Warforged

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Maybe someone will find this useful. I ran this little scenario at the end of our zer0-sesh, after everyone had created their characters. This is the night before the Moose Hunt. And, before you go hunting it down, Gorash the Great One is not canon and is something I just made up. Still, I think it makes for a nice creation story, introduces a few NPCs and sets a tone.
The Tale of Gorash the Great One


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mhs2508 wrote:


Mhh, I didn't see this, so I draw my own maps. Feel free to use them :-)

MHS...these maps are so, so good! Thank you!


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K & Sons wrote:
Ted - this document is fantastic - great ideas and thanks for sharing them!

Great! Significant update with the rest of my notes coming soon . . .


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As time allows I've been (slowly) compiling all of my notes for this AP in the hopes that maybe someone out there might find some of it useful. Most of the notes for Book 1 I have already posted in this forum, but here they are again compiled into a single document.

I've got a ton more formatting and some additional content to add so its no where near finished, but I promised @roguerouge I'd post this tonight, so here it is.

Cheers! . . . Teds Survival Guide Book 1


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JackieLane wrote:
I'd probably let them do it. <snip>

Agreed, @JackieLane.

A couple of other thoughts:

1) If they wait a few minutes, the PCs will need to succeed at the appropriate survival checks to follow. I'd go with DC 16 to start (firm ground DC 15 + 1 for small creatures), and then at some point the goblins will naturally take to the trees requiring another check but now DC 21 or DC 26 depending on how you rule it). Chances are the PCs will lose the trail and you wont have to worry about a premature encounter with the barghest.

2) Once the PCs set off into the jungle after the goblins, casually drop the rules on them regarding not getting lost and the consequences of getting lost. That actually might deter them.

3) If they do succeed at tracking the gobs, there are several open areas in the jungle interior where you could have them spy Arghelnar and company from a safe distance. Hopefully, someone in the party will know what a barghest is and realize they are out of their league. If not, give them a knowledge (planes) check (DC 14+) to get enough info to give em a good scare.

4) In my campaign, the PCs learned of Arghelnar early (but through Anya's scouting activities in chapter 2 - she found the barghest's footprints) and that was more than enough for my metagaming players to steer clear. Arghelnar became a recurring threat and was finally dealt with in the middle of book 2 when the PCs were lvl 4.

5) Instilling a healthy fear of the Ancorato jungle is such a fun part of this game. I ran a modified version of this scene from the first episode of Lost during my group's first night on the island and it did the trick: Lost smoke monster's first appearance. I was initially going to use the smoke monster listed in the book 2 appendix, but ended up going a different route. Still - the scene was very effective at keeping the PCs from just running willy-nilly into the jungle.

BTW, @rogeurogue, I'll post my write-up on Ancorato's flora/fauna in the Lost Outpost GM section tonight. My entire write-up is not done yet, but that part is and it might be helpful - maybe - hopefully. :)


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VigilantSpirit wrote:


The book says players should be level 2 at the end of Part 1, but it seems to me there are not enough experience for 4 players to level up with medium advancement during the first part. Do I miss something here?

Hope you and your group have as much fun with this AP as ours have, VigilantSpirit.

I suspect that is correct, but shouldn't be a problem. I recall that both groups I ran through this hit 2nd on the hike up the beach to search for the Peregrine after securing Talamandor's Bounty. I know there are at least a couple of Story Awards that, perhaps, might have been counted by the authors as xp toward advancement, but your PCs probably wont collect on those until the 2nd and 3rd chapters. For instance, playing up the dangers of the jungle is key to this chapter and following the clockwork spy into the jungle should be seen as too risky for most players. Both groups I ran through this AP waited until chapter 2 before following up on that lead, and its really not possible to collect on the Silas Weatherby story award until the end of book 3.

That being said, don't forget the random encounters at the back of the book. There are some really good ones up to CR 3 that you could run to boost the xp while at the colony. Just roll every 4 hours or so they are in the area and pick from the top of the list.

Also, two encounters on the way up the beach to the Peregrine should be enough to push them to level 2.

My top group is just hitting 13th at the end of Book 4 right now - which is right on schedule according to the advancement track. I've never felt the groups have been underpowered at any point in this AP. Some encounters have certainly been challenging and there have been several that took their all of their resources right down to the wire, but I think the xp progression has been pretty spot on.

Good luck! Look forward to reading about your group's trials and tribulations and triumphs as you progress!


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Tsukiyo wrote:
I'm also thinking ahead about buffing up Helekhterie somewhat.

~and~

Haldrick wrote:

I would add more minions (as well as adding some levels)

Witch is certainly more agressive (and very hag like)

I kept Helekhterie as written. It was a fun encounter, but not all that challenging. However, the party had camped at the foot of the volcano the previous night and made it to Nal-Shakar at first light. It took them very little time to complete the entire tower, and they headed back to Talmandor's Bounty that very same day, so I was able to spring the events of Part 3 on them immediately without rest from Nal-Shakar making the final fight a truly heroic/epic session.

So, that might be an alternative to bumping up Helektherie.

Totally agree with Haldrick on adding minions, too. But, I did it more for flavor than to challenge them. I think someone else in this thread may have suggested this, but I had the exterior of Nal-Shakar crawling with packs of monkey goblins - hundreds of them. With some study from cover the PCs could determine that the gobs were not all of the same tribe and that the seemed to have staked their own territory. I added brittle remains of suspension bridges from the tower to the crater's edge which allowed groups of gobs (but not the PCs) access across Caldera Lake to the jungle for food. The PCs were harried by small packs of monkey gobs (6-8 at a time) both outside and inside the tower. It gave the tower a dangerous and chaotic atmosphere and I really liked how that played out.

I also increased the ceiling height on each level to between 50 and 70 feet, giving the entire structure more mass and atmospheric foreboding.

I also used Steven Cormann's "Old Observatory" artwork to represent Nal-Shakar: [URL]https://static.messynessychic.com/wp-content/uploads/2017/04/oldobservatory -e1492096206397.jpg[/url]


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Tsukiyo wrote:
I wonder if it would be better to not reveal this yet? Or to allude to it in a more oblique manner. Any and all advice welcome.

I kept Koloshkora unaware of Onthooth in my game and I think it worked out for the better. I set it up so that Helekhterie was very aware of Onthooth and both Ikirkira and Vriskirsa were vaguely aware of a powerful/dark force inhabited the Isle of Zanas-Tahn but no details. However, my PCs killed Helekhterie and Ikikira before they could question them and never thought to ask those types of questions to the naga, so the first time they were made aware of Onthooth was when Thandhalu shouted its name in despair as his faceless stalkers impatiently ambushed the PCs.

It worked out great because the PCs kept theorizing who Othooth was. At first they thought it was a faceless stalker big-bad, then when they realized the stalkers were in servitude to the skum they thought it must be a skum boss. Finally, after taking down Glorandral and realizing they still hadnt found Onthooth, they began to get really worried as someone in the group suggested it might be an aboleth.

We added a fifth player late in my game and he decided he wanted to play Koloshkora as a PC, so she has joined the party and it has really been fun having her in the group - especially as they traveled to and explored Talisantri. I did have to make up a rather extensive guide for the guy playing Koloshkora that listed her rather extensive knowledge of the region - but it did not include knowledge of Onthooth's existence. :)


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Here’s a few bits of lore that might be of interest or helpful when running Into the Shattered Continent.
Demon lord DagonReligion or Planes There are two altars to this ancient demon lord located within the wreck of the Joskadalr and is apparently worshiped by Skorika and his sahuagin buddies.

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DC 13: Dagon is a demon lord associated with the sea.
DC 15: Dagon is often depicted as a hideous monstrosity this is somewhat alien. A being that is not fully fish, eel, nor octopus; but some foul amalgamation of all three. Ancient pictographs describe him with the lower body of an eel, a horrific face, and four tentacles in place of arms.
DC 16: Dagon is usually worshiped in decaying churches, caves or lighthouses located near the sea, or in dark underwater cathedrals.
DC 17: Those that worship Dagon are often mad or outcasts from their societies. Isolated coastal dwellers and desperate fishing communities can sometimes turn to Dagon. Other followers of this demon lord include boggards, heretical sahuagin and skum, krakens, and marsh giants.
DC 18: Dagon is old. Very, very old. It is believed that he existed long before mortal life existed and even before demons. It is said he began as a powerful qlippoth lord in the depths of the Abyss. After the demons invaded the Abyss, a handful of qlippoth lords, including Dagon, observed the demon-lords grafting mortal souls to their essences. The qlippoth then mimicked the practice, eventually metamorphosing into demon-lords, themselves.
DC 19: Dagon goes by many titles, including The Shadow in the Sea, Shadow Lord of the Sea, and Demon Lord of the Sea and Sea Monsters.
DC 21: It is known that Dagon dwells within the sunken city of Ugothanok, in the inky depths of the Abyssal sea of Ishiar, of which he is lord and ruler.
DC 22: His worshippers often carry tridents, Dagon’s favored weapon, and wear colored robes of blue and gold thread. They brazenly display his unholy symbol, a gold disk inscribed with sinister runes around an open octopus eye.
DC 23 (or DC 20 Geography or Local): The Bekyar peoples in southern Garund are known to worship three demon-lords, including Dagon.
DC 25: Dagon’s domains of worship include: Chaos, Destruction, Evil, and Water.
DC 26: Dagon’s subdomains of worship are: Catastrophe, Demon, Oceans, and Rage.
DC 27: Legends say a kraken of titanic proportions, Kaktora ruled the seas of Golarion many centuries ago. It is said that her crushing tentacles destroyed thousands of ships. So mighty was her power that the sea demon lord Dagon could bear it no longer and in a mighty battle known as Kaktora's Last Stand, he slew the great kraken and scattered her remains across the sea. The aftermath of this battle gave rise to the devilfish when Dagon's blood mingled with Kaktora's remains.
DC 30: It is rumored that Dagon fears reverting back to his mindless, qlippoth state and will not tolerate any of those creatures within his realm.
DC 31: Dagon actively sends his faithful minions to the oceanic depths of Golarion in search of new worshipers. These demons have also been known to tempt coastal human societies, finding ways to interbreed human stock with twisted aquatic creatures of the depths in order to spawn horrific new species.
DC 33: The surface of Ishiar is inhabited by fiendish and half-fiend humans known as Ishians, who seek to impress Dagon by constantly fighting each other and claim new islands in his name.

Great Old One Orgesh - Religion or Planes Ikirkira the sahuagin deep racer prefers to worship this Great Old One, which is most likely why she has been kicked to the curb.

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DC 15: Orgresh is thought to be a powerful being of the Dark Tapestry, the void between the stars.
DC 17: Like all of the Great Old Ones, Orgresh is believed to be an ultimate manifestation of chaos and madness.
DC 19: He is known, also, by the name The Faceless God.
DC 20: His current home is thought to be deep within the Orv, the deepest layer of the Darklands, in either the Land of the Black Blood or the Sightless Sea.
DC 22: Orgesh is a vaguely humanoid figure with canine legs, a hugely distended belly, and no facial features except an open maw filled with shark teeth. No one alive has seen it for millennia, but its statues are strangely resistant to damage.
DC 25: The domains of Orgesh are thus: Chaos, Earth, Evil, and Water.
DC 26: The subdomains of Orgesh are: Caves, Entropy, Fear, Ice, Metal, and Oceans.
DC 27: Orgesh is most notably associated with the Charda, armored beings of the deepest Darklands. Legends say the Charda were born from The Black Blood, unholy liquid that flows in the deepest deeps and is believed to be the blood of Orgesh’s mother.
DC 28: The unholy symbol of Orgesh is a disk in the shape of an open maw swallowing a rune.
DC 29: The favored weapon of Orgesh is a spear and his followers are often seen robed in dark blue and black garments.
DC 30: The Great Old Ones are nothing to trifle with. Theologians understand that if mortals were to somehow gain the attention of the Great Old Ones, or their dreaded masters, the Outer Gods, it would likely be the end of reality as we know it.

Ovonovo, Gluttontide of the Abyss -Religion or Planes Listed in the lore for Feeder in the Depths. Otherwise this is a red herring.

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DC 15 – A nascent demon of the Abyss
DC 17 – A nascent lord who has amassed enough power to transmorph itself into a unique creature, but not yet enough to become a true demon lord. In fact, most nascent demons still serve a greater power. The nascent demons are rumored to number in the hundreds of thousands within the Abyss, but suffer from attrition as the chaotic nature of the plane lends itself to a typically short lifespan.
DC 20 – Ovonovo is known to be worshiped by evil pirates across Golarion.
DC 22- This demon is often in the guise of a human female and either poses as an adrift castaway clinging to a bit of flotsam, or as a deckhand for hire in bustling seaports – all with the goal of getting aboard a sea bound ship. Once aboard, Ovonovo finds a way to make the ship crash upon reef or rocks.
DC 23 – Ovonovo’s unholy symbol depicts a giant shark eating a ship.
DC 24 – The true form of Ovonovo is rarely seen by anyone still alive, for it is said to be that of a ship-sized great white shark.
DC 25 – Several bands of orcs and half-orcs within The Shackles are thought to worship her in cult-like fashion. Bands of sahuagin have been known to carry her symbol.
DC 26 – When Ovonovo causes a ship to flounder, she first sups upon the fear of the dying and drowning sailors. Once she has had her fill of fear, the demon changes to its true form and devours what is left of the crew.
DC 27 – It is known that she favors worshipers who wield a punching dagger and that she holds sharks as sacred animals.
DC 29 – The demon calls home The Flensing Rocks of Ishiar, in the Abyss.
DC 30 – A large school of were-sharks in the Arcadian Ocean are thought to worship Ovonovo, and are thought to roam the seas looking for sacrifices to make in her name.
DC 31 – Her domains are Animal, Chaos, Evil, Water.
DC 32 – Her subdomains include Blood, Catastrophe, Demon, Oceans.
DC 33 – Her colors are blue and red.

Knights of the Ioun StarHistory Their symbol can be found emblazoned on the mithral breastplate at the site of the crimson musk willow.

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DC 28 (Local or History) You recognize this sigil as that of the Knights of the Ioun Star, an order of wardens who originally protected the rightful emperor of Azlant.
DC 29 – (History) - The knights were an order of warrior-mages.
DC 30 (Local) - The modern incarnation of the group seeks more information about ancient Azlant and has sponsored expeditions to the ruined continent to search for lost lore.
DC 31 – (History) - Chapters of the Knights of the Ioun Star are known as almorains, an Azlanti term akin to "family" or "alliance".
DC 31 (Local) - The few Knights of the Western Star who survived Earthfall eventually came to serve the living god Aroden, while the Knights of the Eastern Star never believed that Aroden was truly the Last Azlanti. When Aroden died, the Knights of the Western Star faded from history but the Knights of the Eastern Star have remained scattered throughout Avistan and beyond, since Earthfall, ever searching for secret lore and the new ruler who would restore the glory of Azlant.
DC 33 - (History) - The sect of the Knights of the Western Star served the emperor and the empire's Throne of Glass, while the sect of the Knights of the Eastern Star searched the lands beyond the empire's borders for secret lore.
DC 33 (Local) - The strongest faction of the Knights of the Eastern Star, known as the Apotheosis Almorain, is currently centered in Oppara in Taldor.

Demon lord Zura - Religion or Planes Zura’s unholy symbol may be found upon Clarifisk at the Shrine of Zura or on Leahross from the random encounters. There may be other hints at Zura’s shrine that help the PCs identify who she is.
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DC 15 – She is also known to go by the name She Who Savors Flesh and her followers often sport a symbol of a crimson, fanged skull.
DC 16 – Zura, a demon lord of blood, cannibalism, and vampires is thought to be the first vampire ever created.
DC 17 – In life, she was thought to be a great queen of Azlant who was so obsessed with living that she took up the practice of eating her own kind and bathing in their blood.
DC 18 – Some theorize the ascension of Zura may have marked the descent of the Azlant Empire, eventually leading to the Age of Darkness which consumed all of Golarion.
DC 19 – It is thought Zura resides in the mountainous region of Nesh in the Abyss and exists as a demon-lord in the form of a succubus where she manipulates the powers of Chaos, Death, Evil, and Madness.
DC 20 – Legends entwine Zura and Urgathoa, the Varisian goddess of physical excess, disease, and the undead.
DC 19 – An occultist lecturing at Almas University once explained that the cultists of Urgathoa mirror the relationship of their goddess with Zura cultists: sometimes they work together, sometimes cultists of one are sacrificed to the other. Maybe this conflict is due to the similar natures of the goddess and the demon lord.
DC 21 - Zura's worship is most common wherever blood-thirsty vampires and their thralls can be found. She is most commonly worshiped in the haunted counties of Ustalav and decadent cities of Cheliax.
DC 22 - Zura is the most popular of the demon lords commonly worshiped by orcs and is normally. These orcs embrace their daylight vulnerability by rejecting sunlight entirely and trying to only emerge at night. These tribes are normally led by either a cleric of Zura or an actual orc vampire.
DC 23 – In a dusty tome from the Almas Library you recall reading that in the depths of Sekamina, Zura is worshiped by the drow of House Rasivrein, who serve as the slave masters of the decadent drow cities.
DC 24 – Those divine casters with a knack for Blood, Demons, Murder and the Undead. Her followers tend to favor the rapier.
DC 25 – You have heard that in the Sodden Lands, Zura is one of the Three Feasters, the deities worshiped by the Koboto tribe.
DC 27 – You are aware that Zura is s one of the main demons worshiped by the Bekyar tribes in the Mwangi Expanse.
DC 28 – The ferocious halflings of the Kaava Lands also worship Zura.
DC 305 – In one version of the legend of the mythical lost city of Zurakai, you were told that it was founded by misguided followers of Zura.
DC 31 - Some sabosan, batfolk of the Mwangi Expanse, have turned to Zura worship as they have recently failed to get spells from their erstwhile demon lord, Vyriavaxus.
DC 32 – One of the principles of Zura worship is the belief that Zura taught that by eating a person’s flesh and performing the appropriate ritual one could also consume the traits of that person.
DC 35 – While brushing up on Azlanti history you found a passage describing the effects of Queen Zura after she passed on to, according to legend, the Abyss. At the height of Azalanti civilization It came to pass that many nobles secretly worshiped Zura and kept shrines to her in secret dungeons beneath their homes, where they hosted horrific orgies that often resulted in mass murder. To silence investigation and to blackmail the influential in society, worshipers invited many nobles to attend who were unaware that the entertainments there would become so brutal, so real. By making people in power complicit in the horrifying acts, the cult of Zura assured its protection and flourished in high society.

Desna - Religion or Planes Questions about Desna are bound to pop up when the PCs visit Nal Shakar (assuming no knowledge of Azlanti Nal-Shakar perspective).
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DC 10 – Desna is widely worshiped across Golarion as a goddess of travel, exploration and luck. The month of Desnus is named for her.
DC 11 – Desna worship can be found everywhere in Golarion. Her churches are few but her roadside shrines are innumerable. She is worshiped by humans, gnomes, elves and halflings. Varisians have a special fondness for her. The Ritual of Stardust, a widely respected practice, is held in her name at the summer and winter solstices.
DC 12 – She is known as: The Song of the Spheres, The Great Dreamer, Starsong, The Tender of Dreams, Lady Luck, Resplendent Goddess of Fortune, Goddess of the North Star, Queen of the North Star and Mother Moon. The Swallowtail Festival, held on the first of Rova, celebrates Desna and her principles of freedom.
DC 13 – She is depicted as a beautiful elven woman, with butterfly wings containing all the beauty of a clear night sky. She is often depicted as having dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns and sometimes accompanied by swarms of butterflies.
DC 14 – Her worshipers are often travelers, astronomers, gamblers and a whole lot of Varisians. Legend has it, Lamashtu killed Desna’s mentor in order to steal his domain of beasts. Desna and her followers have a particular animosity toward Lamashtu.
DC 15 – Desna is said to speak to mortals through dreams. At other times people claim to find her messages in swarms of butterflies or birds. Restless nights, loosing streaks and sore feet can all be attributed to Desna’s ire.
DC 16 – Desna is believed to be one of the first of eight gods, willed into existence by Pharasma, and responsible for building the heavens. Her domains are Chaos, Good, Liberation, Luck, and Travel.
DC 17 – Her followers hold the night sky, complete freedom and open roads as sacred. Gamblers know a good lucky streak is a sign of Desna’s favor.
DC 18 – Incarnations of Desna worship are everywhere. In the far north, the Uqtaal Necropolis at the base of the Wall of Heaven was built in her name. The great tunnel, The Path of Spirits, which leads from the Necropolis to the Great Ice serves as a function of her worship.
DC 19 – Halflings everywhere attribute their legendary luck to the goddess, claiming the halfling demigoddess, Chaldira Zuzaristan, is her best and most loyal friend.
DC 20 – Desna’s sacred colors are blue and white, her followers hold the butterfly as her most sacred of animals and the starknife as her weapon of choice.
DC 21 – Desna has a son, the demigod Kurgess, whose father is said to be Cayden Cailean before his ascension. She was also one of the gods who battled Rovagug during the Age of Creation.
DC 22 – Those close to her teachings know the story of how Desna’s insatiable curiosity resulted in her freeing the god of infections and parasites, Ghlaunder, The Gossamer King, from his prison-cocoon in the Ethereal. To this day she actively hunts the god.
DC 23 – Her faithful believe Desna uses large magical beasts known as star monarchs to communicate with mortal beings. Star monarchs appear in the night and are thought to travel to distant stars as well as across planes of existence.
DC 24 – Desna’s faithful keep few holy texts, preferring to maintain written prayers upon her numerous shrines instead. One small book, The Eight Scrolls, details the legends of her earliest years.
DC 25 – While she is thought to keep her distance from the other gods in the pantheon, she is also believed to be in simultaneous romantic relationships with Cayden Cailean, Shelyn, and Sarenrae.
DC 27 – Desna opposes Rovagug, Zon-Kuthon and Xhamen-Dor.
DC 28 – Most worshipers believe Desna to a goddess without a home, but in truth she often lives in a demi-plane which manifests on the Material Plane as bright blue star
DC 30 – The Herald of Desna is a dragon-sized butterfly named The Night Monarch.

Pharasma - Religion or Planes Questions about Pharasma are bound to pop up when the PCs visit Nal Shakar (assuming no knowledge of Azlanti Nal-Shakar perspective)

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DC 10 – Pharasma is a well-known and widely worshiped goddess of life and death. Her worshipers can be found all over Avistan, Garund, Casmaron and far off in Tian-Xia. The month of Pharast is named for her.
DC 11 – She is known by many titles, including: The Lady of Graves, The Lady of Mysteries, Mother of Souls, The Gray Lady and The Survivor.
DC 12 – Pharasma’s followers believe she is the power responsible for ensuring the dead safe passage from the realm of the living to their final destination in the afterlife. She lives in her palace in the Boneyard.
DC 13 - Pharasma is most often depicted as an ashen-skinned Garundi woman with white eyes. She wears a dark, hooded, robe-like dress and holds an hourglass filled with red sand.
DC 14 – Pharasma worship is popular with both gravediggers and midwives. Her holy symbol is the image of a spiraling comet.
DC 15 – Her followers are often seen dressed in jet-black garb with silver trim. They are known to carry tiny vials of holy water.
DC 16 – Legends say Pharasma was the only being from the previous multiverse to survive its ending and was partly responsible for the creation of the new one, shielding it from the Dark Old Ones.
DC 17 – Pharasmins despise undeath and seek out the unliving as abominations to be destroyed. Many of her clerics are necromancers who refuse to use their powers to create undead.
DC 18 – Pharasmin churches and cathedrals are typically dark affairs, typically sitting atop sprawling catacombs to house the dead.
DC 19 – She has generally dispassionate relations with the other gods of Golarion, although a few still believe Pharasma had correctly divined the death of Aroden and the end of all prophesy, keeping the secret hidden from the rest. Iomedae, in particular, harbors a slight grudge against Pharasma for this very reason.
DC 20 – Pharasma is highly connected to psychopomps and her youngest daughter, Atropos, actually is one.
DC 21 –The weeks before harvest festival, her followers celebrate The Procession of Unforgotten Souls. The 5th of Pharast is widely celebrated as the Day of Bones in her honor.
DC 22- Her domains are: Death, Healing, Knowledge, Repose, Water. Her priest hold the simple dagger as her favored weapon.
DC 23 – Her sacred colors are blue and white. Her sacred animal is the whippoorwill.
DC 24 – The Bonelands in a Spiral is her sacred text.
DC 26 - The Voices of the Spire is a militant wing of the Pharasmin priesthood devoted to the extermination of undead.
DC 28 - The Pharasmin Penitence is an extremist sect that views worldly pleasures as going against Pharasma's plans and actively seek out those whom they feel upset their beliefs by making life easier, for instance, arcane casters.
DC 30 - The Casarmetzes are church midwives who are so skilled at the procedures of childbirth that they are able to keep both mother and child alive in dire circumstances.

Aroden - Religion or Planes He is depicted in the mural in Nal Shakar
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DC 10 – Aroden was a god of prophesy and of mortal men. He championed humans upon Golarion and before his death, was worshiped by them from pole to pole.
DC 11 – Aroden was known as Last of the First Humans and The Last Azlanti Living God.
DC 12 – Aroden was an ascended human from the ancient Azlanti empire. Both as a mortal and immortal, he performed many heroic feats to champion the cause of all humans.
DC 13 - Greatest of his feats was the raising of the Starstone to the Isle of Kortos, resulting in the founding of the great city of Absalom and the Starstone Cathedral, which hosts the Test of the Starstone. These test are responsible for the ascension of three gods: Norgorber, Cayden Cailean and Iomedae.
DC 14 – Prophesy once told Aroden would one day lead all human to an Age of Glory. With his disappearance, however, prophesy died and the world slipped into the Age of Lost Omens.
DC 15 – The Starfall Doctrine prophesied the return of Aroden in 4606. Instead of his return, Golarion was wracked by dreadful storms and Aroden’s priests lost connection to their divinely gifted powers. It was apparent to all that Aroden had died. Most of his followers moved on to worship Iomedae in his stead.
DC 16 – When Aroden walked Golarion, he did so in one of twelve guises: artist, beggar, craftsman or artisan, farmer, fisher, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.
DC 17 – Aroden’s holy symbol was the Eye of Aroden and his favored weapon was the longsword.
DC 18 – Aroden was the original patron deity of Taldor, but as the empire moved across the inner sea region, Cheliax came to become the epicenter of Aroden worship.
DC 20 – His domains were Community, Glory, Knowledge, Law, and Protection.
DC 22 - Aroden's holy texts were “The History and Future of Humanity” and “The Tomes of Memory”.
DC 21 – Aroden died in an epic battle with Asmodeus.
DC 22 – Actually, there are many theories as to the death of Aroden. Some think he died in a fight with Rovagug while others speculate he has simply traveled beyond the Spheres and will return someday. Still others swear that Aroden has returned to Golarion as a human, some of these poor folk claim he is their uncle.
DC 24 – Aroden is known to have defeated many of humanity’s greatest enemies: the Archmage Nex in 166 AR, a number of demonic and devilish lords, and the Wizard King Tar-Baphon in 896 AR.
DC 26 – After placing the Starstone on Kortos, he took five orbs from the Orvian vault of Vask and placed them in towers around the island, infusing the towers with his own magic. Soon after the islands became lush and fertile and remain so to this day. Many believe the aeon towers are responsible for the splendor that is Kortos and Absalom.
DC 28 – Aroden’s feats of heroism in the name of humanity were numerous. During his travels across Cheliax, a field of red roses outside Egorian turned white upon his arrival and remained so for over a thousand years.
DC 30 – In -1524 AR, Aroden famously met and traveled with Arazni across Acardia and studied cosmic forces at the Veins of Creation.
DC 31 – After defeating the demon lord, Ibdurengian in the Abyss, Aroden stayed behind in the Great Beyond while his army returned to the Prime. While away, he travelled across many planes and greatly expanded his knowledge of cosmos.
DC 33 – After Earthfall, Aroden led the Azlanti survivors across the seas to Avistan where he desperately tried to preserve the cultural heritage of his peoples. Some think it was this noble quest that granted him immortality. As the Azlanti people intermixed with humans and died off, Aroden lived on for millennia, making him the last Azlanti, or The Last of the First Humans.
DC 35 – Aroden was born in Azlant just as its final days drew near. He spent his youth as a master blacksmith and worshiped both the goddess Acavna and her consort, Amaznen, god of magic.
DC 38 – Many believe Pharasma knew when and how Aroden would die, but kept the secret to herself.
DC 39 – Some believe Pharasma knows the true fate of Aroden.
DC 43 – Aroden’s greatest creation during his days in Azlant was the diamond-bladed sword named the Azlanti Diamond. Some believe it was Aroden’s act of taking up this powerful weapon that caused the veiled-masters to bring destruction down upon the world.

Acavna & Amaznen
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PCs should have little to no starting knowledge of these gods as records regarding their existence after 10,000 years is very rare. Both deities are dead and they have no followers. Further, much of the details regarding these two will be revealed as the AP progresses. My players feel as if they are uncovering lost knowledge with each tidbit of info they gather on these two.

Demon Lord Deskari - Religion or Planes He is depicted in the mural in Nal Shakar
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DC 15 – A demon lord of the Abyss, sometimes worshipped by peoples living south of the WorldWound.
DC 16 – His mortal worshipers typically disguise themselves as worshippers of Calistria.
DC 17 – He is known by many names: Lord of the Locust Host, Demon Lord of Infestation and Locusts, Usher of the Apocalypse and Locust Lord, to name a few.
DC 18 – He is depicted as part man, part locust and is never pictured without his scythe Riftcarver.
DC 19 – The domains of Deskari are: Chaos, Destruction, Evil, and War. It is said that Aroden single-handedly slew Deskari’s avatar and his loyal cult followers in 4433 AR by driving them into the Lake of Mists and Veils.
DC 20 – His unholy symbol is a pair of crossed locust wings dripping with blood.
DC 21 – Deskari is known to be the offspring of the ancient demon lord Pazuzu.
DC 22 – Deskari’s mother was a giant insect demon. His scythe if formed from her remains.
DC 23 – He lived within the Rasping Rift within the Abyss and gathered enough power to rival that of his father.
DC 24 – Deskari was known to have discovered a thinning of the veil between the Abyss and the Material World near the Kellid barbarian nation of Sarkorsis, where his influence grew strong and his cult gained much power.
DC 25 – The witch Areelu Vorlesh discovered the thinning in 4600 AR and pledged herself to Deskari, allowing him back into the world once more.
DC 26 – It is rumored that very recently, Deskari may have been destroyed for good.

Ghlaunder - Religion or Planes This demigod is listed in the lore checks for Faceless Stalkers

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DC 15 – Ghlaunder is the demigod of parasites and disease. He is often referred to as the Gossamer King.
DC 16 – Worshipers of Ghlaunder are often seen carrying spears. While small pockets of intelligent creatures of a variety of races have been known to worship this demigod, it seems his followers are more often than not associated with the various shapeshifters of the world.
DC 17 – When depictions of this foul god are discovered, he is typically portrayed as a giant mosquito.
DC 18 – While often disguised as something else, those in the know realize that his unholy symbol is a mosquito.
DC 19 – Legends say this deity was accidentally released from an imprisoning cocoon by an overly-curious Desna during her travels across the multiverse.
DC 20 – Ghlaunder’s domains are: Air, Animal, Chaos, Destruction and Evil.
DC 21 – Ghlaunder cults are known to disguise themselves as worshipers of more benign gods and then, by subterfuge, ingratiate themselves with civilized communities, only to corrupt them from within.
DC 22 – When acting in disguise, Ghlaunder cults typically refer to their god by the names, 'the Tender of Dreams' or 'the Dream Tender'; 'the Slumberer'; or the 'Dormant Dreamer'.
DC 23 – Other worshipers of Ghlaunder explore the world in search of new diseases which they can incubate and then release into whole communities. When caught, these bioterrorists often claim their actions were done in order to strengthen the herd by culling the weak and feeble.
DC 24 – Still other Ghlaunder worshipers include sentient parasitical fungoid creatures and blood-drinkers.
DC 25 – A few copies of his unholy test, The Sipping Sacrifice, have been uncovered in recent years.
DC 28 – The race of Ugothol, or as they are more commonly referred, faceless stalkers, are most responsible for the spread of his church.
DC 30 (DC 18 Geography) – Rumors tell of a band of Ghlaunder cultists operating just outside Korvosa. The stories say they have raised a new breed of poisonous stirges which they send after non-believers.
DC 33 (DC 20 Geography) – It also said a larger cult of worshipers somewhere in the Mwangi Expanse have tamed a species of monstrously huge mosquitoes and await a sign from Ghlaunder to strike.


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Here’s my monster lore notes for Chapter 4 “Across the Shattered Shores”. Hopefully this is helpful to someone.

Our house rules using these Monster Lore checks are: 1) if a character has ranks in the appropriate knowledge skill then they can assist another character on the check which represents a sharing of knowledge. 2 ) They can only assist on the roll out of combat. 3) If the check happens in combat, its unassisted and the results are sent privately to the player making the roll. In combat on their turn they can, as a free action, relate up to six seconds of lore per turn.

One of my groups playing this AP have built a book repository using downtime rules (recently upgraded to a magic repository). 4) They have the option of making a lore check one additional time after several hours of study in the repository. That group has allowed Carver and Peryl Beys free access to the repository and they often consult with those NPCs on lore. Carver/Thanaldhu secretly used these study sessions to learn more about the PCs and their strengths and weaknesses, often questioning them in detail about how they won each battle. And, 5) they have the option of making an additional knowledge check on these each time they level up, representing possible new knowledge they may have discovered.

DC 10 is usually just the color-text for each monster entry in the bestiary. The next DC will be 10+CR of the creature. Strengths, weaknesses, info on traits and abilities as well as lore from the Inner Sea World Guide are alternately added in at increasing DCs with some (but not a lot) of thought to what facts might seem more obscure.

Enjoy!

ChupacabraArcana (Bestiary 2)

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DC 10 - This lizard-like creature stalks forward upon two muscular legs, a mane of spikes running down its scaly back.
DC 13 – You know of these creatures, but you never realized they possessed wings or could fly.
DC 15 – These creatures prefer to hide in and among rocks and boulder fields, waiting in ambush for suitable prey to wander near.
DC 16 – A ridge of exceptionally tough scales along their backs provides exceptional armored protection.
DC 17 – Chupacabras drink warm blood from their victims, often leaving a trail of desiccated corpses behind.
DC 18 – It has been reported that these creatures experience a short energy burst after even the quickest of meals.
DC 19 – They are nocturnal but can see very well in all levels of light.
DC 21 – Chupacabras are exceptionally nimble, quick, and stealthy.
DC 23 – Chupacabras are often seen together as a mated pair, but in truth, they prefer to be alone and only pair up during mating season.
DC 25 – On rare occasions, large packs of these creatures have been spotted hunting together, usually when the only food sources are larger creatures and greater of their numbers are needed to bring the prey down.

Draugr - Religion (Bestiary 2)

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DC 10 - This barnacle-encrusted walking corpse looks like a zombie but is dripping with water and gives off a nauseating stench.
DC 12 – These foul undead appear to be zombies, but they do not move with such a slow, shambling gait.
DC 13 – Draugr live in the water and move around in it as if they were on land.
DC 15 – Draugr can see in all levels of light and are unaffected by powers that target the mind. Sharp blades, however, seem to affect their minds normally.
DC 16 – They are also not affected by bleed attacks, disease, paralysis, poison, sleep effects and stunning.
DC 17 – They never tire, they cannot be drained of life or energy
DC 18 – They have no need for food, sleep, or air.
DC 19 – Draugr are mightily harmed by exposure to positive energy of the heavens and holy water but are healed by energies derived from the darker spheres of influence, such as the Abyss.
DC 20 – The water that constantly drips from this creature creates a natural barrier that is mostly proof against flames.
DC 21 – Piercing weapons do very little harm to a draugr.
DC 22 – Draugr are undead created at sea, usually the result of a sailor lost or drowned.
DC 23 – These creatures often still wear the clothes or armor they wore when they died and the weapons they wielded, too. But they can do tremendous damage with their fists.
DC 25 – Victims struck by draugr are often beset by infernal stomach cramps, resulting in much retching and nausea.
DC 26 – Sometimes draugr are led by a drowned sea captain. These horrors can be identified by their red, glowing eyes.
DC 27 – Draugr captains are fierce fighters and their touch can drain the life from the living. Best tackle this monstrosity from afar!
DC 28 – Draugr captains bring with them the fog of the sea, for it forever enshrouds them, making them very difficult to strike in combat.
DC 20 Draugr are either infused with necromantic energy or haunted by restless evil spirits.
DC 22 Most often draugr remain near the place of their death. Sometimes, an entire crew that drowned with their ship reanimate, thereafter plying the seas in fearsome ghost ships.
DC 35 (or DC 25 Geography) Crew draugr are a known menace in the Shackles but can be found as far north as the freezing Ivory Sea.

Chuul Larva - Dungeoneering (Module)

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DC 10 - This dog-sized creature resembles a soft-shelled lobster with underdeveloped claws and an oversized pair of mandibles.
DC 11 – These creatures are the larva of a massive aquatic beast. They are quick on both land and sea, but their shells are undeveloped, and they are quite weak.
DC 12 – Immediately upon hatching, these foul creatures begin the hunt for the brains or grey matter of any living creature, usually their first meal is the craniums of their clutch mates.
DC 13 – These larvae can spray a cone of digestive fluids at their intended prey. Think of it as a way to chew your food before it gets into your mouth.
DC 14 – Within the first year of life, the larvae branch into two groups. Those that manage to feed on the brains of others develop heightened intelligence and grow into massive, cunning evil creatures. Those that do not get enough grey matter become unintelligent killing machines. The intelligent variety will kill the unintelligent variety on sight.
DC 15 – A year after hatching, the larva becomes an immature variant, molting its old carapace, growing much larger in body, but sprouting a pair of enormous pincers. It grows a ruff of tendrils around its mouth that can paralyze smaller prey as a sea anemone might do, but it also secretes digestive fluids – usually through the eyes or nose of its victim in order to digest its brain first.

Chuul (adult) - Dungeoneering (Bestiary 1)

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DC 10 - This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.
DC 17 – These creatures are massive aquatic beasts that deliver devastating, crushing attacks with their claws.
DC 19 – Chuuls have a thick brush of paralyzing tentacles around their mouths. The tentacles can hold prey fast while the chuul devours its victim alive!
DC 20 – Chuul are immune to poison.
DC 21 – Chuul prefer to eat land-dwelling creatures and lizardfolk are their favorite meal, although morlocks, duergar, and drow are also considered delicacies.
DC 22 – Troglodytes are shunned by chuul for their terrible flavor.
DC 23 – The chuul mating season occurs in the month of Desnus and is terrible to behold.
DC 25 – Chuul are intelligent and can speak common, albeit in a chittering, gurgling, manner. But they typically see no need to talk to their food.
DC 27 – Chuul decorate their burrows with grisly trophies fashioned from the remains of their meals.
DC 30 – Chuuls are an ancient creation of the aboleths. They were tinkered into life from the aboleth’s giant crayfish mounts.
DC 33 – They maintain an unusual relationship with the skum, which look up to them as older siblings while also fearing them as predators. Chuuls seem completely indifferent to any distant kinship and devour skum with relish.
DC 35 – They are known as “chu’ulothis” in the aboleth language.

Mordent Spire ElfLocal (Inner Sea World Guide. This entry is here because of the Mordent Spire mask in the chuul cave.)

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DC 10 – These are a secretive and, well, scary, sect of elves.
DC 11 – They are known to patrol the vast seas of the Azlanti Islands, sinking ships and discouraging any would-be looters of Azlanti artifacts.
DC 12 – (or History) In -5293 AR, the elves of Golarion escaped the event known as Earthfall by stepping through the misty veil to another land., but mysteriously returned almost nine millennia later in 2632 AR.
DC 13 – (DC 10 Geography) The returned elves spread out to several parts of the world, but one peculiar bunch ended up at the tip of the Ironbound Archipelago and settled on the southernmost island.
DC 15 – These elves claimed to be the true inheritors of the Azlanti empire and have returned to claim the artifacts, wealth and knowledge of this lost empire.
DC 16 – Mordent Spire elves are unnaturally pale of skin, but nearly always wear elaborate masks.
DC 17 – Mordent Spire elves are often infuriating to speak with. They only use the Azlanti tongue and never look at who they are talking to. They rarely let a foreigner finish a sentence and treat non-elves as things not worth their time nor energy to pay attention to.
DC 18 – Mordent Spire elven ambassadors can be found at the courts of Almas and Augustan most of the time.
DC 19 – The truth behind the elves presence in Andoran is to spy on the government and to dissuade any additional attempts to colonize Azlant – such as the infamous Sun Temple affair.
DC 20 – Mordent Spire ambassadors call themselves Spire Envoys and also appear once a year on Absalom to meet with the Decemvirate of the Pathfinder Society, with whom they have a tolerant attitude.
DC 21 – The Vigilant Needle is a group of Mordent Spire elves who work in secret in the courts of man, as spies, saboteurs, and assassins.
DC 25 – Shrouded Seekers are another sect of the Mordent Spire elves who are fervent archaeologists, scouring the Azlanti Isles in search of ancient artifacts.
DC 28 – Mordent Spire elves use an armada of sea skimmers – arcane and technologically propelled watercraft, to hunt down and sink trespassing ships.
DC 30 – (DC 15 Religion) Mordent Spire elves worship Gozreh, but also revere the dead goddess Acavna – for whom the Mordent Spire is dedicated to.

Blast ShadowsReligion (Module)

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DC 10 – A humanoid shape swiftly rises from a pile of hot ashes on the floor. Quick as a wink they are in your face with slashing claws, gnashing teeth and suffocating clouds of burning hot sulfur.
DC 15 – These, smoky shadowy creatures are actually undead.
DC 16 – Its is theorized these creatures were created in the aftermath of a massive, arcane catastrophe, such as a magical accident or other such explosive event.
DC 17 – Blast Shadows are immune to fire.
DC 18 – Blast Shadows take extra damage from cold.
DC 19 – These undead are extremely fast and agile, and they can easily outrun a normal human, usually resulting in the hapless victim being pounced upon and subsequently suffering a slow, sizzling death.
DC 20 – Blast shadows use their horrible, burning claws to rend their victims.
DC 21 – These creatures can surround themselves in billowing, choking smoke and embers which effect to hide the creature from attackers. The heat from this cloud can scorch the skin.
DC 25 – These creatures can see quite well in any type of light.
DC 29 – When destroyed, a blast shadow erupts in a massive explosion, usually taking its enemies with it.
DC 30 – A strange variant of this creature can be found near the Pit of Gormuz. These creatures are acidic in nature, rather than based in fire and flame.
DC 33 – North of the Worldwound, frozen varieties, Freezing Shadows, have been seen.
DC 35 – It is rumored another variety exists, the lightning Shadow, but no details are known to exist about this mythical undead.

Akkiti-Skah StrixLocal (Beastiary and module)

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DC 10 – These winged horrors are known to haunt the lofty spires of The Devil’s Perch in the Menador Mountains of Cheliax.
DC 12 – While they often appear as winged humans, strix are commonly known to hunt down humans, elves, dwarves and other demi-humans, slaying them on sight.
DC 13 – Strix are have dark skin and a 12-foot wingspan covered in glossy, black feathers. Both sexes of strix are of a height and weight of a human man. Their soulless eyes lack pupils and their noses are but two slits in the center of their face. Their ears are long and pointed.
DC 15 – Strix speak their own language.
DC 17 – Strix seem to be nocturnal and travel or hunt only at night.
DC 18 – They eyesight of Strix are extraordinarily sharp and they can see quite well at night, but their eyes appear to be locked within their sockets and do not move, which requires them to rotate their heads or bodies in order to see around them. Perhaps their sharp eyesight and fixed gaze is what allows them a supernatural resistance to illusionary magic.
DC 19 – Their hands and feet end in long talons, which they are quite adept at using to attack their adversaries, but they are more often than not seen wielding weapons such as spears, lances, short swords, knives and even pole arms. Some have reported seeing strix use both arcane and divine magic and rare accounts claim to have seen the avians using powerful magical artifacts.
DC 20 – The strix are extremely xenophobic and violently repel all intruders to their lofty territories. They are almost always seen in groups and live in tight-knit clans or tribes.
DC 22 – (DC 15 History) In 4081 AR, Aspex the Even-Tongued led what was often referred to as the Even-Tongued Rebellion against Taldor. It was rumored that his ranks included a fair number of strix from Devil’s Perch, although after he won and became the first Chelish king, the strix reverted back to their isolated ways.
DC 25 – The strix maintain a host of origin myths purported to tell of a homeland far from Cheliax and the Devil’s Perch, but as far as you know, these stories have never been shared with outsiders, so the details are unknown to you.
DC 27 – The syrinx of the Aracadian Isles claim that their species actually created the strix to serve them as a race of slaves many millennia ago.
DC 29 – You are aware that the strix tribes on Cheliax actually do not get along with each other and tremendous distrust exists between them, however the origin of these ill-relations are unknown to you.
DC 30 – (only after meeting one in person – not just the corpse in the chuul cave) You have no idea who or what these Azlanti strix could be. As far as you know, there are no records of any strix outside of Cheliax and these strix look and act very little like the strix of Devil’s Perch.

Locathah - Local (Bestiary 2 and Inner Sea World Guide)

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DC 10 - This lean humanoid bears crested fins on its head and back and has the wide-eyed and wide-lipped face of a fish. They are quite disgusting and should be avoided. Their scales and skin are a muddy orange color, tinged with green.
DC 12 - Locathah stand roughly as tall as humans, yet their fins jut out, giving them an imposing stature. Lean and strong, locathahs weigh roughly 160 pounds. The briny stench of the seashore is always quite strong when lacathah are near.
DC 14 – These creatures are quite agile within the water and move very fast within it. They breathe water readily, and can breathe air, but struggle a bit out of the water. Their legs are ill-equipped for land travel, but can lumber about at a slow, clumsy pace, if needs be.
DC 15 – Locathah typically speak the aquan language.
DC 16 – This aquatic race is often not welcome among the other aquatic races. Locathah are often found living in tight-knit communities at the edges of other land or sea civilizations.
DC 17 – Locathah use primitive tools made of coral or bone, sometimes they use ceramics. They are often seen in poorly fashioned undersea villages.
DC 19 – Despite their treatment by other races, locathah try very hard to fit in with other aquan or terran races.
DC 20 – Locathah are, to a fault, helpful to any in need, often seen swimming ahead of ships and warning them of danger, or undersea treasure. They are an extraordinarily friendly race once you get to know them.
DC 22 – These fish-folk are masterful craftsfolk with coral and bone and love to trade land-dwellers for ceramics and tubers, which they find irresistible.

The Sahuagin- Nature (Bestiary 1)

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DC 10 - This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw.
DC 12 - Most sahuagin stand at least seven feet tall—having two arms and two legs they also boast a tail that ends in a fish-like fin to help propel them through the water. They weigh about 250 pounds. You know a little of these creatures except they are cruel and plentiful in underwater environs.
DC 13 - Sahuagin appear as some sort of cross between humanoids and fish, while their frame has much in common with humans, they are larger. A sahuagin's head is clearly piscine, with a mouth that gapes like a fish but it is filled with sharp, flesh-rending teeth.
DC 15 - Sahuagin breathe only water, but some possesses powerful magic that allow them to draw oxygen from the air. They see well in all forms of light, even complete darkness, but shun bright light.
DC 16 - They are fast swimmers and can even move upon the land as long as they are able to breathe or hold their breath.
DC 18 - Sahuagin are fierce combatants, most attack from afar using powerful, underwater crossbows before closing with razor-sharp tined tridents. They are adept with fighting with their claws and teeth in conjunction with melee weapons.
DC 20 - These creatures lose themselves when in the presence of blooded water; their base instincts overcoming rational thought and they attack with a near-mindless purpose of gobbling down as much flesh as their bellies can hold when blood is nearby.
DC 21 - It’s difficult to speak with sahuagin, but they often understand the Taldan common speak and the Aquan language. They also appear to have some sort of silent communication they share with sharks, even though no known formal language such as this exists.
DC 23 – (Geography 15) Sahuagin can be found in most of Golarion's temperate seas from the Obari Ocean and the Inner Sea to the nearly endless expanse of the Arcadian Ocean. They build vast cities in the depths of the ocean that rival the air breathers' great metropolises, while near the shoreline they create impregnable fortresses from which to launch raid after raid against land dwellers.
DC 24 - It is not just those above the waves whom the sahuagin hate, they are in constant conflict with other aquatic creatures such as the merfolk, gutaki and even the mighty aboleths. Their warlike tendencies have made the sahuagin one of Golarion's most hated races.
DC 27 - Sahuagin’s preternaturally fast breeding cycle and short lives make them susceptible to wild mutations. When a mutant is born it almost always rises to the society's nobility or rulership. The most common sahuagin mutation is an extra pair of arms, but rumors among scholars speak of the rare malenti—sahuagin who look not like sharkmen but aquatic elves.
DC 28 - Malenti are thought to serve as spies and assassins for sahuagin rulers, but rumors of all-malenti tribes in isolated reaches of the sea persist.
DC 30 – (Geography 20) While they are a threat to any creature they are near, the sahuagin are a particular threat in the western isles of the Shackles, especially around the port city of Ollo. You once read they are also one of the dominant races of the amphibious River Kingdom of Outsea, where they are strangely able to live in relative peace with the native population of merfolk.
DC 33 – (Geography 25) A visiting scholar from Tian Xia once lectured they are most commonly found in the undersea kingdom of Xidao, although they exist in smaller numbers than the dominant locathahs. DC 33 – (Geography 27) They dwell in the many caverns and crevices which honeycomb the underwater trench known as the Aya-Maru, where they live in nearly constant conflict with local merrow tribes.

Feeder in the depthsArcana(Monster Codex)

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DC10 - An immense gray-and-white shark glides through the water, its piercing red eyes revealing a vicious intelligence. Definitely, the best defense against something like this is to avoid contact with it all together.
DC 20 – At approximately 30 feet in length, this shark is far larger than even the largest shark you have seen.
DC 23 – You recall oceanic tales of evil sahuagin priestesses who worship the demon lord Ovonovo which raised massive sharks from birth and using foul magics, warped them into malevolent and intelligent monstrosities.
DC 25 – The tales go on to say that these sharks are fed the flesh of merfolk, sea elves, and other aquatic humanoids. As it dines on these sacrifices, the priestess chants blasphemous rituals, infusing the shark with malign power and the stolen intelligence of its victims. Over the course of 13 feedings over 13 midwinters, a new monstrous shark arises.
DC 27 – These creatures are known as Feeders in the Depths. They are exceptionally hardy beasts with hide that is thicker than that of an elephant. It can detect blood in the water from a mile away and can swim faster that a horse at full gallop.
DC 30 – Feeders in the Depths are impossibly fast and deadly when attacking their prey. They react with uncanny speed to any movement near them while attacking, and often strike with a flurry of blinding fast bites.
DC 32 – Their serrated teeth cause severe bleeding and legends tell of these creatures actually healing their own wounds from the very blood in the water.
DC 35 – Aquatic beings lucky enough to survive an encounter with one of these monsters claim that they can speak in the Aklo, Aquan, and Infernal languages.
DC 37 – Just in case all of this wasn’t enough, Feeders in the Depths are reported to be nearly immune to freezing temperatures and usually shrug off magical attacks and effects without a second thought.
DC 40 - Feeders in the depths view themselves as equals to sahuagin, not as servants. They have no special affection for sharks and can’t communicate with them. Feeders act as loyal companions as long as they’re respected and given the freedom to hunt. If not treated well, they rip their would-be masters apart and descend into the lightless depths of the ocean.
DC 41 - Although able to breed, feeders in the depths give birth only to monstrosities or normal sharks, never to other feeders.

Water naga - Dungeoneering (Bestiary 3)

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DC10 - Slender spines and brightly colored frills stretch back from the human-like face of this massive water snake. Every motion of the serpent’s long form sets its brightly patterned scales and glistening fins to flashing like gems in the surf.
DC 18 – These snake creatures have superior armor in the form of their scintillating scales and a vicious bite with a powerful poison that steals the vitality of their victims.
DC 19 – These creatures can attack with their tails as well as their fangs.
DC 20 – Water nagas are said to be reclusive creatures who can become very aggressive when disturbed. Careful interlopers upon their lairs report them to be very intelligent creatures.
DC 21 – These creatures can survive on land and under the sea as they are able to breathe both water and air.
DC 22 – They can see perfectly well in total darkness and have an uncanny ability to spot movement.
DC 23 – Water nagas are often around 10 feet in length and weigh over 200 pounds.
DC 24 – Most water naga travel extensively and, thus, can understand the common Taldan terrestrial tongue, but readily speak Aquan, the common language of seafolk.
DC 25 – Nagas are consummate spellcasters and hurl arcane magic attacks without the use of magical components and often do so whilst simultaneously engaging in physical combat.
DC 27 – Water nagas are known to have several lairs which they travel to throughout the year. It is said their summer lairs are exquisitely decorated and are wonders to behold.
DC 28 – All nagas are talented hunters and easily approach their prey without being detected.
DC 29 (DC 20 Religion) - According to myth, nagas are the children of Ravithra, the Vudrani goddess of snakes.
DC 30 – The greatest insult is to refer to a naga as “wormfolk”.
DC 33 - . Enjoying flattery, exciting tales, and the adoration of those they see as lesser creatures, most water nagas take pride in their role as travelers.
DC 35 – Nagas are said to be mortal enemies of the avian humanoid race of Garuda.
DC 37 - However, while rarely malicious, they quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they’ve heard with their own fictions—caring little for the repercussions such misleading tales might cause for their listeners.
DC 40 (or DC 25 History) - the nagas did become the first rulers of Vudra in the Age of Serpents, with the vishkanyas, grippli, catfolk, and humans as their servants. The humans built great palaces and temples where the nagas could live and be worshipped, and the nagas in turn created classes of human professionals that would become the foundation of the future Vudrani caste system.
DC 43 (or DC 27 History) - Eventually, the naga empire suddenly fell. The exact reason has been lost to time: some myths blame Gruhastha and Sudachala, others blame Desna for having put them into sleep for 444 years while their empire crumbled, while some archaeologists of the Pathfinder Society claim that the cause was just a mundane human rebellion.

Crimson musk vampiresNature (Variant Yellow Musk Zombie: Bestiary pgs. 288 & 285)

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DC 10 - This walking corpse from which wet red vines have sprouted wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
DC 11 – This appears to be a zombie of some sort. However, you are quick to note that they do not move slow and herky-jerky like a zombie does, but with fast, fluid movement.
DC 15 – (or DC 11 Religion) This is not a zombie at all, but some kind of plant creature! These creatures are not damaged by positive channeled energy as undead are, nor are they healed by negative channeled energy
DC 17 – You recognize this as a variation of the yellow musk zombie, a plant creature created from the victims of the dreaded yellow musk creeper plant.
DC 20 – You are fairly certain that pointed and blunt weapons will have little effect on this creature. A good, sharp blade is what is called for here! Break out your machetes, or some of that defoliant your purchased from Alba Diviner a while back.
DC 22 – As this is a plant, you realize powers affecting the mind, such as charms and illusions and such, are worthless against creatures without a brain.
DC 25 – You also realize that plants are often immune to certain physical attacks, such as stunning, poison, polymorph and spells that put creatures to sleep will have no effect as plants do not sleep.
NOTE: As the crimson musk willow and its brood are unique to Ancorato, PCs will not be able to ascertain characteristics unique to the Crimson Musk Vampire – such as its Blood Drain attack.

Crimson musk willow - Nature (Variant Yellow Musk Creeper: Bestiary pgs. 294, 295 & 285)

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DC 10 - Coiling around several humanoid skeletons, this wet, red willow tree’s sickly flowers smoke with a nasty red vapor.
DC 17 – You realize this must be some monstrous variety of the deadly Yellow Musk Creeper plant, but colored a deep red and in the form of an immense willow tree, its limbs and branches forming huge, twin cudgels.
DC 20 – The yellow musk creeper plant can kill animals and then take over their bodies, animating them into zombie-like creatures.
DC 22 – Yellow musk creepers spray a pollen at their victims, causing them to become entranced and helplessly give themselves over to the plant’s deadly control ability.
DC 23 – While these plants do not possess a brain, their lifeforce is particularly vulnerable to magic or powers that affects a creature’s resolve.
DC 25 – These plants can detect the approach and position of nearby prey animals through the vibrations in the ground caused by their movements.
DC 27 - As this is a plant, you realize powers affecting the mind, such as charms and illusions and such, are worthless against creatures without a brain.
DC 25 – You also realize that plants are often immune to certain physical attacks, such as stunning, poison, polymorph and spells that put creatures to sleep will not work as plants do not sleep.
DC 27 (or DC 20 Geography) - Yellow musk creepers can grow in a wide variety of climes, although they generally prefer temperate or warm forests, as well as, moist, underground environments. They have been spotted in such divergent locations as the Mwangi Expanse, and the Inner Sea coastal regions near the former Chelish capital of Westcrown.
DC 30 (or DC 22 History or Geography) - A particularly potent, purple-colored yellow musk creeper was bred by the druid Tharl Grimull in the River Kingdoms town of Nystra about a century ago. He used it to enact his revenge against the townsfolk who had murdered a member of his family. The plant, with the help of Grimull's silkgoyle allies, killed the entire settlement. The mutated creeper still lives in the ghost town of Nystra to this day.
DC 32 (or DC 25 Geography) - A gigantic, intelligent yellow musk creeper has been reported to live in the mythical city of Xin-Shalast in Varisia's Kodar Mountains. There, in an area known as the Tangle, it has created its own ecosystem in the presence of humidifying hot springs and mineral-rich soil. It is served by tribes of fungal creatures, such as vegepygmies.
NOTE: As the crimson musk willow and its brood are unique to Ancorato, PCs will not be able to ascertain characteristics unique to the Crimson Musk Willow – such as its Blood Drain attack.

LeechrootReligion (Bestiary 5)

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DC 10 - This tangle of rotten, seemingly lifeless crimson roots twitches slightly, moving the damp, bloody ground beneath it. The roots form a tangle from which a maze of red, thorny vines spread out across the forest floor.
DC 14 – This is a red-colored variety of the deadly leechroot plant! It was once a living plant, but died as part of a tragic bloodshed event, only to arise again in undeath. Plant undeath!
DC 15 – It is known that healing wounds caused by a leechroot is a difficult and taxing affair.
DC 16 - These monstrosities spread their curse by soaking other dead plants in their sap to spawn horrid offspring. It has an insatiable thirst for blood and hides among undergrowth while waiting for unwary prey.
DC 18 – Most undead never tire from exertion, and are immune to attacks that deal paralysis, poison, sleep, stunning, draining of abilities or draining of life.
DC 19 – Most, but not all, undead do not have functioning brains and are immune to mind-affecting powers, such as charms and compulsions.
DC 20 – Leechroot can travel slowly across the ground or underneath it.
DC 22 – These deadly vines do not need light to perceive their prey and can detect moving creatures from a great distance through vibrations in the ground.
DC 23 - An adult leechroot averages about 12 feet across (not including its thick, lashing root appendages) and weighs 700 pounds. By consuming enough blood, however, leechroots can grow significantly larger.
DC 24 – it becomes obvious to you that pointed or blunt weapons will have little effect on this plant, best to employ a sharp machete and hack the thing into tiny bits.
DC 25 – Leechroot can grasp its foes with its various tendrils and vines, sinking its sharp thorns into flesh and draining its victim of blood. Oftentimes, the vines pull their victims under the earth before sucking them dry of bodily fluids.
DC 26 – These plants can heal themselves from the blood spilt by its victims
DC 27 – Since leechroot are undead, they are harmed by positive channeled energy and healed by negative channeled energy.
DC 30 – Druids find these creatures to be an anathema to any environment and will always seek to destroy them. You learned from one such druid many years ago that it can be effective to grasp the roots and yank them out of the earth before hacking them up with a sharp sickle or scythe.
DC 33 - Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind. The hivemind has an Intelligence, which increases depending on the number of plants that compose the leechroot hivemind. This single mind shares a limited sentience, and it holds a bloody grudge against any who dare to slay a member, its cunning giving it the ability to plot against such hated foes.

PerytonsArcana (Bestiary 2)

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DC 10 –This creature has a stag's body, a hawk's wings and talons, and the head of a slavering wolf with a rack of sharp antlers on its brow.
DC 15 – In the wild, the peryton is considered the personification of pure evil. These creatures are bloodthirsty to the core and hate all creatures, even other perytons.
DC 16 – These foul creatures are exceptionally intelligent and cruel. They speak the common tongue.
DC 17 – It is known that the savage peryton can sometimes form small hunting groups, if the group is organized by a strong female. The group will consist of one alpha male and several lesser females.
DC 18 – Rangers and druids who have studied peryton packs (from afar!) have observed that male offspring of a peryton pack are run off or killed at a young age. Adult lesser males have been seen to approach a pack, usually bearing gifts of a still-warm or beating heart. Those males are often accepted into the pack for a short while – usually only as long as the alpha male tolerates the lesser male or until the lesser male leaves the pack (usually after kidnapping a lesser female for breeding purposes).
DC 19 – Peryton breeding is a violent affair and is typically fatal to the male.
DC 20 – Peryton females usually lay a single, black egg each mating season.
DC 21 – These creatures are chaotic in nature and have noticeably low levels of will or wisdom.
DC 22 – Perytons are good fliers and can see quite well in all levels of light. They possess a hearty vitality and a thick hide and quick reflexes, making them a challenging foe in combat.
DC 24 – Perytons prefer to use their antlers in combat and are known to target the hearts of their prey, often ripping them, still beating, out of their opponent’s chests and immediately devouring the organ on the battlefield.
DC 26 – The magical nature of these creatures provides for an uncanny resistance to physical attacks, but arcane attacks of all types affect them normally.
DC 27 – Winifred Snodgrass, in her book, “Dark Secrets of the Dark Forest” claims she had observed perytons in the field deploy an unusual magical attack upon prey that could pose a challenge to bring down. In her observations she reports seeing a flying peryton study its prey from above, at which point the peryton’s shadow took on the shape of the prey. When the peryton swooped in to attack, it was as if both the physical peryton and its morphed shadow teamed up to bring its foe down in an unusually savage and sadistic fashion.

Wihsaak - Planes (Bestiary 5)

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DC 10 - Buzzing wings hold this gaunt creature just above the ground. While humanoid in stature, its head resembles that of a grasshopper.
DC 18 – This is a foul being which has crossed over from somewhere in the Outer Planes.
DC 19 – Ah! You recognize this beast as a psychopomp, denizens of Purgatory and the dispassionate stewards, chroniclers, and guides of all that die. The sole purpose of psychopomps is to ensure a soul gets from its newly departed body to its destination in the afterlife.
DC 20 – Psychopomps are notoriously neutral and are known to be treated with respect by all beings in the Outer Planes – save for certain daemons and various qlippoth.
DC 21 – Psychopomps are created by the death gods from the souls of the faithful who have served Purgatory in exemplary fashion. Other gods may evolve them into much more powerful and specialized psychopomps for duty beyond the pale.
DC 22 – Psychopomps always wear masks. You realize this one in NOT wearing a mask. Then you remember reading about a faction of rebellious psychopomps who are not so nice and have left the service of the death gods for other pursuits. This is a Sahkil – a psychopomp deserter!
DC 23 – Most Sahkils leave Purgatory for the relative safety of the Ethereal Plane – away from the death gods and faithful psychopomps who would see an end to their existence.
DC 24 – Sahkils abandon the masks that once covered their faces and adopt new forms - usually a form which corresponds with the personification of mortal fears!
DC 25 - From the Ethereal Plane, sahkils watch. They slip into the dark, abandoned places of the world, infusing the living with dread and giving fangs to mortal imaginings. When upon the Material Plane, most sahkils prefer to remain veiled, corrupting nature and turning people into monsters. They revel in the awe associated with terror and hear praises in every scream. When their victims have been sapped, drained of their capacities to hope and to fear, the sahkil feeds.
DC 26 – You recognize this particular sahkil as a wihsaak; one which feeds upon the mortal fear of insects. Don’t look into its multi-faceted insectoid eyes, for its gaze will cause even the stoutest of mortals to water their undergarments.
DC 27 – Wihsaaks are capable of moving between the Ethereal and Prime planes at will. When in the Ethereal, Wihsaaks can see and hear those on the Prime but cannot affect them. Those on the Prime cannot see or hear whiskas on the Ethereal but can use force effect and abjuration magic on them if they can somehow detect their presence.
DC 28 – Wihsaaks are particularly good at shedding damage, but good-aligned weapons affect them normally. They also shed electric, cold, and sonic energy damage and are not affected by death and fear effects, as well as mortal diseases and poisons. Spells and spell effects must be cast by powerful spellcasters to have any effect at all.
DC 29 – Wihsaaks move dreadfully fast on land and in the air and they can see in all manner of light.
DC 30 – They can attack with alarming precision with their four deadly claws but prefer to blight their enemies and call forth hordes of stinging and biting insects to damage their prey.
DC 31 – Wihsaaks use the sound of their beating wings to infuse madness into mortal beings and making them more susceptible to their sibilant whispers in the dark, goading the living into acts of unthinkable depravity.
DC 32 – To destroy a wihsaak, it must be bound to the Prime and anchored in place – not only to the very plane of existence, but within the Prime Material, as well, for this creature can naturally bend space to its will. Once bound, a good aligned weapon can destroy it with a swift thrust or two to the brainpan. Best of luck to you, merry adventurers. You will need it with this one, to be sure.

Will-o-wispDungeoneering (Bestiary 1)

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DC 10 - This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.
DC 19 - This small, fleshy ball of light delights in leading the unwary into dangerous bogs and feeding upon the resulting fear. They often pose as lantern light in the fog or dark of night to lure travelers off the beaten path. Whether you call them jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—all residents of bogs and marshes recognize them as dangerous predators and false guides in the darkness.
DC 20 – Will-o-wisps can turn invisible at will.
DC 21 – These creatures attack with wicked forks of lightning which they generate with a thought.
DC 22 – Will-o-wisps are immune to all magic, save for the magic missile spell and a few choice abjurations.
DC 25 – These creatures feed on fear and only fight as a last resort, preferring to hang back and devour the emotions of those in peril.
DC 27 – These creatures can create light of any color and can even create patters. Some will-o-wisps prefer to create the light-image of a skull within their luminous bodies to augment the fear of their victims.
DC 29 – Some will-o-wisps gather in huge numbers, called “strings”.
DC 30 - The rationale for any of their actions is beyond the ken of mortal beings for these creatures possess an intellect most alien, indeed.
Dc 31 - Their origins remain a mystery to mortals, but it is theorized amongst scholars that will-o-wisps do not age and can live forever, making them a potentially invaluable vault of historical knowledge. DC 32 - They are known to ‘speak’ the Taldan common and Aklo languages, but no living soul has, as yet, discovered how to motivate one of these monsters to divulge information that is at all useful.

Shambling mound - Nature (Bestiary 1 and Inner Sea Guide)

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DC 10 - A mass of tangled vines and dripping slime rises on two trunk-like legs, reeking of rot and freshly turned earth.
DC 19 – This is a massive, monstrous plant thing with a fondness for living flesh, especially that belonging to the race of elves.
DC 21 – These tremendously strong ‘shamblers’ as they are sometimes called, are immune to electricity and are mostly unharmed by fire of any sort. Scholars believe shambling mounds can actually receive temporary sustenance from lightning strikes!
DC 22 – Shamblers are simple of mind and prefer a straightforward frontal assault whenever living flesh is near, striking out with hammering fists of rotting vegetation and ensnaring any whom they contact before pulling them into their massive bodies and strangling away all traces of life. Once dead, the corpse (or, dinner, from a shambler’s perspective) is slowly digested as so much fertilizer.
DC 25 – The flesh of animals is preferred, but in times of scarcity, shambling mounds will also devour other plants, like trees and the like.
DC 27 (or DC 17 History) - The origin of the shambling mound lies in the legendary Green Valley, which might be in a remote part of Golarion, or might even be outside Golarion altogether. Explorers from Azlant, possibly accompanied by elves from Kyonin, found the Valley and unwittingly became infested with strange spores. When they returned from the Valley, the spores turned them into the first shambling mounds. The victims fled into the wilderness, overcome by the horror of their transformation, and the knowledge of the Valley's location was lost.

StirgeDungeoneering (Bestiary 1)

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DC 10 – Not much to this thing, it flies around, sticks its nose in your flesh and snorts your blood. Oh yeah, sometimes it leaves a little filthy present behind – get that Fort save ready to roll.

BelkerPlanes (Bestiary 2)

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DC 10 - Dull, red eyes, grasping claws, and leathery wings give a demonic aspect to this creature's smoky form.
DC 12 – This thing looks a bit like a giant, smoky bug. Its body, when you can see it, appears as a huge, flying black grub with wings and multi-faceted red, glowing eyes. While you spot a few larger, insect-like appendages protruding from its body, to your horror you spy hundreds of smaller crab-claw like pincers attached to it thick hide, continually clacking and grasping.
DC 16 – This creature is not from around here. You believe it is native to the Plane of Air.
DC 17 – While its insectoid form appears to be mainly made up of smoke, you surmise it is an elemental of some kind.
DC 19 – You are aware that most elementals do not bleed and are immune to a lot of physical assaults, such as paralyzing, poison and sleep attacks.
DC 21 – Elemental creatures, like this one, typically do not have identifiable weak points on their bodies, rendering attacks that target specific areas useless.
DC 22 – You are aware that most outsiders do not eat or sleep and you are also aware that elementals do not need to breathe, either.
DC 23 – Ah! This dread horror is a Belker! Nearly demonic in its nature, these hate-filled creatures live to cause pain and torturous agony to anything that moves.
DC 24 – These things are tough and tend to shrug off damage, both physical and arcane. It is best to overcome their natural defenses with overwhelming force.
DC 25 – Belkers fly very well and can see perfectly in all levels of light.
DC 26 – Belkers hate for all living creatures is only eclipsed by the insane rage they feel for djinn and jann who dwell upon the Plane of Air.
DC 27 – Belkers are drawn to places of volcanic heat and geological entropy. They do not maintain lairs, per se, but consider large tracks of land as their territory and typically spend their time killing anything that wanders into it.
DC 28 – These creatures can turn their physical bodies into a cloud of pure smoke, making them nearly impossible to damage. They have an eerie ability to make parts of their body material while keeping other parts smoky and intangible.
DC 29 – Belkers have been known to tolerate a few, select mephitis and elementals and sometimes allow them to aid in the defense of their territory.
DC 30 - Some scholars have speculated that belkers feed on either the mystical energy or the strange air that emanates from their turbulent homes. Other scholars, however, have theorized that belkers instead worship these instances of turbulence, while still others believe that these areas are necessary for the belkers to reproduce.
DC 32 - Belkers can be summoned and bound by powerful spellcasters to serve as guardians. Among the greatest of these summoned belker guardians was Aethsan, who was very recently bound by the powerful undead sorcerer Yithdul in the ruined Shory city of Ulduvai in the Mwangi Expanse.

GillmenLocal (Advanced Race Guide)

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DC 10 - The gillmen of the Inner Sea region most closely resemble the now vanished inhabitants of ancient Azlant. They have their forebears' pronounced and haughty facial features, and exotic, purple eyes. Their hair is generally dark and they have pale skin from years of living far from the sun's rays.
DC 12 - Three piscine gills on both sides of their neck, just above their shoulders, give them the ability to breathe underwater, even though they can also breathe air.
DC 14 - Gillmen cannot survive long away from sea or freshwater; they quickly develop organ failure if they are not submerged in either fresh or salt water once every 24 hours.
DC 15 - The gillmen, also known as the Low Azlanti, are amphibious humanoids who live in and around the Arcadian Ocean, Steaming Sea, and Inner Sea. They are believed to be one of the last direct descendants of the vanished Azlanti people.
DC 16 - The town of Escadar (located on the Isle of Kortos and within the domain of Absalom) is the only terrestrial city with an embassy of the Low Azlanti. It can be found in the House of the Cresting Wave, locally known as Wet-House. The gillmen offer information on the sea, meet with officials from Absalom's Low Council, and train the hippocampi instructors for the city's Sea Cavalry. The gillmen are often seen worshipping at the Azlanti ruins at the town's center or partaking in Escadar's many warrens of vice.
DC 17 - Gillmen can be found in the surface cities of Diobel
DC 18 – In Absalom there is a neighborhood named Gilltown,
DC 19 – Gillmen are common in the aquatic River Kingdom of Outsea.
DC 20 – It is believed the gillmen were once human Azlanti who were captured and genetically altered by dreaded aboleth.
DC 22 – Several decades ago, a contingent of gillmen visited the newly established democratic nation of Andoran. They presented the government with the keystone of the Arch of Aroden, which they had dragged there from the bottom of Hespereth Strait, symbolizing their support for Andoran's commitment to freedom and equality.
DC 25 – It is believed there are still gillmen living in the undersea canyons of sunken Azlant.
DC 27 – A mysterious connection currently exists between gillmen and aboleth. Gillmen have been reported to lose all sense of self when in the presence of one of these horrid creatures.

ScragLocal (Bestiary 1)

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DC 10 - This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
DC 16 – This is some strange species of troll.
DC 17 – Trolls are consummate bullies. They troll better than anything on the planet.
DC 18 – Trolls are typically hunched over when they walk, making their actual 14-foot frame seem more like a measly 11 feet in height. Their claws look sharp, but, combined with their incredible strength, trolls can rend just about anything.
DC 19 – Trolls live only to eat…people.
DC 20 – Trolls are terribly fearful of fire. To destroy them you merely have to light them on fire.
DC 21 – Trolls regenerate their health at an amazing rate. Even if chopped into tiny pieces and scattered to the winds a troll will eventually mend itself back to full health.
DC 22 – Actually, to kill a troll you must burn their corpse or coat it in acid after they are brought low.
DC 25 – This is actually an aquatic version of troll, known as a scrag. They breathe underwater and are quite swift swimmers. Some say they are even more cruel than their land-based cousins.
DC 26 – Scrags must be in contact with water in order to regenerate.
DC 27 – Mother trolls are quite tender and kind to their young. Surviving scholars who study trolls have concluded the mother-young bond is the only example in trolldom where a behavior other than pure actions of bloodthirsty evil is exhibited. Trolls will viciously fight their own kind and even resort to cannibalism when prey is scarce.
DC 29 – Troll mothers give birth to a brood of two to six younglings each year and there is a small chance within each brood that a mutated troll, known as an aruk-taii, or a flood-troll, is born.
DC 30 – Flood trolls are stunted in growth and never get taller than seven feet in height. They are shunned by their families and are either eaten by their mothers or they find a way to escape and set off on their own.
DC 31 – Flood trolls are sterile and are not amphibious, so they must breathe air. However, they still must be in contact with water for their regenerative powers to function, so they tend to live solitary lives, filled with intense hatred in shallow rivers and streams.
DC 32 – a very rare occurrence is a brood with twin flood trolls, known as aruk-taikii. Trolls believe these mutants can call up massive storms so their families often pamper these offspring in hopes of currying favor with the weather gods.


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The Young Squire Pettypants wrote:
Did anyone have Urlgryber flee and rally with Eliza and Rayland? If so, did you abandon the ruse (that Eliza had planned) in favor of immediately assaulting the PCs, or did you come up with another tactic?

I was going to have him bolt as soon as it was clear he was out-gunned, but he never made it. If he had made it, I think its important for the story to try some form of ruse. Presumably, Ochymua is listening in through Arkley and will want to prolong the encounter in order to learn what it can by studying the PCs. If Urlg makes it up there, it will just make the ruse harder to sell. Perhaps Urlg could pretend to hold Eliza and Rayland at spear(glaive) point and try to get the PCs to back-off - or he might pretend to take the two as hostages and leave the tower. If Urlg gets up there and you just immediately have the trio attack the PCs, then you miss out on all of the oddness of this encounter and for the chance that the PCs can figure out that there is a sinister force behind the scenes.

Even if Urlg doesnt make it to the third floor, the players are going to see through the ruse because Eliza and Rayland have all of their equipment, something that wouldn't happen if they were truly prisoners. Also, if the players have done their homework on alpha-colony, that will know that Rayland should be the one calling the shots as governor, not Eliza. And, if they found the plum tree note, they should know that there was a schism in the colony with Eliza and Rayland on opposite sides. All of this, together with the slime, should cause more than enough suspicion to keep the ruse from succeeding for long.

I was really pleased how this encounter went down with my first group to get through it. The players had kept meticulous notes and accurately deduced what was going on - to the point of figuring out that Rayland was resisting some form of mind control and that Eliza was not (successful sense motives). Eliza perished in this encounter, but they captured Arkley and we even had a tense several moments as one of the players began roleplaying a one-way conversation/intimidation through Arkely and directed at whatever was controlling him. It took the rest of the players a minute, or so, to figure out what was going on and when they did there was silence around the table before one of them said, "Well, you've just guaranteed that whenever we meet the final boss, he's going to be really, really pissed at us."


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Here are some more Monster Lore entries:

Part III. Menace Released Monster Lore

Skum (Nature):

DC 13: This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish. You’ve heard of creatures like these, those who can move through and breathe water as well or better than traversing land and breathing air.
DC 16: Most fish-like humanoids see well in darkness and can withstand cold temperatures to a much greater degree than typical land-dwellers.
DC 19: Skum are plentiful within the dank waterways of the Darklands. Their ability to attack with blinding speed using their vicious claws, sharp teeth and a variety of weapons, combined with the toughness of their skin or hide make them dangerous opponents.
DC 22: The only skum known to live on or near the surface are those that inhabit the ruins of the city of Drowning Stones in the Mwangi Expanse, those that live near the ruined island of Nal-Kashel in Cheliax, and those that live on the coast of Avalon Bay in Lake Encarthan.
DC 25: Skum are the most prolific and successful of the countless races created by the aboleths long ago to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own.
DC 28: Skum are ancient creatures, once known as ulat-kini. They were created from human stock to serve as a slave race by the aboleths. Ulat-Kini is also the name of an extensive, ancient temple complex found in the eastern-most reaches of the Dying Sea in the Darklands realm of Sekamina. Originally built by aboleths during the Age of Serpents (or possibly even the Age of Creation), it is now sacred to the skum, who believe the first of their kind were engineered here millennia ago.

The Celedon (Arcana):

DC 11: This metallic sculpture of an idealized humanoid figure sparkles with divine luster. You are aware this is a construct, of sorts.
DC 13: Constructs have no constitution, and are typically immune to mind-affecting effects, bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning; also, ability damage, death by massive damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, or any effect requiring a Fortitude save.
DC 15: Celedons are entrusted caretakers of the gods; immortal automatons of perfect faith.
DC 17: Forged of the purest extraplanar metals, every celedon exists to serve a single deity. Each possesses a boundless willingness to praise their deity's name, whether through song, oration, mock battle, or whatever performance their creator favors. Most spend the entirety of their existences tending a single holy place, repeating rituals, perfecting services, and creating new works to laud their particular deities.
DC 22: In addition to being formidable warriors, wielding weapons of mythic star-forged metals, celedons can also strike mighty blows inspired by their faith in their patron gods, stunning or staggering their opponents and, in so doing, forcibly changing their targets point of view!
DC 25: Constructs do not eat or breathe or sleep.
DC 27: Constructs cannot be raised or resurrected and are destroyed instantly whenever they are brought low. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as Make Whole. A construct with the fast healing special quality still benefits from that quality.
DC 30: Celedon’s can supernaturally send their audiences into a deep trance while they infuse all around them with the knowledge and wisdom of their patron gods.
DC 33: If a celedon can be shaken from its faith, a noteworthy task, the construct will suddenly and violently emit all of the energies suffused into it during its creation, causing massive damage to all in its immediate surrounding. Thereafter, the construct becomes mindless and is reduced to simply performing whatever maintenance duties assigned to it.

A Swarm of Warden Jacks (Arcana):

DC 14: This roiling carpet of black smoke undulates and billows across the landscape, flowing in, over and around obstacles like a thick, ebon flood. You realize, the cloud is actually comprised of countless tiny black caltrops. It’s a swarm!
DC 17: This swarm is a collection tiny creatures acting with a single mind, with a single pool health, initiative, speed, and a singular defense. In order to attack, it flows over an opponent, occupying the same space since it crawls all over its prey. A swarm can move through areas occupied by enemies and vice versa without impediment, it can move through cracks or holes large enough for its component creatures.
DC 20: Living creatures damaged by Warden Jack swarms often have a hard time standing and can fall into the swarm, causing even more damage! You recognize this swarm as also being a construct!
DC 21: Constructs have no constitution, and are typically immune to mind-affecting effects, bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning; also, ability damage, death by massive damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, or any effect requiring a Fortitude save.
DC 22: This Warden Jack Swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking and is immune to all weapon damage and any other effect that targets a single creature. Swarms are never staggered or reduced to a dying state by damage. Also, it cannot be tripped, grappled, or bull rushed.
DC 25: Creatures damaged by Warden Jack swarms report anti-coagulating effects and sometimes succumb to massive bleeding. Constructs do not eat or breathe or sleep.
DC 27: A swarm often takes extra damage from spells or effects that affect an area, such as splash weapons and many spells from the School of Evocation. Constructs cannot be raised or resurrected and are destroyed instantly whenever they are brought low. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as Make Whole. A construct with the fast healing special quality still benefits from that quality.
DC 30: Warden Jack swarms have the uncanny ability to open and close doors and portals.

Water Elementals (Planes):

DC 13: This translucent creature's shape shifts between a spinning column of water and a crashing wave. You recognize it as one of the many denizens of the Elemental Plane of Water. As such, you know it is an outsider with extraplanar, elemental and water traits.
DC 15: An outsider is at least partially composed of the essence of some plane other than the Material Plane. Some start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
DC 17: Water elementals slam their opponents, either in the water or on dry land, with pounding volumes of dense water, knocking them silly and drowning them when they get the chance.
DC 19: Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Attempts to restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as wishes or miracles to restore it to life. Some outsiders can be native to the Prime Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be.
DC 21: With a touch, these creatures can put out any normal fire, and with an extra effort, can also extinguish magical flames.
DC 23: Outsiders can see perfectly in the dark and elementals are Immune to bleed, paralysis, poison, sleep effects, and stunning, they are not subject to critical hits or flanking, do not take additional damage from precision-based attacks, such as sneak attack and do not breathe, eat, or sleep.
DC 25: Water elementals create whirlpools at will, which only form underwater and cannot leave the water.
DC 27: Water creatures move through water with ease.
DC 30: Water elementals fight with a bonus when they and their opponent are both in contact with a body of water. Conversely, they fight with a penalty when both they and their opponent are upon land.

Random Encounters for Ruins of Azlant (books 1-3)

Monstrous Centipede (Nature):

DC10: This is a bug, A really big bug. Actually, your vast nature skills warns you that a bug is a sub-type of insect and insects only have six legs, so this is definitely NOT a bug. Its more of an arthropod, but still, an alarmingly big one.
DC 11: Monstrous arthropods will voracious attempt to eat any living creature it runs across.
DC 12: Monstrous centipedes, like this one, can see perfectly fine in the dark.
DC 13: While this guy sure is big, you have heard legends of these creatures getting much, much bigger.
DC 15: Centipedes need to eat and sleep, just like other animals.
DC 17: Giant centipedes, and vermin like them, have no intelligence, and are therefore, immune to all mind-effects.
DC 20: A giant centipede's bit is augmented by mobility hampering poison, which slows it victims down. Apothecaries and thieves pay good coin for harvested poison of this type.

Skin Crawlers (Dungeoneering):

DC 10: This is a parasite which lives off the vitality of other creatures.
DC 12: It attaches itself to its host by an appendage looking like a finger or toe with a long, broken nail.
DC 14: This is an ooze known as a Skin Crawler.
DC 15: After striking its hosts flesh with its 'nail', a skin crawler uses a special toxin that heals the damage done and befuddles its hosts' mind, making them instantly forget the experience of pain caused by the damage.
DC 17: Skincrawlers camouflage themselves to match the skin coloration and texture of its host, making them difficult to spot.
DC 18: Skincrawlers slowly feed off its hosts' vitality - just enough so that a healthy host will heal back the damage done by the feeding in about a day.
DC 19: it is when more than one skin crawler attaches to a host when the damage begins to pile up and can, potentially, kill the host.
DC 25: there are no known weaknesses, but a skincrawler is simply easy to kill once spotted by damaging it. Typically, the use of a dagger to first kill, then pry the creature from the host will do the trick.

The Barghest (Planes):

DC10: This snarling, canine beast pads forward on all fours, its slender front limbs looking more like hands than a wolf’s paws.
DC12: These creatures are thought to be goblinoid as they are often seen leading large packs of goblin-type creatures, and it is said the goblins worship barghests like gods.
DC15: Barghests come from somewhere in the Outer Planes of the Great Beyond. They have impeccable senses, as they can see perfectly well in the dark, they can sniff out their prey from over a mile away, they have terrific hearing and some say they possess a sixth sense, alerting them to danger just a moment before danger falls.
DC17: Their skin is tough, like elephant hide, and is covered with a mix of thick, luxuriant black fur, sometimes leaning toward auburn colors and a few have been spotted which are pure white. However, barghests usually have patches of puss-oozing mange in spots. Barghests seem to have the ability to change shape into either a goblin or hobgoblin or into that of a wolf.
DC20: Barghests come to the Prime Material Plane in order to eat people. With each good soul they devour, their strength increases.
DC23: Once a barghest has devoured four good souls, they shed their skin and become a Greater Barghest - also known as your worst nightmare.
DC25: Barghests speak, but only in Goblin and Infernal. Originally, barghests were the creation and pets of Asmodeus and they grew plentiful in Hell, mostly upon the layer of Dis. However, it is widely known that Lamashtu, goddess of monsters, grew fond of the barghests and wanted them for her own, stealing them and taking them to Kurnugia in the Abyss. Since then, many barghests have found their way back to DIs, but they can be found running freely in either realm.
DC27: In combat, barghests often begin to phase in and out of existence, seemingly jumping between the Prime Material Plane and the Ethereal. This makes them difficult to strike. Barghests can also lift heavy objects just by willing it so. In combat they enjoy using this ability to drop things, including their goblin allies, upon the heads of their opponents.
DC30: Barghests seem to radiate an aura of great despair, crushing the hopes and dreams of those near them. These foul creatures take great pleasure in sneaking around communities of mortals at night, gleefully trying to coax depressed victims into taking their own lives. Optionally, barghests are skilled at beguiling their intended victims into believing they are a close ally. While Lamashtu is the deity most commonly worshiped by goblins, they also recognize four ascended barghests, a pantheon of demigods known as the “goblin hero-gods” despite the fact that Hadregash, Venkelvore, Zarongel, and Zogmugot have little in the way of classically heroic qualities.

Bunyips (Arcana):

DC 14: A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth.
DC 17: This is a magical beast, shaped by arcane machinations of lore which twisted the countenance of mundane beasts and bestowed upon it an intelligence beyond that possessed by its bestial ancestors.
DC 20: Bunyips have superior senses, allowing them to see and smell prey from great distances. Their speed in the water is unmatched, but upon land they are clumsy and slow. While bunyips vary in appearance, all possess similar basic physical structures. The bunyip's head exhibits strong seal-like features, save for its shark-like jaws. Its upper torso is thick and muscular, with long, fin-like limbs. Some species even have a single, shark-like dorsal fin. The remaining portion of the body extends into a long tail. Those with fur usually only grow a short coat on the upper body in shades of pale gray, brown, or black.
DC 23: The bunyip is a fierce and avid hunter, possessing a primal ruthlessness that seems almost evil in its rapacity. A bunyip typically inhabits large freshwater inlets or sheltered coastal sea caves where food is plentiful—the bunyip is equally at home in fresh or saltwater, and it isn't averse to eating humanoids when presented the opportunity. When blood is in the water, bunyips fly into terrible rages and feed upon anything within reach, be it friend of foe. The ferocity of an enraged bunyip is nothing for the faint of heart to witness.
DC 28: If the sight of a bunyip blood-frenzy is not enough, its bellowing roar is known to penetrate the very soul of those with ears to hear, causing great fear and panic to all those within earshot. Bunyips are quite territorial, and readily attack when intruders threaten their hunting grounds. Bunyips mate annually, during the late spring. During this period, bunyips become even more aggressive. After mating, couples split, with the female wandering off to find a place to birth a small litter of four to six pups. Females watch their pups for a few days, until they become independent enough for the mothers to move on.
DC 31: Powerful anti-coagulants in the bunyips saliva make healing a wound from its bite very difficult, indeed.
DC 34: Reports of bunyip sightings come from every end of the map. Though the accuracy of all such reports remains doubtful, enough reliable accounts exist to confirm their widespread adaptability. The species thrives in numerous ecological climes, from frigid polar fjords to idyllic tropical lagoons. The bunyip is not a deep-sea creature, and even avoids larger freshwater lakes, as it prefers to lurk near shorelines where its favorite food is more common.

Coffin Anemone (Nature):

DC 11: This creature features a ridged, dark brown trunk topped with waving yellow tendrils surrounding a soft, pale blue center.
DC 13: Scholars at Almas U classify dangerous animals like this one as mindless pests. As such, things like this are usually immune to mind-affecting effects.
DC 15: You realize this is a type of giant sea anemone. They are carnivorous, and one this big would surely pose a danger to you and your companions.
DC 17: Coffin anemones, like this one, are fairly rare and are found in remote, temperate waters where larger prey, such as seal, porpoise and small sharks are plentiful.
DC 21: Sea anemones of all types can sense prey and predators in complete darkness. They do not have eyes, so are also immune to sight, gaze or light effects.
DC 23: Anemones utilize poisonous stingers are their many tentacles to stun, paralyze or, otherwise, weaken their prey so that they can be brought near their soft outer stomachs or, in the case of coffin anemones, their inner stomachs, where their meals are slowly dissolved and digested. Anemone’s have a curious immunity to poisons of all types.
DC 26: Anemone’s do not have stationary anatomy; their organs and vitals tend to move about with its amorphous body. Vital organs that are damaged can usually regenerate quickly. Therefore, anemones are not susceptible to vital strikes like sneak attacks or critical damage.
DC 30: An avid anatomist or culinary expert would be capable of identifying the poisonous sacs within an anemone’s body. Removing the poison makes anemone’s edible, but not necessarily palatable. Soups or fried anemone chips are considered delicacies in southern Garund, but these dishes are slow to catch on in the rest of Golarion.

Ettercaps (Dungeoneering):

DC 14: This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws.
DC 17: Aided by their many eyes, these aberrant creatures see well in all levels of light, even darkness. While their claws and bit are both wicked and effective, the spider-men prefer to incapacitate their victims from distant ambush and rarely engage in a physical confrontation.
DC 20: Ettercaps have spinnerets, like spiders, and often squirt or throw netting at their prey from a distance. Their oversized fangs drip a terrible poison that immobilizes their victims, allowing the foul creatures to approach their prey safely and drain them of bodily fluids while still alive, warm and wriggling.
DC 23: Ettercaps are known to speak the common Taldan language, but also have an uncanny ability to speak to spiders and arachnids of all types, even though no such formal language is known to exist.
DC 26: Ettercaps are loathsome creatures and are known to set elaborate and effective traps and snares to trap their victims and/or dinner.
DC 29: Scholars report ettercaps make their homes overwhelmingly in the dark, forbidding forests of temperate Avistan. You have read accounts of them spotted in Varisia's Mierani Forest, Andoran's Arthfell, Taldor's Verduran, living in cairns north of the city of Korvosa, attacking elven scouts in the demon-haunted southern Tanglebriar in Kyonin, hiding in caves in the Nomen Heights and Kamelands of the Stolen Lands, and overrunning the Shudderwood in Ustalav. You are aware of one particularly grisly account in Garund, in the warm, dank forests of Sargava.
DC 32: Some ettercaps worship the insectoid demon lord Mazmezz.

Flotsam Terrors (Religion):

DC 15: This mass of detritus, sea foam, and seaweed undulates and quivers as it moves. The mass has a humanoid shape roughly the size of a child. You have heard of these foul undead creatures that form from the wreckage of scuttled ships and drowned sailors.
DC 18: As an unliving entity, you realize these creatures never tire, do not need light to see, are not affected by influences that target the mind, do not bleed; shrug off death effects, disease, paralysis, poison, sleep effects, and stunning. They ignore nonlethal damage, ability drain, and energy drain. Negative energy heals them while positive energy harms them, as well as water that has been blessed. They crumble to a sodden pile of harmless flotsam when brought low, and cannot be raised from the dead nor reincarnated. Resurrection and true resurrection can bring them back into the living creatures they were before dying, and they have no need to breathe, eat, or sleep.
DC 21: Flotsam Terrors, also known as jetsam swarms, sailor’s bane, and wreck wraiths, are particularly resilient to normal weapons, unless the weapon is a sharp blade. These terrible creatures can also put themselves back together quite quickly when in the presence of debris, detritus and/or quantities of seaweed or kelp.
DC 23: Flotsam Terrors shuffle along the open ground in a slow, plodding gait, but underwater they move at the speed and agility of a barracuda. They will attack any living creature that happens upon them by clubbing them into pulp. If they spy their prey from a distance, they are known to hurl sharp or heavy bits of their body at high velocity in hopes of incapacitating them before closing with them up front and personal.
DC 26: Legends speak of these creatures disincorporating during combat; becoming a swarm of ghastly seaweed and jetsam.
DC 29: Multiple terrors can spawn from one wreck. They then ride the currents, roaming the seas until they locate other ships. Flotsam terrors are malicious and bitter entities, detesting their fate and intentionally seeking out ships in hopes of causing additional wrecks. The creatures follow and attack any survivors, intent on creating more of their kind.
DC 32: Many flotsam terrors are born after a failed mutiny causes a ship to crash, when the remaining traitorous souls are reborn with vindictive fervor. Not all flotsam terrors share this origin, however. Some are born from the souls of casual travelers who believe themselves unfairly slain, usually due to the actions of the ship’s captain or crew. Rather than attacking ships in general, these flotsam terrors seek out surviving crew members in hopes of revenge.
DC 35: On rare occasions, a flotsam terror forms from the remains of previously slain flotsam terrors. Sometimes a single piece of a destroyed flotsam terror will slip away, holding a spark of its animating force. When enough of these lone pieces come together, they create a more powerful form of a flotsam terror. Known as flotsam fiends, these unholy monstrosities have greater evil intelligence, allowing it to speak and recall an original purpose; thus, a flotsam fiend often strives to fulfill the original intent of its most dominant soul. Flotsam fiends can hold dominion over large numbers of flotsam terrors, allowing them to draw small armadas to their cause.
DC 36: Flotsam terrors generally lack any kind of personality. When first created, a flotsam terror is filled with specific purpose, usually the destruction of an individual whom the terror believes wronged it in life. This purpose is quickly lost, however. When flotsam terrors disperse and intermingle, they mix not only their debris but also their intelligence and memories. This leads flotsam terrors traveling in groups to eventually share a similar, but diminished purpose. While not precisely a hive mind, these groups move and attack with complicated tactics, a byproduct of their shared semi consciousness.
DC 38: Flotsam terrors generally travel near coasts where they can attack ships early in their journey. This also allows the creatures to more easily destroy ships by leading them toward dangerous reefs or cliffs. Those formed far out at sea tend to remain in their dispersed form for weeks, allowing the currents to draw them closer to civilization. In the rare case that a flotsam terror encounters a ship while out at sea, it often attaches to the hull until the ship returns to dock, then attacks disembarking sailors, or it finds a suitable location to try to sink the ship.
DC 41: A float of flotsam terrors behaves differently if led by a flotsam fiend. Such floats still attack ships in large groups, but their attacks are more deliberate. A fiend with a particularly tactical soul, such as that of a captain or naval general, is a force to be reckoned with.
DC 43: A fiend that succeeds at its primary goal usually surrenders its position and its power by intentionally discorporating among its fellow terrors. When it reforms, the fiend has a new dominant soul, meaning a flotsam fiend never lacks a purpose. This allows a float to maintain a never-ending crusade, continually adding more flotsam terrors to its ranks. This process is of particular note to scholars, as undead creatures are rarely so prone to cooperating with one another. Whether this is an instinctive response or a sign of the various souls finding camaraderie in their misery has yet to be seen.

The Gliding Turtle (Nature):

DC 13: This is a rare, giant-sized turtle found along remote coastal shorelines with high cliffs abutting the sea. This giant turtle has a large, thin membrane of scaly skin extending from its shell to its legs.
DC 16: The gliding turtle spends the evening hours climbing to the top of seaside cliff faces. In the morning or early evening hours, when convective winds are at their peak, the turtles can be spied gliding above the shore or shallows, searching for prey. While gliding turtles may settle for coconuts, bananas or other tropical fruit, its favorite meals consist of large shallow water fish, mammals or large crab or shellfish.
DC 19: While these creatures are often thought to be both slow-moving and docile, many beachcombers have been dissuaded of both notions in a single encounter. Gliding turtles can gain high velocity in the air and use their hard shells to stun or kill their prey when slamming into them. Their bite is fairly viscous, too.
DC 23: Gliding turtles can achieve great mass, with the average specimen sporting a shell eight feet in diameter and weighing in at around one ton.
DC 28: Legends tell of ancient Azlants taming gargantuan turtles and using them as transport, carrying several dozen people quickly across the sea breezes and covering many miles in a single jaunt.
DC 31: Rumors speak of sea druids using gliding turtles in far off Tian Xia or Arcadia as companions. Likewise, stories exist of rangers using the creatures as mounts.

Mockingfey (Nature):

DC11: This tiny creature has the head of a human and the body of a brilliantly colored parrot.
DC14: You have heard tales of such creatures as being harmless nuisances on tropical islands.
DC16: These pint-sized fey often congregate in large colonies called japes or “mockingdells,” inhabiting the trees near a commonly traversed path or meadow.
DC19: Mocking fey are curious creatures and love nothing more than to mimic and mock creatures they encounter. While they understand the sylvan language, they typically only speak gibberish.
DC 21: Mockingfey are sometimes used as familiars to sea-going wizards.
DC22: Their innate curiosity can sometimes be of great use. Native to the lands of the fey, mockingfey are often the first to spot and then venture through rifts between fey realties and the Prime Material.
DC 26: When a jape of mockingfey travel to the Prime, or any other plane other than their own, they often seek out the nearest powerful fey in the area and congregate around it for protection.
DC29: Mockingfey have little offensive or defensive tools at their disposal, but some reports that they can exude a weak fey magic that can cloud the mind of their adversaries.

The River Drake (Arcana):

DC 14: With graceful wings and wide fins, this sleek dragon looks equally well equipped to glide through sea and sky. A closer look reveals this is a drake, a degenerate, cruel, and evil cousin of true dragons. A friend of yours claims flame drakes favor the crest of Droskar's Crag as a nesting perch and often terrorize the Darkmoon Vale.
DC 17: Drakes share many traits with true dragons—they have sturdy leathery wings, reptilian forms, dangerous breath, and the ability to speak—but have two legs instead of a true dragon's four and lack their greater intelligence. They like to travel in fearsome packs known as a rampage. A visiting lecturer once told the Almas U that the draconic monument known as the Sleeper, located deep in the Mindspin Mountains, draws drakes who lair in its chambers and the mountain beneath.
DC 20: River drakes, like this one, are typically about 8 feet in length and weigh around 700 lbs. They see perfectly well in all levels of light, including darkness, and can move easily in the air, land and sea - breathing both air and water. Occasionally, river drakes are known to achieve speeds of movement beyond the tracking ability of the mortal eye.
DC 23: Drakes do not increase in power by age to the degree that true dragons do and are typically less intelligent than true dragons. They lack the patience, diplomacy, and long-term planning of their greater relatives, making them more prone to violence. You read somewhere that giants across the Inner Sea region are known to breed and keep frost drakes and pets, minions, and even mounts for their allies.
DC 26: River drakes are not affected by magical sleep or paralysis from any source. They are also naturally resistant to acids. In combat, they use their wicked bite and powerfully muscular tails to devastating effect. River drakes are much more likely to hunt in groups than most other drakes, threatening river traffic or assaulting lakefront or riverside towns if their numbers are large enough. However, these disorganized raids are quick to retreat from any hint of significant resistance.
DC 29: Drakes are often viewed as very dangerous pests with some Golarion governments issuing bounties to reduce their populations. Others make contact and cut deals with individual drakes to defend property in exchange for treasure or ally with them to bolster a city's defenses. You remember hearing rumors a growing number of drakes may be corrupted by demonic forces of the Worldwound and are becoming half-fiends near the Winged Wood.
DC 32: River drakes are known to hock up massive loogies of caustic mucus and can spit the glob of nastiness across great distances and with unerring accuracy. Those hit by the yellowish, stinking crud are often incapable of freeing themselves from the substance and dissolve in an agonizing death only to be slurped up later by the attacking drake.
DC 35: Preying upon fish and fishermen with equal ease, river drakes are scourges of freshwater expanses. They are thought to be related to black dragons, as evidenced by their acidic spit, water affinity, viciousness, and preference for rotten meat. Like other drakes, river drakes are cruel hunters, using a play-and-prey hunting style. When not hungry, they amuse themselves by stalking and harassing other creatures and travelers.
DC 38: An offering of treasure thrown into the water can distract a river drake, but such a bribe is unlikely to stave off a particularly hungry individual. River drakes often slay more than they can immediately eat because they favor aged meat, keeping underwater larders stuffed with kills in various stages of decay.
DC 41: A river drake is a crafty, careful hunter that uses its watery home to provide concealment from creatures on the shore. If caught unawares while on land, it retreats to the water, or takes to flight if its enemies are prepared for aquatic combat, making constant use of its caustic mucus and great speed.

The Sahuagin (Nature):

DC 13: This scaly humanoid has a long, fish-like tail. Its arms and legs end in webbed claws, and its piscine head features a toothy maw. They stand 7 feet tall and weigh about 250 pounds.
DC 16: You know a little of these creatures. They are cruel and plentiful in underwater environs. They breathe only water, but some possesses powerful magic that allow them to draw oxygen from the air. They see well in all forms of light, even complete darkness, but shun bright light. They are fast swimmers and can even move upon the land as long as they are able to breathe or hold their breath.
DC 19: Sahuagin appear as some sort of cross between humanoids and fish, while their frame has much in common with humans—they are larger with most sahuagin being at least seven foot tall—having two arms and two legs they also boast a tail that ends in a fish-like fin to help propel them through the water. A sahuagin's head is clearly piscine, with a mouth that gapes like a fish but it is filled with sharp, flesh-rending teeth.
DC 22: Sahuagin are fierce combatants, most attack from afar using powerful, underwater crossbows before closing with razor-sharp tined tridents. They are adept with fighting with their claws and teeth in conjunction with melee weapons.
DC 25: These creatures lose themselves when in the presence of blooded water; their base instincts overcoming rational thought and they attack with a near-mindless purpose of gobbling down as much flesh as their bellies can hold when blood is nearby. Its difficult to speak with sahuagin, but they often understand Taldan common speak and the Aquan language. They also appear to have some sort of silent communication they share with sharks, even though no known formal language such as this exists.
DC 28: Sahuagin can be found in most of Golarion's temperate seas from the Obari Ocean and the Inner Sea to the nearly endless expanse of the Arcadian Ocean. They build vast cities in the depths of the ocean that rival the air breathers' great metropolises, while near the shoreline they create impregnable fortresses from which to launch raid after raid against land dwellers. It is not just those above the waves whom the sahuagin hate, they are in constant conflict with other aquatic creatures such as the merfolk, gutaki and even the mighty aboleths. Their warlike tendencies have made the sahuagin one of Golarion's most hated races.
DC 31: Sahuagin’s preternaturally fast breeding cycle and short lives make them susceptible to wild mutations. When a mutant is born it almost always rises to the society's nobility or rulership. The most common sahuagin mutation is an extra pair of arms, but rumors among scholars speak of the rare malenti—sahuagin who look not like sharkmen but aquatic elves. Malenti are thought to serve as spies and assassins for sahuagin rulers, but rumors of all-malenti tribes in isolated reaches of the sea persist.
DC 34: While they are a threat to any creature they are near, the sahuagin are a particular threat in the western isles of the Shackles, especially around the port city of Ollo. You once read they are also one of the dominant races of the amphibious River Kingdom of Outsea, where they are strangely able to live in relative peace with the native population of merfolk. A visiting scholar from Tian Xia once lectured they are most commonly found in the undersea kingdom of Xidao, although they exist in smaller numbers than the dominant locathahs. They dwell in the many caverns and crevices which honeycomb the underwater trench known as the Aya-Maru, where they live in nearly constant conflict with local merrow tribes.

Sea Cats (Arcana):

DC 15: This fierce creature merges the front half of a great cat with the tail and other characteristics of a giant fish.
DC 17: This is a magical beast, shaped by arcane machinations of lore which twisted the countenance of mundane beasts and bestowed upon it an intelligence beyond that possessed by its bestial ancestors.
DC 20: Sea cats are rare creatures. They are agile swimmers but clumsy on land. They see well in darkness and in light. These creatures breathe air, not water, but can hold their breath for 10 minutes between gulps of air. When not hunting they can be found on coastal rocks, coral islands, or even isolated beaches sunning themselves and digesting their most recent meals. Whether hunting or protecting its territory, a sea cat generally attacks immediately upon discovering a target, even when faced with a much larger or more dangerous foe.
DC 23: Sea cats are fearsome hunters and use their fore-claws and terrible teeth to shred their prey. They have tough hides and a hearty constitution. Among individual sea cats, their scales vary greatly in color and pattern, often influenced by the primary habitat of a given specimen; the most common sea cats, have bright coloration in striped or spotted patterns. A typical sea cat is 12 feet long and weighs upward of 800 pounds.
DC 26: Sea cats can survive in both fresh and saltwater, though most live in the ocean, where they can hunt a varied and consistent supply of food. A sea cat's diet typically consists of fish, crustaceans, and aquatic mammals (including seals and otters), but the creature's overpowering predatory and territorial instincts often lead it to attack ocean birds, humanoids, and even other aquatic predators like sharks and crocodiles. Coastal fishermen of the Inner Sea and Garund, where sea cats are known to dwell, watch vigilantly for these predators, because the beasts have learned that netted or hooked prey is easier to kill and steal from the line.
DC 28: The sea cat's low intelligence and high level of ferocity make it incredibly difficult to train or domesticate, though pirates and aquatic races have been known to try, with limited success.


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Also, the recording gem in the library at P9 could use some scripting rather than a general description of what it contains, and I thought I’d add some tantalizing details to the surviving books on the bookshelf, making these texts extra valuable to PCs with Craft Wondrous Item.

Recording gem:
“Hello. This is Doctor Tziang. Thank you for attending this conference. We look forward to exploring solutions with you. Before we begin, I am required to remind you this recording gem and the information it contains is for the organization’s internal use only and not for dissemination to the public, under penalty of law.”

"[soft and staticky...voices are inaudible]...erative the public be told of this primary function. Not only would it most likely cause widespread panic, but it would jeopardize our ability to gather necessary information and impede further investigation into this matter. For now, the Spindle Solution must continue to conduct research and development of its mundane iounic enhancements to support the highest level of humanity’s quality of life. Revelation now would lead to [hisssssssssss] . . ."

"[crackle] . . .Spindlelock Station's humanitarian research endeavors are tantamount to the success of the Imperative...[snap. hissss....] at its heart, Access Level D required into Spindlelock Tower where the continuation of classified milit[crackle]."

"[barely audible] . . . believed to be Celwynvian, it became clear under greater scrutiny the spy was neither human nor elf. Only through our latest iounic forcewall technology were we able to contain . . .[crackle]"

[shuuunt] . . . transport from the Compass to Spindlelock Tower for further research and testing. The temporal stasis tank has proven sufficient, but the subject has shown remarkable resilience to our psychic-electric probing. Very little [spak!]"

"[hissssss]....latest intel to Jazradan has uncovered new evidence to support the Veiled Master Theorem, lending some credence to old wives tales and ancient superstition. The Ioun Imperative has approved modifications to Spindlelock for extended stasis field and containment in preparation for the eventual release and interrogation of the subject. This information is to remain Access Level D. Staff outside the tower will not be informed . . . [shuuunt]."

Books:

1. A book made of blue metal plates: “Iounic Enhancement of the Mind”, Written in the Azlant tongue, this tome details the construction and use of a wide variety of stones used to enhance the mind. Specific chapters include enhancements to reception and comprehension of omens and portents, increased resistance to mental trauma, increased intellect, enhanced knowledge, enhanced senses, detection of poison, detection of direction, comprehension of depth and altitude, augmented insight, the gift of tongues, augmented debate and reasoning, heightened skillfulness and greater understanding of the motivations of others.

2. A book made of yellow metal plates: “Iounic Enhancements of the Physical Body”, Written in the Azlant tongue, this tome details the construction and use of a wide variety of stones used to enhance the physical characteristics of a person. Various chapters cover enhancements to poison and disease resistance, suppression of fatigue, heightened agility, staving off hunger and thirst, faster reaction times, increased health, breathing underwater, heightened strength, suspension of aging, regeneration, enhanced speed and enhanced swimming.

3. Leaves of doeskin bound in catgut (trapped): “Spindle Warden Primer”, More notebook than manuscript, this collection of treated doeskin holds a respectable number of arcane spells and one divine spell, "useful for maintaining order in the Spindle Solution Archives", or so the introduction on the first page suggests. The introduction explains these spells are available to Spindlelock librarians to aid in their duties, which ranged from answering questions from library patrons to active defense of the libraries priceless tomes. The primer includes the following: 1st Level Arcane Spells: Adhesive Spittle, Invisibility Alarm, See Alignment. 2nd Level Arcane Spells: Fox's Cunning, Investigative Mind, Owl's Wisdom, Protection from Arrows, See Invisibility. 3rd Level Arcane Spells: Countless Eyes, Disable Construct, Fly, Haste, Heroism, Water Breathing. 3rd Level Divine Spell: Cure Serious Wounds (a possible scroll or emergency bandage).

4. A leather-bound book with gold leaf title: “The Spindle Solution Ars Magika”, This leather and gold-leaf bound book is filled with brittle, yellowed parchment and fading black ink. The scrawling Azlanti script is punctuated with schematics and drawings. This book includes many chapters regarding various enhancements to arcane spellcasting, as well as protections from spellcarft.

5. A tall leather-bound book with gold leaf title: “The Spindle Solution Domestic Upgrades”: This crumbling tome includes chapters on how to use iounic augmentation to cool or heat a home, purify air quality and sustain running water, create everfull larders and pantries, eradicate household vermin, produce music and rest zones within an abode and other strange enhancements to living spaces, including advice on empowering one's domicile with arcane energies.

6. A ancient leather-bound book with gold leaf title: “The Spindle Solution Lexicon of War”, This book is old and very fragile. The leather is badly cracked and much of the gold leaf has peeled off. The book details various methods for enhancing the physical and mental aspects of martial combat.


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Ha! Well, I'm glad someone else might find some of these extras helpful, Beefy. :)

For the Ioun Imperative, it looks like Eric Mona may have some info in Book 5, but, I confess, I have not yet purchased that book. Maybe someone else in the know can chime in here. I'm using the DHARMA Initiative from Lost as a model for the Ioun Imperative. Its been ten thousand years and a cataclysm since the Imperative was in operation, so letting the PCs uncover the occasional fractured bit of really weird info has been working really well.

For example, I gave the two clockwork mechs at P6 in Spindlelock some personality and dialogue here:

Mech Talk:
[When the PCs first encounter the clockwork mechanics and before reprogramming]:

"You are not allowed here. Please surrender."

[If reprogrammed, only one, a female model that refers to itself as P65-B4 actually speaks. The other, P32-Z8, makes unintelligible beeping, whirring and buzzing sounds whenever it is addressed.]

"Welcome to the Spindle Solution, where our innovations enhance your reality."

[If P65 is not asked direct questions immediately, it may interrupt a conversation with the following]:

"Are you tired of that old, sagging skin? Our age reduction treatments have proven to make you look like your younger self! Are you tired of being the weakest member of the team? Let our strength modifications give you the lift you've been after. Are you tired of being tired? Experience a renewed vim and vigor with our stamina inducers. These modifications, and many more, are brought to you by the Spindle Solution.

[If asked who they are, P65 will reply with]:

"I am P65-B4, Mechanics Bay supervisor of Spindlelock Tower. My assistant is P32-Z8."

"For purposes of security, please do not divulge my name to any outside parties. I am not programmed for using an alias and any attempt to do so may result in serious malfunctions.

[Other responses to direct questions may include]:

"The chief purpose of this station is to house and service the Ioun Imperative's prime think tank."

"Currently, there are eight members of the Spindle Soloution’s Spindlelock collective. Dr. Hothe Tziang, Chief Arcanist. Leftenant Horace Wellspeed, our trajectories expert. Dr. Albrust Havenvine, the famed electromagnetic philosopher. Meeshell Baakunin, communications officer. Mr. Loud, Head of the Intelligence and Securities division. Doktaire Eva Hali, Compass laison. Betany Jung-Kim, head Chirugeon (Ki-ur-jun). And Jorey Comstock, biologistics engineer."

[I have made up the names and titles of everyone in the ‘think tank’ except for Havenvine.]

[P65 will occasionally glitch and blurt out seemingly random bits of information, often sandwiched between unintelligible squeaks, pops and hisses. I have borrowed much of this text from the Dharma Initiative’s Hydra Orientation film from the season 6 epilogue of “Lost”]

"[sqweeerl...pop] behalf of the group members, we welcome your valued expertise in these proceedings. Please note, all of your needs will be provided for during your brief stay with us. Should you need any assistance, please notify one of the clockwork staff and [schhhhhtkkkk]."

"Here are some of the subjects you may be asked to ruminate during your stay at Spindlelock Tower. Genetic alteration. These fascinating stones, or "capsules" as we call them, will be released and monitored to see how they adapt to the unique properties of the region [crackle]... successful advanced studies in larger mammals. "

"These creatures possess a keen sense of memory and adaptability. These traits make them ideal candidates for electromagnetic studies that will be conducted at a secondary site where their comfort in cold temp [crackle].. "

"It's important when dealing with them that you do not show affection or become attached in any way. Also, do not underestimate their intelligence and cunning. These rules must always be followed. I repeat, the bears are not your friends."

"Affix this tracking device around the subject's neck. At which point it will be transported to the Geminus station for the next phase of research. Remember, be sure to confirm that the females have not been impregnated before transport, as the electromagnetic levels at the Geminus have an extremely harmful effect on early term gestation. "


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Elsbeth Maison d'Argent wrote:


Here’s my predicament. In a few weeks I am going to be running this for a very experienced...

I'm looking forward to reading how your party fared and how you handled the challenges you outlined. I've run two groups through RoA Book 1 now - one group of inexperienced players and another very experienced. I was worried about much of what you bring up, but so far, as we move into Book 2, its all playing out nicely.

Fear and mystery of the unexplored island interior are your friends, here. Once the PCs are dropped off at Talmandor's Bounty, they are on their own and the world outside the palisade walls needs to be a really scary place. I'm using an occasional distant bellow and faraway snapping of trees to dissuade my group from wandering too far too fast (see the smoke monster from Lost).

In both groups, leaving the colony to find the Peregrine at the beta site was terrifying for them. Later, when they followed the clockwork spy up to the harbinger's dais, they wanted to take half the colony with them for safety. They practically did, too.

The PCs will be 1st-3rd level for most of this and there are plenty of random encounters in Book 1 alone to keep them close to home. The second night after the beta colonists had settled in, I had a flock of enchanter herons land, mesmerize of few colonists, swallow a few goats, and then fly off into the night. The presence of chokers, monkey goblins and adult(or advanced) boars can keep them from wandering too far. The river drake encounter and any or all of the encounters with the named mobs (Grelvix, Vegelror and Arghelnar) will also help to curtail too much exploration. I even described a near-shore battle between a bunyip and seacat which kept the PCs from from swimming around much.

A couple of other things. I added a 1-mile hex overlay to the Ancorato map and reduced the amount of ground they can explore to a 1 mile hex per day as long as they are using machetes because the vegetation is so thick. Remember, too, that Ramona is in charge and she can also be a factor in controlling how far and when the PCs explore the island.

Between the dangers of the island interior and the difficult terrain, I don't think any of my PCs will question Durvin Gest's proclivity for limiting his exploration to the beach areas and not discovering Spindlelock. In addition, I made sure that Ramona told the PCs at some point that Captain Ancorato made only a few cursory stops ashore and did most of his scouting from the safety of his ship.

Maybe one other thing that might help is to emphasize there are a lot of Azlanti ruins in these islands, Spindlelock is just one of them and Auberon, perhaps, had no reason to care about it. Ochymua was in stasis and would not have necessarily drawn attention to itself from scrying or other arcane means of discovery.

At any rate, have fun with this AP! Watch Lost, if you haven't already, and steal/borrow mightily from that source. I've currently got Anya Sandstrider playing the role of John Locke - she ranges out into the jungle alone, sometimes for days and seems to know something about the island that the PCs don't. They don't really trust her, but often feel like they need to. :)


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When conversation is expected, I find it helpful to script out some dialogue ahead of time. Here are my notes for Area N. Celebrants of the Dead. Maybe someone will find it useful. I have more for dialogue for the Clockwork Mechanics and expanded dialogue on the library recording gem in Spindlelock, if anyone is interested.

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Ariel and Urlana will peacefully approach the PCs, speaking in Azlanti. They will only become 'forceful' if the PCs leave without their full education - which could take several months or years. If some of the PCs speak Azlanti, Ariel will immediately begin tutoring them regarding the ways Acavna. Those who do not speak Azlanti are addressed by Urlana in a heavily accented Common tongue and are taught the basics of the Azlanti language. The celedons are as unaware of the destruction of the Azlanti civilization that once surrounded them as they are of their Moon Mother, Acavna.

Urlana: "Look, sister, more have finally come to learn of the Moon Mother."
Ariel: "Come, mortals, sit and rest your limited bodies so that Urlana and I may test your knowledge."
Urlana: "Yes, please sit and let Ariel and I tell all we know of The Shield Maiden and her heavenly works."
Ariel: "Those among you who do not speak, must go with Urlana now and learn of words and sentences and how to combine them to communicate your thoughts in intelligent ways."
Urlana: "This shrine was built by the Moon Mother, Acavna, as were we, and, perhaps, you, as well."
Ariel: "Those who can speak, you must stay with me until you have become aware of all there is to know."
Ariel: "Shaval-Kehn is a magnificent city built by the mortals. It lies just north of the River Kelveth. I have been told the music created by its inhabitants reaches the ears of our mistress far above and the aroma of its restaurants can be sensed from the heavens."
Ariel: "Some of our brethren have temples dedicated in their name in the western region of Shaval-Kehn. Zanas-Tahn spreads across gorgeous, garden-laden hills and is the home of dozens of cathedrals, monuments, shrines, and temples."
Ariel: "The city of Kalas-Ti lies nearby. Perhaps over that hill yonder. It is the military and industrial center of the Azlanti region of Kynos. These two cities are known as the Twin Jewels or the City of Bridges. I am astounded you are not aware of these facts, mortal."

At some point, the PCs may ask about the significance of the pillars, or they may figure it out on their own:

Planets:
* Aballon, the Horse
* Castrovel, the Green Planet
* Golarion, the Child
* Akiton, the Red Planet
* Verces, the Line
* Eox, the Dead Planet
* Triaxus, the Wanderer
* Liavara, the Dreamer
* Bretheda, the Cradle
* Apostae, the Messenger
* Aucturn, the Stranger
The planets whose destruction created the Diaspora were:
* Damiar
* Iovo

If the PCs spend some time learning lessons, they may wish to know what it is they are being taught. The two celedons treat the PCs as if they were small children learning their lessons. The lessons come by the way of morality stories centered around the goddess Acavna, and in-depth instruction into the rites and ceremonies given in honor of her.

Some examples of morality stories are:
Tales of "The Ancient Cemetery", Tables in the Hollows", "Magnificent is the Rose", "The Madrigal and the Black Room", "Bridge Over Darkness", "Whispers in the Forest", "The Parable of the Happy Warrior", "Crimes of Winter", "Ethics and Morality", "Tales of the Last Artist", "Recipes for a Crooked Lobster", "Curiosity Killed the Sun", "Aegon and the Pschadellic Pudding", "The Gecko and the Tiniest Onion", "Songs for the Legendary Harpsichord", "Lessons of the Angry Locket"

Acavna Rites and Ceremonies:
Rites of breakfast, dinner, the kill, death, birth, marriage, moon worship, Acavana's Birth, Growth, Fullness, Aging and Death. Math, astronomy, astrology, Rites of the Tides. Sleep, Winter, Summer, Autumn, Vernal. Moth, owl, cricket, loon.


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Here's a possible map for the skum soldiers (area m)

A strange map


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Had to make a map for the player's house in Talmandor. Again, not the greatest, but serviceable and if it saves someone some time, I'm happy to share. Players are currently adding an alchemist's lab and workstation for crafting using downtime rules from UC. A brewery is next up.

Ground Floor
Attic


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My campaigns often emphasize knowledge checks. Monster lore checks are something everyone gets into, not just the inquisitors. At the start of an encounter, players who show proper RP etiquette and ask something like, “What do I know about yonder beasty?” are awarded with a knowledge roll. Dim-witted players who ask if they can make a knowledge roll (or who commit the ultimate sin and simply roll a d20 and ask what they know about a creature) are rewarded with no information at all. Untrained knowledge skills only get DC 10 (or less) information. Taking 10 or 20 on these checks are never allowed and “try again’s” can only happen after a new rank has been added to the appropriate knowledge skill or whenever an Int base stat is increased. Players who make successful monster lore checks are sent (via text, whisper (virtual tabletop software), email or folded note) all of the info granted them by their roll. If the roll happens during combat, I allow the recipient of the monster lore 15 words or less as a free action on their turn to communicate with the rest of the party. If the roll happens outside of combat, players are free to pontificate and educate their fellow party members to their heart’s content (sometimes to the dismay, but often the amusement, of their fellow players).

Here’s the Monster Lore I cobbled together from various sources for Part I. I can add Part II and Part III (and the random encounters) if you all want, otherwise it just takes up forum space.

For the most part, this info is culled from the Paizo Beastiary entry for each beastie. Other times the info comes from other Paizo sourcebooks and I’ve tried to reference them whenever appropriate.

Part I. The Vanished

Grindylow

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Knowledge Dungeoneering
DC 10: The top half of this creature appears to be a bluish colored goblin (or a shark in the right light), while the bottom appears to be an octopus.
DC 11: Some believe these beasts to be related to the vile race of goblins
DC 12: Grandma-mas all across Golarion tell bogeyman stories to small children about grindylows, saying they will grab them and drown them and eat them if they get too close to the water's edge.
DC 13: Beware their vicious spears made from coral, the wounds of which are hard to heal and will forever leave a scar.
DC 15: They often use their tentacles to trip up the unwary and drag them under the waves.
DC 17: grindylows are known to use octopi as pets, sometimes training the greater of these beasts to aid in their vicious attacks.
DC 20: While the predators of the deep, like sharks and orca, cause great fear to a grindylow, nothing terrifies them more than a squid, no matter what the size.

Profession Sailor
DC 12: Legends say great schools of these beasts have been known to attack schooners at sea, swarming the vessel and sending it, along with its crew to a watery grave.
DC 17: There is a story sailors tell of a village of merfolk outside Stormshoal, deep under the Eye of Abendego which was overrun by a rabid pack of grindylow. For years after, fisherfolk would find the gnawed remains of mermen and maids in their fishing nets.

* Excerpts taken from The Inner Sea World Guide


Fuath
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Knowledge Nature
DC10: This creature is a gremlin of some sort, one of the fey.
DC11: Gremlins are vicious pranksters who take great pleasure in destroying things. The more complex the thing, the more pleasure they take in its destruction.
DC12: Some communities plagued by gremlins have discovered the secret of using gremlin-bells. Hung over doorways or attached with delicate chain to valuable objects, the bells mysteriously deter gremlins.
DC13: Other communities use a more direct approach and train weasels to hunt and kill the creatures.
DC 15: This is an aquatic variant of gremlin known as a Fuath (FOO-ah). They are feared as the drowner of sailors and the sinker of ships. They sneak aboard vessels at night and do great damage, causing death and mayhem to all aboard.
DC15: Fuath use dirty fey tricks to attack humans. They especially like to attack when their prey is asleep.
DC16: A favorite trick of the fuath is to cover their victim's nose and mouth with a mask of magical water and cackle gleeful as they watch their victims drown.
DC19: As fey, they are fairly immune to non-magical weapons, but they fear cold-iron, as do all fey.
DC25: This little gremlin can be slain easily by fire and will quickly dry-up to a husk in the full light of the sun.
DC 27: This gremlin is not harmed by water or cold.

Profession (sailing)
DC 10: This is an aquatic variant of the Sidhe known as a Fuath (FOO-ah). They are also named drowner of sailors and sinker of ships. They sneak aboard at night and do great damage and cause death and mayhem.

Knowledge Planes
DC10: Fey, like these, tend to reside near or within soft-spots of reality, where the veil between this world and theirs is the thinnest.
DC15: Gremlins are strange in that the smaller they are in stature, the more nasty, dirty tricks they retain from their fey ancestry. Ofttimes larger ones pose a more physical danger, but lack strong fairy magic.

Cockroach Swarm

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Knowledge Nature
DC 10: Cockroaches are nasty, filthy, hearty bugs.
DC 12: These insects love devouring piles of garbage and rotting vegetation and meat. When hungry, they may go after living prey.
DC 13: Cockroaches live under leaves and debris until food is near.
DC 15: Swarms of insects are known to attack living creatures with horrible efficiency, sometimes rendering a body to bones in a matter of minutes.
DC 15: Its best to run from a swarm of hungry insects.
DC 17: Weapons do no good against a swarm and most magic is ineffective.
DC 20: Swarms are handled by spreading damage across a wide area.
DC 23: Fire is ofttimes deadly to a swarm.
DC 25: Sages who study insect swarms sometimes wear specialized clothing to mitigate the bites and stings of the more ferocious specimens.

Monkey Goblin

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Knowlege Nature
DC 10: This is a goblin, but a strange one, indeed!
DC 11: Goblins are considered nothing more than murderous pests by most civilized peoples across Golarion.
DC 13: Goblins dwell on the fringes of other societies, scavenging amongst their waste and building their tribes in squalor.
DC 15: Though weak on their own, goblins often gather in huge numbers to overwhelm their enemies.
DC 16: Fairly rare, the fierce monkey-goblin is known to live in the tropical forests of Mediogalti Island (pronounced med-ee-oh-GALL-tee) located off the western coast of Garund.
DC18: Monkey goblins pride themselves on their ferocity and never back down in a fight.
DC 19: Monkey goblins excel at climbing, poison use and net-combat, always striking from above.
DC 20: Monkey goblins are fast, but foolishly impulsive and disagreeable.
DC 22: Goblins are defined by their fears, but not all goblins fear the same thing. Discover their fear and you can permanently rid yourself of any goblin infestation.

Knowlege Geography
DC 15: The monkey goblins of Mediogalti Island (pronounced med-ee-oh-GALL-tee) live in an arboreal village known as Ganda-Uj.
DC 17: Ganda-Uj consists of precariously balanced bark huts, linked by swaying vines and bridges.
DC 20: Scholars believe that the current site of Ganda-Uj is the fifth lair to bear the name; the other four were accidentally burned down by the fire-loving goblins.

Knowlege History
DC 15: Though they usually remain beneath other races' notice, legions of goblins under the command of hobgoblin leaders wreaked havoc in Isger and neighboring realms in the Goblinblood Wars, a conflict that lasted four years starting in 4697 AR. Though the goblinoids were defeated, there were huge losses of life on both sides.
DC 20: According to the First Songs, the goblin creation myths, goblins were created from human blood spilled by the four Goblin Hero-Gods. From the most powerful barghest-god, Hadregash, goblins gained the gift of the tribe, giving them strength in numbers. From his mate Venkelvore, they gained the gift of raiding and learned to steal from other races. From Zarongel, they gained the gift of riding, learning to master wolves and other animals. Finally, from Zogmugot, they gained the gift of scavenging, harvesting the bounty of the sea's flotsam and jetsam. The goblins have since spread across the Inner Sea region, especially in Varisia, where they say Zogmugot first walked into the sea, and Isger, where they were taken by Venkelvore's wolves.

Knowledge Religion
DC12: Goblins conduct their worship in simple, bloody rituals filled with howls, animal sacrifice, and ecstatic dancing.
DC 15: They craft fetishes from the bones of their enemies, particularly dogs and humanoids.
DC 17: The four Goblin Hero-Gods (Hadregash, Venkelvore, Zarongel, and Zogmugot) are common objects of worship among goblins,
DC 20 … but they revere Lamashtu above all else, because she freed the hero-gods from Asmodeus.
DC 21 Goblin tribes that worship one hero-god to the exclusion of others are considered heretics.

* Excerpts taken from The Inner Sea World Guide and Goblins of Golarion

Poltergeist

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Knowledge Religion
DC 10: When a departed soul is not allowed rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost.
DC 12: Such beings are in eternal anguish, lacking in substance and unable to set things right.
DC 15: Ghosts often cling to the living world out of a powerful sense of rage and hatred—even the ghost of a good creature can become hateful and cruel in its afterlife.
DC 17: This particular ghost seems to be a poltergeist. A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death.
DC 17: A poltergeist is difficult to harm. Some magic seems to affect them.
DC 19: A poltergeist cannot rest as some unfinished task keeps him from the grave.
DC 20: Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.
DC 21: Holy water is effective against a poltergeist.
DC 22: The poltergeist experiences great trauma over its condition; this trauma twists its psyche to evil and fosters an overall hatred of the living expressed in outbursts of rage.
DC 25: A poltergeist is bound to a specific place, usually a building, room, or recognizable area (a section of a cemetery, a stretch of lonely road, and so on). This place typically corresponds to its place of death or the resting place of its mortal remains.
DC 27. Even disrupting a poltergeist is not enough to send its soul to restful slumber, only by resolving whatever unfinished business it had in life will allow its soul to pass beyond the veil.

Clockwork Spy

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Knowledge Engineering

Hmmmm…can’t find my clockwork write-up. Will add later.

Ankheg

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Knowlege Arcana:
DC10: Ankhegs are often mistaken for monstrous spiders, scorpions or earwigs. In fact, they are the product of an ancient magical experiment gone wrong.
DC12: Ankhegs love to burrow in the soft soil of farmland and, as an added bonus, they get to feed on livestock or the occasional farmer.
DC 14: Ankhegs often live in large groups and breed at a fast rate.
DC 15: Ankhegs can detect prey walking on the ground above their tunnels, like a spider detects victims in their web.
DC 16: Legends tell of enormous ankhegs living in the remote desert regions of Golarion, feeding on camels or even elephants.
DC 17: Ankhegs secrete two types of venom. This first is an acid used to slay their prey. The second is an adhesive used to shore up the walls of their tunnels.
DC 19: Ankhegs often grab badly wounded creatrues and haul them underground where they are immediately devoured in a grisly fashion.
DC 20: These creatures can spit a stream of deadly acid.
DC 23: Ankhegs can only spit their acid once every several hours.
DC 25: Ankhegs have no known weaknesses, except, perhaps, they have no intelligence to speak of.

Blood Maize

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Knowledge Nature:
DC10: This is a plant.
DC12: There are many plants that are dangerous to consume, being poisonous in nature. Other plants release toxins or spores which can be deadly to breathe. Rarely, however, plants may be encountered that feed off the blood of living creatures.
DC 15: Plants are immune to: all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
DC17: Plants are not affected by: paralysis, poison, polymorph, sleep effects, and stunning.
DC 20: It’s said that blood maize plants arose spontaneously in ancient times at the sites of great battles, where blood pooled like rainwater and the plains were covered in broken bodies.
DC 22: Legends say blood maizes were created long ago when crops left to wither and rot due to raging wars adapted to their harsh new environs via a mixture of natural hardiness and the latent energies of suffering that permeated the land. The results were the first blood maize.
DC 25: The blood maize is a patient and stealthy hunter. It has the ability to change how others perceive it, often mimicking the appearance of other nearby flora, blending in until an unwitting creature wanders near.
DC 27: A blood maize plant will sometimes produce a blinding cloud of pollen to obscure its hasty retreat from any danger.
DC 30: Blood maize plants secrete an effective anti-coagulant which promotes the constant flow of blood from wounds it creates in living creatures.
DC 33: A blood maize possesses a sturdy taproot which in can anchor deep underground in the blink of an eye, giving the plant extra stability when it takes down its prey.

* Sourced from Ruins of Azlant The Lost Colony

Choker

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Knowledge Dungeoneering
DC 12: This small, aberrant creature is a hunched-over wretch with long, pliable arm-like tentacles capped with five wide, spiny claws.
DC 14: Underground predators that dwell on the outskirts of subterranean ruins, lurking in the darkness and lashing out with their long, rubbery arms to grasp prey as it passes by.
DC 15: Chokers have an unerring talent for seizing their victims by the neck.
DC 16: Those grappled by a choker cannot speak or cast spells with verbal components.
DC 17: They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.
DC 18: A choker is supernaturally quick.
DC 19: Chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases.
DC 21: Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence.
DC 22: Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it.
DC 23: Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.
DC 24: Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure.
DC 25: Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.
DC 27: Chokers speak Undercommon,

Knowledge Geography
DC 12: Chokers are found throughout the Inner Sea region, both in Avistan and Garund, and have also been reported in the far southern parts of Garund.
DC 15: They generally live underground, from the periphery of surface ruins to the secluded depths of Sekamina.
DC 17: From time to time, though, a choker will become curious about the world above, and make its way to the dark alleys and abandoned buildings of surface cities.
DC 20: Korvosa's Shingles areas are particularly notable for their high choker populations.

Knowledge Religion
DC 17: The foul patron of the choker is usually the demon lord Shivaska,
DC 20 Some chokers also worship the demon lord Shax.

* Excerpts from Inner Sea World Guide and the Guide to Korvosa


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Here's a DungeonPainter battle map for the Talmandor's Bounty barracks (A11) for the itty-bug fight in case anyone needs one. A11. Barracks (I forgot to include this in my previous post).

Also, I provided some text for some of the log books in the Government Building for my player's to pore over. They got a kick out Governor Arkley's Sea Journal, so I'll pass it along to the community. This is actually Captain James Cook's journal from 1768 (England to Rio) during his first world circumnavigation with names and dates changed (and a few odd events thrown in) Oddly enough, Cook makes a point of writing about how he saves two kegs of beer - which ended up making a nice (coincidental) detail.

Arkley's Sea Journal

I gave them some snippets of Ben Franklin's Poor Richard's Almanac for a taste of what the daily weather and tide charts looked like. I also gave them a few entries that I just made up for Arkley's diary once the Liberty's Herald colonist made land.

I am using FantasyGrounds software to run the game and because of this my players like to have the contents of any given room represented as objects, so I filled A3 Provisions Building and A4 Tool House with specific tools and provisional stores. I gave them a quartermaster's log, too, and the last entries matched exactly what was found in the Provisions building, but the Tool House ended up showing a fair number of tools checked out to various laborors, which the PC's found when investigating the unfinished homes in Main Street. Well, all of the tools were accounted for except for a single chisel, which I included in a stash of loot in Vegelror's lair (my PCs have yet to encounter Vegelror, so the missing chisel is still a mystery) - I think some of my players think its the key to the missing colonists. Ya gotta love a good red herring.

I can provide any of these things too, if anyone wants them.


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Adam Smith wrote:

<snip>

I'm coming off of GMing 51 session hours of this adventure in 4 days, so I'll do my best to keep things organized, but bear with me:
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Wow! Terrific recap of that epic book 1 final encounter. And...51 hours in 4 days? Egads, I need a nap just thinking about it.


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Kate Baker wrote:

Welp, now it has a name. Karl the ankheg.

I have the best players.

Dang. I thought about Kate's players while running two separate groups through the ankheg encounters this weekend, and....no such luck. None of my players are bug-friendly and slaughtered nymphs and mama on sight. One group did take a monkey-goblin as prisoner (both groups have taken to calling them 'gunkies'). The 'pet' gunky is tied up and lashed to the saddle of their riding dog. None of them speak goblin, but since they left him un-gagged the thing shouts unintelligible insults at any opportunity and makes a general ruckus whenever they want to be stealthy.

I may not have the best players, but I find them entertaining, at least.


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I'm using FantasyGrounds to run this AP, so we needed a few extra battle maps. I drew these up in DungeonPainter; not the prettiest maps in the world but are serviceable in a pinch:

Hopefully I made those links public. Let me know if you can't access.


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Also, if anyone is interested in providing the text for the colony's charter, I have one available here.

This is (for the most part) the actual charter granted to Sir Walter Raleigh for the original lost colony of Roanoke in America (1585). I've replaced bits and pieces here and there to reflect the Bountiful Venture Company.

I told one of my groups that it is written in Old Taldane, the preferred legalese vernacular of the elite in Almas. The list of 100 colonists include any names of the original 100 I have found in the AP books so far and the rest are random names. I'll replace the random names with actual names from the official material as they surface.

Enjoy!


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HedwickTheWorldly wrote:

...I think the NPCs are the highlight of this book. I've had a ton of fun making all of the characters interesting, and finding ways to make the PCs care about them.

...

Agreed! (And, thanks for the enjoyable recap, Hedwick!)

And, in reply to CorvusMask's post in the Shattered Continent thread I think we should start our own "The 100 Project", listing out the names and references of any of the original colonists as they appear in the AP books.

So far I have:

Rayland Arkley (A9) also probably owner of flask at (G4), (P12)
Father Adran Felton (A7 and A6)
Livvy Felton (A7)
Silas Weatherbee (A6)
Una Hendrake - clue from spellbook in Arkley’s house (A9), and U.H. on wand in barracks (A11) and the note (A17)
Dulin (from the note - A17)
Barnabas (from the note - A17)
Eliza Haniver - (Area N, P12)
Edwin Fox - ankheg’s dinner and former owner of the ring of protection (A13)
Farmer Levin (A18) - I think we might assume Levin had a spouse and at least one (maybe 2?) children.
Raila Lyonhart (Area C)

That's 11 (or 14) accounted for.