TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic 
  Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Adobe InDesign
  Special Thanks: 
  Kickstarter Backers
  Thank you for believing in me, when 
  all I had to prove myself was an idea, a 
  blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or 
  store on your hard drive—is a direct 
  result of your faith, and support.  I 
  can’t thank you enough.
  Hardened Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the 
  credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  • Thalji
  • Amadan
  • Bulldozers
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  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  Hardened Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  • Eggyz
  • V. Pesola
  Mayor
  • Bernie “Murkatos” McCormick
  Universal Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  Hardened Historians
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  Historians
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  Colophon
  
  3
  Introduction
  Andrew Kei
  • Dwayne Hauser
  • Eagleam - Michael Plamondon
  • Eric - Eric Covill
  • Eric - Eric Bernier
  • Erica Jin - Erica Rapson
  • Eric Gilson
  • fontslinger - Michael Janney
  • Francis Gannon
  • Frank Gillilan
  • Frits Kuijlman
  • FUNgineer - Jonathan Shipman
  • Gaby Brillon
  • Glenn - Glenn Parker
  • Glenn Like
  • Graves - Zachary Grayer
  • Greg Traeger
  • Iain MacDougall
  • Isaac - Isaac Brewster
  • Jack Brown
  • Jacob Heuving
  • James - James Mould
  • Jarrett Martin
  • Jean-Nagual Taillefer
  • Jeffrey Osthoff
  • Jeremy Burger
  • Jhewett - Jason Hewett
  • Jim Dortch
  • J. Morris - Jacky Morris
  • Joel - Joel Grote
  • Joel McKinnon
  • John - John O’Connor
  • John Bowlin
  • John Gajdos
  • Jonathan Dean
  • Jon Giam - Jon M Giam
  • Jordan - Jordan Meader
  • Jordi Rabionet Hernandez
  • Jose Humberto Castorena Hernandez
  • J. Stewart - Joshua Stewart
  • Justin Martis
  • Kellgoth - Josh Gammell
  • Kenny Beecher
  • Kent Taylor
  • Kyle Ripley
  • LA - Leonard Glenroy Lie
  • Lee Perry
  • Lee Smith
  • Lynn Reed
  • Luke Winter
  • Lucas Horton
  • Love Smedfors
  • Martin Heim
  • Matthew J Weidman
  • Maatthew Speight
  • Michael Ackerman
  • Michael E- Michael Ehmer
  • Michael Waters
  • Michael Wood
  • Mike Douglas
  • Mike Wisnefsky
  • Mollath - Joseph Mollath
  • Morrison - Morrison Chandler 
  Liberman
  • Nathan - Nathan Hoy
  • Nathan - Nathan Best
  • Nathan Gross
  • Neil - Neil Coles
  • Nicholas Harvey
  • Nicholas Howie
  • Nick Esposito
  • Nick Fin - Nick Finocchiaro
  • nightwarden - Sean Babinsack
  • P Aguilera - Patricio Aguilera
  • Patrick Healey
  • Paul - Paul Mader Schramm
  • Paul Dawkins
  • Paul Scadden
  • pebtam - Kenneth Chu
  • Per Hansen the Prickly Pear
  • Phillip Nowicki
  • Phil Stepp
  • Quinn Parrott
  • Raf Bressel - Raphael Bressel
  • Rebecca Liu
  • Redfuji6 - Scott Kehl
  • Reto M. Kiefer
  • Rick Lindhorst
  • Robert Mullins
  • Robert O’Rourke
  • Robert Papp
  • Robert Seater
  • Rob James
  • Rolando - Rolando Fernandez
  • Ron Richmond
  • Ruben Flores
  • ryan - Ryan Zimmerman
  • Ryan - Ryan McCrary
  • Ryan Brauer
  • Ryan Scott - Ryan David Scott
  • Ryan von Rosenberg
  • Sage Hammons
  • seraphim_72 - Charles Town
  • Shamus - Shamus Nicholson
  • Shane Devine
  • Soluna - Michael S Walker
  • steffanie piche
  • Steffen Sorensen
  • Stephen - Stephen Peters
  • Steven Lord
  • Surtyr - Mike Bohlin
  • Tevio - Michael Schwerin
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  Passersby
  • J. Philip Ezrickson
  • Elton Robb
  Beastmasters
  • Aaron Askam
  • Aaron Dubreuil
  • Adam Guy Hygema
  • Adrian Playle
  • Alan Kain
  • Alex Beckham
  • Alex Norris
  • Andrew Strobl
  • Anthony Holloway
  • Barry Webster
  • Benjamin Billings
  • Benjamin Widmer
  • Billy - Dr William J Kennedy
  • Bishop618 - Michael LeVeque
  • Brandon Lundy
  • Brian Kaplinski
  • Brian Perlis
  • Brian Wilcox
  • Caleb Coppola
  • Calvin Dalais
  • CaptainNorway - Jim O’Sullivan
  • Casey Allen
  • Chris Carley
  • Chris Thelland
  • Christopher - Christopher Blum
  • Christopher Stoll
  • Connor - Connor O’Connell
  • Cori J. Handsaker
  • Cryolite - Mark Smit
  • Damion Meany
  • Dana Boychuk
  • Daniel Melssen
  • Daniel Smoak
  • Darklord - Mariusz Ciolkowski
  • David - David Chayet
  • David Lee Meese
  • davrion - David DeRocha
  • Denise MacPherson
  • Derek David Bruton
  • Donevan Gillespie
  • Douglas - Douglas Dickson
  • DragonsOfEverlastingDarkness - 
  
  4
  Introduction
  • Thomas - Thomas Weber
  • thompgc - Guy Thompson
  • Thorrmak - William Gillaspie
  • Tida - Reid Nishimura
  • Tim Baker
  • Timlorde - Timothy Millett
  • Timothy Jordan - Tim Jordan
  • Timothy N Turba
  • Thomas B. C. - Thomas Burgos
  • Topher Bostick - Christopher Bostick
  • TheDungeonTomb 
  • Travis Gudmunsen
  • Valentin Casonguay-Harvey
  • Viktor Davis
  • Vince Mulhollon
  • Vincent B Oettle
  • Wade Cottell
  • William Payne
  • Zachary Rademan
  • Zach Miller - Acumen Solutions
  • Zhaffar - Zakaria Haffar
  • Juergen barters
  • Brian A Johnson
  • Alan Peden
  • prwarrior04 - Benton Minges
  • Mark A - Mark M Asteris
  • Eric Sward - eric f sward
  • Daniel harris
  • Conclavidor - Kenneth Kurtz
  • Randy Smith
  • Sarah Marie Harrell
  • Josh Brubaker-Salcedo - Joshua 
  Brubaker
  • Iluvatar - Bastian Djuretic
  • Rostow - Christopher Hill
  • David Marion
  • David Franklin Queen
  Zoo Patrons
  • Aaron Harper
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Callum Goulden
  • Daekai - Jared Wuest
  • Dane Patterson
  • David Egan
  • Debra Lieven
  • Erik Saltwell
  • Evan Myers
  • Francine Robert
  • Fred Ramsey
  • Jonathan Cork
  • kayla - kayla van stijn
  • Kenneth Bliss
  • Lars Christian Detlefsen
  • littleladyvader - Jessica Arnold-
  Harris
  • Loic Durand
  • Miguel - Miguel F Santiago Irizarry
  • Patrick Reynolds
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Rudy Thauberger
  • Sam Eaton
  • Scott James
  • Scott Seeber
  • Steve Fortier
  • William Walters
  • xWorkerBeex - Martin Schroeder
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Zookeepers
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Debra Lieven
  • Miguel - Miguel F Santiago Irizarry
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Sam Eaton
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Xenophiles
  • Big_Fork - Austin Forkey
  • Karamu Phoenix - Callum Barnard
  • Thomas ziffer - Thomas O. Ziffer Jr
  Crunchmasters
  • Clint Doyle
  • Zeon - Dolan Ross Scherfel
  • Aaron Sheffield
  • Joel Mattson
  • Stephane Gelgoot
  • Wesley Brian Patke
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Monsters of Aquilae © 2019 J. Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  
  5
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them--well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  6
  Introduction
  Introduction
  Additional Reference
  This document is intended as a sample of the much larger, 
  and comprehensive, Monsters of Aquilae work.  
  As a result, it contains pared-down descriptions of many 
  of the core philosophies and approaches to tabletop RPG 
  playing that Infinium Game Studios products employ.
  If you are looking for additional detail around these 
  topics, please refer to the free PDF offerings available on 
  DriveThruRPG.  
  These will discuss Reward Stars, FlexAI, and other topics in 
  greater detail.
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  
  Quadded Stat Blocks and Default 
  Language
  Any of a creature’s fluff uses language assuming that you 
  are playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Description
  A brief description of the physical appearance of the 
  creature.
  Auras
  Many creatures exude a palbale aura of dread, fear, or other 
  condition or effect.  The description, and game mechanics for 
  the effect, are discussed here, if applicable.
  Encounter Behavior
  Although FlexAI rules grant a great deal of flavor and 
  capability to simulating monster combat behavior, additional 
  details and description are provided here, including any non-
  combat behavior of note.
  Targeting
  Many creatures employ explicit Targeting; that is, they 
  fixate on a single or explicit handful of creatures as their 
  combat adversaries using certain conditions, requirement, or 
  preferences.  If this applies to a creature, it will be discussed 
  here.
  Story Hooks
  This section contains quest snippets or introductory story 
  elements can be used to insert this creature into any existing 
  plot or campaign setting.
  Actions & Special Qualities
  Specific combat and non-combat actions and characteristics 
  are described here.  
  Quadded Stat Blocks
  Note that unless otherwise specified, bonuses and penalties 
  from all sources should be included already in the figures 
  provided.  For example, the Attacks section should reflect 
  ability score modifiers, skill and feat modifiers, special 
  ability / special quality modifiers, and modifiers derived 
  from the enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  
  7
  Introduction
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  section of the quadded stat block.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  Rarity
  The FlexTale Encounter Generator goes into elaborate 
  and fully-scaled detail for every monster, in every terrain 
  context.
  As a result, the Bestiary itself merely lists a quick shorthand 
  as to rarity, using the simple nomenclature of “Common”, 
  “Uncommon”, and “Rare”.
  Occurences
  Each monster lists whether it is encountered on its own, or 
  in a group.  This is useful for monsters that might otherwise 
  seem “squishy”; simply include more than just the one to up 
  the threat level.
  Challenge Rating
  The short version here is that CRs are not slavishly stringent 
  in Aquilae: Bestiary of the Realm.  It would be nearly 
  impossible to create CR-compliant listings for each monster.
  Instead, CRs listed herein reflect the Hit Dice of the creatures 
  and statblocks invovled.  In many cases, this means that the 
  CR listed is likely higher than you might expect, particularly 
  for “squishy” monsters who were “evolved” from lower-CR 
  origins.
  In these scenarios, recall that the FlexTale approach, and 
  the intent behind this Bestiary, is to present appropriate 
  challenges for parties of varying levels, not perfect threats 
  for exact levels.
  Common Creature Features
  Some Special Abilities and Feats are so pervasive, it 
  was neither possible nor feasible to include a complete 
  description each time the feature came up in monster 
  descriptions.
  Below please find a consolidated listing of these abilities.  
  Where applicable, these appear in the monster’s stat block, 
  commonly under the Special Abilities or Feats sections; the 
  complete description is simply not included in the latter text 
  of those monsters.
  Darkvision (Ex) Range 60 ft.; Darkvision is the 
  extraordinary ability to see with no light source at all, out 
  to a range specified for the creature. Darkvision is black 
  and white only (colors cannot be discerned). It does not 
  allow characters to see anything that they could not see 
  otherwise-invisible objects are still invisible, and illusions 
  are still visible as what they seem to be. Likewise, darkvision 
  subjects a creature to gaze attacks normally. The presence of 
  light does not spoil darkvision.
  Improved Natural Attack (X) Attacks made by one 
  natural weapon leaves vicious wounds. Choose one of the 
  creature’s natural attack forms. The damage for this natural 
  attack increases by one step on the following list, as if the 
  creature’s size had increased by one category. Damage dice 
  increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 
  6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of 
  damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 
  12d8. 
  Dodge Your training and reflexes allow you to react swiftly 
  to avoid an opponent’s attack. You gain a +1 dodge bonus to 
  your AC. A condition that makes you lose your Dex bonus to 
  AC also makes you lose the benefits of this feat.
  Improved Natural Armor This creature’s hide is tougher 
  
  8
  Introduction
  than most. The creature’s natural armor bonus increases by 
  +1. Special: A creature can gain this feat multiple times. Each 
  time the creature takes the feat, its natural armor bonus 
  increases by another point. 
  Weapon Proficiencies You understand how to use your 
  martial weapons in combat. You make attack rolls with all 
  your martial weapons normally (without the non-proficient 
  penalty). 
  Giant Creature Template: This template was used to 
  enhance the abilities and statistics of this creature.  Typically 
  this means Size increase by one category; AC increase 
  natural armor by +3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, -2 Dex.
  Creature Type Traits (Ex) Creatures of many Types have 
  common rules that apply to them, such as whether they eat, 
  drink, require rest, breathe, and so on.
  Outsider: Unlike most living creatures, an outsider does not 
  have a dual nature--its soul and body form one unit. When 
  an outsider is slain, no soul is set loose. Spells that restore 
  souls to their bodies, such as raise dead, reincarnate, and 
  resurrection, don’t work on an outsider. It takes a different 
  magical effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. Outsiders breathe, but do 
  not need to eat or sleep (although they can do so if they 
  wish).
  Immunities: Creatures with an Immunity to a type of 
  damage or effect never suffer damage or the impact of those 
  effects.
  Resistances: Creatures with a Resistance to a type of 
  damage suffer only 50% of the damage inflicted from that 
  source.  If a number is listed next to the Resistance, the 
  creature may ignore that much damage each time damage 
  from that type of source inflicts damage on that creature.
  Vulnerabilities: Creatures with a vulnerability suffer 
  twice as much damage from that source each time they 
  suffer damage from that source.  Other, non-damage-based 
  vulnerabilities (e.g., light blindness) are described in full 
  text.
  Ability Focus (X) One of this creature’s special attacks is 
  particularly difficult to resist. Choose one of the creature’s 
  special attacks. Add +2 to the DC for all saving throws 
  against the special attack on which the creature focuses. 
  Special: A creature can gain this feat multiple times. Its 
  effects do not stack. Each time the creature takes the feat, it 
  applies to a different special attack. 
  Blindsense (Ex) Range 60 ft.; Other creatures have 
  blindsense, a lesser ability that lets the creature notice 
  things it cannot see, but without the precision of blindsight. 
  The creature with blindsense usually does not need to make 
  Spot or Listen checks to notice and locate creatures within 
  range of its blindsense ability, provided that it has line of 
  effect to that creature. Any opponent the creature cannot 
  see has total concealment (50% miss chance) against the 
  creature with blindsense, and the blindsensing creature 
  still has the normal miss chance when attacking foes that 
  have concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is still 
  denied its Dexterity bonus to Armor Class against attacks 
  from creatures it cannot see.
  Iron Will You are more resistant to mental effects. You get a 
  +2 bonus on all Will saving throws. 
  Lightning Reflexes You have faster reflexes than normal. 
  You get a +2 bonus on all Reflex saving throws. 
  Great Fortitude You are resistant to poisons, diseases, and 
  other deadly maladies. You get a +2 bonus on all Fortitude 
  saving throws.
  Weapon Focus (X) You are especially good at using your 
  chosen weapon. You gain a +1 bonus on all attack rolls you 
  make using the selected weapon.
  Can’t Be Tripped (Ex) A creature with this ability cannot be 
  tripped.
  Grab (Ex) If you hit with the indicated attack (usually a claw 
  or bite attack), you deal normal damage and can attempt to 
  start a grapple as a free action without provoking an attack 
  of opportunity. You have the option to conduct the grapple 
  normally, or simply use the part of your body you used in 
  the grab to hold the opponent. If you choose to do the latter, 
  you takes a -20 penalty on your CMB check to make and 
  maintain the grapple, but do not gain the grappled condition 
  itself. A successful hold does not deal any extra damage 
  unless you also have the constrict special attack. If you do 
  not constrict, each successful grapple check you make during 
  successive rounds automatically deals the damage indicated 
  for the attack that established the hold. Otherwise, you 
  deal constriction damage as well. You receive a +4 bonus 
  on combat maneuver checks made to start and maintain a 
  grapple. Unless otherwise noted, grab can only be used on 
  creatures of a size equal to or smaller than you.
  Low-Light Vision (Ex) You can see x2 as far as humans in 
  low illumination. Characters with low-light vision have eyes 
  that are so sensitive to light that they can see twice as far 
  as normal in dim light. Low-Light Vision is color vision. A 
  spellcaster with low-light vision can read a scroll as long as 
  even the tiniest candle flame is next to her as a source of 
  light. Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day.
  
  9
  A
  Illustration 1: Bloodguise Diredamsel
  
  10
  A
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban or Ruins
    Rarity
  Rare
    Role
  Lurker / Solo
    Organization
  Solitary
    Treasure
  None
  Diredamsel (Bloodguise)
  Overview
  Description
  Bloodguise Diredamsels appear as gaunt, hallowed, and pale 
  versions of their former lives.  Their eyes appear dead, and 
  their flesh drained of life; it’s not uncommon for them to be 
  mistaken for vampires or other humanoid undead.
  Vengeful Facade
  Although they are recognizable as female, and as the race 
  they were in life, they exude such a dreadful aura of undeath 
  and hatred that most fear to look directly at them.
    Vengeful Facade (aura, visual): As a result, only those 
  who were closest to a Diredamsel in life have a good 
  chance to recognize her.   
   
  The Diredamsel need not be aware of being observed, 
  or even of the presence of the witnessing party, for her 
  Vengeful Facade aura to apply. 
   
  In game terms, to recognize the specific, living individual 
  who a Diredamsel was in life, each creature who sees the 
  Diredamsel may make a 
    Sense Motive or Perception 
  check (use the more favorable of the two skills) upon 
  first glimpsing her.   The GM should make the attempt in 
  secret, resolving it before the Diredamsel is described to 
  the players. 
   
  Loved ones and immediate or close family members 
  (and others, subject to the GM’s assessment) attempt the 
  check at DC 
    12/ 
    16 / 
    20 / 
    24. 
   
  All others must succeed in a check opposed by the 
  Diredamsel’s Disguise skill. 
   
  Those who succeed in their check recognize the 
  Diredamsel as a haunted, otherworldly version of the 
  person they once knew.  Those who fail see only a 
  vaguely unsettling, potentially undead, woman. 
   
  This check may be attempted once per encounter, at 
  the start of that encounter, not more than once per 
  hour.  Once a creature succeeds in their check, that 
  Diredamsel’s Vengeful Facade aura no longer affects 
  that creature.
  Lore
    Common Lore (no check required): Some wronged 
  women perish with their accounts unsettled, and live on 
  in vengeful undeath.
    Expanded Lore: Diredamsels are a type of undead, 
  spawned from the corpses of murdered or suicided 
  women, who struggled with horrible adversity or 
  betrayal in life.  Although they begin their undeath 
  seeking vengeance for their specific circumstances, 
  their hatred soon grows to encompass all betrayal and 
  mistreatment in general—real or imagined. 
   
  Requires 
    Knowledge (Religion) or Spellcraft (and 
  ability to cast at least one Necromancy spell) check DC 
    
  14 / 
    18 / 
    22 / 
    26.
  Environment
  Bloodguise Diredamsels dwell in any occupied zone: typically 
  they begin in the village they lived in or were murdered at.  
  They may travel on occasion, but this is generally only in 
  pursuit of their targets.
  Diredamsels
  All of the various forms of Diredamsel are restless female 
  spirits, trapped in the material plane in a kind of limbo state 
  similar to that of ghosts, revenants, and other beleaguered 
  undead.  Unsettled scores, unfinished business, and 
  righetous zeal are but some of the driving forces that capture 
  the divine essence of soul for these fallow-hearted and 
  ruthless wisps.
  Diredamsels have one or more Targets of their wrath.  In 
  some cases, a Target can be a singular individual, perhaps 
  someone who did the diredamsel or her loved ones wrong in 
  her mortal life.  This is referred to as an Inception Target: 
  The target is explicitly defined upon the diredamsel’s 
  formation as an undead spectre.
  Other diredamsels will Target more broadly, aiming their 
  
  11
  A
  CR 9
  14
  19
  24
  Align / Size LE Medium 
  (incorporeal)
  LE Medium 
  (incorporeal)
  LE Large 
  (incorporeal)
  LE Large 
  (incorporeal)
  HD / Type Undead 9
  Undead 14
  Undead 19
  Undead 24
  Initiative +7
  +9
  +8
  +11
  anger and retribution at various people that fit certain 
  criteria.  Each Diredamsel will describe how it selects 
  Targets.  These are called “Ongoing Targets”.  Unless 
  otherwise described in a diredamsel’s description, Inception 
  Targets always take priority over Ongoing Targets if the 
  diredamsel has the option of pursuing more than one type of 
  target.
  In game terms, typically, a diredamsel will Target one of the 
  PCs, or an NPC with whom they are familiar, as part of a 
  larger plot or story.  
  Encounter Behavior
  Once they have a Target, diredamsels will seek that target 
  out, and will not rest until their needs are satisfied.
  Combat
  Diredamsels will fight in self-defense, but will seek to escape 
  whenever possible if their assailants do not count their 
  Target among their number.  Diredamsels who lack a current 
  target, but for whom the attackers do not qualify, may stay 
  and fight.
  Targeting
  Bloodguise Diredamsels arise from violent, bloody deaths, 
  often from intimate murders, muggings gone wrong, or 
  innocent casualties of war.  Inception Targets are whomever 
  is responsible for the deaths that gave rise to the Bloodguise 
  Diredamsel.  Ongoing Targets are anyone else who 
  participates in similar sorts of murder or deaths, which in 
  certain types of establishment (e.g., military camps) may be 
  in abundant supply.
  Story Hooks
  The following quest snippets or introductory story elements 
  can be used to insert this creature into any existing plot or 
  campaign setting.
    An NPC Targeted by a diredamsel hires the PCs to help 
  defend them from the diredamsel’s retribution.
    One of the PCs is Targeted by the diredamsel.
    An NPC known to the PCs is Targeted by the Diredamsel.
    A military camp is plagued by killings; a bloodguise 
  diredamsel is suspected.
  Actions & Special Qualities
    Blood Hunter: A Bloodguise Diredamsel seeks its 
  prey by tracking its blood.  Only living creatures with 
  a circulatory system may qualify as Targets for a 
  Bloodguise Diredamsel.  A Bloodguise Diredamsel has a 
  +8 competence bonus on all Scent and Tracking attempts 
  to follow one of its Targets.
    Bloodhunt Strike: A Bloodguise Diredamsel strikes 
  from the shadows in a brutal display of hostility.  This 
  functions as a Rogue’s Sneak Attack ability, and inflicts 
  an additional 3d6 damage to surprised opponents.  In 
  addition, the current Target of a Bloodguise Diredamsel 
  counts as flat-footed in any round in which he did not 
  inflict at least 1 point of damage on the Diredamsel on his 
  prior turn.
    Bloody Strikes: Wounds inflicted by a Bloodguise 
  Diredamsel inflict ongoing Bleed damage of 1d4 points 
  per round until the victim receives magical healing, or 
  has their wounds tended to with a Heal check.
    Hypnotic Accusatory: If a Bloodguise Diredamsel 
  encounters her Target in a one-on-one setting, she will 
  start to chant a ritual litany of her victim’s misdeeds in a 
  sybilant tone.  This has the effect of a charm person spell, 
  with DC 18; the Diredamsel will repeat her Accusatory 
  each round (forcing another save attempt) until either 
  the charm takes hold, the Target flees auditory range, 
  or someone attacks the Diredamsel.  Note that the DC 
  increases if the Diredamsel has wounded the Target in a 
  previous encounter.
    Taint of Vengeance: Any creature who suffers damage 
  from a Bloodguise Diredamsel’s attacks, and survives 
  the encounter, is still infused with a tiny portion of the 
  wraith’s vengeful energies.  The Bloodguise Diredamsel 
  who inflicted the damage gains the following benefits 
  relative to her victims: Scent/Tracking bonus increases to 
  +12; +1 competence bonus to hit; +1 competence bonus 
  to damage; +1 competence bonus to Saves for abilities, 
  spells, and effects suffered from the victim; +2 DC for 
  abilities of the Diredamsel against the victim.  These 
  benefits last as long as the victim and the Bloodguise 
  Diredamsel are both alive, and are not removed by 
  magical healing, remove curse, restoration, or similar 
  healing magicks.
  
  12
  A
  Senses Perception +18 
  Darkvision 60’
  Perception +25 
  Darkvision 60’
  Perception +30 
  Darkvision 60’
  Perception +35 
  Darkvision 60’
    Defense
  AC 22
  touch 22; ff 18 
  +3 Dex;  
  +1 Dodge; 
  +8 Deflection
  28
  touch 26; ff 22 
  +5 Dex;  
  +2 Natural; 
  +1 Dodge; 
  +10 Deflection
  28
  touch 24; ff 23 
  -1 Size; +4 Dex;  
  +4 Natural; 
  +1 Dodge; 
  +10 Deflection
  31
  touch 27; ff 23 
  -1 Size; +7 Dex;  
  +4 Natural; 
  +1 Dodge; 
  +10 Deflection
  hp 109 (9d8)+72
  205 (14d8)+140 278 (19d8)+190 350 (24d8)+240
  Saves Fort 
  +11
  Ref 
  +8
  Will 
  +12
  Fort 
  +14
  Ref 
  +11
  Will 
  +17
  Fort 
  +16
  Ref 
  +12
  Will 
  +19
  Fort 
  +18
  Ref 
  +17
  Will 
  +22
  Def Abilities
  Incorporeal, Weaknesses Vulnerability to Fire;
  Immunities Ability Drain, Cold, Death Effects, Death from Massive Damage, Disease, Energy 
  Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, Sleep, 
  Stunning
    Offense
  Movement Fly 30’ (Perfect)
  Attacks Melee claw +9/+9 
  (1d4) or 
  Melee touches +9/+9 
  (4d6) 
  Melee claw +15/+15 
  (1d6) or 
  Melee touches 
  +15/+15 (4d8)
  Melee claw +17/+17 
  (1d8) or 
  Melee touches 
  +17/+17 (8d6)
  Melee claw +24/+24 
  (1d8) or 
  Melee touches 
  +24/+24 (8d6) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks
  Blood Hunter (+8), 
  Bloodhunt Strike 2d6, 
  Bloody Strikes 1d4, 
  Hypnotic Accusatory 
  (DC 18), Taint of 
  Vengeance (+12, +1 to 
  hit, +1 Saves, +2 DC)
  Blood Hunter (+10), 
  Bloodhunt Strike 3d6, 
  Bloody Strikes 1d6, 
  Hypnotic Accusatory 
  (DC 22), Taint of 
  Vengeance (+14, +2 to 
  hit, +2 Saves, +3 DC)
  Blood Hunter (+12), 
  Bloodhunt Strike 5d6, 
  Bloody Strikes 2d4, 
  Hypnotic Accusatory 
  (DC 26), Taint of 
  Vengeance (+16, +3 to 
  hit, +3 Saves, +4 DC)
  Blood Hunter (+14), 
  Bloodhunt Strike 7d6, 
  Bloody Strikes 2d6, 
  Hypnotic Accusatory 
  (DC 30), Taint of 
  Vengeance (+20, +5 to 
  hit, +5 Saves, +6 DC)
    Statistics
  Ability Scores Str 
  *
  Dex 16
  Con *
  Int 
  16
  Wis 22
  Cha 26
  Str 
  *
  Dex 20
  Con *
  Int 
  20
  Wis 26
  Cha 30
  Str 
  *
  Dex 18
  Con *
  Int 
  20
  Wis 26
  Cha 30
  Str 
  *
  Dex 24
  Con *
  Int 
  20
  Wis 26
  Cha 30
  Core Attack Base Atk +6
  CMB +9
  CMD 28
  Base Atk +10
  CMB +15
  CMD 36
  Base Atk +14
  CMB +19
  CMD 40
  Base Atk +18
  CMB +26
  CMD 47
  
  13
  A
    
    Special Qualities & Abilities
  Incorporeal (Ex) You have no physical body. You can be harmed only by 
  other incorporeal creatures, magic weapons or creatures that strike as magic 
  weapons, and spells, spell-like abilities, or supernatural abilities. You have no 
  physical body. You can be harmed only by other incorporeal creatures, magic 
  weapons or creatures that strike as magic weapons, and spells, spell-like 
  abilities, or supernatural abilities. You are immune to all nonmagical attack 
  forms. Even when hit by spells or magic weapons, you take only half damage 
  from a corporeal source except for channel energy. Although it is not a magical 
  attack, holy water can affect incorporeal undead. Corporeal spells and effects 
  that do not cause damage only have a 50% chance of affecting you. Force 
  spells and effects, such as from a magic missile, affect you normally. 
    
    Feats
  Bleeding Critical Your critical hits cause opponents to bleed 
  profusely. Whenever you score a critical hit with a slashing 
  or piercing weapon, your opponent takes 2d6 points of bleed 
  damage (see Appendix 2) each round on his turn, in addition 
  to the damage dealt by the critical hit. Bleed damage can be 
  stopped by a DC 15 Heal skill check or through any magical 
  healing. The effects of this feat stack.
  Combat Reflexes You can make additional attacks of 
  opportunity. You may make 7 additional attacks of 
  opportunity per round. With this feat, you may also make 
  attacks of opportunity while flat-footed.
  Crippling Critical You are able to maim a target and hinder 
  its movement. Whenever you score a critical hit against 
  an opponent, its speed is halved for 1 minute. A successful 
  Fortitude save reduces this duration to 1d4 rounds. The DC 
  of this save is equal to 10 + your base attack bonus. Against 
  creatures with multiple types of movement, you must choose 
  which movement type to affect. A flying creature hit by this 
  attack must make a DC 10 Fly check to remain airborne, and 
  has its maneuverability reduced by one step.
  Critical Focus You are trained in the arts of causing pain. 
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits.
  Devastating Strike Pitting all of your strength and resolve 
  against your enemy, you deliver a strike that is impossible to 
  ignore. Whenever you use Vital Strike, Improved Vital Strike, 
  or Greater Vital Strike, you gain a +2 bonus on each extra 
  weapon damage dice roll those feats grant (+6 maximum). 
  This bonus damage is multiplied on a critical hit.
  Flaying Critical Your critical hits weaken your opponents’ 
  defenses. Whenever you score a critical hit, your opponent 
  takes a -1 penalty to its natural armor bonus for the duration 
  of the encounter. This penalty is cumulative, but cannot 
  reduce an opponent’s natural armor bonus below 0.
  Improved Vital Strike You can make a single attack that 
  deals a large amount of damage. When you use the attack 
  action, you can make one attack at your highest base attack 
  bonus that deals additional damage. Roll the weapon’s 
  damage dice for the attack three times and add the results 
  together before adding bonuses from Strength, weapon 
  abilities (such as flaming), precision-based damage, and 
  other damage bonuses. These extra damage dice are not 
  multiplied on a critical hit, but are added to the total.
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total.
  Wind Stance Your erratic movements make it difficult for 
  enemies to pinpoint your location. If you move more than 5 
  feet this turn, you gain 20% concealment for 1 round against 
  ranged attacks.
  Feats
  Combat Reflexes, Dodge, 
  Improved Initiative, 
  Lightning Reflexes, Wind 
  Stance
  Combat Reflexes, Critical 
  Focus, Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Claw, 
  Touches), Lightning 
  Reflexes, Vital Strike, 
  Wind Stance
  Accursed, Combat 
  Reflexes, Critical Focus, 
  Devastating Strike, 
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Claw, 
  Touches), Improved 
  Vital Strike, Lightning 
  Reflexes, Vital Strike, 
  Wind Stance
  Accursed, Bleeding 
  Critical, Combat Reflexes, 
  Crippling Critical, Critical 
  Focus, Devastating Strike, 
  Dodge, Flaying Critical, 
  Improved Initiative, 
  Improved Natural 
  Attack (Claw, Touches), 
  Improved Vital Strike, 
  Lightning Reflexes, Vital 
  Strike, Wind Stance
  Skills
  Acrobatics +3, Appraise 
  +3, Bluff +8, Craft 
  (Untrained) +3, 
  Diplomacy +8, Disguise 
  +20, Escape Artist +3, Fly 
  +23, Heal +6, Intimidate 
  +20, Knowledge (Arcana) 
  +15, Perception +18, 
  Perform (Untrained) +8, 
  Ride +3, Sense Motive 
  +18, Stealth +15, Survival 
  +6
  Acrobatics +5, Appraise 
  +5, Bluff +10, Craft 
  (Untrained) +5, 
  Diplomacy +10, Disguise 
  +27, Escape Artist +5, Fly 
  +30, Heal +8, Intimidate 
  +27, Knowledge (Arcana) 
  +17, Perception +25, 
  Perform (Untrained) +10, 
  Ride +5, Sense Motive 
  +25, Stealth +22, Survival 
  +8
  Acrobatics +4, Appraise 
  +5, Bluff +10, Craft 
  (Untrained) +5, 
  Diplomacy +10, Disguise 
  +32, Escape Artist +4, Fly 
  +32, Heal +8, Intimidate 
  +32, Knowledge (Arcana) 
  +17, Perception +30, 
  Perform (Untrained) 
  +10, Ride +4, Sense 
  Motive +30, Stealth +22, 
  Survival +8
  Acrobatics +7, Appraise 
  +5, Bluff +10, Craft 
  (Untrained) +5, 
  Diplomacy +10, Disguise 
  +37, Escape Artist +7, Fly 
  +40, Heal +8, Intimidate 
  +37, Knowledge (Arcana) 
  +17, Perception +35, 
  Perform (Untrained) +10, 
  Ride +7, Sense Motive 
  +35, Stealth +30, Survival 
  +8
  Languages
  Common
  
  14
  A
  Appendix
  
  15
  A
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar 
  (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Giant Rats that 
  have infested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door 
  (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  
  16
  A
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle 
  (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  Variable Challenge
  One of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this manner: 
  for a specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  One might argue that this Variable Challenge concept is 
  at the very heart of Aquilae: Bestiary of the Realm, and 
  Monsters of Aquilae, why they exist in the first place.
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  
  17
  A
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  
  18
  A
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 1: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  Level, CR, or APL
  Slow
  Avg
  Fast
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.  You may 
  see this referred to as “1L”.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.  You may see this referred to 
  as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.  You may 
  see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  
  19
  A
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  
  20
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Infinium - Monsters of Aquilae, Bloodguise Diredamsel.pdf