for a few rounds, then pretend to flee.
KRE N S HARS (6) CR l
814. TH E FOR.GOTTEN CAVES (CR. 7) XP 400 each
Runes cover the walls of this hollow column, but the hp 13 each (Path.finder RPG Bestiary 2 174)
markings are merely simple prayers to Lamashtu written
in an older variant of Gnoll. Along the eastern section of Development: A guard posted in area
the column, a permanent illusory wall effect masks the C3 watches the courtyard from above.
hollow chamber within the rock. The secret chamber If she spots intruders, she calls down
connects to the Lamashtan temple via a steep sloping a warning to the Lamashtan priests
passage filled withjagged crystal formations (treat as in area C5, who go to the courtyard
dense rubble). The passage leads steadily downward to investigate. If the PCs avoid
for several hundred feet before terminating at a her gaze while going through
level tunnel that leads south toward area Ci. the courtyard (which requires
At the base of the slope the cultists planted a a successful DC 18 Stealth
patch of shriekers. If disturbed, these enormous check), they might be able to
purple fungi begin screeching loudly, alerting the enter the temple unnoticed
schirs farther down the tunnel to the presence of and dispose of her when
potential intruders. they reach area C3.
Creatures: Three schirs guard the tunnel at the
base of this chamber, which leads to the Lamashtan
temple. These goatlike demons were summoned
from the Abyss to serve this temple when it was
first founded, and they continue to serve its
current masters as well. The schirs are tasked with
guarding the tunnel leading from the slope in
area B14 to area Ci, and they perform their duty
admirably, attempting to slay any and all invaders
they don't recognize.

SCH I RS (3) CR 4
XP i,200 each
hp 37 each (Path.finder RPG Bestiary 3 74)

PART fOUR: THE DEMON'S


WOMB
Once the PCs deal with the schirs, they can
continue down the passage. After a quarter-
C2. GATE O F FANGS CCR 6) DEFENSE
AC i6, touch i3, flat-footed i3 (+3 armor, +3 Dex)
Basalt steps lead into the gaping mouth of the jackal facade. hp 27 (4d8+6)
Columns resembling huge fangs line the walkway on both Fort +4, Ref +6 (+i vs. traps), Will +s
sides. The stairs end in front of a huge iron portcullis. Defensive Abilities evasion
OFFENSE
Creatures: A yaenit demon known as Vasthuri guards Speed 30 ft.
the gate and is accompanied by a putrid little quasit grown Melee +i kukri +s (1d4+i/18-20), mwk kukri +s (1d4/18-20)
from the blood and flesh- scraps of mortal sacrifices. The Special Attacks channel negative energy 2/day ( DC 10, id6),
yaenit keeps his deformed pet, Gristerboils, leashed with a sneak attack +id6
long chain, and releases the thing before initiating combat Domain Spell- Like Abilities (CL 2nd; concentration +4)
ifhe notices the krenshars in area C1 acting up. s/day-vision of madness (+/- 1 )
s/day-copycat (2 rounds)
VAST H U RI CR 6 Cleric Spells Prepared (CL 2nd; concentration +4)
XP 2,400 ist- b a n e ( DC i3), detect good, lesser confusion ( DC i3), ray
Yaenit (see page 29) of sickening ( DC i3)
hp 73 o (at will)-b leed ( DC n ) , guidance, read magic, resistance

D Domain spell; Domains Madness, Trickery


G R I STERBOI LS CR 2 TACTICS
XP 6oo During Com bat The cultist uses a combination of spells,
Quasit (Pathfinder RPG Bestiary 66) divine powers, and guile to slink around the battlefield
hp 16 and get into tactical positions, striking with her kukris
against single opponents and channeling energy to
Development: Lifting the portcullis door requires a damage groups.
successful DC 35 Strength check. Three-inch steel spikes Morale The cultist fights to the death.
line the door's bottom and deal 4d6 points of damage to any STATISTICS
creature that happens to be underneath when it falls, possibly Str 10, Dex i6, Con i3, I nt i3, Wis i5, Cha 8
pinning the victim in the process. A locked iron box (hardness Base Atk +2; C M B +2; C M D is
8, hp 10, break DC 25, Disable Device DC 20) nearby conceals Feats Combat Expertise, Two-Weapon Fighting, Weapon
a crank winch that can be turned to open the portcullis. Finesse, Weapon Focus (kukri)
Vasthuri keeps a key to the box on a chain about his neck. Skills Acrobatics +9, Bluff +6, Disguise +4, Escape Artist +7,
Perception +9, Sense Motive +9, Spellcraft +8, Stealth +9
C3. TH E TH1RO EYE CCR 3) Languages Abyssal, Aklo, Common, Gnoll
Above the Gate o f Pangs sits a great stone eye that can be SQ aura, rogue talents (finesse rogue), trapfinding +i
reached b y scaling the facade with a successful DC i5 Climb Combat Gear smokesticks (2); Other Gear studded leather,
check. Over 10 feet wide, the eye was sculpted so its deep +l kukri, mwk ku kri

black pupil gazes over the entire courtyard. The pupil is


nothing more than a hollow portal connected to a gridiron C4. RECE1V1 N G AREA CCR 6)
balcony just inside the temple foyer, which temple guards
use as a watch-ledge. Individuals studying the pupil from This sparsely furnished chamber contains a single wooden
the courtyard can attempt a DC i8 Perception check to spot table that's covered in maps of various regions.
the shadowy form of a guard lurking within.
Creature: A lone guard watches the courtyard from the The cultists use this room as a staging area when
eye. If she hasn't already spotted the PCs and rushed to moving slaves in and out of the temple. The western door
the courtyard to investigate with her fellow cultists from is locked from the inside with a heavy wooden drop bar.
area C5, the PCs might be able to get the jump on her and Creatures: The receiving area is presided over by a
silence her before she causes trouble. hunched morlock gatekeeper called Ogtemt, a cultist
named Dajineles, and a pet howler. A former slave,
LAMAS HTAN C U LT I ST CR 3 Dajineles heard the call of Lamashtu after a gruesome
XP 8oo monstrosity known as the Black Milk Mother (see area
Human cleric of Lamashtu 2/rogue 2 C13) almost gnawed her face off. Terrible bite scars cover
CE Medium humanoid (human) her face, and she also looks several months pregnant. She
l nit +3; Senses Perception +9 and the morlock work busily around a large table covered
BROll1:N CllAINS

with maps. The howler is leashed up near the door, happily SQ expert climber
gnawing upon a meaty human thighbone. Other Gear studded leather, mwk heavy mace, 83 gp
Ifthe morlock hears a sound at the western door, he opens Development: The maps on the table are marked with
the sliding panel and asks for the pass phrase in Abyssal. He dozens of curious symbols and numbers. With a succes sful
opens the door for anyone who speaks the phrase "the scars DC 20 Linguistics check, a PC deciphers that the symbols
are the proof'' in the same tongue. (The passphrase changes represent locations where slaves are shipped, while the
monthly, and Gnarlpaw often has to write the phrase on the numbers represent how many were shipped to each
wall of area B12 to remind himself ofit.) location. A PC who succeeds at a DC 25 Linguistics check
If the PCs fail to state the passphrase, the gatekeeper or DC 20 Knowledge (religion) check notes symbols that
becomes suspicious and tries to stall them while his designate some locations as harboring Lamashtan cults.
partner alerts the other cultists in area C5. He continues to Tacked to the table, several crinkled sheets of parchment
hold the western door shut while the cultists exit through contain lists that correlate to the cults on the map along
area Cz and move in from behind the PCs to cut off their with names and descriptions of specific individuals. Most
escape. The cultists arrive in ld4+2 rounds. of these names are Andoren. Some of the descriptions
discuss Twilight Talon plans to infiltrate specific locations
HOWLER CR 3 and possible countermeasures the cult might take. Thus, it
XP 8oo can easily be deduced that the names on the list are likely
hp 37 (Pathfinder RPG Bestiary 2 159) those of the organization's field operatives. Ominously,
some of the names have already been crossed out.
LAMAS HTAN C U LT I ST CR 3
XP 8oo C5. FOYER CCR 6)
hp 27 (see page 20)
This broad foyer-carved from the surrounding bedrock-has
OGTEMT CR 4 high, arched ceilings and rounded wings. Two staircases on
XP i,200 the northern wall wind upward to a gridiron perch above, and
Male morlock fighter 2 (Pathfinder RPG Bestiary 209) corridors to the west, south, and east lead elsewhere.
CE Medium monstrous humanoid
I nit +8; Senses darkvision 60 fl . , scent; Perception +8 This central meeting room is where larger meetings or
DEFENSE gatherings are held; several cultists can usually be found
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +I natural) here. Matching staircases climb either side of the northern
hp 49 ( s H D; 3d10+2d10+22) wall, leading to the balcony behind the Third Eye (area C3).
Fort +8, Ref +9, Wi ll +4 (+i vs. fear) Creatures: Three cultists stand off to one side, engaged
Defensive Abilities bravery +i; Imm une disease, poison in a heated debate in Abyssal. Like most ofthe cultists, they
Weaknesses light blindness have feral appearances; filthy and unkempt, they've painted
OFFENSE their skin with splotches of ash and grease to resemble the
Speed 40 fl . , climb 30 fl. patterns of wild beasts and wear black-feathered cloaks.
Melee mwk heavy mace +IO (1d8+6), bite +4 (1d6+2) Their conversation ends as soon as they spot intruders.
Special Attacks leap attack, sneak attack +id6, swarming
TACTICS lAMAS HTAN C U LT I ST CR 3
During Com bat Ogtemt climbs up the walls and leaps about XP 8oo
to avoid his foes, using Cleave to strike multiple opponents hp 27 (see page 20)
at once when he comes within melee range.
Morale Ogtemt fights to the death. G N OLL C U LTI STS (2) CR 3
STATISTICS XP 800 each
Str 18, Dex 19, Con 19, I nt 7, Wis 12, Cha 8 Gnoll cleric of Lamashtu 3
Base Atk +5; C M B +9; C M D 23 CE Medium humanoid (gnoll)
Feats Blind-Fight, Cleave, Improved Initiative, Lightning l nit -1; Senses darkvision 60 fl . ; Perception +4
Reflexes, Power Attack DEFENSE
Skills Acrobatics +11 (+15 when jumping), Climb +27, AC 15, touch 9, flat-footed 15 (+5 armor, -1 Dex, +I natural)
Linguistics -1, Perception +8, Stealth +9 (+13 in caverns); hp 35 each (5d8+i3)
Racial Modifiers +8 Acrobatics (+i2 when jumping), +i6 Climb, Fort +8, Ref +o, Will +5
+4 Stealth in caverns OFFENSE
Languages Abyssal, Undercommon Speed 20 fl .
Melee mwk falchion +9 (2d4+6/18-20) suspended over a large, canine- shaped skull painted with
Special Attacks channel negative energy 3/day ( DC 11, 2d6) mystical symbols.
Domain Spell- Like Abilities (CL 3rd; concentration +5) A prayer in Abyssal, scribed sloppily with old blood
5/day-touch of chaos upon the flagstones, reads as follows:
5/day-touch of evil (1 round) Great is the dau.iJhter ofHeaven who tortures infants!
Cleric Spells Prepared (CL 3rd; concentration +5) Her hand is a net, her embrace is death.
2nd- align weapon (evil only)0, dis.figuring touch"M ( DC 15), She is cruel, ra.iJin.iJ, an.iJry, predatory.
dread bolt"M ( DC 14) She constantly howls like a demon-do.iJ.
l St-bane ( DC 13), detect good, murderous command"M ( DC 13), A successful DC 20 Perception check made while
protection from good0 searching the large statue at the southern end ofthis hallway
o (at wi l l)-guidance, resistance, sparkAPG ( DC 12), virtue reveals the hidden chamber within (area CS) , though it is
D Domain spell; Domains Chaos, Evil only accessible via the hallway on the other side.
STATISTICS Creatures: The hyena-headed statues are actually graven
Str 19, Dex 8, Con 15, I nt 8, Wis 15, Cha 10 guardians. They attack any unescorted non-Lamashtans
Base Atk +3; C M B +7; C M D 16 that wander through the processional.
Feats Combat Casting, Power Attack, Weapon Focus (falchion)
Skills Knowledge (religion) +3, Linguistics +3, Perception +4, G RAVE N G UARDIANS (2) CR 5
Spellcraft: +3 XP i,600 each
Languages Abyssal, Gnoll hp 53 each (Path.finder RPG Bestiary 3 140)
SQ aura Domains Evil and Madness
Other Gear +I hide armor, mwk falchion Favored Weapon falchion

C6. AWAKEN1 N G CHAMBER Development: If the PCs have been exploring the temple
with Othine thus far and haven't realized her treachery yet,
A short passage connects this small oval chamber to the adjacent she abruptly turns on them in this room, trying to corner
foyer. A shallow, coal-filled pit occupies the center. Blackened them in the southern end of the hallway while fighting
urns engraved with primitive runes line both sides of the pit. alongside the graven guardians.

The urns are filled with a powdery substance that a CS. TH E V01 CE O F LAMASHTU
successful DC 20 Craft (alchemy) check identifies as a A PC who succeeds at a DC 25 Perception check spots a
mixture of ground bone, salts, and pesh. The cultists strange pattern in the stonework along the northern wall
throw the substance upon the coals as part of a ritual to of the hallway connecting C10 and C17. Pressing an odd
encourage entheogenic nightmares and hallucinations, stone opens a secret door to a closet- sized room, which
for both themselves and their prisoners. further inspection reveals to be an alcove behind the
Treasure: An eversmokin.iJ bottle sits among the urns. statue ofLamashtu overlooking the hallway in area C7.
Cultists use it during rituals to fill the room with smoke. The room allows Ukrammak, the temple's high priestess,
to observe and speak to her congregation through the
C7. O EMO N1 C PROCESS10 NAL CCR 7) mouth of the statue of Lamashtu. Only Ukrammak uses
this room, and while others know of its existence, none
A trio of shallow alcoves lines each side of this wide, arched know its precise location. She often uses the room to
hallway. At the far end of the passage, overlooking everything, address slaves, initiates, and other individuals not of her
a huge, terrible statue of a pregnant, winged, jackal-headed immediate congregation.
woman perches upon a great stone dais. Development: On a small shelfin this alcove sits a recent
sermon, scrawled in Ukrammak's own handwriting. In
Within the first pair of alcoves stand stone pedestals addition to what seems like a standard sermon, it preaches
carved with water-filled fonts. Each font is filled with a message of conquest and domination that culminates
unholy waters of Lamashtu (Pathfinder Campai,gn Settin.iJ: with an event called "The Night of First Blood," in which
The Inner Sea World Guide 297) . Cultists dip their heads Ukrammak prophesies slaves throughout the world shall
in these waters before kneeling before the huge statue birth Lamashtu's minions.
at the end of the hall and offering prayers to Lamashtu,
the Mother of Monsters . Within the second set of alcoves C9. NARTH EX
are a matched pair of hyena-headed stone statues. Metal Huge, arched double doors separate a narthex from the
incense braziers hang in the third set of alcoves, each adjacent ritual room. The doors are unlocked.
BROll1:N CllAINS

Strips of cured human flesh scribed in ancient runes dangle from 2d4 points of Constitution damage). He then collap ses as
this chamber's walls. An oil-filled brazier in the northern corner a hideous half-gnoll infant claws its way out of his belly,
provides illumination and gives off the faint smell of burnt hair. exuding an aura of unadulterated and incurable evil.
The infant is sickly, however, so if the PCs have already
Treasure: Individuals searching the room who succeed dealt with the gnoll cultists in this room by the time it's
at a DC 12 Perception check uncover a small box beneath born, no one there can properly care for the infant. Unles s
the brazier containing eight flasks of oil, 20 tindertwigs, brought t o the Midwife i n area C12, i t quickly dies.
and 10 sunrods. With a successful DC 25 Perception check,
a PC notes something else in the brazier beneath the Cu . BRAN01 N G STALLS (CR 8)
burning oil: three black pearls worth 500 gp each.
More iron slave cages line the outer walls of this cavern. A row
C10. R1TUAL CHAMBERS (CR 7) of wooden stocks stand next to small pots filled with glowing
coals. A half-dozen slender brands and skewers dangle from
Crude murals cover these cavern walls, depicting gruesome and pegs hammered into the cavern walls.
bloody birthing rites-ritual scaring, bestial consumption of the
afterbirth, and other horrific acts. A huge fire pit surrounded by Here the cultists brand their pregnant slaves with
charred skulls takes up the center of the cavern floor. On either marks that denote them as beast carriers before sending
side of the pit stands an iron slave cage. Opposite the pit rests a them to area C10 to undergo their rituals.
blood-spattered altar, carved from a boulder with a water-filled Creatures: A yaenit demon and three human cultists work
hollow in its face. the branding stalls. They are quick to attack any intruders.

Within this cave the Lamashtans perform their YAE N IT CR 6


terrifying rituals to supernaturally impregnate slaves XP 2AOO
with monstrous offspring, conjuring an unholy sac low in hp 76 (see page 29)
the victim's abdomen-a ritual that allows both men and
women to be hosts for these gruesome rites. LAMAS HTAN C U LTI STS (3) CR 3
Creatures: A group of gnoll cultists congregates here, XP 800 each
preparing the chamber for an upcoming ritual. The two cages hp 27 each (see page 20)
in this room are also occupied, with one slave in each, and
these prisoners seem to be the focus ofthe gnolls' attentions. Development: Within each of the six cages huddles a
manacled prisoner dressed in rags. All have their heads
G N OLL Cu LTI STS (4) CR 3 covered with eyeless leather hoods and their mouths are
XP 800 each gagged. Furthermore, each slave bears ajagged scar acros s
hp 35 each (see page 21) h i s o r her belly and a Lamashtan brand o n the back of
his or her neck. The brand is identical to those found on
Development: One cage imprisons a woman in her Zahrah, Othine, and some of the cultists. Though not
early thirties. The cultists' rituals shattered her mind so obviously apparent, a successful DC 15 Heal check reveals
completely she cannot even remember her own name, let each of the slaves is pregnant; that some of the pregnant
alone convey any useful information to the PCs. slaves are male shows that the conception isn't natural.
The other cage binds an acolyte of Sarenrae (use the These captives have been completely broken by the
stats for an acolyte from page 304 of the GameMastery brutal, traumatic rituals. After suffering Tinderwick's
Guide if neces sary). The cultists were unable to break his "reconditioning treatments," these slaves not only accept
will, so they resorted to cutting off his tongue to keep their fate, but are brainwashed to embrace it. They believe
him silent. He is near full term, and the hideous creature that Lamashtu chose them through pain and ordeal for
inside his belly is swiftly killing him. If the PCs rescue her most sacred purpose. If freed, they refuse to cooperate,
him, he attempts to convey to them what the cultists do and if pres sured, they attack with tooth and nail while
to the slaves . He eagerly mimes for the PCs to provide screaming curses.
him with writing material, but failing that, he furiously
scrawls words onto the dusty floor. The PCs have id4+2 C12. B1RTH1 N G POOL CCR 9)
rounds to question him before his unnatural pregnancy
comes to a premature end (anyone giving birth to one of Dark crimson fluid fills a huge pit gouged into the floor of this
Lamashtu's monstrous babies in this way must succeed at high-ceilinged room. The viscous liquid bubbles slightly and
a DC 20 Fortitude save or take 5d6 points of damage and produces a faint light, but does not seem to emanate heat.
A mixture ofblood and birth-fluids fills the pit in this to stay out of range, and uses her oracle spells to further
chamber, which serves as a birthing pool and nursery for hinder and destroy enemies, launching dread bolts and
the temple's growing brood of monstrosities. The ceiling unleashing spiritual weapons to increase her firepower while
here is slightly higher than in the rest of the temples' trying to lure PCs into the birthing pool. She uses smite
rooms, which average 20 feet, allowing the enemy in this good against any particularly zealous foes, and only resorts
room to fly up to 30 feet in the air. to her natural weapons if disarmed.
Creature: A half-fiend jackalwere, known only as the Morale The Midwife relishes combat and fights to the death.
Midwife, watches over some of the temple's monstrous Base Statistics Without her potion and oil, the Midwife's
babies. When intruders arrive, she springs to her feet and statistics are AC 22, touch 13, flat-footed 19; Ref +10; Speed
shifts into hybrid form. The pups, for their part, do not 20 ft., fly 60 ft. (good); Melee +1 kukri +13/+8 (1d4+8/18-20);
pose the PCs a threat; they wallow in the shallow pit of Skills Acrobatics +8 (+4 when jumping).
unholy fluid as though it were a bath. STATISTICS
Str 24, Dex 23, Con 19, I nt 12, Wis 14, Cha 20
TH E M I DW I F E CR 8 Base Atk +6; C M B +i3; CMD 26
XP 41800 Feats Alertness, Dodge, Two-Weapon Fighting, Weapon
Female half-fiend jackalwere oracle 5 (Path.finder RPG Bestiary 3 154, Focus (kukri)
Path.finder RPG Advanced Player's Guide 42) Skills Acrobatics +8 (+i2 when jumping), Bluff +6, Fly +i4, Heal +8,
CE Medium outsider (native, shapechanger) Intimidate +10, Knowledge (religion) +9, Perception +i3,
l nit +6; Senses darkvision 60 ft., low-light vision, scent; Sense Motive +12, Spellcraft +9, Stealth +11, Survival +7;
Perception +i3 Racial Modifiers +2 Bluff, +2 Survival
DEFENSE Languages Abyssal, Common
AC 23, touch 14, flat-footed 19 (+7 armor, +2 Dex, +2 natural, SQ change shape (human, hybrid, and jackal; po(ymorph),
+1 dodge) jackal empathy, oracle's curse (wasting), revelations
hp 75 (8 H D; 3d10+5d8+32) (surprising charge l/day, war sight)
Fort +8, Ref +11, Will +7; +4 vs. disease Combat Gear oil of keen edge, potion of cure moderate wounds,
DR 5/cold iron, DR 5/magic; I m m une sickened, poison; Resist potion of haste; Other Gear +1 chainmaif, +i kukris (2)
acid 10, cold 10, electricity 10, fire 10; SR 19 SPECIAL A BILITIES
OFFENSE Change Shape (Su) This ability functions as a jackalwere's
Speed 40 ft., fly 60 ft. (good) standard change shape ability, except in jackal form the
Melee +1 kukri +i3/+i3/+8 (1d4+8/15-20), +i kukri +i3 Midwife functions as a dog with the fiendish template.
(1d4+4/18-20), bite +8 (1d6+3) or
2 bites +i3 (1d6+7), 2 claws +i3 (1d4+7) Hazard (CR 5): The pool of unholy fluids in this
Special Attacks sleep gaze ( DC 16), smite good (1/day), chamber is toxic to nonevil living creatures, as it is a mix
weapon intuition offetid blood, afterbirth, and the vile waters ofLamashtu. In
Spell- Like Abilities (CL 8th; concentration +io) addition to the effects of touching the waters ef Lamashtu,
3/day-darkness, poison ( DC 16) anyone who fails a DC 14 Fortitude save becomes sickened
l/day-desecrate, unho(y blight ( DC i6) for id4 rounds and takes id6 points of Intelligence and
Oracle Spells Known (CL 5th; concentration +io) Dexterity damage (see page 297 of The Inner Sea World
2nd (5/day)-dread bolt ( DC i7), fog cloud, inflict moderate Guide for more details). Any nonevil creature that comes
wounds ( DC 17), spiritual weapon in contact with the unholy pool must also succeed at a DC
lSt (8/day)-bane ( DC 16), command ( DC 16), divine favor, 14 Will save or have its alignment permanently shifted
enlarge person ( DC 16), inflict fight wounds ( DC 16), one step toward evil. The alignment- changing effect of
murderous commanduM ( DC 16) this pool manifests as a curse, but can only be removed
o (at will) -bleed ( DC 15), create water, detect magic, via break enchantment or stronger magic (treat the effect as
resistance, stabilize, virtue having a caster level of 9th for the purposes of dispelling
Mystery battle spells and effects). The pool itself cannot be dispelled, and
TACTICS its magic can only be removed by completely draining the
Before Combat If she has time, the Midwife imbibes her basin and disposing of the foul liquid.
potion of haste and applies her oil of keen edge to one of her
kukris (factored into her statistics). C13. BLACK MltK. MOTH ER CCR 7)
During Com bat The Midwife uses her sleep gaze to put as
many enemies to sleep as possible, then concentrates on This stark, unfinished chamber is lit only by four candles on the
taking out the still-conscious PCs with her kukris. She flies floor, placed at the far corners of the room.
BROll1:N CllAINS

Creature: Bound within this cave lurks a bloated, accursed DEFENSE


beast-thing with three rows of lactating breasts. Even the AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
Lamashtan cultists have forgotten the origins of this foul hp 105 (10d8+60)
creature, calling it the Black Milk Mother out ofreverence Fort +12, Ref +3, Will +5
and fear. Fed massive amounts of the waters qf Lamashtu by Weaknesses light sensitivity
the priests that tend to it, the Black Milk Mother became OFFENSE
severely deformed many years ago and began lactating black Speed 30 ft.
milk, an accursed substance the cultists require for their Melee bite +i5 (1d6+i3)
abhorrent birthing rituals (see the sidebar on page 18) . Space 10 ft.; Reach 10 ft.
Chained to the southernmost wall ofthis cave, the Black Special Attacks vile spawn
Milk Mother attacks and devours anything entering the TACTICS
room, including cultists. It is sensitive to light, making Before Combat The Black Milk Mother begins combat
it easier for the cultists to control. When they need to get chained the back wall. So long as it remains shackled, it
the creature's milk, they first blind the beast with sunrods, cannot move beyond 15 feet from the chain's anchor point
then hold it at bay with spears while the bravest of them on the southern wall, and must wait for opponents to come
collects its milk. within reach before striking.
During Com bat The foul creature furiously gnashes at
B LAC K M I LK MOTH E R CR 7 opponents with its powerful jaws, tugging wildly at its
XP 3,200 chains. Each round, the Black Milk Mother uses its move
Female advanced gnoll ogrekin (Path.finder RPG Bestiary 155, action to try to break free (Strength DC 35) and attack. If it
Path.finder RPG Bestiary 2 204) lasts 4 rounds while fighting the PCs, it suddenly begins
CE Large humanoid (giant, gnoll) convulsing. For the next 2 rounds, it fights defensively, and
I nit +o; Senses darkvision 60 ft., low-light vision; Perception +5 then gives birth to its vile spawn.
Morale The Black Milk Mother fights to the death. the last of her strength to summon Ankhazu's ghost at her
STATISTICS altar as a full-round action, instantly teleporting the ghost
Str 2 9 , Dex 10, Con 21, I nt 6, Wis 11, Cha 6 from area C18 and channeling it into her own body. The Bitch
Base Atk +7; C M B +i7; CMD 27 Queen of l,ooo Sorrows possesses Ukrammak's flesh with her
Feats Improved Natural Armor, Improved Natural Attack malevolence ability for the remainder of the fight, though the
(bite), Iron Will, Power Attack, Toughness possession ends as soon as Ukrammak loses consciousness.
Skills Perception +8, Survival +8 Ankhazu then continues the fight in her ghost form.
Languages Abyssal, Gnoll
SQ deformities (oversized maw, light sensitive) Treasure: Ukrammak has placed 12 statuettes on the
SPECIAL A BILITIES altar, each worth an average of225 gp.
Vile Spawn (Su) Once per month, the Black Milk Mother may, Development: Ukrammak has been searching for a
as a full-round action, give birth to its monstrous brood. way to regain her will, and seeks to destroy Ankhazu and
When it does so, a vile, watery, black fluid spews from its regain control of the temple. She recently uncovered a
body in a 10-foot radius, coating the ground as well as any statuette ofLamashtu from the corpse of one ofthe original
creatures or objects in the area. Any creature that comes in adventurers sent to explore the caverns beneath the cistern;
contact with the fluid must succeed at a DC 20 Fortitude upon further inspection, she discovered it was actually a
save or be nauseated for ld4 rounds. The following round, scroll case containing a scroll ef consecrate and an ancient
id3 advanced hyenas emerge from the creature's putrid note that reads, "Daithok, if I should fail, take this scroll
womb. The save DC is Constitution-based. and have a priest read it over the Bitch- Queen's ashes." The
note's instructions can be followed to destroy Ankhazu's
C14. PR1 ESTESS'S CHAMBERS CCR 7) ghost should the PCs recover her remains in area C18.

A waist-high shelf partitions a sleeping area from the rest of C15. CULTlSTS' CELLS
this room. A bottle and other items rest atop the shelf. To the These chambers are carved from the surrounding earth
west, an archway opens into a deep alcove. and are sparely furnished. Each cell contains only a
sleeping pallet with a dirty camel hair blanket, a few wall
On top of the shelf lie a set of divinatory rocks marked pegs, a clay water basin, and a chamber pot. Most contain
with runes, an obsidian kukri, and a half-full bottle some scattered refuse, such as gnawed bones or broken
containing a potent mixture of wine and absinthe. The bottles pushed sloppily into the corners.
shelves hold clothing, a cloak ofblack feathers, and other
personal items. C16. OTHl N E'S ROOM
The alcove adjacent to this chamber serves as an unholy Furnished in a fashion similar to the other cells, this room
shrine. Its walls are covered in scribbles of the name serves as Othine Dalanse's personal quarters. On one of
"Ankhazu," and painted summoning symbols cover the the pegs hangs a set of keys, on another, a sloppily looped
floor. A tiered altar at the back of the alcove holds rows of cotton bandage heavily stained with blood.
statuettes carved from stone, bone, clay, and metal-all Scrawled across the walls in Othine's own blood
fetishes of various forms of Lamashtu. One of the tiers are dozens of hateful tirades, murderous threats, and
also holds a small basin of unholy water and several small violent fantasies all directed against Whispershade and
metal dishes containing various pastes and powders. various other important leaders of the Twilight Talons.
Creature: These chambers belong to Ukrammak, the The writings blame these individuals for manipulating
temple's current high priestess. While she once held personal freedom in the guise of saving it and for breaking
significant power, the priestess is now merely the puppet of her will. The writings extol the punishments of Lamashtu
the ghost of the temple's first ruling priestess-Ankhazu, and describe some sort of awakening or rebirth in which
Bitch- Queen of l , o o o Sorrows. Most of the time, the Othine's thoughts broke free from the shackles ofhumanity.
priestess maintains control of her body; however, the ghost Treasure: With a successful DC 15 Perception check, a PC
has broken her mind and rules over her dreams and desires. uncovers a silver ring with the crest of Andoran beneath
some old blankets. The ring is inscribed with Othine
U KRAM MAK CR 7 Dalanse's name. A PC who succeeds at a DC 20 Knowledge
XP 3,200 (nobility) check identifies the jewelry as the Eagle's Ring,
Female gnoll cleric of Lamashtu 7 (use Gnarlpaw's statistics on one of the highest awards of merit bestowed upon an Eagle
page i6) Knight. It functions as a rin.!J of sustenance. If the PCs save
hp 47 Othine and restore her sanity (see Concluding the Adventure
Morale If dropped to fewer than 20 hit points, Ukrammak uses on page 28), she gifts her ring to them as a reward.
BROll1:N CllAINS

C17. HlOO EN TOMB DOOR CCR 7) she manifests to challenge them, damning her opponents
The metal statue at the end of the hallway connecting area and all their spawn to the wrath ofLamashtu.
C10 to C18 is a hideous rendition of a pregnant woman
with distinctly canine features and three rows of breasts. AN KHAZU CR 1 0
A PC who succeeds at a DC 2 0 Knowledge (religion) check XP 9,600
identifies the statue as another depiction ofLamashtu. Female ghost cleric of Lamashtu 9
The statue is in fact a secret door that blocks a passage CE Medium undead (augmented humanoid, human, incorporeal)
leading to Ankhazu's crypt. A successful DC 25 Perception I nit +6; Senses darkvision 60 fl:.; Perception +21
check reveals a hollow in the statue's swollen belly. The DEFENSE
interior can be accessed by sliding the belly upward to AC 16, touch 16, flat-footed 14 (+4 deflection, +2 Dex)
open it like a visor. hp 9 8 (9d8+54)
Creatures: Inside the hollow belly of this statue is a Fort +io, Ref +s, Wi ll +io
homunculus fashioned from a gruesomely mummified Defensive Abilities channel resistance +4, incorporeal,
gnoll fetus that wears a single key on a small chain around rejuvenation; I m m une undead traits
its neck. As soon the homunculus sees a living creature OFFENSE
approach it, it demands, "Have you brought me my Speed 30 fl:., fly 30 fl:. (perfect)
offering?" If questioned about the offering, it replies in a
perturbed tone, "The milk of my mother!"
If offered a draught of black milk, the homunculus
greedily consumes the substance, then pulls the key from
its neck, inserts it into a keyhole in the statue, and unlocks
the door. The statue slides backward, revealing the passage
behind it. If denied, the homunculus angrily slams the door
shut. The construct defends itself and the key to the death. )
HOMU NCULUS CR l
XP 400
hp 11 (Pathfinder RPG Bestiary 176)

Trap: If any creature other than the homunculus


attempts to insert the creature's key into the statue's
keyhole, the creature automatically triggers the trap.

L I G H T N I N G BOLT TRAP CR 7
XP 3,200
Type magic; Perception DC 28; Disable Device DC 28
EFFECTS
Trigger see above; Reset none
Effect spell effect (lightning bolt, 9d6 electricity damage, DC
i4 for half); multiple targets (all targets in a 120-fl:. line)

C18. CRYPT O F TH E PRl ESTESS CCR 10)

Three rectangular shallow pools divide this wide chamber. A


short flight of steps in the northern half of the room climbs to
a narrow alcove, atop which rests a sarcophagus sculpted from
black basalt. Carved from the surrounding stone, the entire
chamber is engraved with primitive runes.

Creature: Within this room dwells the mad and vengeful


spirit of the temple's founder, Ankhazu. She appears as a
deformed human with gnoll features, a hideously scarred
belly, and blackened wings. Should anyone enter her crypt,
Melee +1 ghost touch falchion +10/+5 (2d4+4/18-20) or Hazards: The liquid in the seemingly shallow pools is
corrupting touch +8 (10d6, Fort DC i8 half) actually a permanent ima.!Je that disguises io -foot-deep pits
Special Attacks channel negative energy 9/day ( DC 20, 5d6), fatal meant to injure would-be tomb robbers. Any creature that
fate ( DC i8), fearful touchAPG (7/day, -4), fury of the AbyssAPG tries to wade through the waters falls into one of the pits
(7/day, +4), malevolence ( DC i8), scythe of evil (4 rounds, i/day) (likely taking id6 points of falling damage in the proces s),
Cleric Spells Prepared (CL 9th; concentration +13) though beyond this the simple traps pose little danger.
5th-break enchantment, nightmare0 ( DC i9) Development: The stone sarcophagus atop the dais is
4th -chaos hammer ( DC i8), phantasmal killer0 ( DC i8), spell a fake, and holds only the mummified corpse of one of
immunity, unholy blight ( DC i8) Ankhazu's more unfortunate servants. Still, the servant's
3 rd-blindness/deafness ( DC i7), dispel magic, magic circle remains make a convincing priestess, for the corpse is
against good, rage0, waters of lamashtu'swG richly decorated with a golden death-mask cast in the
2nd-desecrate, dis.figuring touchuM ( DC i7), hold person ( DC i6), likeness of a snarling jackal, and her belly appears to be
shard of chaosuM ( DC i6), spiritual weapon, touch ofidiocy0 badly swollen.
ist-command ( DC i5), divine favor, entropic shield, lesser The priestess's real remains are sealed within in
confusion ( DC i5), protection from good, sanctuary ( DC is) an alabaster amphora hidden in a hollow beneath the
o (at will) -bleed ( DC 14), detect magic, read magic, sparkAPG sarcophagus. A successful DC 20 Perception check while
( DC i4) searching the sarcophagus is enough for a PC to detect the
D Domain spell; Domains Evil ( Demon subdomainAPG), hollow space. The sarcophagus weighs 500 pounds.
Madness ( Nightmare subdomainAPG) Treasure: Within the stone sarcophagus, the corpse's
STATISTICS swollen belly is stuffed with jagged malachite crystals
Str -, Dex i4, Con -, I nt 10, Wis i8, Cha i8 worth 800 gp in total, and the corpse's other ornaments
Base Atk +6; C M B +8; C M D 22 are worth 20 0 gp. Surrounding the sealed alabaster
Feats Combat Casting, Extra Channel, Improved Channel, amphora (itselfworth 250 gp), dozens ofvaluable artifacts
Improved Initiative, Toughness, Weapon Focus (falchion) lie atop a pile of coins, including a necklace of abalone
Skills Fly +i5, Knowledge (religion) +s, Linguistics +s, shell and turquoise depicting Lamashtu's face worth 225
Perception +21, Sense Motive +i3, Spellcraft +io, Stealth +15; gp, a crystalline goblet worth 75 gp, a small ebony box with
Racial Modifiers +8 Perception, +8 Stealth gold inlays worth i6o gp, a copper-and-leather bracelet
Languages Abyssal, Common, Gnoll with bone beads worth 35 gp, a piece of alexandrite worth
SQ aura i40 gp, an amethyst worth 70 gp, three blood pearls worth
Gear +I ghost touch falchion 65 gp each, and a yellow topaz worth 115 gp. The scattered
SPECIAL A BILITIES coins include 2 0 pp, 448 gp, 890 sp, and 800 cp. Magical
Fatal Fate (Su) Once per day, Ankhazu can lay a compulsive treasures in the room include a circlet of persuasion, an
curse upon the living, forcing them to take up her work or elixir of truth, two bottles of war paint of the terrible visa.!Je,
face a terrible end. Ankhazu can lay this curse by making and a potion of cure moderate wounds.
a touch attack, which forces the target to attempt a DC
i8 Will save; failure means being stunned for i round. CONCLUDING THE ADVENTURE
During this round, the target receives a flood of images Destroying Ankhazu's ghost breaks her influence over
suggesting a course of action-though it might remain the remaining cultists, while the discovery of the hidden
vague or require research into the ghost's history to temple and dissemination of its location finally heralds
discern an exact meaning. The target has 10 days to fulfill its destruction. Any surviving cultists attempt to flee with
Ankhazu's intentions. If the target does not fulfill the no hope of restoring their influence in the Twilight Gate
course of action suggested by the vision within this set district. Still, any work they've already accomplished is
period, it takes id4 points of Constitution drain per day. done. The confirmed presence of similar cults and slave
This effect can be overcome via the spell remove curse, operations throughout the Inner Sea has dire implications,
requiring a caster level check versus DC i8. The save DC and may lead to additional adventures.
is Charisma-based. ( This ghost special attack originally If the PCs managed to subdue and capture Othine
appeared on page 25 of Path.finder Campaign Setting: without killing her, there is hope her sanity can be
Classic Horrors Revisited.) restored. She eventually makes a full recovery, and returns
Rej uvenation (Su) The only way to permanently destroy to the Twilight Talons. Othine can become a valuable ally
Ankhazu is to cast a consecrate spell upon her mortal and source ofinformation to the PCs in the future.
remains (see Development, below) and then burn them. Likewise, the Twilight Talons are grateful to see
As long as her remains exist, her spirit restores itself in Othine's fate resolved (whatever the outcome) and reward
2d4 days. the PCs for their heroism.
BROll1:N CllAINS

APPENDIX 1: DEMON, YAENIT not the save was successful, an affected creature is immune
Patches offur cover the sickly flesh ef this ,gan,gly, muscular, to the same yaenit's hallucinatory aura for 24 hours. The
hyena-headed biped. Its swollen eyes blaze with madness. save DC is Charisma-based.

YAE N IT CR 6 Violent progenitors of Lamashtu's earthly broods,


XP 2,400 the yaenit demons' purpose is to protect Lamashtu's
CE Medium outsider (chaotic, demon, evil, extraplanar) priestesses and their unholy spawn. Yaenits rise from
l nit +2; Senses darkvision 60 ft., see invisibility; Perception +io the souls of evil mortals who in life were exceptionally
Aura hallucinatory aura (20 ft., DC 16) cruel bullies and tormentors of weaker companions,
DEFENSE associates, minions, and siblings. Their resemblance to
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) gnolls is no mere coincidence, as many yaenits take form
hp 76 (8d10+32) from the spirits of gnolls in the Abys s. Gnolls, for their
Fort +10, Ref +8, Wil l +5 part, revere yaenits as embodiments of Lamashtu's foul
DR 5/cold iron or good; I m m une electricity, poison; Resist will, and worship these demons as representatives ofboth
acid 10, cold 10, fire 10 the Mother of Monsters and her unholy designs for the
OFFENSE devoted gnoll followers who please her.
Speed 40 ft. Terrifying predators, yaenits' deceptively stooped and
Melee mwk falchion +i4/+9 (2d4+7/18-20), bite +8 (1d6+2) gangly physiques belie the 300 pounds of knotted and
Special Attacks break bones powerful muscle tied to their solid, black bones. The
Spell- Like Abilities (CL 8th; concentration +n) average yaenit is 6 -1/2 feet tall.
Constant- see invisibility
At wi l l-darkness, greater teleport (self plus 50 lbs. of
objects only)
3/day- hold person ( DC 16), vampiric touch
l/day-summon (level 3, l yaenit 40%)
STATISTICS
Str 20, Dex 14, Con 19, I nt 9, Wis 13, Cha 16
Base Atk +8; C M B +i3; CMD 25
Feats Cleave, Critical Focus, Iron Will, Power Attack
Skills Acrobatics +n (+i5 when jumping), Bluff +12, Climb +i4,
Intimidate +io, Knowledge (planes) +8, Perception +io,
Racial Modifiers +4 Acrobatics when jumping
Stealth +n;
Languages Abyssal, Celestial, Draconic, Gnoll; telepathy lOO ft.
ECOLOGY
Environment any (the Abyss)
Organization solitary, pack (2-5), or clan (6-12)
Treasure standard (mwk falchion, other treasure)
SPECIAL A BILITIES
Break Bones {Ex) Whenever a yaenit scores a critical hit
with its bite attack, its opponent must succeed at a DC 19
Fortitude save or have its base land speed reduced by 10
feet (to a minimum of 5 feet). This penalty remains until the
affected creature takes any amount of magical healing or is
healed with a successful DC 20 Heal check. The save DC is
Strength-based.
Hallucinatory Aura (Su) Any creature coming within 20 feet of
a yaenit must succeed at a DC 17 Will save or succumb to
the demon's foul, mind-warping magic. A creature affected
by a yaenit's hallucinatory aura takes a -2 penalty on Will
saves, caster level checks, Intelligence-based skill checks,
and Wisdom-based skill checks for as long as it remains
within the aura's range and ld4-1 rounds after leaving the
area of effect. This is a mind-affecting effect. Whether or
APPENDIX 2: GARDEN Of CHAINS and other run- of-the-mill NPCs work at or frequent the
The Garden of Chains is gaining a reputation as one of Garden of Chains, the most important personages for
the most hardened, gritty slave auction houses in the city the purposes of the adventure are likely the slavers and
of Katapesh. Located on the outskirts of Twilight Gate, guards: a mix of standard gnolls, gnoll brutes (see page 7) ,
it's run by a collective of both humans and gnolls, who and human slaver thugs (see page 7) . Suggestions are given
take orders from a bloated gnoll slave-merchant referred for some of the unique NPCs in this area, and others may
to as the Overseer. be designed and included at the GM's discretion.
The Garden of Chains takes its name from the ruins
upon which it was built-an abandoned water garden 01. Vt EWt N G PENS
that once served as a sacred place of contemplation and A stone semicircle surrounds the top layer. It was once
cleansing. The ruins mark the mouth to one of the city's intended to be a water- duct, but the slavers partitioned
most ambitious failures, an elaborate qanat system that it into a series of small pens in order to better display
earlier officials commissioned to help provide cheaper their slaves before auction. A curving walkway lines the
amenities to residents of the district. In the end, crucial perimeter, allowing prospective buyers to survey the pens.
design flaws caused a massive crack in the main cistern, Sold slaves are also brought here to await their new owners.
bringing the project to a halt. After construction ended, the Each of the seven pens houses id4 slaves, mostly
garden was abandoned, and like many of the buildings in humans and halflings. The slavers avoid placing more
Twilight Gate, the property fell into disrepair. than four slaves in a single cage for security reasons. A
The Garden of Chains consists of an elaborately mix of gnoll and human thugs guard the pens, never fewer
excavated pit with two distinct levels, forming a sort of than half a dozen. The pens are locked with masterwork
semicircular arena of slave pens that look over a sizable locks to which every guard possesses a set of keys. When
auction-block before which buyers gather in droves escorting slaves outside the pens, slavers fit them with
to place bids. While plenty of clerks, cooks, customers, wickedly painful choke collars .
BROll1:N CllAINS

Slaves who don't make a good show or display their Funds gained from the day's sales are transferred
value to potential buyers on the auction block are to the slavers' subterranean base each evening. At any
routinely whipped and abused in their pens by the slaver given time during the day, the accountants' lockboxes
guards . Those slaves who don't sell during their first collectively contain a total of several hundred gp-with
day (whether purchased while on the auction block or the total amount increasing over the course of the day
by a buyer looking into the viewing pens) must spend until the Garden of Chains closes at sundown.
the night here, and what additional punishments are
inflicted on them under the veil of darknes s is anyone's D4. AU CTl O N BLOCK
guess. Needless to say, most slaves try significantly harder When slaves go up for auction, slavers parade them across
to sell themselves the next day. This pattern continues this long platform to display them before the bidders .
for some time before the most insolent or worthles s Slaves must make a display o f their talents and worthiness
slaves are taken to the qanat under the Garden of Chains to buyers or risk torture later that night in their holding
to meet their wicked fate in the slavers' compound and cells. The block stands io feet above the floor of the
the temple of Lamashtu below. Garden of Chains, and is constantly guarded by at least
While most slaves in these holding pens are loath to talk two gnoll brutes and two human slaver thugs .
to would-be buyers, characters who reveal their abolitionist
ideals might garner a variety of reactions ranging from Ds. GARD EN FLOOR
pleas for help to taunts. Slaves who were transferred to the The floor of the Garden of Chains lies 20 feet below street
Garden of Chains from the qanat below are warned early level. During the day, scores of eager bidders cram the
on that speaking to anyone of the slavers' illicit smuggling area to bid on slaves as they go up for auction. The once
operations is punishable by unfathomable torture and elaborate mosaic floor lies in disrepair, its faded tiles
perhaps death, but a few might be willing to risk this fate cracked, chipped, and torn free. In the center stand four
ifit means gaining their immediate freedom. columns of weathered stone.

D2. OVERSEER'S BOOTH D6. BARKER'S STAND


Fat Aghurr (NE male gnoll rogue 4) , the overseer of the When auctioning slaves, the auction's barker Saiyd (NE male
Garden of Chains , operates from this room. Aghurr is human expert 4) stands on this rickety wooden platform,
a loathsome creature, a sadist who has no qualms about frantically calling and accepting bids from the crowd of
taking out his aggres sion on slaves and employees alike. buyers on the Garden of Chains' floor. Each time Saiyd
He's never without two human guards, who facilitate his accepts an offer, he screams, "Closed!" and hands the buyer
unsavory activities and protect him from disgruntled a stamped purchase slip, redeemable in area D J . Saiyd is a
underlings-any slaver who dares obj ect to her own coward, and a gnoll brute guards him at all times. Gruff and
mistreatment is usually clapped in irons and sold on the short-tempered, the gnoll angrily shoves the crowds to keep
block, if not killed outright by Aghurr's rage. The overseer them away from the platform, but if Saiyd is found alone
is almost as avaricious as he is cruel, and a suitable bribe and is cornered and threatened, he is quick to whimper and
to see the stocks of slaves "behind the counter" might begs for his life, telling interrogators anything they want,
inspire Fat Aghurr to take wealthy buyers (or cunning including how to access the abandoned qanat system below.
PCs pretending to be buyers) below the Garden of Chains
to see more ofhis living wares. D]. TH E TROU GH
On the western side of the Garden of Chains' floor, a basin
D3. EXCHAN G ER'S LOT connects to an oversized trough that once supplied the
Within this cramped room, lines of buyers crowd garden with water. Now empty, both structures sit covered
the desks of various accountants and ledger holders. with a layer of dust. The stone trough passes through a
Two humans slavers keep the room in order as the wide archway in the back wall of the Garden of Chains'
bookkeepers furiously scrawl notes and calculate with floor, disappearing beneath the city streets. The passage
clacking abacuses. Anyone who enters without a purchase eventually leads to area Di, a well shaft that drops into the
slip is rudely told to leave. Those with purchase slips may abandoned qanat the slavers use to secretly move slaves
enter, though the guards pat them down for weapons. into the city, though Di is not visible from D1. After the
Buyers must hold their slips in one hand and their coin auction block closes each night, slavers bring new stock
in the other. Accountants only accept gold up front. Once from their subterranean base to replace those sold that
a slave is paid for, the buyer receives his paperwork, and day, bringing only a few of the least valuable specimens
a slaver escorts him to the pens to pick up his purchase. through the city as a cover for their activities. Two gnoll
The slavers forcibly eject troublemakers. slavers keep watch over the passage at all times.
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