4 - Temple of the Peacock Spirit (GM Reference)


Return of the Runelords

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This is a spoiler-filled resource thread for GMs running the Return of the Runelords Adventure Path, specifically for the fourth adventure, "Temple of the Peacock Spirit."

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

So the confrontation with Xanderghul is comedy gold huh :D Especially if PCs catch him off guard(him just napping on bench being my favorite of the options)

Though I don't approve "One does not simply walk into" meme mention in conclusion part :p

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

While I thought the two different blurbs for distracted vs. aware was good and useful, and I appreciate that getting to level 20 means space already pretty tight, I would have liked some mention of Baraket besides the inside backstory. In particular:


  • Does X. destroy it if the PCs bring it?

  • If so, just when would he do that?
  • How do the cultists and other denizens react to it?
  • How does that answer change if the cultists have successfully stolen it?
  • How does its innate intelligence react to the events of the adventure?
  • Does Hobbin recognize it, or have any ties to Chadali that might come up?
  • Are any other Alara'hai going to appear in the last two adventures?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

To be fair, AP does pretty much assume PCs give it away for safe keeping and never get it back. The AP has unusual amount of "If PCs do this, its outside scope of this adventure" moments. I'm pretty sure last two books won't mention possibility of Xanderghul surviving

Paizo Employee Creative Director

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We assume Xanderghul is slain in book four. He has no role to play beyond book four.

Paizo Employee Creative Director

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logic_poet wrote:
While I thought the two different blurbs for distracted vs. aware was good and useful, and I appreciate that getting to level 20 means space already pretty tight, I would have liked some mention of Baraket besides the inside backstory. In particular:

  • Does X. destroy it if the PCs bring it?
    Yes.

    logic_poet wrote:
  • If so, just when would he do that?
  • When it's most surprising or devastating to the players.

    logic_poet wrote:
  • How do the cultists and other denizens react to it?
  • No reaction for most, but a few who WOULD recognize it would do their best to focus their attacks on the carrier in hopes of rescuing the weapon and becoming the new champion.

    logic_poet wrote:
  • How does that answer change if the cultists have successfully stolen it?
  • Pick one of the NPCs in the adventure to use the sword as the new champion.

    logic_poet wrote:
  • How does its innate intelligence react to the events of the adventure?
  • It doesn't, really, other than continuing to try to take control of its user.

    logic_poet wrote:
  • Does Hobbin recognize it, or have any ties to Chadali that might come up?
  • That's up to you, but if they do they'll assume that the carrier is Xanderghul's puppet.

    logic_poet wrote:
  • Are any other Alara'hai going to appear in the last two adventures?

Yes.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Thanks James for the quick response. As someone who generally likes the forwards, a discussion of how this AP isn't really about destroying artifacts, but might involve destroying artifacts, in addition to a discussion of the politics and current ownership of the Alara'hai could have been a good subject for a forward.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Oh man. I really hope my PC's sneak up on Xanderghul. The idea of them catching him taking a bath is just perfect.

Also wondering how people think he would react to seeing the accidental clone PC. Especially since he is convinced that this is all Sorshen's doing and everything happening in the Temple is a just a feint from what she is REALLY up to. Then to be confronted with her actually in his house. While he is naked.


Pathfinder Roleplaying Game Superscriber

I'm really looking forward to running to book! I'm impressed at how riveted I have been to each book in this AP, as opposed to some past ones where I tend to lose interest towards the end. The amount of foreshadowing and build-up with previous books in the AP is really cool.

I have to harp on an issue I have had with most of the APs in the past: the resolution of the maps. While the previous books in this AP have been mostly good, the Library and Vault are too large for the resolution they're being compressed to. It results in really bad artifacts, misaligned grids, and muddled graphics.

This may not be an issue for players using a traditional tabletop and sketching the map out, but for those of us who enjoy using the maps in a VTT experience, it can be frustrating.

Here's one example screenshot from the library: https://imgur.com/a/Igqgk3d

You can see the poorly aligned grids (grid "squares" are not square at all). I assume this is caused by the low resolution, which can be a big issue when playing in something like Roll20. Not to mention, the low resolution makes it difficult to appreciate Matthias Rothenaicher's excellent cartography.

I am sure there are some kind of technical limitations in your production process that result in this, but I hope in the future we can get a bit higher resolution for these larger maps!

Paizo Employee Creative Director

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I'm relatively sure that the poorly aligned grids aren't so much a resolution issue as it is a new cartographer getting used to us needing more accurate maps. It's something we're working on resolving, but it's not something we were able to fix in time for print with every case, alas.

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
considerably wrote:
You can see the poorly aligned grids (grid "squares" are not square at all). I assume this is caused by the low resolution, which can be a big issue when playing in something like Roll20. Not to mention, the low resolution makes it difficult to appreciate Matthias Rothenaicher's excellent cartography.

Open the interactive maps PDF and turn the grid OFF before copying the image and pasting it into Roll20. Then you can use Roll20's grid system to create a grid to overlay the gridless map. This way, you get a nice even grid that isn't subject to the resolution problem, and you don't have 2 competing grids on the map.

-Skeld


Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
I'm relatively sure that the poorly aligned grids aren't so much a resolution issue as it is a new cartographer getting used to us needing more accurate maps. It's something we're working on resolving, but it's not something we were able to fix in time for print with every case, alas.

I think you might be right. I went back and double checked some maps from previous APs I've ran and I noticed the same misshapen grids on a few maps that have decent enough resolution. For example, here's a screeenshot from the Lunar Prison in Strange Aeons 3: https://imgur.com/a/Zj9rKU7. Not quite as extreme, but you can see the slightly misaligned/misshapen grid column I've marked, despite the fact that the resolution feels acceptable on this map.

That said, it does seem like it has got progressively better over time.

On a somewhat related note, I really enjoy Matthias Rothenaicher's style. It has a very realistic/unpredictable feel. I hope he gets some more work on future APs!

Skeld wrote:
Open the interactive maps PDF and turn the grid OFF before copying the image and pasting it into Roll20. Then you can use Roll20's grid system to create a grid to overlay the gridless map. This way, you get a nice even grid that isn't subject to the resolution problem, and you don't have 2 competing grids on the map.

This is good advice and something I have done in the past. I do like when the grid squares are truly squares, because I generally am able to line up with Roll20's grid, then make Roll20's grid transparent. It makes for a nice play experience for the players. But in cases where that isn't possible, that works well!


Just a clarification: during combat, Xanderghul spends a couple of rounds casting prismatic spray. Since the entirety of the Grand Temple of the Peacock Spirit is under the effect of a dimensional lock spell, if someone was hit by the violet part of prismatic spray, would that simply have no effect?

Also, Xanderghul's resurrection is a bit confusing for me, since it's not really Xanderghul's body (what with it being a shadow version and whatnot). If he dies and comes back and is resurrected by the Peacock Shrine, does he come back with the same spells expended as before he died, or would be come back with all spells re-prepared?


Saleem Halabi wrote:
Oh man. I really hope my PC's sneak up on Xanderghul. The idea of them catching him taking a bath is just perfect.

Extra if the PCs manage to trash his ego even further in the process.


I wonder if I should replace Xandy's quicken invisibility on account of him already being able to achieve greater invisibility as his via his invisibility field from his school ability. Seems kinda redundant when he could have a more powerful or damaging spell in that slot.


Depends on whether or not you think his invisibility field will last long enough to do what the quicken invisibility is for. If he needs a longer duration, quicken invisibility might be just the thing.


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Hyyyyyype!


Anything stopping the PC's from abusing the Time Stop in the region surrounding Jorgenfist to do all their crafting while no time passes outside?

I noticed it says "They cannot damage, move, or manipulate creatures or objects in the surrounding world" but if they can move and manipulate their own weapons, gear and other items as well as casting spells, this means they've seemingly got a lovely spot to leave and come back to for instant crafting.

Scarab Sages

Just let them craft stuff. If it makes them too strong, just remove appropriate loot that they would have sold anyways from future treasure.

Paizo Employee Creative Director

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Kiniticyst wrote:

Anything stopping the PC's from abusing the Time Stop in the region surrounding Jorgenfist to do all their crafting while no time passes outside?

I noticed it says "They cannot damage, move, or manipulate creatures or objects in the surrounding world" but if they can move and manipulate their own weapons, gear and other items as well as casting spells, this means they've seemingly got a lovely spot to leave and come back to for instant crafting.

That's left up to each individual GM to determine.

Honestly, for EVERY Adventure Path, a GM should allow players who want to craft the time to craft items, be it between adventures or at other obvious points to do downtime stuff. If the inclusion of a time locked dungeon helps more GMs be at peace with this, and/or helps players and GMs to allow this element of play in light of a "GO GO GO" mentality where the perception is that it's a race against a timer to get to the end, then that's good for the game, I say!


James Jacobs wrote:


That's left up to each individual GM to determine.

Honestly, for EVERY Adventure Path, a GM should allow players who want to craft the time to craft items, be it between adventures or at other obvious points to do downtime stuff. If the inclusion of a time locked dungeon helps more GMs be at peace with this, and/or helps players and GMs to allow this element of play in light of a "GO GO GO" mentality where the perception is that it's a race against a timer to get to the end, then that's good for the game, I say!

Sounds good to me, I just wanted to check that something like this is possible with the Time Stop region as the whole 'can't interact with objects thing' got me a little confused, but as long as it's stuff brought in by the players it should be fine!

I ran these same players through Rise and a few of them were a bit miffed with the 'race against a runelord awakening' timer (which was was mostly self imposed by some other members of the party) so this should be a pleasant surprise for the the Alchemist and Forgepriest!

Paizo Employee Creative Director

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Kiniticyst wrote:
I ran these same players through Rise and a few of them were a bit miffed with the 'race against a runelord awakening' timer (which was was mostly self imposed by some other members of the party) so this should be a pleasant surprise for the the Alchemist and Forgepriest!

That's a good point to offer some great advice to all GMs, something we do try to drop in print in our adventures but not enough.

We almost NEVER hard-code timers into adventures. The plot of them often imply timers, but that's a false implication; the pace of the adventure path ALWAYS should be flexible for the party's preferred progression speed, and the plot shouldn't advance without the PCs pushing it on. GMs should let players know that before the game and between sessions. An Adventure Path is a marathon, not a sprint. It's an Adventure PATH after all, not an Adventure Destination; the point is the journey, not rushing to the end.

Might be a good bit to always put into the player's guides.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah, sometimes the timers are rather explicit rather than implicit. Putting a disclaimer about them into all player guides would be a good move, if they are not intended.

As a counterpoint, though, making some events happen with time restrictions (or simply having enemies react to the PC's presence with other reactions than "patiently waiting in their rooms for their turn to get smashed" prevents parties from just retreating whenever they want and come in fully loaded into most fights. I just had the party get to the limit of their resources in module three of Shattered Star in the last dungeon and it was actually quite exciting when a last encounter happened which they were not expecting.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I personally do "soft" timers where I'm like "You have at most only this amount of crafting time between books" because it'd feel kinda too weird for me if there was year long break just because PCs decided to stay around for years.

But yeah, players shouldn't complete dungeons in single day because they feel rushed, they should do that because they just happen to prefer to do it like that :D (yeaaaah, my party tends to do that for some reason. I dunno why, but they only take breaks if the characters CAN'T go on the same day)

(I wouldn't actually mind hard timers as a concept though)


Pathfinder Rulebook Subscriber

Two questions:

1. Page 13 states that the first Peacock Shrine is in the Cloister of Cerulean Languor. According to the map on page 16, the Cloister of Cerulean Languor is in areas B1-B3. However, the entries for areas B1, B2, and B3 contain no reference to a shrine (unless I missed it). Also, since each shrine is trapped if the incorrect rod is removed, I need to know what the trap is for the shrine in the Cloister of Cerulean Languor.

If anyone else encountered this problem and home-brewed a location and trap for this shrine, please share your approach.

2. In the printed module, the maps on page 16 are all missing grid lines, so I cannot determine clearly the dimensions of all these areas. It may be that the digital version of the map contains the lines, but unfortunately I didn't buy the digital version since I already have the hard-copy version. Is there a way I can get a copy of the page 16 maps containing the grid lines?

Thanks for the help.


TheDivider wrote:
1. Page 13 states that the first Peacock Shrine is in the Cloister of Cerulean Languor. According to the map on page 16, the Cloister of Cerulean Languor is in areas B1-B3. However, the entries for areas B1, B2, and B3 contain no reference to a shrine (unless I missed it). Also, since each shrine is trapped if the incorrect rod is removed, I need to know what the trap is for the shrine in the Cloister of Cerulean Languor.

It seems as if the shrine list has a typo for the first shrine; the list (as you mentioned) says that the first shrine is the the Cloister of Cerulean Languor, but the shrine actually appears in the Glorious Approach, in area C5. It doesn't seem to be trapped, other than the effect listed in the shrine master list.


Pathfinder Rulebook Subscriber
Zhyth wrote:
TheDivider wrote:
1. Page 13 states that the first Peacock Shrine is in the Cloister of Cerulean Languor. According to the map on page 16, the Cloister of Cerulean Languor is in areas B1-B3. However, the entries for areas B1, B2, and B3 contain no reference to a shrine (unless I missed it). Also, since each shrine is trapped if the incorrect rod is removed, I need to know what the trap is for the shrine in the Cloister of Cerulean Languor.

It seems as if the shrine list has a typo for the first shrine; the list (as you mentioned) says that the first shrine is the the Cloister of Cerulean Languor, but the shrine actually appears in the Glorious Approach, in area C5. It doesn't seem to be trapped, other than the effect listed in the shrine master list.

Thanks Zhyth. I had missed seeing that shrine. I might need to add a trap to that one too.


One of the two groups I'm currently running through this is very loathe to kill people, they do their best to knock people out at every opportunity.

One such person they knocked out and then talked to was Damil, long story short they were struggling in hollow mountain and he offered to fight alongside them if they agreed to let him live and give him safe passage off the island.

So they gave him his rapiers back (not baraket) and he helped them clear all of hollow mountain. During this time they somewhat bonded with Damil, he straight up loves fighting and Xanderghul's fashion sense but he's not some crazed divine cultist like Hira was.

So, after pleading with the party pretty much nonstop for all of hollow mountain about how Baraket should be held by him and it's totally not intelligent and doesn't talk to him or warp his mind and he'd be more use to them if he could fight with it. The party gave in and handed over Baraket, even occasionally putting spells in it for him to deliver.

They explained to the Sihedron Council how they thought it was safe and completely dormant so not much to worry about other than being a pretty darned sharp, invisible rapier.

My question to you all is, what the heck now? He accompanied them in the Gecko, he's fought with them at Zincher's tenement but now I figure it's time that he parts ways with the group. Would he have any idea of where the temple of the peacock spirit even is to return to his people? Did he ever even meet any other peacock worshipers apart from Hira? Would the worshipers at the temple continue to try and scry on Baraket to find it, contact damil and bring him to the temple as their new champion?


I guess it depends on how you've shaped Damil's personality. I don't remember it being too fleshed out in the book itself, but it sounds maybe he's managed to manipulate your party in returning Baraket to him in which case he would be trying to return it to the temple without a spellcaster to get him there. I think it would be pretty cool if he managed to become the new Pride Champion though. I would probably have him go off to some place like Korvosa where there might be fellow cultists around and use them to teleport back to the temple.

As far as the scrying thing, I feel like if that worked, the peacock cultists would have been able to take Baraket way back in Rodric's Cove. Does the temple wards prevent scrying out as well as in? Or maybe Baraket just can't be scryed on and Damil himself would be scryed on instead. Maybe when he gets back to the temple he is involved with whatever trials would be required to gain the title of champion.


Does anyone know how long Jorgenfist has been under the effects of the time stop? My players just fixed it last session and I know the first question any sane person would ask the researchers there is "what day is it?"

Have they been frozen in time for days? weeks? months? I can't find the information anywhere.


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Kiniticyst wrote:

Does anyone know how long Jorgenfist has been under the effects of the time stop? My players just fixed it last session and I know the first question any sane person would ask the researchers there is "what day is it?"

Have they been frozen in time for days? weeks? months? I can't find the information anywhere.

I had initially thought that the time fracture was basically in response to the PC's presence, and so it only started when they got there, but reading through that chapter of the adventure, it seems like I was wrong.

The time fracture was created in response to Alaznist's method of obtaining the Book of Serpents, Ash, and Acorns. Alaznist used the Book to find the Scepter of Ages, and then used the Scepter of Ages to reach and kill Xanderghul, an event which corresponds to right before the first book of the AP. From the "The Runelord Legacy" section of the AP's first book, Alaznist took "only a few months" to complete Xanderghul's work in locating the Sceptre of Ages, after which she "killed" him.

With this in mind, while I don't think it's possible to work out an exact timeline, it seems as though Jorgenfist has been in temporal stasis since at least a few weeks before the entire adventure path began, meaning that it's probably been at least 1-2 months - which is a lot longer than I had expected!

Paizo Employee Creative Director

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We have to be vague on that count because we don't know how long any one particular group takes to get from the start of the AP to part one of the fourth book. But yes, the time fracture starts when Alaznist obtains the book, so however long it has been depends on how quickly your PCs went from starting the adventure to fixing the fracture at Jorgenfist.

We say "a few months" because the only timeline we can really assume is the real-world timeline in between parts of the Adventure Path being produced and going on sale.


Thanks for the responses, don't know why I couldn't put it together. Get the book > get the scepter > kill the peacock, so a couple of months makes sense. The mind tends to get all muddled when dealing with time travel, I should really take better notes!

Party A has been storming their way through the AP (currently assaulting the temple of the peacock grounds) but party B has been taking weeks and weeks of downtime, haven't even made it to Zutha yet, so there goes my internal consistency for saying the same things to both groups!

Liberty's Edge

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Saleem Halabi wrote:

Oh man. I really hope my PC's sneak up on Xanderghul. The idea of them catching him taking a bath is just perfect.

Also wondering how people think he would react to seeing the accidental clone PC. Especially since he is convinced that this is all Sorshen's doing and everything happening in the Temple is a just a feint from what she is REALLY up to. Then to be confronted with her actually in his house. While he is naked.

We got this. The player used the veil to get a revealing outfit and just as he was coming out of the water. She's a rogue with high bluff and got a nat 20 on the check. He believed it was Sorshen. There was also another male character who has CHA28 in the party and "Sorshen" told him she would replace him with a younger more beautiful Runelord of Pride. It was hilarious.


Anyone else have their party captured in the dungeons of fiery fury? My group willingly went along with the invitation to talk to zurea salvus, chatted for a while, ate food, sat through the prayer but decided against joining the cult of the peacock spirit and a fight broke out then and there.

Not quite sure how that fight is possibly winnable.. but alas, they fell and are now holed up in the cellblock. They have the advantage of having a spiritualist so a spontaneous caster that will get their spells back and can cast while in chains and have their phantom run around and do stuff..

However, the asuras are torturers, they aren't going to let the party sleep and rest to get hit points back so... Any ideas for what the jailers could do to 'mess up' allowing any slim hope of escape while the whole party has 1 health and no gear/weapons?

As I understand it, Xanderghul has no clue about hobbin so would have no contact with the dungeons and never find out the PCs are there. Zurea and the cultists above aren't allowed down there so.. there's no possibility from outside interference in any way.

Liberty's Edge

Is there any mention as to the purpose of the orange ball and line of paint on the floor throughout most of The Dungeon of Fiery Fury? I have been at a loss trying to find the reason it's there.


I don't think so, but I was planning on treating it as kind of like a "follow the orange line to the torture chamber" kind of thing.


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Nearly all of Xanderghul's tactics rely on some form of invisibility, one of my player's is a spontaneous caster with invisibility purge and it seems that no matter how many high level spells like Mind Blank or nondetection Xanderghul has, this 3rd level spell seems to counter them all. No save, no spell resistance..

Anyone have any tips for how to run the fight without any of Xanderghul's tactics? I feel like it'll be incredibly underwhelming experience as a final boss fight where the martials just walk up to him and whack him in the first round.


Xanderghul is the Runelord of Pride, and a master of illusion magic. The players should be rewarded for being able to counter his reliance on invisibility. It also plays up the theme of his sin - his pride in his illusion abilities makes him fall because he couldn't conceive of any kind of magic that could stop his abilities.

The issue you bring up is also possible if he and his clockwork golems lose initiative - the martials can just get right up next to him and beat on him.

If you really want a way to deal with it, try to find a way to use Shadow Conjuration spells and Wall of Force to keep the martials away from him. The clockwork constructs' wall of gears ability should also help keep the martials away from him until they get taken down.

Since all of Xanderghul's gear is shadow gear anyway, you can always give him extra toys, too - a rod of quicken metamagic to be able to cast some higher level spells more quickly, perhaps.

Dark Archive

The other consideration in my min would be how potent has that spell been for the players in other combats? Sometimes groups have exactly the right combinations to cake wake an encounter, but can be oddly vulnerable to other fights/ tactics. In short I would only adjust things if they haven't had any significant challenges recently or you think a pushover fight against a Runelord would be unsatisfying.


Welp, he didn't have to use any of his invisibility based abilities.. two prismatic sprays just obliterated my party, half dead, half scattered around the planes of existence... This is going to be an interesting one to try and pick up next week.


Well, that's one way for the fight to go. I take it your players didn't have resist energy/protection from energy up, and they had some bad luck on their saving throws?


Phntm888 wrote:
Well, that's one way for the fight to go. I take it your players didn't have resist energy/protection from energy up, and they had some bad luck on their saving throws?

The energy damage parts of Prismatic spray did barely anything. It was the plane shifts, insanity & and insta-kill poisons. They rolled pretty well the whole night but even the high-wis, high-will scaling save classes only have a 50% chance to make a DC26 save for the plane shift/insanity.


Looking through this briefly before game...

When the poor, unfortunate sod pulls the Violet Vanity rod and gets shunted into a, "randomly determined other plane"...

Then what?

Does the AP assume that you need to have a significant-level arcanist/wiz/sorc to do anything, or is this just a, "Sucks to suck, here's your 4d6/15 PB. Try again, guess the visions and 'time warp-ery' were wrong."?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yes, that's how it normally goes. Prismatic Spray is justifiably feared among my players.


Between "sending" and a purchased plane-shift scroll, the party was able to mount a rescue on our plane-shifted witch.


What prevents Xanderghul being resurrected via True Resurrection or other powerful magic like Krune was supposed to be in the last book? If Clegg Zincher can get his hands on some scrolls surely the relatively well-off cult of the Peacock Spirit would be more than eager to resurrect their god.

Now of course the meta answer is because that would lessen the player's agency, but is there anything more explicit than that?


If I remember correctly, once someone has been Judged by Pharasma, there is no Resurrection possibility. Xanderghul should have been dead a long, long time ago. He escaped his first Judgement with the little twist he had planned for if he died. Once the party kills him, she wastes no time in Judging him and sending him to where he needs to go.


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Tangent101 wrote:
If I remember correctly, once someone has been Judged by Pharasma, there is no Resurrection possibility. Xanderghul should have been dead a long, long time ago. He escaped his first Judgement with the little twist he had planned for if he died. Once the party kills him, she wastes no time in Judging him and sending him to where he needs to go.

Pharasma didn't get to judge Xanderghul. His soul got captured by the same astradaemon that took Karzoug's, this is shown in chapter 6.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Yeah thats why you get small bonus from Pharasma if you somehow save his soul as well

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