DESCRIPTION This large, bronze scarab glows brightly from within, thrumming rhythmically as if it were alive.
Unlike the fully charged motive capacitor it resembles, the light in a motive resistor comes from a malevolent energy eager to drink up any life it can. Affixing it to a living target requires a melee touch attack, at which point it immediately activates.
When activated the motive resistor immediately drives needles deep into the target creature, doing 1d6 points of piercing damage (that ignores damage reduction) and draining the creature’s life essence. Each round a motive resistor is affixed to a creature, the creature must make a DC 18 Fortitude save or gain 1 negative level and take 1 point of Constitution damage. Forcibly removing a motive resistor is a standard action that requires a DC 14 Strength check; failure on this check deals 2d6 damage to the creature it is affixed to.
For 24 hours after its curse has been activated, any creature handling the motive resistor must make a DC 14 Fortitude save every minute or gain 1 negative level.
Type magical; Perception DC 37; Disable Device DC 38 Trigger location; Reset automatic Effect spell effect (elemental magic missile; 1d4+1 acid, 1d4+1 cold, 1d4+1 electric, 1d4+1 fire, 1d4+1 force; 10% chance to become sickened [acid], fatigued [cold], confused [electric], lit on fire [fire], or deafened [force] for 1d6+2 rounds, DC 21 Fort negates); multiple targets (all targets within line of sight)
The 5 barrels of an automatic eviscerator drip an unknown, slimy orange substance. Originally designed to agitate alligotonium in engines, it quickly became known as the automatic eviscerator after tinkerers modified automatic agitators into weapons. The creator of the device added the additional effects to make it more entertaining when trespassers stumbled into the deadly trap and since then, both the Banlan Brotherhood and the Orders of Timeaus have been disabling these contraptions rather than destroying them. More often than not, an automatic eviscerator is re-purposed (likely at great physical cost) rather than built from scratch.
They are a common (and quite deadly) deterrent found in the sewers of Nyamo and the homes of the more powerful (and less friendly) mages there, but are ubiquitous in the Timeaus Production Yards. With the abundance of parts available there, any damaged automatic agitators are scrapped to be remade into accurate, dangerous automatic eviscerators.
These delicate pellets of alligotonium are encased in a fragile glass sphere, gently convulsing as if some unknown horror was trying to free itself. The globe is attached to a gyroscopic mechanism to prevent agitation from external sources.
The pieces of alligotonium are blown away after the glass sphere breaks. After the revenenant grenade makes impact it erupts in a violent gust of wind and metal fragments in a 20-ft. burst that deals deals 2d6 piercing damage (DC 23 Reflex for half) and bestows the revenants curse on all held items. When the affected items are used, roll on the misfortune table; held items also gain two effects from the table below. These effects stack if applicable and last until the item is broken or the curse is lifted.
History A successful Knowledge (engineering) or Knowledge (arcana) check identifies fragments of knowledge about the revenant grenade, determined by the DCs below: DC 15Forgers in Timeaus that were working with alligotonium received a horrible surprise when revenants first appeared from the metal. DC 20The subversive Banlan Brotherhood used this oddity to smuggle revenants into the factories of Nyamo. DC 25“The inner workings of this device never seems to make sense—things just happen in random, perfect chaos.” – unknown Banlan Brotherhood member
CONSTRUCTION Requirements Craft Wondrous Item, spiritual weapon, 2,600 gold worth of alligotonium; Cost 3,600
Keun-Tal wereshark (human form) CR 8 XP 4,800 Reanimate human natural wereshark fighter 8
CE Medium humanoid (reanimate, shapechanger) Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE AC 15, touch 15, flat-footed 11 (+4 Dex, +1 natural) hp 86 (8d10+36) Fort +6, Ref +5, Will +5 (+3 vs fear) Defensive Abilities bravery +3 Immune Construct traits
OFFENSE Speed 30 ft. Melee +1 ranseur of shocking +16/+11 (2d4 + 4 + 1 plus 1d6 electricity damage)
TACTICS Before Combat Keun-Tal retreats to the nearest body of water attempting to lure any combatants in after him before assuming his hybrid form. During Combat Keun-Tal utilizes Power Attack with Vital Stike and Spring Attack in order to keep a safe distance from enemy combatants and always moves towards the nearest body of water. Morale Keun-Tal flees to the nearest body of water once reduced to 40 hit points.
STATISTICS Str 18, Dex 18, Con —, Int 12, Wis 16, Cha 12 Base Atk +8/+3; CMB +12; CMD +27 Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur) Skills Bluff +3 , Climb +6 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +7 Languages Common, Aquan SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1
ECOLOGY Environment any oceans or coastlines Organization solitary, pair, or shiver (3-6) Treasure NPC gear (+1 ranseur of shocking)
DEFENSE AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural) hp 86 (8d10+36) Fort +6, Ref +5, Will +5 (+3 vs fear) Defensive Abilities bravery +3 ; DR 10/silver Immune Construct traits
OFFENSE Speed 30 ft. swim 30 ft. Melee +1 ranseur of shocking +17/+12 (2d4 + 5 + 1 plus 1d6 electricity damage) and bite +12 (1d8 + 5 plus curse of lycanthropy)
TACTICS Before Combat If encountered in a large body of water connected to an ocean Keun-Tal appears along with 1d4 sharks with a maximum combined rating of CR 8 (for example, four regular sharks of CR 2 or two great white sharks CR 4, or any combination thereof) During Combat Keun-Tal appears from the water, using Power Attack with Vital Strike and Spring Attack to deal damage before hiding beneath the waves once more. Morale Keun-Tal is compelled to fight to the death while in hybrid form
STATISTICS Str 20, Dex 18, Con —, Int 12, Wis 16, Cha 12 Base Atk +8/+3; CMB +13; CMD +28 Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur) Skills Bluff +3 , Climb +7 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +8 Languages Common, Aquan SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), innately fragile, just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1
ECOLOGY Environment any oceans or coastlines Organization solitary, pair, or shiver (3-6) Treasure NPC gear, (+1 ranseur of shocking)
SPECIAL ABILITIES Not Truly Alive (Ex) Reanimates have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). Instead of a Constitution bonus to hp, reanimates gain a static 20 bonus hp. Reanimates are also immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not Truly Dead (Su) Reanimates minds are fragments of their once living bodies, held together by magic. This grants them a +4 bonus on all saving throws against mind-effects. Innately Fragile (Ex) Reanimates cannot heal damage on their own, but can be repaired via exposure to certain effects. A mending spell cast on a reanimate heals 1d4 hp, but cannot repair a reanimate above half health. Cure spells function on a reanimate, but always heal the minimum amount. Reanimates can regain hp normally by spells such as make whole. They cannot benefit from fast healing or regeneration effects. Tireless (Ex) Reanimates are not subject to fatigue, exhaustion, or nonlethal damage. Just a Shell (Ex): Reanimates do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Once destroyed, they cannot be raised or resurrected, but they can be rebuilt by the same means that created them (this process is effectively the same as spells such as raise dead or resurrection, but requires specialized equipment not normally available outside Timean laboratories, worth at least 50,000 gp) Limited Physical Exception (Ex) Reanimates do not sleep, but they do need to eat and breathe, though in limited capacity—though they can partake to gain benefits from these activities. For instance, reanimates can sleep in order to regain spells, but it is not required to survive or stay in good health. Reanimates gain a +4 bonus on all checks and save to hold their breath or resist starvation, and require only half as much food as normal living creatures.
The notorious pirate Keun-Tal is well known for his uncanny ability to slip in and out of any port unnoticed, which ultimately led to his career in smuggling. The Banlan Brotherhood saw great potential in Keun-Tal, and hired him to smuggle various artifacts between the coastal cities along the Timean coast. During a routine run his crew betrayed him, detonating the cargo and destroying his ship. Eventually Keun-Tal washed up on shore where his deceased body was found by the Banlan Brotherhood and after various surgeries, he was returned to life, though strangely different than before. He was neither dead nor alive but something in between, a synthesis of machinery and body parts—some of which were not his own. The important thing was that he could still transform.
The ongoing smuggling operations conducted by the Banlan Brotherhood has left the Order of the Staff with an air of disdain. Weary of these brigands, the Order has hired the PCs—at a high price in apology for their duplicitous gift the week before—to lead an investigation into the secretive catacombs beneath the city and to uncover the Brotherhood’s plot. An unknown informant has divulged the location of a secret entrance near the wharf that leads the party into the catacombs beneath Pearl Way and Reed Road.
A narrow and winding staircase spans one hundred feet into the darkness, its stone steps slick with the growth of algae forces the PCs to make a DC 10 Dexterity check every 10 feet or slip and fall down the steps taking 1d6 points of damage for every 10 feet traversed this way. Colliding with another party member inflicts an additional 1d6 points of damage and immediately causes that character to slip and fall down the steps as well should they fail a DC 14 Reflex save. At the bottom of the staircase the party finds a deep tunnel leading into the sunken grotto, a massive underwater chamber with several caverns leading out into the open ocean.
This is quite possibly the route the Banlan Brotherhood has been using to smuggle into Nyamo. There is no source of air in the grotto, so the party needs to take appropriate measures if they wish to proceed. When the PCs venture into the grotto they attract the attention of Keun-Tal [Tomorrow’s Statblock Sunday -JK].
Keun-Tal stalks his quarry through the grotto while maintaining his distance to see what the PCs are up to. Eventually, the party comes across the revenant bomb, a volatile magical weapon devised by the Banlan Brotherhood to devastate the government’s supply of alligotonium. Due to the adventurers’ inexperience handling such a device and the revenant bomb’s instability, any attempts to otherwise handle or move it results in detonation. In addition to the device’s regular effects, the explosion results in an underwater shock wave that extends in a 80-ft. radius, making all living creatures confused for 1d4 rounds (DC 18 Will save negates).
After 1d4 rounds Keun-Tal accompanied by numerous sharks will charge in to attack the party, ultimately setting off the device.
DESRIPTION A small steel cube with an internal assembly of numerous black sapphires surrounding a sunstone at its core.
This explosive device is powered using captured hellion revenants and afflicts all inorganic materials and items within a 80-ft. radius with a single effect from the following table. In cases where an object exists as part of a living creature, such as a construct, the alternative effect is used instead. Effects on objects are permanent and can only be removed using a remove curse, limited wish, or wish spell. If a target successfully saves against an effect, they become immune to that item’s effect for 24 hours. When the device explodes it deals damage per the effects of a sunburst spell (CL 17th) and take 2d6 shrapnel damage (no save).
1-30 Item functions normally but radiates very strong magnetism drawing all metallic objects within a 50-ft. radius towards the object at a rate of 10 ft. per round. A DC 15 Strength check is required to separate objects attached to the affected item.
alt Afflicted creature acts irrationally attacking every target in sight. Additionally the creature radiates very strong magnetism drawing all metallic objects within a 50-ft. radius towards the creature at a rate of 10 ft. per round. Attacks made against the creature with metallic weapons deal an additional 1d6 points of damage, but require a DC 15 Strength check to pull away from the creature.
31-60 Item functions normally but effects of gravity on the item are abnormal causing it to sometimes float freely in the air and at other times come crashing down. Roll 1d6 to determine how many rounds an item floats for before falling to the ground, and then 1d20 to determine how many rounds until the item starts floating again. Items take falling damage as normal.
alt Afflicted creature acts irrationally attacking everyone in sight. Roll 1d6 to determine how many rounds the creature floats for before falling to the ground, and then 1d20 to determine how many rounds until the creature starts floating again. Creature takes falling damage as normal.
61-80 Item functions normally but radiates negative energy dealing 1d4 points of damage per round whenever it is held by a creature of good alignment.
alt Afflicted creature acts irrationally attacking every target in sight. Additionally the creature radiates negative energy dealing 1d4 points of damage to itself each round if of good alignment, and inflicts an additional 1d4 points of damage to a target of good alignment on any successful attack.
80 – 90 Item functions normally but radiates an annoying high pitched sound deafening all creatures within a 20-ft. radius. Concentration checks, Knowledge checks, and any check that requires mental focus receive a -4 penalty. Arcane spellcasters receive a -4 penalty to their spell failure chance and all creatures receive a -4 penalty to Reflex and Will saves.
alt Afflicted creature acts irrationally attacking everyone in sight. The creature radiates an annoying high pitched sound deafening all creatures within a 20-ft. radius including itself. Concentration checks, Knowledge checks, and any check that requires mental focus receive a -4 penalty. Arcane spellcasters receive a -4 penalty to their spell failure and all creatures receive a -4 penalty to Reflex and Will saves. Since the afflicted creature can not get away from the noise there is a 10 % chance each round that it goes insane (as per confusion).
91-99 Item functions at 200% normal capacity; all bonuses, durations, effects, and ranges from effects it produces are increased by 100% for 10d6 minutes before it explodes, dealing 8d4 force damage to everything in a 10-ft. radius (destroying the item; no save).
alt Afflicted creature acts irrationally attacking everyone in sight. The creature functions at 200% normal capacity, receiving a +4 circumstance bonus to all of its attributes for 10d6 minutes. At the end of this duration it explodes, dealing 8d4 force damage to everything in a 10-ft. radius (killing the afflicted creature; no save).
100 Item immediately explodes dealing 10d4 force damage to everything in a 10-ft. radius (no save).
alt Afflicted creature immediately explodes dealing 10d4 force damage to everything in a 10-ft. radius (no save).
CONSTRUCTION Requirements Craft Wondrous Item, soul bind per soul used, sunburst, permanencyCost 50,000 gp
The underground organizations of the port city own the sewers and the passages under the Nyamo Wall. Before it was constructed, Nyamo had an extensive sewer network and even a primitive processing plant. but it was built, the sewers were split into two separate systems and any connecting tunnels between the two sides were sealed off. The sewers on the visiting side were extending to beyond the city walls to facilitate the removal of sewage.
From the original thieves’ guild that operated in the sewers, two new organizations sprung forth. The first was the reformed Thieves’ Guild, and the second was the Smugglers’ Guild.
The two guilds worked together to create hidden passages between the two sides under the wall, while the Smugglers’ Guild built routes to the outside through the new tunnels. With the rise of undead sightings underground, Nyamo and the Order of the Staff reduced their presence underground. Today, they seldom ventures underground, only doing so for specific reasons, especially given that the undead often walk there (and when left alone seem to go away).
The Thieves’ Guild operates much like they did before the Nyamo Wall. Many of their illegal activities, from begging to heists, are controlled from the Timaeus side of the city, led by Jung (N Male human rogue 10). Operating from an undisclosed location underground, few know his true identity and fewer know his whereabouts.
The Thieves’ Guild uses a strict compartmental organizational system. Ground level operatives know their immediate supervisor and perhaps a small number of other operatives that they have to interact with, while supervisors only know a peer or two and their direct boss. When the need arises, members can identify one another using thieves’ tokens.
Most crime—as with everything else in Nyamo—is strictly controlled. The Thieves’ Guild is swift to punish those that operate illegally without its permission, as they ultimately work under the authority of the Order of the Staff. Revolution and chaos is bad for the mages of Timeaus, and bad for business for the guilds. To appease the government and maintain the illusion of law, the Thieves’ Guild occasionally offers up the perpetrators of unsanctioned illegal activities to the Order of the Staff for punishment.
The secret entrances to the tunnels under the Nyamo Wall to the other side are controlled by the Thieves’ Guild, guarded by hidden posts and traps. They work closely with the Smugglers’ Guild, regulating the healthy flow of goods and information.
Travel and information exchange between the two sides of the city became very limited when the Nyamo Wall was built, completely controlled by the mages of Timeaus. A market arose for foreign goods and information on the Timerian side, and the Smugglers’ Guild grew quickly, soon matching the power of the Thieves’ Guild as the thirst for news from afar grew. It is currently headed up by Ving (CN Male human bard 11), a famous entertainer in his own right; few are aware of his double identity. Ving uses his celebrity to rub elbows with Nyamo’s visiting elite, gathering information and making contacts he can use to supply the Timerians with the goods and rumors they seek.
The Smugglers’ Guild enforces its rules against unsanctioned crime even more vigorously. Too much crime brings unwanted attention, and as the Order of the Staff actively prosecutes smuggling into Nyamo, the Smugglers’ Guild tries to keep a low profile. The government is aware of the Smugglers’ Guild, but has been unable to infiltrate it—the mages of Timeaus are willing to let them operate in a limited fashion, as their presence reduces crime in the foreign section to practically nothing. This doesn’t stop the Order of the Staff regularly conducts interdiction operations against the Smugglers’ Guild to try to curtail the flow of information, however.
Neither of the guilds officially support the Banlan Brotherhood—openly supporting a rebel group would bring the wrath of the Order of the Staff down on them, and that would be bad for business. Lately though, the Banlan Brotherhood’s efforts to infiltrate the guilds have started to reap rewards. Several supervisors are now staffed by Banlan sympathizers; there are enough now in both guilds that they can easily move information back and forth.
The biggest coup, though, is that Ving’s right hand man, Sunyo (CG Male human aristocrat 8) is a Banlan Brotherhood agent. When the Banlan require the Smugglers’ Guild’s help, he arranges the schedule so that rebel operatives are manning key posts. If interaction with the Thieves’ Guild is required, he exerts the limited influence he has to great effect. Even if he can’t arrange their schedules directly, he often knows when agents will be in place, and can adjust his plans (and the plans of the Banlan Brotherhood) accordingly.
The Thieves’ Guild and Smugglers’ Guild of Nyamo are the sort of tool GMs can make use of in their own games; Ving can perform anywhere there is a rebellion brewing, and Jung’s controlled territories might not be sanctioned by the government, but just as fiercely supervised!