Monday, July 1, 2013

background

RIVERS RUN RED

The Stolen Lands are not a stagnant place. Even as the PCs

gain their first footholds in the unsettled region known

as the Greenbelt, plans beyond their borders and outside

their knowledge have already been set into motion. The

dangerous mad nymph-queen Nyrissa already considers

the Stolen Lands her own, and her response to the sudden

invasion of these lands ranges from subtle to blatant.

Fortunately for the PCs, her current interests lie closer to

home. The aid she grants to the bandit kingdom of Pitax in

destroying and subverting the adventurers and colonists

Restov sends into the southwest is swift and decisive. Yet

she does not ignore the insults that lie to the east, and as

the PCs push farther into the Greenbelt and establish a

fledgling kingdom of their own, they are destined to clash

with two groups sent by the nymph to keep the Greenbelt

free from meddling heroes.

The first group is a violent band of trolls led by a fearsome

troll named Hargulka. Even before Brevoy took an official

interest in the lands to the south, lone hunters, trappers, and

loggers made their presence felt in the forests of the Stolen

Lands. Worse, the land’s indigenous residents, including

kobolds, lizardfolk, and a handful of good-aligned (and thus

untrustworthy) fey were far too independent for Nyrissa’s

liking. She visited Hargulka in a dream, planting in his

mind ideas of territorial expansion and aggression and

tricking him into thinking he wanted to claim more power.

Hargulka and his crew have abandoned their original

single-cave den and moved into an abandoned dwarven

guard post in the southern Stolen Lands, using it as a base

to stage raids against the intelligent denizens of the area.

As this adventure progresses, Hargulka’s trolls and other

denizens of the southern Greenbelt grow increasingly

violent, attacking travelers and settlers and terrorizing

locals. By manipulating the trolls into destabilizing the

region, Nyrissa hopes to make the lands easier to claim

when the time comes.

Nyrissa’s second group was a large group of bandits who

had spent many months in the swamplands of Hooktongue

Slough, focusing their mayhem on a group of more civilized

bandits (allies of Pitax who rule a fortified domain called

Fort Drelev; see Pathfinder Adventure Path volume #34 for

details). These bandits, led by a ruthless ranger namedEirikk, made extensive use of trained and not-so-trained

(but mostly loyal) wild animals and monsters in their

frequent attacks on Fort Drelev’s holdings, a tactic made

possible in most part due to a gift Nyrissa gave Eirikk—a

ring of bestial friendship made from a lock of her hair (a

ring that, unknown to Eirikk, bore an unfortunate curse).

Like the Stag Lord before him, Eirikk considered Nyrissa

a “secret benefactor” and hoped someday to upgrade her

to “secret lover.” When she told him about a particularly

violent mated pair of gigantic owlbears dwelling in the

southern Narlmarches and about the up-and-coming new

nation of merchants to prey on that was expanding quickly

in the Greenbelt, Eirikk saw this as an excellent chance to

impress the nymph. If he could gain the allegiance of these

enormous owlbears and conquer this new kingdom, how

could his secret benefactor resist his charms? Certainly, the

prospect of switching his predation to a nascent kingdom

pleased him, as Fort Drelev’s defenses had grown ever more

skilled at repulsing his men and trained beasts.

And so Eirikk had a suit of barding made, sized for

an enormous owlbear, then led his men west into the

Narlmarches. He found the owlbear den with little

problem and, using the ring of bestial friendship, managed to

calm the beast and outfit it with the barding he’d brought

with him. But the ring was cursed—when the owlbear’s

mate returned, she sensed the enchantment and flew into a

frenzy. Eirikk and his men were forced to kill the owlbear’s

mate, which enabled the massive beast to throw off the

enchantment. In its savage wrath, it killed the bandits to a

man, Eirikk included. Yet while the plan ended poorly for

Eirikk, it had gone exactly as Nyrissa had planned—she

had never valued the bandit’s skills in the first place and

wanted only to incite the massive owlbear into a blood

rage. Furious and maddened at the loss of its mate and

the wounds it suffered, the enormous owlbear has flown

into a rampage, and the PCs’ new kingdom and capital city

lie right in its path. If these forces are not dealt with, the

rivers of the Stolen Lands will run red with the blood of

the latest doomed attempt to civilize them!

Adventure Summary

The PCs receive a shipment of funds, materials, and colonists

from Brevoy and beyond, along with instructions to build

a town and attract more pioneers to their nascent country.Having already explored the northern reaches of their new

domain, the PCs must now venture into the wilds to bring

the rule of law to the south. Wicked fey inhabiting a ruined

keep, undead haunting an ancient barrow mound, and others

must be defeated to make the region ever more secure. Along

the way, the PCs might also have the opportunity to ally

themselves with some of the region’s local residents, including

the dryad druid Tiressia, her satyr consort Falchos, and a

band of gnome explorers called the Narthropple Expedition.

In addition, the PCs will be called upon to mediate between

two rival factions in the area: a group of independent loggers

and the angry fey sorceress who opposes them. As they

explore, evidence that a group of trolls is stirring up trouble

in the region becomes apparent.

Meanwhile, the PCs must deal with events within their

burgeoning kingdom—a rabble rouser seeks to oust the

PCs from their positions of power, the secretive cult of

the hag goddess Gyronna has infiltrated the town, and a

werewolf is preying on the townsfolk. All of these events

build to the adventure’s twin climaxes: the sudden assault

on their capital city by an owlbear of unprecedented size

and the expansion of Hargulka’s trolls into the north.

Faced with danger on multiple fronts, the PCs must draw

upon all of their resources and bravery to become the

undisputed rulers of the Greenbelt.

Part One: Home Sweet Home

“Rivers Run Red” begins with the PCs receiving a new

charter from the city of Restov. It seems the swordlords are

pleased with the progress the PCs have made exploring the

region of the Stolen Lands known as the Greenbelt and are

even more pleased that they’ve defeated the Stag Lord and,

in so doing, effectively disrupted the organized banditry

operating out of the region. With these accomplishments,

the next step is obvious—colonization.

While the southern portion of the nation of Brevoy,

Rostland, could send its own official agents south to attempt

such colonization, such an act would cause unwanted

repercussions for the delicate political situation in Brevoy.

Rostland wants a safe southern border and an ally it can

count on to back it up if things go badly—but it doesn’t want

to antagonize its northern counterpart Issia by appearing to

make blatant land grabs to expand their power. The backroom

politics occurring in Restov as the swordlords attempt

to covertly increase their own power will continue to be

an element as the Kingmaker Adventure Path progresses.

Rostland will eventually be forced to cut official ties with the

projects it’s starting in the south when Issia begins to react

poorly to what northern Brevoy has begun to interpret as

an act of aggression. All of this increasingly puts the PCs in

charge of their own fates in their newly founded kingdom.For now, Rostland is supportive of the PCs’ colonization

of the Greenbelt but relatively hands-off. After issuing a

charter to the PCs granting them permission to establish

a colony in the area, as well as a shipment of gold, tools,

craftsmen, laborers, and colonists eager to make a new life

in a new kingdom (this amounts to 50 Build Points with

which the PCs can finance the start of their nation and first

city—see page 54 for rules on how to handle this aspect of the

campaign), Rostland and the swordlords do not have much

influence on the way the PCs develop their lands. And by the

time it becomes clear that Rostland should have maintained

a stronger presence, things will have progressed beyond the

point where it would still be feasible.

The kingdom- and city-building element of this

adventure and the four to follow during the course of the

Kingmaker Adventure Path add a highly unusual element

to the game, both in play and in pacing. As the kingdom

grows, the PCs’ responsibility to it increases. Not only

do they need to worry about gathering gear and strength

for their own adventures, they’ll need to take care of an

entire kingdom’s needs. This style of game play isn’t for

everyone—you know your players better than we do, and if

you’re worried that managing kingdoms and building cities

will bore your players (or worse, that it might just encourage

them to become hateful dictators who see the opportunity

to rule a nation as an opportunity to finance their own greed

and lust for power), consider running Kingmaker as a more

standard campaign. In this case, the evolution of the Stolen

Lands into a kingdom should happen in the background,

with NPCs taking on all of the leadership roles needed to

develop the kingdom. This adventure, and the four to follow,

will have “Kingdom in the Background” sidebars that you

can use to track the size of the growing kingdom and the

resources it provides for the PCs.

 

THE VARNHOLD VANISHING

In the age before Earthfall, the fortunes of Golarion were

forged by vast empires like Azlant and Thassilon. Yet other

empires existed in these ancient times as well—empires

ruled not by humans but by creatures of legend. The

cyclopes ruled many such empires, notably one in Garund

and another in northwestern Casmaron. Yet as with their

contemporaries, Earthfall brought an end to their rule.

And unlike Azlant or Thassilon, the cyclops empires have

been all but forgotten in the Age of Lost Omens.

Yet while the cyclopes may have been forgotten, they

have not vanished from the face of Golarion altogether.

Pockets of their kind exist today, although they possess but

a shadow of their former glory. Only in remote locations

does evidence of the ancient cyclops empires still exist,entrance to Vordakai’s tomb. These shamans saw that the

ancient cyclops tyrant did not rest easy in his grave, and

they foresaw a time when his wickedness and the pent-up

evil of the extinct cyclops empire might one day be released

by the unwary to plague the lands again.

Yet more recently, the Nomen Centaurs have faced less

exotic enemies and fears—Taldor’s expansion into the

Stolen Lands led to much warfare between the Nomen

and humanity and helped to maintain the Stolen Lands’

reputation for being inhospitable to civilization. Even as

the domain of Rostland was established, Taldan colonists

ripped through the centaur war herds to the south,

pushing them to the fringes of their former rangelands

and farther and farther from their guardianship and

traditional homeland. With the back of the centaur

resistance broken and driven into the hinterlands of

their new colony, the Taldan forces focused their efforts

elsewhere and the cairn stood once again unguarded and

largely forgotten.

So great were the effects of this war that much of the

tribe’s lore and identity were lost as well. The original

reason for their guardianship was forgotten within a few

generations and transformed into a territorial aggression

that extended around the eastern fringes of the human

lands. When Taldor finally abandoned the Stolen Lands,

the Nomen were hesitant to return to the Dunsward out

of shame and fear. By the time Choral the Conqueror

swept north through what would become the kingdom of

Brevoy in 4499 ar, the Nomen centaurs were marginalized

and largely forgotten, and the region of the cairn was a

remote wilderness area of little to no interest to the new

civilization of the area.

This status quo has remained over the intervening

years—until now, that is. When the swordlords of Restov

sent agents south into the Stolen Lands, a new colony—

Varnhold—was established at the edge of the old centaur

rangelands, and along with these settlers came an

ambitious treasure hunter named Willas Gundarson. Using

Varnhold as a base of operations and following an ancient

map copied from an even more ancient tablet recovered

from deep Casmaron, Willas hoped to find a previously

undiscovered hoard of ancient treasure. Unfortunately for

Willas, he mistranslated the ancient tablet—and what he had assumed was an indication of vast magical wealth was

actually a warning of vast magical danger.

Armed with his mistranslated lore, Willas ranged far

and wide while Varnhold was being established, operating

under the guise of scouting to determine the lay of the

land and identify any potential threats facing the f ledgling

colony. It was on one of these journeys that he discovered

the site of Vordakai’s Tomb and crossed the deep waters

of the Little Sellen on a folding boat. On the island, he

located wards designed to prevent intrusion and grasped

something of their dire nature. He was about to turn back

when he glimpsed a cache of treasure just a short way down

the corridor leading into the tomb. Greed forced aside

common sense, and he crept inside to investigate—but as

he did, he felt the ancient warding alarms go off. Pausing

only to snatch a single jade bracelet, he f led the tomb and

retreated back across the river.

Though all remained quiet as he watched from the far

shore, he knew he had triggered the guardian wards and

had a bad feeling about what he had done. He hurried

back to Varnhold with the bracelet and adjusted his

tale to say he had found it on the river bank, hoping to

hide his momentary lack of judgment. Unfortunately,

Willas’s fears were well founded, for the triggering

of the wards awoke Vordakai from his age of slumber.

Faced with a new world of wonder, the undead cyclops

began to send his minions (loyal cyclopes who had been

sealed in his crypt and now serve as undead thralls) out

into the world to explore and bring back word of how

the world had changed. Vordakai became particularly

obsessed with the audacious human who had freed

him, and upon noticing the theft of the jade bracelet,

set about tracking the thief back to the settlement of

Varnhold. Unleashing ancient cyclops magic, Vordakai

emptied the settlement of its inhabitants in a single

night of horror. Now, Vordakai studies the lore he has

learned from Varnhold’s vanishing and draws his plans

to establish a new empire. With his kin gone from the

region, the undead cyclops is confident that this time,

his will be a lasting rule.Adventure Summary

The player characters are contacted by an envoy from

Restov and apprised of the loss of contact with the colony

of Varnhold. The swordlords request that the PCs look into

the situation and salvage the colony if possible, believing

political revolutionaries may be involved. Traveling to

Varnhold, the PCs find the settlement empty of settlers

but eerily intact. Other than a few spriggan squatters

and assorted vermin, none of which accounts for the

disappearance of the settlement’s population, there are no

clues as to the fate of the colonists other than a single word

scribbled on a doorjamb—“Nomen.”

A bit of research in the village puts the PCs on the trail

of the Nomen centaur tribe of the eastern hills, probably

believing that the vanishing was the result of a centaur

raid prompted by the theft of a piece of centaur jewelry.

Traveling into Nomen-claimed lands, the PCs discover

many of the fauna—hostile and otherwise—that are

native to the area. During this time, they come under

magical surveillance by the lich Vordakai. They run afoul

of a small centaur war party and are ambushed by a soul

eater, a foul outsider summoned by Vordakai to stop them

from meddling in his affairs. This development suggests

that something other than a centaur raid is behind the

Varnhold vanishing.

Finally, the PCs make peaceful contact with the Nomen

tribe and learn the truth of Varnhold’s fate. Following the

directions given by the centaurs, the PCs find Vordakai’s

Island and must infiltrate past the ancient wards, traps,

and undead guardians in order to rescue the Varnhold

survivors from the clutches of the foul lich.

BLOOD FOR BLOOD

 

Over 40 years ago, when a cabal of Gyronna cultists known as

the Black Sisters were humiliated and forced to f lee Brevoy

because of its intolerant laws, they foretold the coming of

Armag the Twice-Born. According to their prophecy, the

Twice-Born would be a child formed from the spirit of

the original Armag, a barbarian warlord who terrorized

the northern plains during the Age of Destiny. However,

because prophecy was no longer a trustworthy source of

prognostication after the death of Aroden at the dawn of the

Age of Lost Omens, the foretelling of Armag the Twice-Born

took shape as little more than a wishful curse uttered against

the Black Sisters’ enemies. When no reborn barbarian warlord

rose to give f lesh and fury to their prediction, they did not

remain idle. The Sisters instead vowed to take an active hand

in seeing their prediction come true, and retreated into the

Stolen Lands where they abducted a baby from the Tiger

Lord barbarians. They raised this child in the ways of spite

and rage, and gave him the name Armag.

In this way, the mad Sisters convinced the child that

the spirit of the original Armag lay within him, and that

they would serve as his handmaidens to aid him in setting

his ancestral might free. By advising and strengthening

Armag, they planned to guide him to his rightful place

among the barbarian tribes, uniting them to fulfill their

own prophecy and strike back at Brevoy with an army of

barbarians eager to please their reincarnated warlord of

old. Armag soon embraced these goals as his own, aspiring

to lead the Tiger Lord barbarians. Empowered by the mad

touch of Gyronna’s faithful, he slew a Tiger Lord chieftainwould not be able to stand in combat. Drelev’s soldiers

proved an able match for Armag’s kin, and after three nights

of battle the Tiger Lords fell back, driven west toward the

bandit hold of Pitax. Not only did Armag see his destiny of

raiding Brevoy endangered, but suddenly he and his people

were on the defensive, losing land to this expansion! But as

he fell back deeper into the hills, he found a new ally from

an unexpected source—the realm of Pitax.

Lord Irovetti, the bandit king of Pitax, had already dealt

with an unwanted intrusion into his territory by the nation

of Brevoy, and when he heard rumors that other Brevic

agents were expanding south into more distant borderlands

and displacing some of the Tiger Lords (a culture Pitax had

often clashed with over borders), his righteous anger saw

opportunity. If his forces and the Tiger Lords could work

together, they could swiftly defeat these Brevic intruders.

And if events could be engineered so that the barbarians

were at the front of the battle, the bulk of the losses would

be from among their troops, further reducing opposition to

Pitax’s northward expansion.

And so Irovetti and his mercenary guards traveled

northeast to contact the Tiger Lords and establish a truce.

Working together, they descended upon Fort Drelev with

a fury and conquered the invaders in a single bloodless

wave—for as Hannis Drelev saw the combined forces of

Armag’s barbarians eager for revenge and Irovetti’s armies

readying their siege engines, he made a choice. Always a

realist, he saw immediate surrender as the only option to

save his life.

The jaded, craven nobleman sent three riders under a

f lag of truce to plead with Armag and Irovetti to spare his

region, proposing instead to ally with the bandits and to

turn control of Fort Drelev to them. His offer to provide

information about the holdings and defenses of his fellow

countrymen intrigued Irovetti but frustrated Armag, who

had hoped for bloodshed and violent revenge. To force

the loyalty—and obeisance—of Drelev’s men, and to help

appease the frustrated barbarians, Irovetti accepted the

surrender but only on the condition that Drelev’s settlers

hand over five of their daughters as hostages until Drelev

himself could prove his loyalty through servitude to Pitax.

Over the objections of his own men, Drelev did as

Irovetti requested, commanding his senior officers to givetheir eldest daughters to the barbarian warlord. However,

at least one captain—a Lord-Knight named Terrion

Numesti—refused. And despite Armag’s promises that

the girls would eventually be returned unharmed, Drelev

had to make an example of Numesti by throwing him in

jail and handing his daughter over to the barbarians as

well. Drelev justified this action to his people by assuring

everyone it would save their lives.

In truth, Drelev cares little for anyone or anything that

doesn’t advance his personal agenda. Jealous of the success

garnered by the neighboring kingdoms (particularly that

of the PCs), he believes an alliance with the Tiger Lords and

Pitax will finally give him the means to take over the entire

frontier, uniting all the buffer states under his control.

And with such a large nation under his command, he’ll

be able not only to strike back against the Tiger Lords and

Pitax, but perhaps even to expand his control further, back

into Brevoy. In an attempt to sweeten the alliance, Drelev

has returned several of the artifacts and treasures he and

his men looted from Tiger Lord burial tombs, something

that Armag quite appreciated.

When Armag returned to his people with these artifacts,

though, the Black Sisters recognized them as ancient relics

in the style of the barbarians of the original Armag’s time.

Here was the clue they had been seeking. Rightly assuming

the barrow mounds would hold even greater treasures that

could legitimize and spread their champion’s inf luence

over the barbarians, the Black Sisters advised the Twice-

Born chieftain to claim them as his own. For legends also

say a Kellid shaman laid Armag to rest within the same

hills along with his famous sword, Ovinrbaane, a weapon

blessed by Gorum to win any war.

Now, while Armag is distracted with attempts to delve

the tombs of his ancestors and Irovetti has returned to

Pitax to prepare for his next audacity (an attempt to lure the

PCs out of their kingdom so he can attack their homes in

secret—a treachery detailed in full in the next Kingmaker

adventure, “War of the River Kings”), Lord Drelev has

spent much of his time plotting and brooding. He hopes

the barbarian will meet a terrible fate in his people’stombs, but unknown to Drelev, Armag intends to convince

the barrow mound’s guardian to give him the ancient

weapon Ovinrbaane and Gorum’s blessing to fully raise

an undead army to serve him. If left unchecked, a mighty

champion of war will walk Golarion again, brushing aside

all opposition in the River Kingdoms and beyond.

Adventure Summary

“Blood for Blood” begins with the PCs having returned

home from solving the mystery of the Varnhold Vanishing.

Shortly after their arrival, they learn that new problems

have developed during their absence—there are rumors of

an army marching toward their nation!

The PCs race to the village of Tatzlford, where they help

defend the village from an attack by a small but earnest force

of bandits, barbarians, and several lumbering trolls after

being warned in advance by a troubled woman who has f led

from Fort Drelev to the west. Following the skirmish, she

pleads with the PCs to save her father and sister from peril.

From there, the PCs strike out into the swamplands of

the Slough to the west, exploring new lands and finding

opportunities to make new allies and eliminate long-term

threats to the region. Their initial goal, though, should

be infiltrating Fort Drelev, where they’ll have a chance

to confront the traitor Drelev with his crimes and rescue

the Fort’s beleaguered settlers. During this time, the PCs

learn where Armag’s tribe has been holding the daughters

of Drelev’s senior officers hostage.

Arriving at the ancient site, the PCs attack Armag’s

barbarian encampment and overcome the sinister

powers of the Black Sisters to free the girls. Then,

entering the tomb, they face deadly traps, ancient undead

horrors from a war-torn age, and the trials of the tomb’s

immortal, divine guardian. In the final chamber, the

PCs encounter Armag himself, armed with the ancient

sword of his namesake.

WAR OF THE RIVER KINGS

The River Kingdoms are f luid by nature, mirroring

the f low of the waterways from which their name is

taken. Kings and queens rise and fall like the changing

of seasons in this tumultuous region, but some of the

kingdoms found here have endured and prospered for

generations, cementing their place in the pecking order

of this confederacy of outlaws. Every new upstart dreams

not just of conquest but of legacy, and the wise know full

well that the greatest threat to security and legacy typically

comes not from established kingdoms but from upstarts

fighting for the last seat at the table.

Pitax is a River Kingdom of some pedigree, able to

trace its history back over three centuries. During those

centuries, it has been overrun on more than one occasion,

first by the Steel Phalanx of Numeria, then a generation

later by invaders from Mivon, and it was even split for half a

century by civil war between its leading families. Yet through

this all, Pitax has remained a hub for trade and a haven for

smugglers. But now it faces its most dangerous enemy yet,

an enemy from within—its own leader, Castruccio Irovetti,

who may be able to do through corruption and pride what

3 centuries of war and upheaval could not—who could well

bring Pitax to an end.

The man known today as Castruccio Irovetti was not

born unto that name. The bastard son of a crusading

Taldan knight and a Numerian noblewoman named

Cimany Bellander, Castruccio’s birth name was the even

more f lamboyant Mandalarucio. His father sent regular

deliveries of gold from the field of battle, so he and his

mother never wanted for wealth. Mandalarucio’s mother

doted on him, paying for dance, music, and language

lessons and parading him among the other nobles of

Hajoth Hakados as often as possible. Mother and son knew

little of hardship until the payments from Mandalarucio’s

father (a man he never met) ceased with his death at the

hands of the Worldwound’s demonic host.

His mother did her best to make ends meet, but they had

both grown used to extravagances, and within 2 months their

funds had given out. The cutthroat aristocracy of Hajoth

Hakados swiftly took action to reclaim the family estate,

and just like that the Bellanders were out on the street. After

suffering another 2 months of indignities, Mandalarucio

turned to crime, using magic to gain the confidence of rich

visitors and then robbing them, leaving behind victims tooembarrassed or shamed at being duped to pursue justice.

Eventually, though, Mandalarucio made a critical error by

attempting to con and rob a visiting member of the Technic

League. When the con went sour and the Technic League

sorcerer lost his hand to Mandalarucio’s blade, the young

man went into hiding to escape punishment. But the

Technic League didn’t need him to repay the blood debt.

Operating under the aegis of the Black Sovereign and the

slanderous whispers of local aristocrats, they quickly found

that the missing Bellander had a mother—they arrested

Cimany, and by the time Irovetti heard of her arrest, she’d

already been executed.

When he learned of this development, Mandalarucio

wasted no time. He stole into the inn the Technic League

agents were staying at and extracted his revenge in a single

night of red ruin. When the sun rose, the five Technic

League agents were dead and the delivery of rare Numerian

artifacts they had been entrusted with delivering to Starfall

had vanished. Hajoth Hakados’s government had its

suspicions, but the case was never solved, for Mandalarucio

had f led Numeria entirely, never to return.

The next 2 years of his life were spent lying low in the

River Kingdoms. He changed his name to Castruccio

Irovetti, combining the first and last names of his mother’s

favorite artists, and periodically sold off some of the

Numerian artifacts he’d stolen for funds, but overall kept a

low profile. It wasn’t until his wanderings took him to Pitax

that his fortunes finally changed. After hearing rumors

of strange treasures hidden in the forest called Thousand

Voices, Irovetti entered the mysterious woodland in search

of riches. It may have been his good looks and strong singing

voice that attracted the attention of the cruel mistress of

Thousand Voices, but more likely it was the intrusive stink

of the technological items he carried that caused the nymph

Nyrissa to take special note of this latest intruder. She sent

several of her minions against Irovetti to test him, but he

defeated them all with a combination of his magic, his wits,

and his Numerian devices.

Intrigued, Nyrissa realized that here was a perfect tool

to use to increase her inf luence over the encroaching tide

of civilization. She appeared before Irovetti, who in the

face of such power had little choice but to fall to his knees

in adoration. Nyrissa took Irovetti away for a month to her

strange and wondrous realm in the First World. There

she showed him great marvels and fearsome sights, and

on the eve she returned him to Pitax, she granted him her

and assumed the mantle of leadership.

But settlers soon arrived from Brevoy, spreading south

into Tiger Lord lands along the East Sellen River—a group

of soldiers and diplomats led by a Brevic nobleman, Baron

Hannis Drelev. These men not only established a fort on

the shore of Lake Hooktongue, but they also sought out

and looted several ancient tombs and burial sites sacred to

the Tiger Lords. The final insult came when Drelev’s men

tried to establish a peaceful alliance with the Tiger Lords.

Armag saw through their trickery and ordered his people to

attack, but he underestimated the enemy—he assumed that

a people who would open with weak attempts at friendshipfavor and became his muse, giving him a lock of her hair.

In return, she asked only that he perform one favor for

her in the world of mortals—recovering a sword called

Briar, lost long ago somewhere in the region. (For more

information on how Nyrissa lost Briar, what the sword

actually means to her, and why she can’t simply retrieve

it on her own, see “Sound of a Thousand Screams” in

Pathfinder Adventure Path #36.)

With Nyrissa’s favor granting Irovetti even greater skill,

he made his way to the city of Pitax. He reasoned that with a

kingdom at his command, the search for the missing sword

would be a trivial thing. Armed with his two remaining

Numerian artifacts, he had an idea how to become Pitax’s

newest ruler. One of these artifacts is a strange device

called a mindrender baton—a device that functions like a

rod of rulership. Irovetti began building his reputation in

the city by using the mindrender baton to aid in purchasing

several warehouses for scandalously low prices and

securing relationships and deals with several important

merchants and smugglers. Eventually, he invited two of

Pitax’s leaders, the brothers Lothaire and Berengar, to a

card game at one of his warehouses. Through the use of his

mindrender baton and magic (particularly modify memory),

Irovetti swindled the brothers out of their rule—the next

morning, neither had any memories of being duped, but

Irovetti owned a signed document legally handing over all

the possessions of the ruling family to him, including the

crown of Pitax.

At first, Irovetti used many of his new resources as king

of Pitax to search for Briar. But as the years wore on, his

memories of his time with Nyrissa began to pale against

the reality of the decadence and power that ruling a River

Kingdom brought. While her inf luence continued to

subtly inf luence Irovetti’s personality (and is in large part

responsible for his founding of Pitax’s Academy of Grand

Arts), her hold over his heart and lusts faded. So whenseveral of Irovetti’s agents came to him 6 years later with

the good news that Briar had been found, Irovetti did

something his fey patron could have never foreseen. He

had his agents murdered before they could spread the news,

then hid Briar away in a chamber deep under his palace.

Irovetti feared that upon returning the sword to Nyrissa,

she would cast him aside—he was not yet ready to lose the

power her favor granted him, and reasoned that he could

simply rule Pitax for another decade or so and keep Briar’s

recovery secret. Then, when he grew tired of life as a king,

he could announce to Nyrissa his “recent recovery” of Briar

and enjoy the reward for his service to the fey queen.

Yet Nyrissa has had little time to wonder why it has taken

Irovetti so long to find the sword, for as “War of the River

Kings” begins, the time for her to gather up the Stolen Lands

as a gift for her strange patrons in the First World draws

near. Through her manipulation of Irovetti, she hopes to

spur the headstrong King into attacking the PCs’ kingdom.

If the PCs don’t react in kind, she’s prepared to send one

of her agents to provoke them, but she hopes that Irovetti’s

unprovoked attack does the trick. She then has but to wait

for the human kingdoms that control the lands she wishes

to take to weaken each other—she hopes that after the war is

over, there’ll be little resistance remaining when she begins

her eldritch assault on the land.

Adventure Summary

Eager to appear friendly, King Irovetti invites the PCs

to take part in a grand tournament as a way to make the

first steps toward an alliance. Yet as the PCs enjoy the

tournament, Irovetti sends his troops around to strike

at the PCs’ kingdom from behind. When the treachery

becomes apparent, the PCs must escape back home and

organize their own army. Pitax attacks again and again—

war has come to the Stolen Lands, and the PCs must go on

the offensive if they hope to protect what they’ve built. How

the PCs attempt to win the war is up to them. They can

march their armies directly against Pitax, or they might

attempt to scout out the Glenebon Uplands to try to find

weaknesses they can exploit. In the end, Irovetti retreats

into his palace and the war develops into a siege—one the

PCs need to break by infiltrating the palace and tracking

down the dangerous overlord in his own home.

SOUND OF A 1,000 SCREAMS

The words on the preceding page were first spoken by

Hadkathos Vanshavilae, a priest of Pharasma, in his sermon

to a frightened mass in Ustalav’s city of Caliphas after the

onset of the Age of Lost Omens. Hadkathos taught that only

by leaving the future unforeseen and prophesy unspoken

can mortals truly shape their destinies, for only when the

future is unknown can hope and free will survive. Alas, his

church was not ready for his wisdom, and he was burned at

the stake only 2 weeks later for heresy. Yet his words held

a core of wisdom that the nymph queen Nyrissa could well

have learned from—that to look into the future and to see

one’s fate is a sure way to meet it. Nyrissa has long known

that heroes would come to her home and defeat her with

a sword forged from her own fractured spirit, and though

she has hoped that this vision—this prophecy—was but a

nightmare, it was not until the Age of Lost Omens brought

an end to the tyranny of prophecy that she began to feel

hope that her future was not writ in stone.

Yet she is taking no chances. In order to fully render this

vision of her own death impossible, she hopes to reclaim

the sword Briar, to mend her own shattered mind and

spirit, and to remove from existence the very weapon so

long ago foretold to herald her death. Yet in taking these

steps to destroy Briar, she may have empowered the very

heroes that could be her undoing.

Nyrissa has not always been a power in the First World,

but when she fell in love with one of the realm’s Eldest,

Count Ranalc, she forever changed her place in this reality.

Touched by Count Ranalc, Nyrissa grew in power rapidly,

yet this power also corrupted her, as power is wont to do.

She began to think of herself as the newest of the Eldest,

and worse, proclaimed this power to any who would listen,

beginning to build her own empire in the First World—a

realm she named Thousandbreaths. The other Eldest did

not react well to Nyrissa’s bold claims, and sent one of their

monstrous champions, the Tane known as the Jabberwock,

to slay her. Nyrissa escaped the monster, but in so doing

fell into the clutches of the Eldest. Their judgment was

swift—they tore from her mind and spirit her capacity to

love, coalesced these powerful and deadly emotions into

physical reality in the shape of a magical sword called Briar,

and then cast the sword into the Material Plane where the

nature of reality would hide Briar forever beyond Nyrissa’s

sight. Their punishment extended to their fellow Eldestas well, whom they suspected had used Nyrissa all along

as an experiment. Count Ranalc was sent into exile in the

Shadow Plane, eventually to meet his own humiliating fate

(see page 67).

The matter settled, the Eldest quickly moved on with

their own inscrutable agendas. Yet while they seemed

to forget about what they’d done to Nyrissa, the nymph

herself did not. As the ages wore on, she grew more and

more obsessed with her loss of love—or perhaps it was

the loss of love that caused her to grow more violent and

obsessed. In her early attempts to discover the location of

Briar, she received the visions and prophecies that would

come to haunt her so—that Briar would be returned to her,

but only as an instrument of her own death, wielded in

the hands of a mortal hero. Regardless, Nyrissa began the

long task of shaping Thousandbreaths and wearing down

the boundaries between it and the Material Plane, so that

someday the boundary between realities would crack and

the region known as the Stolen Lands would bloom with

life as it and Thousandbreaths merged. The War of the

River Kings was but one of the steps toward this goal—by

weakening the kingdoms that occupy the land she wishes

to claim, she weakens the opposition to her goal. Now

that both kingdoms are reeling in the aftermath of their

war, Nyrissa prepares to draw the Stolen Lands into her

realm and bottle it, an act that will leave a wasteland on

the Material Plane and give her the perfect gift or bribe to

repair the damage her reputation suffered with the Eldest.

That her acts will destroy a significant region on Golarion

is irrelevant to the loveless nymph—for in her obsession,

she fails to see that these acts may be the very thing that

drives the enemies from her vision to slay her.

Adventure Synopsis

This adventure begins after the War of the River Kings

has ended—the PCs, be they the war’s victors or losers,

are faced with the task of rebuilding their kingdom or

perhaps helping to rebuild Pitax. Yet soon after the war

is over, a new peril strikes the region as strange monsters

and violent bursts of rapid vegetation growth and bizarre

weather plagues the Stolen Lands. At the same time, the

PCs learn that one of the treasures discovered in Pitax’s

House is a nascent vorpal sword, a weapon of immense

power, and as the strange weather and blooms of life

and monstrous incursions increase, so does this sword’s

intelligence and power.The PCs soon learn that their kingdom faces an

invasion, but this time not from the physical world. Some

fell force from the legendary First World is attempting to

expand into this world, and when the PCs begin to fight

back against these verdant blooms, they discover that

it’s possible to step from this world into the First World

realm of Thousandbreaths. There, the PCs face powerful

new threats unlike anything they’ve seen before, and learn

that the dangers facing their kingdom are even greater

than they feared, for the fey ruler of Thousandbreaths is

about to absorb the Stolen Lands into a bauble for her own

purposes, an act that would scour clean the region and

leave behind nothing but a wasteland.

If the PCs hope to save their new kingdom from this

threat, they must combat the nymph queen Nyrissa both

by stopping the various blooms in their kingdom and

by traveling into Thousandbreaths itself to confront the

dangerously insane nymph.

Wednesday, September 12, 2012

Myth creation project

Joshua Partridge Mythology 9/12/12 In the begining there was nothing, nothing but blackness. There was no stars, no skies, and no life at all. Then out of the blackness came a blue sphere. It was small at first but then it began to grow; it grow so large the blackness couldn't hold it anymore. This so called Blue Sphere was the earth; but just like the blackness, the earth had nothing there as well. Over sometime many beutiful just started appearing. The seas covered the planet, land sprouted out, and creatures popped out and began to roam this world; one of which was man and woman. Out of all of the earth's offspring and creation, humans stood out. Humans had high intelligence which was the most prefect thing about them. One day the earth spoke to both the man and woman. " you, out of the things I have made you are the most perfect and the most loved by me. So I give two gifts". "What is the first gift?" the man said. The earth spoke and said "Oh I give you man power over me. Men shall rule the world and all creatures in it. only one so perfect shall rule." What is the second gift?" the woman said. The earth smiled and spoke again " Oh I give you woman the greatest power, the ability to reproduce. Women shall be able to give birth and cover me in perfect beings such as you." Soon The man and woman began to do just that. The man ruled over all and the women began to have children. Eventually the whole earth was covered with both men and women. The earth was so happy, the emotions of the earth could not be discribed. Everything was perfect but however nothing stays so good for ever. One warm summer morning, everything was peaceful until the earth heard a cry from one of the valleys on the earth. The earth looked to see what was wrong and saw a horrible sight. The earth gazed upon a village that was on fire and the bodies of men, women, and children laid there dead. Soon the earth opened it's eyes and saw terrible things like this were happening all across it. The earth was horrified and also confused. "How can it be that the creatures it said was perfect commit these sins." The earth said to it's self. It began to think and came to realize that humans are just like all the other creatures; flawed and imperfect. A few years later a ;little boy was alone in a field crying because his father had died. The boy screamed out "Why did this happen? If humans are so perfect how do these bad doing happen?" The earth heard this cry and answered the boy's question. "Oh Young one it does not matter what or who you are. Nothing and no one is truly perfect." Then the earth never spoke again.

Tuesday, April 27, 2010

B3

All the simple machine are alike and different. They are alike because they all use mechanical advantage. Also they all can change direction, speed, and force but they cannot change work. The thing that makes them different is their design. They all have many different shapes. The Wheel and Axle is a circular object with a center post. A pulley is a grooved wheel with a rope in the groove. A lever is straight object pivoting side to side on a fulcrum. The screw is a inclined plane wrapped around around a cylinder. The inclined plane is a flat piece at an angle. Finally the wedge is a double inclined plane that moves. In conclusion this is why the six different simple machines are similar and different.

Monday, April 26, 2010

D1

I believe that the most frequently used simple machine is the wheel and axle. You use this simple machine when you are riding bike down the street. It is used when you open the door and close the door. A doorknob is a wheel and axle. It is used when you drive a car down the street. The wheels are wheels and axles and also the steering wheel is a wheel and axle. In conclusion that is why I believe the wheel and axle is the most frequently used simple machine.

C1

If I was a simple machine I would be screw. This is because they come in so many types and sizes. I would like having a great variety of choices of what to look like and what to do. Every box of screws is a little different from the others. They come in different pitches and mechanical advantages. Also screws are different in what material they should be screwed into. Some get screwed into wood or sheet metal. Some get screwed into drywall or into dirt. In conclusion if I could be a simple machine I'd be a screw.

Tuesday, April 6, 2010

proicdure

1.] Find the force of each toy
2.]get on the floor and record the distance for three tirals
3.] use the stop watch to record the time for three tirals
4.] find the average of distance
5.] multply force by distance to get work
6.] fin average of time
7.] do work divided by time
8.] record data on a bar graph
9.] begin your report

prod hy list

Prodlem: Will the pick up truck will use more power.

Hypothesis: The Truck shall use more power do to it's mass

Matirals:
A toy truck
A toy train
a meter stick
something to record data
spring scale
stop watch