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Belzken Monk

Dreaming Psion's page

Pathfinder Adventure Path Subscriber. 1,066 posts (1,179 including aliases). No reviews. No lists. 1 wishlist. 18 aliases.


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Pathfinder Adventure Path Subscriber

There is the PF module "the Ruby Phoenix Tournament". There's also some PF scenarios you can adapt for home use.
"The Deepmarket Deception"
"Defenders of Nesting Swallow"
"The Edge of Heaven"
"The Haunting of Hinjai"
"Karma Reclaimed"
"Of Kirina and Kracken"
"On Hostile Waters"
"Red Harvest"
"The Lost Legacy"
"Tide of Harvest"
"Way of the Kirin"

Dungeon 89 (available as a PDF here on has a fairly interesting adventure for 3.0 called "Honor and Eta", it's set in Rokugan but you could convert it.

Pathfinder Adventure Path Subscriber

Hmm, if you threw in the nuckelavee, there's enough critters here you could run a whole adventure with these human toopped monstrosities.

Pathfinder Adventure Path Subscriber

Mostly likely
Seaweed siren (bestiary IV)

probably based on this little number:

Drakainia is another possibility, but not nearly as likely

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If it occurs often enough, then it goes beyond a purely personal problem and moves there also being a systemic issue. (Systemic here meaning, going beyond individual problems/user error and into something larger at work.) Imposing demands on people with limited time and/or opportunity will not make your argument convincing to get people to stop making their own.

Generally speaking, I find many of the options not very suitable for my tastes in a lot of the books. There's several pieces of stuff I like in each of the books, but finding them can be like finding the diamond in the rough. So I guess for me it's not so much the amount of total data there, it's the signal to noise ratio.

Then there's also the way the mechanics interact. There's the matter of reinventing the wheel, many of the archetypes and such have similar themes or even names. Another point is that the more options you have, the easier it is for some unseen interaction of those options to come along and "break" things. It's a bit of a pain to go back and revise something after the fact and/or suck it up and let it for the rest of the campaign.

Pathfinder Adventure Path Subscriber
Michael Talley 759 wrote:

I had a new player at my table wonder why I make NPC's (Aristocrats, Commoners, Experts and warriors) and some other NPC's react to non-standard races with fear, hatred or other assort-ly negative reactions on the first meetings.

I pointed out most common NPC's don't know knowledge everything.

PC= "Well they know a Zombie when they see one right?"
Me= "Technically yes, but they'd also think a Lich was a zombie, just one that strangely can talk"
PC= "That seems dumb."
me= "Not dumb, uneducated. Most commoners know what a dragon is."
PC= "See that proves my point they know good monsters from bad"
Me= "They know dragons, fly, breath dangerous stuff, eat cattle & humans
but they won't really know the difference between they types of dragons. It's called Everyman knowledge. We know generally how to change light bulbs, but not everyone knows how to fix the wiring inside a fixture."
PC= "...." back to game

So I was wondering for future advice for this player as I can see him getting upset having to prove to people that his Lizard Folk barbarian is not a monster in each new town (not to mention he is currently just bordering on an alignment change from CN to CE just because he uses dirty tactics and state it's fine as CN to kill if he get's 'made fun of' or kill several people if attacked by a lone enemy by sneak attack and the villagers help a human against the monster when he attacks them. )

Some of the descriptions given here (such as the disagreement on what actions a character can take and still remain in an alignment) makes it sound like there's something more than an issue of common knowledge here, like this is part of a greater clash of playstyles between you/your group and the new player. What other conversations has the group had regarding general game style and world expectations?

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Raynulf wrote:


Edit: To clarify, if you're doing a game with a medieval style society, i.e. prior to the industrial revolution, then Fighter. If you're doing a more contemporary post-industrial revolution setting, then that is when the aristocracy stepped back from the front lines.

Previously, the nobility were the career military and officers. Common folk often had mandatory militia training for when armies needed to be mustered, but were never career military - they were mustered during war time (and usually only during the summer) and sent home afterwards - typically in time for the harvest.

I'd personally go cavalier/samurai before fighter since the lack of skills makes the fighter harder to much other than a grunt or a peasant without multiclassing or choosing obscure archetypes.

Bard would be another acceptable substitute for aristocrat, given the right environment.

Pathfinder Adventure Path Subscriber

If the main object is to protect your buddies and goad the enemy into acting less wisely than they should, perhaps an alternative might be to focus a build that uses Intimidate to frighten an opponent, with some dips into cavalier (order of the cockatrice) and/or rogue (thug archetype) and taking feats like Cornugon Smash, Dazzling Display, Gory Finish, and such. True, you wouldn't get them to attack you, but making them run away would have much of the same effect.

Pathfinder Adventure Path Subscriber

669. Your local adventuring player characters have once again rendered the town into Chernobyl.
670. Adventuring player characters become your local adventuring player characters whom live next door. For results of what happens as a result, see 669.

Pathfinder Adventure Path Subscriber

54.getting audited by an IRS* Auditor Devil
*Infernal Revenue Service
55. The Random Wandering Murderhobo chart is killer.
56. Local Monster's Union calls for a strike and all your minions join in.
57. Some Random Mad Wizard has already laid a claim to the dungeon.
58. The inlaws are coming to visit.

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Pathfinder Adventure Path Subscriber

My guess would be because it's safer to make something a feat than a mechanic because there's less of a potential backlash (it may be perceived that a feat could be disregarded more easily than a mechanic) and because it's probably easier to balance a feat than an entirely new mechanic. You have to give up something in order to get to it.

3.X/PF is an exception-based system with an implicit methodology that you need a specific mechanical "token" of some kind in order to do something that's beyond the norm. Feats are one of the easiest such tokens to quantify outside of class, race, etc.. Part of the theoretical balancing of feats is feats chains, in making more desirable feats you must take less desirable in order to get the feats you want (for a possible example: see "Deceitful" above. It's part of the strategy in character building side of the game.

Pathfinder Adventure Path Subscriber

963. Darkmoon Vale has its own calendar marked by the amount of time since the last siege of Falcon's Hollow.

Pathfinder Adventure Path Subscriber

I'm finding a few details of the events a bit vague, so I think some clarification might be useful

MyPCsCommitSuicide wrote:

I currently run a homebrew campaign with 6 PCs, one of which is a paladin. The main goal of the campaign is to travel to the center of an area of magical corruption and try to put a stop to it. Nobody knows what causes the corruption, and it is spreading quickly.

In their endless quest to completely ignore the main plotline, they managed to go on a plane-hopping adventure.

Are you saying "in their endless quest..." in a tone of humorousness/lightheartedness or a mood of annoyance?

(I ask because it's hard to read tone on the internet)


The paladin stepped up.

The paladin entered the demon's tent, arms crossed and head full of "I'm so g!%$%!n good there's no way this demon can pull one over on me"-ness and asked what the demon wanted.

Did the player say something equivalent to "there's no way this demon can pull one over on me"?


The demon simply said he wanted to show the paladin something, and that all he required was that the paladin place his hands on the same table the demon was. The paladin obliged. The demon showed him a battle that would take place in the future and how to stop it. But that wasn't all he did.

Now the paladin sees "Holy" golden light on areas and people of interest, actually caused by the demon, whom the paladin allowed into his mind.

By allowing the demon into his mind, are you referring to when he put his hands on the table? Was it more explicitly stated that he was allowing the demon into his mind?

Pathfinder Adventure Path Subscriber

What about a Fighter with the Martial Master and Mutation Warrior archetypes (from the Ultimate Class Guide)? The former would allow you to rotate some feats, and the latter would let you have mutagen and eventually some related discoveries of your choice.

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Pathfinder Adventure Path Subscriber

Hellknights like to emulate hell mostly because they like its edginess.

Pathfinder Adventure Path Subscriber

Sounds like a bit of an anxious situation, due at least in part to out of game issues. What does your GM say about the situation?

Pathfinder Adventure Path Subscriber
Falxu wrote:

Good people pay for the now and get rewarded in the afterlife.
Evil people get rewarded now and pay for it in the afterlife.

Abraxas and Furcas would beg to differ. So would the various Good gods/celestial lords of joy and sensual fulfillment. Self-sacrifice of some degree or another is frequent tool to reach good, but it in and of itself is not necessarily good. An evil cultist may sacrifice her life, wealth, etc. for her evil cause; this does not make it Good.

Pathfinder Adventure Path Subscriber

Towns of the Inner Seas (Pathfinder Campaign Setting) has an updated version of Falcon's Hollow.

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the Swamp Thing effect: the character was actually killed, but his body was consumed by plantlife/scavengers, whom somehow created a new consciousness with his old memories.

Pathfinder Adventure Path Subscriber

Since this is in the Dungeon section, I'll emphasize Dungeon villains

Viktor Saint-Demaine is the quintessential champagne villain. All of his nasty tricks really suckerpunched my players in the trilogy of Dungeon adventures he appears in. Plus it was great hamming things up in his dialogues with the PCs.

The trio of hags from

Dungeon 137, "Man Forever". Gaslighting an entire community to bring down its retired adventurer ruler is pretty epic.

The bitter, old

Lady Auraluna Dromdal from Dungeon 128 "Shut-In"
, because of all the horror she brings about for such ho-hum reasons. She's the epitome of petty evil. It had one of the PCs almost give up his "no killing humans" vow.

Vecna and his cult. Such iconic imagery, yet so versatile. Plus secrets also lends itself to manipulation and intrigue.

Bargle. 'Nuff said.

Pathfinder Adventure Path Subscriber
Entryhazard wrote:

That doesn't really counter my point, as this is exactly how the Psychic with the Faith Discipline works

Actually, you have to to choose a deity to follow to get the faith discipline. Further, it is one's own faith, not the faith of a collective belief that might empower the clric as some nonanthroporphic philosophy or force. The psychic is about establishing faith through empowering of the intellect, rather than tapping into the wisdom of the ages. Prayers and holy symbol function as connections to the wellspring of divine or faith power the godless cleric draws from. With the faith psychic, it is purely from the mind.

(Since this is a discussion on "why magic works", I'm leaving aside practical issues like some games not wanting to use Occult Adventures and godless clerics being around for a much greater time than psychics with the faith discipline.)

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Clone blues: Only tissue sample on hand was from when the character was much younger.

Death/Rebirth: The character died and somehow reincarnated into a new form with his old memories but not old skills intact. (Samsaran perhaps? Finding some weird sensory crystal device that game her back her memories from her previous life? Pass-life regression hypnosis?)

An Act of the Gods: the character was thoroughly corrupt as a wizard, and either begged his god to be transformed into something new or the transformation was an affliction created by the gods to punish the character.

Parasitism: The character's brain or soul has been partially eaten away by an unusual form of parasite, thus undoing much of the character's wizardly skills.

Retraining gone wrong: a glitch happened in the system with whatever process you use to explain the retraining mechanic.

Pathfinder Adventure Path Subscriber

You may want to check out the Kingmaker Adventure Path and/or Ultimate Campaign for ideas on this.

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How about a faulty clone or a simulacrum that somehow gained full sentience and the ability to progress but at the cost of most of its XP levels?

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Haven't used it so much as source mined it for a homebrew steampunk world. I'm using the Darkmoon Vale and choice bits about the ancient Azlanti and Thassilonian societies like the shards of sin.

Pathfinder Adventure Path Subscriber

My players thought that the hall of inventions (forget the proper name of it, but the one with all the lumber yard equipment) was really horrific. So much that they burnt it to the ground even after the fey inside it were dispatched. So you may want to have a reaction ready from Thuldrin Kreed. I think that was how I roped them into doing Revenge of the Kobold King.

Also, the scenario is really helped if you've established or will establish the hostile politics between the fey and the lumber company. A Guide to Darkmoon Vale can be helpful with this. Other adventures that might serve as good sequels include the Dungeon module Wingclipper's Revenge (Issue 132) and Pathfinder Society Scenario #43 (the Pallid Plague).

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Could be a god of innovation or rediscovery no matter what the cost. Continued wayward expansion to always promote a pioneering/independent attitude. Trade can also promote ever-changing dynamics/change in culture as ideas and civilizations come into conflict with each other. Such a deity may also support the destruction of old traditions and other social mores in the name of restrictionless trade, social progress, or even a Social Darinian survival of the fittest.

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The only time I can think of a rogue being the BBEG of a module is basically one where he functioned as a spellcaster (as in, had a lot of scrolls and just burned through them like no tomorrow).

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I like the hypocrisy of druidic liches. Ones who have become so "attuned" to or protective of the natural world that they feel the need to transcend it.

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Baval wrote:
My group once had an encounter generator roll up a Lich Camel. We ran with it.

Which encounter generator was this? Please tell us!

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Fun fact: before the spell-like ability errata ruling out SLAs counting for preqs, the lowest CR lich that I could find was a barbazu/Bearded Devil. (greater teleport at 12th level, CR 5 base +2 template= CR 7). The lowest CR lich I can think of now is a kobold adept 11 (CR 9 base - 1 kobold +2 template = 10).

Pathfinder Adventure Path Subscriber

Follow up on the Dragon issue: Dragon 323 p. 92, one of the "Winning Races" articles, has one version that is a brutal/degenerate version and an enlightened, oracular version. Both are Medium sized.

Pathfinder Adventure Path Subscriber

You could do like how they countered the negative slime in Ghostbusters II and let them somehow counteract the negative emotions a haunt evokes with some display of positive emotions. (Example: blaring out upbeat music, hosing them down with slime charged with positive emotions, or using some kind of Charismatic Hero ability). For a more rules based approach, I think think that haunts-created effects are considered mind-affecting fear effects, so abilities that function against mind-affecting or fear effects can usually work against the direct effects of a haunt.

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There was a cyclops-like race back in the days of Dragon Magazine for 3.5. I don't recall what issue it was in though.

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As much flack as monks get, if you were interested in doing a greco-roman style wrestler you could certainly do worse than a Tetori.

Edit: A bard or other performance inclined character could work for Orpheus. You'll probably have to look around for one of the more esoteric sort of archetypes.

While not Greek heroes per se, you could go off the beaten path and make some kind of oracle like the Oracles of Delphi.

Pathfinder Adventure Path Subscriber
Zhangar wrote:

I can accept the vast majoriy of Great Old Ones and Outer Gods as Chaotic Evil - they aren't stupid. They know the "lesser races" are sapient people. Nyarlathotep especially.

And they still want to engage in xenocide against the rest of the multiverse.

Azathoth and Yog-Sothoth are rather incompatible with non-aberrant mortal life, but they aren't actively hostile.

Their compatriots are outright hostile, and view the "lesser races" as an infestation to feed upon and/or destroy.

There's a lot of overlap between the Great Old Ones and the Qlippoths.

I wonder if the Qlippoths were the Great Old Ones of their original reality.

This is why I'm reluctant to really call a lot of how the Lovecraftian stuff is commonly used as truly "alien", "indifferent", or "beyond morality". Stuff like hunger, exploitation, and xenophobia are pretty human (or at least terrestrial). And for creatures that are supposedly indifferent to humanity, these alien beings seem to truly have a perchance for eating us, extracting our brains, or just generally coming in and wrecking the joint.

A lot of the time it seems to me that supposedly alien beings are just another kind of Bug Eyed Monsters, albeit with a different motivation of eating you, driving you insane, etc. And the motivation can be largely academic in play.

I'll be waiting to see how Paizo plays this one out though. I hope they provide some foundation for ideas to make the aberrations act and think different from other threats.

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John J Lynch Jr wrote:

Sodden Lands / Eye of Abendego

Mwangi Expanse – gorilla king

The gorilla king already appears in the Serpent's Skull AP.

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Cairn wight zen archers, rapid fire arrows delivering 1 negative level per round, advanced template stacked with already good dex and modifiers for class levels. Possibly include a caster that could dispel wind walls, etc.

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If you don't mind converting from 2e, I would suggest the various "Children of the Night" Ravenloft books (The Created (Ghosts, Golems, Vampires, Werebeasts) as they are the closest equivalents I can think of that I have any familiarity with. Each book has 13 NPCs of the corresponding type and a short adventure featuring that NPC. Some of them are really short and could use some GM elaboration, but most of them have a fair amount of RP to them. You can get pdfs of most of them on rpgnow drivethrourpg or

Modules that I've ran that include a fair amount of RP include the espionage/sabotage heavy Tower of the Last Baron (LB 1, also has a sequel LB 2 but I don't recall that one has quite as much RP potential) and the high society investigation Gallery of Evil

An adventure path volume that strikes me as fairly RP heavy would be the Sixfold Trial (Council of Thieves), since you're enacting a (quite deadly) play.

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The War of the Skies adventure path! Aerial combats, dirigibles, gryphon riders, cloud castles, dwarven Sky Citadels, etc.

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Reading over the flying cloud castle last chapter of Giantslayer reminded me about the flying pyramids in the last chapter of Mummy's Mask. And then a great idea popped into my head, a game with flying pyramids vs. cloud castles!

It might be fun to put the Giant Cloud Castle at the end of Mummy's Mask or the flying pyramids at the end of Giantslayer, or maybe just a whole new game with an assumption that these things exist. Heck you could even throw in some resurgent dwarven Sky Citadels should you want to.

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Adapting the play from the Council of Thieves volume, the Sixfold Trial might work as a centerpiece for the event. You could have Ironbriar try to make sure the participants (and possibly the audience?) meet nasty ends as it plays out.

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159) A cleric of Sivanah has masked himself as one of the "priests" of Razmir. While pretending to teach his flock the ways of Razmir, he has actually been slipping in the teachings of Sivanah into his pupils lessons. So much that his apprentices (unknowingly) worship Sivanah enough that she is able to grant them divine spells.

The cleric's apparent success in creating "Razmiran" priests has made him a target of suspicion by the true Razmiran "priests". However, if Razmir objects to the cleric's actions, he has not deigned to interfere.

The cleric is for the moment conducting a grand experiment in how far misdirected faith can go in bringing divine energy into this world. His ultimate goals beyond that are unknown.

Pathfinder Adventure Path Subscriber

Have you looked at the Pact Magic Unbound stuff by Radiance House? Although there's probably some overlap with the Occult Adventures, there seems to be a lot of good stuff there. If you were a fan of the Binder from 3.5 Tome of Magic, I'd definitely recommend looking at this stuff.

It might be a neat gimmick to have your Occultist (Pact Magic Unbound Occultist, dunno about the one in Occult adventures), to make pacts with the spooks the other guys capture. (There's a bunch of spirits you can look at for ideas in the various Pact Magic Unbound books)

Anachronistic Adventurers (by Rogue Genius Games) has some generic hero classes that might also work. Each class (the tough, the daredevil ,the investigator, etc.) has his own specific thing he's good at with a list of recommended archetypes, but the classes are designed as such that any modern class is able to take any modern archetype. There's also a few subsystems in several of the PDfs (rules for making vehicles by templating pathfinder creatures, investigation, rules for SCIENCE! inventions, feats you can take for dodge bonuses in a less magical environment, etc.) The classes generally seem on the lower tiers power wise, but they were meant to be used with the Pathfinder RPG (as modern man sent back in time to a fantasy world, for example).

And Carrion Crown #1 (Haunting of Harrowstone) does indeed have a cache of ghostbusting items (and even a magical ouija board) in it. Excellent source inspiration too.

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A tiger/other exotic animals or mounts
Fancy clothes
False identification documents
Adamantine dagger (surprisingly good at cutting through doors, might be a bit expensive though)
Some of those weird holy symbols from ultimate equipment
a mirror
holy water
Smoke arrows
other special kinds of arrows
A house
Magnifying glass

Pathfinder Adventure Path Subscriber

Carrion Crown has the Haunting of Harrowstone. It starts in Ravengro, a fairly small backwoods town. The people there are not friendly at all (rampant paranoia of Ustalav), so take that into consideration. But if you need some horror hooks it might be worth a gander. The prison could make for an interesting site to plop down. Definitely a lot of nifty back story, etc. to it.

Giantslayer 1 (Battle of Bloodmarsh Hill) is there if you like orky things. Has a bit of unexpected subterfuge at the beginning too. May or may not work for you as it's basically a prelude to a war-type campaign. The adventure takes place in Trunau and the surrounding environs.

Some Dungeon adventures from a quick check of my pdfs:
#87 (Valley of the Snails, Hulvin (village), 3.0 D&D)
#91 (3.0 D&D)
Bogged Down
The Legend of Garlthulga
#96 (3.0 D&D)
"Hollow Threats", Fogly (hamlet), sidetrek adventure with a bunch of orcs riding around in a hollowed out dead dragon turtle
#124 (3.5 D&D)
The Whispering Cairn (first part of Age of Worms), Diamond Lake (it is a LITERAL small town by the classification, Diamond Lake also gets a town backdrop article)

You can peruse through here to find more first level adventures: Pathfinder Adventure Finder.

Pathfinder Adventure Path Subscriber

(said by one ghoul to the other) "Pass me another cold one!"

Pathfinder Adventure Path Subscriber

58. Have a wild/primal mage of sufficient power pretend to be the goblin god of cooperation and territory.

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57. Split them into groups of three. Allow two goblins to decide among themselves who gets to torture and kill the third, bound goblin.

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I'm seeing a bit of a contradiction here that puzzle me.
On the one hand, you want them to care about the world (and presumably, the NPCs)

H2Osw wrote:

one player who married Shalelu, who is now pregnant, and is having complications is seeking medical help,

But on this issue, you seem to be getting irate at someone seeking aid for an NPC they care about.

It seems like you've gotten at least one player to care about Shaelu. How might you take what you did to get the players' interest in that NPC and apply it to getting them more interested in the world?

Pathfinder Adventure Path Subscriber

They might also be threats (or at least nuisances) in indirect ways, like filching belongings or horses tied to the entrance of a dungeon. Creating large fires or other natural disasters the PCs have to deal with could be another possibility. They can also strike at friends and hirelings of the PCs (though don't use this one too ofter).

Sometimes it may be about timing. After the group has taken on a major opponent and just about been beaten to a pulp, they might come out like jackals and swarm the survivors not bleeding out or maybe just make off with the dead bodies.

Diseases, have them carry some horrible (supernatural?) plague or other affliction that doesn't have a DC based on the creature, preferably fast-acting. Might be worse if they can quickly create spawn among normal commoners, then you have something approaching exponential growth.

Using the mob template (from DM2 3.5) might be an option, or use some version of the Troop subtype (from Rasputin Must Die! AP volume)

Another thing might be to have them not be the threat, but the thing that unleashes the threat, like in their pilfering they unleash some ancient horror or some such by accident.

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