TEXT: Words: Perry Fehr
  numbers: Mark Gedak
  Pictures: Heather Crook
  logo: Rick Hershey
  Publisher: Purple Duck Games
  environment: Temperate plains, near forest
  encounter level: 1 (400 XP)
  area: An agricultural district, between the forest wil-
  derness and the more heavily populated areas.  Th e PCs 
  will likely start in a farming village not far from the 
  forest’s edge.
  Situation: Th e town doomcryer has been very active, 
  regularly preaching about a vision of “Th e Horned 
  Ones, leading the horde of scaly wings... to feed... 
  and feed... and feed!  Beware!  Your lives are forfeit if 
  the Flying Horde comes!”  Th e clergy and populace 
  regularly laugh at his predictions, but this time, the 
  local cleric (3rd, LG) cast zone of truth upon the ‘crazy’ 
  man, and fi nds he is telling the truth.  Some argue that 
  he is mad, he could believe a lie himself, or telling a 
  variation of the truth... Th e people want action.  Th e 
  doomcryer insists the ‘Horned Ones’ and the ‘Scaled, 
  Flying Horde’ come from the direction of the forest, a 
  day’s journey.  If the PCs leave immediately, they will 
  meet the ‘Horde’... a school of fl ying koi, 91 of them, 
   aS liKely aS a GOat herdinG FiSh
  to be exact, and their ‘fi sh-herders’, a herd of goatmen, 
  three mated pairs; their spokesman is named Chever.  
  Th ey are taking the school to the nearest city, to mar-
  ket, where they hope to fetch a tidy sum for the beasts, 
  as food, pets, and breeding stock; they hope to fetch 
  2 gold a head, no less than 15 sp.  Th ey keep the fi sh 
  in line with fi sh-whistles (see below) and lead them to 
  food and safety.  Th ey hope to pass by the town, and 
  wish no harm... Th e problem is, should the PCs fi gure 
  it out, that the fl ying koi feed on visible seed and fruit 
  
  vegetation, and harvest time is very near in the village.  
  Passing by with a school of hungry fish will devastate 
  the crops.  If this is realized and pointed out, Chever 
  will shrug, no problem of his.  The fish are no worse 
  than other animals, surely? If combat ensues, the goat-
  men are skilled and determined; one of the herd will 
  play the koi to attack to defend; 4 will attack each M 
  sized character, 2 each S sized.  Hopefully, it will not 
  come to that...
  Complications: (Optional)
  •	
  To accommodate a higher level party, levels could 
  be added to the goatmen of such classes as ranger, 
  rogue, or cleric.
  •	
  The koi could be of the advanced kind, worth 
  considerably more at market, and slightly more 
  dangerous in combat.  Note that flying koi will 
  not attack unless driven.
  •	
  The goatmen could employ golden eagles (under 
  Familiar) as ‘fish-dogs’ and as aerial protectors 
  against predators and aggressors.
  Reward: The gear and treasure of the goatmen could 
  be claimed, if it came to that.  Their relatives would 
  certainly attempt to find out what became of their 
  kinsmen, if they were so killed.  The ‘fish-whistles’ that 
  each uses adds +4 to Handle Animal checks when used 
  on aquatic animals and fish, up to 1 hour per day, and 
  add +2 to Survival checks when fishing.  If the situ-
  ation is handled peacefully, the party will be taught 
  a phrase in Capra that will give a +4 to Diplomacy 
  checks with other goatmen.  The village spared of a 
  lost harvest will throw a feast in the party’s honor, and 
  supply week’s wine and food when they decide to travel 
  onwards.
  On POrPhyra
  This encounter would fit well along the western shore 
  of the Middle Kingdom on the Bay of Sphinxes. Ide-
  ally, it would be set within the nation of Pium, and 
  north of Port Kamar. The lands of the Middle King-
  doms is home to both humans and the psionic catfolk 
  known as qi’tar. Middle Kingdomers are noted for their 
  suspicion of outside races, and the church of Gerana 
  (Lady Arbitress) holds absolute power within the bor-
  ders of Pium.
  SamPle StatiSticS
  Below is a selection of statistics that could be used to 
  run this encounter.
  Quiet Small FaRming Village
  LN village
  Corruption -1; Crime -2; economy +0; law +1; lore 
  -1; Society -1
  Qualities abundant, insular
  Danger 0
  DEMOGRAPHICS
  government autocracy
  Population 155 (145 human, 8 qi’tar, 2 half-elves)
  notable nPCs
     Doomsayer, Augustus Wrent (male human adept 1)
     Mayor, Katerina Peirla (female human expert 4)
     Local Cleric, Laresia Ventus (female human cleric 3)
  MARKETPLACE
  Base Value 500 gp; Purchase limit 2,500 gp; Spell-
  casting 3rd
  mnr items 2d4; mdm items 1d4; mjr items —
     Minor Items—blue book (Port Kamar), meridian belt, 
  mwk half-plate, troll slayer’s kit
     Medium Items—aquatic cummerbund, mwk thieves 
  tools, scroll of snare
  Settlement Quality: abundant
  The settlement has access to extraordinary natural 
  resources: rich farmland, a deep lake, excellent hunting 
  grounds nearby or even a convenient source of magical 
  sustenance. The local food surplus makes the settle-
  ment a major exporting hub, and increases the standard 
  of living for its inhabitants.
     increase Economy +1. Reduce the purchase price of 
  most forms of locally-grown food and livestock by 25% 
  or more.
  DOOmSayeR, auguStuS WRent
  (CR 1/3; XP 135)
  LE Male human adept of Rolterra 1
  init +1; Senses Perception +2
  DEFENSE
  aC 9, touch 9, flat-footed 9
  (-1 Dex)
  hp 3 (1d6)
  Fort +0, Ref -1, Will +2; +5 to stabilize
  OFFENSE
  Speed 30 ft.
  
  melee scythe -1 (2d4-1/x4)
  adept Spells Prepared (CL 1st; concentration +2)
     1st–detect chaos
     0th—detect magic, read magic 
  STATISTICS
  Str 8, Dex 9, Con 10, int 11, Wis 15, Cha 12
  Base atk +0; CmB -1; CmD 8
  Feats Lightning Reflexes, Passing Interest**
  Skills Knowledge (geography) +4, Knowledge (local) 
  +4, Knowledge (religion) +4, Profession (doomcryer) 
  +6, Spellcraft +4
  SQ heart of the wilderness*
  languages Common
  gear healer’s kit, mwk fortune-telling deck, poison pill 
  ring (oil of taggit), scythe, wooden unholy symbol, 32 
  gp
  Augustus Wrent has lived in the village his whole life. 
  His recent conversion to Rolterra’s faith has darkened 
  his mood and he now sees disaster, chaos, and righ-
  teous rebellion around every corner.
  * Within the Porphyra setting, humans gain a “heart 
  of…” racial characteristics as a bonus feature.
  ** Passing interest appears in Player’s Options: Humans 
  (part of the Paths of Power II subscription).
  lOCal CleRiC, laReSia VentuS 
  (CR 2; XP 600)
  Female human cleric of Gerana 3
  LG Medium humanoid (human)
  init +1; Senses Perception +2
  aura lawful, good (moderate)
  DEFENSE
  aC 15, touch 11, flat-footed 14
  (+2 armor, +1 Dex, +2 shield)
  hp 20 (3d8+3)
  Fort +4, Ref +2, Will +5
  OFFENSE
  Speed 30 ft.
  melee mwk quarterstaff +2 (1d6-1)
  Ranged pilum +3 (1d8-1)
  Special attacks channel positive energy 6/day (DC 14, 
  2d6), honor bound (5/day), inspiring command
  Cleric Spell’s Prepared (CL 3rd; concentration +5)
     2nd—aid, resist temptation, zone of truthD (DC 14)
     1st—blessD, calling the flock home, command (DC 13), 
  detect evil
     0th(at-will)—alleviate, detect poison, guidance, sea 
  spray (DC 12)
  D domain spell; Domains Honor, Leadership
  STATISTICS
  Str 8, Dex 12, Con 13, int 14, Wis 15, Cha 12
  Base atk +2; CmB +1; CmD 12
  Feats Bludgeoner, Extra Channel, Skill Focus (Diplo-
  macy)
  Skills Craft (alchemy) +8, Diplomacy +10, Knowledge 
  (religion) +8, Spellcraft +8, Swim +5; Racial modifiers 
  +2 Profession (sailor), +2 Swim, both are class skills; 
  aCP -2
  SQ heart of the sea*
  languages Aklo, Catfolk, Common
  Combat gear 2 vials of antitoxin, 2 vials of antiplague, 
  2 vials of holy water, scroll of summon monster II, scroll 
  of resist energy; gear air bladder, healer’s kit, holy text 
  (the Divine Record), living steel heavy shield, leather 
  armor, quarterstaff, 2 pilums, silver holy symbol of the 
  Arbitress, 225 gp 
  Laresia Ventus, of a moderately wealthy family in Port 
  Kamar, Pium.
  * Within the Porphyra setting, humans gain a “heart 
  of…” racial characteristics as a bonus feature.
  Flying KOi (91)
  (CR ¼; XP 100)
  N Small animal
  init +1; Senses low-light vision; Perception +6
  DEFENSE
  aC 13, touch 12, flat-footed 11
  (+1 Dex, +1 natural, +1 size)
  hp 9 (2d8)
  Fort +3, Ref +4, Will +1
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  melee bite -4 (1d3-1)
  STATISTICS
  Str 9, Dex 13, Con 11, int 2, Wis 12, Cha 4
  Base atk +1; CmB -1; CmD 10 (can’t be tripped)
  Feats Alertness
  Skills Fly +10, Perception +6, Sense Motive +3
  SQ herbivore
  
  goatmen (Caprian) Characters
  Caprian characters are defined by class levels and the 
  following racial characteristics:
  •	
  +2 Dexterity, +2 Constitution, -4 Charisma: 
  Caprian are hardy and nimble, but their appear-
  ance is off-putting to other races.
  •	
  Humanoid: Caprian are humanoids with the 
  caprian subtype.
  •	
  normal Speed: Caprian have a base speed of 30 ft.
  •	
  low-light Vision: Caprian can see twice as far as 
  humans in conditions of dim light.
  •	
  Healthy: Caprian are very resistant to disease and 
  poison. They gain a +4 bonus on Fortitude saves 
  against poison and diseases, including magical 
  diseases.
  •	
  Herders: Caprian recognize the strength of moving 
  within numbers and can command large groups of 
  animals with ease. They receive a +2 racial bonus to 
  all Handle Animal checks.
  •	
  nimble moves: Caprian receive the Nimble Moves 
  as a bonus feat at first level.
  •	
  Sure-Footed: Caprian are exceptionally sure-footed 
  and receive a +2 racial bonus to all Acrobatics and 
  Climb skill checks. 
  •	
  languages: Caprian begin play speaking Capra 
  and Common. Caprian with high Intelligence 
  scores can choose from among the following bonus 
  languages: Giant, Goblin, Old Porphyran, Orc, 
  and Sylvan.
  gOatmen HeRDeRS (6)
  (CR 1/3; XP 135)
  CN Female/Male caprian commoner 1
  init +0; Senses low-light vision; Perception +3
  DEFENSE
  aC 11, touch 10, flat-footed 11
  (+1 armor)
  hp 5 (1d6+2)
  Fort +2, Ref +0, Will -1; +4 vs. disease, poison
  OFFENSE
  Speed 30 ft.
  melee club +0 (1d6)
  Ranged sling +0 (1d4)
  STATISTICS
  Str 10, Dex 11, Con 14, int 11, Wis 8, Cha 9
  Base atk +0; CmB +0; CmD 10
  Feats Nimble Moves, Skill Focus (Handle Animal)
  Skills Acrobatics +2, Climb +2, Handle Animal +8, 
  Perception +3, Profession (shepherd) +3; Racial modi-
  fiers +2 Acrobatics, +2 Climb, +2 Handle Animals
  language Capra, Common, Giant, Sylvan
  Combat gear 1 vial of impact foam, 2 potions of cul-
  tural adaptation, potion of cure light wounds; gear belt 
  pouch (15 gp, 3 porphyrite crystals), club, fish whistles, 
  gear maintenance kit, marked cards, padded armor, 
  ranger kit, sling, 20 sling bullets, traveller’s dictionary 
  (catfolk)
  SPellS
  Below is a collection of spells from other sources that 
  appear in the sample statistics. 
  alleViate
  School conjuration (healing); level cleric 0, druid 0, 
  hedge witch 0
  Casting time 1 standard action
  Components V, S, DF
  Range touch
  target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resis-
  tance yes (harmless)
  Alleviate ends a sickened condition for the creature 
  touched. The target cannot be affected again by the 
  same thing that initially sickened them for 24 hours.
  Calling tHe FlOCK HOme
  School evocation [light]; level cleric 1, druid 1, in-
  quisitor 1, ranger 1, paladin 1
  Casting time 1 standard action
  Components V, DF
  Range personal
  effect one beam of light
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  A beam of bright white light shoots 100 feet into the 
  air, directly above you, serving as a signal to your allies 
  to come to you and as a marker of your location. Only 
  those creatures you deem as allies can see the light. If 
  you move, the beam will move with you, so you can 
  also use it to guide your companions to safety.
  
  CultuRal aDaPtatiOn
  School divination; level bard 1, cleric 1, sorcerer/wiz-
  ard 1
  Casting Time 1 standard action
  Components V, S, M/DF (a document written in the 
  language of the culture to be emulated)
  Range personal
  target you
  Duration 10 minutes per level
  When casting this spell, you must concentrate on the 
  culture to which you wish to adapt. If you speak the 
  native language of the culture in question, then for the 
  duration of this spell, you speak the language with a 
  native accent. The spell does not teach you the lan-
  guage in question, but may be combined with tongues 
  or a similar spell. Your body language and gestures 
  mark you as a native of the culture, and you uncon-
  sciously make small decisions that help you blend in. 
  These combined new traits give you a +2 on Diplo-
  macy checks made to influence members of the culture 
  to which you have adapted. You also gain a +2 circum-
  stance bonus on Disguise checks made to pass yourself 
  off as a member of the culture. Additionally, the DCs 
  of enchantment (charm) spells you cast against natives 
  of the culture to which you are attuned increase by +1.
  ReSiSt temPtatiOn
  School abjuration; level cleric 2, hedge witch 2, in-
  quisitor 1, paladin 2
  Casting time 1 swift action
  Components V, S, DF
  Range personal
  target you
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  Your resolve hardens, giving you a +4 bonus on Will 
  saves against charms, enchantments, or spell-like ef-
  fects that are attitude-affecting (such as charm person, 
  bardic song, or a harpy’s captivating song), as well as 
  against Diplomacy checks that serve to change one’s 
  attitude.
  Sea SPRay
  School conjuration (creation) [water]; level cleric 0, 
  druid 0
  Casting time 1 standard action
  Components V, S, M (a drop of water)
  Range close (25 ft. + 5 ft./2 levels)
  target one creature
  Duration 1 round
  Saving Throw Fortitude negates; Spell Resistance yes
  A salty mist flies directly into the target’s eyes. They 
  must make a Fortitude save or be blinded by the sting-
  ing salt for 1 round
  Purple Duck note: All the text in this product is con-
  sidered open game content.
  GOinG FOrward
  It is extremely important that you let us know what 
  you think of the Tome of Monsters Encounters series. 
  Currently, entries in this line are created when Perry 
  and I want to avoid working on other projects for a 
  bit. This issue of the Tome of Monsters Encounters 
  (TOME for short) is free, but we would like to con-
  tinue this series and bring it to market as a paid prod-
  uct. Please drop me an email (gedakm+tome@gmail.
  com) and let us know what you think. If you have time 
  consider reviewing this product at shop.d20pfsrd.com, 
  rpgnow.com, or Paizo.com.
  That is all for now, thank you for your time.
  - Mark Gedak, Purple Duck Games
  OGl Statement
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