TEXT: Keystone  Episode  0.2  -  Machines 
  An  adventure  for  a  party  of  four  tier  3/5  PCs  compatible  with  the  Pathfinder  Roleplaying 
  Game . 
   
  It  is  said  that  the  dying  words  of  the  First  Ones  was  that  they  will  yet  consume 
  everything.  You,  your  friends  and  family,  the  multiverse.  This  is  simply  how  things 
  are,  you  must  accept  it.  Certainly,  they  could  not  have  meant  the  machines  of  the 
  Protectorate.  Ranging  from  the  man-sized  automata  known  as  Ironforged,  to  a 
  relatively  new  development:  walking  fortresses. 
   
  These  walking  fortresses  are  machines  on  the  scale  of  cities,  and  like  many  things  on 
  Exodus  are  built  to  compete  with  wonders  from  other  worlds.  And,  of  course,  to 
  ensure  they  keep  their  unique  military  dominance  from  their  allies  and  rivals  alike. 
   
  But  this  assumes  these  fortresses  are  working,  and  as  you  know  that  is  not 
  guaranteed.  Otherwise,  they  would  not  have  a  group  like  yours  trained  and  on-hand 
  to  shut  it  down  before  the  titanic  machine  attacks  their  own  people.  Remember  not  to 
  tell  anyone  how  they  expect  you  to  do  it  -  as  much  as  I’d  love  to  know,  I’d  hate  to  see 
  you  wind  up  dead  for  sharing  the  forgers  guild’s  secrets.  But  if  you  do  decide  share 
  their  secrets...  I  promise  I  won’t  tell  anyone. 
  -
  Large-Biter 
   
  The  main  might  of  the  Arman  Protectorate  stems  from  their  technomagical  dominance  over 
  all  Exodus.  Golems  and  firearms  alike  have  become  symbols  of  the  country’s  might  and  the 
  backbone  of  their  military  -  perhaps  to  a  dangerous  extent.  The  secrets  of  their  construction 
  have  been  closely  guarded  for  centuries,  and  the  machinesmiths  who  guide  the  Forger’s 
  Guild  are  almost  as  dangerous  as  the  machines  of  war  they  build. 
   
  As  other  nations  struggle  to  match  the  might  of  the  Protectorate,  the  Forget’s  Guild  pushes 
  ever  further  forward,  crafting  greater  weapons  of  war  with  each  passing  generation.  First 
  were  the  Ironforged;  golems  of  great  strength  and  a  faint  spark  of  intelligence.  Then  came 
  the  goliaths;  warrior-golems  the  size  of  buildings,  with  power  even  greater  than  their  size 
  indicated.  Only  years  ago  the  Kaga,  the  living  god,  guided  the  Forger’s  Guild  to  build  the 
  androids;  construct-men  with  minds  as  keen  as  any  man.  
   
  Now,  the  Forger’s  Guild  has  completed  a  work  unlike  anything  seen  before:  two,  massive 
  machines  called  Walking  Fortresses.  Named  Cityfoot  and  Mountainfang,  these  massive 
  machines  are  meant  to  be  the  first  of  many,  dwarfing  the  cities  around  them,  protecting  key 
  points  throughout  the  Protectorate.  Entire  towns  have  grown  up  around  their  construction, 
  and  have  become  ghost  towns  with  their  completion. 
   
  The  Walking  Fortresses  are  not  quite  self-aware,  but  like  the  much  smaller  Ironforged,  they 
  have  a  limited  consciousness.  They  can  make  basic  decisions  to  act  on  their  own,  but  are 
  
  intended  to  function  under  the  guidance  of  a  team  of  operators.  These  teams  are  rotated 
  through  service,  partly  to  keep  them  fresh  and  partly  to  avoid  one  or  another  being 
  compromised. 
   
  Other  safeguards  were  put  in  place  as  well,  the  people  of  the  Protectorate  unwilling  to  trust 
  blindly  in  the  castle-sized  constructs.  Only  a  series  of  unlikely  catastrophes  could  lead  to  the 
  machine  awakening  on  its  own,  priming  its  weapons,  and  becoming  a  serious  threat  to  the 
  countryside. 
   
  And  as  far  as  the  Forgers  Guild  is  aware,  that  is  exactly  what  happened. 
   
  Mountainfang  has  begun  to  stir  without  direction  or  visible  threat,  and  the  operation  crew 
  have  been  found  dead.  Only  the  final  lines  of  defense  remain;  one  last  chance  to  shut  it 
  down,  and  exactly  one  chance  to  stop  it  before  it  has  reached  full  operation,  under  the 
  guidance  of  whatever  madness  has  commanded  the  machine  to  awaken.  
   
  Adventure  summary  
  As  the  adventure  begins,  the  PCs  are  being  fired  out  of  a  massive  crossbow,  a  tool 
  specifically  designed  to  breach  Mountainfang’s  magical  and  mechanical  defenses.  Once 
  they've  struck  the  titan  and  climbed  from  the  wreckage,  the  party  has  to  climb  the  titan’s 
  back  to  reach  the  control  center  near  its  head.  A  challenging  task  in  calm  conditions,  this 
  climb  is  made  more  dangerous  as  Mountainfang’s  point  defenses  trigger,  sending  a  cascade 
  of  troubles  down  at  the  climbing  party. 
   
  The  party  has  no  time  to  delay  and  pick  their  way  around  these  hazards  -  they  will  only  have 
  a  few  minutes  to  reach  the  control  room  and  shut  it  down.  If  they  can't  trigger  the  shut-down 
  sequence  in  time,  a  second  -  this  time  explosive  -  bolt  will  be  fired  at  the  fortress  to  put  it  out 
  of  commission  for  good;  the  aptly  named  Last  Resort. 
   
  Once  the  party  finally  does  breach  the  control  room,  they  discover  the  fortress’s  controls  are 
  hijacked  by  a  silvery  Mirrored  Rod.  This  rod  proves  difficult  to  dislodge,  and  when  it  finally  is, 
  Mountainfang  fires  a  blast  of  energy.  Though  away  from  the  city,  it  awakens  an  threat  that 
  had  long  laid  dormant  in  protectorate  lands:  Mountainfang.  If  the  titan  is  allowed  to  roam 
  unchecked,  it  will  cause  no  less  damage  than  Mountainfang  would  -  a  death  toll  measured  in 
  cities.  
   
  The  party  must  turn  the  fortress  against  the  titan,  a  task  they  were  never  trained  for,  and 
  hope  that  they  can  cow  both  the  titan  and  the  fortress  before  the  city  fires  the  Last  Resort,  so 
  they  can  escape  as  heroes  and  with  their  lives  intact! 
   
  
  Act  one  -  Launchpad 
  When  the  adventure  begins,  give  the  players  handout  1,  and  read  or  paraphrase  the 
  following. 
   
  It  was  supposed  to  be  a  cushy  job.  Receive  some  training  on  how  to  shut  down  a 
  walking  fortress  in  an  emergency.  Then,  sit  around  for  a  month  being  paid 
  surprisingly  well  for  the  amount  of  work  you  were  supposed  to  do,  then  have  the 
  training  wiped  from  your  mind  at  the  end  of  your  service. 
   
  Nobody,  yourselves  included,  ever  expected  you  would  have  to  actually  follow 
  through  -  to  take  down  a  machine  built  to  stop  armies.  You  knew  that  for  you  to  have 
  been  called  on  means  every  other  failsafe  had  failed.  You  were  the  second  to  last 
  thing  protecting  the  Arman  Protectorate  from  being  torn  apart  by  the  titan  built  to 
  protect  it. 
   
  They  were  reiterating  your  training  now,  as  they  strapped  you  into  the  “crash  cart”,  a 
  device  that  looked  more  like  a  massive  ballista  bolt  filled  with  chairs  than  anything 
  else.  You  would  be  fired  adjacent  to  the  control  room,  where  you  would  use  the 
  codes  and  keys  you  brought  with  you  to  shut  Mountainfang  down  before  it  reached 
  full  activation.  You  would  have  ten  minutes  to  stop  it  -  or  else  the  forgers  guild  would 
  have  to  turn  to  the  Last  Resort:  a  devastating  construct-killing  explosive  they  would 
  begin  preparing  immediately  after  you  launched.  No  second  chances,  and  very  little 
  room  for  error.  
   
  Well,  this  was  what  you  were  being  paid  for. 
   
  The  party  is  at  the  edge  of  Station  1:  a  mostly  abandoned  city  just  beneath  the  hill  where 
  Mountainfang  stands.  They've  been  here  for  a  little  over  a  week  of  a  four  week  station, 
  among  the  first  of  many  mercenary  groups  to  cycle  through  this  tedious  position.  The  first 
  who  will  need  to  put  their  training  to  use. 
   
  As  the  party  loads  into  the  crash  cart,  allow  them  to  ask  questions  as  the  Forgers  Guild 
  reiterates  their  instructions:  once  the  party  lands,  they  will  have  to  climb  roughly  a  hundred 
  feet,  as  they  to  deal  with  the  fortress’  point  defense  systems.  Then,  the  party  will  reach  the 
  control  room,  unlock  it,  and  get  inside.  Once  they’re  inside,  they  will  have  to  shut  down  the 
  fortress’  four  main  stations  and  release  a  flare  so  the  guild  knows  the  shut-down  is 
  underway. 
   
  Once  the  party  is  clear  on  what  they  are  expected  to  do,  allow  each  PC  a  moment  to 
  retroactively  equip  themselves  with  the  supplies  they  might  need.  Anything  they  might  want 
  less  than  10gp,  as  well  as  two  pairs  of  masterwork  thieves  tools,  a  flare  (which  casts  dancing 
  lights   when  used  as  a  standard  action),  and  the  master  ring  of  keys,  are  provided  by  the 
  Forgers  Guild.  In  addition,  each  PC  is  given  an  attenuation  ring ,  which  prevents 
  Mountainfang  from  making  direct  attacks  against  them  as  they  climb  it.  It  won’t  protect  them 
  
  from  the  automatic  defenses  -  but  removing  them  for  even  a  moment  would  mean  the 
  Walking  Fortress  could  just  flick  the  party  away  like  flies. 
   
  Some  of  the  questions  the  PCs  might  have,  and  the  Forgers  Guild’s  answers,  are  presented 
  below. 
   
  Remind  me,  are  there  ladders? 
  “There's  a  ladder  near  where  you're  landing,  but  it’s  closed  by  a  cover  when  the  Fortress  is 
  in  motion.  You'll  either  have  to  pry  it  open,  or  make  your  way  up  the  wall  some  other  way. 
  There  should  be  plenty  of  handholds  at  least,  even  if  the  ladder  is  out  of  service.” 
   
  What  point  defenses  are  there  to  deal  with,  again? 
  “The  biggest  hazard  you'll  have  to  worry  about  are  the  mines,  littered  along  the  sides  of 
  Mountainfang.  If  you’re  unlucky,  you’ll  also  need  to  watch  out  for  the  mounted  guns,  but 
  there  should  only  be  one  of  those  in  your  path.” 
   
  The  lock  on  the  door.  We  have  the  key  for  that,  right? 
  “The  key  to  the  control  room  is  on  the  master  keyring.  It's  the  only  one  -  if  you  drop  it,  you're 
  going  to  be  in  trouble.  You  also  need  the  code  to  open  the  door:  1527.  The  buttons  aren't 
  numbered,  but  they  count  across,  starting  with  1  on  the  top-left.  
   
  Disabling  the  fortress  isn't  as  easy  as  flipping  a  switch,  is  it? 
  “Disabling  Mountainfang,  once  you're  in  the  control  room,  shouldn't  be  too  hard.  There  are 
  plenty  of  controls,  but  the  ones  for  shutdown  are  marked  in  red.  There  isn't  any  order  you 
  need  to  do  them,  all  at  once  or  one  at  a  time.  They're  each  independent.  Another  failsafe 
  that  either  failed,  or  was  bypassed.” 
  Fire! 
  Once  the  PCs  have  been  strapped  in  and  the  instructions  reiterated,  the  cover  of  the  Crash 
  Cart  is  closed,  halfway  enclosing  the  PCs  in  padding,  and  a  countdown  begins  outside,  only 
  barely  audible  through  the  tiny  slat  windows.  10,  9,  8...  
   
  There  is  a  snapping  noise,  and  the  PCs  are  forced  backwards  in  their  seats,  held  in  place  for 
  a  few  ear-splitting  seconds,  and  then  -  snapped  forward  with  even  greater  force,  as  the 
  Crash  Cart  slams  into  Mountainfang,  within  inches  of  its  intended  target.  
  Act  II:  The  back  of  the  beast 
  There  is  a  loud,  distinct  crack,  and  at  the  same  instance  you  are  snapped  back  in 
  your  seat  like  you've  been  struck.  The  air  whistles  around  the  Crash  Cart  for  a  slow 
  count  of  three,  before  you’re  snapped  forward  again  with  the  sound  of  metal 
  squealing  against  metal.  You’ve  landed. 
   
  The  crash  cart  strikes  as  precisely  as  expected:  just  below  the  apex  of  the  walking  fortress. 
  The  impact  is  enough  to  punch  through  six-inch  thick  iron,  but  for  the  PCs  most  of  that  is 
  
  blunted,  doing  only  2d6  nonlethal  damage  to  each  character.  A  spell  like  featherfall ,  or  any 
  other  effect  that  reduces  fall  damage,  reduces  this  damage  normally. 
   
  Once  they've  landed,  it  takes  a  successful  DC  5  Disable  Device   check  as  a  standard  action 
  to  open  the  buckles  (or  a   DC  14  Strength  check   to  burst  the  straps).  Then,  at  least  one 
  member  of  the  party  must  succeed  a  DC  20   Strength   check  to  pry  open  the  Crash  Cart’s  lid, 
  which  immediately  tumbles  away  to  the  ground  over  a  hundred  feet  below.  
   
  The  party  begins  wearing  tethered  to  the  Crash  Cart  by  100  feet  of  heavy  duty  cord  -  just 
  long  enough  to  reach  the  Control  Room.  Unless  they  cut  or  undo  their  support  tethers,  falling 
  will  do  1d6  damage  per  50  feet  fallen  as  the  cord  snaps  taut,  catching  them. 
   
  If  the  party  spends  one  round  in  the  crash  cart  examining  the  scene  above  them,  they  can 
  see  the  explosive  charges.  If  they  spend  three  rounds,  they  can  see  the  spinning  blades.  
  Climbing 
  Once  the  party  has  extracted  themselves  from  the  crash  cart,  they  have  to  climb  the  shifting, 
  uneven  surface  up  to  the  control  room  -  which  is  only  about  a  hundred  feet  from  where  they 
  landed. 
   
  There  is  a  ladder,  twenty  feet  horizontally  away  from  where  the  party  struck,  although  it  is 
  covered  by  a  thin  sheet  of  metal  while  the  titan  is  active.  The  cover  can  be  unlocked  with  a 
  DC  25  Disable  Device  check ,  or  pried  open  with  a  DC  20  Strength  check   or  by  destroying 
  the  lock  (hardness  10,  5  hit  points).  
   
  The  party  can  disable  the  cover  on  the  nearby  ladder,  or  simply  brute  force  their  way  up  the 
  sides  of  the  fortress.  Climbing  along  the  ladder  requires  only  a  DC  0  Climb  check ,  but 
  restricts  climbers  to  a  very  specific  route.  Climbing  Mountainfang  at  the  height  the  party  are 
  at  requires  a  DC  20  Climb  check ,  but  allows  characters  to  go  wherever  they  wish. 
   
  Unfortunately,  as  expected  some  point  defenses  have  activated.  In  fact,  all  of  them  have.  
   
  
   
  Explosive  Charges 
  The  surface  of  the  titan  above  you  is  lit  by  a  network  of  softly  blinking  red  lights: 
  mines.  Avoiding  one  would  be  simple  -  but  they  ring  the  surface  of  Mountainfang  in 
  an  irregular  red  band  with  no  gap  between  them  reaching  even  two  feet,  which  will 
  force  you  to  navigate  between  them  to  ascend. 
   
  Immediately  above  the  Crash  Cart,  the  surface  of  Mountainfang  is  lit  with  a  network  of  dimly 
  glowing  red  lights.  The  PCs  know  these  are  each  a  separate  explosive  charge  -  not 
  individually  powerful  enough  to  be  fatal,  but  numbering  in  the  hundreds  in  total. 
   
  While  there  are  mines  on  the  cover  for  the  ladder,  if  the  ladder’s  cover  has  been  removed, 
  those  mines  become  inert,  allowing  creatures  to  climb  along  the  ladder  without  tripping  any 
  of  the  mines.  
   
  Tier  3 
  Explosive  charges  hazard  (EL  3) 
  Whenever  a  Small  or  larger  creature  enters  a  square  containing  explosive  charges,  that 
  creature  must  succeed  a  DC  15  Acrobatics  check   in  order  to  avoid  them  as  they  climb.  A 
  failed  check  results  in  one  of  the  mines  exploding,  dealing  creatures  in  that  square  1d6 
  points  of  fire  damage,  and  forcing  them  to  make  a  DC  10  Climb  check  to  avoid  falling 
  (assuming  they  were  climbing  -  if  they  were  flying  they  should  make  a  Fly  check  of  the  same 
  DC,  and  otherwise,  they  must  make  a  DC  12  Reflex  save ).  Once  the  explosive  charges  in  a 
  specific  square  have  been  detonated,  that  square  becomes  safe  for  creatures  to  enter. 
   
  A  mine  can  be  detonated  remotely  by  a  direct  strike  by  a  ranged  weapon  (AC  8).  If  a  melee 
  weapon  is  used,  the  weapon  takes  1d6  points  of  damage,  and  the  wielder  must  make  a  DC 
  15  Reflex  Save   or  drop  the  weapon  as  it  is  shocked  out  of  their  hand. 
   
  Tier  5 
  
  Explosive  charges  hazard  (EL  5) 
  Whenever  a  Small  or  larger  creature  enters  a  square  containing  explosive  charges,  that 
  creature  must  succeed  a  DC  17  Acrobatics  check   in  order  to  avoid  them  as  they  climb.  A 
  failed  check  results  in  one  of  the  mines  exploding,  dealing  creatures  in  that  square  2d6 
  points  of  fire  damage,  and  forcing  them  to  make  a  DC  12  Climb  check  to  avoid  falling 
  (assuming  they  were  climbing  -  if  they  were  flying  they  should  make  a  Fly  check  of  the  same 
  DC,  and  otherwise,  they  must  make  a  DC  14  Reflex  save ).  Once  the  explosive  charges  in  a 
  specific  square  have  been  detonated,  that  square  becomes  safe  for  creatures  to  enter. 
   
  A  mine  can  be  detonated  remotely  by  a  direct  strike  by  a  ranged  weapon  (AC  8).  If  a  melee 
  weapon  is  used,  the  weapon  takes  1d6  points  of  damage,  and  the  wielder  must  make  a  DC 
  15  Reflex  Save   or  drop  the  weapon  as  it  is  shocked  out  of  their  hand. 
  Spiked  Pylons 
  Spikes  emerge  in  orderly  rows  from  Mountainfang’s  side  here,  rotating  and  covered 
  in  serrated  barbs.  Each  sticks  out  only  a  few  feet,  but  with  their  alternating  pattern, 
  climbing  past  them  with  a  tether  is  only  asking  for  it  to  get  tangled.  
   
  Although  technically  spikes  along  Mountainfang’s  side,  for  creatures  on  the  Party’s  scale 
  these  are  more  of  an  obstacle  than  a  risk  of  impalement.  However,  their  serrated  edges  and 
  slow  rotation  leave  them  a  distinct  danger:  they  are  more  than  capable  of  catching  the  ropes 
  of  climbers,  and  drawing  them  ever  so  slowly  in  before  grinding  them  to  a  pulp. 
   
  Although  the  pylons  do  not  extend  onto  the  ladder,  or  its  cover,  they  still  interfere  with  the 
  ropes  of  those  climbing  on  the  ladder  -  worse,  the  angle  of  the  ladder  means  the  climbers 
  have  to  make  one  more  check  than  those  who  attempt  to  navigate  through  the  pylons 
  directly. 
   
  Spiked  Pylon  Hazard 
  Climbing  past  the  spinning  pylons  is  more  of  an  exercise  in  rope  management  than  it  is  in 
  avoiding  the  blades  themselves.  Climbing  characters  must  make  a  DC  12  Wisdom  or 
  Intelligence  check ,  upon  entering  these  squares,  to  climb  in  such  a  way  to  avoid  getting  the 
  rope  caught  by  the  blades. 
   
  If  the  rope  does  gets  caught,  it  immediately  pull  taught.  This  forces  any  character  attached  to 
  the  ropes  to  make  a  DC  10  Strength  check   or  immediately  be  pulled  from  the  wall.  On  the 
  following  round,  the  character  must  make  a  DC  13  Strength  check   to  avoid  falling  as  the 
  rope  pulls  even  more  taut  -  and  if  the  character  passes  their  second  check,  the  rope  snaps 
  under  the  pressure. 
   
  Characters  who  are  pulled  from  the  wall  have  only  one  round  to  react  before  being  pulled 
  into  the  teeth  of  the  pylons;  taking  1d6  points  of  slashing  damage  each  round  they  remain 
  trapped.  Characters  can  be  freed  by  them  or  a  Character  within  reach  succeeding  at  a  DC 
  15  Strength  check ,  or  by  cutting  their  tether  rope  (hardness  0,  2  hp)  -  although  they  will 
  
  have  to  hold  onto  something  or  succeed  a  DC  15  Climb  check   while  doing  so,  or  they  will 
  free  fall  nearly  three  hundred  feet  to  the  ground  below. 
   
  A  Pylon  can  be  stopped,  making  that  square  safe  to  cross,  by  jamming  it  with  a  DC  15 
  Disable  Device  check .  Alternately,  a  character  can  simply  smash  the  mechanisms  that  turn 
  an  individual  spike  (hardness  10,  5  hp).  
   
  Characters  climbing  without  a  tether  automatically  bypass  the  spiked  pylons. 
  Penultimate  Landing 
  The  ground  here  levels  out  into  a  small  platform  -  the  roof  of  whatever  structure  you 
  had  been  climbing.  From  here,  the  control  room  is  just  barely  visible  at  the  top  of  the 
  next  tower  over  -  and  another  forty  feet  up.  To  the  left,  Mountainfang’s  massive 
  shoulder  heaves  briefly  into  view  between  the  tangle  of  structures,  twisting  the 
  landscape  as  it  moves  and  revealing  rows  of  cannons  built  into  it.  Then  it  disappears 
  downward  again  and  the   ground  begins  tilting  to  the  left  as  the  titan  begins  pushing 
  itself  upright. 
   
  Thirty  feet  above  where  the  Crash  Cart  hits,  There  is  a  small  landing  -  a  ledge  about  30  feet 
  wide  and  10  feet  deep  -  where  the  PCs  can  catch  their  breath  and  orient  themselves.  From 
  this  safe  point  in  the  climb,  the  party  can  see  the  remainder  of  their  ascent,  and  make  any 
  plans  for  the  climb. 
   
  Any  characters  who  even  glance  at  the  wall  recognize  that  the  mines  at  the  very  peak  of  the 
  ascent  have  activated:  a  ring  of  red  dots  along  the  lip  of  the  Mountainfang.  If  characters 
  spend  at  least  five  rounds  observing  the  final  ascent,  they  will  see  the  animate  rifle  directly  in 
  their  path  suddenly  turn  to  track  something  -  confirming  it  is  active.  If  characters  spend  at 
  least  ten  rounds  observing  the  ascent,  they  will  see  a  clockwork  spider  skitter  across  the  wall 
  for  just  a  moment,  before  diving  back  into  a  crevice  and  disappearing. 
   
  The  second  level  of  Mountainfang’s  ‘tower’  rises  out  of  the  first,  and  at  a  less  steep  angle. 
  However,  by  the  time  the  party  reaches  this  point  Mountainfang  is  moving  more  and  more. 
  The  DC  to  Climb  each  round  is  1d12+10.  Fortunately,  the  slope  means  that  characters  will 
  only  take  1d6  damage  for  every  20  feet  they  fall  down  the  hill,  and  they  will  always  land  here 
  on  the  landing  rather  than  risking  falling  all  the  way  off  the  titan. 
   
  A  ladder  is  available  at  this  level,  and  is  covered  just  like  the  one  below.  The  cover  can  be 
  unlocked  with  a  DC  25  Disable  Device  check ,  or  pried  open  with  a  DC  20  Strength  check 
  or  by  destroying  the  lock  (hardness  10,  5  hit  points).  
  The  Final  Ascent 
  Made  of  regularly  spaced  slats,  and  only  at  a  steep  angle  compared  to  the  nearly 
  vertical  climb  of  the  first  section,  the  final  ascent  to  the  control  section  seems  like  it 
  will  be  a  breeze.  However,  a  small  turret  is  mounted  in  the  very  center  of  the  climb  - 
  
  and  Mountainfang  has  begun  rocking  back  and  forth  as  it  awakens.  Hopefully,  then,  it 
  will  be  no  more  than  a  strong  wind. 
   
  As  below,  every  defense  on  Mountainfang  has  been  activated,  making  the  ascent  and 
  approach  to  the  control  room  as  difficult  as  possible.  In  addition  to  several  mechanical 
  spiders  moving  about  and  measuring  the  current  status  of  the  walking  fortress’s  movements 
  and  systems,  one  of  Mountainfang’s  automated,  mounted  guns  sits  directly  in  the  party’s 
  path.  Normally,  their  attunement  rings   should  render  them  invisible  to  this  rifle,  but  like  other 
  systems  it  is  currently  haywire  and  it  will  fire  on  them  if  they  approach  within  30  feet  of  it. 
   
  Once  the  party  does  reach  within  20  feet  of  the  mounted  gun  (after  they  have  ascended  at 
  least  five  feet),  the  clockwork  spiders  will  scurry  out  of  a  fist-sized  duct  and  do  their  best  to 
  delay  and  distract  the  PCs  to  maximize  the  amount  of  time  they  will  be  fired  upon. 
   
  Tier  3 (EL  3) 
  Clockwork  Spider  (2)
  CR  1/2  -  XP  200 
  Variant  Clockwork  Spy  ( Pathfinder  Roleplaying  Game  Bestiary  3 ) 
  hp   5 
  Speed   30  ft.,  climb  30  ft. 
   
  Automated  Mounted  Gun  Hazard
  CR  1 
  Each  round  the  automated  mounted  gun  makes  a  single  attack  (rifle  +5  1d8)  against  the 
  largest  creature  within  20  feet  of  it.  It  has  no  misfire  chance,  and  automatically  reloads  at  the 
  end  of  the  round.  The  mounted  gun  can  be  disabled  with  a  successful  DC  20  Disable 
  Device  check ,  or  destroyed  (hardness  5,  10  hit  points).  Alternately,  it  can  be  removed  from 
  its  mount  (becoming  a  masterwork  rifle)  with  a  DC  25  Disable  Device  check   or  a  DC  20 
  Strength  check . 
   
  Tier  5  (EL  5) 
  Clockwork  Spider  (4)
  CR  1/2  -  XP  200 
  Variant  Clockwork  Spy  ( Pathfinder  Roleplaying  Game  Bestiary  3 ) 
  hp   5 
  Speed   30  ft.,  climb  30  ft. 
   
  Automated  Mounted  Gun  Hazard
  CR  3 
  Each  round  the  automated  mounted  gun  makes  a  single  attack  (rifle  +7  2d6)  against  the 
  largest  creature  within  20  feet  of  it.  It  has  no  misfire  chance,  and  automatically  reloads  at  the 
  end  of  the  round.  The  mounted  gun  can  be  disabled  with  a  successful  DC  20  Disable 
  Device  check ,  or  destroyed  (hardness  5,  10  hit  points).  Alternately,  it  can  be  removed  from 
  its  mount  (becoming  a  masterwork  rifle)  with  a  DC  25  Disable  Device  check   or  a  DC  20 
  Strength  check . 
  More  explosive  charges 
  The  lip  of  the  climb  is  ringed  with  more  softly  blinking  lights,  each  spaced  no  more 
  than  a  foot  apart. 
  
   
  Near  the  apex  of  the  climb  is  a  second  ring  of  explosive  charges.  These  are  functionally 
  identical  to  the  lower  ones  -  except  a  fall  from  here  is  much  more  dangerous. 
   
  Tier  3 
  Explosive  charges  hazard  (EL  3) 
  Whenever  a  Small  or  larger  creature  enters  a  square  containing  explosive  charges,  that 
  creature  must  succeed  a  DC  15  Acrobatics  check   in  order  to  avoid  them  as  they  climb.  A 
  failed  check  results  in  one  of  the  mines  exploding,  dealing  creatures  in  that  square  1d6 
  points  of  fire  damage,  and  forcing  them  to  make  a  DC  10  Climb  check  to  avoid  falling 
  (assuming  they  were  climbing  -  if  they  were  flying  they  should  make  a  Fly  check  of  the  same 
  DC,  and  otherwise,  they  must  make  a  DC  12  Reflex  save ).  Once  the  explosive  charges  in  a 
  specific  square  have  been  detonated,  that  square  becomes  safe  for  creatures  to  enter. 
   
  A  mine  can  be  detonated  remotely  by  a  direct  strike  by  a  ranged  weapon  (AC  8).  If  a  melee 
  weapon  is  used,  the  weapon  takes  1d6  points  of  damage,  and  the  wielder  must  make  a  DC 
  15  Reflex  Save   or  drop  the  weapon  as  it  is  shocked  out  of  their  hand. 
   
  Tier  5 
  Explosive  charges  hazard  (EL  5) 
  Whenever  a  Small  or  larger  creature  enters  a  square  containing  explosive  charges,  that 
  creature  must  succeed  a  DC  17  Acrobatics  check   in  order  to  avoid  them  as  they  climb.  A 
  failed  check  results  in  one  of  the  mines  exploding,  dealing  creatures  in  that  square  2d6 
  points  of  fire  damage,  and  forcing  them  to  make  a  DC  12  Climb  check  to  avoid  falling 
  (assuming  they  were  climbing  -  if  they  were  flying  they  should  make  a  Fly  check  of  the  same 
  DC,  and  otherwise,  they  must  make  a  DC  14  Reflex  save ).  Once  the  explosive  charges  in  a 
  specific  square  have  been  detonated,  that  square  becomes  safe  for  creatures  to  enter. 
   
  A  mine  can  be  detonated  remotely  by  a  direct  strike  by  a  ranged  weapon  (AC  8).  If  a  melee 
  weapon  is  used,  the  weapon  takes  1d6  points  of  damage,  and  the  wielder  must  make  a  DC 
  15  Reflex  Save   or  drop  the  weapon  as  it  is  shocked  out  of  their  hand. 
  The  control  room  door 
  The  control  room  is  in  a  sizable  structure  near  the  apex  of  Mountainfang,  in  one  of 
  the  room  that  might  be  mistaken  for  the  creature’s  head.  Unfortunately,  it  is  one  of  the 
  most  reinforced  sections  of  the  entire  Fortress,  and  contains  only  a  single  door,  and 
  no  windows  that  aren't  paper-thin  vents. 
   
  It  is  immediately  obvious  there  has  been  sabotage.  The  smooth  iron  of  the  fortress  is 
  broken  here  by  a  charred  circle  around  the  door.  Fortunately,  the  flames  haven't  done 
  any  damage  that  doesn't  look  superficial. 
   
  SIDEBAR: 
  This  encounter  is  optional.  If  the  party  has  less  than  an  hour  left,  allow  the 
  
  party’s  code  to  work  immediately,  allowing  them  access  to  the  interior  of 
  Mountainfang. 
  END  SIDEBAR 
   
  As  expected,  the  control  room  door  is  locked.  It  requires  a  key,  and  a  code  (1527)  -  both  of 
  which  the  party  has.  However,  the  keypad  has  been  removed  from  the  wall,  rotated  180 
  degrees  and  carefully  replaced.  The  sabotage  isn’t  immediately  obvious,  as  the  keypad 
  lacks  any  sort  of  clear  identifying  marks  to  distinguish  the  numbers,  and  what  little  damage 
  was  done  moving  the  keypad  looks  to  be  part  of  the  nearby  fire  damage. 
   
  The  fire  damage,  for  those  who  examine  it,  is  a  perfect  circle  and  appears  to  have  been 
  done  by  a  spell,  such  as  fireball .  However,  other  than  some  peeling  paint  and  warped  solder, 
  it  hasn’t  done  any  damage. 
   
  Since  the  keypad  has  been  modified,  attempting  to  open  the  door  as  the  party  has  been 
  instructed  -  one  character  entering  the  keycode  and  one  turning  the  key  -  will  fail.  Examining 
  the  door  and  keypad  will  reveal  several  things: 
  -
  There  are  small  scratches  around  the  edges  of  the  door,  of  the  sort  that  an 
  inexperienced  lockpicker  might  leave.  A  character  who  succeeds  a  DC  12  Disable 
  Device   can  tell  what  whoever  left  the  scratches  didn’t  succeed. 
  -
  The  hinges  of  the  door  have  been  replaced  after  the  fire  damage.  A  character  who 
  succeeds  a  DC  18  Spellcraft  check  recognizes  the  work  of  the  make  whole  spell. 
  -
  The  keypad  has  been  damaged.  A  Character  who  succeeds  a  DC  10  Craft  check   (of 
  any  kind)  can  tell  that  the  damage  appears  to  be  to  the  housing,  not  the  keypad  itself. 
  A  character  who  passes  their  check  by  5  or  more  can  tell  that  the  housing,  and  thus 
  the  keypad,  was  plugged  back  in  after  being  rotated  180  degrees.  In  other  words:  it 
  was  put  back  on  upside  down,  and  whoever  did  so  did  a  fairly  good  job  of  it.  The 
  code,  entered  in  the  reverse  of  how  it  was  provided  you,  should  work. 
   
  Other  possible  ways  to  open  the  door  include: 
  -
  The  knock  spell  will  immediately  open  the  lock,  as  the  other  means  of  keeping  the 
  door  closed  have  already  been  bypassed. 
  -
  The  door  can  be  broken  down  (hardness  20,  60  hp) 
  -
  Searching  the  exterior  of  the  control  room  reveals  several  venting  panels  can  be 
  removed.  Doing  so  requires  two  successful  DC  20  Disable  Device  checks ,  and 
  opens  a  narrow  passage  that  can  be  passed  through  by  a  character  who  succeeds  a 
  DC  20  Escape  Artist  check . 
  The  control  room  (CL  3/5) 
  The  walls  of  this  room  seemed  solid  from  the  outside,  but  from  inside  are  transparent 
  from  inside  and  see  through  Mountainfang  in  all  directions.  Four  large  desks  crowd 
  the  room,  each  one  covered  in  a  complex  jumble  of  buttons,  levers  and  dials.  The 
  center  desk,  slightly  higher  than  the  others,  is  dominated  by  a  silvery  metal  rod.  It 
  seems  to  have  been  welded  into  the  center  of  the  console,  and  energy  arcs  from  it 
  
  into  the  air.  With  every  spark  and  flash,  another  one  of  the  controls  shifts  with  a  mind 
  of  its  own. 
   
  The  walls  of  this  room  are  enchanted  to  allow  the  operators  of  the  fortress  to  see  clearly 
  through  the  massive  walking  fortress,  preventing  creatures  from  escaping  around  or  beneath 
  the  titan,  despite  the  otherwise  limited  view  from  the  control  chamber.  The  chamber  also  has 
  a  limitless  supply  of  clean  air,  preventing  the  operators  from  succumbing  from  basic 
  atmospheric  effects. 
   
  There  are  four  consoles  in  the  control  room.  The  main  console  in  the  center  and  above  the 
  others  contains  the  primary  controls  for  the  Walking  Fortress:  those  for  its  engine,  arms  and 
  torso.  The  other  three  control  panels  control  Mountainfang’s,  legs,  auxiliary  weapons,  and 
  main  cannon.  And  in  the  center  of  the  main  console  is  the  Mirrored  Rod. 
   
  A  Mirrored  Rod  is  an  ancient  First  One  relic,  one  of  several  with  a  long  list  of  mostly 
  unknown  powers,  including  absolute  immunity  to  mortalkind’s  magic,  and  a  strength  enough 
  to  resist  any  sort  of  physical  harm.  Through  it,  some  distant  creature  is  controlling 
  Mountainfang,  and  although  their  reasons  are  unknown  it  is  abundantly  clear  than  one  does 
  not  hijack  a  superweapon  for  polite  conversation. 
   
  Removing  the  Mirrored  Rod  is  not  so  simple  as  prying  it  free  -  it  has  been  set  deeply  into  the 
  console,  and  crackles  with  energy.  Any  creature  to  approach  the  main  console  is  shocked 
  with  energy  -  a  total  of  5  points  of  electricity  damage  is  dealt  out  randomly  to  all  creatures 
  adjacent  to  the  console  at  the  beginning  of  each  round. 
   
  Initially,  removing  the  Mirrored  Rod  would  require  a  DC  20  Strength  check .  However,  this 
  can  be  reduced  by  dismantling  or  destroying  the  panel  around  it.  The  panel  has  a  hardness 
  of  10,  and  10  hit  points.  Each  point  of  damage  reduces  the  Strength  check  by  one  point,  or 
  immediately  frees  the  Mirrored  Rod  if  the  console  is  destroyed.  Alternately,  each  DC  20 
  Disable  Device  check  will  reduce  the  Strength  check  by  1d6  points. 
   
  Development:  When  the  rod  is  finally  removed,  or  a  character  attempts  to  disable  the  main 
  cannon  before  that,  Mountainfang’s  main  cannon  fires.  The  beam  is  thankfully  aimed  away 
  from  civilization,  but  results  in  a  massive  explosion  about  a  thousand  feet  away.  As  the 
  smoke  of  the  explosion  clears,  the  hill  that  had  been  there  has  disappeared,  replaced  by  a 
  crocodilian  monster  hundreds  of  feet  tall  pulling  itself  to  its  feet:  the  long  forgotten  kaiju, 
  Biolante.  As  Biolante  roars  to  life,  the  Mirrored  Rod  goes  dormant,  and  is  no  longer 
  dangerous  to  approach  or  touch. 
  Act  III  -  Clash  of  the  Titans 
  One  final  flash  of  energy  from  the  rod,  and  Mountainfang’s  cannon  roars  to  life, 
  sending  a  jet  of  white-hot  lightning  off  into  the  distance.  At  first,  you’re  glad  all  the 
  beam  struck  was  a  hilly  forest  in  the  distance,  but  as  the  smoke  clears  you  can  see 
  that  the  forest  wasn’t  as  it  appeared  to  be.  Some  sort  of  enormous  monster  rises  out 
  of  the  forest,  too  close  for  comfort.  It  looks  like  the  hill  simply  decided  to  stand  up, 
  
  except  for  the  massive  crocodilian  head  and  a  pulsing  red  core.  Mountainfang’s 
  cannon  seems  to  have  scored  a  passing  blow  across  the  beast’s  shoulder  -  and  it 
  begins  to  move  in  your  direction  with  ground-shaking  steps. 
   
  Although  the  appearance  of  Biolante  is  enough  to  make  the  Forger’s  Guild  hold  off  on  firing 
  the  Last  Resort  -  for  now  -  the  appearance  of  a  second  Kaiju  is  enough  to  threaten  far  more 
  than  just  the  nearest  few  cities.  More  pressingly,  it  is  bearing  down  on  Mountainfang  (and  by 
  extension,  the  party),  and  it  isn’t  happy. 
   
  If  the  party  doesn’t  have  the  idea  to  man  Mountainfang’s  stations  themselves,  after  two 
  rounds  a  calm,  recorded  voice  begins  to  repeat,  “hostile  entity  detected.  Mountainfang  is  at 
  full  operation,  with  weapons  armed.  Operators,  to  your  stations.” 
   
  Although  the  party  hasn’t  been  trained  on  how  to  operate  Mountainfang,  only  to  shut  it  down, 
  with  what  they  already  know  and  the  limited  labels  on  the  controls,  it  is  possible  for  the  party 
  to  man  the  controls  and  bring  Mountainfang  to  bear  against  the  incoming  menace. 
   
  There  are  four  controls  panels,  and  with  the  exception  of  the  Weapons  Array  can  be  manned 
  by  only  one  character  at  a  time.  The  first  time  a  character  mans  a  panel,  it  takes  them  1d4 
  rounds  to  understand  the  controls,  or  only  a  single  round  if  they  succeed  a  DC  15 
  Intelligence  or  Wisdom  check . 
   
  The  Lower  Body :  this  panel  controls  Mountainfang’s  legs,  a  half-dozen  spidery  appendages 
  at  the  bottom  of  the  walking  fortress.  Each  leg  can  be  controlled  or  locked  into  place 
  independently,  or  they  can  all  be  controlled  at  once  by  a  wheel-like  control  structure  in  the 
  center  of  the  panel.  As  a  swift  action,  a  character  can  direct  Mountainfang  to  move  up  to  half 
  its  movement,  or  as  a  full-round  action  a  character  can  direct  Mountainfang  to  move  up  to  its 
  full  movement,  or  to  take  a  5-ft  step. 
   
  The  Core:   this  panel  controls  Mountainfang’s  main  engine,  as  well  as  its  main  cannon.  If  the 
  panel  survived  the  removal  of  the  Mirrored  Rod,  the  main  cannon  can  be  fired  as  a  full-round 
  action,  but  doing  so  means  that  Mountainfang  cannot  make  slam  or  cannon  attacks  that 
  round.  If  the  panel  was  destroyed,  the  main  cannon  cannot  be  fired. 
   
  The  Upper  Body:   This  panel  controls  Mountainfang’s  arms,  but  lacks  the  (relatively)  clear 
  labels  of  the  other  sections,  containing  a  series  levers  labelled  Q,  W,  O  and  P.  As  a  standard 
  action,  a  character  can  direct  Mountainfang  to  make  a  single  slam  attack  within  reach,  or  as 
  a  full-round  action,  a  character  can  direct  Mountainfang  to  make  a  full-attack. 
   
  The  Weapons  Array:   This  panel  controls  Mountainfang’s  many  mounted  weapons,  and  is  a 
  dizzying  array  of  small  mounted  sticks,  each  topped  with  big  red  buttons.  As  a  standard 
  action,  a  character  can  aim  and  fire  one  of  Mountainfang’s  cannons,  or  as  a  full-round  action, 
  a  character  can  aim  and  fire  up  to  three  cannons.  Up  to  three  characters  can  man  the 
  Weapons  Array  at  one  time. 
   
  
  Battle  of  Biolante 
  It  will  take  Biolante  five  rounds,  from  awakening,  to  reach  Mountainfang.  Once  it  does,  it 
  launches  into  a  full  offensive  seeking  to  tear  the  Walking  Fortress  apart.  It  will  open  with  a 
  charge,  slamming  into  Mountainfang,  and  knocking  prone  any  creature  inside  the  control 
  room  or  on  the  surface  of  Mountainfang  who  doesn’t  succeed  a  DC  20  Acrobatics  check . 
   
  After  the  initial  tackle,  the  battle  between  the  two  kaiju  begins  in  earnest;  forcing  the  party  to 
  use  the  Walking  Fortress  they  are  here  to  destroy  in  order  to  save  themselves  from  a  beast 
  no  smaller  than  a  small  town. 
   
  Development  Once  reduced  to  300  hit  points,  Biolante  will  take  a  step  away  from 
  Mountainfang  and  use  its  swarm  breath.  Not  only  does  the  swarm  do  damage  to 
  Mountainfang,  but  on  the  next  round,  one  of  the  giant  insects  bursts  into  the  control  room 
  through  the  same  means  the  party  entered,  and  begins  buzzing  around  and  violently 
  attacking  anyone  it  can  reach. 
   
  Tier  3  (EL  3) 
  Giant  Wasp
  CR  3  -  XP  800 
  hp   34  ( Pathfinder  Roleplaying  Game  Bestiary ) 
   
  Tier  5  (EL  5) 
  Giant  Wasp  (2)
  CR  3  -  XP  800 
  hp   34  ( Pathfinder  Roleplaying  Game  Bestiary ) 
  Concluding  the  fight 
  The  battle  against  Biolante  ends  when  one  of  the  three  conditions  occur: 
   
  If  Biolante  is  reduced  to  0  or  fewer  hit  points,  its  Recovery  activates.  Unlike  most  kaiju, 
  Biolante  collapses  upon  reaching  0  hit  points,  seemingly  falling  to  bits.  It  has  no  proper  lair, 
  and  seemed  to  be  nothing  more  than  a  mid-sized  hill.  At  this  point,  the  party  has  3  rounds  to 
  shut  down  Mountainfang  before  the  Last  Resort  is  fired  (beginning  the  shut  down  procedure 
  takes  a  full-round  action). 
   
  On  the  beginning  of  the  tenth  round  of  combat,  the  Last  Resort  is  fired.  It  cuts  clean  through 
  Mountainfang,  and  then  explodes  outwards  in  shrapnel  that  sets  Biolante  ablaze.  This 
  reduces  both  Mountainfang  and  Biolante  to  0  hit  points,  causing  both  kaiju  to  collapse  in  a 
  smoldering  heap. 
   
  If  Mountainfang  is  reduced  to  0  or  fewer  hit  points,  it  immediately  deactivates,  and  the  walls 
  around  the  party  begin  to  fade  in  -  just  fast  enough  for  them  to  see  Biolante  deal  a 
  devestating  blow  to  Mountainfang.  Before  it  can  revel  in  the  glory  of  its  victory,  Biolante  is  hit 
  directly  with  the  Last  Resort,  and  blown  apart  into  bits  -  at  which  point  the  walls  fade  in 
  entirely,  and  the  party  is  plunged  into  whatever  dim  light  filters  in  through  the  door  and  vents. 
   
  
  Whatever  the  outcome,  the  party  must  manually  climb  their  way  back  down  to  the  ground 
  from  the  wreckage  of  the  Walking  Fortress.  Fortunately,  other  than  the  risk  of  falling,  there 
  are  no  other  hazards  that  will  assail  them 
  Conclusion 
  Either  way,  the  PCs  then  pick  their  way  down  from  the  walking  fortress  for  immediate 
  debriefing  by  the  forger’s  guild.  The  most  pressing  of  which  is  erasing  the  emergency  codes 
  from  the  PCs  minds.  They  won't  begrudge  the  PCs  if  they  had  to  shoot  Mountainfang  -  it  was 
  a  failing  on  their  part  that  their  other  failsafes  didn't  keep  it  from  reaching  a  time  limit,  and  the 
  party’s  efforts  were  obviously  hampered  by  the  titan’s  attack.  
   
  Conclusion 
  Upon  returning  to  Station  1  -  less  than  a  mile  from  where  Mountainfang  collapsed  -  the  party 
  is  immediately  swarmed.  Mostly,  this  swarm  is  curious  workers;  rank-and-file  members  of  the 
  Forgers  Guild,  but  it  also  includes  Hep,  a  Cynean  who  was  one  of  the  lead  architects  of 
  Mountainfang  and  currently  manages  Station  1,  and  Stella,  a  sheepish  representative  of  the 
  Alliance  Freelancers. 
  Hep  is  concerned  much  more  by  the  sabotage  than  by  the  destruction  of  Mountainfang.  He 
  is  upset,  of  course,  if  the  walking  fortress  was  destroyed,  but  considering  how  many 
  defenses  would  have  had  to  be  bypassed  in  order  for  something  to  break  into  the  walking 
  fortress  he  is  concerned  about  the  other  Walking  Fortress,  Cityfoot,  and  intends  on  sending 
  immediate  word  to  Station  A  to  deactivate  the  titan  until  further  security  measures  can  be  put 
  in  place.  He  will  question  the  party  for  as  long  as  they  allow  about  the   sabotage  they 
  uncovered. 
  Stella  wants  the  party  off  the  scene  the  moment  they  are  debriefed.  Although  she  is 
  generally  timid,  she  is  a  capable  sorcerer,  and  here  because  she  had  a  teleport   spell 
  available  when  she  heard  the  news  of  the  awakening  of  the  Walking  Fortress.  Once  she  has 
  pulled  the  party  away  from  Hep  and  the  other  curious  members  of  the  Forger’s  Guild,  she 
  pulls  the  party  aside  to  debrief  them  herself. 
  Stella  tells  the  party  she  will  handle  smoothing  things  over  here,  and  request  that  if  there  is 
  anything  she  needs  to  know,  they  tell  her  before  she  returns  them  to  CAPITOL.  Before  she 
  sends  them  via  teleport ,  she  hands  each  of  them  a  sealed  paper  package:  a  heavy  gold 
  brick  alongside  a  note  that  says  “what  happened  today  is  confidential.  Providing  detail  of  the 
  events  of  today’s  incident  will  be  tracked  back  to  you,  promptly,  and  met  with  extreme 
  prejudice.”  The  letter  is  stamped  with  both  the  logos  of  the  Forger’s  Guild,  and  the  Crown 
  Council. 
  Then,  with  a  sweet  smile  and  a  wink,  Stella  sends  the  party  all  at  once  back  to  civilization. 
  
  Items  to  Include  on  Record  of  Legacy  0.2 
  Did  the  PCs  keep  the  mirrored  rod?  Or  did  they  return  it  to  the  Forgers  Guild,  or  the  Alliance 
  Freelancers? 
   
  Did  the  PCs  remind  the  forger’s  guild  to  wipe  their  memories  of  the  deactivation  procedures? 
   
  Did  the  party  manage  to  save  Mountainfang  from  being  destroyed? 
  Items  found  during  this  episode: 
  Tier  3 
  A  gold  brick  worth  3,000  gp 
  A  ring  of  attunement  (worth  2,000  gp,  but  should  be  returned  to  the  Forger’s  Guild) 
  A  mirrored  rod 
  Tier  5 
  A  gold  brick  worth  4,500  gp 
  A  ring  of  attunement  (worth  2,000  gp,   but  should  be  returned  to  the  Forger’s  Guild) 
  A  mirrored  rod 
  Experience  Reward 
  Each  party  member  gains  3XP 
   
  Appendix:  New  Monsters 
  Biolante,  Force  of  Nature 
  Entire  trees  grow  up  and  down  the  sides  of  this  shambling  hill,  peppering  it  like  hairs.  Deep 
  in  its  center  glows  a  pulsating  red  mass,  and  above  it  is  a  scaled  crocodilian  mouth,  nearly 
  fifty  feet  long  and  lined  with  thousands  of  sword-like  teeth.  Its  form  shifts  constantly,  growing 
  whatever  limbs  it  needs  at  the  moment  before  absorbing  them  back  into  it’s  churning  mass  of 
  roots  and  stone,  all  around  some  huge  draconian  core.  
   
  Biolante
  CR  22  -  615,000  XP 
  CN  Colossal  Plant  (augmented  dragon,  kaiju,  shapechanger) 
  Init   +8;  Senses   darkvision  600  ft.,  low-light  vision.;  Perception  +8 
  Defense 
  
  AC   39,  touch  10,  flat-footed  31  (+8  Dex,  +29  natural,  -8  size) 
  hp   425  (34d8+272);  fast  healing   40 
  Fort   +27,  Ref   +19,  Will   +19 
  Defensive  Abilities   plant  immunities,  ferocity,  fluid  form,  recovery;  DR  20/epic;  Immune 
  ability  damage,  ability  drain,  death  effects,  disease,  energy  drain,  fear,  mind-affecting  effects, 
  paralysis,  poison,  sleep  effects,  stunning;  Resistance  acid  30,  cold  30,  electricity  30,  fire  30, 
  negative  energy  30,  sonic  30 
  Offense 
  Spd   60  ft. 
  Melee   bite  +33  (4d8+32);  2  claws  +33  (4d6+16),  tail  slap  +28  (4d8+24)  
  Space   50  ft.;  Reach   50  ft. 
  Special  Attacks   swarm  breath,  many-limbed,  hurl  foe 
  Tactics 
  During  Combat   Each  round,  Biolante  adjusts  the  number  of  attacks  it  makes  to  maximize  its 
  payoff  of  accuracy  to  damage  (against  Mountainfang,  it  will  generally  settle  on  a  total  of 
  attacks).  Once  reduced  to  300  hit  points,  it  will  use  its  swarm  breath  to  distract  its  opponent. 
  Against  a  foe  who  attempts  to  stay  at  range,  Biolante  will  grapple  and  then  pin  it,  sprouting 
  dozens  of  additional  limbs  (each  pair  of  limbs  grants  a  +2  bonus  on  grapple  checks),  and 
  damage  it  as  slowly  as  required. 
  Morale   Biolante  fights  until  its  recovery  triggers,  and  then  flees. 
  Statistics 
  Str   42,  Dex   26,  Con   26,  Int   2,  Wis   26,  Cha   8 
  Base  Atk   +25;  CMB   +49  (can’t  be  tripped);  CMD   67 
  Skills   Stealth  -24  (+6  when  remaining  still);  Racial  Modifiers   +30  Stealth  when  remaining 
  still 
  Languages   Draconic  (can’t  speak) 
  SQ   massive 
  Ecology 
  Environment   temperate  hills  or  forests 
  Organization   solitary  (unique) 
  Treasure   incidental 
  Special  Abilities 
  Swarm  Breath  (Ex)   Biolante’s  body  is  filled  with  enormous  insects,  most  over  a  foot  long, 
  but  some  much  larger.  It  can  expel  these  insects  as  a  full-round  action  into  up  to  200 
  adjacent  squares  whereupon  they  function  as  a  swarm  of  impossible  size.  Treat  this  massive 
  swarm  as  a  Wasp  Swarm  ( Pathfinder  Roleplaying  Game  Bestiary )  that  fills  200  squares,  has 
  a  speed  of  60  feet,  and  does  20d6  swarm  damage.  Biolante  can  use  this  attack  only  once 
  per  week,  unless  it  inhales  the  swarm  as  a  full-round  action  before  it  is  destroyed,  in  which 
  case  it  can  use  the  ability  again  after  1d4  rounds. 
  Fluid  Form  (Su)   Biolante’s  form  is  not  a  single  object  as  much  as  it  is  a  collection  of 
  massive  plants  tangled  together  around  the  heart  of  an  ancient,  forgotten  creature.  It  cannot 
  be  grappled  unless  it  chooses  to  be. 
  Many  Limbed  (Su)   Biolante  has  as  many  appendages  as  it  chooses  to  have  at  any 
  given  time,  growing,  splitting  or  absorbing  additional  limbs  as  it  sees  fit.  Its  natural  form  has 
  two  clawed  arms,  and  a  tail  -  as  well  as  its  bite,  which  it  cannot  reshape.  As  a  swift  action,  it 
  can  change  the  number  of  limbs  it  has,  taking  a  -4  circumstance  penalty  on  all  attacks  for 
  
  each  additional  appendage  grown  beyond  its  normal  three,  or  a  +2  circumstance  bonus  on 
  all  attacks  for  each  appendage  it  reduces  beyond  its  normal  three. 
  Kaiju  Attacks  (Ex)   A  kaiju's  natural  attacks  count  as  epic  and  magic  for  the  purpose 
  of  overcoming  damage  reduction. 
  Hurl  Foe  (Ex)   When  a  kaiju  damages  a  Huge  or  smaller  foe  with  one  of  its  natural 
  attacks,  it  can  try  to  hurl  the  foe  as  part  of  that  attack  by  attempting  a  combat  maneuver 
  check.  On  a  successful  check,  the  foe  is  knocked  back  10  feet  in  a  direction  of  the  kaiju's 
  choice  and  falls  prone.  The  distance  the  foe  is  hurled  increases  by  10  feet  for  every  5  points 
  by  which  the  kaiju's  check  exceeds  the  foe's  CMD.  If  an  obstacle  stops  the  hurled  creature 
  before  it  travels  the  whole  distance,  the  hurled  foe  and  the  obstacle  struck  each  take  1d6 
  points  of  damage  per  10  feet  of  distance  remaining  and  the  foe  is  knocked  prone  in  the 
  space  adjacent  to  the  obstacle. 
  Massive  (Ex)   Because  kaiju  are  so  massive,  uneven  ground  and  other  terrain 
  features  that  form  difficult  terrain  generally  pose  no  significant  hindrance  to  a  kaiju's 
  movement,  though  areas  of  forest  or  settlements  are  considered  difficult  terrain  to  a  kaiju.  A 
  Huge  or  smaller  creature  can  move  through  any  square  occupied  by  a  kaiju,  or  vice-versa.  A 
  kaiju  can  make  attacks  of  opportunity  only  against  foes  that  are  Huge  or  larger,  and  can  be  f 
  lanked  only  by  Huge  or  larger  foes.  A  kaiju  gains  a  bonus  for  being  on  higher  ground  only  if 
  its  entire  space  is  on  higher  ground  than  that  of  its  target.  It's  possible  for  a  Huge  or  smaller 
  creature  to  climb  a  kaiju—this  generally  requires  a  successful  DC  30  check,  and  unlike  the 
  normal  rules  about  kaiju  and  attacks  of  opportunity,  a  Small  or  larger  creature  that  climbs  on 
  a  kaiju's  body  provokes  an  attack  of  opportunity  from  the  monster. 
  Recovery  (Ex)   Whenever  a  kaiju  fails  a  saving  throw  against  any  mind-affecting, 
  paralysis,  petrification,  polymorph,  or  immobilizing  effect  (including  binding   and  temporal 
  stasis   but  not  including  imprisonment ),  it  can  attempt  a  new  saving  throw  at  the  end  of  its 
  turn  to  remove  the  effect.  Doing  so  takes  no  action.  A  kaiju  can  attempt  a  new  save  to  end 
  the  effect  as  often  as  it  wishes,  but  can  attempt  to  remove  only  one  such  effect  per  round. 
  Once  per  year,  if  a  kaiju  takes  an  amount  of  damage  that  would  normally  kill  it  by  reducing  its 
  hit  points  to  a  negative  amount  equal  to  its  Constitution  score,  the  damage  instead  heals  the 
  kaiju  of  twice  the  amount  of  damage—but  this  healing  leaves  the  kaiju  disoriented  and 
  demoralized.  At  this  point,  the  creature  becomes  nauseated  and  seeks  only  to  return  to  its 
  lair.  Any  amount  of  damage  dealt  to  it  by  an  external  source  before  it  reaches  its  lair,  though, 
  immediately  negates  the  nauseated  effect  and  allows  the  kaiju  to  end  its  retreat  and  attack. 
   
  Biolante  has  slumbered  in  the  lands  that  are  now  the  Protectorate  for  centuries  -  last  waking 
  during  the  wars  against  the  First  Ones  two  millenia  before.  Like  the  details  of  nearly  all  such 
  conflicts,  once  it  returned  to  its  slumber,  it  was  all  but  forgotten,  and  civilization  around  it 
  began  to  grow  once  more.  The  only  memory  of  Biolante  are  ancient  stories,  and  myths  of 
  beasts  large  enough  to  blot  out  the  sky.  But  in  a  world  where  magic  is  real,  what  is  myth  but 
  a  story  whose  details  have  been  forgotten? 
   
  Biolante  generally  appears  in  a  form  with  an  appearance  somewhere  between  a  serpent  and 
  a  crocodile  -  although  this  can  change  dramatically  during  battle,  as  it  splits  and  absorbs 
  limbs  as  it  needs  them.  The  only  facet  of  the  creature  that  remains  between  transformations 
  is  the  massive  jaws  -  nearly  fifty  feet  long.  These  belonged  to  the  kaiju  whose  corpse  has 
  now  been  absorbed  into  Biolante,  and  remain  among  its  most  dangerous  weapons. 
  
   
  Mountainfang,  the  Walking  Fortress 
  Although  it  has  a  humanoid  torso,  this  fortress-sized  construction  of  grinding  iron  gears  and 
  titanic  steel  plates  rests  on  a  base  that  resembles  a  massive  spider,  with  dozens  of  legs, 
  each  one  no  less  than  thirty  feet  tall.  In  its  chest  sits  a  massive  cannon,  large  enough  for  a 
  pair  of  elephants  to  stride  side  by  side. 
   
  Mountainfang
  CR  23  -  820,000  XP 
  N  Colossal  Construct  (kaiju) 
  Init   -3;  Senses   darkvision  600  ft.;  Perception  +9 
  Defense 
  AC   40,  touch  -1,  flat-footed  37  (-3  Dex,  +41  natural,  -8  size) 
  hp   250  (31d10+80);  fast  healing  30 
  Fort   +10,  Ref   +7,  Will   +19 
  Defensive  Abilities   ferocity,  point  defenses;  Immune  ability  damage,  ability  drain,  construct 
  traits,  death  effects,  disease,  energy  drain,  fear;  Resistance  30  acid,  30  cold,  30  electricity, 
  30  fire,  30  negative  energy,  30  sonic;  DR  40/epic,  20/-- 
  Offense 
  Spd   60  ft. 
  Melee   2  slams  +39  (4d10+16)  
  Ranged   6  cannons  +28  (6d6;  range  300  feet) 
  Space   50  ft.;  Reach   50  ft. 
  Special  Attacks   main  cannon 
  Tactics 
  Before  Combat   Mountainfang  has  fired  its  main  cannon  immediately  before  combat  begins. 
  During  Combat   Generally,  Mountainfang’s  operators  are  expected  to  remain  at  range  to 
  make  use  of  the  Walking  Fortress’  powerful,  long  range  attacks. 
  Statistics 
  Str   42,  Dex   4,  Con   --,  Int   --,  Wis   28,  Cha   1 
  Base  Atk   +31;  CMB   +53;  CMD   60 
  Languages   none 
  SQ   slow  start,  piloted 
  Ecology 
  Environment   Protectorate 
  Organization   Solitary  (unique) 
  Treasure   Incidental 
  Special  Abilities 
  Automatic  Cannons  (Ex)   Mountainfang’s  cannons  don’t  have  a  misfire  chance,  and  they 
  reload  themselves  at  the  start  of  the  turn. 
  Point  Defenses  (Su)   Mountainfang’s  body  is  littered  with  blades,  explosives,  and  tiny 
  constructs  that  make  it  difficult  to  approach  or  make  contact  with.  A  Small,  Medium,  or  Large 
  creature  making  contact  with  Mountainfang  takes  1d6  points  of  damage  each  it  makes 
  contact  with  Mountainfang.  A  Huge,  or  Gargantuan  creature  instead  takes  3d6  points  of 
  
  damage  each  round,  and  a  Colossal  creature  instead  takes  6d6  points  of  damage  each 
  round  from  these  point  defenses. 
  Piloted  (Ex)   Mountainfang  is  unable  to  take  complex  actions  of  its  own  accord, 
  although  it  is  able  to  defend  itself  or  follow  basic  commands,  such  as  move  there  or  wait.  All 
  direction  of  any  sort  must  be  done  through  the  control  center,  located  near  the  top  of  the 
  walking  fortress. 
  Main  Cannon  (Ex)   As  a  standard  action  every  1d4+1  rounds,  Mountainfang  can  fire 
  its  main  cannon.  This  cannon  fires  a  pulse  of  energy  in  a  30  foot  wide,  1,200  foot  line  that 
  does  30d6  points  of  force  damage  to  all  creatures  in  the  area  who  fail  a  DC  25  Reflex  save, 
  and  half  damage  to  those  who  pass  their  saves.  Additionally,  creatures  who  fail  their  saves 
  must  make  a  DC  25  Fortitude  save  or  be  stunned  for  one  round  from  the  energy. 
  Slow  Start  (Ex)   It  takes  Mountainfang  ten  full  minutes  to  awaken  from  its  inert 
  fortress  state.  For  the  first  five  minutes,  it  is  effectively  helpless.  For  the  next  three  minutes,  it 
  cannot  take  actions,  but  it  is  no  longer  helpless.  For  the  final  two  minutes,  it  is  staggered. 
  After  this  time,  it  can  act  normally. 
  Kaiju  Attacks  (Ex)   A  kaiju's  natural  attacks  count  as  epic  and  magic  for  the  purpose 
  of  overcoming  damage  reduction. 
  Hurl  Foe  (Ex)   When  a  kaiju  damages  a  Huge  or  smaller  foe  with  one  of  its  natural 
  attacks,  it  can  try  to  hurl  the  foe  as  part  of  that  attack  by  attempting  a  combat  maneuver 
  check.  On  a  successful  check,  the  foe  is  knocked  back  10  feet  in  a  direction  of  the  kaiju's 
  choice  and  falls  prone.  The  distance  the  foe  is  hurled  increases  by  10  feet  for  every  5  points 
  by  which  the  kaiju's  check  exceeds  the  foe's  CMD.  If  an  obstacle  stops  the  hurled  creature 
  before  it  travels  the  whole  distance,  the  hurled  foe  and  the  obstacle  struck  each  take  1d6 
  points  of  damage  per  10  feet  of  distance  remaining  and  the  foe  is  knocked  prone  in  the 
  space  adjacent  to  the  obstacle. 
  Massive  (Ex)   Because  kaiju  are  so  massive,  uneven  ground  and  other  terrain 
  features  that  form  difficult  terrain  generally  pose  no  significant  hindrance  to  a  kaiju's 
  movement,  though  areas  of  forest  or  settlements  are  considered  difficult  terrain  to  a  kaiju.  A 
  Huge  or  smaller  creature  can  move  through  any  square  occupied  by  a  kaiju,  or  vice-versa.  A 
  kaiju  can  make  attacks  of  opportunity  only  against  foes  that  are  Huge  or  larger,  and  can  be  f 
  lanked  only  by  Huge  or  larger  foes.  A  kaiju  gains  a  bonus  for  being  on  higher  ground  only  if 
  its  entire  space  is  on  higher  ground  than  that  of  its  target.  It's  possible  for  a  Huge  or  smaller 
  creature  to  climb  a  kaiju—this  generally  requires  a  successful  DC  30  check,  and  unlike  the 
  normal  rules  about  kaiju  and  attacks  of  opportunity,  a  Small  or  larger  creature  that  climbs  on 
  a  kaiju's  body  provokes  an  attack  of  opportunity  from  the  monster. 
   
  The  Arman  Protectorate’s  Forgers  Guild  has  been  consistently  creating  larger  and  more 
  advanced  constructs  for  generations  now.  The  most  amazing  of  these  has  been  under 
  construction  for  nearly  a  decade  now  -  the  Walking  Fortresses.  Mountainfang  is  one  of  two 
  impossibly  large  machines,  created  by  years  of  careful  toil  by  masterful  builders  using 
  materials  drawn  forth  from  the  very  plane  of  earth.  It  was  designed  to  fight  entire  wars  --  and 
  to  win  them. 
   
  
  OPEN  GAME  LICENSE  Version  1.0a 
  The  following  text  is  the  property  of  Wizards  of  the  Coast,  Inc.  and  is  Copyright  2000 
  Wizards  of  the  Coast,  Inc  ("Wizards").  All  Rights  Reserved. 
   
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  contributed  Open  Game  Content;  (b)  "Derivative  Material"  means  copyrighted  material 
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  potation,  modification,  correction,  addition,  extension,  upgrade,  improvement,  compilation, 
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  includes  the  methods,  procedures,  processes  and  routines  to  the  extent  such  content  does 
  not  embody  the  Product  Identity  and  is  an  enhancement  over  the  prior  art  and  any  additional 
  content  clearly  identified  as  Open  Game  Content  by  the  Contributor,  and  means  any  work 
  covered  by  this  License,  including  translations  and  derivative  works  under  copyright  law,  but 
  specifically  excludes  Product  Identity.  (e)  "Product  Identity"  means  product  and  product  line 
  names,  logos  and  identifying  marks  including  trade  dress;  artifacts,  creatures,  characters, 
  stories,  storylines,  plots,  thematic  elements,  dialogue,  incidents,  language,  artwork,  symbols, 
  designs,  depictions,  likenesses,  formats,  poses,  concepts,  themes  and  graphic, 
  photographic  and  other  visual  or  audio  representations;  names  and  descriptions  of 
  characters,  spells,  enchantments,  personalities,  teams,  personas,  likenesses  and  special 
  abilities;  places,  locations,  environments,  creatures,  equipment,  magical  or  supernatural 
  abilities  or  effects,  logos,  symbols,  or  graphic  designs;  and  any  other  trademark  or  registered 
  trademark  clearly  identified  as  Product  identity  by  the  owner  of  the  Product  Identity,  and 
  which  specifically  excludes  the  Open  Game  Content;  (f)  "Trademark"  means  the  logos, 
  names,  mark,  sign,  motto,  designs  that  are  used  by  a  Contributor  to  identify  itself  or  its 
  products  or  the  associated  products  contributed  to  the  Open  Game  License  by  the 
  Contributor  (g)  "Use",  "Used"  or  "Using"  means  to  use,  Distribute,  copy,  edit,  format,  modify, 
  translate  and  otherwise  create  Derivative  Material  of  Open  Game  Content.  (h)  "You"  or 
  "Your"  means  the  licensee  in  terms  of  this  agreement. 
   
  2.  The  License :  This  License  applies  to  any  Open  Game  Content  that  contains  a  notice 
  indicating  that  the  Open  Game  Content  may  only  be  Used  under  and  in  terms  of  this 
  License.  You  must  affix  such  a  notice  to  any  Open  Game  Content  that  you  Use.  No  terms 
  may  be  added  to  or  subtracted  from  this  License  except  as  described  by  the  License  itself. 
  No  other  terms  or  conditions  may  be  applied  to  any  Open  Game  Content  distributed  using 
  this  License. 
   
  3.  Offer  and  Acceptance :  By  Using  the  Open  Game  Content  You  indicate  Your  acceptance 
  of  the  terms  of  this  License. 
   
  4.  Grant  and  Consideration :  In  consideration  for  agreeing  to  use  this  License,  the 
  Contributors  grant  You  a  perpetual,  worldwide,  royalty-free,  non-exclusive  license  with  the 
  exact  terms  of  this  License  to  Use,  the  Open  Game  Content. 
  
   
  5.  Representation  of  Authority  to  Contribute :  If  You  are  contributing  original  material  as 
  Open  Game  Content,  You  represent  that  Your  Contributions  are  Your  original  creation  and/or 
  You  have  sufficient  rights  to  grant  the  rights  conveyed  by  this  License. 
   
  6.  Notice  of  License  Copyright :  You  must  update  the  COPYRIGHT  NOTICE  portion  of  this 
  License  to  include  the  exact  text  of  the  COPYRIGHT  NOTICE  of  any  Open  Game  Content 
  You  are  copying,  modifying  or  distributing,  and  You  must  add  the  title,  the  copyright  date, 
  and  the  copyright  holder  name  to  the  COPYRIGHT  NOTICE  of  any  original  Open  Game 
  Content  you  Distribute. 
   
  7.  Use  of  Product  Identity :  You  agree  not  to  Use  any  Product  Identity,  including  as  an 
  indication  as  to  compatibility,  except  as  expressly  licensed  in  another,  independent 
  Agreement  with  the  owner  of  each  element  of  that  Product  Identity.  You  agree  not  to  indicate 
  compatibility  or  co-adaptability  with  any  Trademark  or  Registered  Trademark  in  conjunction 
  with  a  work  containing  Open  Game  Content  except  as  expressly  licensed  in  another, 
  independent  Agreement  with  the  owner  of  such  Trademark  or  Registered  Trademark.  The 
  use  of  any  Product  Identity  in  Open  Game  Content  does  not  constitute  a  challenge  to  the 
  ownership  of  that  Product  Identity.  The  owner  of  any  Product  Identity  used  in  Open  Game 
  Content  shall  retain  all  rights,  title  and  interest  in  and  to  that  Product  Identity. 
   
  8.  Identification :  If  you  distribute  Open  Game  Content  You  must  clearly  indicate  which 
  portions  of  the  work  that  you  are  distributing  are  Open  Game  Content. 
   
  9.  Updating  the  License :  Wizards  or  its  designated  Agents  may  publish  updated  versions  of 
  this  License.  You  may  use  any  authorized  version  of  this  License  to  copy,  modify  and 
  distribute  any  Open  Game  Content  originally  distributed  under  any  version  of  this  License. 
   
  10.  Copy  of  this  License :  You  MUST  include  a  copy  of  this  License  with  every  copy  of  the 
  Open  Game  Content  You  distribute. 
   
  11.  Use  of  Contributor  Credits :  You  may  not  market  or  advertise  the  Open  Game  Content 
  using  the  name  of  any  Contributor  unless  You  have  written  permission  from  the  Contributor 
  to  do  so. 
   
  12.  Inability  to  Comply :  If  it  is  impossible  for  You  to  comply  with  any  of  the  terms  of  this 
  License  with  respect  to  some  or  all  of  the  Open  Game  Content  due  to  statute,  judicial  order, 
  or  governmental  regulation  then  You  may  not  Use  any  Open  Game  Material  so  affected. 
   
  13.  Termination :  This  License  will  terminate  automatically  if  You  fail  to  comply  with  all  terms 
  herein  and  fail  to  cure  such  breach  within  30  days  of  becoming  aware  of  the  breach.  All 
  sublicenses  shall  survive  the  termination  of  this  License. 
   
  14.  Reformation :  If  any  provision  of  this  License  is  held  to  be  unenforceable,  such  provision 
  shall  be  reformed  only  to  the  extent  necessary  to  make  it  enforceable. 
   
  
  15.  COPYRIGHT  NOTICE 
   
   
  Open  Game  License  v  1.0a ,  ©  2000,  Wizards  of  the  Coast,  Inc.;  . 
   
   
  System  Reference  Document ,  ©  2000,  Wizards  of  the  Coast,  Inc.;  Authors:  Jonathan 
  Tweet,  Monte  Cook,  Skip  Williams,  based  on  material  by  E.  Gary  Gygax  and  Dave  Arneson. 
   
   
  Pathfinder  Roleplaying  Game  Core  Rulebook ,  ©  2011,  Paizo  Publishing,  LLC;  Author: 
  Jason  Bulmahn,  based  on  material  by  Jonathan  Tweet,  Monte  Cook,  and  Skip  Williams. 
   
  Pathfinder  Roleplaying  Game  Ultimate  Combat .  ©  2011,  Paizo  Publishing,  LLC;  Authors: 
  Dennis  Baker,  Jesse  Benner,  Benjamin  Bruck,  Jason  Bulmahn,  Brian  J.  Cortijo,  Jim  Groves, 
  Tim  Hitchcock,  Richard  A.  Hunt,  Colin  McComb,  Jason  Nelson,  Tom  Phillips,  Patrick  Renie, 
  Sean  K  Reynolds,  and  Russ  Taylor. 
   
  Pathfinder  Roleplaying  Game  Bestiary ,  ©  2009,  Paizo  Publishing,  LLC;  Author:  Jason 
  Bulmahn,  based  on  material  by  Jonathan  Tweet,  Monte  Cook,  and  Skip  Williams. 
   
  Pathfinder  Roleplaying  Game  Bestiary  3 .  ©  2011,  Paizo  Publishing,  LLC;  Authors:  Jesse 
  Benner,  Jason  Bulmahn,  Adam  Daigle,  James  Jacobs,  Michael  Kenway,  Rob  McCreary, 
  Patrick  Renie,  Chris  Sims,  F.  Wesley  Schneider,  James  L.  Sutter,  and  Russ  Taylor,  based  on 
  material  by  Jonathan  Tweet,  Monte  Cook,  and  Skip  Williams. 
   
  Pathfinder  Roleplaying  Game  Bestiary  4 .  ©  2013,  Paizo  Publishing,  LLC;  Authors:  Dennis 
  Baker,  Jesse  Benner,  Savannah  Broadway,  Ross  Byers,  Adam  Daigle,  Tim  Hitchcock,  Tracy 
  Hurley,  James  Jacobs,  Matt  James,  Rob  McCreary,  Jason  Nelson,  Tom  Phillips,  Stephen 
  Radney-  MacFarland,  Sean  K  Reynolds,  F.  Wesley  Schneider,  Tork  Shaw,  and  Russ  Taylor. 
   
  NeoExodus  Campaign  Setting ,   Copyright  2016,  Louis  Porter  Jr.  Design,  Inc.;  Authors: 
  Neal  Bailey,  Thomas  Baumbach,  Clinton  Boomer,  Jean-Philipe  ‘JP’  Chapleau,  Joshua  Cole, 
  Richard  Farrese,  Lee  Hammock,  Marc  D.  Irvin,  Jeff  Lee  and  Owen  K.C.  Stephens 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ-NEL002 - Keystone Episode 0.2 - Machines.pdf