Warforged

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Finished this AP the other day. It was a spectacular finish. The party saw some pretty lucky rolls in clutch moments, which made it all the more amazing.

I made a few adjustments to the Synchrony Device Chamber map. Thanks, @Mary Yamato, for pointing out the inconsistencies. I had some nice FantasyGrounds lighting effects in there and the side-view map insert was also helpful.

Part I: The Tides of War - this section of the adventure had a lot of issues that needed to be addressed before playing it. Missing maps, missing details, inconsistencies with both previous material and how events had played out in our story as well as just some questionable design choices (an army of aquatic beings with their base on land?) The Armies of Kalas-Ti portion turned out to be incredibly fun but I had to create over 20 large combat maps and an overall map key to make it all work. Also had to flesh-out the Mordant Spire Watchers and their camp. It was a lot of work but it turned out to be one of the more memorable game session(s) I've ever run.

Part 2: On Kala-Ti - was made so much better by integrating the random encounters found on page 83. I managed to get about half of them in there. If you run these encounters, the siabrae and Kotronik can be integrated into Gardeners backstory quite nicely - both may have been protectors and allies of Gardener pre-Earthfall. While Gardener's ioun stones have preserved him perfectly over the past 10k years, time has not been so kind to the other two.

Part 3: Research and Destruction - The party was moderately challenged throughout, but chose to trap the plasma ooze at E9 in a room instead of battle it after it escaped its container. The decision would come back to haunt them.

One of the PCs voluntarily submitted to Quotronicus's geas (F6). As noted earlier in the forum, you may want to change this from Lesser Geas to Geas in order to have any effect on the PCs. I believe the players conspired (behind my back! curse you, players!) to place all Compass loot into the Portable Hole found in D7, then hide it somewhere in the Compass. They then planned to leave the facility in order to meet the stipulations of the geas and then come back later to retrieve everything (or use Remove Curse). However, events set in motion earlier interrupted their plans. See plasma ooze, above.

After failed attempts to subdue and reprogram the Spindle Solution Defenders (E1), they managed to succeed at the Clockwork Forge (F7) and added to the two clockwork defenders there to the party (the Clockwork Dragon didn't make it, and they didn't want to wait around for it to get repaired.)

Part 4: One Second to Midnight - When the party got to the Entry Chamber (G1), their allied clockworks engaged the compromised clockwork defenders there while the rest of the party simply teleported to the end of the Walkway (G4). The PCs were all warded against domination and the aboleth engineers failed several times on their dispel attempts. On the other hand, two very successful Greater Dispels left the aboleths a bit naked (2 PCs had several Greater Dispels at their disposal). The heavy hitters dove straight in and tore into the aboleths with Koloshkora wielding Sea Spike (the weapon from Volume 4: City in the Deep) and their water kineticist (17th level) doling out ridiculous damage with empowered blasts. The others immediately confronted Ochymua and set to powering down the device. Their investigator was already suspicious of Jazardan, but once the others engaged in battle with Ochymua, he realized they had been duped by the grand arcanist and he chose to take the 3-round shut down option instead. Another amazing roll on a Greater Dispel stripped Ochymua of its pre-combat buffs, including Fly, dropping it all the way down and into the Fluidic Barrier (G3) far beneath the Synchrony Controls. Their summoner then successfully Mazed Ochymua for a couple of rounds. Ochy used the time, plus a Time Stop, to rebuff, but that time spent escaping the Maze allowed for the investigator to finish shutting down the device and for the other half of the party to destroy the aboleth engineers. Of course, Jazardan then shows up, enraged at the party. So, while half the party is at the Synchrony Device getting smacked around by Jazardan, the others are below in the water waiting for Ochymua to escape the Maze with readied actions. The summoner had dismissed his eidolon and summoned an aquatic template astral deva. When Ochy reappeared, they immediately Greater Dispelled him/it (again!) and then shredded him/it. Then, the summoned deva and Koloshkora with a Fly spell of her own and the ghost touch ioun stone flew up out of the Fluidic Barrier just as the PCs dropped their final Greater Dispel on Jazardan (after he had also Time Stopped to buff up) and pulverized him - a critical hit with an empowered positive blast from the kineticist obliterated him.

So, the PCs leave the Compass after stashing all of the Compass Loot. They teleport back to Talmandors Bounty to take a little victory lap. Unbeknownst to them, that dang plasma ooze burned its way to the Compass Convergence Hall, compromising what is left of its structure, causing the entire facility to implode within the depths of the underground lake, setting off a geothermic chain reaction and causing the dormant volcano to erupt. wiping out all of the various weapons vaults and planar gates and moon gates. How convenient!

To end, I asked each player what they saw their character doing a year from now. After each finished I described a short vignette about a loose-end they had left dangling over the course of the entire AP, including: 1) Ex-Governor Arkley, suddenly afflicted by Ochymua's post-domination suggestion which was passed on to the omni-path, Quocwel after Ochymua's destruction 2) the fate of Auberon who ended up in captivity on Axis without his phylactery 3) funeral of Rilkimatai in Talisantri with the "narrative camera" catching a glimpse of the city's new young oracle in attendance and her visage momentarily oozing to reveal a mezlan underneath (Valik) 4) a shot of a few elven Listeners explaining to the Amaranthine Council that Acavna was "no longer dead" and had spoken to them through the Mordant Spire that she was returning to Golarion to exact revenge upon the interlopers. This followed by a scene on the western (unexplored) shores of Zanas-Tahn with the tikbalong, Miosiash (see Vol 3. The Flooded Cathedral) suddenly looking up at the sound of demonic howls emanating from a nearby ruined temple (see Acavna's Temple (?) the Sagging Sentinel, pg. 69 of Vol 2. Into the Shattered Continent). A final scene depicted the clockwork familiar, Baucrade (from vol 4. The Tower of the Drowned Dead), whom the party had 'rescued' but then forgot about, as it talked to itself while using its clockwork fins to clean off a crystal slab somewhere on the sea floor. As the grime was cleared, Jazardan's holographic face began to appear within the crystal.

Thank you for many years of fun!

~ Finis


mikeawmids wrote:
LoreMaster GM wrote:
It hasn't started yet. They just announced it last week (?) and it is run by Jared Logan. I believe they want to start it off in January and are already recording. Cast is Skid, Joe, Mary Lou, and Paula Deming. The biggest down side is that it is locked behind a $10/month paywall.

No Troy, no enjoy. :(

Behind a paywall? Guess I'll go AWOL.

Truly funny in hindsight as Joe named his character Awol. Also, Troy is fun as a GM but Jared is fantastic on this one and its totally worth the $10/mo. The cast plays their characters really well, establishing both flaws and traits early and then progressing through growth and change. This AP is really good. The plot inconsistencies (inconsistency? i only caught one significant one) can be dealt with easily. I am enjoying running one group through it now and am about to start a second group.


YogoZuno wrote:
I understand not being able to locate the temple from the Watchtower, but...why on earth can't it be seen from the heights of the island? As a minimum, I cannot understand how you could miss it from the wheels of heaven. I mean, if you can spot the Pillars from there, how could you possibly miss the 10 foot high, 100' long chunk of bronze??

It is fascinating how the jungle can easily hide structures from view, but archaeologists are currently discovering hidden structures much larger than the Amaznen temple all time with lidar technology. See: Mayan discoveries.


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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


Jesse the Bard wrote:


From Eiwa's perspective, the Flame is gone and the following doesn't have the resources to recover it (if such a thing is even possible). I reinforced that Weohotan's death is a huge blow, and Wipa's pregnancy also limits the ability of the following to do anything besides focus on survival.

Totally agree. I will also add that Eiwa thinks himself a visionary and forward thinking. He actively recruits members from outside the Kellid race because he knows the Following is on the brink of extinction. I would argue the other Mammoth Lords of the Broken Tusk are of the same mind. In my campaign, Eiwa and the other Lords also hide the truth about the relative size of the Broken Tusks following compared to other followings, and that (somehow) 74 members is a mighty number. All of these truths will be revealed, in time over the course of the AP, and it will be up to the individual PCs to come to their own conclusions about ultimate wisdom of Eiwa's deceptions.


Here are my notes for this book of the AP. We spent about 11 months playing through just this book. It was definitely our favorite of all the books in the AP. I usually make a few notes before each game session...so there are a lot of notes here. I hope some of them can be of use and I hope others have just as much fun as we did playing through this terrific book!

Ted's Azlanti Survival Guide vol 3


spitfire6006006 wrote:
Ted wrote:
I've got a ton of notes on this part of the adventure if anyone is interested in them. Also, would be interesting to hear how others handled Zanas-Tahn.
If this is still on the table,

Absolutely. I'll clean up my notes and post them here next week.


roguerouge wrote:
Can the PCs using a spyglass see area B from the watchtower? After all, there's the remains of a 100' statue and several intact buildings at the Temple Grounds and the Cathedral of Amaznen.

In my campaign there was absolutely no way to see the temple from the watchtower as the jungle was too thick. The temple is also set back in an inlet which is partially blocked from view by an islet. The walls of the temple grounds are 15' high and the statue pedestal is only 10' tall with the bulk of the statue laying flat in the courtyard. My take on it would be that the statue itself would not be visible outside the temple grounds and that you would have to be very close to the temple to see it at all as most of it is underground/water.

I absolutely loved running this part of the adventure. In my campaign, the trail of recent footprints of Glorandral, the rest of the ulat-kini, ugothol and colony prisoners ended as it entered the lowland ooze-infested swamps (the dotted region below A4). After a few battles with adaptive oozes, the PCs decided to look for a way around the swamps and discovered an older trail leading up to the cave at A3. That is when I had Miosiash, the tikbalong, and a corrupted gear-blessed guardian clockwork (both from the random encounters) begin to harass the PCs. Miosiash proved to be a very useful reoccurring villain as she used mirage arcana and major image over the course of several days to lead the PCs into dangerous places, like off cliffs, into pits and, of course, into the Hollow Forrest. It really was a challenge for the PCs and allowed me a way to steer them around the entire island in a way so that they ended up encountering almost all of the set encounters and about half of the random encounters before they found the Amaznen Temple.

I've got a ton of notes on this part of the adventure if anyone is interested in them. Also, would be interesting to hear how others handled Zanas-Tahn.


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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. :)


roguerouge wrote:
How did you use non-dangerous weather, flora, and fauna to establish the age, isolation, and strangeness of this island from the Inner Sea region?

Hi @roguerogue. I've got some very detailed notes on just what you are asking about and was about to post that material, along with the rest of my notes for book 1. I will probably post that in the Lost Outpost GM reference thread later next week (first week of June 2022) but if you'd like me to send you what I have earlier than that, just let me know and I'll send you a preview.


roguerouge wrote:
What did you all use for battle maps for the first part of this adventure in the Bounty buildings? Or did you go with theater of the mind?

I posted some not-so-pretty-but-serviceable battle maps for those buildings here and here. Hope they help!


Yqatuba wrote:
I noticed Achol is still LG despite being a broken soul. That being the case, has anyone tried to reason with him? Or even fix him some how (maybe with limited wish?)

I assumed the LG entry was in error and should have been CE. I would imagine a Limited Wish (if the PCs had access to it at their level) would work under the condition "Undo the harmful effects of many spells, such as geas/quest or insanity." Let us know how it all works out.

In my game, the players befriended the boruta, which revealed some of the history of the island, including describing a short friendship between the boruta and Achol. I think the players enjoyed piecing together the narrative involving the Dagon cultists, Ylimancha cultists and Achol's role in the whole thing. While the boruta claimed there was no hope for his lost friend, the players briefly considered to try to fix the couatl.

From their knowledge rolls they were able to to cobble together enough to know that Achol probably became a broken soul through ritual magic performed over days/weeks/months by the Dagon cultists. They reasoned that ritual magic might also be able to undo the damage it had caused. It would have been interesting to see where they would have taken that line of logic, but in the end they decided they did not have the time to dedicate to the task.

They also reasoned that a broken soul was caused by catastrophic damage to a creature's body. mind and soul and if they could find a way to simultaneously heal all three aspects they might be able to reverse the effects. I thought their plan was brilliant. Lacking a Binding spell, they were going to somehow render Achol unconscious, then use a combination of Heal, Atonement and the use of a Helm of Opposite Alignment (it was suggested this last item could have been retrieved from a vault of cursed items theoretically kept for study at Almas University which they planned to obtained through a complicated Ocean's Eleven style heist after a series of (hopefully successful) teleports). As GM, I would have encouraged this plan and allowed it to be completely successful if they would have pulled it off. But, unfortunately, in the end the players gave up on that plan and just fought Achol to the death. Oh well...

Blood Lily Cay turned out to be a really fun bit of the adventure. I added a few very minor tweaks to the scenarios as written, which all turned out to be very memorable moments.


Khelereth wrote:

<snip> . . . but am not sure how to approach them landing on the southern island on their way to Talasantri.

I'm not the type of GM to put up an impassable fog or wall of monsters, so I'm looking for any advice and/or trying to find out if anyone has ran into this with their own group.

Could be interesting, Khelerth. My lead group of players took Koloshkora with them on the trip to Talasantri and she warned the party that the islands could be quite dangerous, so my group resisted the urge to land on any of the islands.

I would definitely consider using the island random encounter tables at the back of City in the Deep. Maybe bump up the rate of checks.

The regional info at the back of "Into the Shattered ..." lists that island as the location of an Azlanti transportation hub, now controlled by dark stalkers and creepers (two of my favorites) and at least one entrance to the Tangled Roads, which are infested by thousands of morlocks. Definitely a side-quest, and maybe more like a side-campaign. Would be totally fun to run, someday! More info on Yhidothrus can be found in "Lords of Chaos, Book of the Damned Volume 2" while "Into the Darklands" might be a good source if you are filling out details on the morlocks.

Some alternatives might be to include one of the locations found in Secrets of Azlant at the back of "Tower of the Drowned Dead" as being on the island instead of (or in addition to) the stalkers/creepers/morlocks.

Or, consider having the island(s) be incredibly boring, home to a wide variety of uninteresting birds, insects and small, harmless monkeys and reptiles. That would certainly get them back on track and headed to Talastantri, if that is what you were after.

Let us know how it all works out. Thinking about running a Skull Island adventure takes me way back to running Gygax's "Isle of the Ape" when i was in high school. Fun times....fun times. :)


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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!


Looks like I messed up that link to Cormann's art. Here's a better link.


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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]


pauljathome wrote:
There are, unfortunately, quite a few places in the AP where things don't make a lot of sense from the "Why the heck is THAT creature THERE"? point of view. Either hope the players don't notice or be ready to make some moderately significant changes here and there

@Drakir2010 must be asking about Grelvix from the random encounters in book 1. I kept him in the water the whole time with the PCs encountering him on a trek upriver to the island interior. But, as @Toxicsyn points out, the potion of air breathing makes it a no-harm/no-foul situation. Are you the GM or a player in your game? Suggestions for moving forward for future negotiations with the sahuagin depend on GM knowledge and I wouldn't want to present spoilers, here, but there are definitely interesting possibilities for your game in the future.

Both this thread and the point @pauljathome makes about appropriateness of certain encounters would make for an excellent discussion with the GM Reference threads - would love to respond there with our experiences. Some of the creative solutions for rationalizing an encounter's placement has led to some of the coolest gaming experiences in our running of this AP. It sounds like Grelvix provided some of that in the OPs game, too - what a fun scenario where the colony has entered into this devil's bargain that is doomed to fail and the only question is which side will be the fist to betray the other!

Drakir2010 wrote:
Anyone have theories for why this campaign doesn't seem to be as popular as some of the others?

This AP has been labeled from the start as various things: a sandbox adventure, a kingdom building ap, an underwater adventure, an adventure outside of established golarion, this adventure doesn't utilize 95% of the sourcebooks I own and forces me to buy the ones I chose not to, etc., etc. - and there is some truth to all of that, but, to be sure, it is not any of those things exclusively and a good GM can run with those aspects that are most appealing to their players and shelf the stuff that the players don't like. In the end, this has been a rock-solid AP. I have over 10 players in two separate groups going through this right now and they all love it.


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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. :)


It's pure gold. A must for any GM running this AP.


Haldrick wrote:
. . .This turns this into a potential TPK unless the party see the Cecaelia Ruffian (they have stealth +23) GMs need to look at this very carefully.

So very true. Having just run this encounter a couple of weeks ago with a party of 5 lvl 10 PCs, a lvl 8 cohort and an eidolon, this was very nearly a TPK. Thanks to a moderately successful Slow spell and an extremely successful Fear effect, the PCs managed to barely survive.

I suspect Amber intended only 3 ruffians (not 4) as the text reads, "As soon as two of the ruffians are killed or incapacitated, the third attempts to surrender while the terrified Oona apologizes to the PCs."

Some suggestions: consider 1) going with 3 ruffians instead of 4, 2) have the ruffians attack from hiding on the surprise round rather than use the surprise to move into flanking position - I know, its a dumb tactical move of the part of the cecaelia, but a pair of these flanking a PC in a full-round action is 10 attacks with 4d6 sneak attack damage - these guys are lawn mowers 3) maybe set this ambush to stun rather than kill - i.e. grapple, remove coin purse, ink up and jet away.

I think its important for the story that the PCs are suitably cautious (if not fearful) when/if they meet with Jurix and this encounter can set that up quite well. Afterwards, when my group came face to face with Jurix for the first time, hoping to avoid her wrath, they felt compelled to apologize for wiping out her gang of thugs. For her part, Jurix just shrugged it off as a minor inconvenience, saying that Oona and the ruffians were the dregs of her minions and they were obviously not worthy of the task. The party was pretty much shaking in their waterlogged boots as there were at least 8 other 'ruffian-elites' floating around Jurix's throne room. They were all too eager to accept the job of sabotaging Anemora's dinner party and they felt lucky to have escaped the meeting in one piece. Now they are having second thoughts about the dinner party and are strategizing how to not go through with it after accepting the job. I won't make it easy on them.


Haldrick wrote:
I think they would be ordered to flee and crop up in Book 2. Either in a seperate encounter or maybe helping the faceless stalkers

Agreed. But, realistically, Ochymua will at some point have no more use for these two - I would argue that by the time the PC's reach Spindlelock, Ochymua will have moved on to the greater parts of its plan and neither the tower nor Rayland or Eliza would serve any purpose. It might be interested to know (through its telepathic bond) that other colonists have arrived, but I think the most Ochymua would do at this point would just be to let Onthooth know that there are more 'biological subjects' available for its experiments, knowing that the aboleth and its minions will take care of any new colonists.

I'd assume Ochymua won't be back to refresh its Dominate this time and in 11 days the spell will wear off. I imagine Ray and Liz would stick around until then, but if your PCs don't return to the tower to confront them, things would get interesting once the spell expires. They will both return to their senses. Rayland will be mortified by what he remembers he has done and will seek out the colony and attempt to explain to Ramona what happened to him, perhaps throwing himself at her mercy and seeking redemption OR, possibly, arrogantly demanding to be re-instated as the colony's governor. That could result in some fun fireworks! But, Eliza is in it to win it and would, most likely, pretend to go along with Rayland until she gets a chance to escape. If it gets to that point, you could run her as a recurring villain. Eventually she'll find Golandral's skum or the faceless stalkers and join them. She'd definitely take part in the events at the end of Book 2. I would have her lead the assault. I think there is some suggestions in the book that Eliza might lead an assault of skum on the colony, but I'd have her trying to take charge of Thandalhu's minions instead. I'd try hard to arrange for her to escape that bit too, only to have her show up again with Golandral in the sunken Temple of Amaznen in Book 3.

let us know how that plays out!


ITCampbell wrote:


If you are like me and feel compelled to flesh these people out, I hope you enjoy:

Bravo, ITCampbell! This is stellar! Nicely done.

With my group(s), I just put together some basic stats on each one plus one or two rumors or secrets which some of the players were interested in keeping track of.

Having just finished Book 2, I can report that having some more info on each colonist was tremendously helpful. Had I had your write up, things would have been even easier!

Here's why...once the events at the end of Book 2 occur, you may have players who will want to sort out exactly who is real and who is not. Doing that on the fly will be a pain. Otherwise, you may have to just relate to your players in very general terms - which might be just fine with a lot of groups out there, but very frustrating for others.

One of my groups hit 7th level before EoB2 (end of book 2) and one decided to take Leadership. Having a more fleshed out list (like the one you just created) will make things a lot easier.

In our EoB2 encounter, the PCs experienced complete chaos with colonists reverting to their faceless stalker forms, some ran into the jungle while others attacked colonists and the crew/passengers aboard the Argent Cornucopia, we had stalkers who had not shape-shifted running into the colony to join in the bloodshed, we had stalkers trying to maintain the shifted forms to blend in and then we had both alive and dead colonists (and locatha and strix). Pure chaos. But, since I was able to script all of that out ahead of time...no probs. In the end there were 13 colonists left alive and accounted for, 2 dead colonists and 3 dead sailors, about 40 dead weakened stalkers and a whole lot of missing persons. When the player announced they were taking the Leadership feat after all of this, it was pretty easy to move Sighra Harleau over to be the PCs cohort and ALL of the remaining 1st level colonists to pledge themselves to the PC (there were only 5 of those). There is most certainly issues between Ramona and this PC, but they seem to have reached an amenable truce in which the PC is serving as patron to the followers and cohort and all respect Ramona as the rightful governor of the colony.

At any rate, thanks again for this most wonderful contribution!


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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.


One of the groups I am running this AP for was, this weekend, just finishing up Ch. 4 Across the Shattered Shore before heading to Nal-Shakar. One of the PCs is a (cigar-smoking) catfolk and another is a summoner with an eidolon that resembles the Harvey-like rabbit from the movie Donny Darko. The group has allowed Koloshkora to tag along with them (after loaning her the Necklace of Air Adaption they got from Skurnagh in the Bleeding Forest) and they have convinced Vriskirsa to accompany them on this part of their journey.

The players were so very, very amused that their party included a cat, a rabbit, a snake and a fish. I kept back a laugh realizing that next game will probably take them to Sheshkadrann where, in all likelihood, they will be adding a bird to their menagerie.

BTW, this has been a totally enjoyable chapter from my point of view. We've got 1) island exploration 2) downtime activities from Ult. Campaign 3) Durvin Gest's trail 4) Events in Talmandor's Bounty 5) a roster of cool, unique random encounters and 6) the various side-quests (resources etc.), with the players absorbed in sandbox-like play, and all the while Thanaldhu’s scheme slowly rolling out behind the scenes. I've run things straight out of the box as written and it has played out perfectly. I have seen a few threads with concern about early discovery of the faceless stalkers or colliding/confusing plot threads - but, so far, my experience with two separate groups has been absolutely perfect. The group that is further along in the story suspects something is up with Carver, but are not yet concerned. This has really been a lot of fun and a unique game-play experience. I'll post an update on player reactions when we hit the end of Ch. 6 and it all comes unraveled!


Hilton wrote:
After killing the ankheg, they made their way through the forest, and I skipped the young boars - the hunter rolled high in Survival, and has a tiger by his side. He found some trails and they already had...

Nicely done! Sounds like a fantastic group who can really get into this AP. As some have noted earlier, a lot of fun can be had with the NPCs in the village and you're at the right spot in the adventure to establish those connections. Also, I have had a great time encouraging as many conspiracy theories as my players will dream up, so have fun with that, too!

Something to consider for the boar hunt encounter that is coming up (where the players help Anya Sandstrider)- consider giving those boars the Giant template. Freaked my players out when they dug traps for regular sized boars and then something like this came out of the jungle: Click here - Giant Boar. One of them said, "I think we're going to need a bigger pit."

Looking forward to your next update, Hilton.


Zenori wrote:
I also recommend considering some changes to loot in this adventure beyond the necklaces of air adaption. At one point, there is a wand of freedom of movement with quite a lot of charges in <snip>.

Zenori - I very much appreciate the recap and suggestions! These are some good ideas and I wish I had thought of some of these. Its fun to read how different groups have tackled the challenges presented in these first two books and how the GMs have tweaked and modded things along the way to fit with the particular story being told at everyone's individual tables. I often wonder what Adam Daigle and the various authors think when they get to read how their creations play out.

I left the haunts and encounter challenges as written because I wanted my players to deal with the dangers and to spend time really figuring out how to to deal with haunts. Temporarily killing the haunt at Ankyhathyra before heading down was a good challenge that they had to think through. Communicating through the story that the haunt was laid to rest when the last blast shadow was destroyed was the tricky part. I wanted them to realize that they had accomplished something - a "healed the land" moment.

They have not taken on Nal-Shakar yet, and I think I will add in those monkey-goblins. Great idea! The place feels a little empty to me and this should add some spice.


deuxhero wrote:
How does Thanaldhu impersonating Carver bluff off the fact that he can't cast spells even though the real Carver can? That seems like a big hole in his disguise. <snip>

In my game, Carver posed as a farmer until revealing himself as a Pathfinder at the end of Chapter 2 in book 1. Even then, he only admitted to being a scholar and archaeologist. We're at the end of book 2, now, and the PCs still have no idea of the extent to his (original Carver's) skill set. If the PCs were in need of a curative spell they would go to the chapel (now ghost-free!) and pay Eamon or Kurvis for one. Generally speaking, I think its a good idea not to reveal class/lvl of NPCs. Focusing on their role in the campaign rather than their abilities seems to make for richer storytelling, IMHO.


Markusdark wrote:

Has someone created a revised profession skill system that makes acquiring the raw materials for crafting?

I think you will find this AP will certainly focus on roughing it in the wild and, depending on how your GM runs things, you may have to shift your paradigm away from the standard gold piece economy of the mainland. Ask your GM if he/she will be using the Downtime Rules from Ultimate Campaign. We are utilizing those rules and the rather ambiguous concept of "capital" is working nicely for our players and their crafting needs. The rules essentially halve the gp requirements and the raw materials (paper, ink, flasks, etc.) are assumed as part of the process of bartering or harvesting/gathering. Also, the Downtime Rules allow for PCs to build rooms and buildings that can be very beneficial to crafters. My players were very concerned about crafting and resources when they started the campaign, but have found ways to make things work - after some struggle and effort, of course! As a player I hope you enjoy the challenge us much as my players have. :)


JackieLane wrote:

My group has reached the end of level 1 a little while ago. I figured I should share my experience.

Nicely done, Jackie. Sounds like you dialed up the challenge perfectly to account for five players. I especially like how you handled the haunt and not have Silas communicate directly with the PCs. My main group semi-resolved the poltergeist/Arkley situation at the beginning of book 2 (and at level 4) - they wont have full closure until the end of book 2, so this has been a long-running thread for them. The clockwork spy is also such a great mystery, so I'm glad to hear you didn't self-destruct it.

Both of my groups going through this AP have the opposite problem that yours is facing, as mine have all magic and no tanks - squishy as hell and are having to beg, bribe or payout precious loot to some of the tankier npc's in the colony to "accompany" them on each of their outings. I think they are slightly embarrassed at having to rely on others for this. Hopefully your party will find an npc with suitable spellcraft skills to help them out (for a price?) - maybe give Perrell Beys wizard levels rather than rogue or expert levels.

Looking forward to reading how your group navigates the next chapter!


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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."


Using downtime rules, I’ve not had any problems with either the adventure’s “economy” nor that of Talmandor’s Bounty. I’ve stressed with my players that the colony operates only partially on the gold-coin standard, in that minted coins, seashells, coconuts, help building a fence or hauling rocks, or a fresh baked loaf of banana bread all have value that is worked out and agreed upon outside the game, so there is no need to roleplay these transactions in game. Once the players had absorbed the concept of capital in terms of Goods, Labor, Magic and Influence, things have run smoothly.

That being said, the players also realize the availability of goods to purchase or barter for is extremely limited I Talmandor’s Bounty. We are just into book 2 and I haven’t presented them with a Supply ship, yet - nor do they expect one any time soon. They have not yet encountered the locathas yet, either. Instead, they have each taken up crafting and, using downtime rules, they have built workshops, alchemy labs, etc., as additions to their colony hut.

Jackie, you are right, there is plenty of loot in the adventure to keep them happy. They do have excess loot, which they keep locked up in the hut (extra potions, defoliant, spare weapons, etc) which they “check out” from the party-appointed quartermaster on a daily basis as they explore Ancorata. I have switched out the types of weapons found in the adventure so that they are most useful to the party. The long sword at the Levin farm is a rapier in one group and a scimitar in the other. Urgleblurglablerg’s (the named skum in Spindlelock) is a seaborn mace in one group, etc. I’ve also sprinkled in unworked gems, mother of pearl, ivory, coral, etc, into monster loot bags and lairs to give some flavor and to give the PCs some extra spending money.

Beefy - I was totally hoping one of my groups would try to unearth that statue in the Shellcracker caves, but, no luck for me. Have fun with that! It shouldn’t be easy and it should be fairly dangerous! High tide could submerge the cave, new beasties could try to inhabit it, there could be cave in accidents if they don’t think to shore up the walls, etc. My suggestion would be to play it up as they dig deeper about the perfect godlike arm and majestic raiments they uncover as they dig, then maybe when they reach the head it’s covered in plaster, when they break the plaster it reveals the visage of a hideous, long forgotten, Azlanti demon or devil...make aWill save...let the screams,and panic commence...etc. Loads of fun.


BTW, is anyone listening to the Glass Canon podcast of their Azlant game? I've found it entertaining and worth the $5/month. (They missed the fuath, too!)


JackieLane wrote:
As for the necklace, doesn't it just give air-breathing and a land speed to aquatic creatures? I doubt that would do any good for most parties (at least not mine, they are three humans, a dwarf and a halfling), [snip]

Ha! Yes...Necklace of Air Adaption, not Necklace of Water Breathing (silly me). Clearly my groups haven't reached Skurnagh or Nal-Shakar, yet! so, heck ya, give the gremlin the same talisman and if the PCs figure out what it does it can only increase they mystery! I like it!


Great ideas and info here.

As for the fuath, in both of the games I'm running the party missed it initially, eventually stumbling upon it before it attacked any colonists. Personally, I felt it was oddly placed and odd that there was only one - the bestiary lists a possible organization of 'solitary', but I have a hard time seeing this thing living as a hermit on a mostly deserted island content to sleep under a sunken canoe when it could be out with a pack of its mates, gleefully causing mischief and mayhem to sailors on the open sea.

That said, there were a couple of significant perks to this encounter. It was an easy water encounter so the PCs got to try out some more aquatic combat, discovering a few little nuggets of knowledge, such as submerged targets have total cover from surface attacks. That's a good one to know.

One party opted for no melee classes, thinking they would rely on their summoner's eidolon to act as their meat-shield, but in this battle the summoner failed his save against the fuath's simple sleep spell and suddenly, poof, no more eidolon, which uncovered a major weakness in their party composition. Good times.

That congealed water ability was important, too, because one group was feeling extreme panic after that got plopped on one of them, thinking the PC was going to immediately drown. That was the first encounter where they realized how long they could hold their breath.

Outside of game mechanics, in both games the parties are trying to connect the dots between the sabotaged canoe, the plum tree note where the canoe and Barnabus are mentioned, and the discovery of Baranabus's mutilated body at Spindlelock. At first they thought the fuath was part of the story, but now they are not so sure, so the gremlin has served as a red herring, of sorts. Too many red herrings, though, can be overly frustrating to the players. I see how a connection to the sea hag could be interesting. Perhaps the fuath serves as her scout or spy. If so, consider giving it a similar talisman to bypass the sound-burst trap at Nal-Shakar - a duplicate in appearance but not in function as a necklace of water breathing at the start of the game would be unbalancing, imho.


Sounds great, Beefy and Jackie. I guess I need to pick up the last two books in the AP. In the meantime, what specific names are listed in either the Ioun Imperative or the Spindle Solution? Are the Knights of the Ioun Star mentioned at all? (see Occult Mysteries).


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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. "


justaworm wrote:
One of the motivations would be exploring the rest of the island to map it and identify / deal with threats to the colony.

Here's a trick that worked to get my group to these locales. I had Ramona subtly mention that Captain Ancorato had scouted a third possible landing site on the northern stretch of the island. The player's immediately jumped on the possibility that the missing alpha colonists could be there and off they went.


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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.

Hide:

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.


Here are my Monster Lore knowledge checks for: Part II: Settlement Amid the Strange. I've got more for Part III and all of the Random Encounters, if anyone is interested.

Incutilus

Hide:

Knowledge Dungeoneering
DC 12: What appears to be a common nautilus, in truth, is something much more sinister. It moves about by dragging itself forward on oversized tentacles, its crimson-streaked flesh textured like the surface of a brain.
DC 15: These aquatic creatures protect their soft, spineless bodies with a hard shell, they breathe water and prefer the oceanic coastline, but can breather air, as well.
DC 17: Incutilus can see perfectly well without light and, while they can live as bottom feeders, they prefer not to scavenge, preferring larger sea creatures—sharks, whales, and sentient ocean dwellers—and they make no distinction between the living and the dead.
DC 20: An incutilis can drive its lesser tendrils into a creature and pump the victim full of poison and chemicals. The victim is killed instantly, and becomes a zombie-like creature under the incutilis's control.
DC 22: When an incutilus controls a zombie, it becomes very difficult to make physical attacks against the creature, but damage to the zombie does cause very small amounts of damage to the incutilus.
DC 25: Incutili possess a foul intelligence and can use a form of telepathy to converse in either the Aklo or Aquan languages.
DC 27: As horrible it is to encounter a solitary incultilus, entire colonies of these creatures have been observed, apparently living, and feeding, together.

Echeneises
Hide:

Knowledge Arcana
DC 12: This is a fish.
DC 13: This is a magical fish.
DC 17: Echeneis feed off kinetic energy, typically in the form of the velocity of sea creatures or vessels.
DC 19: These creatures prefer warm waters and can be found singly or in small schools.
DC 22: Like a rhemora, echeneises attach themselves to their victims and feed off potential kinetic energy, drastically slowing their victim's speed and drastically increasing their own.
DC 24: Echeneis are hungry, not evil, and a strong show of force can cause them to flee.

Crysmals
Hide:

Knowledge Planes
DC 14: An animated cluster of translucent crystals shaped disturbingly like a gemstone scorpion. These creatures are known to attack people without cause or provocation.
DC 17: It is thought these creatures are not native to Golarion, but are believed to originate on the inner Plane of Earth.
DC 18: A crysmal's mineral body composition and alien origins give them a wide range of defenses, making them very difficult to defeat in combat. Blades and spears are virtually ineffective against them and they are unaffected by extreme cold or heat. Electrical attacks have very little effect on a crysmal.
DC 20: Crysmals employ several offensive abilities including an array of magical abilities that stupify or cloud the mind, allowing a crysmal to either escape danger or to steal gems or crystals from their victims.
DC 22: While small in size, a crysmal's tail stinger can cause great pain and damage to its opponents.
DC 23: It can fire its tail when in danger, the resulting explosion and shrapnel dealing devastating damage to all within range.
DC 25: Crysmals converse in the Terran language.
DC 27: A crysmal's apparent aggression is often completely misunderstood by those who encounter them. Crysmals are driven only by the need to reproduce, which they do by gathering gems and crystals in their bodies, eventually giving birth to one or more crysmals by sacrificing a portion of their own life energies infused into the collection. Thus, crysmals regard crystals as infants and will protect them at all cost.
DC 30: These creatures have no understanding that others may use gems and crystals as a form of wealth or currency.
DC 35: Legends speak of crysmals inhabiting the gas giant Bretheda's moon of Dykon.

The Dark Mantle
Hide:

Knowledge Arcana
DC 11: These magical creatures are often found clinging to the roofs of dark caverns or tunnels, waiting to drop upon their prey.
DC 12: They have multiple, hooked tentacles which they use to grab hold of, then strangle their meals.
DC 15: Darkmantles can flap their leathery bodies in such a way as to gain awkward flight.
DC 17: Darkmantles have excellent eyesight in all light levels, including complete darkness.
DC 18: These creatures can also project areas of magical darkness.
DC 20: Darkmantles have a sharp-fanged mouth at the epicenter of their tentacles which they use to swallow smaller prey whole or tear chunks from larger victims.
DC 25: A darkmantle's lifespan is short, growing to old age within 3 years. These creatures reproduce prodigiously and evolve in unique ecosystems at preternatural rates, often resulting in wildly adaptive breeds.
DC 27: Legends tell of deep caverns beneath Golarion which are home to gargantuan darkmantles capable of smothering and devouring several human-sized beings at once.

Assassin Vine
Hide:

Knowledge Nature
DC 13: This large, carnivorous plant is immune to to all mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning.
DC 15: If that weren't bad enough, electricity has no effect on it and heat and cold have very little impact on its ability to grab opponents and quickly squeeze the life out of them.
DC 16: Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness.
DC 17: Assassin vines don't need light to find their meals and are also very good at camouflaging themselves in surrounding foliage, their victims usually never realizing the danger they are in until it is too late.
DC 19: These remarkable plants can sense minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them.
DC 20: Assassin vines appear to have some sort of control over the flora within their vicinity, causing surrounding plants to aid the monstrous vine in its grisly tasks.
DC 22: A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.
DC 24: An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity.
DC 25: The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature.
DC 26: The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.
DC 27: Assassin vines lurk within Golarion's dense forests and swamps, but some might encroach upon poorly tended fields and vineyards.
DC 28: The vine's seeds might be spread far by birds swift enough to pluck them and escape.
DC 29: Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, tactics often employed by Isgerian human assassins - murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.
DC 30: Assassin vines are known to grow in Westcrown's Ramble Gardens, as are giant flytraps.

Boar
Hide:

Knowledge Nature
DC10: Ham
DC12: Pulled pork
DC15: Bacon!
DC17: Sausage
DC20: Gammon
DC23: Chorizo
DC25: Fuet
DC 27: Salami
DC30: Lardon
DC33: Pancetta
DC35: Flitch
DC37: Collops
DC40: Spam


MariRainbowGirl wrote:

If you are still willing I would love if you could share the snippets you used for the weather and tide charts, one of my players expressed interest in all manner of cartography type information and wants to be the official cartographer for the Bountiful Venture Company. He even took the Employee campaign background trait.

Also, as a new GM I would love to see what you did with the tools and potentially use that too. Again, only if you don't mind sharing.

Ted wrote:

<snip>

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

...

Certainly. Hope this is helpful or inspirational:

Talmandor's Bounty Quartermaster Log
Talmandor's Bounty Farmer's Almanac


PonyFlare wrote:

The Witch Hunt event has 15 participating colonists "of varying age and occupation", all commoner 1/warrior 1. This seems extremely odd given most other colonist encounters have them use farmer stats (commoner 1/expert 1)

I think it stands to reason there would be a good mix of the commoner 1/warrior 1 NPC class variant (see the Villagers section of the GMG) as there is a substantial number of commoners who have served as volunteers for the Andoran military after the People's Revolt and establishment of the Common Rule (see Andoran: Spirit of Liberty page 7).

In Witch Hunt, I guess, the distinction would only really matter if the PCs actions resulted in combat against the villagers - which should be unlikely, unless the PCs fubar the encounter. What might be more important is your other point about the likelihood that, in addition to Irvin, more of the 15 farmers are actually faceless stalkers. Good point, PonyFlare.


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

A strange map


If you are doing virtual tabletop gaming, you may need maps of the celedon buildings (Area N). These may help:

Ariel's temple
Urlana's temple

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