Hello!
Running this Wednesday so wanted to open up a space to ask questions.
First up, in the final encounter the Locust Horde ability refers to ending persistent damage from the aura. Is the Disgorge Swarm damage intended to be persistent? It looks like there was a name change from Locust Infestation that didn't get cleaned up in the high tier so I'm wondering if the ability changed and the reference to persistent damage is an artifact of an older version.
I'll come back with more as I reread things.
So excited to have this adventure finally out. Been imagining this day since working on Future's Fall.
In case anyone decides to sing-along, Auntie's theme music is set to the Weird Al show theme song.
Also, here's the playlist I came up for for Anavay, Tunes to Crush Tyrants to. Excited to see anyone else's picks.
Do my best to answer any questions, though development did make a few changes, and they are as always the final authority. I really really hope people have fun, and good luck to the Starfinders against the Vault Lord. Your players are probably gonna need it. :)
Enjoying reading through this so far. Prepping it for tomorrow and noticed the map locations for Area B appear to be off slightly, with the map marked B1 for area B2, B2 for B3, B3 for B4, B4 for B5, and B5 for B1.

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I was working on a playlist to go along with all the bands. Here's what I've got so far. I was curious if anyone had their own ideas :)
Absa-Wow - DJ Snake Lil John - Turn Down for What ( 3:36)
Absa-Wow - DJ Snake, AlunaGeorge - You Know You Like It ( 4: 7)
Celine Machine - Punish Yourself - Let's Build a Station in Space ( 3:36)
Celine Machine - Punish Yourself - You ain't got me ( 4:42)
Domakayo - Audio Riot - Cover Band ( 2:18)
Domakayo - Audio Riot - Interection ( 4:23)
Empyreal Flow - Flash Seasons - Astronaut's Dreams ( 3:43)
Empyreal Flow - Flash Seasons - Delirium ( 4:36)
KaWyrd - The Hu - Wolf Totem ( 4:23)
KaWyrd - The Hu - Yuve Yuve Yu( 4:59)
Mecha-Crash - Inferno Requiem - Ghost of Coldness and Despair( 4: 8)
Mecha-Crash - Inferno Requiem - Sick Fog( 5:36)
Monster Generation - Against All Authority - All Fall Down( 2:10)
Monster Generation - Against All Authority - Lifestyle of a Rebellion( 1:59)
Moon Rabbits - UpBeat Quartet - Lovely Day( 1:31)
Moon Rabbits - UpBeat Quartet - Rather be( 2:21)
MusePathic - Dj T.H. feat. Sarah de Warren - Catcher in the Rye( 3:57)
MusePathic - Dj T.H., André Visior & Linnea Schossow - Everglow( 3:24)
Naughti Whiska - Salt-N-Pepa - Expression( 4: 7)
Naughti Whiska - Salt-N-Pepa - None Of Your Business( 3:11)
Rainbow Sparkle Explosion - Kepler1 - Sugar Rush( 3:41)
Rainbow Sparkle Explosion - Kepler1 - We Fresh( 3:31)
Sonic Tumult - Sonic Youth - Bull in the Heather( 3: 2)
Sonic Tumult - Sonic Youth - the Wonder( 4:15)
Starfishers - Deep Rock Galactic - Rock and Stone( 2:41)
Starfishers - The Longest Johns - Hammer and the Anvil( 2:48)
Hello!
I have an upcoming open game night on Feb 02 and thought it would be fun to do something time loop related or involving protecting a small fluffy creature. I haven't managed to find a scenario that fits so far and thought I'd check with the greater consciousness. Any suggestions for a Groundhog Day themed PFS or SFS scenario?
Thank you!
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What fun! And everyone is smiling and cheery this month. What a pleasant, friendly Halloween this will be. Perhaps something spooky or scary next year XD
Hooray for more Salvation's End! Good luck out there, Starfinders!
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Congrats to the new 5 stars/Novas and coin holders! woo! bravo! :-)
Creating a thread in case anyone has questions to make sure I see it in a timely manner. :-) Hopefully it's fun!
I believe this is coming out today so wanted to start the discussion thread in case anyone was running it tonight or tomorrow and had questions. I'll do my best to answer if I can.
I wanted to also call out particularly the 150 minute cutoff time for the first half of the adventure under The Investigation -> Timing. This is really important to be mindful of to prevent the adventure from going long. There's a lot to explore in Dis and it's easy to lose track of time. The cut-off is there to make sure there's plenty of time for the exploration of Area G and the discussion afterward.
I'm currently playing a shadow sorcerer in an AP with friends and trickery and AoE effects have started having a negligible effect on monsters with 500+ hp and frequently true seeing [our GM is maximizing and increasing monster HP by an additional 50% because we're a five person party instead of the AP expected four]. I'm about to hit level 18 and I'm wondering what spell I can take / swap / shadow duplicate for that'll be most helpful for taking high CON/ High HP monsters down a bit more quickly once I've finished throwing out buffs and crowd control. The monsters aren't really threatening us; it's just taking hours and hours of IRL time to finish them off. Since we only meet once or twice a month, it's getting a bit frustrating. I'm currently leaning toward the shadow enchantment spells and just throwing save or suck will saves at them, but I wanted to check if there was a better way. :-)
Thank you for any help!
Hi,
Starting up PFS at the FLGS at the Hampshire Mall in Hadley, MA, for those of us not in the Boston/Worcester area. :)
Sessions will be Thursdays, 6:30 - 10:30 PM
Warhorn for signups: https://warhorn.net/events/x9-games-pfs
If you're interested, feel free to contact me with any questions. And if you're in the area and you're interested in GM'ing definitely let me know! There's plenty of table space for additional slots we could be offering.

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Had an encounter in a session this past Sunday where my sorcerer attempted to shadow conjuration a create pit against a clay golem and the GM ruled the golem walked over the pit and ignored it since it allowed SR. No problem, gotta keep the game moving and didn't want to push a rules debate, but it did raise the question for me of how the golems interact with such spells. Would a golem be able to walk through a greater shadow conjuration wall of stone despite its instantaneous duration? My assumption would be the pit is affecting the floor still, not the golem directly, and the wall might just be flimsier but they'd still do something since they're at least partially real.
The relevant rules seemed to be:
"Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected."
"Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast"
But maybe shadow spells are just inherently magical in a way that creatures with SR get to ignore regardless of what they're doing.
I've been searching to find a definitive answer on this and didn't want to necro an old only partially related thread, but if anyone can point me to the answer or happens to know, I'd be very grateful. :-)
Thanks!

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My friend challenged me to make something for spellcasters, and I remembered the original 3.5 version of the Golarion campaign setting mentioned the students of the Arcanamirium engaged in spell duels, so I went from there.
Please let me know what you think :)
Students of the Arcanamirium focus on practical magic, usable in the physical world. Formal and informal duels between students are common, but only the most exceptional draw the eye of the Archdean, Lady Darchana, who organizes the school's annual grand duel. Trained in advanced arcana, and rigorously tested against each other, these spell duelists become masters of sorcerous combat.
Class Details:
Hit Die: d6
Requirements:
Feats: Combat Casting
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 3rd-level arcane spells.
Special: Must have defeated a spellcaster of equal or higher level in single combat.
Class Skills:
The Arcanamirium Spell Duelist's class skills (and the key ability for each skill) are Bluff (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perform (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Ranks at Each Level: 2+Int modifier.
Progression: Arcanamirium Spell Duelist
Level 1:
BAB: +0
Fort/Ref/Will: +0/+0/+1
Special: Focused Strikes
Spells per Day: +1 level of spellcasting class
Level 2:
BAB: +1
Fort/Ref/Will: +1/+1/+1
Special: Bonus Feat, Spell Tactics
Spells per Day: +1 level of spellcasting class
Level 3:
BAB: +1
Fort/Ref/Will: +1/+1/+2
Special: Battered Defenses 1
Spells per Day: +1 level of spellcasting class
Level 4:
BAB: +2
Fort/Ref/Will: +1/+1/+2
Special: Practiced Duelist (Anticipate)
Spells per Day: +1 level of spellcasting class
Level 5:
BAB: +2
Fort/Ref/Will: +2/+2/+3
Special: Bonus Feat, Power Grab
Spells per Day: +1 level of spellcasting class
Level 6:
BAB: +3
Fort/Ref/Will: +2/+2/+3
Special: Battered Defenses 2
Spells per Day: +1 level of spellcasting class
Level 7:
BAB: +3
Fort/Ref/Will: +2/+2/+4
Special: Practiced Duelist (Parry)
Spells per Day: +1 level of spellcasting class
Level 8:
BAB: +4
Fort/Ref/Will: +3/+3/+4
Special: Bonus Feat
Spells per Day: +1 level of spellcasting class
Level 9:
BAB: +4
Fort/Ref/Will: +3/+3/+5
Special: Battered Defenses 3
Spells per Day: +1 level of spellcasting class
Level 10:
BAB: +5
Fort/Ref/Will: +3/+3/+5
Special: Practiced Duelist (Riposte), Spell Devastation
Spells per Day: +1 level of spellcasting class
Class Features:
Bonus Feats:
At 2nd, 5th, and 8th level, the Arcanamirium Spell Duelist may select a bonus feat from the following list: Improved Counterspell, Improved Critical (any), Precise Shot, Skill Focus (spellcraft), Spell Focus (any), Spell Penetration, Weapon Focus (any)
The spell duelist need not have any of the prerequisites normally required for the feats to select them.
Focused Strikes (Su):
The Arcanamirium Spell Duelist punishes individual targets with well-placed strikes. Whenever the Spell Duelist targets a single creature or object with a spell that deals damage, she deals +1 damage per class level to that target.
Spell Tactics (Ex):
The Arcanamirium Spell Duelist has studied the typical movements and reactions to spellcasting and knows how to anticipate any possible counterattack, dodge, or defense. At level 2, she adds her Intelligence modifier to all attack rolls with spells and gains a +2 dodge bonus to AC when casting defensively.
Battered Defenses (Su):
The spell duelist wears down her opponents, chipping away at concentration and armor, leaving them vulnerable. At level 3, the spell duelist adds +1 to her attack rolls, saving throw DCs, and caster level checks against any creature she's damaged with a spell within a number of rounds equal to her Intelligence modifier. This increases to +2 at level 6 and +3 at level 9.
Practiced Duelist(Ex):
The spell duelists studies her opponents' casting, learning their patterns and finding weaknesses in their style. At level 4, the spell duelist learns to anticipate her opponent's casting, automatically succeeding on spellcraft checks to identify a spell she has witnessed that opponent cast within the past 24 hours. At level 7, the spell duelist can parry incoming magic. If she anticipates an opponent's spell with the first ability, she may attempt to counter it as an immediate action. At level 10, she is able to counterspell and attack, all in the same motion. If the spell duelist anticipates a spell with the first ability and successfully counters it, she may also target the enemy spellcaster with the spell she used to counterspell.
Power Grab (Su):
The spell duelist learns to repurpose her own spells to meet the needs of the moment. At 5th level, the spell duelist may end an ongoing spell she controls as a swift action to refresh a spell slot or recall one spell she has prepared and cast of lower level than the ongoing spell. The repurposed spell must be within line of sight and line of effect and have a duration other than instantaneous or permanent.
Spell Devastation (Ex):
The spell duelist has learned to place her spell attacks with deadly precision. At 10th level, she increases her base critical threat range with spells by 1.
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From reading the designers' posts, it sounds like there's no eta on getting rules for the Deific Obedience feat and new prestige classes from Inner Sea Gods for the non-core deities. So I thought I'd try my hand at writing up rules for one of them and see how it looked. So here's the Obedience and PrC boons for Sivanah:
https://docs.google.com/document/d/1kb1ug0YD3HmJZNHgQH6dzR82JIgCj-YVB8X9jfv W9GM/pub
Please let me know what you think, and if you have any suggestions for balance or needed clarification in the rules text.

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The Seven Veils Masquerade
The followers of Sivanah have hidden away a secret world in the heart of Quantium. When the border between worlds thins on the eve of the Seven Veils Festival, the heroes find themselves trapped in the middle of a grand masquerade. They must navigate illusory realms and thwart the ruthless ambition of their host's rakshasa apprentice if they want to save the other guests and escape. When the veil is lifted at the festival’s end, will they find themselves safely home or lost forever in a world of illusion?
This adventure is intended for four 5th level characters, and will advance them to 6th level by its end.
Adventure Background
From the 18th to the 23rd of Neth, Nex’s capital of Quantium exhibits spectacles and wonders unsurpassed by any other city of this age. The numerous spellcasters that call the city home take great delight in demonstrating their prowess on Evoking Day, and, in a city renowned for its diversity, the Seven Veils Festival requires a display of special pride from Quantium’s citizens.
The followers of Sivanah have their own secret celebration on this sacred anniversary. During the four days leading up to the Seven Veils Festival, the already unstable fabric of reality around Quantium experiences a temporary conjunction with a fragment of Sivanah’s own realm. The church of the Seventh Veil uses the fragment as both a reward and prison; enemies the church would like to quietly disappear and those faithful with secrets so great the afterlife provides insufficient protection receive invitations to a grand masquerade held at the palatial estate where the conjunction takes place. The family that oversees the event recently vanished on a trip to Jalmeray, leaving only their adopted Vudrani daughter, Seyona, to oversee the masquerade.
Plagued with loneliness and grief and lacking the discipline to manage a large estate, Seyona thought her prayers were answered when a young woman named Mariska appeared on her doorstep petitioning for an apprenticeship. Mariska displayed a sharp, ordered mind, well-suited to managing the house’s affairs, and Seyona eagerly welcomed her. Unknown to Seyona, Mariska is a marai rakshasa (Bestiary 3) and part of the vanguard for a maharajah’s cult attempting to insinuate itself into the city’s power structure.
Mariska has learned only a little about the approaching conjunction from Seyona, but the treacherous apprentice sees the brief merging as an excellent opportunity to quietly eliminate some troublesome elements. She arranged for the invitations to be sent to those she wants removed and smuggled several dandasuka rakshasas (Bestiary 3) and their small army of clockwork golems (Bestiary 3) into the home as her enforcers.
Setup
After experiencing the marvels of Evoking Day in Quantium, the PCs are approached by Omari, a silk merchant. He is worried his brother, Aran, who is attending the masquerade, will be caught in yet another scandal. He offers costumes and a small retainer if the PCs will attend the party and ensure his brother stays out of trouble. He provides a description of his brother’s costume and a handful of expensive black envelopes. The envelopes contain invitations to the masquerade, which begins that evening:
Honored Guests,
The Lady Seyona cordially invites you to a five day celebration of mystery and delights at her home. Kindly appear before the evening meal on the 18th of Neth, masked, and in a costume of your choice.
If the PCs inquire about the estate or the event with the locals, everyone agrees that it is one of the most exclusive parties in the city.
Prelude
The city maintains its celebratory mood as the PCs travel to the estate. Outside, a footman greets any guests and reminds them to keep their identities concealed for the duration of their stay. The enormous residence is walled off from the city street, with the rising spires of a central palace visible, and one great spire rising well above the rest. The grounds stretch the full length of the block, with some stores and homes nestled against the exterior wall outside. The interior is a display of artistry and magical beauty wrought through generations of arcane stewards.
The PCs are greeted by Mariska, who has taken the form of a young Garundi woman in a feathery couatl costume. She directs all guests to their rooms with crisp efficiency. The PCs can meet with other party goers and keep an eye on Aran, who is drunk already, his costume disheveled from a backroom romp. Clockwork spies hidden in the guests’ room overhear any conversations.
The setting of the sun marks the beginning of the planar conjunction and slips the PCs into the first of many realms that coexist in layers over the estate, though nothing immediately appears amiss. Doorways, paths, mirrors, shadows, and even changing perspectives can shift the characters through dramatic transformations of their environment. Illusions are harder to disbelieve, and harder still for anyone concealing his or her own identity using a spell, costume, or mask. Anything seems possible.
This planar event has a numbing effect on corporeal creatures, dealing periodic Strength damage if the PC fails a fortitude save. The effect becomes stronger and more frequent the further the PCs delve in and the longer they remain.
The First Veil
More costumed attendees enter as the call goes out to seat for dinner. While quite convincing, none of these additional guests are flesh and blood. These individuals were trapped between worlds during previous overlays. The substance has been leached from them, turning them into creatures of imagination, able to disguise their surroundings and appearance at will. (They have become living illusions, a new template introduced in this adventure.) Most have forgotten their true identities and may attack those who confront them about their illusionary nature.
The disguised dandasuka rakshasas position themselves and their golems to strike during dinner, scattering around the grounds to catch any stragglers. Several accidentally slip into other veils. Mariska pulls Seyona aside for a private word, so she can quietly eliminate her.
The ringing of the gong for the first course signals the attack. The rakshasa Fenzik leads the dining room attack in costume, disguised as a gnome. Chaos erupts as he charges in, backed up by golems and appearing as a wild-eyed gnome dressed in a phoenix costume. The chairs have been trapped to hold the guests in place and anyone sitting must break free. Fenzik’s golems attempt to seize the guests, driving the illusionary attendees to frenzy as the golems make plain their lack of substance. The PCs can use the confusion to slip away or may stay to defend the other guests.
Golems patrol the rest of the estate in force, and any captured guests are herded into the cellar and secured. Evidence of a battle and Seyona’s fate can be found in the library. Many of the texts there also provide encrypted information about the planar event and clues to finding escape. The sealed entrance to the palace’s great spire frustrates all efforts to open it and is heavily guarded. The rakshasa charged with the post bitterly complains about Mariska’s orders.
The First Veil functions similarly to the mundane world, but the PCs may notice something amiss when a touch of weakness passes through them, or they catch their reflection in a mirror and see they’ve become slightly transparent. They may witness other fleeing guests suddenly vanish, and if they attempt to leave the grounds or wander in the gardens, they become lost in a sudden sandstorm that leaves them in the Second Veil. Stepping into the darker shadows inside the buildings will strand the PCs in the Third Veil. Reading a certain passage from one of the library’s tomes transports the reader to the Sixth Veil.
The Second Veil
Anyone venturing away from the grounds is blinded as a fierce sandstorm quickly overshadows the area. When the sand clears, the city has vanished and only desert remains. An ominous cold sun provides no warmth and is slowly eclipsed as the end of the festival approaches. The occasional stone monolith peaks from beneath the dunes, while a comforting oasis lies at the desert’s heart. An illusory water naga (Bestiary 3) named Hradi makes her home in the oasis and provides cryptic hints about navigating safely between the veils.
Mariska can be found at the oasis, questioning several guests who arrived there. Seyona slipped away from her and without her signet ring to open the great spire, no one is escaping. Mariska freely admits to being Seyona’s apprentice and is deeply saddened that her mistress has apparently gone mad, blaming her teacher for all that’s transpired. Mariska provides information about the planar event and where she thinks Seyona might have gone but also works to hinder and weaken the PCs. She wants them to be easy prey when she betrays them.
Mariska makes use of a veiling mirror she stole from Seyona (a new magic item introduced in this module), to conceal her own aura and disguise the appearance and aura of others. The item has other powers to protect against divinations, but they only function for a follower of Sivanah. It has uncanny influence over the living illusions, for whom substance follows form.
Reading the twisting runes on one of several buried monoliths provides a passage back to the First Veil, while anyone trying to dig up artifacts or wandering lost in the desert too long falls through a sinkhole into the Third Veil.
The Third Veil
Characters arriving here find the area supernaturally dark. Occasional lightning travels through rocks and passages, providing brief illumination, but electrocutes PCs not quick on their feet. Invisible pathways cut back and forth between stone pillars and over chasms, and characters can find themselves standing on empty air with no clear direction to dodge the lightning. The lightning becomes more frequent and destructive as the end of the planar event approaches. The only safe place is at the cavern’s center, where moonlight streams in from above.
A cleric of Zon-Kuthon was trapped here and faded into a living illusion decades ago. He has caught and has been tormenting several fleeing guests. He taunts the PCs to rescue them, letting glimpses slip of their locations and suffering. He may drive guests mad and set them loose on the PCs. The prisoners’ cries for help are magnified by the cavern’s echoes, but one slip in the rush to rescue them might send a character plummeting.
Moonlight illuminates a stone calendar and a staircase up to the Fourth Veil. Perceptive characters will notice clues in the shadows cast by the light. Shifting the calendar appropriately brings forth the noonday sun and a path back to the Second Veil. Characters falling into the chasm awaken an hour later in the Sixth Veil.
The Fourth Veil
The estate and streets outside are filled with illusory revelers. Costumed dancers eagerly invite the PCs to join in celebrating and present them with grand entertainments and delicious confections. Careful examination reveals that the people here have reflections that are bleached of color and shadows that don't quite match their bodies. If the PCs linger or attempt to partake in the festival, they risk falling under its glamer.
The illusions here engage in contests of wits, duels, games, and other challenges to win secrets from each other. Secrets won are stripped from the loser. Several party guests wander aimlessly here, having lost their own names and identities. The PCs may find Aran here if they haven’t kept a close watch on him, and winning back his name will earn them gratitude and a handsome reward upon escape. The inhabitants here grow more dangerous and insane as the planar alignment progresses, until the challenges and stakes verge on the suicidal.
A drunken illusory gynosphinx (Bestiary 1) offers a reward of bottled memories for answering her riddle. Guests and PCs exposed to it becomes lost in nostalgia and return to their senses in the Fifth Veil.
The mirrors in the dining room and dance hall show the reflection of events in the First Veil. Touching one of these mirrors shifts the character there.
The Fifth Veil
The estate here is crumbling into a churning void and is held together by web ropes and bridges. Phantasms from the PCs’ past appear in shadows and reflections, confusing anyone who fails to resist the effect. Visions from the estate’s past play out among the gardens and rooms, though some are fears and hopes for what might have been. A hidden chapel dedicated to Sivanah, not present in other veils, resides inside the main building and is filled with clerics who found their way here after fading into illusions. PCs well-versed in Knowledge (religion) can identify the original faith of each of these nameless lost souls, and be granted a boon or an answer to one simple question (as the commune spell). The web ropes in this area break and this area falls apart over the course of the festival, until only the chapel remains.
Seyona escaped Mariska’s betrayal and struggled this far but, without her spellbooks or any other resources, she is on the verge of physical and mental collapse. She has been captured by several illusory heretics, who are torturing her when the PCs arrive. If the PCs save her, she proves an invaluable source of information. If they can recover her spellbooks, she can aid them. If Mariska accompanied the PCs, she will advocate killing or leaving Seyona, while Seyona rages at her treachery. If the PCs turn against Mariska, it’s revealed to be a living illusion she imprinted her image on using the veiling mirror.
A boon from one of the illusionary clerics may return the PCs to the First Veil when they exit the chapel. Anyone falling into the abyss awakens in the Sixth Veil an hour later.
The Sixth Veil
Any PCs entering this veil find themselves endlessly floating through a surreal realm filled with countless windows, looking out upon the world. They show the world viewed from the many mirrors on the estate. Characters can move freely with a flight speed based on their Intelligence. Illusion spells are solid here and can craft anything the caster desires, for a time. A small school of voidworms (Bestiary 2) make their home here and will assist anyone that impresses them through creativity or wit.
Some windows depict the truth, while others are comforting lies or terrifying visions of fears come alive. Smashing a window allows a character to move through it, though false realities trap the character for a time until he or she realizes the lie.
Characters that arrive here from falling in the Third or Fifth Veils are unconscious for an hour and awake weakened. This place saps a character’s strength rapidly. It allows movement to any illusory location in the palace other than the sealed tower.
The presence of a greater mystery can be sensed here, but the Seventh Veil lies outside mortal reach.
Escape
The PCs must gain access to the palace’s great spire in the First Veil to escape. Water from a sacred font at the pinnacle can free them from the illusions. Opening the spire door may accelerate the end of the planar conjunction, and PCs ascending the spire may see the world below collapse into the Maelstrom. If the PCs are with Seyona, her signet ring can open the door, but the rakshasas throw their remaining forces at the PCs once the seal breaks. The PCs must hold off the attacks to safely move any survivors up the stairs. If Mariska believes her minions will fail, she may try to sneak past, avoiding a direct confrontation. However, she will do whatever it takes to avoid being trapped in this realm when it closes.
If the PCs are with Mariska, she ambushes them at the tower door. If her minions don’t quickly dispatch the PCs, she uses the ring to enter the tower and save herself, while her followers unwittingly sacrifice themselves below. If the PCs aren’t quick to chase and confront her, she’ll escape into the city and return another day for revenge.
When battling Mariska, if the PCs have managed to learn her true identity and kept theirs hidden, they gain a bonus in combat against her. Mariska uses the veiling mirror to turn the living illusions here into copies of herself to aid her, but will drop it if forced to reveal her true form. Seyona or the PCs can use the mirror to turn the illusions back upon Mariska.
Conclusion
A brief standoff occurs if Seyona survived, as she is torn between her duty to keep this place secret and her gratitude to the PCs. Gentle words can sway her or the situation may come to bloodshed.
When the planar event ends, anyone who drank from the sacred font returns to the physical world. If Seyona lives, she begs the PCs and guests to keep her family’s secret, offering generous rewards. If the PCs assent, the guests they saved follow their lead. Seyona will become a friend and ally and use her contacts to assist them. If they refuse, she takes no hostile action, but she and her home are plunged into scandal, leaving her bitter and looking for someone to blame.
Bonus Location: The Crumbling Sewers
An investigation into the sewers beneath the city uncovers a protean incursion. They were released into Quantium long ago by the failed efforts of an arclord hoping to crack open the Refuge of Nex. The proteans have gathered near Seyona’s estate because of its proximity to the Maelstrom and are trying to cut the entire city loose from Golarion, dooming Quantium and all its inhabitants to fall into the Maelstrom’s churning depths.

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Mienka’s Cauldron
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Seventy miles upriver from Daggermark, a small tributary flows into the West Sellen. The channel is narrow, hemmed in with thorny undergrowth and low-hanging trees, and the water is foul and shrouded in mist. The navigable waters end at a small lake. A waterfall on the eastern bank feeds meltwater down from the hills of Loric Fells.
The ruins of Arnem Falls rest on the northwest shore of the lake. Willis Arnem, a wealthy would-be lord from Daggermark, constructed the town in 4703 AR as a base of operations for his planned conquest of the Fells. He made a bargain with Mienka, the nymph who guarded the lake and its surroundings. She told Arnem of an ancient evil sealed beneath the waters of the lake, and agreed to protect the settlement if Arnem made an offering of one item of great worth and beauty every year. Such items exemplified the creative impulse and were anathema to the destructive power below the lake. They would help keep it dormant and locked away.
Arnem maintained the pact for five years. The townsfolk dubbed the lake Mienka’s Cauldron after seeing the waters swirl and churn when the offering was made. The settlement prospered, but the fierce resistance of the neighboring troll bands stymied Arnem’s attempts to expand his holdings, and his personal wealth dwindled from hiring increasing numbers of mercenaries. The time came to provide the offering for the sixth year, but Arnem refused. When Mienka threatened to brand him as an oathbreaker, Arnem cut her down and offered her corpse to the lake instead. An unnatural mist immediately began to pour forth where Mienka’s blood touched the water, and faceless monstrosities with the rough form of men emerged from the depths onto the shore. Anyone caught in the mist went mad, and the settlement turned on itself. A fire broke out, devouring most of the town.
The area around Arnem Falls has become a poisonous bog. What remains of the settlement is sinking into the marsh. Small bands of goblins and trolls venture through the area, but the swamp is primarily home to oozes, undead, and a tribe of bog nixies. Will-o’-wisps frequent the ruin, and lead naive river travelers on the Sellen to their doom by pretending to be the lights of other ships. Mienka’s ghost lingers around the lake, weeping for the lost beauty of the forest and waters. The mists that blanket the area grow in scope with each passing year and the evil below nears waking.
Encounter Setup:
Towns in northern Daggermark along the West Sellen have reported a strange fog drifting downriver, leaving behind scores of riverfolk in lingering comas after the fog passed. Lord Livendor is offering a reward to anyone who finds the source and puts a stop to it. The trail has led upriver to Loric Fells and a ruin on the shore of a mist-shrouded lake.
Room 1: Arnem Falls Inn Common Room CR 8
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Read the following when the PCs reach the barricade:
The murmur of distant voices echoes in the cold mist. Scattered broken weapons and equipment indicate a past battle, and the buildings in this plaza were consumed in a great conflagration. A makeshift barricade has been constructed around the entrance of one of the more intact buildings, a three story fortified inn. The upper floor has collapsed but the first and second still stand. A worn and faded sign lies half buried in the mud outside. It depicts a man dangling from a cliff while reaching for a stein.
The PCs have entered the town’s small central courtyard. The Arnem Falls Inn stands out as relatively intact, with the first and second floors made of sturdy stone. The wooden third floor collapsed under the roof. A barricade fortifies the front door and broken weapons and equipment are scattered around it. The inn was built without windows on the first floor so it could serve as a shelter against raids. Several will-o’-wisps inhabit the upper floors and their light may be seen moving past the windows.
Mist fills the area, granting concealment, but a strong wind disperses the mist in its area of effect. A character that moves more than 10 feet above the ground enters the fey mist hazard. The mist clears for anyone higher than 100 feet up.
The building is sinking into the bog, filling the interior with mud. Creatures move through the mud at half speed and cannot run or charge. The barricade is haphazard and riddled with gaps wide enough for a tiny creature to fit through. Traversing over it requires a successful Acrobatics or Climb skill check (DC 10). A five foot square section can be cleared with one minute of work. A spiked snare trap is set inside the barricade.
Read the following when the PCs enter the common room if they have a light source:
The building’s door is missing and the interior of the structure is muddy and ruined. Numerous bones are scattered around the room, and there are signs of violent struggle. The old charred bones of another lost soul rest near the cold fireplace. The scent of death lingers in this room and invades the senses.
The first floor of the building is fire-blackened stone. The interior is a wreck, with wooden inner walls collapsed and anything of value lost to fire, rotted away, or hidden deep in the filth. The only light, other than any the PCs bring, comes from the broken door. The walls are covered with disconnected ramblings in Aklo, written in charcoal and blood. The bones of Willis Arnem are burnt and scattered against the fireplace. He was attempting to reach the trap door leading to the basement shelter. A DC 30 Perception skill check notices the door. Reduce the DC to 20 if the mud is cleared from that part of the room. Disturbing the bones activates the unfulfilled glories haunt.
Sections of the second floor above this room are rotted, with several gaps. Thiefpaper traps have been rigged near the stairs and by the fireplace.
All the wooden objects and buildings that survived the fire are rotting and sodden. Treat them as hardness 1 with resist fire 5.
Creatures: The town is overrun with thoughtstealer oozes, harbingers of the evil locked beneath the lake. Will-o’-wisps flit around the entire region in great numbers, feeding on the fear the oozes’ victims feel as they lose their minds and lives, and feasting a second time on the frustration and terror of the oozes as their brief consciousness slips away.
Two oozes linger in the inn. One is upstairs, on the second floor landing above the common room, and one is in the mud near the fireplace. The one downstairs possessed enough of Arnem’s thoughts that it wanted to protect the building and preserve its legacy. The ooze focused on constructing traps, using Arnem’s supplies, and tried to write its story on the walls. It has long since reverted to near mindlessness.
Thoughtstealer Ooze (2) CR 5
XP 1,600 each
hp 45 each (R3)
Tactics: The oozes move toward and attack the closest creature with an intelligence score they can detect and toward the creature with the higher intelligence if there is a tie. They can use their compression ability to slip back and forth through the barricade and the one upstairs can drop through the cracks in the common room ceiling if the PCs do not encounter it before then. If a PC is caught in the spiked snare trip, the ooze may drop directly onto that character. The oozes’ tactics improve as their intelligence increases. They gain their bonus to stealth from swamps in the muddy ground inside the barricade and building.
Haunt:
Unfulfilled Glories CR 3
Arnem’s sense of loss at his failure to conquer the Fells overwhelms the PC who disturbs his bones. (Pathfinder #2 31)
Destruction Collect Arnem’s bones and bury them with stones or dirt from Rookwarden.
Hazard:
Fey Mist: DC 15 Will save to avoid confusion. (“Hazardous Terrain”, Design Tuesday Blog, March 8, 2011)
Traps:
Spiked Snare Trap CR 1
Perception DC 20 (Pathfinder Adventure Path #37 20)
Effect Target is yanked 10 feet inside the building onto spikes, instead of into the air, and does not take falling damage after getting free.
Thiefpaper Trap CR 1
Type mechanical; Perception DC 20; Disable Device DC 15
----- Effects -----
Trigger location; Reset none;
Effect Burst of tanglefoot bags blankets the area in glue.(Core Rulebook 160) (entangled and movement halved, DC 15 Reflex negates; targets that fail the first save are glued to the floor and unable to move, DC 15 Reflex save negates); multiple targets (all targets in a 20-ft. radius burst).
Development: Significant damage to the structure will cause the building to sink deeper into the bog.
Several will-o’-wisps created the lights seen on the second floor. They are drawn to any dying creatures in the building.

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Golden pollen motes drift in the sunlight around this dragon, while its scales blend seamlessly with the foliage.
Blackwood Drake CR 4
XP 1,200
N Small dragon
Init +7; Senses blindsense 30ft., darkvision 60ft., low-light vision; Perception +11
----- Defense -----
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 37 (5d12+5); fast healing 1
Fort +5, Ref +7, Will +5
Defensive Abilities pollen cloud; Immune poison, paralysis, sleep
----- Offense -----
Speed 30 ft., fly 90 ft. (good), climb 30 ft.
Melee bite +8 (1d4+2 plus poison), 2 claws +8 (1d3+2)
Special Attacks poison, pollen burst
----- Statistics -----
Str 14, Dex 16, Con 12, Int 16, Wis 13, Cha 10
Base Atk +5; CMB +6; CMD 19 (23 vs. trip)
Feats Alertness, Flyby Attack, Improved Initiative
Skills Climb +18, Craft (nest) +15, Craft (traps) +11, Fly +15, Knowledge (nature) +11, Perception +11, Sense Motive +11, Stealth +15 (+19 in forests), Survival +9; Racial Modifiers +8 Climb, +4 Craft (nest), +4 Stealth in forests
Languages Common, Draconic, Sylvan
SQ nurturing pollen
----- Ecology -----
Environment temperate forests (Andoran, Taldor)
Organization solitary, pair, or clutch (3-5)
Treasure double
----- Special Abilities -----
Nurturing Pollen (Su) Plant creatures exposed to the blackwood drake’s poison gain fast healing 1 for 1 minute. Plants in the area of the pollen burst ability gain the effect of plant growth (drake’s choice of effect).
Poison (Su) pollen cloud or pollen burst—contact or bite—injury; save Fortitude DC 13; frequency 1/round for 4 rounds; effect 1d4 Dexterity damage. Any creature whose Dexterity reaches 0 while poisoned is transformed into a living, mundane blackwood tree, leaving behind any equipment. This is a permanent transmutation effect; cure 1 save. The save DC is Constitution-based.
Pollen Burst (Ex) The blackwood drake can release a 10ft. radius burst of pollen, centered on itself, as a standard action. Creatures inside the resulting 10ft. radius spread are poisoned. The pollen lingers for 1 round; it otherwise acts as obscuring mist. After using this ability, the drake is no longer surrounded by its pollen cloud and cannot release a pollen burst, losing both for 1d4 rounds.
Pollen Cloud (Ex) Golden pollen drifts off the scales of a blackwood drake. This pollen poisons any creature that makes a melee attack against the drake. Creatures wielding weapons with exceptional reach may ignore this ability.
Blackwood drakes are reclusive and territorial, but friendlier than most of their larger cousins. They once nested widely in Andoran, but have been pushed deep into the Verduran Forest by advancing civilization. Their natural pollen rejuvenates plants, but is toxic to other living creatures. Trees around a drake’s lair are gnarled and twisted, resembling humanoids and animals, creating a disquieting grove.
Swift, sharp-eyed, and clever, blackwood drakes rely on stealth and harassment, hounding opponents until they flee or succumb to traps and poison. They use overgrowth to guide enemies into snares and deadfalls.
Blackwood drakes make defensive compacts with treants and friendly fey, and welcome them in their territory. They grant safe passage to druids of the Wildwood Lodge and may act as local guides if properly flattered and bribed.
These creatures live alone or in mated pairs, sometimes with several hatchlings. Newborns mature and leave the nest after a year.
Blackwood Drake Nest: Blackwood drakes build elaborate nests in their namesake trees, naturally blending with the surrounding flora. A typical nest can hold up to 10 small creatures. Spotting a nest requires a Perception check opposed by the drake's Craft (nest) check. The approach is guarded by one or more traps.

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Everbloom Monk (Monk)
The everbloom monk finds her strength in her faith, honing her mind and body to be a vessel for Milani’s liberating power. She provides courage and hope for any who wish to live free from tyranny.
Alignment: chaotic good, chaotic neutral, neutral good
Class Skills: The everbloom monk gains Diplomacy and Heal as class skills and does not gain Intimidate as a class skill.
Ring the Temple Bell (Su): At 2nd level, the everbloom monk can restore a creature to its right mind with a resounding strike. She can use this attack once per day, and additional times per day by expending uses of stunning fist. She must announce her intent before making her attack roll. If she strikes successfully, the attack deals no damage. Instead, it removes the dazed and shaken conditions. At 5th level and higher it removes additional effects.
At 5th level it removes the cowering and frightened conditions.
At 8th level it removes the fascinated and panicked conditions.
At 11th level it removes the confused, paralyzed, and stunned conditions.
At 14th level it makes a targeted dispel against enchantment spells and abilities affecting the creature, using the monk’s level as her caster level.
This ability replaces the bonus feat gained at 2nd level and quivering palm.
Tongue of the Flowing River (Ex): At 3rd level, the everbloom monk gains a +2 bonus to Diplomacy skill checks and may influence anyone who can hear her. She may choose to be heard regardless of ambient noise and silence effects when making these checks. This ability replaces still mind.
Ki Pool (Su): The everbloom monk channels Milani's power, rather than her own energies. She uses her Charisma modifier in place of her Wisdom modifier to determine the size of her ki pool.
At 10th level, ki strike allows her unarmed attacks to be treated as chaotic weapons, if she is chaotic aligned, and good weapons, if she is good aligned, for the purpose of overcoming damage reduction. This ability replaces ki pool (lawful).
The everbloom monk gains all other ki pool abilities as normal.
Sworn to the Everbloom (Su): At 13th level, an everbloom monk is immune to charm and compulsion spells and abilities, as long as she has a ki point available in her ki pool. This ability replaces diamond soul.
True Freedom (Ex): At 20th level, the everbloom monk is immune to spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web, and can travel freely through any spell or effect that blocks movement. She still suffers any damage or other effects for doing so. This ability replaces perfect self.

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Seer's Soap
Aura faint divination; CL 5th
Slot -; Price 3500 gp; Weight 2 lbs.
Description
This smooth bar of amber soap has a remarkable clarity. When scrubbed on a non-magical, inanimate surface, that surface becomes transparent, with an iridescent sheen and sudsy around the edges, allowing observers to see through to the other side. When applied with a circular motion, the surface can only be seen through from the side of the person scrubbing. When applied with an up and down motion, both sides can be seen through. The effect lasts for one hour. If the surface is more than 10 feet thick, the effect fails.
A new bar of soap can affect up to 25 square feet of surface before it is expended. It can be applied in smaller amounts, to a minimum of 1 square foot per use. It requires a move action for each square foot affected.
Spending a full round action scrubbing with a wet cloth or brush dispels the effect on one square foot of surface. Spells with the water descriptor instantly dispel the effect on any part of the surface they contact. If both sides of a surface were made transparent by scrubbing the soap up and down, both sides are dispelled if either side would be dispelled.
Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 1750 gp
Hi,
Is there any official information about Lady Tessa's race or other descriptive traits? I'm running an adventure in the Shackles and I wanted to check before I invented the information. The Isles of the Shackles book isn't out til next March unfortunately. Also, anywhere I can find additional information about Quent and Ollo?
Thank you for any help!
Matt
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