TEXT: By Jenny Jarzabski
  Second Edition
  Second Edition
  Legacy  
  of the  
  Lost GOD
  
  TR
  AI
  TS:
  LEVEL 8  
  (DC 24)
  MAGIC
  A
  L, 
  WAT
  ER
  C
  H
  E
  C
  K
  S:
   A
  CROB
  ATIC
  S +
  16,
   O
  CCU
  LTISM +14
  SE
  E 
  HI
  M 
  cause water to 
  rise,
   t
  o
   flow
  , to
  dan
  ce i
  n the air before yo
  ur 
  v
  ery 
  eyes!
  TR
  A
  ITS:
  LEVEL 8  
  (DC 24)
  ANIM
  AL
  , I
  NJURY
  This DYNAMIC DUO demonstrates 
  their unmatched strength! You’ve 
  seen an elephant carry a person, 
  but can Evora bear the weight of 
  her mammoth Gigi?
  CHECKS
  : A
  T
  H
  LE
  TICS
   +19, 
  NAT
  U
  R
  E 
  +13
  LEVEL 5  
  (DC 20)
  TR
  AI
  T
  S
  :
   A
  L
  C
  H
  E
  M
  I
  C
  A
  L
  ,
  IN
  J
  U
  RY
  , 
  P
  R
  O
  P
  The 
  plu
  ck
  y 
  F
  I
  DG
  ET pu
  lls elaborate fI
  re
  w
  or
  ks
  fro
  m 
  he
  r 
  b
  ag,
   lighting
   and juggli
  ng
   t
  he
  m
  in 
  a 
  s
  p
  ec
  tacle
   certain to ama
  ze
  !
  C
  H
  E
  C
  K
  S: ACR
  OBATICS +9,
  PE
  RF
  ORMA
  NCE +9
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  AUTHOR
  Jenny Jarzabski
  ADDITIONAL WRITING
  Stephen Glicker, Luis Loza, Ron Lundeen, 
  Andrew Mullen, and David N. Ross
  DEVELOPERS
  Ron Lundeen and Patrick Renie
  DESIGN LEADS
  Stephen Radney-MacFarland and Mark Seifter
  EDITING LEADS
  Avi Kool and Lu Pellazar
  EDITORS
  Judy Bauer, James Case, Avi Kool, Lyz Liddell, 
  Adrian Ng, and Lu Pellazar
  COVER AND PAGE BORDER ARTIST
  Miguel Regodón Harkness
  INTERIOR ARTISTS
  Olivier Bernard, Vlada Hladkova, Jason Juta,  
  Artur Nakhodkin, Ian Perks, 
  Ricardo Padierne Silvera, Darko Stojanovic, 
  and Jessé Suursoo
  ART DIRECTION
  Sonja Morris and Sarah E. Robinson
  CREATIVE DIRECTOR
  James Jacobs
  PROJECT MANAGER
  Gabriel Waluconis
  PUBLISHER
  Erik Mona
  Legacy of the Lost God 
  2
  by Jenny Jarzabski
  Chapter 1: A Grand Entrance 
  4
  Chapter 2: Into Moonstone Hall 
  18
  Chapter 3: Echoes Under Escadar 
  32
  Chapter 4: Against the Celestial Menagerie 
  44
  Among the Xulgaths 
  60
  by Andrew Mullen
  Catfolk of Golarion 
  66
  by David N. Ross
  Adventure Toolbox 
  72
  by Stephen Glicker, Luis Loza, Ron Lundeen, and Andrew Mullen
  Circus Magic Items 
  73
  Animal Trainer Archetype 
  76
  Circus Spells 
  77
  Bogeyman 
  78
  Iridescent Animal 
  80
  Muse Phantom 
  81
  Visitant 
  82
  Xulgath Spinesnapper 
  84
  Zuipnyrn 
  85
  Chief Constable Andera Paldreen 
  86
  Mistress Dusklight 
  88
  Ulthadar 
  90
  Adventure Path 2 of 6
  LEGACY OF THE LOST GOD
  
  2
  
  3
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  6
  The heroes should reach 6th level by the start of Chapter 2.
  5
  The heroes begin this adventure at 5th level.
  7
  The heroes should reach 7th level around the time they delve below 
  Moonstone Hall in Chapter 3.
  8
  The heroes should reach 8th level by the start of Chapter 4.
  Chapter 1: A Grand Entrance ..................................... 4
  The Circus of Wayward Wonders arrives in Escadar, but the heroes must 
  clear the dangerous plot of land they’ve been given before the circus can 
  perform. Furthermore, rivals from the Celestial Menagerie try to sabotage 
  the opening performance.
  Chapter 2: Into Moonstone Hall ............................. 18
  To follow up on their information from Erran Tower, the party seeks 
  permission to enter the buried temple of Aroden known as Moonstone 
  Hall. They soon learn that xulgaths have infested the abandoned structure, 
  and that their enemy Mistress Dusklight is negotiating with them.
  Chapter 3: Echoes under Escadar ..........................32
  Deep beneath Moonstone Hall, the heroes work with the ghost of a 
  peevish priest to learn about the xulgath presence and the secrets of 
  Aroden’s aeon orbs. 
  Chapter 4: Against the Celestial Menagerie ....44
  After presenting the information discovered in Moonstone Hall, the heroes 
  are deputized to take Mistress Dusklight into custody. The canny catfolk 
  ringmaster is ready for them though, and they face their greatest challenges 
  on their rival’s turf.
  Advancement Track
  Legacy of the Lost God is designed for four characters.
  NEW PERFORMERS
  This adventure, as well as all 
  subsequent volumes of the 
  Extinction Curse Adventure Path, 
  present six new circus performers 
  on the inside covers. The adventure 
  provides ways to meet and hire 
  each of these performers, but 
  sometimes they’re found in very 
  unlikely places! As managers of 
  the Circus of Wayward Wonders, 
  the heroes should always be on 
  the lookout for new talent. The 
  heroes gain XP when they acquire 
  a new performer, and they unlock 
  the ability to take that performer’s 
  traits in their own signature tricks 
  (unlike the heroes, NPCs don’t ever 
  switch out their tricks or increase 
  them in level). There’s no telling 
  which of these NPCs are likely to 
  resonate with the heroes, so play up 
  anyone they really enjoy interacting 
  with and don’t worry about leaving 
  other performers by the wayside. 
  These new performers are also 
  great opportunities to flesh out the 
  heroes’ backstories and present new 
  romantic relationships or friendships 
  throughout the campaign.
  The heroes should reach 9th level by the time they complete the adventure.
  LEGACY OF THE 
  LOST GOD
  
  4
  The powerful xulgath nation that once thrived in 
  the subterranean realm known as Vask bears little 
  resemblance to the fragmented tribes of degenerate 
  xulgaths that eke out a living in the Darklands today. 
  Few among the xulgaths now have any inkling that 
  they are heirs to an ancient civilization that once 
  mastered occult knowledge and powerful magic. 
  Six hovering, life‑giving orbs gave Vask its vitality, 
  creating a lush, primeval jungle far underground, and 
  the xulgath empire thrived within this subterranean 
  cradle for countless generations.
  Five millennia ago, a visitor from the surface 
  changed everything. When the god Aroden raised the 
  Isle of Kortos and the Isle of Erran from the Inner 
  Sea, the islands were merely barren, slime‑covered 
  rocks. Aroden sought a method to breathe life into 
  his sacred islands and discovered the magical orbs 
  nurturing Vask. In his mind, the orbs would serve 
  humanity far better than they would the xulgaths. He 
  stole all but one, leaving a single orb behind in what he 
  believed was an act of mercy to maintain Vask’s fragile 
  ecosystem. Aroden didn’t realize it, but a single orb 
  wasn’t enough to sustain Vask. Without the protective 
  barrier provided by all six orbs, the radioactive crystals 
  in Vask’s surrounding stone destroyed the ecology, 
  transforming the entire region into a land of irradiated 
  black sand now known as the Black Desert.
  Aroden called his prizes aeon orbs, naming them 
  after his Azlanti tradition, and installed them in five key 
  locations across the islands he had drawn from the sea. 
  He placed each atop a mudbrick tower, which he then 
  named aeon towers. Four of these towers stood on the 
  western half of the Isle of Kortos, and the fifth stood 
  upon the Isle of Erran, which Aroden reserved for his 
  clergy’s use. The aeon orbs orbited these aeon towers, 
  emanating their life‑giving magic across the islands.
  CHAPTER 1:  
  A GRAND ENTRANCE
  
  5
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Even the orbs’ considerable power was not enough to transform a rock 
  into a verdant island suitable for human habitation. Aroden supplemented 
  the aeon orbs’ magic with his own essence, boosting their power using a 
  ritual performed at a stronghold he named the Verdant Beacon, high in 
  the Kortos Mountains. The islands quickly flourished in the shadow of the 
  empowered aeon towers, and these beacons of plenty became wondrous 
  landmarks that were honored by locals. Over time, the towers gradually 
  came to be taken for granted, but Aroden’s essence continued to empower 
  the aeon orbs, and his islands thrived for millennia. 
  Aroden’s mysterious death disrupted the power of the aeon orbs. Over 
  the past century, residents of the isles have noted a steady decline in their 
  land’s ecology as the orbs began to fail. Left alone, the aeon orbs’ slow 
  decay is certain to doom the Isle of Kortos. 
  But the xulgaths aren’t content to wait. An ambitious priest of the 
  demon lord Zevgavizeb, Sarvel Ever‑Hunger, learned of his ancestral 
  homeland in Vask through communion with his god, including the truth 
  of Aroden’s ancient theft and its staggering consequences. Outraged at 
  the crime that doomed his people millennia before, Sarvel concocted a 
  plan to wreak vengeance on the surface‑dwellers. Rather than reclaim the 
  five stolen aeon orbs, which might allow the surface dwellers to migrate 
  elsewhere or otherwise survive, he intends to use them to wipe the islands 
  clean of life in one deadly blow. 
  To enact this plan, Sarvel needed to learn more about Aroden’s theft and 
  his construction of the aeon towers. This lore could be found, he suspected, 
  in one of Aroden’s temples on the surface, but lest his plans be discovered 
  too soon, he sought out a temple the soft‑skinned surface dwellers had 
  abandoned. He found the ideal site: a temple called Moonstone Hall, 
  abandoned a century ago and covered by the growing city of Escadar. The 
  constables of Escadar had an unknowing hand in keeping intruders out of 
  the buried temple: fearing smugglers and criminals might use the site as 
  a hideout, the constables guarded its only known surface access and kept 
  anyone from entering. Moonstone Hall therefore lay undisturbed until 
  Sarvel arrived with his retinue.
  Sarvel plundered the lore of Moonstone Hall, drawing the wisdom 
  contained in the site’s magical repositories of knowledge and prophecy 
  called moonstone pools. Through the moonstone pools, Sarvel learned of 
  the aeon towers, the Verdant Beacon, and a powerful ritual that could 
  harness their power to shake the entire Isle of Kortos back into the sea 
  from whence Aroden raised it. While the Last Azlanti intended this ritual 
  as a fail‑safe in case something terrible threatened the Starstone, Sarvel 
  saw the potential to strike a powerful blow of revenge against the hated 
  surface‑dwellers. There, in the halls of his detested enemy, Sarvel directed 
  his most powerful and loyal retainers to infiltrate each of the aeon towers 
  and destroy the aeon orbs there. 
  Most of the xulgaths then left Moonstone Hall, and Sarvel himself 
  departed for the Verdant Beacon. But Sarvel decreed that several xulgaths 
  must remain behind to continue to plunder the temple’s lore and befoul 
  its grandeur. The remaining xulgaths’ work within Moonstone Hall is 
  slow, both because they lack Sarvel’s domineering leadership and because 
  the ghosts of the site harry their efforts to subvert Aroden’s legacy. These 
  xulgaths are a fractious, squabbling lot, but they have taken Sarvel’s 
  primary directive seriously: they must not allow the surface dwellers to 
  learn of their presence or their plans. 
  CHAPTER 1 SYNOPSIS
  The heroes’ circus, the Circus of 
  Wayward Wonders, arrives in the 
  city of Escadar to put on its first 
  significant shows and start building 
  a name for itself. Some of the circus 
  members are nervous, as Escadar 
  is also the home of the Celestial 
  Menagerie, a rival circus led by a 
  cruel catfolk ringmaster. The heroes 
  must secure permission from Chief 
  Constable Andera Paldreen to 
  perform and then clear their granted 
  site of its dangers. Agents of the 
  Celestial Menagerie threaten to 
  sabotage the opening performance 
  of the Circus of Wayward Wonders, 
  and the heroes must discover and 
  stop these attempts so their opening 
  night can succeed.
  CHAPTER 1 TREASURE 
  LISTING
  The permanent and consumable 
  items available as treasure in 
  Chapter 1 are as follows. 
  • beckoning cat amulet
  • chime of opening
  • clandestine cloak
  • clear spindle aeon stone,
  • dust of appearance
  • invisibility potion
  • lesser elixir of life
  • moderate darkvision elixir
  • moderate mistform elixir
  • persona mask
  • type I bag of holding
  • +1 rapier
  
  6
  ENTER MISTRESS DUSKLIGHT
  Despite their best efforts, the xulgaths did not remain 
  undiscovered for long. The devious Mistress Dusklight, 
  catfolk ringmaster of an Escadar‑based circus called the 
  Celestial Menagerie, has scoured the city for powerful 
  relics and forgotten lore she could use to supplement 
  her own abilities or display at a profit. She first thought 
  to bribe the constables guarding Moonstone Hall to 
  gain entrance—as she already had a senior constable 
  named Darricus Stallit on her payroll—but the chief 
  constable’s recent crackdown on corruption made 
  such bribery challenging. She instead found another 
  entrance concealed in a nearby basement. 
  Mistress Dusklight was surprised to find 
  xulgaths residing just beneath the city’s 
  streets. She promised to help them unlock 
  the temple’s secrets in exchange 
  for her freedom to come and go. 
  When the xulgaths demanded 
  more, the ringmaster offered her 
  own disloyal or unsuspecting 
  circus hands as sacrifices for 
  the xulgaths’ bloody rites. 
  Meanwhile, she’s stealing 
  everything of value from 
  beneath 
  the 
  xulgaths’ 
  snouts. Her actions are 
  dangerous 
  and 
  illegal, 
  but Mistress Dusklight hasn’t 
  ever let the law or morality stop 
  her before.
  Welcome to Escadar
  In The Show Must Go On, the 
  heroes learned that a contingent 
  of xulgaths had been sent to the 
  Erran Tower by more powerful 
  xulgaths in Moonstone Hall 
  beneath 
  Escadar. 
  The 
  temple is bound to have 
  more information about 
  the aeon orbs and the xulgath 
  menace, so investigating it is 
  the heroes’ next logical step. 
  Escadar is also a good next 
  stop for the Circus of Wayward 
  Wonders. Having honed their acts 
  in the small town of Abberton, the 
  performers are ready for larger 
  crowds, 
  bigger 
  payouts, 
  and 
  greater prestige.
  Yet Escadar is not entirely 
  enticing, nor is setting up there 
  without risk. Many performers and hands are anxious 
  about Mistress Dusklight, the cruel circus master 
  who manages the rival circus Celestial Menagerie 
  in Escadar. Performers whisper stories about her 
  kidnappings, mistreatment of animals, and use of 
  magic and drugs to force performers into compliance. 
  The heroes may also have a past within the Celestial 
  Menagerie, based on the backgrounds they chose.
  The circus’s overland journey to Escadar is largely 
  uneventful, beyond a growing restlessness among the 
  circus performers and hands. When the circus finally 
  arrives in town, read or paraphrase the following. 
  The sharp tang of salt permeates the air, and the 
  gulls that swoop and cry overhead mark the city’s 
  proximity to the sea. Grandiose buildings at the 
  city’s center rise above sprawling markets and 
  squalid tenements. Proud ships sail in 
  and out of the harbor with the wind as 
  laborers and travelers mill about the 
  docks and quays. 
  The tide of humanity ebbs and 
  flows throughout the port city. 
  Hawkers pace the crooked streets 
  and shout various offers to passersby. 
  Fishmongers sing out the daily 
  catch, traipsing in meandering 
  paths through crowded markets. 
  Armed guards in navy‑blue 
  uniforms with bronze badges 
  patrol the busy intersections, 
  their eyes scanning the crowds. 
  Dirty‑faced urchins dart underfoot, 
  seeking dropped coins or 
  untended purses.
  Walking 
  through 
  the 
  streets 
  of 
  Escadar is similar 
  to peering through the pages 
  of history, as newer projects 
  are built practically on 
  top of older buildings. 
  Foundations 
  millennia 
  old support brand‑new 
  structures, 
  the 
  city 
  growing proudly higher and higher. 
  Though Escadar teems with 
  distractions and their investigation 
  into Moonstone Hall beckons, the 
  heroes have a significant concern 
  that demands immediate attention: 
  their performers need to make a 
  Darricus Stallit
  
  7
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  living. They require a plot of unused land to house 
  their circus, and every circus owner knows that good 
  relations with the local law helps prevent trouble. 
  Veteran circus performers—such as the Professor or 
  Mistress Elizia—suggest the heroes speak with the 
  head of Escadar’s city guard.
  Escadar’s civic functions are based in the massive 
  structure known as Conclave Square. Once a 
  collection of closely constructed buildings where 
  Aroden’s priests handled the island’s civic matters, the 
  buildings were expanded and connected generations 
  ago. Now a single sprawling structure with several 
  blended architectural styles, Conclave Square is the 
  home of Escadar’s Lesser Council, city guard, and 
  licensing offices. Heroes who have visited Escadar 
  (including those who once worked for Mistress 
  Dusklight) know where it is, and any citizen can point 
  the heroes there. A hero who succeeds at a DC 15 
  Diplomacy check to Gather Information learns that 
  the right person to speak to is Andera Paldreen, 
  Escadar’s sternly efficient chief constable. Even 
  without learning Andera’s name ahead of time, the 
  heroes are directed to her office when they ask around 
  Conclave Square about licenses for entertainers and 
  merchants. Escadar has always been known as a 
  city of vices, with more than its share of smugglers’ 
  warehouses, illicit brothels, and gladiatorial pits. 
  Chief Constable Paldreen has been working hard to 
  legitimize the city’s entertainment businesses. 
  PERFORMANCE NEGOTIATIONS
  It takes 1d6 hours for Andera’s schedule to open up. 
  A talkative senior constable named Darricus Stallit 
  comes to fetch the heroes after that time and takes 
  them to his boss. Darricus accompanies the heroes into 
  Andera’s office after giving her door a quick knock.
  This circular office, paneled with rich brown wood, contains 
  a writing desk, shelves stacked with records, and a row 
  of chairs positioned near the door for visitors. A framed 
  painting of a kestrel in flight hangs in a place of prominence 
  behind the desk. A metal stand to the west displays an 
  ornate falchion and a battle‑worn breastplate polished to 
  a brilliant shine. 
  A small, muscular human woman sits behind the desk, 
  dressed in a dark‑blue uniform with a golden badge of office 
  pinned to the left shoulder. The shield‑shaped badge bears 
  an engraving of an osprey with a fish clutched in its talons. 
  The woman listens intently to the individual sitting across 
  from her, a smarmy human man in a striking, royal‑purple 
  suit only a few buttons and ruffles shy of garish. 
  The woman’s hawklike gaze darts to the opened door, 
  and she holds up a hand apologetically to the man in purple. 
  “Thank you, Delamar, for bringing this issue to my 
  attention. If that’s all, though, it appears that I have 
  another appointment.”
  Creatures: When the heroes arrive, the overworked 
  and plain‑speaking chief constable, is meeting with 
  Delamar Gianvin, an employee of Mistress Dusklight’s 
  Celestial Menagerie. Delamar is here to prevent the 
  Circus of Wayward Wonders from opening in Escadar. 
  Andera has little patience for the smarmy man, but he’s 
  already convinced her that he has relevant information 
  about the Circus of Wayward Wonders and should be 
  present for this meeting.
  Andera invites the heroes into her office and insists 
  that Delamar stay. Darricus smoothly moves behind 
  Andera and stands at attention, observing the ensuing 
  conversation. Darricus has secretly been on Mistress 
  Dusklight’s payroll for years, but no one else in the 
  room is aware of Darricus’s arrangement with her—
  to Andera and Delamar, Darricus is simply a loyal 
  senior constable. The heroes can discover and expose 
  Darricus’s treachery later in this adventure.
  ANDERA PALDREEN 
  CREATURE 10
  Female human chief constable (page 87)
  Initiative Perception +22
  DARRICUS STALLIT 
  CREATURE 8
  Male human deputy constable (page 57)
  Initiative Perception +17
  DELAMAR GIANVIN 
  CREATURE 6
  Male human agitator (page 16)
  Initiative Perception +14
  Skills Acrobatics +15, Circus Lore +10, Criminal Lore +10, 
  Deception +14, Diplomacy +14, Society +12, Stealth +17, 
  Thievery +15 
  Convincing Andera: Andera asks the heroes to 
  present their request to her and encourages them to 
  get to the point quickly. While the heroes attempt 
  to convince Andera, Delamar rebuts their points, 
  insisting that the Circus of Wayward Wonders brings 
  a dangerous element to her city. Delamar has a 
  reasonable understanding of the events that took place 
  in Abberton, and he presents facts in a way that paints 
  the heroes in the worst possible light (such as pointing 
  out the circus harbored a murderer or that the heroes 
  got into a fight in a church of Abadar). Delamar is also 
  perfectly willing to lie to make the heroes look bad. 
  To run this social encounter, use the following 
  rules and track Andera’s response with Resistance 
  Points, representing her disinclination to approve the 
  
  8
  heroes’ request. First, have Delamar and each hero 
  roll initiative using their Deception or Diplomacy 
  skills; Andera lets everyone present have their say in 
  turn. Andera has some reluctance toward granting 
  the heroes’ request due to her prior conversation with 
  Delamar and starts with 5 Resistance Points. 
  On his turn, Delamar automatically adds 1 
  Resistance Point with hurtful statements. He also 
  attempts a DC 20 Diplomacy or Deception check. On 
  a success, he adds 1 additional Resistance Point. On a 
  critical success, he instead adds 2. On a critical failure, 
  his poor argument removes 1 Resistance Point. 
  Each hero can do one of the following on their turn:
  Sway Andera: The hero attempts a DC 20 check 
  using Diplomacy, Deception, or a relevant Lore skill 
  to convince Andera to allow their circus to perform 
  in Escadar. If the hero mentions that a circus increases 
  happiness or satisfaction among the people, reduce 
  the DC to 18. A success removes 1 Resistance Point, 
  while a critical success removes 2 Resistance Points. A 
  critical failure instead adds 1 Resistance Point.
  Support an Argument: The hero attempts to bolster 
  an ally’s argument by attempting a DC 20 check using 
  Diplomacy, Deception, or a relevant Lore skill. On 
  a success, the indicated ally gains a +1 circumstance 
  bonus to their next check. On a critical success, the 
  hero also removes 1 Resistance Point due to insightful 
  support. On a critical failure, the ally’s next check to 
  sway Andera takes a –1 circumstance penalty instead.
  Demonstrate Talents: The hero attempts a DC 20 
  Performance check to prove their ability to impress 
  a crowd. Andera normally allows only a single 
  Performance attempt before losing her patience, 
  insisting that her office is not a circus tent. A success 
  removes 1 Resistance Point, while a critical success 
  also entertains Andera sufficiently that she allows 
  another attempt to demonstrate talents. A critical 
  failure instead adds 1 Resistance Point.
  Discredit Delamar or the Celestial Menagerie: The 
  hero relays a damaging fact about Delamar or the 
  Celestial Menagerie and attempts a DC 20 check 
  using Circus Lore or Society. If the hero mentions a 
  fact they personally witnessed (such as one tied to 
  the hero’s background, or the attack by the Celestial 
  Menagerie performers in Abberton), reduce the DC to 
  18. A success puts Delamar on the defensive, and his 
  next Deception or Diplomacy check uses an outcome 
  one step worse than what he rolled (for example, 
  from a failure to a critical failure). On a PC’s critical 
  failure, Delamar seizes on the hero’s bumbling, and his 
  next Deception or Diplomacy check instead uses an 
  outcome one step better than what he rolled.
  If Andera’s Resistance Points reach 0, the heroes 
  succeed at their negotiation. Andera approves the 
  heroes’ request to perform with a warning not to 
  make her regret it. She explains that all entertainment 
  companies are required to pay the city 5% of their 
  earnings as a tax (this comes out of their Payout from 
  each performance). The heroes have up to 2 weeks to 
  set up their first public performance. Andera’s attitude 
  becomes friendly (Pathfinder Core Rulebook 620).
  If Andera’s Resistance Points reach 10, the heroes 
  fail the negotiation. Andera approves their request, 
  but requires a 20% tax on each performance. The 
  heroes have only 7 days to put on their first public 
  Delamar Gianvin
  
  9
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  performance, and the city’s constables must search the 
  circus’s belongings thoroughly for contraband before 
  this opening show. Andera warns the heroes that 
  she’ll revoke her permission if she hears of any illegal 
  actions, and her attitude becomes indifferent.
  In either case, she dismisses Delamar to discuss the 
  site for the heroes’ circus in more detail with them. 
  The agitator departs with a final, unpleasant sneer.
  XP Award: If the heroes succeed at the negotiation, 
  award them 80 XP.
  Dangerous Plot
  Regardless of the negotiation outcome, Andera 
  explains that the only large plot of land available for 
  the circus is on Escadar’s outskirts. The area is easily 
  accessible from the city, but it’s badly overgrown and 
  rumored to hold treacherous terrain and dangerous 
  creatures. Andera honestly admits she sees two 
  advantages in leasing the site to the heroes: she doesn’t 
  risk her guards in the difficult task of clearing the area, 
  and the city can put the site to productive use once the 
  circus has moved on. After addressing any lingering 
  questions, Andera politely but firmly dismisses the 
  heroes to explore their new plot of land. 
  The plot is a bramble‑filled valley along dirt roads 
  about a mile north of Escadar. The mouth of the valley 
  is mostly flat and screened by several old‑growth trees; 
  when cleared of thorns and large stones, it makes an 
  ideal place to set up the Circus of Wayward Wonders. 
  The hills that bound the valley to the east contain 
  a sprawling cave system, and the river that flows 
  along the valley’s south side drains into a swath of 
  swampland. Both the caves and the swamp contain 
  dangers the heroes should confront while other 
  members of the circus work to clear the site. If the 
  heroes successfully negotiated with Andera, they have 
  2 weeks to clear out the site and prepare their first 
  performance; if not, they only have 1 week.
  XP Award: Once the heroes have dealt with the 
  dangers in the valley, award them 80 XP.
  NOCTURNAL VISITORS 
  MODERATE 5
  A greater barghest named Kalkek escaped from the 
  Celestial Menagerie a week ago and settled in a nearby 
  cave, dominating a pack of wolves that lived there. 
  The wolves had previously hunted to the north, but 
  Kalkek forces the wolves to remain close as his guards.
  The abuse Kalkek underwent during his time as a 
  sideshow act in the Celestial Menagerie has made him 
  distrustful of all circus folk. When the heroes’ circus 
  appears practically at his doorstep, he’s certain it has 
  come for him—particularly if he recognizes any of the 
  heroes as former members of the Celestial Menagerie. 
  Kalkek does his best to use his wolf empathy to scare 
  the circus away.
  During the heroes’ first night in their temporary 
  home, the wolves prowl around the edges of the 
  circus camp but don’t attack. A hero keeping watch 
  at night spots them; otherwise, circus workers find 
  tracks the next day as they’re clearing the land. A hero 
  who succeeds at a DC 17 Survival check to Track can 
  follow the wolves to their lair in area A7. 
  On the second night, two wolves make a brief, 
  exploratory attack around midnight. If the heroes are 
  keeping watch, the wolves attack the heroes but flee as 
  ABOUT THE CELESTIAL MENAGERIE
  Once they realize Mistress Dusklight is taking an active 
  interest in their circus, the heroes may want to learn 
  more about the Celestial Menagerie. This is particularly 
  likely during Chapter 4, but they can seek information 
  at any time by attempting a DC 20 Diplomacy check to 
  Gather Information or a DC 20 Circus Lore check to Recall 
  Knowledge. On a success, the hero learns the first fact from 
  the below list that they don’t already know; on a critical 
  success, they learn two facts. On a failure, the hero gains 
  a false fact of your invention. A hero formerly employed by 
  the Celestial Menagerie already knows the first three facts.
  • Mistress Dusklight is the charismatic catfolk 
  ringmaster and owner of the Celestial Menagerie. 
  The Celestial Menagerie’s ever‑changing roster of 
  performers combined with its interactive circus 
  grounds makes it popular with Escadar’s citizenry.
  • Mistress Dusklight employs a variety of performers, 
  including magical monsters and creatures of legend 
  under her firm control. Audiences cheer for cavorting 
  azatas, juggling giants, and mammoth riders.
  • Mistress Dusklight uses dubious means to keep her 
  performers in line. Nebulous rumors of blackmail, 
  withholding wages, and outright abuse surround the 
  Celestial Menagerie. No evidence has ever surfaced 
  to back these claims, however, and disgruntled circus 
  employees tend to mysteriously disappear. 
  • Mistress Dusklight uses magic and drugs to control 
  her more dangerous acquisitions. Creatures like azatas 
  and giants don’t willingly perform in her big top; she 
  either magically binds them to her will or doses them 
  with powerful opiates to keep them docile.
  • Subjects who break free of Mistress Dusklight’s rigid 
  control disappear entirely and are rumored to have 
  been slain.
  • Mistress Dusklight has stolen many hearts over the 
  years. Her current consort is an aasimar named Mazael 
  who is blissfully ignorant of her villainous nature.
  
  10
  soon as either wolf is hurt. If the heroes aren’t keeping 
  watch, the wolves kill and drag away an unlucky NPC.
  On the third night, Kalkek spies on the camp while 
  invisible and then sends all six wolves and their dire 
  wolf leader to attack. Their howling alerts the heroes 
  to the assault. Kalkek doesn’t participate, as he plans 
  to kidnap a circus member during the confusion. 
  Creatures: The hungry dire wolf leads six smaller 
  wolves as its pack. When they make their attack 
  together, the wolves fight to the death until the dire 
  wolf is defeated; after that, any injured wolf flees the 
  area and doesn’t return. 
  DIRE WOLF 
  CREATURE 3
  Pathfinder Bestiary 334
  Initiative Perception +10
  WOLVES (6) 
  CREATURE 1
  Pathfinder Bestiary 334
  Initiative Perception +7
  The Kidnapping: At some point when the heroes 
  are fighting off the wolves, Kalkek seizes his chance 
  to capture an isolated NPC. This victim should be 
  someone whose absence spurs the heroes into action. 
  The kidnapping isn’t discovered until after the attack, 
  when bits of torn cloth and a trail of blood lead 
  through the forest to the cave entrance (area A4). Add 
  other clues based on the victim; for example, if the bird 
  trainer Axel was kidnapped, a few bloody feathers are 
  along the trail as well. Following the trail requires a 
  successful DC 15 Survival check to Track.
  Kalkek intends to torture his victim for as much 
  information as possible about the circus then return 
  the corpse. If the heroes don’t recover the kidnapped 
  victim within 2 days, Kalkek hangs the eviscerated 
  corpse in a tall tree for everyone in the circus to see. 
  A1. CLEARING
  The dirt road from Escadar ends abruptly at the 
  bramble‑choked mouth of a forested valley. Granite hills 
  rise to the east and south, providing a sheltered area where 
  the trees have grown thick and wild. Two rough trails lead 
  into the forest, one blocked by an enormous fallen oak, 
  rotted and sprouting with mushrooms. 
  DANGEROUS PLOT
  DANGEROUS PLOT
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  A1
  A1
  A2
  A2
  A3
  A3
  A4
  A4
  A5
  A5
  A6
  A6
  A7
  A7
  A8
  A8
  A14
  A14
  A13
  A13
  A12
  A12
  A10
  A10
  A11
  A11
  A9
  A9
  
  11
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  This clearing is overgrown with weeds and thorny 
  brambles that must be cleared away before the Circus 
  of Wayward Wonders can set up. The heroes have a 
  more important task than aiding in this labor: they 
  need to scout the area and ensure no dangers can prey 
  upon the circus. Preparing the land takes a week of 
  work by the circus laborers, which should give the 
  heroes enough time to explore the area and perhaps 
  even spread the word in Escadar about their circus.
  The unblocked trail is normally used by the wolves 
  to hunt. A hero Searching while traveling on the trail 
  notices paw prints. With a successful DC 22 Perception 
  or Survival check, the hero notes that two different 
  sets of paw prints are much larger than the others (one 
  set belongs to the dire wolf, and the other belongs to 
  the barghest Kalkek).
  A2. FALLEN LOG 
  LOW 5
  A heavy, fallen log blocks the westernmost path into 
  the forest. Although it isn’t necessary to move it out of 
  the way for the Circus of Wayward Wonders to claim 
  the site, the heroes might want to take a closer look. 
  Identifying the signs of the centipede colony living in 
  the log requires a successful DC 18 Nature check or 
  DC 22 Perception check. Climbing over the fallen log 
  is easy but disturbs the centipedes living inside it.
  Creatures: Two centipede swarms surge forth to 
  attack when the log is disturbed. 
  ELITE CENTIPEDE SWARMS (2) 
  CREATURE 4
  Pathfinder Bestiary 6, 61
  Initiative Perception +11
  A Later Problem: If the heroes haven’t dealt with 
  the centipedes by the third day, a worker moving the 
  log out of the way is attacked and cries out for aid.
  A3. SHELTERED GLADE
  An overgrown hunting path ends at a small glade 
  with a spring‑fed pool beneath the boughs of a huge 
  oak tree. A hero who succeeds at a DC 18 Perception 
  check while on the path notices old bear tracks; on 
  a critical success, the hero also notices paw prints of 
  an enormous wolflike creature. The clearing contains 
  the savaged corpse of a grizzly bear. Kalkek killed this 
  bear while it was drinking from the pool. Once the 
  bear’s remains have been hauled away, this pool makes 
  a good source of water for the circus.
  A hero who succeeds at a DC 22 Perception check 
  notices a knot in the oak tree’s trunk carved with the 
  initials JW. The knot’s bark crumbles away easily, 
  revealing a shallow niche. An outlaw named Juniper 
  Winzel left a cache of stolen items here for safekeeping. 
  Treasure: The cache in the tree consists of a chime 
  of opening, a moderate darkvision elixir, and 10 pp. 
  A4. CAVE ENTRANCE 
  The forest ends abruptly where a sheer slab of quartz‑
  studded granite looms over the treetops. A cave mouth 
  yawns open in its side. The cave is dark, and its mossy 
  walls are studded with patches of ghostly white fungus. A 
  narrow tunnel at the back of the cave leads deeper into the 
  hill, forking into paths leading north and southeast. 
  This cave is only 6 feet high, making it wide but low. 
  This cave system has hosted myriad inhabitants over 
  the years, including animals, travelers, and outlaws. 
  The passage north has several rusty caltrops (Core 
  Rulebook 287) scattered on the floor to keep animals 
  out. Covered in dirt and dried leaves, these old caltrops 
  are hard to spot; Searching characters notice them, but 
  unaware heroes simply blunder into them. 
  Trailing the Kidnapper: If the heroes come this way 
  following the trail of a victim Kalkek kidnapped, this 
  trail leads to the southeast passage. 
  A5. ABANDONED HIDEOUT 
  Torches burnt out years ago jut out from crude holes in 
  the walls of this cavern. A fire pit and the remnants of 
  a makeshift camp stand at the center of the chamber. 
  Chunks of granite and dirt are heaped against the rocky 
  walls, as if someone attempted to clear the cave’s floor. 
  The ceiling in this cave is about 7 feet high. The 
  infamous thief Juniper Winzel used this chamber as a 
  hideout and safe place to stash her stolen goods until 
  her arrest 8 years ago. A dry patch in the western edge 
  of the cavern is swept clean of rubble and contains a 
  threadbare bedroll and an old, cracked waterskin near 
  a disused fire pit. Tucked in the bedroll is Juniper’s old 
  notebook; heroes Searching the area locate it.
  Juniper’s Journal: This loose‑leaf parchment 
  notebook is bound in burgundy leather and tied shut 
  with a knotted silver cord. The journal details the 
  exploits of a pickpocket‑turned‑cat burglar on the 
  streets of Escadar. These entries are dated beginning 
  in 4700 ar. The scale of Juniper’s crimes grows as 
  the entries’ dates approach the present, progressing 
  into ambitious heists targeting banks and temples. 
  Toward the end of her journal, Juniper confides 
  her fears that Andera Paldreen, a competent deputy 
  working to rise in the constabulary, has obtained 
  evidence of Juniper’s guilt. The journal’s final entry 
  is dated 4712 ar.
  
  12
  In addition to her memoirs, the text contains 
  a sketch of the cave system, with area A6 labeled 
  “Wanderer’s Folly – Danger!” Juniper’s journal also 
  references stolen items hidden in a tree in a nearby 
  glade. If the heroes previously failed to discover the 
  cache of treasure in area A3, the notes reduce the 
  Perception DC to find it to 15. 
  Treasure: If the heroes Search this area, they find 
  several useful items left by Juniper in a shallow pit in 
  the cave’s northeastern corner. A chest buried in the 
  pit holds a clandestine cloak, infiltrator thieves’ tools, 
  infiltrator picks, and eight garnets worth 10 gp each. 
  A6. WANDERER’S FOLLY 
  This cavern is lower than other sections of the cave 
  system, with a 5‑foot‑high ceiling. A natural pillar 
  in the center of the cave appears defensible, and the 
  carpet of lichen looks like a comfortable place to rest. 
  A discarded cloth sack lies near the pillar.
  Hazard: On the hidden east side of the pillar, the 
  lichen becomes dangerous yellow mold.
  YELLOW MOLD 
  HAZARD 8
  Pathfinder Core Rulebook 524
  Stealth DC 28 (trained)
  Treasure: The cloth sack is a type I bag of holding 
  containing a dust of appearance, a lesser elixir of life, 
  and a silver lensatic compass worth 30 gp engraved 
  with the words “Always find your way back to me.” 
  A7. WOLVES’ DEN 
  MODERATE 5 
  This oblong cave has a strong smell of animals. Bones, 
  antlers, and scraps of fur are piled to the east and west. 
  Low passages lead out of this chamber to the north and 
  south, with a foul smell emanating from the south passage. 
  The ceiling in this cave is only 6 feet high. The 
  foul‑smelling passage to the south leads to Kalkek’s lair, 
  and thus stinks of the rotted meat piled in that chamber.
  Creatures: Six wolves and their dire wolf leader lair 
  in this cave. They don’t like living so close to Kalkek, 
  but the domineering barghest likes having the wolves 
  close by for his protection. The heroes most likely 
  encounter these wolves outdoors at night, as described 
  in the Nocturnal Visitors encounter on page 9, but 
  when they aren’t hunting on Kalkek’s orders, they 
  are encountered here. While in their lair, the wolves 
  fight to the death.
  DIRE WOLF 
  CREATURE 3
  Pathfinder Bestiary 334
  Initiative Perception +10
  WOLVES (6) 
  CREATURE 1
  Pathfinder Bestiary 334
  Initiative Perception +7
  A8. KALKEK’S LAIR 
  MODERATE 5 
  Fragments of bone glint among blood‑soaked scraps of 
  fabric, tufts of fur, and unidentifiable fleshy masses that 
  once belonged to living things. Jagged claw marks gouge 
  the cave’s granite walls, and a fetid odor hangs heavy in 
  the humid air. 
  Kalkek
  
  13
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  This cave is 9 feet high and smells like rotted meat 
  and fresh blood. A pool of water in the cave’s lowest 
  point buzzes with insects.
  Creature: The greater barghest Kalkek lairs in this 
  cave and can be found here most of the time. Kalkek 
  has his wolves bring him food rather than spending 
  his own time hunting; when he leaves his lair, he does 
  so only at night and never ventures far. Kalkek has 
  dark orange fur and an overlarge jaw that gives his 
  entire face a lopsided smile—features he bears in both 
  his goblin and wolf forms. In any form, he bears a 
  circular brand on his shoulder with the letters “CM.” 
  This brand is the symbol of the Celestial Menagerie, as 
  anyone familiar with that circus knows.
  Kalkek’s reticence stems primarily from fear, 
  although he won’t admit it to himself. He worked in 
  the Celestial Menagerie for years as a sideshow feature 
  called the “Grinning Goblin.” Mistress Dusklight 
  kept Kalkek in check with magical manipulation and 
  powerful drugs, but he broke free a week ago and fled 
  to this cave. For now, he’s content with abusing the 
  local wolves to protect him from being recaptured. 
  Initially, Kalkek uses his wolves to scare the Circus 
  of Wayward Wonders away, but as the circus lingers, 
  he decides to kidnap, interrogate, and murder a circus 
  member. If the heroes have come here within 2 days 
  after the kidnapping, Kalkek has been engaging in this 
  interrogation with increasing frustration.
  Kalkek is convinced the heroes are after him 
  personally, and he fights as best he can. If reduced to 
  fewer than 20 Hit Points, he panics and flees.
  KALKEK 
  CREATURE 7
  Male greater barghest (Pathfinder Bestiary 37)
  Initiative Perception +16
  Wolf Empathy (divination, divine) Kalkek can communicate 
  with lupines and gains a +2 circumstance bonus on 
  Intimidation checks against lupines.
  Melee � jaws +17, Damage 2d10+6 piercing plus 1d6 
  persistent bleed
  Mutations Kalkek has two minor mutations: an uncanny 
  empathy with wolves and a startlingly large grin that 
  gives him a powerful, tearing bite.
  Talking with Kalkek: Parleying with Kalkek is 
  unlikely, given his fearful nature and violent demeanor. 
  Even heroes who worked in the Celestial Menagerie 
  don’t recognize the barghest from their time there, as 
  Kalkek no longer assumes his distinctive goblin form. 
  However, heroes who note his brand might question him 
  about it. Kalkek only speaks to the heroes if defeated 
  and physically restrained—a difficult proposition given 
  his ability to cast dimension door. He can describe 
  some of the current layout of the Celestial Menagerie 
  (areas D1 to D7) and all the denizens of the Sanctum 
  of Sublime Spectacles (area D5) where he lived. Since 
  he was a drug‑addled captive while there, he has little 
  other valuable information.
  A9. SWAMP
  The stream flowing into the valley empties into a small 
  swamp on the valley’s south side. Harboring slick 
  muck and thick reeds, the swamp is greater difficult 
  terrain for Medium creatures. Smaller creatures must 
  Swim to cross the swamp (DC 10 Athletics).
  Three islands of earth rise above the swamp water. 
  Years ago, industrious settlers connected these islands 
  with felled trees to act as makeshift bridges, and 
  these logs remain the easiest way to access the islands 
  (although one bridge is gone and another is seriously 
  weakened, as described in area A12).
  A10. OLD RUINS
  The largest of the islands in the swamp contains the 
  stone foundation of a small building that once stood 
  here. The foundation is now overgrown with weeds 
  and almost entirely obscured. Near the log leading 
  west from this island sprawls a mostly intact halfling 
  skeleton. This unfortunate explorer fell victim to the 
  will‑o’‑wisps in area A11 and was unable to escape.
  The skeleton still clutches a leather satchel containing 
  a sodden map of the area indicating the three islands 
  of the swamp and the crumbled keep to the east that 
  isn’t visible from the valley floor. The westernmost 
  island is marked with the words “St. Alkitarem’s Eye?”
  Treasure: The skeleton’s satchel also contains an 
  invisibility potion and 14 gp. Although the skeleton’s 
  leather armor is now merely tatters, it has an intact 
  beckoning cat amulet (page 73) affixed to it. 
  A11. WISP LAIR 
  SEVERE 5
  This small island in the oldest part of the swamp is 
  ringed by large trees whose roots grow together to 
  form a nearly impassable barrier. The only opening in 
  this ring of trees is the enormous fallen log leading to 
  the swamp’s larger, central island.
  Hazard: The ground on the island looks stable but 
  is in fact a large patch of quicksand.
  QUICKSAND 
  HAZARD 3
  Pathfinder Core Rulebook 526
  Initiative Stealth +12
  Creatures: Two immature will‑o’‑wisps haunt the 
  western half of the swamp, occasionally venturing 
  elsewhere in the valley to lure victims with their 
  
  14
  bobbing light. When the heroes first explore the 
  swamp, one will‑o’‑wisp rests between the roots of 
  a tree, blazing with an orange light that resembles a 
  sheltered campfire. The other is invisible, but calls out 
  in Common, using its Deception skill to pretend to 
  be a traveler resting unseen amid the roots near the 
  “campfire.” If the heroes venture close enough to be 
  snared by the quicksand, the will‑o’‑wisps attack. A 
  will‑o’‑wisp goes dark and retreats if reduced to fewer 
  than 40 Hit Points, only to renew its attacks later—
  preferably when it can catch a hero alone. 
  WEAK WILL-O’-WISPS (2) 
  CREATURE 5
  Pathfinder Bestiary 6, 333
  Initiative Perception +14
  Expanded Territory: If the will‑o’‑wisps hear the 
  heroes but don’t encounter them, the creatures explore 
  the woods to see who has come to the area. The lights 
  and activity of the circus give them pause, but they 
  attack anyone entering the forest.
  Treasure: Concealed amid the tree roots is a simple 
  silver chain bearing a brass housing with tiny brass 
  wings. At the center of the housing is a clear spindle 
  aeon stone, positioned so it resembles an open eye. 
  This is necklace is known as St. Alkitarem’s Eye. 
  The housing can bear a single aeon stone in the same 
  manner as a wayfinder, allowing the necklace’s wearer 
  to benefit from the aeon stone just as though it were 
  orbiting their head. The necklace can bear only a clear 
  spindle aeon stone, not other types of aeon stones. 
  It allows the bearer to use the aeon stone’s resonant 
  power and doesn’t restrict the wearer from investing 
  other aeon stones (even those slotted in a wayfinder). 
  St. Alkitarem’s Eye otherwise has the same statistics 
  (including Price) as a wayfinder.
  A12. WEAKENED LOG 
  MODERATE 5
  This moss‑encrusted log extends from the swamp’s 
  eastern island to the dry and rocky ground to the east. 
  Unlike the other logs that serve as bridges in this swap, 
  this log is unsafe—its underside is almost entirely 
  dissolved by the ooze living beneath it. When subjected 
  to more than 30 pounds of weight, the log splits and 
  falls into the swamp. A creature near the island or 
  the rocky ground can attempt a DC 18 Reflex save to 
  jump to safe ground; otherwise, the creature falls into 
  the swamp. 
  Creature: A black pudding lurks in the water 
  beneath the weakened log, subsisting on organic 
  matter washed into the swamp from the stream. It 
  eagerly moves to attack prey, particularly creatures in 
  the water. The ooze fights until destroyed. 
  BLACK PUDDING 
  CREATURE 7
  Pathfinder Bestiary 255
  Initiative Perception +9
  Expanded Territory: The ooze doesn’t travel deeper 
  in the swamp to the west due to the painful rebuffs 
  of the will‑o’‑wisps in area A11. A few days after the 
  will‑o’‑wisps are defeated, the black pudding realizes the 
  aberrations are gone and expands its hunting grounds 
  to encompass the entire swamp. It might then be found 
  anywhere in the southern valley, perhaps surprising the 
  heroes in an area they previously thought safe.
  A13. TRAPPED STAIRS
  The head of the valley is higher and rockier than the 
  overgrown area at the valley’s mouth, and the stream 
  flowing into the valley is clean and clear here. The 
  stream runs near a set of broad stairs carved into the 
  granite hillside. Badly weathered and quite old, these 
  stairs lead up to the crumbled keep (area A14).
  Trap: The ratfolk living in the keep set a trap on the 
  stairs to alert them to any intruders. 
  THUNDERSTONE CASCADE TRAP 
  HAZARD 7
  UNCOMMON
  MECHANICAL
  TRAP
  Stealth DC 25 (expert)
  Description A trip wire halfway up the stairs releases half 
  a dozen spherical thunderstones that bounce down the 
  stairs and explode. 
  Disable DC 27 Thievery (expert) to safely cut the trip wire
  AC 26; Fort +15, Ref +13
  Hardness 0; HP 54; Immunities critical hits, object 
  immunities, precision damage
  Thunderstone Explosion � Trigger The trip wire is 
  disturbed; Effect Several thunderstones bounce down 
  the stairs and explode. Each creature within 10 feet of 
  the lower half of the stairs takes 6d10 sonic damage (DC 
  24 basic Fortitude save). Creatures that fail this save 
  are additionally deafened for 1 minute; creatures that 
  critically fail this save are instead deafened for 1 hour.
  A14. CRUMBLED KEEP 
  MODERATE 5
  An ancient keep stands atop the hill, its crumbled stones 
  blending with the natural granite. The south side of the 
  keep bears a weathered wooden door beneath a squat 
  tower of gray stone. 
  This old keep, once a watch post to monitor 
  inland dangers, provides a commanding view of the 
  countryside but is set too far back to see into (or to be 
  seen from) the valley below it. The door’s lock is long 
  gone, and it’s now held closed by a loop of leather. 
  
  15
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  The roof of the keep collapsed long ago, and its 
  interior is one large room open to the sky. The sole 
  exception is the relatively intact northeast tower, 
  which contains sufficient remnants of an upper story 
  10 feet above to provide a shelter from the elements. 
  Several old campfires and graffiti attest to years of 
  sporadic occupation by squatters. It currently contains 
  three small bedrolls and a pile of alchemical gear.
  The interior of the keep is difficult terrain due to the 
  chunks of crumbled stone within it.
  Creatures: The keep’s current occupants are three 
  ratfolk named Calim, Fidget, and Lish. The trio fled 
  Escadar after they ran afoul of a gang of violent thieves, 
  taking several bags of valuable alchemical equipment 
  with them. They’re now lying low here, biding their time 
  until they feel it’s safe to return to the city. Of the three, 
  Fidget is the youngest and most restless; she enjoys 
  making colorful alchemical displays, but her siblings 
  have insisted she restrain herself. Lish and Calim are 
  both quiet by nature, but Fidget is talkative, with a 
  tendency to ramble. All have mottled white‑and‑brown 
  fur with numerous scorch marks. 
  If the heroes triggered the trap on the stairs, the 
  ratfolk hide amid the debris and prepare to attack 
  anyone who enters; they’re convinced it’s either the 
  wolf‑creature they know lairs nearby, or the thieves 
  come to enact revenge. If the heroes instead show 
  peaceful intentions, the ratfolk agree to talk. 
  The ratfolk have strong self‑preservation instincts 
  but are loyal to each other; a ratfolk reduced to 30 Hit 
  Points or fewer flees or surrenders, whichever seems 
  the most likely to ensure their survival and the survival 
  of their siblings. In any event, they know they need to 
  find a new hideout since this keep has been discovered. 
  CALIM, FIDGET, AND LISH 
  CREATURE 4
  Ratfolk grenadiers (3)
  Pathfinder Bestiary 277
  Initiative Stealth +12
  Hiring Fidget: If the heroes explain their roles as 
  circus managers to the ratfolk, Fidget grows visibly 
  excited, bouncing from paw to paw. She has always 
  wanted to display her colorful alchemical spectacles 
  to a crowd and believes she’d make an excellent circus 
  performer. If the heroes offer Fidget a role in the Circus 
  of Wayward Wonders, provide them with her trick on 
  the inside cover of this adventure.
  Treasure: The alchemical gear in the keep consists 
  of expanded alchemist’s tools, a greater leaper’s elixir, 
  and formulas for lesser and greater leaper’s elixir. If 
  the heroes agree to keep the ratfolk’s flight a secret, the 
  grateful ratfolk offer this gear in exchange.
  XP Award: If the heroes deal peaceably with the 
  ratfolk, award them XP as though they had defeated 
  the ratfolk in combat. If the heroes recruit Fidget, 
  award an additional 30 XP.
  Escadar Opening Night
  Once their plot is clear and the surrounding environs 
  cleared of dangerous creatures, the heroes can put 
  on their first show in Escadar. This show uses the 
  circus rules found in Pathfinder Adventure Path #151: 
  The Show Must Go On. Heroes who failed their 
  negotiations with Andera receive a visit from Darricus 
  at the end of the week to review the site preparations. 
  In addition to throngs of city‑dwellers curious about 
  the new circus, several unwelcome guests from the 
  Celestial Menagerie arrive on opening night looking to 
  cause trouble. These troublemakers include Delamar, 
  the unctuous representative from the Celestial 
  Menagerie whom the heroes have already met, and 
  two other agents. Aives is a tiefling with long horns 
  and facial tattoos that make him resemble a reptile; 
  he performs as the Smoke Dragon, exhaling toxic 
  clouds that take on fanciful and fearsome shapes. 
  The unscrupulous half‑elf Ruanna Nyamma is a bard 
  turned barker with spiky red hair and a cunning smile. 
  This trio takes several actions to disrupt the opening 
  performance, as detailed below. The heroes can 
  attempt several checks to spot the troublemakers and 
  undo the sabotage; if they intercept the troublemakers 
  directly, go to the Showstoppers encounter on page 16.
  AGGRESSIVE RECRUITING
  Just before the show is about to go on, one of the 
  performers comes to the heroes and report that 
  Delamar Gianvin is offering higher payments for the 
  performers to come work for Mistress Dusklight, 
  delivering these employment offers with vague threats 
  about consequences of refusal. None of the performers 
  want to leave, but the sly agitator’s offers have many 
  of them rattled. Calming the performers requires a 
  successful DC 20 Diplomacy check. On a critical 
  success, the performer that most recently heard from 
  Delamar points out where he’s lurking in the audience; 
  if the heroes confront the troublemakers, see the 
  Showstoppers event on page 16. On a failure, all NPC 
  performers take a –2 circumstance penalty to checks 
  when performing their evening’s tricks. 
  XP Award: If the heroes calm their performers, 
  award them 10 XP.
  COMPETITIVE TICKETING
  Just as the audience is starting to arrive in large 
  numbers, one of the circus hands presents the heroes 
  
  16
  with silvery tickets marked with the ornate “CM” logo 
  of the Celestial Menagerie. Delamar and Ruanna are 
  selling these rival tickets cheaply to the crowd. Quashing 
  the competing ticket sales requires a successful DC 18 
  check using Deception, Diplomacy, Society, or a relevant 
  Lore skill, such as Mercantile Lore. On a critical 
  success, someone in the crowd points out Delamar 
  and Ruanna as the culprits; if the heroes confront the 
  troublemakers, see the Showstoppers event below. On a 
  failure, excitement about the competing circus reduces 
  the heroes’ Anticipation for their show by 5. 
  XP Award: If the heroes stop the competing ticket 
  sales, award them 10 XP.
  POISONED ANIMALS
  During the opener, Aives sneaks backstage to sicken the 
  circus animals with his poisonous breath. Backstage 
  heroes who succeed at a Perception check against 
  Aives’s Stealth DC of 20 spot him lurking backstage; 
  if they confront him, see the Showstoppers event 
  below. If he’s not spotted, Aives sickens the animals. 
  Checks for all Animal tricks after the opener take a –4 
  circumstance penalty. 
  XP Award: If the heroes intercept Aives before he 
  sickens their animals, award them each 10 XP.
  THE SHOWSTOPPERS 
  SEVERE 5 
  If the troublemakers haven’t been discovered before 
  the show’s big number, they enact their most audacious 
  plan to sabotage the performance. Safely concealed in 
  the crowd, Ruanna casts silence and invisibility on 
  Aives. During the next minute, Aives makes his way to 
  the front of the audience. As soon as the silence spell 
  ends, Aives casts darkness to conceal the performance 
  of the big number. Delamar loudly heckles the circus as 
  bumbling amateurs, and the crowd swiftly takes up his 
  scorn. If the heroes spot Aives despite his invisibility 
  and stop him, or if the heroes immediately counteract 
  his darkness, the big number proceeds as normal. 
  Otherwise, the big number automatically fails and the 
  circus’s Excitement is decreased by 10.
  This overt sabotage is sufficient for the heroes to 
  locate the troublemakers and confront them.
  Creatures: Even though Delamar, Aives, and Ruanna 
  work independently, they are quick to come together 
  as soon as any of them are confronted individually. 
  Delamar and Ruanna are hostile to the heroes, so 
  Diplomacy checks to Request actions of them fail and 
  the DC of attempts to Lie to them or otherwise trick 
  them (normally the troublemaker’s Perception DC or 
  Will DC) increases by 5. If a hero attempts something 
  more overtly threatening, such as to Coerce, Grapple, 
  or Shove a troublemaker, this plays right into their 
  hands: the troublemakers immediately start a 
  fight, claiming they were provoked. Aives is merely 
  indifferent to the heroes and is even toying with the 
  idea of defecting from the Celestial Menagerie to join 
  their circus, as described on page 17.
  If a fight breaks out, any troublemaker reduced to 
  fewer than 20 Hit Points flees. 
  AIVES THE SMOKE DRAGON 
  CREATURE 4
  UNIQUE
  CN
  MEDIUM
  HUMANOID
  TIEFLING
  Male tiefling poison artist
  Perception +8; darkvision
  Languages Abyssal, Common
  Skills Acrobatics +10, Athletics +8, Deception +8, 
  Performance +8, Stealth +10, Thievery +12
  Str +2, Dex +4, Con +0, Int +1, Wis +0, Cha +2
  Items dagger (4),leather armor, thieves’ tools
  AC 21; Fort +9, Ref +14, Will +9
  HP 56; Immunities poison
  Surprise Attack On the first round of combat, if Aives 
  rolled Deception or Stealth for initiative, creatures that 
  haven’t acted are flat‑footed to him.
  Speed 25 feet
  Melee � dagger +13 (agile, finesse, versatile S), Damage 
  1d4+4 piercing plus Smoke Exhalation 
  Ranged � dagger +13 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+4 piercing plus Smoke Exhalation
  Divine Innate Spells DC 18; 2nd darkness
  Quick Draw � Aives draws a weapon with an Interact 
  action, then Strikes with the weapon he just drew.
  Smoke Exhalation � (poison) Aives breathes out a cloud 
  of poisonous smoke that he can make curl around him 
  or cling to his weapons. Until the cloud dissipates at the 
  start of his next turn, Aives is concealed, his Strikes deal 
  an extra 1d8 poison damage, and targets of his Strikes 
  must succeed at a DC 22 Fortitude save or become 
  sickened 1.
  Sneak Attack (precision) Aives deals an extra 1d6 precision 
  damage to flat‑footed creatures. 
  DELAMAR GIANVIN 
  CREATURE 6
  UNIQUE
  CN
  MEDIUM
  HUMAN
  HUMANOID
  Male human agitator
  Perception +14
  Languages Common, Elven
  Skills Acrobatics +15, Circus Lore +10, Criminal Lore +10, 
  Deception +14, Diplomacy +14, Society +12, Stealth +17, 
  Thievery +15
  Str +1, Dex +5, Con +0, Int +2, Wis +2, Cha +4
  Items hand crossbow (10 bolts), leather armor, +1 rapier
  AC 24; Fort +11, Ref +17, Will +14
  HP 90
  Deny Advantage Delamar isn’t flat‑footed to creatures of 
  
  17
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  6th level or lower that are hidden, undetected, flanking, 
  or using surprise attack.
  Nimble Opportunist � Trigger A creature within Delamar’s 
  melee reach is hit by a melee attack from one of his allies; 
  Effect Delamar makes a Strike against the triggering 
  creature with a –2 penalty to the attack roll. He can’t 
  deal sneak attack damage on this Strike. After this 
  Strike, Delamar can Stride without triggering reactions.
  Surprise Attack On the first round of combat, if Delamar 
  rolled Deception or Stealth for initiative, creatures that 
  haven’t acted are flat‑footed to him.
  Speed 30 feet
  Melee � rapier +17 (deadly 1d8, disarm, finesse, magical), 
  Damage 1d6+5 piercing 
  Ranged � hand crossbow +16 (range increment 60 feet, 
  reload 1), Damage 1d6+5 piercing
  Quick Draw � Delamar draws a weapon with an Interact 
  action, then Strikes with the weapon he just drew.
  Sneak Attack Delamar deals an extra 2d6 precision damage 
  to flat‑footed creatures. 
  RUANNA NYAMMA 
  CREATURE 4
  UNIQUE
  CE
  MEDIUM
  ELF
  HUMAN
  HUMANOID
  Female half‑elf carnival barker
  Perception +9; low‑light vision
  Languages Common, Elven
  Skills Acrobatics +11, Deception +11, Diplomacy +11, 
  Occultism +6, Performance +14, Society +6, Stealth +11
  Str +1, Dex +3, Con +0, Int +0, Wis +1, Cha +4
  Items kukri, leather armor, persona mask, shortbow 
  (20 arrows)
  AC 20; Fort +9, Ref +13, Will +11
  HP 66
  Speed 25 feet
  Melee � kukri +11 (agile, 
  finesse, 
  trip), 
  Damage 
  1d6+3 slashing 
  Ranged � shortbow +11 (deadly d10, range increment 60 
  feet, reload 0), Damage 1d6 piercing
  Occult Spontaneous Spells DC 19, attack +12; 2nd (3 
  slots) invisibility, mirror image, silence; 1st (3 slots) fear, 
  soothe, true strike; Cantrips (2nd) daze, mage hand, 
  message, prestidigitation, telekinetic projectile
  Bard Composition Spells 2 Focus Points, DC 21; 2nd counter 
  performance (Core Rulebook 386), lingering composition 
  (Core Rulebook 387); Cantrips (2nd) inspire competence 
  (Core Rulebook 386), inspire courage (Core Rulebook 386)
  Elaborate Feint � Ruanna attempts to Feint using 
  Performance rather than Deception. On a success, 
  the target is flat‑footed to any melee attack, not just 
  Ruanna’s. Ruanna then Strides.
  Hiring Aives: Aives has observed the Circus of 
  Wayward Wonders over the evening and realized it might 
  be a better fit for him than the Celestial Menagerie. If 
  the heroes treat Aives reasonably, such as by successfully 
  using Diplomacy to Request that he stand down, the 
  tiefling asks to join the Circus of Wayward Wonders 
  once the evening’s performance is over. He claims that 
  his ability to breathe smoke isn’t just good in a fight, but 
  is a proven crowd‑pleaser. If the heroes accept, provide 
  them with his trick on the inside cover of this adventure.
  XP Award: If the heroes put on a successful show 
  despite the troublemakers’ intervention, award them 
  each 120 XP. If they give Aives a place in their circus, 
  award them 30 XP.
  Ruanna Nyamma
  
  18
  The morning after the circus’s first performance, the 
  workers cheerfully attend to their morning rituals. As 
  the circus settles into its routine, the heroes can turn 
  their attention to the somber reason they traveled to 
  Escadar: to find information about the failing aeon 
  orb atop the Erran Tower. Although the heroes should 
  probably begin their investigation fairly quickly, 
  they might first engage in downtime activities related 
  to promoting their circus, even putting on a few 
  additional performances to cement the circus’s grand 
  introduction to Escadar’s entertainment scene. Give 
  the heroes however much time they’d like to bask in 
  the glory of their successes.
  Eventually, however, the heroes should realize that 
  the port city holds darker secrets, and that somewhere 
  within the secluded ruins of Moonstone Hall, wicked 
  xulgaths plan to sabotage the failing aeon orbs for an 
  as‑yet‑unknown reason. The heroes likely focus next 
  on gaining access to Moonstone Hall, but despite their 
  good intentions, they encounter several roadblocks to 
  reaching the site.
  Discovering Moonstone Hall 
  The heroes have several avenues to learn more about 
  Moonstone Hall and find its location beneath Escadar’s 
  dangerous Woodworkers District. The most likely 
  means are presented below, but since the heroes must 
  discover Moonstone Hall to continue the adventure, 
  whatever attempts they make should ultimately meet 
  with success.
  XP Award: When the heroes discover the mermaid 
  fountain entrance to Moonstone Hall, award them 
  30 XP. When the heroes arrange to enter it (either by 
  deceiving the constables guarding it or by obtaining 
  a writ allowing formal access), award them an 
  additional 80 XP. 
  CHAPTER 2:  
  INTO MOONSTONE HALL
  
  19
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  QUESTIONING LOCALS
  Few people in Escadar remember Moonstone Hall, and those who do 
  believe the structure was demolished long ago. Heroes seeking information 
  regarding Moonstone Hall or ancient ruins are met with confusion, 
  indifference, or well‑meaning yet misguided directions to ruined sites 
  located miles into the countryside. If asked about ruins below the city, locals 
  impart the common knowledge that all the old ruins under the city were 
  converted into an expansive sewer system several decades ago (although 
  this popular assumption is erroneous). However, a hero who succeeds at 
  a DC 22 Diplomacy check to Gather Information about Arodenite ruins 
  beneath the city learns that constables guard the “sewer entrance” near a 
  crumbling mermaid fountain in the city’s dangerous Woodworkers District. 
  This doesn’t seem particularly unusual, as criminals and black‑marketeers 
  have a reputation for using the city’s vast sewer network in this dodgy 
  part of the city.
  RESEARCH
  Escadar has few institutes of higher learning, and its civic records are not 
  particularly well indexed. Heroes seeking information on Moonstone Hall 
  are directed to one of two repositories, based on whether they’re seeking 
  historical or religious records. 
  Historical Records: Heroes seeking historical records are directed to 
  the Magistratum, a monumental granite building that serves as Escadar’s 
  primary courthouse for minor offenses as well as its legal records storage 
  site. The Magistratum’s record chambers also contain archived civic 
  records, although the storage is, at best, haphazard from generations of 
  well‑meaning clerks each utilizing their own filing methods. The heroes 
  can obtain permission to peruse the records from a bored functionary; 
  the fee is 10 sp per hour. Each hour, the heroes can attempt a DC 22 
  Society check (or a check using a relevant Lore skill) to discover pertinent 
  information. On a failure, the hero conclusively rules out certain parts 
  of the archive and provides all heroes a +2 circumstance bonus to future 
  research checks in the Magistratum; this bonus is cumulative for repeated 
  failures. On a critical failure, however, the heroes confuse themselves; they 
  receive no bonus, and any bonus they have previously earned is reduced 
  to 0. On a success, the heroes discover that Moonstone Hall was buried 
  shortly after Aroden’s death to make way for civic improvements to the 
  Woodworkers District, and that its only remaining entrance is near a 
  specific mermaid fountain. On a critical success, the heroes also discover 
  an old writ of passage; the guards at the fountain allow heroes displaying 
  the writ to enter unimpeded. 
  Religious Records: Heroes seeking information regarding Moonstone 
  Hall’s nature as a temple are directed to the monastery of St. Sarnax, one 
  of the oldest buildings in Escadar. This imposing white marble structure 
  is the home of three elderly Knights of the Aeon Star, inheritors of a 
  long Azlanti tradition of sword‑mages. Heroes arriving at the monastery 
  are met by an elderly knight named Sir Ohlarick Wheem. Ohlarick is 
  courteous but deliberate in his old age, and he slowly escorts the heroes 
  to the monastery’s archives. Ohlarick easily discovers that Moonstone 
  Hall was buried a century ago, and that its founding priest was a pious 
  human man named Ulthadar. Ohlarick has some difficulty determining 
  how to reach the now‑buried site, however, and requires some assistance 
  reading and cross‑referencing the texts. A hero who succeeds at a 
  CHAPTER 2 SYNOPSIS
  In this chapter, the heroes make 
  their first investigations of 
  Moonstone Hall, a buried temple to 
  the dead god Aroden. They must 
  learn where the guarded entrance 
  to Moonstone Hall lies and secure 
  official sanction to enter. In the 
  temple’s upper level, the heroes 
  discover demons, xulgaths, and 
  stranger creatures. They also find 
  the temple’s public moonstone pool, 
  which they can cleanse and, using 
  a moonstone diadem, experience a 
  vision of the past.
  CHAPTER 2 TREASURE 
  LISTING
  The permanent and consumable 
  items available as treasure in 
  Chapter 2 are as follows. 
  • candy constrictor wondrous 
  figurine
  • grim trophy
  • holy prayer beads
  • invisible net
  • lesser sturdy shield
  • +1 light mace
  • +1 longspear
  • ringmaster’s staff
  • salve of antiparalysis
  • scroll of heroism
  • +1 striking spiked gauntlet
  • tree feather token
  • type I bracers of armor
  
  20
  DC 20 Religion or Society check to Decipher Writing 
  learns of Moonstone Hall’s entrance at a mermaid 
  fountain in the Woodworkers District. On a critical 
  success, the hero learns that the temple contained 
  three magical moonstone pools used for prophecy.
  RETURNING TO CONCLAVE SQUARE
  The heroes’ best course of action might be to return 
  to Conclave Square to speak with Chief Constable 
  Andera Paldreen. The heroes may have discovered the 
  entrance to Moonstone Hall in another way than the 
  one listed, but they likely need to circle back to Andera 
  to obtain permission to enter. In either case, Andera 
  can arrange a short meeting with the heroes after 1d4 
  hours of clearing her other appointments. When the 
  heroes finally meet with her, she congratulates them on 
  clearing their plot of land and establishing their circus 
  in town. If the heroes’ opening night was a success, she 
  expresses appreciation for uplifting the civic mood. If 
  the heroes instead had a poor opening night or failed 
  to prevent Delamar’s sabotage, her disappointment 
  in the heroes is obvious, but she remains superficially 
  polite to them.
  If the heroes ask about Moonstone Hall, Andera 
  explains that it’s an abandoned and buried temple to 
  Aroden that the city wants to keep clear of smugglers 
  or other criminals. She’s therefore posted guards at its 
  only entrance in the Woodworkers District. Because 
  the heroes showed some initiative in clearing the plot 
  of land for their circus, Andera concludes that they 
  could prove useful in making a full exploration of the 
  site and clearing out any criminals or troublesome 
  monsters that occupy the site. As with the overgrown 
  site outside of town, Andera realizes she can utilize the 
  heroes without jeopardizing any of her city guards. 
  Andera provides the heroes with a quickly drafted 
  writ stating that its bearers have her permission to 
  enter the site, tells them where to find its entrance in 
  the Woodworkers District, and asks that they report 
  back to her with whatever they find. She adds that 
  the heroes are free to keep anything of value they 
  discover as recompense for their trouble, except for 
  any evidence of criminal wrongdoing (which Andera 
  wants returned to her, along with their report).
  During their interaction with Andera, the heroes can 
  attempt a Diplomacy check to Make an Impression 
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  UPPER MOONSTONE HALL
  UPPER MOONSTONE HALL
  B1
  B1
  B2
  B2
  B3
  B3
  B4
  B4
  B5
  B5
  B6
  B6
  B7
  B7
  B8
  B8
  B9
  B9
  B10
  B10
  B10
  B10
  B11
  B11
  TO B7
  TO B7
  
  21
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  on her. If the circus’s opening night was a success, the 
  DC is 26; if not, the DC is 31. If the heroes increase her 
  attitude condition to helpful with this check, Andrea 
  agrees to make herself available whenever the heroes 
  need her, despite her busy schedule.
  Juniper’s Journal: If the heroes present Juniper’s 
  journal from area A5 to Andera, the chief constable 
  breaks into a rare smile. Her attitude condition 
  automatically improves to helpful, even if they hadn’t 
  attempted (or even if they failed) a check to Make an 
  Impression upon her.
  “This brings back memories. Winzel eluded the law for a 
  long time. Finally apprehending her was more than just a 
  feather in my cap—it was the start of my career. Really, 
  I just had a hunch and the luck to be in the right place 
  at the right time.” Andera pauses and flips through the 
  journal’s brittle pages. She snaps the book closed with a 
  look of triumph. “I always knew she had another hideout! I 
  don’t believe in fate, but for you to find something of hers 
  on that plot, at this point in my career? It’s a remarkable 
  coincidence. I’m going to give your names to my staff; 
  you’ll be able to reach me without an appointment any 
  time you’d like.”
  If the heroes question Andera what she means by her 
  statement about her career, Andera confides that she’s 
  frustrated with the corruption within Escadar and 
  worried about who will succeed her as chief constable 
  should she lose the upcoming election. There’s little 
  the heroes can do about this directly, although she asks 
  them to keep on the right side of the law as much as 
  they’re able, pointing out that she’s trusting them to 
  avoid jeopardizing her position.
  AT THE FOUNTAIN
  The heroes should eventually learn about the entrance 
  at the mermaid fountain in the Woodworkers District. 
  Although the toughs in the district sometimes make 
  trouble for strangers, the heroes look sufficiently 
  dangerous and travel in a large enough group that the 
  locals leave them alone. When the heroes arrive, read 
  or paraphrase the following.
  The eastern neighborhoods of Escadar are filled with drug 
  houses, gambling dens, and overcrowded tenements. In a 
  courtyard at the end of a deserted side street, sequestered 
  from the cacophony of touts and peddlers, a gaping 
  sinkhole yawns next to a dry and crumbling fountain 
  depicting a frolicking mermaid. A metal fence surrounds 
  the sinkhole and the fountain. Four people dressed in 
  constable uniforms stand near the fountain, at ease but 
  alert for trouble.
  Four guards watch over this courtyard at all hours. 
  They’ve been told the sinkhole is dangerous and likely 
  to be used by criminals, so they actively keep people 
  from approaching it. As a result, the courtyard and 
  the side street leading to it are usually empty (and 
  particularly avoided by the neighborhood’s shady 
  residents, who want nothing to do with these vigilant 
  and scrupulous constables). 
  These guards refuse to allow heroes entry to the 
  area without permission from “higher up.” The heroes 
  can easily deduce from their uniforms that these 
  guards report to Andera Paldreen. The guards have an 
  unfriendly attitude toward anyone bothering them at 
  their work, and they have a Perception DC and Will 
  DC of 26 for purposes of sneaking past them, tricking 
  them, or convincing them to let someone pass. The 
  guards won’t be drawn into a fight with the heroes, 
  instead threatening to report the heroes’ illegal actions 
  to their superiors. At your discretion, any of the guards 
  might recognize the heroes as members of the new 
  circus in town and threaten to have the circus ejected 
  from Escadar if they’re breaking the law.
  On the other hand, if the heroes have acquired a writ 
  of passage (either from Andera or the Magistratum), 
  the guards let the heroes pass. So long as the heroes 
  have been polite and respectful, the guards warn them 
  that they’ve recently heard movement and the clinking 
  of metals from the chamber at the bottom of the stairs, 
  but it isn’t in their directive to investigate. These noises 
  come from the chained basilisks in area B1.
  Upper Moonstone Hall
  The heroes descend 100 feet into the ground beneath 
  Escadar by way of wide stone steps. The subterranean 
  chamber around the ruined temple is almost entirely 
  self‑contained; its only entrances are the stairs leading 
  up to the Woodworkers District, the access through 
  the temple’s former bell tower that only Mistress 
  Dusklight knows, and the lower tunnels through 
  which the xulgaths arrived. The city built atop the 
  temple is held up by several support pillars, including 
  many pillars that once supported the temple itself. 
  The upper level of Moonstone Hall once served as 
  a place of worship dedicated to Aroden and was open 
  to the public. Generous donors spared no expense in 
  its construction; the structure’s walls and ceilings are 
  an amalgam of white marble and alabaster blocks, and 
  polished pink marble floors are found throughout the 
  building. The temple’s doors are reinforced wood, and 
  the ceilings rise to a height of 20 feet unless otherwise 
  stated. The temple is entirely dark except where 
  indicated. Although the temple is dusty and timeworn, 
  it retains its stately grandeur. 
  
  22
  B1. TEMPLE EXTERIOR 
  LOW 6
  Far beneath the restless city lies a monument to the past. 
  Sturdy doors of reinforced ebony guard the entrance to an 
  impressive building constructed of gleaming white stone. 
  One of the doors is slightly ajar. White stone pillars support 
  the cavern’s ceiling above. Broken stained‑glass windows 
  along the temple’s walls peer like sightless eyes. 
  This open area is completely encased in stone and 
  debris, including the foundations of buildings above. 
  A collapsed passage to the south once provided an 
  opening to Escadar’s sewers, which smugglers or 
  criminals sometimes used. The xulgaths collapsed 
  this passage upon their arrival to make certain their 
  presence remained undetected for as long as possible. 
  It is now impassable and would take many days of 
  work to clear away. 
  One of the temple doors is slightly ajar, and a stinky 
  residue on the door retains the unmistakable stench 
  of xulgaths.
  Creatures: The xulgaths posted two basilisks here 
  as guards. They curl up behind the pillars on either 
  side of the temple entrance. Their pale coloration 
  makes them difficult to see against the white stone of 
  the pillars. Each is leashed to its pillar with a chain and 
  can’t venture more than 40 feet from it. The basilisks 
  are trained to look away if they smell xulgaths 
  approaching, but they attack anyone else they detect. 
  BASILISKS (2) 
  CREATURE 5
  Pathfinder Bestiary 38
  Initiative Stealth +8
  A Noisy Fight: If the heroes are particularly noisy 
  in their battle with the basilisks, the demon in area B2 
  hears the noise and hides, as described there. 
  B2. ATRIUM 
  MODERATE 6
  This palatial chamber’s domed ceiling rises twenty feet 
  above the stone floor. Stained‑glass windows portray a 
  radiant human figure raising two islands from 
  a tumultuous sea. Though the artwork is 
  breathtaking, jagged cracks disrupt the images, 
  and shards of colorful glass litter the floor. 
  Heavy ebony doors stand in the east and west 
  walls. The atrium’s alabaster walls are marred 
  with crude paintings of humanoid figures, 
  demons, and profane symbols drawn in blood. 
  An unpleasant, coppery odor lingers in the air.
  In centuries past, brilliant sunlight 
  streamed through the tinted glass of the 
  massive front windows as the faithful came 
  to worship at Moonstone Hall. This atrium 
  is where the temple’s priests would greet 
  the congregation of locals or the occasional 
  visiting pilgrim. Congregants chatted with 
  each other or waited in quiet reverence for 
  a chance to look upon the only moonstone 
  pool accessible to the public, located in an 
  adjoining chamber (area B3).
  The 
  stained‑glass 
  windows 
  depict 
  Aroden raising the Isle of Kortos and the 
  Isle of Erran from the sea; even though 
  many windows are shattered, enough 
  remain to determine their subject matter. 
  These durable windows survived intact 
  for years until the xulgaths crept into 
  Moonstone Hall through the tunnels below 
  and broke many of them. The xulgaths 
  added their own vile artwork to the atrium, 
  scrawling their interpretation of their 
  Corrupted Pool
  
  23
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  people’s history using the blood of sacrificial victims. 
  The humanoid figures are recognizably xulgaths, and 
  a hero who succeeds at a DC 22 Religion check to 
  Recall Knowledge identifies the profane symbols 
  interspersed throughout these images as invocations 
  to Zevgavizeb, their reptilian demon lord.
  Creatures: Two xulgath skulkers are often found 
  in this room. They’re supposed to be tending to the 
  basilisks in area B1 and keeping watch in case city 
  dwellers raid the temple, but they’re instead adorning 
  the paintings here, using the blood of a dead dog stolen 
  from the city above. If they notice intruders in this 
  room, they immediately attack and fight to the death. 
  The two xulgaths are accompanied by a blood 
  demon summoned from Gluttondark, Zevgavizeb’s 
  Abyssal realm, who is far more alert for danger. If the 
  demon hears the sounds of combat from area B1, it 
  slips away from the unsuspecting xulgath scribblers 
  to hide just inside the entrance to area B3. It waits to 
  see how the xulgaths fare in combat against intruders 
  before launching its own attack. 
  GLUTTONDARK BABAU 
  CREATURE 7
  CE
  MEDIUM
  DEMON
  FIEND
  Elite babau demon (Pathfinder Bestiary 2)
  Perception +15; darkvision, see invisibility
  Languages Abyssal, Celestial, Draconic; telepathy 100 feet
  Skills Acrobatics +14, Athletics +15, Intimidation +16, 
  Religion +12, Stealth +18, Thievery +16
  Str +4, Dex +4, Con +4, Int +2, Wis +3, Cha +2
  Items +1 longspear
  AC 26; Fort +16, Ref +18, Will +15; +1 to all saves vs. magic
  HP 135; Immunities acid; Weaknesses cold iron 5, good 5
  Mercy Vulnerability Babaus revel in the gore of a 
  well‑timed attack, and when brutal wounds are 
  restored, they recoil in pain. When a creature heals 
  from damage that the babau dealt on their last turn 
  with Grievous Strike, sneak attack, or a critical hit, the 
  demon takes 4d6 mental damage. The babau can take 
  this mental damage only once per round.
  Reactive Slime � Trigger A creature within the babau’s 
  reach successfully hits the babau with a Strike; Effect 
  The babau excretes a gout of acidic, bloodlike slime 
  against the attacker and its weapon. The attacker 
  must attempt a DC 26 Reflex save.
  Critical Success The attacker avoids the reactive 
  slime.
  Success The attacker takes 1d6 acid damage.
  Failure The attacker takes 2d6 acid damage.
  Critical Failure As failure, except the weapon used 
  to Strike the babau automatically becomes broken 
  unless the weapon is made of a material that is 
  immune to acid.
  Speed 25 feet
  Melee � longspear +19 (evil, magical, reach), Damage 
  1d6+8 piercing plus 1d6 evil
  Melee � jaws +18 (evil, magical), Damage 2d6+8 piercing 
  plus 1d6 evil
  Melee � claw +18 (agile, evil, magical), Damage 1d6+8 
  slashing plus 1d6 evil
  Divine Innate Spells DC 26; 5th dimension door; 4th 
  darkness, dimension door (at will); Constant (5th) see 
  invisibility
  Gluttondark Babau
  
  24
  Divine Rituals DC 26; Abyssal pact
  Grievous Strike � (attack) The babau makes an attack 
  with the intent of creating a particularly horrific and 
  gory wound. It make a melee Strike. This counts as two 
  attacks when calculating their multiple attack penalty. 
  If this Strike hits, the babau deals an additional 1d6 
  damage and the creature struck is sickened 2 for 1 
  round; this sickened condition cannot be removed by 
  retching.
  Sneak Attack A babau deals an additional 1d6 precision 
  damage to flat‑footed creatures.
  XULGATH SKULKERS (2) 
  CREATURE 2
  Pathfinder Bestiary 337
  Initiative Perception +7
  Treasure: One of the skulkers has been stealing from 
  the temple. Her pouch contains a salve of antiparalysis 
  and six polished moonstones worth 30 gp each. 
  B3. CORRUPTED POOL 
  MODERATE 6
  Walls of smooth rose marble surround a pool filled with 
  a purplish sludge. A golden statue of a winged eye rises 
  from the center of the pool, dripping dark tears from its 
  corners into the noxious substance below. Faded mosaics 
  on the walls surrounding the pool have been disfigured 
  with ghastly illustrations painted with smeared blood. 
  This area contains one of three of the temple’s 
  prized moonstone pools. Centuries ago, Aroden’s 
  clergy realized that spring water collected into vessels 
  constructed of the natural moonstone found within 
  this site granted a type of prophetic clairvoyance. The 
  priests created three moonstone diadems, magical 
  circlets capable of magnifying the moonstone’s 
  oracular powers. Over the following years, priests 
  used the moonstone diadems to transfer their 
  memories into the three pools, visually recording the 
  living history of their order. Future generations used 
  the moonstone diadems to peer into their forebears’ 
  recollections, establishing a strong historical tradition 
  within Moonstone Hall. Of the three moonstone pools 
  within the temple, only this one was located in an 
  area the public could access. Esteemed or particularly 
  wealthy worshippers would occasionally be granted 
  use of a moonstone diadem to receive visions from 
  this pool.
  When the xulgaths came to Moonstone Hall, a group 
  of ambitious demon‑callers tried to use the moonstone 
  diadems to their advantage. However, all they managed 
  to do in their efforts was desecrate this moonstone 
  pool and destroy one of the moonstone diadems in the 
  process. Frustrated with their failure, they vandalized 
  the ancient mosaics with depictions of their unholy 
  rituals. Yet the botched attempt had a side effect the 
  xulgaths didn’t realize: the demon‑caller Uzensshel 
  managed to transfer some of her own recollections 
  into the corrupted pool.
  A hero who succeeds at a DC 22 Religion check 
  identifies the statue within the pool as a depiction 
  of the Eye of Aroden, the god’s religious symbol. A 
  hero who inspects the stonework around the room 
  and succeeds at a DC 24 Arcana or Occultism check 
  realizes the pool is carved out of moonstone, a rare 
  type of rock rumored to have magical properties. 
  Even a cursory look at the fluid in the pool identifies 
  it as tainted, but a hero who succeeds at a DC 22 
  Arcana, Occultism, or Religion check realizes the taint 
  can be removed, and hints to do so are in the defaced 
  mosaics in this room. Removing the dried blood that 
  obscures the mosaics takes an hour of scrubbing. Once 
  cleaned, the mosaics depict three day‑to‑day tasks 
  considered sacred to Aroden: a carpenter building 
  a chair, a musician playing the lute, and a scholar 
  copying a text.
  Creatures: As soon as the heroes begin the ritual 
  to cleanse the pool (described below) or touch its vile 
  waters, the sludge extrudes three pseudopods that 
  each form into a gibbering mouther. The aberrations 
  attempt to drain the heroes of blood, pursuing foes 
  that flee the room if necessary. The gibbering mouthers 
  don’t work well together, simply fighting whichever 
  foe is closest, and fight until slain.
  The gibbering mouthers attack only if the heroes 
  attempt to purify or otherwise disturb the moonstone 
  pool; If the heroes don’t interact with the pool, the 
  creatures remain hidden.
  GIBBERING MOUTHERS (3) 
  CREATURE 5
  Pathfinder Bestiary 176
  Initiative Perception +15
  Cleansing the Pool: To cleanse the moonstone pool, 
  the heroes must perform the following three tasks 
  within sight of the Eye of Aroden, in any order. A hero 
  who succeeds at a DC 20 Religion check or a DC 22 
  Arcana or Occultism check discerns a clue about the 
  actions required to complete the tasks. As each task is 
  successfully performed, the leakage from the Eye of 
  Aroden becomes more like clear water.
  Creation: Use the Crafting skill to successfully Craft 
  or Repair any item. Using a spell to repair a broken 
  item also completes this task.
  History: Use Religion, Society, or a relevant Lore 
  check to Recall Knowledge about Aroden or the 
  
  25
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  ancient Azlanti civilization, then either recount this 
  information out loud or commit it to writing. 
  Performance: 
  Use 
  the 
  Performance 
  skill 
  to 
  successfully Perform. Successfully performing a circus 
  trick also completes this task, regardless of the skill 
  used in the trick.
  If the heroes successfully complete all three tasks, 
  the pool’s water runs clear and regains its magical 
  properties, as detailed further starting on page 42.
  Discarded Memory: If the heroes bring a moonstone 
  diadem into this room after cleansing the moonstone 
  pool, the pool glows with a blue light and relays a 
  vision drawn from the xulgath Uzensshel’s memories. 
  (This effect works even if the heroes bring in the broken 
  diadem that Uzensshel wears, as it remains linked to 
  her memories deposited here.) Although the xulgaths 
  in the vision speak in Draconic, anyone witnessing the 
  vision understands it. 
  Faint reflections appear within the waters of the pool. 
  Robed humans kneel in a sun‑drenched atrium beneath 
  stained‑glass murals proclaiming the glorious deeds of 
  their god. Dark blotches form around the images, spreading 
  like ink spilled upon a clean page. As the darkness spreads, 
  the scene changes. A tall, fierce xulgath with two tentacles 
  waving from his back stands before an audience of his kind 
  in the temple’s atrium. He bellows, “I speak with the voice 
  of Zevgavizeb, and I do his will. Will you join me in this 
  sacred quest for vengeance?”
  A familiar xulgath with a hefty maul holds his weapon 
  aloft in salute and agreement. A hulking, muscular xulgath 
  at the front of the crowd nods her head, her mouth twisted 
  into a snarl. A female xulgath with stonelike skin steps 
  forward, raising a hand to indicate the group crowded 
  around her. 
  “We are with you, Sarvel Ever‑Hunger,” she growls. 
  “Why not take the orbs?” A timid voice interrupts. A 
  collective silence falls over the assembled xulgaths, and all 
  eyes turn to the creature that spoke. His eyes dart around 
  the room and he bows deeply to Sarvel before continuing. 
  “Zevgavizeb commands fury and violence, but life could be 
  better for us here below. Why do we not steal the orbs 
  back, and remake our home of Vask?”
  “Our holy vault is lost to us now,” Sarvel proclaims. 
  “Most of our people are like you, Vesshak, unimaginative 
  and fallen from the grace of our forebears. You would 
  rebuild a great civilization with your stone tools, fight 
  House Shraen with your brittle spears?” Sarvel laughs 
  and shakes his head. “No, Vesshak. Our destiny is tied to 
  destruction, not creation. We must repay the sun‑drinkers 
  for their ancient crime. When the orbs are sundered and 
  the isles made barren, Zevgavizeb will show us the way.” 
  Murmurs of assent drift through the mass of xulgaths as 
  the scene fades, replaced by clear water rippling over a bed 
  of pearlescent stone.
  Treasure: Once the waters of the fountain are 
  cleared, the heroes spot a pair of white leather type I 
  bracers of armor resting in the water of the pool.
  XP Award: Award the heroes 80 XP for cleansing 
  the moonstone pool. If the heroes bring a moonstone 
  diadem into this room and view Uzensshel’s memories, 
  award them an additional 80 XP.
  B4. BACK HALL
  This spacious hall connects several rooms of the upper 
  temple level. Several crude, heavy packs piled against 
  the north wall contain food and supplies hauled up 
  from the Darklands by the xulgaths. A small rear door 
  to the east once served as a back door for the temple’s 
  clergy, but it now leads only to blank stone.
  Treasure: The xulgath packs contain little of value 
  other than a grim trophy in the shape of a shrunken 
  dero head and a pouch with nineteen cracked rubies 
  worth 5 gp each.
  B5. DEFILED CHAPEL 
  MODERATE 6
  This abandoned chapel is shrouded in gloom. To the east, 
  a broken slab surrounded by marble debris is all that 
  remains of a large statue. Atop the broken slab stands a 
  crude altar of wood and stone bearing a human corpse. A 
  gash splits the dead man’s throat, his decaying face frozen 
  in a final mask of terror. A strange symbol carved into the 
  man’s abdomen undulates with foul energy.
  What was once a glorious statue of Aroden now 
  serves as an altar to the demon lord Zevgavizeb. 
  This chamber has seen dozens of sacrifices in the past 
  months, most recently supplemented by Dusklight’s 
  twisted “gift” of a disobedient employee. A hero who 
  succeeds at a DC 22 Arcana or Religion check identifies 
  the sigil carved into his body as that of Zevgavizeb. 
  The symbol’s movement is disturbing but harmless—it 
  reacts to the presence of faithful xulgaths and ceases 
  moving when no living xulgaths remain in the room.
  Creatures: A pompous xulgath demon‑caller named 
  Yaashka and three xulgath war leaders are gathered 
  here, making prayers to Zevgavizeb. Yaashka, who has 
  been blind in one eye since hatching, insists that his 
  cloudy, large eye gives him supernatural visions of his 
  god, although these claims are bluster Yaashka uses to 
  bolster his position among the xulgaths. Yaashka has 
  convinced the other xulgaths that the carved symbol to 
  his patron will grant them might, but at the moment, 
  all it does is squirm. As the xulgaths are wrapped 
  
  26
  up in their ritual, they take 
  little notice of any goings‑on 
  in adjacent rooms and have 
  a –2 circumstance penalty to 
  initiative rolls.
  YAASHKA 
  CREATURE 5
  UNIQUE
  CE
  MEDIUM
  HUMANOID
  XULGATH
  Male xulgath demon‑caller
  Perception +11; darkvision
  Languages Draconic, Undercommon
  Skills Arcana +9, Athletics +13, Intimidation +11, Religion +9, 
  Stealth +10, Survival +11
  Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +2
  Items religious symbol of Zevgavizeb, +1 striking spiked 
  gauntlet
  AC 22; Fort +11, Ref +8, Will +13
  HP 80
  Stench (aura, olfactory) 30 feet. A creature entering the 
  aura must attempt a DC 22 Fortitude save. On a failure, 
  the creature is sickened 1, and on a critical failure, the 
  creature also takes a –5‑foot status penalty to its Speeds 
  for 1 round. While within the aura, the creature takes 
  a –2 circumstance penalty to saves to recover from 
  the sickened condition. A creature that succeeds at its 
  save is temporarily immune to all xulgaths’ stench for 
  1 minute.
  Speed 25 feet
  Melee � spiked gauntlet +16 (agile, magical), Damage 
  2d4+4 piercing plus demonic condemnation
  Melee � jaws +15, Damage 2d8+4 piercing
  Melee � claw +15 (agile), Damage 2d6+4 slashing
  Ranged � javelin +12 (thrown 30 feet), Damage 1d6+4 
  piercing
  Divine Prepared Spells DC 24, attack +16; 3rd blindness, 
  harm, vampiric touch; 2nd death knell, dispel 
  magic, spiritual weapon (×2); 1st bane, 
  command (×2), heal; Cantrips (3rd) detect 
  magic, forbidding ward, guidance, shield 
  Cleric Domain Spells 1 Focus Point, DC 24; 3rd 
  athletic rush (Core Rulebook 389)
  Demonic Condemnation The target must succeed at a 
  DC 22 Fortitude save or become frightened 2 (frightened 
  4 on a critical failure). The target is enfeebled 1 for as 
  long as it is frightened.
  XULGATH LEADERS (3) 
  CREATURE 3
  Pathfinder Bestiary 337
  Initiative Perception +9
  Treasure: Mistress Dusklight tricked her ill‑fated 
  employee to come to Moonstone Hall by promising 
  treasures and a promotion. The corpse still has an 
  invisible net (page 74) folded up in its pocket, which 
  the xulgaths haven’t discovered. This diaphanous 
  item is marked with the “CM” logo of the Celestial 
  Menagerie, and is a piece of evidence that Mistress 
  Dusklight has been trespassing within Moonstone 
  Hall that the heroes can use in Chapter 4.
  B6. HIGH PRIEST’S OFFICE 
  MODERATE 6
  This chamber once served as a place of study and 
  contemplation for Moonstone Hall’s acting high 
  priest. The fine mahogany desk that stood here for 
  centuries was hacked into pieces by the xulgaths and 
  used to build their demonic altar in the chapel. Now 
  the room contains only a scattering of splinters and a 
  bookshelf with several tomes of Arodenite lore. A tall 
  cabinet has fallen on its back, its doors missing and its 
  interior filled with mosses and shredded cloth to serve 
  as a nest. A spiral staircase to the northwest ascends to 
  the bell tower (area B7). 
  Creatures: A xulgath mage named Zunkri lairs here 
  with her ferocious spinesnapper bodyguard. Zunkri 
  is carefully reviewing the books here, attempting to 
  master Common and learn more about the hated 
  surface‑dwellers. Zunkri hasn’t yet realized that the 
  books are long out of date and tell very little about 
  the lives of common people. Zunkri has met Mistress 
  Dusklight on a few occasions and knows that she 
  comes and goes through the adjacent bell tower. The 
  canny catfolk has stoked Zunkri’s natural misgivings, 
  convincing the xulgath that other surface‑dwellers are 
  thieves, murderers, or worse—something that Zunkri, 
  herself prone to larceny and violence, is all too eager 
  to believe. 
  These xulgaths waste no time engaging the heroes 
  in battle. Zunkri prefers to use destructive spells at 
  Givzib
  
  27
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  a distance and uses dimension door to remain out of 
  melee. The spinesnapper rushes forward to defend her. 
  The cowardly quasit Givzib serves as Zunkri’s 
  familiar. When confronted with danger, Givzib casts 
  invisibility on herself and hides until combat ends, at 
  which point she surrenders, as described below. 
  ZUNKRI 
  CREATURE 7
  CE
  MEDIUM
  HUMANOID
  XULGATH
  Female xulgath mage
  Perception +12; darkvision
  Languages Common, Draconic, Undercommon
  Skills Acrobatics +15, Arcana +12, Athletics +13, Deception 
  +15, Intimidation +17, Society +9, Survival +12
  Str +1, Dex +2, Con +1, Int +0, Wis +1, Cha +5
  Items +1 light mace
  AC 23; Fort +12, Ref +13, Will +14
  HP 115
  Stench (aura, olfactory) 30 feet. A creature entering the 
  aura must attempt a DC 25 Fortitude save. On a failure, 
  the creature is sickened 1, and on a critical failure, the 
  creature also takes a –5‑foot status penalty to its Speeds 
  for 1 round. While within the aura, the creature takes 
  a –2 circumstance penalty to saves to recover from 
  the sickened condition. A creature that succeeds at its 
  save is temporarily immune to all xulgaths’ stench for 
  1 minute.
  Counterspell � Trigger A creature Casts a Spell the 
  xulgath mage has in her repertoire; Effect The xulgath 
  mage expends one of her spell slots to counter the 
  triggering creature’s casting of the spell in her repertoire. 
  The xulgath mage loses the spell slot as if she had cast 
  the triggering spell and attempts to counteract the 
  triggering spell.
  Speed 25 feet
  Melee � light mace +15 (agile, magical, shove), Damage 
  1d4+4 bludgeoning
  Melee � jaws +14, Damage 1d8+2 piercing
  Melee � claw +14 (agile), Damage 2d6+2 slashing
  Arcane Spontaneous Spells DC 26, spell attack +18; 4th 
  (3 slots) acid arrow, dimension door, lightning bolt; 
  3rd (4 slots) fireball, haste, magic missile; 2nd (4 slots) 
  create food, dispel magic, flaming sphere, see invisibility; 
  1st (4 slots) burning hands, fear, magic missile, ray of 
  enfeeblement; Cantrips (4th) acid splash, detect magic, 
  mage hand, read aura, shield 
  Bloodline Spells 3 Focus Points, DC 26; 4th ancestral 
  memories (Core Rulebook 402), extend spell (Core 
  Rulebook 404)
  XULGATH SPINESNAPPER 
  CREATURE 5
  Page 84
  Initiative Perception +11
  GIVZIB 
  CREATURE 1
  Female quasit (Pathfinder Bestiary 76)
  Initiative Perception +7
  Givzib’s Surrender: When the fighting ceases, 
  Givzib calls out to the heroes: “Givzib surrenders! 
  Please, don’t hurt Givzib! Givzib is good friend, you’ll 
  see!” If the heroes sheathe their weapons, the quasit 
  demon appears perched on a broken wall sconce. 
  Givzib makes a case for sparing her life in a rapid‑fire 
  monologue. “Givzib can tell you all about the nasty 
  xulgaths here! Yes! The ruins are big and scary, you 
  need a friend like Givzib to help. Givzib knows their 
  secrets. Givzib sees their deal with the pretty cat‑lady, 
  sees how she tricks them. But they never listen to 
  Givzib. Givzib’s new friends will listen, yes?” 
  If the heroes accept Givzib’s surrender, the quasit 
  relays what she knows. Givzib was conjured by a 
  xulgath demon‑caller named Kalagash. She was 
  summoned right here in the temple many weeks ago, 
  and the xulgaths were already here. Givzib knows 
  that there are currently about two dozen xulgaths 
  present, including four demon‑callers who usually 
  work together but sometimes fight among themselves. 
  They are spread out around this level, which Givzib 
  can describe, and a lower level that Givzib doesn’t 
  know well. There used to be more xulgaths, including 
  a powerful priest of Zevgavizeb named Sarvel 
  Ever‑Hunger, but Sarvel and many others left a while 
  ago for tasks Givzib doesn’t wholly understand. 
  Givzib knows that a female catfolk sometimes comes 
  and goes through the bell tower. Givzib doesn’t know 
  Mistress Dusklight’s name but can describe her. The 
  catfolk occasionally brings humanoids with her that 
  she gives to the xulgath demon‑callers as sacrifices 
  to summon more demons. She also sometimes brings 
  gifts, like the staff in this room that she gave to Zunkri 
  (see Treasure below). Despite her persuasive nature, 
  the catfolk is no friend to the xulgaths—Givzib 
  suspects Mistress Dusklight is lying to the xulgaths to 
  steal the temple’s relics. If requested, Givzib agrees to 
  repeat her testimony to Andera Paldreen (see Chapter 
  4 of this adventure).
  As long as the heroes deal peacefully with Givzib, she 
  decides to accompany them. This is the case whether 
  the heroes wish it or not (if not, Givzib simply follows 
  them invisibly). Givzib’s fearful nature prevents her 
  from being a useful ally in combat, but she cheers the 
  heroes on from a safe distance whenever they fight. 
  Givzib is fundamentally disloyal, however, and she 
  might betray or abandon the heroes at an inconvenient 
  time before the adventure’s conclusion.
  Treasure: A ringmaster’s staff (page 74) leans up 
  
  28
  against a wall in the corner of the room. Mistress 
  Dusklight gave the polished staff to Zunkri as a peace 
  offering, but the xulgath hasn’t yet decided what to 
  do with it.
  XP Award: If the heroes gain useful information 
  from Givzib, award them 30 XP. 
  B7. EMBEDDED BELL TOWER 
  MODERATE 6
  Stairs worn smooth by countless footsteps traverse a 
  dizzying spiral leading to a circular stone chamber. An 
  enormous, cracked bronze bell buckles under the weight of 
  the partially collapsed stone ceiling. The air seems to warp 
  and shimmer, with tangles of thick cobwebs appearing 
  over the rubble, then vanishing upon second glance. A 
  desiccated xulgath corpse hangs in the room, suspended in 
  midair by the ephemeral webs.
  The old bell tower is Moonstone Hall’s tallest point. 
  In fact, it is taller than the cavern in which Moonstone 
  Hall now rests, so the bell tower is incorporated into the 
  structure of the city above and now forms part of the 
  basement of an abandoned pottery shop‑turned‑drug 
  den. Only the bricks in the floor and crumbled remnants 
  of the bell tower’s former walls show where the bell 
  tower ends and the basement begins. 
  A pair of ether spiders live in this room, and the 
  dangling xulgath was the first to discover their nest. The 
  xulgaths have since left the bell tower alone, but this is 
  more from a desire to avoid exposing their presence to 
  the city above rather than fear of the spiders. The ether 
  spiders sometimes hunt in the Escadar slums, but they 
  are cautious and canny enough that their presence has 
  thus far gone unnoticed in the city at large.
  Mistress Dusklight, however, learned of the spiders’ 
  presence and traced them to their lair. Rather than 
  fight them, Mistress Dusklight plied the spiders with 
  esoteric lore and unusual baubles; they now consider 
  Mistress Dusklight a friend and let her come and go as 
  she desires. To her delight, Mistress Dusklight realized 
  the spider nest sits atop a veritable treasure trove of 
  Arodenite relics. After allying with the xulgaths in the 
  ruined temple, Mistress Dusklight began plundering 
  its treasures in earnest. 
  Hazard: Rather than eat the foul‑smelling 
  xulgath corpse, the ether spiders formed it 
  into a crude trap. When touched or disturbed, 
  the corpse explodes to release a cloud of tiny 
  ectoplasmic crystals.
  GHOST CRYSTAL CLOUD 
  HAZARD 8
  UNCOMMON
  ENVIRONMENTAL
  Stealth DC 28 (trained)
  Description The xulgath corpse 
  splits open to release a 
  cloud of tiny ectoplasmic 
  crystals which, when they 
  are inhaled, disorient and 
  devitalize living creatures. 
  Disable DC 26 Arcana or Occult 
  (expert) to render the crystal cloud inert
  AC 27; Fort +17, Ref +13
  HP 70; Immunities critical hits, object immunities, 
  precision damage
  Ectoplasmic Explosion � Trigger A creature touches or 
  disturbs the corpse containing the growth of crystals; 
  Effect All creatures within 10 feet of the corpse are 
  exposed to the ghost crystal cloud.
  Ghost Crystal Cloud (inhaled, poison) 
  Creatures with the ethereal trait 
  are immune; Saving Throw DC 26 
  Uzensshel
  
  29
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 
  poison damage and stupefied 1 (1 round); Stage 2 2d10 
  poison damage and stupefied 2 (1 round); Stage 3 3d10 
  poison damage and stupefied 3 (1 round)
  Reset The crystals regrow into a number sufficient to form 
  another dangerous cloud after 1 week.
  Creatures: The pair of ether spiders are usually 
  found here, watching over this room from the Ethereal 
  Plane. They step into the Material Plane to surprise 
  attack, and they defend their nest to the death. 
  ETHER SPIDERS (2) 
  CREATURE 5
  Pathfinder Bestiary 155
  Initiative Stealth +15
  Treasure: A few strange items Mistress Dusklight 
  brought for the ether spiders are encased in a gauzy 
  knot of webbing under the bell. The cache includes 
  a tree feather token, a candy constrictor wondrous 
  figurine (page 75), and a pair of broken spectacles 
  with a bone frame. If repaired, the spectacles are 
  worth 10 gp.
  B8. SANCTUARY 
  SEVERE 6
  Rows of splintered wooden pews face an oval marble dais 
  three feet high. Wide marble steps lead up to the dais, 
  and a polished mahogany pulpit stands at its center. A 
  glorious fresco on the curved wall behind the dais depicts 
  Aroden engaging in several tasks: battling an imperious 
  necromancer, raising a pair of islands from the sea, and 
  standing atop a mountain with his hands outstretched, 
  wreathed in blue flames. 
  Hideous images scrawled in tar and old blood painted 
  over the fresco tell a vastly different story. A reptilian 
  humanoid climbs a tunnel from the depths to the surface 
  in one scene. In the next, he reaches out to snatch an orb 
  from a tower drawn on one of the islands, then crushes 
  the orb in his fist. This image repeats four times in slightly 
  different‑looking towers, followed by a final scene of dead 
  trees and skulls around the mountain. 
  Though xulgaths generally prefer oral history and 
  visual representations to written language, some of 
  the demon‑callers are literate. A few Draconic phrases 
  narrate the paintings, among which the words “Sarvel 
  Ever‑Hunger,” “orbs,” and “vengeance” are legible. 
  Additionally, the word for “thief” in Draconic is 
  written across Aroden’s face in the original fresco 
  every time Aroden is depicted. The xulgaths defaced 
  these spectacular paintings of Aroden’s deeds with 
  their own narrative: that of Sarvel and his minions 
  venturing from the Darklands to destroy the aeon orbs 
  before bringing death to the Starstone Isles. 
  Haunt: The spirits of the clergy who once dedicated 
  their lives to speaking from the pulpit have coalesced 
  into a dangerous haunt to repel any who do not venerate 
  Aroden. The xulgaths inadvertently triggered the haunt 
  and have avoided the dais ever since; although the 
  haunt has since reset, the xulgaths aren’t aware that it 
  takes several hours to reset once triggered.
  ECHOES OF FAITH 
  HAZARD 6
  HAUNT
  Stealth DC 24 (expert)
  Description The restless spirits of clergy who once 
  inhabited this now‑defiled temple of Aroden remain 
  within the sanctuary and pulpit. 
  Disable DC 26 Occultism (expert) to exorcise the spirits, 
  or Deception or DC 28 Religion (trained) to imitate the 
  Arodenite faith and render the haunt harmless until it 
  resets
  AC 24; Fort +13, Will +15
  HP 60; Immunities critical hits, physical damage; 
  Weaknesses positive 10 
  Phantom Sermon � (divine, necromancy) Trigger A 
  non‑Arodenite creature approaches within 5 feet of 
  the lectern; Effect A spectral minister appears before 
  the pulpit, resembling an ever‑shifting amalgamation 
  of several past priests. The spectral minister delivers 
  fervent 
  exhortations 
  about 
  faithlessness. 
  Each 
  creature on the dais must succeed at a DC 24 Will save 
  or become drained 2. On a critical failure, the creature 
  is drained 4. 
  Reset The spirits return in 1d8 hours as long as any 
  xulgaths remain in Moonstone Hall. 
  Creatures: The heroes interrupt an unholy ritual 
  when they enter the chapel. A xulgath demon‑caller 
  named Uzensshel is anointing three hulking xulgaths 
  with a mixture of blood and foul‑smelling fungus. 
  Uzensshel is slight for a xulgath, and her grayish 
  skin is pulled tight over her bones, giving her a 
  vaguely skeletal appearance. Her mouth is set in a 
  ghastly grin, which she knows unnerves those who 
  look upon her. She wears a delicate circlet perched 
  incongruously atop her head. Uzensshel is a bully 
  who enjoys using her unsettling visage and divine 
  abilities to intimidate underlings. 
  All four xulgaths are quick to intercept intruders, 
  although they’ve learned to avoid the dais. The 
  spinesnappers simply rush into combat, but the 
  cunning Uzensshel might try to lure the heroes onto 
  the dais, such as by using ranged attacks from the far 
  side or casting command to compel foes to cross it to 
  
  30
  approach her. All of these foes fight to the death with 
  fanatical fervor. 
  UZENSSHEL 
  CREATURE 5
  Female xulgath demon‑caller (page 26, as Yaashka)
  Initiative Perception +11
  XULGATH SPINESNAPPERS (3) 
  CREATURE 5
  Page 84
  Initiative Perception +12
  Treasure: Uzensshel wears a silver circlet set with 
  cracked moonstones. This is the remnant of one of 
  the temple’s moonstone diadems, irreparably broken 
  when she and her allies befouled the moonstone pool 
  in area B3. Although this circlet is no longer magical, 
  it’s worth 40 gp. 
  A shelf in the pulpit contains a strand of standard 
  holy prayer beads with Aroden’s iconography, a scroll 
  of heroism, and a leather‑bound religious text detailing 
  common prayers and rituals honoring Aroden. The 
  book is rare and in good condition; it is worth 75 gp.
  B9. WARDED HALL 
  MODERATE 6
  The marble walls of this short hall are smeared with blood. 
  A thin, greenish haze fills the air, giving off a smell of 
  sodden leaves and decay.
  One of Sarvel Ever‑Hunger’s more powerful 
  demon‑callers placed a summoning trap in this short 
  hall soon after the xulgaths arrived. At the time, the 
  xulgaths thought the city might discover and attack 
  the xulgath invaders, and they planned this hall to be 
  a defensive fallback point. As the xulgath infiltration 
  has gone unnoticed until now—largely due to Sarvel’s 
  insistence on secrecy—the summoning trap hasn’t 
  been sprung. Mistress Dusklight discovered the trap 
  and bypasses it when she comes this way by carrying a 
  religious symbol of Zevgavizeb with her. 
  Trap: When a creature crosses the point where the 
  hall turns, the trap summons a reptilian monster called 
  a krooth from Gluttondark. The haze and smell are 
  due to constant leakage from that plane. Xulgaths 
  and demons don’t trigger the trap, nor does anyone 
  bearing a religious symbol of Zevgavizeb. 
  KROOTH SUMMONING RUNE 
  HAZARD 8
  UNCOMMON
  COMPLEX
  MAGICAL
  TRAP
  Stealth +14 (expert)
  Description The haze conceals a rune that summons a 
  krooth in front of the door to area B10. 
  Disable DC 24 Acrobatics to approach without triggering 
  the trap followed by DC 26 Thievery (expert) to erase 
  the rune, or dispel magic (4th level; counteract DC 24) to 
  counteract the rune
  Summon Monster � (arcane, conjuration, summon) 
  Trigger A non‑xulgath, non‑demon creature that isn’t 
  carrying a religious symbol of Zevgavizeb crosses from the 
  north part of the hall to the south part of the hall; Effect 
  The trap summons a krooth (Bestiary 215). The krooth rolls 
  initiative and remains for 2d6 rounds, after which the spell 
  ends and the krooth disappears. The krooth also disappears 
  if someone disables the trap before the duration expires. 
  Unlike most summoned creatures, the krooth can use 3 
  actions each round and can use reactions. 
  Reset The trap resets after 24 hours. 
  B10. STORAGE
  These two identical rooms once contained mundane 
  items used routinely in worship services. A few 
  moth‑eaten priests’ robes still hang from brass pegs in 
  both areas, and shelves stocked with metal pendants, 
  candelabras, and bells line the walls. Empty spaces on 
  the shelves suggest that some items here have been 
  removed, and a broken bottle of scented sacramental 
  water on the floor of the western storage room hints at 
  the intruder’s disrespect for the site. 
  The xulgaths had previously taken items of obvious 
  value such as magic scrolls and gold goblets. They 
  tasted one of the bottles of wine, learned it had gone 
  sour, and smashed it on the floor in disgust. Mistress 
  Dusklight later pilfered the less obviously useful items, 
  such as dust‑covered silk stoles and valuable books of 
  Arodenite prayer chants. 
  If Givzib accompanies the heroes, the quasit 
  chatters away about how “the cat‑lady made a 
  big mess searching this place. She found a few 
  valuable things, though, and seemed pretty happy to 
  take them.” 
  Treasure: The eastern storage room contains a 
  battered iron shield on a rusted stand. Mistress 
  Dusklight and the xulgaths assumed the shield isn’t 
  useful, but it’s a lesser sturdy shield that is perfectly 
  serviceable despite its dented appearance. 
  B11. STAIRWELL GUARDIAN 
  MODERATE 6
  This chamber has towering ebony doors to the east and 
  west. A stone statue of a human man clad in a flowing robe 
  has one hand raised in a gesture of warning and a burning 
  brazier held in its other hand. The statue looks as though it 
  has been broken and reassembled several times. It stands 
  directly in front of the western door. Other than several 
  chunks of stone and black wood scattered across the floor, 
  the room is bare.
  
  31
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  The imposing stone statue of Aroden stands guard 
  in front of the double door atop the stairs to the lower 
  chambers of Moonstone Hall (area C1). In addition, 
  the door behind the statue is locked. It can be Forced 
  Open with a successful DC 19 Athletics check, or 
  opened with three successful DC 25 Thievery checks 
  to Pick a Lock. Each day at dawn, if the door was 
  unlocked, it locks again. If it is broken, it is magically 
  restored; however, small cracks remain and the DC to 
  Force Open the door is reduced by 1 each time. Once 
  the Athletics check DC would be reduced to 14, the 
  magic can no longer restore the broken door.
  The xulgaths haven’t figured out how to stop the 
  door or its guardian from being restored each day; 
  initially, they simply used brute force each time they 
  had to bypass this room. They’ve since learned that 
  bearers of a moonstone diadem can control the statue, 
  but they must bash down the door each time. The 
  xulgaths therefore try to make all necessary trips 
  before the door magically repairs itself. The 
  chunks of stone and wood around the room are 
  evidence of this past destruction; after Aroden’s 
  death, the magic that restores the door and the 
  guardian is fading and is a little weaker each time. 
  A hero who succeeds at a DC 20 Perception check 
  while looking around this room notices a folded 
  piece of parchment discarded amid the debris. The 
  parchment contains an itemized list of several objects 
  written in Amurrun, the language of catfolk, most of 
  which have been crossed off. The remaining items 
  include “ghost’s diadem,” “goblet,” “balm,” and “white 
  stole.” This list is Mistress Dusklight’s inventory of 
  potentially valuable or magical relics; she carelessly 
  dropped it here the last time she was sneaking through 
  this room. If the heroes discover it, they can see its 
  handwriting matches the letter found in area C19. The 
  list is another important piece of evidence the heroes 
  can use in Chapter 4 to accuse Mistress Dusklight of 
  illegal trespassing. 
  Creature: The giant animated statue here was 
  originally commanded to admit only authorized 
  priests to the lower level. The construct attacks anyone 
  entering this room except those who bear a religious 
  symbol of Aroden or wear a moonstone diadem (even 
  Uzensshel’s broken diadem suffices). Furthermore, 
  anyone wearing a moonstone diadem or presenting an 
  Arodenite religious symbol can command the statue 
  to stand down. The construct fights until destroyed, 
  although it doesn’t leave this room. 
  GUARDIAN OF THE FAITHFUL 
  CREATURE 8
  Elite giant animated statue
  Pathfinder Bestiary 6, 21
  Initiative Perception +15
  HP 90, fast healing 5; Hardness 10; Immunities bleed, death 
  effects, disease, doomed, drained, fatigued, healing, 
  mental, necromancy, nonlethal attacks, paralyzed
  Divine Restoration Each day at dawn, if the guardian has 
  been destroyed, it re‑forms in this room. Its maximum 
  Hit Points are permanently reduced by 10, but it is 
  otherwise restored to its full, lower Hit Point total. 
  Once the statue’s maximum Hit Points would be 60 or 
  fewer, it can no longer be restored in this manner and is 
  permanently destroyed.
  XP Award: Award the heroes 30 XP for uncovering 
  the discarded list providing evidence of Mistress 
  Dusklight’s thefts.
  Guardian of the Faithful
  
  32
  The heroes have learned that xulgaths are using 
  Moonstone Hall as a base of operations. They may 
  also have uncovered clues—but not incontrovertible 
  proof—that Mistress Dusklight has been stealing from 
  the site. The heroes must descend to Moonstone Hall’s 
  lower level to learn more. If they report their findings to 
  Andera, she urges them to continue their investigation. 
  She regrets that she can’t spare any guards, as her 
  resources are stretched thin and she suspects ongoing 
  corruption among her constables. However, she 
  provides the heroes with a writ to come and go from 
  Moonstone Hall, if she hasn’t already provided it, and 
  promises to deal with Mistress Dusklight if the heroes 
  can produce solid evidence against her. 
  Lower Moonstone Hall
  Unlike Moonstone Hall’s upper level, the underground 
  chambers of the ancient temple were reserved for clergy 
  and dedicated temple staff. The walls and ceilings are 
  made of masonry, and the worn flagstone floors are 
  made of hewn stone. Doors are made of wood reinforced 
  with iron and are unlocked except where indicated. 
  Ceilings rise to 12 feet, and the entire level is unlit unless 
  otherwise indicated. The lower levels are not quite as 
  grand as the public upper levels but are nevertheless 
  functional and aesthetically pleasing. Fraying rugs 
  thick with dust cover the floors through much of the 
  lower halls, granting a +2 circumstance bonus to Stealth 
  checks to Sneak and Survival checks to Track. 
  WANDERING FEY 
  MODERATE 7
  Opportunistic redcaps made their way into Moonstone 
  Hall weeks ago, despite its divine trappings. After 
  drinking their way through the stores of wine in area 
  C7 and culling their numbers with fractious infighting, 
  the fey now wander the lower level making trouble. 
  CHAPTER 3:  
  ECHOES UNDER ESCADAR
  
  33
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Creatures: The four redcaps ambush creatures they spot. They flee when 
  two of their number are defeated, but only to retreat, heal, and set up 
  another ambush. During their second attack, the redcaps fight to the death.
  If the heroes try to negotiate with the redcaps, the only thing the fey 
  are interested in is more alcohol or the chance to inflict bloody mayhem 
  on someone else. They don’t listen to anyone bearing a religious symbol, 
  but other heroes can get the redcaps to listen with a successful DC 22 
  Deception check to Lie or a DC 20 Intimidation check to Coerce them. 
  REDCAPS (4) 
  CREATURE 5
  Pathfinder Bestiary 278
  Initiative Stealth +13
  C1. HAUNTED INTERSECTION 
  SEVERE 7
  Smooth stone stairs, worn down by countless generations of footsteps, 
  wind downward to an intersection of hallways adorned with dusty rugs and 
  ornamented with symbols of winged eyes. Discarded bones, bits of broken 
  weapons, and an awful smell all provide evidence of recent xulgath occupation.
  The stairs descend 30 feet to this cross‑shaped intersection. In addition to 
  obvious doors and passageways, the intersection contains three concealed 
  doors. Discovering the doors to the storage closets (area C2) requires a 
  successful DC 21 Perception check; the slightly better‑hidden door to the 
  pantry (area C6) requires a successful DC 23 Perception check to find. 
  Creatures: The ghostly high priest Ulthadar and three poltergeists approach 
  the heroes from each direction in this intersection. The poltergeists arose from 
  the disturbed remains in area C15 and are initially invisible; if a hero can see 
  the poltergeists, or when the poltergeists use their Frighten ability, they appear 
  as priests of Aroden. Ulthadar wants to learn more about these newcomers, so 
  he keeps the poltergeists in check unless the heroes attack first.
  Ulthadar is authoritative and peevish by nature, but he knows he needs 
  aid to cleanse his temple from the intrusive xulgaths and the thieving 
  catfolk. Ulthadar demands to know why the heroes have come and 
  introduces himself as the high priest who oversaw Moonstone Hall’s 
  construction many lifetimes ago. He asks the heroes to destroy the intruders 
  in Moonstone Hall; in exchange, he allows them to keep whatever they 
  find—the temple’s contents, he reasons, are less important than its sanctity. 
  If the heroes ask about the aeon towers, the aeon orbs, or the moonstone 
  pools, Ulthadar says he knows more, but for now he points to the door to 
  area C3 with a cranky, “Scholars put their knowledge into books, you’ll 
  find.” If they ask about the xulgaths, he suspects that a dozen or more 
  are occupying Moonstone Hall. After answering any specific questions the 
  heroes have, Ulthadar and the poltergeists vanish. He reappears in other 
  areas, as indicated in the following room descriptions.
  Ulthadar wears a moonstone diadem, but it can’t be removed from his 
  head unless he is willing. The ghost might give the moonstone diadem 
  to the heroes once they eliminate the xulgaths, and show interest in the 
  prophetic powers of the moonstone pools; see area C19 for details.
  ULTHADAR 
  CREATURE 8
  Male ghost high priest of Aroden (page 90)
  Initiative Perception +20
  CHAPTER 3 SYNOPSIS
  The heroes complete their 
  exploration of Moonstone Hall in this 
  chapter, discovering more xulgath 
  occupiers and more clues as to 
  Mistress Dusklight’s crimes. While 
  in the temple, the heroes meet the 
  ghost of a priest of Aroden named 
  Ulthadar. This cranky ghost soon 
  realizes the heroes are his best bet 
  to eject the trespassing xulgaths and 
  shares his knowledge with them. 
  Most importantly, the heroes begin 
  to learn Sarvel Ever‑Hunger’s plans 
  and develop their primary goals in 
  the Extinction Curse Adventure Path.
  CHAPTER 3 TREASURE 
  LISTING
  The permanent and consumable 
  items available as treasure in 
  Chapter 3 are as follows. 
  • moderate antidote
  • everburning torch
  • Grail of Twisted Desires
  • jade bauble
  • +1 light mace
  • +1 longspear
  • moonstone diadem
  • potion of quickness
  • scroll of favorable review
  • scroll of spell immunity
  • scroll of pyrotechnics
  • +1 striking spiked gauntlet
  • stole of civility
  • tourmaline sphere aeon stone
  • wounding rune
  
  34
  POLTERGEISTS (3) 
  CREATURE 5
  Pathfinder Bestiary 264
  Initiative Perception +11
  Another Chance at Diplomacy: If the heroes defeat 
  Ulthadar, he approaches them again after he rejuvenates, 
  chiding them for their hot‑headedness. Negotiations 
  with him can proceed as described on page 33.
  XP Award: If the heroes negotiate with Ulthadar, 
  award them 120 XP (unless they already gained XP 
  for defeating the undead).
  C2. STORAGE ROOMS
  These storage rooms were used for centuries by temple 
  workers to secure mundane cleaning supplies out of 
  sight. Ironically, thick dust and tangles of cobwebs 
  blanket the abandoned cleaning equipment.
  C3. LIBRARY 
  MODERATE 7 
  Towering mahogany bookcases line the walls of this 
  chamber, their shelves crammed with thousands of ancient 
  texts. A thick layer of dust covers the shelves’ contents 
  and the round reading table to the south. Rickety wooden 
  ladders affixed to the ceiling provide access to the highest 
  shelves of books. Faded, threadbare brocade rugs stretch 
  luxuriously across the floor. 
  The ceiling in this great library are higher than the 
  surrounding halls and rooms, reaching 20 feet above 
  the floor. Most books here are religious in nature, 
  but the library also contains philosophical treatises, 
  medical textbooks, maps, and historical records.
  Creatures: A xulgath mage named Garzukaal 
  recently summoned a babau demon from Gluttondark 
  using a binding ritual he learned here. The xulgath 
  is now negotiating for the fiend’s allegiance and has 
  already met the babau’s first condition: that Garzukaal 
  destroy the tome containing the ritual. They are both 
  eager for a break from diplomacy and fight together 
  against the heroes. The babau fights until slain, but 
  Garzukaal flees if reduced to fewer than 20 Hit Points. 
  GARZUKAAL 
  CREATURE 7
  Male xulgath mage (page 27, as Zunkri)
  Initiative Perception +12
  LOWER MOONSTONE HALL
  LOWER MOONSTONE HALL
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  C1
  C1
  C2
  C2
  C3
  C3
  C4
  C4
  C5
  C5
  C7
  C7
  C6
  C6
  C2
  C2
  C8
  C8
  C14
  C14
  C15
  C15
  C17
  C17
  C16
  C16
  C19
  C19
  C18
  C18
  C13
  C13
  C12
  C12
  C11
  C11
  C9
  C9
  C9
  C9
  C9
  C9
  C10
  C10
  
  35
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  GLUTTONDARK BABAU 
  CREATURE 7
  Page 23
  Initiative Perception +15
  Searching the Library: A hero can spend 1 hour and 
  attempt a DC 21 Arcana, Occultism, or Religion check 
  (or a check using an applicable Lore skill) to search the 
  library for any works of general interest or value. On 
  a success, the hero locates a random book described 
  below; on a critical success, the hero instead finds two 
  books. On a critical failure, the hero misunderstands 
  the filing system and doubles the time required for 
  future checks. Regardless of the success or failure of 
  this check, until all three books are located, the heroes 
  realize there might be more to find in this library 
  with further searching. A hero who commits a day of 
  downtime to searching the library automatically finds 
  all three books. 
  The key books for the heroes are the following.
  The Deeds of Aroden: This dusty tome’s onionskin 
  pages detail various legendary acts of Aroden before 
  and after he ascended to godhood. This book is more 
  than a century old and therefore doesn’t mention his 
  death. A hero who perseveres through the author’s 
  long‑winded narrative locates an interesting passage 
  that relates to this adventure’s background. Give the 
  heroes Handout #1: From The Deeds of Aroden. 
  The Moonstone Oracles: This text describes 
  Moonstone Hall’s primary wonder, the moonstone 
  pools that transform natural spring water into 
  conduits for powerful divination. This book details 
  how Arodenite priests created items keyed to each 
  pool—magical circlets called moonstone diadems—to 
  deposit visual history using the pools as receptacles. 
  The book mentions that later generations of priests 
  used the moonstone diadems to view these repositories 
  of knowledge and explains that a diadem brought into 
  proximity with a pool unlocks its knowledge.
  The Spells of Man: This book proposes human 
  spellcasters as the originators of many common spells, 
  although the claims aren’t particularly well reasoned. 
  More valuable are the three pages that serve as scrolls, 
  as described in Treasure below.
  Ulthadar Appears: Ulthadar appears after the 
  heroes read Handout #1. He lets out a mournful wail 
  and sobs, “Aroden is gone! The aeon orbs fail! Who 
  can save us?” He then gazes at heroes, who acquired 
  the reflection of life at the end of “The Show Must 
  Go On.” He moans, “You! You possess his touch, 
  his reflection, but how can this be? You must gain a 
  reflection from each of his five aeon orbs. As Aroden 
  poured his essence into them, so must you gain the 
  reflections of these essences. Then you can reignite 
  their power from his high throne in the Kortos 
  Mountains.” Ulthadar doesn’t know where this high 
  throne is, only that it is referred to in some texts as the 
  Verdant Beacon. He encourages the heroes to reclaim 
  the moonstone pools here, as the memories stored 
  within them can tell them more.
  Treasure: The Spells of Man contains a scroll of 
  favorable review (page 77), a scroll of pyrotechnics 
  (page 77), and a scroll of spell immunity.
  XP Award: Award the heroes 30 XP when they hear 
  Ulthadar’s information. 
  C4. REFECTORY
  Faded tapestries adorn the walls of this dining hall. Two 
  oak tables occupy the room, and the polished wooden 
  floorboards are warped in places.
  Clergy and temple workers alike once took their 
  meals here. The xulgaths don’t eat here, though their 
  odor is strong as they frequently pass through here. 
  Treasure: Two tarnished gold candlesticks worth 15 
  gp each stand on one of the tables.
  C5. KITCHEN
  A large stone fireplace occupies the kitchen’s northwestern 
  corner. Remnants of charred wood and ash rest in the 
  hearth beneath a cast‑iron cauldron. A dozen pans and 
  skillets dangle from hooks. The kitchen is remarkably clean.
  This kitchen bears a minor enchantment that keeps 
  everything stored here clean. The xulgaths haven’t 
  been here other than to steal the sharpest knives for 
  weapons. The hearth’s vent is blocked at the top, so 
  fires here produce choking smoke. Mistress Dusklight 
  once tried to cook here, but she abandoned the effort.
  C6. PANTRY 
  Many of the dried goods that once stocked this pantry 
  have crumbled to dust over time, but a few withered 
  bundles of desiccated herbs and glass jars filled with 
  gray, viscous sludge stand on wooden shelves built 
  into the western wall. The secret door leading to the 
  intersection is obvious from inside the pantry.
  C7. WINE STORAGE
  This room is filled with the strong smell of spilled wine. 
  Puddles of wine cover the floor amid smashed bottles.
  The redcaps skulking around the temple made this 
  mess during their days‑long drinking binge. They have 
  
  36
  consumed all of the wine worth drinking; the only 
  intact bottles contain spoiled wine or are empty. 
  Treasure: An empty bottle contains a small, sealed 
  vial with a potion of quickness. A hero Searching the 
  room discovers it.
  C8. CHAMBER OF BLESSINGS 
  SEVERE 7
  Twelve statues ring the perimeter of this round, cavernous 
  chamber. The exquisitely detailed stonework depicts 
  humans facing inward toward the room’s center, each 
  wearing a mask of cloth, leather, or stranger materials. Low 
  stone steps lead to a circular dais at the center of the room, 
  where an inscription has been carved deeply into the gray 
  stone. Double doors exit to the north and east.
  Reserved for Moonstone Hall’s high‑ranking clergy, 
  this room is one of the temple’s truly wondrous places. 
  Each statue represents a follower of Aroden, and the 
  masks they wear symbolize each of Aroden’s twelve 
  legendary guises. The text carved into the central dais 
  is written in Azlanti and reads “Aroden blesses those 
  who share his guises.” A hero who succeeds at a DC 
  21 Religion check or a DC 25 Occultism or Society 
  check recalls that Aroden sometimes walked the world 
  disguised as the practitioner of a common profession, 
  such as a farmer or shepherd. On a critical success, the 
  hero knows all 12 guises. 
  These statues formerly allowed anyone donning 
  one of the masks to cast a single divine innate spell 
  within the following hour. Only one mask could be 
  active at a time; the other masks do nothing while a 
  mask is worn. When the spell is cast, when a creature 
  wearing a mask removes it, or after 1 hour, all masks 
  in Moonstone Hall reappear on the statues. A mask 
  taken from Moonstone Hall doesn’t function.
  Mistress Dusklight stole two masks (a mask made 
  of coins on the merchant statue and a mask of fine silk 
  on the tailor statue). Because two masks are gone, the 
  room’s magic has been disrupted, and the statues now 
  function as a hazard rather than granting blessings.
  Aroden’s Guises: The 12 statues are described 
  below, along with the innate divine spell the mask 
  imparts when working properly. 
  Artisan (3rd‑level mending): A muscular woman 
  swings a carpenter’s hammer. This statue wears a 
  patchwork mask of balsa wood, iron, and leather. 
  Artist (3rd‑level heroism): A willowy man carries 
  a sculptor’s tools and a painter’s palette. This statue 
  wears a mask woven of boar’s bristles. 
  Beggar (3rd‑level locate): A stooped, elderly man 
  with an empty bowl in one hand reaches out with the 
  other. This statue wears a mask of burlap cloth. 
  Farmer (2nd‑level create food): A broad‑shouldered 
  woman clutches a sheaf of wheat and a sickle. This 
  statue wears a mask woven of dried grain stalks. 
  Fisher (3rd‑level enhance victuals; counteract +18): 
  A burly man hauls a net laden with fish. This statue 
  wears a mask of silvery netting. 
  Hunter (3rd‑level endure elements): A cloaked 
  woman crouches low, aiming a heavy bow toward the 
  center of the room. This statue wears a mask of brown 
  leather adorned with autumn leaves. 
  Merchant (3rd‑level comprehend language): A 
  pudgy man carries a scale under an arm and holds out 
  a hand with a palm full of coins. Its mask is missing. 
  Scholar (2nd‑level dispel magic; counteract +18): 
  This statue depicts a wizened woman hauling a stack of 
  From The Deeds of Aroden
  The Last Azlanti saw how the vile dwellers of the Lands Below squandered the orbs’ life-giving power. 
  He wept for the six beacons of creation forced to illuminate twisted monoliths and bloodstained altars. He 
  descended into the bowels of the world to pluck the radiant orbs from their cradles in that fell land. One he 
  left, in his infinite mercy, to sustain the vault, which was called Vask. The other five he named aeon orbs 
  and carried them up to light his new land, still mere rocks drawn from the raging sea. Five towers he built: 
  the Marsh Tower to tame the mire, the Forest Tower to sustain the great woods, the Liferoot Stone to 
  guard the Sulwen Hills, and the Wellspring Tower to shine across the lush plains. The fifth he placed upon 
  Erran to illuminate the isle of his chosen. He smiled upon the blazing aeon orbs
  aeon orbs from his throne in the high 
  mountains. As his beacons shone across the land, Aroden poured his essence into them. The light of his five 
  orbs woke the islands, coaxing the fields and forests into abundant growth, and for so long as he reigns, his 
  aeon orbs shall shine in bounty, Aroden’s eternal promise of life to humanity. 
  HANDOUT #1
  
  37
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  books in both arms, a quill tucked behind her ear. This 
  statue wears a mask constructed of stiff parchment. 
  Shepherd (3rd‑level spirit link): A young man holds 
  a crooked staff and reaches down to stroke a stone 
  lamb. This statue wears a mask of spun wool. 
  Soldier (2nd‑level shield other): A stocky woman 
  stands at attention, a crossbow strapped to her back 
  and longsword and daggers at her belt. This statue’s 
  mask is constructed of pieces of broken blades. 
  Tailor (2nd‑level remove fear): A lanky man displays 
  lengths of cloth draped over and arm and holds a 
  needle and thread. This statue’s mask is missing. 
  Thief (2nd‑level silence): A grinning woman touches 
  the dagger at her belt and holds up a purse with cut 
  strings. This statue wears a mask of black satin. 
  Trap: If any of the 10 remaining masks in this 
  room are disturbed, the trap triggers. If the entire 
  trap is disabled by replacing the missing masks and 
  succeeding at a DC 27 Religion check, the trap is 
  permanently destroyed and again imparts its innate 
  divine spells as described above. 
  MASKS OF ARODEN’S GUISES 
  HAZARD 10
  RARE
  COMPLEX
  MAGICAL
  TRAP
  Stealth +20 (expert)
  Description Ten masks adorn twelve stone statues. 
  Disable DC 29 Religion (expert) or Occultism or DC 31 
  Thievery (expert) to dismiss the magic on a single statue. 
  Replacing the two missing masks (a mask made of or 
  incorporating coins on the merchant statue and a mask 
  made of any valuable fabric on the tailor statue) and 
  succeeding at a DC 27 Religion check disarms the trap.
  AC 30; Fort +20, Ref +16
  Statue Hardness 18; Statue HP 48 (BT 24); Immunities 
  critical hits, object immunities, precision damage 
  Unmasked Statues � (occult) Trigger A creature removes 
  the mask from a statue; Effect The trap casts phantasmal 
  killer (DC 27) against the creature, creating an image of 
  the statue lunging forth. The trap then rolls initiative. 
  Routine � An unmasked statue casts phantasmal killer 
  (DC 27) against a target in the room for each of the trap’s 
  actions, creating an image of the statue lunging forth. It 
  doesn’t affect the same creature more than once; if there 
  are fewer targets than it has actions, the trap doesn’t use 
  its remaining actions. Unmasking an additional statue 
  increases the hazard’s actions by 1, and replacing a 
  mask reduces its actions by 1.
  Reset The trap deactivates and resets 1 
  minute after it has no target creatures.
  C9. QUARTERS
  Each of these rooms was prepared as 
  personal quarters for a pair of Arodenite priests 
  or temple workers. They were used only rarely, as most 
  people working in Moonstone Hall had residences 
  in Escadar. In each room, twin beds flank a towering 
  mahogany wardrobe filled with a half‑dozen outer robes 
  of threadbare silk, which bear a simple religious symbol 
  of Aroden. The xulgaths infiltrating Moonstone Hall 
  have used these rooms as sleeping chambers, befouling 
  the beds and idly vandalizing the room’s contents.
  C10. HIGH PRIEST’S QUARTERS 
  MODERATE 7
  This room has furnishings identical to those in area 
  C9, except it contains a large desk rather than a second 
  bed. The acting high priest of Aroden commanded 
  their own chamber, but the lack of decoration suggests 
  either a nod to the ascetic lifestyle common among 
  Shepherd Statue
  
  38
  cloistered holy people or previous looting. The desk 
  contains a ledger detailing the mundane transactions 
  of the temple, including a partial listing of the relics on 
  display in the temple’s hall of reliquaries (area C16).
  Creatures: The xulgath demon‑caller Shrashek 
  currently in area C19 sleeps in this chamber, although 
  she’s rarely ever here. She instructed two babaus she 
  commands to wait here until needed. They attack the 
  heroes if disturbed and fight to the death.
  GLUTTONDARK BABAUS (2) 
  CREATURE 7
  Page 23
  Initiative Perception +15
  C11. DESPERATE IMPOSTERS 
  LOW 7
  This room resembles the other clergy quarters (area 
  C9), except it hasn’t been vandalized quite as much.
  Creatures: When the heroes arrive, four xulgaths 
  appear to be living in this room. They keep their hands 
  up and away from their weapons. These aren’t xulgaths 
  at all, but faceless stalkers who impersonated xulgaths 
  and joined in the guise of warriors. They’ve decided 
  to leave the xulgaths and seek their fates in Escadar, 
  but they aren’t sure about how to leave Moonstone 
  Hall and don’t want to provoke suspicion by asking 
  questions or skulking around. When the heroes arrive, 
  they seize on the opportunity to escape by asking the 
  heroes to escort them.
  The faceless stalkers pretend to be xulgaths who 
  are defecting from Zevgavizeb’s service and want to 
  seek peace with “surface dwellers.” They claim to have 
  whatever information the heroes ask of them, simply 
  making up facts they think the heroes want to hear 
  (such as that they’ve seen a catfolk around, which they 
  haven’t). The largest clue that these people aren’t who 
  they claim to be is the desiccated xulgath corpse stuffed 
  under each bed. If examined, the corpses bear the 
  telltale triple puncture wounds of a faceless stalker’s 
  feeding. Once the faceless stalkers think their ruse is 
  exposed, or when the heroes escort them to Moonstone 
  Hall’s exits (areas B1 or B7), they attack. A faceless 
  stalker reduced to fewer than 10 Hit Points flees.
  FACELESS STALKERS (4) 
  CREATURE 4
  Pathfinder Bestiary 13
  Initiative Deception +13
  C12. MEDITATION CHAMBER 
  SEVERE 7
  Unlike other doors in Moonstone Hall, the doors to 
  this room are made of iron and are locked. A hero can 
  Force a door Open with a successful DC 32 Athletics 
  check, or a hero can open it with three successful DC 27 
  Thievery checks to Pick a Lock. 
  Ulthadar Appears: Ulthadar materializes long 
  enough to warn them that priests after his time 
  installed the doors and locks to protect something 
  dangerous. He doesn’t know what it is, but assumes 
  it’s locked away for a good reason. Read or paraphrase 
  the following if the heroes enter anyway.
  Opalescent stones inlaid into the floor of this chamber form 
  a spiral pattern reminiscent of a nautilus’s shell. A clay 
  statue stands at the spiral’s center, its hands palm up and 
  bearing a tin chalice with a rim of silver, gold, and ebony. 
  A few years before Aroden died, the priests obtained 
  a dangerous item called the Grail of Twisted Desires. 
  They sought a safer place to put it than with the other 
  items in the reliquary, so put it here, under the ageless 
  guardianship of a clay golem depicting Aroden that 
  formerly stood in the Moonstone Sanctum (area C19).
  The xulgaths haven’t yet bothered to get through 
  these doors. Mistress Dusklight, however, picked the 
  lock and investigated this room on an earlier visit. She 
  quickly backed out before activating the golem and 
  hasn’t yet determined how she’ll claim this treasure.
  Creature: The clay golem animates if it is attacked 
  or if someone takes the chalice. It seeks to recover the 
  chalice; if it does so, or if attackers return the chalice 
  to it and leave, the golem resumes its position.
  The soothing spirals in this room prevents the golem 
  from going berserk as long as it’s in this area. If it’s 
  berserk and returns to this room, its berserk frenzy ends.
  CLAY GOLEM 
  CREATURE 10
  Pathfinder Bestiary 186
  Initiative Perception +16
  Treasure: The chalice is a Grail of Twisted Desires 
  (page 73). 
  C13. WASHING CHAMBER 
  LOW 7
  This room is awash in blood. Two large steel washtubs 
  stand on the west side of this room, underneath ceiling 
  hooks holding tattered remnants of curtains. The tubs are 
  half full of blood and meat. 
  Priests of Moonstone Hall would wash themselves 
  here before entering the Moonstone Sanctum. The 
  xulgaths found the setup convenient for butchering 
  meat, and they simply discard scrap meat in the tubs.
  Ancient garments lay folded and stacked in a cabinet 
  and are, almost miraculously, undisturbed. Robes, 
  muslin shifts, and shirts and trousers of green wool 
  offer a glimpse into the priests’ daily fashion.
  
  39
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Creatures: Some of the meat in the tubs comes from 
  two sacrificial victims Mistress Dusklight brought to 
  the xulgaths. Their spirits arose as malevolent wraiths. 
  They appear in a burst of blood and bone, allowing 
  them to roll Intimidation for initiative. 
  WRAITHS (2) 
  CREATURE 6
  Pathfinder Bestiary 335
  Initiative Intimidation +15
  C14. COLLAPSED HALL
  The west side of this hallway has crumbled away into an 
  enormous natural cavern. A crude ramp of crumbled stone 
  and earth leads from the cavern floor up to the hallway. 
  Part of this tunnel collapsed several decades ago, 
  exposing a large entry to the Darklands. Sarvel 
  brought an army of xulgaths and dinosaurs here, but 
  most only came as far as this temporary camp. 
  When Sarvel left, he took the forces gathered 
  here with him. Filthy nests, cold fire pits, 
  and broken tools show that there were once hundreds 
  of xulgaths or more camped here. The cavern still 
  bears their lingering, pungent odor.
  Tunnels from this chamber lead deeper into the 
  Darklands, but they aren’t relevant to this adventure. 
  Treasure: Heroes who Search the abandoned 
  camp discover a jade bauble and an 
  iron disk bearing a wounding rune 
  amid the debris.
  C15. CRYPT SEVERE 7
  The double door to this 
  large, open crypt leads to a 
  small balcony and a short flight 
  of stairs. The stone railing on 
  the balcony has been knocked onto 
  the floor a few feet below. Several metal 
  slabs protrude a few inches above the floor, each 
  bearing a life‑sized representation of a 
  reclining human priest. That the slabs 
  cover graves is obvious, as three of the lids 
  have been torn from the ground to reveal shallow pits.
  The honored dead of Moonstone Hall rest in this 
  vaulted crypt with 20‑foot‑high ceilings. The metal slab 
  over each grave depicts the priest buried beneath it. 
  The slab in the northwestern corner—the oldest one—
  depicts Ulthadar. The xulgaths only recently realized 
  that these slabs conceal corpses, and they’re now 
  trying to open them up to get at any hidden treasures. 
  The slabs are incredibly heavy, and even the strongest 
  xulgaths had a hard time gaining sufficient purchase to 
  open them. Moving a slab aside is an activity that takes 
  10 minutes and successful DC 30 Athletics check. 
  A few smoky torches illuminate this room for the 
  dinosaur’s convenience. The slabs are difficult terrain, 
  and the open grave pits are greater difficult terrain. 
  A secret hall connects the crypts to the 
  reflection room (area C17). A hero who 
  searches the area and succeeds at a DC 
  23 Perception check notices the secret 
  door. The xulgaths aren’t aware of 
  its existence.
  Sarshellix
  
  40
  Creatures: A xulgath mage named Sarshellix had 
  an idea: she rigged a harness to a triceratops and 
  is using the beast’s strength to pull up the slabs. The 
  triceratops knocked over the stone balcony railing while 
  maneuvering into the room. Sarshellix has opened only 
  three graves so far, but she is resolved to open them all.
  When the heroes arrive, Sarshellix is riding the 
  triceratops while two xulgath leaders pick through 
  the open grave pits. All these foes attack intruders. 
  The xulgaths fight tactically, but the ill‑tempered 
  triceratops simply charges anyone it can reach, even 
  pursuing foes into the halls (which are difficult terrain 
  for it) to reach them.
  SARSHELLIX 
  CREATURE 7
  Female xulgath mage (page 27, as Zunkri)
  Initiative Perception +12
  TRICERATOPS 
  CREATURE 8
  Pathfinder Bestiary 98
  Initiative Perception +16
  Harnessed The triceratops’s hauling harness impedes it, 
  giving it the clumsy 1 condition until another creature 
  uses an Interact action to free it from the harness.
  XULGATH LEADERS (2) 
  CREATURE 3
  Pathfinder Bestiary 337
  Initiative Perception +9
  Ulthadar Appears: When the heroes defeat the 
  xulgaths plundering the crypt, Ulthadar appears over 
  his grave site and says, “My worldly possessions 
  are yours, in gratitude for your aid.” The lid over 
  Ulthadar’s grave moves smoothly and silently aside. 
  “But I ask that you respect my peers in the way these 
  trespassers would not. Sanctify and shelter their 
  remains.” Ulthadar then fades away.
  Consecrating the Remains: The heroes can 
  consecrate the remains in an open grave with a 
  successful DC 25 Religion check followed by them 
  covering the graves with stones or their original 
  metal slabs. A hero bearing an item with Aroden’s 
  iconography, such as a religious symbol of Aroden or 
  the prayer beads from area B8, gains a +2 circumstance 
  bonus to this Religion check. A critical failure on this 
  Religion check causes a poltergeist from area C1 to 
  appear, rejuvenating it immediately if necessary, and 
  attack the heroes.
  Treasure: Ulthadar’s grave contains a moderate 
  antidote, a tourmaline sphere aeon stone, an amethyst 
  necklace worth 20 gp, and a silver athame worth 30 
  gp. None of the graves other than Ulthadar’s contain 
  any treasure. 
  XP Award: For each of the three open graves the 
  heroes consecrate, award them 10 XP.
  C16. HALL OF RELIQUARIES 
  MODERATE 7
  Deep recesses are carved into the stone walls of this room, 
  although most are empty. Above each is a brass plaque. 
  Splintered wood, broken glass, prayer beads, dried bones, 
  and other debris are heaped in large piles. 
  This chamber once displayed a collection of sacred 
  relics, including holy oils, blessed scrolls, lintels from 
  long‑gone temples, skulls of famous Arodenite saints, 
  and more. The xulgaths ransacked the room, hurling 
  many relics to the floor and destroying them. Three 
  display cases that once stood in this room are now 
  little more than smashed glass and broken wood. 
  Mistress Dusklight later picked through the debris 
  and took several valuable items, most of which she’s 
  already sold. Once she discovered the ledger in the high 
  priest’s desk in area C10, she could make a targeted 
  search for specific items. However, she inadvertently 
  dropped the list in area B11 on her latest trip. 
  Creatures: A demon‑caller named Kalagash noticed 
  that Mistress Dusklight has taken a suspicious amount 
  of interest in this chamber each time she’s been here. 
  Kalagash is a broad‑shouldered xulgath with a 
  noticeable hunch and a vestigial third arm hanging 
  from his armpit. The xulgath now picks carefully 
  through the debris while his bound demon, a hulking 
  vrock, waits impatiently. Both attack intruders. If the 
  quasit Givzib is with the heroes, she hides rather than 
  face the xulgath who initially summoned her.
  KALAGASH 
  CREATURE 5
  Male xulgath demon‑caller (page 26, as Yaashka)
  Initiative Perception +11
  VROCK 
  CREATURE 9
  Pathfinder Bestiary 78
  Initiative Perception +18
  Treasure: Heroes who Search through the heaps 
  here discover a stole of civility (page 75) and a black 
  marble jar containing a single dose of saint’s balm 
  (page 75). A hero who succeeds at a DC 23 Perception 
  check when Searching also discovers a platinum 
  religious symbol of Aroden worth 75 gp.
  C17. REFLECTION ROOM 
  MODERATE 7
  Vibrant tapestries adorn the east and west walls of this 
  room. The woven masterpieces are in remarkably pristine 
  
  41
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  condition considering the damage elsewhere in the temple. 
  Fragrant smoke wafts through the room from elegant 
  silver sconces built into each of the room’s four corners. A 
  large engraving of a winged eye stares from the north wall 
  above a stone shelf piled high with half‑melted candles.
  Aroden’s clergy meditated here. Two secret doors 
  (DC 21 Perception) are hidden behind tapestries and 
  lead to area C15 and area C19. 
  Creature: The xulgaths haven’t trashed this room 
  because of the guardian placed here by Arodenite 
  priests long ago. The eye at the center of the carving on 
  the north wall hides a stone mauler that unfolds from 
  the center of the eye whenever a creature other 
  than a divine caster of Aroden descends the 
  stairs. The creature fights until destroyed, 
  but it doesn’t leave this chamber. It 
  returns to the eye carving when no 
  targets remain.
  STONE MAULER 
  CREATURE 9
  Pathfinder Bestiary 147
  Initiative Perception +16
  Treasure: Four everburning torches 
  scented with sweet‑smelling incense 
  burn in the chamber’s corners. 
  C18. ANTECHAMBER
  The rugs in this room are badly scorched, 
  and the walls are painted with blood and fouler fluids in 
  the shape of jagged runes. A dead xulgath lies near one 
  wall, their throat torn out. 
  The xulgaths used this antechamber to bind 
  demons, and the evidence is painted on 
  the walls. The corpse is a xulgath 
  demon‑caller who botched a 
  summoning ritual and paid with 
  his life. A hero who succeeds at a 
  DC 23 Arcana or Religion check 
  recognizes the room’s use and 
  realizes the dead xulgath was slain 
  when a summoning went badly. 
  Treasure: The xulgath corpse still grips a large ruby 
  worth 250 gp. All the demon‑caller’s other gear is 
  blackened and useless from the ritual’s backlash.
  C19. MOONSTONE SANCTUM 
  SEVERE 7
  Unlike the gray stone architecture found throughout the 
  temple’s lower levels, this cavernous oval chamber is 
  carved entirely from a deposit of translucent, pearlescent 
  rock. Gentle steps descend from two openings on the south 
  side of the room. Four golden spigots jut from the walls, 
  emitting trickles of clear spring water. The rivulets run 
  across the floor and down the steps to collect in twin pits 
  carved into the smooth, opaline stone. Torches flicker from 
  golden sconces set into the walls, illuminating a mosaic of 
  a winged eye peering down from the ceiling. 
  Kalagash
  
  42
  The domed ceiling soars to a height of 25 feet 
  above the ground. The entire room is constructed of 
  moonstone, painstakingly carved from a natural deposit 
  of the material discovered years ago by Moonstone 
  Hall’s builders. To the north, two 10‑foot‑deep 
  pools collect water piped into this chamber from an 
  underground spring. These are two of the moonstone 
  pools for which the temple was named. 
  A concealed passage leads to the reflection room 
  (area C17). A DC 25 Perception check is required to 
  spot its hidden door.
  Creatures: A demon‑caller named Shrashek is 
  currently investigating the moonstone pools. She’s 
  working hard to unlock the secrets of the pools but, 
  lacking a moonstone diadem, has been frustrated in 
  her endeavors. She keeps her favorite dinosaur by her 
  side, as well as a bored babau who keeps an eye out 
  for intruders. 
  Shrashek realizes that any intruders who have delved 
  this far into Moonstone Hall have likely eliminated 
  her allies, so she and her stegosaurus fight to the death. 
  The babau isn’t so resigned; if reduced to fewer than 
  20 Hit Points, it seeks aid from the vrock in area C16 
  or the other babaus in area C10 before returning to 
  the fight.
  SHRASHEK 
  CREATURE 5
  Female xulgath demon‑caller (page 26, as Yaashka)
  Initiative Perception +11
  STEGOSAURUS 
  CREATURE 7
  Pathfinder Bestiary 98
  Initiative Perception +15
  GLUTTONDARK BABAU 
  CREATURE 7
  Page 23
  Initiative Perception +15
  Shrashek’s Missive: Shrashek bears a note of interest 
  to the heroes. This missive is written in Draconic and 
  was penned by Mistress Dusklight. If the heroes can 
  read it, give them Handout #2. The rest of the note 
  is covered with meaningless but mystic‑sounding 
  phrases; a hero who succeeds at a DC 21 Occultism 
  or DC 28 Arcana check realizes that the phrases are 
  gibberish and intended to waste time. This note is 
  written in the same handwriting as the discarded list 
  in area B11.
  Treasure: The stegosaurus has a dozen chunks of 
  obsidian embedded in its hide to make it appear more 
  ferocious. These obsidian chunks can be removed 
  only when the stegosaurus is dead and are worth a 
  total of 100 gp. In addition, the stegosaurus has 
  knocked several pounds of moonstone loose from the 
  floor while walking around. These moonstone pieces 
  collectively weigh 40 pounds and are worth 200 gp.
  ULTHADAR’S FINAL APPEARANCE
  When the heroes have driven all of the enemies from 
  Moonstone Hall, Ulthadar materializes before them. 
  Read or paraphrase the following.
  The ghostly priest bows his head and says, “You have 
  driven the heretics from my home before they could 
  corrupt the heart of our temple. For that, you have my 
  thanks. You have proven yourselves dependable allies to 
  my order. If you wish to peer into the moonstone pools, I 
  will not stop you.” He removes the delicate circlet from his 
  brow, which appears more solid than his translucent body. 
  “This moonstone diadem can grant you sight into the pools 
  before you. I can teach you to unlock its power, but the 
  truth carries a heavy weight.” 
  Ulthadar instructs a hero who accepts the 
  moonstone diadem to clear their mind, concentrate on 
  what they wish to see within one of the moonstone 
  pools, and then speak the diadem’s command word. 
  Ulthadar demonstrates how linking hands with others 
  can grant them a shared vision in the pool’s waters. 
  Mighty Shrashek—
  I humbly regret that I have not yet 
  unraveled the secrets of the moonstone 
  pools within the temple. I agree that the 
  knowledge they contain could elevate you 
  among your peers, and I’m working diligently 
  with the diadem you provided. The occult 
  phrases below should help draw the pools’ 
  power, if pronounced with sufficient care. 
  If they do not function, I will need more 
  time to explore the site and examine other 
  relics (the diadem your rival Uzensshel 
  destroyed with her tampering is no use, 
  and there seems to be no way to wrest 
  the diadem the peevish ghost wears from 
  his head). I will, of course, bring you more 
  victims. Your god demands sacrifice. Let 
  their flesh empower your rituals.
  Sincerely,
  Dusklight
  HANDOUT #2
  
  43
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Without Ulthadar’s instruction, the heroes must 
  succeed at a DC 21 Arcana or Occultism check to 
  learn how to properly use the diadem.
  When they activate the moonstone diadem above 
  a moonstone pool, the heroes can view anything that 
  occurred within Moonstone Hall or any memory 
  imparted to the pool by a past user. Specifically, the 
  heroes can see scenes of Ulthadar’s mortal life more 
  than 600 years ago, Mistress Dusklight’s dealings 
  with the xulgaths, or even their own activities in the 
  temple. The most significant memories are those of 
  the aeon orbs—when the heroes seek out these 
  memories, read or paraphrase the following. 
  Ripples appear on the pool’s placid surface, then 
  a vision swims clearly into view. The god Aroden 
  stands atop a lofty peak. Across the islands below 
  him, five towers crowned with five gleaming orbs rise 
  into the dawn sky. Aroden’s hands have touched each 
  aeon orb, and the reflection from each orb sparkles 
  upon him. He lifts a longsword and gemstone cut into a 
  five‑pointed star and begins to chant in a powerful, ancient 
  language. His words evoke images of green growth, clear 
  flowing waters, and radiant sunlight. As he completes his 
  ritual, the aeon orbs flare and brilliant lines of golden light 
  link each tower, crossing the miles between the structures 
  and flowing toward the mountain where Aroden stands. 
  The sun rises and sinks overhead, first slowly, then 
  repeating the pattern at dizzying speeds. The land 
  flourishes, and humans walk its surface. Above them, the 
  five orbs orbit their towers like jewels in glistening crowns. 
  Suddenly, the throne atop the peak is empty: mighty 
  Aroden has died. The orbs lose their links to one another 
  and begin to fade. Desolation creeps across the land as the 
  bounty provided by the aeon orbs fades. Then, faintly, a 
  new figure arises, the figure’s indistinct features overlaid 
  with five separate, gleaming reflections. This new figure 
  reaches out, light emerging from outstretched fingers to 
  bolster the failing orbs. 
  The heroes should guess that the vision holds special 
  importance. A hero who succeeds at a DC 18 Religion 
  check or a DC 23 Nature or Occultism check realizes 
  that the reflections carried by the final figure match the 
  resonant reflection are all similar to those the heroes 
  gained at the end of “The Show Must Go On.” One of 
  the five is, in fact, that same reflection, and the indistinct 
  figure is one of the heroes destined to restore the aeon 
  orbs in Part 6 of the Extinction Curse Adventure Path, 
  “The Apocalypse Prophet.” Obtaining reflections from 
  five aeon orbs will empower the heroes to restore the 
  orbs’ life‑giving magic. Should no hero conclude this on 
  their own, Ulthadar helps them unravel the vision. 
  Although this vision doesn’t speak to the xulgaths’ 
  involvement, it shows the heroes that their task to 
  restore the land is to obtain resonant reflections 
  from all of the aeon orbs and then enact a ritual at 
  Aroden’s high throne in the Kortos Mountains. This 
  information should set the heroes on their goal in the 
  next adventure in the Extinction Curse Adventure 
  Path, “Life’s Long Shadows.”
  XP Award: Award the heroes 80 XP for experiencing 
  this vision.
  Shrashek
  
  44
  By the time the heroes complete their exploration 
  of Moonstone Hall, they likely have several pieces 
  of evidence implicating Mistress Dusklight in illegal 
  trespassing on the site. At the same time, the canny 
  ringmaster has been taking steps to drive the Circus 
  of Wayward Wonders out of “her” town of Escadar. 
  When the heroes return to their circus, they spot 
  several injured workers and evidence of a few fires. 
  The Professor, the elderly performer responsible for 
  the circus’s sideshow, explains what happened. 
  “A half dozen people came with torches and clubs. We 
  were rehearsing, so we were too scattered to make a good 
  defense. They wore masks, but plenty of us recognized 
  them anyway—ruffians from the Celestial Menagerie. 
  They didn’t kill anyone, thank the stars, but a few of our 
  performers are going to need weeks to recover. Some of 
  the animals died in the fires, but we’ve put everything out. 
  “The message was clear: we’ve been told to get out of 
  Escadar or expect something worse. Mistress Dusklight 
  is behind this, and all of us know it. An attack like this 
  goes too far. She’s got to answer for what she’s done, either 
  within the law or outside of it.”
  Although the heroes might want to move against 
  Mistress Dusklight directly without involving the law, 
  they still owe a report to Andera. The heroes’ next stop 
  should be to Conclave Square. 
  A Time for Justice
  As usual, the heroes interrupt Andera working 
  diligently in her office when they arrive. She questions 
  the heroes about their exploration of Moonstone 
  Hall and thanks them for eliminating the dangerous 
  creatures that could have become a threat to her 
  city. She presses the heroes for any hard evidence of 
  CHAPTER 4:  
  AGAINST THE CELESTIAL MENAGERIE
  
  45
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Mistress Dusklight’s trespassing in Moonstone Hall or her arrangements 
  with the xulgaths. The heroes must present at least three pieces of 
  evidence to convince Andera to provide an arrest warrant, which likely 
  include the following:
   • The invisible net with the CM logo on the sacrifice victim in area B5.
   • The discarded list written in Amurrun in area B11.
   • Eyewitness testimony that Mistress Dusklight has been in Moonstone 
  Hall. Andera even listens to creatures such as Givzib or xulgaths, but 
  multiple eyewitnesses still count as only one piece of evidence. 
   • The note from Mistress Dusklight to Shrashek in area C19, which 
  counts as two pieces of evidence. 
  Along with providing them the warrant, Andera temporarily deputizes 
  the heroes to arrest Mistress Dusklight and return her to Conclave Square. 
  Andera prefers that the heroes bring Mistress Dusklight back alive, but she 
  understands that the heroes have the right to defend themselves. She can’t 
  spare any constables to assist the heroes, but by now Andera realizes the 
  heroes are certainly capable of handling things themselves. 
  The Celestial Menagerie
  The Celestial Menagerie circus grounds sprawl across a huge plot just 
  south of Escadar. The neatly maintained forest surrounding the site 
  conceals a high iron fence to deter trespassers from entering other than 
  through the main gate. Lights and reflective metal ornaments hang in the 
  trees surrounding the circus, illuminating the site with dazzling colors.
  The Celestial Menagerie typically hosts a single performance each 
  evening just after sunset, but the grounds open to the public 2 hours 
  before the show. If the heroes arrive at the circus grounds during this 
  time window, citizens of Escadar swarm the area, playing carnival games, 
  wandering past sideshows, and filing into seats in the big top. 
  If the heroes infiltrate the circus during its off hours, only a few workers 
  and performers mill about. The midway stands and sideshow podiums are 
  abandoned, and the area is quiet save for the braying of animals. Despite 
  appearances, the Celestial Menagerie is far from abandoned; Mistress 
  Dusklight and her minions are preparing to confront the heroes.
  D1. FRONT GATE 
  MODERATE 8
  A wall of pruned thorny bushes gives way to a delicate wrought‑iron gate 
  bearing the words “Celestial Menagerie” in large letters. A wooden sign above 
  them, decorated with winged animals, reads, “The Delights of Nirvana Await.” 
  Creatures: Two bruisers loyal to Mistress Dusklight loiter near this gate 
  at all hours. These two bruisers know the heroes by sight—in fact, they 
  participated in the recent attack on the Circus of Wayward Wonders—and 
  rudely insist the heroes leave if they don’t want a beating. 
  If the heroes arrive when the grounds are closed, the bruisers are standing 
  in front of the gates to encourage customers to come back later. If the heroes 
  arrive while the grounds are open, the bruisers hang back from the gate, 
  keeping an eye on the circus’s ticket taker, a female halfling named Tusconna 
  Sprightly. “Little Sprightly,” as she’s known, stands at the gate taking 
  entrance money from guests and welcoming them to the Celestial Menagerie 
  with a charming, nonstop patter. Like the bruisers, Tusconna keeps an eye 
  out for the heroes (her Perception DC and Will DC are both 26, although 
  CHAPTER 4 SYNOPSIS
  In the adventure’s final chapter, the 
  heroes confront Mistress Dusklight 
  in her Celestial Menagerie and gain 
  some long‑overdue justice against 
  the evil ringmaster. Although this 
  chapter assumes that the heroes 
  have already reached 8th level and 
  that they assault the rival circus 
  after hours, neither of these may 
  be true. The heroes might move 
  against Mistress Dusklight earlier 
  in this adventure, or they might try 
  to apprehend her while her circus 
  grounds are filled with patrons. 
  In any case, Mistress Dusklight’s 
  loyal circus members attempt to 
  confuse and delay the heroes so the 
  ringmaster can finish them off in her 
  inner sanctum.
  CHAPTER 4 TREASURE 
  LISTING
  The permanent and consumable 
  items available as treasure in 
  Chapter 4 are as follows. 
  • bullhook
  • dust of disappearance
  • gallow’s tooth
  • greater smokestick
  • inspiring spotlight
  • malyass root paste
  • marvellous calliope
  • moonstone diadem
  • rod of wonder
  • scroll of cone of cold
  • +1 striking bastard sword
  • +1 striking greatclub
  • +1 striking scimitar
  • wand of magic mouth
  • wand of ray of enfeeblement
  • whip of compliance
  • wyvern poison
  
  46
  THE CELESTIAL MENAGERIE
  THE CELESTIAL MENAGERIE
  1 SQUARE = 5 FEET
  1 SQUARE = 5 FEET
  D6
  D6
  D1
  D1
  D4
  D4
  D5
  D5
  D2
  D2
  D3
  D3
  D10a
  D10a
  D7
  D7
  D8
  D8
  D10b
  D10b
  D10c
  D10c
  D11
  D11
  D13
  D13
  D12
  D12
  D9
  D9
  D10d
  D10d
  
  47
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  she doesn’t participate in combat). If the heroes want to 
  pay for admission, Tusconna flatly tells them the price is 
  50 gp each, more than a hundred times the going rate. 
  If the heroes don’t either pay or leave right away, the 
  bruisers intervene.
  In any event, the bruisers are eager to defeat the 
  heroes. They surrender or flee only when reduced to 
  fewer than 10 Hit Points.
  CELESTIAL MENAGERIE BRUISERS (2) CREATURE 8
  NE
  MEDIUM
  HUMAN
  HUMANOID
  Perception +14
  Languages Common
  Skills Athletics +17 (+20 to Shove), Circus Lore +12, 
  Intimidation +16, Stealth +13, Survival +12, Thievery +13
  Str +5, Dex +1, Con +2, Int +0, Wis +0, Cha +2
  Items chain shirt, dagger, face mask, +1 striking greatclub
  AC 27; Fort +16, Ref +15, Will +13
  HP 135 each
  Opportunistic Brawler � Trigger A creature hits 
  the bruiser with a melee Strike; Effect The bruiser 
  attempts to Shove the creature. On a success 
  or a critical success, the target is also knocked 
  prone. The bruiser can’t Stride after a target it 
  successfully Shoves in this way.
  Speed 25 feet
  Melee � greatclub +20 (backswing, magical, shove), 
  Damage 2d10+10 bludgeoning
  Melee � fist +19 (agile, nonlethal), Damage 1d4+8 
  bludgeoning
  Ranged � dagger +15 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+8 piercing
  Terrifying Sneer � Frequency once per turn; Requirements 
  The bruiser must target a creature they Shoved since the 
  end of the bruiser’s last turn; Effect The bruiser attempts 
  to Demoralize the target. If the bruiser rolls a success, 
  they gets a critical success instead.
  D2. TICKET BOOTH
  This large plywood booth is painted white and decorated 
  with images of animal‑headed angels holding streamers 
  and musical instruments.
  This is where tickets for specific attractions, such as 
  big‑top shows and events in the Heavenly Gallery, are 
  sold. After hours, it is boarded up.
  D3. MIDWAY
  The southwestern section of the circus grounds is a 
  colorful midway containing a variety of carnival 
  games, such as a ring toss and darts. All of the games 
  are rigged, although a specific game’s rig requires close 
  inspection to identify. When the circus is closed, the 
  only person here is a stout wererat named Kagrud.
  The booth at the far western end is the prize booth, 
  where tickets from these games can be redeemed. 
  It’s locked, but the heroes can Force it Open with a 
  successful DC 19 Athletics check or unlock it with 
  two successful DC 21 Thievery checks to Pick a Lock. 
  Kagrud keeps the key to the prize booth.
   Celestial Menagerie Bruiser
  
  48
  Creature: Kagrud remains in his human form as 
  much as possible to hide his nature. He’s responsible 
  only for keeping the games maintained and the vermin 
  away; he’s too cowardly to get into a fight and tries 
  to flee or hide if he sees the heroes. If the heroes 
  interrogate him, Kagrud can explain the layout of the 
  circus. He says that Mistress Dusklight is ready for 
  them, and she’s reconfigured the circus grounds so the 
  only way to reach her is through the Heavenly Gallery 
  and the maze of mirrors beyond it. He knows little 
  else, as he keeps to the midway most of the time. 
  KAGRUD 
  CREATURE 2
  Male wererat carny (Pathfinder Bestiary 329)
  Initiative Perception +8
   
  Treasure: The prize booth has cheap toys and stuffed 
  animals, but it also contains a greater smokestick and 
  a slide whistle that is a marvelous calliope (page 74). 
  D4. GLEN OF UNCOMMON WONDERS MODERATE 8 
  Mistress Dusklight keeps several cages here to show 
  off some of her more intriguing but uncooperative 
  sideshows. Three captive creatures inhabit iron cages 
  in this area. When the heroes arrive, the gregarious 
  satyr Adrivallo greets them. Even if the heroes are 
  skulking around after hours, Adrivallo announces 
  himself just as he does when the grounds are open.
  “Behold, the Glen of Uncommon Wonders!” a sonorous 
  voice bellows. A blond satyr rises from a wooden stool at 
  the base of a willow tree. He pushes the willows’ fronds 
  back in a dramatic gesture, giving the impression of an 
  actor stepping from behind a curtain and onto a stage. 
  “Feast your eyes on our celestial sights! Converse with the 
  winged keeper of wisdom, the talking pegasus! Admire the 
  sylvan beauty, our delightful dryad! Cower in fear from 
  caged ferocity, the savage manticore!” The satyr grins 
  and waves his set of panpipes with a flourish. “Or perhaps 
  you’re patrons of more refined taste? In that case, allow 
  this mischievous piper to serenade you.” 
  The satyr Adrivallo is one of Mistress Dusklight’s 
  most loyal followers. He uses his magic to help keep 
  performers obedient and circus patrons charmed. 
  Although Adrivallo delivers his practiced speech with 
  a cheerful demeanor, it’s a thin veneer over his jaded 
  weariness with circus life. He currently serves as the 
  barker for the creatures in the Celestial Menagerie’s 
  Glen of Uncommon Wonders. Over recent months, he’s 
  realized that his role as a glorified jailor is perhaps not 
  the best use of his talents. Still, he continues to work 
  for Dusklight out of a combination of apathy and duty. 
  Captive Wonders: Several unfortunate creatures 
  languish under Adrivallo’s watch in their locked 
  cages. The satyr allows the heroes to speak with 
  these creatures but insists that they remain caged, 
  threatening violence if the heroes try to free them. The 
  heroes can Force Open a cage with a successful DC 24 
  Athletics check or unlock it with three successful DC 
  24 Thievery checks to Pick a Lock. Adrivallo carries 
  the keys to all the cages.
  The three captive creatures are as follows.
  The Delightful Dryad: The baleful dryad Verinnelle 
  desperately struggles to keep her potted sapling 
  alive in captivity. She stares out at circus‑goers with 
  sad eyes, dreaming of the ancient Verduran Forest, 
  where she lived before Mistress Dusklight captured 
  and imprisoned her. Verinnelle ignores the heroes 
  unless they speak to her in Sylvan; if they do, she 
  begs to be freed to return to her forest and give her 
  sapling a proper home.
  Winged Wisdom: Mistdancer, a pegasus capable 
  of speaking Common and Sylvan, is a haughty 
  creature insulted by being caged. He stands close to 
  the bars, his folded wings uncomfortably cramped 
  in the enclosed space. Mistdancer initially claims to 
  perform of his own free will, bragging that Mistress 
  Dusklight pays him his weight in the finest apples 
  and oats. He’s practiced at uttering wise‑sounding 
  platitudes like “Those who set their sights high 
  achieve wondrous goals,” although he often delivers 
  his lines with an apathetic snort. Even a cursory 
  conversation reveals that Mistdancer is unhappy 
  with his current captivity, although he likes the 
  attention the crowds give him.
  The Savage Man‑Beast: A surly manticore named 
  Gnasher occupies the third cage. The bars of this cage 
  are surrounded by a metal mesh with openings too 
  small for Gnasher’s spikes to penetrate. Nevertheless, 
  several spikes are jammed into the mesh and litter the 
  floor of the cage, demonstrating Gnasher’s predilection 
  for violence. If freed, Gnasher attacks its would‑be 
  rescuers indiscriminately. 
  The Piper’s Game: If the heroes let him play his 
  pipes, Adrivallo attempts to charm them, then uses 
  suggestion to get them to leave the Celestial Menagerie 
  and stay away. The satyr is aware this is, at best, a 
  short‑term effect, but it amuses him. If the heroes 
  don’t want Adrivallo to play his pipes, or if they prove 
  resistant to his spells, he’s still willing to talk with 
  them out of boredom. 
  Adrivallo explains the layout of the circus. He says 
  that Mistress Dusklight has reconfigured the circus 
  grounds so the only way to reach her is through the 
  Heavenly Gallery and the maze of mirrors beyond it. 
  
  49
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  The heroes can attempt to get more information out 
  of Adrivallo with a successful DC 24 Diplomacy check. 
  On a success, they obtain one of the facts from the 
  following list that they don’t know. A critical success 
  gives them two facts. On a critical failure, Adrivallo 
  makes up a believable‑sounding lie, such as that there 
  are two lillends in the Heavenly Gallery or that Evora 
  likes to befriend people before murdering them.
   • There’s an oubliette behind the big top where 
  Mistress Dusklight punishes disloyal performers.
   • Kagrud at the midway is a wererat and a coward.
   • Many creatures in the Heavenly Gallery aren’t 
  what they appear.
   • Mistress Dusklight has recently acquired several 
  relics from somewhere in the city. When she goes, 
  she sometimes takes a surly or disobedient worker 
  with her, who isn’t seen again thereafter.
   • Mistress Dusklight has the law on her side; a 
  senior constable visits her a lot. Adrivallo doesn’t 
  know his name but describes Darricus Stallit in 
  specific detail. He doesn’t know whether this 
  constable is currently on the circus grounds.
   • The Hallowed Wheel is a prize wheel most of the 
  time, but Mistress Dusklight transformed it into 
  a magical trap. Adrivallo thinks it’s more fun, as 
  you don’t know what its effects will be.
  Creatures: If the heroes are violent, Adrivallo 
  unleashes Gnasher from his cage to fight. Even if 
  the heroes deal peaceably with Adrivallo, out of 
  whimsical malevolence, he lets Gnasher loose anyway 
  after they’ve left. The manticore then hunts down the 
  heroes and can be fought on his own or used as an 
  unexpected addition to another encounter.
  ADRIVALLO 
  LEVEL 10
  UNIQUE
  CE
  MEDIUM
  FEY
  Male satyr sideshow barker
  Perception +16; low‑light vision
  Languages Common, Sylvan
  Skills Athletics +16, Circus Lore +16, Deception +21, 
  Diplomacy +21, Intimidation +19, Nature +16, 
  Performance +21, Stealth +19, Thievery +16
  Str +3, Dex +5, Con +1, Int +1, Wis +2, Cha +7
  Items dagger, keys to all the cages in the Glen of Uncommon 
  Wonders, panpipes, wineskin
  Sylvan Wine (enchantment, mental, primal) Adrivallo’s 
  wineskin magically enchants any alcohol inside. With an 
  Interact action, a living creature can imbibe the alcohol 
  and gain a +1 item bonus to Will saves and a +3 item 
  bonus to Will saves against fear effects for the following 
  hour. When the wineskin is removed from a satyr’s 
  person, the magic remains only until the wine spoils. 
  The wineskin holds up to 8 draughts of wine.
  AC 28; Fort +18, Ref +17, Will +14
  HP 210; Weaknesses cold iron 10
  Nimble Dodge � Trigger Adrivallo is targeted with a 
  melee or ranged attack by an attacker he can see; Effect 
  Adrivallo gains a +2 circumstance bonus to AC against 
  the triggering attack.
  Speed 35 feet
  Melee � dagger +23 (agile, finesse, versatile S), Damage 
  1d4+11 piercing
  Ranged � dagger +23 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+11 piercing
  Primal Innate Spells DC 29; 4th charm, fear, sleep, 
  suggestion; Cantrips (5th) dancing lights, dirge of doom 
  Adrivallo
  
  50
  (Core Rulebook 386), ghost sound, inspire competence 
  (Core Rulebook 386), inspire courage (Core Rulebook 386), 
  triple time (Core Rulebook 387)
  Fleet Performer When Adrivallo Plays the Pipes to cast a 
  spell, he can Step or Stride as part of the activity.
  Play the Pipes � (auditory, primal) Requirements 
  Adrivallo is holding a musical instrument; Effect The 
  satyr plays a melody on his instrument to cast charm, 
  fear, sleep, or suggestion without expending the spell 
  slot and using his music in place of providing the spell’s 
  component actions. The spell gains the auditory trait 
  and targets all creatures in a 60‑foot emanation instead 
  of its usual targets. A creature that succeeds at its Will 
  save against any spell cast using this ability is then 
  temporarily immune to spells played from Adrivallo’s 
  pipes for 1 minute. Satyrs are immune to this music.
  MANTICORE 
  CREATURE 6
  Pathfinder Bestiary 232
  Initiative Perception +14
  Hiring Mistdancer: Of the creatures here, only 
  Mistdancer actually enjoys performing for crowds. 
  However, he hates being caged and controlled by 
  Adrivallo’s magic. If the heroes free Mistdancer 
  and agree to never keep him caged, he offers to join 
  their circus as a high‑flying act. If the heroes offer 
  Mistdancer a role in their circus, provide them with 
  his trick on the inside cover of this adventure. 
  XP Award: If the heroes deal with Adrivallo 
  diplomatically, award them 80 XP, as though they had 
  defeated him in combat. Award them 30 XP for freeing 
  Mistdancer and offering him a position in their circus. 
  D5. SANCTUM OF SUBLIME SPECTACLES
  This white plywood building showcases individuals 
  whose physical traits distinguish them from others 
  of their ancestries. Each performer in Dusklight’s 
  exploitative sideshow has their own stage in the tent. 
  Creatures: While some of the performers here agreed 
  to this degrading practice as a way to make a living, 
  others were tricked or blackmailed into performing 
  against their will. These performers are all indifferent to 
  the heroes, but they aren’t willing to leave the Celestial 
  Menagerie for their own reasons. Although they talk 
  about themselves freely, they are tight‑lipped if asked 
  about the rest of the circus. A hero who succeeds at a 
  DC 24 Diplomacy check convinces these performers 
  to open up about the Celestial Menagerie. Any of 
  these performers can provide the same information as 
  Adrivallo in area D4 (including additional information 
  on subsequent successful Diplomacy checks).
  These NPCs are as follows.
  The Dancing Quarterlings: The halfling twins Hylda 
  and Hera Potterstone were each born without legs, 
  yet mastered a variety show involving coordinated 
  gymnastics and singing. Mistress Dusklight lured 
  the teenagers away from their family by promising 
  the glamor of circus life. Forced to work long hours 
  and denied “a proper social life,” as Hylda puts it, 
  the sisters want to leave the Celestial Menagerie but 
  constantly argue about how to escape. Hylda angrily 
  rants about Mistress Dusklight’s wrongdoings, but 
  timid Hera is hesitant to cause trouble. Whenever one 
  of the twins upsets Mistress Dusklight, she beats the 
  other one—and Hera has been punished for Hylda’s 
  tirades before. Hera won’t leave as long as Mistress 
  Dusklight is still at large.
  The Living Atlas: “Carmine” Iolara is a Varisian 
  woman with the location of her family’s fabled 
  treasure tattooed on her thigh. She befriended Mistress 
  Dusklight in a tavern and, under the influence of 
  drink, confided her secret. Mistress Dusklight’s agents 
  found the treasure, which turned out to be a buried 
  cache of family heirlooms of little monetary value. She 
  blackmailed Iolara into working for her in exchange 
  for the items’ return. Over the next 3 years, the artistic 
  Iolara added to her own inkwork at Mistress Dusklight’s 
  urging, and her skin is now covered from head to toe in 
  detailed maps of Golarion. Iolara wants to use her maps 
  to explore Golarion and resents Mistress Dusklight for 
  her blackmail. Iolara won’t leave unless her heirlooms 
  are returned to her (they are in Mistress Dusklight’s 
  quarters in are D13).
  The Marvelous Bat Boy: The half‑orc Arzo was born 
  with a cleft palate and clawlike hands. After he joined 
  the Celestial Menagerie, Dusklight pressured Arzo to 
  undergo surgeries and alchemical transformations 
  to make his appearance more bat‑like, including the 
  grafting of membranous “wings” stretching along 
  his forearms. For his performance, he simply hangs 
  upside down from a bar suspended over his stage. 
  Arzo is addicted to analgesic drugs as a result of 
  his chronic pain and spends most of his time in a 
  drug‑addled haze. So long as Mistress Dusklight 
  remains in charge, Arzo won’t leave—she’s his source 
  of painkillers.
  Matchstick Flynn: When he was a child, the tiefling 
  Flynn survived a fire that destroyed his orphanage. 
  He took advantage of his innate fire resistance to earn 
  coin on the streets of Absalom with fire swallowing 
  and torch juggling, which he practiced until Mistress 
  Dusklight recruited him to the Celestial Menagerie. 
  Now, Flynn’s act involves setting his entire body on 
  fire, to the horror and delight of crowds. Although 
  his resistance protects him somewhat, the process 
  
  51
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  is nonetheless extremely painful and has resulted in 
  extensive scarring. Flynn is the most eager to flee the 
  Celestial Menagerie, but he’s developed protective 
  feelings for the other sideshow members and won’t 
  leave unless they’re also freed. 
  The Repulsive Frog Girl: A small and underfed 
  boggard (Bestiary 44), “Sump Sadie” has been abused 
  since she was a tadpole by Mistress Dusklight and 
  is subservient to the ringmaster. She wears a pink 
  chiffon dress, and her stage is decorated to look 
  like a wealthy child’s bedroom. Mistress 
  Dusklight has Sadie’s tongue surgically 
  removed each time it grows back, so 
  Sadie lacks a tongue attack and speaks 
  only deliberately and with difficulty. 
  She can still emit her terrifying croak, 
  which she does to thrill crowds as part 
  of her performance. Sadie fears Mistress 
  Dusklight’s reprisals and won’t leave 
  the sideshow as long as the catfolk is 
  in charge.
  Hiring Flynn: If the heroes free all the 
  members of this sideshow, Flynn offers 
  to join their circus. His only condition 
  is that he not be immolated as part of 
  his act; he is an exceptionally talented 
  juggler, and his natural fire immunity 
  allows him to safely juggle flaming 
  rings or knives. If the heroes offer 
  Flynn a role in their circus, provide 
  them with his trick on the inside 
  cover of this adventure.
  XP Award: If the heroes free all the 
  members of the Sanctum of Sublime 
  Spectacles, award them 30 XP. Award 
  an additional 30 XP if Flynn joins the 
  Circus of Wayward Wonders. 
  D6. HALLOWED WHEEL 
  MODERATE 8
  This booth contains a large prize wheel decorated 
  with eight wedges, each with a different rune. 
  Several prizes, such as angel dolls and crystal 
  goblets, rest on shelves in the booth.
  One of the menagerie’s more 
  popular attractions is the prize 
  wheel called the Hallowed Wheel, 
  which patrons can pay to spin 
  and win prizes. The wheel isn’t rigged, but the 
  valuable‑looking prizes are worth less than 
  the game costs to play, so the circus always 
  makes money. 
  Trap: With the flip of a hidden switch, the Hallowed 
  Wheel becomes a powerful magical hazard that bestows 
  helpful or harmful magic. Anticipating the heroes’ 
  arrival, Mistress Dusklight transformed the wheel 
  into a hazard and commanded her minions to keep 
  away from it. The only person who doesn’t obey this 
  command is Adrivallo; he loves the Hallowed Wheel 
  best when it’s dangerous. If he’s with the heroes, the 
  satyr tries to goad the heroes into approaching it with 
  him, promising that its potential benefits outweigh its 
  dangers (which is true only in Adrivallo’s mind).
  HALLOWED WHEEL 
  HAZARD 10
  RARE
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +19 (expert) to detect the magical sensor; 
  noticing the wheel has a DC of 0
  Description An ornate wheel, divided into eight 
  segments with a rune painted on each, is 
  mounted on a pole and controlled by a 
  lever that can be triggered manually or a 
  sensor that detects creatures within 30 
  feet in front of it. 
  Disable DC 31 Thievery (master) on the wheel 
  to flip the switch returning it to a harmless 
  carnival game, DC 26 Thievery (expert) to erase 
  each rune, or dispel magic (5th level; counteract 
  DC 28) to counteract each rune
  AC 30; Fort +21, Ref +15
  Hardness 16; HP 80 (BT 40); Immunities 
  critical hits, object immunities, precision 
  damage
  Wheel Spin � Trigger A creature pulls the 
  lever or enters the sensor’s detection 
  area; Effect The wheel begins to spin 
  and rolls initiative. 
  Routine � On its initiative, the 
  trap uses its first action to spin, 
  then stops. Roll 1d8 to determine 
  which segment is topmost when 
  the wheel stops spinning. The 
  wheel uses its second action 
  to replicate the spell listed for 
  that segment (5th level, DC 
  27, spell attack roll +17). This 
  spell’s target is centered on 
  or otherwise includes the 
  nearest creature in the 
  spell’s area. This increases 
  the spell’s range to 30 feet 
  if necessary. Any spell cast 
  by this trap is occult.
  1 
  black tentacles
  2 
  blindness
  “Carmine” Iolara
  
  52
  3 
  confusion 
  4 
  death ward 
  5 
  outcast’s curse
  6 
  shadow blast (force damage in a 30‑foot line)
  7 
  sound burst
  8 
  spider climb
  Reset The trap deactivates and resets if 1 minute passes 
  without any creature moving within range of its sensor. 
  Treasure: The only valuable item in the booth is a 
  colorful pinwheel on a stick, which is a rod of wonder.
  D7. BIG TOP 
  MODERATE 8
  This big‑top tent is plainly the centerpiece of the Celestial 
  Menagerie, its striped canvas towering taller even than 
  the surrounding trees. Close‑set seating surrounds three 
  rings in the tent’s center. Flaps to the south provide 
  access for the audience. The northern section of the big 
  top, where performers prepare for their acts, is concealed 
  with hanging curtains bedecked with sequins and towering 
  images of animal‑headed angels.
  The big top is always crowded during Mistress 
  Dusklight’s shows, where huge spotlights illuminate 
  the various acts. After hours, only a few lights 
  illuminate the center ring so performers can rehearse.
  Creatures: One of the circus’s most dedicated 
  performers is a burly Kellid half‑orc brawler named 
  Evora Yarket. With heavy, square features, cropped 
  hair, and an imposing physique, Evora quickly became 
  Mistress Dusklight’s favored strongwoman performer. 
  A few months ago, Mistress Dusklight bought a 
  mammoth to add to her menagerie, and Evora and 
  the mammoth—whom she calls Gigi—formed an 
  immediate rapport. Evora wants to perform in the ring 
  riding Gigi and showing off the mammoth’s tricks, but 
  Mistress Dusklight hasn’t yet permitted it.
  When Mistress Dusklight heard the heroes were 
  coming, she found Evora and Gigi where they usually 
  are: training together in the darkened big top. The 
  ringmaster promised Evora a starring role if she and 
  Gigi eliminated the heroes, but this request has clued 
  Evora in to Mistress Dusklight’s cruel nature. 
  Evora addresses the heroes when she spots them.
  “There you are! I was told you would come. I was told to 
  eliminate you. This circus is my home. Mine and Gigi’s.” The 
  brawny woman pats the flank of her shaggy mastodon. 
  “You will not take our home from us.”
  The heroes might attempt to parley with Evora, 
  such as by enumerating Mistress Dusklight’s crimes or 
  offering her a new home. If a hero succeeds at a DC 
  24 Deception check to Lie or a Diplomacy check to 
  Request a discussion, Evora stands down. Characters 
  accompanied by any animal have a +2 circumstance 
  bonus to this check, as Evora is inclined to trust them 
  more. Evora can provide the same information as 
  Adrivallo in area D4 (including additional information 
  on subsequent successful Diplomacy checks). 
  If the heroes fail the check to get Evora to stand 
  down, or if they don’t bother talking with Evora at 
  all, the strongwoman attacks alongside Gigi. Gigi 
  attacks whomever Evora is fighting, even though the 
  mastodon isn’t an animal companion or minion.
  EVORA YARKET 
  CREATURE 7
  UNIQUE
  N
  MEDIUM
  HUMAN
  HUMANOID
  ORC
  Female half‑orc mammoth trainer
  Perception +14; low‑light vision
  Languages Common, Hallit, Orc
  Skills Athletics +19, Acrobatics +11, Intimidation +10, 
  Nature +13, Performance +10, Survival +13
  Str +5, Dex +0, Con +3, Int +1, Wis +2, Cha –1
  Items bullhook (page 73)
  AC 22; Fort +16, Ref +11, Will +13; successful Fortitude 
  saves are critical successes instead
  HP 115
  Orc Ferocity � Frequency once per day; Trigger Evora 
  would be reduced to 0 Hit Points but not immediately 
  killed; Effect Evora avoids being knocked out and remains 
  at 1 Hit Point, and her wounded condition increases by 1.
  Stand Still � Trigger A creature within Evora’s reach uses 
  a move action or leaves a square during a move action 
  it’s using; Effect Evora makes a melee Strike against the 
  triggering creature. If this attack is a critical hit and the 
  trigger was a move action, she disrupts that action.
  Speed 35 feet
  Melee � falling stone unarmed attack +18 (forceful, 
  nonlethal, unarmed), Damage 2d8+6 bludgeoning 
  Flurry of Blows � (flourish) Effect Evora makes two 
  unarmed Strikes. If both hit the same creature, combine 
  their damage and apply resistances and weaknesses 
  only once. She applies her multiple attack penalty to the 
  Strikes normally. As it has the flourish trait, Evora can 
  use Flurry of Blows only once per turn.
  Mountain Stance � (stance) Requirements Evora is 
  unarmored and touching the ground; Effect Evora enters 
  the stance of an implacable mountain until she is knocked 
  out or the encounter ends. She gains a +4 status bonus to 
  AC and a +2 circumstance bonus to any defenses against 
  being Shoved or Tripped. Her Speed is reduced by 5 feet.
  Mountain Stronghold � Requirements Evora is in 
  Mountain Stance; Effect Evora gains a +2 circumstance 
  bonus to AC until the beginning of her next turn.
  
  53
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  GIGI 
  CREATURE 9
  Weak mammoth
  Pathfinder Bestiary 6, 154
  Initiative Perception +16
  Hiring Evora: If the heroes promise Evora the 
  opportunity to work with Gigi in their show—whether 
  during successful negotiations with her or in showing 
  her mercy after Evora attacks them—she is willing to 
  join the Circus of Wayward Wonders. Provide them 
  with her trick on the inside cover of this adventure. 
  Treasure: A high platform near the center stage 
  has an inspiring spotlight (page 73) in an ordinary 
  metal swivel mount. Removing the spotlight from 
  the mount is straightforward. If the heroes are 
  on good terms with Evora, she points out the 
  magical spotlight to them; otherwise, noticing it 
  requires a successful DC 24 Perception check. The 
  heroes can also take the other spotlights here to 
  add the spotlights upgrade to their circus (The 
  Show Must Go On 69) at no cost. 
  XP Award: If the heroes deal with Evora 
  diplomatically, award them 90 XP, as 
  though they had defeated her and Gigi 
  in combat. Award them 30 XP if 
  they hire Evora. 
  D8. BACKSTAGE
  The backstage area is filled with 
  private wagons, animal pens, 
  supply crates, and training rings. 
  This area is busy during shows 
  but quiet otherwise, as Mistress 
  Dusklight warned everyone to stay 
  in their wagons while she deals 
  with the rival circus managers.
  D9. OUBLIETTE
  This deep pit dug into the sandy ground 
  is covered by a heavy metal grate. 
  Wooden scaffolding‑style stairs on 
  either side rise to support observation 
  platforms five feet above it. 
  The pit is 10 feet in diameter and 15 feet deep. 
  A heavy iron grate covers the hole, preventing any 
  occupants from escaping. Dusklight utilizes this 
  pit for a twofold purpose. Primarily, the 
  oubliette serves as solitary confinement 
  for particularly rebellious performers. 
  Secondly, she allows trusted and amoral 
  customers a peek at whatever dangerous or pathetic 
  creature is inside, for a fee. The grate is locked, and 
  Mistress Dusklight carries the only key. The heroes 
  can Force Open the grate with a successful DC 29 
  Athletics check or unlock it with three successful DC 
  24 Thievery checks to Pick a Lock.
  The oubliette currently contains a forlorn azarketi 
  named Ufi. Mistress Dusklight kidnapped the 
  unfortunate azarketi and had him forcibly tattooed 
  to make him look even more fishlike, including 
  patterning scales all over his somewhat translucent 
  skin. Ufi nearly escaped a day ago and almost made 
  it to the Wet House, the azarketi embassy in 
  Escadar, before Mistress Dusklight’s bruisers 
  recaptured him and brought him here. Ufi 
  has an uncanny affinity with water, and 
  can cause water to expand, distort, or 
  even flow through the air. Unfortunately, 
  this ability requires at least a gallon of 
  water for Ufi to manipulate, and the 
  oubliette is dry. Ufi is suffering badly 
  from cracked skin and failing organs. 
  He dies 4d6 hours after the heroes 
  first enter the Celestial Menagerie 
  unless he’s fully submerged in 
  fresh or salt water. If the heroes 
  provide him with at least 
  a gallon of water, Ufi can 
  cause it to multiply to fill the 
  oubliette and save himself. Of 
  course, Ufi would prefer to be 
  freed so he can escape the Celestial 
  Menagerie entirely.
  Hiring Ufi: If the heroes offer their 
  circus as a home to Ufi, he takes them 
  up on it after first checking in at the 
  Wet House to let his family and 
  friends know he’s okay. Ufi’s natural 
  grace and his ability to put on 
  delightful shows with water are sure 
  to please crowds; give the heroes 
  Ufi’s trick on the inside cover of 
  this adventure.
  XP Award: If the heroes 
  hire Ufi, award them 30 XP.
  D10. HEAVENLY GALLERY
  The Heavenly Gallery is a 
  series of rooms and stages 
  that circus workers can 
  reconfigure into a series 
  of enticing displays for 
  paying customers. The 
  walls and ceilings are 
  Evora Yarket
  
  54
  made of thick wood bolted into place, and ceilings are 
  20 feet high. Mistress Dusklight has reconfigured the 
  gallery into a gauntlet of rooms to prevent the heroes 
  from reaching her—or to at least seriously weaken 
  them if they do. The galleries are each separated by 
  thick white curtains decorated with cloud motifs. 
  Mistress Dusklight placed a magic mouth effect in 
  each room that triggers when it detects anyone who isn’t 
  part of the Celestial Menagerie. She selected phrases to 
  taunt the heroes and encourage tactical blunders.
  If the heroes enter the gallery and retreat, Mistress 
  Dusklight does her best to revive or replace slain 
  guardians. It normally takes her a few days to do so, 
  and some guardians (such as the moon mole in area 
  D10c) can’t be replaced at all.
  D10a. Heavenly Hosts 
  Moderate 8
  This wide room is filled with thick banks of clouds. Faint, 
  slow harp music echoes around the chamber, and a smooth, 
  white glow illuminates the area. A strong, feminine voice 
  echoes throughout the room. “Come to vanquish a rival, 
  have you? Consider whether you’re on the wrong side of 
  this confrontation. I have the forces of good at my service!”
  The banks of clouds are magically created. They 
  are 10 feet high and don’t move from where they are 
  indicated on the map. Creatures wholly within the 
  clouds are concealed, and creatures outside the clouds 
  are concealed to creatures wholly within it. The soft 
  music and lights are also permanent magical effects. 
  Creatures: Two lamia matriarchs in Mistress 
  Dusklight’s employ occupy this room. Each wears 
  artificial wings and carries a lyre in addition to a 
  scimitar. They approach the heroes pretending to be 
  lillend azatas; a successful secret DC 30 Perception 
  check is required to see through their disguises. The 
  “lillends” offer to inspire the heroes with their spells 
  to aid their upcoming trials, but they really want to 
  trap the heroes here and kill them. If the heroes don’t 
  pierce their disguises, the lamias cast enthrall and use 
  their Matriarch’s Caress. If the heroes balk, the lamias 
  attack. Although they relish bloodshed, the lamias 
  aren’t fanatics. If reduced to 30 or fewer Hit Points, a 
  lamia casts invisibility and flees. 
  LAMIA MATRIARCHS (2) 
  CREATURE 8
  Pathfinder Bestiary 217
  Initiative Deception +20
  Treasure: Hidden in one of the cloud banks is a 
  pouch containing the lamias’ latest payment: two 
  sapphires worth 50 gp 
  each, a jar of malyass root 
  paste, and a scroll of cone 
  of cold. Anyone Searching 
  the clouds finds this pouch.
  D10b. Terrors of the Jungle 
  Moderate 8
  This room contains two large cages, their bars decorated 
  to appear as tree trunks. Each cage has a large door that 
  hangs open. Vines hang from the ceiling, and thick leaves 
  Heavenly Host
  
  55
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  cover the floor. The same voice cries out, “For our next act, 
  can our intrepid stars tame the terrors of the jungle, or will 
  they end up at the bottom of the food chain?”
  The cages in this room are already opened, although 
  the animals are trained to stay within them until they 
  hear Mistress Dusklight’s voice—which they do when 
  the magic mouth speaks. Encounter mode therefore 
  begins right away, although a particularly quick 
  hero might shut a cage door before the animals get 
  out. Closing a cage door requires a successful DC 22 
  Athletics check made as an Interact action.
  Some of the leaves scattered on the floor are oiled 
  underneath, making footing treacherous. The indicated 
  squares on the map are uneven ground, requiring 
  a DC 22 Acrobatics check. Failing this check, or 
  moving across the slick squares without attempting an 
  Acrobatics check at all, causes a creature to fall prone. 
  Creatures: The north cage contains a giant anaconda, 
  while the east cage holds a pair of saber‑toothed tigers. 
  These animals know where the slippery leaves are and 
  try to avoid them. They fight until slain, but they don’t 
  leave this room. 
  GIANT ANACONDA 
  CREATURE 8
  Pathfinder Bestiary 303
  Initiative Perception +17
  SMILODONS (2) 
  CREATURE 6
  Pathfinder Bestiary 53
  Initiative Perception +14
  D10c. The Alien Oddity
  Images of moons and celestial bodies adorn the walls of 
  this small room. A small cage made of wooden bars painted 
  a garish red stands against the north wall. The disembodied 
  voice coos, “Shh! Wouldn’t want to wake the Moon Mole!”
  The cage is locked with a steel padlock. Opening 
  it requires three successful DC 25 Thievery checks to 
  Pick a Lock. Alternatively, a hero can Force Open the 
  cage with a successful DC 24 Athletics check.
  Creature: Unlike the previous rooms, which 
  contained dangerous creatures, this smaller room 
  contains only a single, alien creature called a zuipnyrn. 
  To Mistress Dusklight’s knowledge, she has the only 
  one in existence. A round, furry creature not much 
  bigger than a halfling, it has a single eyestalk and a 
  mouth almost entirely obscured by its fur. It doesn’t try 
  to leave its cage, but it uses its Beguiling Gaze on any 
  creatures affected by its aura. It uses its Blinding Flare 
  only if attacked, then huddles in the corner of its cage. 
  ZUIPNYRN 
  CREATURE 3
  Page 85
  Initiative Perception +7
  Treasure: Underneath the cage lies a silk purse 
  dropped by a former customer. The purse itself is 
  worth 10 gp, and it contains a gallow’s tooth and a 
  single diamond earring worth 180 gp. 
  D10d. Beauty and the Beasts 
  Moderate 8
  Garish swirls and splatters of paint cover the walls and 
  floor of this room, along with several overturned paint 
  buckets. Dozens of trapezes hang from the ceiling, each 
  suspended ten feet above the floor. A purple‑haired 
  gnome woman stands upon one of them, watching a pair 
  of hulking clowns fight. “Nothing is what it seems in the 
  Celestial Menagerie,” purrs the disembodied voice, “except 
  perhaps our beautiful Jasmaile and her boys.”
  Mistress Dusklight’s two largest clowns are a pair 
  of hill giant brothers named Kreel and Pidkin. Their 
  wrangler is a dandasuka rakshasa named Jasmaile. 
  Jasmaile was supposed to get Kreel and Pidkin ready 
  to trick the heroes when they arrived, but the giants 
  got into a paint fight instead, hurling paint buckets 
  from their bags at each other and making a mess of 
  this room. Jasmaile has found it best to stay out of the 
  line of fire up on the trapezes and, as a result, hasn’t 
  prepared her intended scheme other than to change 
  her appearance to resemble the beautiful trapeze artist 
  she sometimes plays in the circus’s big top.
  Creatures: Jasmaile and the giants turn to look at 
  the heroes when they arrive, plainly surprised to see the 
  heroes here so soon. Kreel and Pidkin waste no time in 
  attacking. They begin by hurling buckets of paint from 
  their bags (which are treated as rocks that also splatter 
  the target with a random color), then close into melee 
  with their greatclubs. Jasmaile feigns helplessness and 
  remains out of melee, swinging from trapeze to trapeze 
  to get within 30 feet of the heroes so she can cast 
  charm and mind reading. Each move action Jasmaile 
  uses along the trapezes requires a successful DC 15 
  Acrobatics check; she doesn’t move on a failure, and 
  she falls on a critical failure. Once the hill giants are 
  defeated, Jasmaile surrenders, but only long enough to 
  figure out a good way to escape or betray the heroes. 
  Loyal to Mistress Dusklight, Jasmaile lies as much as 
  she can to protect the ringmaster.
  JASMAILE 
  CREATURE 5
  Female dandasuka trapeze artist (Pathfinder Bestiary 274)
  Initiative Deception +14
  
  56
  KREEL AND PIDKIN 
  CREATURE 7
  Hill giant clowns (2; Pathfinder Bestiary 170)
  Initiative Perception +13
  D11. MAZE OF MIRRORS 
  LOW 8
  Beyond the curtain is a large alcove. A single door stands 
  beneath a sign reading “Welcome to the Maze of Mirrors.” 
  The door is slightly ajar, and the dancing reflections of 
  several tiny lights is visible within.
  The Celestial Menagerie’s maze of mirrors has 
  confused and thrilled hundreds of patrons, as it’s 
  enchanted to disorient those within it and subtly 
  rearrange its mirrors. Tapered candles hang from the 
  ceiling throughout the maze of mirrors, providing 
  dim light, and long brocade carpets cover the floor. 
  The mirrors aren’t glass but polished, durable steel. 
  Reflections shift and warp in the flickering light, giving 
  the mirrors the illusion of movement.
  Trap: Mistress Dusklight rearranged the mirrors 
  so that the only entrance to her private quarters is 
  through the maze. She’s also trapped a powerful spirit 
  in the maze that takes the form of a stalking minotaur. 
  A switch in area D12 deactivates the trap, reverting the 
  maze to a mundane maze of mirrors.
  MAZE OF MIRRORS 
  HAZARD 9
  RARE
  COMPLEX
  MAGICAL
  MECHANICAL
  TRAP
  Stealth +18 (trained) to detect the magical runes in the 
  maze; noticing the maze itself has a DC of 0
  Description Invisible runes in the maze disorient those 
  within it and cause its mirrored walls to shift about. 
  Disable DC 26 Thievery (expert) or dispel magic (5th level; 
  counteract DC 28) to stop the mirrors’ shuffling; DC 28 
  Occultism or Religion (expert) to dispel the minotaur
  AC 28; Fort +29, Ref +14
  Hardness 18; HP 64 (BT 32); Immunities critical hits, 
  object immunities, precision damage
  The Maze Awakens � Trigger A creature 
  enters 
  the 
  maze; 
  Effect 
  Creatures in the maze can’t 
  escape it except by use of 
  teleportation magic or as 
  described in Trapped in the 
  Maze. The trap rolls initiative. 
  Trapped in the Maze Once each turn after it has taken a 
  move action within the maze, each target in the maze 
  can spend 1 action to attempt a DC 26 Perception or 
  Survival check to escape it. A group traveling the maze 
  together is treated as a single target; no more than 
  one creature in the group can attempt this check each 
  round, but accompanying creatures can Aid this check. 
  The possible outcomes follow. A target attempting 
  to leave the maze the same way it entered uses the 
  outcome for one degree of success better than the 
  result of its roll when attempting this check (failure to 
  success, for example).
  Critical Success The target escapes the maze. 
  Success The target is on the right path to the exit. 
  If the target was already on the right path, it 
  escapes the maze.
  Failure The target makes no progress toward escape.
  Critical Failure The target makes no progress toward 
  escape, and if it was on the right path, it no longer is. 
  Kreel
  
  57
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Routine � The trap uses its first action to magically 
  shuffle the mirrors, rendering markings or maps of the 
  maze ineffective. Creatures in the maze that fail a DC 
  26 Will save are stupefied 1 until they leave the maze. 
  If the target fails additional saves against this ability, 
  the condition value increases by 1 (to a maximum of 
  stupefied 4). For its second action, the trap’s ghostly 
  minotaur attacks a random creature in the maze with 
  its spectral gore. For its third action, the trap makes 
  another spectral gore attack against a random creature.
  Melee � spectral gore +21, Damage 2d8+8 mental 
  Reset The trap deactivates and resets if 1 minute passes 
  without any creature in the maze. 
  D12. FOYER 
  MODERATE 8
  Bamboo room partitions and crimson velvet curtains 
  decorate this large receiving room. Subdued lanterns 
  illuminate delicate paintings of cranes in flight. One of the 
  bruisers who works for Mistress Dusklight is bound on 
  the floor with thick ropes, his club lying just outside of 
  his reach. 
  The curtain stirs and an armed man emerges into 
  the foyer from a room to the west. The familiar face of 
  deputy constable Darricus Stallit relaxes into a friendly 
  grin. “Thank all the gods it’s you,” he pants, lowering his 
  blade. “She put up quite the fight, that one. If you hadn’t 
  distracted her minions in the gallery, I would never have 
  been able to apprehend her.” Darricus wipes the sweat 
  from his forehead with the back of his hand.
  “You’ve done enough. I’ll get her transported and 
  booked—she’ll be in a cell by sunrise, along with this goon 
  Cobbin. I’ll make sure the chief knows how much you 
  helped. Now, go get some rest. You’ve certainly earned it.”
  This is all a ploy, hastily planned by Darricus when 
  he saw the heroes were likely to reach him. He knows 
  Mistress Dusklight, if captured, is sure to expose him, 
  so he’s hoping to convince the heroes to stand down. 
  He got the bruiser Cobbin—a friend of his—to help.
  Several things ring false about Darricus’s ruse. First, 
  the heroes might have heard that a constable meeting 
  Darricus’s description has a good relationship with 
  Mistress Dusklight (such as from Adrivallo or Evora). 
  Second, a hero who succeeds at a DC 26 Perception 
  check notices that the ropes aren’t actually binding the 
  bruiser at all. They might also think it suspicious that 
  Darricus knows Cobbin’s name. Finally, the heroes 
  can detect a hint of desperation in Darricus’s voice 
  with a successful Perception check opposed by his 
  Deception DC of 24. Cobbin doesn’t like parting with 
  his greatclub, so if a hero tries to grab it, he attacks, 
  shrugging off his false bonds as he does.
  Near the door to the south is a switch to deactivate 
  the hazard in area D11. Darricus knows that it’s there 
  and casually flips it so the heroes can more easily 
  leave—a clue that Darricus is suspiciously familiar 
  with the Celestial Menagerie. If the heroes refuse to 
  leave or otherwise seem to have clued into Darricus’s 
  ploy, the constable attacks with Cobbin at his side. 
  Creatures: Darricus and Cobbin fight well together. 
  Cobbin keeps foes from ganging up on Darricus, while 
  the constable makes powerful strikes against one 
  or two foes at a time. Neither has a wish to die for 
  Mistress Dusklight, however, and they surrender when 
  reduced to fewer than 20 Hit Points. 
  DARRICUS STALLIT 
  CREATURE 8
  UNIQUE
  LE
  MEDIUM
  HUMAN
  HUMANOID
  Male human deputy constable
  Perception +17; sharp eyes
  Languages Common
  Skills Athletics +17, Criminal Lore +13, Deception +14, 
  Diplomacy +16, Intimidation +16, Society +14
  Str +5, Dex +1, Con +0, Int +1, Wis +3, Cha +4
  Items +1 striking bastard sword, composite shortbow 
  (10 arrows), constable’s badge, half plate, steel shield 
  (Hardness 3, HP 20, BT 10)
  Sharp Eyes Darricus doesn’t need to succeed at a flat check 
  to target concealed creatures, and he is not flat‑footed to 
  creatures that are hidden from him.
  AC 28; Fort +14, Ref +15, Will +15
  HP 122
  Attack of Opportunity �
  Speed 25 feet
  Melee � bastard sword +21 (magical, two‑hand d12), 
  Damage 2d8+9 slashing 
  Ranged � composite shortbow +16 (deadly 1d10, propulsive, 
  range increment 60 feet, reload 0), Damage 1d6+6 piercing
  Power Attack � Darricus makes a melee Strike that 
  counts as two attacks when calculating his multiple 
  attack penalty. If this strike hits, it deals an extra die of 
  weapon damage. 
  Swipe � Darricus makes a melee Strike and compares 
  the attack roll result to the AC of up to two foes, each of 
  whom must be within his melee reach and adjacent to 
  each other. He rolls damage only once and applies it to 
  each creature he hit. This Strike counts as two attacks 
  for calculating his multiple attack penalty. 
  CELESTIAL MENAGERIE BRUISER 
  CREATURE 8
  Page 47
  Initiative Perception +14
  Treasure: A small glass jar on a table contains dust 
  of disappearance that floats like shiny motes of light.
  
  58
  D13. DUSKLIGHT’S QUARTERS 
  SEVERE 8
  This large room is decorated with colorful curtains and low, 
  comfortable furniture. An exquisitely carved mahogany 
  four‑poster bed stands in one corner, piled high with 
  luxurious satin sheets, plump pillows, and a damask 
  coverlet in midnight blue. Circus posters showing Mistress 
  Dusklight’s acts over many years—as an acrobat, an animal 
  tamer, and a ringmaster—adorn the walls in gilded frames.
  This chamber was once part of a sturdy storehouse 
  before Mistress Dusklight took over the area for her 
  circus. She’s since managed to make the bare stone 
  welcoming and even opulent with her exquisite taste 
  in furnishings. Dusklight’s personal effects are strewn 
  untidily throughout the room, including costume 
  jewelry, gaudy trinkets, and sequined entertainer’s 
  garments scattered across the floor and bed. Among 
  the clothing and worthless baubles is a burlap sack 
  embroidered with colorful thread. This sack contains 
  several mundane items of marginal worth, including 
  several small family portraits, a tattered scarf, and a 
  rusted hunting knife. These items are part of the family 
  treasure Mistress Dusklight stole from Iolara.
  The ringmaster already knows the heroes are 
  coming for her. When they arrive, her tail writhes in 
  agitation as she faces them. 
  “You,” Mistress Dusklight hisses, the corners of her mouth 
  drawn back into a hideous snarl. A low growl rumbles in her 
  throat as she narrows her eyes in anger. “You don’t know 
  when to stop, do you? Do you think killing me will make 
  you better performers? Will your Circus of Washed‑Up 
  Wonders fare better without my competition?” Suddenly, 
  her demeanor changes. Her eyes widen and she clutches 
  at her chest, an expression of feigned terror on her feline 
  face. “Help!” She screams. “Assassins!”
  A handsome, golden‑haired young man in gleaming 
  half plate bursts through a curtain at the rear of the 
  tent, drawing a longsword. Dusklight smirks as her 
  champion stands in front of her protectively.
  “Mazael, these villains threatened to kill me and 
  force my performers to join their second‑rate show. 
  Please, don’t let them ruin what I’ve built here!” 
  “I won’t let you hurt her,” the man says solemnly. “Leave 
  now, or I’ll end you!”
  Creatures: The young aasimar Mazael, a devout 
  follower of Shelyn, joined the Celestial Menagerie as 
  a teenager after Mistress Dusklight convinced him to 
  leave home and travel with her troupe. It didn’t take 
  long for the naive young aasimar to fall in love with 
  the charismatic and talented circus master. The 
  misguided champion refuses to believe that 
  the woman he adores could commit evil acts. 
  To him, Mistress Dusklight is nothing less 
  than a living incarnation of art and beauty. 
  The catfolk enjoys her position on Mazael’s pedestal 
  and manipulates his affections to her advantage. She 
  ruthlessly sacrifices him if necessary to ensure her 
  own escape. 
  The heroes likely realize that Mazael has 
  been duped by the cunning ringmaster and 
  Mazael
  
  59
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  might try to get him to see reason by performing the 
  following activity.
  CONVINCE MAZAEL �
  AUDITORY
  CONCENTRATE
  You present evidence of Mistress Dusklight’s guilt and 
  attempts a Deception or Diplomacy check against a 
  DC of 31 (Mazael’s Will DC + 5). The result of this check 
  determines Mazael’s action.
  Critical Success Mazael immediately stands down, 
  conflicted, and doesn’t interfere with the heroes.
  Success Mazael ceases attacking the heroes but still 
  protects Mistress Dusklight to the best of his ability; the 
  heroes can attempt this activity again, getting a critical 
  success for any success rolled. 
  Critical Failure Mazael becomes convinced the heroes are 
  evil liars; they can’t attempt this activity again.
  Mistress Dusklight likes to divide and confound her 
  foes using her spells and her whip of compliance. She 
  favors spells that stupefy her foes, such as feeblemind 
  and touch of idiocy, then follows up with her Beguile 
  the Addled ability. If reduced to fewer than half her 
  Hit Points, she hurls her Black Cat Curse as often as 
  possible. Unwilling to give up her circus to her rivals, 
  Mistress Dusklight fights until defeated. 
  MISTRESS DUSKLIGHT 
  CREATURE 11
  Page 88
  Initiative Deception +24
  MAZAEL 
  CREATURE 5
  Male aasimar redeemer (Pathfinder Bestiary 263)
  Initiative Perception +11
  Treasure: Mistress Dusklight’s tent contains several 
  treasures amid the clothing and accoutrements in 
  several haphazardly packed travel chests. These 
  include a moonstone diadem stolen from Moonstone 
  Hall, a vial of wyvern poison, and fine clothing worth 
  110 gp. The golden frames are worth 20 gp in all.
  XP Award: If the heroes successfully convince 
  Mazael to stand down, award them each 30 XP.
  Reporting to Andera
  Chief Constable Andera Paldreen waits anxiously 
  for the heroes’ report on Mistress Dusklight. Andera 
  is especially pleased if the heroes manage to capture 
  the ringmaster alive. She promises that Dusklight 
  will receive a fair and speedy trial. If the heroes killed 
  Mistress Dusklight in battle, Andera furrows her brow 
  and demands an explanation. After the heroes recount 
  their version of events, she sighs and says, “I won’t gain 
  anything by reprimanding you. I believe you acted in 
  self‑defense. Thank you for your honesty.” If Mistress 
  Dusklight escaped, Andera orders a full search of the 
  city and the docks, but it’s too late. 
  If the heroes inform Andera of Darricus’s treachery—
  or if Mistress Dusklight does so during her arrest 
  proceedings—the chief constable’s face betrays a 
  moment of shock before she regains her composure. 
  Andera confides that she suspected ongoing corruption 
  within her ranks but never distrusted Darricus. She 
  had considered him a friend, and though she doesn’t 
  want to see him publicly dishonored, she knows that 
  she can’t make exceptions where justice is concerned.
  Treasure: Andera rewards the heroes with 100 gp for 
  bringing in Mistress Dusklight at all, and an additional 
  100 gp if she is alive. Andera also rewards the heroes 
  with 100 gp if they report Darricus’s treachery.
  XP Award: Award the heroes 80 XP for bringing 
  in Mistress Dusklight alive and 30 XP for bringing in 
  Darricus Stallit alive.
  Concluding the Adventure
  Evening the score with Mistress Dusklight proves 
  beneficial to the heroes in many ways. No longer 
  under the cruel ringmaster’s paw, the performers and 
  workers in the Celestial Menagerie scatter in search 
  of other opportunities. Adrivallo and Verinnelle seek 
  passage back to the Verduran Forest with Verinnelle’s 
  sapling. Iolara escorts Hylda and Hera back to their 
  village before embarking on her own travels with Arzo, 
  whom she helps overcome his addiction. Sump Sadie 
  makes for the marshes outside of Escadar, resolved to 
  leave civilization behind forever. Any performers the 
  heroes recruited into their circus arrive quickly and are 
  ready to perform almost immediately. 
  The closure of the Celestial Menagerie leaves a 
  hole in Escadar’s entertainment scene. In the weeks 
  following Mistress Dusklight’s defeat, the heroes can 
  continue to put on shows, although their Prestige can’t 
  exceed 9 no matter how many shows they put on. All 
  good things must come to an end, and the Circus of 
  Wayward Wonders can’t stay in Escadar forever.
  Most importantly, the heroes have learned that they 
  must visit the other aeon towers to gain the resonant 
  reflections necessary to restore the network of aeon 
  orbs. The xulgaths’ schemes are as yet unclear, but 
  the heroes are bound to encounter more of the brutal 
  creatures in the future. Their next stop is the town of 
  Kerrick on the Isle of Kortos, the hub of many farming 
  communities in need of entertainment and a good base 
  to scout out several aeon towers. These adventures are 
  detailed in the third adventure of the Extinction Curse 
  Adventure Path, “Life’s Long Shadows.”
  
  60
  
  61
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  AMONG THE 
  XULGATHS
  None of Golarion’s Darklands denizens are as prolific—
  or as underestimated—as xulgaths. Called troglodytes 
  by the surface‑dwellers who see them as little more than 
  foul‑smelling brutes, these lizard‑like humanoids once 
  ruled a vast empire beneath Golarion’s surface during 
  the Age of Legends, and powerful xulgath psychic 
  leaders commanded legions of formidable warriors 
  amid grand obsidian temples and stone ziggurats. Now, 
  xulgath civilization—if it can even be called that—exists 
  in disparate fragments spread throughout the Darklands 
  and in the dark corners of the world’s outer crust, 
  and craven groups of scavengers, backstabbers, and 
  cannibals fight among themselves for control of petty 
  caverns and scraps of food.
  Ancient xulgath civilization spread from a massive 
  subterranean vault called Vask, in the deepest 
  layer of the Darklands, Orv. In the time of xulgath 
  dominance, Vask was filled with lush vegetation and 
  kept safe from the Darklands’ ambient radioactive 
  energies by the nurturing glow of six mysterious orbs 
  known as "cavern hearts." Beneath this quickening 
  luminescence, the xulgaths thrived, establishing large 
  communities around mysterious stepped pyramids. 
  Impressive aqueducts, fungus farms, and vermin 
  ranches supported the xulgaths’ orderly—if bloody—
  society as it spread throughout the vault.
  Over time, the xulgaths outgrew their ancestral 
  homeland and set their sights elsewhere. Xulgath armies, 
  led by scions of their species who wielded tremendous 
  psychic might, rent flesh and crushed minds throughout 
  the Darklands. Other subterranean peoples fell before 
  the ascendant legions’ stone clubs and obsidian knives, 
  and the xulgaths’ large numbers gave them an edge 
  against even more advanced societies such as those of 
  the serpentfolk. The xulgaths’ armies might even have 
  reached the surface world, if not for the Ravening.
  The Ravening is the xulgaths’ name for the current 
  millennia‑long period of hunger, fractiousness, and 
  violence that characterizes modern xulgath society. The 
  era began almost five thousand years ago and draws 
  its name from “ravenings,” the xulgaths’ term for their 
  calamitous and all‑too‑common interspecies conflicts. 
  No one knows exactly why these conflicts began. Some 
  point to the emergence of demon worship among 
  xulgath communities, and the resulting doctrinal 
  conflicts. Members of mythologically inclined clutches 
  often recount tales of a thief—a powerful, scaleless 
  wizard from the blinding world above—who stole all 
  but one of the six cavern‑hearts”of their ancient home. 
  Still others believe that nothing but the xulgaths’ own 
  hubris caused their downfall, though no xulgath 
  would never utter such heresy aloud.
  Whatever the reason, the Ravening came, and 
  the xulgaths began to change. Their wits, once 
  razor‑sharp, dulled with each generation, and paranoia 
  and increasingly scarce resources led to breakouts 
  of violence among once‑cooperative communities. 
  The species’ patience and capacity for farming and 
  husbandry waned. Hatchlings began to show greater 
  and greater physiological variations. Whereas before 
  most xulgath exuded psychogenic oils into the air, they 
  instead began to ooze a foul stench that blighted their 
  crops and animals. Xulgath civilization crumbled as 
  the degenerating members of their species began to 
  consume one another. Where xulgaths once ruled over 
  entire nation‑sized caverns, small groups now feud 
  over miniscule and desolate grottoes.
  Xulgath demon worshippers believe this new order 
  is as it should be—a chance for the true leaders of 
  xulgath‑kind to demonstrate their prowess and 
  appease their Abyssal masters. Not all xulgaths 
  are content to continue this cycle of infighting and 
  hunger, however. Some instead look to the grand 
  stone structures around them, draw inspiration from 
  the remnants of their past glory, and even exhibit 
  signs of their ancestors’ psychic mastery. Should 
  these few powerful xulgaths gather enough numbers 
  to reestablish a foothold in some new domain and 
  reassert their people’s dominance, Golarion will 
  surely tremble.
  
  62
  Xulgath Society
  Xulgath communities are called clutches, a term 
  denoting any group of xulgaths that share living space 
  and some semblance of purpose. Clutches vary in size 
  from a dozen individuals to several hundred. On rare 
  occasions, several clutches may band together to form a 
  larger community, but the complicated power dynamics 
  between potential leaders mean longer‑term cooperation 
  is nearly impossible. This unwillingness to set aside 
  differences and work together is a result of xulgath 
  society’s two core values: strength and dominance.
  When surface‑dwellers think of xulgath strength, 
  they picture servile reptilians rallying around one 
  hulking, 
  monarchic 
  leader. 
  Such 
  arrangements 
  are common in the isolated xulgath clutches that 
  occupy swamps or cave complexes near Golarion’s 
  surface, but most clutch leaders have a more nuanced 
  interpretation of strength. Shrewd planning that turns 
  an enemy’s spear against themself, an innate talent for 
  shaping the world with magic, or the supernatural 
  power to wrench enemies’ minds into subservience 
  are all equally viable ways to exhibit strength. The 
  members of a given clutch tend to recognize one of 
  these models for determining the leader of their group, 
  though sometimes philosophical differences can 
  spark inter‑clutch conflict, with the victor determining 
  the clutch’s new plan to obtain power.
  Strength, in turn, enables dominance, a virtue 
  that is equally important in xulgath society. For 
  contemporary xulgaths, exhibiting mastery over their 
  foes or surroundings is not just useful, but a sign of 
  personal worth. Whereas another society’s mason 
  might be proud of the skill evident in a well‑crafted 
  stone wall, xulgath masons delight in bending the 
  earth to their will and in the wall’s implicit challenge 
  to would‑be attackers. To a xulgath, no single act 
  demonstrates more dominance than the vanquishing 
  of a foe. By slaying their enemies, burning their 
  corpses, and devouring the remains, xulgaths believe 
  they not only best their adversaries—they obliterate 
  their essence from the world completely and gain the 
  strength of what little remains.
  Most aspiring xulgath leaders prove that they deserve 
  authority through physical confrontation or social 
  manipulation. A new leader either bests the previous 
  leader in combat, arranges alliances to make the elder’s 
  reign untenable, or uses more esoteric methods such 
  as Abyssal rituals or psychic duels to take the reins of 
  rulership from behind the scenes.
  Despite 
  their 
  independent 
  subcommunities, 
  xulgaths adhere to fairly similar hierarchies 
  across their species. The name of a 
  clutch’s highest authority roughly 
  translates to “devourer,” while 
  any subservient leaders are known 
  as hardscales. The prevalence of 
  xulgath demon worship means 
  that 
  most 
  devourers 
  are 
  also deepmouths: religious 
  authorities with an intimate 
  connection 
  to 
  the 
  Abyss. 
  Non‑religious devourers from smaller, secular 
  clutches 
  usually 
  maintain 
  authority 
  through 
  physical strength or exhibiting a talent for conniving 
  and backstabbing.
  Larger clutches deeper in the Darklands might 
  instead be led by a thoughtmaw, a xulgath 
  with a spark of the latent psychic power that 
  once defined their species. Ordinary xulgaths 
  hold thoughtmaw devourers in awe, above 
  even the demon‑worshipping deepmouths, 
  who in a thoughtmaw‑led clutch usually 
  take on advisory roles or tend to 
  their lay followers. Some 
  thoughtmaws’ psychic 
  prowess is such that 
  they eschew demonic 
  assistance altogether and 
  
  63
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  forbid deepmouths entirely from their clutch. Their 
  arrogance is well‑founded, for while thoughtmaws’ 
  psychic capabilities vary, some possess enough power 
  to hold dozens of xulgaths in direct thrall, directing 
  legions of brainwashed soldiers in alarmingly 
  coordinated attacks.
  Lower‑ranking xulgaths are mostly unconcerned 
  with the posturing of devourers and any potential 
  usurpers; their own concerns keep them more than 
  busy enough. 
  Like members of any society, xulgaths require 
  resources and shelter to survive. Devourers and 
  hardscales organize their subjects by general aptitude 
  for specific tasks. Simple clutches engage in hunting, 
  reptile or vermin husbandry, guard duty, fuel‑gathering, 
  or any of the myriad other tasks to keep the clutch 
  functioning. More ambitious or organized clutches 
  might arrange search parties to look for rare materials 
  and magical reagents, search for new sources of water, 
  reconnoiter enemy holdings, and plan large‑scale raids.
  Demon Worship
  To surface‑dwellers, any mention of troglodytes is 
  nearly always accompanied by talk of demons. This is 
  not just because xulgaths embody the same fears and 
  dangers as demonic beings to many other peoples, but 
  because xulgaths’ penchant for demon worship is as 
  well‑known as their appetite for flesh.
  The specific origins of xulgath demon worship 
  are unknown, but the practice has dramatically 
  influenced xulgath cultural norms and development, 
  and the vast majority of xulgath clutches practice 
  the doctrine of one or another demon lord—
  especially Zevgavizeb, the so‑called God of the 
  Troglodytes. Demons’ innate lust for destruction and 
  depravity complement the bloodlust of particularly 
  bellicose xulgaths, and so the most warmongering 
  clutches are often the most devout. The xulgaths’ 
  demon‑worshipping priests, called deepmouths, 
  wield power and respect among their kin, gracing 
  their 
  favored 
  devotees 
  with Abyssal 
  powers 
  channeled from the depths of that unholy plane.
  Zevgavizeb, the bestial demon lord of reptiles, 
  commands more xulgath devotion than any other 
  deity. The demon lord’s hunger and might mirror 
  contemporary xulgaths’ own approaches to life. They 
  kill, consume, and spread their dominion in his name, 
  believing it brings them glory—and because they fear 
  that if they don’t, their patron will devour them body and 
  soul. Those xulgaths that do not worship Zevgavizeb 
  may place their faith in other demon or qlippoth lords 
  such as Oaur‑Ooung, Shiggarreb, or Yhidothrus; to 
  the predominant Zevgavizeb‑worshipping xulgaths, 
  members of these smaller cults are considered fools 
  worthy only of obliteration.
  Zevgavizebian clutches structure their settlements 
  around the demon lord’s demonic rites. One such 
  tradition prescripts a meal of warm‑blooded flesh 
  each day, and so faithful clutches keep a pen of 
  non‑reptilian prey animals or captives for just this 
  purpose. Another tradition mandates the slow 
  XULGATH ROLES
  Millennia of exposure to the mutating energies of the Vask’s 
  ambient radiation has permanently warped the physiologies 
  of xulgaths. Whereas in ancient times xulgaths exhibited 
  remarkable autonomy for such a rigidly structured society, 
  now a xulgath’s role in its clutch is almost always defined 
  by its unique mutations or physical quirks. Xulgath 
  mutations span a nearly infinite range of characteristics, 
  though xulgaths group individuals with similar mutations 
  into just a few categories to make it easier to distinguish an 
  individual’s role within the group.
  The following are some of the most common names 
  for xulgath roles and descriptions of the mutations that 
  lend themselves to such roles. These roles are in addition 
  to the six xulgath varieties described in greater detail in 
  the Adventure Toolbox of each volume of the Extinction 
  Curse Adventure Path.
  Bloodleaker: Some xulgaths are born with soft, almost 
  fleshy hides that easily rupture and spill copious amounts 
  of blood. While many so‑called bloodleakers are culled 
  from the clutch at birth, some instead find use as blood 
  donors for xulgath warriors injured in the field, and yet 
  others are caged and used as renewable sources of blood 
  for deepmouths’ foul Abyssal rituals.
  Goregut: Ravenous even by xulgath standards, 
  goreguts display distended bellies and an insatiable 
  hunger that makes their existence both beneficial and 
  problematic to the clutches into which they are born. On 
  the one hand, goreguts take more than their fair share 
  of food stores, but on the other hand they are more than 
  happy to subsist on the cast‑off dregs of xulgath society, 
  and so some clutches use goreguts as a reliable means of 
  garbage disposal.
  Twinskull: Conjoined twins are more common among 
  xulgaths than in other species. Known as twinskulls, 
  those who live to adulthood often assume the role of 
  hardscales or devourers, owing largely to xulgaths’ 
  belief that such individuals are blessed by Zevgavizeb. 
  However, superstitious xulgaths or deepmouths covetous 
  of their own stations may claim that twinskulls are in fact 
  a result of the foul influence of the demon lord Abraxas, a 
  patron of the xulgaths’ long‑time rivals, the drow.
  
  64
  impaling of a sacrificial victim accompanied by 
  dancing and screaming song. To meet this ritual need, 
  subterranean clutches often establish their holdings 
  around a centrally located stalagmite sharpened to a 
  point, around which the xulgaths build their largest 
  cooking fires and concentric rings of ritual space and 
  butchery tables.
  Most deepmouths are fearful of their lord’s 
  displeasure and believe that if they do not appease his—
  and their own—hunger through ravenous violence, 
  they will be devoured by the demon lord. This belief 
  persists in part due to infrequent epidemics of sudden 
  and unstoppable aggression and cannibalism among 
  Zevgavizeb’s followers. These ravenings were once 
  common enough that the word now signifies the entire 
  post‑empire period of xulgath history. The faithful 
  believe that ravenings occur when Zevgavizeb stirs in 
  his Abyssal realm of Gluttondark, and 
  so they are quick to correct 
  any acts they believe might 
  so much as slight their 
  demonic deity.
  A small number of xulgaths 
  do not worship Abyssal powers. 
  Some 
  think 
  xulgaths’ 
  innate 
  strength requires no supernatural 
  assistance, while others tap into 
  their psychic heritage to forge 
  their destinies. A group of xulgaths 
  who practice the Green Faith look to 
  the whispers of natural spaces, the brutally 
  simple relationship of hunter and prey, 
  or the echo of water dripping in a cavern 
  for answers. These rare adherents eschew 
  the violence of xulgath society and typically choose 
  self‑exile in favor of death at the hands of their kin. 
  Xulgaths who follow the Green Faith are the most likely 
  among xulgaths to be peaceful or even friendly toward 
  surface dwellers—a fact that only further reinforces 
  other xulgaths’ beliefs that these outcasts are traitors to 
  their own people. 
  Resources and Artifice
  Members of most xulgath clutches live underground, 
  where resources can be hard to come by. War, 
  ravenings, and cultural values that promote infighting 
  further limit xulgath development. Nevertheless, 
  xulgaths make extremely good use of what other 
  civilizations see as simple materials.
  Fire is a central part of xulgath life, often literally in 
  the case of Zevgavizebians. Charring food on a spit in 
  a clutch’s ubiquitous cook fires is the preferred food 
  preparation method, to the point where any other 
  creature would consider the meat inedible. A xulgath’s 
  unique anatomy enables it to turn scorched food into 
  nutrition, and most relish the taste of any meat so long as 
  its final form resembles charcoal.
  This is all made possible by xulgath society’s mastery 
  of living flame, which they see as dominance over 
  their environment and even nature itself. However, 
  fire also produces smoke and consumes oxygen, a 
  serious hazard in the close confines of a clutch’s lair, 
  so xulgaths do well to know the importance of proper 
  ventilation and means of extinguishing fires that get 
  out of hand. Even so, withstanding asphyxiation and 
  immense heat in a smoke‑filled chamber is a common 
  xulgath rite of passage. Not only do successful 
  individuals prove their physical fortitude, 
  but they also demonstrate their ability 
  to overcome and dominate the power 
  of flame firsthand. 
  Fire requires fuel, which can be 
  hard to find underground. Most 
  clutches 
  cultivate 
  flammable 
  fungus, gather refuse, or burn 
  the inedible dead. Those xulgath 
  spellcasters capable of evoking 
  and wielding flame are held in 
  high esteem, and coals from ritual 
  flames serve as important supplies 
  for magic and art. Xulgaths believe 
  that sigils scribed with an enemy’s 
  charred remains hold special power, and 
  that such materials are especially potent 
  spell reagents. Some remains are instead 
  specially treated to create strange percussion 
  instruments called shattertroughs.
  Since they live mostly underground, xulgaths have a 
  ready supply of stone. They shape this material with the 
  only technique that survives from their storied past, a 
  process they call inflection. Very few xulgaths understand 
  the exact mechanisms of inflection. Deepmouths call 
  on the magic of otherworldly patrons, thoughtmaws 
  exercise their mental control of physical reality, and less 
  talented xulgaths use crude alchemy to soften stone to 
  clay‑like or looser states. Once shaped and allowed to 
  set, the inflected stone is harder than it was in its raw 
  state. Larger clutches are more likely to employ advanced 
  inflections, injecting the malleable earth into hide, bone, 
  and even other xulgaths—the latter process is called 
  stone‑binding. Like fire, xulgaths see their mastery of 
  stone as proof of dominance over their environment. Just 
  as they wield the bones of their enemies, they shape and 
  wield the bones of the earth.
  Obsidian is considered by most xulgaths to be 
  the height of their people’s environmental mastery. 
  
  65
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Xulgaths see obsidian as tamed fire, a captured primal 
  force. Obsidian is rare and fragile, however, and thus 
  usually reserved for delicate tools or ornaments for 
  devourers or hardscales. Despite its brittleness, obsidian 
  can still be inflected. This is a longer and much more 
  difficult process than inflecting stone, but the resulting 
  iridescent material—which xulgaths call brightbone—is 
  as strong as mithral.
  Minions and Allies
  Xulgaths have learned to tame a variety of creatures 
  over the centuries. Domesticated beasts have spent 
  enough generations among xulgaths that they’re 
  inured to their masters’ noxious stench. Monitor 
  lizards, cave geckos, and other large reptiles are 
  most common and serve the same functions that 
  horses and hunting dogs do in surface societies. 
  Most clutches lack sufficient space and resources to 
  support large populations of these hungry animals, 
  but deeper settlements can field impressive numbers 
  of combat‑trained reptilian mounts.
  Xulgaths share a certain affinity with brontosaurs, 
  triceratops, tyrannosaurs, and other massive reptiles 
  that dwell in Orvian vaults such as Deep Tolguth. They 
  train these dinosaur allies as living cranes, plows, and 
  other enormous tools for construction and maintenance, 
  but also as living siege engines and terrifying combat 
  mounts. Some clutches, led by powerful deepmouths, 
  even use secret rites to draw saurian abominations from 
  the Abyssal realm of Gluttondark.
  Demons are frequent sights in clutches devoted to 
  Abyssal powers. Abrikandilus, babaus, and vermleks 
  answer deepmouth calls, while the more dangerous 
  mariliths and Zevgavizeb’s favored vavakias respond 
  to the most powerful priests. Demons are usually 
  summoned for a specific purpose, but some stay on 
  the Material Plane as advisors or to slake their thirst 
  for blood. A demon’s prolonged presence sometimes 
  results in the crafting or birth of slaugraks—hideous 
  hybrids of demon and xulgath.
  Drow and duergar occasionally use xulgaths as 
  mercenaries. Clutches that answer these calls tend 
  to be desperate or overly excited by violence, as they 
  rarely receive a fair deal or the ability to advance their 
  own goals. More established clutches instead attract 
  the attention of demon worshipping saurians, giant 
  humanoids with reptilian heads. The few saurians 
  dwelling in the Darklands are outcasts from greater 
  saurian society fueled by faith, hunger, or worse. 
  The balance of power between a clutch’s devourer, 
  hardscales, and any saurian allies is delicate, and it is 
  not unheard of for xulgaths to find themselves serving 
  a new and foreign master.
  While xulgaths are prone to warfare, they are not 
  always unreasonable. Leaders of clutches have been 
  known to make temporary alliances with explorers, 
  adventurers, and other visitors to the Darklands. As 
  long as the interlopers make it worth the xulgaths’ 
  effort, they will guide newcomers through twisting 
  tunnels or grant passage through their holdings. 
  The acquisition of a surface dweller’s specialized 
  or magical equipment is a rare chance to advance a 
  xulgath warrior’s ambitions.
  Invading the Surface
  Xulgaths are not unheard of on Golarion’s surface. 
  The Darklands are dangerous, and weaker clutches 
  sometimes flee to the lands above for self‑preservation, 
  while others go there in search of resources that are 
  unavailable in the sunless lands below. The majority 
  of xulgaths, however, come to the surface to conquer. 
  They establish clutches deep within swamps or caves, 
  building their strength and striking out to seize new 
  territories, although their attempts at expansion are 
  rarely successful.
  Most invading clutches, confronted by unfamiliar 
  environs or hostile locals, manage to claim only a few 
  square miles. Others are wiped out entirely. Surface‑
  dwellers have repelled numerous xulgath invasions over 
  the centuries. Western Nidal celebrates the Hungering 
  Gloom, when darkness descended from the sky to tear 
  apart several thousand xulgath invaders. The region 
  still uses the image of split scales in its iconography. 
  Al‑Zabriti tribes in the Meraz Desert periodically oust 
  clutches from limestone caverns beneath their oases, 
  driving xulgaths into the desert to be consumed by sand 
  and beasts.
  Small‑scale xulgath invasions persist in remote 
  Ustalavic counties, where dilapidated forts and somber 
  forests host hardened clutches. The Marshworth Clutch 
  in Odranto worship the vampiric demon lord Zura, and 
  their knowledge of vampirism inspires them to “conquer” 
  what they see as vampiric practice; they don tattered 
  finery and drink blood from battered goblets. This 
  may sound ludicrous, but their demonic obedience and 
  numerous test subjects have borne fruit—Marshworth 
  deepmouth apprentices are said to be able to inflect the 
  blood coursing through their horrified enemies.
  Other clutches have established more secure 
  holdings, such as in the Candlestone Caverns of 
  Andoran and the winding caverns of Earthnavel in 
  the Realm of the Mammoth Lords. Although they 
  are a species in diaspora, xulgaths are nothing if not 
  persistent, and their continued presence throughout 
  the Inner Sea region inspires as many fireside ghost 
  stories as actual attacks on unsuspecting populaces.
  
  66
  
  67
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  CATFOLK OF 
  GOLARION
  With many of the most prominent physical features 
  of felines, catfolk make an impression virtually 
  everywhere they are encountered—which is all over, 
  considering their propensity for travel and adventure. 
  In addition to catlike personality features such as 
  curiosity and pride, they have a rich shared culture 
  and often know much more about the situations they 
  find themselves in than they let on. Indeed, the story 
  of catfolk is a story of nobility and confidence, of wit 
  and guile, and of exploration and friendship to the 
  highest degree.
  While catfolk are well known for their strong sense 
  of individuality, they share a number of common 
  characteristics that differentiate them from other 
  people of Golarion. They are almost universally 
  curious, making them natural adventurers and 
  voyagers as well as scholars and researchers. Many 
  are gregarious and talkative—social traits reinforced 
  by upbringings that emphasize strong bonds with 
  close friends, whom catfolk refer to as their found 
  kin. They are equally at home in cities as well as 
  in the wild, though their tendency to inadvertently 
  meddle in others’ affairs sometimes pushes them 
  to the fringes of non-catfolk societies, where they 
  socialize with similarly capricious people such as 
  tengus and kitsunes.
  Catfolk vary widely in how feline they appear. 
  Some display few catlike features: just feline ears, a 
  tail, claws, and a little fur or other features. Others 
  are so catlike that they’re hard to distinguish from 
  true panthers when not standing upright or wielding 
  weapons. This wide range persists even between 
  closely related families. Catfolk themselves make little 
  of this phenomenon, which reflects the general catfolk 
  attitude that what matters most is an individual’s 
  character, not their appearance.
  Catfolk call themselves amurruns, but do not readily 
  share this name with non-catfolk. Among others, they 
  accept the name “catfolk” as amusingly appropriate 
  given their origin myths.
  History
  Amurrun legends tell that catfolk were once great cats, 
  guardians made by mighty creator spirits. These cats 
  were tasked with hunting down lingering threats to 
  Golarion when the world was new, and the great creator 
  spirits gifted them with intelligence and forms better 
  suited to using tools so that they could hunt down even 
  the mightiest horrors that stalked the lands.
  Amurruns have protected their ancestral city-state of 
  Murraseth in southern Garund since at least the Age of 
  Legend. Although the government of Murraseth has been 
  reformed or overthrown several times throughout its 
  long history, each of its leaders has understood the grave 
  responsibility of keeping their people’s secrets from the 
  rest of the world. Indeed, the catfolk’s greatest secret—
  the reason for the seclusion and secrecy of Murraseth 
  in the first place—is so well kept that even the common 
  catfolk citizens of Murraseth know nothing of its details, 
  in no short part thanks to the work of the Pridekillers: 
  shadowy government-sponsored spies and researchers 
  who serve the safety of the realm above any government.
  Murraseth’s precursor was another catfolk nation, but 
  any information more than this has been scrubbed from 
  all known records. Whatever doomed this progenitor 
  city, it came before Earthfall and drove many of its 
  people to serve enigmatic agents thousands of miles away 
  in the Valashmai Jungle. Strangely, the Age of Darkness 
  was seen as a blessing by most amurruns, who rebuilt 
  their nation and renamed it Murraseth under a series of 
  sister-queens. Catfolk claim they have avoided repeating 
  the downfall of the past by destroying all records of the 
  mysterious schism and declaring a refuge at the heart 
  of their lands forbidden to all but the royal family and 
  chosen mystics. The catfolk’s dark secret—if there truly 
  is one—supposedly lies within this refuge.
  In the Age of Destiny, Murraseth and other catfolk 
  tribes allied with the Shory and derhii against demons 
  and the spawn of Rovagug. This was a time of conflict 
  in Murraseth, when the old government of the sister-
  queens stepped down after widespread anger at their 
  
  68
  detachment from common needs. After the rise and fall 
  of several experimental governments, during which large 
  groups of amurruns migrated to Iobaria and Arcadia, the 
  modern Council of Elect was eventually formed during 
  the Age of Enthronement.
  In the new Age of Lost Omens, catfolk continue to 
  vanquish evil and aid the worthy. Numerous of their 
  kind helped evacuate Sarkoris as the Worldwound 
  opened, and others currently help the elves 
  of Kyonin in their campaign to reclaim the 
  blighted Tanglebriar. Wherever there is 
  need of a valiant hunter, catfolk are sure 
  to be in attendance.
  Society and Culture
  Most catfolk learn from a young age to prize knowledge 
  and respect those who have more experience. Their 
  culture also values preserving untamed wilderness, 
  sharing discoveries, and collecting novelties. Traditionalist 
  catfolk believe they must protect the world from forces of 
  evil, which means stewardship of nature and protecting 
  the Material Plane against intruders from other parts of 
  the Great Beyond.
  YOUTH AND EDUCATION
  Amurruns are usually born into large extended families. A 
  family might be itinerant, traveling in search of work and 
  good hunting grounds or pastures for herds, or it might 
  stay in one place for years at a time. Those who live in 
  Murraseth or other catfolk territories are the exception, 
  with most of the family members calling the same abode 
  home over the years, even though their travels likely see 
  them come and go throughout their lifetime.
  Traditional catfolk communities make much of the 
  moment when a child is old enough to explore on their 
  own, celebrating the milestone with a simple challenge 
  to find a hidden object such as a pendant or 
  arrowhead. Catfolk cherish their coming-
  of-age treasures for life as good luck charms. 
  Young catfolk reach their next milestone when 
  they are mature enough to travel outside the 
  community on their own, though in this 
  case it is up to the youth to devise their 
  own memento—typically a rock, piece of 
  wood, or other natural trinket from the first 
  place to which they travel alone.
  Advanced 
  education, 
  from 
  the 
  art of combat to the practice of 
  powerful magic, traditionally takes the form of 
  apprenticeship. Most masters have one or a few 
  apprentices, and rare is the amurrun crafter, warrior, 
  or mage who doesn’t have at least one pupil. Indeed, 
  catfolk norms consider it a significant mark against 
  an individual’s prowess and prestige if they can’t be 
  bothered to pass on what they know to others.
  TRAVEL
  Catfolk keep in touch with the closest of the few 
  major amurrun cultures around the world by 
  sharing news whenever they cross paths with other 
  traveling catfolk. Amurruns in traditional catfolk 
  settlements generally believe travel is an opportunity 
  for personal growth that all should pursue—an activity 
  undertaken by an individual to gain a fresh perspective 
  and develop a more nuanced understanding of the world. 
  Catfolk who never travel are often either pitied or looked 
  down upon by their fellows.
  
  69
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Travel is also considered a good way to deal 
  with personal conflict, wounded pride, or political 
  disagreement. Rather than feud with a rival or an 
  undesired leader, an amurrun might just leave for a 
  year or three and let matters sort themselves out. While 
  other cultures might consider this tactic flighty or even 
  cowardly, catfolk don’t see it that way. To catfolk, 
  self-imposed, temporary exile is a completely valid 
  means of waiting out circumstances that are beyond 
  their control. Of course, context plays an outsized role 
  in determining whether an amurrun takes a journey or 
  stays and confronts the source of their ire.
  Adventurers
  A number of factors conspire to make adventuring a 
  popular and well-respected profession among amurruns. 
  As a result, there are far more catfolk adventurers in 
  the world than might be expected from their small 
  population. Although catfolk follow a range of pursuits, 
  their predilections for grace, curiosity, and gregariousness 
  make them natural bards, rangers, and rogues. 
  Their wide variety of interests and commitment 
  to fighting evil lead catfolk to join any number 
  of adventuring organizations. They are relatively 
  common in the Pathfinder Society and Andoran's Eagle 
  Knights. The Riftwardens and the academicians of the 
  Magaambya have long held a traditional place of respect 
  for the catfolk, and some of the greatest catfolk heroes 
  have belonged to these elite groups. Catfolk’s tendency 
  to explore remote threats to the world and their natural 
  aptitude for martial arts leads others among them to 
  join the secret martial arts organization known as the 
  Kusari-Gama.
  MAGIC
  Catfolk have traditions of magic stretching back 
  thousands of years, primarily focused in three areas: 
  luck, discovery (both general and specific), and dispelling 
  harmful magic. Spellcasters tend to learn their magic via 
  apprenticeships, through bargains with nature spirits 
  or chance encounters with eldritch beings, or through 
  their own individual experimentation and practice. 
  Bards, druids, and sorcerers are all relatively common 
  among amurruns. The few catfolk who prefer to share 
  information by text rather than by dialogue sometimes 
  take to wizardry, studying either in an apprenticeship or 
  in schools in other humanoid communities. 
  Spells cast by catfolk tend to feature invocations of 
  nearby spirits, and catfolk magic-users take care to learn 
  the names of spirits in the lands they travel. Divination 
  and abjuration are the most common specialties among 
  catfolk wizards, though catfolk consider it only practical 
  to dabble in a wide variety of magic. Most catfolk 
  spellcasters adventure in search of lost or new magical 
  techniques. The rest research their own new spells in 
  academies around the world.
  PHILOSOPHY AND RELIGION
  Catfolk generally view religion as an unnecessarily 
  slavish way to codify ideals and philosophical teachings. 
  Most practice a form of improvisational animism and 
  try to maintain a balanced relationship with the many 
  spirits of the natural world. Amurruns see their personal 
  relationship with spirits as a way to take control of 
  personal circumstances. To catfolk, problems are puzzles, 
  and every puzzle has a solution that can mitigate the 
  problem, or even transform it into a useful opportunity.
  In addition to propitiating spirits for luck, many 
  amurruns make pragmatic offerings to the Osirian 
  goddess Bastet or another convenient and sympathetic 
  deity. The popular catfolk view of gods is as extremely 
  powerful spirits who accept supplication in exchange 
  for granting access to the afterlife. When catfolk deign 
  to worship gods, they most often pray to Sarenrae (as 
  patron of sharing and protecting the world), Shelyn 
  (as patron of personal expression), Cayden Cailean (as 
  patron of freedom and joy), Erastil (as patron of family 
  and bountiful harvests and hunts), Desna (as patron of 
  travel and discovery), and Calistria (as patron of defiance 
  and sharing secrets).
  COMBAT
  In part because catfolk rarely have the advantage of 
  numbers, amurrun martial traditions are designed 
  CATFOLK NAMES
  Personal names are highly varied and individualistic for 
  catfolk and are often borrowed from other cultures. It is 
  common for a young adult to take a new name if the old 
  one doesn’t feel fitting. Amurrun do not typically use family 
  names, but might note their heritage by naming their most 
  famous relation, such as Talina, Daughter of Raknirr.
  Catfolk are very fond of titles and honorifics. Whenever 
  an amurrun returns from travel after accomplishing or 
  discovering something, they are customarily given an 
  honorific name suitable to their feats by the eldest surviving 
  person among those who helped raise them. A catfolk with 
  an honorific name—such as Demon Killer or Seeker of 
  Sapphires—often proudly uses it in the presence of strangers 
  or acquaintances to the exclusion of all other names.
  Below are some popular amurrun birth names.
  Feminine: Crissto, Espes, Telen, Tespa, Zathira
  Masculine: Diminsio, Engirr, Hierkem, Samirr, Yonsol
  Gender-Neutral: Haelest, Menze, Pnin, Ruun, Zakkar
  
  70
  to make combat rare and short. Stealth, spying, 
  and magic are popular means to mislead foes, learn 
  about dangers, and attack with sudden and terrible 
  power. When combat is necessary, combatants use the 
  element of surprise to end a fight as soon as it starts. 
  For catfolk, the idea of honor in mortal combat is seen 
  as laughable—particularly if such honor would mean 
  forgoing an obvious tactical advantage. If combat 
  drags on, retreat is seen as only prudent.
  Settlements
  While most agree that catfolk originated at least in large 
  part in the jungles of southern Garund, schisms and 
  outflows of migrants have created diverse groups of 
  amurruns in various corners of Golarion.
  MURRASETH
  The catfolk city-state of Murraseth in southern Garund 
  is the largest known settlement of catfolk, and they 
  believe it to be their people’s ancestral home. A massive 
  timber bulwark surrounds the city proper, though most 
  of the buildings within the walls are made of ancient 
  carved stone. Murraseth is the most prominent among 
  several city-states that have been informally allied for 
  so long that non-catfolk often mistake them for a single 
  formal nation. Its sister cities, Frowiseth, Eserowaan, and 
  Ulemsaleth line the borders of their shared territory deep 
  in the heart of southern Garund.
  Murraseth and its sister cities are each ruled by 
  their own Councils of the Elect, which consist of 
  skilled adventurers, spellcasters, and diplomats who 
  bring unique insights to bear. Urgent matters and the 
  arbitration of inter-council disputes fall under the 
  purview of the current Voice of the Council. Murraseth’s 
  current voice is Kassiel of the Five Trials, a retired 
  adventurer known for having slain five mighty fiends, 
  each on a different continent.
  Rumors swirl that this ring of catfolk cities contains 
  some dire threat to the world, but the region is so well 
  defended that no visitors have ever reported penetrating 
  into the interior of the catfolk lands, much less learning 
  the truth behind the legends. Even most amurruns are 
  banned from exploring certain parts of the jungle within 
  the allied territory.
  SORROCLAAN
  Sorroclaan is a settlement built in and around a sturdy 
  Iobarian ruin adopted and refined by catfolk who 
  discovered it after leaving Murraseth during the Age of 
  Enthronement. Its people are monster hunters, bardic 
  explorers, and worldly traders. The catfolk here tend to 
  be much taller and broader than other catfolk and tend 
  to have pale or striped fur and skin. 
  The catfolk hero Eye Thief and his husband the 
  scholar Morukel led their followers here many centuries 
  ago in protest of bans on the study of Mwangi ruins 
  deemed dangerous by the Council of Elect. In Iobaria, 
  these dissidents are free to explore the countless nameless 
  ruins on which Sorroclaan was built.
  Sorroclaan’s location within the Fangard forest has 
  given the catfolk nearly a monopoly on exploring 
  the site’s sprawling ruins, since many humans fear to 
  travel there. The relatively high rate of lycanthropy in 
  the Fangard has led to many superstitions and legends 
  about “half-catfolk” among people of Sorroclaan. The 
  citizenry is split in its attitude toward beast-touched 
  individuals such as weretigers and their skinwalker 
  kin; some catfolk believe they are demons or spirits 
  meant to test amurruns’s resolve against evil, while 
  HABITS AND MANNERISMS
  Just like cats, catfolk purr or chuff when content and hiss 
  or roar to intimidate; similar to human smiling or frowning, 
  these behaviors are for the most part involuntary. Amurrun 
  ascetics, including many monks, priests, and divine 
  spellcasters, purr as part of meditation or to soothe others, 
  and catfolk healers can enhance their restorative powers by 
  purring while treating a patient.
  “Fresh hands make quick work,” is a common truism 
  among catfolk. In this spirit, catfolk expect work to be 
  done in quick bursts of intense focus. Dwarves, halflings, 
  and humans sometimes confuse this attitude for laziness, 
  not realizing that an amurrun who takes frequent breaks 
  is happier and accomplishes just as much in a day than 
  someone who works steadily without rest. This is particular 
  true for nocturnally inclined catfolk, many of whom take 
  dozens of short naps throughout the day in order to feel 
  rested and keep their senses sharp during a long night.
  Amurruns are inculcated from an early age with a tender 
  sense of pride, which makes it hard for many to admit 
  wrongdoing or accept apologies. When a catfolk is upset 
  with someone, their most common response is the cold 
  shoulder. Reconciliation is usually achieved through either 
  a very private conversation or an unspoken agreement 
  to let the matter pass after a sufficient amount of time. If 
  avoidance is impractical or the hurt is deep, the amurrun 
  who can more readily travel may just take leave until 
  tempers have cooled.
  Catfolk share one other habit of note with common 
  felines: it is customary for an amurrun parent to calm a 
  child by firmly grasping the scruff of the child’s neck. Adult 
  siblings and close friends sometimes use this kind of touch to 
  soothe each other in times of great upset, but acquaintances 
  who attempt to initiate this form of intimacy—especially 
  non-catfolk—risk committing a grave faux pas.
  
  71
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  others regard these beings as powerful emissaries of 
  nature and thus treat them with a mixture of fear 
  and reverence.
  USCLAETH
  Usclaeth is an enclave of catfolk descended from 
  adventurers who long ago accompanied Arcadian 
  traders back to their homeland from Murraseth. 
  The city consists of treetop buildings and tall, narrow 
  fortifications hidden in a steep valley within easy travel 
  of multiple trade routes. Rumors have it that its founders 
  chose not to return to Murraseth because they learned 
  something in Arcadia that made them fear doom after 
  returning. Catfolk from Usclaeth most often have 
  yellowish or black fur with few markings.
  Arcadian amurruns have a reputation for attracting 
  the attention of noble couatls, who seek them out 
  when allies are necessary in the fight against evil. As 
  a result, most good creatures who are familiar with 
  Usclaeth have a positive predisposition toward and 
  high expectations of catfolk.
  WANDERERS OF VUDRA
  Catfolk in Vudra are traditionally itinerant 
  wanderers who belong to caravans that ramble 
  across the vast subcontinent. They commonly 
  serve as traders and peddlers of good luck charms, 
  though they sometimes struggle with distrust or even 
  prejudice from other Vudrans due to their superficial 
  resemblance to rakshasas, notorious shapeshifters 
  common in that land. Vudran amurruns tend to have 
  dark gray or orange fur and favor dress imported from 
  other parts of Golarion.
  The largest and most famous of catfolk caravans 
  in Vudra is the Leaping Bazaar, named for the tamed 
  tigers that pull or even carry its dazzling array of carts 
  and mobile stages across the region.
  WATCHERS OF VALASHMAI
  The Valashmai Jungle in southern Tian Xia is home 
  to numerous amurrun tribes, who are among the 
  most populous and peaceful of humanoids in that 
  otherwise hostile wilderness. They tell tales of how 
  the legendary ancestral matriarch Rubble Dancer led 
  the overthrow of godlike slavers who had enslaved 
  amurruns and many others. Valashmai catfolk 
  have alliances with some anadi and lizardfolk, 
  but they have learned to tread carefully 
  with nearly everyone else. They have 
  gold or silver fur, often with distinctive 
  leopard-like markings.
  Amurruns who dwell near the 
  Chenlun Mountains have long 
  been thorns in the side of the fire yai who style 
  themselves lieges of those peaks. Valashmai catfolk 
  hate attempts to rule them by force, and they are 
  wary of strangers who might be disguised oni agents. 
  If convinced of visitors’ good intentions, however, 
  these catfolk know many safe hiding places and 
  caches of useful items that might help bring down 
  such tyrants.
  Valashmai amurruns are particularly intrigued 
  by the ruins of the Valashmai and the legendary 
  kaiju that sometimes awaken and stalk that ancient 
  jungle. Catfolk kaiju hunters are rumored to have 
  many small fortresses throughout the Valashmai 
  Jungle—outposts from which they follow up 
  on potential kaiju sightings and report to other 
  settlements across the jungle. These skilled monster 
  hunters are constantly shorthanded and are more 
  willing to accept (or even seek) aid from outsiders 
  than other Valashmai amurruns.
  
  72
  
  73
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  ADVENTURE 
  TOOLBOX
  Circus Magic Items
  ACROBAT’S STAFF 
  ITEM 6
  UNCOMMON
  FORTUNE
  MAGICAL
  TRANSMUTATION
  Price 235 gp
  Usage held in 2 hands; Bulk 2
  This +1 striking bo staff is particularly long, making it 
  useful as a balancing pole. While you wield it, the acrobat’s 
  staff releases chalk dust to make your grip more secure, 
  granting you a +1 circumstance bonus to your Reflex DC 
  against checks to Disarm you of it.
  Activate � command; Trigger You fail or critically fail an 
  Acrobatics check to Balance and would fall; Effect Reroll 
  the Acrobatics check and take the better result.
  BECKONING CAT AMULET 
  ITEM 5
  UNCOMMON
  CONSUMABLE
  DIVINATION
  FORTUNE
  MAGICAL
  TALISMAN
  Price 26 gp
  Usage affixed to armor; Bulk —
  Activate � envision; Trigger You use a feat or ability to 
  reroll a failed or critically failed Reflex saving throw 
  (such as Cat’s Luck or Halfling Luck).
  This clay figurine resembles a white cat with a paw 
  outstretched. When it’s activated, any allies within 10 feet 
  who also just failed or critically failed a Reflex saving throw 
  from the same source (such as a fireball spell) can also 
  reroll their saving throw and use the better result.
  BULLHOOK 
  ITEM 3+
  UNCOMMON
  ENCHANTMENT
  MAGICAL
  Usage held in 1 hand; Bulk 1
  A bullhook is a stout rod about 4 feet long with a blunt hook 
  on the end. Too dull to be useful as a weapon, a bullhook is 
  instead used to direct animals in training or in performing 
  their tasks. A bullhook grants you an item bonus to Nature 
  checks to Command an Animal while you are holding it.
  Activate � command, Interact; Frequency once per day; 
  Effect You wave the bullhook to produce the effects of 
  a command spell. This spell loses the linguistic trait and 
  can target only animals.
  Type standard; Level 3; Price 55 gp
  The item bonus is +2, the command spell is 1st level, and 
  the DC is 18
  Type greater; Level 12; Price 1,900 gp
  The item bonus is +2, the command spell is 5th level, and 
  the DC is 30.
  Craft Requirements Supply a casting of command of the 
  appropriate level.
  GRAIL OF TWISTED DESIRES 
  ITEM 10
  UNIQUE
  CONJURATION
  ILLUSION
  MAGICAL
  Price 850 gp
  Usage held in 1 hand; Bulk L
  This timeworn chalice is constructed of dull tin. It has 
  an unassuming appearance save for the gold, silver, and 
  ebony rings that encircle its rim.
  Activate � envision; Frequency three times per day; 
  Effect The chalice fills with one of three different wines 
  of your choosing, as described below. The wine looks, 
  tastes, and smells the same regardless of which type 
  you choose, and detect magic has no effect on the liquid 
  beyond indicating that it is magical.
  • Ordinary wine.
  • Wine that, when imbibed, casts a 2nd-level restoration 
  spell on the drinker.
  • Wine that, when imbibed, casts a 4th-level nightmare 
  spell on the drinker.
  If you aren’t chaotic, the first time each day you 
  activate the chalice, there is a one-in-six chance that 
  the liquid you conjure is a different type (the GM should 
  roll 1d6 as a secret roll) instead. The second and third 
  times you activate the chalice in the same day, the odds 
  of this happening increase to two-in-six or three-in-
  six, respectively. If you are chaotic, the chalice always 
  works as intended.
  INSPIRING SPOTLIGHT 
  ITEM 9
  UNCOMMON
  ENCHANTMENT
  LIGHT
  MAGICAL
  Price 650 gp
  Usage held in 2 hands; Bulk 3
  
  74
  An inspiring spotlight is a bulky contraption consisting of 
  a drum-shaped metal housing around several reflective 
  metal plates. Two handles on either side, each with a 
  small button, allow you to aim the spotlight outward from 
  your body. 
  Activate � Interact; Frequency once per hour; Effect 
  When you push the left-hand button, the inspiring 
  spotlight emits a beam of bright magical light in a 
  120-foot line that hangs in the air and remains in place 
  even if you move the spotlight. If the line passes through 
  an area of magical darkness or targets a creature 
  affected by magical darkness, the inspiring spotlight 
  attempts to counteract the darkness. Creatures within 
  the line gain a +1 item bonus to saving throws and 
  Charisma-based skill checks. In addition, creatures 
  in the line who are frightened reduce the 
  value of their frightened condition by 1 at 
  the beginning of each turn they start in 
  the area of the line. The beam remains in 
  place for 1 minute or until you push the right-
  hand button with another Interact action to 
  extinguish the light.
  INVISIBLE NET 
  ITEM 7
  UNCOMMON
  ABJURATION
  CONSUMABLE
  MAGICAL
  Price 60 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  You activate this folded lace handkerchief by spreading 
  it out on the ground, where it grows to cover a 30-foot-
  by-30-foot square area. Pale and diaphanous, the spread 
  handkerchief is exceptionally difficult to see from more than 
  30 feet away and evaporates entirely after 1 minute. Any 
  creature that falls on the net doesn’t take falling damage.
  MARVELOUS CALLIOPE 
  ITEM 4
  UNCOMMON
  CONJURATION
  MAGICAL
  STRUCTURE
  Price 100 gp
  Bulk L (when not activated)
  This large slide whistle appears to be made of fine brass, 
  the sides of which are engraved with musical notes and 
  dancing clowns. 
  Activate 1 minute (command, envision, Interact); Effect You 
  blow a tune upon the slide whistle, causing the whistle 
  to expand. The whistle sprouts from one into several, 
  and then creates a large wooden frame and keyboard. 
  By the time the unfolding is complete, the whistle fully 
  transforms into a calliope, a wagon-sized contraption 
  consisting of several steam whistles played like an 
  organ. The calliope is heavy and anchored in place.
  You have a +1 item bonus to Performance checks 
  to play the calliope. The calliope has a tendency 
  to produce music for a few seconds after you cease 
  playing it, adding a jaunty and overlong conclusion to 
  your music.
  If you use an Interact action to pull the small metal 
  ring on the underside of the marvelous calliope, the 
  calliope collapses back down into a slide 
  whistle.
  Activate � Interact; Frequency once per 
  hour; Effect You play the calliope, causing it 
  to cast charm on one of the listeners.
  MOONSTONE DIADEM 
  ITEM 8
  RARE
  DIVINATION
  INVESTED
  MAGICAL
  Price 500 gp
  Usage worn circlet; Bulk L
  This delicate and elegant diadem is woven of 
  intricate silver wires set with three tear-shaped 
  pearlescent moonstones. You gain a +1 item bonus 
  to Religion checks.
  Activate � focus; Frequency once per hour; 
  Requirements You are within 10 feet of a moonstone 
  pool; Effect You peer into the moonstone pool and gain 
  access to all the visual history recorded within the 
  receptacle by concentrating on the specific subject you 
  wish to see. Conversely, you can choose to deposit your 
  own memories into the pool by concentrating for 1 hour 
  on the information you wish to impart. 
  RINGMASTER’S STAFF 
  ITEM 6+
  UNCOMMON
  ILLUSION
  MAGICAL
  STAFF
  Usage held in 1 hand; Bulk 1
  This highly polished black wooden staff resembles an 
  aristocrat’s oversized walking cane, complete with a silver 
  head shaped like a large circus animal such as a horse or 
  elephant. Ringmasters or announcers use ringmaster’s staves 
  to draw attention from their audiences or to salvage acts 
  that fall flat mid-performance. While wielding a ringmaster’s 
  staff, your normal voice can be clearly heard by all creatures 
  within 300 feet regardless of intervening barriers or ambient 
  noise, although your voice can’t penetrate magical silence 
  and you can’t use this to extend an auditory or sonic effect 
  through barriers that would otherwise block it.
  Activate Cast a Spell; Effect You expend a number of 
  charges from the staff to cast a spell from its list.
  Type ringmaster’s staff; Level 6; Price 230 gp
  • Cantrips dancing lights
  • 1st feather fall, floating disk
  • 2nd glitterdust, illusory creature, obscuring mist
  Type greater ringmaster’s staff; Level 12; Price 1,800 gp
  • 3rd enthrall, pyrotechnics (page 77)
  • 4th freedom of movement, summon animal
  • 5th cloak of colors, command
  Craft Requirements Supply one casting of all listed levels 
  of all listed spells.
  
  75
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  SAINTS’ BALM 
  ITEM 7
  UNCOMMON
  CONSUMABLE
  HEALING
  MAGICAL
  NECROMANCY
  OIL
  Price 70 gp
  Usage held in 1 hand; Bulk —
  Activate � Interact
  This luminescent paste is made from the 
  powdered bones of a long-forgotten 
  saint, mixed with herbs and 
  blessed by a priest. It typically 
  comes in a tightly sealed, palm-
  sized dish etched with holy 
  symbols. Applying saints’ balm to 
  yourself or a creature within reach 
  restores 3d8+10 Hit Points to the 
  creature to which it’s applied.
  SPANGLED RIDER’S SUIT 
  ITEM 9
  UNCOMMON
  DIVINATION
  INVESTED
  MAGICAL
  Price 700 gp
  Usage worn armor; Bulk 1
  This +1 resilient studded leather armor 
  is adorned with colorful sequins that 
  sparkle in even the faintest light. While 
  wearing the spangled rider’s suit, you gain a 
  +2 item bonus to Command an Animal you are 
  riding. Any animal you ride automatically knows the 
  Drop Prone and Step basic actions, in addition to any 
  other basic actions it knows (normally only Leap, Seek, 
  Stand, Stride, and Strike). 
  Activate � (move); Trigger You take damage while mounted 
  or your mount Drops Prone; Effect You dismount, moving 
  off your mount into a space adjacent to it.
  STOLE OF CIVILITY 
  ITEM 9
  UNCOMMON
  ENCHANTMENT
  INVESTED
  MAGICAL
  Price 700 gp 
  Usage worn cloak; Bulk L
  Woven from swaths of rich brocade silk and embroidered 
  with ancient Azlanti script in golden thread, this stole 
  imparts a noble appearance to even the homeliest of 
  individuals when draped over the shoulders. While 
  wearing a stole of civility, you receive a +2 item bonus to 
  Diplomacy checks to Make an Impression with humans 
  or Make a Request of humans, and a +2 item bonus to 
  Intimidation checks against humans. The stole also grants 
  you full understanding of the Azlanti language.
  Activate � envision; Frequency once per day; Requirements 
  You are a human; Effect You gain 10 temporary Hit Points, 
  which last for 10 minutes. 
  WHIP OF COMPLIANCE 
  ITEM 9
  UNCOMMON
  ENCHANTMENT
  MAGICAL
  Price 3,000 gp
  Usage held, 1 hand; Bulk 1
  Activate � command
  The handle of this braided leather +1 striking whip is made 
  from the hairs of a variety of rare and mythical 
  animals. When used against an animal, the whip 
  of compliance can potentially force the target 
  to follow your commands.
  Activate � command; Effect 
  Until the end of your 
  current turn, any animals 
  you Strike with the whip 
  must attempt a DC 25 Will save. 
  On a failed or critically failed saving 
  throw, the whip casts a 4th-level 
  suggestion spell on the animal with a 
  base duration of 1 round, and the spell 
  loses the linguistic trait. The course 
  of action must still fulfill suggestion’s 
  requirements. If you can cast spells, you 
  can expend one of your spells of 4th 
  level or higher as a part of activating the 
  whip; if you do so, the  suggestions this 
  turn have their normal base duration.
  WONDROUS FIGURINES 
  ITEM 5+
  UNCOMMON
  CONJURATION
  MAGICAL
  Usage held in 1 hand; Bulk L
  The magical statuettes known as wondrous figurines are 
  described on page 576 of the Pathfinder Core Rulebook. 
  The following additional figurines are less common 
  versions sometimes found in the pockets of menagerie 
  owners who often find themselves in need of a quick act 
  or diversion.
  Type candy constrictor; Level 5; Price 140 gp
  Although appearing as a multicolored piece of stick candy, 
  this figurine bears a narrow snake head at one end and is 
  as durable as stone. When activated, it becomes a rainbow-
  striped ball python (Pathfinder Bestiary 302) except it 
  lacks the Stealth skill. The snake can be used once per day, 
  and it can remain in snake form for up to 20 minutes.
  Type rubber bear; Level 7; Price 350 gp
  This small, stretchable statuette depicts a bear wearing 
  a tutu and a fez and balancing on a ball slightly larger 
  than its head. When activated, it becomes a grizzly 
  bear (Pathfinder Bestiary 40) with similar attire. The 
  bear remains balanced upon its rubber ball, and is 
  therefore ungainly: it cannot Climb or Swim, has a –10-
  foot circumstance penalty to its Speed, and is always 
  flat-footed. If the bear leaves its ball, such as if it is 
  repositioned with forced movement or knocked prone, it 
  immediately reverts to statuette form. The bear can be 
  used once per day, and it can remain in bear form for up 
  to 1 hour.
  
  76
  Animal Trainer Archetype
  You have befriended an animal to serve as an able 
  assistant and loyal guardian.
  ANIMAL TRAINER DEDICATION 
  FEAT 2
  UNCOMMON
  ARCHETYPE
  DEDICATION
  Prerequisites Trained in Nature
  You gain the services of a young animal companion that 
  travels with you and obeys simple commands as best as it 
  can (Core Rulebook 214). This trained animal is trained in 
  Performance instead of the skill listed for its type.
  Special You can’t select another dedication feat until you’ve 
  gained two other feats from the animal trainer archetype.
  BEAST SPEAKER 
  FEAT 4
  UNCOMMON
  ARCHETYPE
  Prerequisites Animal Trainer Dedication
  You constantly have the effects of speak with animals as a 
  2nd-level innate primal spell. You gain a +2 circumstance 
  bonus to Diplomacy checks to Make a Request 
  of animals while this spell is active.
  MATURE TRAINED COMPANION 
  FEAT 6
  UNCOMMON
  ARCHETYPE
  Prerequisites Animal Trainer Dedication
  Your animal companion grows up, becoming a mature animal 
  companion. Increase its proficiency rank in Performance 
  to expert instead of one of the three skill increases for 
  mature. It gains the Mesmerizing Performance advanced 
  maneuver (see below), rather than the normal advanced 
  maneuver for its type.
  MESMERIZING PERFORMANCE �
  UNCOMMON
  CONCENTRATE
  EMOTION
  Requirements The companion’s last action was a successful 
  Performance check to Perform.
  The companion maintains its performance to captivate a 
  single target within 30 feet that witnessed its successful 
  performance. The target must attempt a Will save.
  Success The target is unaffected and is 
  temporarily immune for 1 hour.
  Failure The target is fascinated by the 
  companion for its next action and 
  then is temporarily immune for 1 hour.
  Critical Failure The target is fascinated 
  by the companion for 1 round. While it 
  remains fascinated, it can’t use reactions. 
  INSISTENT COMMAND 
  FEAT 8
  UNCOMMON
  ARCHETYPE
  SKILL
  Prerequisites Master in Nature, Animal Trainer Dedication
  When you roll a success to Command an Animal, you get a 
  critical success; if you roll a critical failure, you get a failure.
  SPLENDID COMPANION 
  FEAT 12
  UNCOMMON
  ARCHETYPE
  Prerequisites Mature Trained Companion
  Your 
  animal 
  companion 
  continues 
  to 
  develop. 
  It 
  becomes a nimble or savage 
  animal companion (your choice), 
  gaining abilities determined by its 
  type. Increase its proficiency rank 
  in Performance to master instead of 
  Athletics or Acrobatics. 
  SPECIALIZED COMPANION 
  FEAT 18
  UNCOMMON
  ARCHETYPE
  Prerequisites Splendid Companion
  The animal companion you gain from the Animal 
  Trainer Dedication feat gains one specialization 
  of your choice (Core Rulebook 217). Increase its 
  proficiency rank in Performance to legendary 
  instead of one of the specialization’s skill 
  increases. 
  
  77
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Circus Spells
  CLOWNISH CURSE 
  SPELL 4
  UNCOMMON
  ATTACK
  CURSE
  ENCHANTMENT
  MENTAL
  MISFORTUNE
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Will; Duration varies
  You afflict the target with a curse that causes it to emit 
  ridiculous noises as it moves. Furthermore, the target’s 
  hands and feet become awkward and uncoordinated, as 
  though it were wearing oversized gloves and shoes.
  Critical Success The target is unaffected.
  Success For 1 round, the target must roll twice and use 
  the worse result whenever attempting an Acrobatics, 
  Stealth, or Thievery check. If the target rolls a failure 
  at an Acrobatics, Stealth, or Thievery check, it gets a 
  critical failure instead.
  Failure As success, but the effect is 1 hour.
  Critical Failure As success, except the effect is permanent.
  FAVORABLE REVIEW 
  SPELL 4
  UNCOMMON
  ENCHANTMENT
  INCAPACITATION
  MENTAL
  Traditions arcane, occult
  Cast � somatic, verbal
  Range touch; Targets 1 creature
  Saving Throw Will; Duration varies
  You enchant a creature to ensure they have only good things 
  to say about your show. Identify a single creature, location, 
  or performance, such as “Dame Ellendia,” “Savories Meats,” 
  or “the Theater of the Mind’s latest magic show.” The target 
  must attempt Will save. You can Dismiss the spell.
  Critical Success The target is unaffected and knows you 
  tried to trick it.
  Success The target is unaffected but thinks your spell was 
  something harmless instead of favorable review, unless 
  it identifies the spell (usually using Identify Magic).
  Failure The target cannot speak unfavorably about the 
  subject for 1 week. This doesn’t change the target’s 
  opinion about the subject, but the target’s attempts to 
  speak ill of the subject—whether in speech, writing, or 
  other communication—always twist into compliments 
  and praise instead. The target likely becomes aware of 
  this effect quickly and can avoid speaking about the 
  subject entirely if they choose.
  Critical Failure As failure, except the duration is permanent 
  and the target genuinely holds a favorable opinion about 
  the subject, with their attitude toward the creature (or 
  creatures associated with the subject, such as the owner 
  of a location or artists in a performance) becoming two 
  degrees better (for example, helpful instead of indifferent).
  Heightened (8th) The range increases to 60 feet and you 
  can target up to 10 creatures. 
  PYROTECHNICS 
  SPELL 3
  UNCOMMON
  FIRE
  TRANSMUTATION
  Traditions arcane, occult
  Cast � material, somatic
  Range 120 feet; Targets 1 fire
  Saving Throw Fortitude; Duration sustained up to 1 minute
  You turn a fire into either a burst of blinding fireworks or 
  a thick cloud of choking smoke, chosen when you Cast the 
  Spell. The spell targets one fire source, which is immediately 
  extinguished if it is a non-magical fire the size of a campfire 
  or smaller. If the fire source is a creature, the creature takes 
  1d6 points of cold damage and is not extinguished.
  Fireworks The targeted fire explodes into a colorful array 
  of flashy, fiery, glowing aerial fireworks in a 20-foot-radius 
  burst. The first time you Sustain the Spell each round, you 
  can cause the area of fireworks to ascend up to 20 feet, but 
  you cannot move the area laterally. Creatures that start their 
  turn within the area of the fireworks must attempt a Fortitude 
  save, and are then temporarily immune for 1 minute. 
  Critical Success The creature is unaffected.
  Success The creature is dazzled for 1 round.
  Failure The creature is blinded for 1 round.
  Critical Failure The creature is blinded for 1 minute.
  Smoke Cloud Thick smoke billows out from the fire and 
  coalesces into a cloud that spreads to fill a 20-foot-radius 
  burst centered on the targeted fire. Creatures within the 
  smoke cloud take a –4 circumstance penalty to visual 
  Perception checks, and creatures outside the smoke cloud 
  take a –4 circumstance penalty to visual Perception checks 
  to detect creatures or objects within it. The first time you 
  Sustain the Spell each round, you can cause the smoke 
  cloud to descend up to 20 feet, but you cannot move the 
  area laterally. Creatures that start their turn within the 
  smoke cloud must attempt a Fortitude save, and are then 
  temporarily immune for 1 minute. 
  Success The creature is unaffected.
  Failure The creature is sickened 1.
  Critical Failure The creature is sickened 1 and cannot 
  recover from the sickened condition while in the area 
  of the smoke cloud.
  PILLAR OF WATER 
  SPELL 3
  UNCOMMON
  EVOCATION
  WATER
  Traditions arcane, primal
  Cast � material, somatic, verbal
  Range 120 feet
  Duration 1 minute
  You create a large, self-contained cylinder of still fresh water. 
  The pillar has a maximum radius of 15 feet and a maximum 
  height of 60 feet. Creatures inside the pillar can swim through 
  the water as normal (Swim DC 10), or, if the spell was cast on 
  solid ground, walk along the bottom (which is difficult terrain). 
  Any creature that exits the pillar falls or lands accordingly.
  
  78
  EPIDEMIC OF TERROR
  Bogeymen and their lesser kin delight 
  in instilling fear in small communities 
  where gossip can quickly amplify 
  their shadowy deeds. In such locales, 
  bogeymen use peoples’ natural 
  tendency to spread misinformation 
  to sow discord and escape notice—
  for who would rightfully believe 
  that an actual bogeyman is behind 
  the latest murder?
  Bogeyman
  Bogeymen are stealers of innocence and devourers of souls. Few targets 
  who survive an encounter with them remain unchanged. Different names 
  are given to bogeymen according to their varying sizes and degrees of 
  power, which typically advance as the monsters consume more souls.
  BOGEY
  A bogey typically hunts a single creature at a time, usually a small child 
  or elderly person, methodically stalking and tormenting their prey. Often 
  hiding under a bed, amid a dark attic space, or in a closet left slightly ajar, 
  the bogey delights in the slow, methodical cultivation of fear in its victims. 
  BOGEY 
  CREATURE 3
  UNCOMMON
  NE
  SMALL
  FEY
  Perception +9; low-light vision
  Languages Aklo, Sylvan
  Skills Acrobatics +10, Deception +10, Intimidation +8, Stealth +10
  Str +2, Dex +3, Con +2, Int –2, Wis +1, Cha +3
  AC 20; Fort +7, Ref +12, Will +8
  HP 35; Immunities fear; Weaknesses cold iron 4
  Speed 30 feet
  Melee � claw +10 (agile, finesse, magical), Damage 1d8+3 slashing 
  Occult Innate Spells DC 18; 1st fear (×2); Cantrips (1st) ghost sound, message
  Devour Soul � (necromancy, occult) Requirements The bogey has killed a 
  creature within the last round and is adjacent to the creature; Effect The bogey 
  consumes the creature’s soul. The soul is utterly destroyed—nothing short of 
  wish or a similar effect can restore it to life, and only after the bogey has been 
  slain. The bogey regains Hit Points equal to double the level of the consumed 
  creature. After devouring three souls within a year, the bogey transforms into 
  a bugaboo.
  Surprise Attack On the first round of combat, creatures that haven’t acted yet 
  are flat-footed to the bogey.
  BUGABOO
  After devouring enough souls, a bogey transforms into the more 
  powerful and sophisticated bugaboo.
  BUGABOO 
  CREATURE 6
  UNCOMMON
  NE
  MEDIUM
  FEY
  Perception +14; low-light vision
  Languages Aklo, Common, Sylvan
  Skills Acrobatics +15, Deception +14, Intimidation +14, Stealth +15, 
  Thievery +13
  Str +4, Dex +5, Con +3, Int –1, Wis +2, Cha +4
  AC 24; Fort +11, Ref +17, Will +14
  HP 95; Immunities fear; Weaknesses cold iron 6
  Speed 30 feet; mobility
  Melee � claw +15 (agile, finesse, magical), Damage 2d8+6 slashing plus striking 
  fear
  Occult Innate Spells DC 22; 3rd fear, paralyze; 2nd invisibility, knock; Cantrips 
  (3rd) ghost sound, message
  Devour Soul � (necromancy, occult) As bogey. After devouring six 
  souls within a year, a bugaboo transforms into a bogeyman.
  
  79
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  Mobility When the bugaboo uses a Stride action to move half their Speed or less, 
  that movement does not trigger reactions.
  Sneak Attack The bugaboo deals 1d6 extra precision damage to flat-footed creatures.
  Striking Fear (emotion, fear, mental) If a bugaboo scores a critical hit with a claw 
  Strike, the target must attempt a DC 24 Will save.
  Critical Success The target is unaffected.
  Success The target is frightened 1.
  Failure The target is frightened 2.
  Critical Failure The target is frightened 3 and fleeing for 1 round.
  Surprise Attack As bogey.
  BOGEYMAN
  These nocturnal stalkers tail their chosen quarry for days, even weeks at a 
  time, ominously showing up in back alleys, shadowy street corners, and even 
  in victims’ own homes before going in for the kill. For unfathomable reasons, 
  a bogeyman may spare a victim’s life and instead kidnap them, absconding to 
  a far-off location before returning years later with a fresh bogey in tow.
  BOGEYMAN 
  CREATURE 10
  UNCOMMON
  NE
  MEDIUM
  FEY
  Perception +19; low-light vision
  Languages Aklo, Common, Sylvan; tongues
  Skills Acrobatics +23, Athletics +19, Deception +22, Intimidation +22, Society +16, 
  Stealth +23, Thievery +21
  Str +5, Dex +7, Con +4, Int +0, Wis +3, Cha +6
  AC 30; Fort +16, Ref +23, Will +19
  HP 175, fast healing 10; Immunities fear; Weaknesses 
  cold iron 10
  Deepest Fear (aura, emotion, fear, illusion, mental, 
  visual) 60 feet. A bogeyman’s aura of terror 
  manifests as a shifting haze of images that reflect 
  the viewers’ deepest fears. Whenever a creature ends 
  its turn within the aura, it must succeed at a DC 28 Will 
  save or become frightened 1. A creature’s frightened 
  condition (including from striking fear) does not 
  reduce as long as the creature remains in the 
  aura. If the creature succeeds at its saving throw, it 
  becomes temporarily immune to the aura for 24 hours.
  Speed 30 feet; mobility
  Melee � claw +21 (agile, finesse, magical), Damage 
  2d12+9 slashing plus striking fear
  Occult Innate Spells DC 27; 4th gaseous form, 
  invisibility, nightmare, phantasmal killer; 3rd fear, 
  mind reading; 2nd knock (at will); Cantrips (4th) 
  ghost sound, message; Constant (4th) tongues
  Devour Soul � (necromancy, occult) As bogey. Each 
  time the bogeyman consumes 10 souls, it increases 
  its level by 1, and its statistics improve accordingly.
  Mobility As bugaboo.
  Sneak Attack As bugaboo.
  Striking Fear (emotion, fear, mental) As bugaboo, but 
  DC 29.
  Surprise Attack As bogey.
  BOGEY ORIGINS
  While bogeymen stem from 
  bugaboos and bugaboos from 
  bogeys, it is unknown where, exactly, 
  bogeys come from. If superstitious 
  storytellers are to be believed, then 
  bogeys arise from the unfortunate 
  victims kidnapped by bogeymen. 
  According to these tales, victims go 
  missing for months or even years 
  before returning as bogeys to the 
  town they once called home.
  
  80
  IRIDESCENT BEASTS
  Intelligent beasts can also become 
  iridescent animals, though they 
  are never willing to undergo such a 
  change and typically do anything in 
  their power to exact revenge on the 
  magician who transformed them.
  Iridescent Animal
  An iridescent animal is a wild or domesticated animal that has 
  undergone a magical transformation to become a luminescent beast 
  that can glow in the dark and use dazzling light-based powers. 
  Although the effect is glamorous, the life of an iridescent animal is a sad 
  one. The change drastically weakens the animal, diminishing both its 
  strength and its vitality. This effect is desirable for some—particularly 
  the circuses, menageries, and royal courts that typically purchase these 
  glowing beasts—but never for the animal itself. Because the effects of 
  the transformation are so deleterious, the act of creating 
  an iridescent animal is strongly frowned upon by druids 
  and other naturalists, some of whom dedicate their 
  lives to rescuing and fostering these maltreated 
  creatures. The procedure cannot be reversed, and 
  few iridescent animals are fit to live in the wild 
  after the transformation, cementing their lot in 
  life to serve as showy beasts of burden or objects 
  of entertainment and ridicule.
  IRIDESCENT ELEPHANT 
  CREATURE 7
  UNCOMMON
  N
  HUGE
  ANIMAL
  Perception +11; scent (imprecise) 30 feet
  Skills Athletics +15, Survival +13
  Str +7, Dex +0, Con +2, Int –4, Wis +2, Cha +0
  AC 21; Fort +16, Ref +9, Will +14
  HP 110
  Glowing Bones An iridescent animal emits 
  phosphorescent bright light in a 15-foot aura. 
  The animal can suppress this display until 
  the end of its next turn as a single action, 
  which has the concentrate trait. The color 
  of the light is determined by the iridescent 
  animal’s creator.
  Speed 40 feet
  Melee � tusk +14 (reach 10 feet), Damage 3d8+7 piercing
  Melee � trunk +16 (reach 15 feet), Effect grabbing trunk
  Melee � foot +14 (reach 10 feet), Damage 2d10+7 bludgeoning plus color splash
  Color Splash (visual) When the iridescent elephant stomps its foot, a bright, 
  disorienting burst of light pulses through its leg. Each creatures adjacent to 
  the iridescent elephant when it makes a foot Strike (regardless of whether 
  or not it hit) must succeed at a DC 24 Will save or be flat-footed until the 
  beginning of the elephant’s next turn.
  Grabbing Trunk A Medium or smaller creature hit by the elephant’s trunk is 
  grabbed. If the elephant moves, it can bring the grabbed creature along 
  with it.
  Trample � Large or smaller, foot, DC 22
  Trunk Beam (light, visual) Frequency once per day; Effect The iridescent elephant 
  blasts a beam of light from its trunk in a 30-foot line. Each creature in the area 
  must attempt a DC 22 Fortitude save. 
  Critical Success The creature is unaffected.
  Success The creature is dazzled for 1 round.
  Failure The creature is blinded for 1 minute.
  Critical Failure The creature is blinded permanently.
  
  81
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  WILLING HOSTS
  Some actors who have felt the touch 
  of a muse phantom come to relish 
  and even desire the feeling of giving 
  oneself over to what they consider a 
  divine theatrical spirit. Such willing 
  hosts voluntarily and routinely let 
  themselves become possessed by 
  a muse phantom, or even allow 
  the spirit to reside within their 
  body permanently. This symbiotic 
  relationship allows the actor to 
  advance their acting career and the 
  phantom to continue performing to 
  admiring masses.
  Muse Phantom
  For performers who die before their time and whose love of the theater is 
  stronger than death’s grasp, the show does indeed go on. Such actors rise from 
  the grave to become muse phantoms—undead spirits that haunt opera houses 
  or auditoriums and possess the bodies of living actors to continue their art.
  A host is often utterly unaware of being possessed by a muse phantom. 
  Like egotistical parasites, muse phantoms assume command of their 
  unwitting thespian shells only during big shows with packed audiences, 
  and even then the host might chalk up their sudden lack of control to 
  the transcendence of performance, not the nefarious influence of some 
  paranormal entity. In time, a performer’s mind can become utterly warped 
  by the spirit’s domination, twisting artistic temperament and vanity into evil 
  selfishness and tireless obsession.
  MUSE PHANTOM 
  CREATURE 5
  UNCOMMON
  CE
  MEDIUM
  INCORPOREAL
  SPIRIT
  UNDEAD
  Perception +10; darkvision
  Languages Common, Necril
  Skills Deception +14, Diplomacy +14, Performance +16, 
  Occultism +13, Theater Lore +11
  Str –5, Dex +4, Con +2, Int +0, Wis +3, Cha +5
  Thespian Aura (aura, emotion, mental, occult) 30 feet. The muse 
  phantom inspires a supernatural emotional response—either comedy 
  or drama. Each creature that begins its turn in the aura must attempt a 
  DC 20 Will save; on a failure, the creature is affected as long as it remains 
  within the aura. If the muse phantom is emitting a comedic aura, affected 
  creatures become clumsy 1; if it is emitting a dramatic aura, affected 
  creatures instead become stupefied 1.
  The muse phantom can change its aura from comedic to dramatic or vice-
  versa, or cease or activate this aura, by spending a single action, which has the 
  concentrate trait. A creature possessed by a muse phantom is immune to this 
  aura.
  AC 21; Fort +9, Ref +13, Will +14
  HP 50, negative healing; Immunities death effects, disease, paralyzed, poison, 
  precision, unconscious; Resistances all damage 5 (except force, ghost touch, 
  or positive; double resistance vs. non-magical)
  Speed fly 25 feet
  Melee � phantom hand +13 (agile, finesse, magical), Damage 2d6+5 negative
  Ranged � resonating note +15 (magical, range 60 feet, sonic), Damage 2d4+5 sonic
  Occult Spontaneous Spells DC 22, attack +14; 2nd hideous laughter, invisibility 
  (at will; self only); 1st charm, fear, mindlink; Cantrips (2nd) ghost sound, 
  telekinetic projectile
  Grand Finale � (mental, occult) Requirements The muse phantom’s thespian 
  aura is active; Effect The muse ceases its thespian aura and deals 4d8 mental 
  damage to creatures in a 30-foot burst, including the creature it is possessing, 
  if any (DC 22 basic Will save). Creatures that fail their Will saves are fascinated 
  by the muse phantom for 1 minute. The muse phantom can’t use Grand Finale 
  again for 1d4 rounds.
  Muse Possession � The phantom muse attempts to possess an adjacent corporeal 
  creature. This has the same effect as the possession spell (DC 20), except the 
  duration is 1d4 hours, and since the phantom muse doesn’t have a physical body, 
  it is unaffected by that restriction of the spell. If the target is at least trained in 
  Performance, the DC of this ability is 24.
  
  82
  CREATING VISITANTS
  To create a visitant animal, use one 
  of the stat blocks on this page as 
  a starting point. Adjust the size as 
  necessary and give its Strikes reach 
  if it’s Huge or larger. Visitants can 
  also be made using a zombie stat 
  block (Pathfinder Bestiary 340) 
  as a base; in this case, adjust the 
  creature’s Intelligence to –4. All 
  visitants have imprecise lifesense as 
  an additional sense. 
  Visitant
  Although the wild creatures seen at traveling circuses can entertain and 
  amaze, the lives of such animals and beasts are sometimes sad and cruel. 
  Circus owners who mistreat their animals through harsh discipline or 
  overtraining see little wrong with their mercilessness, even going so 
  far as to slaughter their entertainers—supposedly “by accident”—via 
  neglect or abuse. The victims of such cruelty who cannot move onto the 
  afterlife—either because they somehow become infused with negative 
  energy or their spirits cannot rest without first enacting revenge on 
  their assailants—occasionally rise from the dead as visitants.
  These undead monsters haunt the sites of their demise and search out 
  the masters who made their lives so hellish with only one goal in mind: 
  vengeance. When they can’t locate their particular abuser, or if they are 
  still unable to rest even after confronting their aggressor, visitants seek 
  out similarly evil harmers of animals, becoming torturers of torturers. 
  However, visitants are for the most part unable to distinguish between 
  individual members of a species; thus, if a visitant was abused by a human 
  trainer, any human that crosses its path may become a target of its rage.
  A visitant resembles a zombified animal, but it retains a spark of 
  the animal intelligence it had in life, making it all the more dangerous 
  as a result. Visitants’ bodies are marred by the horrors of their brutal 
  existences: Their mouths are furrowed in a constant snarl, with a black 
  ichor dripping from their cracked, rotten lips. Whip scars from their hours 
  of “training” glow with an unnatural purple light. And perhaps above all, 
  their eyes mark them as touched by undeath—sunken horribly deep into 
  their skull, leaking blood or other fluid, and glowing with an aura of dread 
  and palpable anger. 
  VISITANT ABILITIES
  You can modify visitants by applying the following abilities. Most visitants 
  have one of these abilities, but more powerful visitants might have more, 
  in which you might consider increasing the visitant’s level and statistics.
  Noxious Breath � The visitant exhales sharply, releasing pungent fumes 
  from its lungs in a 15-foot cone. Each creature in the area must succeed at a 
  Fortitude save or become sickened 1 (sickened 2 on a critical failure).
  Roar � (auditory, concentrate, emotion, enchantment, fear, mental, primal) The 
  visitant lets out a loud and horrifying roar. Each creature within 100 feet 
  must attempt at a Will save. No matter the result, affected creatures are then 
  temporarily immune to the effect for 1 minute. 
  Critical Success The creature is unaffected.
  Success The creature is frightened 1.
  Failure The creature is frightened 2.
  Critical Failure The creature is frightened 3.
  Vengeful Presence (aura, emotion, enchantment, mental) 20 feet. A creature 
  that starts its turn within the visitant’s aura must succeed at a Will save or be 
  overcome with a thirst for vengeance. For 1d4 rounds (1 minute on a critical 
  failure), if the affected creature was attacked within the last round (whether 
  or not the attack hit), the creature must use at least 1 action per round to 
  Strike or use a hostile action toward its last attacker as long as the attacker is 
  still alive. Failure to do so deals the affected creature 1d6 mental damage, plus 
  1d6 for every 5 levels the visitant has. 
  Wrestle � The visitant makes a claw Strike against a creature it has grabbed. If 
  the attack hits, that creature is knocked prone.
  
  83
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  VISITANT SPELLS
  Some visitants can cast the 
  following innate occult spells. If you 
  give a visitant the following spells, 
  consider removing one of its other 
  special abilities.
  Occult Innate Spells DC varies, 
  spell attack varies; 1st fear, ray 
  of enfeeblement; Constant (1st) 
  detect alignment (evil only)
  CHIMPANZEE VISITANT
  Common circus animals viewed as expendable by their caretakers are 
  perhaps the most likely to rise as visitants. Animals that die en masse—such 
  as in a tent fire or other disaster—can even form packs of roving undead.
  CHIMPANZEE VISITANT 
  CREATURE 3
  NE
  SMALL
  ANIMAL
  UNDEAD
  Perception +9; darkvision, lifesense (imprecise) 60 feet
  Skills Acrobatics +11, Athletics +10
  Str +3, Dex +4, Con +3, Int –4, Wis +1, Cha –1
  AC 18; Fort +8, Ref +11, Will +10
  Vengeful Presence (aura, emotion, enchantment, mental) 20 feet, DC 16. See 
  previous page.
  HP 55, negative healing; Immunities death effects, disease, paralyzed, poison, 
  unconscious; Weaknesses positive 5, whip vulnerability
  Whip Vulnerability A chimpanzee visitant takes 5 additional 
  damage from whips.
  Speed 25 feet
  Melee jaws +12 (agile), Damage 2d6+5 piercing plus rabies
  Melee claw +13 (agile, finesse), Damage 2d4+3 slashing 
  plus Grab
  Mauler The visitant gains a +2 circumstance bonus to 
  damage rolls against a creature it has grabbed.
  Rabies (disease) Visitants can be carriers of diseases, 
  even if they are immune to their effects. Saving 
  Throw DC 16 Fortitude. Stage 1 sickened 1 (1 day); 
  Stage 2 sickened 2 (1 day); Stage 3 confusion (1 day); 
  Stage 4 dead
  LION VISITANT
  Scars and other marks of obvious mistreatment are the 
  clearest indicators that an undead animal is no mere zombie.
  LION VISITANT 
  CREATURE 5
  NE
  LARGE
  ANIMAL
  UNDEAD
  Perception +13; darkvision, lifesense (imprecise) 60 feet
  Skills Acrobatics +13, Athletics +13, Stealth +13
  Str +6, Dex +4, Con +2, Int –4, Wis +2, Cha +0
  AC 22; Fort +9, Ref +11, Will +15
  HP 95, negative healing; Immunities death effects, 
  disease, paralyzed, poison, unconscious; Weaknesses 
  positive 7, whip vulnerability
  Whip Vulnerability A lion visitant takes 7 additional damage from whips.
  Speed 30 feet
  Melee � jaws +15, Damage 2d6+8 piercing plus Grab
  Melee � claw +15 (agile), Damage 2d4+8 slashing
  Pack Attack The visitant deals an extra 1d4 damage to any creature that’s within 
  reach of at least two of the visitant’s allies.
  Pounce � The visitant Strides and makes a Strike at the end of that movement. If the 
  visitant began this action hidden, it remains hidden until after the ability’s Strike.
  Roar � See page 82.
  Sneak Attack The visitant deals an extra 1d8 precision damage to flat-footed 
  creatures.
  
  84
  UNUSUAL ORIGINS
  Not all spinesnappers are the result 
  of typical xulgath mutations. Some 
  are created by botched stone-
  bindings—where the process merely 
  increases their size and strength 
  instead of granting them full 
  earthen power—or even demonic 
  rites. In the latter case, such fiend-
  touched spinesnappers might grow 
  additional limbs, hyperextended 
  jaws, or other fearsome signs of 
  their brush with the Abyss.
  Xulgath Spinesnapper
  Xulgath physiological diversity doesn’t always imply drastic change; some 
  xulgaths are simply much larger and stronger than their clutchmates. Most 
  xulgaths call such siblings spinesnappers, though terms like bonebreaker, 
  marrowvent, or similarly violent epithets are equally common. A typical 
  spinesnapper is 9 feet tall and weighs 350 pounds.
  In battle, spinesnappers have all the speed, grace, and strength of a 
  sledgehammer. They are ideal shock troops and make a good first line of 
  defense. When an inter-clutch conflict leads to a duel, spinesnappers are 
  typically called upon to rise to the challenge. In this case, a spinesnapper 
  representative from each clutch squares off for what is in theory a nonlethal 
  wrestling match, after which the winner scrapes off some of the loser’s scales 
  as a trophy.
  XULGATH SPINESNAPPER 
  CREATURE 5
  CE
  LARGE
  HUMANOID
  XULGATH
  Perception +11; darkvision
  Languages Draconic, Undercommon
  Skills Athletics +15, Intimidation +11
  Str +6, Dex +1, Con +4, Int +0, Wis +2, Cha +0
  Items maul
  AC 21; Fort +15, Ref +10, Will +9
  HP 95
  Stench (aura, olfactory) 30 feet. A creature that 
  enters the aura must attempt a DC 21 Fortitude 
  save. On a failure, the creature is sickened 1, 
  and on a critical failure, the creature also takes 
  a –5-foot status penalty to its Speeds for 1 round. 
  While within the aura, the creature takes a –2 
  circumstance penalty to saves to recover from 
  the sickened condition. A creature that succeeds 
  at its save is temporarily immune to all xulgaths’ 
  stench for 1 minute.
  Speed 25 feet
  Melee � maul +15 (shove), Damage 1d12+10 bludgeoning
  Melee � jaws +15, Damage 2d8+8 piercing
  Melee � claw +15 (agile), Damage 2d4+8 slashing plus 
  Grab
  Brutal Blow � The spinesnapper makes a claw or 
  weapon Strike. If it hits, in addition to dealing damage, 
  the creature must attempt a DC 22 Fortitude 
  saving throw, with the following effects. 
  Critical Success The creature is unaffected 
  and the spinesnapper is flat-footed until 
  the start of its next turn.
  Success The creature is unaffected.
  Failure The creature is pushed 10 feet.
  Critical Failure The target is pushed 10 feet and knocked prone.
  Choke Slam � Frequency once per round; Requirements The spinesnapper has 
  a creature grabbed or restrained; Effect The spinesnapper slams the creature 
  against a nearby surface. The target and the surface struck each take 4d6 
  bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or 
  become slowed 1 for 1 round, or stunned for 1 round on a critical failure.
  
  85
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  CHARMING CHILDREN
  Zuipnyrns do not raise their own 
  young; instead, infant zuipnyrns 
  entrance other creatures with their 
  hypnotic gaze, which thereafter feel an 
  almost instinctual obligation to raise 
  the beguiling alien as its own offspring. 
  Thus, a zuipnyrn can turn would-be 
  predators into caretakers instead.
  Zuipnyrn (Moon Mole)
  This spectacularly odd creature appears every now and again in various 
  traveling circuses around the Inner Sea. Although carnival barkers make 
  any number of claims about this strange being’s origins, the so-called 
  “moon mole” is in fact an alien creature called a zuipnyrn, hailing from a 
  distant planet beyond Golarion’s star system.
  In their infancy, zuipnyrns are spherical and furry, with few features 
  other than a single eye stalk and a round, toothless feeding hole. A 
  zuipnyrn’s body is particularly soft and malleable, allowing it to withstand 
  falls and other hazards. Its eye stalk has the ability to produce a blinding 
  burst of light as a defensive measure, which allows a zuipnyrn just enough 
  time to escape in times of danger. Even more incredibly, a zuipnyrn can 
  emit a hypnotic aura from its eye to entrance those around it—an ability 
  it uses to avoid conflict and to persuade bystanders into helping it escape 
  perilous situations. As they age and grow, zuipnyrns adapt to their 
  environment by growing additional limbs, sprouting additional 
  sensory organs, developing gills, or otherwise altering their 
  anatomy to suit the area.
  ZUIPNYRN 
  CREATURE 3
  RARE
  N
  SMALL
  ABERRATION
  Perception +9; greater darkvision
  Languages Common (can’t speak any language)
  Skills Stealth +11
  Str +1, Dex +3, Con +3, Int –2, Wis +2, Cha +5
  AC 20; Fort +10, Ref +10, Will +7
  HP 35; Resistances bludgeoning 3
  Alluring Aspect (aura, occult, visual) 30 feet. When a creature ends 
  its turn in the aura, it must attempt a DC 22 Will save. On a failure, it 
  becomes fascinated with the zuipnyrn for 1 minute. Once the fascination 
  ends, the creature is temporarily immune to this ability for 1 hour. The 
  zuipnyrn can deactivate or activate this aura by using a single action, 
  which has the concentrate trait.
  Speed 20 feet, climb 10 feet
  Melee � eye stalk +8 (agile), Damage 2d4+2 bludgeoning
  Beguiling Gaze � (occult, visual) The zuipnyrn attempts to charm a creature 
  within 30 feet that is currently fascinated by the zuipnyrn. The target must 
  attempt a DC 22 Will save. Whether it succeeds or fails the save, the target is 
  temporarily immune for 1 hour.
  Critical Success The creature is unaffected and is no longer fascinated.
  Success The creature is unaffected.
  Failure The creature is helpful toward the zuipnyrn for 1 hour.
  Critical Failure The creature is helpful toward the zuipnyrn for 1 day 
  and will actively attempt to defend the zuipnyrn and even risk 
  its life for it.
  Blinding Flare � (occult, visual) The zuipnyrn’s eye produces 
  a bright flash of light. Each creature in a 30-foot cone must 
  attempt a DC 22 Fortitude save. The zuipnyrn can’t use Blinding 
  Flare again for 1 minute.
  Critical Success The creature is unaffected.
  Success The creature is dazzled for 1 round.
  Failure The creature is blinded for 1 round and dazzled for 1 minute.
  Critical Failure The creature is blinded for 1 minute.
  
  86
  CHIEF CONSTABLE 
  ANDERA PALDREEN
  Working to combat widespread corruption in Escadar, the no-nonsense Andera 
  Paldreen is willing to engage talented strangers to make her city safer.
  Andera Paldreen, the chief constable of Escadar, is 
  a beacon of law in an otherwise corrupt metropolis 
  infected with a thriving criminal network. Though 
  most of her constables affectionately call her “chief,” 
  Andera has another nickname—the kestrel—inspired 
  by her steely gray eyes and withering glare. She 
  displays a portrait of her namesake in her office in 
  Conclave Square, a gift from her fellow constables 
  to commemorate her promotion to chief constable. 
  Andera is rarely seen out of her official uniform and 
  badge of office, and some of her subordinates joke that 
  she even sleeps in uniform.
  The child of Hirana and Verno Paldreen, Andera was 
  born and raised in Escadar. Hirana earned an honest 
  living as a blacksmith, but Verno was a gambling addict 
  who often dragged his young daughter to casinos and 
  seedy taverns seeking his next win. As a child, Andera 
  grew up idolizing her father’s devil-may-care attitude 
  and exuberant personality. She enjoyed their colorful 
  outings, and though Verno showed poor parental 
  responsibility in bringing his child to gambling parlors, 
  he doted on Andera and lavished her and her mother 
  with gifts purchased with his winnings. 
  Eventually, Andera came face to face with the darker 
  side of her father’s lifestyle. At his lowest point, Verno 
  agreed to work for a crime boss he owed money to in 
  exchange for forgiveness of his gambling debts. One 
  such ill-fated job resulted in an innocent man’s death 
  at Verno’s hands. Verno was consumed with guilt and 
  turned himself and his employer in to the authorities. 
  Andera was thirteen when her father was sentenced 
  to life in prison for manslaughter. The crime boss, 
  however, blatantly bought his way out of trouble and 
  went unpunished. Verno’s trial left a lasting impression 
  on the young Andera. She admired Verno for admitting 
  his guilt, but saw her mother consumed by grief and 
  shame. From that moment on, she resolved to uphold 
  the law and seek justice for the victims of crime.
  Andera enlisted in Absalom’s navy as soon as she 
  came of age, and she returned from a four-year tour 
  of duty as an accomplished young officer. Though she 
  initially planned to reenlist, it was difficult for Andera to 
  ignore her city’s rampant crime. She left the military and 
  joined the constabulary. After 5 years on the force, her 
  career reached a turning point when she single-handedly 
  captured the notorious thief Juniper Winzel.
  Andera’s investigations not only led her to Juniper’s 
  capture, but to the realization that several fellow 
  constables had been taking bribes from Juniper and 
  other criminals to look the other way. With the outlaw 
  behind bars, Andera turned her attention to the police 
  force itself. After 6 years of helping expose the corruption 
  within Escadar’s constabulary, she was elected as chief 
  constable in a record landslide. For the past 2 years, 
  Andera has worked long hours fighting an uphill battle 
  to eliminate corruption and organized crime in Escadar. 
  She desperately wants to change Escadar’s reputation, 
  and she’s frustrated by the quasi-legal way in which 
  much of the city operates. Even though allowing the 
  corruption would probably prolong her career, Andera 
  refuses to ignore her principles. 
  Andera is a practical, by-the-book official who 
  dislikes flattery or long-winded conversations. Her 
  statements are brief and to the point, and she respects 
  brevity in others. Andera is quick to smile and joke 
  with her few trusted friends, but she presents a stern, 
  unemotional face to the wider world. Though Andera’s 
  personality can easily seem flat to acquaintances, her 
  professional mask hides a jovial woman who loves 
  the sea and appreciates fine whiskey. In her off hours, 
  Andera helps care for her retired mother and maintains 
  a friendship with the apprentice who took over the 
  family smithy. The chief constable closely guards 
  these personal connections, as she fears her enemies 
  using her loved ones as collateral. Andera cannot be 
  bribed or easily swayed by words, but those who 
  prove themselves straightforward, resourceful, and 
  honorable find themselves in the chief’s good graces.
  Despite 
  her 
  accomplishments, 
  Andera 
  is 
  a 
  controversial public figure in Escadar. While the 
  majority of the constabulary supports her, some 
  quietly resent her for putting an end to the illegal 
  
  87
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  but lucrative bribery that once ran rampant in the 
  force. Plenty of criminals are more outspoken in their 
  grudges against the meddling chief constable. With the 
  upcoming election months away, Andera worries that 
  the influential criminals and corrupt politicians she’s 
  angered might oust her.
  Andera considers the most frustrating aspect of 
  her position as the chief constable to be what she 
  views as imprisonment in her office. Instead 
  of actively investigating cases or chasing 
  criminals, she’s relegated to overseeing 
  her subordinates to carry out justice 
  in her stead. Additionally, Andera’s 
  responsible for many tasks that she 
  sees as paper pushing, including the 
  authorizing and licensing of economic 
  enterprises 
  in 
  Escadar. 
  Andera 
  longs to be back doing casework 
  again, but she realizes that her 
  bureaucratic duties are necessary 
  and a good way to keep tabs on 
  many aspects of Escadar. 
  Andera’s 
  constables 
  are 
  severely 
  overworked, 
  and 
  she 
  occasionally 
  deputizes 
  citizens to aid her in specific 
  investigations or even to make 
  arrests. 
  She’s 
  particularly 
  fond of using talented but 
  ultimately expendable people 
  for complicated missions.
  Andera is a small-framed 
  but 
  athletic 
  middle-aged 
  woman with cropped-short 
  white hair and sharp gray eyes 
  that are frequently narrowed in 
  a stern glare. She wears a battered 
  but well-polished breastplate over 
  her uniform and keeps her badge 
  of office—a golden shield engraved 
  with an osprey clutching a fish in its 
  talons—pinned to her armor.
  CAMPAIGN ROLE
  Andera is the heroes’ primary point 
  of contact in Escadar. When the heroes 
  first arrive, Andera is focused on matters 
  of greater importance than a wandering 
  troupe of entertainers. She sees that 
  the Circus of Wayward Wonders has 
  value, however; she hopes that 
  having another circus in town 
  can distract citizens from illicit 
  entertainments 
  and 
  improve 
  civic 
  mood 
  as 
  her 
  election 
  approaches. Rather than simply 
  dismiss the heroes, she asks 
  them to earn their performance 
  venue by clearing a dangerous 
  parcel of land. As the heroes 
  capably 
  handle 
  increasingly 
  important affairs for Andera, she 
  ultimately deputizes them to deal 
  with Mistress Dusklight, who she 
  suspects of illegal activities.
  ANDERA PALDREEN CREATURE 10
  UNIQUE
  LN
  MEDIUM
  HUMAN
  HUMANOID
  Female human chief constable
  Perception +21
  Languages Common, Elven, Halfling
  Skills Athletics +19 (+22 to Disarm), 
  Criminal Lore +19, Diplomacy +22, 
  Intimidation +21, Society +19, Survival 
  +17, Underworld Lore +19
  Str +3, Dex +0, Con +5, Int +3, Wis +5, 
  Cha +5
  Items breastplate, chief constable’s badge 
  (as diplomat’s badge), +1 striking falchion, 
  AC 30; Fort +21, Ref +16, Will +21
  HP 175
  Attack of Opportunity � Andera can use 
  Attack of Opportunity when a creature 
  within her reach uses a concentrate 
  action, in addition to its normal trigger. 
  If her attack hits, and the trigger was a 
  concentrate or manipulate action, she 
  disrupts that action (rather than disruption 
  on only a critical hit).
  Speed 20 feet
  Melee � +1 striking falchion +22 (forceful, 
  sweep), Damage 2d10+7 slashing
  Call to Halt � (auditory, concentrate, 
  emotion, 
  mental). 
  Andera 
  makes 
  an 
  Intimidation check and compares it to the 
  Will DC of each creature she chooses within 
  30 feet. Regardless of her result, the targets 
  are temporarily immune for 10 minutes.
  Critical Success The target is paralyzed 
  for 1 minute and becomes frightened 2.
  Success The target takes a –10-foot 
  penalty to all its Speeds for 1 minute 
  and becomes frightened 1.
  Shrewd Eye Andera treats all Perception checks 
  made to Sense Motive as one degree of 
  success better than the result of her check.
  
  88
  MISTRESS DUSKLIGHT
  The cruel circus master of the Celestial Menagerie, Mistress Dusklight is a skillful 
  entertainer who delights in controlling and abusing her performers.
  Mistress Dusklight is a self-styled artiste, a veteran 
  entertainer who embodies the worst aspects of the 
  circus industry. Though her original name is forgotten, 
  even to herself, the catfolk who would take the name 
  Dusklight grew up in an Andoran fishing village, but 
  her dreams of stardom led her to run away with a 
  traveling circus. Her natural beauty and grace lent 
  themselves well to circus life, and “Mistress Dusklight” 
  quickly became a star performer.
  As the years passed, Dusklight curated a laundry 
  list of grievances against the circus master: his circuit 
  was monotonous, his exhibits bland, and his acts 
  much too mundane. Dusklight voiced her concerns 
  to no avail, and soon a dark idea blossomed in her 
  mind. She convinced her fellow performers that their 
  circus master was holding them back from renown 
  and riches. When the circus master died suddenly, a 
  victim of Dusklight’s secret poisoning, her supporters 
  encouraged her to take over his position.
  Her first act as circus master was to establish a new 
  identity, renaming her troupe the Celestial Menagerie 
  and presenting it as a display of rare and fanciful 
  marvels. She abandoned the circus’s usual haunts and 
  set her sights on Absalom, but her ambitions were 
  nearly crushed when she relocated the Menagerie. Her 
  ragtag band of performers simply couldn’t compete 
  with the city’s established entertainers. 
  Upon retreating to the hinterlands of the Isle of 
  Kortos, Dusklight courted unusual performers—
  individuals with unique physical traits, humanoids of 
  uncommon heritage, and sapient magical creatures. She 
  displayed these creatures as oddities and freaks, reveling 
  in the acclaim and coin that came from exhibiting the 
  unusual. When she couldn’t beguile or seduce her 
  targets into willingly joining the Celestial Menagerie, 
  she turned to blackmail, coercive magic, and even 
  forceful abduction. Over time, she grew to enjoy 
  exerting control over others, and any shred of decency 
  she once had vanished beneath the entertainer’s mask.
  By the time the Celestial Menagerie arrived in 
  Escadar, Dusklight’s reputation as a top-notch 
  ringmaster preceded her. Still, she wasn’t content with 
  her lucrative shows and adoring fans. She sought more 
  dangerous prizes, binding azatas, demons, and dragons 
  to her will and exulting in her fantasy of absolute 
  control over these powerful beings. Her increasingly 
  cruel and domineering ways caused a mass desertion 
  recently; several performers and workers fled the 
  Celestial Menagerie to start their own circus far from 
  Escadar. These defectors formed the core of what 
  would become the Circus of Wayward Wonders. 
  In seeking new help, Mistress Dusklight came to 
  know of the interdicted Moonstone Hall. She dreamed 
  of the holy treasures this temple might hold—treasures 
  she could use to enhance the Celestial Menagerie even 
  further. She quickly learned that xulgaths from the 
  Darklands had crept into Moonstone Hall, but their 
  presence didn’t bother her; she negotiated free passage 
  with a combination of cunning flattery and promises 
  of human sacrifices.
  Mistress Dusklight rarely dirties her own hands, 
  preferring to manipulate her cronies in her drive to 
  control the greatest circus in the Inner Sea region. 
  CAMPAIGN ROLE
  Mistress Dusklight acts as the ultimate villain of 
  this adventure. As rumors of the Circus of Wayward 
  Wonders reach her ears, Dusklight schemes to thwart 
  her rival performers before they can gain a foothold 
  in her territory. She initially relies on her agents, but 
  she eventually learns that the heroes are closing in 
  on her and, worse, they have the backing of the city 
  guard. Though confronting Dusklight is the climax of 
  this adventure, she first throws all of her minions and 
  performers at the heroes to stop them. The one thing 
  she’s unwilling to do is flee; she’d rather risk death 
  than leave the Celestial Menagerie to her rivals.
  The heroes might try to capture Mistress Dusklight 
  rather than kill her, to bring her in chains to Chief 
  Constable Andera Paldreen. If they do, Mistress 
  Dusklight is an uncooperative and sullen prisoner, 
  spitting curses and promises of revenge. 
  
  89
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  MISTRESS DUSKLIGHT 
  CREATURE 11
  UNIQUE
  CE
  MEDIUM
  CATFOLK
  HUMANOID
  Female catfolk ringmaster
  Perception +19; low-light vision
  Languages Amurrun, Celestial, Common, Draconic
  Skills Acrobatics +21, Arcana +19, Circus Lore +19, Deception 
  +24, Diplomacy +22, Intimidation +24, Occultism +19, 
  Performance +26, Society +19, Stealth +21, Thievery +21
  Str +0, Dex +5, Con +1, Int +3, Wis +2, Cha +7
  Items daggers (3), religious symbol of Aroden, religious 
  symbol of Zevgavizeb, studded leather, wand of 
  magic mouth, wand of ray of enfeeblement, whip 
  of compliance (page 75)
  AC 30; Fort +17, Ref +23, Will +20
  HP 195
  Cat’s Luck � Frequency once per day; Trigger 
  Mistress Dusklight fails or critically fails 
  a Reflex saving throw; Effect Mistress 
  Dusklight rerolls the saving throw and 
  takes the better result.
  Speed 30 feet
  Melee � whip of compliance +23 (finesse, 
  reach 10 feet, trip), Damage 2d4+12 slashing
  Melee � dagger +22 (agile, thrown 10 feet, versatile S), 
  Damage 1d4+5 piercing
  Occult Spontaneous Spells DC 30, attack +24; 6th (2 slots) 
  feeblemind, paranoia; 5th (3 slots) cloak of colors, 
  command, crushing despair; 4th (3 slots) phantasmal killer, 
  soothe, vampiric touch; 3rd (3 slots) comprehend language, 
  fear, magic missile; 2nd (3 slots) hideous laughter, spectral 
  hand, touch of idiocy; 1st (3 slots) mindlink, magic aura, 
  unseen servant; Cantrips (6th) daze, dancing lights, detect 
  magic, forbidding ward, prestidigitation
  Bard Composition Spells 3 Focus Points, DC 30; 6th 
  counter performance (Core Rulebook 386), 
  house of imaginary walls (Core Rulebook 
  386); Cantrips (6th) inspire courage (Core 
  Rulebook 386)
  Beguile the Addled � (enchantment, emotion, 
  occult, visual) Mistress Dusklight shoots a 
  captivating look at one creature within 60 feet, 
  who must be stupefied. Until the end of its next turn, the 
  creature is fascinated by Mistress Dusklight and can’t use 
  hostile actions toward her. The victim is then temporarily 
  immune for 10 minutes.
  Black Cat Curse � (auditory, curse, enchantment, 
  occult, mental, misfortune) Frequency once per round; 
  Requirements Mistress Dusklight must have fewer 
  than 98 Hit Points; Effect Mistress Dusklight spews a 
  hatefully uttered curse at one creature within 30 feet 
  that she can see. If the target fails a DC 32 Will save, 
  whenever it attempts an attack roll or saving throw, 
  it must roll twice and use the lower result. The target 
  is then temporarily immune for 24 hours. The curse 
  persists until it is removed or the target succeeds a later 
  saving throw against it. The victim can attempt a new 
  DC 32 Will save once per hour to end the curse.
  Steady Spellcasting If a reaction would disrupt Mistress 
  Dusklight’s spellcasting, she attempts a DC 15 flat check. 
  On a success, the action isn’t disrupted.
  
  90
  ULTHADAR
  Once a devout priest of Aroden, Ulthadar is a cantankerous ghost who haunts 
  Moonstone Hall, a tragic and eccentric remnant of the site’s long history.
  In life, Ulthadar was a cleric of Aroden and one of the 
  founding priests of Moonstone Hall. Ulthadar was a 
  young adult when the temple’s foundations were laid, 
  and he remained active in the temple’s hierarchy until 
  his death, dedicating his life to serving his deity through 
  administration, prayer, and scholarship. Though he 
  served as the temple’s first high priest for 20 years 
  before his death, Ulthadar never excelled at ministering 
  to the public. Like many who once dwelled within 
  Moonstone Hall, he was an ascetic who preferred 
  meditation and study to preaching and proselytizing. 
  As high priest, he grudgingly spent time away from his 
  true calling to give weekly sermons, but he was never a 
  charismatic figure among his order. In fact, those who 
  knew him considered him peevish at best; yet they 
  suffered his abrasive personality for his deep well of 
  religious knowledge and his talents for administering 
  the many functions Moonstone Hall provided to the 
  city of Escadar. Ulthadar left Moonstone Hall as rarely 
  as possible, seeing in its gleaming walls and stately 
  fixtures the truest connection to his god.
  When Ulthadar passed away in his sleep, his 
  attachment to Moonstone Hall tethered his soul to it. 
  Instead of moving on to dwell in Aroden’s extraplanar 
  realm, his soul instead remained in his longtime home. 
  In a twisted way, becoming a ghost granted Ulthadar 
  his greatest wish: he was given an eternity to peruse 
  the temple’s library, contemplate religious matters, and 
  enjoy the silence of the Moonstone Sanctum.
  In death, Ulthadar relinquished his role as a guiding 
  force for his order; in fact, many of those who lived 
  and worked in Moonstone Hall remained unaware of 
  the ghost’s presence. Ulthadar only rarely interacted 
  with the physical world, such as to organize the library 
  to his preferences when careless priests misfiled books.
  Over 100 years ago, Aroden’s death shook the 
  foundations of Moonstone Hall and threatened 
  Ulthadar’s tranquil existence. Bereft of their divine 
  powers, the living priests abandoned the temple 
  and the city soon claimed the site, erecting new 
  buildings directly above the temple. Meanwhile, 
  in the temple that was now situated below ground, 
  Aroden’s disappearance created fractures in Ulthadar’s 
  consciousness. Even as a ghost, he’d always felt the 
  presence of Aroden within the walls of Moonstone 
  Hall. Now, this presence is gone, and Ulthadar 
  restlessly searches for his lost connection to his deity. 
  Ulthadar’s last century has seen him become 
  increasingly forgetful and confused. Before Aroden’s 
  death, Ulthadar understood and enjoyed his existence 
  as one of Moonstone Hall’s resident spirits, most of 
  whom knew and respected him. Now, he fluctuates 
  between episodes in which he believes he and his god 
  are alive, and painful moments of clarity during which 
  Ulthadar agonizes under the realization that his god is 
  dead and that he is virtually alone in a crumbling ruin. 
  The recent xulgath incursion distracted Ulthadar 
  from his personal torment. Now, the ghostly priest 
  wants nothing more than to banish the invaders 
  from his temple. He’s watched as these invaders from 
  below and a thieving catfolk from the city above have 
  plundered and vandalized his temple. He’s proven 
  insufficiently powerful to repel the xulgaths, and the 
  catfolk is far too skilled at slipping past him when he’s 
  distracted by his troubles. 
  Ulthadar may be impotent to stop the defilement 
  of Moonstone Hall, but he’s managed to keep 
  one of the temple’s moonstone diadems out of the 
  intruders’ hands. He’s aware that the xulgath seek to 
  corrupt the temple and use the moonstone pools for 
  their own purposes, though he’s unsure what those 
  purposes may be. He operates as he often has, from 
  hiding, although this time he seeks to confound and 
  undermine the invaders rather than spend his days in 
  pious contemplation.
  As a ghost, Ulthadar appears much as he did in life: 
  as a white-bearded, elderly human who wears priestly 
  robes of green and gold. He wears a moonstone diadem 
  on his brow, and his connection to Moonstone Hall is 
  not only strong enough to allow him to interact with 
  the item, but sufficient to prevent its removal from his 
  head unless he wills it.
  
  91
  LEGACY  
  OF THE 
  LOST GOD
  Chapter 1:  
  A Grand 
  Entrance
  Chapter 2:  
  Into  
  Moonstone Hall
  Chapter 3:  
  Echoes under 
  Escadar
  Chapter 4:  
  Against the 
  Celestial 
  Menagerie
  Among 
  the 
  Xulgaths
  Catfolk of 
  Golarion
  Adventure 
  Toolbox
  CAMPAIGN ROLE
  Ulthadar initially distrusts the heroes; he’s angry about 
  the xulgaths vandalizing his temple and he assumes that 
  the heroes are new threats to his home. If he learns the 
  heroes oppose the xulgaths, he realizes the they might 
  be able to expel the intruders. Ulthadar then becomes a 
  staunch ally, although he remains an irritable, ancient 
  ghost who’s prone to cryptic phrasing, long-winded 
  explanations, and depressive episodes.
  Ulthadar isn’t a constant presence in Moonstone 
  Hall, but his ability to move freely throughout the area 
  means he can show up at any time. Several interactions 
  with Ulthadar are included in the adventure’s text, 
  but you can create unscripted encounters with the 
  ghost if the heroes want to work more closely with 
  him. Ulthadar is an ideal agent to steer the heroes’ 
  exploration of Moonstone Hall without stealing their 
  thunder, particularly if the players are struggling to 
  interpret their findings or figuring out how to use the 
  moonstone pools.
  Ultimately, Ulthadar’s role in the adventure depends 
  on the players’ choices. They might strive to destroy 
  him, or they can look past Ulthadar’s frustrating 
  personality and undead nature to work toward their 
  common goal of expelling the xulgaths. This is the 
  best way for the heroes to learn what the aeon orbs 
  do and why the xulgaths have come to destroy them. 
  ULTHADAR CREATURE 8
  UNIQUE
  LN
  MEDIUM
  INCORPOREAL
  SPIRIT
  UNDEAD
  Male ghost high priest of Aroden
  Perception +20; darkvision
  Languages Azlanti, Common
  Skills Arcana +16, Aroden Lore +18, Diplomacy +15, 
  Religion +18, Society +16, Stealth +15
  Str –5, Dex +3, Con +0, Int +4, Wis +6, Cha +3
  Items moonstone diadem (page 74)
  Site Bound Ulthadar can’t leave Moonstone Hall.
  AC 24; Fort +13, Ref +16, Will +19
  HP 95, negative healing, rejuvenation; Immunities death 
  effects, disease, paralyzed, poison, precision, unconscious; 
  Resistances all damage 5 (except force, ghost touch, or 
  positive; double resistance vs. non-magical)
  Existential Agony (aura, divine, enchantment, mental) 30 
  feet. Creatures entering the aura or starting their turn 
  in the aura must succeed at a DC 26 Will save or be 
  stupefied 1 for 1 minute. On a critical failure, the creature 
  is also stunned 3. As a reflection of Ulthadar’s emotional 
  state, this aura is active when Ulthadar 
  is agitated or angry and is suppressed 
  when he is calm.
  Rejuvenation (divine, necromancy) Ulthadar 
  can’t move on to the afterlife until 
  Moonstone Hall is restored to a position of prominence 
  within Escadar and staffed with new priests.
  Speed fly 25 feet
  Melee � ghostly hand (agile, finesse, magical), Damage 
  2d6+10 negative
  Draining Touch � Ulthadar attempts to drain a living 
  creature’s life force. He makes a ghostly hand Strike but 
  deals no damage on a hit. Instead, the target is drained 1 
  for 1 day and Ulthadar regains 4 Hit Points.
  
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  Next Month
  LIFE’S LONG SHADOWS
  by Greg A. Vaughan
  The Circus of Wayward Wonders arrives on the Isle of 
  Kortos to build its fame. Strange hauntings and deadly 
  plots threaten the people of these bountiful lands, and 
  the heroes are the only ones who can stop them!
  SWARDLANDS GAZETTEER
  by Greg A. Vaughan
  Explore the breadbasket of the Isle of Kortos, including 
  its towns, personalities, and mysteries!
  ZEVGAVIZEB
  by Amber Stewart
  Unbury the dogma and mythos of the gluttonous 
  demon lord Zevgavizeb, god of subterranean horrors, 
  cavern‑dwelling reptiles, and debased xulgaths.
  ADVENTURE TOOLBOX AND MORE!
  The Extinction Curse continues! This volume presents 
  a new ancestry, archetypes, monsters, and much more. 
  Don’t miss out on a single Adventure Path volume—
  visit paizo.com/pathfinder and subscribe today!
  92
  
  BASED ON MORE THAN 10 YEARS OF ACTIVE DEVELOPMENT AND PLAYTEST FEEDBACK FROM MORE THAN 125,000 
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  MORE THAN 400 OF FANTASY’S FIERCEST FOES FILL THIS GIANT COMPENDIUM OF THE MOST POPULAR CREATURES IN THE 
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  THIS TOME IS CRAWLING WITH CREATURES PERFECT FOR YOUR PATHFINDER ADVENTURES!
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  Second Edition
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  Learn to build adventures, campaigns, and the denizens and treasures that lurk within.
  Make the game your own with variant rules like dual-class characters and free archetypes.
  Explore new types of magic items like artifacts, cursed items, and relics that scale with 
  your character.
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  Coming Soon!
  
  LEVEL 8  
  (DC 24)
  TR
  A
  ITS:
  AGIL
  E
  , FI
  RE
  CHE
  CK
  S: I
  NT
  IM
  ID
  ATIO
  N +16,
  PER
  FO
  R
  MA
  NCE
   +16
  HE IS A LI
  VING M
  ATCH
  STIC
  K W
  HO J
  UGGL
  ES
  FLAMING
   KNIV
  ES I
  N AN
   AM
  AZING
  EXHIBITI
  ON CERT
  AIN T
  O TH
  RILL 
  AND 
  DELIG
  HT!
  LEVEL 8  
  (DC 24)
  TRAIT
  S
  : A
  ERIAL,
  AGILE
  , 
  BEAST
  A 
  ho
  rs
  e 
  and rid
  er? No!
   The e
  rsat
  z r
  ide
  r PA
  RTS
  to
   r
  ev
  ea
  l ma
  gnifIce
  nt WIN
  GS, a
  nd 
  Mis
  tda
  ncer
  ris
  es into the 
  air abo
  ve th
  e c
  ro
  wds
  !
  C
  H
  E
  C
  K
  S:
   ACROBATIC
  S
   +1
  7
  ,
  P
  E
  R
  FO
  RMANCE 
  +1
  6
  LEVEL 5  
  (DC 20)
  TR
  A
  ITS:
  AIR, A
  U
  D
  IENCE
  CHECKS: DECEPTION +8, 
  THIEVERY +12
  THE MAN WHO B
  REAT
  HS
   SMOK
  E LIKE A DRAGON! 
  SEE HIS SMOKE
   MA
  KE
   F
  ANCI
  FUL AND FEARSO
  ME
  SHAPES WITH O
  NLY 
  T
  HE 
  WAVE OF HI
  S HAND!
  
  paizo.com/pathfinder
  Printed in China. 
  Adventure
  T
  he Circus of Wayward Wonders arrives in bustling Escadar, eager for fortune and 
  fame. The heroes must confront foul forces in a buried temple to learn more about 
  the looming threat facing the Starstone Isles. Their investigations put the heroes on 
  a collision course with their circus’s greatest rival: the cruel catfolk Mistress Dusklight, 
  ringmaster of the Celestial Menagerie! The Extinction Curse Adventure Path continues 
  with “Legacy of the Lost God,” a complete adventure for 5th- to 8th-level characters.
  Echoes of the Dead God Linger
  Echoes of the Dead God Linger
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Adventure Paths/Extinction Curse/Pathfinder 2E - Extinction Curse AP - Part 2 of 6 - Legacy of the Lost God {PZO90152}.pdf