Key to the Taxidermist's Guild?


Savage Tide Adventure Path


In the grand tradition of lazy DMs, I was just wondering if anyone has already gone to the trouble of writing up a key and descriptions of the rooms in the Taxidermist's Guild so that I won't have to. Anyone?

(On a related note, I wrote boxed text and other notes for the tunnels beneath Parrot Island, and I'll upload them to therpgenius if there's interest.)


I think there is a key on the map. It is very simple. There is some description in the adventure, but not much.
I did not write anything out, but just improvised it. I also changed the tactics of Nemien. My PC's arrived at night, but they made a lot of noise, which woke Nemien. So I had him sneak around the block and hide. From hiding he made an illusion of a rhagodessa (I think it was a silent image and a ghost sound).
The group was convinced it was a real rhagodessa, as they already knew the Lotus Dragons were animal smugglers.
Use it if you want them to have a good fright!

The fight lasted all evening long and ended with Nemien falling in the harbor and almost drowning. It was really spectacular.


Thanks, Luna. Good ideas.

I saw the key in the module, but my players are always into details, and I'd rather not stammer for answers to questions like, "What's the room look like?" "What's on the shelf?" "What kind of bird is being stuffed?"

Doing the extra work to write that stuff is the price I pay for having deeply immersive environments. Just hoping to cheat the system and use details provided by others... ;-)


Well, there was a short description in the module. I remember there was a half-stuffed leopard or panther in the workshop. I remember because my players threw it in the well outside (the one who goes down, you know...)

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