On the trail of a villain intent on destroying the world, the heroes will travel from the frontiers to metropolises to the deserts and jungles of Golarion. The campaign will focus on character development, piecing the puzzle together, along with the usual high fantasy themes. Magic is there, not rare, but not abundant.

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    [li]Rawrence's activities were unknown by Zon-Kuthon and the country of Nidal until recently. Once they became aware, Zon-Kuthon worked to help the PCs as much as his church could, to the limit of actually betraying Slumbersun and Rawrence.[/li]

    [li]Slumbersun was founded by Rawrence and his brother, Nathan Caligaro. Nidal financed the facility due the unique drugs and alchemical goods that Slumbersun could provide. Once Rawrence's true agenda became known, Zon-Kuthon withdrew its support and Rawrence then allied himself with the Aspis Consortium.[/li]

    [li]Zon-Kuthon is very well aware of what the PCs are doing with the backing of the church of Sarenrae. In fact, Zon-Kuthon is willing to clandestinely support the PCs and probably, other churches that would usually be at odds with Sarenrae, would be willing to help. Nothing is guaranteed though.[/li]

    [li]Currently neither Rawrence nor Nathan are at Slumbersun. Vagnius does not know where they are (and Zon-Kuthon did not inform him), but he has heard rumors that Nathan is in Taldor helping the chaos growing there to expand. Rawrence is in Vudra and rumored to be working with a consortium of rakashas towards aims unknown.[/li]

    [li]Slumbersun is currently under the control of a psychic named Kar Zaweeb, a strange creature that Professor Kramolag brought out of the Darklands and raised up. Kar Zaweeb is obsessed with his dreams and is working on a way to breach the walls between the Dreamlands and Golarion.[/li]

    [li]Professor Kramolag is a female human that Vagnius has not dealt with much. She is of indeterminate blood (though Kramolag says that she was the head researcher for a Runelord Sorshen back in ancient Thassilon. Kramolag is powerful, both in arcane magic and divine magic, but Vagnius doubts she is actually from Thassilon.[/li]

    [li]Professor Kramolag is a researcher in the study of alien religions. She maintains several satellite facilities associated with her primary lab in Nidal. Slumbersun is one such facility.[/li]

    [li]Kramolag has captured and cultivated both alien species and humanoid cultists dedicated to otherworldly powers like the Outer Gods, dissecting and interviewing them to better understand the faiths beyond the stars.[/li]

    [li]Rawrence was last at Slumbersun two weeks ago. He spent a day or so here, spending much of the time cloistered with Kar Zweeb. When Rawrence left he destroyed his quarters, collapsing the tunnels and chambers. Vagnius doubts he will return to Slumbersun.[/li]

    [li]Rawrence will return to Nidal and report to his superiors (nobles as opposed to the church of Zon-Kuthon (though he is loyal to Zon-Kuthon as well, it is just the nobles that pay his bills). After that he will return to the lands of the Rho and tell the Rho about Slumbersun. He suspects that the Rho will then move to destroy Slumbersun.[/li]
Session: Game Session - Saturday, Nov 24 2018 from 12:00 PM to 8:00 PM
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Spawn of Rovagug
Ulunat Festering Ulunat, the Unholy First ca. -3470 AR; possibly -3923 AR A colossal beetle, around whose shed carapace the Osirian capital of Sothis has grown.
Tarrasque The Armageddon Engine -632 AR The most terrible of the Spawn. Sealed in a hidden cavern beneath Avistan.
Volnagur The End-Singer 909 AR A winged beast seen across Garund, Casmaron, and Arcadia.
Chemnosit Great Doom Chemnosit, the Monarch Worm (Year unknown; after Ulunat) Feared throughout the Darklands. Reportedly defeated multiple times, but always returns.
Kothogaz Unyielding Kothogaz, The Dance of Disharmony (Year unknown) A Spawn in Casmaron that reportedly slew a million Vudrani before being defeated by Khiben-Sald, the first majarajah of Vudra.
Xotani Wrath-Blazing Xotani, the Firebleeder (Year unknown) Slain by the Legion of Wands. Its grave lies in Katapesh.

Ulunat was said to be a hulking, three-eyed monstrosity with four wings, ten limbs tipped with blades, and a black mirrored carapace. Its single great horn was said to absorb arcane energy and reflect it back on the caster in the form of horrific, literally heart-stopping terror. Ulunat ravaged Garund in -3729 AR. It destroyed six legions of the Jistka Imperium. Its activities continued until -3470 AR, when it is said that Azghaad, the man who would eventually found Osirion, killed Ulunat by channeling the full power of Nethys. This is untrue: spawn of Rovagug are unkillable, and Ulunat was merely banished to a pocket realm beneath its physical carcass, where it still sleeps. Many cultists have tried to free Ulunat throughout the years; all such attempts have failed and been erased from Osirion's official history so as not to encourage subsequent ones. However, currently there are at least three cults dedicated to freeing this Spawn. These are: the Chime of Doom, run by a pit-born tiefling names Kurdashir the Everflame; the Grey Slayers, a guild of rogues and miscreants run by Clewadyn, a annis-spawned oracle; and the Black Blade, a mercenary company run by Thrask, a half-orc barbarian/fighter.

The Tarrasque
The Tarrasque is a colossal, hunched, relatively simplistic-looking land vertebrate. Its most notable features are a carapace capable of reflecting magic and a huge jaw with sharp teeth capable of swallowing whole villages. Its horns and tail are also deadly weapons in their own right. It is thought to have been created by Rovagug while in the Pit of Gormuz, the Tarrasque is one of the most powerful and destructive creatures known. Those not touched by the Ravager believe that this creature is the current herald of the god of destruction. It is drawn to human settlements, brutally exterminating the populace and hunting down escaping survivors.

The Tarrasque emerged in Casmaron from the Pit of Gormuz in -632 AR. It took three months to destroy most of the nearby nation of Ninshabur and force the elite to hide in magically-shrouded Tabsagal, where they eventually succumbed to famine, disease and suicide. After exterminating Ninshabur, it turned north and surged north towards Iobara and into the lands that are now controlled by the Rho. It fled that land after an encounter with a shaman armed with nothing more than pink powder.

After that, the Tarrasque turned west and rampaged into Avistan, destroying the city of Oppara in the process. It then crossed the Inner Sea, seeking old foes of Rovagug in Garund and brought about the fall of the flying city of Kho, capital of the Shory Empire, causing it to come crashing down in the Barrier Wall mountains in the Mwangi Expanse. It was eventually stopped, apparently once again crossing the Inner Sea, and imprisoned in a cave somewhere in Avistan; the anniversary of its defeat is celebrated as a national holiday in many nations, including Taldor and Osirion (Lamashan 14).

Volnagur, the End-Singer, is one of the Spawn of Rovagug. It arrived after Ulunat, though the date of its arrival is unknown. Volnagur had wings and has been spotted throughout Garund, Casmaron, and Arcadia. There are further reports of Volnagur in the traditions surrounding Sarusan, an island located in a trackless sea south of Tian Xia's Valashmai peninsula. It is possible that this Spawn may make its home there.

Volnagur's first known appearance in 909 AR was at the site of what is now Holy Xatramba, in the eastern jungle of the Mwangi Expanse, southwest of the city of Kibwe. It was defeated there, apparently with the help of the Serpentfolk. If this were its first appearance, it must be the last of the Spawn. It was been defeated above the Zho Mountains (which run through Qadira) in 1540 AR, and in the valleys surrounding Mount Na-Ken, a peak in the Shining Mountains of Osirion, in 2062 AR.

In 4540 AR, a mining colony in Sargava consisting of 8,000 people went out of communication. A later expedition discovered that all had perished in a chaotic internal melée. The recent consensus is that it was Volnagur's work. Prior to 4711 AR, most assumed that Volnagur was dead. I remain unsure.

Chemnosit, also called Great Doom Chemnosit or the Monarch Worm, is among the four spawn best known on the continent of Avistan. When it arrived is unknown, except that it escaped the Pit of Gormuz after the great beetle Ulunat. After breaking free from its prison, Chemnosit burrowed into the Darklands, where the urdefhan in Orv and certain of the more debased humanoids there worship it. On occasion the drow and duergar of Sekamina have called it up, usually to the ruin of their settlements. Svirfneblin have also witnessed it, but perhaps not (yet) in their own domiciles. The book Way of the End-Name includes a description of the beast, stating that "it rears up like a snake about to strike".

Chemnosit is not known to be deceased.

Kothogaz is not well known in Avistan or Garund, but surviving parts of the acid-scourged Ezida Scrolls provide a most detailed known description of it: a shell like a horned beetle's: veined wings of broken glass; a torso resembling a humanoid with a slug-like abdomen and moist, chitinous armor; four arms, two tipped in pincers; a drooling maw that forms most of its head; and dozens of eyes arrayed above its mouth.

(Ezida is a city state on the southern coast of the Castrovin Sea on the continent of Casmaron, and is ruled by the followers of a religious figure known as the Namzaruum, an ancient hero-god of Casmaron.)

Only bits and pieces of lore is available about Kothogaz:
    [li]Kothogaz was first spotted near old Ezida, then a city of Ninshabur. Hathga-Tah the Ninshaburite also described Kothogaz as "pus of raw and bursted wounds" in his list of the Spawn of Rovagug.[/li]
    [li]A bit from Kothogaz is blamed for the disfigurement and madness of the gold dragon Trilochan in the Nahari Desert.[/li]
    [li]Kothogaz is said to have scattered three pieces of the Champion of the Gilded Host, a powerful construct, when it trampled across Vudra.[/li]
In the mid-4th century AR, Kothogaz came upon Vudra, then disunited, and wrought much destruction in it. The legendary hero Khiben-Said, whom the current maharajah claims as an ancestor, led the defense of this land. In a battle that tales claim cost a million Vudrani lives, the hero-priests cast it into the ocean and boiled the ocean, weakening it to the point where the creature's heart could be extracted.

The heart was then shattered into "101 pieces", and the largest is said to lie beneath Padiskar on Jamleray. The rest were scattered to the four winds.

Wrath-Blazing Xotani, the Firebleeder, haunted northern Garund and its portion of Nar-Voth, the uppermost region of the Darklands. Scholars blame it for the wastes of Katapesh, Nex, and southern Osirion. It did not cross the Inner Sea and appears not to have delved into Sekamina (which lies below Nar-Voth).

Circa 2100 AR, the Legion of Wands-comprised of genie binders from Katapesh, sand mages from Osirion, archmages from Nex, and others from across Garund-formed, and in 2104 AR the Legion trapped Xotani in the Brazen Peaks of Katapesh. After a battle lasting "a day and a night", they defeated it. The Legion of Wands disappeared from all records, apparently disbanding in the defeat of Xotani.

Lesser Spawn
An unnamed creature terrorized the Vudran realm of Ninshabur in -3923 AR. Most scholars believe this to be Ulunat, but records are unclear and undiscerning.

The asymmetrical Slohr, which trampled the Arthfell Forest in 3537 AR

The multi-headed Gray-Stag-Devourer of the Crown of the World and Irrisen

Urtleytlar, the Tempest Queen, a scylla cleric of Rovagug came from deep in the Darklands, perhaps even escaping from Rovagug's cage. The first reference I found of her cites that she swam the Sightless Sea for centuries, raiding drow coastal settlements in Sekamina before emerging into the broken continent of Azlant.

Urtleytlar spent her first millennia on the surface terrorizing the Arcadian eastern coast. After Aroden's death, Urtleytlar felt the ensuing surge of chaos and the call of Rovagug to the east, to the Inner Sea region. She saw the Eye of Abendego as a manifestation of the Rough Beast's destructive power, delights in it, and preaches Rovagug's words of destruction through the ruin she sows.

Urtleytlar has gathered numerous evil aquatic humanoids and sailors, who extend her reach to the Sodden Lands and Shackles. Some say she guides foolish sailors hoping to sail into the storm, providing them temporary safety in exchange for a taste of their souls. A handful of Urtleytlar's boggard slaves offer slaves to her as sacrifices. She makes choice selections among them, leaving the scraps to the boggards. She enjoys their adoration, even though the boggards are not necessary for her plans of conquest. Urtleytlar also counts in her service hundreds of skum in the sunken ruins of Lirgen. They deal with the boggards and humans in the Sodden Lands, provide Urtleytlar with slaves and food, and she strengthens their reach by aiding them in their destructive endeavors.

Urtleytlar uses Megrexti, her charybdis counterpart, as a living weapon, sending it into the middle of fleets and delighting in the ensuing mayhem.

As allies, none of these creatures seem suitable. Though, at least, Urtleytlar will listen to reason even if she can't be bargained with. It would be worthwhile to send an emissary there, though I should expect it to be a one-way trip.

A visit to the isle of Sarusan should also be planned. Especially if the pink powder from the legend of the Tarrasque can be verified and isolated.
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What Pokemon Taught Me About Worldbuilding
In appreciation of a huge part of my childhood and to coincide with Twitch's week-long stream of the Anime, I'm going to talk about the tips and tricks you can use from Pokemon.

I. Episodic Adventuring
Set yourself up for an easier time prepping by using an episodic structure. This will allow you to have generalized ideas of your world as a whole while only focusing on one location per session.
    [li]It stops you from having the "open world" vs. "linear story" discussion because there isn't one with an episodic story.[/li]
    [li]Each episode is linked, but how they are linked can be handwaved as traveling.[/li]
    [li]The direction of travel isn't as important because you are essentially resetting the party's footing with each session.[/li]
    [li]It creates a definite end and beginning to each session. Each session begins with the party coming to a place, or experiencing something new. Each episode ends with them moving on.[/li]

II. Build the map as you go
    [li]You have your starting town and your first adventure, plus you have your list of ideas that sound cool.[/li]
    [li]At the end of each session you can lay out some rumors for the party to choose from.[/li]
    [li]When they pick one, just place that as the next spot on your "map". No fuss, no hassle.[/li]
    [li]After 9 or 10 sessions you'll have a whole region mapped out.[/li]

III. Theme
In the World of Pokemon, there is a core theme. Capture pokemon, battle them to become stronger, become the "very best".
This is a goal and an attainable one.
    [li]What is the core theme of your world? Boiling your world down to an idea this basic can free you up to explore ideas that are not complete in your head.[/li]
    [li.]You don't need to know why the nations are at war if your theme boils down to: go to town, capture base, win the war.[/li]
    [li]Everything else can come from that and you can give your party this information as a pitch. If they're in, they're in. If not, try the next idea.[/li]

IV. Location Theme
Instead of focusing on the minutiae of worldbuilding, when it comes to new locations in Pokemon, each one is based around its own theme.
    [li]In Pokemon, each gym has its specialty, and from that specialty, the town grows. The rock town is rough and stoic. The ghost town is spooky and horrifying.[/li]
    [li]Use those random ideas you have to be the fuel to flesh out the locations of your world.[/li]
    [li]If we continue with the war example, you might have a list that includes: the horrors of war, the downward spiral, losing a friend, letters from home.[/li]
    [li]Each of those will be a location in your world: a fresh battlefield where shell shocked soldiers call for the party's help, a wasteland where the weirdness of war pull at the party's sanity, a makeshift grave site where the party faces their fallen comrades, a base with working water/comforts and a mailbox.[/li]

V. Enemies
The World Theme creates the enemies. In Pokemon, it's other trainers.
In this War World (which I'm starting to grow fond of) it's the opposing army.
    [li]You don't need to know everything about them, just that they are on the opposite side of your Party.[/li]
    [li]They fight against the party because of the Theme.[/li]
    [li]They oppose the party to fulfill the theme.[/li]

VI. Recurring Enemies
Recurring enemies creates fondness, understanding, and something other.
    [li]Just like a player can learn about their character by experiencing various situations and reacting to them, so can we learn about the enemy by experiencing them every session.[/li]
    [li]And not a group of faceless nobodies. But people with faces and names.[/li]
    [li]In Pokemon, it's Jesse and James.[/li]
    [li]In this War World, it might be the seductress who is a double agent, or an opposing sniper who radios in to taunt the party.[/li]
    [li]It's through repeated exposure that relationships and life are brewed.[/li]

VII. Random Encounters
In Pokemon, between each of gym battles, the gang has an encounter. Usually out in the woods, or on the road.
These are just random encounters, and random encounters done right. Each one is impactful and lends itself to the overall theme.
    [li]Each one involves the gaining of a pokemon, the battling of some strange trainer, the accomplishment of some bonding exercise, or the thwarting of the enemy trying to steal your power.[/li]
    [li]In the War World, the random encounters could be POWs, a ruined village with survivors, mortar attacks, ambushes, a strange adventure where you have to dress fancy and mingle at some benefit.[/li]
    [li]Create a list of 10 ideas and use that as your springboard for random encounters.[/li]

VIII. Re-imagining the old
Pokemon is just a homebrew DnD world where the spells are living and wizards capture them to battle and grow stronger.
    [li]You can create a fresh spin for your world just be fluffing something old (spells) as something new (pokemon).[/li]
    [li]What if all monsters were just people, the name in the monster manual was their nickname?[/li]
    [li]What if all the races were actually animals (humans are dogs, elves are cats)?[/li]
    [li]What if dragons are just ideas that you can be infected with?[/li]
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5 more GMing tips
#1: As a Game Master you are going to run across rules that don't make sense, that are unclear or that you just don't agree with. This comes from your own books as well as the player's books. And beyond that players are going to attempt actions that aren't covered by the rules (some game systems are more adapted to "on the spot" rulings, others are not) or they are going to want to stretch the limits of their character abilities. In short you are going to have make on the spot rulings all the time. For many it's a natural reaction to become reserved and play your hand close to your chest and rule against whatever is new or strange or doesn’t immediately make sense. Fight this urge. Allow the characters more latitude than you would a monster. They are heroes/heroines after all. To this end be sure to make rulings in their favor. "I think the rules might mean differently, but I like the way you are playing it! Lets go with that!" If you want to control it a bit more simply say something like "Okay, normally that wouldn’t work, but for whatever reason, the gods are watching, luck is on your side, or the wind is carrying you through and your action succeeds." You are going to rule against the players enough, just make sure you sometimes rule in their favor.

#2: Use screens. Screens give you a great deal of control over the outcome of events, allowing you to alter dice rolls, keep notes, read your monster stats, jot down thoughts or just simply doodle while the players take some action that will have no outcome on the game. As soon as you lay down those screens the mystery is lost and players are part of the adjudicating process. You don't want that. You're the game master and you have to run a game they can play in. Screens give you that freedom of control.

#3: This is going to sound kind of harsh, but don't martyr yourself. I hear all the time how much time and energy GMs put into their games only to have them upset by players. Keep in mind that players put a huge amount of energy into their characters and role playing them, but that's not the half of what they bring to the table. They have to figure out what is going on, answer the riddles, discern motives, judge actions, determine who and when to attack. Players are risking their characters, their equipment, their magic etc. constantly. It can be very frustrating and not a little unnerving. At the end of the day, if they kill my hill giant that I worked on so much, I can make another. I have a world of them. But if their character of 4 years is killed, that’s a whole different level of loss. So in short, don't worry about them wrecking your carefully planned game, you can plan another.

#4: Embrace monsters that are un-adulterated-ly evil. Your villain or monster doesn't need a story rooted in abuse and sadness. It can be just evil, like Freddy Kruger. I remember a game that Davis (my brother) was running in which we encountered two trolls. The trolls were clearly mates and when we killed one the other was noticeably grief stricken. I slew the troll, grief and all, and another player said "how could you do that? It was just grief stricken?" I answered simply "Because it was evil.:" They were born evil, do evil acts and will die evil. This makes killing the creature far more interesting and satisfying and doesn't muddy the water. That doesn't mean you can't find creatures that are ambiguous or driven to evil for some reason or the other, but never forget that in these fantasy worlds evil can be just that...evil.

#5: This seems simple but I like to remind players that their character talking isn’t really an action. I remind them because I think in the rush of encounters, dice rolling, shouting ideas back and forth, trying to unravel things etc etc, players forget that their character talking is not an action. They can swing blades, climb walls, check for traps, track an orc, backstab, shoot an arrow and do any number of actions while they are speaking to others. A shouted command when a knight swings his blade is perfectly reasonable. Spell casters are somewhat of an exception as they may need to use verbal components to cast a spell. But even then a shouted word in role playing takes less than a second. Reminding them this will make any encounter more enjoyable as well as encourage role playing.
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Pointer-left Red_thumb

I am 14 going on 15. I'll..., take advantage..., of you!
After much time spent with these new allies Red feels he has a pretty good understanding of how they operate when things get exciting.

Rurik: Let Me Axe you a Question, You're Dead now? Let me Axe you once more!
Dagi: Punch-Punch-Grab-Slam-Throw-Punch-Punch
Adriana: PEW-PEW-PEW
Kerreth: You Need More Boom-Boom-Boom? I'm all out of those how's this? BOOOOOM!
Angels: YES MASTER! Flutter-Slash-Slash
Which Witch: The Last thing you Expect!

Ok, so maybe Red doesn't understand All of the party just yet. But as he looks around during combat he is starting to pick up patterns. The Dwarf with an Orc complex always seems to be attacking high, trying to remove heads. The Orc with a Dwarf Complex seems to always be attacking low trying to take an opponents feet out from under them.

"I'm starting to think I can use this. If I'm attentive and time my strikes... yeah this just might work! Of course we'll have to work together, and it's ALWAYS best if the target is properly distracted!"

Yes... I think I can become quite the 'Opportunist'!
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