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What Treasures Lie Within
the Kobolds' Vaults, Guarded
by Fearsome Dire Weasels?
WOULD YOU BELIEVE ... A MAGAZINE?
Discover the ENnie award-winning hobby magazine for fans of Pathfinder Roleplaying Game,
AGE System and Dungeons & Dragons. Committed to top quality articles and stunning full-color
artwork in every issue, Kobold Quarterly remains small, fierce and independent!
6
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OHDUQPRUHDERXWWKHIROGLQJFLUFOHDQG
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ZZZOSMGHVLJQFRP
Envious Creature Template
By Steven D. Russell; Illustrations by Juan Diego Dianderas
Envy is a sin, and the dark and fell fiends of damnation have ever rewarded sin. These dark powers transform some
creatures who earn their attention though their jealousy and malicious intent into envious creatures. Those
transformed always take great joy in another’s suffering; they lose all sense of kindness they ever possessed. Envious
creatures have either a wide-eyed insane look of joy, or a sorrowful and joyless mien; their bodies often take on a
greenish hue in some way, shape or form; most often, their eyes take on this color, but not always. Other times they
take on the aspect of a dog or a goat.
Creating an Envious Creature
"Envious" is an acquired template that can be While under the effects of protection from evil or a
added to any creature with an Intelligence of 4 or similar spell, the subject can ignore the compulsion,
higher (referred to hereafter as the base creature). but such a ward does not prevent establishing covetous
An envious creature uses all the base creature’s strike, nor remove it. This is a mind-affecting
statistics and special abilities except as noted here. compulsion effect.
Cursed Relationships (Su): Once per day as an
CR: +2
immediate action, an envious can curse a creature
Alignment: Changes to any Evil. within 30 ft. (as bestow curse). That creature must
make a successful Will save (DC 10 + 1/2 the envious
Defenses/Qualities: DR 5/special (see driven by
creature’s HD + its Cha modifier) or all NPC
envy below, increase to 10 if the envious creature’s CR
interactions are permanently shifted two steps toward
is 10 or higher, increase to 15 if the envious creature’s
the negative.
CR is 15 or higher); Resist 5 special (see below, increase
Curse of Envy (Su): Once per day as an immediate
to 10 if the envious creature’s CR is 10 or higher,
action, an envious creature can curse a creature within
increase to 20 if the envious creature’s CR is 15 or
30 ft. (as bestow curse). That creature must make a
higher); Immune mind-affecting; SR 12 + CR (see
successful Will save (DC 10 + 1/2 the envious creature’s
driven by envy).
HD + its Cha modifier) or it suffers a circumstance
Special Abilities: An envious creature retains all the penalty to its highest ability score equal to 1d6+1 per
special abilities of the base creature, plus the special HD (maximum 1d6+20). The subject's ability score
abilities as described below: cannot drop below 1.
Change Shape (Su): Once an envious creature Driven by Envy (Ex): An envious creature has a
desires a particular object or creature, it can special type of damage reduction and resistance that
shapechange at will into the holder of the object or of a protects it from all types of damage unless that damage
second creature that holds the first creature’s is dealt by the target of the creature’s envy. For
affections. If anyone calls the envious creature by its example, if the object desired is an ancestral sword,
true name or actual given name, it is automatically that weapon bypasses the envious creature’s damage
forced back into its natural form for 24 hours. An reduction, if the woman who it wishes to possess casts
envious creature’s eyes are always green when it a fireball at it, the spell ignores that creature’s resist
assumes a form not its own. and spell resistance defensive abilities.
Covetous Strike (Su): A creature injured by an Spiteful Strike (Su): Envious creatures often
envious creature or that fails its save against an effect believe if they cannot possess something, then no one
created by an envious creature must make a successful should. Once per day as a free action, if the envious
Will save (DC 10 + 1/2 the envious creature’s HD + its creature attacks the target of his desire that attack
Cha modifier) or immediately steal the nearest object it automatically threatens a critical; if the attack does not
is aware of—something that’s worth at least 500 gp and require an attack roll, then the envious creature may
does not belong to it. Once the subject takes the object, add +4 to the DC of the effect or increase the amount of
the effect ends. The creature may have to go through damage it would deal by 50% (it’s choice).
threatened or dangerous areas (passing by guards or Abilities: Increase from the base creature as follows:
moving through an area protected by a glyph of Con +4 (+2 hp per HD, +2 to Fortitude saves, and any
warding) to get at the object, or it may even have to of the base creature’s Constitution-based DCs), Int +4
break through a barrier or pick a lock. A barrier that (add 2 bonus languages, add 2 skill points per HD, +2
requires more than 10 rounds to get through is to Appraise, Craft, Knowledge, Linguistics, and
considered impassable for the purposes of this effect. Spellcraft checks, +2 to any of the base creature’s
The effect ends immediately if the creature physically Intelligence-based DCs), +4 Cha (+2 to Bluff,
cannot reach the object—including a situation forcing Diplomacy, Disguise, Handle Animal, Intimidate,
the creature to pass through an area that would, Perform, and Use Magic Device; attempts to influence
without a doubt, kill it. others, and Channel Energy DCs, +2 to any of the base
For example, a creature with only 30 hp that must creature’s Charisma-based DCs).
swim through acid to reach the object is unaffected by
the covetous strike. Skills: Envious creatures gain a +8 racial bonus on
Bluff and Disguise checks; both of these skills are
always considered class skills for envious creatures.
8
9
Mortal Envy CR 2
XP 135
Statistics
Envious Sprite Str 3, Dex 17, Con 14, Int 10, Wis 11, Cha 14
CN Diminutive fey Base Atk +0; CMB -1; CMD 5
Init +3; Senses detect evil, detect good, low-light Feats Alertness
vision; Perception +6 Skills Bluff +14, Disguise +14 (+24 with change
shape), Escape Artist +15, Fly +21, Perception +6,
Sense Motive +2, Stealth +19
Defense Languages Common, Dwarven, Elven, Sylvan
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) SQ change shape (shapechange), luminous
hp 5 (1d6+2)
Fort +2, Ref +5, Will +2
DR 2/cold iron, 5/special (see driven by envy); Resist
Ecology
5 special (see driven by envy); Immune mind- Environment warm forests
affecting; SR 14 (see driven by envy) Organization solitary, pair, or flight (3–6)
Treasure standard
Offense
Speed 15 ft., fly 60 ft. (perfect)
Special Abilities
Melee shortsword +0 (1d2-4/19-20) Driven by Envy (Ex): Mortal Envy has a special
Ranged shortbow +7 (1d2-4) type of damage reduction and resistance that protects
Space 1 ft.; Reach 0 ft. her from all types of damage unless that damage is
Special Attacks covetous strike (Will DC 12), cursed dealt by the living humanoid creature whose race
relationships (Will DC 12), curse of envy (Will DC 12), possess the shortest natural lifespan she is aware of
spiteful strike (such as a half-orc PC). For example, a weapon wielded
Spell-Like Abilities (CL 5th; concentration +5) by that creature bypasses Mortal Envy’s damage
Constant—detect evil, detect good reduction; if that creature casts burning hands at
At will—dancing lights, daze (DC 12) Mortal Envy, the spell ignores her resist and spell
1/day—color spray (DC 13) resistance defensive abilities.
10
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Sharing the Spotlight: Feats for Support Characters
by Will McCardell
Illustration by Arthur Rackham
12
GAHLGAX ATARRITH (CR
23)
By Creighton Broadhurst of Raging Swan Press.
Gahlgax Atarrith appears in Raging Swan’s upcoming
Scions of Evil.
Illustration by Frank Walls,
14
master, Gahlgax is slowly beginning to realise that his Finally, it is entirely possible that Gahlgax may use
power may one day rival his master’s. Steeped in the the PCs in some fiendishly complicated scheme; good-
lore of the Abyss and rich in a demon’s innate cunning, aligned mortals are notorious meddlers and he may
Gahlgas knows that this day is a long way off, but what use them to stymie the plots of one of his rivals (or
matters the passage of millennia to an immortal being? even his master). He may even subtly guide them to
He has no compunction handing out the most eliminate one of the Swords of Orcus if he believes the
brutal, depraved tortures imaginable to any that marilith is planning to strike against him.
displease him.
In truth, Gahlgax greatly enjoys his new status as a LORE
vampire; he finds the variety of abilities useful and
particularly enjoys dominating his foes (or torture Characters can learn more about Gahlgax with a
playthings). He particularly enjoys humiliating those in successful Knowledge (planes) check. A successful
clutches – particularly powerful good-aligned check reveals all information gained by a lesser result.
prisoners – making them carry out a vast range of DC 38: This is Gahlgax Atarrith, balor lord and
depraved, humiliating tasks before driving them mad. personal servant of the demon prince Orcus. Gahlgax is
Distinguishing Features: Huge and wreathed in a power almost without equal in the multiverse; even
flame and shadow, Gahlgax is instantly recognisable as demi-gods fear his wrath and brutal attention. He is
a being of immense power. However, those that look often served and guarded by powerful mariliths.
closely at him may recognise his undead nature – his DC 43: Gahlgax has been blessed by his patron
fangs are unnaturally long for a demon’s and although with the powers of undeath and has all the standard
a creature of darkness himself, he casts no shadow. undead immunities in addition to those enjoyed by
normal demons.
TACTICS DC 48: Gahlgax is a vampire and has their
standard immunities, powers and vulnerabilities.
Gahlgax is a cunning tactician and warrior. He prefers
to fight from a distance, using his multitude of spell- GAHLGAX ATARRITH, BALOR
like abilities to confound and terrorise his enemies. He
particularly enjoys using his dominate ability to force
LO RD CR 23
his enemies to fight among themselves. When only one (X P 819,2 0 0 )
opponent remains, he strikes mercilessly, cutting him This large fiendish creature has thick, strong wings
down with his terrible longsword. and wields a flaming longsword and whip.
If given warning of a serious assault upon his Vampire balor fighter 1
person, he briefly wields each Sword of Orcus’ brilliant CE Large undead (augmented)
energy adamantine longsword giving it the vorpal Init +14; Senses darkvision 60 ft., low-light vision,
ability for the upcoming battle. true seeing; Perception +42, Sense Motive +42
Speed 40 ft., base speed 40 ft., fly 90 ft. (good),
gaseous form (fly 20 ft. [perfect]), spider climb; ACP
HOOKS 0; Acrobatics +30 (+34 jumping), Fly +35, Stealth +37
Gaseous Form (Su) Gahlgax can assume gaseous
Only the most powerful heroes can hope to survive form (AC 24, CL 5th) at will and can remain gaseous
meddling in Gahlgax’s schemes. Many of the plots indefinitely.
Gahlgax spins are at the behest of his undying master, Spider Climb (Ex) Gahlgax climbs sheer surfaces as
but others are fashioned to increase his own powers. though affected by spider climb.
The PCs may come to Gahlgax’s attention if they AC 48, touch 24, flat-footed 37; CMD 64; unholy aura
destroy a balor or other powerful demon or undead (+4 deflection, +10 Dex, +1 dodge, +22 natural
servant of Orcus. Gahlgax is not one to let a potential [amulet of natural armour +2], -1 size)
Unholy Aura (Su) If a good creature hits Gahlgax
threat grow unchecked and so he despatches with a melee attack it takes 1d6 Strength damage (DC
increasingly large and powerful bands of demons and 33 Fortitude negates).
undead to deal with the upstart mortals. Immune electricity, fire, poison, mind-affecting
Alternatively, he may require the souls of one or effects, death effects, disease, paralysis, poison, sleep
more powerful good-aligned clerics for some horrific effects, stunning, nonlethal damage, ability drain,
ritual designed to increase his personal power. The PCs energy drain, damage to physical abilities, exhaustion,
fatigue, massive damage, any effect requiring a
could get involved when they are asked to investigate
Fortitude save (unless it affects objects or is harmless);
the sudden and mysterious disappearance of several Resist acid 10, cold 10; Weakness vampire
such individuals, or one of their own number could be weaknesses (garlic, mirrors, cannot enter private
targeted by Gahlgax’s minions.
15
homes unless invited, direct sunlight, running water, Constant—true seeing, unholy aura (DC 33)
wooden stakes) At will—deeper darkness, dominate monster (DC 34),
Fort +33, Ref +22 (evasion), Will +27 (+31 vs. greater dispel magic, greater invisibility, greater
channelling); SR 31hp 436 (21 HD); fast healing 5; teleport (self plus 50 lbs. of objects only), inflict critical
DR cold iron and good/15 or magic and silver 10; wounds (DC 26), mage armour, mirror image, power
death throes, gaseous form word stun, protection from energy, resist energy,
Death Throes (Su) When killed, Gahlgax explodes in shield, telekinesis (DC 30)
a blinding flash of fire that deals 50 fire and 50 unholy 3/day—forcecage, interposing hand, mind blank,
damage to anything within 100 ft. (DC 38 Reflex quickened telekinesis (DC 30)
halves). 1/day—blasphemy (DC 32), fire storm (DC 33),
Gaseous Form (Su) If reduced to 0 hit points, implosion (DC 34), summon (level 9, any 1 CR 19 or
Gahlgax assumes gaseous form and flees. Gahlgax lower demon 100%)
must reach his coffin within 2 hours or be destroyed. Abilities Str 45, Dex 31, Con —, Int 26, Wis 28, Cha 35
Once at rest, he is helpless for one hour until he SQ master of magic, shadowless, vorpal strike, whip
regains 1 hit point. Gahlgax is then no longer helpless mastery
and fast healing heals his wounds normally. Vorpal Strike (Su) Any slashing weapon Gahlgax
Space 10 ft. (flaming body); Base Atk +21; CMB +39 wields gains the vorpal quality. Weapons retain this
Flaming Body (Su) Dancing flames cover Gahlgax’s quality for one hour after he releases the weapon.
body. Anyone striking him with a natural weapon or Whip Mastery (Ex) Gahlgax treats a whip as a light
unarmed strike takes 1d6 fire damage. A creature that weapon for the purposes of two-weapon fighting and
grapples Gahlgax or is grappled takes 6d6 fire damage inflicts lethal damage on a foe regardless of its armour.
each round it is grappled. Feats AlertnessB, Blinding Critical, Cleave, Combat
Melee +1 vorpal unholy longsword (reach 10 ft.) Reflexes, Critical Focus, DodgeB, Greater Two-Weapon
+37/+32/+27/+22 (2d6+18/17-20) Fighting, Improved Critical (longsword)B, Improved
Melee +1 vorpal flaming whip (reach 20 ft.) InitiativeB, Improved Two-Weapon Fighting, Iron Will,
+36/+31/+26 (1d4+9 plus 1d6 fire and entangle) or Lightning ReflexesB, Power Attack, Quicken Spell-Like
Melee 2 slams (reach 10 ft.) +32 (1d10+17 plus energy Ability (telekinesis), ToughnessB, Two-Weapon
drain [2 levels]) Fighting, Weapon Focus (longsword)
Atk Options Blinding Critical (DC 31), Cleave, Skills as above plus Bluff +39, Diplomacy +31,
Combat Reflexes, Critical Focus, Power Attack (- Disguise +32, Intimidate +31, Knowledge
6/+12), blood drain, create spawn, energy drain, (engineering) +16, Knowledge (history) +28,
entangle Knowledge (nobility) +28, Knowledge (planes) +31,
Blood Drain (Su) Gahlgax can suck blood from a Knowledge (religion) +28, Use Magic Device +31
grappled opponent. If he establishes or maintains a Languages Abyssal, Common, Draconic, telepathy
pin, he drains blood (1d4 Constitution damage). 100 ft.
Gahlgax heals 5 hit points or gains 5 temporary hit Gear as above headband of alluring charisma +6,
points for 1 hour (up to a maximum number of luckblade (0 wishes), ring of evasion
temporary hit points equal to his full normal hit
points) each round he drains blood.
Create Spawn (Su) Gahlgax can create a spawn
SWORDS OF ORCUS
when he slays a creature with blood drain or energy Three Swords of Orcus serve as Gahlgax’s personal
drain. bodyguard, messengers and executioners. Each
Energy Drain (Su) A creature hit by Gahlgax’s slam
secretly dreams of supplanting Gahlgax in Orcus’
attack gains 2 negative levels (DC 35 Fortitude
restores). Gahlgax can use this ability once per round. council, but know that they are not yet powerful
Entangle (Ex) If Gahlgax strikes a Medium or enough to openly face him.
smaller foe with his whip, he can immediately attempt A Sword of Orcus moves quickly into melee so that
a grapple check without provoking attacks of she might slice her enemies to pieces with her
opportunity. If he succeeds, he draws the foe into an longswords. She focuses all her attacks on a single
adjacent square. The foe gains the grappled condition, opponent, cutting one down before moving on to her
but Gahlgax does not.
Special Actions change shape, children of the night, next target. When facing enemies, the Sword of Orcus
dominate uses its hat of disguise to appear alive and not undead;
Change Shape (Su) Gahlgax can assume the form of in this way it hopes to avoid the attention of enemy
a dire bat or wolf as if affected by beast shape II. clerics or paladins.
Children of the Night (Su) Once per day, Gahlgax
can summon 1d6+1 rat swarms, 1d4+1 bat swarms or
2d6 wolves. These creatures arrive in 2d6 rounds and
SWORD OF ORCUS C R 2 1 (XP
serve for up to 1 hour. 40 9,6 0 0 )
Dominate (Su) Gahlgax can crush a humanoid’s will This snake-bodied fiend has a six-armed woman’s
(DC 35 Will resists) if within 30 ft. as dominate person torso, pointed ears and glittering, otherworldly eyes.
(CL 12th).
Spell-Like Abilities (CL 21th; concentration +33) Graveknight marilith antipaladin 2
16
CE Large undead (augmented) Multiweapon Mastery (Ex [free]) A Sword of
Init +10; Senses darkvision 60 ft., true seeing; Orcus never takes penalties to her attack roll when
Perception +34, Sense Motive +26 fighting with multiple weapons.
Speed 50 ft., base speed 40 ft.; ACP 0; Acrobatics +30 Special Actions devastating blast, phantom steed,
(+34 jumping), Fly +20, Ride +30, Stealth +21 touch of corruption (12/day; 1d6) undead mastery
AC 52, touch 18, flat-footed 47; CMD 52 (54 vs. Devastating Blast (Su [standard; 3/day]) The
disarm, can’t be tripped); unholy aura; Miss Chance Sword of Orcus unleashes a 30 ft. cone of fire; 10d6
20% fire; DC 31 Reflex halves.
(+11 armour [+5 mithral breastplate], +4 deflection, Phantom Steed (Su [standard; 1/hour] A Sword
+5 Dex, +19 natural [amulet of natural armour +2], of Orcus can summon a skeletal horse similar to a
+2 shield [ring of force shield], -1 size) phantom steed, but with these modified statistics (AC
Unholy Aura (Sp) If a good creature succeeds on a 18, hp 23, speed 100 ft., fly 100 ft., Fly +16).
melee attack against the Sword of Orcs, the attacker Undead Mastery (Su [standard; at will) The
suffers 1d6 Strength damage (DC 25 Fortitude negates) Sword of Orcus can bend any undead creatures within
Immune cold, electricity, fire, poison, mind-affecting 50 ft. to its will. Each undead must make a DC 31 Will
effects, death effects, disease, paralysis, poison, sleep save or fall under the its control. This control is
effects, stunning, nonlethal damage, ability drain, permanent for unintelligent undead, but an intelligent
energy drain, damage to physical abilities, exhaustion, undead can make a new save each day to throw off the
fatigue, massive damage, any effect requiring a control. A creature that successfully saves cannot be
Fortitude save (unless it affects objects or is harmless); affected by the same graveknight’s undead mastery for
Resist acid 10 24 hours. A graveknight can control 90 HD of undead.
Fort +41, Ref +33, Will +32 (+36 vs. channelling); Spell-Like Abilities (CL 18th; concentration +29)
SR 32hp 437 (20 HD); DR cold iron and good/10 or At will—detect evil, greater teleport (self plus 50 lbs. of
magic/10 objects only), project image (DC 27), telekinesis (DC
Space 10 ft. (sacrilegious aura [30 ft.], unholy aura); 26)
Base Atk +18; CMB +32 (+34 disarm, +36 grapple) 3/day—blade barrier (DC 27), fly
Sacrilegious Aura (Su) This aura functions as a 1/day—summon (level 5; 1 marilith 20%, 1 nalfeshnee
desecrate spell and the Sword of Orcus’ armour acts as 33% or 1d4 hezrous 60%)
an altar. Any creature that attempts to summon Abilities Str 33, Dex 23, Con —, Int 20, Wis 24, Cha
positive energy must make a concentration check DC 33
31. If the check fails the effect is expended but does not SQ evil aura (overwhelming), rejuvenation, ruinous
function. revivification (fire), unholy resilience
Melee +1 brilliant energy adamantine longsword Feats Bleeding Critical, Blinding Critical, Combat
(reach 10 ft.; Power Attack [-5/+10]; cold iron, chaotic, Expertise, Combat Reflexes, Critical Focus, Improved
evil) +32/+27/+22/+17 (2d6+14/17-20 plus 4d6 fire), Critical (longsword), Improved Disarm, Improved
5 +1 longswords (reach 10 ft.; Power Attack [- InitiativeB, Mounted CombatB, Power Attack, Ride-By
5/+10]; cold iron, chaotic, evil) +32 (2d6+14/17-20 AttackB, ToughnessB, Weapon Focus (longsword)
plus 4d6 fire) and Skills as above plus Bluff +30, Diplomacy +30,
tail slap (reach 10 ft.; Power Attack [-5/+5]) +27 Disguise +28 (+38 with hat of disguise), Intimidate
(2d6+7 plus grab) or +38, Knowledge (engineering) +21, Use Magic Device
Melee 6 slams +30 (1d6+11) and +30
tail slap (reach 10 ft.; Power Attack [-5/+5]) +25 Languages Abyssal, Celestial, Draconic; telepathy 100
(2d6+7 plus grab) ft.
Atk Options Bleeding Critical, Blinding Critical (DC Gear hat of disguise, boots of striding and springing,
28), Combat Expertise, Combat Reflexes, Critical minor cloak of displacement
Focus, Improved Disarm, channel destruction,
constrict (crushing coils), grab, infuse weapon, Creighton Broadhurst is a keen gamer who
multiweapon mastery, smite good (+11 attack, +2 passionately believes in the Open Gaming License and
damage, +11 AC) is dedicated to making his games as fun and easy to
Constrict with Crushing Coils (Ex [standard]) enjoy as possible for all participants. Reducing or
The Sword of Orcus deals 2d6+18 bludgeoning damage removing entry barriers, simplifying pre-game prep
with a successful grapple check. A creature suffering
and easing the GM's workload are the key
damage must make a DC 31 Fortitude save or lose
consciousness for 1d8 rounds. underpinning principles of the products he releases
Grab (Ex [free]) If it hits a Medium or smaller target through Raging Swan Press.
with its tail, the Sword of Orcus can try to grapple as a Creighton has worked with Expeditious Press,
free action without provoking attacks of opportunity. Paizo and Wizards of the Coast. He now releases his
Infuse Weapon (Ex [free]) Any weapon a Sword of own products through Raging Swan Press. You can
Orcus wields gains a +1 enhancement bonus to attack read his thoughts on game design at raging-
and damage and strikes as if it were a chaotic and evil
swan.livejournal.com.
cold iron weapon (in addition to retaining the qualities
if its actual composition).
17
Scattered Sheaves 2: The Dream-
Dream-Haunted Brothel
by Ron Lundeen of Run Amok Games
runamokgames.com
Illustration by Arthur Rackham
Cartography by Eric Blische (made with Dundjinni)
Scattered Sheaves is a trio of urban mini-adventures in each location, in order to reconstruct the manual. If
regarding pages stolen from a manual of bodily you run only one Scattered Sheaves adventure, Bydlo
health. These adventures are suitable for 7th or 8th sells the reconstructed manual for only 20,000 gp
level PCs. The three Scattered Sheaves adventures are (instead of the standard price of 27,500 gp). If you
The Underground Alchemist in Pathways #15, The run two adventures, Bydlo charges only 14,000 gp. If
Dream-Haunted Brothel in Pathways #16, and The you run all three adventures, Bydlo charges only
Bedeviled Scribes in Pathways #17. 8,000 gp. In addition, PCs that participate in all three
Scattered Sheaves adventures should accumulate
Background enough XP to gain a level.
The PCs become involved in the Scattered Sheaves The thief, an imp named Arkthatek, hoped to steal
story when they follow up on a rumor that a reputable Bydlo’s valuable book to curry favor with one or more
merchant named Bydlo Victus is selling a manual of lurking evils within the city. When Arkthatek only
bodily health +1 at a discount. When the PCs discover gained a few pages, he gifted the pages to one or more
Bydlo within a large city of your choosing, Bydlo’s stall powerful villains in the city (although each turned
is in shambles and he is clutching the valuable book, Arkthatek away after receiving the imp’s trifling gift).
pages torn and askew, to his chest. Bydlo explains that To recover the missing pages, the PCs must confront
he was just attacked by an invisible flying creature. and defeat these villains, each with their own
The creature tried to steal the book from Bydlo’s motivations and unique urban lairs.
grasp, but Bydlo held the book tight. Still, in the
scuffle, the thief managed to steal several pages from Bydlo directs the PCs to as many of the buildings as
the book and fly away. Without the missing pages, the you choose, and the PCs can investigate the buildings
book cannot be used. If the PCs recover the pages, in any order. To aid the PCs, Bydlo gives each of them
Bydlo can repair the book and restore its magic. Bydlo a piece of torn page from the manual of bodily health.
will then sell the book at an even deeper discount to A PC carrying one of these page pieces gains a +1 to all
reward the PCs for their trouble. Bydlo even offers to Constitution checks to stabilize when at negative hit
use his wand of locate object to identify the building points. Bydlo ultimately needs these pieces returned
(or buildings) where the pages have gone. in order to restore the book.
As a GM, you can run any or all of the Scattered
Sheaves mini-adventures. If you choose to use only The Dream
Dream-Haunted Brothel:
one adventure, then all of the missing pages of the
manual of bodily health are together in the same
Introduction
location. If you choose to use more than one In this mini-adventure, the merchant Bydlo directs
adventure, the PCs must recover all of pages, split up the PCs to a brothel called the Golden Slipper. The
19
Golden Slipper is located in an ornate manor house
Area 1: Entry and Reception (CR 8)
and once attracted a very high class of clientele, but a The wide entry to the Golden Slipper leads to two
recent string of accidents in the brothel and sweeping staircases and a large reception area. The
murderous madness among some of the prostitutes archways to the left (leading to the private rooms) and
have caused a dramatic decline in the brothel’s the right (leading to the kitchen and dining room) see
fortunes. Unknown to any of the prostitutes that live regular traffic, but the stairs up to the ballroom are
and work in the Golden Slipper, they are plagued by a dusty and dark. The entry opens into a large reception
night hag named Kokelia. Kokelia lairs in the recently area dominated by several overstuffed chairs arranged
abandoned sections of the Golden Slipper, drawing in small groupings for intimate conversations. Fires in
out the prostitutes’ dreams and working them like two large fireplaces lend suffused light to the room,
ethereal clay. and statues of women in erotic poses abound. Tall
windows look out into a nicely manicured yard now
The Golden Slipper is depicted in the map on this sprouting weeds.
page and the previous page. This fine-looking manor
is located in the city’s wealthiest quarter. Although the When the PCs arrive, four young women (two
manor and its grounds are opulent, several days’ humans, a half-elf, and a halfling) wearing skimpy
neglect has allowed weeds to spring up in the yard and lingerie with sheer and flowing robes await customers
grime to streak the once-fine features of the house. in the entry. The prostitutes quickly press drinks into
The Golden Slipper once boasted a staff of 11 the hands of the PCs and lead them into the reception
prostitutes, a madam, three servants, and four guards. area, eagerly assuming that the PCs are their first
Two weeks ago, Madam Matilda went mad, fired the customers of the day. A DC 15 Sense Motive check
guards, and killed two of the prostitutes before killing reveals that these prostitutes look worn and
herself. The servants and three of the surviving frightened—they are each fatigued and have suffered
prostitutes (the only people with other realistic job Wisdom drain from Kokelia’s animated dreams.
prospects) left the Golden Slipper in the following
days. The remaining six prostitutes keep up their Before the PCs can interact at length with the
business at the Golden Slipper while trying to clean prostitutes, an older woman in heavy makeup and an
and care for the manor. outré feathered gown suddenly appears in the hallway
between the front doors and the doors to the
The manor is two stories tall. All rooms on the lower reception area. The matronly woman carries a bloody
floor are 15 feet high and, after dark, are lit by cleaver and has a jagged gash across her neck. “No
lanterns with pink-tinted glass. The upper floor is time to work, girls, more time to sleep!” she gurgles.
abandoned and unlit, except for the everburning The prostitutes shriek in terror, and one cries
torches in Area 6. Even in daytime, the upper floor’s “But…Madam Matilda…you’re dead!”
grimy windows only admit dim light. Doors in the
manor are good wooden doors with average locks, This is no ghost, but rather a terrifying dream-
although none of the doors in the manor are locked creation molded by Kokelia from the prostitutes’
when the PCs arrive. recent nightmares. The animate dream targets the
PCs, intending to eliminate the interlopers.
20
“Madam Matilda,” Animate Dream
CR 8
XP 4,800
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17
Defense
AC 20, touch 20, flat-footed 15 (+5 deflection, +4
Dex, +1 dodge)
hp 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19
Offense
Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy
plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)
3/day—deep slumber (DC 18), dimension door,
nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal
killer (DC 19)
Tactics
During Combat The animate dream fights with the
ghostly cleaver as its incorporeal touch attack, using
phantasmal killer on any spellcaster that poses a
threat.
Morale The animate dream fights until destroyed.
Statistics
Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby
Attack, Iron Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge
(planes) +15, Perception +17, Sense Motive +17,
Stealth +19
Languages telepathy 100 ft.
• Matilda once strangely told her that the girls
must work less so that they could sleep more, and
Special Abilities that they must sleep more so that they could
Nightmare Curse (Ex) An animate dream’s touch dream more.
puts horrifying visions in the target’s mind. Curse— • Ten days ago, Madam Matilda declared the upper
incorporeal touch; save Fortitude DC 21; frequency floors to be off-limits to anyone but herself and
1/day; effect 1d4 Wisdom drain and target is fatigued; her clients. None of the prostitutes have been
cure 3 consecutive saves or dispel evil, dream, or upstairs since. A DC 20 Diplomacy check
remove curse. convinces the prostitutes to reveal that Madam
Matilda didn’t actually take any clients upstairs,
After “Madam Matilda” is destroyed, the PCs learn the but they could sometimes hear Madam Matilda
following from the prostitutes. These points each talking to someone in the upstairs ballroom.
allow a Diplomacy check to obtain further • Nine days ago, the Golden Slipper was hosting a
information: private dance for its best clients in the reception
• Two weeks ago, Madam Matilda started acting area, as the upstairs ballroom was off-limits.
strangely. She fired the Golden Slipper’s four Madam Matilda suddenly burst into a rage,
guards and insisted that the prostitutes take shrieking and scaring the clients away. Once the
shorter shifts. A DC 20 Diplomacy check clients had gone (for good, as it turns out, as none
convinces a prostitute to explain that Madam of them have dared return to the Golden Slipper),
21
two of the prostitutes tried to go upstairs to find
out why Madam Matilda was acting so strangely.
Madam Matilda chased after them with a cleaver,
murdering them at the top of the stairs; she then
turned the cleaver upon herself. With a DC 25
Diplomacy check, the prostitutes reveal that they
sometimes hear the dance music from that night
echoing down from the upstairs ballroom.
• In the following days, those girls with better
opportunities left the Golden Slipper, as did all of
the servants. The remaining girls have nowhere
else to go, so are continuing to operate the
Golden Slipper as best they can. With a DC 10
Diplomacy check, the prostitutes admit that,
since Madam Matilda’s death, they have all been
experiencing terrifying dreams. They feel tired all
the time, but don’t remember the nightmares
with any clarity.
• None of the prostitutes knows anything about
missing papers or stolen books; the only
literature in the Golden Slipper is racy novels.
With a DC 15 Diplomacy check, the prostitutes
reveal that Madam Matilda kept accounting
records and similar papers in her office upstairs.
22
will undoubtedly raise eyebrows when selling these makes its save against this ability, it is immune to that
items. These rooms were reserved for the brothel’s golem’s brightness for 24 hours. The DC is
most elaborate orgies, but have been unused for Constitution-based.
weeks. Immune to Magic (Ex) A glass golem is immune to
any spell or spell-like ability that allows spell
Area 6: Artistic Displays (CR 9) resistance. In addition, certain spells and effects
function differently against a glass golem, as noted
This room contains three panels of glass, each four below.
feet wide and seven feet tall, mounted in sturdy • A shatter spell damages a glass golem as if it were a
wooden frames. The panels each contain a stained crystalline creature.
glass image of naked women in provocative poses. An • A keen edge spell affects all of a glass golem’s slam
everburning torch placed behind each colorful image attacks as if they were slashing weapons.
enhances its appearance. This unique art exhibit was • A magical attack that deals cold damage slows a
once a mere art display intended to delight the glass golem (as the slow spell) for 3 rounds (no saving
brothel’s patrons. Kokelia has turned these images to throw).
a darker purpose, animating two of the three panels as • A magical attack that deals fire damage ends any
stained glass golems. The two golems hide in plain slow effect on the golem and heals 1 point of damage
sight within their frames. A DC 19 Perception check is for each 3 points of damage the attack would
required to notice that the titillating images are otherwise deal. If the amount of healing would cause
creatures rather than mere glass panels. The golems the golem to exceed its full normal hit points, it gains
attack if discovered or once a PC reaches the door to any excess as temporary hit points. A glass golem gets
Area 7. no saving throw against fire effects.
Reflect Spells (Ex) As a free action once every 1d4
Stained Glass Golems (2) CR 7 rounds, a glass golem can align its internal structure
XP 3,200 each to enhance its resistance to magic for 1 round. During
Young stained glass golem this time, the golem reflects spells (even spells that
N Medium construct function differently against the golem as described in
Init –1; Senses darkvision 60 ft., low-light vision; its immune to magic ability) as if under the effect of a
Perception +0 spell turning spell.
23
Area 8: The Office (CR 9) Disease (Su) Demon Fever: Bite—injury; save Fort
DC 20; onset immediate; frequency 1/day; effect 1d6
Kokelia’s magical heartstone was destroyed months Con damage (target must save a 2nd time or 1 point of
ago, and she needed a secure location to craft another. the damage is drain instead); cure 2 consecutive
The night hag took over Madam Matilda’s office and saves. The save DC is Constitution-based.
private room when she arrived at the Golden Slipper
two weeks ago, driving Madam Matilda to madness in When the PCs have defeated Kokelia, they can find the
order to insure her privacy. Kokelia is using the missing pages from Bydlo’s manual of bodily health
dreams from the Golden Slipper’s prostitutes to create lying on her worktable, along with notes indicating
a new heartstone, in addition to crafting animate that Kokelia was crafting a replacement heartstone
dreams to guard her newfound lair. The pages that the with the prostitutes’ nightmares. The worktable also
imp Arkthatek brought have proven somewhat useful contains 2,500 gp in gems and other arcane reagents
in Kokelia’s crafting, but she has no intention of and an apple of eternal sleep. The prostitutes are
rewarding the imp. grateful for Kokelia’s defeat and reward the PCs
however you see fit.
Kokelia, Night Hag CR 9
XP 6,400 Scaling this Adventure
NE Medium outsider (evil, extraplanar) 5th level: Replace the animate dreams with wraiths.
Init +4; Senses darkvision 60 ft.; Perception +16 In Area 5, reduce the haunt’s save DCs by 4, and the
haunt inflicts 1 point of Strength damage on a failed
Defense save instead of a negative level. Remove one stained
AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural) glass golem from Area 6. Apply the young simple
hp 92 (8d10+48) template to Kokelia.
Fort +12, Ref +6, Will +9 9th level: Add the advanced simple template to the
DR 10/cold iron and magic; Immune charm, cold, animate dreams. In Area 4, increase the haunt’s
fear, fire, sleep; SR 24 secondary effect to 1d4 negative levels each round
instead of 1 negative level. In Area 6, add a third
stained glass golem. Either add four levels of witch to
Offense Kokelia, or replace Kokelia with a jorogumo.
Speed 30 ft.
Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus
disease)
Spell-Like Abilities (CL 8th)
Constant—detect chaos, detect evil, detect good,
detect law, detect magic
At will—deep slumber (DC 16), invisibility, magic
missile, ray of enfeeblement (DC 14)
Tactics
Before Combat Kokelia begins combat invisible.
During Combat Kokelia uses ray of enfeeblement to
weaken powerful foes, then wades into combat with
her claws and bite.
Morale Kokelia defends her lair until reduced to 20
hit points or less, at which point she turns invisible
and attempts to flee.
Statistics
Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
Base Atk +8; CMB +13; CMD 27
Feats Alertness, Combat Casting, Deceitful, Mounted
Combat
Skills Bluff +16, Diplomacy +11, Disguise +16,
Intimidate +14, Knowledge (arcana) +12, Knowledge
(planes) +15, Perception +16, Ride +15, Sense Motive
+16, Spellcraft +15
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid, alter self)
Special Abilities
24
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!
Mek'Madius (Lich of the
the Sun Shard)
ADVENTUREAWEEK.COM, LLP
Mek'Madius concept by Jonathan Nelson
Mek'Madius story and statistics by Nathan Land
Cartography by Todd Gamble
Character illustration by Tim Tyler
26
27
also treated as negative energy for the purpose of 2nd—blindness/deafness (DC 18), boiling blood (DC
healing. The range of this is 5 feet for every 2 HD. When 18), fiery shuriken, fire breath (2) (DC 18), mad
used, all living creatures with less than 1 HD, in a 10- hallucination (DC 18)
foot radius around Mek’Madius, turn to ash, which in 1st—protection from good (DC 17), burning hands (DC
turn heals him 1d8 hp for each creature slain. 17), obscuring mist, magic missile, mage armor, ray of
Burning Aura (Su): Mek’Madius is surrounded by a enfeeblement (DC 17)
constant aura of heat. This heat is so intense that small 0—(at will) ghost sound (DC 16), detect magic, mage
flammable objects will burst into flame. Creatures with hand, bleed (DC 16)
less than 5 HD in a 60-foot radius immediately burst
into flames taking 2d6 points of damage and must
succeed on a Fortitude save or become exhausted.
Statistics
Creatures with at least 5 HD also take the 2d6 damage Str 10, Dex 12, Con -, Int 23, Wis 18, Cha 16
and must make the Fortitude save DC 20 or be fatigued Base Atk +7; CMB +7; CMD 24
for a number of rounds equal to the lich’s HD. A Feats Burning Spell, Combat Casting, Combat Reflexes
successful save negates the effects, but not the damage. (2AoO/round), Craft Staff, Craft Wand, Elemental Spell:
This ability can only be used during the daytime, and Fire, Empower Spell, Extend Spell, Improved Initiative,
replaces the fear aura of a lich. Scribe Scroll, Spell Bluff, Spell Penetration, Staff-Like
Wand
Skills Bluff +8, Diplomacy +8, Fly +9, Intimidate +20,
Destroying the Phylactery Knowledge (arcana) +24, Knowledge (engineering) +19,
The phylactery may be destroyed by bathing the Knowledge (geography) +19, Knowledge (history) +19,
fragment of the shard in the deepest shadows of a full Knowledge (local) +19, Knowledge (planes) +24,
solar eclipse of the sun for two minutes during the Knowledge (religion) +24, Linguistics +10, Perception
period of totality at a specially hallowed site. +25, Sense Motive +25, Spellcraft +24 Stealth +9
Languages Abyssal, Common, Daemonic, Draconic,
Mek’Madius CR17 Elven, Ignan, Infernal, Klavekian
SQ bonded object: staff of power (1/day) (Sp), burning
Male human (lich) wizard 15 aura (DC 20), hand of the apprentice (9/day) (Su),
LE Medium undead (augmented humanoid, human) metamagic mastery (4/day) (Su), rejuvenation (Su)
Init +5; Senses darkvision 60 ft.; Perception +25 Combat Gear staff of power; Other Gear ring of
Aura burning aura (60 ft., DC 20) protection +4, robe of the archmagi (black), elemental
gem (fire), elixir of fire breath
Defense
AC 27, touch 17, flat-footed 26 (+5 armor, +4 deflection, Special Abilities
+1 Dex, +5 natural, +2 luck) Bonded Object (Sp) staff of power (1/day) DC 20 +
hp 106 (15d6+45) spell level to cast spells without the bonded object. Once
Fort +10, Ref +8, Will +15 per day, Mek’Madius can cast any spell in his spellbook
Defensive Abilities channel resistance +4; DR for free.
15/bludgeoning and magic; Immune cold, fire, Sun Burning Aura (Su) Creatures with fewer than 5 HD in
domain, mind-affecting, polymorph; undead traits a 60-foot radius immediately burst into flames taking
2d6 points of damage and must succeed on a Fortitude
Offense save or become exhausted. Creatures with at least 5 HD
Speed 30 ft. also take the 2d6 damage and must make the Fortitude
Melee staff of power +9/+4 (1d6+2/x2) save DC 20 or be fatigued for 15 rounds. A successful
Ranged scorch soul 1d8+7 (range 35 ft.) save negates the effects, but not the damage. This ability
Special Attacks negative energy touch attack 1d8+7 can only be used during the daytime.
(DC 20) Scorch Soul (Su) By making a ranged touch attack,
Wizard Spells Known (CL 15, 7 melee touch, 8 Mek’Madius sends out a ray of pure negative energy, to
ranged touch) a range of 35 feet, dealing 1d8 +7 points of damage. This
8th—orb of the void (DC 24) attack is also treated as negative energy for the purpose
7th—delayed blast fireball (DC 23), finger of death (DC of healing. When used, all living creatures with less than
23) 1 HD, in a 10-foot radius around Mek’Madius, turn to
6th—dispel magic, greater, elemental body III, create ash, which in turn heals him 1d8 hp for each creature
undead (2) slain.
5th—elemental body II (2), cloudkill (2) (DC 21),
interposing hand
4th—stoneskin (DC 20), wall of fire (2), firefall (DC 20),
obsidian flow (DC 20)
3rd—hold person (DC 19), ray of exhaustion (2) (DC
19), fireball (2) (DC 19)
28
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Pr
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PD
F!
Twenty Questions with Mark Gedak
By Steven D. Russell
30
adventures that are fun to play independently or
strung together without having to worry about too
much plot. There are lots of adventure paths and
many good ones; in fact, we are playing two such
paths right now.
31
story as I’d written it and then jettison the crunchy have a clear, established style, I need go back and
bits to rewrite it for his preferred system. update a handful of old products to the current Purple
Duck style.
The second one was a googlechat message that
popped up one day on my computer as I was teaching 18. Can you talk a bit about your
that simply said. Legendary Series?
We have a couple of Legendary series under the
Customer: Two months later the Thursday group Purple Duck Games banner. The first and most
still keeps bringing up the Worm that Walks from successful of the series is the legendary magic items
Purple Mountain. :) series. There are six volumes in this series, three
dedicated to weapons, one to wondrous items, one to
16. Could you give us an exclusive hint or shields and one to armor. Each of the volumes
teaser about Gods of Porphyra? highlights a number of magic items, provides them
Many publishers have released very good books with with a history and link to the world of Porphyra as
great pantheons which I have enjoyed as a gamer. As a well as the requirements for the item to be attuned to
publisher, I was always less enthused because the character. Once attuned to a character, the item
invariably the gods, their histories and motivations naturally increases in power alongside the character
were designated as closed content meaning that I so that the magic item can be with them their entire
could not use their gods in my products. For a while, adventuring career, instead of merely until a +2
Purple Duck Games just went with a generic plan as weapon appears in the monster’s treasure hoard.
so many companies do and refer to other gods
obliquely such as the God of the Hunt and Community We also have a Legendary Races series that has three
or the Goddess of Valor even though we all secretly volumes for examining options to play mythic races
know those titles are being used to refer to someone such as cyclops, medusa and rakshasa as player
else’s work. characters. The smallest series is our single-issue
Legendary Classes where we are looking to expand on
In April of this year, I launched a search for writers to the available character classes for players. So far we
contribute to an open Pantheon. Gods of Porphyra is have the Rook by Thomas Baumbach, but David
the result of the hard work of over a dozen writers Nicholas Ross is working on another project that
who stepped up to help us create a twenty-seven god should fit into this line as well.
pantheon that can be used as open game content in
our products and the products of any other publisher 19. Do you only publish Pathfinder
that wishes to use them. I’m doing initial layout on Roleplaying Game compatible products?
Gods of Porphyra now and expect it to be out in early In addition to our Pathfinder Roleplaying Game
June. compatible products we also have an ever growing
range of stock art available from among the art we
17. Do you have any goals as a game have procured for our products and we have recently
designer that you have yet to obtain or relaunched the Heroic Moments line of superheroic
overcome? supplements for the 4C system that were originally
I have two goals that I never seem to make any published by Highmoon Games. We have a few OSR-
headway on as they often get sidelined by other type products in development but they are currently
demands. First, I need learn to be more present on the in the hands of freelancers so until I have the products
boards. I am generally introverted and not good at for editing I’m reluctant to mention them.
promoting myself at all. Being the public face of
Purple Duck Games is not something that comes 20. Is there anything else that folks should
naturally to me and it is something that I need to work know about you and/or your work?
on. I feel that most industry people with whom I have We are always looking for writers. Freelancers looking
worked find me honest, helpful and trustworthy, but to write for Purple Duck Games should contact me at
those are one-on-one relationships and I tend to [email protected].
freeze up as I approach forums. I also need to update
my blog more regularly.
32
Scions of Evil
By Raging Swan Press
Review by Thilo “Endzeitgeist” Graf
5 out of 5 Stars!
33
Way of the Samurai
By Rite Publishing
Review of Thilo “Endzeitgeist” Graf
5 out of 5 Stars!
This pdf is 52 pages long, 1 page front cover, 1 page ridding the world of the supernatural blights that
editorial, 1 page ToC, 1 page SRD, 1 page plague it, while the Yabusame can issue far challenges
advertisement, 1 page back cover, leaving a total of 46
pages of content for this faction guide, so let's check it
out!
Conclusion:
Editing and formatting are very good, though I
noticed some very minor glitches here and there -
minor changes in font-size and the like - nothing
impeding my enjoyment of the pdf. Layout adheres to
the bamboo-covered two-column standard and comes
with fitting full-color illustrations in the traditional
Japanese style. The cartography of the sample village
is awesome, though I would have loved a key-less,
player-friendly version. The pdf comes with no
printer-friendly b/w-version, but printing it in grey-
scale does not take a big toll on ink/toner. The pdf
comes with extensive bookmarks.After "Way of the
Yakuza", a good, though not absolutely stellar book, I
was rather skeptical on this one. Was my skepticism
well founded? I'll come out and say it: Jonathan
McAnulty, Will Cardell and Michael K. Tumey have pages for 5 bucks make this not only a great pdf, but a
created THE definite sourcebook for the samurai, not steal as well. Final verdict? 5 stars, Endzeitgeist seal of
only in the Kaidan-setting, but for EVERY Asian- approval. Check this out!
themed setting for PFRPG. This book takes an up to
now neglected class and gives it the polish, love and Endzeitgeist out.
options it needs - mechanically sound, well-written,
concise and flavorful in design and suitable for both
35
Power Word Spells: Lore of the First Language
By Super Genius Games
Review by Joshua “KTFish7” Gullion
5 out of 5 Stars!
What book on a new avenue of magic to explore would Finishing out with a new treat for clerical types, the
be complete without new spells, Owen was kind Logos Domain draws upon the primal power of the
enough to give us 20 within this collection, and I First Language, with a domain spell list taken from
the collection of twenty new spells. Along with the
36
spell list, Logos followers receive three domain powers
(based upon level) such as bonus languages from
Wisdom as well as Intelligence, with no limit on
languages to choose from. Voice of Power allows for a
swift action casting of a power word spell, and Power
Word Command – acting as a the command spell. It
should be noted that only through this domain do
clerical types have any access to these additional
power word spells.
37
Faces of the Tarnished Souk:
Po'Kesteros, the Lostling
by Rite Publishing
Review by Joshua “KTFish7” Gullion
5 out of 5 Stars!
39
OPEN GAME LICENSE Version 1.0a
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Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights clearly indicate which portions of the work that you are distributing
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Used under and in terms of this License. You must affix such a notice 15 COPYRIGHT NOTICE
to any Open Game Content that you Use. No terms may be added to Open Game License v 1.0a Copyright 2000–2005, Wizards of the
or subtracted from this License except as described by the License Coast, Inc. d20 System Reference Document Copyright
itself. No other terms or conditions may be applied to any Open 2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet,
Game Content distributed using this License. Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, and Bruce R. Cordell, based on original
3.Offer and Acceptance: By Using the Open Game Content You material by E. Gary Gygax and Dave Arneson.
indicate Your acceptance of the terms of this License. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
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License, the Contributors grant You a perpetual, worldwide, The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
royalty-free, non-exclusive license with the exact terms of this rights reserved.
License to Use, the Open Game Content. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.;
Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
5.Representation of Authority to Contribute: If You are contributing Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
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