Imrijka

Stepchild of the Sun's page

54 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 54 << first < prev | 1 | 2 | next > last >>

4 people marked this as a favorite.

Nethy's Gift

:
By Alinza Tahir, historian and Priestess of Nethys

From sunrise to sunset on a single day, Nethys crafted the very first Staff of the Magi and imbued it with utilitarian and protective magic. Once the sun sank below the horizon, Nethys’ destructive side took over, and added offensive spells to the artifact. As dawn approached, both aspects of Nethys’ psyche warred over the staff’s final power. The destructive aspect created the retributive strike ability that would demolish nearby opponents and destroy the user. At the last moment, Nethys’ benevolent aspect added a way for the wielder to escape the blast by shifting to another plane, but unfortunately the sun rose completely before Nethys was able to finish the rune. Thus, the wielder of the staff escapes its retributive strike only half the time.

Whether or not there’s any truth to these legends, ancient records suggest that the first verified owner of a Staff of the magi was an adviser to ta god king in ancient Osirion, nearly 7,000 years ago. With it, the advisor brought storms of fire and ice down on Osirion’s enemies and moved about enormous stone blocks to build palaces and statues for the glory of the kingdom. When the god king’s rule ended and the next pharaoh stepped up, the adviser and his staff disappeared from the pages of history. If these accounts contradict the legend of Nethys’ creating the first staff remains open to debate, but one possibility is that the stories are directly related. After all, it’s widely believed among religious scholars that Nethys began life as a god king of Osirion, and it’s entirely possible that the adviser mentioned in the histories was actually Nethys himself. In this case, the advisor’s disappearance is either representative of a period in which he faded from public view while gathering strength and knowledge, or else merely a poet’s way of saying that Nethys left his old life behind when he ascended the throne. When dealing with the histories of gods, little is ever certain.

Insp: staff of the magi write up in Classic Treasures Revisited

Freezemaw the Terrible

Spoiler:
By Kanda White Fur, Shoanti witch and storyteller

Far north, on the western edge of the Kodar Mountains lies a great peak known as Rimeskull. So named for the fearsome skull-shaped formation near its peak that can be seen for miles away on a clear day, this mountain has long been a landmark of the People. What fewer people know is that at the peak of the mountain exists an ancient circle of standing stones in the shape of heads that loom nearly 16,000 ft above the steaming and boiling Lake Stormunder. However, few that travel to examine this strange monument ever actually descend the mountain.

It is said that a great best, an old dragon with scales as white as snow and teeth like icicles made of steel lives there. The People call this beast Freezemaw while most others refer to it as Arkrhyst. For over four hundred years this monstrosity savaged the Shoanti, alternatively freezing entire quahs of hundreds of people into one giant block and picking off the strongest or youngest of a quah, just to laugh at their misfortune and enjoy a fresh snack. Every few decades some new warrior or mage would try their luck against the beast but all succumbed to its icy teeth, rending claws, or frigid breath before they could fell the dragon. While the names of most of these heroes are lost, some have been remembered.

The first of these heroes were the Kodar Scouts, good friends that encountered Freezemaw while exploring the Kodars:
• Akren Mage Blade (as skilled with a blade as with a spell, killed when Freezemaw snatched him off the mountain before dropping her to his death in Lake Stormunder),
• Cyla Earth Render (a terrifying warrior well known for her magical earthbreaker, beheaded by Freezemaw in one terrible bite),
• Kusa Spirit Dancer (a talented dancer and divine magic user, killed when the beast used it’s tail to push her down the mountain),
• and Nocad Adder Blood (a stealthy warrior with an affinity for snake poison, killed by Freezemaw’s claws)

The next was the Widow Warriors, an all-female group of monster hunters that sought to revenge for the deaths of their sons and husbands and brothers
• Yanve Spellstrike (a talented warrior that flawlessly blended arcane magic and melee, killed in the beast’s frost breath),
• Hekgan Deft Hand (a beautiful and cunning warrior that died when Freezemaw’s claws ripped through her armor like paper),
• Tanjeh Laughing Wolf (a fearsome axe-woman killed by Freezemaw’s frost breath when her heavy armor slowed her too much to escape),
• and Pulah Big Voice (a mother of ten sons with a voice more exquisite than all of Shelyn’s angels)

The adventuring group that called themselves the Wrecking Crew that frequently hunted giants around Hook Mountain
• Kekal Bear Paw (a wise nature magic user, killed while in his bear form when Freezemaw dropped onto him from above and tore him apart with his terrible teeth),
• Repchos Four Claw (a hardy fighter that was killed by the fell beasts spells),
• Wagdar Black Hoof (a devout pilgrim of Erastil, killed by Freezemaw’s rending claws when the dragon ambushed them while invisible),
• and Tondaz Hare Foot (a quick, lightly armored knife fighter, who sacrificed himself to push Wagdar out of the way of Freezemaw’s icy breath)

Last is the Sisters of Conflict, a group of three sisters whose quah had long been tormented by Freezemaw
• Koha Dawn Child (a powerful fire mage, killed instantly by Freezemaw’s breath),
• Bolyin Wind Rider (a resourceful knight killed when Freezemaw dismissed the magic allowing her to fly),
• and Sefa Falling Eagle (a cunning druid known for taking the form of large birds that valiantly fought Freezemaw even as her sisters died beside her before Freezemaw ripped her throat out)

It has now been almost 200 years since Freezemaw has raided the People. Some say that an unknown group of heroes must have finally felled the beast. Others say that the creature grew powerful enough to travel to the planes, visiting his tyranny on the denizens there. Some however, like my mother and hers before me, believe the beast is merely sleeping, having grown bored with terrorizing and stealing from the realms of mortals.

Insp: Arkrhyst’s write up in Rise of the Runelords anniversary edition.

The Cinderlands Expeditions

Spoiler:
By Doctor Alexite Ostarian, naturalist and geologist

Preface
The Cinderlands play host to a desolate backdrop of scrubland and drought, famine and death. As hot as a forge and dry as a desert, the broken flats radiate a hazy, wavering heat so tangible that it robs the body of precious moisture in mere hours. What beasts make their home there are deceptive and violent, while what few plants claw their way through the cracked ground are as nourishing as rocks. It is the next best thing to Hell on Golarion. Gozreh swelters in this parched place, repeatedly venting his fury against the unsuspecting lands in cleansing baptisms of fire.

Chapter 2: The Blistering Wind
By far the most exasperating aspect of the badlands is the wind-ceaseless, unrelenting wind. To say it has played havoc with our research material is an understatement. Just yesterday, we lost an entire month’s worth of geological notes. If it were constant, the wind wouldn’t be quite as much of a nuisance, but the continuous pattern of extreme buffeting followed by a few seconds of stillness is maddening. The dust and ash get into everything: backpacks, canteens, boots, eyes, nostrils- you name it, sand gets into it.

Chapter 3: The Fields Will Burn
We have been experimenting with a deep crack in the ground that we located today. If you look at it from a certain angle, you can almost see invisible vapors emanating from it. After much debate over our next course of action, we agreed to set it on fire- in retrospect, this was not the wisest choice. Even our guide seemed shocked when it combusted with a loud popping sound, followed by an intense shaft of blue flame. All of our attempts at extinguishing it have been unsuccessful. Minch has been trying to come up with a proper term for this phenomenon. God’s Pyre, Tinderbox Geyser, and Cerulean Scorch (of which I was particularly fond) all met with playful derision and were vetoed by the majority. For lack of a better term, we have settled for calling this blue flame rockfire for the remainder of this research.

Chapter 4: Gozreh’s Wrath
This morning, we took turns counting lightning strikes, but we lost count around 50 or so. There are just too many to count effectively. Suffice to say, a good thunderstorm can produce strikes numbering in the hundreds. With all this activity, it still doesn’t seem to rain here. We see the dark clouds gathering in the mountains, and they produce fantastic lightning displays, but they never seem to progress down into the Cinderlands.

Chapter 5: Flowers in an Ashen Land
Devoid of foliage and permanently blackened by the barrage of flames, flask trees offer up one of the gloomiest sights in the Cinderlands. At dusk this evening, as we sat in hushed silence, their bloated, misshapen figured surrounded us on the orange-blasted horizon, creating an eerie landscape of squat, dejected husks reaching their withered branches toward the sky. We would have given the dismal trees a wide berth if it weren’t for our always resourceful Shoanti escort. To our astonishment, he pulled out a tap, promptly hammered it into the base of one of those charred stumps and proceeded to fill 20 of our canteens.

Chapter 6: Shadows of the Past
For many years, we scholarly types assumed the crustaceous fossils found in the Cinderlands to be the remains of gigantic prehistoric crabs. Nevertheless, as I sit here in the shadow of one of those half-buried colossal beasts, I fear I can no longer say with any certainty that these were sea creatures. Minch was the first to point it out, but it looks rather like a giant insect. Yet if we were to propose that these remnants are, in fact, fossilized exoskeletons of some long-gone giant bug, we would be outright ridiculed.

Insp: Taken almost word for word from the flavor quotes in the Cinderlands write up Curse of the Crimson Throne 4: A History of Ashes.

The Ballad of Salicotal's Fall

Spoiler:
By Kelark Vransen, adventurer and monster hunter

A few centuries after Cayden Cailean’s ascension, a powerful Duke of Hell named Salicotal grew concerned with the young god’s popularity, especially as it threatened his own interests in the temptations of wine. A wise, cultured devil with interests in lore and alchemy, Salicotal challenged Cayden to a duel to the death to take place on neutral ground and be judged by Pharasma.

The god replied with a challenge of his own, a game of “dueling dares,” and if Cayden lost he would submit to Salicotal’s spear. The fiend agreed and the two met. One by one they escalated their dares, Salicotal’s clever and risky, Cayden’s courageous and subtly insulting, with the god taking a swig of his finest brew after each.

Eventually the devil grew so angry at the insults that he attacked. Thinking they were equally matched at fisticuffs, the fiend charged, but Cayden tore of Salicotal’s wings and beat him to death with them, sending the devil’s spirit back to Hell greatly diminished. Flushed from victory and drink, Cayden continued his rise in popularity and used the devil’s wings to create devil-slaying crossbow bolts for his greatest followers who on occasion still use these rare powerful weapons to defeat the fiend’s kin.

Insp: Taken almost word for word from Cayden Cailean’s write up in Second Darkness 2: Children of the Void.

The Final Fall of the Whispering Tyrant

Spoiler:
By Kelark Vransen, monster hunter and investigator

Much of the early life of Tar-Baphon is shrouded in myth and mystery for he must have been born nearly four millennia ago. What is known for certain is that he lived in the 9th century AR and was widely known as a powerful necromancer, eventually attracting the attention of the god Aroden himself who killed the wizard-king, nearly 4,000 years ago, on the Isle of Terror at the center of Lake Encarthan in a mighty battle in 896 AR.

He did not stay in his grave however. He rose again in 3203 AR as a lich known as the Whispering Tyrant, uniting the orc tribes of Belzen and raising the corpses of both his allies and foes alike, and thus went on to rule central Avistan for 5 centuries from his doom-shrouded, haunted domain of Ustalav.

From all of Taldor’s provinces along the Inner Sea crusaders assembled, dedicated to destroying the lich king and his minions. Commandeering the Ustalavic town of Vellumis, the forces of Taldor, aided by the dwarven kingdom of Kraggodan (now known as the Five Kings Mountains) and the Knights of Ozem spent 26 brutal, bloody years hacking their way to the lich-king’s capital of Gallowspire in the ruined city of Ardorac.

Nine years before the end of the Crusade however, the Knights of Ozem, summoned their patron saint Arazni the Red Crusader, demigoddess and herald of Aroden, to lead them in battle. The lich proved to be more powerful than any had thought however and when he finally caught her he toyed with her for days before snuffing out her life and hurling her broken body into the opposing army. Demoralized, the Knights entombed her in their citadel. Decades later, after the Crusade had been won, the wizard king Geb would come to steal her corpse away to reanimate her as a lich, viewing her as the only creature worthy of serving as his bride.

Just outside the rotting city, the Shining Crusade met the forces of the Whispering Tyrant in a final titanic battle, achieving victory when Taldan General Arnisant, fought the Tyrant and using the artifact known as the Shield of Aroden was able to withstand the lich’s magic. When the shield eventually shattered, it burned the lich with holy fire, weakening the Tyrant enough that the crusaders were able to imprison him beneath Gallowspire, using a powerful magic ward trapping the lich beneath his own tower at the evil city’s heart.

Tragically, the shattering of the shield also had another, less triumphant result- the shards of the shield pierced General Arnisant so deeply that in his haste to complete the ward, he bled out. Today, in honor of his sacrifice, the wooden shards are kept on a large black silk pillow and although if they assembled, the shield would still bear Aroden’s holy symbol- a winged eye in a circle, most today call it by a new name- the Shattered Shield of Arnisant.

Insp: mostly taken from The Inner sea world guide Lastwall and Shield of Aroden write ups.

Ghost-King Geb and his Harlot Queen

Spoiler:
A Treatise by Enani, sailor and escaped Gebbite slave

In the final centuries of the Age of Destiny, nearly 8,000 years ago, two immortal wizard kings named Nex and Geb engaged in a legendary arcane struggle that engulfed the east coast of Garund in a millennium of magical warfare. The southern sovereign, Geb, a wicked Osirian necromancer from an exiled noble house vowed to survive until the battle was finally won.

At the climax of their conflict, Geb used potent wish-magic to draw the life from his foe’s land, turning that country into a barren wasteland outside a few magically protected cities. Nex responded by calling down a series of cataclysms upon Geb, killing tens of thousands of people. Geb rose from the devastation by animating the bodies of all his slain subjects, sending them north in vast legions of the walking dead.

In 576 AR, Geb besieged the Nexian capital, Quantium, with banks of bilious yellow fog meant to murder Nex and his eccentric court. Although thousands died in the attack, Nex was not among them; instead, he had with drawn into his palatial fortress, the Bandeshar, never to be seen again. Uncertain of his triumph, Geb lived the next several decades in bitter anguish, robbed of the victory he so greatly desired. By 632 AR, his uncertainty had grown too intense, and the immortal necromancer ended his life in an act of ritual suicide.

But death offered no respite from Geb’s torment. Convinced that Nex had somehow escaped his vengeance, Geb returned to Golarion as a ghost, chained to the world until he could be sure of his ultimate triumph. Thereafter, necromancy took a prominent role in all of Gebbite society. Neighboring nations swiftly took action, launching raids, naval blockages, and assaults that have plagued Geb for millennia. Even foes from distant Avistan have gotten in on the action, seeking to earn a hero’s legend by striking at the “undead kingdom” on the periphery of the known world.

They badly overmatched remnants of the Knights of Ozem conducted on such failed assault in the century following the end of the Shining Crusade. The grandchildren of the heroes of Lastwall responsibly for imprisoning the lich-king Tar-Baphon below the shadowed tower of Gallowspire sought to further their legend by defeating another of Golarion’s undead tyrants, the ghost-king Geb. In return for their hubristic miscalculation, Geb reanimated the seven would-be assassins as grave knights, ordering them to travel north to Avistan and bring hi8m the corpse of Arazni, the knight’s demigoddess patron, slain at the height of the crusade and venerated as a former herald of the god Aroden. Geb reanimated Arazni’s corpse as a lich and took her as his Harlot Queen. Over the centuries, his poisoned whispers turned her against the Knights of Ozem and her successor Iomedae, and today the undead Arazni willingly sits enthroned in the city of Mechitar, ruling with cruelty at Geb’s side as she has for the last 800 years.

Insp: Taken pretty much word for word from Geb’s write up in the Inner Sea World Guide.

Enjoy!


I had my players literally pass the farmlands on the way to Misgivings, each more quiet and deserted and unsettling than the last before they reached Hambley Farm. A sort of literal railroad, you might say.

I described several farms to them in detail. The first had several people working the fields in a tight circle at least half of which were armed and wearing haphazard armor. The second was eerily quiet, with the front door hanging open and a meal rotting on the dining room table and cows lying dead in the field. The doors and windows of the last farm were locked up tight and as the PCs got closer I had them roll perception checks. Those who got highest spotted a child in the hayloft with a sling and an older man with a crossbow in an upstairs window.

After that sort of imagery and talking with the npcs at at least a few of the farms, an attack by one little scarecrow was enough to convince my party to investigate.


Thanks for letting me know, DM, let's try it the old fashioned way for now then:

https://goo.gl/photos/ar1H4pbzR91NN1tM6

Also, if one of you lovely people could share the crest you'd used for house Deverin, that would be amazing, as one of my players is playing a relative of the family.


Here's a few I've collected. The first isn't my creation, just one I found on the boards that I've been using as the Black Arrow's insignia. The second is one I put together myself for Magnimar's justice court.


So as a reward for saving his skin from being sacrificed by some freak cult during a masquerade party a few weeks away, the Lord Mayor offered the party invitations to the exclusive masquerade ball (along with the gold the AP mentions he offers).

It's to be held on the 23rd of Neth (November), about a week and a half away in game time, and is part upscale party/ part introduction to the faith of Sivanah for Magnimar where she has very few followers.

I'm planning on having several RP encounters with a variety of npcs the party has already met and some they have yet to meet, skill challenge dancing contests, and costume contests. I'm looking for a few more ideas to pad out a fancy ball into a whole or at least half of one session and don't want a huge focus on combat.

The small amount of combat I plan on including involves the return of Xanesha (who survived the Clocktower using feather fall and invisibility while cursed and at 8 HP). She will, along with a few allied faceless stalkers, enter the masquerade disguised as npcs they have killed/ disabled and hidden and attempt to lure the Lord Mayor away before marking him with the sihedron and killing him.

If anyone's interested, here's the invitation I made up.


So my players are running through Rise of the Runelords right now and are about 1 session away from ending The Skinsaw Murders and I thought it might be interesting for the Lord Mayor to offer them tickets to the exclusive masquerade ball being hosted in a few weeks (along with the gold he offers them).

It would be held on the 23rd of Neth (November) and part upscale party/ part introduction to the faith of Sivanah for Magnimar where she has very few followers.

I'm planning on having RP encounters with several npcs they know and some they don't know yet, skill challenge dancing contests, and costume contests. I'm looking for a few more ideas to pad out a fancy ball into a whole or at least half of one session and don't want a huge focus on combat.

Anyone have any additional suggestions?

If anyone's interested, here's the invitation I made up.


So my players spared Nualia and Tsuto in Burnt Offerings and sent them to trial at Magnimar where Ironbriar promptly freed them and put them to work at Foxglove townhouse and the sawmill. They also spared Zadendi from the Rise of the Scarlet Sun module.

One of my players (an oracle of bones that loves Pharasma despite his heretical necormancic tendencies) has been trying to redeem her ever since reading her journal. He belives that he and Nualia come from the same background but where Nualia only found unkindness and unacceptance, he found love and support and as such he's trying to provide the same for her. Fittingly enough, his character is actually true neutral leaning ever closer to good (he has the most virtue points of anyone in the party) and it might be interesting to see them simutaniously step further into the light of goodness.

So to give him (and myself) some concrete ways to go about this, I'm using the Redemtion rules from Wrath of the Righteous. Nualia needs 22 penances to shift from CE to CN then 22 more to get to CG and Zadendi only needs 12 penances for each shift. The penances listed are good but I was wondering if anyone had any others they'd used. Maybe some tied to the 7 virtues?


2 people marked this as a favorite.

So last night my player found her salad and note and played ball with Jubrayl to meet before explaining she could not have killed those con men (with both substantial evidence and an ungodly high diplomacy roll). He decided she was innocent and handed over her leshys but not before reminding her he'll call on her sometime in the future- and that she'd better hope no one else ends up dead when they're not supposed to.

I'm pretty sure my player loved it and one of my other players was completely taken aback and stunned (in a good way I hope) that I actually did that as I'm usually much more likely to be a softy and give ample chance to save everyone from dogs to npcs. But they seemed okay with the outcome when I asked what she really expected to come of working with the fantasy version of the maffia.


You're welcome, mousmous! A combination of me and my one player being tottaly obseseed with world building and lore is where it came from. I should have another one up eventually but I'm rather running dry on ideas, if anyone has any.


6 people marked this as a favorite.

Even more!

The Feast of Urgathoa and the Geoffry Melon: A study of Traditional Varisian Religious Festivals:

By Kelark Vransen, monster hunter and investigator

Much less common in modern Varisian cities thanks mostly to the influence of the church of Iomedae, most Varisians with permanent dwellings no longer remember, let alone celebrate the Feast of Urgathoa. Held on the third of Kuthona, the festivities begin the night before, when parents dress their children up as various undead and occasionally as orcs, evil cultists, and other monsters. The children then go to every home with a light on in the window and ask for food. Traditionally the item given is about a pound of food but richer families often give out much more. Once the children have gathered all the food, they bring it to the town square where either the churches of Desna or Pharasma or the town officials collect and store it for the next day. At the crack of dawn, the food is prepared and by noon a large table overflowing with food is set in the middle of town (or town hall or temple in inclement weather). All those who donated food to the festival are invited to come and eat. It is a wonderful time for many small towns, allowing townsfolk to reconnect with neighbors and enjoy a good meal. The leftovers are traditionally give to the poor or local orphans.

A tradition heavily associated with the Feast is that of the Geoffry Melon, which involves a large melon that has been hollowed out, had a faced carved into it, and a lit candle placed inside. The Geoffry Melon traces its origin back to an old myth concerning Urgathoa and a lazy, greedy melon farmer named Geoffry the Lesser and because of its similarities with the Feast of Urgathoa, the two stories were connected. Geoffry was said to have lived in a small Ustalav town whose name is lost to antiquity. Geoffry constantly begged, borrowed, and stole food from his neighbors until he drove all his friends and neighbors away. He was ultimately left with only melons to eat. Geoffry had inherited his farm from his father and most of his melons rotted on the vine as Geoffry only harvested those he needed for food. He quickly grew to hate the taste of melons.

One night, when he had grown sick at the thought of another meal of melons, he saw a procession of pilgrims carrying food for a holy feast. Geoffry followed them, hoping to steal some of their food. He continued to follow despite the realization that they were headed into a graveyard. As he watched from the shadows, he was horrified to discover the pilgrims were worshipers of Urgathoa who had summoned an army of undead to create a feast for their dark goddess. Despite his fear, Geoffry’s greed and hunger overrode his common sense. He painted his face up like a ghoul, walked past the undead guarding the food, and managed to steal a large ham meant for the feast. Geoffry made his way home with the ham and was about to eat it when he heard a knock at his door. He looked out the window to see none other than the Pallid Princess herself standing outside his door.

“Come out and show yourself!” Urgathoa snarled. “Show me the fool who dares to steal from my children.” Were Geoffry a wiser man, he would have returned the stolen food and begged for Urgathoa’s mercy. But Geoffry was not wise and thought to swindle the goddess.
“I have taken no ham, milady.” Geoffry said as he brought an old, spoiled melon with him to the door. “I am afraid this is all the food I have in the world.”
Urgathoa considered the melon. “Is this true? This is the only food you have?”
“Indeed it is.” Geoffry lied. “This melon is all the food I have for an entire month.”
The Pallid Princess smiled, amused by the melon farmer’s gall and foolishness. “Do not fret, little mortal. Although I am renowned for my gluttony, I would not take the last scrap of food from a starving farmer. Instead, I shall take something else from you?”
“What will you take, Oh Pallid Princess?” Geoffry asked, convinced he had tricked the goddess with his lies.
“YOUR HEAD!” And with a single cut of her scythe, Urgathoa beheaded Geoffry. Then she left, taking the ham, the melon and his head with her.

It is said that Urgathoa still has his head in her collection and poor Geoffry is doubly cursed, to exist as both a head who can eat endlessly but never fill the stomach he no longer has, and as a headless body who is endlessly hungry but has no mouth with which to eat. The headless body is said to still wander Ustalav while carrying a melon lantern on an eternal search for his head. Today, families put carved melons on their doorsteps or in the windows on the eve of the feast to invite children to visit their house. It is believe that these melons ward off or confuse Geoffry since they remind him of that terrible night when Urgathoa took his head.

The feast traces its roots back to the reign of the Whispering Tyrant, once known as Tar-Baphon. In early winter months, he would send his undead minions to the homes of frightened townsfolk to slaughter them and bolster the undead army against the forces of the Shining Crusade. After entire towns were emptied or every edible thing, orcs and other servants of the whispering Tyrant would hold a massive feast in honor of the Whispering Way’s patron, Urgathoa, gorging themselves on their pillaged food. When the Shining Crusade finally defeated the Whispering Tyrant, the churches of Desna and Pharasma sought to both heal the scars left by the Whispering Tyrant’s reign and thumb their noses at Urgathoa. They actively worked together to replace memories of the annual slaughter with a night of fun and togetherness.

Despite the transformation of the holiday into something far more positive, the church of Iomedae yet frowns upon it. They believe it glorifies the undead and insults the memory of those that died in the Shining Crusade. The feast is outlawed in cities where Iomedae’s church has large influence and elsewhere, Iomedae’s worshipers usually refuse to participate in the festivities and sometimes even protest them. In Varisia, this ritual is mostly carried out by nomads who celebrate the festival in whichever place they find themselves. Mistrust and prejudice sometimes stymie their efforts but celebrants are also sometimes rewarded with a warm welcome from locals that join in the festivities out of respect for the darker times of the land or merely for the pleasure of a festival. The ritual is also celebrated in Geb as well, but there is a sincere tribute to the Pallid Princess, where the ritual is performed much the same as in Ustalav but undead children mingle with those in costume and because those who participate aren’t always alive, items collected by the children also include barrels of human blood, corpses, and even live slaves to be added to the grisly menu. Regardless of where and how it is celebrated, the feast of Urgathoa is steeped in the history of the land and is certainly an event that will not be easily forgotten.

Insp: The Feast of Urgathoa in Wayfinder 13

Magical Treasures and their Mythical Origins: Bags of Holding:

By Zarzuket Jinxbit, magical artifact antiquarian

The Bag of Holding is one of the bestselling magical items in the entire Inner Sea, accounting for 5% of all sales of magical items in most port city markets (including Magnimar, Corentyn, Absalom, Sothis, Katapesh, and Korvosa), the best seller compared to potions of cure disease and cure light wounds at 2 and 3% respectively. Local variant bags often look vastly different but generally operate on the same principles. A favorite among thieves and smugglers, the Bag of Concealment is keyed to a single owner and will only reveal its contents to that owner (or the next person to open it if owner is dead) and the corpse-ferrying bag is also very popular, particularly among pessimistic adventurers and clerics and can easily hold one medium sized corpse, protecting it from rot. Far more popular among the common and less wealthy folk is the minor bag of holding which costs and holds less than half of what a normal one does.

From adventurers to hunters to shop keeps and smiths, the bag of holding is an amazingly versatile and convenient item. However despite their prevalence, stories of how such items came to be. In Cheliax, bags are frequently made of the tanned skin of convicts or dissidents and then given to faithful servants as a constant reminder of the price of negligence. Some Chelaxians whisper that the very first bag of holding was owned by Asmodeus himself and contains a collection of hand-picked souls. The legend also speaks of three children who outsmarted the Archfiend and stole the bag from him, trapping within his own bag for ages. However in the elven kingdom of Kyonin, bags are often decorated with elven runes detailing the achievements of the bearer. Many elves steadfastly believe that their people were granted the first bag of holding by Desna herself. The story goes that in the distant past, a rare disease struck an elven village, leaving only the druidic matron untouched. Old and feeble though she was, she still went forth to retrieve the necessary herbs to fight the plague, twig by twig if she had to. Desna, passing by, saw her plight and gave her a small pouch with no limit as to what it could hold, allowing her to carry her burden. From this bag the woman learned to craft similar bags for her people lest such an event happen again and the elves came to call these bags “lythiara” which roughly translates to “load bearer”. Some covetous folk whisper that to this day, the elves hold this original, all-encompassing pouch secreted away deep below the illusion-cloaked capital of Iadara.

The best detailed of these myths however, is Taldor’s Tale of Two Wizards. Once upon a time, there were two wizard brothers who lived in two towers. All their lives they quarreled but as old men they decided to prove once and for all who was superior. Contests of words and magical duels both came out draws, and physical combat was out of the question because of their advanced years. In the end, they decided to settle their dispute through a contest of craftsmanship. But who could arbitrate such a contest? They sought out the wise woman of the nearest village.

“I will judge this contest,” she said. “But there shall be no more magic involved than is needed in the crafting. If you wish to be judged by us, you must sweat like us.”
The brothers agreed and a festival was held. But as the brothers met on the field, ready to summon their equipment from their towers, the old woman glared and reminded them of their promise: the equipment must be carried down by hand.

Being feeble and –above all- lazy old men, the brothers spent the day thinking about how to carry all their items down. A bag, they decided, would be simplest- a bag whose inside was larger than the outside and never weighted more than they could carry. The villagers used bags- surely the old lady wouldn’t’ argue. For another day the brothers worked together, and then the bag was completed and put to work. The brothers brought their equipment down and began to create marvels for the villagers’ delight: flaming butterflies that lived for a day, spoons that made the meanest food sumptuous, clockwork bird that cavorted in the air.

The old woman saw all that the brothers made and scoffed. Then she looked upon the discarded bag they’d fashioned; upon reaching inside and finding it vast, she declared it was the best and most useful of their creations.
“But we both worked to make that bag!” the brothers cried. “Who is the winner?”
“If you worked in equal measure, then you are both the winner.” The woman responded.
“But we can’t both be the winner!” they cried.
“Very well,” said the old woman with a smile, “then you are both the loser.” And she walked away with her new magic bag.

Insp: bag of holding write up in Classic Treasures Revisited

Magical Treasures and their Mythical Origins: Deck of Many Things:

By Zarzuket Jinxbit, magical artifact antiquarian

Despite its rarity and dangers, Decks of Many Things have made numerous, powerful marks on the history of dozens of nations, cultures, and organizations of Golarion. Followers of Desna often possess a strong fascination with the deck, believing that the original deck descended from Cynosure, the dwelling place of the Song of Spheres. Yet others say that the first deck rose from a twisted shard of power that fell to the world during a clash between Desna and Rovagug as part of the battle that ended in the imprisonment of the Rough Beast and, as such, the chaos of each deck is every bit as tainted with evil as it is favored with capacity for good. In Cheliax, possession of a deck of many things is prohibited by law and rigorously enforced. Rumors hold that the Infernal Majestrix herself decreed the ban after a minor noble’s encounter with the Flames card (one that causes instant enmity with an outsider) caused a temporary redrawing of alliances between parts of Hell and House Thrune.

Along with the number of legends and ghost stories that surround the deck of many things, the deck has left several tangible monuments as reminders that both its existence and power are very real. One such monument is Castle Everstand. When Lastwall’s Hordeline crumbled in 4515 AR (189 yrs ago) and the orcs of Belkzen forced Lastwall’s defenders into retreat, three desperate patriots of Lastwall held an urgent meeting in secrecy. The first, Sergeant Strom, had secured a deck of many things from his Taldan cousin to the south, a foppish merchant who lived off the gems gained from a lucky pull in his youth. The three soldiers agreed to each make two draws from the deck, hoping to obtain the Throne card to build an instant keep for Lastwall’s army to rally behind. They further swore that as soon as they had their fortress, they would stop the draws and never speak of how the keep came to be.

As promised, Strom himself drew first. Luck was with him that day, and he drew the Moon card, securing a single wish spell. He expended his wish wisely, asking that his second and final draw be the Throne Card. His wish came to pass, and moments later Castle Everstand was founded, a bristling bulwark of defense designed as the ideal bastion to fend off the orcs. Strom was able to rally some of Lastwall’s battered forces to Castle Everstand and help redraw Lastwall’s borderline, holding firm against the orcs. Castle Everstand remains to this day, maintained by Strom’s great grandson, and although Lastwall’s engineers have expanded the castle three times in its history, adding additional wings and outer walls, the initial core created by the deck of many things remains intact.

Insp: deck of many things write up in Classic Treasures Revisited

The Princess and her Sisters: An in depth examination of Giant Lore and Mythology:

From the journal of Novena Sophillar, anthropologist and historian

Several myths are shared among the giants and giant-kin of the Varisian lands, from hill giants to Kreeg ogres, to stone giants. One of these myths is that of the Fey Princess Myriana and her sisters. Princess Myriana of the Shimmerglens was a heartbreakingly beautiful creature, able to inspire the hearts of men with a single strand of hair or blind them for eternity with a coy smile. She frolicked and dance and sang all through the glens, avoiding giants easily and healing the plants and beasts of the earth with a touch. She touched those who visited her realm lightly and kindly and chased away all who would hunt in her domain and eventually, after countless years of chasing men and elves and giants away, she turned her heart cold and hid herself and her subjects away from the eyes of men.

Myriana also had three sisters, the triplets Briselda, Grelthaga, and Larastine, each younger and less beautiful than she. For many years they loyally followed Myriana’s lead, drawing intruders away from the glens and tending the plants and animals of their domain. They hated that with a quiet word and a soft touch, Myriana could do more than they could with every spell and song and dance they knew. They grew closer together and ever more bitter.

What the sisters lacked in kindness and beauty, they made up for in jealousy, wrath, and cruelty. While Myriana took no joy from misleading and charming those who wandered into her domain, her sisters delighted in it, cackling in joy ot hear the terrified screams of their quarry, ravenously feeding on the flesh of their kills. The only thing they enjoyed more than stealthily hunting terrified prey was cloaking themselves in magical disguises of lost travelers and old women to lure their victims close before ripping their throats open.

After many years marinating in their hatred and jealousy, the sisters devised a ritual to enhance their beauty and power such that they could overthrow Myriana. They boiled and stirred and distilled a potion clear and sweet as could be but the moment it touched their lips it turned to poison, polluted by their envy and jelousy, twisting them into repulsive crones with terrible strength and jagged claws. Briselda warped into a hulking humpbacked creature with oversized talons sprouting from stumpy arms. Grelthaga’s form twisted her into a tall thin monstrosity like a skeleton wrapped in ugly purple flesh and sagging white robes. Larastine’s face erupted into a mass of pustules and warts the size of coins and craters that weep ooze while her body ballooned into a bulbous wobbling form. Each of them saw themselves as even more stunningly beautiful than Myriana but saw each other for the horrors they truly were.

When they revealed their transformations to Myriana, she recoiled in horror, knowing their forms would have never taken on such an appearance if it were not reflecting the wickedness in their hearts. Heartbroken at the loss of her sisters, Myriana turned them away, into the world beyond the Shimmerglens to live among men and elves and giants. The sisters soon found they took nicely to the giants, who shared their monstrous hunger and terrible cruelty. Even today it is said that the Sisters of the Hook, as they’re called, are still close allies to the giants of the land and strive to make Myriana miserable whenever possible.

Insp: wholesale by this one throwaway line in Hook Mountain Massacre, Part 5: Harrowing the Hook: “Kreeg lore holds that these three annis hags were once related to Princess Myriana before envy and jealousy polluted them and they engaged in monstrous acts and vile rites in hopes of improving their beauty to outshine their sister.”

Winterbloom: Birth of a Goddess:

By Refian Marcellano, religious expert and scholar

It was nearly three centuries ago that one of Shelyn’s divine servitors, Naderi learned of a pair of lovers in Taldor who had long entreated Shelyn for protection were quickly losing hope. Naderi appeared before them in person, floating just above a waterfall’s precipice, the mist swirling all around them. She affirmed love’s transcendence over mortal obstacles and explained that love is one of the few bonds that sometimes endures beyond the end of mortal life, drawing souls together, even in the afterlife.

To her shock, the young lovers took her words more literally than she might have expected, embraced one another and threw themselves over the falls, thanking her on the way down for showing them a way to truly be together at last. Naderi was dismayed –she had never intended to drive them to their deaths- and even as she searched the river bed for them, she felt something within her welling. Their sacrifice propelled Naderi into godhood as the patron of suicide, drowning, and romantic tragedy.

Tragically, her ascension burned away those elements of her nature more closely aligned with Shelyn leaving her unable to be touched as before by most forms of beauty and destroying much of her capacity for true happiness, leaving her able to experience only bittersweet joy. Terrified of the changes she felt within herself, and believing she had betrayed Shelyn by accidentally turning two of her followers to her own worship and simultaneously driving them to suicide, Naderi fled Shelyn’s realm.

Shelyn pursed, not out of anger, but out of concern but Naderi eluded her. Over the centuries, the Eternal Rose has repeatedly attempted to reach Naderi for she feels the Lost Maiden’s nature gradually taking on a darker cast and is determined no to lose another loved one the way she lost her brother Zon-Kithon. Meanwhile, the dark gods Urgathoa and Zyphus court Naderi, hoping to encourage the flowering of the more nihilistic side of her personality. Naderi herself remains a precariously balanced figure, clinging to the memory of the light and love and beauty she experienced as Shelyn’s servitor, while struggling with a growing conviction that love is only ever consummated in death and a burgeoning fascination with the aesthetics of suicide.

Today, there is frequent friction between worshipers of Narderi and Shelyn, with Shelynites often determined to convince followers of Naderi that life holds too much beauty and wonder to leave behind and that while romance is a great joy, an individual can have many true loves over a lifetime, both romantic and platonic, making no single loss worth dying for. Worshipers of Naderi see Shelynites as too shallow to understand the despair that comes of being denied the freedom to pursue a true love. Their shared interest in the arts also frequently brings their worshipers close together. The focus on romantic tragedy artists of Naderi so often favor exhausts Shelynites, and the Shelynites’ attempts to get artists to focus on brighter and happier subjects irritates Naderi’s worshipers. Thankfully, most devout worshipers do their best to avoid open criticism of one another and often attempt to bring out the best in one another.

Insp: The Understanding Naderi and Naderi and Shelyn write ups in Inner Sea Faiths.

Dou-Bral, the Broken Traveler:

By Alinza Tahir, historian and Priestess of Nethys

Ages ago, Zon-Kuthon went by another name, Dou-Bral, half-brother to Shelyn. While little is known of the extent of his powers or his relationship with Shelyn at this time, the two shared custody of what is now her portfolio. At some point they argued, and Dou-Bral abandoned Golarion for the far dark places between the planes. Shelyn grieved for her lost brother, but was more horrified by his return.

During his travels in the void, some terrible, unfathomable entity found and possessed the young god, driving his original self into a tiny prison within his own essence. This alien presence filled the void of Dou-Bral’s godly power with twisted versions of the things he used to watch over and protect- beauty before mutilation, love became misery, music became screams, and the art of creation became the craft of torture. When Shelyn reached out to her lost brother, he pierced her hand with his black nails. Again the siblings quarreled, he responding to her tears and pleading with silent violence. Only after she wrested his weapon, an intelligent magical glaive, away from him did they reach a tenuous peace of silence and avoidance. For countless centuries Shelyn has tried to find ways to make her brother remember who he is- all with little effect.

To this day, Shelyn’s favored weapon remains her brother’s stolen glaive, Whisperer of Souls. While Shelyn has managed to reshape the weapon’s appearance from its original hideous and nightmarish form into a glittering and golden weapon, the artifact still remains a powerful and evil thing. Crafted by the former god of smiths, who fell during the same murderous spree that claimed Shelyn’s mother, Whisperer of Souls can absorb souls and once it absorbs 100 sufficiently powerful souls it will become a god in its own right and bring about an era of murder and death. By the time Shelyn stole it, Whisperer of Souls almo0st had enough souls. Thankfully, in the time since, with the help of Nethys and brave mortal adventurers, Shelyn has been able to free most of these souls. Much to the silent fury of Whisperer of Souls, Shelyn seems incorruptible and immune to its influence, unlike her brother.

Insp: Shelyn's write up in Skeletons of Scarwall, Curse of the Crimson Throne and pathfinderwiki's Shelyn article.

The Wolf that Was:

By Chot Gable, Pathfinder Loremaster and historian

The greatest and most tragic of Zon-Kuthon’s heralds is the creature called the Prince in Chains. The living embodiment of suffering and loss, the creature looks like a skinless wolf standing taller than a house with several oozing gashes in the shape of fanged maws on its body, restrained by dozens of heavy rusted chains. For years, Zon-Kuthon tortured the creature, stripping the Prince’s own flesh away replacing it with haphazard layers of metal, leather and the necrotic flesh of other beings. It’s tongue has been embedded with dozens of barbed hooks and razors and Zon-Kuthon himself gouged out the Prince’s eyes to make the receptacles of his own dark will.

But far more terrible than the Prince’s twisted form or gruesome torture, is the indication that once, long ago, when Zon-Kuthon was Dou-Bral, the Prince was a great and noble spirit wolf called Thron, the Prince that Howls and the sire of Dou-Bral and his sister Shelyn. When his son returned as Zon-Kuthon, the Prince that Howls greeted him with a joyous noise born of ages past, a noise that choked in his throat when the corrupted god bound him in razor sharp chains and dragged him off as a plaything. Long ago that beautiful voice was silenced, now only able to gurgle, screech, and gnash his teeth.

Yet while once a noble, goodly creature, The Prince in Chains is far from kindly and delights in sharing its torments with any living creature it encounters while wandering the depths of the Plane of Shadow. Around its son-turned-master, however, the Prince’s demeanor shifts to that of a simpering pup, unwilling to look the god in the eye, whining equally for the attention of a careless caress or a bone-shattering kick.

insp: Write up of the Prince in Chains in Skeletons of Scarwall, Curse of the Crimson Throne

The Faerie Princess and her Beloved:

By Arcsilius Kalshune, famed bard and playwright of Magnimar’s Triodea

Long ago, in a world where the First World and ours were much nearer, lived a Faerie Princess, a beautiful, kind warden of Varisia’s sacred groves, in the time before it was called Varisia. The Princess worked hard every day, tending the plants, animals, and creatures of her realm, using her magic to heal them and her silver tongue to soothe their frustrations. “Don’t you ever tire, Princess?” asked Lord Unicorn. “Are you never lonesome?”

“Of course not, Lord Unicorn, for I have you and the rest of the court.” And so she lived, separate and unfazed by the frolicking of satyrs or strapping men or elves. That is of course, until her Beloved wandered into her lands, astride his ship the Celestial Monarch. Her Beloved was a simple mortal, a man of the seas and rivers, skilled with his harp as he was his bow. It was a soft quiet morning when she heard the sharp and flowing giggling of nereids and the gasps of a creature dying. She intervened immediately, scolding the fey for tormenting an innocent traveler and plucked him from the river dripping and wheezing.

In thanks, her Beloved played her a song so wondrous and enrapturing that for the first time ever, the Princess was moved to tears. “What is this? Where is the rain?” she asked, looking to the sky. Her Beloved laughed. “You’ve never wept before?” “None of the First World do this. What reason is there to waste perfectly good water with this foolishness?” she asked. Her Beloved smiled and it was at that moment he dedicated himself to showing the Princess the joys of the worlds.

The first time she laughed was when her Beloved’s white dog licked her face. The first time she gasped was when he took her aboard his ship and showed her the stars. The first time she sighed was when he kissed her. The first time she shouted in delight was while she was in her Beloved’s bedchamber. And so on for decades they went, her Beloved showing her ever new sensations, as the two of them spiraled ever more in love.

That is, until the Princess came upon his ship, half sunken in the riverbed ripped apart with massive hands. And for the first time, the Princess knew fear, as she rushed below decks to his cabin. Coming through the door and laying eyes on the corpse of her Beloved, the Princess knew heartbreak for the first time. She fell to her knees and wept bitterly as her Beloved and his white dog stared at her unseeingly. When she managed to tear herself away, the Princess’ despair poisoned the land around her, inviting all manner of dark fey and twisting the beautiful lands into dark misty swamplands.

“Princess,” Lord Unicorn asked after several days of seeing her and the land spiral into gloom, “Don’t you tire of this pain? Are you not lonesome?” The Princess sobbed and nodded. “If only you could never feel this pain again. You would be spared so much pain.” Lord Unicorn began to walk away before the Princess called out to him.

“Lord Unicorn! Would that you could take this pain from me!”
“Of course, Princess.” And Lord Unicorn pierced her heart with his crystal horn and she arched in pain for a moment as her love, her despair, and all the things her Beloved showed her melted away from her. Around them, the foul waters drained away and skeletal dead trees sprouted leaves and birds peeked from their nests to sing their songs.
“I shall never love again.” The Princess declared sternly, to herself as much as her court. “Tis far too dangerous, too painful.”
And so it was, the Princess returned to her duties, locking away the memories of her Beloved and the wonders he had shown her. And to this day, the fey of the land shun all mortals alike and Lord Unicorn teaches his children to avoid men whenever possible, fearing the horrors they brought so long ago.

Insp: Mostly made up from the idea that Myriana was hesitant to love Lamatar because of some tragedy in her past and to tie a few of those haunts into her backstory.

The Syrpents Tane: Fairy Tales of the Eldest:

The Eldest are the most powerful residents of the First World. These beings are sometimes called the fey-lords although no beings rule the home of the fey. They are also often called the shapers as they are extremely adept at molding the substance of the First World to their will, creating domains that serve as oases of stability on a constantly changing plane. Other such creations are the Tane- the most feared of a group of notorious fey known as the Twisted, goliaths of war and madness dreamt and stitched into being by the Eldest. Terrible to behold, stories speak of the Tane stumbling into mortal lands, where they ravage kingdoms by creating firestorms, crush keeps with their feet, and eat dragons.

The greatest of these is the Jabberwock, a thing of scales and fire and crushing fury. Standing taller than a storm giant and nearly as heavy, these creatures can warp the minds of men with but a sound, bear wings powerful enough to buffer enemies as a hurricane, and eyes that can project beams of fire. Once, a long time ago, the Jabberwock came to reside in a forest a day’s flight from a dozen cozy villages. Once a week, the beast emerged from its lair to spread destruction and ruin to these settlements, delighting in the chaos it brought and laughing as townsfolk’s arrows and pitchforks bounced harmlessly off its terrible hide. Eventually, a hero came forward and bearing a legendary sword forged by a now-forgotten artisan god and engaged the Jabberwock in a battle so epic that it created echoes throughout reality. From these echoes came the lesser jabberwocks known today as well as the magical Vorpal swords used to slay them.

The next most powerful Tane is the Sard, the Storm of Insanity, a thing of boughs and briars and misery, an ancient Wychwood Elm given life and hatred by the Eldest. Awakened from the scorched corpse of a lightning struck tree, the First Sard was created as a living siege engine and it quite enjoyed this destructive role, often seeking out fortresses or even entire towns to systematically terminate using the lightning magic it wields. The only ways to stop this monstrosity are those involving sonic magic, for the twisted rites used to grant the creature fire were completed before the answering thunderclap to the lightning bolt that killed the tree. Having just awakened, the first thing the beast sensed upon gaining sentience was the deafening roar of thunder, and since then the creature has feared and disliked such effects.

The least of these is the Thrasfyr, the Dreaming Hill of the Dark, a chimeric monster wrapped in chains that took part in the Three Thousand Year War of the Eldest. The creatures was said to form a bond with a living creature that allowed the two to communicate and watch over one another over any distance. Much like the other Tane, the Thrasfyr is decidedly deadly, possessing the ability to breathe fire, see invisibility constantly, and use the chains permanently attached to its body as additional limbs to attack and ensnare enemies with.

Insp: Justice Ironbriar’s treasure, Rise of the Runelords anniversary edition, and the Tane writeups in Sound of a Thousand Screams, Kingmaker and Bestiary 2


1 person marked this as a favorite.

Because I'm diabolical, I'm considering having them deliver a salad to her instead of just the single leaves but make sure she knows the veggies in there are NOT her leshys lest she go on a roaring rampage of revenge.

For now, I was thinking of having them just demand their gear (about 100g worth) back, a ransom of 200g and an ear on the inside and regular reports.


They specifically told her NOT to kill them so as to avoid garnering unwanted attention and only a few days later, they showed up dead. They either 1) honestly think she did it and want to punish her for it or 2) don't know or don't care if she did it but didn't like her to begin with and were just using her to do their dirty work and now want to see what else they can squeeze out of her.


Undersheriff Randy:

The goblin raid in Burnt Offerings went poorly for my players' oracle and bard so I had a handful of Sandpoint guards run in to help. One such individual that I kept calling "random guard" for FOUR CONSECUTIVE ROUNDS never rolled anything lower than a 15. This lvl 2 warrior made minced meat of every goblin he encountered and stole the kill from the oracle. During said fight his name evolved from "random guard" to Randy, and since then I've made him the Undersheriff and he's interacted with the party a great deal (even more since Sheriff Hemlock's knee got blasted to bits and has to limp around on a cane now). He's become a bit of a running gag and after every tough fight they win they joke about how they're surprised Randy didn't rush in to steal the kill.

Little do they know that's EXACTLY what's gonna happen during the giant raid on Sandpoint the moment they get a stone giant below 10 HP (or the oracle fumbles his roll on a natural 1 as frequently happens) as Randy appears out of nowhere and kills said giant.

Black Arrows:

In Book 2, during Walking Scarecrows I had the party encounter a group of 4 Black Arrows to 1) introduce Fort Rannick early and 2) make their death's more painful. These Black Arrows included Vale Temros and 3 other NPCs I made up.

Korva Mabravi (NG human two handed fighter 3/ ranger 1): a redheaded firebrand that was absolutely vicious in battle and never stopped flirting outside battle.

Tem Kaylos (CN half elf bard 3/ ranger 1): a sweet talking roguish character that enjoyed traveling and seeing new things almost as much as he liked helping his allies cut down giants.

and Aerodus Kotek (LN diviner 3/ ranger 1): the shy but clever youngest son of a wealthy but minor Magnimaran noble that left home to seek adventure and handles most of the Fort's book-keeping.


So during Burnt Offerings, one of my PCs (CN elf bard) contacted the Sczarni to obtain some semi-legal gear (skeleton key, glass cutter, other obviously burglary-related items) because she couldn't get it at the general shop. In the downtime between Book 1 and 2, I had a Sczarni member contact her and say that they would give her a certain amount of the goods she wanted if she would do a favor for them and chase a handful of non-Sczarni con artists out of town WITHOUT killing them. Unfortunately for her, these con artists turned out to be the late Mr Mortwell, Hask, and Tabe- the first of the Skinsaw Murders. Needless to say, the Sczarni are NOT HAPPY.

The party hasn't really been in Sandpoint long enough (that is without massive crowds of witnesses) for any of the Sczarni to ambush her PC, so I was thinking of a different tactic. My player created and befriended two leshys (long story) between Book 1 and 2 and left them in the safety of Sandpoint where they could wander around at their leisure and explore. So I'm thinking that not long after she gets back to Sandpoint she finds a sealed envelope in her room containing a single leaf and a note demanding the goods they gave her back as well as x amount of gold as ransom.

TL;DR: My PC ticked off the Sczarni and kidnap her plant creature friends for ransom in retaliation.

Any suggestions?


I actually threw in a few Black Arrows early in Skinsaw Murders. Vale and 3 other NPCS I made up (Tem Kaylos CN half elf bard 3/ ranger 1, Aerodus Kotek LN diviner 3/ ranger 1, and Korva Mabriva NG fighter 3/ ranger 1) ran into the party during Walking Scarecrows and might be following them to Misgivings.

I did this because 1) I only have 3 players and I'm concerned about all that ability damage killing them in Misgivings, 2) it shows them early on that most of the Black Arrows are pretty damn competent and the only reason the Fort was taken was because they were betrayed, and 3) it'll be so much more painful for them in Hook Mountain Massacre because they KNOW and fought with the people who were killed. Haven't decided yet if any of them other than Vale will survive until the PCs get to the Hook.


5 people marked this as a favorite.

I ran my players through the Chopper's Isle side quest presented in Wayfinder 7 with the addition of a slightly less deadly version of Chopper's Revenge at the end of it.

Recap:
Leading to an incredible scene where my players scrambled up the old light to the one surviving platform 50 ft up to get to a possessed Sheriff Hemlock tiptoeing precariously near the edge which lead to the party gunslinger shooting Hemlock in the knee to keep the Chopper from making him jump and taking him from full health to 2 HP in one shot and a particularly terrible will save on the Chopper's part leading to his death (also at the hands of the gunslinger, who fittingly, is the cousin of the Chopper's very first victim). They're currently arranging a donation pool to afford Hemlock a Restoration spell to get rid of his new limp.

And I wrote up a journal the Chopper kept that they found in his underground shrine that maybe gives some insight into his disturbed mind.

Chopper's journal:

Calistril (Feb) 14, 4679. Spent the last week in Sandpoint, a little town a few days from Magnimar. Been wandering so long it’s nice to have a quiet town to spend some time in. The people are nice and I’ve made enough money to stay at a decent little inn called the Red Dragon. The inn keeper was a little rude but the room’s a lot more comfortable than a tent.

Calistril (Feb) 26, 4679. I’ve made more coin here than I ever did in Magnimar or on that wretched farm. I’m thinking of renting a room for a while. This place is sort of growing on me. Everywhere I look I see a bird waiting to be freed by my hands.

Abadius (January) 24, 4683. Saw one of our old neighbors at the market today. He kept going on and on about how “a son should be there for his family” and how if his sons ever ran off like I did he’d ring their heads like bells. Blubbering idiot never even realized he DID ring my head like a bell. For YEARS. I’d been a moment away from throwing my carving knife at him when Father Tobyn noticed us and struck up a conversation with the old coot. I’d sooner go to all the layers of all the hells before I went back to that hellhole.

Sarenith (June) 24, 4687. I’ve decided to move to the isle north of town. The climb is treacherous but the birds there are so beautiful and so far from town they don’t even seem to notice me. Several people in town seem surprisingly supportive. Mayor Deverin even convinced Old Battlehorn to build me a set of stairs from the beach all the way to the top of the isle. We start construction tomorrow.

Erastus (July) 5, 4687. That idiot Battlehorn is an affront to talented wood-crafters everywhere. That fool was trying to use just any old wood for the door and rails and got testy when I insisted they use the best wood for carving. They’re called STOOTS for a reason! This is what I do and he presumed to tell me that I was being picky. Mayor Deverin managed to separate us before a punched him but only just barely. At least here I’ll be away from the idiots in town, alone with my art and the birds.

Rova (Sept) 19, 4687. I’ve done more carvings in these past few weeks than I did in almost all my time in town. I can hear the birds singing to me from all across the island. I’ve seen them in my dreams, beautiful, deadly hunters, swooping down to grab mice and rats from the fields before vanishing into the horizon.

Neth (Nov) 26, 4690. It’s been so many years but I still sometimes have nightmares about him. This time I was sleeping in the field, using my cloak as a pillow when he attacked me. He was choking me, punching me, and yelling about how I was lazy and useless and the reason mother left. I couldn’t fight him. My knife was too far away and he was on top of me. And then suddenly- he was gone. I looked up and a magnificent creature had snatched me away. It had the legs of an eagle and huge black eyes and two sets of magnificent eagle wings, each longer than twice my arm span. “He’s gone, child.” The creature told me. “He cannot hurt you here.” I thanked the creature and he smiled at me, hooting happily. “All I ask is that you free the spirits you find. They are so desperate to finally be free, like yourself.”

Pharast (March) 17, 4690. I’ve finally found it. The Bird King’s secret chamber has finally been reopened. He’ll be so pleased. The massive statue I found depicts him a little differently than I anticipated, but my nights have been blessedly calm and quiet.

Gozran (April) 3, 4690. Enderaki Sorn loaned me a book that regards the Bird King. He seemed surprised to see me but let me in all the same. When I looked at the Stoot I’d left on his railing it seemed to sprout a second pair of wings and turn to watch me as I walked in.

Desnus (May) 8, 4697. Lord Pazuzu has offered me a great gift. He says a great and powerful winged beast has been hunting in these lands lately and that he’d very much like to baptize this creature as his newest servant. He promised that if I succeed, he shall grant me the power to claw out my father’s eyes and rip his venomous tongue from his mouth.

Desnus (May) 24, 4697. The beast is smarter than I ancicipated but also utterly uninterested in my lord’s offer. When I pressed more earnestly the beast breathed a pillar of fire at me. I just managed to duck out of the way. Perhaps my lord will grant me another task, one less likely to get me killed.

Lamashtan (Oct) 19, 4697. Lord Pazuzu was most displeased that I’d not managed to secure him the servitude of the damnable mule. He promised that he’d grant me another task but that first I must complete the excavation of the rest of his temple.

Arodus (Aug) 28, 4699. Father Tobyn came to see me today. He complimented my birds but seemed surprised when he noticed the Bird King’s holy text on my table. He talked about how “demons are not to be trusted” and “we’re here for you, Jervis”. Oh yeah, like they’d been when I was a child, eh? When my father beat me blue and chased off mother? I’ve seen the way he hides away that daughter of his- he’s just the same. A controlling old bastard more interested in forcing his child down his own narrow path than actually listening to what they have to say. I slammed the door in his face after giving him a piece of my mind. I doubt anyone will be back soon.

Kuthona (Dec) 28, 4701. That damned town with their foolish holidays. I watched the dances and the bonfire from my bedroom window. I carved birds onto every building in that greedy little town and no one even knit me a pair of socks. They pass around that stupid Zon-Zon doll whispering forgiveness. Some things are unforgivable. The god of pain and loss should understand that.

Kuthona (Dec) 29, 4701. Lord Pazuzu has granted me a second chance. Releasing the souls of these idiot townsfolk will sufficiently power him to finally grant me the power to end those who’ve wronged me. I slipped into town under the cover of darkness. That idiot boy wasn’t even wearing his shiny armor. The knife sank through his heart soft and true. I left his body but brought his eyes and tongue back to my Lord’s table as a gift.

Abadius (Jan) 2, 4702. That fool Das should know the pain I’ve felt. He was always too loud, too arrogant, too happy. When I stumbled into his young wife on my hunt, I knew just the way to punish that bastard. I slit her throat neatly and didn’t even see the boy until she’d fallen, showering him with her blood. I smiled and almost giggled. Lord Pazuzu could always use new servants! I took the boy home with me. I’ve only given him some water. Soon enough, he’ll realize how generous Lord Pazuzu can be.

Abadius (Jan) 6, 4702. The boy learns quickly. His left arm is a beautiful pink array of crude but deep carved birds. Tomorrow I’ll bring him another plaything and we can decorate them together. For now at least, I’ve started feeding him. He’s quiet but I can see my Lord’s righteous fury in the boy’s eyes when he carves himself.

Abadius (Jan) 18, 4702. I’ve been so busy I hardly have time to write! My dear apprentice has learned so much so quickly. His quick little hands carve faster than mine, although not as neatly. He prays to Lord Pazuzu with me every night but still stares at his mother’s tongue rather than the idol of our god. I think warning him that his tongue could join hers might be motive enough for him to show his lord the proper devotion.

Abadius (Jan) 26, 4707. That damned Sheriff has been just around the corner for too many hunts now. I shall have to offer him up to my Lord as well. He is quick however, and handy with his sword. Bless my endeavors, Lord Pazuzu, ensure my safe return to your side and do not let me be struck down by the swords of my enemies. Soon, so soon I shall see my father’s eyes and tongue sitting next to those of the foolish idiots of Sandpoint.


2 people marked this as a favorite.

Like Tangent mentioned, during Walking Scarecrows I also let my players slowly realize the ghouls they were cheerfully cutting down were actually the family that had lived at the nearby farmsteads. My players just about had a heart attack when they heard "Papa? Is that you?" from around the corner having just found the corpse bearing the second note.

Believing she was the last living person around, they arranged to have the party member with the most ranks in Ride rush the girl back to Sandpoint and then meet them at Misgivings. Because he got there much faster than expected (holy crap a horse with the Run feat can book it) he actually sat down and talked with the girl's aunt about their financial situation before deciding in a heartbeat to adopt the girl and gave every last copper of her family's savings to her aunt to help keep food on the table for the girl and her own children until he'd returned from sorting out all this "ghoulish murdery" stuff.


Spoiler:
I'm almost completely finished reading the anniversary edition cover to cover again and I'm trying to determine when exactly I should start having my PCs roll wisdom saves to block Karzoug's scrying spells. I know some DMs might roll these in secret but I kind of the like idea of ramping up my players' paranoia even more.

I think the earliest he could possibly have any clue is if the lamias Xanesha or Lucrecia manage to get away and send him a message somehow. That said, he might not bother wasting his time scrying on them rather than "more dangerous/ important" individuals until after they kill Mokmurian.

Thankfully, my players are still in the beginning of Skinsaw Murders so I've got plenty of time to choose, but I'd love some advice!


1 person marked this as a favorite.

It took a while to figure out but I imagine that there are two conclusions that Nualia must come to realize IN HER OWN TIME, that could lead to her redemption.

1) Lamashtu doesn't truly care for or love her. (Driven further home by the realization that Lamashtu particularly delights in corrupting aasimars and other good aligned outsiders and outsider-kin, meaning JUST LIKE EVERYONE IN SANDPOINT, Lamashtu cared more about WHAT she was than WHO she was).

2) There are people that care for her and don't want her dead and don't want to use her as a pawn. (at the moment there's really only one she could see, the party's oracle)

I'm planning on having her realize #1 at the end of her second fight with the party. When she hits about 10 HP or less, Lamashtu will decide to focus on her more competent servants (the lamia priestesses and the Scribbler) and abandon Nualia, leaving her without her clerical abilities.

The cinematics of this event I'm planing on using involve her scar burning brightly (red or black idk which) and her holy symbol shattering. I'm debating having her Mark of Lamashtu heal over (which I'm iffy about because it smacks of the beauty equals goodness trope) and something happening to her demon arm (either it is struck from her in a spear of magical light from Lamashtu herself or simply shrivels and dies reducing her str and doing some con dmg).


I feel like it's probably a little of both. I don't think he planned exactly on worshiping the "free love" empyreal lords just to get away without lust points but I think it's up to debate. I'm probably going to ignore the more standard instances (continued relations with Shayliss, visits to the Pixie's Kitten) and only consider the more unusual ones.

For example: One other player frequently flirts with every male npc she sees and was even doing the do with Aldern before he skipped town and as such only got one or two lust points (mostly because nearly all the other npcs turned her down or thought she was joking) but when she slept with Orik while IN THISTLETOP with potential enemies still running around I gave her a lust point because it seemed excessive and possibly risky (Orik was only helping them because they agreed to pay him).


Lorax, He knows about the sin/virtue points because he's run the AP with me and another group a few years ago.

And tbh, the reasoning behind his actions and well, his future actions certainly will decide where his points go. Regarding Shayliss's reasons for seducing him, I don't think he should get sins because of an NPCs backstory and emotions. That said, how he reacts in the near future really will tell.

Shayliss has been mentioning having dinner with her family and he's been stalling giving her an answer. They've just learned about Katrine and Banny Harker's fates and as they were heading out to Habe's, Shayliss ran out in the pouring rain to ask him what was happening. He joked about acting like he didn't see her (just joking, he did go talk to her), mentioning how awkward and hard it is to look at her after seeing her sister's body so mangled. So really, a lot depends on how he acts when they get back to Sandpoint.


So I've been keeping track of each of my players sins (perhaps a bit more so than the AP suggests but I intend to have them play a bigger role in the AP, giving bonuses/ penalties to will saves of the associated schools) and one of my players was debating with me just how many lust points he should have.

This player took Shayliss up on her offer back in Burnt Offerings and then proceeded to have secret nightly dalliances with her as well. He's from Magnimar and jokes about having a House of Welcome "favored customer" card. So just recently, he managed to acquire ownership of the House of Welcome (after an impressive line of trade-offs and deals) and plans to set up several benefits for the employees including hiring tutors, setting up savings accounts (Fantasy 401Ks!) with the temple of Abadar for each of them as well as arranging to construct a shrine to Arshea and hire a full time cleric (he did get a generosity point for this).

Said character is a devout worshiper of Arshea (Empyreal lord of freedom, beauty, and sexuality) and to a lesser degree Lymnieris (empyreal lord of prostitution, rites of passage, and virginity) and argues that because his religion does not see sex as a sinful act but rather an act of love that he should have very few or no Lust points but rather several Love points.

I'm having trouble deciding how to assign his points and any advice would be appreciated!


Digital Mystic wrote:
This is amazing! This should TOTALLY be in the community created thread up top!

Thanks DM! I just posted them there, hopefully someone else will enjoy them too. Any suggestions for the next batch?


1 person marked this as a favorite.

A while ago, I posted some in universe myths and legends to help immersion and now I've got some more!

This next batch includes myths dealing with:
Shoanti myths concerning the Runelords and Thassilon,
Magnimar’s Arvensoar,
possible spawn of Rovagug,
Lamia mythology,
Mhar the Great Old One,
the dead gods Acavna and Amazen,
the Scarecrow,
and Skull Rippers.

Enjoy!


8 people marked this as a favorite.

Wrote up several more!

To explain why they are each on such very different topics, I'm ruling that these are snippets of things one of my players reads during downtime in Sandpoint reading at the House of Blue Stones and Brodert Quink's collection.

And So it Was:

As told by Kusa Hawk Dancer,
Shoanti storyteller from the Shriikirri Quah

“Stand ready for the campaign at all times,” the Azghat said. And so it was. The Azghat brought order to the world and we were the Shoanti, their blades. When there was dissension, the Shoanti brought order and peace in the name of the Azghat. To be Shoanti was the greatest of honors, for the Shoanti were selected by the Azghat from those of the greatest skill, speed, strength, and honor. The Azghat’s gifts to use was to organize us into quahs and unto each quah was given a purpose, a commitment unique to its gifts. And so it was.

Then came the time of the Hollow Sky. The forces of those who rebelled against the will of the Azghat rose so great that the Shoanti began to dwindle in number. In response, the Azghat took it upon themselves to share in their honor with the Shoanti so as to renew our battered resolve. But this was a terrible misstep. With their honor diminished, the Azghat fell into a spiral of evil, and with each passing year, the Azghat grew close to becoming one with the very enemies that moved against them. In time, with the heaviest of hearts, the Shoanti were forced to turn on the great Azghat and with their defeat, the kingdom of the Azghat finally crumbled into dust. And so it was.

To this day, we as Shoanti carry not only our own honor, but the remains of the gift of the Azghat. It is said that those warriors who continue to conduct themselves with honor slowly restore the Azghat’s memory and resurrect the glory of their land. One day, perhaps, the Shoanti debt will be repaid. Until that day, the Shoanti’s enemies will always remain many. Always will our enemies seek to purge us and the memory of the Azghat from the land. But we will not allow this. We will remain here, where the Azghat first brought us together and shaped each quah, in honor of their gift to us. And so it shall be.

Insp: Pulled almost word for word from People of the Storval Plateau, Curse of the Crimson Throne: A History of Ashes

Angel of the Spire:

As told by Gellius Rondlos, a local bard

Near a hundred years ago, at the dawn of the Age of Omens, many in Korvosa decided enough was enough and left Little Cheliax for a place free from the overly pedantic and close-minded government of Korvosa. They came west, led by the visionary paladin Alcaydian Indros and his companions, the Wardens of the Eye. When they came to the Seacleft, they knew they’d found home. But the native Varisians soon clashed with their new neighbors, asking them to move their newly built homes to the south of the river, away from their holy grounds. Comfortable in their new homes and preferring them to the tents they’d spent long months in, all of Magnimar’s leaders refused except for one: Mistress Ordellia Whilwren, a member of the Wardens of the Eye.

Curious, Ordellia promised the Varisians that she and her followers would gladly relocate if they would show her an angel. In response, the Varisians mysteriously told her to look up to the Seacleft Spire at dawn every day for a week. Ordellia did so and on the week’s final day, she saw a radiant figure perched atop the alabaster spire in the glittering sunrise. Awed and inspired, Ordellia kept her promise and moved south to the district called Ordellia in her honor. Cynics still occasionally whisper that all Ordellia saw was a cagey Varisian adorned with a magical disguise, but Ordellia went to her grave with the happy conviction that she had seen, if not Desna herself, then one of her more powerful azata handmaidens.

Two years after that, in 4610, a great storm wracked the land, wind whipping caravans apart, turning building supplies into deadly projectiles and flooding sections of the city with enough sea water to force a Halfling to swim in it rather than walk. Through the driving storm, ignoring the lashing wind and rain, Ordellia prayed to the angel of the spire. And finally, after she was soaked and shivering and standing in water up to her knees, the angel of the spire answered her prayers. In a blinding flash, a bolt of soundless white lightning struck the spire’s rocky perch, blasting it to nothing but glass and rubble, but in doing so, scattered the storm clouds to reveal a starry sky.

Having heard Ordellia’s prayers and seen the silent lightning, the townsfolk agreed to create a great tower to replace the fallen spire. As workers laid the first stones, local Varsians –seeing they now shared the same faith- joined in, and thus did the Arvensoar begin to rise. Although it took more than 18 years to erect, the Arvensoar now stands as a symbol of Magnimarian-Varisian unity and an open invitation to goodly spirits.

Insp: Pulled almost word for word from Magnimar, City of monuments

The Tale of the Seven Klars:

As told by Shadfar of the Skoan-Quah

After the battle of Angraysan, each of the seven quah-jothka came together to praise one another for their role in the victory. Lajtru of the Spire Clan snapped the blade off of his klar and laid it upon the ground so that it pointed at Halrik of the Hawk Clan. “Your horsemen turned the tide of the battle,” said Lajtru. “No,” answered Halrik, “it was the Wind Clan who showed us the way and where to begin our charge. This battle was over before it began.” and with that Holrik snapped off the blade of his klar and placed it on the ground pointing at Churtan, Quah-Jothka of the Wind Clan. The mute Churtan shook his head and silently arranged his klar blade so that it faced Myton of the Skull Clan. As he did, the remaining quah-jothka each began to place their klars as well, each on giving due to the other quah they though contributed the most to the victory. When each was done, the quah-jothka looked down and saw that the klar blades were arranged in a seven pointed star, with each quah recognized by another. When the Azghat came and saw the star upon the ground, the Azghat nodded with approval. “This is the symbol of victory,” said the Azghat.

Insp: Pulled almost word for word from People of the Storval Plateau, Curse of the Crimson Throne: A History of Ashes

The Dawnfly: Old Wive’s Tale Turned Terrifyingly Real:

Chot Gable, Pathfinder Loremaster and Historian

Children from all over rural Avistan know the story of the Dawnfly, told most often around the winter solstice by mothers attempting to entertain and bully their children into behaving. For posterity’s sake, and those from more distant lands, the story is as follows:

It is said when the day is shortest, that the Dawnflower is at her weakest. It is said this is the day that the Rough Beast anticipates most in the entire year. In the shadows of morning, the beast comes loose to terrorize the world. From underneath, it erupts! The land comes alive with gnashing teeth and lashing tongues, each grasping first for those most vicious of children and dragging them kicking and screaming to be imprisoned in its belly for all eternity! Those children are forever lost, but if you believe hard enough, if you have faith, if you’ve been good the whole year through, the Dawnflower will speed to your aid, and throw down the beast once more in all her brilliant, burning glory… But only if you’re good.

Most commonly accepted as a fictionalized account of the mythic conflict between Sarenrae and Rovagug, new evidence suggests that perhaps this tale isn’t quite as fictionalized or hopeful as previously thought. For over a hundred years now, scholars have believed that the Beast mentioned in this story is a Spawn of Rovagug, rather than the Rough Beast himself. Degmadu, the Shuddering Maw, is widely whispered about among the creatures of the Darklands, even in the deepest vaults of Orv.

Ancient legends and accounts from these subterranean peoples speak of Degmadu as the Millennium Polyp for its exceptionally rare excursions to the surface world. These sources say that the Shundering Maw is “all mouth” akin to a vibrating funnel of stone teeth and feathered cable-like tongues. However, if these accounts are to be believed, once Degmadu reaches the surface (which it only ever does on the winter solstice) its behavior changes drastically. The beast bundles all of its energy and erupts in a blinding light as the Dawnfly, a massive wasp of glass and chitin filled with roiling smoke and six constantly vibrating wings that can lay low miles of farmland. By the time the sun falls however, the Dawnfly has expended all its energy and must return to the earth, leaving behind a stunning, fragile living glass husk up to 60 ft long. To the uneducated spectator, it may have looked as if the forces of Sarenrae descended into devastating battle to vanquish the beast before disappearing into the clouds.

While these husks are few (I myself having been lucky enough to see one, albeit sworn to carefully guard its location for fear of theft of such a magnificent artifact), their existence calls to question everything formerly thought about this tale. Is our hesitance to destroy the hopes of children (as well as a story many of us delighted in as children ourselves) inadvertently celebrating the life cycles of a horrid beast and potential Spawn of Rovagug? Perhaps we may never know, but the facts remain: this story did not come from nothing, and every thousand years, there exists massive glass insect husks found amid miles and miles of destruction.

Insp: Wayfinder 2, Spawn of Rovagug: The Dawnfly

Curse of the Fateless:

As told by Lakin Beast-Bane of the Sklar-Quah

In the ancient days, the Shrine of the Fateless was among the world’s most respected oracles. Deeply devoted to the mysteries of the goddess Pharasma, the Fateless forsook their own destinies to better divine the paths of those who sought their advice. For centuries, the ancient faith foretold plague and plenty and their words were irrefutable. Yet, over time, the Fateless grew greedy and arrogant. They exacted great sacrifices for self-serving lies cloaked by mysticism.

Displeased, Pharasma herself visited the shine of the Fateless, disguised as a sickly old wanderer, and begged to know her future. The leader of the temple, a stunningly beautiful seer called Lamia of Avalos, dismissively demanded an offering for her insight. To the priestess’s surprise, the stranger paid. Prepared to lie to be rid of the beggar, Lamia was instantly wracked by a vision- the first true vision she’d ever received. In it, she saw the old woman traveling a shining path, threatened on all sides by woods teeming with snakes, lions, and other deadly beasts, but at the road’s end rose a tower of gleaming ivory. Speechless, Lamia quickly dismissed the vision and wickedly told the woman that she would receive great wealth if she traveled to the deadly Lands of the Horned Serpent.

Dismissing her disguise, Pharasma’s aura of eyes filled the shrine, and in a booming whisper the goddess spoke: “I alone chose what perils lie upon the path to wonder! You who would speak and lie in my name, I renounce you and reveal you as kin in fate to the beasts forbidden to walk the path of destiny.” With those words, the Fateless became as starving lions and Lamia’s cries turned into the hiss of a pathetic snake. Pharasma banished the Fateless from her shrine, leaving them accursed things, forever wandering without destinies, half liars and half beasts.

Turned bitter and ever more sinful, Lamia and her kin grew quick to covet, enslave, and overindulge, luxuriate in gory feasts, violent trysts, and bloody entertainments, reveling until their playthings are broken or they grow bored and move on. The children of Lamia, named for their mother, typically revere Lamashtu although they’ll worship any deity they believe likely to bless their wicked plots. Despite seeking other gods, the Lamia still bitterly despite Pharasma and her followers, eagerly doing them harm in vengeance for the curse the goddess of fate laid upon their race. Many lamia believe that their touch robs their victims of their destinies, and thus their sacred path granted by Pharasma, and as such, take special pleasure in draining the souls of Pharasma’s servants

Insp: Lamia Matriarch write up in Skinsaw Murders

Mhar Massif: Myth of the Mountain:

By Lehana Alamander, Pathfinder and Scholar

While it has been decades since it was measured, nearly everyone in Varisia recognizes Mhar Massif as undoubtedly the tallest mountain in Varisia, if not all of Golarion, at 31,565 ft. What fewer people recall however, is the strange legend associated with this great peak. A mountain so impossibly tall that some believe it supports the World’s Roof while others insist it pierces it instead. There is a legend, that was ancient even to the people of the Age Before Ages, that speaks of the death of an ancient, unknowable creature known as a Great Old One.

Mhar, as this being came to be called, attempted to enter the world from the Dark Tapestry, using the planet’s crust as a womb, but ultimately failed. Some say this was because the planet Apostae was slightly out of alignment with the other planets, while others say that the Rough Beast, Rovagug himself that stilled Mhar’s birth, angry that another would dare destroy the planet he enjoyed tormenting so greatly. The legend says that Mhar was caught and petrified midway through its emergence from the mountain, his snarling face forever frozen in stone at the mountain’s peak.

While many explorers often note a strange otherworldliness to the mountain, none have ever seen the Mhar, the World Thunder or proof of his existence. Still, there do exist cults that venerate this mysterious being, some even claiming that their god did not fail to be born, but rather that its gestation is merely one measured in eons, and that when the Great Old One does finally awaken, a time which will be predicted by earthquakes and volcanism, it will turn most of northern Avaistan into a realm of fire and ash. Let us hope, for all our sakes that this legend is merely that, and the mythical bridge between realms has been burned.

Insp: Cults of the Dark Tapestry in Carrion Crown: Wake of the Watcher and Spires of Xin-Shalast

Earthfall: Dead Gods’ Sacrifice:

By Valanna Udarrin, religious and historical scholar

While all the people of Golarion know of the destruction Earthfall caused, few know the cause of Earthfall. Long ago, in the Age of Serpents, strange, alien creatures known as aboleths, raised the legendary Azlanti from barbarism, teaching them to control and harness their magic. Over time, the Azlanti grew more powerful, more wealthy, and ever more talented with magic, and thus grew prideful and secretive. Eventually their aboleth masters lashed out at Azlant and when their punishments failed to restore the proper level of slavish devotion, but rather strengthened their resolve to eclipse their teachers, the aboleth instead decided to destroy Azlant completely.

Their powerful, otherworldly magic reached far beyond Golarion, stretching into the great depths of space to the very fringes of reality. There, in a place devoid of warmth and light, they found a body of star-born poison and metal, the drifting corpse of an unborn planet and in this they found a weapon capable of murdering worlds. Their power wrapped around this star-forged blade and launched it towards Golarion. But the aboleth weren’t the only powerful beings watching over Azlant.

Acavna, warrior goddess of Azlant and mistress of the moon, learned of the aboleth’s dreadful plot and acted. As the alien weapon drew near, she dragged the moon out of its orbit and into the projectile’s deadly path. The dark star collided with her lunar shield and shattered. But it did not slow. The resulting rain of otherworldly blades riddled Acavna’s physical manifestation, inflicting wounds lethal even to a deity.

When her beloved, Amaznen, the Azlanti god of magic (sources differ if they were lovers or merely close companions), saw Acavna breathe her last, he knew he had to do something, lest her death be proven useless. Concentrating his essence, he appeared before the rain of mountainous daggers still hurtling toward Golarion. Intent, he sought out the ageless aboleth magic and spoke a word. With this word, he faded from existence, taking the accursed aboleth magic with him.

A storm from space rained down upon Golarion that day, but what fell were stones only, without direction or drive. Although Azlant was destroyed, the continents reshaped, and the world forced into an age of ash and darkness, life on Golarion survived, thanks to the sacrifice of Acavna and Amaznen.

Insp: History of the Starstone in Mythic Realms campaign setting and History of Golarion in the Inner Sea World Guide

The Scarecrow, Legends from the City of Monuments:

By Serydana Rafferty, scholar of Magnimaran history and folklore

Citizens of Magnimar and frequent visitors have undoubtedly heard the Scarecrow rhyme, a morbid folktale almost as old as the city itself.

“Mumble Mumble Scarecrow,
Alone in the maize.
Sleeping in the daytime,
A stitched man he stays.

But when the moon she rises,
Up Mumble gets.
He shakes his hands at first
And moves his feet the next.

And when the dog is snoring,
And when you’re fast asleep,
Mumble Mumble Scarecrow
Will find you good to eat.”

While very few are likely to admit it, I would estimate that nearly half the city has seen a shadow or skulking vagrant that made the hair on the back of their neck stand on end and brought to mind this rhyme. Far fewer still are those who’ve come across a small bit of blood stained straw after spotting the creature. For decades farmers and stable hands have been complaining about something killing and eating their livestock, leaving bits of straw on half devoured corpses. The official response from the House of Ushers amounts to little, as they blame rabid dogs or vindictive customers rather than a creature such as the Scarecrow.

Several speculate that the Scarecrow could be an undead creature, a tormented farmer’s soul, killing in retribution for some wrong done to them. While any number of undead creatures might have their rotting skin and damaged clothing mistaken for such a creature, I doubt this creature is one of them. Most undead carry with them a scent that is fairly unmistakable yet stories of this creature rarely mention a smell other than the city itself. No, I believe the creature is a construct, similar and yet different than those of Golemworks. A creature made of flesh and straw rather than steel and glass. Perhaps we shall never know the true nature of this creature, but for those new to the city, heed the warning- if you see straw at night, hurry home lest Mumble Mumble Scarecrow find you good to eat.

Insp: Write up of the Scarecrow in The Skinsaw Murders and Magnimar, City of Monuments

Burial Rites of Ancient Thassilon:

By Dasual Sebathan, expert of Thassilonian Culture

Much like today, as with Magnimar’s Cenotaph and Antio’s Crown of Taldan, wealthy and powerful Thassilonians paid exorbitant fees to bury their dead in the great monuments of the land. Alongside these vastly wealthy citizens were also buried the slaves architects and builders, frequently subject to brutal and horrifying manners of death from being sealed in sarcophagi with all manner of poisonous vermin while still alive and screaming or slowly forced to starve to death or resort to cannibalism. A favored one of the time that particularly proves Thassilon’s debased, evil nature, was that of the Skull Ripper.

A construct the size of a horse in the shape of a black skeletal scorpion wearing human skulls as jewelry, this creature’s coming was heralded by a terrifying chittering noise made by the chain of skulls impaled on its long tail, topped with a curved stinger containing a debilitating poison. When a particularly wealthy Thassilonian noble died, the members of his household would commission a great tomb into which the deceased lord would be placed along with extensive treasures, large numbers of living slaves, and one skull ripper. There, in the utter darkness of a sealed tomb, the still air would resound with screams as the slaves were harvested, one by one, in a final grisly pageant for the dead lord’s entertainment. Ancient writings hint that the greatest of all the tombs of Thassilon was built high in the mountains of northern Varisia, before being snatched away from the mortal realm by wizards powerful enough to tear and stich together the very fabric of the universe.

Very rarely, such creatures are found even now in the collapsed and buried ruins of ancient Thassilonian tombs, quietly skittering back and forth, the jaws of each skull chittering in warning that any who approach, may soon be chittering that same warning to whatever poor soul comes next.

Insp: the skull ripper write up in the back of Hook Mountain Massacre


Yeah, those would be great! My group is just about to finish the Catacombs of Wrath before heading to Thistletop.


So this is my 2nd time through Runelords, but my first as DM and this time I want to make sure my players know more about the plot and history and characters in the AP than I did (granted we didn't have a wizard or anyone who could read Thessolonian or even anyone with ranks in Knowledge History).

To this end, I've made handouts a BIG part of the AP, finding and printing out journals for Nualia, Lyrie, additional pages for Tsuto's journal and am putting a big focus on the mysterious Late Unpleasantness (in the words of one of my player's PC sleuth: So Nualia lost her baby, fell into a coma, Ameiko's mom died AND a mass murderer all happened around the same time??? That CAN'T just be coincidence).

Said sleuth PC is an oracle of bones with a backstory involving a vision of "a dark dangerous cloud over Sandpoint's Cathedral" he believes was granted to him by Pharasma and the party bard is a worshiper of Desna and so I've been considering giving the party dreams/ nightmares that hide symbolic clues and details about current and future events (especially now that the oracle's made a point of destroying several holy objects of Lamashtu, goddess of nightmares)

I've already mentioned to the bard (object of Skinsaw Man's obsession) that several of her things have been going missing (she even paid a wizard in Sandpoint to cast Locate Object for her but by then Aldern had fled town) and I'm considering having her wake up in a cold sweat every few nights before I start Skinsaw Murders, convinced someone's watching her.

So what I'm looking for is inspiration for dreams and nightmares hinting at later plots and clues in the AP, particularly creepy nightmare-fuel ones and I'd love your suggestions!


Well, Pathfinder Society has rules for several healing type spells

show:
(Dispel Magic 1 PP, Restoration 2 PP, Raise Dead 16 PP, Resurrection 32 PP, True Resurrection 77 PP)

and their costs in the Pathfinder Society Field Guide and they all have no required fame score. Personally, I think they’re way too cheap so I changed them in my homebrew games.

I generally have spells lvl 1-4 cost 2 PP and have a fame requirement of 15, 5th – 6th lvl spells have fame req 25 and cost of 4 and I only have one fame award that allows you to bring someone back (Back from the Dead, fame req 35, cost 20, Raise Dead as 5th lvl spell).

So say, lvl 4 rituals might require similar things, 15 fame, 2 PP and 6th lvl rituals req 25 fame and 4 PP, or perhaps more or less than that considering that rituals are very powerful, costly, time consuming things that can have devastating effects if they fail.


Holy cow, Kittenmancer, that's amazing! Thanks so much! :)


Good call, DM. I've put him on the list but I'll write up a note of what *really* happened, though I doubt my players will ever find out.


1 person marked this as a favorite.
Digital Mystic wrote:

Stepchild, I have an obscure chopper victim for you. In the Magnimar, City of Monuments sourcebook, they talk about Boskard Pug, son of Morgamer Pug, owner and proprietor of Pugs Contraptions. He is disappeared while delivering a clockwork nightinggale to Ethram Valdemar in Sandpoint during the height of the choppers murder spree. (Page 37 of the above sourcebook). Perhaps he should be added to the list.

Mrakvampire, I am reviewing my maps of sandpoint, doing some updates to them, and adding an overlay for easier scaling in VTTs. So far I can say that the east bridge map is about 53 pix per square. I will post my updated maps very soon I hope.

Thanks, DM! I'll put him on the list.

That said, I am debating if I should swap him out with a visiting victim or just put question marks next to his name like I did Simon Korvut as neither body was ever found (which goes against the Chopper's M.O.). Perhaps Boskard stumbled a little too close to Ethram's secret? (Magnimar, City of Monuments top of pg 47)


8 people marked this as a favorite.

Some things I put together for my campaign:

Sandpoint's NPCs google spreadsheet: text in red indicates info about Nualia, text in blue indicates info about the Chopper (some details borrowed from Yossarian's Guide to Sandpoint)


Runelords timeline
(yes I bumped Ameiko's age around some- I thought it was ridiculous she started adventuring around 14)

List of the Chopper's victims (info regarding Simon Korvut found in Wayfinder 7)

Varisian folktales, as told by Risa Magravi (hopefully soon I'll have another one of these that's Magnimar themed)


I'm glad you liked it! I actually can't wait to hand it to my player (unfortunately, it looks like we'll have to postpone considered the snow headed up the east coast), but I'm sure he'll love it.

I had so much fun with it that I might even write up some more in the future.


Thanks for the answer, James!


Was Foxglove River named after the family and manor? Or the other way around?

The deed to Foxglove manor in ROTR anniversary edition uses Vorel's surname so it's probably named after them but I'm not sure.


29 people marked this as a favorite.

So one of my players had lunch at Risa's Place with Chask Haladan of the Curious Goblin, trying to butter him up enough to ask Sabyl Sorn of the House of Blue Stones to let him use her library.

While RPing Chask off-handedly mentioned that he'd love a book full of Risa Magravi's famous tales of legends and myths but that so far her son's been too busy to finish it. The PC then approached Risa and paid her for an "advanced copy" with just a few to sate his appetite. So because I'm a huge nerd and because I thought it'd be more immersive (and possibly hint toward some later campaign details), I wrote down a few of these stories and figured I'd share.

Risa’s stories
As told by Sorceress Risa Magravi of Sandpoint
Compiled and annotated by her grandson, Lel Magravi

The Seven Spire Stones:
This one’s an old Varisian tale that my mother told to me and her mother to her. Long ago, when Varisia was open, wild and free of Chelaxian control, we wandered the land freely, without a reason or a goal, simply to see the world as was granted to us. We worshiped Desna and she looked down on us kindly as we scuttled over the land, lost and aimless. The Starsong took pity on us and upon looking from us, back to her home, the glittering otherworldly palace and its 7 soaring spires. Desna smiled down upon us and reached into the sky plucking out seven stones from among the stars before dropping them here, and setting a table in the center, to mark a place so her followers would not become lost and would have a place to rest when they tired. (note from Lel: Father Zantus says the stones represent Empyreal Lords, like Ashava, Soralyon, and Ylimancha but Mr. Quint says they stand for the seven virtues of rule: rest, abundance, wealth… and I can’t remember the rest)

Insp: Sandpoint Cathedral write up in rotr anniversary edition

The Forever Fiddler:
A long time ago, a handsome Varisian bard now known only as the Forever Fiddler, traveled the land, singing and dancing with his caravan as they went. One day, coming across and ancient fallen monument they settled down to camp and accidentally released a foul beast from the depths under their campfire. A great, terrible bat-winged, black-scaled demon arose from the flames licking his lips and hungrily eyeing the children around the fire. Quickly, the Forever Fiddler snatched up his violin and stepped between the beast and the child, sawing out a quick tune. He used his magic and his skill to keep the beast entranced. For the rest of the night and the next day he succeeded until finally, as the sun disappeared behind the horizon, the demon persevered. The bard increased his tempo faster and faster still, until he discovered that he was enspelling innocent onlookers into joining the performance. The demon smiled at him before consuming each member of his caravan, leaving his youngest sister for last. Finally, when the bard could play no more, dropping to his knees to cradle his young sister’s corpse, the demon ripped a hole in the earth and absconded this plane taking both the Forever Fiddler and all the remaining dancers. But to his disgust, the demon had not managed to snatch away the soul of the Forever Fiddler, who even now remains, playing a slow and sad tune that turns manic at sunrise, ensnaring all around, trapping them in the diabolical claws of the demon he could not defeat. (note from Lel: I once saw the Fiddle while mama and I were traveling back from Magnimar! It was like a tree grew right up around it- I wanted to touch it but ma said I was just seeing things and made me leave before I saw him.)

Insp: Night Fiddler haunt in Wayfinder 7

Hag's Progeny:
While few admit it, most in Sandpoint know of the Tickwood Hag. A fearsome creature with green skin, mildewed hair and twisted fingernails, only the truly desperate seek her out. Having lost her coven sisters years before to the hands of men, the hag grew desperately lonely and despite her best efforts could not manage to steal away a child from the local tribes and settlements. In her desperation, she called upon a devil and begged him to grant her the power to give birth to a child. “Why ever can’t you steal one, Hag?” The fiend asked. “I’ve lost a great deal of power after the death of my sisters, your terribleness, and can’t face the swords of men as such. If only you’d grant me two children, I’d raise one to be powerful and loyal to you, while the other joins my coven when they come of age. I’ll have company again and you’ll have a powerful new servant.” The devil thought for a time before agreeing.

Nine months later, the devil came to see his newest herald but could not find the hag anywhere. Bellowing angrily, the devil searched and searched before he found the hag, hiding in a honeycomb of caves, with both twin babies nestled together sleeping in her empty cauldron. She begged him to forgive her but he refused, and pointing to the sleeping infants he cursed them. The first babe, the one promised to him sprouted wings the size of its whole body before flying lazily out of the cauldron. The hag watched in horror as the infant’s brow hardened and protruded, stretching into pointed horns while its pink skin turned bright red, its ears long, and fingernails growing into claws. Beckoning the child, the newly made imp obediently approached his master, perching on his shoulder.

Then the other babe lifted out of its iron cradle on newly formed bat wings and the hag watched in horror as the child’s hands and feet shifted and blackened into hooves and it’s face into a long snarling snout as it’s small tuft of hair grew and migrated halfway down his back. The hag cried out in anguish as the creature alighted on the devil’s other shoulder. “Don’t you know, Hag? Never break a deal with a devil.” And with that the hooved babe belched a gout of flame, burning the hag’s face and boiling away her tears. To this day, wherever the Sandpoint Devil is, not far behind you can hear the agonized sobs of its hag mother.

Insp: mashup of the Sandpoint Devil write up in the Inner Sea World Guide and Melissa the Tickwood Hag of Wayfinder 7.

Vyush'baro, The Cunning Wolf:
In the time before this Golden Age, we were slaves, servants to fearsome devils who reigned in the northern lands. Trapped by an ancient covenant, our people served the devils for thousands of years before a hero arose to free us. No one remembers his name, but we refer to him as Vyush’baro, the Cunning Wolf. He beseeched the devils to provide us with a new covenant, and tricked them into signing a document so full of masterful speech and loops of logic that, when the signing was complete, our people were free.

In a rage, the devils pursued us through the twilight years, destroying the land wherever they stepped. But Vyush’baro led us into barrows and through tunnels, under the mountains and over the plains until the devils vanished in howls of frustration and left us to claim our true destiny.

Some say Vyush’baro was an angel, a servant of Desna and that one day he will return in our darkest hour. Then, once again, we will follow him through black despair and live forever in joy in our promised land.

Insp: taken almost word for word from People of the Road write up in Pathfinder #7, Edge of Anarchy

Amendra the Wise:
The way my mother told it to me, was that we once ruled a magnificent kingdom. We were kings and queens who lived in towers of gold and silver. We were so rich, vain, and powerful that we allowed a shadow to enter our hearts. We forgot our role as Desna’s chosen.

A wise woman, a fortuneteller named Amendra, saw our pride swell and sought to bring the word of Desna back to our people. Many cast away their fortunes to follow Amendra, while others chose to remain in their beautiful city. One morning, Amendra led the faithful away to find a new life as wanderers. That evening, a mysterious disaster struck the golden city, and all those who stayed behind died in the cataclysm.

Amendra taught our people that the quest for riches has led us astray. We forsake all property and settlement because we know it leads only to misery. Some think we wander aimlessly across Varisia, but we actually follow the path Amendra once took. My mother told me that, when we finally reach the end of the trail she left, Amendra herself will return and show us where our destiny lies.

Insp: taken almost word for word from People of the Road write up in Pathfinder #7, Edge of Anarchy

Shadow Dream:
Since I was a child, I’ve dreamt sometimes of a great darkness, of our people walking through chambers and hallways so vast that the walls become lost in the shadows. We carry candles that cannot penetrate the black and serve figures that stand always with their faces turned away. They appear human, in my dreams, but I sense they are so much more.

Then a great roar shatters the funeral peace, faces streaked with dust, hands bloody from climbing through the wreckage. Those faceless figures, our masters, shriek in anguish and call fire and ice from the skies to protect their castles. They care nothing for us. They do not follow. They bring their power to bear to protect their lands but all for naught. They fall beneath piles of rubble while my people march into the night.

In my dream, it seems we walk for years, both over the land and beneath it, always searching for something. We lose our brothers and sisters to wild animals, fierce creatures with red eyes, starvation, disease, and broken hearts. When it seems I cannot bear another moment of this miserable trek, the sun rises. A flight of butterflies lifts off from the grass, and my people spin in joy, arms raised to the light.

Now the sun begins its decent to the west, and I fear the coming dark. But as my dream splinters, I see a lunar-white moth flutter from the shadows to lead us on once more. (note from Lel: I know Nan likes to tell this story because it’s one of the last prophesy dreams she had, I don’t like it- I think it’s scary and not in a good way either)

Insp: taken almost word for word from People of the Road write up in Pathfinder #7, Edge of Anarchy. However, in our campaign the party oracle (the one asking for the stories) came to Sandpoint after a vision involving a dark shadow cloaking Sandpoint's Cathedral so I thought this would be of interest to him.

Zonzon the Brave:
All know of Shelyn’s beloved holiday Crystalhue as well as the tradition of creating the Zonzon Doll, a small doll made of scraps to represent Zon-Kuthon, the brother of the Eternal Maiden. As with all Zonzons, the doll was passed through the caravan, followed by its chosen “sibling”, a young boy named Hanzi. I remember like it was yesterday. The hunter Camlo set a crown of flowers on its head, my beautiful friend Miri whispered to it her favorite memory of her brother, and my mother told the doll how sorry she was for shouting at my father the week before.

That night, Hanzi tucked the doll into his own sleeping bag in the wagon and fell asleep cradling it. As we slept however, the bonfire we’d camped around rekindled itself somehow. To our horror, myself and the others woke only after Hanzi’s family wagon had been engulfed in flames. The few magic users we had with us did not have the means to quench the fire and when one of us tried to leap past the flames to find Hanzi and his family, we had to pull him out of the fire, half dead. We watched in horror for what felt like a lifetime before we spotted something incredible.

The Zonzon, clothed in tattered, burning scraps of cloth, still wearing a smoldering flower crown, walked out of the flames on its own, Hanzi bent over and holding its hand tightly. Behind him, Hanzi dragged his entire family, each holding hands with the other, out of the fire, completely unharmed. The next day, after a long feast, we set the singed Zonzon down the Turandarok River on a tiny raft, wearing a new flower crown and surrounded by gifts in thanks for saving one of our own. I never saw that doll again but ask Hanzi and he’ll swear up and down that he still sees his Zonzon every few years, watching over him, leading him from danger.

Insp: details regarding Crystalhue traditions taken from Wayfinder 2

The Grand Moot:
This is a tale told by my grandmother, as told to her by a brownie servant in the Inn of the Blue Pony, a tiny house in the fairy city of Nithveil.

Once every generation or so- more often when it happens more often, less when it happens less- all the gremlins of Golarion gather for a Grand Moot. The wicked jinkins and the unlucky pugwumpis, the crafty grimolochins and the unspeakable psammeads, the vexgits who unfix the runners of sleds and the nuglubs who smother babies then place them back in their sleeping mother’s arms, and many other gremlins beyond couting or countenancing, all gather together in the First World.

There, so the brownie told my grandmother, the gremlins swap stories of misery sown, of chaos caused, and of lives ruined, or, to use the gremlins’ own words, “made more interesting,” for it must be remembered that gremlins are fey, and while they do not care the slightest if anyone dies, they have little regard for a boring or inappropriate death. A nuglub who simply kills a victim earns no respect but one who murders a person in singularly novel or poetic fashion or in such a way that all the survivors believe that another has done it? That is high art and fine craft. Indeed, more than one nuglub has risen to King of the Gremlins for orchestrating a single murder and then laying false blame that leads to a blood feud or even a war between nations.

The brownie told her that many gremlins have been king or queen, sometimes for a season, sometimes for a century. The fey do not measure time as we do. Moreover, the gremlins choose not only their ruler, but also who is a gremlin. If other fey convince them of their novelty and ingenuity for mischief, of their talent for creating misery and consternation, then they may not be declared an honorary gremlin, but can win the gremlin’s highest acclaim, being given the wyrdstone scepter, and declared king or queen, at least for as long as they continue to amuse their subjects.

Indeed, as the brownie confided in my grandmother, it is said that a human maid once found her way to the Gremlin Moot and spun her own tale about mischief, how she had conspired to ruin her sisters’ marriage prospects, and so was elected Gremlin Queen herself.

Who this maid is or when this was the brownie did know or was perhaps too afraid to say, but the Gremlin Queen must be keeping her subjects amused because it has been a while since the last Grand moot… (note from Lel: I wish so much sometimes I’d known my great great grandma! She met a brownie! How cool is that!)

Insp: Taken almost word for word from Pathfinder Grand Lodge folktale in Wayfinder 6

Lamashtu's Trap:
In her earliest days as a goddess, Desna’s mentor was Curchanus, a now mostly forgotten god of beasts, travel, and endurance, and Desna spent many nights listening to stories of his travels. Curchanus’ enemy was Lamashtu, an equally ancient goddess of monsters, madness, and nightmares who longed for his control over beasts. Lamashtu set a trap for Curchanus, leading him on a strange wandering path into her realm, where she swarmed him with horrible monsters before finally attacking in the guise of a great deformed jackal, tearing his beast dominion from him. This wound was too great for the elder deity, and as his last act, he willed his power over travel to Desna. Since this theft, wild animals have treated mankind as an outsider and an enemy rather than part of nature, and Desna has searched far and wide to find a way to force Lamashtu to surrender Curchanus’ stolen power.

Insp: Pulled almost word for word from Desna write up in Pathfinder #2, The Skinsaw Murders

Oblivion Mothers:
One need only spend enough time to finish a mug of ale in any tavern on the water, be it Magnimar, Sandpoint, or even Turtleback Ferry, fishermen and sailors have told one another terrifying stories of the great monsters that lie beneath the now tranquil waters. One of the most famous of these tales tells of the Mother of Oblivion, a monstrous, undulating tangle of barbed tentacles crowned with glaring infernal eyes, with a maw of jagged black teeth that can drain the soul from a man just as quickly as his blood.

Those who have seen the beast can never speak of the tale- as soon as they try black blood wells up from their throats and into their mouths, choking their words (note from Lel: How do we know what it looks like then? OH WAIT, they did what I just did! They wrote about it instead!). Those who’ve sighted it –those that haven’t gone mad at least- claim that it summons terrible storms with it, to throw her meals into the ocean and below the surface into her hungry maw.

Some even say that the beast is older than many gods- that she’s a minor god herself and a sister of Lamashtu. They claim she was subjected by the Mother of Monsters, robbed of her divinity and cast down to Golarion to serve her sister. But Lamashtu, ever fond of horror and monstrosities, couldn’t bring herself to fully destroy the creature’s divine spark. Dark mages say that cutting the Oblivion Mother’s heart from her chest and bathing in its putrescent blood with grant one invulnerability –even from the gods!

Insp: Black Magga/ Mother of Oblivion write up in Pathfinder #3, Hook Mountain Massacre and rotr anniversary edition


Drawing on one of my player’s campaign traits (Buccaneer’s Blood) and we came up with the idea that his grandpa had been an Ifrit pirate (not unlike himself) named Firebeard and had cracked Tidewater Rock and held it for a few years before Lady Agasta Smythee’s late husband took it from him. This gave them a solid motivation for wanting Tidewater Rock.

In addition, when my players started talking about the Deck of Many Things, I told the grandson of Firebeard that family stories say that grandpa Firebeard also left a treasure map on the Rock. I doodled up a quick map and adventure that takes place on the very edges of Raugsmauda’s Reach and included a Giant Sea Snake, a Manananggal and a chest that tried to fly away after being unburied. In the chest (along with a lot of other loot) was a deck so powerful the wizard got a nosebleed when he cast Detect Magic on it.

Deck of Many Things results:

3 of my 4 players drew, the barbarian captain claiming he’s too paranoid to touch a magic deck that has a warning note written in 3 different languages.

The grandson of Firebeard immediately drew the Skull and knowing he had no way to fight a Dread Wraith, immediately drew again. His second draw gave him The Void (soul is trapped elsewhere).

The Rogue managed to draw the Key (gain major magic weapon) THREE TIMES before she drew Ruin (lose all wealth and property) and lost all 3 weapons. Her final draw gave her the Euryale (-1 all saves) but at least she survived.

The wizard drew the Gem (gain 50,000g worth of gems/ jewelry), then the Talons (which lost her the unique scroll that allowed the chest to fly and all other magic gear), and then finally, the Donjon (you are imprisoned). I ruled that because there’s no way he could carry 50,000 worth of gems in his tiny belt pouch, they were in a pile next to him and did not fall into the abyss when the ground opened up and swallowed him.

The barbarian and rogue split the gems and got the hell out of dodge before anything worse could happen.


Day 2, morning ambush: With both Syl and Aretta backing away at half HP, Fipp pulls out a dagger and he and Jape move to flank the barbarian.
He, not even raging knocks Fipps down to 1HP with one punch and tells Jape to give up. They back away and let the PC’s go.

That night, the barbarian finds Jape alone and explains that maybe he should be careful who he’s antagonizing. Jape agrees, hesitantly and they make some awkward small talk.

Right after that, the players ask me to read the book description of the NPCs so I do. It wasn’t till I got to Japes that I realized my mistake.

Me: “Jaundiced Jape is a humorless, greedy, half-orc… mute…”
Barbarian’s player: I PUNCHED THE MUTE OUT OF HIM!


Bakers’ Guild (Social): You spent hours working in the local bakery, kneading dough, weighing loaves and convincing customers that each loaf was fresh and well made. You gain a +2 trait bonus on Profession (Baker) checks and a +2 trait bonus on Appraise checks made to bargain the price of your wares.

Cobblers’ Guild (Social): You worked for the local shoemaker, repairing, crafting and selling all types of shoes. You gain a +2 trait bonus on Profession (cobbler) checks and a +2 trait bonus on Appraise checks made to bargain the price of your wares or other types of shoes and identify the properties of magical footwear.

Stonemasons’ Guild (Social): You worked with the local stonemason’s guild to build several types of buildings and have learned a few tricks to streamline the process. You gain a +1 trait bonus to Knowledge (Engineering) and it is always a class skill for you. Additionally, when using the Downtime Rules to construct a building you may reduce the Labor spent by 10%. You must remain in town and on the building site to use this ability.

Carpenters’ Guild (Social): You worked for the local carpenter, crafting tables, chairs, and other necessary items. You gain a +1 trait bonus on any Craft skill that deals primarily with woodwork and a +2 trait bonus on Appraise checks to bargain the price of your wares and estimate the value of non-magical wooden objects.

Shipwright’s Guild (Social): You spent long hours at the shipyard by the docks building and repairing all manner of ships. You gain a +1 trait bonus on Profession (sailor) checks and a +2 trait bonus on Appraise checks to bargain the price and estimate the value of ships.

Blacksmith’s Guild (Social): You spent long days at the sweltering forge, working under the local blacksmith. You gain a +1 trait bonus on either Craft (armor) or Craft (weapons) checks and a +2 trait bonus on Appraise checks to bargain the price of your wares and estimate the value of non-magical armor or weapons. You must choose the one your trait bonus on craft applies to.

Farrier’s Guild (Social): You worked with the local stable master, shoeing horses, training them, and delivering foals. You gain a +1 trait bonus on Handle Animal checks and it is always a class skill for you and a +2 trait bonus on Heal checks concerning horses and ponies.


Fisherman’s Guild (Social): You spent long days on the deck of a fishing ship, following the schools of fish, dragging them aboard in massive nets, and carrying buckets of seafood along the docks. You gain a +1 trait bonus to Profession (sailor) checks and a +2 trait bonus to Survival checks made to obtain food by fishing.

Butcher’s Guild (Social): You worked for the local butcher, carving up all manner of farm animals and occasionally the rare monster and selling them to customers. You gain a +2 trait bonus to Survival checks made to prepare a deceased creature for consumption or taxidermy and a +2 trait bonus to Appraise checks made to bargain the price of these wares.


119. The Stag’s Den is owned by a loud and sturdy dwarf that served in the war. It’s built right into the side of a hill and every bit of wall space is decorated with stuffed animal and monster heads. It's known for its spicy beef and pickle sandwiches and cheep booze.

120. Cay’s Hall is owned by a jolly gnome with a fondness for embroidery. It features long tables and is packed with dozens of dogs, siting on patrons laps, begging for scraps and sleeping by the fire. The far wall sports an elaborate tapestry portraying Cayden Cailean, his loyal mastiff Thunder, and his pack of cayhounds chasing a host of devils. It's known for its grilled boar and sweet ale.

121. The Flying Candle Alehouse is owned by an old wizard and located on Lightning Row, with the town’s magic shops. The tavern is lit by hundreds of white floating candles that never burn down or drip. He crafted and enchanted them himself and is very proud of them. It's known for its smoked trout and expensive white wine.

122. The Salty Jellyfish is owned by a grumpy former smuggler with a massive scar on his neck. It’s a run down, shoddy log cabin near the docks. To those who know how to ask and avoid staring at his scar, he will allow to purchase poisons from the back room. It's known for its fried oysters and hobgob ale.


Voyd211 wrote:

Not really, I just like to make things for fun.

Also, Applauds are Large, not Colossal, so the Elysian TItan's stats wouldn't be appropriate.

Things that I'm really interested in are the Auditio, the Cardinal Virtues. If anyone here has played Bayonetta, how would you stat out Fortitudo, Temperantia, Iustitia and Sapientia?

Yeah, I haven’t gotten very far in the game and haven’t seen these yet so I can’t really picture their size. The Shield Archon is large, that might work better for the Applauds.

On the Auditio:

That said, Fortitudo looks sort of like a Chimera. You could use stats for that and then give it the angel, good, and/or dragon type/ subtypes.

Temperantia looks like a huge construct. Maybe use an iron, brass or adamantine golem as the base? But its special abilities should be more air elemental flavored.

The first thing I thought of when I saw Lustitia was the Scylla. It would probably have the air and plant subtypes along with the good/angelic ones.

Sapientia looks like a dragon at first but after reading it’s description seems to be a dragon-shaped construct with elemental water powers. I’d suggest trying to combine a blue or silver dragon with the Clockwork leviathan (whose size would probably have to be scaled down of course).


I would base the Affinity off of Hound Archons, Braliani Azatas, or Avoral Agathions. Alternatively, Erinyes Devils might give you some ideas also. I’d suggest using Elysian Titan’s stats as the base for Applauds.

1) I would just take stats from an appropriate CR good outsider,
2) give them a thematically similar weapon (I suggest a bill, glaive, or glaive-guisarme), and
3) alignment changes but the subtypes remain the same.

Good Subtype:
This subtype is usually applied to outsiders native to the good-aligned outer planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good aligned.

Are you planning on using these evil angels in a homebrew campaign? If so, I’d love to hear about it.


Samasboy1 wrote:

Vampire contains the power of dead Set.

Set was killed by, and killed, Ra.
To kill the vampire, it makes sense the sword should be empowered by Ra.
Perhaps the Talon of Ra for the blade (Ra is often associated with birds of prey). He is a sun god, so how about the Gem of Dawn to set in the pommel.

The talon of Ra sounds really cool but from the ideas I have about the history, it’d be crazy hard if not impossible to actually get to Ra’s dead body. Maybe it’s more symbolic and they just need a talon from an acceptably powerful bird of prey? Or maybe they need a talon of his immortal outsider pet falcon?

The Gem of Dawn set in the pommel sounds really awesome but I have no idea what the “Gem of Dawn” is. I suppose a gem of brightness could work but it should probably be something they can’t just buy. Maybe I’ll make some sort of gem artifact.

Thanks for the ideas! Keep ‘em coming!


In my current homebrew campaign, the party [human abjurer, human fighter, h elven druid, and elven abyssal sorcerer, all currently lvl 8] will eventually be going up against a mythic vampire necromancer who was imbued with a small portion of his dead god’s divine power. The Vampire wants to bring his god back and they party must stop him.

Because the fighter has been maxing out his craft armor/ craft weapons skills, I thought it’d be cool to have a prophecy saying that to kill the vampire they need a specifically crafted mythic weapon. It would probably be a khopesh (the vampire is from a nearby desert and his god is Set- centuries ago, both Ra and Set died in a cataclysmic battle between them, causing the creation of that desert).

I want it to be really difficult, with the gathering of each component needed for the weapon being a quest all on its own. I’m thinking of this similarly to how AD&D’s High Level Campaigns addressed creating magical items, so they’d need really exotic ingredients like soil from his birthplace or the first light of sunrise on his birthday. Garlic, mirrors, holy symbols, and running water would be cool to include because of vampire’s weakness to them but seem too mundane.

To help them make it before his army becomes too powerful, I created an artifact forge for them that drastically reduces mundane crafting time. The history they know if it says that it was gifted to the Dwarven race by Torag himself and that its power is legendary.

But before they can use it, they must prove their worth by researching and completing 3 awesome tests. Because (according to Gods & Magic), Torag wants his children to grow up strong, determined and competent, the tests would be:

•The Test of Might (strength): kill an ancient enemy (possibilities include an Ash Giant, Great Cyclops or Chromatic Dragon)
•The Test of Loyalty (determination): protect something/ someone at all costs
•And the Test of Skill (competence): mundanely craft a unique or extremely valuable suit of armor or shield (and then maybe donate it to someone who needs the protection more?).

So my questions:
1)What super rare/ exotic components could the vamp-god killing sword contain?
2)What (or who) might they have to protect for the Test of Loyalty?
3)What should they have to craft for the Test of Skill?


Thanks so much guys. It really helped. Here's what I'm going with: a good aligned outsider must willingly step through it knowing they'll be permanently trapped and then the archway and the surrounding land must be made holy (Hallow) and anchored to our world (Dimensional Anchor). After that it will burst into cold black flames and burn to ash.

I might even have the book they get this info from suggest they also scatter the ashes as far apart as possible, just to freak them out a little more.


Diekssus wrote:

I would certainly consider it a Mayor artifact if in your world (as you attested it is) it is seen as the greatest crime to create undead.

For mayor artifacts, simply doing damage seems indeed a little..... underwhelming. maybe try these

- Create a portal to the plane of positive energy in the same location, the caster has to go trough both gates simultaneously and die from the fallout

- An angel (or other holy creature) has to willingly stand in the portals threshold, it can now be closed with positive energy, forever locking the angel in the plane of negative energy

- Toss trough the gate the with spell and holy water purified ashes of an ancient lich

- Have a champion of good absorb a torrent of negative energy to weaken the gate, it can now be destroyed with damage as you suggested, this will probably kill the hero

Anyway, the point is to make it feel epic, even impossible at first glance. and then help them trough it. In the fact of such an evil artifact. Heroes of good will probably be not that hard to find nor unwilling to sacrifice themselves, same for holy creatures.
make your players feel bad for having to sacrifice so much yet proud of stopping this terrible evil and you should be fine no matter what you choose to do with it

I really like the idea of an angel or other holy outsider having to willingly trap themselves in the Neg. Energy Plane to allow the party to break the gate.

It really fits with some other parts of my campaign:
65 years ago, a lich queen raised an undead army and marched on the PC’s kingdom. The lich killed an level angel of Desna before she was stopped and because of that and the devastation to the kingdom, necromancy dealing with undead is banned by law and nearly everyone but the very wealthy or the very powerful cremate their dead, rather than burying them.

I'd also like to give them the option to rescue her when they get to higher levels though I’m not sure how. The artifact would probably bestow a curse on the angel, acting effectively like a semi-permanent Imprisonment (except instead of being trapped below the earth, it’s trapped in that plane) and can only be broken by the Freedom spell.

Or I could say that they arrive too late and that the Neg. Energy plane has corrupted her too much already, give her an undead template and make her a villain in this or the next campaign…


So in my current campaign, the party [fighter 6, druid 6, Abyssal sorcerer 6, Abjurist Wizard 7] is chasing after a big-bad that is in the process of assembling an army of undead and demons. He gave one of his vampire minions an artifact to help it go more quickly.

It’s a rickety archway made of bones strung with a dozen decaying skulls. It radiates very strongly of conjuration and necromancy and so far has been used to Gate (as the spell) to the Negative Energy Plane (where the BBEG is hiding at the moment).

In the world I’ve made, creating and controlling undead are the ultimate crimes punishable by death and chances are the party’s gonna want to destroy it as soon as possible. I was thinking perhaps they need to deal 50 fire damage and 50 positive energy damage to it in 1 round to completely destroy it but that feels too easy a way to destroy even a minor artifact.

So, should it have any other uses other than Gate (to Neg. Energy Plane)?

And how should it be destroyed?


@ Imbicatus, I know it’s not really his job to keep them safe- we’ve talked about it a lot and he knows that if it starts to get boring or unfun for him that it’s perfectly fine for him to retire his character and try something a little different. For most of the early sessions he was able to just sit back and let them handle it but now that they’re learning more about their own abilities they can handle much more.

He’s very conscious of their need for the spot light and likes to step back and let them go at it- they’re really fantastic RPers, I’m very excited. I also try hard to include bits of their character backstory and family as often as possible to make them feel more involved.
On the Unreliable Ranger: Yeah, I actually gave her the Scar of Destiny and had her vanish. It seems really wonky and strange in character but I didn’t think I’d be able to manage her character and a bunch of goblins so I went with that.

@ Ascalaphus, They just hit 3rd level and from the math I’ve done, they should reach 4th lvl just as he reaches 6th but I may artificially advance their XP as the sessions progress if I feel the gap is hurting their fun or their character development.

Sorcerer and his bloodline:
His character actually came into his Abyssal bloodline while his father was dabbling in the darker magic of summoning demons for information that would help their king win the war his wife was fighting in. However, when his Paladin mother returned home and realized what her husband was doing, she demanded he stop or she would force him to stop. They fought and he left her dying on the floor. (Unsure if this was accidental, intentional, or an “unfortunate necessity”)

He despises his father and refuses to summon demons, but it’s above using his bloodline to strengthen his other summons (DR/ good equal to half lvl). The sorcerer doesn’t know it but his entire clan of elves was once closely related to a sect of evil elves that regularly summoned demons to advance in power. Learning this may show up later as a small quest.

The Wizard’s style:
His character is actually middle age and was “retired” until recently when he decided the newest group of adventurer’s in his small town needed someone to train them and keep an eye on them until they are more experienced. His older sister lives in a town a week away with her noble husband and 7 adult sons (the last 3 are triplets, a wizard, a bard, and a cleric- and may eventually form their own adventuring party).

He and his twin brother were trained by their Evoker uncle. During their training however, the PC Wizard realized that his twin and uncle had an unhealthy amount of interest in Sin Magic (from Rise of the Runelords) and he chose to avoid sin magic and pursue Abjuration instead. Their uncle is long since dead and neither he nor his sister has heard from their brother in years. He is currently imprisoned in the capitol city (or another very large city with lots of magic users). He may or may not eventually escape and cause some chaos.

The wizard actually was an adventurer before he retired. He and his friends (cleric, fighter, and rouge) adventured together for several years before they encountered a green dragon. Over estimating themselves, they challenged it. Within seconds the dragon killed the fighter and rouge and bit the cleric’s leg clean off before the Wizard not cast teleport. Since then, the cleric and wizard have retired and used their wealth from adventuring to build a large temple and wizard’s tower. They use the tower’s library as a classroom to teach the village’s children and have taken to showing simple magic theory to a few promising young students. Being one of the few to face a dragon and survive, he’s made a bit of a name for himself and is actually the reason the Sorcerer came to town. He wanted to be trained by the famous Wizard of Southbay.

I hadn’t thought about the need for an arcane angle. I’d be interested to hear your ideas on that. Perhaps make a wizards guild?

The ranger:
She and druid have slightly less impressive backgrounds, but the ranger does have at least one good tie to the world. 65 years ago, a necromancer raised an undead army and marched toward the Capitol of the Kingdom, sacking and burning everything in the way. Shortly after, an angel of Desna confronted her and when she killed the angel, her commanders started calling her the Seraphslayer. Thanks to the early warning of a now famous ranger (named Rosie), the King and his army of clerics and paladins smashed her undead easily. Afterward, they burned every corpse and consecrated the mass burial ground. Since that day, every family in the kingdom burns their dead, so that they can never be used against them again. So if undead do show up again, it’s going to be a REALLY BIG DEAL. That said, in thanks to the ranger who brought him invaluable information, the king granted her 100 men and women to train as the kingdom’s rangers. They are now known as the Order of the Rose and their job is to protect the common folk, especially in places the king’s knights and soldiers rarely visit. They have close ties with the Druidic Order but are loyal to their people and their king first and foremost.

The ranger also has a younger brother and sister- very young, her brother is barely an adult and her sister is about 7 or so. They do odd jobs, and hunt for food and she gives them a portion of her monthly salary as a ranger of the Order. Their parents died of a plague a couple years ago, along with several other members of the village. They have a guard dog and she has taught them to use bows but they are still only commoners.


@ Imbicatus, The level gaps are sort of deliberate, sort of not. Everyone but the wizard is completely new to D&D and has next to no idea what they're doing, so his job is to make sure they don't accidentally die. The Ranger is down a level because she keeps missing sessions and might eventually stop coming all together.
I know the disconnect is awkward but for right now, it works for our group. Thanks for the advice, though.