Monday, May 31, 2021

Goblin dog

In my personal opinion, goblin dogs belong to a niche of creatures that often gets ignored in modern adventures: good old set dressing.

Its abilities are cool and thematic, but pose no real threat to all but the lowliest of parties. I, personally, enjoy opportunities such creatures give me.

If you are a more tactically minded GM, you will be pleased to hear goblin dogs' abilities perfectly complement that of their masters, further enhancing the efficiency of their hit and run tactics and wild maneuvers.


Hook 1 (Max) - The Goodest Boy

"Ya just don't geddit, longshanks," exclaims the goblin in ritualistic garb, "Pampy's the goodest boy we've 'ere. Young 'uns love 'im, geddit? 'S'been couple-a days since he ran off, the ol' bugger. Beast can eat nigh anything, ya know, but there's lotta nasty things in da woods and truth be told I can' really be bothered stalking 'round the bushes. Ya bring 'im back home safe and sound and we might muster some sorta prize for y'all. We have ourselves a deal?"

Hook 2 (Nemanja) - The World's Worst Dog Show

A group of diplomats trying to befriend a local goblin chieftain ended up doing their job a bit a touch too well. As honoured guests, they are invited to become the guest judges in the annual inter-tribal goblin dog show.

Their duties include, but are absolutely not limited to:

- Testing how flammable the goblin dogs' scabs are
- Deciding whether the aromatic smells coming from the mouth and opposite end of the dog are too close
- Counting distinct breeds of fleas present in the dogs' mange-ridden fur

Inventing new criteria on the spot is, of course, part of goblin culture. Should one of the diplomats find one (or more!) criteria that will put the chieftain's own kennel in the lead, the negotiations could come to a swift, amicable, and mutually beneficial end.

Hook 3 (Reece) - Hounds of Huleminn

The crags of Hulevun are a rough land full of rough people. The Relendish Republic, constantly at war, requires a reliable source of metals to fuel their war machine. Hulevun is the center of the metals industry run primarily by The Ancient Hjurdmal Dwarven kingdom, a long-time Relendish vassal. While humans largely cooperate with the Hjurdmali, the local goblin population has become discontented with their abysmal working conditions as they are sent deeper into the sea tunnels below the city to mine.

An enterprising group among the goblins has secretly been breeding goblin dogs for the last ten years. A long term plan such as this is uncommon for the unpredictable goblins and, as such, it was doomed to be spoiled from the outset.

When the breeding grounds gates are broken open, the goblin dogs are unleashed across Hulevun, rather than being targeted at the Hjurdmali overlords. A race to both protect the common folk in addition to covering up the plot ensues thereafter.

Sunday, May 30, 2021

Goblin (Commando, Pyro, War chanter & Warrior)

At this point, Goblins are essentially the tell-tale sign you're playing in Golarion. Paizo's rebranding of the creatures from "ork, but small" into the lovable sociopaths we've grown to love and appreciate was a historic move. It's no surprise that with the advent of Pathfinder 2nd Edition, they now come as a playable ancestry as well.

The bestiary gives us four variants to play with: the commando, pyro, war chanter and warrior. Each of the four showcase the goblins signature mix of bravado and oddly-misplaced self preservation instincts, mixed with their peculiar relationship with violence.

In combat, goblins are the master of swarming and hit and run tactics; with a plethora of distraction and mobility focused abilities, they make for extremely dynamic low-level combat. This makes them, among other things, a great way to teach new players about positioning, reactions, and creative use of scenery and terrain.


Hook 1 (Max) - The Gourmet Garbage Gang

The old sergeant looks tired and a touch bored, as if he's had this conversation a hundred times before.

"It's more of a nuisance than a real problem, honestly. Or rather, it was 'til the little buggers kidnapped someone's kid. The thing is, they apparently find people's garbage a premier delicacy and wreak a whole lotta havoc stealing it. Tried sending some of my boys after them, but lemme tell you, they ain't made for diving in trash. I reckon you lot might fare a little better. Still, I advise you get something to cover the smell, lest you have guts o' steel."

Hook 2 (TJ) - The Smokebelchers

The goblins of Uthen have made a name for themselves. Whether the name is positive or negative depends on who you ask, but it's a name nonetheless. Given the opportunity, the goblins have proven very skilled with machinery. While the dwarven clockwork and the gnomish magitech have both elegance and usefulness, the goblin smokebelchers have thrown out elegance in exchange for efficiency and speed.

Because of the rapid industrialization of the Midquarter of Dren, there have been fantastic leaps and bounds in availability of transportation, quality of life, and accessibility to gadgets and gizmos. The air quality and the blackened streaks along taller buildings as the smokebelchers live up to their name, however, has drawn the ire of those in the Lowquarter. Tharrum Platefury is looking for solutions, especially considering the reports of monsters in the smoke, stalking the streets in the darkness.

Hook 3 (Nemanja) - Plot of The Hidden King

Among sappers, there's a saying "Never trust a goblin, but always believe him". This is just a summary of how the little greenskins are seen amongst the Eveventh Kingdom's best engineers; pioneers of their craft that are too fickle and unreliable to work unsupervised, as for every genius idea one of them gets, another one gets blown up.

Indeed, at least seven wars and five covert campaigns have been fought between the Kingdoms of Mankind over the goblins' service. The goblins, for their part, don't seem to mind, working for whoever picks them up as long as they are given food to pickle and gunpowder to experiment with.

They didn't seem to mind, at least until a figure calling himself the Hidden King (in truth, a very cunning and powerful Barghest) comes forth with a list of demands. He claims there are hidden mines beneath every palace in the land, all ready to blow up as soon as he utters a magic word...

Saturday, May 29, 2021

Gnoll (Cultist, Seregant, & Hunter)

Gnolls tend to have a rather unsavory reputation, most often deservedly so. Their relation to hyenas is made obvious not only in their appearance, but also their behavior - moving in packs, refusing to waste any meat (well, almost any), including that of their own fallen kin and, generally, steering towards bloodthirsty bouts of violence rather than fine arts.

As previously mentioned, they have some inkling of reverence towards remains of living creatures, albeit they display it in their own gruesome way.

By eating them.

Refusing to eat someone's corpse is, in a gnoll's eyes, a great slight toward the deceased. A thing to keep in mind in more social interactions, perhaps.
An interesting note about their physiology: females are bigger and stronger than the males to the point that it's typically them leading the packs of hunters or warriors to battle.

Despite their apparent lack of aptitude for matters considered practical by most of the civilized world, gnolls prove to be quite an efficient force in combat, particularly given their pack mentality. This is illustrated particularly by their Pack Attack ability, which can greatly improve the damage output of any group of gnolls the party could stumble upon. Once you consider that the gnoll deals extra damage if any two allies are within reach, and then realize that most of them have have access to Attack of Opportunity, you can set up one nasty surprise for your players.



Hook 1 (Max) - Betrayer of Blood

There is word of a pack of ravenous beasts rowing the nearby plains, leaving only devoured corpses of animals in their wake.

They are trailing one of their own, a traitor to their tribe in need of swift judgement. Not all of them are willing to disclose the exact nature of this crime. When pressured in the right way though, a few among them will describe the night when Khazrash poisoned their chieftain, the group leader's father, leading to a rupture in the clan. Terash now seeks revenge for her sire as doesn't have much else to lose, rage fueled by the betrayal of her once closest friend.

Hook 2 (TJ) - Tooth for a Tooth

In gnoll society, teeth are highly prized. A gnoll is not considered fit for the hunt until all of their milk teeth fall out and are fully replaced with their permanent teeth. The gnollish phrase "still got your milk teeth" is a reflection of this idea, and is commonly used to refer to inexperienced outsiders.

As the teeth are used primarily for capturing prey, gnolls who settle disputes with strength rely on hand-to-hand combat. Knocking an opponent's tooth out in a fight is the ultimate indicator of victory. Any tooth gained in this way is commonly kept as a proof of a favor owed, to be returned when the favor is cashed in. As a result, any gnoll who's "got all their teeth" is one who is both strong and above reproach in society.

This also led to a more unusual development; gnolls are considered the progenitors of modern dentistry. Gnoll physiology is more forgiving of infectious materials given their propensity for eating carrion. As such, they were able to develop techniques for dental work first and worry about sterilization later. These gnollish techniques for reinserting teeth or creating dentures are highly valuable to all of the surrounding peoples and has led to some gnolls adjusting to a lifestyle of nomadic, philanthropic, dentistry.

Hook 3 (Nemanja) - Dregs of the Imperium

In the hobgoblin-ruled Imperium Of The Perfect Life, every subject species has a role, even those once treated as barbaric. The recently conquered gnoll tribes, for example, are tasked with taking care of the ever-growing pile of bodies coming back from the Holy Conquest.

In times of relative peace, when not many soldiers fall to the Adversary, gnoll-adjacent neighbourhoods might occasionally report missing children or pets. The authorities are instructed to turn a blind eye, though, for the danger of another Undead Uprising is far greater than letting the occasional civilian get eaten.

Friday, May 28, 2021

Glabrezu(Treachery demon)

Glabrezus are the saying "Be careful what you wish for" made manifest. Despite being huge, hulking monsters with four arms, great maws and horns, they may take on appearance of other creatures, which greatly helps them trick mortals into their doom.

A Treachery Demon's modus operandi is quite simple - find a mortal yearning for something, make their desire come true and twist it in a way that invokes as much misery as possible, be it in the long or short term. This is mirrored by their Twisted Desires ability, which can be used for great narrative effect should your party be especially gullible.

In combat it is no pushover, though its Truth Vulnerability can be potentially exploited by a clever team. It boasts a good arsenal of innate spells that can be used either to disorient the party or make for a quick getaway. Glabrezu is a scary fellow in close quarters combat thanks to its Captive Rake that will, without a shadow of a doubt, turn any unfortunate PC's day sour. Given its faculty for forging pacts, however, it's not unreasonable to conclude it may have some form of backup, should it need any.


Hook 1 (Max) - Song of Ashes


At the crossroads in the Ashen Weald, the most beautiful song can be heard at midnight, drifting down from an ancient, toppled monolith. Thereupon sits a woman of fair features and adorned in ethereal white linens. There are no words in the hymn she hums, though the softness of her voice inevitably draws many to her, even in the darkest hours of the gloom.

Many say that should you catch a glimpse of her amber eyes, she may fulfill any earthly desire you harbor. Although there is a price, she does not ask for much in return.

Hook 2 (Nemanja) - The Speaker's Secret


A Glabrezu controlling the information trade in the thrice-damned city of Thorn has built his reputation on the idea that he is impossible to kill. Indeed, many have witnessed swords breaking, spears shattering, and halberds snapping in two against the demon's thick hide. The fiend simply laughed off the attacks even as he sent the would-be slayers to their death.

The reality, as is often the case with demons, could not be further from the truth. The Speaker, as the fiend calls himself, was in a brutal fight with one of the celestials - leaving him barely out of reach from death's door.

In actuality, all of the supposed attacks on The Speakers were illusions, organized by him and his closest allies to keep up appearances as the most dreaded force in the underworld. Secrecy is imperative, since even a whisper that he is close to death could be the final nail in the demon's coffin.


Hook 3 (TJ) - The Oxblood Regent


The howling of the gate to the Abyss drowned out the cries of those dying around him. As the demonic hordes poured forward into Rendford, the noble turned to the spindly man who had promised him a wish, fulfilled.

"Why is this happening? This isn't what I asked for! You said-"

"I said I would put you on the throne, and that the throne would have loyal subjects. This is what you agreed to."

The man's - no - the beast's smile stretched unnaturally as his form shifted. The noble was lifted off the ground as a pincer closed around his neck.

"Your face is a bit garish, but that's nothing a little taxidermy can't fix. It's really just a chair, anyway. I doubt I'll spend much time in it. Lots of work to do." The noble struggled briefly as the pincer closed tighter.

Then, he struggled no more.

Wednesday, May 26, 2021

Gimmerling

 The Gimmerling is a creature that sees use in many different ways. As with other creatures that have shape-changing capabilities, you may be drawn to use a gimmerling (or more than one) as a "gotcha" while your players are on some higher level adventure through the fey world. Unlike many other fey creatures, a gimmerling is threatening enough to serve as a final boss of sorts for lower level parties. Its battlefield control through Treacherous Aura and Trip Up can wreak havoc on melee characters.

Even against as a (-2) or more creature, the gimmerling can be employed with traps, snares and the like in order to take full advantage of Trickster's Step. and remain relevant after level 15. Their powerful handcrossbow attacks and jaw poison are great ways to harry a group down while always staying just far enough out of reach to remain a nuisance.

Although they are evil, they may serve as an equally interesting narrative counterpart as well. High Crafting, Deception, Stealth, and Thievery skills can make a gimmerling a crafty and devious foe. Should you find something sufficiently worth their interest, though, you could find yourself with a powerful (and more-than-likely dangerous) magical item or ally.



Hook 1 (Max) - Merchant's Trappings

Great treasure lays in the ruins of the nearby castle. Allegedly. A lot of people went after it and never came back, so there's probably at least their possessions to be taken. Most likely.

The merchant who talks of the riches sits in the local tavern, a hearty man of middling age, who wouldn't hurt a fly.

It seems.

He is, in fact, the reason why no one comes back from the ruins. Not that he dirties his hands, not directly. He just... Appears, typically as a scantily clad woman, baiting intrepid adventurers into a labyrinth of carefully lain traps that only he can navigate. There's a lot of traps there. A ridiculous amount, quite honestly. Most of them don't make any logical sense. Like, why would you fill a room with water every time someone steps into it? Or make a twelve lever puzzle that sends you into a spike pit after you solve it? Or a chasm that you can walk over, but only if you do it backwards while dancing, and the only reward on the other end is an invisible skeleton?

It could be that he just enjoys making traps. It is a strong possibility. Probably.

Hook 2 (Nemanja) - The Coward's Way

The Snickerjaws, a local tribe of Kobolds, have grown from a minor nuisance to one of the most prolific factions in the lawless Tricrown Hills area. The change wasn't a slow one either; it seemed to happen practically overnight.

The Snickerjaws were always regarded as good trappers. While they were once effective, their tactics became common knowledge among neighbouring people, at least until a recent dramatic increase in the quality and ingenuity of their traps. The reason for this is simple; The Snickerjaw chieftain entered a partnership with a gimmerling inventor. The gimmerling is a coward who enjoys the pain his complex and brutal traps cause, though he is afraid of going out into the warzone to set them up, as it is contested by at least five different factions, in addition to one very spiteful demigod. The kobolds, in turn, are well versed in setting traps right under their enemies' noses, so they are delighted to be given a new advantage in the unfolding conflict.

Hook 3 (Reece) - Devil's Conundrum

It is said that Fegerdal Fingermaster is one of the greatest magical smiths across any known plane. Even among his gimmerling kin, the blades he forges are imbued with powerful fey magicks. Though he is a master craftsman, he is equally prone to outbursts of anger which make him incredibly difficult to work with. Should one be able to enlist his services to forge a weapon, any small slight or misstep can result in Fegerdal deciding to forgo his end of the bargain, noting the contract for his service has been voided.

A dispute of this kind is what requires your express assistance. Shybrandila Shiver-Tongue, a contract devil of some importance, bartered on behalf of her lord for a new powerful blade. When the gimmerling smith took offense at some minor slight during the final transaction, Fegerdal stated their business was concluded and had his apprentices escort her from his realm.

Too embarrassed to tell her lord what has occurred, Shybrandila has asked for your help in retrieving the blade by any means necessary. Infiltrating the fey workshop could prove difficult, especially given Fegerdal's penchant for devious and murderous contraptions.

Tuesday, May 25, 2021

Gibbering mouther

Despite their countless mouths, it is nearly beyond a Gibbering Mouther's capability to form a comprehensive sentence. A soggy mound of flesh pierced through with eyes and maws, this incomprehensible creature is indeed a sight to behold, albeit not the nicest one.

Origins of gibbering mouthers remain shrouded in abject mystery, perhaps for the best. They are not completely mindless, though their true desires or purpose is anyone's guess. In spite of any inclination as to how these monstrosities reproduce, it remains a fact that they are omnipresent in all sorts of dungeons and underground complexes.

On its own a gibbering mouther may not appear to be a considerable threat, especially considering their lack of mobility. It makes up for this shortcoming with some wonderful abilities. The signature ability Gibbering spreads confusion among those that stray too close. Reactive Gnaws can deal considerable extra damage to close quarters combatants while Burn Eyes is an added benefit to the signature ranged attack that can really ruin someone's day. That's all fine and dandy, but let's suppose you add some other beastie to the mix, one that takes advantage of the mouther's aura. Now the battle becomes far more interesting. Because of its low speed, the gibbering mouther may as well (on land at least) serve as an immobile, though dangerous, piece of terrain that harasses your party. Or, if you're feeling especially funky, the entire terrain.

When running a gibbering mouther (or perhaps a few) take note that it is best suited to short bursts of comparatively quick speed, as Engulf can serve as both a tool for movement and an attack all wrapped up in two actions.


Hook 1 (Max) - The Gibbering One

People in need tend to turn to any source of hope they can find. Such is the case with people of Biada, a small mountainside village that has been struggling just to get by for generations. Recently something outstanding has happened; the deity of their shrine (arguably a bastardization of some major cult) has spoken. The populace of Biada took this as a sign of good fortune to come even thought they can't really understand the words their god is uttering, nor are they aware of the vast array of caves and natural tunnels beneath their village.

Hook 2 (Nemanja) - Mouth of Madness

On each of the four tallest peaks in the world of Veyleya there is a solitary gibbering mouther. While erratic and violent, the aberrations are not evil. Should anyone find a way to calm one down, the creatures will switch from the cacophonous gibberish they usually spout to monotonously and menacingly repeating a single word.

Certain books written by mad prophets of eons past claim that these four words, in the correct order, make up the incantation needed to close the Pulsating Portal at the Bottom of the World which would in turn stop the invading shoggoths and save humanity.

Hook 3 (Reece) - The Primordial Enemy

At the first sunrise, when mankind was first taking its tentative steps from the safety of The Divine Garden, the untamed wilds of the world help primordial dangers of immeasurable power. It is said in The First Song that aberrant creatures antithetical to all of life and creation crafted monstrosities to prey on mortal kind. These varied peoples were, in the eyes of these progenitors of chaos, invaders of the worst kind; creatures that sought to bring order to the wilds the aberrations lorded over.

The gibbering mouther was first among these aberrant creations sent to destroy humanity. They were served as some of the very first soldiers of chaos sent to sew madness and despair across budding civilizations as they took the eyes of watchful sentries and turned the first scholars into incoherent sycophants enslaved to the service of The Outsiders.

Monday, May 24, 2021

Giant Octopus

The Giant Octopus, not to be confused with its very real counterpart the giant squid, is a creature of myth. As long as humans have stared out into the depths of the ocean, dwellers of the deep have captured the collective imaginations of mankind. To that end, we often deploy creatures like the Giant Octopus in a similar manner to how one might use a Kraken; something in the seawater to be feared and talked about by sailors and fishmongers.

While I think there are plenty of reasons one might want to use a Giant Octopus in lieu of the much higher level Kraken, there are a number of things to consider when deploying this majestic creature at your table.

Mechanically, as a Neutral aligned Aquatic Animal, the Giant Octopus is primarily suited to living underwater (as it cannot breathe air) and its stats reflect that. Notably, its land speed and swim speeds (15 and 40 feet, respectively) allow it to act tactically similar to how a Roc might in that it can deploy hit and run tactics against land-bound targets. This is emphasized particularly with Jet, an ability that allows the Giant Octopus to move five times its speed with a single action.

Compression, which allows the Giant Octopus to squeeze through a comparatively small space, can very easily be utilized in a number of story mechanics. Giant Octopi that have made a habit of stealing into impossibly small spaces can make them difficult to find even with a highly determined group of heroes. Consider utilizing its superior aquatic mobility in addition to its Writhing Arms and Constrict abilities to simply drown the ill-prepared. It may be an animal, but the real world octopus is a crafty creature and any combat you run should reflect that.

Do note that the Giant Octopus is ultimately an Animal, and it's not necessarily a creature prone to fighting to the death; running (swimming?) away is an option too! Between its various martial abilities and the Giant Octopus Venom/Ink Cloud, it can be a challenging foe for 4th to 7th level parties, in addition to a potentially strong animal ally for an aquatically oriented game.


Hook 1 (Max) - Ocean's Avenger

The coastal town of Gambler's Wharf has seen better days. No ship has arrived at nor departed from the port for the better part of last two months. Inquired as to what might be the reason, they only respond with some permutation of a 'beast from the deep.'

The aforementioned beast does not like the connotation, instead preferring to think of itself as the Ocean's Avenger. How or why the enormous octopus gained sentience is anyone's guess, though the fact remains that it is intent on wreaking havoc upon those who have for generations hunted its marine kin.
Knowing full well the weaponry deployed by land monsters to be superior, Ocean's Avenger armed itself with an armor comprised of the hulls of ships it has sank in addition to wielding weapons and improvised armaments in each of its tentacles such as masts or harpoons found at the seafloor. Although its hatred burns bright, the only thing it really wants is for land dwelling folk to leave its ocean dwelling brethren alone.


Hook 2 (Nemanja) - Inherited Infestation

In merfolk culture, large octopi are treated in a similar way humans and dwarves treat dogs - they are selectively bred for highly specialized roles that support their masters. There are agile octopi that hunt in small packs, massive, heavyset octopi that move and manipulate large amounts of all kinds of material, long tentacled octopi who scour nooks and crannies of underwater cities for lost items, and dozens more.

When the entire population of the underwater Metropolis of Sitnaltas vanishes overnight, hundreds of now masterless octopi end up infesting the entire eastern coast of Akonos.

Hook 3 (Reece) - Familiar Quarrel

The fact that octopi are more intelligent than other animals is well known. When a particularly clever octopus comes in contact with pact magic of some sort, the resulting familiar is doubly so, to the benefit (or more often chagrin) of the mage that it serves.

In the case of Magus Lethem Ganthix, Assistant Professor of Marine Studies at the University of An'Zar, he needs his familiar far more than it needs him. The son of a fisherman, Lethem has surprised the world of academia by publishing accurate, comprehensive works on marine life and the influence of the aquatic ley lines with little in the way of credentials or formal training. While he may be hesitant to answer questions in person, his writings from his secluded office are magnificent.

Faculty have caught Lethem deep in conversation within his office, which is always empty save for his octopus, staring back from its tank. Some have reported that these discussions have recently been devolving into arguments, with Lethem sounding increasingly distraught at the "credit" and "authorship" that spearhead them.

Sunday, May 23, 2021

Ghoul & Ghast

The Ghoul; a staple of fantasy tabletop gaming for probably as long as the zombie has been a staple of the horror genre. This classic creature at its base can serve as a early challenge for a beginning party. What it lacks in damage it more than makes up for with some debilitating abilities.

Swift Leap, though limited in use, can serve as a reminder to the party fighter that the ghoul is not a mindless creature, as it does not trigger reactions. Consume Flesh doesn't explicitly state that a ghoul can't feast on its fallen allies, and I do recommend doing so when you run it. This tactic adds to the desperate, cannabalistic gruesome behavior that sets them apart from other undead. Ghoul Fever can be a significantly harmful condition, especially given that low level parties are already somewhat strapped for healing; cutting that in half can at the very least severely slow the players down. The added benefit, from a story perspective, is that low level parties may face off against fallen compatriots should they face off and lose against a ghoul pack.

Paralysis is straightforward and, more fortuitously, is something that can make it easier to critically strike players, thereby making up for low innate damage dice.

Combine these factors and the ghoul can be a formidable opponent up through level three. Better yet, the ghoul comes with optional rules for creating ghouls from any living creature. Should you find yourself wanting for options, take a swing at creating a ghoul (or ghast) out of something scarier such as a giant. Perhaps you wish to terrify your players and remind them that your world is not always fun and games. Make a whole ghoul troop or ghoul swarm akin to something out of that scene from World War Z! Terrible movie, awesome inspiration.

The ghoul provides some lasting utility in addition to serving as a great entry level creature to an undead-hunting campaign. Mix and match them with classics like liches and zombies for maximum effect.

Hook 1 (Max) - Ghastly Tragedy

A great tragedy had befallen the local mining town, their shafts collapsed trapping many workers inside. It's been over two weeks and the community still hasn't managed to open the closed passageways; the only sign of life from their efforts is occasionally uncovering a crushed, unrecognizable corpse.

As everyone started to lose hope in the survival of the trapped miners, shadowy figures started stalking the night. Graves in the cemetery have been found dug up at dawn. People are terrified.

What is actually happening? The miners have found a way out, although this was only after nearly succumbing to hunger, thereafter they resorted to desperate measures. They still do not completely grasp the full extent of their transformation, although they are fully aware that they are indeed no longer fully human and, as such, they wish to spare their loved ones from any pain they would no doubt feel upon seeing them in their current state.

Hook 2 (Nemanja) - The Creature of Weissendorf

Entire herds of sheep have been disappearing overnight from the far-off colony of Weissendorf. Those brave enough to follow the massive tracks leading away into the hills easily find the perpetrator; a massive, ghoulified cyclops. While the undead giant is a massive threat on his own, fresh claw marks clearly show that whatever infected him with ghoul fever was at least twice the size. How such a massive predator could hide on the tiny, rocky island Weissendorf lies on is a mystery in and of itself.

Hook 3 (TJ) - Crisis in Haverdale

Nobody in the town of Haverdale knows what to do. Raet, the town surgeon, is deathly ill and will not make it through the night. The bite on his hand has festered rapidly, growing rot at a rate that no one has yet seen. As the men of the town attempted to wrangle the mangy dog menacing Haverdale's streets, several of them, including Raet, were bitten. While some of them recovered, the rabies treatments Raet tried on himself and two others has not improved their condition, and they are now too ill for Raet to devise anything else. The mayor has sent to Kingsport for another surgeon with all haste. Come nightfall, however, it will be too late and Haverdale will have more than a sickly surgeon to worry about...

Saturday, May 22, 2021

Ghost Mage & Ghost Commoner

Ghosts, in my opinion, are incredibly straightforward with regards to how they are supposed to be used: They always, always, come with a mystery attached. How that mystery plays out, and how the ghost itself manifests, leave a lot of room for creativity, but the basic setup remains the same.

Further pushing this highly individual approach to ghosts is the fact that they aren't a single stat block - though we are given the commoner and mage variety, ghosts come with a monster making template attached, giving GMs a wide variety of options for making a ghost's stat block a perfect thematic fit for the mystery they come attached to. They are also one of the few creatures that come with alternate conditions to "beat" the encounter baked in; Rejuvenation notes that a ghost only is permanently destroyed when it has been lain to rest. Bear this in mind when utilizing the ghost.


Hook 1 (TJ) - The Stalker of The Dunnhills


Following a particularly catastrophic fire, the trees of the Dunnhills Forest are nothing more than stumps and soot. As for the wildlife, those that could not escape the blaze perished as well, their lingering fear and anguish adding to the oppressive atmosphere of residual heat and devastation. If your path takes you through the scorched remnants of the Dunnhills, you might notice a flicker of movement here and there; ghostly rodents are still going about their previous lives, finding places to hide that exist only in their memories, seeking shelter in canopies that no longer stand. Over several trips, you might notice that the number of these apparitions is dwindling. With the lack of movement underfoot, the forest of yesterday is quiet as a graveyard. All this seems quite natural.

But this is no longer a natural place.

You may no longer see any movement, but the ghostly revenant of a mountain lion, stalking paths only it knew, is running low on mice and rabbits to eat.

So, while you do not see it; it certainly sees you.

Hook 2 (Max) - Unfinished Business


The Jermainn merchant family just can't seem to catch a break. Not long ago their patriarch, a man of considerable skill and wisdom, succumbed to a mysterious illness, only to be followed by an unfortunate accident that struck his only male heir who suffered a substantial blow to his cranium.

Since then the young man changed, considerably so. He has been acting more erratic and, at least according to his mother, far too much like his late father.

Hook 3 (Nemanja) - Finnick's Finale


Finnick the Fickle was a gnome sorcerer who was long ago imprisoned by the mad dero. For a full year he was experimented on with little regard for his life or well-being. Finally, he gave in, and tried to end the agony he was in, using the last reserve of magic left in his body to burn the entire laboratory-prison he was in to the ground, taking his own life in the process.

Alas, it was not to be. Three days later, he rose as a ghost. While the mage has long since slain all of his captives, three copies of the journal accounting the Grand Alchemist's experimentations were passed down to his grandchildren, each of whom now serve as Grand Alchemists of their own conclaves. The spirit will not go to rest until those books are burned down, though a more morally dubious finder might realize those could be pretty valuable to scholars of anatomy or even necromancy...

Friday, May 21, 2021

Ghaele (Crusader Azata)

Ghaeles occupy a weird thematic niche because they are both knights and azatas. On one hand, their knightly demeanor means they are rather likely to join forces with the players against the forces of evil. On the other, their chaotic outsider nature means they are as fickle as fey and their motivations may seem erratic, which can often conflict their mortal, more grounded allies' goals.

In combat, a ghaele's gimmick is essentially "making one specific dude's life living hell", adapting to their enemies weaknesses on the fly and specializing in both dishing out extra and taking less damage all at once. Notably, it has some powerful spells (Chromatic Wall) which it can use in tandem with its Free Blade ability to lay down some control without necessarily hampering its offensive abilities. The innate fly speed in combination with other utility can make the ghaele a powerful ally or adversary, depending on its whims.


Hook 1 (Nemanja) - Down with Tyranny


The current uprising against the tyrannical Emperor Exewald, led by a dozen or so dukes who were brave (or foolish) enough to stand up to the deranged monarch, is going well. A big part of the rebels success is due in part to one man only - a mysterious knight wearing green and silver armour who seemingly appeared out of nowhere at the outset of the conflict.

Unfortunately, when the pragmatic council of dukes starts negotiating vassalage to a foreign ruler, the strict but just King Ladislaus, the Knight and his elite allies somehow catch wind. Dropping their disguise as mere humans, they go on an indiscriminate rampage against any and all landed men of the area in the name of "freedom".

Hook 2 (Max) - Brave Ser Claydon


The tiefling of the party is experiencing some unexplained anxiety, as if they are being watched. Days go by and they start seeing a figure in beautiful plate armor in the distance, though no one else seems to spot the stalker. This may go on for an extended period of time; visions soon accompanied by nightmares of the misdeeds done by the tiefling's fiendish progenitor, writings on the walls spelling impending punishment, driving the character to be more and more unsettled. This comes to a head when they are alone and suddenly attacked by brave Ser Claydon, the fae knight. Ser Claydon states that he enacts judgement upon the "vile fiend" he has been tracking to prevent any devilish schemes it may develop.

Hook 3 (TJ) - The Cerulean Pass


The Cerulean Pass was the most scenic byway from Rendford to Kurst. After Rendford fell to the fiendish hordes, the road has fallen into disrepair; opportunists and slavers willing to treat with the demonic entities now holding Rendford have taken the Pass as their own. Escapees have begun returning to Kurst recently, speaking of a knight from nowhere freeing them from their captors. Each captive he frees tells the same story: immediately after being saved, the knight began asking them pointed questions about the current state of Rendford and a fiend he named as Oxblood Regent before sending them on their way.

Thursday, May 20, 2021

Gelugon (Ice Devil)

Any devil is bad news. The Ice Devil is even more so, likely indicating you'll have a Hell invasion of some sort on your hands should you happen upon one as they are unlikely to set out from their hellish layers and pause their machinations save for when they must see an assault through.

Insectoid in appearance, they are no doubt amongst the most cunning fiends, serving as Hell's military commanders in its many conquests. They have a penchant for a good challenge should they meet a worthy opponent in battle. Because of this, it is not unlikely for them to offer a game of strategy to see determine who the better leader may be. In the unlikely event of losing, Gelugon will try its best to employ the services of said commander.

The Ice Devil is a great way to show your players the importance of positioning. On their own they still pose a considerable threat, though when a Gelugon has several allies alongside it, you will truly put the fear of god (hell?) into the party. Its Tactician of Cocytus action allows an Ice Devil to reposition all of its allied devils on the battlefield. Oh, your wizard is safe in the backline? Well now he's got two Fury Devils on top of him. The fighter broke through the line and is advancing upon the Gelugon? Guess again, here are some Bearded Devils to make his life more interesting; all while the Ice Devil keeps chucking his ice spears from a safe distance. Add to that its Slowing Frost, some useful spells, and its Frightful Presence? You've got yourself one nasty encounter.


Hook 1 (Max) - The Madness of Maharn


Captain Maharn was renowned for his pragmatism, never one to pick a fight he wasn't sure to win. Things changed in the last few months, when foreign raiders appeared at the kingdom's border. They seem to take great pleasure in making their opponents suffer before disposing of them and so far have eluded any attempts to stop them. Maharn decided to lead a party to meet the foe in battle, where some of his men claim to have seen an insectoid creature twice the size of a man commanding the enemy forces.

It was following this battle that the captain changed. His officers often hear him muttering something about winning "the game" under his breath. The glint of madness present in his eyes is palpable to any that see him.

Hook 2 (Nemanja) - The Gate of Souls


Your inhuman luck, skill, and courage have led you over the ice wall.
Your quick tongue and light feet helped you slip unnoticed between the legions of Frost Giants and follow the icy river.

Before you stands another icy wall stretching taller and wider than the eye can see. Encased in the wall are what appear to be thousands of human figures, some of them vaguely familiar. At the base of the wall, appearing almost tiny by comparison despite its full twelve feet of height, is an insectile being holding an staff encased in frost. In an eerily calm and collected voice, it addresses you.

"Greetings, Traveler" states the monster, lowering the staff as it regards you with discerning, alien eyes.

"Welcome to the Gate of Souls, the Path to the Afterlife. Having come this far, I assume you are here for a reason, and know who you want to bring back? I also assume you know the price is your soul, to serve me as a frost drake for all eternity? Unless, of course, you wish to raise the stakes..."


Hook 3 (TJ) - The Master of Games


The Master of Games oversees the casinos on the Eastwallow Wharf. He is cunning, clever, and constantly on the lookout for cheaters and crooks trying to manipulate the games at his tables. The man is credited with the invention of most every card and dice game played in modern parlors the nation over. Easily distinguishable on the game floor by his cold steely gaze and watchful hawkish eyes, the Master of Games is ever-present when visiting his establishments. Some suspect an enchantment that allows him to be every place at once. Unlucky cheaters and scoundrels he catches have the chance to win escape from their punishment by beating him in a game of strategy, not chance. Every third full moon, he holds an incredible festival of games in a night of debauchery and vice unparalleled in the surrounding area. On these nights, the Master is nowhere to be seen. Requesting his presence on these evenings will get you a firm "No" from all of the staff. On these eves, in the back corridors where he keeps his office (and his vaults), a trail of frost lingers. Draw close enough to his door and one might hear the rhythmic clack of game pieces on a board, the low murmurs of inhuman conversation punctuated only by the guttural laughter of something... Other.

Wednesday, May 19, 2021

Gelatinous Cube



The Gelatinous Cube is a simple creature. It's just mindless block of ooze, shuffling around looking for something to eat. Some days I can empathize. In my mind, a gelatinous cube is more of a classic dungeon-crawling "gotcha" than really something interesting to encounter. Found usually for no good reason other than "you're in a dungeon," the gelatinous cube doesn't pose much threat to a prepared party. It's very slow, has nothing for a Reflex save, and despite having low AC, ooze immunities make it impossible to crit, removing the largest penalty PF2e would give it based on the crit rules. It's a sack of hit points that tries to eat you, nothing new here.

The mindless trait implies to me that gelatinous cubes are predictable; they will always move in the direction of food and will not make snap decisions about who is attacking them or what the biggest threat is. This means that gelatinous cubes might be best used either in groups or in service to a smarter beast that can exploit them. A maniacal wizard dropping gelatinous cubes from traps in the ceiling? Sure. A kitchen using a gelatinous cube as a primeval garbage disposal? Ship it.

This is also a great monster to make sure you understand PF2e's incapacitation trait. Any creature more than double the level of the gelatinous cube treats its saving throw against the cube's Paralysis ability as one degree of success better. This puts an upper limit on how effective the cube can really be when using it as a minion of sorts. You could also use it intentionally as a minor roadblock at higher levels, integrating it more fluidly with traps. Are the PCs mostly going to succeed their saving throws based on the Incapacitation trait? Sure. But critical failures still exist, and they might just show up at the most inconvenient time.


Hook 1 (TJ) - Secret Ingredient


The sous-chef of the Gilded Goose is in desperate need of some assistance. The regent of Haliford is making his bi-annual visit and will undoubtedly be stopping by for his favorite gelatin dessert. If you're willing to take a vow of silence and a bag of gold for your troubles, the sous-chef has the key for the cellar where the secret ingredient is kept. As long as you're confident you can subdue (but not kill!) the largest gelatinous cube you've ever seen, you'll have the sous-chef's gratitude, and perhaps an audience with the regent.

Hook 2 (Max) - Ancient Armory


In the old ruins south of the town, it's well known that beneath the keep is a small, dark chamber that once served as an armory. Most of the armaments lay in disrepair, though one set of beautiful armor remains untouched by the passage of time; an ornamental plate, pure black with golden embellishments. Its visor is up, revealing it empty. A keen eye, however, might spot a tinge of movement as if flowing water fills the ancient armor.

Hook 3 (Nemanja) - Labyrimpthian


While following an insane, teleporting imp, a group of demon-hunters reach a deviously crafted dungeon; a labyrinthine realm composed entirely of mirrors, expertly placed pit traps, and several roaming gelatinous cubes. The imp seems to know the realm like the back of his hand, but letting him escape is not an option. Luckily, he seems to be enjoying the hunt a bit too much...

Tuesday, May 18, 2021

Gargoyle

 _**Editor's Note:**_ _We normally keep to one hook for each of us on any given creature, but I didn't have the heart to cut one of TJ's hooks. As you can tell by the length of today's intro, he **really** loves gargoyles._



In fantasy, we are given all sorts of interesting creatures inspired by real-life counterparts. When looking for one inspired by architecture and religion, look no further than the gargoyle. Originally an ornate alternative to unsightly drainpipes on buildings, at the table the gargoyle fits the niche of an urban ambush predator. Given the jumpiness and suspicion of most players, you'll likely only get the satisfaction of having a humanoid statue come to life as an adversary a single time. After that, every statue is an enemy in the player's mind. This is where the gargoyle separates itself from other statue-like earthen creatures.

Whereas most golems, constructs, and other creatures with inanimate objects as their conceptual impetus are mindless guardians set to a task, the same is not true of thinking, breathing gargoyles. You might use this in some interesting ways. Is that just a statue, or is it a gargoyle informant? Use their chameleonic tendency to mimic stone (usually architecture) around them in other places. A bunch of unusually wide stalactites? Gargoyles roosting from the ceiling, wrapped in their wings. The Bestiary defaults them to chaotic evil and makes them seem relatively unintelligent, but if 90s cartoons taught me anything, that definitely isn't a standard you have to stick to.

As far as abilities are concerned, the gargoyle statblock doesn't stand out when attacking. Its offensive abilities aren't that significantly different than most of the bird-like creatures that fill the Bestiary. What you really came here for was what makes a gargoyle a Gargoyle; hiding in plain sight. With its Statue ability, the gargoyle is an excellent creature to check your understanding of the concentrate trait and the nature of checks vs. DCs when it comes to being perceived or deceiving someone else. If the PCs are seeking, they use the Gargoyle's DC. If the Gargoyle is actively hiding against someone else's Perception DC, use the check. The result is the same either way (32) but this helps you get into the habit of when to use what.

Give the gargoyle a try! Increase its intelligence! Give it a water spout ranged attack as an homage to its origins! Put gargoyles in every environment! Make gargoyle societies! Homebrew gargoyles as a playable ancestry! ~~Devote your entire life to chasing the nostalgia of the 90s!~~ Or run it Rules-As-Written; it's your game.


Hook 1 (TJ) - Textbook Larceny

The first years at the University of An'Zar are under investigation for a string of thefts of some of the more ancient tomes from the An'Zar Athenaeum. Bleary eyed students studying late might think that the movement they saw from the periphery of their vision was simply an artefact of staring too long, or a magelight flickering from a colleague nodding off at a neighboring reading desk. Even for a mage's college, the truth of a scholarly gargoyle swooping from the rafters of the Athenaeum to gather tomes for daytime reading would be a bit far-fetched. That is, until one of the missing tomes comes plummeting down from the upper pillars in the middle of finals week.

Hook 2 (Nemanja) - Edifice of Death

For the past three months, a gargoyle has appeared at the roof of St Argus' cathedral every Monday at the sixth toll of the day bell.

The gargoyle, nicknamed the Signifier, has a body resembling a heavily scarred angel. He remains recognizable, though his face changes each time he appears, taking on the likeness of a member of the republic's senate. Without fault, said senator had been found dead the following day, killed in a different and often needlessly elaborate manner.

While the gargoyle isn't mute - and indeed, striking conversations with him reveals an incredibly deep and nuanced understanding of anarchistic philosophy - he outright refuses to acknowledge the murders in addition to his own mutable disposition. Most of the city's population seems apathetic at best; with how corrupt the senate is, that comes as no surprise. That indifference, however, is abruptly turned on its head when two other gargoyles appear, each sporting the face of artists and craftsmen of the city...

Hook 3 (TJ) - Civic Surveyors

The nation of Ordrea is a nation of conquerors. Slowly engulfing each and every poleis around them and subsequently integrating them into their culture has made the architecture of the Ordrean capital, Ordreanapolis, very eclectic. Analyze what you will about the subtle nuances and changes in cultural identities of those that now live within its walls. The more glaring change, however, is in the appearance and culture of the gargoyles that dwell there.

As new tenements rise up from the dirt, wings of local gargoyles claim the new territory. The varied architecture styles have made the gargoyles that choose to roost equally so, to the point where the separation in districts in Ordreanapolis are more recognizable by the appearance of the gargoyles in the eaves than the cultures of the ground-dwellers below.

Ingratiating yourself with a wing is the best way to have your safety assured while travelling in that district, but it has an equal and opposite reaction in other sections of the cities, as the wings of gargoyles fight back and forth, squabbling over unknowable things.

Monday, May 17, 2021

Gancanagh (passion azata)

Heavily inspired by the gean cánach of Irish myth, the Gancanagh is essentially a benevolent spin on the incubus archetype. While brief and baffling in their quantities, a gancanagh's romances come from a place of honest desire.
However, other than their partner's wishes and maybe the will of gods, there's not much holding a gancanagh in check - they will straight up ignore laws and societal norms in their pursuit of free love. This often puts them at odds with those who might see promiscuity, revelry and hedonism as sins.
Interestingly, the bestiary notes that, as shapeshifters, gancanaghs do not give much thought to the idea of gender, presenting depending on spur of the moment rather than some deeply rooted idea of their own preference.
The stat block confirms the gancanagh's status as primarily a social encounter creature - its spell list lends itself to diplomacy more than anything else.
If forced into combat though, the best bet the passion azata has is supporting their allies through invigorating passion, before it gets relegated to competent but somewhat limited rapier swinging.


Hook 1 (Nemanja) - Plain Joe


Plain Joe is the administrative clerk who gets assigned to most adventurers' banking business. While eerily unremarkable in almost every way imaginable, he catches the eye of the Thriceborn Three with his friendly and somewhat strangely spontaneous actions. As the friendship grows deeper, Plain Joe becomes more and more obviously uncanny in his mannerisms and behaviours.

If the adventurers catch wind of something being wrong, an investigation involving the dark and shady magical underground of the Gilded City will reveal to them that Plain Joe is actually a passion azata cursed by a jealous witch-ex-lover to be forever stuck in a single, unremarkable body.
Should the adventurers manage to lift the curse (no thanks to the bitter, obstructive witch), they will gain a lifelong ally and companion.

Hook 2 (Reece) - Passions of Revolution

Something is afoot in the brutally dictatorial city of Coalwick. The Coalwickers are dissatisfied both by their leaders and the terrible working conditions of the mine that employs over half the town. They have begun to speak of The Man of Many Faces, one who is reportedly hard at work to free the people from their gray and unsatisfactory lives. While no one seems to know who he is, it is widely known that his lavish (and illegal) parties are stirring revolutionary sentiments amongst the commoners.

These passions are an inconvenience to the Coal Baron and, as his go to enforcers, you've been sent to put a stop to them. Perhaps, however unlikely, this could instead be the spark that lights the wick of rebellion; for you, or for the whole city.

Hook 3 (Max) - An Oracle's Quarrel


While it is a somewhat well guarded secret, there is purportedly a contract out to kill somebody in town. Ghiarma, the old oracle believed by some to be an actual hag, has an unforeseen competitor in her field. Now all the young men and women who once came to her for advice on how to win someone's love go to another; a young fellow known only as Archibald.

He arrived a couple months ago and from the outset became a favorite amongst the adolescents as he was more welcoming and forthcoming than the old fortune teller. Archibald, or as townsfolk began to call him, "Archie", offers friendly (and nine out of ten times correct) guidance to anyone who finds themselves in emotional turmoil. Some are saying that he himself is looking for his one true love, but that's just teen gossip.

Despite his popularity, the prize on his head is quite good, should anyone be willing.

Sunday, May 16, 2021

Frost Drake

Related to white dragons, Frost Drakes display malice and cruelty rivalling that of their distant relatives. Their innate bloodlust may lead them into suicidal rages, as it is not unheard of for a single one of them to attack a town on its own; reticent to back down even when severely wounded.

Dwelling in frozen wastes, their scales most often take on a hue ranging from white to navy, veins bulging beneath their thin hide may give a Frost Drake a frail appearance, however to underestimate one is most unwise.

As Frost Drakes are accustomed to constant blizzards, they can move through them with expertise, their vision not obscured by snow, their ability to burrow through snowdrifts allowing for setting up nasty traps. Their signature Freezing Mist Breath can ruin anyone's day, with its considerable range and damage, as well as creating a patch of difficult terrain, it becomes quite a tool in harassing players who find themselves either out of position or clustered too close together.


Hook 1 (Max) - Frozen Horror
The blizzard is bearing down on you relentlessly; white clouds of snow obscure your vision, the cold siphons away your strength, and the deafening wind echoes around the gaping chasm below you. The cliffside you traverse would be a nerve-wracking journey even for the most hearty traveler.

Despite the hardships, you plant one foot in front of the other, pushing onward until you trip on something buried beneath the sleet. Upon inspection, it's revealed to be a partially-devoured, ice-covered head. Frozen gore spouts from its left side, while the intact half bears an expression of frozen horror that seems to bore straight into you.

Then you hear it, breaking through howl of the storm. A steady beating of wings, approaching faster by the second. Fear of the soul-tearing shriek is an odd comfort in contrast to the blast of bone-tearing cold that follows.

Hook 2 (Reece) - The Curse of Jurdenhast
The fjords of Jurdenhast are one of the most hostile environs in the world. It's said, far beyond the unforgiving cliffs of Yngrim, that the ancient ruins of a long forgotten people lie untouched and full of treasures long forgotten in the ice. Should you find yourself brave enough, with the proper crew or guide, an expedition into the ruins could be quite fruitful, provided you survive Yngrim's Cursed Guardians.

These Frost Drakes, forever cursed by an ancient Oracle to guard the ruins so long as they live, take to ambushing unsuspecting adventurers from the deep snow banks that cloak the skeletal remains of the once-great city.

Hook 3 (Nemanja) - The Edge of the World
The Great Ice Wall At The End Of The World has drawn the attention of mankind for at least as long as writing has existed, and probably far longer.

Sadly, any daredevil insane enough to try scaling the three hundred and thirty-three feet-high structure is swiftly dealt with by the dozens of frost drakes nesting in the wall. The drakes seem unnaturally docile when the wall remains unbothered and stories of them appearing from the other side of the wall with with what appear to be fresh kills only fuel the mystic appeal of whatever lies beyond.

Saturday, May 15, 2021

Frost Giant

Frost Giants, like their other giant kin, are just- Really large people.

Sort of.

Generally, they're portrayed as large, tribal, and often barbaric peoples who serve as a Viking or Nord stand-in. This, in my opinion, doesn't do them justice. The most notable thing about the Frost Giant is how many of it skills and abilities can be activated with just a single action. This design choice could lead to some of the most dangerous encounters you could make. Why? **Because any creature can Ready a single action as a two-action activity.** These are intelligent creatures, you should run them as such.

A group of frost giants stumbling across travelling, frost-bitten players could easily make short work of them. Use their plethora of single-action activities to turn the battlefield into a living (icy) hell for your players:

  • A player goes to move and ends up adjacent to an ally? That triggers the **ONE ACTION, 15 FOOT CONE** Chill Breath one of the Giants had Readied.
  • Try to move away from an ally? That triggers the Throw Rock another giant had saved for just this moment.
  • All bunched up or have the giant surrounded? Guess who has a Wide Swing action all Ready to go?


Frost Giants are an opportunity to give your players a chilling reminder that some things are more prepared to take them out than others.


Hook 1 (Nemanja) - The River Beyond The Wall
Should anyone somehow evade or defeat the dozens of frost drakes that guard the ascent to the Land Beyond The Wall, they will find a tribe of unusually civilized Frost Giants. The citizens of this great society all talk in riddles and wear ridiculously long fur togas. Outsiders are taken to lavish feasts and festivities and treated with amicability. Should the outsiders try following the massive river that is born at the very base of the wall, the giants change disposition completely, becoming sadistically violent in an instant.

Hook 2 (Max) - The Cripple
The Cripple, despite his crass moniker provided by the locals, is a fearsome and famed mercenary in these lands. He takes on the most dangerous and lucrative contracts, hoping to gather power and experience to defeat the giant who long ago robbed him of his arm and eye, reclaiming his birthright as the clan leader.

His years on the road have taught him a thing or two. Fighting dirty and pressing any advantage you might posses are things you learn living the mercenary's life. Hence, he's always prepared with a plethora of useful tools, traps and gadgets at his disposal.

Hook 3 (Reece) - The Mithral Lands
The Frostguard Giant Clan and The Dwarven Mithral Mining Co. have been at odds for nearly a hundred years. Skirmishes with The Company in addition to fouling water and dying wildlife have greatly reduced the clan's numbers. Desparate, a single druid among the clan breaks tradition and seeks aid from outsiders. An agreement seems impossible given the incompatibility between the march of progress and the old ways. Helping the giants take back their tundra seems a mortal duty to some; though those who want to help are not only putting themselves at odds with The Company, but all those who rely on them for profit.

And Power. 

Friday, May 14, 2021

Fire Giant

 The emphasis of both law and militarism for the fire giant can be leveraged in a few interesting ways, both mechanically and narratively. As Lawful Evil creatures, they can serve as temporary allies to players against more immediate enemies that threaten the strict interests of the Fire Giant societies. The Fire Giant isn't flashy, as it has many of the same abilities as the other Giants, but it is powerful and thematic, with its flaming stroke that serves as a go-to ability capable of quickly turning a fight against the ill prepared, even if the Fire Giant is outnumbered.

 

Hook 1 (Reece) - Hell Guardian
Deep in the bowels of Mount Gedar lays one of few gateways into the Pits of Hell. The Pact, forged between The Devil Lords of Moch'Mordrin and the Blazing Blade Fire Giant clan, grants access to rare infernal metals not found on the material plane. In exchange, the Fire Giants guard the Hell Gate from unwanted interlopers who might enter, and unlucky souls seeking to escape damnation. A statue lined hallway can provide an interesting challenge for players to surmount as the Fire Giant line attack can easily thrash poorly positioned PCs. In light of outright combat, bargaining with the Devils and the Fire Giants could prove fruitful, as their master craftsmen could provide powerful and exotic treasure.

Hook 2 (Max) - Ghargal The Lonely
According to the local huntsman, there has been very little game in the woods surrounding town as of late. Many travelers and patrols have noted seeing bursts of distant flame in the dark of night. Local or not, the rumors have people afraid of some unspeakable horror lurking deep within the forest; each whisper birthing new life into a creature of nightmare.

The truth, however, is far more prosaic. Gharghal, the lone fire giant serving as source for the commotion, was left to die by his raiding party after being mortally wounded. Not one to give up easily, he unearthed a cave where he could rest and recover. Hungry and alone, his expertise as the party's scout paid dividends. Gharghal set up numerous traps to catch prey, allowing him to survive. At this point he has regained most of his strength and is determined to get his revenge.

The area immediately surrounding the giant's base of operations is laid with rudimentary, albeit effective traps. These can potentially hinder the party's approach. Should the situation become dire, Gharghal can always withdraw to his abode, where he has a great number of trinkets gathered from his raids on the locals

Hook 3 (TJ) - Smithy Squabble
There are growing tensions in the mountain town of Duern-Dwennan. The dwarven patriarch has been long renown as a teacher for legendary craftsman the world over. The pride and joy of his forge, his anvil, has been passed down for generations and is essential to his craft. The local cadre of fire giants, however, have entrenched themselves outside the walls of Duern-Dwennan, demanding that the anvil be returned to them as it is one of their most holy relics. Inquisitive and discerning eyes might be able to find some truth in the giants' claim that the anvil was created from the breastbone of their ancestor, Mul'Garr Ore-Eater. As to who has rightful claim to the anvil? It needs to be decided soon, as the confrontation rapidly careens toward war over the matter.

Hook 4 (Nemanja) - Brazen and The Bold
Brazenholme is a famous tavern notable for two big reasons.

First, it is the last sign of civilization before the massive swath of wilderness known only as the Desolace.

Second, the tavern's owner is a brash young fire giant who occasionally challenges patrons to a fight. Should the patron win, they get to drink and eat for free for a year and a day. Should the barkeep win however, the defeated must give him a piece of their armor, in addition to owing him a favour.

Why do this? He has been secretly planning to one day call each and every one of them together to form a makeshift raiding party that may reclaim his ancestral home in the Desolace from the duergar who now claim it as their own.

Thursday, May 13, 2021

Giant Flytrap & Snapping Flytrap

 Getting tired of throwing flesh-and-blood beasts and monsters at your party? Let's try a plant instead! These creatures are not out of place in any discerning gardener's arsenal, and could even occur naturally in your setting. Consider any greenhouse or forest in a humid climate a potential environment for a Flytrap. This well-rounded monster is not difficult to run, it's understandable from a real-world perspective (which just hands you verisimilitude, if you ask me) and is an easy and straight-forward introduction to many game mechanics. With weaknesses (fire), resistances (acid), and the Grab, Swallow Whole, and Rupture mechanics, Flytraps readily showcase what monsters in PF2e have to offer. A standalone Snapping Flytrap could serve as a boss monster as early as level 1! Plenty of plant food for thought.

Hook 1 (TJ) - Hunger for Adventure
Briff Rigglesby, a halfling horticulturist, has gone missing. Convinced of his own sorcerous prowess, he set to exploring an unmarked and unmapped swath of jungle by himself. He is now two weeks overdue for his check-in with the rest of the expedition. Initial scouting reports detail hearing his voice in their heads, beckoning them toward a glade of sun, serenity, and apparent safety in the hostile wilderness. When the ground began to quiver and close up around them, a scout lost his leg to the Giant Flytrap that would have been happy to take more. Fleeing the glade, Briff's voice came to them again, goading their expeditious return; a starving, urgent call.

Hook 2 (Nemanja) - The Trapper's Dance
Trappers, the title for the most respected hunters of the N'guta tribe, are known for the rigorous tests of physical prowess that any upcoming candidates must pass in order to join the elite. One of those tests, meant to measure agility as well as courage and focus, involves snatching a trinket from a massive snapping flytrap's leafy jaws.

Hook 3 (Reece) - The Mouths of Dionaea
To outsiders, the town of Dionaea feels just a little bit... Off. Travelers are warned early and often to stay away from the town's wells. When questioned, the answers the townsfolk provide are anything but consistent. There is a rat problem, the water is rancid, they're cursed or even that they EAT unsuspecting people. With shifty gazes and dodgy answers, those that dig to deep into the town's underground tend to "disappear".

The truth is far darker. Townsfolk feed outsiders that overstay their welcome to a Giant Flytrap named "Gorgroth" and its many smaller mouths located in the humid cave system under the town. They believe the creature brings them power, in addition to the fact that it serves as a convenient means of disposing those the townsfolk dislike or disagree with.

Wednesday, May 12, 2021

Flesh Golem


Ah, the flesh golem. A classic horror monster used by crazed scientists and necromancers the multiverse over. The stat block notably contains hefty golem resistances. Having a good grasp on what golems are immune to goes a long way in helping them feel imposing and unstoppable. The Flesh Golem (like other golems) is mindless and neutral. Subvert expectations of this quintessential creature by having a benign master, or even giving it a basic level of intelligence. Crowds of townspeople are likely to take offense at its unnatural visage, which could serve a myriad of uses. Serving perhaps as a morbid reminder of their mortality and a perversion of their existence, the Flesh Golem can lend itself as a centerpiece to social encounters as well. When tensions escalate and townspeople try and drive this amalgam of magic and flesh out of town, however, they run the risk of activating its Berserk ability; proving they were right about its nature all along.


Hook 1 (TJ) - The Trawler
Leeside is one of the most prosperous fishing towns in the region, largely thanks to one man, known colloquially as "The Trawler." Very little is known about him, other than that he exclusively takes his boat out by himself at night. Each morning he returns with record-breaking hauls of fish in addition to other more strange and exotic varieties of seafood. Any fishmonger that starts to ask too many questions misses out on doing business with the Trawler as punishment. If only the locals knew the truth. If they ever caught a glimpse of the mer-flesh monstrosities swimming below the surface, dragging the nets between them...

Hook 2 (Reece) - A New "Friend"
The local smith's daughter Teirdre is often found playing on the outskirts of Adarlin, a tiny village of less than one-hundred people. It has long been known that her family has had some level of sorcerous talent that many in the town have been eagerly awaiting to see manifest. One hero from every generation, the town is fond of saying.

As she nears her tenth name day, Teirdre has been speaking of "The Man in the Caves" that she has "play dates" with. As she persists with the tale, her father has become worried that some nefarious entity could be praying on her.

To the surprise of both the village and Teirdre herself, she has unwittingly taken control of a Flesh Golem that was intended to steal her away to The Cult of Melting Flesh. Her new "Friend" is the first sign of the cult's activities near the town, and it may be the only clue as to how to stop them.

Hook 3 (Nemanja) - Birthright: Prometheus
The shores of Alba Endura, the island retreat for the richest men on Earth, are protected by a nameless legion of Flesh golems crafted from the bodies of the very laymen who built the high-tech facilities on the secret island. While the golems are taken for granted and treated as mindless, recent whispers talk of a golem who has developed a cunning and forceful personality.

As the stories go, the Golem - calling himself Prometheus - will give other golems little bites of his own brain matter, after which they also display signs of having a personality and mind of their own, albeit for a very limited time. For now, his motives remain entirely unclear.

Tuesday, May 11, 2021

Flame Drake

Flame Drakes, despite being being considerably smaller and less intelligent than their draconic cousins, may still prove a formidable foe, especially for those that underestimate them. They display a fondness for valuables, though they lack the faculties to differ real treasure from mere shiny trinkets. These hoards of theirs tend to be a mixture of junk and riches.

Typically, Flame Drakes seclude themselves to volcanos, though they can nonetheless dwell in other environs; typically forests or the surrounding hills. What they lack in size, intellect and cunning, they make up for in numbers, forming vicious hunting packs. This, combined with their territorial and violent tendencies, can make them a threat to towns and caravans alike.
 
Their abilities grant them considerable mobility and a myriad of possibilities to harass the party. Despite not appearing to be the most dangerous creature for a low to mid-level party, Speed Surge and Fireball Breath can be used to great effect against less mobile players.


Hook 1 (Reece) - The Smokeless Coast
The Smokeless Coast did not earn its name through the hearsay of wandering travelers. Amongst the rocky shores cannons and muskets, cookfires, and even torches might draw the attention of the local fauna. Fire made by other lesser creatures is seen as an affront to these jealous beings. Should the players find themselves traveling by land or sea, keeping fires from being lit can serve as a easy way for those in the know to bypass an encounter entirely. The bold or the stupid might forego safety to instead draw the beasts in and hunt them for valuable materials.

Hook 2 (Max) - The Trio
"The road ain't safe no more, mister" says the old farmer, if questioned as to why their town is in such disarray.

The reason for this soon becomes obvious to anyone investigating the tract; burnt remains of carts and, occasionally, people, litter the path ahead. Should anyone linger for too long, a single, scar-covered drake attacks them, that may shortly be joined by a second. If the resistance proves fierce enough, the beasts quickly withdraw to their nest, where a third lies in wait.

The trio came here a couple months ago, driven from their previous home by an eruption. They found themselves a nice niche to fill, as the local fauna was not accustomed to hunters so ferocious. Both the people and the creatures weren't prepared for the onslaught they brought. As such, the corpses littering the area surrounding the cave they nest in grows ever larger, along with the hoard of trinkets and valuables they steal from any unfortunate travelers they happen upon.

Hook 3 (Nemanja) - Ol' Ember Eye
Ol' Ember Eye is the closest thing the half dozen magical beasts and monsters calling Cozydale Forrest have to a leader.

A veteran of many fights (most notably the one that left him without his left eye), this venerable flame drake is painfully aware how easily he would be outclassed if trouble ever came to Cozydale. To that end, he has convinced a local tribe of goblins to start bringing him dry wood, coal, lamp oil, and other flammable material as offerings. His lair, though covered with countless minor riches, is now a volatile labyrinth that can erupt into smoke and fire on a moment's notice, should anyone intrude.

Sunday, May 9, 2021

Faerie Dragon

Faerie Dragons, though often (not without reason) typecast as good-willed tricksters, offer many thematic lanes of approach. They might...

- Foreshadow the obsessive, narcissistic tendencies of greater dragons,
- Sum up the chaotic, almost maddeningly fickle, attitude of fey.
- They may even serve as a reminder for players that they aren't in Westeros anymore.

Faerie Dragons are distinctly non-humanoid creatures that are statistically predisposed toward a social encounter role; a type of encounter I personally find really enjoyable for immersing new players into the game(s). This offers many different potential options for use.


Hook 1 (Reece) - Tiny Tithe

 
The tiny farming village of Brish hosts a lavender festival in the heart of summer to celebrate the longest day of the year. The players may find themselves starting their adventure here or they might stop by on the way to another location during the holiday. While enjoying the merriment and chaos of the occasion (in addition to partaking in the local refreshments), the local Lord Gittonham has taken it upon himself to collect his "Noble Tithe" while everyone is in one place. A local cat (the Faerie Dragon in disguise!) pipes up to ask the players for their help in putting a stop to the scheme.

Hook 2 (TJ) - A Blissful Rest


Blissful Rest is a bar of sorts on the outskirts of Riddlesborough, widely renown as the most calm "bar" in the area. Guards don't bother patrolling that far, as a bar fight has never broken out. Rumor has it that it's actually impossible to fight within its bounds; the very air itself seems to ooze euphoria. Those who select the all-day care package available also receive a guarantee of the best night's sleep they've ever had. Any questions about the nature of possible enchantment or exactly what goes on in the Blissful Rest gets a knowing, almost draconic, smile from its owner, The Matron.

Hook 3 (Nemanja) - Unlikely Assistant

A group of mercenaries looking for a runaway princess (and heiress apparent to the Golden Kingdom) stumbles upon an unlikely witness - a Faerie Dragon prankster who obsessively collects psychic impressions of his "victims". The mischievous miscreant conveniently claims to have pranked the princess a full two weeks after she was last seen.

Obtaining the information from him, quite naturally as he often notes, involves completing a series of increasingly bizarre and ludicrous tasks.

Hook 4 (Max) - The Emperor

 
According to the locals, you'd do wise to avoid the nearby Emperor's Grove- lest you want to pay him his due.

Setting out into the area, a few things become immediately distinct:

  • A myriad of small altars laid with offerings of all kinds (though mostly gold is present)
  • Trinkets and baubles seemingly left and forgotten
  • Torches set in a circle around a stone pedestal.


Stepping into the circle, you hear a thundering, omnipresent voice that exclaims:

"Who dares enter my domain? Pay your tithe to the grand emperor!"

Should anyone listen to the command and place a gift for the emperor on one of the many altars, the "emperor" speaks again:

"The emperor accepts your offering! Go now in peace."

The visitor finds themselves drowsy thereafter, seemingly content with the emperor's approval.