TEXT: 158
  The Blight: Richard Pett's Crooked City
  Frog God 
  Games
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  GM Guide
  GM Guide
  
  GM Guide
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Credits
  Author
  Richard Pett
  Additional Design
  Pete Pollard, Alistair Rigg, Jeffrey 
  Swank, and Greg A. Vaughan
  Lead Developer
  Greg A. Vaughan
  Developers
  Matthew J. Finch, Skeeter Green, 
  David Landry, John Ling, Alistair 
  Rigg, and Jeffrey Swank
  Producer
  Bill Webb
  Editors
  Skeeter Green, Jeff Harkness,  
  Jeffrey Swank, and Krista Webb
  Layout and Graphic Design
  Charles A. Wright
  ‘
  Front Cover Art
  Artem Shukaev
  Interior Art 
  Colin Chan, Mike Chaney, Carolus 
  Clusius, Steve Ellis, Peter Fairfax, 
  Felipe Gaona, R.P. Gauccius,  
  Brian LeBlanc, Eric Lofgren, Olaus 
  Magnus, Chris McFann,Terry Pavlet, 
  Richard Pett, Nate Pride, Richard 
  Thomas, Giovanni Andrea Vavassore, 
  Tyler Walpole, and Richard Yardly  
  and Peter Short
   
  Photography
  Richard Pett
  Cartography
  Robert Altbauer
  Special Thanks
  I’m indebted to the Paizo Community for their endless encouragement, feedback and suggestions over many 
  years. Their ideas, enthusiasm and involvement is more than just useful, it’s inspirational. I’m particularly grateful 
  to James Jacobs for adding his twisted spices to many of my adventures, to Erik Mona for laughing at the Devil 
  Box and being a fine fellow, to Wes, James, Jason and Rob and to Wolfgang Baur for being such a splendid man 
  to work for.
  This setting is dedicated to Geoff Tew, a damn fine thief whose spirit still graces our gaming table and whose 
  favourite character still walks these streets.
  “In order to know virtue, we must first acquaint ourselves with vice.”
  Quotations except as noted otherwise are from the Marquis de Sade (1740–1814)
  
  2
  The Blight: Richard Pett's Crooked City
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Espieglerie
  Skeeter Green
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  ©2017 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is 
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  pathfinderRPG for more information on the Pathfinder Roleplaying Game.  
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  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  3
  GM Guide
  Table of Contents
  The Blight GM Guide ...........................................................................................................Pg. 8
   
  For the Players .............................................................................................................Pg. 9
   
  New Racial Traits .......................................................................................................Pg. 10
   
   
  Dwarves ...........................................................................................................Pg. 10
   
   
  Elves ................................................................................................................Pg. 11
   
   
  Gnomes ............................................................................................................Pg. 11
   
   
  Half-Elves ........................................................................................................Pg. 11
   
   
  Half-Orcs .........................................................................................................Pg. 12
   
   
  Halflings ...........................................................................................................Pg. 12
   
   
  Humans ............................................................................................................Pg. 12
   
  New Racial Subtypes .................................................................................................Pg. 14
   
   
  Derro, Lantern Folk .........................................................................................Pg. 14
   
   
  Elf, Primitive ....................................................................................................Pg. 15
   
   
  Gnome, Tradelord ............................................................................................Pg. 16
   
   
  Half-Orc, Shadowlamp ....................................................................................Pg. 18
   
   
  Halfling, Gypsy-Soul .......................................................................................Pg. 18
   
   
  Human, Blighted ..............................................................................................Pg. 19
   
  New Races  .................................................................................................................Pg. 21
   
   
  Briny (Half-Skum) ...........................................................................................Pg. 21
   
   
  Coprophagi (Roachfolk) ..................................................................................Pg. 22
   
   
  Night-Slug ........................................................................................................Pg. 23
   
   
  Swyne ..............................................................................................................Pg. 24
   
  New Favoured Class Option ......................................................................................Pg. 25
   
  Blight Campaign Traits ..............................................................................................Pg. 25
   
  New Skills  .................................................................................................................Pg. 27
   
   
  Craft (tattoo) ....................................................................................................Pg. 27
   
   
  Knowledge (Between) .....................................................................................Pg. 28
   
   
  Lore (district) ...................................................................................................Pg. 28
   
   
  Profession  ........................................................................................................Pg. 28
   
  New Feats ...................................................................................................................Pg. 28
   
   
  Optional Rule: Money Feats ............................................................................Pg. 29
   
  New Equipment  ........................................................................................................Pg. 32
   
   
  Weapons of the Blight ......................................................................................Pg. 32
   
   
  Adventuring Gear ............................................................................................Pg. 34
   
   
  Tools and Skill Kits ..........................................................................................Pg. 35
   
   
  Animals, Mounts, and Related Gear ................................................................Pg. 35
   
   
  Transport ..........................................................................................................Pg. 35
   
   
  Clothing ...........................................................................................................Pg. 36
   
   
  Personal Grooming and Accessories................................................................Pg. 36
   
   
  Food and Drink ................................................................................................Pg. 37
  
  4
  The Blight: Richard Pett's Crooked City
   
   
  Drugs ................................................................................................................Pg. 37
   
   
  Poisons .............................................................................................................Pg. 37
   
   
  Insectum ...........................................................................................................Pg. 37
   
   
  Other Things to Spend Your Money On ..........................................................Pg. 39
   
   
  Cost of Living ..................................................................................................Pg. 39
   
  New Prestige Classes .................................................................................................Pg. 41
   
   
  Between Thief ..................................................................................................Pg. 41
   
   
  Fetchseer ..........................................................................................................Pg. 42
   
   
  Highwayman ....................................................................................................Pg. 44
   
   
  Witchhunter ......................................................................................................Pg. 45
   
  Relationships ..............................................................................................................Pg. 47
   
   
   
  100 Types of Friends..............................................................................Pg. 47
   
   
   
  Common Names of the Blight ..............................................................Pg. 49
   
  For the GM .................................................................................................................Pg. 50
   
   
  Bringing the Blight to Life...............................................................................Pg. 51
   
   
   
   
  Castorhage City Stat Block ..........................................................Pg. 53
   
   
  The Flavour of the Blight.................................................................................Pg. 52
   
   
   
   
  How It All Began ...........................................................................Pg. 52
   
   
  Castes ...............................................................................................................Pg. 54
   
   
   
  Caste Feats ..............................................................................................Pg. 55
   
   
  Duels ................................................................................................................Pg. 56
   
   
   
   
  The Hon. Guild of Duelling Referees ..........................................Pg. 56
   
   
  Enemies ............................................................................................................Pg. 56
   
   
  Fads of the Blight .............................................................................................Pg. 57
   
   
  Clubs, Guilds, Cults and Gangs .......................................................................Pg. 57
   
   
   
  Clubs .......................................................................................................Pg. 57
   
   
   
  Guilds ......................................................................................................Pg. 59
   
   
   
   
  New Spells of the Arcane Engineers ............................................Pg. 62
   
   
   
  Cults and Gangs ......................................................................................Pg. 63
   
   
   
   
  Morale Levels ................................................................................Pg. 64
   
   
   
  The Four Great Families .........................................................................Pg. 64
   
   
  Magic ...............................................................................................................Pg. 64
   
   
   
   
  How Magic is Viewed in the Blight .............................................Pg. 65
   
   
  Personal Goals .................................................................................................Pg. 66
   
   
  Power ...............................................................................................................Pg. 67
   
   
  Relationships as Rewards ................................................................................Pg. 67
   
   
  Technology & Firearms ...................................................................................Pg. 68
   
   
  The Undead, the Broken, the Made, and the Unliving ....................................Pg. 68
   
   
  The Weight of the Law ....................................................................................Pg. 69
   
   
  Thralls ..............................................................................................................Pg. 70
   
   
  True Gods of the Blight ...................................................................................Pg. 71
   
   
   
  Baphomet ................................................................................................Pg. 71
   
   
   
  Brine ........................................................................................................Pg. 71
   
   
   
  Father Canker ..........................................................................................Pg. 72
   
   
   
  Geryon .....................................................................................................Pg. 72
  
  5
  GM Guide
   
   
   
   
  Serpent Domain ............................................................................Pg. 72
   
   
   
  Jubilex .....................................................................................................Pg. 73
   
   
   
   
  Slime Domain ................................................................................Pg. 73
   
   
   
  Lord Shingles ..........................................................................................Pg. 76
   
   
   
  Lucifer .....................................................................................................Pg. 76
   
   
   
  Mammon .................................................................................................Pg. 76
   
   
   
  Mithras ....................................................................................................Pg. 76
   
   
   
  Mother Grace ..........................................................................................Pg. 77
   
   
   
   
  Three Aspects of One God ...........................................................Pg. 77
   
   
   
  Papyri ......................................................................................................Pg. 77
   
   
   
   
  Esoteric Domain ............................................................................Pg. 78
   
   
   
  Sister Shadows ........................................................................................Pg. 78
   
   
   
   
  Shadow Domain ............................................................................Pg. 78
   
   
   
  The Ash Queen ........................................................................................Pg. 78
   
   
   
   
  Beast Domain ................................................................................Pg. 79
   
   
   
  The Horseman .........................................................................................Pg. 79
   
   
   
  The Gods of the Swyne ...........................................................................Pg. 80
   
   
  Twisted Campaigns ..........................................................................................Pg. 80
   
   
  Vermin of the Blight ........................................................................................Pg. 80
   
   
  Blight Adventures ............................................................................................Pg. 81
   
  Between ......................................................................................................................Pg. 84
   
   
  Of Curious Mirrors ..........................................................................................Pg. 85
   
   
  A Between Empire ...........................................................................................Pg. 85
   
   
  The Illuminati and Between Companies ..........................................................Pg. 86
   
   
   
   
  Mirror Mages ................................................................................Pg. 86
   
   
   
  Outposts and Colonies .............................................................................Pg. 87
   
   
  Betweenlands ...................................................................................................Pg. 87
   
   
  The Unsea ........................................................................................................Pg. 92
   
   
  Sailing the Unsea .............................................................................................Pg. 92
   
   
   
  Tales of the Unsea ...................................................................................Pg. 92
   
   
   
  Unsea Weather .........................................................................................Pg. 92
   
   
   
   
  Where are the Random Weather Tables? ...................................Pg. 92
   
   
   
  Navigating the Unsea ..............................................................................Pg. 96
   
   
   
  Unsea Equipment ....................................................................................Pg. 96
   
   
   
   
  Unsea Shipskin ..............................................................................Pg. 97
   
   
   
  Unsea Menagerie .....................................................................................Pg. 97
   
   
   
   
  Awakened Creatures .....................................................................Pg. 99
   
   
  Through the Glass Darkly: GMing Between ...................................................Pg. 99
   
   
   
  Travel By Magic ......................................................................................Pg. 99
   
   
   
  The Mirror Voyager: What Between is Like ...........................................Pg. 99
   
   
   
   
  The Mirror Knights ....................................................................Pg. 100
   
   
   
  Tragedies of Between ............................................................................Pg. 100
   
   
   
   
  Between Disease: Boiling Pox ....................................................Pg. 100
   
   
   
   
  The Spiteful .................................................................................Pg. 100
   
  The Blight Bestiary ..................................................................................................Pg. 102  
  
  6
  The Blight: Richard Pett's Crooked City
   
  Things: The Creatures of Castorhage .......................................................................Pg. 103
   
   
   
   
  A Blight Pet Gone Bad ................................................................Pg. 103
   
   
   
  Animals .................................................................................................Pg. 103
   
   
   
   
  The City of Thinking Animals ...................................................Pg. 103
   
   
   
  Dark Fey ................................................................................................Pg. 103
   
   
  Inhabitants of the Lyme .................................................................................Pg. 104
   
   
   
  Monsters Unique to the Blight ..............................................................Pg. 104
   
   
   
  Pestilences and Parasites .......................................................................Pg. 104
   
   
   
   
  Double-Headed Dran ..................................................................Pg. 104
   
   
   
  Scrimshaw Gargoyles ............................................................................Pg. 104
   
   
   
  Shapechangers .......................................................................................Pg. 104
   
   
   
  Spiders ...................................................................................................Pg. 104
   
   
   
  Stitched Things ......................................................................................Pg. 104
   
   
   
  The Tome of Horrors Complete Creatures ............................................Pg. 104
   
   
   
  Unliving and Undying Alchymic Creatures ..........................................Pg. 105
   
   
  Alchymic-Undying Creature (template) ........................................................Pg. 105
   
   
  Alchymic-Unliving Creature (template) ........................................................Pg. 106
   
   
   
   
  Unliving as Art ............................................................................Pg. 107
   
   
  Between Creature (template) .........................................................................Pg. 107
   
   
  Bileborn .........................................................................................................Pg. 110
   
   
  Body Snatcher ................................................................................................Pg. 111
   
   
  Broken Creature (template) ...........................................................................Pg. 112
   
   
  Caul Cuckoo ..................................................................................................Pg. 113
   
   
   
  Caul Cuckoo Syre .................................................................................Pg. 114
   
   
  Crathog ..........................................................................................................Pg. 115
   
   
  Dog, Fighting .................................................................................................Pg. 115
   
   
   
  Blight-Bull (Light Fighting Dog) ..........................................................Pg. 115
   
   
   
  Pit-Mastiff (Heavy Fighting Dog) .........................................................Pg. 116
   
   
  Dysmorphic Creature (template) ...................................................................Pg. 116
   
   
  Elemental, Ragefire ........................................................................................Pg. 118
   
   
   
  Ragefire Spawn .....................................................................................Pg. 118
   
   
  Fleshgine ........................................................................................................Pg. 120
   
   
   
   
  Sentient Fleshgine .......................................................................Pg. 120
   
   
   
  Dungier’s Buggy ...................................................................................Pg. 121
   
   
   
  Hobbreth’s Mighty Pump No. 87 ..........................................................Pg. 122
   
   
   
  Macabre Lift ..........................................................................................Pg. 123
   
   
  Gargoyle, Scrimshaw .....................................................................................Pg. 123
   
   
  Hazards ..........................................................................................................Pg. 124
   
   
   
  Blight .....................................................................................................Pg. 124
   
   
   
  Derange .................................................................................................Pg. 125
   
   
   
  Dislocating Larvae ................................................................................Pg. 125
   
   
   
  Second-Head Fluke ...............................................................................Pg. 126
   
   
  Hyme ..............................................................................................................Pg. 126
   
   
  Lyme Angler ..................................................................................................Pg. 127
   
   
  Lyme Walrus ..................................................................................................Pg. 128
  
  7
  GM Guide
   
   
  Moon Angel ...................................................................................................Pg. 129
   
   
  Naga, Blight ...................................................................................................Pg. 130
   
   
  Night-Slug ......................................................................................................Pg. 131
   
   
  Sough-Eel  ......................................................................................................Pg. 132
   
   
  Spider, Chymic ..............................................................................................Pg. 133
   
   
  Spite-Waif ......................................................................................................Pg. 134
   
   
  Wallow-Whale ...............................................................................................Pg. 135
   
   
  New Subtype and Universal Monster Rules ..................................................Pg. 136
   
   
   
  Between Subtype ...................................................................................Pg. 136
   
   
   
  Dislocated (Su) ......................................................................................Pg. 137
   
   
   
  Distorted (Ex) ........................................................................................Pg. 137
   
  Appendices ...............................................................................................................Pg. 138
   
   
  Appendix A: Useful Lists ..............................................................................Pg. 139
   
   
   
  100 Sights on the Street .........................................................................Pg. 139
   
   
   
  100 Echoes of Between .........................................................................Pg. 140
   
   
   
  100 Freakshow Exhibits ........................................................................Pg. 141
   
   
   
  100 Strange Shops and Markets ............................................................Pg. 142
   
   
   
  100 Street Traders .................................................................................Pg. 143
   
   
   
  20 Blight Locals ....................................................................................Pg. 144
   
   
  Appendix B: A Blight Lexicon ......................................................................Pg. 147
   
   
  Appendix C: Sample Encounters in the Blight ..............................................Pg. 148
   
   
  Appendix D: New Magic of the Blight ..........................................................Pg. 151
   
   
   
  The Staff of Life (a.k.a. The Elixir) ......................................................Pg. 151
  Legal Appendix..................................................................................................................Pg. 153
  
  8
  The Blight: Richard Pett's Crooked City
  The Blight 
  GM Guide
  “… You’ve just entered the wrong side of town …”
  
  9
  GM Guide
  A stitched thing shambles through the night, the smog of the Canker 
  caressing it. Hooded and covered, the thing’s head is too large for its body, 
  and it has to lean frequently against the dirt-smeared brick embankments 
  of Sister Lyme and suck in air through broken lips. A stench like rotting 
  vegetables and sugar surrounds it. People move by in the smog, quietly 
  and nervously going about their business. Occasionally, a cockroach 
  crunches under their feet. Some travellers are rich enough to have 
  linkboys, and a ghastly yellow pallor surrounds the conspirators as they 
  flit like will-o’-wisps through the poison air of the street.
  The silence is suddenly stabbed by the sound of a carriage clattering 
  along the cobbles — a child’s nightmare pulls the carriage yet no one 
  seems to notice; it gulps the air as it lurches by — a slick black thing 
  that hobbles spastically yet with great purpose. Unseen within, a naga 
  pulls at a hookah, her arcane limbs fidgeting nervous. She is reading an 
  ancient cabalistic work that details a ragefire elemental, a hateful thing 
  of such fury that it can consume cities. The naga smiles and blows out 
  a crimson smoke-ring as she puzzles this new weapon that has fallen, 
  or rather been dropped, into her presence. The naga bangs upon the 
  roof of the carriage for the driver to speed on, and within moments, the 
  streets are quiet again.
  The hooded thing staggers on, beneath towering walls and sloping 
  gables where great spiders crawl, the arachnids cowering from the 
  spider-catchers who ply their trade in the dark. Both avoid the rooftops 
  where ancient scrimshaw gargoyles call to each other in haunting song. 
  No one climbs to meet the scrimshaw; no one dares.
  The figure passes a burnt-out pawnshop and is ignored by a young 
  couple in a doorway; seeing only each other, one of the figures has two 
  mouths full of jutting yellow teeth. The other, possibly a man, is dead, 
  only alchemy keeps his wan body upright. He appears to be ignoring the 
  prostitute’s shortcomings, or perhaps is paying for them.
  At last the stitched thing reaches its destination, a crooked house lit 
  by the distant lights of the Great Fayre and the peculiar cutting beam of 
  Hobbington’s Lamp — the greatest of sea lanterns. Now hobbling down 
  the stairs, it gives a secret knock and is allowed into the alchymic opium 
  den. Entering, it sees something in the mirror opposite, but the thing it 
  sees is not its own reflection, and as it watches the shadow moves out of 
  the looking glass and into the room. The hooded figure bows, and hands 
  over a package to the mirror dweller, who smiles crookedly and moves 
  into the city night, drawing a shining meat-cleaver as it does so. Singing 
  a nursery rhyme under its breath, it breaks into a skip. 
  Outside, countless other stories are taking place; misery and joy, and 
  lust and sin abound here. This is their home; this is home to many, many 
  things …”
  The Blight is vast; it is mad and random and teeming with life. Each 
  doorway conceals a secret, every window a longing, every roof a hope and 
  fear. A million faces stare from its broken soul. Each face hides a story.
  This player’s handbook offers you options to play characters not only in 
  this setting, but that are applicable for many dark fantasy cities.  
  Many different races can trace their lineage back centuries in the Blight, 
  and these Blight versions of standard races have developed their own 
  unique abilities, contacts, and skills. In such a vast city, no guide can ever 
  be considered entirely comprehensive, but here is a selection of new races 
  and racial subtypes of the more established races commonly encountered. 
  All the standard fantasy role-playing races may be met in the streets of 
  Castorhage, but their environment may change local characters, as a dwarf 
  living in the arctic or an elf living on a coral reef would change, but they 
  are still unmistakably elves and dwarves.
  For the Players
  
  10
  The Blight: Richard Pett's Crooked City
  Races presented hereafter represent Castorhage variations upon the 
  core races, as well as four new races — briny, coprophagi, night-slugs, 
  and swyne. Racial subtypes of each of the core races are also presented. 
  These subtypes are those that exist in addition to the standard core races; 
  they have unique abilities due to their exposure and background in relation 
  to the Great City.
  One potential PC race not included here is left for you and your GM 
  to decide: goblins. Goblin pets — the latest fad — presently inundate the 
  city, and it is entirely plausible for a player to have a goblin PC — if your 
  group wishes to allow it. Other races may also be allowed as you wish. In 
  a city where many things can hide in the open and anything goes as far as 
  this guide is concerned, your GM is the final judge in your campaign, and 
  what she says goes.
  Do not limit your choice to standard races; a party of ghoul PCs makes 
  an excellent change of pace. Skum and wererats also make interesting 
  variations upon PC races and enable you to develop a whole new skill 
  set and viewpoint for your characters. Your GM will always point you in 
  the direction she wishes her campaign to go, but do not be afraid to make 
  suggestions. The Blight is, after all, a city of a million stories …
  New Racial Traits
  A curious aspect of life in the Blight is that it subtly, over generations, 
  moulds its inhabitants, exaggerating the effects on their physicalities and 
  mentalities of the ways in which they apply themselves within its confines. 
  For example, descendants of labourers are, on average, noticeably more 
  hulking and brutish than their forebears, and descendants of scholars have, 
  on average, wider eyes and larger craniums. Some of these effects are 
  modelled by racial background traits and others by alternative racial traits. 
  Blight Racial Backgrounds
  As you review these racial backgrounds, you are likely to be struck by 
  the fact that their mechanics closely resemble those used for the racial 
  subtypes presented in Pathfinder Roleplaying Game Advanced Race 
  Guide. Your drawing of this conclusion would not be inaccurate. They 
  are, in fact, generally built as the Paizo racial subtypes are built. So why 
  the name change? Well, there’s a good reason for that, too.
  Frog God Games — as a champion of old-school games — has 
  taken for its cue on the use of racial subtypes the same approach as was 
  used in 3.0/3.5 and earlier iterations of the world’s most popular fantasy 
  roleplaying game with a more traditional method more akin to the concept 
  of “subraces” of old. This approach was held by Necromancer Games 
  during its years releasing 3.0/3.5 materials and has been carried through 
  by the Frogs as well, most recently with the release of LL8: Bard’s Gate 
  and its (re)introduction of the wood elf and street dwarf racial subtypes. 
  It appears again in the shortly forthcoming Mountains of Madness with 
  the mountain dwarf racial subtype. So rather than make an abrupt about 
  face for this book and start using the terminology in the same way as the 
  Pathfinder Roleplaying Game Advanced Race Guide, we continued to use 
  racial subtype as we have in our previous and future products.
  However, we also didn’t want to throw out the baby with the bathwater 
  in regards to the Paizo mechanics for racial subtypes, so we retained them 
  but renamed them as racial backgrounds. We think that the use of racial 
  subtype in the connotation more along the lines of the old subraces makes 
  sense anyway, since the concept of type and subtype in the Pathfinder 
  Roleplaying Game already exist to define the sort of creature a thing is 
  rather than more of an emphasis on the sorts of skills it has.
  And as with all things Frog God Games provides, these rules are here for 
  you to pick and choose as you please and as best suits your game. If you prefer 
  to use the Paizo nomenclature regarding racial subtypes, then by all means 
  drop the racial backgrounds name for racial subtypes and just go with the old-
  school subraces if you want to reference the racial subtypes we’ve added by 
  another name. As always, make of it what you will.
  Dwarves
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard 
  dwarf racial traits:
  Blight Builder: Some Blight dwarves are especially talented with 
  a skill related to construction of various sorts. They gain a +2 racial 
  bonus on Climb, Craft (carpentry), Craft (stonemasonry), Knowledge 
  (engineering), Profession (architect), Profession (builder), or Profession 
  (engineer) checks, and may treat that skill as a class skill. This racial trait 
  replaces defensive training.
  Blight Enmity: Some Blight dwarves have redirected traditional 
  dwarven enmities. Blight dwarves with this racial trait receive a +1 racial 
  bonus on attack rolls against Between creatures, constructs, lycanthropes, 
  or undead (choose one). Alternatively, at the GM’s discretion, a Blight 
  dwarf may choose a known organisation within the city such as the 
  Justices, Thieves’ Guild, or Anarchists, for example. This racial trait 
  replaces hatred.
  City Sharp: Some Blight dwarves have very strong ties to the city. 
  They gain a +2 racial bonus on Blight-related Knowledge (local) checks, 
  and on Diplomacy checks to gather information within the Blight, and 
  may treat Knowledge (local) as a class skill. This racial trait replaces 
  defensive training.
  Trade Expert: Some Blight dwarves are descended from families with 
  a focus on a skilled trade. They gain a +2 racial bonus on any one Craft 
  or Profession skill, and may treat that skill as a class skill. This racial trait 
  replaces defensive training.
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Salt-o’-the-Earth: Coming from a respected dwarven family in the 
  city, salts can trace their local ancestry back over several generations to 
  the dwarven kingdom said to have first carved the Underneath. Salts-
  o’-the-earth have the city sharp and Blight enmity racial traits, and may 
  choose either a second enmity from the Blight enmity list or gain a +2 
  racial bonus on attacks rolls against their first choice of enemy.
  SprawlMason: Some dwarves have a particularly strong background 
  in all things connected to building. SprawlMasons have the Blight builder 
  and Blight enmity racial traits. SprawlMasons with the stonecunning racial 
  trait gain a +4 bonus on Perception checks to notice unusual stonework 
  instead of the normal +2 bonus.
  City Races
  The information given below could be useful in any urban 
  setting. Races in the Pathfinder Roleplaying Game Core Rulebook 
  are a good starting point for variations based upon background, 
  environment and attitude, and these are as numerous as campaign 
  worlds they live in. 
  Thinking about the environment that races come from can be a 
  fun addition to any gaming session — consider a race of dwarves 
  that has lived far below the city in an area of the Underneath that 
  has not been discovered until now. Perhaps greedy miners have 
  followed a vein of silver down into the vast caverns beneath 
  Castorhage, or maybe one of the pits has opened up somewhere in 
  the city and the dwarves see the sun for the first time. Do the blind 
  dwarves flee from the warmth or worship it? How do they react to 
  the noise of the city and how do the locals react to them? Are they 
  convenient monsters in the game of some local Streetclerk, or are 
  they taken as freaks to Festival to be displayed and mocked for the 
  delectation of the populace? Perhaps the dwarves are amazingly 
  skilled artisans who begin work in secret for some unprincipled 
  cad who kidnaps some of their number to ensure compliance. 
  Perhaps the PCs come upon an escapee one night being chased by 
  constables who claim the blind dwarf is a killer …
  
  11
  GM Guide
  Toiler: Myriad dwarf families came to Castorhage seeking work, and 
  the reputation of their spirit of toil gained many employment. Toilers have 
  the trade expert and Blight enmity racial traits, and gain a +1 bonus on any 
  trained Craft or Profession skill checks.
  Elves
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard elf 
  racial traits:
  Artistic Devotion: The Blight can transform elves of an artistic nature 
  into obsessive practitioners, forever seeking the perfect expression of their 
  form. They gain a +1 bonus on any trained ArtistryPU and Craft skill check, 
  a +2 racial bonus on checks with any one ArtistryPU or Craft skill, and 
  they may treat that skill as a class skill. This racial trait replaces weapon 
  familiarity.
  Fey Talent: Some Blight elves find that a talent for music, song, dance, 
  or some other form of entertainment runs in their blood. They gain a +2 
  racial bonus on Acrobatics, Escape Artist, Perform (any one), or Sleight 
  of Hand skill checks, and may treat that skill as a class skill. This racial 
  trait replaces keen senses.
  Immersive Memory: Some Blight elves are easily immersed within 
  the memories of their ancient race and its history and experiences. They 
  gain a +2 racial bonus on Knowledge (history) checks, and may treat it as 
  a class skill. This racial trait replaces keen senses.
  Lifelong Learning: Some long-lived elves have acquired a lifetime 
  of knowledge and training, and life in the Blight evokes past experiences 
  with the new. They gain the Breadth of ExperienceAPG feat, but must begin 
  at old age or older (see Chapter 7 of the Pathfinder Roleplaying Game 
  Core Rulebook). This racial trait replaces elven immunities.
  Social Spirit: An inner radiance seems to shine bright in some Blight 
  elves, positively influencing those with whom they interact. They gain a 
  +2 racial bonus on Diplomacy checks, on Bluff checks made to convince 
  others with a lie, and may treat one of those skills as a class skill. This 
  racial trait replaces weapon familiarity.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  PU See Pathfinder Roleplaying Game Pathfinder Unchained
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Forsaken: Old elves come to the city to discover and learn, and these 
  elves are called the forsaken by locals. They have a lifetime of memories 
  and experiences, but memories are fickle and what may have been reality 
  might seem like a dream. Some forsaken are bitter that their long lives 
  are slowly coming to an end. They have the immersive memory and 
  lifelong learning racial traits and, once per day, they may take 10 on any 
  Knowledge check, even if stress and distractions would normally prevent 
  doing so.
  Travellers: These folk are the bright performers of the city who dazzle, 
  amaze, and entertain its citizens. They have the fey talent and social spirit 
  racial traits, and gain a +1 bonus on saving throws against fear and despair 
  effects, and on skill checks with any skill listed in the fey talent racial trait 
  that they are trained in.
  Gnomes
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard 
  gnome racial traits:
  Alchemy Fiend: The Blight elevates some gnomes’ obsession with 
  alchemy into incredible talent. They gain a +4 racial bonus on Craft 
  (alchemy) checks, and may treat Craft (alchemy) as a class skill. This 
  racial trait replaces obsessive.
  Blight-Bonded: Some gnome families have formed strong ties to 
  the Blight through the latent action of their fey origins. Other gnomes 
  recognise this bond and cannot help but be influenced by it. Blight-bonded 
  gnomes gain Knowledge (local) as a class skill, and +2 racial bonus on 
  Diplomacy and Intimidate checks when dealing with other gnomes. This 
  racial trait replaces defensive training.
  Blight Enmity: Some Blight gnomes have redirected traditional 
  gnomish enmities. Blight gnomes with this racial trait receive a +1 racial 
  bonus on attack rolls against Between creatures, constructs, lycanthropes, 
  or undead (choose one). Alternatively, at the GM’s discretion, a Blight 
  gnome may choose a known organisation within the city such as the 
  Justices, Thieves’ Guild, or Anarchists, for example. This racial trait 
  replaces hatred.
  Business-Brained: Some gnomes find that the Blight enhances 
  their naturally convoluted thought patterns into a talent for the abstract 
  intricacies of high-level business, finance, and law. They gain a +4 racial 
  bonus on Profession (banker, barrister, gambler, or merchant) checks 
  (choose one), and may treat that skill as a class skill. This racial trait 
  replaces obsessive.
  Truth Twister: A creative relationship with fact and fiction, especially 
  serving within the courts of the Blight, has led to some gnomes’ facilities 
  with deceit being enhanced. They gain a +2 racial bonus on Bluff and Sense 
  Motive checks when lying and discerning lies, respectively, and may treat one 
  of those skills as a class skill. This racial trait replaces hatred.
  Urban Magic: The Blight has altered the inherently magical nature of 
  some gnomes. Such gnomes with Charisma scores of 11 or higher gain 
  the following spell-like abilities: 1/day—floating disk, message, open/
  close, and unseen servant. The caster level for these effects is equal to the 
  gnome’s level. The DC for these spells is equal to 10 + the spell’s level + 
  the gnome’s Charisma modifier. This racial trait replaces gnome magic.
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Alchymyst: Typically found surrounded by bubbling pipes and jars, 
  frothing jugs of vile-smelling ichor, and tubes connecting to tubes 
  connecting to tubes, alchymysts are admired throughout the city for 
  their nose for the task and their cunning skills with all manner of exotic 
  substances. They have the alchemy fiend and Blight enmity racial traits, 
  and may treat their Intelligence score as 2 points higher for the alchemy 
  and bomb class features.
  Shortstone: From the famous (some would say infamous) Shortstone 
  family, their reputation precedes them. This huge, extended family is 
  synonymous with Blight gnomes, and gains benefits from the seemingly 
  endless relations that dwell in the city. Shortstones have the Blight-bonded 
  and urban magic racial traits, and may add two of the following spells to 
  their urban magic spell list: animate rope, disguise self, grease, and urban 
  graceARG.
  ARG See Pathfinder Roleplaying Game Advanced Race Guide
  Half-Elves
  There is magic in her eyes, and a slight fey look about her. Her 
  features are narrow, and her eyes purple. Her red hair is drawn into a 
  tight pigtail by a deep blue cheesecloth scarf. 
  Everyone loves Tamarind, her smile, her laugh, her singing — she 
  has broken a hundred hearts they say by refusing the advances of lesser 
  men, claiming she is looking for a wealthy fat lord to live with and spend 
  his money.
  Behind those eyes, however, works a brain of evil. A black heart beats 
  in her and Tamarind plots and weaves like a great, sick spider. She 
  knows she is beautiful and knows it well, using what the gods have given 
  her to bring her a better life.
  She kills those who come too close to her web.
  — Tamarind (NE female charmwell half-elf rogue 6/assassin 4)
  
  12
  The Blight: Richard Pett's Crooked City
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard half-
  elf racial traits:
  Emotionally Remote: Torn between two worlds, some Blight half-
  elves have grown emotionally distant to those around them. They gain a +2 
  bonus on saving throws versus emotion effects, and attempts to influence 
  their attitudes using Diplomacy or Intimidate receive a −5 penalty. This 
  racial trait replaces multitalented.
  Racially Ambiguous: The Blight suppresses the elven appearance of 
  some half-elves, allowing them to more easily pass as a different race 
  while emphasising a talent for assuming alternative identities. They gain 
  a +2 racial bonus on Disguise checks (+4 to appear as human), and may 
  treat Disguise as a class skill. This racial trait replaces multitalented.
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Charmwells: Charmwells are more elven, and therefore more fey, than 
  other half-elves; some have the stuff of the Old Ones and the dark fey 
  about them. In the crowded city, these half-elves play up to their elven 
  predominance and often become performers. They have the fey talent 
  (from their elven heritage) and sociableARG racial traits. In addition, when 
  they use Diplomacy to shift a creature’s attitude, they can shift up to three 
  steps up rather than just two.
  Hidelings: Some say the elves were the first creatures to walk through 
  the mirror but came through from Between. Given this fear, some half-
  elves prefer to emphasise their human ancestry, and mask their elven 
  heritage. Hidelings have the racially ambiguous and integratedARG racial 
  traits. In addition, hidelings do not receive the −2 penalty when using the 
  Disguise skill to appear to be a different race.
  Sorrowful: Neither one nor the other, a sorrowful was brought up 
  by one parent and is missing something crucial in their makeup. After 
  the initial love and lust died, their parents’ extreme differences made 
  it impossible for them to live happily ever after. Sorrowful favour the 
  parent they lived with but are cursed either with unnatural long life or 
  fleetingly short life in comparison to their parent. Sorrowful have the dual 
  mindedARG and emotionally remote racial traits. In addition, once per day, 
  a sorrowful may reroll a Will save. The reroll must be declared before the 
  results of the roll are revealed, and the results of the second roll must be 
  taken, even if they are worse.
  ARG See Pathfinder Roleplaying Game Advanced Race Guide
  Half-Orcs
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard half-
  orc racial traits:
  Slum Survivor: Some Blight half-orcs are skilled at surviving in 
  slums, sewers, and underbellies. They gain a +4 racial bonus on Stealth 
  and Survival checks in urban environments, and may treat one of those 
  skills as a class skill. In addition, slum survivors may use the Survival 
  skill to find food and water in an urban environment. A successful DC 
  15 check locates enough sustenance for one person for 1 day. For every 
  2 points by which the result exceeds 15, the slum survivor can locate 
  enough sustenance for one additional person. Using Survival in this way 
  takes 1d4 hours per check. This racial trait replaces intimidating.
  Nightbreed: The Blight moulds some half-orcs toward the 
  darkness, emphasising their subterranean heritage. They gain a +4 
  racial bonus on sight-based Perception checks made in dim light or 
  darker conditions, but also gain the light sensitivity weakness. This 
  racial trait replaces intimidating.
  Blight Racial Backgrounds
  The following Blight racial background can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Savages: Their parents came to the city to seek their fortune; half-orcs 
  themselves, they found life hard, and have joined the growing number of 
  half-orcs who live in dark, rusty ghettoes and hovels — grouped together 
  for fear of attack. Savages — as other city folk call them — are tough, 
  independent, and smart; they have learnt to survive alone in the city. 
  Savages have the scavengerARG and slum survivor racial traits, and gain 
  Endurance as a bonus feat.
  ARG See Pathfinder Roleplaying Game Advanced Race Guide
  Halflings
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard 
  halfling racial traits:
  Deft Dancer: Some Blight halflings are infused with the rhythm and 
  beat of the city’s dark heart. They gain a +2 racial bonus on Perform 
  (dance) checks, on Perform (percussion, string, or wind) checks (choose 
  one) and may treat Perform as a class skill. In addition, deft dancers with 
  3 or more ranks in Perform (dance) gain a +3 dodge bonus to AC when 
  fighting defensively instead of the usual +2, and a +6 dodge bonus to AC 
  when taking the total defense action instead of the usual +4. This does not 
  stack with similar dodge bonuses gained from the Acrobatics skill. This 
  racial trait replaces fearless.
  Rigging Rat: Some halflings have Blight-charged agility. They gain 
  a +4 racial bonus on Acrobatics and Climb checks, and may treat one 
  of these skills as a class skill. This racial trait replaces sure-footed and 
  weapon familiarity.
  River Runner: Many Blight halflings are drawn to its waterways, 
  plying the Lyme with inborn expertise. They gain a +4 racial bonus on 
  Profession (sailor or boatman) and Swim checks and may treat both as 
  class skills. This racial trait replaces keen senses.
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion in 
  the uniquely challenging environment of the city. A character may be of 
  only a single Blight racial background.
  Boatfolk: The river barges are full of halfling boatfolk who are fiercely 
  insular and come from tightknit families. They have their own festivals, 
  manners, and cant. Boatfolk have the rigging rat and river runner racial traits, 
  and gain River Cant as a bonus language. In addition, when speaking in River 
  Cant, boatfolk gain a +5 bonus on Bluff checks to pass secret messages to one 
  another. Non-boatfolk who understand River Cant receive a −5 penalty on 
  Sense Motive checks to detect these secret messages.
  Humans
  Blight Alternate Racial Traits
  The following racial traits may be selected instead of the standard 
  human racial traits:
  Citysoul: Some humans instinctually are connected to the city, and 
  they subconsciously move to its irregular beat. Within the Blight, they 
  gain a +2 racial bonus on initiative checks, as well as on Perception, Sense 
  Motive, and Stealth checks. In addition, once per day, they can become lost 
  in thought in a trance-like state for 1 minute to subconsciously plumb their 
  knowledge of the city. At the end of the trance, they may make Diplomacy 
  check as though they had spent 1d4 hours gathering information. This trait 
  replaces the bonus feat trait.
  
  13
  GM Guide
  Distorted: Some humans have been warped by their birth and 
  upbringing exposed to the toxins and pollutants of the Blight. They have 
  strange internal anatomies and have a 25% chance to treat any critical 
  hit or sneak attack as a normal hit. This trait replaces the bonus feat trait.
  Mapmind: The minds of some humans intuitively understand the ever-
  changing layout of the city, as though they have a mental model that is 
  somehow always kept up to date. They gain a +4 racial bonus on Knowledge 
  (local), Knowledge (geography), and Lore* checks in relation to knowing the 
  urban geography of the Blight, the fastest method to get from one location 
  to another, and for finding specific locations within the city. In addition, they 
  can spend a full-round action to know which district they are in, even if they 
  cannot see their surroundings. This trait replaces skilled.
  Polluted: The city itself seems infected with choking gases and corrosive 
  chemicals, yet some humans seem to thrive in even the most pollutant-rich 
  environments. They gain acid resistance 2 and a +4 racial bonus on Fortitude 
  saves versus poison. This trait replaces the bonus feat trait.
  Twilight Sighted: Touched by exotic blood or Between, some humans 
  can see better than their kin in dim light conditions. They gain low-light 
  vision. This trait replaces skilled.
  Water-Blooded: They say that blood is thicker than water, but for some 
  Blight humans, the waters of the Lyme seem to run through their veins. 
  They can hold their breath for twice as long as a normal human, gain a 
  +4 racial bonus on swim checks, and treat Swim as a class skill. This trait 
  replaces skilled.
  * See New Skills
  Blight Racial Backgrounds
  The following Blight racial backgrounds can be obtained when a 
  character takes a specific combination of Blight alternate racial traits. 
  These include additional bonuses that represent their total immersion 
  in the uniquely challenging environment of the city. A character may 
  be of only a single Blight racial background. In addition, three common 
  Blight backgrounds for humans are included: Capitoler, commoner, and 
  criminal. These represent, by far, the most common racial backgrounds 
  of the humans of the city and, therefore, are listed first in their separate 
  section. Unlike the other racial backgrounds, the Capitoler, commoner, 
  and criminal do not require a specific selection of alternate racial traits, 
  but rather allow the individual to choose one background trait from a 
  provided list that replaces the skilled racial trait.
  Common Blight Racial Backgrounds
  As mentioned, these three backgrounds — Capitoler, commoner, 
  and criminal — are separate from the other human racial backgrounds 
  provided below. However, just like those, a human can have only one 
  of these Blight racial backgrounds regardless of whether it is one of the 
  common ones or not.
  Capitoler: A Capitoler hails from the Capitol, his or her parents mingled 
  with minor gentry or scholars, serving clerks, guards, or any number of other 
  professions and backgrounds. Capitolers can be of the Upper Class or Middle 
  Class. Capitolers may dress more fashionably, have a richer accent, write in 
  a very educated way, and generally have an air of confidence; in other words, 
  they are better educated and slightly more aloof than other locals. Born in the 
  Capitol, Capitolers make excellent clerics, paladins, wizards, alchemistsAPG, 
  cavaliersAPG and arcanistsACG, although all the other classes — and in particular 
  rogues — are also commonly found.
  Capitolers choose one of the following six background traits in place 
  of the skilled trait:
  Book Learnt: Pick any one Knowledge skill as a bonus skill 
  and start with a +2 racial bonus to reflect the bookish studies of the 
  character as a child.
  Higher Education: Increase skills at 1st level as though the character 
  had 2 more Intelligence than he has (subsequent skills are learnt with this 
  modifier as well).
  Military Stock: The PC may choose any one skill from Acrobatics, 
  Heal, Intimidate or Ride as a bonus skill and take a +2 racial bonus to the 
  use of this skill.
  Religious Background: The character may be the son of a vicar, priest 
  or other religious worthy. Add a +2 racial bonus to Knowledge (religion) 
  checks, and the character learns this skill as a class skill.
  Troublesome Child: The character spent his whole younger life 
  playing in the rooftops and gables of the city. Choose a +2 racial bonus to 
  either Climb, Knowledge (local) or Survival, and the skill is considered 
  a class skill.
  Wealthy Parentage: The character is born into wealth and privilege. 
  Start with 2 times standard money and receive half that amount as an 
  annual allowance.
  Commoner: The backbone of the city, the common man or woman is a 
  drinker, a laugher, a dancer and a fighter. She is at home in the gin-halls of 
  the city, toasting the Queen, and then readying herself for work the next day. 
  Commoners can be of the Middle Class or the Lowfolk. Her background is 
  born in the streets where the workers toil and earn their bread and butter. 
  Fighters, bards, rangers, brawlersACG, huntersACG, investigatorsACG and 
  swashbucklersACG all rise from the commoner, although all the other classes 
  are heard of in the narrow streets and squares of the city.
  Commoners are tougher than the Capitolers; they have had an 
  upbringing in the school of hard knocks and their skills reflect that. 
  Commoners choose one of the following six background traits in place 
  of the skilled trait:
  Child of a Trader: Pick any one Craft or Profession skill as that of your 
  parent and receive a +2 racial bonus to the skill, which is also considered 
  a class skill.
  Mean Streets: The character had a particularly tough upbringing. Take 
  Improved Unarmed Strike as a bonus feat.
  Seaward: A life on the docks and decks has made a mark on the 
  character. Choose a +2 racial bonus in either Acrobatics, Climb, Craft 
  (ships), Profession (sailor or boatman) or Swim.
  Thief: The character has lived by his wits and by his speed. Choose a 
  +2 racial bonus in either Acrobatics or Perception and receive Thieves’ 
  
  14
  The Blight: Richard Pett's Crooked City
  Cant as a bonus language.
  Vagabond: Life in the slums made the character adept at survival in the 
  city. Choose a +2 racial bonus in either Appraise, Bluff, or Sleight of Hand.
  Wanderer: The character moved about a lot as a child and was exposed 
  to the ways of the Viroeni. Receive a +2 racial bonus in Knowledge (local), 
  and choose either Rama or River Cant as a bonus language.
  Criminal: Tramps and beggars, waifs, strays, and crooks, you come 
  from the underclass of the city and make no bones about it; you’ve had 
  it tough. The streets are unfriendly to those without a home, and you’ve 
  been bred hard. Criminals of the sort described here can be of the Lowfolk, 
  Invisibles, or Lowest of the Low. Rogues, barbarians, bards, sorcerers, 
  vigilantesUI, brawlersACG, huntersACG, swashbucklersACG, and slayersACG are 
  to be found amongst the Criminals, but all other classes, even paladins, 
  have been found in the dark places of the city.
  To reflect their tough upbringing, criminals choose one of the following 
  six background traits in place of the skilled trait:
  Friends in Low Places: The character has contacts in the city’s 
  underworld. Choose a +2 racial bonus to either Appraise, Diplomacy or 
  Intimidate and consider it as a class skill.
  Mendicant: A master at begging and fraud, the characters receives a +2 
  racial bonus in Bluff and considers this as a class skill.
  Sterner Stuff: The characters hardened life has made her particularly 
  resistant to either disease or poison, receive a +2 racial bonus to all saving 
  throws of this type.
  Street Corner Entertainer: The character has made a few tanners 
  playing on the street corners in the past. Add a +2 racial bonus to any one 
  Perform skill and consider it as a class skill.
  Street Fighter: The character earned at least part of her living as a 
  boxer or street tough. Take Improved Unarmed Strike as a bonus feat.
  Tramp: From gypsy blood, the character wandered the streets since 
  birth. Receive a +2 racial bonus to Knowledge (local) and consider this 
  as a class skill. The character also chooses either Rama or River Cant as 
  a bonus language.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  UI See Pathfinder Roleplaying Game Ultimate Intrigue
  Other Blight Racial Backgrounds 
  Crooked: Pity those who have been infested with thoughts of Between 
  — for some it is a daily terror, a fear that, at any moment, she is going to 
  reach out and devour them forever. Others fear that their very thoughts 
  of Between are bound to manifest, and come and get them. The wolf 
  staring into the crib. Some think a war is about to begin, a war that will 
  end everything very, very quickly as Between rises up and devours the 
  grotesque, bloated city of Castorhage.
  These are edgy people, yet strangely enlightened. They tend to be more 
  artistic, creative, awakened, or elemental, but not always. They may have 
  a peculiar effect upon animals, or upon people, or upon the things they 
  create: cats may yowl and flee when they enter a room; people give them 
  surprised second glances when they first encounter them, having imagined 
  something different, something changed; or they may create things that 
  are not quite right — works of staggering genius that anger people and 
  can never be sold, or objects that defy explanation yet send a subtle twist 
  up the spines of those who view them, and who can’t bear to be near them 
  for any great length of time.
  Crooked humans have the distorted and twilight-sighted racial traits. In 
  addition, once per day, they may make a Diplomacy or Intimidate check 
  to change a creature’s attitude as a swift action, rather than after a minute 
  of conversation.
  Lyme-Blessed: Ah Sister Lyme, she slithers — or perhaps more rightly 
  oozes — through the city, her veins reaching upstream to taint and choke. 
  None can escape her. She peculiarly affects these humans; they’ve spent 
  many generations on her back or in her womb, and it has seeped into 
  their pores. Other humanoid races do not seem to take this patina, this 
  infestation — some have pointed out that it shows her disapproval of 
  those who are not human and base a whole range of bigoted beliefs on this 
  thin veneer of reason.
  Whatever the true cause, Sister Lyme has a peculiar hold on these folk, 
  be they from fishing, harbouring, shipwright, or any of a host of other 
  maritime and related backgrounds. Somewhere deep in their family tree, 
  the river changed them. Maybe it was an accident? Perhaps the Canker 
  nearly choked them, or they fell in and saw something? Maybe it was just 
  the more common, visceral nightmares that plague those who live by her 
  flanks? Whatever it was, she has a hold of them.
  Lyme-blessed humans have the polluted and water-blooded racial 
  traits. In addition, their eyes are subtly adapted to see better through water 
  distortions and obstructions. They can see twice as far through fog, mist, 
  and murky water than a normal human, and halve the miss chance for 
  these concealments.
  New Racial Subtypes
  As mentioned above under Blight Racial Backgrounds, the use of 
  racial subtypes here is in the traditional “subrace” sense rather than the 
  Pathfinder Roleplaying Game Advanced Race Guide sense whose racial 
  subtypes are more akin to the aforementioned Blight racial backgrounds.
  The racial subtypes included here are all more or less unique to the 
  Blight (with the exception of gypsy-souls). Not that they can’t be found 
  anywhere else — though that is likely to be rare enough — but rather that 
  wherever they’re found, their existence can be traced back to their Blight 
  roots, proving that the Blight is so pervasive — so corrupting — that it 
  changes everything it touches and usually not for the better.
  Derro, Lantern Folk
  Only in a place as dissolute and depraved as the Blight would a race 
  as sinister as the derro be able to find a home among the surface races. 
  Though even here they are given the name lantern folk rather than go by 
  their more commonly known epithet of derro. At home in the Underneath, 
  these derro have lived long enough in the shadow of the great city-state 
  above to have taken on some of its characteristics, much like the blighted 
  
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  GM Guide
  humans (see below). While they remain as sensitive as ever to the light of 
  the sun, their race’s own inherent propensity for madness has reacted with 
  the strange energies of proximity to Between and the vaguely life-like 
  quality of the city itself in an unusual way — lantern folk are, for the most 
  part, sane. A stable population such as this is unheard of, and has allowed 
  for a peaceful co-existence within the city’s bowels.
  Physical Description: The lantern folk are physically typical of derro. 
  The have skin ranging from pale blue to stark white, and wild, bushy 
  hair ranging from stark white to pale blue (hair and skin tone are rarely 
  the same). They wear moustaches and sideburns with regularity, though 
  beards are fairly uncommon. They have the same bulging, pupil-less eyes 
  of the derro and only four fingers on each hand, though their feet retain 
  five toes. They are small and slight of build, but extremely light on their 
  feet and quick. 
  Society: Lantern folk lack the savants and other bizarre demagogues 
  that permeate derro society. They instead dwell among the dwarves of the 
  Underneath and elect delve-chiefs to govern their neighbourhoods in an 
  orderly and peaceful fashion. They typically work as miners, craftsmen, 
  traders, tunnel maintenance workers, or gatherers of resources available 
  only in the Underneath or lower subterranean areas. When encountered on 
  the surface in the night markets or well-shaded establishments during the 
  day they sell their rare Under Realms or negotiate contracts with surface 
  firms for the kinds of specialised work that they can provide. The racial 
  propensity for sadistic experiments and poisoning only rarely emerges 
  among lantern folk individuals.
  Relations: When the dwarves of the Underneath discovered the 
  lantern folk derro centuries ago, many voices called for their immediate 
  extermination. The depredations of the derro were well known among the 
  dwarves. However, these derro demonstrated peaceful contact and did 
  not show the signs of madness so prevalent among that race. In the end, 
  cooler heads prevailed, and the lantern folk were allowed to peacefully 
  assimilate into the society of the Underneath. A compromise made with the 
  hardliner dwarves, who still distrusted the derro-kin and their inclination 
  for skulduggery in the dark, required them to maintain a light source about 
  themselves at all times when outside their own homes. The derro, wishing 
  to avoid extermination at the hands of the more war-like and numerically 
  superior dwarves, agreed to this request, and it is from this practice that 
  they came to have the name by which they are now known — though most 
  make use of light spells rather than lanterns these days.
  The lantern folk have now lived in the Underneath for centuries without 
  causing any problems and continue to follow the decree of keeping a light 
  spell at all times. However, this decree only applied to when they were 
  in the Underneath, so when they are abroad above ground or in tunnels 
  that are not a part of the Underneath, they are not in the habit of keeping 
  a light spell active. Most folk who interact with the lantern folk are the 
  dwarves of the Underneath, but they get along in general with all of the 
  different population segments. The exception to this are any derro who are 
  not lantern folk and any duergar. For some reason, these two races despise 
  the lantern folk and seek to slay them whenever possible.
  Alignment and Religion: The lantern folk no longer embrace the evil 
  ways of their derro forebears. They have also shed much of the chaos 
  inherent to the madness of others of their kind. As such, the most common 
  alignment among the lantern folk is neutral with a number of lawful neutral 
  and neutral good as well. The chaos of their old ways slips through in some 
  individuals so that chaotic good and chaotic neutral lantern folk are not 
  unheard of. For the most part, the lantern folk have embraced the religion 
  of the dwarves of the Underneath who sponsored them and hold Vergrimm 
  EarthsbloodMM or CrugasMM in high regard. Some revere DwerfaterMM or 
  even GroxMM, but these are much fewer and farther between.
  Adventurers: For folk interested in plumbing the maze of tunnels that 
  exists beneath the Underneath, few are more suited to this lifestyle than 
  the lantern folk. Their natural ability to navigate these low passages and 
  survive in the great darkness makes them most suitable. They also do well 
  aboveground in the many cellars of the city or even out on its winding 
  streets at night. Most lantern folk are rogues or sorcerers with a number of 
  rangers and druids oriented toward subterranean habitats.
  Male Names: Bariom, Caedimus, Cassius, Filo, Luciliun, Tiberonus
  Female Names: Andromeda, Caliopa, Gratica, Koryola, Veran, Vesta
  Lantern Folk Racial Traits
  +2 Constitution, +2 Charisma, −2 Wisdom: Lantern folk are hardy 
  and strangely compelling, but they harbour an ancestral seed of madness 
  in their souls.
  Small: Lantern folk are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on 
  Stealth checks.
  Slow Speed: Lantern folk have a base speed of 20 feet.
  Darkvision: Lantern folk can see well in the dark up to 60 feet.
  Racial Hit Dice: Unlike typical derro, lantern folk do not possess any 
  racial Hit Dice. Instead, their Hit Dice is defined solely by the class levels 
  they take.
  City Knowledge: Lantern folk gain a +4 bonus on Lore* (Underneath) 
  checks and a +2 bonus on Lore checks related to one other city district. 
  Lore checks related to either of these two city districts can be made 
  untrained.
  Derro Magic: Lantern folk with a Charisma of 11 or higher gain the 
  following spell-like abilities: at will—darkness, light; 1/day—daze, ghost 
  sound. The caster level for these effects is equal to the lantern folk’s level. 
  The DC for these spells is equal to 10 + the spell’s level + the lantern 
  folk’s Charisma modifier.
  Know Your Own: Lantern folk gain a +2 bonus on Diplomacy and 
  Sense Motive checks versus others of the same racial subtype.
  Sneaky: Lantern folk gain a +2 racial bonus of Stealth checks in 
  lighting conditions that are dim or less.
  Vulnerability to Sunlight: A lantern folk takes 1 point of Con damage 
  after every hour it is exposed to sunlight.
  Languages: Lantern folk begin play speaking Common, Dwarven, and 
  Undercommon. Lantern folk with high Intelligence scores can choose 
  from the following: Aklo, Darkling, Draconic, Gnome, Goblin, and Orc. 
  Having grown up in (or under) the Blight, they have had a much greater 
  opportunity to meet and mix with a variety of other races and ethnicities 
  than a member of their race not resident in a large, cosmopolitan city may 
  have done. Lantern folk therefore add all available human languages to 
  the list of racial bonus languages they may choose from (except secret 
  languages, such as Druidic).
  *See New Skills
  Elf, Primitive
  Primitives are elves who have found themselves drawn to the strange, 
  almost otherworldly allure that seems to shine just beneath the surface 
  of the Blight for those with the sensitivity to see it. The result of their 
  long exposure to this strange, intangible presence ever tickling at their 
  minds has led them to devote their lives to its expression in art. They are 
  fey — almost elemental — creatures inspired and tortured by wildly vivid 
  dreams to the point of obsession over an act of creation to bring their 
  dream visions to life. They may stand for hours immersed in the light 
  play of sun on the gables, entranced by the reactions of an admixture of 
  venoms, or crafting the perfect expression in musical movements about 
  the unique potpourri of odours produced by a particular alleyway. 
  Physical Description: Primitives tend to stand taller and are more 
  willowy than the typical elf, rarely with an ounce of fat on their bodies as 
  they devote every waking moment and all their energy to the perfection 
  of their art. Some with an epicurean bent lie at the opposite end of the 
  spectrum, representing the shockingly phenomenon of a morbidly obese 
  elf. They share the same almond-shaped eyes of other elves, but their wide 
  irises are always completely black, blending seamlessly with their pupils, 
  and creating the impression of looking into a vast, bottomless well. Their 
  clothing tends toward minimalist ideals and ranges in quality from a few 
  diaphanous veils or scarves to little more than a rough loincloth. They 
  see their bodies as another form of expression of their art and wish to 
  reveal their canvas to as many as can see, regardless of physique, injury, 
  or deformity. Exotic and extravagant tattoos, often covering much of their 
  bodies, are not uncommon. In the cold winters of the Blight, they bundle 
  up in rough, primitive garments of hide and thick fur, channelling the 
  inner nature they sense within the walls of the city. The hygiene of these 
  elves varies wildly, with some taking great pride in their physical aesthetic 
  
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  The Blight: Richard Pett's Crooked City
  and others seeing such concerns as mundanely gauche, preferring to revel 
  in a natural state of filth.
  Society: Primitives take their name from the fact that they see themselves 
  entirely outside society. In fact, to them society is an unnatural aberration 
  that separates them from the enlightened beauty that they forever seek 
  to capture and emulate in their art. As such, primitives with any political 
  leaning at all tend toward the Anarchist camp. Some may even believe 
  the true expression of their inner eye’s beauty lies in watching the entire 
  city burn.
  Relations: Primitives have poor relations with virtually every other 
  race, including other elves. Only other primitives and the most avant-
  garde of art patrons within the city who share their bohemian outlook 
  find themselves in the social circles of the primitives, and even then these 
  relationships tend to be short, self-absorbed, and one-sided, the primitive 
  moving on to some new companion in their eternal quest to capture their 
  inner eye in art.
  Alignment and Religion: Primitives have all of the emotional 
  capriciousness of other elves but tend to lack much value for kindness 
  or any concept of beauty that lies outside their own personal obsessions. 
  Most primitives are chaotic, but very few of them are good. Primitives 
  are never lawful. Many primitives gravitate toward agnostic or atheistic 
  beliefs as all other matters are subordinated to their personal obsessions. 
  Some do, however, venerate deities that represent certain types of art, 
  freedoms, or simply hedonism in general. Among the primitives who 
  venerate a deity, some of the more common divine patrons are Dame 
  TorrenBG, MoccavalloBG, Bacchus-DionysusBG, the Queen of SpidersBG, 
  PanBG, Lurz-UrciaLCB, PeloraDMC, EliphazDMC, ArialeeGD, SriashaK2, 
  GilyoK9, DemogorgonMM, BastDD, TiamatDD, ShupnikkuratDD, the Church 
  of MarwanDD, The Poppy’s ChorusDD, and one of the largest chapters of 
  the Cult of the UnspeakableTD in the Lost Lands. A few even call upon the 
  blessings of The Ash Queen** or The Horseman**. Above all, they fear 
  the demon lord Mathrigaunt the MadBP, knowing full well even in their 
  indolence that to fully succumb to madness is to lose their vision entirely. 
  There are rumours, however, of some primitives who have done that very 
  thing and now secretly seek to propagate the spread of the insidious cult 
  among their peers.
  In addition, it is not unusual to see a new cult spring up among a group 
  of primitives dedicated to some wholly or partially fabricated deity drawn 
  from an exotic land or a prehistoric past viewed as somehow purer or 
  more visceral. Without the backing of a true deity to provide any sort 
  of evidence of divine inspiration whatsoever, these small cults usually 
  dissolve in a matter of days or months at the most. While they exist, 
  though, some of them can become quite dangerous or vicious in their 
  ideals of physical excess at any cost.
  Adventurers: While the harrowing and strenuous life of an adventurer 
  holds little appeal for most languid primitives, for those whose imagination 
  it does capture, little can hold them back. For them, something of the vision 
  they seek to actualize lies in the chaotic freedom and risk of adventuring, 
  and they jump into the life with both feet. There are few rigors they won’t 
  endure, dangers they won’t face, and risks they won’t take for the sake 
  of their passion. The most frequent classes they take are barbarian, bard, 
  oracleAPG, sorcerer, swashbucklerACG, or witchAPG.
  Male Names: Primitives eschew the names of their elven heritage 
  and those of the surrounding human culture alike. They prefer to take 
  on monosyllabic mononyms that they feel portray the underlying truth 
  of their being or poetic descriptions that seek to do the same. To most 
  others, their names seem pretentious, nonsensical, or both. Male names 
  include Chak, Durst, Flower-Fire, Pum, Quell-The-Stone, Ran-The-Side-
  Fall, Son-Of-Nos, Slay-Made-Blue, Tak-tak, Thorn, Tutho, Uch, Willow, 
  and Whole-Wind.
  Female Names: Females use a similar naming convention as the males, 
  but their names tend more toward the more poetic phrasing or individual 
  words that they feel represent their moment. Such names include 
  Abundance, Encounter-Upon-Green-Radiance-Of-Night, Light-In-Ever-
  Noise, Perfect, Pain-For-Promise, Rain, Sash, Two-Sides-Through, 
  Under-Lives-Peace, and Willow.
  Primitive Racial Traits
  +2 Intelligence, −2 Wisdom, +4 Charisma: Primitives are geniuses 
  in their field, but prone to foolishness. They possess an almost unnatural 
  animal magnetism.
  Medium: Primitives are Medium creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Primitives have a base speed of 30 feet.
  Low-Light Vision: Primitives can see twice as far as humans in 
  conditions of dim light.
  Artistic Devotion: Primitives are forever seeking the perfect expression 
  of their form. They gain a +1 bonus on any trained ArtistryPU and Craft 
  skill check, a +2 racial bonus on checks with any one ArtistryPU or Craft 
  skill, and they may treat that skill as a class skill.
  City Knowledge: Primitives gain a +4 bonus on Lore* checks related 
  to one city district and a +2 bonus on Lore checks related to one other 
  city district. Lore checks related to either of these two city districts can be 
  made untrained.
  DreamspeakerARG: Primitives have the ability to tap into the power of 
  sleep, dreams, and prescient reverie. They add +1 to saving throw DCs 
  for spells of the divination school and sleep effects they cast. In addition, 
  primitives with a Charisma of 15 or higher may use dream once per day as 
  a spell-like ability (caster level is equal to the primitive’s character level). 
  Focused Devotion: A primitive may reject a class skill in order to 
  increase his maximum permissible ranks in an artistic devotion skill by 
  1. This increase can be gained only once per class skill, regardless of the 
  number of sources that enable it as a class skill. Further, if the primitive 
  ever chooses to regain a previously rejected class skill from a new source, 
  the primitive’s permissible maximum rank is reduced by 1 and a skill rank 
  spent to achieve that maximum, if any, is lost.
  Heightened Sensitivity: Primitives receive a +2 racial bonus on 
  Perception and Sense Motive checks. They receive a –2 saving throw 
  penalty against enchantment spells and effects.
  Know Your Own: Primitives gain a +2 bonus on Diplomacy and Sense 
  Motive checks versus other primitives. This stacks with the bonus from 
  heightened sensitivity.
  Languages: Primitives begin play speaking Common and Elven. 
  Primitives with high Intelligence scores can choose from the following: 
  Celestial, Draconic, Gnome, Halfling, Infernal, and Orc. Having grown up 
  in the Blight, they have had a much greater opportunity to meet and mix 
  with a variety of other races and ethnicities than a member of their race not 
  resident in a large, cosmopolitan city may have done. Primitives therefore 
  add all available human languages to the list of racial bonus languages 
  they may choose from (except secret languages such as Druidic).
  * See New Skills
  ** See For the GM, True Gods of the Blight
  Gnome, Tradelord
  Tradelord gnomes are a common sight amongst the financial areas 
  of the city; they are cunning and astute, good judges of character and 
  risk, and their talents are in demand — by the legal, financial, and 
  speculative professions, as well as the less-legal arms of those groups. 
  In many ways, their reputation resembles that of the street dwarves in 
  other urban areas throughout Akados, but whereas the street dwarves are 
  known for being hard-working business owners and workers, tradelord 
  gnomes are specifically involved as financiers, bankers, commodity 
  speculators, investors, and trade factors at the highest echelons of local 
  and international trade. And while they are known for their business 
  acumen, they are not especially well-regarded for their scruples. A person 
  always feels more comfortable with a tradelord gnome on his side of a 
  negotiating table but much less comfortable with one on the opposite side. 
  Physical Description: Tradelord gnomes superficially resemble 
  ordinary gnomes in all ways, but all tradelord gnomes are descended from 
  a handful of Castorhage gnome families (no matter how distantly related), 
  and all tend to bear a certain family resemblance. Their hair tends toward 
  muted shades of brown, red, or sometimes green, though grey and silver 
  seem to predominate even at relatively young ages. In addition, there is 
  an unusually high incidence of balding among their numbers. Eyebrows 
  are almost always thick and bushy, with wide, hooked noses, and large, 
  
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  GM Guide
  protruding ears. Thick, brushy moustaches and sometimes sideburns are 
  extremely common, though beards are never worn. Their skin also tends 
  to be more pallid compared with their kin and is frequently extremely 
  thin, almost parchment-like, with a spider web of tiny veins visible on the 
  cheeks, chin, nose, and ears. Eyes tend to be bleary and slightly jaundiced, 
  and myopia is very common, with many tradelord gnomes wearing 
  spectacles before they reach adulthood.
  Society: Tradelord gnomes are extremely preoccupied with social class 
  and form. They are extremely proud of their Castorhage lineage from a few 
  well-placed families whose involvement in the politics and finances of the 
  city-state date back for centuries. With family names such as Bothelwaite, 
  Curringham, Evendon, and Shipwright, they feel that they are the true 
  cream of the crop within the city-state, with a name that should open doors 
  and get immediate recognition even among the unwashed Lowfolk. The 
  fact that none of their family names is even remotely as well-known as the 
  upstart parlor magician Shortstones and their seemingly endless progeny 
  irks the families of the tradelords to no end, though they will never let on 
  to being disturbed by a notion so far beneath them.
  Relations: Tradelord gnomes tend to get on well with most other races, 
  if at a comfortable and coolly indifferent arm’s length. They hold ordinary 
  gnomes in utter contempt, however. The city’s Lowfolk recognize them 
  as true “movers” within the Blight’s social strata, and the Upper Class 
  see them as formidable and respectable professionals, if not particularly 
  friendly or suitable for socializing. The tradelord gnomes’ natural 
  standoffishness actually serves them well in their relations with others 
  because it makes them seem stuffy and competent while at the same time 
  masking their inclination toward pompousness biting condescension. The 
  few that manage to get close to a tradelord gnome almost always find 
  them rude and unpleasant but worthwhile companions nonetheless for 
  their astute judgment and considerable skills at the bargaining table.
  Alignment and Religion: Tradelords have a tendency toward law and 
  neutrality, being much more concerned with reaching the means to their 
  ends through skilful manipulation of the existing rules rather than with 
  whether or not the ends themselves might be in any way worthy or moral. 
  Lawful neutral and neutral are their most commonly taken alignments, 
  with some exceptional individual skewing toward lawful good or lawful 
  evil. Neutral good and neutral evil are extremely rare, and chaotic 
  alignments are unheard of among them. Favored religions are SefagrethBG, 
  ThyrSV, Dre’uainBP, ArcheillusBP, and IskardarMM, and no doubt more than a 
  few who secretly revere Lord Mammon**. Noticeably absent among the 
  worship of the tradelord gnomes is the worship of their chaotic racial deity 
  Hammer MittelschmerzMM.
  Adventurers: Tradelord gnomes seldom become adventurers, but 
  some find the thrill of the discovery of new trade markets and the victory 
  over opposing forces as a great draw and become sea captains, caravan 
  leaders, or even trade negotiators in the most hostile of environments. 
  Bards are by far the favourite class for these adventurous souls, with 
  wizards and oracles coming in a close second, particularly those wizards 
  that specialize in enchantment, divination, or transmutation. For the truly 
  adventurous, rangers and rogues are not unheard of.
  Male Names: Bates, Cumberlin, Huffingham, Jomas, Myles, 
  Perrington, Tomorj, Trevor, Willin
  Female Names: Agathra, Agned, Delorys, Gertrand, Myllicent, Myrtle, 
  Pennifor
  Tradelord Gnome Racial Traits
  +2 Intelligence, +2 Charisma, –2 Strength: Tradelord gnomes are 
  not as hardy as their ordinary gnome kin and lack much in the way of 
  physical strength, but they more than make up for it with the power of 
  their presence and their impressive mental acumen.
  Small: Tradelord gnomes are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on 
  Stealth checks.
  Slow Speed: Tradelord gnomes have a base speed of 20 feet.
  Low-Light Vision: Tradelord gnomes can see twice as far as humans 
  in conditions of dim light. See Chapter 7 of the Pathfinder Roleplaying 
  Game Core Rulebook.
  Business-Brained: Tradelord gnomes find that the Blight enhances 
  their naturally convoluted thought patterns into a talent for the abstract 
  intricacies of high-level business, finance, and law. They gain a +4 racial 
  bonus on Profession (banker, barrister, gambler, or merchant) checks 
  (choose one), and may treat that skill as a class skill. In addition, they use 
  their Charisma or Intelligence modifier, instead of their Wisdom modifier 
  with this Profession check, if they wish. This decision is made at character 
  creation and, once chosen, cannot be changed.
  City Knowledge: Tradelord gnomes gain a +4 bonus on Lore* checks 
  related to one city district and a +2 bonus on Lore checks related to one 
  other city district. Lore checks related to either of these two city districts 
  can be made untrained.
  Illusion Resistance: Tradelord gnomes get a +2 racial saving throw 
  bonus against illusion spells and effects.
  Keen Senses: Tradelord gnomes get a +2 racial bonus on Perception 
  skill checks.
  Know Your Own: Tradelord gnomes gain a +2 bonus on Diplomacy 
  and Sense Motive checks versus others of the same racial subtype.
  Truth Twister: While tradelord gnomes are great appreciators of 
  civil law and order in the business arena, this is only insofar as they can 
  manipulate and twist it to their advantage. Tradelord gnomes’ facilities 
  with deceit are enhanced in situations involving negotiation, giving them 
  a +2 racial bonus on Bluff and Sense Motive checks when lying and 
  discerning lies, respectively, and they may treat one of those skills as a 
  class skill.
  Urban Magic: Like many other gnomes, the Blight has altered the 
  inherently magical nature of tradelord gnomes. Those with Charisma 
  scores of 11 or higher gain the following spell-like abilities: 1/day—
  floating disk, message, open/close, and unseen servant. The caster level 
  for these effects is equal to the tradelord gnome’s level. The DC for these 
  spells is equal to 10 + the spell’s level + the tradelord gnome’s Charisma 
  modifier.
  Weapon Familiarity: Tradelord gnomes treat any weapon with the 
  word “gnome” in its name as a martial weapon.
  Languages: Tradelord gnomes begin play speaking Common, Gnome, 
  and either Semuric or Xaon. Tradelord gnomes with high Intelligence 
  
  18
  The Blight: Richard Pett's Crooked City
  scores can choose from the following: Draconic, Dwarven, Elven, Giant, 
  Goblin, Orc, Sylvan, and Undercommon. Having grown up in the Blight, 
  they have had a much greater opportunity to meet and mix with a variety 
  of other races and ethnicities than a member of their race not resident in a 
  large, cosmopolitan city may have done. Tradelord gnomes therefore add 
  all available human languages to the list of racial bonus languages they 
  may choose from (except secret languages, such as Druidic).
  *See New Skills
  ** See For the GM, True Gods of the Blight
  Half-Orc, Shadowlamp
  Shadowlampers, as they are typically called, are half-orcs in the Blight 
  born pale and sickly looking. The light still hurts the enlarged eyes of these 
  half-orcs. Sometimes referred to as vampires, ghouls, or undead by other 
  city folk, they prefer to do their business by night. To many, however, the 
  Shadowlamper is a boon; someone who prefers to work at night can come 
  in very handy, not only for the criminal underclasses, but also amongst 
  more legitimate professions. The Queen’s 4th Shadowlampers are a 
  renowned part of the City Watch, with a waiting list of seven years to join 
  and the toughest entry tests in the whole Watch. The Illuminati have made 
  great use of Shadowlampers, and these half-orcs are also ranked amongst 
  some of the most famous spider-hunters in the city’s history. 
  Physical Description: Shadowlamp half-orcs are tall like their more 
  common kin, easily exceeding 6 feet in height for both genders, but lack 
  the sheer muscle mass of their cousins. Their bodies are thin and corded 
  with wiry muscle that makes them look more like scarecrows — or 
  cadavers — than a typical half-orc, and their skins tend to run paler than 
  the dusky or greenish hues more frequently found. They have wide eyes 
  with large pupils that are frequently bloodshot and teary in bright lights. 
  Though their lower canines are less prominent than is normal for half-
  orcs, they are nevertheless somewhat elongated, and the fact that their 
  upper canines are likewise hypertrophied only adds to the comparisons to 
  some sort of blood-drinking undead beast.
  Society: As products of a wholly urban environment, shadowlampers 
  do not suffer the persecution and ostracization seen by the societies of 
  both of a typical half-orc’s parents. This is partially because shadowlamp 
  half-orcs are the offspring of mated shadowlamp half-orcs, the initial 
  orc/human crossing having occurred generations in the past. This is also 
  because with so many underclasses in the Blight held with equal disdain 
  by the upper crust of society, it is too much trouble for a lone segment 
  to be singled out for specific prejudice. They receive the hardships and 
  privations of a second-class citizen, but then so do most folk of the Blight, 
  so it seems like no unique burden to shadowlampers.
  Relations: With no special prejudice levelled against them in the city of 
  their birth and a generations-long dissociation from the separate cultures of 
  their progenitors, shadowlamp half-orcs get along with the other races that 
  inhabit the city just as would any other. No special grudges are harboured, 
  and no great blood feuds recognized. A shadowlamper on the streets of the 
  city would have the same possibility to like or dislike an elf he met on the 
  street as he would an orc. Though some folk are put off by their cadaverous 
  appearance and exhibit a prejudice along those lines, the respect they 
  command for the work they do and the myriad of other racial prejudices 
  that swell within the disparate folk of the Blight causes shadowlampers to 
  not feel singled out as a target of vitriol by any particular group.
  Alignment and Religion: Shadowlamp half-orcs have no great 
  propensity toward evil nor toward chaos. Likewise, they hold no special 
  fondness for good or law. They are just as likely to be chaotic evil as 
  chaotic good, though only a very few could be considered lawful good. 
  The largest portion of their population falls firmly within the boundaries of 
  neutrality. Most work hard, do their job, support their families, and at the 
  end of the day enjoy a pint and a cigar. They usually hold no great loyalty 
  to the city or its institutions, but take great pride in their own work ethic 
  and expertise in those areas in which they excel. As creatures naturally 
  suited for the dark of night, those few shadowlampers who do observe 
  a formal religion tend to gravitate toward those that favour the shadows 
  such as MirkeerCotSK and Sister Shadow** or other aspects of the night 
  such as NarrahSV or even relating to their occupation such as VanitthuRCFG. 
  A shadowlamper worshipping GrotaagMM is unheard of, but most pay no 
  attention to any religion in particular.
  Adventurers: As individuals skilled for a certain line of work, in 
  particular guarding, watching, or hunting at night or in the dark places of 
  the city, shadowlampers make excellent adventurers, and many are drawn to 
  such a life. Shadowlampers are most commonly found as fighters, rogues, or 
  rangers, though no few have a made a career as huntersACG, investigatorsACG, 
  and swashbucklersACG. Because of their penchant for night work and 
  working in high and precarious places, those who have opted the pursuit of 
  gunfighterUC often find themselves especially employable.
  Male Names: Borkil, Daga, Hurk, Kultak, Merrik, Tarik, Yasg
  Female Names: Borlea, Dresa, Morfuda, Shevzu, Tulik, Yada
  Shadowlamp Half-Orc Racial Traits
  +2 Strength, +2 Dexterity, −2 Charisma: Shadowlamp half-orcs are 
  tough and hardy, but their appearance is often off-putting to others.
  Medium: Shadowlamp half-orcs are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Shadowlamp half-orcs have a base speed of 30 feet.
  Acute DarkvisionARG: Shadowlamp half-orcs have exceptionally sharp 
  darkvision, gaining darkvision 90 feet.
  City Knowledge: Shadowlamp half-orcs gain a +4 bonus on Lore* 
  checks related to one city district and a +2 bonus on Lore checks related 
  to one other city district. Lore checks related to either of these two city 
  districts can be made untrained.
  Know Your Own: Shadowlamp half-orcs gain a +2 bonus on Diplomacy 
  and Sense Motive checks versus others of the same racial subtype.
  Light Sensitivity: Shadowlamp half-orcs are dazzled in areas of bright 
  sunlight or within the radius of a daylight spell.
  Nightbreed: Shadowlamp half-orcs receive a +4 racial bonus on sight-
  based Perception checks made in dim light or darker conditions and 
  gain a +1 bonus on all skill checks when working in dim light or darker 
  conditions.
  Orc Blood: Shadowlamp half-orcs count as both humans and orcs for 
  any effect related to race.
  Weapon Familiarity: Shadowlamp half-orcs are proficient with 
  greataxes and falchions and treat any weapon with the word “orc” in its 
  name as a martial weapon.
  Languages: Shadowlamp half-orcs begin play speaking Common, 
  Orc, and Undercommon. Shadowlamp half-orcs with high Intelligence 
  scores can choose from the following: Abyssal, Aklo, Dwarven, Draconic, 
  Giant, Goblin, Terran, and Undercommon. Having grown up in the Blight, 
  they have had a much greater opportunity to meet and mix with a variety 
  of other races and ethnicities than a member of their race not resident in a 
  large, cosmopolitan city may have done. Shadowlamp half-orcs therefore 
  add all available human languages to the list of racial bonus languages 
  they may choose from (except secret languages such as Druidic).
  *See New Skills
  ** See For the GM, True Gods of the Blight
  Halfling, Gypsy-Soul
  Consummate traders and tricksters, gypsy-souls are halflings who feel a 
  deep and abiding kindred with the Viroeni gypsy-folk of Akados. Though not 
  related to these wandering tribes by blood, the gypsy-souls have associated 
  with them for so many generations that these halfling bloodlines indeed seem 
  more closely akin to the Viroeni than to their own kind. In fact, the gypsy-
  souls speak the Rama language of the Viroeni and generally keep to their own 
  neighbourhoods, caravans, or encampments rather than mix extensively with 
  others. The exceptions to this are, of course, the Viroeni themselves, who see 
  the gypsy-souls as kindred little brothers and sisters and the halfling boatfolk 
  of Castorhage. Interaction in the city, however, can draw some out of their 
  insular natures, at least for a time. Gypsy-souls support themselves as tinkers, 
  traders, and in the performance of odd jobs whenever possible. Some have 
  small animal herds.
  Physical Description: Gypsy-souls in general conform to the physical 
  appearance of their halfling kin. They tend to be a little bit taller — some 
  reaching the outlandish height of 3 foot, 6 inches — and a bit leaner, rarely 
  having the paunch from a life of prosperity and good meals that tends to 
  find its way onto many halflings as they reach middle age. They almost 
  always go barefoot, which is not unusual for halflings in general, and their 
  
  19
  GM Guide
  ears are less pointed, in some cases being completely indistinguishable 
  from human ears in shape. Their thick curly hair tends toward dark brown 
  and black, with many wearing thick sideburns and even short beards, 
  though rarely moustaches, and they have a tendency to grey early, with 
  many having thick streaks of white running through their unruly mops 
  at even a relatively young age. Their eyes share dark shades similar to 
  their hair though occasionally a striking ice blue appears. Their skins are 
  a shade darker than the almond coloration of typical halflings, possibly 
  from greater exposure to the sun in their wandering lifestyle. They quickly 
  develop many fine lines and wrinkles from years in the sun and wind and 
  a tendency toward laughter, though this does not make them appear older 
  as much as it makes them seem jollier and more world wise.
  Society: Like the Viroeni wanderers that they have come to identify 
  with, gypsy-souls spend most of their life traveling upon the roads of 
  Akados in caravans of small wagons. These are frequently included as part 
  of a Viroeni caravan but not always so. When they are with Viroeni, they 
  are treated as one of their own and answer to the tribes reigning matriarch 
  just as do her human kinfolk. This arrangement is very egalitarian in that 
  on many occasions the Viroeni themselves answer to a halfling gypsy-soul 
  matriarch if she is the most senior member of the caravan. On the open 
  road or in an encampment, gypsy-souls are prone to music, dancing, and 
  the telling of elaborate jokes. They do not involve themselves in pranks 
  very frequently because they are accustomed to living on few resources 
  and among hostile peoples so that anything that might damage another’s 
  property or dignity is seen as detrimental to their survival. Rather, they 
  confine their internal rivalries to clever jests and barbs for the amusement 
  of all, and a gypsy-soul that knows he has been bested enjoys the roast as 
  much as any onlookers and begins planning his future rejoinder almost 
  immediately. Pranks upon non-gypsy-souls, however, is an entirely 
  different matter, and truly legendary members of their families are those 
  who can pull the most outlandish pranks upon other peoples.
  Relations: If folk look upon the Viroeni as roving skulks and thieves, 
  they look upon the gypsy-souls who associate with them as little better 
  than an infestation of vermin. Only in municipalities of established relation 
  with gypsy-souls do they find any real welcome. In Castorhage, there are 
  entire barrios occupied by gypsy-souls who have made a more permanent 
  abode for themselves, and here they have become enough of a fixture to 
  avoid constant persecution. It is true that the folk of the Blight look upon 
  all gypsy-souls as cutpurses and pickpockets, but then, most other groups 
  are suspected of the same, so the gypsy-souls find an easier acceptance 
  than in most other places. In places not as accustomed to the presence 
  of gypsy-souls, they are usually confined to isolated encampments away 
  from towns and cities, and allowed entry only on market days when their 
  wares and services might be of use. Gypsy-souls harbour some resentment 
  toward this inherent disregard for them, but their own habit of tricks and 
  pranks does not engender them to these communities.
  Alignment and Religion: Gypsy-souls are chaotic by nature though 
  rarely truly evil. Many of them, in fact, have a heart of gold that is 
  tempered by their impish ways. Their love of freedom and disdain of 
  rules and the shackles of civilization means that they are never inclined 
  toward lawfulness. Most frequently, they are chaotic good or neutral with 
  some neutral good and chaotic neutral. Only on the rarest occasions are 
  neutral evil or chaotic evil gypsy-souls encountered. Their love of the 
  freedom of the road and the irreverent ways of halflings means a great 
  many favour the halfling deity Mick O’DelvingBP with PekkoRCFG almost 
  equal in popularity. Their inherent wanderlust and love of the many 
  hidden twists and turns of life leads many into reverence of Belon the 
  WiseBP, MoccavalloBG, TykeeBG, or ZorsBG. Some of the older gypsy-souls 
  are devoted to the traditional Viroeni deities of MertDD, VionirBG, or Lurz-
  UrciaLCB. Very rarely, an evil gypsy-soul might venerate DemogorgonMM 
  as the Lord of Fate.
  Adventurers: Their love of life on the road makes adventuring a natural 
  choice for gypsy-souls. Many would claim that adventuring is their only 
  occupation, whether they be an aged caravan matriarch, mischievous street 
  urchin, or established urban tinker. The draw of an adventurer’s life is one of 
  the reasons that many gypsy-souls who establish themselves in cities such as 
  Castorhage eventually abandon their sedentary life and take to the roads once 
  again. Rogues and bards are by far the most common class choices among 
  gypsy-souls, but they count many rangers, clerics, oraclesAPG, brawlersACG, 
  and swashbucklersACG among their number as well.
  Male Names: Gypsy-souls have abandoned the typical naming 
  conventions among halflings in favour of those of the Viroeni. Common 
  male names include Alfonso, Andrej, Baldo, Hanzo, Luca, Marko, Stefan, 
  and Toman.
  Female Names: Esmara, Eva, Mirella, Nuri, Riva, Tabita, Violca
  Gypsy-Soul Racial Traits
  +4 Dexterity, +2 Charisma, –2 Strength, –2 Wisdom: Gypsy-souls are 
  light and quick on their feet. They are also extremely charming, but their small 
  structure makes them physically weaker than other creatures and their often-
  impulsive ways makes them prone to getting in over their heads.
  Small: Gypsy-souls are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on 
  Stealth checks.
  Normal Speed: Gypsy-souls have a base speed of 30 feet.
  City Knowledge: Gypsy-souls gain a +4 bonus on Lore* checks 
  related to one city district and a +2 bonus on Lore checks related to one 
  other city district. Lore checks related to either of these two city districts 
  can be made untrained.
  Deft Dancer: Gypsy-souls are infused with the rhythm and beat of the 
  city’s dark heart. They gain a +2 racial bonus on Perform (dance) checks, 
  on Perform (percussion, string, or wind) checks (choose one) and may 
  treat Perform as a class skill. In addition, deft dancers with 3 or more 
  ranks in Perform (dance) gain a +3 dodge bonus to AC when fighting 
  defensively instead of the usual +2, and a +6 dodge bonus to AC when 
  taking the total defense action instead of the usual +4. This does not stack 
  with similar dodge bonuses gained from the Acrobatics skill.
  Gypsy-Cant: Gypsy-souls gain a +10 bonus on Bluff checks to pass 
  secret messages to one another in front of listeners who do not speak 
  Rama. Even non-gypsy-souls who understand Rama receive a −5 penalty 
  on Sense Motive checks to detect these secret messages.
  Halfling Luck: Gypsy-souls receive a +2 racial bonus on all saving 
  throws.
  Keen Senses: Gypsy-souls receive a +2 racial bonus on Perception 
  skill checks.
  Know Your Own: Gypsy-souls gain a +2 bonus on Diplomacy and 
  Sense Motive checks versus others of the same racial subtype or with 
  humans of the Viroeni ethnicity.
  ShiftlessARG: Gypsy-souls have a reputation for larceny and guile — 
  and sometimes it’s well deserved. Gypsy-souls gain a +2 racial bonus on 
  Bluff and Sleight of Hand checks, and Sleight of Hand is always a class 
  skill for them.
  Weapon Familiarity: Gypsy-souls are proficient with slings and treat 
  any weapon with the word “halfling” in its name as a martial weapon.
  Languages: Gypsy-souls begin play speaking Common, Halfling, Rama, 
  and River Cant. Gypsy-souls with high Intelligence scores can choose from the 
  following: Dwarven, Elven, Gnome, Goblin, Orc, and Sylvan. Having grown 
  up in the Blight or on the roads, they have had a much greater opportunity 
  to meet and mix with a variety of other races and ethnicities than a member 
  of their race may have done. Gypsy-souls therefore add all available human 
  languages to the list of racial bonus languages they may choose from (except 
  secret languages such as Druidic).
  * See New Skills
  Human, Blighted
  It is a peculiar facet of the Blight that those who dwell there notice 
  a subtle change over many generations, almost as though their deeds 
  truly become tattooed upon their bodies. This is true in general only for 
  those who have several generations of Castorhage in their kin; those who 
  manage to escape, who throw off the shackles even for a few years, or 
  who by good fortune are somehow immune to this effect are unaffected.
  Others are not so lucky, and this kinship manifests in subtle changes 
  within the bodies of those who come from such long lines of locals. 
  For example, those who use their bodies for brute force — the builders, 
  labourers and roofers — can be identified by their peculiarly large hands, 
  or shoulders, or backs. Miners develop wider eyes with larger pupils; 
  chimney sweeps, an unsettling ability to voluntarily dislocate their limbs; 
  
  20
  The Blight: Richard Pett's Crooked City
  nobility may be tainted by generations of envy or lust and have peculiarly 
  feral or angered expressions. In general, these changes are not monstrous 
  but are all the more unsettling for their subtlety.
  Physical Description: Blighted humans are fairly typical of the human 
  folk of western Akados. Their skin tones are usually somewhat pale and 
  range from sallow to ivory to pinkish all the way to the almost pure white 
  of albinism. Whereas most of western Akados tends toward more aquiline 
  features, those of the blighted are usually coarser and somewhat broader. 
  Their hair runs to the same dark browns, auburns, and black of western 
  Akados, and their eyes are a range of blue, grey, blue-grey, bluish-black, 
  dark brown, and pale violet. As noted, their physical features do tend to 
  reflect the sort of occupation their family has held for many generations, 
  though these changes are subtle and fall well within the normal physical 
  morphology found within the population.
  Society: No single social stratum fits the blighted. They can be from 
  the lowest of the city’s gutters to the marbled galleries and halls of the 
  Capitol. In fact, a member of the blighted would not even identify himself 
  as such. Being one of the blighted is not a recognised classification; it 
  is simply a physical reality of those whose families have dwelt in the 
  city-state long enough for physical changes to occur. This is reflected in 
  that the one feature they all truly have in common is their ancestry’s long 
  residence within Castorhage.
  Relations: Like humans elsewhere, the relations of the blighted run 
  the gamut from open integration with other races and cultures to rampant 
  xenophobia and prejudice based on the individual’s upbringing and 
  circumstances.
  Alignment and Religion: The full range of alignment options are 
  commonly found among the blighted. This applies as well to their religious 
  preferences, though they have a higher tendency to follow the religions 
  indigenous to the city of Castorhage as opposed to those of elsewhere 
  in Akados. There are many exceptions to this, however, as the folk of 
  Castorhage includes immigrants from across the world of Lleogyr who 
  have brought their native beliefs with them to their new homes. By far the 
  largest human congregation of any god in Castorhage is that of Mother 
  Grace**, the city’s de facto patroness deity.
  Adventurers: The adventuring life among the blighted is more 
  dependent upon their occupation and circumstances than their race. An 
  indolent nobleman with money to burn and free time to spare might take 
  up adventuring as a pastime to relieve his boredom, whereas a Lowfolk 
  woman living in the gutter and begging or picking pockets to feed herself 
  might see it as an opportunity to increase her prosperity. In addition, the 
  selection of adventuring classes is as varied as the backgrounds of the 
  individuals themselves.
  Male Names: The blighted use the same styles and forms of names as 
  the rest of the citizenry of Castorhage. Their naming conventions do not 
  mark them in any way as different from anyone else.
  Female Names: Like the males, blighted females share the same 
  naming conventions as the folk of the city around them.
  Blighted Human Racial Traits 
  +3 to One Ability Score, –1 to One Ability Score: This bonus and 
  penalty should reflect the occupation or circumstances in which the 
  blighted individual has been raised.
  Medium: Blighted humans are Medium creatures and have no bonuses 
  or penalties due to their size.
  Normal Speed: Blighted humans have a base speed of 30 feet.
  City Knowledge: Blighted humans gain a +4 bonus on Lore* checks 
  related to one city district and a +2 bonus on Lore checks related to one 
  other city district. Lore checks related to either of these two city districts 
  can be made untrained.
  Citysoul: Blighted humans are instinctually connected to the city, and 
  they subconsciously move to its irregular beat. Within the Blight, they 
  gain a +2 racial bonus on initiative checks, as well as on Perception, Sense 
  Motive, and Stealth checks. In addition, once per day, they can become lost 
  in thought in a trance-like state for 1 minute to subconsciously plumb their 
  knowledge of the city. At the end of the trance, they may make Diplomacy 
  check as though they had spent 1d4 hours gathering information. This trait 
  replaces the bonus feat trait.
  Know Your Own: Blighted humans gain a +2 bonus on Diplomacy and 
  Sense Motive checks versus others of the same racial subtype.
  
  21
  GM Guide
  Mapmind: The minds of blighted humans intuitively understand the 
  ever-changing layout of the city, as though they have a mental model 
  that is somehow always kept up to date. They gain a +4 racial bonus on 
  Knowledge (local), Knowledge (geography), and Lore* checks in relation 
  to knowing the urban geography of the Blight, the fastest method to get 
  from one location to another, and for finding specific locations within the 
  city. In addition, they can spend a full-round action to know which district 
  they are in, even if they cannot see their surroundings. This trait replaces 
  skilled.
  Languages: Blighted humans begin play speaking Common and either 
  one other human language of their choice including Rama, River Cant, 
  Thieves’ Cant, and Xaon or one planar language of their choice including 
  Abyssal, Aquan, Auran, Celestial, Daemonic, Ignan, Infernal, Protean, 
  and Terran. Blighted humans with high Intelligence scores, having grown 
  up in the Blight, have had a much greater opportunity to meet and mix 
  with a variety of other races and ethnicities than a member of their race 
  not resident in a large, cosmopolitan city may have done. Blighted humans 
  therefore may choose any language they want including the esoteric 
  languages such as Ancient Kemitian, Azhar, High Boros, Loquatia Arcana, 
  and Necronomus (except secret languages such as Druidic).
  *See New Skills
  ** See For the GM, True Gods of the Blight
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG See Pathfinder Roleplaying Game Advanced Race Guide
  BG See LL8: Bard’s Gate by Frog God Games
  BP See LL5: Borderland Provinces by Frog God Games
  CotSK See LL4: Cults of the Sundered Kingdoms by Frog God Games
  DD See Dunes of Desolation by Frog God Games
  DMC See Dead Man’s Chest by Frog God Games/Necromancer Games
  GD See Glades of Death by Necromancer Games
  K2 See K2: The Diamond Fortress by Necromancer Games
  K9 See K9: Elemental Moon by Necromancer Games
  LCB See LL2: The Lost City of Barakus by Frog God Games
  MM See Mountains of Madness by Frog God Games
  PU See Pathfinder Roleplaying Game Pathfinder Unchained
  RCFG See Razor Coast Freebooter’s Guide by Frog God Games
  SV See LL1: Stoneheart Valley by Frog God Games
  TD See Trouble at Durbenford by Necromancer Games
  UC See Pathfinder Roleplaying Game Ultimate Combat
  New Races
  The scourge of the Blight does more than simply twist the essence of 
  those unfortunate enough to live there for generation after generation 
  and create new traits and subtypes of existing races. The Blight also has 
  entirely new races … or has at least has attracted these otherwise rare 
  races in numbers unknown elsewhere.
  Briny (Half-Skum)
  Fishermen spit when they hear the name mentioned — briny, fish-
  bred — born of a forced union between skum and the wives of men. The 
  humans hate the children that flounder in the streets, children more at 
  home in the cold, dark waters than in the lands of the sun and air. They 
  are children that, they say, have some purpose in being on land; children 
  that remind them of the foul act that created them; children that hate the 
  day, hate the sun, yet are attracted to it, like moths to a flame, their eyes 
  watering painfully as they stare into the glow of the summer orb, praying 
  for someone to turn off the light.
  
  22
  The Blight: Richard Pett's Crooked City
  They come from the deep and cold places below, watching the warmth 
  of landmen’s wives with greedy eyes, eyes that want to steal. Skum lurk 
  everywhere in this city, and the local strain constantly seek a human mate 
  to take and impregnate. If a skum is not born, the union is cast out — 
  along with the mother — by the skum, who are bound by an ancient ritual 
  not to kill them (some have conjectured that the aboleth expressly forbid 
  such killings to allow their progeny to establish a foothold on land). The 
  women (called “brine mothers” by most folk) often come back — poor, 
  silent creatures that they are, no matter what they were like before. They 
  always bring back what they have been given, these poor taken wives, but 
  they never tell what they saw, or what happened to them. The given thing 
  is called a briny, and hated although it is, it is well-known amongst the 
  fishermen that to kill the child means to also kill the wife, for many have 
  tried. Many have killed the foul infant in the hope of freeing the wife, only 
  to find her hanged a few days later — always by her own hand. 
  Physical Description: Some are more human than others, but each is 
  deformed in some way, and about a quarter of them slowly change as 
  they age, eventually undergoing a terrible transformation and becoming 
  a skum. However, for a PC, this end can be a long way off, or perhaps 
  it never occurs. They always inherit some aquatic feature: bulging eyes, 
  shreds of wan, scaly skin between fingers or toes, or perhaps an unsettling 
  smell of brine and fish.
  Society: Briny tend to stick with other briny — it’s safer that way, 
  although the more human ones find it fairly easy to blend into society. 
  Some briny even thrive on their appearance and make a living from it in 
  the freakshows and side-stalls of the city.
  Relations: Many locals are bigoted, and fishermen in particular despise 
  such creatures. This can harden the attitude of a briny, who may become 
  aggressive. They make excellent friends, however, since anyone who 
  overlooks their ancestry is unusual and to be prized. Some people pity 
  the briny, and show them acts of great kindness; many religions in the 
  city happily accept converts to their cause. Briny can procreate with 
  other briny, and do so willingly and regularly in the city, most notably on 
  the Gyre. The resulting offspring is always a briny who does not further 
  transform as it ages and is considered, perhaps, the most blest of the briny 
  by their small society.
  Alignment and Religion: Although they can have any alignment, 
  briny tend to be neutral, their upbringing making them more self-reliant 
  and less biased toward one school of thought or another. Some briny are 
  unaware of the eventual end fate has in store for them, while others seek 
  to stop the awful transformation with devotion and prayer. Communities 
  of briny develop their own religious practices based upon nature or sea, or 
  adopt those of other races to better blend into the societies of which they 
  are a small part. Amongst these, the worship of Brine* is by far the most 
  common.
  Adventurers: Tough lives make rogues or fighters of many briny, 
  whilst others take to religion and rise to high ranks. Amongst their own 
  societies, religion tends to be more druidic than clerical.
  Male Names: In an effort to blend in, briny often take human names, 
  although those with an inherent favouring of the Aquan language may 
  take a darker name more in keeping with their past.
  Female Names: Like the males, the less common females also tend to 
  take names from societies in which they find themselves.
  Briny Racial Traits
  +2 Constitution, −2 Charisma: Briny are tough but strange.
  Medium: Briny are Medium creatures and have no bonuses or penalties 
  due to their size.
  Normal Speed: Briny have a base speed of 30 feet.
  Darkvision: Briny can see well in the dark up to 60 feet.
  Amphibious: Briny have the aquatic subtype and the amphibious 
  special quality.
  Destined Devolution: A briny ages at the same rate as a half-orc. Of 
  those that die of old age, 1 in 4 spontaneously slough off their skin to 
  reveal a living adult skum within. This transformation functions as the 
  reincarnate spell, with the newly formed skum gaining the following 
  modifications to its physical ability scores: +4 Strength, +2 Dexterity, +4 
  Constitution, and −2 Charisma.
  Natural Swimmers: A briny has a swim speed of 20 ft. and gains a +8 
  racial bonus on all Swim checks.
  Resistant to Cold: Briny have cold resistance 5.
  Sun Misery: Briny have the light sensitivity weakness. 
  Water Mastery: A briny gains a +2 bonus on initiative checks and 
  Knowledge (geography), Perception, Stealth, and Survival skill checks 
  when it is in water terrain (above or below the surface). Briny have a +4 
  racial bonus on all Perception and Stealth checks made while below water.
  Languages: Briny begin play speaking Common. Briny with high 
  Intelligence scores can choose any languages they want (except secret 
  languages such as Druidic).
  * See For the GM, True Gods of the Blight
  Coprophagi (Roachfolk)
  In a city of social dregs, the coprophagi (or roachfolk as they are more 
  commonly known) are truly the scrapings from the bottom of the barrel. 
  Reviled by all, the roachfolk live almost invisibly within the City-State of 
  Castorhage, restricting their movements and habitats to areas where others 
  wouldn’t care to look or to the sheltering darkness of night that hides them 
  from the eyes who might take umbrage at their very existence.
  It is thought that roachfolk originally must have hailed from Between 
  or some other vile plane because no records speak of their existence 
  before the rise of the city-state, and they are largely unknown elsewhere 
  on the continent. The fact that they bear a vague resemblance to dwarves, 
  however, speaks of a far closer and more tragic origin, though none 
  amongst the stout folk speaks of such a thing, and they would violently 
  oppose anyone who attempted to lay such a claim. For their part, the 
  coprophagi keep to themselves and avoid contact with others whenever 
  possible for fear or instigating pogroms against their very existence — a 
  circumstance that has occurred more than once in the past. The fact that 
  they continue to survive within the Blight — and in significant numbers 
  — is a testimony to their ruggedness and adaptability.
  Physical Description: The coprophagi in all ways resemble a humanoid 
  cockroach. They stand erect on two, thick insectile lower legs with two 
  
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  GM Guide
  more sets of limbs extending from their torso, a pair of long insect-like 
  arms extending from their flanks midway between waist and shoulder, 
  and a second pair of smaller insectile appendages that extend from their 
  shoulders. Their hide is brown or black and like a carapace in texture and 
  durability, and a larger, thicker carapace extends down their backs from 
  neck to thigh to provide their own natural armour. Their heads are like 
  those of a large roach, with long antennae extending from the front, but 
  they do have an oddly and unexpectedly humanoid shape to them. Some 
  even have feeble beards growing down from their mandibled jaws, giving 
  rise to the rumour of some mysterious dwarven heritage.
  Society: Roachfolk keep to themselves, their society largely opaque 
  to outsiders. What most do know of them is that they have formed a 
  sort of fraternal order called the Festering Brethren. Of all the roachfolk 
  encountered by other races, it is these who are typically seen and are some 
  of the few who will even go about in the daytime in the view of others. 
  The Festering Brethren largely cover their bodies in rags and winding 
  clothes like lepers, though it does not disguise their insectoid shapes, and 
  many even carry a curved staff with a small bell on the end that rings as 
  they use it to walk. Also like that of a leper, these staves are intended to 
  give the other folk of Castorhage warning that a member of the Festering 
  Brethren approaches so they have the opportunity to relocate elsewhere if 
  they wish to avoid being in the presence of the roachfolk. 
  Relations: Roachfolk are tolerated at best and are unwelcome in most 
  establishments within the city. They lack the stigma of true vermin borne 
  by the night-slugs but nevertheless are treated little better. Outside the 
  city, they are likely to be viewed as a monster and a threat. No law in 
  Castorhage requires the coprophagi to use the bell-staves — though 
  some insist that it is only a matter of time — and the rampant pacifism 
  that the Festering Brethren tend to display certainly helps that situation. 
  Despite their peacefulness, though, the coprophagi are willing to defend 
  themselves, and the Festering Brethren in particular have proven on 
  many occasions to be capable combatants, further discouraging outright 
  acts of violence against their race. Of all races, the mongrelfolk are 
  most sympathetic of the coprophagi, and might perhaps even be distant 
  relations to the roachfolk.
  Alignment and Religion: Roachfolk are survivors and have little use 
  for religion. They tend toward neutrality, and their actions are typically 
  those necessary to get by each day. That said, few roachfolk are chaotic 
  because they have learned that to provoke the populace of the Blight with 
  their actions is to invite their own extermination. The Festering Brethren 
  in particular are an order dedicated to ZorsBG, the Hanged Man, albeit 
  in a much more lawful aspect than that with which that demigod is 
  usually associated. The majority of coprophagi within the city worship 
  either Mother Grace* or Sister Shadows*. There is a secretive minority, 
  however, who cling to the prophecies of The Horseman* as they time 
  when their race will rise above all others.
  Adventurers: The hardscrabble existence among the coprophagi 
  makes techniques for day-to-day survival their first priority. A part of that 
  is to avoid getting caught when they’re scrounging about the gutters of the 
  city. As a result, most roachfolk with PC class levels are rogues, but oddly, 
  members of the Festering Brethren are usually monks or clerics.
  Male or Female Names: The names of the coprophagi are 
  unpronounceable to most humanoid tongues. They, therefore, habitually 
  take simple names borrowed from the predominant cultures around 
  them irrespective of gender or meaning. However, they hold no special 
  connection to these names and frequently take a new name whenever they 
  next must deal with folk who are not of their own kind. Some common 
  names include Abe, Ban, Bell, Bob, Cane, Cob, Dock, Duke, Guv, Jud, 
  Lob, Lord, Mab, Nob, Pod, Prince, Queen, Rose, and Tune.
  Coprophagi Racial Traits
  +2 Dexterity, +4 Constitution, –2 Intelligence, −4 Charisma: Roachfolk 
  are durable survivalists and can move swiftly, but they lack the intelligence of 
  most races and are generally perceived very poorly by others.
  Small: Roachfolk are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  Fast Speed: Roachfolk are able to scurry quickly on their bottom two 
  sets of limbs, giving them a base speed of 40 feet.
  Darkvision: Roachfolk can see well in the dark up to 60 feet.
  Extreme Durability: Roachfolk are immune to all non-magical 
  diseases and gain a +4 racial bonus to Fortitude saves against poisons 
  or any form of radiation. In addition, they are naturally able to withstand 
  temperature extremes identical in effect to an endure elements spell (see 
  Chapter 10 of the Pathfinder Roleplaying Game Core Rulebook).
  Four-Armed: Roachfolk possess two middle limbs and two smaller 
  upper limbs. Both sets are capable of grasping and holding objects or 
  weapons, though the lesser upper limbs cannot hold any object heavier 
  than 5 pounds each. This allows a roachfolk to fight with two weapons in 
  its middle limbs while also holding two bucklers or light wooden shields 
  in its lesser limbs (gaining the benefits each). Or they may instead fight 
  with two weapons and two weapons weighing 5 pounds or less apiece; 
  or two weapons and a two-handed weapon weighing no more than 10 
  pounds; or a two-handed weapon and another two-handed weapon that 
  weighs no more than 10 pounds. The upper limbs are always considered 
  secondary attacks when used in combat, and their penalties cannot be 
  reduced even by Multiattack or other feats.
  Limited Flight: A roachfolk has a pair of undersized wings tucked 
  beneath his back carapace. It can use these wings as a move action to 
  make an Acrobatics check to jump with a +10 circumstance bonus (it is 
  always considered to have had a 10-foot running start with this use) or as 
  a full-round action to achieve true flight for 80 feet. However, at the end 
  of either of these uses it must land at the end of its movement, though its 
  landing can be on some surface that it clings to with its climbing ability. 
  Multi-Legged: Roachfolk are able to use their extra limbs as needed 
  in order to assist with balance. They receive a +4 racial bonus to their 
  Combat Maneuver Defense when resisting a trip attempt.
  Natural Armor: The carapace of a roachfolk gives it a +2 natural armor 
  bonus. This bonus increases by +1 for every 4 Hit Dice the roachfolk 
  gains as it thickens and toughens from exposure to hardship.
  Natural Attacks: A roachfolk can attack with each of its claw-like 
  hands. The claws of the upper limbs deal 1d4 points of damage, and the 
  claws of the middle limbs deal 1d3 points of damage. The middle claws are 
  considered secondary attacks even when a roachfolk is fighting unarmed.
  Scent: Roachfolk have the scent special quality (see the “Universal 
  Monster Rules” section in Appendix 3: Glossary of the Pathfinder 
  Roleplaying Game Bestiary).
  Swift Climber: A roachfolk has a climb speed of 20 ft. and gains a +8 
  racial bonus on all Climb checks.
  Weapon Familiarity: Coprophagi treat any weapon with the word 
  “coprophagi” in its name as a martial weapon. Copropagi monks are 
  proficient with the coprophagi bell-staff and the coprophagi razor wheel.
  Languages: Roachfolk begin play speaking Mongrotic. Roachfolk 
  with high Intelligence can choose bonus languages from the following: 
  Aklo, Common, Dwarven, Goblin, and Undercommon.
  * See For the GM, True Gods of the Blight
  Night-Slug
  None is as naturally capable of the fine art of breaking and entering as 
  the night-slug. Fortunately for society, few are also as cowardly. Night-
  slugs maintain their existence simply by avoiding notice. Sometimes 
  called the Tunnel People by the few folk of Castorhage that run across 
  them in the endless sewer channels beneath the city, these elusive 
  creatures often reside in small crawlspaces or even the hollows between 
  the outer masonry and inner plaster and lathe of a house. They are capable 
  of maneuvering their bodies through seemingly impossible spaces. Those 
  among their number who are not lucky enough to acquire such grand 
  accommodations typically live in places that allow them to avoid notice 
  — the city dump, a gable hanging over a small alleyway, and so forth.
  Physical Description: Night-slugs have a humanoid structure with blotch-
  grey skin bearing randomly arranged tufts of muddy-brown hair. Their 
  arms are thin and elongated, hanging limply at their sides, and they seem to 
  possess little if any muscle tone in general. Their ligaments and tendons are 
  exceptionally elastic, allowing a night-slug to elongate its arms and legs, in the 
  process pulling what muscle it has closer to its frame. In addition, night-slugs 
  have a “collapsible” skeleton; its bones are composed primarily of cartilage, 
  allowing the creature to squeeze into incredibly small areas. A typical night-
  slug stands around 3-1/2 feet tall and weighs 40 pounds.
  
  24
  The Blight: Richard Pett's Crooked City
  Society: Night-slugs are true scavengers living on the fringes of the 
  societies of others. They usually prefer densely populated urban areas for the 
  increased number of hiding places and resources from which to scrounge their 
  needs. Most night-slugs are loners because of the limited resources available 
  to them, mated couples rarely staying together beyond the birth of a brood of 
  whimps (as their young are called), and mothers generally abandoning their 
  young as soon as they reach maturity after 3 years.
  Relations: While most humanoids despise night-slugs and find their 
  presence loathsome, few actually fear the creatures. More than one urban 
  goodwife has walked into a room of her house at night to find a night-slug 
  crouched in the corner chewing on a lace table runner and staining the 
  rug with its noxious skin secretions. While the typical reaction certainly 
  includes a scream, rather than flight it just as often concludes with her 
  grabbing a broom and chasing the creature until it manages to squeeze 
  back through a crack in the baseboards to the safety of the inner walls. 
  In some cities plagued by these creatures, there is an entire industry for 
  exterminators hired to enter homes and buildings to clear out night-slug 
  infestations. The only race that could truly be said to hold empathy for the 
  night-slugs are the wretched mongrelfolk on the rare occasions when the 
  two peoples cross paths.
  Alignment and Religion: Night-slugs are not particularly intelligent 
  and typically exist at a subsistence level with little drive or idea of 
  improving themselves. As such, their alignment is almost always neutral 
  though exceptions do exist, of course. In general night-slugs are not 
  religious and devote little time or energy in contemplation of the gods. As 
  such, there is no religion that could be said to be typical of night-slugs, 
  and most follow no religion at all.
  Adventurers: Unlike their skulk cousins who possess a more violent 
  bent, night-slugs are inherently cowardly and rarely a threat to even those 
  who would otherwise find themselves at their mercy. There are examples, 
  however, of individuals who have overcome this innate fearfulness and gone 
  on to become highly proficient rogues and even assassins, in some cases.
  Names: As loners and outcasts, most night-slugs don’t bother with 
  names at all. Their lack of interaction with most others prevents any sort 
  of need for one. A night-slug identifies everyone as either “self” or “other/
  danger.” Of the few that do take names, they are usually a single word — 
  bereft of context — borrowed from another language or a monosyllabic 
  name that sounds pleasing to a particular night-slug’s ear. They make 
  no distinction between male or female names. Examples include Bloo, 
  Fancy, Glugh, Plop, Spoon, and Tater.
  Night-Slug Racial Traits
  +4 Dexterity, −2 Intelligence, –4 Charisma: Night-slugs are nimble 
  and highly flexible, but generally lack in formal education and suffer 
  severe prejudice from most other races.
  Small: Night-slugs are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  Slow Speed: Night-slugs have a base speed of 20 feet.
  Low-Light Vision: Night-slugs can see twice as far as humans in 
  conditions of dim light. See Chapter 7 of the Pathfinder Roleplaying 
  Game Core Rulebook.
  Fast Crawler: While prone, a night-slug can move at half speed. 
  While squeezing, a night-slug can move at its normal speed. The crawling 
  movement of a night-slug does not provoke attacks of opportunity as 
  normal, though other aspects of it can, such as moving through a threatened 
  square, retreating from an opponent without using the withdraw action, 
  etc. A night-slug can take a 5-foot step while crawling or squeezing.
  Slime Coat: The skin of a night-slug constantly secretes a thin fluid most 
  resembling a slightly slimy version of perspiration that leaves an off-color 
  stain on most fabrics and has a musty odor. This constant coating gives the 
  night-slug a +1 natural armor bonus that applies to its Combat Maneuver 
  Defense as well and a +8 racial bonus on Escape Artist checks and Acrobatics 
  checks to move through a threatened or enemy square. However, it also 
  provides a +4 circumstance bonus to those using Survival to track a night-
  slug as well as Perception checks to locate a night-slug’s trail.
  Compression: Night-slugs gain the compression ability (see the 
  “Universal Monster Rules” section in Appendix 3: Glossary of the 
  Pathfinder Roleplaying Game Bestiary 3).
  Languages: Night-slugs begin play speaking Common. Night-slugs 
  with high Intelligence can choose bonus languages from the following: 
  Darkling, Goblin, Halfling, Mongrotic, and Undercommon.
  Swyne
  “Lord, why can’t I get a decent tailor these days? Adjust my cravat, idiot; 
  can’t you see it’s crooked? How can I go to the lodge dressed like a human? 
  I hope they have those succulent kidneys tonight, the ones that they serve just 
  lightly toasted with sugar. They have fine food at the lodge — not that you’d 
  know about the finer things in life. We’ll drink the finest Crava from crystal 
  and eat our fill before talking business over cabb’e and hookahs filled with 
  the finest tobacco and insectum money can buy. We’ll trade millions tonight, 
  you know? Millions! Can you imagine a million? I thought not. That’s the 
  trouble with humans — no imagination, and little appreciation for the finer 
  things in life — little appreciation of anything, in fact.”
  Pleasure, pleasure, and pleasure: the three “P’s” of swyne philosophy. A 
  swyne lives to enjoy, to eat the finest food, to romance the most beautiful 
  people, to plunder the greatest treasures. A swyne is a voyeur, a pleasure-
  seeker, a lothario. They do anything and everything to ensure that they get 
  the most out of life.
  In essence a humanoid pig, the swyne is usually fat, sallow-eyed, and 
  hungover from excess. Dressed in the best he can buy, a swyne gets what 
  
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  GM Guide
  he can out of life — as often and as plentifully as possible. Roughly human 
  in size and shape — and with all the foibles and interests that accompanies 
  — the swyne are often mistaken for fat humans from a distance, until their 
  snouts and piggy eyes come closer into view. Swyne tend to stick together, 
  and refer to each other as brother or sister hog.
  Physical Description: Some swyne can pass for human; so subtle 
  are their porcine features. Others resemble humanoid pigs, with hoggish 
  features, clumsy hands, and squealing laughter. They all tend to be fat (a 
  result of enjoying as much fine food as they can, as often as they can), and 
  prone to being clumsy; their porcine ancestry runs deep, and occasionally 
  shows itself in their eating habits.
  Society: Swyne stick together. A swyne almost always helps another 
  swyne in trouble, often with the benefit of a considerable lecture on the 
  error of their ways and how the suffering swyne in question should follow 
  the path of his benefactor, whatever that path may be. Swyne live for 
  excess, and have developed many guilds of their own to band together to 
  ensure mutual benefit — providing, of course, that the benefit is primarily 
  their own. The swyne have developed thousands of clubs related to 
  excess and pleasure, the most famous of which are the Hedonists, a group 
  perpetually related to dark rumours of excess, torture, and cruelty over 
  enormously excessive luncheons. 
  Relations: Everyone has his uses, and a swyne judges life by the 
  number of associates he has. Their selfish natures tend to make true 
  friendships rare but incredibly close; a swyne friend is one for life, but 
  a swyne associate cannot be trusted. Swyne deeply admire the banking 
  gnomes of the city, and many close associations have and do take place 
  across the city. They consider elves to be flighty and unpredictable, 
  dwarves miserable, and half-orcs repulsive. They like a halfling’s appetite 
  and admire the human capacity for vice. They take great offence at being 
  likened to pigs, and often refer to other humanoid races as monkeys as a 
  riposte if so insulted.
  Alignment and Religion: Swyne religions are based around 
  acquisition: be it monetary, rare objects, land, property, or any other 
  such avarice. Porfask*, the Swyne God of Wine-cellars is one; Hork*, 
  Goddess of Musk, another. Of course, Mammon* has the greatest share of 
  worshippers among the race and has been adopted into the swyne pantheon 
  — whether he is aware of it or not. To many races, the swyne gods seem 
  trivial in their focus; to a swyne, they are divine in their singular greed.
  Adventurers: The restless greed of the swyne makes them useful allies, 
  which, coupled with their brotherliness, makes them useful contacts. Of 
  all the classes, bards, mesmeristsOA, sorcerers, and summonersAPG are the 
  most common, with those who study charm and other enchantment spells 
  often members of the Liars’ Guild, a group of specialist swyne enchanters. 
  Whatever the class, a swyne’s reason is almost always remarkable in its 
  selfishness.
  Male Names: Boarbrand, Bogslob, Grund, Grork, Hobb, Hogwell, 
  Hoglard, Pikskin
  Female Names: Asparagus, Cauliflower, Cupling, Ladywell, Lettuce, 
  Pigmella, Porcinia, Porflower, Sugary, Winscent, Winseed.  
  Swyne Racial Traits
  +2 Constitution, +2 Charisma, −2 Dexterity: Swyne are stocky and 
  slow but very charming with it.
  Medium: Swyne are Medium creatures and receive no bonuses or 
  penalties due to their size.
  Normal Speed: Swyne are not as slow as their bulk would suggest, and 
  have a base speed of 30 feet.
  Gut Feeling: Swyne are naturally gifted at judging people or sniffing 
  out a bargain. They gain +2 racial bonus on Appraise and Sense Motive 
  checks.
  Healthy: Swyne can — and often do — eat almost anything, and their 
  powerful fortitude makes them highly resistant to toxins and sickness. 
  Swyne gain a +4 racial bonus on saving throws against disease, poison, 
  and effects that cause the nauseated or sickened conditions.
  Scent: Swyne possess the scent ability.
  Stubborn: Swyne are difficult to influence, despite their penchant for 
  excess. Swyne gain a +2 racial bonus on Will saving throws versus charms 
  and compulsions. In addition, if they fail such a save, they receive another 
  save 1 round later to prematurely end the effect (assuming the effect has 
  a duration greater than 1 round). This second save is made at the same 
  DC as the first. If they have a similar ability from another source (such 
  as a rogue’s slippery mind class feature), they can only use one of these 
  abilities per round, but can try the other on the second round if the first 
  re-roll fails. 
  Languages: Swyne excel at languages; charming someone in their own 
  language is more gratifying for the customer or dupe. They begin play 
  speaking Common and any one other modern languages. Swyne with high 
  Intelligence scores can choose any languages they want (except secret 
  languages, such as Druidic). Very few learn Grus (or admit to speaking it 
  if they do), as they consider the language vulgar and associated with true 
  swine (i.e. the boarfolk).
  * See For the GM, True Gods of the Blight
  New Favoured  
  Class Option
  The Blight-born favoured class skill is designed to encourage characters 
  created in the Blight to devote at least a part of their development 
  resources to recognising the all-pervasive influence that the city has on its 
  citizens and to simulate the advantages brought by knowing the city more 
  intimately than any visitor. Any character of any race or class who was 
  born and/or raised in the Blight since childhood can choose the Blight-
  born favoured class option each time he takes a level in a favoured class.
  Blight-born: Receive +2 skill ranks as long as one is devoted to 
  ArtistryPU, Bluff, Craft (any commonly found in the Blight), Diplomacy, 
  Disguise, Intimidate, Knowledge (any), Linguistics, Lore* (any Blight 
  district), Perform, Profession (any common to the Blight), Sense Motive, 
  or Stealth.
  * See New Skills
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  OA See Pathfinder Roleplaying Game Occult Adventures
  PU See Pathfinder Roleplaying Game Pathfinder Unchained
  Blight Campaign Traits
  We are the result of a thousand factors beyond our control — the factors 
  surrounding our birth, our parents’ situation, their friends’ stories, and so 
  on. Often our background is entirely ordinary, but even an ordinary story 
  is still a story. A backstory gives your PC a beginning to his tale, and the 
  following campaign traits help you to form your character’s backstory. 
  How and if you use these backstories is up to you; is it little more than 
  colourful fluff to commence a character’s history, or is it much more than 
  that — an entire tale waiting to unfold?
  The campaign traits below are deliberately unusual, in keeping with 
  the strange setting you have before you; don’t be afraid to make your PC 
  extraordinary. You may have this character for a long time to come, so 
  a little forethought can create a tale that may take you in an unexpected 
  direction. As always, try to avoid using the trait as a simple mechanic; 
  
  26
  The Blight: Richard Pett's Crooked City
  make a story, however simple, from the backgrounds below.
  Abandoned: Abandoned to live on the streets as a child, you grew up 
  tough. Choose one skill from Bluff, Intimidate or Knowledge (local) to 
  which you gain a special +2 bonus. Also select a home district you grew 
  up in; in that district, that skill bonus increases to +3. When alone, you 
  find it uncomfortable and try to seek out company if possible.
  Alleychild: The narrow defiles and ginnels were your childhood 
  playground and home. Choose one skill from Climb, Escape Artist or 
  Stealth, to which you gain a special +2 bonus, or you can have +1 to each 
  of the three (choose when the character is made). You find wide-open 
  spaces a bit distressing.
  Almost Killed: You fell in the Lyme, were hit by a runaway broken or 
  undead horse, or fell from a tall building. Choose one of the following 
  penalties: lose 5 ft. movement or permanently lose 1 point of Constitution. 
  However, your instincts are sharper as a result, giving you +2 Dexterity 
  and a +1 bonus on all Reflex saves. You have odd nightmares about the 
  event that somehow manifest themselves in the dreams of others, who find 
  it impossible to save you. 
  Apprentice: A trader raised you. Choose a Profession skill and gain 
  Skill Focus for that profession as a bonus feat. You have saved twice as 
  much starting money as standard.
  Artists’ Quarter Born: You were raised or spent some considerable 
  time in the crazy and creative district of the Artists’ Quarter. You make 
  all Knowledge (local) checks for the Artists’ Quarter or Lore (Artists’ 
  Quarter) checks with a +4 bonus and consider Knowledge (local) as a 
  class skill.
  Bastard Nobility: You bear the hallmarks of an aristocrat’s bastard. You 
  can mingle easier than others with different castes, and when attempting 
  to use Bluff or Disguise to alter your background or caste, you gain a +2 
  bonus to the check.
  Between Marked: Whilst very young, a nightmare from Between 
  somehow manifested itself and scarred you. You gain Knowledge 
  (Between) as a class skill, as well as an insight into the realm about you, 
  granting you a +1 to all Perception checks due to an uncanny sixth sense 
  you’ve developed. Furthermore, you are deeply affected by the experience 
  and cannot abide being near mirrors. Whenever within 20 ft. of a visible 
  mirror or other strongly reflective surface (even water), you make all Will 
  saves at –1.   
  Boatchild: You have grown up on the banks of Sister Lyme, and even 
  swum her depths for dares. You gain a +2 bonus to Swim checks and 
  gain Profession (sailor or boatman) as a class skill. If you wish, you can 
  choose to gain River Cant as a bonus language instead of the bonus to 
  Swim checks.
  BookTown Born: You were raised or spent some considerable time 
  in BookTown. You make all Knowledge (local) checks for BookTown or 
  Lore (BookTown) checks at +4 and always consider Knowledge (local) 
  as a class skill.
  Born to Beer Slops: You were raised in the gin houses and taverns of 
  the city. Choose any Perform skill and consider it a class skill. You make 
  all interaction checks with landlords or tavern owners (Bluff, Diplomacy, 
  Intimidate or Perform) with a +2 bonus. 
  Brine Touched: There is some briny in your family, a gift that your 
  mother and father tried to hide. Choose one of the following: webbed 
  fingers giving you a swim speed of 10 ft., bulging eyes that give you 
  darkvision 60 ft., or rudimentary gills just behind your ears that give you 
  the ability to hold your breath twice as long as normal.
  Brothel Waif: The child of a harlot, you have grown up tough and 
  independent. Choose one of the following as a bonus feat: Athletic, 
  Deceitful, Persuasive or Self-Sufficient.
  Capitol Born: You were raised or spent some considerable time in the 
  Capitol. You make all Knowledge (local) checks for the Capitol or Lore 
  (Capitol) checks at +4 and always consider Knowledge (local) as a class 
  skill.
  Child of a Famous Beauty: Your mother or father was famous in 
  the city for their looks. Add +1 Charisma. However, you were often left 
  alone when young and suffered from nightmares. Whenever you are in 
  a situation where a colleague or friend is not within 60 ft. and you must 
  make a Will save, you do so with a –1 penalty.   
  Chimney Sweep: When young, you were small and used for cleaning 
  chimneys of the wealthy or those of the Capitol. You gain the Stealthy feat 
  as a bonus feat. But whenever in confined spaces, you make all Will saves 
  to avoid fear effects with a –2 penalty.
  Choir Child: You have an incredible singing voice. You gain Perform 
  (sing) as a class skill. However, the brutality for perfection meted out on 
  you has scarred you. You make all saving throws to avoid being shaken 
  at –2.  
  Circus Act: You ran away to join the circus. A colourful life of travelling 
  through Festival and the Artists’ Quarter followed, punctuated by trips 
  to other parts of the city. Choose an act you performed, be that clown, 
  ringmaster, acrobat, tightrope walker, stilt walker or any other performance 
  your GM judges appropriate. For those performances involving Charisma 
  (clowning, being a ringmaster), add one to your starting Charisma or 
  gain a +2 bonus to your Acrobatics skill for any other act. In the tough 
  backstage life you had, you were never fed enough; you make all saving 
  throws against disease or exhaustion effects with a –2 penalty.
  Cruel Kin: Cruel parents or relatives raised you, and you left home 
  early. You are independent, but a bit of a loner. You make all Diplomacy 
  checks to influence attitude at –2, but gain a +1 special bonus to all Will 
  saves. 
  Devotee of Mother Grace: Very religious parents who found great 
  solace in the order of things in the church of Mother Grace raised you. 
  You gain Knowledge (religion) as a class skill, or gain a +2 bonus to 
  Knowledge (religion) checks if you already have it as a class skill. Your 
  inherent faith is strong and, once per day as a free action, you can utter a 
  prayer to Mother Grace that grants you +1 bonus to any saving throw, skill 
  check, or attack roll.
  Educated: You attended one of the minor schools in the city. You 
  increase your skill points as though you were human, or double that bonus 
  if you are a human. Schools were vile, ordered places, and they have 
  given you a healthy loathing for order; you have a –2 penalty to all saving 
  throws against all spells with the lawful descriptor. 
  Festival Born: You were raised or spent some considerable time in 
  Festival, but were not tainted by the place. You make all Knowledge 
  (local) checks for Festival or Lore (Festival) checks at +4 and always 
  consider Knowledge (local) as a class skill.
  Foundling: You were abandoned as a baby, but found. There is 
  something distinctly odd about you. This can be a physical thing such as 
  a minor deformity (an extra finger, mismatched eye colour and so forth), 
  or simply an odd air about you. Regardless of what it is, you make all 
  Diplomacy checks to attitude at –2. There is also a bit of magic about 
  you, however. Choose two 0-level spells from either the bard or druid list; 
  you can cast these spells as spell-like abilities a number of times per day 
  equal to your Charisma bonus (minimum 1). The DC for these spells is 
  calculated using your Charisma bonus.
  Freakshow Touched: You were raised in a freakshow and became 
  close to many acts. Develop an extra friendship (see below) with one of 
  the acts.
  Gable Child: You spent your days up in the gables, where the air was 
  clearer and there was always more to see. Heights hold no fear for you. 
  When climbing any artificial structure, you gain a +2 bonus to Climb 
  checks. Climbing is in your soul, however, and you are often tempted to 
  tackle structures and buildings just to see the view. This is not a mechanical 
  effect; it is yours to develop.
  Gablemaester’s Child: Your father was one of the brave gablemaesters 
  who kept the rooftops clean, safe, and free from spiders. You have utmost 
  familiarity with the rooftops of the city, and treat them as a favoured 
  terrain as though you were a ranger of your own class level (with the 
  normal increases starting at 8th level).
  Guild Child: You were raised as part of a guild and have a benefactor 
  looking out for you. Roll an extra friendship (see below) to have as a 
  mentor, guide, or family friend. Choose a Profession or Craft skill and 
  consider it a class skill; if you already have those as class skills, gain a +2 
  bonus to one of your choosing.
  Guild-Bound Family: Your family is blighted by an agreement they 
  made to a guild before you were born. If you can pay off this fee (1d6+3 
  x 100 gp), you gain 500 XP as a one-time goal reward (see For the GM). 
  Choose a Profession or Craft skill and consider it a class skill; if you 
  already have those as class skills, gain a +2 bonus to one of your choosing. 
  You have a healthy loathing of the Guild system; this is not a mechanic, 
  but yours to develop as you wish.
  
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  GM Guide
  Haunted by Between: Between seems somehow to follow you around. 
  Every so often, you hear noises no one else does, feel something move 
  behind you, or see a reflection in a corner of a mirror that cannot be 
  there. You are inherently Between touched. Choose two 0-level spells 
  from either the bard or sorcerer list. You can cast these spells as spell-
  like abilities a number of times per day equal to your Charisma bonus 
  (minimum 1). The DC for these spells is calculated using your Charisma 
  bonus. Having that strange effect at your back makes you jittery. This is 
  not a mechanical effect, but something to be added into your character in 
  whatever way you feel works best. 
  Hollow Hills Born: You were raised or spent some considerable time 
  in the haloed and holy places of the Hollow and Broken Hills. You make 
  all Knowledge (local) checks for the Hollow and Broken Hills or Lore 
  (Hollow and Broken Hills) checks at +4 and always consider Knowledge 
  (local) as a class skill.
  Jumble Born: You were raised or spent some considerable time in the 
  Jumble. You make all Knowledge (local) checks for the Jumble or Lore 
  (Jumble) checks at +4 and always consider Knowledge (local) as a class 
  skill.
  Kissed by Angels: Some people are born lucky, and you’re one of 
  them. Cats sit in your lap, children stop crying and laugh when you enter a 
  room, and frosty discussions thaw when you talk. You make all checks for 
  Bluff, Diplomacy, and Perform, as well as any other such check your GM 
  deems appropriate, as though your Charisma was 2 higher than it actually 
  is. Some petty people find such lucky folk annoying, and become jealous 
  of them, of course. 
  Link Child: When younger, you worked the dark streets of the city as 
  a link boy (or girl). Your night vision is excellent, and you have an almost 
  sixth sense when operating in darkness. You gain a +2 bonus to Perception 
  checks when in dim light or less, and operate as though you had the 
  uncanny dodge ability while in those lighting conditions. If you already 
  have such an ability, it improves in such conditions. You find daylight 
  unpleasant, and prefer to wear tinted lens when the sun is at its highest.
  Messenger: When younger, you were hired by one of the many 
  messenger guilds in the city to pass messages in haste. You are adept 
  at running and choose Fleet or Run as a bonus feat. Furthermore, your 
  knowledge of the city streets is excellent; you consider Knowledge (local) 
  as a class skill, and if you already have it as a class skill, gain a +2 bonus 
  to it.
  Mill Child: You spent much of your childhood working in one of the 
  many mills in the city. You are very adept at getting through small spaces. 
  You consider Escape Artist as a class skill; if you already have access 
  to it, you gain a +2 bonus to it. You also make all Acrobatics checks to 
  move through threatened or enemy spaces with a +2 bonus. The noisy mill 
  machinery and treadmills damaged your hearing, however, causing a –1 
  penalty on all Perception checks.
  One of Many: There were 10+1d6 other children in your family. 
  Develop an extra friendship (see below) with one of your kin.
  Orphan: Raised by an overseer, your early life was incredibly tough. 
  You gain Toughness as a bonus feat. However, you still have nightmares 
  about your childhood. This is not a mechanical effect, but one to use as a 
  character story.
  Riverchild: You were raised in a boat town along the river; you speak 
  River-Cant as a bonus language, develop an extra friendship (see below) with 
  one of your kin from the township, and gain a +2 bonus to all checks for Bluff, 
  Diplomacy, Intimidate, and Perform when interacting with boatfolk.
  Seventh Child of a Seventh Child: There is something decidedly odd 
  about you; odd things happen around you, and occasionally unpredictable 
  events occur — cats bristle and flee from you, plates fall on floors when 
  you enter the room, or a clock strikes thirteen. This does not have a 
  mechanical effect, and your GM should weave it into your character’s 
  story from time to time. Choose two 0-level spells from either the bard 
  or sorcerer list. You can cast these spells as spell-like abilities a number 
  of times per day equal to your Charisma bonus (minimum 1). The DC for 
  these spells is calculated using your Charisma bonus.
  Sewer Brat: You spent a lot of time in Underneath, either as a runner 
  for a guild, someone who ran away from home or the orphanage you 
  were raised in, or some other story you deem appropriate. You make all 
  Knowledge (local) checks for Underneath at +4 or Lore (Underneath) 
  checks and always consider Knowledge (dungeoneering) as a class skill.
  Sideshow Touched: You were raised in a carnival sideshow and 
  became close to many acts. Develop an extra friendship (see below) with 
  one of the acts.
  Sinks Born: You were raised or spent some considerable time in the 
  Sinks. You make all Knowledge (local) checks for the Sinks or Lore 
  (Sinks) checks at +4 and always consider Knowledge (local) as a class 
  skill.
  Strange Relations: Somewhere in your family line is an anomaly: the 
  hint of an elf, the touch of a gnome, the flicker of a halfling. Exactly 
  how and where this came from is a mystery. Choose either a dwarf’s 
  stonecunning, an elf’s or gnome’s keen senses, or a halfling’s fearless 
  ability and add it as a racial trait for your character. Your character is 
  slightly odd in a hard-to-define way. This is not a mechanic, but a story 
  option; perhaps the PC has a luxuriant dwarvish beard, slightly pointed 
  ears, or woolly feet that indicate that somewhere, far back, something odd 
  happened in the family. 
  Streetwaif: You were raised on the hard streets of Castorhage. Choose 
  one of the following feats as a bonus feat: Deceitful, Self-Sufficient, or 
  Toughness. You made an enemy, however; your GM will develop this 
  bane for you accordingly, and weave it into your ongoing story.
  Toiltown Born: You were raised or spent some considerable time in 
  Toiltown. You make all Knowledge (local) checks for Toiltown or Lore 
  (Toiltown) checks at +4 and always consider Knowledge (local) as a class 
  skill.
  Thirteenth Child of a Thirteenth Child: There is something decidedly 
  odd about you, and not all of it good. Strange effects follow your character. 
  These are only minor but decidedly strange: horses keel over and die in 
  the street when you walk by; a pyre-beetle lamp goes out; you find two-
  headed silver coins; or a plummeting magpie crashes into a wall as you 
  walk past. Life, in short, continues to throw oddities about you. This has 
  no mechanical effect, but should form part of your PC’s story. It should 
  not be overtly negative or positive, just odd.
  Touched by the Unsea: When young, you were taken to the Unsea, 
  and it had a profound and unsettling effect upon you. The Unsea calls 
  you, and you find it oddly consoling to have objects from there or even 
  odd things from the mundane sea about your home or person. You gain 
  the clerical Water domain granted abilities icicle and cold resistance at 6th 
  level. You do not have the bonus spells unless you are a cleric with the 
  Water domain, in which case you cast all domain spells at +1 to the DC 
  of their saves. There is something oddly clammy and brackish about you.
  Town Bridge Born: You were raised or spent some considerable time 
  in Town Bridge, and can consider yourself a Town Bridge local. You make 
  all Knowledge (local) checks for Town Bridge or Lore (Town Bridge) 
  checks at +4 and always consider Knowledge (local) as a class skill.
  Wicked Stepsisters: Wicked stepsisters who delighted in using you 
  as little more than a slave raised you. This made you resilient, if sad, 
  when young. You do not develop any starting friendships; instead, the 
  stepsisters (who are both level 1–3 aristocrats) are still alive and well and 
  still lurking somewhere in your backstory for your GM to develop.  
  Wild Child: You were feral as a child. Choose one of the following bonus 
  feats or abilities: Animal Affinity, druid nature sense, or two 0-level spells 
  from the druid list. You can cast these spells as spell-like abilities a number of 
  times per day equal to your Charisma bonus (minimum 1). The DC for these 
  spells is calculated using your Charisma bonus. Your feral nature remains 
  with you and should be developed into your character’s story.
  New Skills
  The Blight campaigns use the Background Skills system, including 
  the Artistry and Lore skills, as detailed in Pathfinder Roleplaying Game 
  Pathfinder Unchained. In addition, Castorhage has some specific uses of 
  skills that characters may wish to explore.
  Craft (tattoo) (Int)
  Special tattoos are used by Blight guilds and many other organizations 
  to indicate membership and rank. As these tattoos are regularly displayed 
  
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  The Blight: Richard Pett's Crooked City
  to non-members, advanced tattooing techniques and secret color blends 
  of expensive and rare inks are used to minimize forgeries. Crafting such a 
  tattoo requires at least 1 rank in Craft (tattoo). Authorized guild tattooists 
  — who are supplied with the necessary materials and knowledge to 
  produce a guild’s tattoos — gain a +4 circumstance bonus when crafting 
  their guild’s tattoos. The guild inspects their work and magically erases it 
  if it does not meet their standards. 
  The Craft DCs of an organization’s tattoos are detailed with the 
  organization. In general, however, a tattoo indicating general membership 
  of a common club or guild requires a successful DC 20 Craft (tattoo) 
  check. Rarer tattoos — such as those indicating higher ranks or 
  membership in exclusive clubs — typically have higher DCs, and rarer 
  and more expensive components. Tattooists who do not use the official 
  tattooing materials or who do not have access to a copy of the same tattoo 
  or a detailed schematic of its design throughout the entire crafting process 
  risk having their tattoos identified as forgeries even if they succeed on the 
  Craft check. Anyone captured with a counterfeit tattoo will — at best — 
  have the tattoo painfully flayed away or, at worst, have the body part on 
  which it is displayed entirely removed.
  The Craft check for a forgery is made secretly, so that the forger is not 
  sure how good her work is. As with Disguise, the check is made only 
  when someone examines the work. The Craft check is opposed by a skill 
  check from the person who examines the tattoo to verify its authenticity. 
  The type of skill check used to authenticate a tattoo is detailed in the 
  organization (See Clubs and Guilds in Chapter 1 of The Blight 
  Campaign Guide). The examiner gains modifiers if any of the conditions 
  are listed on the table below.
  Condition
  Skill Check Modifier
  Type of tattoo unknown to inspector
  –4
  Type of tattoo somewhat known to 
  inspector
  +0
  Type of tattoo well known to  
  inspector
  +4
  Inspector only casually examines 
  the tattoo
  –2
  Tattoo contradicts membership 
  knowledge
  +4
  Knowledge (Between)  
  (Int; Trained Only)
  Like other Knowledge skills, characters with this skill can answer 
  questions about Between. As Between lore is rare and protected, 
  characters cannot take ranks in this skill (nor in the Lore skill related to 
  Between knowledge) without access to a source of such lore, and without 
  the GM’s permission. The DCs of Knowledge (Between) checks follow 
  the guidance for other types of Knowledge checks, and typically replace 
  tasks that would be covered by Knowledge (geography) and Knowledge 
  (nature) checks in the mundane world as well as handling checks involving 
  monsters from Between or that have the Between subtype.
  Additionally, ranks in Knowledge (Between) may permit checks 
  using other Knowledge skills but which relate to Between questions. For 
  example, a character who wishes to know the symbol of a Between ruler 
  may be required to succeed on a Knowledge (Between) and a Knowledge 
  (nobility) check.
  Lore (district) (Int: Trained Only)
  The Lore (district) skill can be used to perform Knowledge (local) 
  tasks related to a specific district. Characters with 5 or more ranks in Lore 
  (district) gain a +2 bonus on Knowledge (local) checks related to that 
  specific district. 
  Profession (Int; Trained Only)
  Some of the more common Profession skills in the Blight are accountant, 
  alchemist, animal trainer, antiquarian, apothecary, appraiser, architect, 
  armourer, astromancer, baker, banker, barber (including dentistry), 
  barkeeper, barrister, bibliomerchant, boatman, body collector, bondsman, 
  bookbinder, bootblack, bowyer, breaker, breeder, brewer, builder, butcher, 
  cadaver snatcher, cadaver-surgeon, carpenter, cartographer, charcoal 
  burner, carter, chimney sweep, chairman, chandler, chatelaine, clerk, 
  clothier, cobbler, coffin maker, constable, cook, coolie, cooper, cordager, 
  corner-doxy, costermonger, cottar, courtesan, cressman, crier, diplomat, 
  distiller, driver, drover, duelling referee, dyer, embalmer, engineer, 
  executioner, farmer, farrier, ferryman, finesmith, fireman, fisherman, 
  flagonfist, flea market trader, fletcher, florist, fortune-teller, friar, furrier, 
  gablemaester, gambler, gaoler, gardener, ghatmaster, glassblower, glazier, 
  golem-stitcher, gong farmer, gravedigger, grinder, grocer, groom, guard, 
  guide, haberdasher, herbalist, herdsman, homunculi wife, importer, 
  innkeeper, jeweller, jurist, landlord, launderer, leatherworker, legalese, 
  librarian, limner, link-boy, loan shark, lobbyist, lobsterman, locksmith, 
  longshoreman, manufactor, medium, milliner, metalcaster, mercer, 
  merchant, messenger, midwife, miller, milliner, miner, mourner, navigator, 
  navvy, notary, oddsmaker, overseer, pactmaker, pawnbroker, peat cutter, 
  peddler, perfumer, physiker, pig keeper, plague doctor, plasterer, porter, 
  potter, prahu-punter, priest, printer, punkahwallah, puppeteer, pyre-
  lamplighter, rat catcher, reporter, renderer, river pilot, roofer, sadhu, 
  sage, sailor, salter, savant, sawyer, scholar, seamstress, servant, scrivener, 
  sewerer, shepherd, shipwright, skinner, slaughterman, smith, soldier, 
  soothsayer, souk seller, stable master, steeplejack, stevedore, stonemason, 
  street sweeper, streetclerk, surveyor, sutler, swamper, tailor, tanner, tax 
  collector, taxidermist, teacher, thatcher, tinker, tollman, tongawallah, 
  torturer, trader, translator, undertaker, urger, vicar, vintner, wainwright, 
  weaver, whaler, wigmaker, woodcutter, woodworker and writer.
  New Feats
  Blight Affinity
  You have a deep-rooted lineage with the city and are adept at working 
  within it.
  Prerequisite: Knowledge (local) 5 ranks
  Benefit: You treat the city as though you were a ranger and it was your 
  favoured terrain, gaining +2 to all Knowledge (local), Perception, Stealth, 
  
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  GM Guide
  and Survival checks. You gain +2 on your initiative modifier and leave 
  no trail.
  Fetch Hunter (Combat)
  An enemy of the Blight’s undead population, you are adept at hunting 
  and destroying them.
  Prerequisite: Base attack bonus +3
  Benefit: You treat undead as though you were a ranger and they were 
  your favoured enemy. You gain +2 to all Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks against undead creatures. You also 
  gain a +2 bonus on weapon attack and damage rolls against them. You can 
  make an untrained knowledge check if it relates to undead.
  Special: Your GM may ask you to incorporate a reason for this feat 
  into your character’s story and use it in ongoing adventures as he sees fit. 
  Gable Clamberer
  You are adept at clambering quickly over rooftops, up walls, and over 
  gables.
  Prerequisite: Climb 5 ranks.
  Benefit: You gain a +4 bonus to your Climb skill check when climbing 
  manmade structures. When using your climb skill on manmade structures, 
  you do not take a –5 penalty to climb at half speed.
  Rat-Catcher (Combat)
  You are a sworn enemy of the Blight’s wererat population.
  Prerequisite: Base attack bonus +3
  Benefit: You treat wererats as though you were a ranger and they were 
  your favoured enemy. You gain +2 to all Bluff, Knowledge, Perception, 
  Sense Motive, and Survival checks against them. You also gain a +2 
  bonus on weapon attack and damage rolls against wererats. You can also 
  make an untrained knowledge check if it relates to them. You gain half of 
  this bonus against rat-like creatures, including dire rats, rat swarms, and 
  ratfolk.
  Special: Your GM may ask you to incorporate a reason for this feat 
  into your character’s story and use it in ongoing adventures as he sees fit.
  Optional Rule: 
  Money Feats
  Everything in a city, they frequently say, has a price. Information is 
  no different, and much like hiring a consultant to advise on a plan, an 
  architect to oversee a building project, or a general to organise an army, 
  the PCs can have words in the right places to get the right answers.
  Money feats work like normal feats except they are temporary and 
  there is no limit to how many you can have at any one time. Each can 
  be purchased at any time during the game, and last 1 month; once the 
  month is up, the feat is lost. It is recommended that purchasing such feats 
  occurs at a scheduled time — say the start of every month — to make 
  recordkeeping simpler.
  Characters can have as many money feats per month as they can afford; 
  money, like levels, is power. Money is paid out up front and lost regardless 
  of the success of any actions or checks, and even lost if no checks are 
  made. Some information is worth having, some is not.
  Like all feats, some money feats have a prerequisite, all have a benefit, 
  and some have a special situation. All are considered general feats, so 
  anyone can buy them provided they fulfil the prerequisites.
  Bully i (Money)
  You use this feat to meet shady people in the city and cross their palms 
  with cash in order to get your name out on the street. 
  Prerequisite: Bullies attract bullies. You must have 2 ranks in either 
  Bluff or Intimidate to purchase Bully I. 
  Benefit: You pay to enhance your reputation on the streets for 1 month. 
  The cost is 100 gp to gain a +1 circumstance bonus to all Bluff and 
  Intimidate skill checks made within the city. 
  Bully ii (Money)
  You use this feat to meet shady people in the city and cross their palms 
  with cash in order to get your name out on the street. 
  
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  The Blight: Richard Pett's Crooked City
  Prerequisite: Bullies attract bullies. You must have 4 ranks in either 
  Bluff or Intimidate to purchase Bully II. 
  Benefit: You pay to enhance your reputation on the streets for 1 month. 
  The cost is 200 gp to gain a +2 circumstance bonus to all Bluff and 
  Intimidate skill checks made within the city. 
  Bully iii (Money)
  You use this feat to meet shady people in the city and cross their palms 
  with cash in order to get your name out on the street. 
  Prerequisite: Bullies attract bullies. You must have 6 ranks in either 
  Bluff or Intimidate to purchase Bully III. 
  Benefit: You pay to enhance your reputation on the streets for 1 month. 
  The cost is 300 gp to gain a +3 circumstance bonus to all Bluff and 
  Intimidate skill checks made within the city. 
  Bully iv (Money)
  You use this feat to meet shady people in the city and cross their palms 
  with cash in order to get your name out on the street. 
  Prerequisite: Bullies attract bullies. You must have 8 ranks in either 
  Bluff or Intimidate to purchase Bully IV. 
  Benefit: You pay to enhance your reputation on the streets for 1 month. 
  The cost is 400 gp to gain a +4 circumstance bonus to all Bluff and 
  Intimidate skill checks made within the city. 
  Consultant i (Money)
  You use this money feat to contact experts in various Knowledge skills.
  Prerequisite: To make the necessary contacts, you must have friends in 
  the right places. A +1 Charisma ability score bonus is required to purchase 
  Consultant I. 
  Benefit: You pay to ask any number of questions of a specific consultant 
  with a specific Knowledge skill for 1 month. The cost is 125 gp for a 
  consultant in the specified field with a Knowledge skill bonus of +6. The 
  consultant cannot take 20 on these checks and cannot attempt to retry 
  failed checks. The consultant’s personal resources do allow him to take 10 
  on the check if you want him to.
  Consulting an expert takes 4 hours per visit, during which any 
  reasonable number of questions can be asked as determined by your GM. 
  For the purchase of the money feat, you may consult your expert up to 
  once per day for the entire month.
  You may purchase this feat multiple times in order to obtain consultants 
  in multiple Knowledge skill fields or multiple consultants in one 
  Knowledge skill field.
  Consultant ii (Money)
  You use this money feat to contact experts in various Knowledge skills.
  Prerequisite: To make the necessary contacts, you must have friends in 
  the right places. A +2 Charisma ability score bonus is required to purchase 
  Consultant II. 
  Benefit: You pay to ask any number of questions of a specific consultant 
  with a specific Knowledge skill for 1 month. The cost is 250 gp for a 
  consultant in the specified field with a Knowledge skill bonus of +8. The 
  consultant cannot take 20 on these checks and cannot attempt to retry 
  failed checks. The consultant’s personal resources do allow him to take 10 
  on the check if you want him to.
  Consulting an expert takes 4 hours per visit, during which any 
  reasonable number of questions can be asked as determined by your GM. 
  For the purchase of the money feat, you may consult your expert up to 
  once per day for the entire month.
  You may purchase this feat multiple times in order to obtain consultants 
  in multiple Knowledge skill fields or multiple consultants in one 
  Knowledge skill field.
  Consultant iii (Money)
  You use this money feat to contact experts in various Knowledge skills.
  Prerequisite: To make the necessary contacts, you must have friends in 
  the right places. A +3 Charisma ability score bonus is required to purchase 
  Consultant III. 
  Benefit: You pay to ask any number of questions of a specific consultant 
  with a specific Knowledge skill for 1 month. The cost is 500 gp for a 
  consultant in the specified field with a Knowledge skill bonus of +10. 
  The consultant cannot take 20 on these checks and cannot attempt to retry 
  failed checks. The consultant’s personal resources do allow him to take 10 
  on the check if you want him to.
  Consulting an expert takes 4 hours per visit, during which any 
  reasonable number of questions can be asked as determined by your GM. 
  For the purchase of the money feat, you may consult your expert up to 
  once per day for the entire month.
  You may purchase this feat multiple times in order to obtain consultants 
  in multiple Knowledge skill fields or multiple consultants in one 
  Knowledge skill field.
  Consultant iv (Money)
  You use this money feat to contact experts in various Knowledge skills.
  Prerequisite: To make the necessary contacts, you must have friends in 
  the right places. A +4 Charisma ability score bonus is required to purchase 
  Consultant IV. 
  Benefit: You pay to ask any number of questions of a specific consultant 
  with a specific Knowledge skill for 1 month. The cost is 1,000 gp for a 
  consultant in the specified field with a Knowledge skill bonus of +12. The 
  consultant cannot take 20 on these checks and cannot attempt to retry 
  failed checks. The consultant’s personal resources do allow him to take 10 
  on the check if you want him to.
  Consulting an expert takes 4 hours per visit, during which any 
  reasonable number of questions can be asked as determined by your GM. 
  For the purchase of the money feat, you may consult your expert up to 
  once per day for the entire month.
  You may purchase this feat multiple times in order to obtain consultants 
  in multiple Knowledge skill fields or multiple consultants in one 
  Knowledge skill field.
  Fence i (Money)
  You have contacts in the right places in the antiquarian, insectum, and 
  “obtained” goods markets.
  Prerequisite: Good fences don’t find themselves for you. You must 
  have 2 ranks in either Diplomacy or Knowledge (local) to purchase Fence 
  I.
  Benefit: You pay a good fence to increase your take on treasures sold 
  for 1 month. The cost is 125 gp for a fence whose services bring you two-
  thirds the value of the treasures you sell.
  Normal: You sell treasure for half of its value.
  Fence ii (Money)
  You have contacts in the right places in the antiquarian, insectum, and 
  “obtained” goods markets.
  Prerequisite: Good fences don’t find themselves for you. You must have 
  4 ranks in either Diplomacy or Knowledge (local) to purchase Fence II.
  Benefit: You pay a good fence to increase your take on treasures sold 
  for 1 month. The cost is 250 gp for a fence whose services bring you three-
  quarters the value of the treasures you sell.
  Normal: You sell treasure for half of its value.
  
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  GM Guide
  Fence iii (Money)
  You have contacts in the right places in the antiquarian, insectum, and 
  “obtained” goods markets.
  Prerequisite: Good fences don’t find themselves for you. You must 
  have 6 ranks in either Diplomacy or Knowledge (local) to purchase Fence 
  III.
  Benefit: You pay a good fence to increase your take on treasures sold 
  for 1 month. The cost is 500 gp for a fence whose services bring you four-
  fifths the value of the treasures you sell.
  Normal: You sell treasure for half of its value.
  Fence iv (Money)
  You have contacts in the right places in the antiquarian, insectum, and 
  “obtained” goods markets.
  Prerequisite: Good fences don’t find themselves for you. You must have 8 
  ranks in either Diplomacy or Knowledge (local) to purchase Fence IV.
  Benefit: You pay a good fence to increase your take on treasures sold 
  for 1 month. The cost is 1,000 gp for a fence whose services bring you 
  nine-tenths the value of the treasures you sell.
  Normal: You sell treasure for half of its value.
  Research i (Money)
  By touring BookTown, visiting antiquarian booksellers, and studying 
  private libraries, you gain access to specialist knowledge.
  Prerequisite: You must be trained in the specific Knowledge skill in 
  question.
  Benefit: You pay for access to the finest book collections in order to find 
  answers to your questions for 1 month. The cost is 50 gp to obtain access 
  to a library pertaining to a specific Knowledge skill for which you gain a 
  +1 circumstance bonus for 1 month of access to this library. Researching 
  in the library to obtain information on a specific topic requires 1d10 hours 
  – your Intelligence modifier (minimum 1 hour). On a failed check, you 
  may retry but must spend the research time again. For the purchase of this 
  money feat, you may research in your library for up to 12 hours per day 
  for the entire month.
  You may purchase this feat multiple times in order to obtain libraries 
  to consult in multiple Knowledge skill fields or multiple libraries to 
  consultant in one Knowledge skill field. Purchase of the feat only allows 
  the purchaser to make use of the research library, not any friends or 
  companions (though the purchaser’s familiars and eidolons are permitted).
  Research ii (Money)
  By touring BookTown, visiting antiquarian booksellers, and studying 
  private libraries, you gain access to specialist knowledge.
  Prerequisite: You must be trained in the specific Knowledge skill in 
  question.
  Benefit: You pay for access to the finest book collections in order to find 
  answers to your questions for 1 month. The cost is 100 gp to obtain access 
  to a library pertaining to a specific Knowledge skill for which you gain a 
  +2 circumstance bonus for 1 month of access to this library. Researching 
  in the library to obtain information on a specific topic requires 1d10 hours 
  – your Intelligence modifier (minimum 1 hour). On a failed check, you 
  may retry but must spend the research time again. For the purchase of this 
  money feat, you may research in your library for up to 12 hours per day 
  for the entire month.
  You may purchase this feat multiple times in order to obtain libraries 
  to consult in multiple Knowledge skill fields or multiple libraries to 
  consultant in one Knowledge skill field. Purchase of the feat only allows 
  the purchaser to make use of the research library, not any friends or 
  companions (though the purchaser’s familiars and eidolons are permitted).
   
  Research iii (Money)
  By touring BookTown, visiting antiquarian booksellers, and studying 
  private libraries, you gain access to specialist knowledge.
  Prerequisite: You must be trained in the specific Knowledge skill in question.
  Benefit: You pay for access to the finest book collections in order to find 
  answers to your questions for 1 month. The cost is 200 gp to obtain access 
  to a library pertaining to a specific Knowledge skill for which you gain a 
  +3 circumstance bonus for 1 month of access to this library. Researching 
  in the library to obtain information on a specific topic requires 1d10 hours 
  – your Intelligence modifier (minimum 1 hour). On a failed check, you 
  may retry but must spend the research time again. For the purchase of this 
  money feat, you may research in your library for up to 12 hours per day 
  for the entire month.
  You may purchase this feat multiple times in order to obtain libraries 
  to consult in multiple Knowledge skill fields or multiple libraries to 
  consultant in one Knowledge skill field. Purchase of the feat only allows 
  the purchaser to make use of the research library, not any friends or 
  companions (though the purchaser’s familiars and eidolons are permitted).
  Research iv (Money)
  By touring BookTown, visiting antiquarian booksellers, and studying 
  private libraries, you gain access to specialist knowledge.
  Prerequisite: You must be trained in the specific Knowledge skill in question.
  Benefit: You pay for access to the finest book collections in order to find 
  answers to your questions for 1 month. The cost is 400 gp to obtain access 
  to a library pertaining to a specific Knowledge skill for which you gain a 
  +4 circumstance bonus for 1 month of access to this library. Researching 
  in the library to obtain information on a specific topic requires 1d10 hours 
  – your Intelligence modifier (minimum 1 hour). On a failed check, you 
  may retry but must spend the research time again. For the purchase of this 
  money feat, you may research in your library for up to 12 hours per day 
  for the entire month.
  You may purchase this feat multiple times in order to obtain libraries 
  to consult in multiple Knowledge skill fields or multiple libraries to 
  consultant in one Knowledge skill field. Purchase of the feat only allows 
  the purchaser to make use of the research library, not any friends or 
  companions (though the purchaser’s familiars and eidolons are permitted).
  Well Connected i (Money)
  You cross a few palms with money to keep their ear to the ground for 
  information. 
  Benefit: You pay so your contacts keep their eyes and ears open for 
  information that may be of use to you for 1 month. The cost is 100 gp to 
  gain a +1 circumstance bonus to all Diplomacy skill checks used to gather 
  information within the city.
  Well Connected ii (Money)
  You cross a few palms with money to keep their ear to the ground for 
  information. 
  Benefit: You pay so your contacts keep their eyes and ears open for 
  information that may be of use to you for 1 month. The cost is 200 gp to 
  gain a +2 circumstance bonus to all Diplomacy skill checks used to gather 
  information within the city.
  Well Connected iii (Money)
  You cross a few palms with money to keep their ear to the ground for 
  information. 
  Benefit: You pay so your contacts keep their eyes and ears open for 
  information that may be of use to you for 1 month. The cost is 300 gp to 
  gain a +3 circumstance bonus to all Diplomacy skill checks used to gather 
  information within the city.
  
  32
  The Blight: Richard Pett's Crooked City
  Well Connected iv (Money)
  You cross a few palms with money to keep their ear to the ground for 
  information. 
  Benefit: You pay so your contacts keep their eyes and ears open for 
  information that may be of use to you for 1 month. The cost is 400 gp to 
  gain a +4 circumstance bonus to all Diplomacy skill checks used to gather 
  information within the city.
  New Equipment
  Equipment and Things to Part 
  You From Your Lucre — 
  Castorhage Goods
  A short walk in the Blight avails one of the sheer volume of goods for 
  sale, from Aarckle, Budge & Sons Gentlemen’s Outfitters, to Zyn, Ripple 
  & Wade, Pipe Makers to the Aristocracy. The wares are advertised across 
  every available space; no wall is without a painted sign or hoarding, 
  sandwich boards are carried by down-at-their-heels men eager to earn a 
  tanner, and shop windows often show elaborate displays of wares. With so 
  many people in such a small space, competition is stiff, and beyond their 
  gaudy adverts, traders stop at nothing to be the best — and the richest — 
  in the city-state.   
  Weapons of the Blight
  Along with most other weapons, the following new weapons are used 
  by the denizens of Castorhage.
  Weapon Qualities
  Misfire: The increased power or configuration of some crossbows 
  can result in a misfire. If the natural result of your attack roll is equal 
  to or less than the weapon’s misfire value, that shot misses, even if you 
  would have otherwise hit the target, and the crossbow cannot be used 
  again until a person proficient in the use of the weapon spends a full-round 
  action to restore it to working order. The misfire value of a masterwork or 
  magical crossbow is reduced by 1 to a minimum of “—” (i.e., no chance 
  of misfiring).
  Weapon Descriptions
  Bell-staff, coprophagi: This is a simple walking staff usually of 
  hornbeam or some other hardwood capped with a curving arm from which 
  dangles a small bell. When the staff is carried, the bell rings, causing a –15 
  penalty to Stealth checks. The coprophagi and sometimes lepers or other 
  diseased individuals typically use these staves to give warning of their 
  approach to others so they can be well away before they reach them. In 
  the hands of a coprophagi or other individual proficient in its use, though, 
  the bell-staff becomes a potent weapon.
  The proficient user of a coprophagi bell-staff can as a free action flip the 
  bell up and against the arm it hangs from so that the clapper is held still, 
  and the bell no longer rings to cause the Stealth penalty. You can then flip 
  it down again as a free action as well so that it returns to ringing as normal. 
  A non-proficient user can perform the same maneuvers (if he thinks of 
  them) as move actions that provoke attacks of opportunity.
  In battle, a bell-staff is a double weapon though the bell end is used for 
  a trip attack rather than a damaging strike.
  Broadsword: The broadsword has a heavier, shorter blade than the 
  longsword. It is 2-1/2 to 3 feet in length.
  Claymore: The claymore is a heavier, two-handed version of the 
  falcataUE. It is 4-1/2 to 5 feet in length.
  Crop: A stout leather crop used to spur on a mount or punish a peasant.
  Crop, loaded: A loaded crop is a crop in which the shaft and head has 
  been weighted with lead to provide some heft.
  Cosh: This small, flexible club, also known as a blackjack, consists of 
  
  33
  GM Guide
  a leather-wrapped lead weight attached to the end of a wooden shaft via a 
  leather-wrapped coil spring.
  Cosh, folding: This smaller, lighter cosh folds to make it easily 
  concealable, granting a +2 bonus on Sleight of Hand checks to conceal 
  it on your body. It can be unfolded as a swift action. The gentleman’s 
  version — a handy weapon for the discerning person of quality to have 
  in a tight spot, or on the rugged streets of the Blight — is usually rimmed 
  with metal, and is readily transportable in a handy leather holder.
  Crossbow, arbalest: Because of the size and weight of this heavy 
  crossbow, you take a –2 penalty on your attack rolls with it if you are not 
  wearing an arbalist’s harness (see below). If you are wearing an arbalist’s 
  harness, loading an arbalest is a full-round action that provokes attacks of 
  opportunity; if you are not wearing a harness, loading takes two full-round 
  actions that provoke attacks of opportunity.
  You can fire an arbalest with one hand or in each hand in the same manner 
  as you would a heavy crossbow. Any consequent penalties to attack rolls are 
  cumulative with any penalty gained for not wearing an arbalist’s harness.
  Crossbow, folding: This smaller, light crossbow can be folded down 
  to make it more easily concealable or disguisable. Unlike most other 
  weapons of its size, you may attempt to conceal a folding crossbow upon 
  your body with a Sleight of Hand check, and it grants a +2 bonus on 
  Disguise checks to disguise it as some other object. It can be assembled as 
  a full-round action that provokes attacks of opportunity. The gentleman’s 
  version — de rigueur at all fashionable or aristocratic shoots and hunts — 
  is always of masterwork quality, usually inlaid with precious metals, and 
  always comes collapsed in its own velvet-lined carry case.
  The configuration of the folding crossbow tends to make it misfire. 
  If the result of your attack roll with a folding crossbow is a natural 1, 
  the crossbow cannot be used again until a person proficient in the use of 
  the weapon spends a full-round action to restore it to working order. A 
  masterwork or magical folding crossbow has no chance of misfiring.
  For the purposes of Weapon Proficiency and similar feats, a folding 
  crossbow is treated as if it were a light crossbow.
  Crossbow, folding hand: This hand crossbow can be folded down to 
  Simple Weapons 
   
  Light Melee Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Weight1
  Type
  Special
  Crop
  10 gp
  1
  1d2
  ×2
  —
  —
  1 lb.
  B
  nonlethal
  Crop, loaded
  20 gp
  1d2
  1d3
  ×2
  —
  —
  1 lb.
  B
  nonlethal
  Ranged Weapons
  Crossbow, folding
  50 gp
  1d4
  1d6
  19–20/×2
  70 ft.
  1
  3 lbs.
  P
  —
       Bolts (10)
  1 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  Crossbow, recurve
  100 gp
  1d8
  1d10
  19–20/×2
  60 ft.
  2
  6 lbs.
  P
  —
       Bolts (10)
  1 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  Martial Weapons
  Light Melee Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Weight1
  Type
  Special
  Cosh
  5 gp
  1d4
  1d6
  19–20×2
  —
  —
  3 lbs.
  B
  nonlethal
  Cosh, folding
  10 gp
  1d3
  1d4
  19–20×2
  —
  —
  2 lbs.
  B
  nonlethal
  One-Handed Melee Weapons
  Broadsword
  12 gp
  1d6
  1d8
  ×3
  —
  —
  5 lbs.
  S
  —
  Two-Handed Melee Weapons
  Maul
  35 gp
  2d4
  2d6
  ×3
  —
  —
  14 lbs.
  B
  —
  Ranged Weapons
  Crossbow, arbalest
  125 gp
  1d10
  2d6
  19–20/×2
  150 ft.
  —
  18 lbs.
  P
  —
       Bolts (10)
  2 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  Exotic Weapons
  Light Melee Weapons
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Misfire
  Weight1
  Type
  Special
  Razor wheel, coprophagi
  5 sp
  1d4
  1d6
  19–20
  —
  —
  1 lb.
  S
  monk
  Two-Handed Melee Weapons
  Bell-staff, coprophagi
  5 cp
  1d4/—
  1d6/—
  x2
  —
  —
  5 lbs.
  B
  double,  
  monk, trip
  Claymore
  100 gp
  1d10
  2d6
  19–20/×3
  —
  —
  9 lbs.
  S
  —
  Ranged Weapons
  Crossbow, folding hand
  100 gp
  1d2
  1d3
  19–20/×2
  20 ft.
  1
  1 lb.
  P
  —
       Bolts (10)
  1 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  Crossbow, rptng arbalest
  825 gp
  1d10
  2d6
  19–20/×2
  150 ft.
  —
  24 lbs.
  P
  —
       Bolts (5)
  2 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  Crossbow, rptng recurve
  600 gp
  1d8
  1d10
  19–20/×2
  60 ft.
  2
  10 lbs.
  P
  —
       Bolts (5)
  1 gp
  —
  —
  —
  —
  —
  1 lb.
  —
  —
  1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  
  34
  The Blight: Richard Pett's Crooked City
  make it even more easily concealable or disguisable, granting a +4 bonus 
  on Sleight of Hand checks to conceal it on your body, and a +2 bonus on 
  Disguise checks to disguise it as some other object. It can be assembled as 
  a full-round action that provokes attacks of opportunity.
  The configuration of the folding hand crossbow tends to make it misfire. 
  If the result of your attack roll with a folding hand crossbow is a natural 
  1, the crossbow cannot be used again until a person proficient in the use 
  of the weapon spends a full-round action to restore it to working order. A 
  masterwork or magical folding hand crossbow has no chance of misfiring.
  For the purposes of Weapon Proficiency and similar feats, a folding 
  hand crossbow is treated as if it were a hand crossbow.
  Crossbow, recurve: A recurve crossbow is a light crossbow modified with the 
  power of a heavy crossbow at a shorter range. You draw a recurve crossbow back 
  by pulling a lever called a cranequin. Loading a recurve crossbow is a move action 
  that provokes attacks of opportunity. A recurve crossbow fires crossbow bolts.
  Normally, operating a recurve crossbow requires two hands. However, 
  you can shoot, but not load, a recurve crossbow with one hand at a –3 
  penalty on attack rolls. You can shoot a recurve crossbow with each hand, 
  but you take a penalty on attack rolls as if attacking with two light weapons. 
  This penalty is cumulative with the penalty for one-handed firing.
  The increased power of the recurve crossbow tends to make it misfire. 
  If the result of your attack roll with a recurve crossbow is a natural 1 or 
  2, the shot misses even if you would have otherwise hit the target, and 
  the crossbow cannot be used again until a person proficient in the use 
  of the weapon spends a full-round action to restore it to working order. 
  A masterwork or magical recurve crossbow only misfires on a natural 1.
  Crossbow, repeating arbalest: This weapon functions identically to 
  a repeating heavy crossbow, except that its damage, critical, and range 
  values are equivalent to those of an arbalest crossbow instead.
  Crossbow, repeating recurve: This weapon functions identically to 
  a repeating heavy crossbow, except that its damage, critical, and range 
  values are equivalent to those of a recurve crossbow instead.
  Maul: This massive hammer’s head ends in multiple blunt spikes that 
  concentrate the force of a swing, allowing it to deliver crushing blows. 
  Due to the size and weight of its head, a maul is poorly balanced and 
  requires two hands to wield.
  Razor wheel, coprophagi: This weapon is made from a thin sheet 
  of scrap metal that has been fashioned into a circular shape and given a 
  serrated edge. A wooden handle is set in its centre at a perpendicular angle 
  so that it can be gripped with the blade parallel to the wielder’s arm and 
  used in battle as a slashing weapon.
  UE See Pathfinder Roleplaying Game Ultimate Equipment
  Blight Gear
  Adventuring Gear
  Item
  Cost
  Weight
  Cage, pyrebeetle
  5 gp
  5 lbs.
  Everburning candle
  25 gp
  —
  Everburning lamp
  125 gp
  1 lb.
  Fishing tackle, basic
  5 sp
  —
  Fishing tackle, luxury  
  (Tugg, Wilmott & Son)
  8 gp
  2 lbs.
  Gable bridge, clockwork
  200 gp
  15 lbs.
  Harness, arbalist’s
  40 gp
  3 lbs.
  Ladder, clockwork
  300 gp
  10 lbs.
  Lantern, pyrebeetle
  20 gp
  3 lbs.
  Pyrebeetle, live
  5 cp/pound
  —
  Pyrebeetle carcass
  1 cp/pound
  —
  Siklight cockroach
  8 cp
  —
  Siklight sconce
  5 sp
  1 lb.
  Siklight sconce, candelabra
  5–10 gp
  5–8 lbs.
  Cage, Pyrebeetle: This is a small, portable cage capable of holding up 
  to 5 pounds of pyrebeetles. If properly cared for and fed, pyrebeetles can 
  survive in these cages for up to a week.
  Everburning candle: This otherwise normal candle has a continual 
  flame spell cast on its wick. Due to the small size of its wick, it sheds light 
  only as an ordinary candle, but it does not emit heat or deal fire damage. If 
  the candle is broken, its continual flame no longer functions.
  Everburning lamp: Everburning lamps are oil lamps bearing a 
  continual flame spell that function in all ways as an everburning torch (see 
  Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook). However, 
  an everburning lamp is partially made of glass and is, therefore, more 
  fragile than an everburning torch. If an everburning lamp is broken, its 
  continual flame no longer functions.
  Gable bridge, clockwork: Similar to a clockwork ladder, a gable 
  bridge extends to 20 feet in length at the pull of a lever, enabling it to 
  be used as a bridge, provided support is available at both ends. These 
  objects, which weigh 15 lbs and are structurally stronger than the ladder, 
  are frequently used by Gablemaesters on their hunt for spiders and other 
  horrors in the rooftops.
  Harness, arbalist’s: This harness is worn over armour or normal 
  clothing and is used to provide support for the use of an arbalest crossbow 
  or repeating arbalest crossbow by allowing the stock to rest in a special 
  socket built into the harness. The wearer of an arbalist’s harness can 
  mount the crossbow in place or remove it from its mount as a move action, 
  and can fire and reload the crossbow while it is mounted. Reloading while 
  the arbalest is mounted requires only one full-round action rather than 
  the normal two full-round actions, though pulling the reloading lever on 
  a repeating arbalest crossbow is still a free action. Firing an arbalest from 
  an arbalist’s harness does not provoke an attack of opportunity as using 
  a ranged weapon normally does. Reloading the arbalest and mounting or 
  dismounting the arbalest does provoke attacks of opportunity.
  Ladder, clockwork: A collapsible ladder able to extend up to 20 feet 
  in length in a single round. Activating a clockwork ladder is a move 
  equivalent action that provokes an attack of opportunity. A clockwork 
  ladder collapses back to 4 feet in length and weighs 10 lbs.
  Lantern, pyrebeetle: This sturdy lantern comes equipped with a 
  fireproof wire cage capable of holding a pound of pyrebeetles in its interior 
  as well as built-in reflectors to magnify its light to equal that of a torch.
  Pyrebeetle, live: These cockroach-like beetles have an extremely 
  hardy carapace and produce a natural slow-burning oil from glands 
  within their bodies. They are not especially incendiary, but burn readily if 
  exposed to fire. Typically, they are set alight after being held within small 
  fireproof cages or bags of tough fibres. A pound of burning pyrebeetles 
  emits light in a 10-foot radius, but reflectors mounted on street lamps or 
  within lanterns doubles this area of illumination to an area equal to that of 
  a torch. A pound of live pyrebeetles burns with a largely smokeless fire for 
  12 hours. A single live pyrebeetle is insufficient to provide a light source, 
  quickly burning out and crumbling. Burning pyrebeetles are not suitable 
  to serve as flaming weapons because they do not burn particularly hot and 
  readily crumble to ash if treated too roughly while burning.
  Pyrebeetle carcass: As live pyrebeetles, the carcasses of pyrebeetles 
  can be lit for use as a light source. They give off the same illumination as 
  live pyrebeetles, but the oil-producing glands of a pyrebeetle break down 
  soon after death. A pound of pyrebeetle carcasses burn for only 2 hours. A 
  single pyrebeetle carcass is insufficient to provide a light source, quickly 
  burning out and crumbling.
  Siklight cockroach: These small, pale-grey roaches gives off a soft, 
  greyish light equal in illumination to candle when awake. They eat 
  garbage and if properly cared for, will live for a year or more. They 
  also gives off a distinctive unpleasant odour so that anyone carrying 
  one or more of these insects has a –2 penalty to Stealth checks when 
  within olfactory range. Siklight cockroaches have a hard chitinous shell 
  (hardness 3) and 1 hit point. If their shell is pierced, the cockroaches 
  explode similar to alchemist’s fire, though only dealing 1 point of fire 
  damage in the square where the explosion occurs and no splash damage 
  to surrounding squares. However, they do burn for 1 round thereafter and 
  deal 1 additional point of fire damage, so flammable objects and structures 
  can easily be set alight by such an explosion. The cockroaches are also 
  prone to rupturing their carapace under certain weather conditions and are 
  known to start many small fires in Toiltown and in the hovels along the 
  
  35
  GM Guide
  Great Lyme River (conditions for such a spontaneous explosion are at the 
  GM’s discretion). Fortunately, cumulative exploding siklight cockroaches 
  do not cause additional damage or duration of burning. However, many 
  of them explode in a single square, they still only deal a total of 1 point 
  fire damage and another point fire damage on the following round before 
  they burn out. For this reason, they have found no practical application as 
  weapons, though they can make good detonators.
  Siklight sconce: This is a small candle sconce of tin, brass or some other 
  non-flammable substance. The candleholder portion has a wire covering and 
  allows space for a single siklight cockroach to be caged within. Beneath this is 
  a small, connected repository that can hold a small amount of organic garbage 
  upon with the caged cockroach can feed. As long as the food repository is kept 
  stocked with garbage and the sconce is shielded from extremes in temperature 
  or violent handling, a siklight cockroach can live in the sconce for up to a year 
  or more. A siklight sconce can be set on a table or other surface as a candle 
  stand or mounted to a wall.
  Siklight sconce, candelabra: This functions in all ways as a siklight 
  sconce but can have individual sconces for anywhere from 3 to 12 siklight 
  cockroaches.
  Tools and Skill Kits
  Item
  Cost
  Weight
  Gablemaester’s kit
  200 gp
  8.5 lbs.1
  Rat-catcher’s kit
  10 gp
  40 lbs.1
  Second-story harness
  55 gp
  3 lbs.1
  1 These items weigh one-quarter this amount when made for Small 
  characters.
  Gablemaester’s kit: Specialized kits for the spider-hunting 
  gablemaesters that dare to venture across the spires and rooftops of 
  Castorhage, this kit includes the crampons, pitons, and other tools found in 
  a climber’s kit that provide a +2 circumstance bonus on Climb checks but 
  also includes a second-story harness (see below), alchemical solventUE, 
  antitoxin, and vermin repellentUE.
  Rat-catcher’s kit: For those brave enough to risk hunting dire rats and 
  wererats within the city, special gear is often required. Rat-catcher’s gear 
  comes in a hefty trunk and consists of bags of pepper (to mask scent), a 
  bag of silver dust, a hefty armoured leather shirt (equivalent of padded 
  armor), and an alchemically silvered shortspear. 
  Second-story harness: This series of straps, trusses and buckles can 
  be worn over clothing or armour and allows the wearer to, as a move 
  action, secure herself in place on a vertical surface so that both her hands 
  are free. The wearer can remain in this position without needing to make 
  additional Climb checks and does not lose her Dexterity bonus to AC as 
  long as she remains anchored. While anchored in this way she cannot 
  move but does not need to make Climb checks to avoid falling whenever 
  she takes damage. The wearer can release herself to start moving again as 
  a move action. The second-story harness originally appeared in Pathfinder 
  Adventure Path #61: Shards of Sin.
  UE See Pathfinder Roleplaying Game Ultimate Equipment 
  Animals, Mounts, and Related Gear
  Item
  Cost
  Weight
  Animal Sentinel (canary)
  1 sp
  —
  Broken animal
  varies
  —
  Broken creature, intelligent
  varies
  —
  Cage, canatry
  2 gp
  5 lbs.
  Camel
  75 gp
  —
  Camel (combat trained)
  110 gp
  —
  Canary
  2 gp
  —
  Dog, fighting (blight-bull)
  40 gp
  —
  Dog, fighting (pit-mastiff)
  210 gp
  —
  Item
  Cost
  Weight
  Dog, terrier
  2 gp
  —
  Elephant
  450 gp
  —
  Elephant (combat-trained)
  530 gp
  —
  Hyme
  6,500 gp
  —
  Animal sentinel (canary): An animal sentinel is a normal animal used 
  (normally by humanoids) to detect hazards before they can affect the 
  animal’s owner. Many types of animal sentinels exist, but the type most 
  commonly encountered are the caged canaries used by miners. The caged 
  canaries are carried into new or deep tunnels to detect the presence of 
  carbon monoxide or coal gas (see “Bad Air” in Chapter 8 of the Pathfinder 
  Roleplaying Game GameMastery Guide) or methane (see Chapter 13 of 
  Mountains of Madness by Frog God Games). The use of a canary animal 
  sentinel provides a +10 circumstance bonus to the Survival check to detect 
  the presence of the invisible, odorless gasses before larger creatures are 
  affected or before exposed flames can ignite volatile pockets. When a 
  canary sentinel is exposed to these types of bad air, the bird becomes 
  sickened for 1d4 rounds before its owner becomes affected. When the 
  owner is exposed to the levels of gas that would cause negative effects 
  to him, the canary becomes unconscious and dies in 1d4 rounds. After 
  an exposure to such a hazard, there is a 50% chance that the bird dies 
  regardless of whether it was removed from the hazard in time or not. 
  Broken animal: These sell for 10 times their standard value, so a broken 
  heavy horse costs 2,000 gp. Animals come with a focus (a command word 
  or command item, such as a rod or badge or tabard). The most common 
  broken animals are performing monkeys (often dressed in human clothes 
  to entertain) that sell for 500 gp. (See The Blight Bestiary)
  Broken creature, intelligent: These sell for 300 gp x Int x HD. A broken troll, 
  therefore, would cost 10,800gp (300 x 6 x 6 gp). (See The Blight Bestiary)
  Camel: This camel is trained as a mount or pack animal. A combat-
  trained camel can be ridden into combat without danger. See the Handle 
  Animal skill in the Pathfinder Roleplaying Game Core Rulebook for more 
  details on mounted combat and Pathfinder Roleplaying Game Bestiary 2 
  for game information on camels.
  Dog, fighting: See The Blight Bestiary
  Dog, terrier: See The Tome of Blighted Horrors by Frog God Games
  Elephant: An elephant trained as a mount or pack animal. A combat-
  trained elephant can be ridden into combat without danger. See the Handle 
  Animal skill in the Pathfinder Roleplaying Game Core Rulebook for more 
  details on mounted combat and Pathfinder Roleplaying Game Bestiary for 
  game information on elephants.
  Hyme: A hyme is an unpleasant but loyal draft animal detailed further 
  in The Blight Bestiary.
  Transport
  Item
  Cost
  Weight
  Boat, Bilges narrowboat
  1,000 gp
  varies
  Caravan, gypsy
  150 gp
  900 lbs.
  Carriage, fancy
  500 gp
  700 lbs.
  Fare, coarse cab
  1 gp/mile
  —
  Fare, elephant-wallah
  2 sp/mile
  —
  Fare, gable palanquin
  10 gp/mile
  —
  Fare, sedan chair
  1 sp/mile
  —
  Fare, treadmill ferry
  2 sp
  —
  Bilges Narrowboat: A horse or other dray animal pulls this 30- to 
  100-foot-long ship. It is 10 feet wide and has a living space. Sometimes 
  the whole boat is given over to a living area, but costs are tripled for such 
  vessels. In general, they travel at 1 mph along the city’s lock-laden canal 
  ways and 2 mph on rivers.
  Caravan, Gypsy: A richly decorated and enclosed wagon used for 
  living and travel. A family of 4 can easily live in a gypsy caravan. They 
  are almost always drawn by a single horse.
  
  36
  The Blight: Richard Pett's Crooked City
  Carriage, Fancy: A four-wheeled luxurious transport able to carry 
  as many as four passengers in leather-clad luxury. Often, details are 
  added to the carriage such as potion stores, armoured doors, and magical 
  accessories. Installing these in the carriage costs one and a half times as 
  much as a normal object. For example, installing a chest into a carriage 
  would cost 2 gp and 2 sp. 
  Clothing
  Item
  Cost
  Weight
  Cummerbund, silk
  4 sp
  1/2 lb.1
  Boots, farmer’s heavy duty
  1 sp
  3 lbs.1
  Boots, gentleman’s luxurious,  
  (Forbes Winter; Grugg & Sonts)
  3 gp
  2 lbs.1
  Boots, ladies’ calfskin and crocodile 
  hide, luxurious
  8 gp
  1-1/2 
  lbs.1
  Boots, ladies’ dire wolverine and  
  ermine, luxurious
  75 gp
  2 lbs.1
  Boots, wading, leather
  5 sp
  5 lbs.1
  Boots, workman’s heavy
  5 sp
  3 lbs.1
  Fisherman’s coat, heavy waxed
  3 gp
  6 lbs.1
  Gauntlets, black leather
  3 gp
  1 lb.1
  Gauntlets, owlbear hide
  16 gp
  1 lb.1
  Gloves, winter, gentleman’s luxury 
  (Forbes Winter; Grugg & Sons)
  2 gp
  —
  Hat, stovepipe
  15 sp
  1 lb.1
  Hat, tophat, basic
  1 gp
  1/2 lb.1
  Hat, tophat, fancy ermine-lined  
  (Forbes Winter; Grugg & Sons)
  25 gp
  2 lbs.1
  Hatpin, basic
  1 sp
  —
  Hatpin, jewelled
  5+ gp
  —
  Jacket, insectum, luxurious  
  (Aarkle, Budge & Sons)
  14 gp
  3 lbs.1
  Jacket, smoking, luxurious  
  (Forbes Winter; Grugg & Sons)
  10 gp
  4 lbs.1
  Keff
  5 cp
  1/2 lb.1
  Muff, basic
  5 sp
  1 lb.1
  Muff, ermine or beaver
  1 lb.1
  100 gp
  Overcoat, basic
  5 sp
  5 lbs.1
  Overcoat, luxurious, fur and silk lined 
  (Maxim’s)
  40 gp
  6 lbs.1
  Overcoat, waxed  
  (Aarkle, Budge & Sons)
  1 gp
  5 lbs.1
  Tailcoat, luxurious  
  (Forbes Winter; Grugg & Sons)
  8 gp
  4 lbs.1
  Veil, mourning
  2 sp
  —
  Veil, white
  3 sp
  —
  Wrap, ladies winter
  4 sp
  4 lbs.1
  1 These items weigh one-quarter this amount when made for Small 
  characters.
  Fisherman’s coat, heavy waxed: This heavy long coat is made of 
  canvas and carefully waxed to seal it against moisture. Because of its 
  excellent insulating qualities, it grants a +2 circumstance bonus on 
  Fortitude saving throws against exposure to cold weather. Though it is not 
  considered armour, it also provides a +1 armour bonus and a –1 armour 
  check penalty when worn. It can be worn over light armour providing the 
  unusual benefit that’s its armour bonus will stack with that of any armour 
  worn underneath (including bracers of armour), though its armour check 
  penalty will stack as well.
  Keff: This is a thin, black full-face scarf. It is light enough with a loose 
  enough weave to be worn in the summer months without being stifling or 
  limited vision, but provides some protection against biting flies.
  Personal Grooming and Accessories
  Item
  Cost
  Weight
  Dubbing (Mompeson’s Finest)
  3 cp
  1/2 lb.
  Flask, hunter’s, plain
  7 sp
  1-1/2 lbs.
  Flask, hunter’s, silver
  25 gp
  1-1/2 lbs.
  Grooming case, gentleman’s (Watt, 
  Simpin & Dodd)
  6 gp
  2 lbs.
  Hair oil, gentleman’s (Forbes & Son)
  1 sp
  —
  Hair oil, musked (Forbes & Son)
  3 sp
  —
  Hipflask, fancy
  15 gp
  1/2 lb.
  Hipflask, plain
  1 gp
  1/2 lb.
  Hookah, fancy
  15 gp
  10 lbs.
  Insectum container, fancy
  10 gp
  —
  Insectum container, armoured
  20 gp
  1/2 lb.
  Lucky rabbit’s foot
  1 gp
  —
  Monkey’s paw, mounted on silver chain
  2 gp
  —
  Moustache oil, basic
  2 sp
  —
  Moustache wax, luxury (Hobb &  
  Darkler, Gentleman’s Groomers)
  7 sp
  —
  Muscle balm  
  (Colcott’s, “Eases stiffness”)
  2 sp
  —
  Pipe, smoking, briar
  2 sp
  —
  Pipe, smoking, clay
  1 cp
  —
  Pipe, luxury smoking, calabash
  5 gp
  1/2 lb.
  Polish, boot (Mompeson’s Finest Tan)
  5 cp
  1/2 lb.
  Razor, cut-throat (Hoppin & Sons)
  1 gp
  —
  Razor, cut-throat, superior  
  (Forbes & Son)
  4 gp
  —
  Scrip, luxury leather
  1 gp
  1/2 lb.
  Scrip, plain
  2 sp
  1/2 lb.
  Shaving stick, military
  2 cp
  —
  Shaving stick, perfumed
  1 sp
  —
  Snuffbox, gentleman’s
  3 gp
  —
  Tantalus lock, walnut; average
  50 gp
  1/2 lb.
  Travelbag, gentleman’s
  5 gp
  3 lbs.
  Travelbag, lady’s
  5 gp
  3 lbs.
  Umbrella, fancy
  1 gp
  1 lb.
  Umbrella, plain
  5 sp
  1 lb.
  Walking cane, fancy
  2 gp
  2 lbs.1
  1 These items weigh one-quarter this amount when made for Small 
  characters. Containers for Small characters also carry one-quarter the 
  normal amount.
  Insectum container, fancy: A richly decorated container in which to 
  keep live insectum.
  Insectum container, armoured: As above, but made of steel.
  Scrip, luxury leather: A small decorative pouch or wallet for carrying 
  
  37
  GM Guide
  small amounts of coinage and important papers or calling cards.
  Scrip, plain: As above, but without decoration.
  Tantalus lock, walnut; average: A tantalus lock for a liquor bottle encased 
  in walnut. The lock is of average quality (DC 25 Disable Device check).
  Food and Drink
  Item
  Cost
  Weight
  Ale (Tolly’s Bottled Brown) 
  1 sp
  1 lb.
  Chocolate
  10 gp/1b.
  1 lb.
  Cabb’e (coffee) beans
  2 sp/lb.
  1 lb.
  Gin (pint)
  2 sp–5 gp
  1 lb.
  Tea & Accoutrements
        Tea, common, brick or loose leaf
  5 cp/lb.
  1 lb.
        Sieve, bland
  2 cp
  —
        Sieve, fancy
  1 sp
  —
        Sieve, silver
  2 gp
  —
        Tea, Arrath Green Leaf
  6 gp/lb.
  1 lb.
        Tea, Dazeel
  1 sp/lb.
  1 lb.
        Tea, East Dominion Between Leaf
  25 gp/ 
  1/4 lb.
  1 lb. 
        Tea, Mugreebb Finest Quality 
        (Gruss & Daughter)
  4 sp/lb.
  1 lb.
        Teapot, earthen
  1 sp
  2 lbs.
        Teapot, silver
  15 gp
  1 lb.
        Tea set, common
  5 sp
  5 lbs.
        Tea set, luxury silver 
        (Hobbington & Daughter)
  50 gp
  7 lbs.
  Tippling stock, luxury
  20 gp
  —
  Tonic  
  (Ad’s, “Guaranteed to lift your spirits”)
  4 sp
  —
  Drugs
  Item
  Cost
  Weight
  Opium tincture
  25 gp
  —
  Snuff, tobacco (1 pinch)
  1 sp
  —
  Tobacco, rough shag
  5 sp/lb.
  1 lb.
  Tobacco, Turkad
  8 gp/lb.
  1 lb.
  Tobacco, personal mix  
  (Tott & Grimwell, Royal Tobacconists)
  2 gp/lb.
  1 lb.
  Opium tincture: This small vial of liquid contains a single dose of 
  ingestible opium.
  Snuff, tobacco: Typically carried in decorative silver boxes, snuff is a form 
  of tobacco that does not require chewing or smoking. Instead, it is snorted into 
  the nostrils with the effects experienced as swiftly as inhalation.
  Poisons
  Boiling death toxin: Harvested from the alchemically enhanced 
  boiling death lice, this version of the toxin has been concentrated into an 
  ingestible or injury poison that can be applied to weapons. Otherwise, it is 
  the same as boiling death lice.
  Boiling death lice: A failed experiment in insectum development, 
  the bites of these alchemically enhanced lice inject a potent toxin 
  that boils the victim’s blood. Typically, they are kept in a flask 
  that is thrown at the victim. If it hits, the flask breaks and the 
  swarm of lice emerges to bite the victim. Victims with a natural 
  armour bonus of at least +2 are immune to this form of the toxin. 
  Boiling death lice: Bite—injury; save Fort DC 20; frequency 1/rd. for 6 
  rds.; effect 1d6 Con; cure 2 saves.
  Insectum
  Insects are everywhere in the Blight, a peculiarity even the wisest find 
  difficult to explain. In summer, the night air boils with them, and even 
  in the depths of winter, a hive of enormous elephant cockroaches may 
  be seen huddling behind a hearth, or a black batmoth fluttering around a 
  pyrelantern’s glow in the snow. The Blight, which is host to many unique 
  species, seems to nuture them, and many grow to uncommon, even giant, 
  sizes. They have an alarming habit of forming swarms that — if not dealt 
  with swiftly — may amass in quantities large enough to kill domestic 
  animals and even people.
  The preponderance of large and unique insects, as well as other types 
  of vermin, in the city has led to a unique industry that combines alchemy, 
  toxicology, and insect husbandry to produce a range of alchemically 
  enhanced drug-like insect venoms. The purpose-bred species that result 
  are known as insectum, and their use is tightly controlled by the corrupt 
  and ruthless Insectum Guild, which issues licenses to only a handful of 
  official dealers to collude on supply, and who respond swiftly to spikes 
  in demand with commensurate price rises. A host of illegal street dealers 
  fill out the market for insectum, but most are unpredictable in quality, 
  with many of these disreputable dealers selling inferior, sick, or even 
  dangerous insectum. While guild members are not spotless, the value of 
  their official status and a fixed address tends to ensure that the effects of 
  their products can be relied upon.
  An insectum is typically used by ingestion or injury: eating it, or 
  applying its bite or sting, sometimes to a particular body area, where it 
  may remain attached for the duration of its effects. Usually, the user must 
  willingly succumb to the effects of the toxin in order to also benefit from 
  the alchemical boon it contains. Insectum are sold live and sterile, and die 
  within a week of purchase. An insectum must be alive when used, and 
  unless otherwise detailed, dies once it has been used. The price reflects a 
  single dose of insectum.
  Insectum
  Type
  Price
  Angry weevil
  injury
  75 gp 
  Auceps scarabaeus 
  injury
  40 gp
  Bite spider 
  injury
  100 gp
  Blake’s sanguisuga 
  injury
  350 gp
  Bloatfly 
  ingested
  2 gp
  Callus fleas 
  injury
  50 gp
  Cockerel spider 
  ingested
  40 gp
  Darkwasp 
  injury
  175 gp
  Dolor crabrao 
  injury
  275 gp
  Eyeleech 
  injury
  125 gp
  Festerfew 
  ingested
  75 gp
  Fingerlice 
  injury
  35 gp
  Fire bite lice 
  injury
  40 gp
  Poisons
  Poison
  Type
  Fort DC
  Onset
  Frequency
  Effect
  Cure
  Price
  Boiling death
  ingested/injury
  20
  —
  1/rd. for 6 rds.
  1d6 Con
  2 saves
  2,300 gp
  Boiling death lice
  injury
  18
  —
  1/rd. for 6 rds.
  1d3 Con
  2 saves
  900 gp
  
  38
  The Blight: Richard Pett's Crooked City
  Insectum
  Type
  Price
  Gadfly ambrosia 
  ingested
  3 gp
  Great snakefly
  injury
  40 gp
  Howling nightshade grub 
  ingested
  40 gp
  Hungering wasp grub
  ingested
  250 gp
  Joy scarab
   injury
  10 gp
  Jubb’s nasal lice
   injury
  140 gp
  Kothrington’s swan fleas 
  injury
  150 gp
  Libidinosus vermis 
  ingested
  40 gp
  Lobotomy hornet 
  injury
  950 gp
  Lucius spider
  injury
  40 gp
  Misery slug 
  ingested
  30 gp
  Ochre lice 
  ingested
  100 gp
  Porr’s scarab
  ingested
  275 gp
  Rictus gnats
  injury
  150 gp
  Screaming maggot 
  ingested
  125 gp
  Speed weevil 
  injury
  40 gp
  Thistle frenzy bug 
  injury
  40 gp
  Wart lice
  ingested
  175 gp
  Water crane
  ingested
  110 gp
  Angry weevil: This black-and-red giant weevil injects a toxin that 
  deals 1d2 points of damage and causes the user to fly into a rage for 1 
  minute, gaining +2 Constitution and +2 Strength, but taking a –2 penalty 
  to its AC. This does not stack with other rage effects. When the user 
  reduces a creature to 0 or fewer hit points, she must attempt a DC 12 Will 
  save or become confused. For the remainder of the duration, she attacks 
  the nearest creature other than herself. On the following round, refer to 
  the confusion spell to determine her actions. At the end of this round, 
  and each round thereafter, she can attempt a new saving throw to end the 
  confusion effect. The user cannot end her rage voluntarily, nor can she use 
  rage powers while confused. 
  Auceps scarabaeus: The bite of this golden scarab contains a poison 
  that causes 1d6 points of damage plus 1d3 Charisma damage (Fort DC 15 
  negates). If affected by the poison, the user gains a +2 alchemical bonus to 
  initiative and on Perception and Sense Motive checks for 2 hours.
  Bite spider: The bite of this spider injects a toxin that deals 1d3 
  Charisma damage and causes the user’s skin to gradually harden over the 
  course of 1 minute, providing a +2 enhancement bonus to natural armour 
  for 1 hour. When the effect ends, angry boils and warts cover the user’s 
  skin for the following 1d6 days, imparting a –2 penalty on Diplomacy 
  checks.
  Blake’s sanguisuga: When this mottled brown leech is first attached, 
  the user must succeed on a DC 15 Fortitude save or be nauseated for 
  1 minute. The leech remains attached for 1d3 hours in which time the 
  user’s pain threshold is greatly elevated. The user gains DR 1/— and a +3 
  alchemical bonus on saves versus pain effects for the duration.
  Bloatfly: Consuming this 2-inch-long fly provides a Small or Medium 
  creature sufficient nutrition for 1 day. The user must succeed on a DC 15 
  Fort save or be sickened for 1 hour.
  Callus fleas: The bites of these fleas cause the user’s skin to gradually 
  harden over the course of 1 minute. This deals 1d6 points of damage but 
  provides a +2 enhancement bonus to natural armour for 1 hour.
  Cockerel spider: Ingesting this spider causes the user’s voice to deepen 
  and become more threatening. The user gains a +4 alchemical bonus on 
  Intimidate checks for 1 hour but must also succeed on a DC 15 Fort save 
  or take 1d3 Dexterity damage.
  Darkwasp: The sting of this wasp injects a venom that deals 1d8 points 
  of damage plus 1d2 Constitution damage (Fort DC 16 negates) and numbs 
  the user’s ability to feel pain. If affected by the poison, the user gains DR 
  2/— and a +5 alchemical bonus on saves versus pain effects for 1 hour.
  Dolor crabrao: The sting of this wasp injects a venom that deals 1d6 
  points of damage plus 1d3 Constitution damage (Fort DC 20 negates). If 
  affected by the poison, the user gains the ability to enter a rage that lasts 
  for 1 minute as a free action. While in a rage, the user gains a +2 bonus 
  on melee attack rolls, melee damage rolls, thrown weapon damage rolls, 
  and Will saving throws. In addition, she takes a –2 penalty to Armor Class. 
  She also gains 2 temporary hit points per Hit Die. These temporary hit 
  points are lost first when a character takes damage, and disappear when 
  the rage ends. This does not stack with other rage effects. While in a rage, 
  the user cannot use any Charisma-, Dexterity-, or Intelligence-based skill 
  (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires 
  patience or concentration (such as spellcasting). The user cannot end her 
  rage voluntarily, and is fatigued for 1 minute after the rage ends. If the 
  user falls unconscious, her rage immediately ends.
  Eyeleech: When this black leech is attached to the eyelid, it injects 
  a toxin that deals 1d3 points of damage but the user’s night vision is 
  enhanced. The user gains darkvision 60 ft., and a +2 alchemical bonus on 
  all sight-based Perception checks, for 1d3 hours.
  Festerfew: A user who eats a handful of these live lice gains a +5 
  alchemical bonus on all saves versus disease and poison for 1d4 hours but 
  must also succeed on a DC 20 Fortitude save or be sickened for 1 hour.
  Fingerlice: A user whose hands are bitten by these lice gains exceptional 
  manual dexterity but tiny maggots writhe under their skin. The user gains 
  a +2 alchemical bonus on Disable Device and Sleight of Hand checks for 
  2 hours, but takes a 1 point of Constitution damage.
  Firebite lice: A user bitten by these lice gains exceptional agility but 
  the toxins cause the user to feel like they are on fire. The user takes 2d3 
  points of damage, but gains a +2 alchemical bonus on Acrobatics and 
  Escape Artist checks, and may use his Dexterity bonus when determining 
  CMB instead of his Strength bonus.
  Gadfly ambrosia: Consuming a paste made from the crushed remains of 
  this fly provides a Small or Medium creature with sufficient water for 1 day. 
  The user must succeed on a DC 15 Fort save or be sickened for 1 hour.
  Great snakefly: The bite of this fly is applied behind the user’s ear, 
  whereupon she gains a +5 alchemical bonus on Acrobatics and Fly checks 
  for 2 hours. At the end of the duration, the user takes 1d2 temporary Dex 
  damage for 1d2 hours.
  Howling nightshade grub: This sausage-sized grub tastes disgusting 
  and howls when eaten. For the following day, the user gains a +5 
  alchemical bonus on skill checks and Fortitude saves made to resist 
  nonlethal damage from exhaustion, starvation, thirst, a forced march, or 
  hot or cold environments, but becomes sluggish and takes a –1 penalty to 
  initiative for the duration.
  Hungering wasp grub: When eaten, this orange-and-black-striped 
  grub provides the user with a +5 alchemical bonus on saves versus poison 
  for 1d2 days. At the end of the duration, the user is nauseated for 1d10 
  minutes and must succeed on a DC 20 Fortitude save or be sickened for 
  1d2 days.
  Joy scarab: The bite of this green scarab beetle injects a toxin that 
  instils intense feelings of elation and joy. The user gains a +5 alchemical 
  bonus on saves versus harmful emotion effects for 1d4 hours. However, 
  for the duration, the user fights only to defend herself. If the user is 
  interacted with or questioned while under the effects of this spell, she 
  is considered to have an initial attitude of Friendly (see the Diplomacy 
  skill, Pathfinder Roleplaying Game Core Rulebook), though any advice or 
  answers she gives may be disjointed due to her euphoric state.
  Jubb’s nasal lice: These lice must be snorted into the nasal passage 
  where their bites grant the user the scent universal monster rule for 2 
  hours. For the duration, the user also takes a –4 penalty on saves versus 
  inhalation effects, such as stench and inhaled poisons.
  Kothrington’s swan fleas: The bites of these fleas inject a toxin that 
  deals 1d6 points of damage but the user gains a +4 alchemical bonus to 
  Strength for 1 minute. At the end of the duration, the user must succeed on 
  a DC 15 Fortitude save or take a –4 penalty to Strength for the following 
  hour.
  Libidinosus vermis: Ingesting this worm grants the user a +4 
  alchemical bonus on Diplomacy and Bluff checks for 1d3 hours, but the 
  user also takes a –4 penalty to Wisdom for the duration. At the end of the 
  duration, the user must succeed on a DC 15 Fortitude save or take 1d3 
  Wisdom damage.
  Lobotomy hornet: The sting of this hornet injects a venom that grants 
  
  39
  GM Guide
  the user a +2 alchemical bonus to Strength for 1d4 hours, but the user 
  also takes a –4 penalty to Intelligence for the duration. At the end of the 
  duration, the user must succeed on a DC 15 Fortitude save or take 1d4 
  Intelligence damage.
  Lucius spider: This fist-sized grey spider’s bite delivers a toxin that 
  deals 1d6 points of damage for 1d3 rounds, but a user so affected gains a +5 
  alchemical bonus to Climb and Swim checks for the following 1d3 hours.
  Misery slug: Eating this slimy, black finger-long slug cures 1d4 points 
  of damage each round for the following 1d4 rounds, but the user is 
  sickened for the duration. At the end of the duration, the user must succeed 
  on a DC 12 Fortitude save or be nauseated for 1d4 rounds.
  Ochre lice: Eating a handful of these fat lice grants a +4 alchemical 
  bonus on Stealth checks for 1d3 hours, but the user takes a –2 penalty to 
  Will saves for the duration.
  Porr’s scarab: Consuming this crunchy, bitter black beetle grants a +2 
  alchemical bonus to Dexterity and Strength for 1 hour if the user succeeds 
  on a DC 15 Fortitude save. Failure results in the user vomiting up the 
  remains of the beetle and becoming nauseated for 1d10 minutes.
  Rictus gnats: The bites of these gnats cause the muscle tone of the 
  user’s face to relax, making it hard to convey expressions or emotion. 
  For 1d3 × 10 minutes, the user gains the ability to remain conscious at 
  negative hit points as though he had the Diehard feat. If the user already 
  has the Diehard feat, he dies only when his negative hit points are equal to 
  or greater than twice his Constitution score. For the duration and for 1d3 
  days thereafter, the user’s face remains devoid of expression, incurring a 
  –2 penalty on the user’s Diplomacy, Disguise, Perform, and Sense Motive 
  checks.
  Screaming maggot: This writing, bulbous maggot screams when 
  eaten, dealing 1d4 points of sonic damage to the ingester, who must also 
  succeed on a DC 12 Fortitude save or be deafened for 1d10 minutes. The 
  user gains a +2 alchemical bonus to Intelligence for 1 hour.
  Speed weevil: The venomous bite of this white weevil is applied to the 
  chest near the heart, dealing 1d8 points of damage and granting the user a 
  +10 ft. bonus to her base land speed for 2 hours.
  Thistle frenzy bug: If this insect is attached to the user’s neck, its sharp 
  claws inject toxins that deal 1d6 points of damage but the user gains a 
  +1 dodge bonus to AC while the bug remains attached. The bug remains 
  attached for 1d3 hours before dropping off, but if it is forcibly removed 
  before this time, the user must succeed on a DC 15 Fortitude save or take 
  1d3 Dex damage from a concentrated burst of venom.
  Wart lice: Ingesting these lice causes the user’s skin to become 
  malleable and flexible, granting a +4 alchemical bonus on Disguise 
  checks for 1d4 hours. At the end of the duration, the user’s skin forms 
  ugly warts, imparting a –2 penalty on the user’s Diplomacy checks for 1d4 
  days before they disappear.
  Water crane: Eating this long-legged water insect grants the ability 
  to breathe underwater for 1d4 × 10 minutes. Once the user has breathed 
  underwater, though, she must succeed on a DC 15 Fortitude save to be 
  able to breathe air again so long as the water breathing duration is still in 
  effect. If the user fails this saving throw, she is able to breathe underwater 
  only for the next 1d10 minutes or until the duration ends, whichever is 
  sooner. After this time, if the water breathing duration is still effect, the 
  user can attempt another saving throw to be able to breathe air again.
  Other Things to Spend 
  Your Money On
  Cost of Living
  Live a life of luxury; eat well, drink the finest wines, and be seen in all 
  the right places. In the Blight, how well you eat and how well connected 
  you are has a direct effect on play and uses these optional rules. This option 
  uses the cost of living rules in Chapter 12 of the Pathfinder Roleplaying 
  Game Core Rulebook and expands them slightly for living in a filthy, 
  crowded city such as the Blight. Simply apply the Pathfinder Roleplaying 
  Game rules with the additional information provided below. Some groups 
  may not wish to enter into the minutiae of expenses, in which case ignore 
  the rules hereafter.
  Costs of living are associated with a specific standard of living as 
  detailed below. Generally, costs of living are subtracted at the start of 
  each month, along with the effects as indicated. However, the life of 
  an adventurer has its ups and downs — particularly financially — and 
  expending the full cost of a month’s expenses may take place at any time 
  to negate the detrimental effects of that bracket of living. For example, a 
  PC living destitute after a particularly tough month of failed adventures 
  suddenly happens upon a treasure chest 3 weeks into the month; he spends 
  the full 25 gp for living a normal lifestyle and thus negates any chance of 
  a temporary loss of Con or a save against filth fever.
  Destitute (0 gp/month): Eating what you can beg. 
  At the end of each month, make a Fortitude save (DC 10+1/consecutive 
  month of destitution) or take 1 point of Con damage. This damage cannot 
  be recovered except by magic healing or by an improvement in living 
  standards up to at least average for at least 1 week, during which it can 
  heal as normal. You must also make a Fort save against (DC 15) at the end 
  of each month full month of living destitute or contract the disease (see the 
  Appendices of the Pathfinder Roleplaying Game Core Rulebook). If you 
  contract filth fever, there is a cumulative 10% chance for each consecutive 
  month of living in destitution that you have to make a Fort save or contract 
  one of the following additional diseases. Roll d% to determine which one. 
  The cumulative chance stops and resets to 0 if you spend at least 1 week at 
  an average standard of living. Likewise, if one of these comorbid diseases 
  is contracted, there is no additional chance of catching another unless you 
  are cured of the first one.
  Comorbid Diseases
  d%
  Disease
  Fort DC
  01–03
  Black rotTOH4
  24
  04–15
  Blinding sickness
  16
  16–31
  Bloody fluxTOBH
  16
  32–39
  Devil chills
  14
  40–42
  Festering lungTOH4
  19
  43–58
  Grey ache*
  12
  59–60
  Leprosy
  20
  61–64
  Mindfire
  12
  65–72
  Red ache
  15
  73–80
  Shakes
  13
  81–84
  Slimy doom
  14
  85–00
  Swamp ague*
  11
  * See Chapter 8 of The Blight Campaign Guide
  TOBH See The Tome of Blighted Horrors by Frog God Games
  TOH4 See Tome of Horrors 4 by Frog God Games
  Poor (3 gp/month): Eating frugally, with little or no meat. 
  At the end of each month, make a Fortitude save (DC 5+1/consecutive 
  month of poor living) or take 0–1 (1d2–1) points of Con damage. 
  This damage cannot be recovered except by magic healing or by an 
  improvement in living standards for at least 1 week, during which it can 
  heal as normal. 
  You must also make a Fort save against filth fever (DC 12) at the end of 
  each full month of poor living or contract the disease (see the Appendices 
  of the Pathfinder Roleplaying Game Core Rulebook).
  Average (10 gp/month): You have meat and ale occasionally, the odd 
  night in a tavern, and generally your dress is fair. 
  You heal Con damage at the normal rate after maintaining an average 
  standard of living for at least 1 week. 
  There is a non-cumulative 25% chance that you must also make a Fort 
  
  40
  The Blight: Richard Pett's Crooked City
  save against filth fever (DC 12) at the end of each full month of average 
  living or contract the disease (see the Appendices of the Pathfinder 
  Roleplaying Game Core Rulebook).
  Wealthy (100 gp/month): You visit taverns regularly, eat meat most 
  days, and drink wine. 
  After 3 consecutive months of this standard of living, you gain a +1 
  temporary bonus to your Constitution. This Con bonus remains until your 
  standard of living drops below this level for at least 1 month. 
  Owing to being well connected, you gain a +2 bonus to social interaction 
  skill checks (Bluff, Diplomacy and Intimidate) in your home district. This 
  bonus stacks with any other you have gained through feats or traits. This 
  bonus is lost if your lifestyle drops for at least 1 month.
  Extravagant (1,000 gp/month): Only the finest things in life for you. 
  You drink expensive wine as often as you wish, go out to expensive clubs 
  and the theatre, and are seen and known by many. 
  After 3 consecutive months of this standard of living, you gain a +2 
  temporary bonus to your Constitution. This Con bonus remains until your 
  standard of living drops below this level for at least 1 month: if it drops to 
  a wealthy standard of living, you lose half of the bonus; if it drops to an 
  average or lower standard of living, you lose the entire bonus. 
  Owing to being well connected, you gain a +4 bonus to social interaction 
  skill checks (Bluff, Diplomacy and Intimidate) in your home district. This 
  bonus stacks with any other you have gained through feats or traits. This 
  bonus is lost if your lifestyle drops for at least 1 month: if it drops to a 
  wealthy standard of living, you lose half of the bonus; if it drops to an 
  average or lower standard of living, you lose the entire bonus.
  Decadent (5,000 gp/month): You deny yourself nothing. You eat and 
  drink and partake in whatever catches your fancy as often and as much as 
  you like. You rarely go to clubs or the theatres because private showings 
  and debauches are prepared for you. Your hedonism is known to all, 
  and you have acquired a sizable entourage or sycophants, devotees, and 
  hangers-on who emulate your every move.
  After 3 consecutive months of this standard of living, you gain a +2 
  temporary bonus to your Constitution. However, after an entire year of this 
  standard of living, you lose the temporary bonus and instead take 1 point 
  of Con drain. This drain increases by another point for each year in which 
  you maintain this standard of living. This drain ends if your standard of 
  living drops below this level for at least 1 year, but Con already drained 
  is not recovered.
  There is a non-cumulative 5% chance that you must also make a Fort 
  save against cackle fever (DC 16), demon fever (DC 18), filth fever (DC 
  12), mindfire (DC 12) red ache (DC 15) or shakes (DC 13) at the end 
  of each full month of decadent living due to your lascivious lifestyle or 
  contract the disease (see the Appendices of the Pathfinder Roleplaying 
  Game Core Rulebook). There is an equal chance of being exposed to each 
  (roll 1d6).
  Owing to being well connected, you gain a +4 bonus to social interaction 
  skill checks (Bluff, Diplomacy and Intimidate) in any district within the 
  city. This bonus stacks with any other you have gained through feats or 
  traits. In addition, your reputation precedes you, allowing you once per 
  day to re-roll an initial interaction skill check in a non-hostile situation 
  or make the initial skill check at +8 (rather than +4). These bonuses are 
  entirely lost if your lifestyle drops below a decadent standard of living 
  for at least 1 week as the crowds turn on you and make you an object of 
  their derision.
  
  41
  GM Guide
  New Prestige Classes
  Unique urban settings generate unique characters and unique orders. 
  The Blight, like many dark fantasy city settings, has its own unique 
  prestige classes that enable characters to take a chosen path. The prestige 
  classes below represent some of those encountered in this and other cities.
  Between Thief
  The darkest place a thief can venture is Between. It hides great secrets and 
  presents great perils but enables a thief to enjoy the ultimate escape route.
  Role: A Between thief is a powerful ally for a party who is able to use 
  Between as a way to move unseen and unexpected. A Between thief of 
  sufficient skill can take his accomplices with him, enabling the group to 
  slip between worlds with deadly efficiency.
  Alignment: Any.
  Hit Die: d8
  Requirements
  To qualify to become a Between thief, a character must fulfil all the 
  following criteria.
  Skills: Knowledge (Between) 10 ranks, Stealth 10 ranks.
  Spells: Able to cast 2nd-level conjuration spells.
  Special: Must have the evasion special ability and the improved 
  evasion advanced rogue talent.
  Between Thief
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +0
  +1
  +0
  Echo merge
  2nd
  +1
  +1
  +1
  +1
  Greater improved evasion
  3rd
  +2
  +1
  +2
  +1
  Mirror walk, rogue talent
  4th
  +3
  +1
  +2
  +1
  Draw from mirrors I
  5th
  +3
  +2
  +3
  +2
  Greater mirror walk
  6th
  +4
  +2
  +3
  +2
  Draw from mirrors II, rogue talent
  7th
  +5
  +2
  +4
  +2
  Between guide
  8th
  +6
  +3
  +4
  +3
  Mirror mastery
  9th
  +6
  +3
  +5
  +3
  Draw from mirrors III, rogue talent
  10th
  +7
  +3
  +5
  +3
  Between guide master
  
  42
  The Blight: Richard Pett's Crooked City
  Class Skills
  The Between thief’s class skills are Acrobatics (Dex), Climb (Str), 
  Knowledge (Between) (Int), Stealth (Dex), and Survival (Wis)
  Skill Ranks at Each Level: 6 + Int modifier.
  Class Features
  The following are class features of the Between thief prestige class.
  Weapon and Armor Proficiency: A Between thief gains no 
  proficiencies with weapons, armour, or shields.
  Echo Merge (Sp): By taking a few steps into Between, a Between thief 
  can use dimension door as a spell-like ability once per day per level. His 
  caster level is equal to his Between thief level. 
  Greater Improved Evasion (Ex): A Between thief takes no damage 
  at all on a successful saving throw against attacks that allow a Reflex 
  saving throw for half damage. If he fails the save, he can choose to make 
  an immediate re-save, based on the same DC as originally required. He 
  takes only half damage even if he fails this second check. A Between thief 
  can use this ability a number of times a day equal to his level in Between 
  thief, rounded up.
  Mirror Walk (Sp): At 3rd level, a Between thief is able to use a pair of 
  mirrors to move through as though using a teleport spell between them. 
  The mirrors must be large enough for the thief to physically move through, 
  and, just as with a teleport spell, the Between thief must have a clear 
  idea of the location and layout of the destination that contains the target 
  mirror. If the teleportation results in being off target, or a similar area, the 
  Between thief may end up crawling out of a different mirror within range 
  of the spell. If no other mirror is within range, then the ability fails.
  Between thieves frequently carry two mirrors, positioning one as an 
  escape point from wherever they are entering. Others use this ability to 
  infiltrate a place by entering via a mirror placed or already in place at the 
  location. Only the Between thief and up to 50 lbs. of objects can use this 
  method of transportation.
  Rogue Talent: At 3rd level, and every 3 levels thereafter, a Between 
  thief gains a special ability that allows him to confound his foes. This 
  functions as the rogue talent class feature. If a Between thief has the 
  advanced talents rogue class feature, he can select from the advanced 
  talents list instead.
  Draw from Mirrors (Sp): At 4th level, once per day a Between thief 
  is able to use his skills to draw a horror from Between to terrify his 
  enemies. This ability is identical in effect to the phantasmal killer spell. 
  The Between thief uses his class level as his caster level, and the save DC 
  is Intelligence-based.
  At 6th level, a Between thief is able to target two creatures with his 
  phantasmal killer effect.
  At 9th level, the Between thief is able to target three creatures with his 
  phantasmal killer effect.
  Greater Mirror Walk (Sp): This ability functions as the mirror walk 
  ability except the Between thief is considered to be very familiar with any 
  location regardless of where the target mirror actually is located.
  Between Guide (Sp): At 7th level, a Between thief is able to enter 
  the shadowy outskirts of Between at will. This ability manifests itself 
  identically to an ethereal jaunt (caster level as Between thief level), but 
  the thief moves into Between rather than the Ethereal plane. The Between 
  thief is able to use this ability once per day per 3 levels of Between thief.
  Mirror Mastery (Sp): This ability functions as the greater mirror 
  walk ability except that a Between thief can lead up to 6 willing creatures 
  through the mirror used.
  Between Guide Master (Sp): At 10th level, a Between thief is able to 
  use a mirror to create a gate to Between. The mirror functions as a gate 
  spell but allows only planar travel to Between and back. The gate remains 
  fixed unless the mirror is moved or smashed, in which case the gate is 
  severed and the traveller trapped wherever he is.
  Fetchseer
  In darkened alleys, and beneath the piers and streets, undead roam. 
  Hunted and despised, they nourish themselves on the careless and the 
  foolish. 
  While many people are aware of this lurking menace, there are a small 
  number whose awareness runs deeper and more viscerally than their 
  fellows. Whether due to the lingering taint of undeath somewhere in their 
  family tree, a natural sensitivity, or a traumatic event, these individuals 
  find that they have inadvertently tapped into the senses of the undead. 
  While they sleep, they encounter horrific visions of the depravities 
  committed by the unliving, as if they themselves were the culprit. Many 
  go mad from the unceasing nightmares, but those that do not take up arms 
  in a grim crusade against the unliving. These Fetchseers hunt down the 
  undead wherever they hide, both for the safety of others, and so that they 
  can hold on to their own sanity.
  Role: Fetchseers naturally excel when pitted against the undead. Able 
  to glean clues as to the whereabouts of the undead from their nightmares, 
  discern the weaknesses of their unliving enemies, and capable of resisting 
  life-draining attacks, it is the rare undead that will not find itself at a 
  distinct disadvantage.
  Alignment: The one constant among the ranks of the Fetchseers is a 
  certain level of empathy. The truly selfish, who care nothing for the fate 
  of their neighbours, never awake the supernatural senses of the Fetchseer. 
  Due to this fact, Fetchseers cannot be of evil alignment.
  Hit Die: d8.
  Requirements
  To qualify to become a Fetchseer, a character must fulfil all the 
  following criteria.
  Alignment: Any non-evil.
  Feats: Skill Focus (Knowledge [religion])
  Skills: Knowledge (religion) 5 ranks, Sense Motive 5 ranks.
  
  43
  GM Guide
  Class Skills
  The Fetchseer’s class skills are Craft (Int), Diplomacy (Cha), Heal 
  (Wis), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics 
  (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft 
  (Int), Stealth (Dex) and Survival (Wis).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the Fetchseer prestige class.
  Weapon and Armor Proficiency: A Fetchseer is proficient with all 
  simple weapons, one martial weapon of her choice, light armour, medium 
  armour, and shields.
  Know Thy Enemy (Ex): A Fetchseer can take 10 on any Knowledge 
  (religion) check to identify an undead creature, even when circumstances 
  would normally not permit her to do so. If she succeeds in identifying 
  an undead creature, she receives a +2 insight bonus to her Armour Class 
  against attacks made by that creature, and her attacks ignore up to 5 points 
  of that creature’s damage reduction. These effects lasts for the duration of 
  the encounter.
  Dreams of the Dead (Sp): At 2nd level, the Fetchseer has advanced 
  sufficiently in mental discipline that she is able to glean important information 
  from her horrific dreams of undead atrocities. Treat this as if the Fetchseer 
  had cast a contact other plane spell. In this case, the plane contacted actually 
  stands for the depth to which the Fetchseer is delving into her dreams — 
  going deeper provides a more accurate interpretation, but also a greater risk of 
  mental scarring. Answers of “Lie” or “Random Answer” actually mean that 
  the Fetchseer has crucially misinterpreted some piece of information in her 
  dream. Furthermore, the question(s) that the Fetchseer asks must be related to 
  the activities, whereabouts, and/or intent of undead creatures in the local area. 
  This ability may be used once per day, though most Fetchseers would not dare 
  to use it as frequently as that.
  Favoured Enemy (Ex): At 3rd level, a Fetchseer gains a +2 bonus on 
  Bluff, Knowledge, Perception, Sense Motive, and Survival checks against 
  undead creatures. Likewise, she gets a +2 bonus on weapon attack and 
  damage rolls against them. At 7th level, this bonus increases to +4. This is 
  treated as a favoured enemy bonus. If the Fetchseer has a favoured enemy 
  bonus against undead from another class, the bonuses do not stack, and 
  she simply uses whichever bonus is higher.
  Spiritbane (Su): At 4th level, a Fetchseer learns a special rite that 
  allows their weapons to damage incorporeal undead more effectively. As 
  a move action once per day, the Fetchseer may grant any weapon she is 
  holding the ghost touch quality. The ghost touch enchantment lasts for 1 
  minute per Fetchseer level, or until a creature other than the Fetchseer 
  picks up the weapon. The Fetchseer gains a second use of this ability at 
  7th level, and a third at 10th level.
  Dead Men’s Tales (Sp): At 5th level, the Fetchseer’s connection to the 
  realms of the dead becomes strong enough for her to use speak with dead 
  as a spell-like ability. The Fetchseer can use this ability a number of times 
  per day equal to 1 + her Intelligence modifier (minimum 1).
  As well as using this ability in the usual way, if the Fetchseer strikes 
  the killing blow on an undead creature, she may expend one use of this 
  ability as an immediate action. If she does so, she can immediately ask the 
  appropriate number of questions of the newly slain undead as if it was a 
  valid target for speak with dead. This use of dead men’s tales functions 
  even upon undead creatures that would not leave a body upon being slain, 
  such as incorporeal undead.
  No Fear (Ex): At 6th level, a Fetchseer has become inured to the 
  horrors of the undead, and the terrors of the world. She gains a +4 bonus 
  on saving throws against fear effects. If the Fetchseer starts her turn 
  frightened, panicked, or under the effects of an ongoing haunt, she may 
  make another saving throw at the original DC to remove these effects.
  Spark of Defiance (Su): At 8th level, a Fetchseer has succeeded in 
  warding her body, mind, and soul against the depredations of the undead. 
  If an undead creature attempts to inflict ability damage, ability drain, 
  or energy drain upon the Fetchseer, she gains a +2 bonus on her saving 
  throw against the effect. Furthermore, if the effect would not normally 
  allow a save, the Fetchseer is permitted to make a Fortitude save with 
  a DC equal to 10 +1/2 the undead creature’s Hit Dice + the undead 
  creature’s Charisma modifer. Success indicates that she resists the attack, 
  and negates all ability damage, ability drain, or energy drain that would 
  normally result from it.
  Lay to Rest (Su): At 9th level, a Fetchseer’s sensitivity has become 
  very powerful. As a standard action, a Fetchseer may attempt to glimpse 
  the mind of one intelligent undead within 50 feet. The undead receives 
  a Will save (DC 20 + the Fetchseer’s Intelligence modifier). Failure 
  means that the Fetchseer learns precisely how to destroy the creature. 
  This grants knowledge such as the location of a vampire’s coffin or of a 
  lich’s phylactery, the means by which a ghost can be laid to rest, a haunt 
  destroyed, and so on. If the undead fails its Will save, the Fetchseer is 
  also stunned for 1 round as she assimilates the new information. This 
  ability can be used a number of times per day equal to 1 + the Fetchseer’s 
  Intelligence modifier (minimum 1).
  Last Rites (Su): At 10th level, a Fetchseer obtains true power over the 
  undead. As a full-round action, the Fetchseer can call upon the suffering 
  and fear of the countless victims of the undead. A glowing white spear 
  shapes itself in the Fetchseer’s hands over the course of 1 round. At the 
  start of her next turn, the Fetchseer may either hurl the spear at an undead 
  creature within 100 feet as a ranged touch attack, or strike an adjacent 
  undead creature with the spear as a melee touch attack. If the spear 
  hits, the undead must make a Fortitude save (DC 20 + the Fetchseer’s 
  Intelligence modifier) or be instantly reduced to 0 hit points. If the undead 
  makes its save, it instead takes 10d6 points of positive energy damage. 
  An undead reduced to 0 hit points by this ability who has regenerative 
  effects — such as a ghost’s rejuvenation ability or a lich’s phylactery 
  — must make a Will save (with the same DC as the Fortitude save) or 
  be permanently destroyed. The Fetchseer’s power brings true death. If 
  not used, the spear remains in existence for 1 round per Fetchseer level, 
  and then fades away. Once used to make an attack, the spear disappears 
  regardless of the success or failure of that attack. 
  Fetchseer
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +0
  +0
  +1
  Know thy enemy
  2nd
  +1
  +1
  +1
  +1
  Dreams of the dead
  3rd
  +2
  +1
  +1
  +2
  Favoured enemy +2
  4th
  +3
  +1
  +1
  +2
  Spiritbane
  5th
  +3
  +2
  +2
  +3
  Dead men’s tales
  6th
  +4
  +2
  +2
  +3
  No fear
  7th
  +5
  +2
  +2
  +4
  Favoured enemy +4
  8th
  +6
  +3
  +3
  +4
  Spark of defiance
  9th
  +6
  +3
  +3
  +5
  Lay to rest
  10th
  +7
  +3
  +3
  +5
  Last rites
  
  44
  The Blight: Richard Pett's Crooked City
  A Fetchseer may use this ability a number of times per day equal to 1 
  + the Fetchseer’s Intelligence modifier (minimum 1), but once an undead 
  has been the target of this ability, it is immune to further uses of this ability 
  for 1 week.
  Ex-Fetchseer
  A Fetchseer who becomes evil loses all supernatural and spell-like 
  Fetchseer class features, but retains all extraordinary class features, 
  weapon proficiencies, and armour proficiencies. They may not progress 
  any further in levels as a Fetchseer. An ex-Fetchseer can regain their 
  abilities and advancement potential if they atone as appropriate.
  Highwayman
  The dashing highwayman is the hero of the common man, a dandy 
  rogue who uses the twisting alleyways and paths of the city to make good 
  her escape, stealing from the rich and giving to the poor, breaking the 
  hearts of lovers, and outsmarting the Watch again and again.
  A highwayman is more than a rogue, but isn’t as hot-headed as a 
  duelist; she uses her talents to escape and her infamy to achieve her aims. 
  A famous highwayman laughs as she escapes the clutches of the Watch; an 
  infamous highwayman can become the scourge of the Watch and a folk-
  hero always guaranteed a safe escape route. 
  Role: A highwayman is a useful ally for any party of adventurers, but 
  must use her talents wisely. The highwayman is also an alter ego, and may 
  have many deeds and exploits attributed to her — whether she is there or 
  not. The highwayman can also, of course, spend time with groups using 
  their own identify, and then later brag about events they were involved 
  with — after any witnesses’ silence has been guaranteed, of course.
  Alignment: Highwaymen come in all shapes and sizes, from good-
  natured folk heroes who rob from the rich and give to the poor, to infamous 
  villains who terrorise districts and take what they want. A highwayman 
  can be of any non-lawful alignment, as their infamy or fame is their focus.
  Hit Die: d8.
  Requirements
  To qualify to become a highwayman, a character must fulfil all the 
  following criteria.
  Feats: Dazzling Display, Weapon Focus.
  Skills: Bluff 5 ranks, Disguise 5 ranks, Intimidate 5 ranks.
  Class Skills
  Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), 
  Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Stealth 
  (Dex).
  Skill Ranks at Each Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the highwayman prestige class.
  Weapon and Armor Proficiency: A highwayman is proficient with all 
  simple and martial weapons, all pistols, and light armour.
  Masked Miscreant (Ex): Upon gaining the first level of this prestige 
  class, the highwayman gains a public persona as a notorious local rogue, 
  though her true identity is not generally known. While operating in her 
  public persona, the highwayman gains several benefits. Firstly, she gains 
  a +2 bonus to all Charisma-based skill checks that involve interaction. 
  Secondly, a highwayman who acts in the surprise round of an encounter 
  Highwayman
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +0
  +1
  +0
  Masked miscreant
  2nd
  +1
  +1
  +1
  +1
  Improved display
  3rd
  +2
  +1
  +2
  +1
  Quick escape 1/day
  4th
  +3
  +1
  +2
  +1
  Rogue talent
  5th
  +3
  +2
  +3
  +2
  Knockout blow
  6th
  +4
  +2
  +3
  +2
  Quick escape 2/day
  7th
  +5
  +2
  +4
  +2
  Swift demoralize
  8th
  +6
  +3
  +4
  +3
  Rogue talent
  9th
  +6
  +3
  +5
  +3
  Quick escape 3/day
  10th
  +7
  +3
  +5
  +3
  Laughing rogue
  
  45
  GM Guide
  can spend her action introducing herself and boasting about her deeds. If 
  she does so, she gains a +2 morale bonus on attack and damage rolls for 
  the duration of the encounter.
  Improved Display (Ex): A highwayman may use the Dazzling Display 
  feat as a move action instead of a full-round action.
  Quick Escape (Ex): Starting at 3rd level, once per day a highwayman can 
  move up to double her speed as a move action without provoking attacks of 
  opportunity. The highwayman must be able to end her movement out of sight 
  of all opponents in order to use this ability. A highwayman can use this ability 
  twice per day at 6th level, and three times per day at 9th level.
  Rogue Talents: At 4th level, and again at 8th level, the highwayman 
  gains a rogue talent. A highwayman’s levels stack with her rogue levels to 
  determine access to advanced talents.
  Knockout Blow (Ex): At 5th level, a highwayman becomes an expert 
  at overcoming her foes without killing them. The penalty for using a 
  weapon to deal non-lethal damage is reduced to 0, and if the highwayman 
  is striking to deal non-lethal damage, she may add twice her Charisma 
  modifier to the damage dealt.
  Swift Demoralize (Ex): At 7th level, a highwayman can attempt to 
  demoralize a single opponent as a swift action instead of a standard action.
  Laughing Rogue (Ex): At 10th level, a highwayman has mastered the 
  art of turning her reputation into a weapon. The highwayman may add 
  twice her Charisma bonus to her attack and damage rolls against shaken, 
  frightened, or panicked opponents, and her Charisma bonus to her AC 
  against attacks made by such opponents.
  Witchhunter
  The Great Coven is everywhere: it stretches into every street, every 
  family, every church. The witchhunter aims to remove that sickness. 
  A mighty warrior in her own right, the witchhunter has specialised in 
  dealing directly with witches and other evil spellcasters. Judge, jury, and 
  executioner, the witchhunter does not stray from her path and is prepared 
  to do anything to achieve his goal.
  Role: A witchhunter is a powerful member of a party; not only does she 
  bring her unique skills to their aid, but she also establishes a line of legitimacy 
  with the powerful. A witchhunter generally operates as part of an order, and 
  openly defies her foes. She is unable to rest until she celebrates her kill.
  Alignment: A witchhunter must be of good alignment, but she may 
  choose any good path. Some seek a rigid order or righteousness; they 
  gain no pleasure from bringing their justice to bear and slay their enemies 
  quickly and cleanly. Others take a more chaotic path, making an example 
  of those who dare to defile the land with their curses.
  Hit Die: d10.
  Requirements
  To qualify to become a witchhunter, a character must fulfil all the 
  following criteria.
  Alignment: Any good.
  Base Attack Bonus: +4.
  Feats: Iron Will.
  Skills: Spellcraft 5 ranks.
  Special: A character who wishes to take levels in the witchhunter prestige 
  class cannot possess any ability to cast arcane spells. A character who 
  obtains any arcane spellcasting ability after taking levels in witchhunter 
  becomes an ex-witchhunter, with the effects detailed below. Spell-like and 
  supernatural abilities are not treated as arcane spellcasting ability for the 
  purpose of this restriction and for the abilities of the witchhunter class as 
  a whole.
  Class Skills
  The witchhunter’s class skills (and the key ability for each skill) are 
  Bluff (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes) (Int), 
  Witchhunter
  Level
  Base Attack Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +1
  +0
  +1
  Hexward I, witchfinder
  2nd
  +2
  +1
  +1
  +1
  Cursebreaker 1/day
  3rd
  +3
  +2
  +1
  +2
  Disruptive
  4th
  +4
  +2
  +1
  +2
  Pass sentence 1/day
  5th
  +5
  +3
  +2
  +3
  Shrouded
  6th
  +6
  +3
  +2
  +3
  Cursebreaker 2/day
  7th
  +7
  +4
  +2
  +4
  Hexward II
  8th
  +8
  +4
  +3
  +4
  Pass sentence 2/day
  9th
  +9
  +5
  +3
  +5
  Spellbreaker
  10th
  +10
  +5
  +3
  +5
  Cursebreaker 3/day, blazing retribution
  
  46
  The Blight: Richard Pett's Crooked City
  Perception (Wis), Sense Motive (Wis) and Spellcraft (Int)
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the witchhunter prestige class.
  Weapon and Armor Proficiency: A witchhunter is proficient with all 
  simple and martial weapons, all firearms, and light armour.
  Witchfinder (Su): A witchhunter gains the ability to detect arcane 
  spellcasting ability and the presence of creatures of the outsider type or 
  from Between. The witchhunter must touch the target as a standard action 
  in order to use this ability. If used in combat, this is a melee touch attack 
  that does not provoke an attack of opportunity. Upon touching the target, 
  the witchhunter learns if they have any arcane spellcasting ability, and 
  whether the target is an outsider or from Between. Some witchhunters 
  touch the target with an item such as a pin or a holy symbol rather than 
  with their bare hand when they use this ability, but such objects are not 
  required for this ability to function. At 5th level, the witchhunter no longer 
  needs to touch her target to use this ability, but can instead use it on any 
  creature within 30 ft. as a standard action. At 9th level, the witchhunter 
  may use this ability as a swift action.
  Hexward (Su): At 1st level, every witchhunter crafts a magical fetish 
  that protects against evil magic. This crafting takes 1 week of work, but 
  has no gold piece cost. The specifics of the fetish vary depending on the 
  crafter, but the effects remain the same. While the witchhunter wears her 
  fetish, she gets a +2 sacred bonus to saving throws versus arcane spells, 
  witch hexes, and curses. At 7th level, this bonus increases to +4. The fetish 
  does not take up a magic item slot, but if the witchhunter is parted from 
  her fetish, she loses the saving throw bonus until she retrieves it or crafts 
  a new one. A witchhunter can possess only one fetish at a time, and the 
  fetish’s magic works only for its crafter. The fetish does not occupy an 
  item slot on the witchhunter and need not be worn openly.
  Cursebreaker (Sp): At 2nd level, a witchhunter gains the ability to 
  dispel enchantment spells, evil curses and to end the effects of witch 
  hexes by touch, once per day. The caster level for this effect is twice the 
  witchhunter’s class level. This functions as the break enchantment spell, 
  but with a range of touch and targeting only one creature. In addition, this 
  ability attempts to end the effect of any witch hexes currently affecting the 
  target creature, making a caster level check against each hex with a DC 
  of 11 + witch level. A witchhunter can use this ability twice per day at 6th 
  level, and three times per day at 10th level.
  Disruptive: At 3rd level, the witchhunter gains the Disruptive feat.
  Pass Sentence (Su): At 4th level, a witchhunter can pass sentence on 
  a target within sight as a swift action. If the target has arcane spellcasting 
  ability or is an outsider or from Between, the witchhunter adds her level 
  to all damage rolls made against the target, and adds a bonus equal to her 
  Charisma bonus (if any) on all saving throws against the target’s spells. 
  In addition, the first time the witchhunter hits the target with an attack, 
  the target must must make a Will save (DC 15 + the witchhunter’s level + 
  the witchhunter’s Charisma modifier) or lose access to their highest-level 
  prepared arcane spell or arcane spell slot as if they had cast it. If they 
  have multiple spells of that level, the lost spell is determined randomly. If 
  the witchhunter targets a creature that has no arcane spellcasting ability 
  and is not an outsider or from Between, the sentencing is wasted with no 
  effect. The sentencing remains until the target is dead, or the next time the 
  witchhunter rests and regains their uses of this ability.
  A witchhunter may use this ability once per day at 4th level, and twice 
  per day at 8th level.
  Shrouded (Sp): At 5th level, the witchhunter benefits from a permanent 
  nondetection effect, as per the spell. The witchhunter may suppress or 
  resume this effect as a free action.
  Spellbreaker: At 9th level, the witchhunter gains the Spellbreaker feat.
  Blazing Retribution (Su): At 10th level, a witchhunter’s fetish not 
  only protects its bearer from hexes and curses, but metes out punishment 
  to those who would attempt to summon arcane magic against the 
  witchhunter. Whenever the witchhunter succeeds on a saving throw 
  against an arcane spell or hex, she may have the offending spellcaster 
  burst into flames as an immediate action. These flames deal 1d6 points of 
  fire damage for each level of the spell that was cast upon the witchhunter. 
  A Reflex save (DC 20 + the witchhunter’s Charisma modifier) halves the 
  damage. For the purpose of this ability, a hex is treated as a spell of the 
  highest level that the hexing witch is able to cast. A witchhunter can use 
  blazing retribution a number of times per day equal to 1 + her Charisma 
  modifier (minimum 1). A witchhunter must be wearing her fetish openly 
  in order to use this ability.
  Ex-Witchhunters
  A witchhunter who ceases to be good or who takes levels in any class 
  that grants arcane spellcasting ability loses all witchhunter class features 
  (but not including bonus feats or weapon and armour proficiencies). They 
  may not progress any further in levels as a witchhunter. An ex-witchhunter 
  who is no longer good can regain their abilities and advancement potential 
  if they atone as appropriate, but an ex-witchhunter who now possesses 
  arcane spellcasting ability can never regain their witchhunter class status.
  
  47
  GM Guide
  Relationships
  Creating the PCs’ Friends
  Life is about relationships, and yet strangely many roleplaying games 
  are not; they generally focus upon the individual and his or her associates 
  or fellow adventurers. The relationships they inspire are those between the 
  PCs, their enemies and superiors, and sometimes an ambiguous NPC or foe. 
  Most players are happy to have one character upon which to expend their 
  energies. However, if we look at ourselves, we are made up of a group of 
  relationships of varying types — our friends, our family, our work — and this 
  option explores how these could be translated into an urban fantasy setting.
  Relationships come in several packages. There are those relationships 
  the PC starts with, which may be both positive and negative, and then 
  those that are picked up as the story grows and adventures take place. 
  There are also negative and positive relationships, where PC’s actions (or 
  lack of actions) bring about an important result.
  Relationships in this category go beyond those of normal Diplomacy skills; 
  such NPC friends do not refuse any reasonable requests by the PCs that are 
  within their power. In situations where a PC abuses the trust of a friend or 
  directly leads him into harm, the NPC becomes unfriendly and all future 
  Diplomacy checks with the friend have a –10 penalty until the NPC’s attitude 
  is brought back to helpful. If a PC abuses the friendship like this again, the 
  NPC’s attitude permanently becomes hostile, and at the GM’s discretion, he 
  may actively work to undermine or harm the PC in the future.
  It is said that you can’t pick your family … but you can pick your 
  friends. As such, the creation of these PC relationships should be managed 
  as a coordinated effort between the player and GM working together in 
  order to build both an engaging backstory for the PC as well as creating 
  opportunities for the GM to customize and personalize adventures and 
  encounters around the PCs’ stories.
  Be careful with relationships. Being mates with a wealthy merchant 
  may look good on paper, but is not always all that it seems from the 
  standpoint of the player or the GM. Perhaps the merchant has wealthy and 
  powerful enemies who often dispose of said merchant’s friends without so 
  much as a flicker — a decided disadvantage to the average PC. A wealthy 
  friend can be pressed to give money for powerful magic items or spells, 
  and a rich friend can open doors easily — an unexpected complication for 
  an unprepared GM. Starting relationships should be appropriate to a 1st-
  level PC, with the understanding that such a character can likely pick up 
  many powerful friends and enemies along the way.
  At the start of the game, if the player wishes, the PC has 1 NPC friend for 
  every point of Charisma bonus. You should pick these initial friends since 
  they need to be appropriate to your campaign and also because they offer 
  you an opportunity to begin to introduce campaign NPCs immediately. Your 
  GM may also elect to have all the PC’s friends allocated directly rather than 
  randomly. For example, a cleric PC’s entire group of friends may come from 
  within the clergy or a paladins entirely from some knightly order. Only assign 
  the friends of the PCs randomly if you and the GM agree to it.
  In determining these relationships, bear in mind that they should 
  play some part (no matter how small) in the PC’s story; some may even 
  accompany PCs on adventures, some may be too busy, and some would 
  never dream of doing so. Some are just local friends, but each should be 
  a part of the PC’s life in some way. In determining these friendships, you 
  and the GM should decide if they are friends or kin; blood is thicker than 
  water, and family generated here can be counted on to help as much as 
  any friend. How other family members are treated is left to you and the 
  GM; perhaps there are none or they play no role, or perhaps they have 
  significant roles to play, possibly even as enemies. 
  You may decide to simply refer to the NPC by name to begin with, and then 
  you and the GM elaborate upon the statistics and skills at a later date; or not, if that 
  is fair enough for you. Or for more significant NPCs (such as those with levels in 
  the core classes), generate them accordingly. Half of the NPCs are men, and half 
  women unless you deem otherwise. Alignments should generally not be more 
  than 1 step away from the PC’s own alignment. In terms of race, again assign 
  from the table below, as that reflects the mix of races in the Blight, or assign as 
  you wish. For example, you may decide a dwarf PC is more likely to have dwarf 
  friends, whereas a gnome might seek to make friendships with virtually anyone.
  To determine the types of friends a PC starts with, choose from the table 
  below or roll randomly with d%. If no race for the friend is indicated, 
  assume it is a human: 75% Castorhager, 14% Xi’en, 8% Foerdewaith, 3% 
  other (see The Blight Campaign Guide: Part 2, Races and Ethnicities 
  of Castorhage). This list is by no means exhaustive and should be 
  supplemented by your own ideas and those of your GM.
  100 Types of Friends
  d%
  Type of Friend
  1
  Acrobat (commoner 2–4)
  2
  Actor (expert 1–2)
  3
  Alchemist 1–2
  4
  Alchymic-undying (any class)
  5
  Anarchist (warrior 1–4)
  6
  Antiquarian (expert 3-6)
  7
  Artists’ model (commoner 1–3)
  8
  Awakened animal (varies)
  9
  Barber (expert 4–8)
  10
  Bard 1–2
  11
  Beggar (beggar1 1–5)
  12
  Boatman2 (expert 1–3)
  13
  Broadsheet printer (expert 1–3)
  14
  Briny ranger 1–2
  
  48
  The Blight: Richard Pett's Crooked City
  d%
  Type of Friend
  15
  Briny labourer (commoner 1–2)
  16
  Cabb’e House Owner (expert 1–3)
  17
  Cartographer (expert 3–7)
  18
  Chimney Sweep (expert 1–2)
  19
  Cleric 1–2
  20
  Clown (commoner 1–2)
  21
  Cockfighter (commoner 2–4)
  22
  Conman (rogue 1-3)
  23
  Conjoined twin (any class)
  24
  Constable (warrior 1–4)
  25
  Contortionist (commoner 2–5)
  26
  Cripple (beggar 3–61)
  27
  Dwarf3 embalmer (expert 2–4)
  28
  Dwarf4 mercenary (fighter 1–3)
  29
  Dwarf4 miner (commoner 1–3)
  30
  Dwarf3 merchant (expert 3–5)
  31
  Dwarf3 musician (commoner 2–5)
  32
  Elder sage (old human expert 6–10)
  33
  Elf5 wizard 2–5
  34
  Escaped slave (commoner 1–4)
  35
  Executioner (expert 1–3)
  36
  Failed painter6 (commoner 1–4)
  37
  Failed poet6 (commoner 1–3)
  38
  Fire Eater (expert 2–4)
  39
  Flea market trader (commoner 1–3)
  40
  Freakshow exhibit (commoner 1–2)
  41
  Freakshow owner (expert 2–5)
  42
  Gablemaester (expert 3–5)
  43
  Gambler (expert 2–5)
  44
  Gin shop owner (commoner 2–5)
  45
  Glassblower (expert 2–4)
  46
  Gnome7 trader (expert 1–6)
  47
  Gnome8 painter (expert 2–4)
  48
  Gnome7 peddler (commoner 1–4)
  49
  Gnome7 river pilot (expert 3–5)
  50
  Gnome7 shipwright (expert 2–8)
  51
  Groom (commoner 1–2)
  52
  Guild factor9 (expert 5–10)
  53
  Gypsy (Viroeni or halfling commoner 1–4)
  54
  Halfling rogue 1–2
  55
  Household servant (commoner 1–2) 
  56
  Innkeeper (commoner 2–4)
  57
  Insectum addict (beggar1 1–4)
  58
  Invalid soldier (warrior 1–4)
  59
  Leper (beggar1 3–6)
  60
  Link-boy (commoner 1–2)
  61
  Manufactory worker (commoner 1–3)
  d%
  Type of Friend
  62
  Mercenary fighter 1–2
  63
  Merchant9 (expert 1–4)
  64
  Navvy (commoner 1–3)
  65
  Noble anarchist (aristocrat (2–4)
  66
  Noble fallen on hard times (aristocrat 1–2)
  67
  Noble’s bastard child (varies)
  68
  Parish vicar (adept 3–6)
  69
  Pig keeper (commoner 1–2)
  70
  Porter (commoner 1–2)
  71
  Prostitute (commoner 1–2)
  72
  Puppeteer (expert 1–2)
  73
  Ranger 1–2
  74
  Rat catcher (expert 1–3)
  75
  Reformed criminal (warrior 2–4)
  76
  Religious fanatic (adept 1–3)
  77
  Retired Watch officer (warrior 3–8)
  78
  Retired sailor (expert 3–6/mariner10 1–2)
  79
  Retired soldier (fighter 4–8)
  80
  Rogue 1–2
  81
  Sailor (expert 1–4)
  82
  Scribe (expert 1–3)
  83
  Singer (expert 1–2)
  84
  Slaughterman (commoner 1–3)
  85
  Soldier (fighter 1–4)
  86
  Sorcerer 1–2
  87
  Stablemaster (expert 3–5)
  88
  Storyteller (bard 3–5)
  89
  Streetclerk (expert 3–5) 
  90
  Street food vendor (commoner 1–3)
  91
  Street tough (warrior 1–4)
  92
  Swyne dilettante (aristocrat 1–2)
  93
  Swyne mage (wizard 1–3) 
  94
  Taxidermist (expert 2–5)
  95
  Theatre impresario (expert 3–6)
  96
  Trader fallen on hard times (expert 1–3)
  97
  Undertaker (expert 1–5)
  98
  Unusual (GM’s choice)
  99
  Watch inspector (expert 3–8)
  100
  Wizard 1–2
  1 See LL8: Bard’s Gate by Frog God Games
  2 90% human, 10% halfling
  3 90% street dwarf, 10% hill dwarf
  4 75% hill dwarf, 25% street dwarf
  5 70% half-elf, 29% high elf, 1% primitive
  6 80% human, 19% half-elf, 1% primitive
  7 60% rock gnome, 29% tradelord gnome, 1% svirneblin
  8 90% rock gnome, 7% svirneblin, 3% tradelord gnome
  9 60% human, 25% tradelord gnome, 10% street dwarf, 5% half-elf
  10 See Dead Man’s Chest by Frog God Games
  11 Consider something more monstrous such as mongrelfolk, ratfolk, 
  goblinoids, coprophagi, lantern folk, wererats, etc.
  
  49
  GM Guide
  Common Names of The Blight
  After determining the types of friends above, names should be selected 
  for these friends. Lists of names are provided below for males, females, 
  and surnames. These are examples of typical human names found within 
  the Blight. There are many more names to found within the city, but these 
  can serve as a guide for capturing the feel of the average names spoken on 
  the streets and in the gin houses of the city.
  Male Names
  Female Names
  Surnames
  Barbel
  Bathsedomil
  Bedomile
  Borage
  Breck
  Carbuncle
  Carder
  Cleg
  Cole
  Crig
  Droll
  Ekrin
  Flax
  Gideon
  Grund
  Henbit
  Jacob
  Joshua
  Kale
  Kotlin
  Loam 
  Longhorn
  Luther
  Natter
  Mab
  Mox
  Oscar
  Padge
  Pleasant
  Quarrel
  Qogg
  Rudge
  Seth
  Silas
  Sorrel
  Spurge
  Sturgeon
  Tanner
  Toadflax
  Tog
  Tomlin
  Turnip
  Turnstone
  Tussock
  Uriah 
  Weald
  Weld
  Welt
  Woad
  Wrack
  Wryneck
  Ancona
  Bernice
  Blackberry
  Briney
  Broom
  Brudella
  Bunting
  Buttercup
  Catkin
  Celeress
  Chastity
  Chen
  Constance
  Curlew
  Dandelion
  Dulse
  Ella
  Elisa
  Elisabeth
  Ettie
  Fogou
  Grace
  Happiness
  Hazel
  Hemp
  Hempy
  Hope
  Hornet
  Humrineller
  Ivy
  Juniper
  Katkin
  Lettuce
  Mallow
  Mercy
  Murnifell
  Nan
  Nightscent
  Poppy
  Primrose
  Rull
  Shanny
  Shanny
  Sheepsbit
  Tansy
  Teasel
  Thenna
  Uneria
  Vellia
  Weft
  Zydora
  Alderfly
  Bedstraw
  Blackfly
  Blackhemp
  Bladderwort
  Botfly
  Brompton
  Butterly
  Catchpenny
  Cornuwell
  Cotter
  Crump
  Crush
  Dogerell
  Flixton
  Frim
  Grindalythe
  Grindylow
  Gutter
  Hartwill
  Hogweed
  Humpless
  Kumblecramps
  Kumblekumble
  Linton
  Lucksikard
  Mine
  Mowthorpe
  Mumblechump
  Mumpsy
  Pedimine
  Podge
  Pollard
  Porter
  Pumple
  Rake
  Rast
  Rowgate
  Sedge
  Slyne
  Sough
  Stoat
  Stotter
  Tangle
  Thornholme
  Tredge
  Troff
  Turnkey
  Wodge
  Wold
  Zander
  
  50
  The Blight: Richard Pett's Crooked City
  “Happiness lies neither in vice nor in virtue”
  For the GM
  
  51
  GM Guide
  The advice given herein is aimed specifically at the Blight and running 
  a rich, story-driven experience for you and your players. However, 
  the themes within and those outlined in Part 3: The Blight Player’s 
  Handbook — complex relationships, family, power, and other ambiguous 
  themes — could fit well into any urban adventure path or indeed other 
  campaigns. Rich relationships and family are at the centre of many 
  adventures set in out-of-the-way places, betrayal can occur in the most 
  remote spots, and complex groups can stretch across the countryside, not 
  just streets. 
  These rules and ideas won’t suit every group, so use only what you 
  think you and your players will enjoy.
  Finally, not everyone wants the complexity of followers, friends, powerful 
  enemies, and shadowy sponsors. The Blight lends itself beautifully to the 
  more classic role-playing campaign too, with opportunities at every corner 
  for adventuring. Whether it’s robbing a cruel merchant, exploring the 
  shifting jungles of the Between, or fighting in the bear pits and sweat vats of 
  the city’s underbelly, a city is a great place to adventure.
  Using the Blight as a base for other adventures gives your players the 
  opportunities to spend their hard-earned cash on magic, on pleasure, and 
  on the dubious goods for sale here. Each Blight adventure and District 
  includes options to further develop stories as sidebars, but has at its core 
  simple adventure.
  Bringing the  
  Blight to Life
  The best campaigns and adventure paths are merely text without 
  the input of a great GM and players to guide it and make it grow into 
  something more. These groups often share their experiences on message-
  boards and get into character in a way actors might be proud of, immersing 
  themselves in detail and complex handouts. On one occasion I recall with 
  particular fondness, actual food was prepared for part of the adventure.
  An adventure is not unlike that food that served as part of our game. A 
  great adventure is not just about words but deeds, and a good GM adds 
  flavour to the words, spicing descriptions with sounds, sights, and smells 
  to bring the whole to life in a satisfying and fulfilling way.
  Castorhage pays serious attention to these senses, and each district of the 
  city has a “Sight, Sound and Smell” section as a part of it. Also included 
  in each district is one additional section — what the place feels like. Is it 
  crowded or oppressive? Have an air of nervousness? Excitement? Some 
  GMs may find this detail too much, and wish simply to play out events and 
  areas as written. However, I again include such detail because for many 
  GMs (myself included), this can transform a game into an experience. 
  Strong feelings leave an impression on the adventure, and as such may lead 
  to a more satisfying experience. I can recall when simply the banging of my 
  hand on a radiator to define an echo from below suddenly created an air of 
  menace, and when a tap on the underside of the playing table to define a 
  sudden thump below the PCs’ feet pulled everyone’s gaze downward.
  Again, as with all of the Blight, the city is yours to do with as you 
  please. Use as much or as little as you wish.
  The Blight:  
  Mundane, Magic or Mythic
  The Blight is a place like no other; it bleeds into other realms, it 
  bludgeons its way into narrow alleys, and it slithers its way beneath other 
  cities. The insidious, twisted domain of Between has a peculiar effect upon 
  the place, and one you may wish to think about before you run anything 
  in and around the Blight: How does it work? As written, the Blight is a 
  single place; a city made up of many parts to create a whole fantasy setting 
  perched on the borders of reality with an extraordinary place — Between.
  You might not want that, however. You might want a district, a shop, an 
  NPC to come from here, and nothing else. These places and people might 
  be mundane parts of a whole, simple passers-by or districts that have 
  always existed in your city. You can, however, go for a more extraordinary 
  answer. The Blight can literally exist in Between other places: a door 
  in your city leads to the Blight, a shop front backs onto Between, or a 
  tramp wanders the streets of your city and the Blight. If using this more 
  magical approach, be careful how you choose to explain it; the Between 
  is in effect similar to a gate spell, allowing access between, but it is much 
  more fickle than that. You might not want such an explanation, however; 
  gate spells are generally very rare, and having too many presents its own 
  problems. Instead, you might wish for the simplest of explanations — 
  it’s a mystical place whose very nature is inexplicable. Doors exist that 
  connect to different places, but they simply are; occasionally a view from 
  an otherwise mundane window gazes across the Capitol; a character falls 
  down a seemingly endless tunnel and ends up in the Between and thence 
  the Blight.
  A City for Anywhere
  The great thing about running a fantasy role-playing game is the 
  flexibility you have in determining detail. You can create vast volcanic 
  ranges, deep ocean trenches, and huge flood plains. In short, you determine 
  whole geographies. Once these ideas have been generated, you’re then 
  free to get into the details — how high, how deep, how wide? The same 
  goes for any fantasy city, and Castorhage is no different. I’ve presented 
  Castorhage as having a temperate climate with extremes of winter and 
  summer; however, it would be an easy task to adjust this — some sections 
  such as the Black Ice Fayre of winter (see Part 1: Places of The Blight 
  Campaign Guide) — would need to be reconsidered or removed, but 
  basic details could be altered quite simply. 
  Castorhage could be at the equator of your world — the heat and 
  squalor should therefore be emphasised. Litter the narrative with crushing 
  ivy growing up the sides of decaying buildings ravaged by the peculiar 
  Castorhage stonemite (whose bite, of course, is painful and can kill 
  babies). The river is sluggish and could become mudflats lasting many 
  months in the dry seasons. 
  Flip the idea on its head and Castorhage becomes a sub-arctic hell, the 
  black waters frozen for many months. Here the city dwells in a comatose 
  frozen canker-shrouded blanket throughout the long, harsh winter. 
  Other ideas can easily be weaved into the mix, even the exotic such as 
  Castorhage standing on the edges of a vast waterfall falling into nothing, 
  or being the last point of call before the Burning Ocean. Use the text as a 
  canvas, not a script. 
  Size Isn’t Everything
  One of the most important decisions you may wish to make is how 
  Castorhage fits into your world: Is it the basis for an ongoing campaign in 
  its own right and thus the centre of everything?
  Castorhage is presented herein as a huge city, an impossibly massive 
  population at complete odds with a typical fantasy game setting. Its 
  population density as presented here is a little greater than that of the 
  borough of Manhattan at ~77,000 people per square mile. However, 
  despite its advanced technological state compared with much of the 
  world, Castorhage is by no means a “modern” city. It lacks the towering 
  skyscrapers, though it has a multitude of precariously tall tenement 
  buildings and a propensity to stack new construction haphazardly atop 
  old construction as in the Jumble and Festival. Though Festival and 
  TownBridge are not technically a part of the city in the legal definition, their 
  population numbers are included in the census here. In addition, though 
  Manhattan has a multitude of skyscrapers, a great portion of that real estate 
  is office space rather than residential space, of which Castorhage has only 
  a fraction by comparison. In fact, the typical apartment or residence of 
  Manhattan would be considered luxuriously roomy by better than 90% 
  of the population of Castorhage who settle for a single cramped room, 
  garret, undercroft, stairwell, or door stoop that they call home. The Blight, 
  of course, has only a ghost of the infrastructure of a modern Manhattan 
  or London. 
  However, even with the above considerations, the Blight’s size is 
  still virtually unbelievable (always an interesting concept in a fantasy 
  roleplaying game) in a contextual sense, like a swollen blood-gorged 
  
  52
  The Blight: Richard Pett's Crooked City
  tick always on the verge of rupture. This is greatly accounted for by 
  Castorhage’s own unique quality hinted at in the “Between tessellation” 
  description in the sidebox. In short, the city’s proximity to Between 
  creates a sort of vortex of sentience (I would say humanity, but humanity 
  is only a majority representative of the beings found here). 
  This unique vortex of sorts consists of two principal features. Despite 
  the appalling mortality rates and constant threats of danger and disease, 
  Castorhage enjoys a subtle fecundity that ensures that the population 
  is able to renew itself and not only sustain its numbers but even grow 
  despite the plagues, pestilence, and famine that frequently afflicts the 
  population on some scale. In addition, it seems to possess a strange form 
  of unconscious mental attachment (as well as physical when you consider 
  the blighted human subtype in Part 3). Those who are born in the Blight 
  seldom leave — even those who travel far away to the city-state’s many 
  colonies usually end up finding their way back home before all is said and 
  done. This is no conscious compulsion; it just seems to work out that way 
  more often than not. In addition, foreigners who travel to Castorhage and 
  remain for any extended period of time frequently stay permanently as 
  well, start a family or raise the one they brought with them and become a 
  part of the city’s ever-burgeoning populace. Again, this is not a conscious 
  compulsion, and most anyone asked about it as a motivation would 
  outright deny such a thing, but more often than not that is how things 
  turn out.
  It seems that the Blight is hungry and never sated.
  If the population scale of Castorhage is simply too large for your 
  campaign use, however, simply drop the number by an order or magnitude 
  or only adopt the parts of the city that you really need. Just because the 
  Blight is a growing, ravenous beast doesn’t mean that it has to be for your 
  campaign world.
  The Flavour  
  of the Blight
  “The imagination is the spur of delights ...”
  The descriptions of people and places gives you an overview of the city 
  — its decaying parts and its twisted alleyways — but these are merely the 
  main components to the dish. The true essence of the Blight lies also in its 
  flavour, its smells, its atmosphere … its spice.
  Appendix A includes a number of random lists included to give you 
  some inspiration if you need any for the strange locales and locals found 
  in the city but also to give you a taste of what is lurking there. It is hoped 
  these lists inspire you to set up adventures, encounters, or even perhaps 
  simple conversations in your own game. In addition, Appendix B includes 
  a lexicon of terms common to the folk of the Blight so you can sprinkle it 
  liberally throughout your campaign and create that living-city feel.
  Bear in mind also that the Blight is of course more than the sum of its 
  parts and that any twisted dark fantasy setting could have these elements. 
  Over and above these flavours, here are a few more ideas to give you a 
  taste of the city.
  I started titling this next section “Mature Campaign Themes,” but 
  I’m not sure if that’s the exact phrase I wanted. Mature can mean many 
  things, but initially comes across as sex, violence, drugs, and other 
  morally ambiguous themes. Those issues certainly have their place in 
  the Blight, as it’s a dark fantasy setting, but it’s not all it’s about. The 
  optional rules and ideas that follow are for you to judge. Do they suit 
  your style, are they unacceptable to your group or would they have a 
  place with a slight alteration?
  How It All Began
  One of the most useful and inspiring RPG articles I’ve ever 
  seen appeared in the pages of Imagine Magazine — TSR UK’s 
  roleplaying periodical that was published during the decade of 
  the ’80s. Imagine featured articles about a homegrown campaign 
  called Pellinore and in some articles The City League — so called 
  because it was “a league across.” These city articles fascinated 
  me in their level of detail. They would describe everything from 
  entertainments in the city to obscure corners and plaza’s with an 
  incredible depth of character and interaction. To me, they were the 
  consummate way to describe a city — down to every street corner, 
  every persona, and every obscure fact but always leaving space for 
  development if the GM wished. This place lived. Yet always with 
  such a place, there was room for expansion.
  A long time ago I was lucky enough to have an adventure 
  published called “The Styes” (Dungeon Magazine #121). I 
  intended the place to be a simple one-off location for a single 
  adventure, and as such, the setting was fairly small, and provided 
  scant details. I’d read China Miéville’s incredible Perdido Street 
  Station shortly before writing it, and the amazing dark atmosphere 
  Miéville created soaked into me. Reaction to the adventure was 
  good, and James Jacobs suggested a sequel. I threw several 
  ideas around, one of which eventually became “The Weavers” 
  in Dungeon #135. However, at about this time I also began an 
  adventure path with my own group, based upon the Styes’ setting. 
  This adventure path, loosely based around The Maltese Falcon, 
  greatly expanded upon that original setting, and I soon realised 
  that the Styes was not big enough for the players to explore 
  so other regions such as Festival Town and the Spice Islands 
  were incorporated. These in turn expanded into what became a 
  schizophrenic madness, an endless development that has been fed 
  and nurtured in a dark attic as it slowly became the City-State of 
  Castorhage.
  That the Styes now languishes unused by its owners frustrates 
  me, but it has given birth to a new monster — The Blight — so in 
  many ways I’m grateful for its torpor.
  Above all, the idea for this vast work owes itself to 
  encouragement in my writing, both from message-board posters 
  and especially from the wonderful people at Paizo and Frog God 
  Games. For without that, and the kind words of many others, I 
  would never have had the courage to undertake this project. It’s 
  also very important for me to thank people who have taken the 
  time to review my work, edit it, and suggest changes. I’ve looked 
  at everything they’ve done, and I hope learnt from them. Your 
  suggestions and annoyances and likes have helped me to improve 
  in the past, and continue to improve in the future I hope.
  This project is therefore yours, and I hope that I can repay you 
  by creating something to savour. 
  
  53
  GM Guide
  Campaign Themes and Styles
  Some groups play an incredibly deep and absorbing campaign; others 
  like to relieve the stress of their daily lives by beating up orcs. Most games 
  (ours included) prefer a balance of both; unmasking a politician one week, 
  and slaughtering a group of goblins without dialogue the next. Linking 
  adventures into themes through the PCs is one way to bring your PCs 
  realistically together under a common bond. It’s not for everyone; some 
  groups like to start and roll characters with total freedom — an elf monk 
  here, a dwarf barbarian there — but sometimes a change of pace is good. 
  It may not always be appropriate to do so, but occasionally, ideas like the 
  two below can offer a welcome change of pace.  
  The Player Characters as Part of the Story
  Having a theme to a group of PCs can be a great way to commence 
  and find a thread through a campaign. Are the PCs all associated with a 
  thieves’ guild? Are they all pirates or members of the same holy order?
  While theming a group is a powerful way to start a campaign, restrictive 
  themes can soon become tiresome, so whilst using these themes, try 
  to vary them. Perhaps one group of PCs is indeed part of a holy order, 
  The City-State of Castorhage
  CITY-STATE OF CASTORHAGE
  LE metropolis
  Corruption +8; Crime +9; Economy +10; Law +6; Lore +5; 
  Society +4
  Qualities academic, colonial power, holy site, magically 
  attuned, notorious, prosperous, racially intolerant (lowest 
  caste), strategic location
  Disadvantage Between tessellation, impoverished, 
  overpopulation
  Danger +40
   
  Government secret syndicate
  Population 3,285,000 (2,225,615 humans [1,436,615 
  Castorhagers {985,200 blighted humans}, 480,000 Xi’en, 
  113,600 Foerdewaith, 67,100 Gtsang, 55,000 Ashurians, 
  33,400 Oceanders, 15,000 Heldring, 10,700 Shattered 
  Folk, 7,300 Jaata, 3,100 Khemitites, 1,400 Uplanders, 
  990 Mulstabhins, 900 Viroeni, 510 Daanites]; 177,000 
  mongrelfolkTOHC; 173,300 ratfolkB3; 145,140 gnomes 
  [62,500 tradelord gnomes*, 82,000 rock gnomes, 640 
  svirfneblin]; 131,800 dwarves [120,000 street dwarvesBG, 
  11,800 hill dwarves]; 93,000 half-elves; 57,000 goblinoids 
  [53,000 goblins, 4,000 hobgoblins]; 52,000 half-orcs; 
  43,200 brinies*; 42,800 orcs [42,000 orcs, 800 orogTOHC]; 
  35,200 elves [33,800 high elves, 1,380 primitives*, 20 wood 
  elvesBG]; 28,400 swyne*; 26,000 other; 24,500 halflings 
  [14,000 halflings, 10,500 gypsy-souls*]; 22,500 tengus; 
  2,950 shaeB3; 2,100 inphidiansTOHC; 1,000 tabaxisTOHC; 750 
  gripplisB2; 380 ghazaksDD; 250 dhampirsB2; 115 vishkanyasB3)
  Notable NPCs
  Demoriel the Twice-Exiled Seductress, Hidden 
  Despotrix of Castorhage (LE female arch-devil)
  Her Royal Highness Queen Alice, Monarch of 
  Castorhage (CN female alchymic-undying** 
  human aristocrat 8) 
  Her Royal Highness Princess Alicia, Heir Apparent 
  (NE female tiefling aristocrat 1/sorcerer 2)
  Clovis, Crown Prince of the Capitol (NE male 
  araneaB2 aristocrat 3/sorcerer 9/fighter 1)
  Elaine of Aldwark, Queen’s Lady-in-Waiting (NE 
  female succubus aristocrat 4/necromancer 8)
  His Resplendent Grand Justice Braken, Crown 
  Justice, Master of Courts (LE male doppelganger 
  fighter 8/sorcerer1/assassin 4)
  His Resplendent Grand Justice Korsk, Crown Justice, 
  Master of Trade (CE male swyne* aristocrat 10/
  enchanter 3)
  Her Resplendent Grand Justice Ashleia, Crown 
  Justice, Mistress of Commons (NE female 
  gynosphinx transmuter 13)
  His Grace Duke Malice, Captain-General of the 
  City Watch and the Royal Armies (NE male human 
  aristocrat 4/fighter 10)
  His Grace Duke Taim, Master of the Capitol (LN male 
  human aristocrat 9/cavalierAPG [Order of the Lion] 6)
  Kevel Durmast, Watch Commander (NE male 
  doppelganger rogue 7/assassin 5)
  Prester Haft, General of the Royal Army (NE male 
  human fighter 11)
  His Holiness Umbertine IX, Father of the Church of 
  Mother Grace (LN male human cleric of Mother 
  Grace 11)
  Military and Law Enforcment Royal Army (17,000); 
  City Watch (2,100); Secret Police aka “Knockers” 
  (1,000+?)
   
  Base Value 86,400 gp; Purchase Limit 570,000 gp; 
  Spellcasting 9th
  Minor Items all available; Medium Items 8d4; Major 
  Items 6d4; Artefacts Book of the DamnedPCS:AL, Cauldron 
  of ChernobogTB5, Crucible of Unbirth*** and Song of 
  ExtinctionPCS:AL among many others.
   
  Between Tessellation The area of the city of Castorhage 
  has the unique property of being exceptionally “close” to 
  a physical “other reality” called Between. This creates all 
  manner of unpredictable and dangerous manifestations 
  within the city and its inhabitants. (Corruption +2; Crime 
  +1; Economy –4; Danger +30; increase spellcasting by 1 
  level; double magic item availability)
  Colonial Power Castorhage possesses a vast network of 
  global colonies from which it can draw economic and 
  labour resources. (Economy +4; Law +2; Lore +4; Society 
  +2; increase base value by 500%; increase purchase limit 
  by 500%; double magic item availability)
  Overpopulation Castorhage has a massive population 
  for the area it encompasses unparalleled elsewhere 
  in the world. Its massive economic, colonial, and 
  magical resources are the only things that stave 
  off massive starvation. However, it also creates an 
  unprecedented diversity, innovation and labour base 
  causing a contradictory dichotomy of prosperity and 
  poverty. (Corruption +2; Crime +4; Economy +2; Law 
  –2; Lore +4; plus 2 extra qualities and the impoverished 
  disadvantage)
  * See Part 3: The Blight Player’s Handbook
  ** See Part 6: The Blight Bestiary
  *** See Chapter 5: The Capitol
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  B2 See Pathfinder Bestiary 2
  B3 See Pathfinder Roleplaying Game Bestiary 3
  PCS:AL See Pathfinder Campaign Setting: Artifacts & Legends
  BG See LL8: Bard’s Gate by Frog God Games
  DD See Dunes of Desolation by Frog God Games
  TB5 See TB5: The Children of the Harvest by Frog God Games
  TOHC See The Tome of Horrors Complete by Frog God Games
  TOH4 See Tome of Horrors 4 by Frog God Games
  
  54
  The Blight: Richard Pett's Crooked City
  but even such an order has its more dubious associates. Isn’t it true that 
  even the best and most spotless law enforcers have to associate with and 
  occasionally (or perhaps often) deal with more dubious characters? Such a 
  party could easily be made up of clerics of the order, supported by fighters 
  who though initially allied to the order could be disillusioned with it or 
  have a more selfish, profit-driven motivation for their alliance with a 
  powerful religion. A rogue could easily be “persuaded” to join the order 
  to assist in the more dubious of activities when nimble hands and a head 
  for heights is crucial.
  Having limitations of race is occasionally interesting, and an all-gnome 
  or dwarf party can make for an interesting campaign, but players often 
  play their characters for a long time — sometimes many years — so be 
  sure all your players are happy with this option before you consider it.
  Below are two potential options for themed PC groups, and how they 
  may be involved and evolve in your campaign.
  The Shadow of Freedom
  Vile politicians, twisted royalty, and greedy thugs rule the city. Against 
  this background, a movement is rising — the Shadow of Freedom. Word 
  spreads amongst the underclasses, and charismatic locals are sought to 
  further the group’s ends. This group doesn’t want anarchy; they want 
  freedom. Working-class heroes, any class could feasibly be represented 
  here, and rogues, fighters, and rangers could join forces with clerics, 
  wizards, and a multitude of races. The binding arc for this party is to strike 
  at the ruling classes in their corruption and unmask them. Adventures in 
  this theme focus upon unmasking cruel overseers who use slaves and 
  undead to work mills, revealing secret cults hidden within the aristocracy, 
  and stopping the filthy trade of golem-making.  
  The PCs face the entire weight of the law in this campaign, which sees them 
  as fugitives operating in the underclasses, and yet they are glorified as heroes 
  by the working folk who do all they can to help the legendary Shadows.
  The Guild and Demelza
  This party is more ambiguous and operates from a thieves’ guild. This 
  guild could be a group of swarthy but kind-hearted Dickensian rogues or 
  a bunch of street thugs who use brutality to achieve their ends: wealth and 
  power. The power they seek is an object, a mask that grants incredible 
  charisma and arcane power to whoever wears it. Sadly, the wrong person 
  has it, a young witch by the name of Demelza. As the campaign arc begins, 
  her actions within the Great Coven, which is threatening to burst apart, are 
  but small ripples in the great pool of the city. 
  The binding theme here is greed and power; the PCs face the wrath of 
  the law and rival gangs as they seek to establish their own patch of the city 
  — perhaps even their own guild eventually. Adventures focus on daring 
  heists, dashing rooftop chases from sadistic guards, and working in a city 
  district to establish a base of operations. As the campaign begins to take 
  on more of a structure, the PCs learn that Demelza’s cohorts are thriving 
  right under their own feet in the Underneath. She has fled from her own 
  kind and has entered the bowels of the city to regroup.
  The Great Coven cares nothing about who gets in the way, and the 
  locals are suddenly frozen with terror as night visitors and other things 
  cavort across the rooftops. Unfortunately, the PCs are caught between the 
  two factions, and whatever action they take is construed by the other as 
  treachery. As Demelza becomes more desperate, she dabbles with darker 
  and more powerful devils, and soon these too are at large in the PCs’ patch. 
  More powerful aspects of all the different groups are brought together for 
  a final confrontation in the vast spaces below the city. 
  The PCs as the Whole Story
  Another option is to modify the character’s background (detailed in 
  Part 3: The Blight Player’s Handbook) to be something extraordinary. 
  In this way, a group of PCs may become the focus of the campaign. This 
  option lends a very strong connection between the PCs and the setting. It 
  may, however, require the GM to flesh out the adventures accordingly, or 
  modify published adventures with his own theme. In taking this approach, 
  it is vital to raise questions at each turn, justify why events are happening, 
  and seek answers. 
  Following are two sample backgrounds from Part 3 used as examples 
  for this process:
  Noble’s Bastard: Far from being just any noble, it is a highborn priest 
  who has fathered the PC. The PC is the bastard offspring of Justice, the 
  Lord Alfor Quent, Master of Humours. The PCs are brought together for 
  some collective reason, perhaps to aid the unwanted father or to thwart 
  him. How do events proceed from here? Does the Justice know of the PCs 
  and judge them irrelevant or crucial? Do the Justice’s enemies know of the 
  PCs and consider them valuable tools for future plots? Does the PC hate 
  the Justice, having been brought up as an orphan?
  Child of a Famous Beauty: Famous beauty the PC’s parent may be, 
  but looks are only skin deep. The PC is a child not of one beauty, but 
  many, a cult of witches that were each burned at the stake long ago. Now 
  the PCs have been brought together for some reason. In truth, the witches’ 
  child has already infected his friends — the other PCs — with his arcane 
  sickness, and their fates are now intertwined.
  The cult mothers sold the souls of their children to the Devil, whose 
  cohorts come collecting on the first child’s name day. The first child is an 
  NPC who brings her kin together to fight back against the Devil. She tells 
  the PCs that they must stick together or risk a fate worse than death, but 
  soon after the campaign begins she vanishes, and soon the Devil’s cohorts 
  begin to appear.
  You can modify these backgrounds to certain PCs, or all of them as 
  you wish, giving the PCs a ready-made focus and enemy at the start of 
  things to hang your campaign on or to add to existing adventures to give 
  them a personal touch. PCs of different races and ages present different 
  challenges, but having the group begin as friends or subjects of a particular 
  NPC is always a good starting point.
  Castes
  Caste is about birth and breeding, and it’s something that a clever person 
  can easily use to her advantage. How you play this option depends on how 
  much you wish to make of caste issues. Some find them abhorrent, and 
  prefer to play with them out of the way. That’s fine. Just have it playing 
  along in the background: royalty looks down on upper caste, who look 
  down on middle caste, who frown on low caste.
  If you wish to make a simple rule, then the gap between each caste is 
  reflected in a penalty for social interaction — that is Bluff, Diplomacy, 
  and Intimidate checks. The penalty for each separation of caste is 2, so a 
  common man trying to bluff an upper class banker does so at –4, simply 
  because the banker mistrusts him, and vice versa. 
  A character can fake higher caste simply by use of Bluff and Disguise, 
  the check is made at –2 for the first separation, and –4 for the next. So a 
  member of the royal family covertly trying to join the lower caste anarchist 
  Real Places with  
  Blight Flavour
  Though the Blight is a fiction, a sheer folly of the improbable, 
  its roots run deep in the real world. I can’t help but picture those 
  places from which her inspiration has been drawn when I crack 
  open the pages or dust off the keyboard to revisit the old girl. The 
  main places I always have at the back of my mind when delving 
  into the Blight are Fes in Morocco — one of the few true medieval 
  cities left in the world — and, of course, London. Venice, York and 
  Cambridge all also lurk somewhere in the streets of the city-state 
  as well.
  Fes is a meandering confusion of alleys and footpaths, steep 
  narrow streets, and the resonance of human work. The call to 
  prayers is something to be experienced as they echo across the city.  
  It would be churlish to deny that there is a lot of London in the 
  Blight; many names and inspirations are from the city, twisted and 
  spat down on this setting for your amusement. Peter Ackroyd’s 
  incredible London: The Biography is the best book I’ve ever read 
  about the capital and is a goldmine of great ideas.
  
  55
  GM Guide
  group does so at –4. As GM, you may wish for checks in both skills in 
  stressful situations: for example, a PC trying to talk round a princess at a 
  dinner party.
  Caste may be a good way to enhance role-playing situations, but it may 
  also not be your cup of tea. As ever, use it or not as you wish.
  The bottom line with this and many other fantasy settings is that power 
  rules. If the PCs get caught in the Royal Palace and end up before Alicia 
  — the little queen — and she yells, “Off with their heads!” then unless 
  the PCs escape, and escape quickly, they’ve had it. That is not to say, 
  however, that a lord ordering a serf to chop his hand off expects him to 
  do so. Making an enemy of a sir or lord may bring the PCs trouble in a 
  different way, however; he’s likely to have plenty of powerful friends, 
  plenty of money, and plenty of influence. Perhaps he’s friends with the 
  local Watch Captain, and can ensure that the PCs are harassed or followed, 
  or his house is better guarded.
  The Caste Levels of Castorhage
  Royal
  Upper Class
  Middle Class
  Lowfolk
  Invisibles
  Lowest of the Low
  Caste Feats
  For those who really wish to immerse their campaigns into the injustice 
  of caste and class, here are some feats you may wish to make available to 
  PCs. Only one caste feat may be chosen per characters, and that choice is 
  made when a character is created. For human characters, the caste feat is 
  usually selected as their racial bonus feat at 1st level. 
  Each caste feat is associated with one or two specific castes and can be 
  taken only by those of the proper caste. The feat is physically manifested 
  in the body of the individual as much as in his actions, so presence of the 
  feat is obvious to any native Castorhager unless hidden by Bluff and/or 
  Disguise checks as detailed above. As etiquette is so richly bound with 
  grace and breeding in the Blight, so caste is also accent, education, and 
  demeanour. Therefore, simple spells such as alter self still require a Bluff 
  check to pull off the charade when speaking as one from a different caste.
  Labouring Caste  
  (Lowfolk or Invisibles)
  You have broad shoulders and a harsh, coarse appearance.
  Benefit: You gain +2 to all Bluff, Intimidate and Diplomacy checks 
  within your caste, and a +1 bonus to Strength. 
  Special: When operating outside your caste, you take –2 for each 
  operation to the skills noted above for each level of caste separation.
   
  Gable Caste  
  (Lowfolk or Invisibles)
  You have long, clever fingers and slightly longer arms, and your head 
  has a slight upward tilt to its deportment.
  Benefit: You gain +2 to all Bluff, Intimidate, and Diplomacy checks within 
  your caste, and a +1 bonus to Dexterity. You treat Climb and Acrobatics as 
  class skills. 
  Special: When operating outside your caste, you take –2 for each 
  operation to the skills noted above for each level of caste separation.
  Sailing Caste (Lowfolk)
  You bear the tanned weatherworn skin of your caste and strong, broad hands. 
  Benefit: You gain +2 to all Bluff, Intimidate, and Diplomacy checks 
  within your caste, and a +1 bonus to Constitution. Gain Profession (sailor) 
  as a class skill.
  Special: When operating outside your caste, you take –2 for each 
  operation to the skills noted above for each level of caste separation.
  Expert Caste (Middle Class)
  You have the quick wits and intense concentration of the Middle Class 
  but bear the worry lines and bags under your eyes of one always beset by 
  the worries and weight of an unforgiving world.
  Benefit: You gain +2 to all Bluff, Intimidate, and Diplomacy checks 
  within your caste, and a +1 bonus to Wisdom. Pick a Craft or Profession 
  skill and treat that as a class skill. 
  Special: When operating outside your caste, you take –2 for each 
  operation to the skills noted above for each level of caste separation.
  Educated Caste (Royal, Upper 
  Class, or Middle Class)
  You have the highbrow and piercing stare of an educated person.
  Benefit: You gain +2 to all Bluff, Intimidate, and Diplomacy checks 
  within your caste, and a +1 bonus to Intelligence. 
  
  56
  The Blight: Richard Pett's Crooked City
  Special: When operating outside your caste, you take –2 for each 
  operation to the skills noted above for each level of caste separation.
  Caste of Locations
  These are the general castes of parts of the city. Use them as a rule of 
  thumb but bear in mind that traders abound in the Capitol, and Royals are 
  sometimes seen in Toiltown.
  Royal: Capitol
  Upper Class: BookTown, Capitol, Hollow and Broken Hills, the 
  Sinks
  Middle Class: Artists’ Quarter, the Barnacles, Town Bridge
  Lowfolk: Festival, Jumble, Toiltown, Underneath
  Invisibles: Festival, Toiltown
  Lowest of the Low: Festival, Toiltown
  Duels
  Duels are common in the Blight amongst all classes and castes, and 
  are a good way to settle matters without them getting messy. They are a 
  commonplace way to resolve issues that are likely to otherwise result in a 
  protracted campaign and, ultimately, death. They can also be very exciting 
  to role-play.
  Duels are illegal (but then, theoretically, so is murder) but follow a very 
  strict set of guidelines. Duels are to “First” (the first wound to a participant 
  ends the duel), “Second” (where the suffering of a confirmed critical hit or 
  the loss of 75% of hit points ends the duel), “Third” (where the fight goes 
  on until one person is rendered unconscious), or “Fourth” (to the death). 
  Duels are always fought on neutral ground, and weapons are either melee 
  or ranged. Sometimes magical duels are fought.
  Seconds are used to act as assistants to the duellists, and sometimes 
  (particularly in Third or Fourth duels) it may be agreed that seconds also 
  participate. All duels require the services of a Referee.
  Many Duels to First and Second are accompanied by a wager — often 
  a considerably large wager — that the loser hands over the sum without 
  complaint. Cheating, reneging on a wager, or other such despicable acts 
  soon lead to an establishment of a reputation, and there are some duellist 
  clubs and guilds — most notably the Royal Duellists — who seek out 
  cheats and duel them … or simply murder them. 
  Those who play fairly and honour the traditional rules of duelling are 
  respected, even by their enemies.
  Enemies
  Great enemies make a great campaign. A recurring villain can generate 
  stronger feelings than the toughest monster, and having someone who 
  can outsmart the PCs from time to time is a good way of levelling the 
  playing field of your campaign. However, recurring villains come with 
  some warnings: Don’t overdo them, and don’t make them omnipotent, 
  omniscient, or omnipresent. Base your villain on logic, bound by the same 
  rules your PCs have, and they’ll work fine. A good recurring villain should 
  have a way out, but one based on sound game sense. A potion of gaseous 
  form, a cloak of the mountebank, or a scroll of fly are all good methods to 
  use, but hold your master villain to the same rules the PCs have and be 
  prepared for your PCs coming after her. The predictable garbage truck 
  pulling out of a side alley at the last minute to unintentionally block a 
  pursuit should be reserved for only your worst game sessions. Ergo, 
  always be prepared that the villain may be caught or killed.
  In the same way that a master villain makes a great addition to some 
  campaigns, so do more mundane enemies. Enemies great and small — 
  from individuals to guilds, cults and monsters — bring another dimension 
  to play. However, they come at a cost: more work for you as the GM.
  Enemies have actions, lives, lairs, and probably friends and enemies of 
  their own, and you must decide early on how much work you’re prepared 
  to do. A simple basic villain such as a cult is an easy way to start; as the 
  PCs kill the cultists, other more powerful cult leaders hear about it and 
  try to eradicate the PCs. Eventually, clues lead to a showdown and a good 
  campaign ending. A more complex issue would be a group of Anarchists; 
  the relationships within that group are complex, and perhaps some allies 
  are also partly enemies. The PCs could even side with their enemies 
  temporarily to attack a greater mutual foe, although can anyone be trusted 
  in such a complex situation?
  Optional Rule:  
  Enemies as a Penalty
  Just as Part 3 introduced the idea of friends of the PCs as part of their 
  creation process, the Blight also offers the possibility of introducing 
  enemies into their lives and the idea of enemies as a penalty. In a thriving 
  vibrant place like a city, there is generally no cause without effect: You 
  almost always reap what you sow. 
  You may wish to allocate enemies to PCs at the start of their careers, 
  in the same way that they come into the story with friends. Bear in mind 
  the relative strengths and importance of starting-level PCs when deciding 
  their enemies, and again don’t just think of individuals alone. Perhaps the 
  PC is part of a family that wronged an NPC, or maybe what he stands for 
  and whom he works for are abhorrent to an NPC who was once a friend.
  You might occasionally wish for such an enemy to be incredibly 
  powerful, however. Starting off a campaign being hated by Duke Taim 
  makes for an interesting twist to any campaign. Taim is not omnipotent 
  but has tough friends, and an adventure starting with a group of constables 
  kicking in the PCs’ door to arrest them for heresy could provide some 
  lively play. However, it requires additional work on your part to either 
  explain why Duke Taim doesn’t continually pursue the PCs once they 
  escape or explain how the PCs are repeatedly able to avoid his efforts.
  Another, less front-heavy option is to never throw away a good villain. 
  If the PCs defeat a villain on an adventure but don’t make sure that he’s 
  dead, it’s very easy to again use that same villain (now with a revenge 
  motive against the PCs). Likewise, even if they are more thorough in their 
  administrations against said villain, perhaps she has some well-connected 
  friends of her own who might spring to have her raised or perhaps saved 
  at the very brink of death only to be transformed into an alchymic-undying 
  (see Part 6: The Blight Bestiary). In a place like the Blight, the options 
  for a long-term villain reappearing from a past adventure are almost 
  limitless. And as the PCs advance in level, power, and influence, a good 
  villain should do the same with the expansive resources and alliances to 
  be found in the city.
  For instance, if during the course of an adventure the PCs kill Rammen 
  the Wererat cultist, unless they take precautions to keep his death secret, 
  The Honourable Guild of 
  Duelling Referees
  This august body, of course, does not exist in the city. However, 
  a Diplomacy (gather information) check or a Knowledge (local) 
  check (DC 20) always avails one of a local member of the 
  unspoken guild. These Referees ensure fair play and that honour 
  is satisfied and operate on a strictly controlled hierarchical wage 
  system. A Referee for a Duel to First costs the participants 50 
  gp; a Duel to Second costs 100 gp; a Duel to Third costs 200 gp; 
  and a Duel to Fourth costs 300 gp. Not using a Referee may raise 
  awkward questions afterward: If the duellists had nothing to hide, 
  and if the winner was “so honourable” and didn’t need to cheat, 
  why wasn’t there a Referee? It is considered gentlemanly, for the 
  challenger to pay for the Referee, but this is not always the case, 
  and for those of lower castes, there are always folk nearby who 
  might act as an arbiter in a tight spot or, if not, a baying crowd who 
  otherwise suffice.
  
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  GM Guide
  his sister Campion hears about it 1d4 days later. Campion (a.k.a. the 
  Mistress of the Ashen Lantern) (NE female human wererat rogue 7) is 
  part of the Cult of the Elder One, and commands followers, most of whom 
  are wererat rogue/clerics. Campion loved her brother and immediately 
  becomes an enemy of everyone who took part in the raid that ended in his 
  death. Based in Festival, her lair is a festering vat of filth filled with her 
  victims. Campion begins her enmity by stalking individual PCs, finding 
  their homes and preparing to attack the ones who live alone. 
  And of course, all of this plays out as the backdrop to whatever new 
  adventure the PCs happen to be undertaking.
  Fads of the Blight
  “It is always by way of pain one arrives at pleasure.”
  Fashions shift almost daily within the chic circles of the Blight, and one 
  day’s fad is tomorrow’s cast off. The most current fads are listed below, 
  although they can change as quickly as the wind.
  Art as Cruelty/Cruelty as Art
  The Surrealists Club delights in using pain as art, and whilst some of 
  these groups are little more than sadomasochists, others are much more 
  sinister. The use of flesh for art is unsettlingly common in the Blight, and 
  is fast attaining a cult following. The creation of art from broken, living 
  flesh is something that has coincided with the rise of the Cult of N’gathau 
  within the city, who are able to keep victims alive whilst lacerating and 
  filleting them. A scattering of notable groups, including the revolting 
  Panacea, have risen in recent times to indulge in this travesty.
  Of course, there are always those who imitate art, and the rise in sadistic 
  serial killings involving the lacerating of flesh has soared recently.
  Goblin Pets and Awakened Animals
  The latest fashionable accessories to be seen with — goblin pets and 
  awakened animals (almost always dressed in imitation of humans) — are 
  seen frequently in the Blight and command a high price. Kept on a chain and 
  regarded with some amusement, the creature has learnt that if it behaves to 
  amuse, it is not hurt. Awakened animals learn very quickly, and some have 
  surmised that every single cat in the Blight is awakened. Goblins tend to be 
  slower to learn but are no less comedic in the eyes of the elite as they make 
  their ineffectual attempts to resist or win their freedom.
  A good goblin pet or awakened animal able to perform tricks fetches at 
  least 200 gp; those who do more astounding things fetch even higher prices. 
  The Garbled Poet, a goblin that quotes poetry, was recently the subject of a 
  2,000 gp bid from a collector; a bid refused by its current owner.
  The whispered idea that these goblins somehow steal out of their homes 
  at night and meet below the streets of the city has been roundly ridiculed 
  by all parties, but it’s only a matter of time before the truth of the situation 
  comes to light in a most disagreeable spectacle.
  Macabre Fashions
  Aristocrats get bored very quickly and require the very latest 
  indulgences and fashions, partaking in an almost frenzied desire to be seen 
  in the right places by the right people wearing the right clothes. A macabre 
  fashion has grown recently that is accentuated by the wearing of undead 
  objects as clothing or accessories. Animated insects are the usual choice, 
  but unliving stoles are also seen as de-rigour amongst the higher families. 
  A small selection of such objects follows. 
  Item
  Cost
  Earrings, unliving, undead moths set on silver hasps
  60 gp
  Stole fox fur, composed of torpid, undead fox
  400 gp
  Cape, ghoul-flesh
  200 gp
  Gown, wedding, egret feathers accented by 
  carved monkey-bone swans
  400 gp
  Scarf, human hair
  5 gp
  Clubs, Guilds,  
  Cults and Gangs
  Making a foe of an individual can be dangerous; cunning or powerful 
  individuals may stalk and attack PCs when they are at their most 
  vulnerable or hire assassins and other killers to do so on their behalf. Far 
  more dangerous, however, are cults, groups, kinsmen, and gangs, for these 
  are likely to have deeper resources and are able to make multiple attacks 
  upon their enemies. 
  On the other hand, membership in such groups can make for powerful 
  allies — or perhaps, not-so powerful allies that create more of a hassle 
  than a benefit. Most groups don’t necessarily advertise what weaknesses 
  and liabilities they possess while certainly overselling their strengths. In 
  any case, whether friend or foe, the myriad groups that the PCs could 
  become associated with provide you with endless opportunities for 
  mayhem, mystery, and even some mirth.
  Some cults may also operate as clubs and some guilds may operate as 
  gangs or — as in the case of The Guild — be composed of many, many 
  different gangs. You should typically determine whether a group stands 
  opposed to a PC or as an organisation that a PC could potentially want to 
  join and then handle the representation of that group accordingly based 
  on the information provided in this section. For general purposes here, 
  cults and gangs (and the Great Houses — see below) are presented as 
  adversarial groups and clubs and guilds as organisations that might be 
  something the PCs would be interested in gaining membership.
  Clubs
  Unlike guilds, clubs are relatively easy to join, rise within, and leave. 
  Like money feats (see Part 3: The Blight Player’s Handbook), they are 
  simply structured in a format similar to a feat with a prerequisite, a benefit, 
  sometimes (but not always) a special feature, and with the addition of 
  an advancement protocol. Unless otherwise noted (or as in the case of 
  some secret clubs), an individual may not be a member of more than one 
  club at a time. While a member in good standing, the character gains 
  
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  The Blight: Richard Pett's Crooked City
  all of the benefits of club membership, but these are lost as soon as that 
  membership dissolves. However, at that point the individual is free to 
  begin membership with a new club. Many clubs require an annual fee. 
  If that fee is not paid, the member is placed on probation and no longer 
  gains the benefits of the club (though any special penalties still apply). 
  The individual can come off of probation simply by paying any overdue 
  membership fees and become a member in good standing again with all 
  the normal benefits.
  There are thousands of different clubs within the City-State of 
  Castorhage — some enormous and influential, some small and virtually 
  unknown. A few sample clubs are provided below to use or to serve as a 
  template for other clubs that you may wish to introduce to your campaign.
  Amateur Mendicants (Club)
  A group of deluded aristocrats, wealthy individuals, and the curious 
  who wander the streets dressed as beggars.
  Prerequisite: Seeking out a member of the Mendicants is not easy; 
  unless assigned as a reward or occurring as an encounter, it requires a DC 
  30 Knowledge (local) check with one attempt allowed per month. On a 
  successful check, a DC 30 Bluff or Diplomacy check is then required to 
  convince members to allow another to join their group. Other methods of 
  entry are at your discretion. For example, someone who spends months 
  dressed as a beggar at a place known to be frequented by members of 
  the mendicants may impress them sufficiently to approach that individual. 
  Benefit: The Mendicants have an incredible network of spies and 
  knowledge of the city. Twice per month, a member can ask a question of 
  her fellows and gain the ability to make an immediate Knowledge (local) 
  check with a +15 circumstance bonus. 
  Special: A member must spend at least one day out of each week 
  dressed as a beggar and living on the streets of the city. This is a risky 
  endeavour, however, and all members face one random encounter per 
  month (as determined by the GM) that starts out as hostile.
  Advancement: Roll 1d20 once per month for an opening. On a 20, a 
  position of local Mendicant Clerk for a particular district opens up. This 
  position earns 100 gp per year and allows the Clerk to request information 
  as above once per week rather than twice per month. In addition, while 
  researching her own district, she can make such checks daily.
  Arcanum Infernus (Club)
  A small group of like-minded people who find death fascinating.
  Prerequisites: Ability to cast necromancy spells. Initiation is by 
  invitation only; a PC can make one attempt per month at a cost of 100 
  gp to bribe and try to impress members. It requires a successful DC 20 
  Knowledge (arcana) check to be invited. If invited, there is a one-time fee 
  of 250 gp for a lifetime membership.
  Benefit: A member can access the Infernus Library at will, which 
  contains all necromancy spells up to 4th level. Members using the library 
  in relation to research of necromancy spells or magic items do so with a 
  +5 bonus to their Spellcraft checks.
  Special: Unpopular: Club members are often targeted by religious 
  orders determined to remove their stain from society. In encounters with 
  good or lawful religious orders or churches, members receive a –5 penalty 
  to all Charisma-based checks and all starting attitudes are one level lower 
  than normal.
  Advancement: Members with 5 or more ranks in Spellcraft are offered 
  access into the Inner Quorum. For a one-time fee of 1,000 gp she gains 
  access to all necromancy spells up to 5th level. Those with 10 ranks 
  in Spellcraft and who are part of the Inner Quorum are automatically 
  appointed to the Inner Council, where they have access to the whole 
  library of all known necromancy spells up to 7th level. 
  Brothers of the Gables (Club)
  Climbers, explorers, and daredevils, the Brothers of the Gables delight in 
  finding the highest buildings to climb, and reaching the most remote parts 
  of the rooftops of the city. Many gablemaesters are members of this club.
  Prerequisites: A petitioner to join must climb a prominent building 
  within the city requiring a DC 15 Climb check of at least 150 feet without 
  ropes or other aids. The petitioner’s Climb check result is then removed 
  from the Bluff or Perform (oratory) check required by the petitioner after 
  the successful climbing feat in order to impress the membership. This 
  follow-up check has a base DC 45, which is reduced as described above. 
  Benefits: Membership opens doors to other routes, methods, and ways 
  up famous buildings, as well as knowledge of those places. Members gain 
  a +2 circumstance bonus to all Knowledge (local) checks regarding any 
  tall building or high part of the city such as the Jumble or the Capitol.  
  Advancement: A member can attempt one qualifying climb (whether 
  successful or not) per month as under Prerequisites above but with a 
  minimum height of 200 feet. If successful she can attempt to increase 
  her standing in the brotherhood by making an immediate DC 20 Bluff or 
  Perform (oratory) check after making the attempt (not modified by the 
  success of the Climb check). Success on this check indicates enrolment 
  into an inner circle where further techniques of climbing buildings are 
  shared, providing her a +2 bonus on Climb checks.
  Fame or Infamy: There are those in the club who seek out multiple climbs 
  of astonishing danger. A member making a climb with a minimum of a DC 
  30 Climb check becomes famous as does anyone climbing a building that is 
  particularly legendary at the GM’s discretion (such as the outside of the Great 
  Royal Cathedral [C9]). Such famous members make all Bluff or Perform 
  (oratory) checks at +2 anywhere in the city where they announce their fame. 
  Starting attitudes with other members of the club when encountering these 
  famous individuals are always at least friendly.
  Hedonists (Club)
  Carousers and gluttons, the Hedonists are a loose affiliation of those 
  who like the finer things in life and indulge in them heartily.
  Prerequisites: Various arms of the group are seen in the rowdier or 
  more fashionable holes of gluttony and excess in the city. One need simply 
  appear at one, and spend money trying to impress one’s would-be peers. 
  Once per week a petitioner can spend 200 gp, and make an immediate 
  DC 20 Bluff, Diplomacy, or Perform check to gain membership. Swyne* 
  receive a +2 racial bonus to this check. Membership requires the spending 
  of 100 gp per month minimum, but for each 50 gp spent in excess of that, 
  the skill checks described below receive a +1 circumstance bonus.
  Benefits: Once per week a member can ask a fellow Hedonist to spend 
  the day making a Diplomacy check to gather information on her behalf. 
  This check uses the requesting members Diplomacy modifier but with a 
  +10 bonus to the check. A Hedonist also has access to money since so 
  many swyne* loan sharks are members. Loans of up to 500 gp are always 
  available, subject to a 7-day term of repayment at 10% interest. If not paid 
  within the specified time, the weekly interest rate doubles. If a member 
  defaults on a loan for 4 weeks in a row, she is kicked out of the club and 
  hired thugs are likely to come knocking looking for the money (GM’s 
  discretion). Only one loan may be taken out at a time.
  Special: Each month, a Hedonist faces a random city encounter with an 
  unfriendly starting attitude.
  Advancement: Roll 1d20 once per month for an opening. On an 18–
  20, the position of Honoured Glutton opens up after another members 
  dies. The position costs 100 gp per month, but allows access to a twice-
  weekly request of the Diplomacy check above and loans of up to 2,500 
  gp can be given. Honoured Gluttons can make a check once a month to 
  see if the position of Hoglord becomes available. On a 20, the position is 
  available; it costs 250 gp per month but grants legal access to the Capitol 
  and the Sanctuary as an “honourary noble.” Loans of up to 10,000 gp are 
  available to Hoglords.
  * See Part 3, New Races
  Physiciana Insectum (Club)
  The Physiciana experiment with compounds and breeding techniques 
  for standard insectum* to try to enhance their effects. 
  Prerequisites: Knowledge (nature) and Heal 2 ranks. Fees are 100 gp 
  per year.
  Benefits: The member is able to purchase insectum at 80% of normal 
  
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  GM Guide
  price and once per week, can purchase a specially enhanced version of any 
  insectum, at a 50% increase in cost that has either no associated penalty or 
  double the duration (buyer’s choice). 
  Advancement: Members with 5 ranks in both Knowledge (nature) and 
  Heal learn to enhance insectum themselves, enabling her to produce the 
  variant insectum above with only a 25% increase in cost. At 10 ranks in 
  both skills, the member’s insectum is always enhanced when she breeds it 
  (which she is able to do once per week). 
  * See Part 3: The Blight Player’s Handbook
  School of Hard Knocks (Club)
  A group of duellers who enjoy wrestling, a boxing match, baiting, and 
  generally watching or participating in melees for pleasure. They are based 
  within various establishments across the city and are profligate.
  Prerequisites: Base Attack Bonus +2. Fees for carousing and instruction 
  by experts and oddsmakers are 250 gp per year.
  Benefits: Once per month a member can place a wager on a match with 
  advance knowledge. Matches have odds of 20:1, 12:1, 10:1, 8:1, 6:1, or 
  4:1 (member’s choice). Members can reduce the odds of this match by 
  one die category (20:1 becomes a d12, 12:1 becomes a d10, 10:1 becomes 
  a d8, 8:1 becomes a d6, 6:1 becomes a d4, and 4:1 becomes a d3). On a 
  roll of 1 on the appropriate die the member is a winner and the pay-out is 
  at the original odds (not the adjusted odds received by the member). The 
  maximum bet a member can make on one of these matches is 50 gp.  
  Special: Because of their penchant for winning long odds and taking 
  other people’s money, club members face at least one random city 
  encounter once per month with a starting attitude of hostile.
  Advancement: Roll 1d20 once per month for an opening. On a natural 
  20, the position of Club Secretary opens up with a one-time cost of 1,000 
  gp in addition to the standard 250 gp per year club fees. Secretaries have 
  access to better tips and can wager once a month as above but either with 
  a reduction in odds by two die categories (d3 minimum) or with a cap of 
  100 gp instead of 50 gp. In the latter option, the Secretary can split the bet 
  over two bets of 50 gp if she so chooses.
  Club Secretaries can check each month to see if the post of District 
  Secretary turns up (also on a roll of 20), which has a one-time cost of 
  2,500 gp on top of the 250 gp annual fees. District Secretaries get even 
  better tips and each month can choose to either reduce the odds against 
  them by two die categories and have a 100-gp monthly cap (divisible into 
  2 bets if she chooses) or instead have a 200-gp monthly cap which is 
  divisible by up to 4 50-gp bets).  District Secretaries oversee admission 
  of new members.
  Warreners Club (Club)
  The Warreners Club are amateur explorers of the Underneath. They 
  meet up to talk and discuss and swap information about subterranean 
  places and enthuse about all matters below. Many are also members of the 
  Royal Underneath Society.
  Prerequisites: Knowledge (dungeoneering) 1 rank. Locating a member 
  of the club requires a DC 25 Diplomacy (gather information) check or 
  Knowledge (local) check, and one attempt may be made each week. 
  Membership in the club is free, but the member must pay 25 gp per year 
  in social dues.
  Benefits: Experts on the Underneath and Great Dark beyond allow a 
  member of the club to receive a +10 circumstance bonus to a Knowledge 
  (dungeoneering) check once per day as long as fellow club members are 
  accessible (i.e. the member isn’t currently in the Underneath far away 
  from any other Warreners she could ask). This limitation on accessibility 
  can be modified at the GM’s discretion based on any means of remote 
  communication by spell or magic item that a member may possess.
  Special: Evil creatures whose environment includes underground 
  terrain have a starting attitude one category lower than normal when 
  encountering a Warrener because of the club’s reputation.
  Advancement: Warreners with 5 or more ranks in Knowledge 
  (dungeoneering) are invited into the inner circle of select members known 
  as the Descent and can access the club library and museum. Members of 
  the Descent using the museum and library as a research tool related to 
  subterranean matters gain a +4 circumstance bonus to related skill checks. 
  Descent members are expected to pay 100 gp per year in upkeep for the 
  library, as well as the social dues, but can invite other members into the 
  club as they wish providing they meet the necessary prerequisites.
  Guilds
  While clubs can be difficult to enter but easy to leave, one is a member of 
  a guild for life. They are an altogether more serious path, and while bound 
  by the one crucial rule — financial — they are in general a closer-knit 
  group. Because of the more involved nature of guilds, they are presented 
  in the format of factions as introduced in the Pathfinder Chronicles: 
  Faction Guide. Just as there are thousands of clubs within the Blight, 
  there are many hundreds of guilds ranging in size from large and mighty 
  to small and virtually insignificant. Also as with clubs, an individual can 
  generally be a member of only one guild (though leaving them tends to be 
  much more difficult and, after doing so, gaining membership to another 
  virtually impossible).
  Because of the detailed nature of guilds and the sheer number of them 
  throughout the city, only two sample guilds are given below (and even 
  they are related). A list of many of the guilds within the city is provided in 
  Chapter 1 of The Blight Campaign Guide, but even it is not exhaustive. 
  Rather than list them all, this sample should serve to provide you with 
  the means to construct any sort of guild to suit your campaign. Further, 
  many (if not all) of the factions described in the Pathfinder Chronicles: 
  Faction Guide would be suitable for use in the Blight by simply changing 
  the name and some of the flavour text so that you can introduce your own 
  favourite factions into the city as one of its guilds with very little effort 
  on your part.
  In addition to the normal means of gaining prestige within a guild 
  as described in the Pathfinder Chronicles: Faction Guide or within the 
  individual guilds themselves, you can also award prestige to guild member 
  PCs as rewards or for PCs who achieve personal goals related to matters 
  pertaining to the guild. See Personal Goals below.
  The Castorhage Arcane Society
  Wizards and other arcane spellcasters who seek to advance within the 
  Blight often find that their somewhat despised craft brands them (unless 
  they are Upper Class and therefore entitled). By gathering together, and 
  seeking to further their collective aims as scholars, the Castorhage Arcane 
  Society has grown in strength and influence. Guild members are marked 
  with a secret and permanent arcane mark (rather than a typical guild 
  tattoo), the mark growing in size as ranks are achieved within the guild. 
  Any other member of the guild automatically recognises the mark if she 
  sees it, and is better disposed to her fellow member, granting a +2 bonus 
  to all Diplomacy checks made by her fellow scholar.    
  Goal: Arcane Magic Protected and Advanced
  The arcane casters of the Society seek membership in its ranks for 
  personal protection and to gain greater mastery of their arcane powers. 
  They recognise the doctrine of safety in numbers, and the Society has 
  enough of a reputation within the city that a member mentioning her 
  affiliation during an encounter with folk who are hostile to arcane casters 
  (read: virtually everyone) has a decent chance of defusing the situation 
  and being allowed to depart unmolested. 
  Alignment: N
  The Society is practical and understands that its fundamental role is 
  preserving the practice of arcane spellcraft through the advancement of 
  the field and the preservation of its practitioners. They generally try to 
  stay out of each other’s business and avoid overtly attracting attention to 
  themselves. They do not espouse tenets along the lines of good or evil, 
  law or chaos, and do not require any particular ideology of their members. 
  They rally against individuals or enterprises that threaten the Society or 
  the city through outrageous or excessively wicked activities, but in general 
  practice follow a live-and-let-live philosophy toward fellow members. In 
  general, the more flamboyant a member is in her arcane practices, the less 
  well received she is by fellow Society members.
  
  60
  The Blight: Richard Pett's Crooked City
  Leader
  Artemi Nightshade (LE male human arcanistACG 14) serves as the 
  Grand Cabalist of the Castorhage Arcane Society. As a scion of that Great 
  House (see below), Artemi commands both a great deal of wealth and 
  a great deal of political influence. He has learned that to best serve the 
  Society as a whole (as well as to line his own pockets without interference) 
  it is better to remain apolitical in the constant tug-of-war for power 
  between these houses and the Royal Family. He is neither an ally nor an 
  enemy of any, though he certainly tends to favour Nightshade agendas if 
  they are not at odds with his goals for the Society. His greatest fear is that 
  Ticcia Borxia (CE female human sorcerer 15), the most recent Master 
  Cabalist (the circle of 12 senior members just below the Grand Cabalist), 
  is not so neutral toward her own family name as she claims and secretly 
  plots to suborn the Society itself and eliminate Artemi in the process. His 
  suspicion is not incorrect.
  Good Class Choices
  AlchemistAPG, ArcanistACG, InvestigatorACG, MagusUM, Sorcerer, Wizard
  Challenging Class Choices
  Bard, SkaldACG, SummonerAPG, WitchAPG
  Headquarters
  The headquarters of the Castorhage Arcane Society is a secret known 
  only to its members. The Society meets in one of the Inner Libraries at the 
  Great Library of BookTown (B8). Master Temmil, the Curator, prepares 
  the necessary rooms at times when the Society is meeting and lets members 
  into the locked building when such meetings are held after hours. Temmil 
  is not a member of the Society, but he is a respected supporter of it.
  Joining
  Membership of the guild is sponsored by an existing member in good 
  standing and largely dictated by character wealth. Individuals seeking the 
  friendship (and sponsorship) of a member must first locate one with a 
  successful DC 15 Knowledge (arcana) check. Once located, the petitioner 
  can attempt a DC 25 Bluff or Diplomacy check once per month which, if 
  successful, is followed by an immediate DC 20 Spellcraft check. Failure 
  of either check results in refusal, although further attempts can be made 
  in following months. 
  If a character is successful in these checks and wishes to join the 
  Society, she must demonstrate the ability to cast arcane spells of at least 
  1st level and must then pay a one-time 100-gp membership fee. Once 
  this has been done, the individual receives the guild’s arcane mark and is 
  inducted at the rank of Apprentice of the Society.
  Special Note: Because the Society is open to all arcane spellcasters 
  with the financial means to join, it is one of the few groups that doesn’t 
  mind if its members are also members in other guilds as well.
  Gaining Prestige
  Gaining prestige in the Society is always a matter of buying it. She takes 
  the form of increased fees paid to the Society to gain greater access to rank 
  and resources. Society rank is determined by Total Prestige Award (TPA), 
  and the benefits of the Society are likewise defined by these ranks. The 
  various ranks of the Society and the one-time monetary cost to achieve 
  them is listed below. It is not possible to move up in the Society more 
  than one rank per month unless some extraordinary circumstance dictates 
  otherwise (as determined by the GM).
  TPA
  Society Rank
  Cost
  1
  Apprentice of the Society
  100 gp
  2
  Minor Scholar
  200 gp
  3
  Lesser Scholar
  400 gp
  4
  Arcane Caster
  600 gp
  5
  Arcane Scholar
  800 gp
  6
  Maester
  1,000 gp
  TPA
  Society Rank
  Cost
  7
  Spellbinder
  1,200 gp
  8
  Maester Scholar
  1,500 gp
  9
  Arcane Maester
  1,800 gp
  10
  Master Spellcaster
  2,100 gp
  11
  Cabalist*
  2,400 gp
  * After achieving the rank of Cabalist, every additional payment of 3,000 
  gp earns 1 additional CPA but without a corresponding increase in TPA.
  A member’s CPA (Current Prestige Award) is normally equal to her TPA 
  unless she has achieved the rank of Cabalist and then purchased additional 
  CPA beyond that. However, if the member does anything to lose CPA 
  (such as betraying Society secrets, causing the death of a member, etc.), 
  her TPA is also reduced to the current CPA level. The only way to recover 
  this lost TPA is by purchasing it again as described above. If a member’s 
  TPA is ever reduced to 0, she is no longer a member in good standing and 
  no longer gains any benefits of membership. All encounters with Society 
  members receive a –4 penalty on Charisma-based skill checks. It is up to 
  the GM whether a member can buy her way back into good standing or 
  not, depending on what caused it to be lost in the first place.
  Resources
  In any city encounter with folk hostile to arcane spellcasters, a Society 
  member who reveals herself as such gains a +5 bonus to Diplomacy checks 
  to adjust the attitudes of the belligerents. If the attitudes are adjusted to at 
  least unfriendly and the Society member does nothing to further provoke the 
  other parties, then she will be allowed to leave the encounter unmolested. 
  It is known within the Society and without that some unscrupulous 
  casters when confronted with hostilities may claim to be members of 
  the Society even when that is not actually the case. The Society combats 
  this by actively policing those who make such claims in order to suss out 
  the pretenders. In any city encounter where membership in the society 
  is claimed and it succeeds in defusing the situation, there is a base 20% 
  chance that another member of the Society or a thrall of a member is 
  within earshot who will cast detect magic to confirm the membership. 
  Society members always recognise the distinctive appearance of one 
  of their marks through the use of detect magic. If the person claiming 
  membership proves to be false, the Society member will immediately call 
  them out on it and demand their surrender for Society judgment. Whether 
  an actual fight ensues depends on the relative strengths and confidence 
  of the member making the accusation. In any case, such a perpetrator is 
  marked for further investigation by the Society.
  The public is aware of the Society’s work in weeding out imposters and 
  is generally amiable if not exactly helpful to such endeavours. However, 
  if the claim of being a member of the Society does not diffuse the hostility 
  in a situation, any Society members nearby will not intervene, preferring 
  to avoid notice themselves in such dangerous surroundings.
  In addition to this general protective reputation provided by the Society, 
  membership also provides other benefits based on the member’s TPA.
  1 TPA: Able to purchase arcane scrolls from the Society of up to 
  caster level 5 with no limit on the number available. Gain a +1 bonus on 
  Spellcraft checks of one school of magic (your choice). 
  2 TPA: Gain the Research I money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost and regardless of prerequisites.
  3 TPA: Gain one bonus spell of up to 3rd level to add to your spellbook, 
  formulae book, or spells known.
  3 TPA, 1 CPA: Gain the Research II money feat (see Part 3: The 
  Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  4 TPA: Gain the Consultant I money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost and regardless of prerequisites.
  5 TPA: Gain the Research II money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost and regardless of prerequisites.
  5 TPA, 1 CPA: Gain the Consultant II money feat (see Part 3: The 
  Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  
  61
  GM Guide
  6 TPA: Gain the Consultant II money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost. Gain one bonus spell of up to 
  5th level to add to your spellbook, formulae book, or spells known and 
  regardless of prerequisites.
  6 TPA, 1 CPA: Gain the Research III money feat (see Part 3: The 
  Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  7 TPA: Gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks 
  with other members of the Society. If a Bluff or Diplomacy check is made 
  against a higher-ranking member of the Society, you lose 1 CPA.
  7 TPA, 1 CPA: Gain the Consultant III money feat (see Part 3: The 
  Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  8 TPA: Gain a +1 bonus on all Spellcraft checks. Gain an additional 
  +1 bonus on Spellcraft check of one school of magic (your choice); 
  this bonus stacks with the +1 to all Spellcraft checks and to the +1 
  check from the Apprentice of the Guild rank if the same school is 
  selected again.
  9 TPA: Gain the Research III money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost and regardless of prerequisites. 
  Able to purchase arcane scrolls from the Society of up to caster level 11 
  with no limit on the number available.
  10 TPA: Gain the Consultant III money feat (see Part 3: The Blight 
  Player’s Handbook) at no additional cost and regardless of prerequisites. 
  Gain one bonus spell of up to 9th level to add to your spellbook, formulae 
  book, or spells known.
  10 TPA, 1 CPA: Gain the Research IV money feat (see Part 3: The 
  Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  11 TPA: Establish your own personal cabal that pays fealty to 
  the Castorhage Arcane Society. Gain followers of the Good Class 
  Choices (above) as though you had the Leadership feat. Your 
  leadership score is based upon your arcane caster character level + 
  the pertinent ability modifier.
  11 TPA, 1 CPA: Gain the Consultant IV money feat (see Part 3: 
  The Blight Player’s Handbook) for 6 months at no additional cost and 
  regardless of prerequisites.
  11 TPA, 2 CPA: Increase your leadership score by +2. If your TPA/
  CPA drops below 11, you lose your entire cabal and must start building it 
  over again upon achieving 11 TPA.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  UM See Pathfinder Roleplaying Game Ultimate Magic
  Master Builders of the Edifice of  
  Royal Engineers, a.k.a. The Royal Arcane 
  Engineers Guild
  The secretive guild of Royal Arcane Engineers are the only group 
  allowed on major building projects, especially those in the Capitol. 
  Members have access to new spells, a grand library of the city, and receive 
  a royal stipend. The guild has developed specialised spells that are used 
  to enable buildings to be safely built atop buildings, and although many 
  cannot afford their services, the guild pride themselves that all buildings 
  lashed onto others without their help collapse. Some say sabotage is at 
  play, but guild members laugh at such suggestions, claiming their time is 
  far too valuable to waste on undermining the shoddy work of others. Their 
  guild tattoo displays a plumb bob and trowel over a shield bearing the 
  numbers II, VII, IX, and X.
  Goal: Building the Empire in Our Image
  The guild knows that the works of other builders in the city are inferior; 
  in fact, most of them are downright dangerous. The guild knows that it 
  lacks the resources and time to oversee all construction within the empire, 
  but that doesn’t mean it thinks that it shouldn’t. With one project at a 
  time, the guild seeks to project its influence over the construction practices 
  of the city-state. Most citizens who seek to build within the city cannot 
  afford the services of the guild, but the guild believes that they should 
  therefore not build. They do not acknowledge the necessity for building 
  beyond what they are able to accomplish, which makes them completely 
  unrelatable to the common folk and has helped ensure that even after more 
  than a thousand years of presence within the city, they are still no closer to 
  achieving the standardization of architecture that they seek.
  Alignment: LN
  Ever since the tragedy of 643 when a portion of the Capitol collapsed 
  from earthquake damage sustained more than a century earlier, it has been 
  evident that some sort of order and oversight was necessary to successfully 
  achieve the architectural balancing act of maximizing upward expansion 
  in the city’s limited area while maintaining the structural integrity of the 
  older structures below. The Blight has long been undertaking this in a 
  haphazard, chaotic manner, but the Royal Arcane Engineers’ Guild are 
  who set about to make that a reality. By strict adherence to carefully 
  contrived standards of materials and methods (and no small amount of 
  proprietary magical augmentation), the guild has spent the last millennium 
  achieving something that is all but unheard of in the Blight: Where they 
  have been, the guild has managed to create stability.
  Leader
  The Royal Arcane Engineers are ably managed under the stern 
  eye of Grand Master Creator Permenya Tundlestoke (LN female 
  SprawlMason dwarf expert 4/transmuter 15). Permenya, of the 
  Underneath Tundlestokes, followed in the footsteps of her grandfather 
  Sheffer as leader of the guild. She has an intimate knowledge of 
  transmutation magic and its application in the unique building conditions 
  of the Blight but received a very thorough business education as well in 
  her youth. The fortunes of the guild have only improved during the three 
  decades of her tenure so far.
  Good Class Choices
  ArcanistACG, Bard, Cleric, MagusUM, Wizard
  
  62
  The Blight: Richard Pett's Crooked City
  Challenging Class Choices
  AlchemistAPG, SkaldACG, Sorcerer, SummonerAPG, WitchAPG
  Headquarters
  The Edifice of Royal Engineers is said to lie somewhere in the 
  Capitol, though its exact location is unknown. Whether this is a matter 
  of security or because it is constantly being moved (some rumours say 
  due to instabilities in the Capitol’s foundations that they are continually 
  forced to shore up to preserve the reputation of their order). Whatever 
  the reason, it is said that a system of secret knocks and passwords at the 
  Great Door (C1) results in being escorted to the proper location. Rumours 
  also mention, however, that the wrong password or knocks result in being 
  escorted to a secret oubliette for a stay of indeterminate length.
  Joining
  Joining the Royal Arcane Engineers requires that a candidate have the 
  ability to cast 3rd-level spells of the transmutation school. The petitioner 
  must then bribe a minor Capitol official with 2,500 gp and then make 
  a successful DC 20 Spellcraft check during an interview to successfully 
  identify the techniques for certain relevant spells. Only one attempt at 
  this process can be made per month. Though arcane casters are by far the 
  most common members of the guild, there are divine casters (particularly 
  clerics of certain lawful religions) that demonstrate sufficient mastery of 
  the requisite transmutation school to qualify as well.
  The spellcasting ability of the member determines her rank in the 
  organisation. The initial rank within the guild is Royal Arcane Engineer. 
  Upon achieving the ability to cast 5th-level transmutation spells, the 
  member can advance to the rank of Arcane Contriver after paying a fee of 
  5,000 gp. The ability to cast 6th-level transmutation spells and a 10,000-
  gp fee bestows the rank of Master Creator, and 7th-level transmutation 
  spellcasting and a 15,000-gp payment bestows the title of Minor Grand 
  Master Creator.
  Gaining Prestige
  Gaining prestige with the Royal Arcane Engineers is usually 
  accomplished by securing and completing a prestigious building project 
  (1 or more PA upon securing the bid for the guild and 1 or more upon 
  its successful completion). If a project that a member of the guild was 
  involved with is later destroyed through natural or unnatural means, that 
  guild member loses a CPA. Likewise, the discovery or development of 
  new spells with application in engineering and building gains prestige 
  for the discovering. Finally, 1 PA is gained by a member each time she 
  achieves a new rank within the guild.
  Resources
  The guild has a vast library of information on building and the building 
  application of the arcane arts that it has amassed for over a thousand years. 
  Members are given access to these materials and other perks based on 
  their TPA within the guild.
  1 TPA: When in the guild library, gain a +5 bonus on Knowledge 
  (engineering) checks and a +2 bonus on Knowledge (arcana) checks. Gain 
  a +1 bonus on Diplomacy or Bluff checks when dealing with the Royal or 
  Upper Class castes.
  1 CPA: Transcribe any common transmutation spell of 5th level or lower.
  1 CPA: Purchase an arcane scroll of any common transmutation spell 
  for half price.
  3 TPA: When in the guild library, gain a +10 bonus on Knowledge 
  (engineering) checks and a +4 bonus on Knowledge (arcana) checks. Gain 
  a +2 bonus on Diplomacy or Bluff checks when dealing with the Royal or 
  Upper Class castes.
  3 TPA, 1 CPA: Gain access to study and learn the spell arcane veins 
  (see sidebox).
  6 TPA: Gain a +4 bonus on all Knowledge (dungeoneering, geography, 
  history, local, nobility or religion) checks related to the city of Castorhage 
  and its holdings. Gain a +3 bonus on Diplomacy or Bluff checks when 
  dealing with the Royal or Upper Class castes.
  6 TPA, 1 CPA: Gain access to study and learn the spell greater arcane 
  veins (see sidebox).
  6 TPA, 1 CPA: Transcribe any common transmutation spell of 7th level 
  or lower.
  9 TPA: Once per week, make a Knowledge (engineering) check in 
  place of one other Knowledge check related to the city of Castorhage and 
  its holdings. Gain a +4 bonus on Diplomacy or Bluff checks when dealing 
  with the Royal or Upper Class castes.
  9 TPA, 1 CPA: Transcribe any common transmutation spell of 9th level 
  or lower.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  UM See Pathfinder Roleplaying Game Ultimate Magic
  New Spells of the  
  Royal Arcane Engineers
  ARCANE VEINS
   
  School transmutation; Level bard 3, magus 3, sorcerer/
  wizard 3
  Casting Time 1 round
  Components V, S, M (a pinch of quicklime, a pebble, 
  and a splinter of wood)
  Range touch
  Target object or structure touched; see text
  Duration permanent; see text
  Saving Throw none; Spell Resistance no
  Veins of arcane power course throughout the 
  touched structure, creating a magical strength and 
  stability to it. The structure becomes sturdier and less 
  susceptible to damage, increasing its hardness and 
  hit points by 10% per caster level and its Break DC by 
  1 per caster level. For example, a good wooden door 
  targeted with arcane veins by a 10th-level caster has 
  its hardness increased to 10, its hit points increased 
  to 30, and its Break DC increased to 28. This spell has 
  no effect on magical structures or creatures such as 
  constructs.
  If cast on a structure, the spell initially effects an 
  area 20 feet by 20 feet in size. This area grows over the 
  course of time, however, at a rate of an additional 
  20-foot-by-20-foot area per year in the direction as 
  designated at the time of the casting, and continues 
  for a total of 5 years. The effects of the spell can 
  spread beyond the structure it was initially cast upon 
  to adjacent structures as well as long as they are 
  physically connected (such as by a wall or bridge).
  Additional castings of the spell on the same object or 
  structure have no additional effect, though if cast on a 
  structure larger than the spells area of effect they can 
  be combined for better coverage of that area.
  ARCANE VEINS, GREATER
   
  School transmutation; Level bard 5, magus 5, sorcerer/
  wizard 5
  This spell functions like arcane veins, except the 
  increase in hardness and hit points is 20% per caster 
  level, and the increase to the Break DC is by 2 per 
  caster level. In addition, the initial area of effect is 40 
  feet by 40 feet and, though this area grows at the 
  same rate as that of arcane veins, it continues to 
  grow for 10 years rather than 5 years.
  
  63
  GM Guide
  Cults and Gangs
  In dealing with organisations that stand opposed to the PCs (usually 
  cults and gangs), the Blight uses an abstract system to measure the relative 
  strength of these groups. Such groups are assigned a level (although some 
  groups — such as the Illuminati — are off the scale as far as resources go; 
  they are a core friend or enemy of the Blight and as such are effectively 
  ever-present). These groups may become friends or foes of the PCs at 
  some point through an adventure, reputation, or even accident and require 
  a gauge of their power for you to work from.
  The relative power of a gang or cult is represented by its level. The level 
  of a group gives an indication of the strength of the leaders, and the relative 
  strength in levels of their members. The level of a gang is usually the 
  leader’s character level (though there are occasional exceptions to this), 
  and the level of the group is squared to approximate the total class levels 
  of its membership. Gang levels in general range from 5 to 20, although 
  higher- and lower-level gangs are out there. A group is also detailed by 
  a general alignment, its primary location, its leader(s), motivation(s), 
  friends and foes, tactics and morale. 
  Many groups are not easy to defeat since, unlike organisations such as 
  the Watch or the Royal Army, they rarely operate in large groups or from 
  a single location, but as a disparate mass spread over an area. Members 
  of a group, for example, could be brought together for an activity, and the 
  leader may decide that several members are required. Some gangs, cults, 
  and groups do operate from a single base, and the choice ultimately is 
  yours — using the examples provided, do you want a covert adventure of 
  hit-and-run tactics with the PCs having to seek out various factions of the 
  coven, or do you prefer the idea of a fixed coven base? 
  A group, like any encounter, should have tactics that represents their 
  typical modus operandi, and morale. The morale gives the general 
  likelihood of the gang retreating from any given combat encounter based 
  on the table below. The morale should also list under what circumstances 
  the group is entirely disbanded; these circumstances may not match the 
  same qualifiers as given for encounter morale but usually follow along 
  the same lines. For example, a mad group of cultists who seeks to eat 
  the moon may never give up until each one of them is slaughtered, every 
  member always seeking new members over time so that unless purged, the 
  threat is always there. A less-desperate group such as a smaller thieves’ 
  guild may be disbanded if half or even a quarter of its number is destroyed, 
  capture or slain.
  Unless otherwise noted, groups that are not defeated are able to recruit 
  new members by various means to replace lost members and even grow a 
  bit over their baseline level at your discretion, varying their numbers and 
  otherwise being dynamic, living organizations. As a general rule, lawful 
  groups (who operate in a more orderly fashion) can recruit new members 
  at a rate of 1 new class level for each level of the group per month. Chaotic 
  groups recruit at a rate of 1 new class level per group level per week but 
  have a 50% chance to lose a similar number of class levels instead, though 
  never for 2 weeks in a row. So the 9th level opium-dealing Irthren Gang 
  (CE) under attack from PCs of a holy order can regroup and recruit 9 
  class levels of new members in a week — through bullying, intimidation, 
  or other methods such as bribery. However, in any given week there’s a 
  chance that they lose that number of class levels instead.
  Sample Gang: Hood Street Vandals  
  (Level 7)
  Alignment: CN
  Location: Artists’ Quarter
  Leader: Edwin Sedge (CN male blighted* human rogue 4/
  fighter 3)
  Motivations: Smash the mills
  Friends: The Family (Festival), Anarchists (sometimes), low-
  er-caste workers
  Enemies: Royalists, City Watch
  Tactics: Operate by night. Sedge can gather up to half 
  the group in 4 hours, or the group as a whole with a day’s 
  notice. The group use hit-and-run tactics, attacking lone tar-
  gets and then vanishing into the night.
  
  64
  The Blight: Richard Pett's Crooked City
  Morale: Hardy; the leader, all three of the Brothers, and 
  half the group must be slain or captured before the group 
  breaks and ceases as a viable entity.
  *See Part 3, New Racial Subtype
  The Hood Street Vandals are a group loosely allied to the Anarchists 
  and are based in the Artists’ Quarter. Their leader, Edwin Sedge, a former 
  workhouse orphan, was so badly abused during his youth that he grew up 
  with a hatred of all things “establishment.” The group is a covert gang that 
  aims to smash mills, factories, and workhouses near the Artists’ Quarter. 
  Membership is secret, and a matter of caste, with Lowfolk workers 
  forming the bulk of its membership. Instructions are spread through word 
  of mouth, with lesser members being aware and following instructions 
  from a trio of brothers (called “the Brothers” by members of the gang), 
  any one of which knows approximately 50% of the lesser members by 
  name. The Brothers in turn act under direct instruction from Sedge.
  The Four Great Families
  There are four great families in the City-State of Castorhage: the 
  Castorhage Family (the Royal Family), the Borxia Family, the Nightshade 
  Family and the Tredici Family. Below them are a swarming mass of other 
  houses, great and small, all wielding various levels of power and influence. 
  As a subsection of Gangs, the rules can be applied to these politically and/
  or nefariously connected houses as well to create a gauge of their power 
  and influence.
  Blood runs thicker than water, they say, and unlike gangs, ties of blood 
  are often intricately woven into others through marriage. The relative 
  strength of each family is given in a simple stat block, designed to reflect 
  not only their power, but their allies and enemies, as well as their elders.
  Sample Family: House Wether (Level 9)
  Alignment: N 
  Location: Capitol
  Family Head: 
  Lilly Wether (N female human aristocrat 3/
  rogue [spyAPG] 5/master spyAPG 1) 
  Primary Motivation: Loyalty to the Royal Family
  Friends: Secret alliance with the Clan Sullage (BookTown) 
  aimed at bringing the Borxias down, their deals swinging on 
  property and business ventures; the Royal Family (Capitol)
  Enemies: Outrage and condemnation of House Shibboleth 
  over attempts to frame an (allegedly) innocent senior family 
  figure over a fair duel results in frequent duels between the 
  sons of both families; hatred of the Borxia Family over prop-
  erty disputes and unpaid loans as well as deaths of family 
  diplomats at their hands
  Tactics: Spying, brokering information and secrets 
  Morale: Very strong; exiles flock to their banner, and the 
  family name is arrogantly bandied about throughout the 
  city; the support of the Royal Family secures their future so 
  long as the Castorhages are in power.  
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  Although giving a good indication of the family, these statistics are 
  also slightly abstract; they do not go into great detail about the family 
  members or alliances but can be used to judge who is more powerful than 
  whom. Unlike gangs (see below), family runs deep and can count upon 
  lesser families as allies. A family has a number of class levels among its 
  members equal to the square of the family level as well as a number of 
  class levels from allied or loyal lesser families equal and to the square of 
  every level below it in a descending sequence. Therefore, with the Wethers 
  family, they have 81 class levels in their extended family and can in theory 
  call upon 204 additional class levels from allied families for 285 total 
  class levels (Σ = 92 + 82 + 72 + 62 + 52 + 42 + 32 + 22 + 12 = 285), making 
  them a fairly strong family of the city. This should be treated abstractly, 
  however, since it includes family members and trusted personal retainers 
  but not standard employees, security guards, mercenaries, etc. Most of 
  these class levels are divided among lower-level individuals (level 5 or 
  less with only a very few members of higher levels).  If you want a rule 
  of thumb for hired staff, servants, and ordinary guards, consider using the 
  square of the family level (so 81 in this case) as a minimum number of 
  class levels of employees.
  Magic
  There are thousands of independent wizards and sorcerers operating 
  in the city, but in general access to the higher-level spells (6th-level and 
  above) are controlled by guilds, who guard them jealously — even going 
  to so far as to burn copies of spells in their libraries if they discover them.
  Higher-level divine spells are even more strictly controlled, and 
  generally only deemed suitable for Royals or those of great importance. As 
  such, spells such as raise dead, resurrection, and miracle are not generally 
  for sale to the ordinary PC unless they have powerful connections. If you 
  wish, you can ignore this rule. However, its basis is in the logic of the city: 
  The nobles wish to keep such miracles for their own use. “Dish them out 
  to the Lowfolk,” they say, “and everyone will want them.” This does not 
  rule out high-ranking clergy or those who serve them being given access 
  to such spells as rewards, for example.
  The Illuminati are of course rumoured to be the depository of hundreds 
  of unknown spells, taken by their spies, unearthed by their explorers, and 
  ripped from alien hands by their adventurer-agents. Tales of countless 
  Morale Levels
  Percentages indicate the chance that the group or individual will 
  retreat from an encounter. This check is made each time one of 
  the listed criteria is fulfilled. If a group is outnumbered by 2-to-1 
  or more or face opponents with a clear tactical advantage or dire 
  reputation (GM determines), its morale level is reduced by one 
  for the purposes of that encounter. If a group is in its headquarters 
  or some other location it considers to be a major stronghold, its 
  morale is increased by one level for that encounter. All numbers 
  are in reference to the number of group members present for the 
  encounter rather than for the group as a whole.
  Breaking: 50% when faced with the prospect of battle 
  regardless of group size. 100% if demoralized by a successful 
  Intimidate check or one of their number is killed or incapacitated.
  Low: 50% when faced with the prospect of battle while 
  outnumbered or if demoralized by a successful Intimidate check. 
  75% each time a member is killed or incapacitated. 100% when 
  reduced below half their numbers.
  Cautious: 35% when faced with the prospect of battle while 
  outnumbered. 50% when the first member is killed or incapacitated. 
  75% when reduced below half their numbers. 100% when reduced 
  to one-quarter their numbers.
  Average: 20% when faced with the prospect of battle while 
  outnumbered. 35% when the first member is killed or incapacitated. 
  50% when reduced below half their numbers. 75% when reduced to 
  one-quarter their numbers and each death or incapacitation thereafter.
  Hardy: 10% when faced with the prospect of battle while 
  outnumbered. 25% when the first member is killed or incapacitated. 
  35% when reduced below half their numbers. 50% when reduced to 
  one-quarter their numbers and each death or incapacitation thereafter.
  Courageous: 10% when the first member is killed or 
  incapacitated. 25% when reduced below half their numbers. 35% 
  when reduced to one-quarter their numbers and each death or 
  incapacitation thereafter.
  Very Strong: 10% when reduced below half their numbers. 
  25% when reduced to one-quarter their numbers and each death or 
  incapacitation thereafter.
  Fearless: Fanatics who never retreat from an encounter and will 
  fight to the last.
  
  65
  GM Guide
  new magicks and domains of spells are speculated upon by conspiracists. 
  Of the few known to be truth, the foul birth magic, where children are 
  the focus of arcane power whilst still in the womb, has evidence walking 
  and staggering across the city. Tales of spells that can unmake a person’s 
  biology, of arcane powers that can control parts of the Between, and 
  those that are able to break and bend the will of men to unspeakable acts 
  continue to be whispered. 
  Miracles and Magus:  
  Optional Rules for Buying  
  Spells and Magic in the Blight
  “Only the wise know how to use the dangerous curse of magic, and 
  only a fool would tamper with it.
  — One of the Seven Prayers of Castorhage
  Magic brings power, and power is something jealously guarded in the city. 
  Buying magic therefore is more difficult in such a closed society and, if you 
  use the optional rules outlined in the sidebox below, all magic is affected.
  Where magic is sold, it commands the normal price as noted in the 
  Pathfinder Roleplaying Game Core Rulebook. 
  Magic Items and Spells
  Magic brings power, and power is everything in the Blight. Magic items 
  therefore rarely come up for sale, and even potions and scrolls are guarded 
  lest they fall into the wrong hands. Some locations do trade magic, but the 
  profession is considered a very dangerous one; gifted crafters are often 
  taken by jealous individuals and groups and put to work on their whims. 
  In general, such items cannot be purchased save at specifically noted 
  locations within the city-state, but groups, friends, and masters may be 
  located to make such objects easier to commission. The determination of 
  such contacts rests with you as GM to install into adventures as friendly 
  contacts or perhaps power rewards. For example, the PCs may save a 
  member of a cabal who has powerful friends. The PCs’ reward is a power 
  award (see below) that enables them to purchase wondrous items of up to 
  5,000-gp value, but each item must be commissioned with crafting times as 
  indicated in the Pathfinder Roleplaying Game Core Rulebook + 1d4 weeks.
  Spellcasters may also join an appropriate guild or club that allows them 
  access to spells and items. If you do not wish to go with specific clubs or 
  do not have time, use the rule of thumb that a one-time fee enables the PC 
  to join such an association. Such cabals and clubs have a level to represent 
  the highest caster and availability of items and spells, the fee being 250 gp 
  per caster level. So the Cabal of Shadowy Illusionists (5th level) has the 
  ability to create all magic items available to a 5th-level arcane caster and 
  has access to all associated spells for a cost of 1,250 gp. Purchase of spells 
  and items is in addition to the fee, of course, and unless the fees are paid 
  in full, membership is refused.
  This association also works for divine spellcasters. They pay a one-time 
  tithe to their church at the appropriate level and thereafter have access to 
  items and spells of up to that level. 
  At your discretion, clubs may bar entrants from higher-level clubs than 
  their own PC level, so a 1st-level spellcaster could not pay 1,250 gp to join 
  a higher-level guild or club. 
  Spellbooks outside of cults and cabals are seen, and it is always possible 
  to obtain such items on the black market if more honest means are not 
  available. The market of some section of the city — notably BookTown 
  — heave with tomes and books that can be purchased or modified by 
  additional pages.
  Be wary, however, about treating spellcasters fairly; the trade here is 
  that magic is rare and its users are people to either be feared or admired, 
  possibly in equal measure. This trade-off can be mechanic (adding say a 
  fear factor for those not used to being exposed to magic) or a role-playing 
  one (spellcasters are popular).
  Consider the sidebar options, but if none of them suit, either go with 
  your own or ignore the magic aspect presented here.
  How Magic is  
  Viewed in the Blight
  This is very much a matter of personal taste, but the general 
  assumption in the city-state is that magic is power, and power 
  should not fall into the wrong hands. How you run this is a matter 
  for you and your players, but some increasing scales of control are 
  given below. Each requires you to decide — if you even wish to 
  — how to tweak the way magic is viewed in this campaign. This 
  is not for everyone; many people love high-magic campaigns, in 
  which case simply ignore these rules.
  1. Magic is Not Generally for Sale
  This is the mildest of the aspects and the one suggested to be 
  used when running this campaign. Magic is simply so rare that it 
  has fallen into powerful hands and only appears when an obscure 
  item turns up at an auction, is stolen, or a treasure trove is found. 
  Potions and scrolls do not generally fall into this category since 
  they are relatively weak, but casters who make a habit of supplying 
  scrolls to revolutionaries may not last long.
  When spellcasters are seen in the street who do not clearly 
  represent a recognised god, their presence creates a spectacle. 
  Any members of the Watch report such matters or may even try to 
  capture such casters for a reward. It should generally only affect 
  the game when such characters are captured by the Watch, in 
  which case they are hastily tried for witchcraft (usually when an 
  under-justice can be called in 1d4 days), and executed by pyre. 
  As a result of this, many arcane spellcasters take to donning 
  ecclesiastic attire to disguise their abilities from the ignorant 
  masses, playing their magical abilities off as divine in nature. How 
  the various NPCs in your campaign react to this is left to you.
  2. Magic is Dangerous
  Not only is magic not for sale, but those who command it are to 
  be feared. When magic is used, it has that effect upon the ignorant, 
  who fear it accordingly. This isn’t necessarily a mechanical game 
  effect; a wizard sending a fireball across a street at some foes 
  would be held in awe and terror. Perhaps ignorant City Watch 
  officers flee or become frenzied in their wish to kill or to escape. 
  In this version, magic is something to try to keep secret, and 
  when discovered being used, should have an ongoing campaign 
  effect. Perhaps a subtle effect, such as NPCs fearing certain 
  spellcasters or treating them with undue respect, or perhaps the 
  PCs pick up a few pursuing witchhunters. 
  3. Magic is Evil 
  In this final version, magic is seen as positively wicked, and 
  all spellcasters that are not clerics are clearly witches, unless they 
  belong to the right guild and can prove their aristocracy. Arcane 
  spellcasters may be discriminated against and feared. In game 
  mechanics, all known arcane spellcasters make Intimidate checks 
  at +4 but commence any encounter with a NPC who does not 
  know them beyond their ability to cast spells at one attitude step 
  lower than normal (so a character who is Indifferent to the other 
  PCs commences the encounter with an Unfriendly attitude toward 
  the spellcaster).
  Do not use this version to belittle or isolate arcane spellcasters, 
  but to add an aspect to them that is both good and bad. They are 
  feared for their gifts. If they repeatedly use them boastfully or in 
  prominent places, there should be consequences; maybe a Guild 
  member seeks them out for a task, or a witch-hating peasant or 
  priest comes hunting them.
  
  66
  The Blight: Richard Pett's Crooked City
  Death and Magic
  Resurrection and raise dead are serious matters in the Blight and are 
  only generally available to the most important Royals, priests, and political 
  figures of great power or those lucky enough to personally know or belong 
  to a cult where such actions occur. They are certainly not available to the 
  common man at any price. The idea of (near) eternal life is considered 
  blasphemous in many religions and some groups, notably the Knights of 
  the Great Order (a LN order of cavaliersAPG whose sole purpose is to hunt 
  down and immolate those who have been raised), who take a particularly 
  dim — and violent — view of it.
  Personal Goals
  Personal goals are life aims that are given an XP reward when achieved 
  by a player character. These goals can be identified when the character 
  is generated, or acquired like power and friendships as the character 
  progresses through a campaign. 
  Personal goals are usually selected by the player with the GM’s 
  agreement, but occasionally a GM may wish to add one. For example, if 
  the GM wishes a PC to begin his career already hating wererats, he assigns 
  a modified background (see Part 3) of his own devising that stipulates that 
  during his childhood, one of the PC’s parents was killed by wererats, but 
  more than simply murdered, they were eaten alive by the wererats’ pack. 
  The PC witnessed the event and only escaped through sheer luck. The 
  PC’s personal goal is to kill 50 Hit Dice of wererats, and she receives a CR 
  10 reward (see below) when it is achieved. 
  Be imaginative with the goals you choose, and if you don’t want one, 
  that’s fine; not everyone has such motivations in life.
  Personal goals are judged by Challenge Rating just as standard 
  encounters, and XP is awarded accordingly when the goal is achieved. 
  The XP goes directly to that PC and that PC alone, although constituent 
  aspects of the goal inevitably lead to other XP on the way for her friends 
  (the actual slaying of the wererats, for instance). It should be noted that 
  the PC does not need to be directly responsible for the achievement of the 
  goal (i.e. the PC does not have to personally slay all 50 Hit Dice worth 
  of wererats), but the PC must be involved as at least a motivating force 
  behind the achievement of the goal, if not an actual participant. Therefore, 
  the PC can be a member of a wererat hunting party, the PC can be a lone 
  wererat stalker, or the PC can hire a group of mercenaries to carry out his 
  wererat pogrom. In all cases, when the 50 Hit Dice of wererats have been 
  killed, the PC receives the personal goal’s achievement XP reward. 
  With this in mind, you can see how individuals (especially villainous 
  NPCs) might achieve level advancement without actually dirtying their 
  hands, which fits in well with the concept of conspiracists and secret 
  movers-and-shakers behind the scenes that is so prevalent in the Blight. 
  It also gives credible explanation how someone with clearly limited direct 
  combat capabilities such as an Ernst Stavro Blofeld type of charecter can 
  lead an organization of henchman of its calibre and be a suitable match for a 
  high-level character such as Bond. This mechanic works especially well in 
  a campaign that is more than simple blood-and-muscle combat encounters.
  A list of possible goals and their potential levels are assigned below; the 
  GM must be careful to ensure that rewards are not too high for the goal 
  assigned or chosen, and  that the story can have an end: a personal goal of 
  bringing down the monarchy, for example, is unrealistic; a personal goal 
  to join the anarchists is not.
  Characters in general only have one life goal at a time, although as GM 
  you may assign as many as you wish. Where a personal enemy is assigned, 
  the PC must only play a role in their demise, so a PC group attacking 25 
  levels of Cult of the Rusted Henge would be enough to fulfil a level 5 goal 
  on behalf of a PC hating or opposing them. 
  As a final caveat for the use of personal goals in your game, the players 
  should be aware that if the PC unwittingly fulfils some major aspect of 
  her life story, she does not receive the XP reward. In the example above, 
  if the PC kills 50 Hit Dice of wererats, only the enemies that she knew (or 
  at least had good reason to strongly suspect) were wererats contribute to 
  the 50-HD goal. Killing the henchmen of the wererats — who were not 
  themselves wererats — does not contribute to this goal, and if the PC kills 
  some thug on the street who also happens to be a wererat without the PC 
  being aware of it, likewise it does not contribute to this goal. This could 
  lead to some need for reasonable adjudication on the part of the GM if the 
  PC at a later date discovers that someone she had previously killed was, in 
  fact, a wererat and how this will apply to the HD goal. In general, applying 
  the XP with the discovery of the knowledge retroactively is probably not 
  an issue. But if the knowledge would be sufficient to reveal that the goal 
  should have been met and the XP awarded at some prior point, it may not 
  make for a satisfying game solution. It may require the GM to extend the 
  HD goal slightly so that the PC can achieve it with an active effort rather 
  than backing into it unknowingly and then suddenly reaping the benefits 
  of its rewards. Back to our cinematic example, it would be a singularly 
  unsatisfying moment if during the assault on Blofeld’s stronghold Bond 
  suddenly realized as he finally reached Blofeld’s inner sanctum that the 
  archvillain had been killed by an errant piece of shrapnel during Bond’s 
  opening volley. 
  The achievement of the personal goal and XP reward should feel like an 
  achievement for the player as well as the PC, so you should strive to make 
  it so even if that means a slight jury-rigging of matters at the end.
  CR
  Sample Goals
  1
  Join a club or avenge a death by slaying a petty of-
  ficial. Marry a childhood sweetheart, have children. 
  Defeat 5 HD of a specific personal enemy.
  5
  Destroy a petty guild or club, or unmask an organisa-
  tion of minor repute by providing evidence to a holy 
  order of wrongdoing. Slay a minor noble, purchase 
  a particular property that has been taken by others 
  illegally, raise enough money to free a relative from 
  a terrible gaol or break them out of same. Marry a 
  famous beauty, perform to royalty. Defeat 25 HD of a 
  specific personal enemy.
  
  67
  GM Guide
  CR
  Sample Goals
  10
  Destroy a moderately powerful guild or club, avenge 
  a childhood wrong against nobility by tracking down 
  the noble and either killing or ruining him. Rise to the 
  rank of guild leader in a major guild, track down and 
  kill a serial killer of great repute. Build a church or pur-
  chase a manor house. Create a new 5th-level spell, 
  explore Between or other exotic lands and have a 
  significant geographical feature named after you. 
  Amass a personal fortune of at least 50,000 gp (not 
  including magic items possessed). Defeat 50 HD of a 
  specific personal enemy.
  15
  Unmask a devil, demonic or n’gathau cult and slay 
  its leader. Bring down a major guild or club, rule a 
  parish, gain a 20th-level friend, establish a dynasty, 
  establish a powerful business garnering 20,000 gp per 
  year. Amass a personal fortune of at least 100,000 gp 
  (not including magic items possessed). Build a cathe-
  dral. Defeat 75 HD of a personal enemy.
  20
  Bring down a major cult, become a Justice, rule a 
  district, establish a powerful club or guild. Go on a 
  quest to recover a holy artefact, marry into the upper 
  echelons of the Royal Family. Defeat 100 HD of a spe-
  cific personal enemy.
  Power
  Power in role-playing games comes in many shapes and sizes but 
  generally revolves around a statistical basis: What are the highest-level 
  spells you can cast? How many hit points does the monster have? What 
  feats can your character use?
  However, it is also true to say that it is not always what you know but 
  who you know that defines power.
  Power as a Reward
  As an alternative or addition to money, you may decide to reward your 
  PCs with power. Rewards can range from trivial — the PCs earn the 
  respect of locals in the parish of Dern Bridge; all Bluff, Diplomacy, and 
  Intimidate checks are made at +1 for a year — to the profound — the PC 
  is invested with the title of Lord Under-Justice of Trade, a position of great 
  import and that pays 25,000 gp per anum.
  Be careful when offering power as a reward, though, because as the 
  saying goes, with it comes responsibility. If you wish to keep things 
  simple, reward the power as a simple bonus to income, skill checks, or as 
  followers. More complex power rewards could involve interaction with 
  other powerful individuals, opportunities to influence important decisions 
  and possible trade and/or nefarious activities. An interesting campaign 
  could revolve around various powerful houses that vie for the illicit trade 
  in contraband, with interaction at a political and covert level. The PCs 
  build up power rewards by influencing aspects of these families and rise 
  in power accordingly.
  Power as a Goal
  The Blight is rotten to the core, and power is something almost 
  everyone strives for. The PCs can take part in this corruption or perhaps 
  seek to better things by working toward obtaining their own power. As 
  discussed under Personal Goals above, some PCs may seek an entry into 
  the ranks of power in the city as part of their background aspirations. 
  As such, power, as presented here, can be used as a part of a character’s 
  personal goals as described above.
  The guilds (detailed in Chapter 1 of The Blight Campaign Guide) 
  offer one avenue into the establishment. Generally, to obtain such power 
  the PCs must remove the incumbent (who is invariably corrupt anyway) 
  by bribing his immediate superior to remove him or by securing the 
  position in some other way (perhaps as a reward, or perhaps by carrying 
  out a duty for a guild, aristocrat or other influential person).  
  Relationships  
  as Rewards
  The idea of PC relationships is covered in Part 3: The Blight Player’s 
  Handbook, along with possible ways to handle them in your game. 
  However, one way that is entirely at the discretion of the GM is using 
  friends as PC rewards over and above whatever friends they may have 
  started out with.
  Consider that the PCs’ actions always have effect; the PCs can act 
  selflessly, perhaps saving a hostage or commoner from danger, perhaps 
  they save a merchant’s daughter and gain her father’s undying gratitude. 
  Such actions could reap new relationships, which may also increase their 
  power (as detailed above).
  For example, the PCs’ unmask a plot by cadaver snatchers to harvest 
  parts from beautiful young people for local golem-stitchers. These people 
  are all the offspring of commoners, and no one but the PCs stand up 
  for them. At the close of the adventure, you may decide that one of the 
  young people is a potential partner for a PC. You may decide to grant this 
  friendship as given, and hand the PC the details, or you may decide that if 
  a PC passes a certain action (a Diplomacy check or other appropriate skill 
  check), the PC can develop a relationship with that individual. 
  Example Power Reward: 
  Fetch Destruction
  If the PCs rid a portion of the city of Fetch, they are installed as 
  parish undead hunters, positions that bring in 1,000 gp per year. 
  The parish installs six 2nd-level fighters as underlings of the PCs 
  and replace dead underlings at a rate of one per year.
  The PCs’ interactions (all Bluff, Diplomacy and Intimidate 
  checks) receive a +4 circumstance bonus within the parish. If they 
  wish, once per month, the PCs can push local traders for extra tax, 
  bringing in a further 200 gp if they make a DC 20 Intimidate check. 
  However, at the same time the use (or overuse) of this tax bullying 
  should likewise have consequences for you as GM to decide.  
  Example Power Goal
  To achieve this goal, the PC must bribe the commander of the 
  local Watch Station, Hmandus Quade (NE female gnome rogue 
  8), with a bribe of at least 1,000 gp and make a DC 20 Diplomacy 
  check. Only one check is allowed per bribe, and only one bribe 
  attempt is allowed every month (the bribe is still taken whether the 
  check is successful or not). The first PC to succeed in the check is 
  offered the position of UnderMaester of the South Street Docks.
  The position of UnderMaester of the South Street Docks allows 
  the PC access to all imported goods coming into the city. These 
  docks are notorious for illicit goods, and each month the PC brings 
  1d6+4 x 15 gp into his own purse from his take of the taxes. With 
  a DC 25 Intimidate check (one check made at the time the income 
  is taken), this amount is doubled.
  Cutthroats, pirates and smugglers are at tough lot, and it is up 
  to you as GM to decide if and when the PC’s Intimidate skills 
  result in a tiff or other, perhaps more serious, discussion involving 
  cutlasses and dirks. 
  
  68
  The Blight: Richard Pett's Crooked City
  Advancing Relationships
  You can make the friendships as complex as you like, keeping track 
  of NPCs as individuals who sometimes accompany PCs or who have 
  adventures of their own that are referred to in passing or which could 
  lead to other adventures. You may also decide that such NPCs are static, 
  and stay at the levels initially generated, happy with a quieter life. Or you 
  could decide to advance the NPCs at a rate relative with the PCs — either 
  half, one-quarter or one-eighth for example, depending on how useful you 
  wish these friends to be and how powerful your campaign is in terms of 
  levelled characters.
  Technology & Firearms
  Technology levels of the Lost Lands are defined in Chapter 1 of 
  The Blight Campaign Guide, but a short discussion of technology as 
  it applies to the Blight is warranted here in Part 4: The Blight GM 
  Guide. The technology level for Castorhage as given in Chapter 1 is 
  “Industrial Revolution,” which in the Lost Lands means the folk of the 
  Blight have access to or are at least exposed to steam power, clockworks, 
  and manufacturies on a regular basis. In fact, Castorhage is the most 
  technologically advanced society in the entirety of the Lost Lands’ 
  campaign setting. Even dominant global powers such as the Empire of 
  Oceanus that rose from its simple island roots and brought the entire 
  Foerdewaith empire to bay can only claim an “Age of Sail” technology 
  level, while cosmopolitan Bard’s Gate barely makes it to the level of a 
  Renaissance technology.
  Why Castorhage possesses this unique technological advantage is 
  wrapped in a combination of its relative seclusion while still maintaining 
  the full innovative support of the great empires of the world throughout 
  its existence, the uninterrupted will of its government to seize and exploit 
  every possible technology available without the typical concerns of 
  political and moral restraint, as well as its unique position in relation to 
  the otherworldly influence of Between upon the minds, bodies, and souls 
  of its populace. In short, Castorhage is a place that has been “touched” (or 
  “blighted” if you will) and has had the resources and unimpeded political 
  will to explore a myriad of lines of scientific query to their logical, illogical, 
  and often even catastrophic conclusions. The Blight is the mad scientist’s 
  lab where he never had to worry about a mob of villagers with torches 
  and pitchforks coming to end his unnatural experiments. The sciences, 
  pseudo-sciences, and meta-sciences have benefited from this unbridled 
  excess, but the city has certainly suffered for it.
  But though the City-State of Castorhage has long had access to steam 
  power and clockworks (the former was tinkered with on Earth as early 
  as the 1st Century AD by Heron of Alexandria and the latter startlingly 
  exhibited in the Antikythera mechanism believed to date as far back 
  as 150 BC), the Blight is no steampunk campaign. Because where 
  traditional steampunk settings harnessed the power of steam into all sorts 
  of mechanical wonders, in Castorhage it never became more than an 
  auxiliary source. For in Castorhage, the great experimenters discovered 
  the great possibility and cheap availability of necromancy, not simply in 
  the obvious sense of animating legions of zombie labourers, but rather in 
  its application through necrocraft and golem innovation. While the many 
  technological innovations that power Castorhage incorporate steam power 
  or clockworks, at the core is their reliance preservation and animation 
  of once-living flesh to supply their labour and energy needs. (See The 
  Undead, the Broken, the Made, and the Unliving below for more 
  information on these crafts.) It is much cheaper and easier for the arcanists 
  of the city to harvest the limbs of the dead or dying and craft them into 
  an animated bucket brigade than forge and install an expensive and heavy 
  steel pipe to carry water up a slope, and it is this philosophy that has driven 
  the city’s innovation for centuries.
  Of course, the important question, though, is how does the city’s 
  technology level impact your own campaign? And the answer, as with 
  all Lost Lands’ products from Frog God Games, is that its impact is 
  as much or as little as you prefer. Much of the technology is presented 
  in a neutral manner. It is described in the background without detailed 
  explanations as to which portions are magic versus which portions are 
  technological. In the Blight, there’s little distinction and little need for 
  one. The technology need not play a significant role in your campaign 
  unless you want it to.
  Perhaps the biggest point of contention is the presence or absence of 
  firearms. Many GMs and players enjoy adding them as an augmentation to 
  their games to give them a more swashbuckling feel, but just as many despise 
  them and want no part of them. Firearms have been presented as a part of the 
  Frog God Games’/Necromancer Games’ campaign setting since as early as 
  2005, so their appearance in the Blight is nothing new, but will be handled in 
  much the same way as every other instance. There are firearms in the Blight 
  as part of the base assumption of the setting, but they are not integral to it, 
  and you can absolutely ignore it entirely without ramifications or the need for 
  substantial rewrites for your own running of the campaign.
  The standard firearms found in Pathfinder Roleplaying Game Ultimate 
  Equipment can be found in the Blight and are as available or unavailable 
  to the players as you want them to be, and the firearms found in the 
  Freebooter’s Guide to the Razor Coast by Frog God Games equally 
  so. The City Watch, the Royal Army, and many criminal elements in the 
  city undoubtedly have access to firearms, but magic is cheaper and easier 
  to control access to, so their use has not spread broadly and may never 
  even be noticed by your players if you don’t want them to. In general, 
  encounters and NPCs are not built around the use of firearms, so it should 
  be relatively easy to excise them altogether without a second thought if 
  you so wish.
  It is assumed that the Capitol is undoubtedly bristling with mounted 
  cannon that overlook the river (and the surrounding city!), but they do not 
  play a role in any of the published materials and need never be mentioned. 
  The ships of the Royal Navy are black ironclad paddlewheel steamers that 
  add their belching fumes to the smudged air above the city, but they add 
  only a pittance to that put off by the countless cook fires, trash fires, funeral 
  pyres, and general arson that occurs in the city on a daily basis. And while 
  these same navy dreadnoughts have shipboard cannon (side mounted, not 
  turret mounted as in modern warships), they are equally likely to use their 
  cannon to fire secretly conducted experiments involving the enslavement 
  and deployment of ragefire elementals through a Byzantine projector. In 
  any case, access to these vessels of the Royal Navy is highly restricted, 
  and they need not play a part in your Blight campaign unless you wish 
  them to do so.
  The Undead, the 
  Broken, the Made, 
  and the Unliving 
  One curious sight that surprises many visitors is the presence of 
  broken creatures and the many forms of undead, nearly dead, or unloving 
  creatures that walk the streets of the city. In an amoral city-state built upon 
  the backs of cheap labour, it is perhaps not surprising that they find a way 
  to work their lower classes even beyond the bounds of life.
  Example Relationship Reward
  PCs successfully completing the adventure and saving at least 
  75% of the captured NPCs receive a relationship reward:
  Hamtren, the grateful parish constable (N male human fighter 
  4), is considered a friend of the PC who, in the GM’s opinion, 
  acted the most heroically or who performed the single-most heroic 
  act in the adventure in Hamtren’s presence. The GM should also 
  allow every other PC present a chance to befriend the constable. 
  Those succeeding on a DC 15 Diplomacy check also benefit from 
  his friendship. All other PCs who took part in the adventure find 
  that Hamtren is friendly in attitude to them from its conclusion. 
  
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  GM Guide
  Broken creatures (see the Broken Creature template in Part 6: The 
  Blight Bestiary) are the most frequently encountered example, and 
  seeing a pair of broken trolls carrying great baskets of stones  or other 
  unbelievable loads is, while not commonplace, not altogether unusual.
  Similarly, skeletons or zombies are used by the wealthy or particularly 
  insensitive to fetch and carry, obeying simple instructions, and doing menial 
  tasks. Although not as common as broken creatrues, they are generally 
  seen at least monthly by locals. Many patrons have taken to dressing their 
  skeletons in hooded livery to disguise their horrific appearance.
  And if the use of zombies and other lesser undead as menial labour goes 
  on unchecked, then so does the creation of golems, homunculi, fleshgines, 
  necrocraft and other constructs incorporating the components of one or 
  more individuals who once counted themselves among the living (see 
  Part 6: The Blight Bestiary). Commonly known as the “Made,” any of 
  these can be seen openly walking, slithering or flying the streets of the 
  Blight, and many take the form of commonly employed services such as 
  the undead-drawn coarse cabs and fleshgine-animated Dungier’s buggies.
  Finally, there are the unliving, those who either through their own 
  choosing or by the will of others who had the power of life and death 
  over them partook of the magical philtre known as the elixir of life. Those 
  who take the draught successfully find themselves with a new lease on 
  life — or near-life to put it more accurately — released from the shackles 
  of aging and finding the physical needs of the body much diminished all 
  around. These folk are the alchymic-undying, more commonly referred 
  to as “Reborn.” Of course, that the physical sensations of the body are 
  diminished just as much if not more causes some to consider this form of 
  near-immortality as much more akin to near-Hell. Normally those who are 
  exposed to the elixir of life are those who can afford it and have a morbid 
  fear of death or those who possess some valued skill that their overseers 
  are not willing to let perish simply because the physical body might do so.
  There are also those who take the elixir of life but whose bodies do 
  not react well to the unnatural infusion. Instead of shedding the shackles 
  of ordinary mortality as alchymic-undying, these unlucky souls instead 
  find themselves cursed with a progressive form of undeath that not only 
  steals away their vitality and ability to experience sensation, but also their 
  very reason and personality as well. These cursed folk are the alchymic-
  unliving, and when their curse becomes advanced enough, they lose 
  every last shred of who they were and become simply one more zombie 
  shuffling mindlessly to its master’s commands. See more details about the 
  Alchymic-Undying Creature and Alchymic-Unliving Creature templates 
  in Part 6: The Blight Bestiary. More information is available about the 
  elixir of life in Appendix D.
  The Weight of the Law
  “The law which attempts a man’s life is impractical, unjust, 
  inadmissible. It has never repressed crime — for a second crime is every 
  day committed at the foot of the scaffold.”
  The law is tough and well organised in the Blight. Making an enemy of 
  it is unwise but perhaps inevitable for some groups.
  Having a viable law in a city is the only way to keep order, and as a 
  GM you should not hesitate to call upon high CR officers and minions 
  to see it carried out. Third-level PCs who wantonly burn down a Royal 
  palace should not be surprised soon to find a group of 12th-level rangers 
  tracking them.
  Law in the city-state of Castorhage is maintained by its venerable, 
  respected and feared Office of the Watch — Queen’s Men as they are often 
  referred to colloquially. From parish Watch Stations, these thousands 
  of constables, inspectors, and other officers oversee the safety and the 
  orderliness of the streets — well, the orderliness at least. The Watch, 
  as an official instrument of the government, is much more interested 
  in maintaining order; it is order that allows the workings of the city to 
  continue and the trade, taxes, and bribes to continue to fill the Royal 
  coffers. Therefore, maintaining an orderliness to facilitate that trade is of 
  utmost importance. That a modicum of safety arises for the benefit of the 
  citizens is merely a secondary gain that is of little concern to those at the 
  highest levels of the City Watch. 
  This attitude is not necessarily reflected at the street level of the Watch 
  — folk who, after all, have to live on those same streets — but while it 
  is not guaranteed that a constable walking his beat is corrupt and/or blind 
  to the plight of the commoners around him, there is still no shortage of 
  corruption even in the lower ranks. Regardless of whatever indirect benefits 
  to the commoners of Castorhage may arise through the ministrations of 
  the City Watch, no one would make the mistake of declaring the streets of 
  the city safe by a long shot. Still the presence of the Watch and its patrols 
  undoubtedly make them at least safer for the most part.
  The standard City Watch patrol is made up of 5 Constables of the 
  Watch (warrior 1–3) and a Sergeant of the Watch (fighter 5–6). However, 
  this is only the standard Watch patrol; there are some places in the city 
  where the Watch just dare not go, and some places (such as the Capitol) 
  where patrols are two, three even four times larger.
  The Watch has not only warriors, fighters, and rangers in its employ 
  but rogues, clerics, and wizards amongst their number that serve in 
  special capacities. Many Watch clerks are experts or commoners, and 
  most inspectors have at least a few levels of expert or investigatorACG to 
  complement their more martial class levels. Higher-level officers quite 
  frequently have levels of aristocrat, being political appointments through 
  family influence. Far from a homogeneous organisation, the Watch 
  represents hundreds of points of view and scores of agendas. Nevertheless, 
  the sheer crush of its bureaucracy tends to keep it more or less on course 
  in the execution of its duties. The Office of the Watch oversees a city of 
  millions of people, however, and crime is rife. 
  What does or does not cause the Watch to become involved in a situation 
  depends on the political capital at play. In general, a parish tiff where a cult 
  temple is burned to the ground by adventurers is not a cause for concern in 
  the eyes of the Watch, whereas bumping off an aristocrat most assuredly is. 
  The more “respectable” (read: powerful) an individual is, the less likely he 
  is to be troubled by the law, and certainly a bribe of 500 gp in the right hands 
  can get the aristocrat criminal off all but the worst of charges. 
  
  70
  The Blight: Richard Pett's Crooked City
  How you adjudicate this is very much a matter of personal taste — the 
  Watch is there for you to use as an ally or foil, but having it regularly 
  swoop in to save PCs in over their heads does not make for a very fulfilling 
  game while it could also soon become very tedious having to deal with the 
  tenth cultists’ body by dumping it in the river for fear of hanging. Likely, 
  a balance will need to be struck in your campaign between the usefulness 
  and the antagonism of the Watch toward the PCs. In any case, the players 
  should not be allowed to become entirely dismissive of the Watch, and 
  PCs who march up to the Capitol singing Anarchist songs are unlikely to 
  be seen again.
  The Knockers (the Castorhage Secret Police) is also a force to be 
  feared. This group turns up at night and takes people with them without 
  warning or explanation. Those that go with them are rarely seen again. 
  There are many specialist classes within the ranks of the Knockers, but 
  their numbers and membership are so secretive, and their activities are 
  so clandestine, that there is no such thing as a “standard” Knocker patrol.
  As with all in this setting, judge the level of law the PCs must deal with 
  however you wish. If you want a very strictly legal campaign, have the 
  City Watch be a constant issue for the PCs, perhaps at the core of some 
  adventures where it’s not just about killing a powerful and aristocratic 
  enemy but covering up any evidence of their involvement as well. 
  Conversely, in some streets murder is commonplace, and with a city of 
  countless serial killers, the law is clearly failing somewhere.
  Throwing an unexpected Watch patrol into an adventure is a great way 
  to test your player’s mettle, and if they happen to kill some constables, then 
  so much the better; everything, as has been said before, has a cause and 
  effect in a place so crowded. There are always so many eyes everywhere; 
  looking greedily to make a coin or use information to seize some power. 
  A party that takes down a few corrupt Queen’s Men, must simply learn to 
  play this game in order to survive.
  In general, hanging or beheading is a punishment meted out for anything 
  from simple theft and upward in regards to the seriousness of the crime — 
  though deportation to one of the Between colonies is always possible for 
  those who might receive a commuted sentence. Crimes of a lesser severity 
  than theft usually warrant being tossed into the city gaols or, worse, the 
  sanatoriums for the mad. There are also still some prison hulks floating 
  in the Lyme, and these are terrible, diseased places without hope where 
  those whose betters may still wish to talk to them at some future time are 
  incarcerated for “safekeeping.”
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  Thralls
  Any moderately fashionable arcane spellcaster in the Blight must 
  have his thrall — and the more powerful the thrall, the more respect 
  the spellcaster is afforded by his colleagues. A thrall is not a familiar — 
  indeed, the relationship between the thrall and familiar is often a complex 
  one — but rather a physical guardian of its master; spellcasters generally 
  prefer not to lower themselves to fisticuffs of any sort. A common 
  situation between warring spellcasters is to settle their dispute by thrall 
  duel in which their thralls battle it out in a final combat to decide which 
  thrallkeeper was in the right. The losing spellcaster is bound by a sacred 
  and ancient pact to acknowledge the victor as being correct in the matter.
  Short of calling a thrall of one’s own through a planar ally or other spell 
  and binding them as described in Pathfinder Roleplaying Game Ultimate 
  Magic, thralls are acquired through the auspices of the Pactmakers, a 
  guild of conjurers who specialize in calling and brokering deals between 
  ambitious outsiders and aspiring thrallkeepers. Thralls are demons, 
  devils, genies, and other outsiders of lesser power and of an alignment 
  and philosophy compatible with that of the spellcaster who is purchasing 
  their services. The Pactmakers have conjurers of many alignments, so 
  they have no trouble finding the right kind of thrall for the spellcasters 
  who come to them.
  The spellcasters get a loyal outsider to serve as servant, messenger, and 
  guard, and what the thralls themselves get is not exactly clear. It is possible 
  that they receive a portion of the fee paid by the spellcaster, but it is more 
  likely that the Pactmakers have connections with powerful outsiders who 
  can command the allegiance of their lessers and send them to the Material 
  Plane to serve for a time. This theory is supported by the fact that these 
  thralls are almost always bound to a standardized pact wherein they agree 
  to serve the spellcaster for a period of 40 years and a day. During that 
  time, they serve their master to the best of their abilities, fight for her 
  if called upon, and even die for her if necessary. It should be noted that 
  thralls are called outsiders, so if slain on the Material Plane, they are truly 
  dead, making their loyalty all the more surprising. Whatever deals the 
  Pactmakers are able to broker with the planar masters of these creatures, 
  they clearly are offering something of great value to them — though 
  what, exactly, has yet to be discovered by the public. When the pact is 
  completed, the thrall, if still living, immediately returns to his home plane. 
  Some particularly unscrupulous spellcasters even slay their thrall before 
  the pact is up to prevent it from carrying any secrets back with it, though 
  this has been known to draw the ire of more powerful outsiders seeking to 
  avenge the arbitrary execution of their servitors by mortal thrallkeepers.
  The relative power of a thrall is determined by the level of the spellcaster 
  seeking the thrall and the price he is willing to pay for it. However, a 
  spellcaster cannot have thrall whose CR is greater than one-third of the 
  spellcaster’s CR. She simply lacks the power to compel the thrall to agree 
  to the pact. In addition, the thrall can be no more than one step away from 
  the spellcaster’s alignment. Thralls’ alignment is listed in parentheses on the 
  table below. If a spellcaster chooses, she may select an advanced version of 
  any of the standard thralls but pay only half of the difference between the 
  advanced thralls CR and the CR of the base creature (e.g. if she wanted an 
  advanced quasit as a thrall, she could obtain one for 3,750 gp instead of the 
  5,000 gp she would normally pay for a CR 3 thrall). However, the advanced 
  thrall’s new CR would still be what is used to determine if the spellcaster is 
  high enough level to command the thrall, so the spellcaster in our example 
  would need to be 10th level (CR 9) rather than 7th level (CR 6) in order to 
  possess a CR 3 advanced quasit rather than a CR 2 quasit.
  CR
  Cost
  Thrall Type (by alignment)
  1/2
  500 gp
  zhyenPC:QGttE (N), joctaPC:QGttE (CN),  
  joctaPC:QGttE (NE)
  1
  1,000 gp
  Small elemental (N), lemure (LE),  
  larvaB2 (CE)
  2
  2,500 gp
  harbinger archonB3 (LG), lantern archon 
  (LG), cassisian angelB2 (NG), caypupPPC:FF 
  (CG), lyrakienB2 (CG), shikigami kamiB3 (LN), 
  wyspB5 (N), voidworm proteanB2 (CN), imp 
  (LE), raktavarna rakshasaB3 (LE), tripurasuraB3 
  (LE), cacodaemonB2 (NE), doru divB3 (NE), 
  spirit oniB3 (NE), vargouille (NE), cythnigot 
  qlippothB2 (CE), dretch (CE), quasitB1 (CE)
  3
  5,000 gp
  spyglass archonPCS:CotR (LG), fukujin 
  kamiPAP#52 (LN), crysmalB2 (N), Medium 
  elemental (N), mephit (N), shulsagaB4 (N), 
  magminB3 (CN), gaavPC:BoD1 (LE), hell hound 
  (LE), lacridaemonPCS:BoD3 (NE) yeth hound 
  (NE), barizou demonTOHC (CE), lamhigynB5 
  (CE), skitterdark demonTOHC (CE)
  4
  10,000 gp
  hound archon (LG), iophanite angelPCS:ISG 
  (LG), dapsara angelPCS:ISG (NG), yhohmPCS:ISG 
  (NG), ataxianPCS:ISG (CG), thyrlienPCS:ISG (CG), 
  orshevalPCS:ISG (LN), comozant wyrdB4 (N), 
  khargra (N), unfettered phantomB5 (N), 
  fire nymphTOHC (CN), hesperian devilPCS:ISG 
  (LE), aghash divB3 (NE), azizou demonTOHC 
  (CE), mehrim demonTOHC (CE), thognorok 
  qlippothPCS:ISG (CE)
  5
  25,000 gp
  codex archonPPC:MSH (LG), cayhoundPCS:ISB 
  (CG), hypnalisB4 (N), kodama kamiB3 (N), 
  rastB2 (N), kaenjuPAP#53 (CN), raijuPAP#53 (CN), 
  barbazu devil (LE), dandasuka rakshasaB3 
  (LE), vayuphak asuraPCS:OB (LE), ja noi oniPAP#52 
  (NE), lesser ceustodaemonB2 (NE), shadow 
  mastiffB3 (NE), geruzou demonTOHC (CE)
  
  71
  GM Guide
  A thrallkeeper can end the pact with her thrall at any time and free it to 
  return to its own plane, but will need to complete a new pact to obtain a 
  new one. If a thrall is killed, the spellcaster can likewise enter a new pact 
  to obtain a new one, though if it becomes suspicious that the thrallkeeper 
  killed the thrall herself in order to get rid of it and obtain a new one, 
  there could be repercussions from the thrall’s planar master and/or the 
  Pactmakers themselves at the GM’s discretion.
  Thralls generally get along well with familiars and other servant creatures 
  such as homunculi, seeing them as an extension of the thrallkeeper more 
  than anything. This is of course largely dependent upon the thrallkeeper 
  herself and how she treats her thrall versus other magical servitors. In 
  addition, though most spellcasters have only one thrall, there is no actual 
  limit on the number one can possess other than that their combined total 
  CR cannot exceed one-third of the spellcaster’s CR. Therefore, some of 
  the most powerful of spellcasters within the city occasionally have more 
  than one thrall, but unlike with the thrallkeeper’s familiars and other 
  servants, the thralls tend to squabble among themselves over the affection 
  of their master and often end up jealously killing one another.
  The only other requirement for being able to obtain a thrall is that 
  the recipient have the ability to cast arcane spells (including through an 
  alchemist’s formulae). Therefore, a high-level vicar in a local church 
  might possess a thrall as long as he possessed at least 1 level in an arcane 
  spellcasting class. Likewise, if an individual has the ability to use arcane 
  spells through spell-like abilities, he is also qualified to possess a thrall. 
  These situations are just much less common than the more typical wizard, 
  sorcerer, arcanistACG, and alchemistAPG thrallkeepers.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  B2 See Pathfinder Roleplaying Game Bestiary 2
  B3 See Pathfinder Roleplaying Game Bestiary 3
  B4 See Pathfinder Roleplaying Game Bestiary 4
  B5 See Pathfinder Roleplaying Game Bestiary 5
  PAP#52 See Pathfinder Adventure Path #52: Forest of Spirits
  PAP#53 See Pathfinder Adventure Path #53: Tide of Honor
  PC:BoD1 See Pathfinder Chronicles: Book of the Damned, Vol. 1
  PCS:BoD3 See Pathfinder Campaign Setting: Horsemen of the Apocalypse: 
  Book of the Damned, Vol. 3
  PCS:CotR See Pathfinder Campaign Setting: Chronicle of the Righteous
  PCS:HU See Pathfinder Campaign Setting: Heaven Unleashed
  PCS:ISB See Pathfinder Campaign Setting: Inner Sea Bestiary
  PCS:ISG See Pathfinder Campaign Setting: Inner Sea Gods
  PCS:MCoM See Pathfinder Campaign Setting: Magnimar, City of 
  Monuments
  PCS:OB See Pathfinder Campaign Setting: Occult Bestiary
  PC:QGttE See Pathfinder Companion: Qadira, Gateway to the East
  PPC:FF See Pathfinder Player Companion: Familiar Folio
  PPC:MSH See Pathfinder Player Companion: Monster Summoner’s 
  Handbook
  TOHC See The Tome of Horrors Complete by Frog God Games
  True Gods  
  of the Blight
  While the “gods” of the Blight are a constant presence in the minds 
  of many Castorhagers and even occasionally walk the street, there are 
  still countless other older deities whose names are invoked on a daily — 
  sometimes momentary — basis. These gods have their own local names, 
  but as with any icons, scholars have surmised that many are only local 
  aspects of more widely named or quoted gods. The more commonly 
  revered gods of the Blight are listed here, but in a city so large, it seems 
  that whatever god, saint, or angel one worships, there is bound to be a 
  shrine to them somewhere.
  Many of the main deities presented below appear in other areas of the 
  Lost Lands as well. However, their complete description covering those 
  other representations is not included. Rather, the list here details them in a 
  shortened version based on their relevance to the Blight itself.
  Baphomet
  The Rage Storm; Demon Lord of Anarchy, 
  Beasts, and Anger
  Greater God (Demon Lord)
  Alignment: Chaotic Evil
  Domains: Animal, Chaos, Destruction, Evil, Fire, Water
  Symbol: A burning goat’s head
  Garb: Rich royal robes or filthy nakedness
  Favoured Weapon: Halberd
  Form of Worship and Holidays: Full moons for worshippers 
  with lycanthropy who tend to engage in wanton slaughter. 
  Non-lycanthropes hold secret rites with desecration of holy 
  symbols and blood rituals.
  Typical Worshippers: Minotaurs, lycanthropes, therian-
  thropes, chaaors, the Alcaldrich Order of Knights Templar in 
  Exile
  While revered in a more urbane and civilized manner in some other 
  lands, in the Blight this demon lord is a god of fire, of the raging storm and 
  the thunder and lightning who destroys. Even his more civilized followers 
  who meet in secret cabals for their carefully hidden dark rituals revel in 
  the destruction he promises to bring to the world. Hymns to Baphomet 
  speak of the End of Days, the coming Apocalypse, or the ruin of the world 
  through anarchy. Of late, rumours among Baphomet’s faithful speak of a 
  new weapon wielded by the Royal Navy, a powerful new advancement 
  that has seen limited use only in the far colonial corners of the empire. 
  When they whisper of this tantalizing new development, they use only 
  one word: ragefire.
  Baphomet previously appeared in LL4: Cults of the Sundered 
  Kingdoms by Frog God Games.
  Brine
  Ocean’s Anger; Fish-Brother;  
  God of Sea and Unsea
  Greater God
  Alignment: Neutral
  Domains: Animal, Chaos, Destruction, Water, Weather
  Symbol: A crashing tidal wave devouring the towers of a city
  Garb: Salt-crusted fishing nets and seaweed drapings sym-
  bolising tentacles
  Favoured Weapon: Net
  Form of Worship and Holidays: Full moon nights when the 
  high tide is highest, new moon nights that coincide with un-
  known aboleth rituals in the deeps. The Brine Sea celebrated 
  at midsummer with a flotilla of boats upon the sea make 
  offerings and feast on fish. Cradle-Song ceremony when a 
  human woman is returned to the surface world with a briny 
  infant in tow to welcome them into the briny community. 
  The Culling when a briny transforms fully into a skum and is 
  caught by his briny kin before he can escape into the sea 
  and euthanized in a sacred bloody ritual upon the benight-
  ed waves.
  Typical Worshippers: Briny, brine mothers, fishermen, loca-
  thahs, some sahuagin
  One day, Brine’s worshippers say, the world will be swallowed by a 
  vast tidal wave that will wipe it clean and create it anew as has happened 
  many times before. Until such time, those who worship and work the sea 
  give offerings to the god and the creatures that live from it seeking their 
  favour. To the briny race in particular, Brine is held as patron and a sort of 
  protective older brother that sees to their needs and promises them a new 
  life of justice and equality once the wicked world that they live in finally 
  passes away.
  
  72
  The Blight: Richard Pett's Crooked City
  Father Canker
  Brother Choke; The Silent Assassin;  
  God of Poison, Silence and Smog
  Lesser God
  Alignment: Neutral
  Domains: Air, Death, Trickery, Weather
  Symbol: A smoking brazier or a shard of opaque glass
  Garb: None, usually beggar’s wrappings or mourning veils
  Favoured Weapon: Any poison or poisoned weapon
  Form of Worship and Holidays: Night vigils where rats or other 
  small animals are sacrificed as burnt offerings when the Can-
  ker is especially thick. Burning of thick incense for Feast of 
  Fools to hide presence from Father Canker. Grieving mothers 
  set cornhusk dolls alight and cast them into the Lyme as vo-
  tive offerings.
  Typical Worshippers: Beggars, grieving mothers and fathers, 
  belkers, some undead and psychotic thieves/murderers
  He is at your window, he swallows the breath of your children as he 
  chokes them, sobbing as he does. Father Canker seems to be a god wholly 
  of Casterhagi origin. He represents the ever-present danger to be found in 
  the noxious fumes of the Canker and the choking smog of the city. Jack’s 
  Candle is said to be his manifestation. Father Canker is not so much revered 
  as placated, and many beggars and those forced to live in the lowest parts of 
  the city along the banks of Sister Lyme where the mists rise highest and the 
  sea breezes are at their weakest live in constant fear of the choking miasma 
  that can come without warning and leave all it encounters dead where they 
  lay. Parents of young children who die of crib death, the Canker’s suffocating 
  fumes, or virtually any other cause often see Father Canker as the protector 
  of their lost child’s soul and make votive offerings into the Great Lyme 
  River during their grieving period, a time that can sometimes last years or 
  decades. The authorities sometimes have to keep a careful watch for these 
  activities on days when there is a high fire danger on the river.
  There is a local rumour — or fairy tale — that floats around Castorhage. 
  Some people say that Brother Choke has a weakness, that he is afraid of 
  birdsong. Whether there is any truth in that, many locals keep a canary in 
  their homes hopefully to ward him away. They have come to know that 
  when the bird stops singing, he is at hand, and it is time leave quickly.
  Geryon
  The Liar; The Great Serpent; Lord of the 
  Fifth; Patron of Betrayal and Deceit
  Arch-Devil
  Alignment: Lawful Evil
  Domains: Charm, Evil, Law, Serpent (see below), Strength
  Symbol: A fanged serpent
  Garb: Ordinary clothes, no special garb other than a gold 
  serpentine crown and pectoral when conducting rituals
  Favoured Weapon: Glaive-guisarme
  Form of Worship and Holidays: True followers of Geryon seek 
  to attend the worship rituals of other deities under the pre-
  tence of being true believers and secretly desecrate them. 
  Actual services to Geryon take place in deep, hellishly lit 
  caverns and involve blood sacrifice, the summoning of infer-
  nal snakes, and the ritual blowing of shofar.
  Typical Worshippers: Politicians, con artists, barristers, justices, 
  mongrelfolk, serpentfolk, lizardfolk, inphidians
  The arch-devil Geryon is the Great Serpent and master of the Fifth 
  Circle of Hell where he rules from a great iron fortress. He commands 
  many followers in the city who seek his favour through lying in his name 
  and to further his cause. Many of Geryon’s faithful are casual followers 
  who seek his blessing only to cover their dishonest dealings and have 
  determined that such efforts made to his glory are less likely to be 
  discovered for the falsehoods they are. For his part, Geryon does not 
  care whether his followers are formal worshippers or mortal fools who 
  inadvertently bring him power. The majority of his formal worshippers 
  in the city are mongrelfolk (those with reptilian heritage are considered 
  particularly blessed) who seek to curry his favour and use their natural 
  aptitude for deception and obfuscation to further his cause.
  Serpent Domain
  Granted Powers: Over time, your devotion bestows you with 
  serpentine traits. As the great serpent, you can hypnotize prey with 
  your serpentine glare and slowly develop immunity to poisons.
  Serpent’s Gaze (Sp): As a full-round action, you can attempt a 
  gaze attack to hypnotize a single opponent within 30 feet as per the 
  hypnotism spell. You can use this ability a number of times per day 
  equal to 3 + your Wisdom modifier.
  Poison Resistance (Ex): At 8th level, whenever you fail your 
  primary saving throw against poison, you automatically gain a 
  second attempt to avoid the negative effects.  At 12th level, you 
  gain immunity to poison.
  Domain Spells: 1st—magic fang, 2nd—summon swarm 
  (snakes only), 3rd—greater magic fang, 4th—charm monster, 
  5th—animal growth, 6th—irresistible dance, 7th—creeping doom 
  (Tiny snakes), 8th—animal shapes (snake forms only), 9th—
  summon nature’s ally IX (snakes only)
  Subdomains
  The Serpent Domain grants access to the Dragon* and Venom* 
  Subdomains. The granted power of the Dragon Subdomain 
  replaces the poison resistance power of the Serpent Domain, and 
  the granted power of the Venom Domain replaces the serpent’s 
  gaze power of the Serpent Subdomain. 
  *See the Scalykind Domain
  
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  GM Guide
  Geryon’s formal worshippers revere serpents of all kinds, and lizardfolk 
  are found throughout the city who serve his cause. The inphidians of the 
  city who worship Hassith-Kaa seek out the reptilian peoples who venerate 
  the Liar and seek to exterminate them at any cost. Geryon’s most devout 
  followers are called Serpent Masters and must sign a pact of evil with him 
  to obtain greater power.
  Geryon previously appeared in The Tome of Horrors Complete by 
  Frog God Games.
  Jubilex
  The Faceless Lord; Lord of Corruption and 
  Decay; Demon Lord of Slimes and Oozes
  Demon Lord
  Alignment: Chaotic Evil
  Domains: Chaos, Evil, Slime (see below), Water
  Symbol: An amulet portraying an amorphous mass covered 
  in eyes or a splatter of paint with an eye drawn in the centre
  Garb: Filthy rags
  Favored Weapon: Morningstar (called a “pulper” by the 
  faithful)
  Form of Worship and Holidays: Outbreaks of disease are 
  considered to be signs of the Faceless Lord’s favour; other-
  wise, there are no real holy days or organised worship other 
  than random sacrifices and eviscerations.
  Typical Worshippers: Insane humans, lepers, intelligent ooz-
  es, ooze demons, spawn of Jubilex, slime nagas, some evil 
  dragons
  The Faceless Lord is a powerful demon lord, sometimes worshipped 
  as a deity, though it does not generally behave as such. It is considered 
  by its worshippers to be chaos personified and a return to a simpler, purer 
  state of existence. Jubilex is said to sow chaos and discord throughout the 
  planes, though it is possible these are simply the instinctive actions of a 
  mindless monstrosity rather than a calculated stratagem. It is doubtful that 
  Jubilex even recognizes that it has worshippers, or cares. 
  Disliked even by other demons lords, Jubilex is often depicted as an 
  enormous amorphous blob with eyes in random locations that spews 
  forth foul and deadly slimes of many varieties. During a dispute with the 
  dwarven god Dwerfater thousands of years ago, Jubilex was imprisoned 
  in some hidden location rumoured to be on the Material Plane and the 
  world of Lloegyr. His physical absence has not seemed to affect his few 
  deranged cultists over this time, and if his name has been forgotten to 
  the point of being little more than a whispered rumour in the world, then 
  it likely has only helped his cult to remain hidden from the powers that 
  would otherwise seek to destroy it.
  The Faceless Lord is the ruler of slimes and oozes, things that slip 
  beneath the streets of the Blight and find an ideal setting for birthing and 
  growing his kin and progeny. He is also the Lord of Decay and is said to 
  slither the streets of the Blight at night by his mad faithful. His followers 
  are called Masters (or Mistresses) of the Ooze, and they often sacrifice a 
  limb to green slime to gain their lord’s favours. They are feared by even 
  the vilest things in the city for their cruelty.
  Jubilex previously appeared in LL4: Cults of the Sundered Kingdoms, 
  The Tome of Horrors Complete, and Marshes of Malice by Frog God 
  Games, and G5: Chaos Rising by Necromancer Games.
  Slime Domain
  Granted Powers: You have an affinity with the caustic, 
  mindless creatures that make up the lowest orders of existence: 
  the oozes. Summon monster spells that you cast summon mindless 
  oozes as indicated in the table below rather than other types of 
  creatures. It otherwise works like a normal summon monster spell.
  Level
  Creature
  1st
  boilborn, giant amoeba, oozeanderthal**
  2nd
  amber ooze*, amoeba swarm, whip jelly*
  3rd
  diger*, garden ooze, gelatinous cube, green 
  slime, mudbog*, or olive slime*
  4th
  crystal ooze*, freezing flow, gray ooze, 
  lightning bladder**, mercury ooze*, sewer 
  sludge**, slime mold*, or stun jelly*
  5th
  blood pudding*, ochre jelly, glacial ooze*, 
  livestone*, metallic ooze*, or white pudding*
  6th
  black pudding, brown pudding*, deathtrap 
  ooze, dun pudding*, or magma ooze*
  7th
  entropic ooze* or stone pudding*
  8th
  carnivorous blob
  9th
  dark matter entropic ooze* or living monolith**
   
  *See The Tome of Horrors Complete by Frog God Games
  **See Tome of Horrors 4 by Frog God Games
  Slime Spew (Sp): As a standard action, you can vomit forth a 
  15-foot line of caustic slime. The slime deals 1d6 points of acid 
  damage +1 point for every two cleric levels you possess (Reflex 
  DC 10 + 1/2 your cleric level + your Wisdom modifier for half 
  damage). You can use this ability a number of times per day equal 
  to 3 + your Wisdom modifier.
  Ooze Channel (Su): Instead of its normal effect, you can choose 
  to have your ability to channel energy heal or harm oozes. You must 
  make this choice each time you channel energy. If you choose to heal or 
  harm oozes, your channel energy has no effect on other creatures. The 
  amount of damage healed or dealt and the DC to halve the damage is 
  otherwise unchanged. A mindless ooze that is affected by your channel 
  ability will not attack or otherwise harm you for 24 hours.
  Domain Spells: 1st—green water*, 2nd—ooze bolt*, 3rd—
  muck*, 4th—mucus mask*, 5th—slime bucket*, 6th—flesh to ooze*, 
  7th—slimeball*, 8th—word of chaos, 9th—summon monster IX 
  (greater ooze demon only — see The Tome of Horrors Complete).
  Spells with an asterisk are described below.
  FLESH TO OOZE
   
  School transmutation; Level sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S, M (a drop of acid and a drop of water)
  Range medium (100 ft. + 10 ft./level)
  Effect ray
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  A sickly pink light springs from the palm of your hand. 
  You must make a successful ranged touch attack to hit. 
  Any creature struck by the ray and failing its saving throw 
  is instantly liquefied and turned into a small puddle of 
  harmless ooze. This liquefaction kills the target. A creature 
  that makes a successful Fortitude save is only partially 
  affected, taking 4d6 points of damage as portions of 
  his flesh liquefy and fall away. A liquefied creature’s 
  equipment is unaffected.
  
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  The Blight: Richard Pett's Crooked City
  Only the first creature or object struck can be affected; 
  that is, the ray affects only one target per casting. Only 
  creatures made of flesh are affected by this spell.
  GREEN WATER
   
  School transmutation; Level cleric 1
  Casting Time 1 minute
  Components V, S, M (a flask of water and green dye)
  Range touch
  Target flask of water touched
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This changes a flask of water into a patch of green slime 
  that can be used as a splash weapon. Upon exposure to 
  flesh, it deals 1d6 points of Constitution damage per round. 
  It can be scraped off in the first round of contact, but 
  after that it must be frozen, burned, or cut away (dealing 
  damage to the victim as well). Anything that deals cold or 
  fire damage, sunlight, or a remove disease spell destroys 
  the patch. Against wood or metal, it deals 2d6 points of 
  damage per round, ignoring metal’s hardness but not that 
  of wood. It does not harm stone, including glass such as a 
  flask might be made of.
  MUCUS MASK
   
  School conjuration (creation) [acid]; Level cleric 3, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M (phlegm)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration permanent (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You spit a glob of mucus through the air at your target. You 
  must succeed on a ranged touch attack to hit your target. A 
  successful hit strikes the target in the head. The glob of mucus 
  grows in flight, so that on a successful hit it engulfs the target’s 
  entire head. The mucus causes three effects:
  The mucus is acidic and burns out the targets eyes, 
  causing permanent blindness on a failed save.
  The acidic mucus damages the ear canals and causes 
  permanent deafness on a failed save.
  The acidic mucus plugs up the target’s nose and mouth, 
  and begins to cause suffocation on a failed save. Unless 
  dispelled, the sticky mucus must be manually removed from 
  the target’s nose and mouth in order for him to be able to 
  breathe again. This process is time consuming and can only 
  be accomplished by the target himself with great difficulty 
  using full-round actions and requiring 3 minutes. If one 
  person helps the target using full-round actions, the mucus 
  can be cleared in 2 minutes. If two people help the target 
  using full-round actions, the mucus can be cleared in 1 
  minute. No more than 2 people can assist the target at one 
  time. See the Suffocation rules in the Pathfinder Roleplaying 
  Game to determine the results of what occurs while the 
  mucus is being cleared.
  The target is allowed only one save for all three effects. 
  The blindness and deafness can be healed with remove 
  blindness/deafness, heal, or regenerate. Immunity to acid 
  prevents the first two effects but not the third.
  The spell’s effects only apply to a target of your size or 
  smaller. If the target is one or two size categories larger 
  than you, than only one of the three affects occurs. Roll 
  1d6 to determine which: 1–2 blindness, 3–4 deafness, 5–6 
  suffocation. If the target is more than two size categories 
  larger than you, then the spell has no effect.
  MUCK
   
  School conjuration (creation); Level cleric 3, druid 4
  Casting Time 1 standard action
  Components V, S, M (a drop of glue and clod of dirt)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread, 1 ft. deep
  Duration 10 minutes/level
  Saving Throw Reflex negates; see text; Spell Resistance yes
  This spell creates a mucky ooze, 1 foot deep, to appear in 
  the area of effect.  The ooze is very thick and adhesive, and 
  pseudopods from the muck reach for any creature in the 
  area.
  Anyone standing on the ground when the muck appears 
  must make a Reflex save. If the save succeeds, the creature 
  is standing in the muck, which is considered difficult terrain, 
  but his movement is otherwise unaffected by the thick ooze. 
  If the save fails, the creature becomes stuck in place until 
  he can break free by making a combat maneuver check 
  or Escape Artist check against the DC of the spell. Anyone 
  moving through the area must make a combat maneuver 
  check or Escape Artist check as part of their move action, 
  with the DC equal to the spell’s DC. Creatures that fail lose 
  their movement and become stuck in place in the first square 
  of the muck that they enter until they succeed at one of the 
  checks.
  Additionally, every creature within the area of the spell 
  is the target of a combat maneuver check made by the 
  pseudopods to grapple each round at the beginning of your 
  turn, including the round that muck is cast. Creatures that 
  enter the area of effect are also automatically attacked. 
  The pseudopods do not provoke attacks of opportunity. 
  When determining the pseudopods’ CMB, the pseudopods 
  use your caster level as their base attack bonus and receive 
  a +3 bonus due to their Strength and a +1 size bonus. Roll 
  only once for the entire spell effect each round and apply 
  the result to all the creatures in the area of effect.
  If the pseudopods succeed in grappling a foe, the 
  foe gains the grappled condition. Grappled opponents 
  cannot move without first breaking the grapple. All other 
  movement is prohibited unless the creature breaks the 
  grapple first. The pseudopods receive a +5 bonus on 
  grapple checks against opponents they are already 
  grappling but cannot move foes or pin foes. The CMD for 
  the purposes of escaping the grapple is equal to 10 + its 
  CMB.
  The pseudopods created by this spell are susceptible to 
  cold. Any cold damage inflicted on the area of the spell 
  can freeze a 5-foot square area per level of the effect (or 
  per 3.5 points of cold damage inflicted, whichever is higher). 
  The pseudopods in that area are frozen and can no longer 
  attack, though grappled creatures remain so until they 
  break free. Creatures grappled in an area that is frozen by 
  cold damage can break free from the brittle pseudopods as 
  a standard action. Even if frozen, the muck remains difficult 
  terrain to move through.
  OOZE BOLT
   
  School conjuration (creation) [acid]; Level cleric 3, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, M (dried gray ooze and saliva), F (a 
  crossbow bolt)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one bolt of ooze
  Duration 1 round + 1 round per three levels
  Saving Throw none; Spell Resistance yes
  A bolt of gray ooze springs from your hand and speeds to 
  its target. You must succeed on a ranged touch attack to 
  Slime Domain
  
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  GM Guide
  hit your target. The bolt deals 2d6 points of acid damage 
  with no splash damage. For every three caster levels you 
  possess, the acid, unless neutralized, lasts for another round 
  (to a maximum of 5 additional rounds at 15th level), dealing 
  another 2d6 points of damage in each round.
  SLIME BUCKET
   
  School conjuration (creation); Level cleric 5
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (10-ft. radius, 40-ft. high)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates a massive vat of slime in the air 40 feet 
  above the target area (if there is less than 40 feet of vertical 
  clearance, the vat appears lower, but there must be a 
  minimum of at least 20 feet of clearance for the spell to 
  function). The vat instantly tips and pours its contents out 
  in giant glop with a 10-foot radius and then disappears. 
  Anyone in the area of the falling slime takes 1d6 points of 
  cold damage per caster level (15d6 maximum). The slime 
  coats the victim but is inert after the initial damage is dealt. 
  It can be cleaned off by mundane means.
  SLIMEBALL
   
  School evocation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of green slime)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell generates a ball of protoplasmic goop that 
  explodes with a chunky thump and deals 1d6 bludgeoning 
  damage per caster level (maximum 10d6) to every creature 
  within the area. Unattended objects also take this damage. 
  The resulting spray of goop from the explosion splatters 
  everyone within the area of affect with green slime whether 
  they saved or not. It deals damage to creatures and objects 
  as described in the Pathfinder Roleplaying Game and 
  requires fire, cold, sunlight, or remove disease to remove it, 
  though it may be scraped off in the first round. The explosion 
  creates almost no pressure.
  You point your finger and determine the range (distance 
  and height) at which the slimeball is to burst. A lumpy, 
  grapefruit-sized ball streaks from your hand and, unless 
  it impacts upon a material body or solid barrier prior to 
  attaining the prescribed range, explodes into a burst of slime 
  and gunk at that point. An early impact results in an early 
  detonation. If you attempt to send the lumpy ball through a 
  narrow passage, such as through an arrow slit, you must “hit” 
  the opening with a ranged touch attack, or else the ball 
  strikes the barrier and detonates prematurely.
  Subdomains
  The Slime Domain grants access to the Decay* and Entropy** 
  Subdomains. The granted powers of the Decay and Entropy Subdomains 
  both replace the ooze channel power of the Slime Domain.
  *See the Plant Domain
  **See the Chaos Domain
  Slime Domain
  
  76
  The Blight: Richard Pett's Crooked City
  Lord Shingles
  The Shadow on the Rooftop; Sovereign 
  of the Heights; God of Builders, Gables, 
  Rooftops, and the Sky
  Lesser God
  Alignment: Lawful Neutral
  Domains: Air, Artifice, Community, Knowledge
  Symbol: A spire
  Garb: Ceremonial work apron and headdress with a cere-
  monial trowel and hammer
  Favored Weapon: Light hammer
  Form of Worship and Holidays: Formal ceremonies held at 
  dawn on the four High Holy Days and at sundown of the 
  solstices and equinoxes. Ceremonies include ritual chants, 
  bonfires, and oaths.
  Typical Worshippers: Architects, builders, gablemaesters, 
  sprawlmasons, spider-hunters, daredevils, some burglars and 
  vigilantes
  No city has a skyline like Castorhage, so it is no surprise that the city’s 
  unique rooftop culture with its ubiquitous features and threats should spawn an 
  awe in the people who live and work upon it. It is possible that Lord Shingles 
  was originally just an obscure sky deity or perhaps some lesser builder deity 
  associated with Dre’uain the Lame, but whatever the case, something about 
  the Blight’s urban sprawl and ever-more precarious skyward expansion called 
  out for a God of the Heights, and one appeared. He is sometimes glimpsed 
  at dusk and dawn, and there are many gablemaesters and spider-hunters who 
  have claimed to have spent time with the god, though none can remember any 
  details with which to describe him, other than that he feared no precipice or 
  drop and somehow made them feel strangely calm and safe as well. Oddly, 
  many thieves pay him heed and make offerings on rooftops for luck in their 
  second-story endeavours, flowers, coins, and personal possessions, and the 
  gables and spires of the Blight are festooned with his shrines. 
  Lucifer
  Prince of Darkness; Prince of Lies;  
  The Adversary; The Prince of Light;  
  Lord of Infernus; The Falling Tower; Satan
  Greater God (Arch-Devil)
  Alignment: Lawful Evil
  Domains: Charm, Evil, Law, Strength, War
  Symbol: Leviathan Cross (alchemic symbol for sulfur)
  Garb: Red or black silken robes with tall pointed hoods that 
  either cover the face or with deep cowls and with white, 
  featureless masks
  Favored Weapon: Trident
  Form of Worship and Holidays: Blood sacrifices at Samhain 
  (the last night of autumn) nights of the Dark Moon (when 
  Sybil is full), and Walpurgis Night.
  Typical Worshippers: Witches, corruptors, politicians, revolu-
  tionaries, the disaffected
  The Prince of Darkness is worshiped by countless in the city, and many 
  good people have been tempted by lust or greed or hunger into serving 
  him. In fact, his worship is so insidious that there’s no way to determine 
  what their true numbers might be. However, the astute and very observant 
  are aware that many symbols of other divinities (deities and arch-devils 
  alike) are usurped and used in worship to the Prince of Lies, and doubtless 
  many prayers so intended for other powers fall pleasingly upon his ears in 
  Infernus instead. Though not much is known about any organized cult of 
  Lucifer, his most devout followers, the Dark Cardinals, bear marks of the 
  touch of their master. Sometimes this mark may be a simple blemish, other 
  times it is a change of body into something monstrous, bestial and lustful.
  Lucifer previously appeared in The Tome of Horrors Complete by 
  Frog God Games.
  Mammon
  Lord of Avarice; Lord of the Third
  Arch-Devil
  Alignment: Lawful Evil
  Domains: Artifice, Earth, Evil, Law, Trickery
  Symbol: A coin with the arch-devil’s face upon it
  Garb: Rich robes of the finest materials, bedecked with 
  gems and thread of precious metals
  Favored Weapon: Shortspear
  Form of Worship and Holidays: Few formal rituals beyond 
  the accumulation of wealth and tithing to cult leaders who 
  maintain contacts for business deals and shady deals alike 
  and organize smaller services where key figures can meet to 
  strategize plans for profiteering
  Typical Worshippers: Bankers, royalty, business owners, 
  thieves, swyne, many Castorhagers (covertly)
  Perhaps the most commonly invoked god of Castorhage, Mammon is 
  said to be interested only in the spreading of his own name and that even his 
  name is a lie. It is said Mammon’s name is pronounced in the clink of every 
  coin and the cry of every slave. If there is something that generates income, 
  directly or indirectly, Mammon has a hand in it at some level. Mammon 
  is invoked by those who wish for good luck and fortune, as well as those 
  in power or those who have nothing. His touch caresses priest and pauper, 
  queen and whore alike and brings to all dreams of limitless wealth and 
  power. Worship of Mammon is somewhat unique in that there are relatively 
  few followers of Mammon who revere him as their primary deity but a 
  great many who invoke him on the side in order to achieve success in some 
  financial endeavour. Even the good-aligned followers of gods of good are 
  not immune to the temptation to beseech Mammon’s blessing from time to 
  time. As a relatively shadowy figure, even in the politics of Hell where he 
  is lord of an entire Circle, Mammon seems to prefer this pseudo-anonymity. 
  Mithras
  Lord Storm; The Battle; The Soldier-God; 
  Mithrae Invicto; God of War, Battles, and 
  Soldiers
  Greater God
  Alignment: Lawful Neutral
  Domains: Animal, Glory, Law, Repose, Strength, War
  Symbol: A bull, warrior in a Phrygian cap, or a raven
  Garb: Military dress uniform or battle armour with Phrygian 
  cap
  Favored Weapon: Short sword, spear
  Form of Worship and Holidays: Worship services are held in 
  caves and grottos on nights of sacred celestial alignments. 
  The autumnal equinox (the Cusp of Mithras) is his sacred day 
  and involves public daylong ceremonies from first light until 
  moonset with sacrifice of bulls and military parades. On the 
  eve of great battles, secret underground ceremonies are 
  held (frequently attended by combatants from both sides 
  of the coming battle) to ask for favour in battle, beseech 
  Mithras to bring honour in battle, celebrate past battles, and 
  promote cult members to higher grades of Mithraism; if a 
  ceremony finds favour, a celestial bull may materialize for 
  the cult leader to slay in commemoration of Mithras’ deeds.
  Typical Worshippers: Soldiers, generals, warriors, statesmen
  The great Cult of Mithraism is one of the most widespread religions 
  in the world. The universal appeal as the god of all soldiers and roots 
  that predate even the Legions of Hyperborea when his worship was first 
  
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  GM Guide
  spread far and wide make Mithras perhaps the most commonly revered 
  god in the Lost Lands. He brings luck in battle, he is the parting mist, the 
  coming storm, the changing wind; he aids those who trust to him. That he 
  is principally a god of soldiers — and soldiers only — is probably all that 
  prevents the cult from becoming the dominant religion in the world.
  Founded in the early days of Hyperborea, the soldiery of Castorhage is 
  no exception to the god’s wide appeal. However, his cult takes on a slightly 
  different edge, perhaps, in the naturally blighted surrounds of the city-state. 
  In Castorhage, Mithras is revered more as the unstoppable victor in battle as 
  opposed to the honourable warrior. He is often referred to as Old Iron Hand 
  or Lord Storm among the Royal Army, and his worship within the city’s 
  military is encouraged and in some cases compulsory. The Cult of Mithraism 
  outside Castorhage has looked askance at that city’s branch for some time 
  and often see it as a tainted form of worship. Every few years there is always 
  talk of excommunicating the Castorhage sect, though the Heliodromus of 
  Mithras has quashed such talk on every occasion so far. However, troubling 
  rumours coming out of the Libynosi colonies of high-grade Casterhager cult 
  members siding with followers of the barbaric war god Thursis in battle 
  may at least be the straw that breaks the back of the Soldier-Gods cult in 
  the Blight. Whether this is true or not remains to be seen, but many Paters 
  and Coraces of Mithras across Akados wait expectantly to see what sort of 
  decree may come down from the Heliodromus.
  Mithras previously appeared in LL3: Sword of Air by Frog God 
  Games.
  Mother Grace
  The Holy Mother; Mother of All;  
  Goddess of Family, Order, and Tradition
  Greater God
  Alignment: Lawful Neutral
  Domains: Community, Law, Nobility, Repose
  Symbol: A mother holding a child and a distaff
  Garb: Black robes trimmed in silver with red collar and 
  accents, silver and red mitre and ceremonial distaff
  Favoured Weapon: Light mace
  Form of Worship and Holidays: Minor services in the form 
  of multiple times for prayer or meditation are daily in 
  cathedrals and churches throughout the city with longer, 
  formal services held every Sunday (all-day affairs) and 
  Wodesday (evening services). The High Holy Days are all 
  considered sacred to Mother Grace and hold services 
  accordingly, and seemingly every other day in the calendar 
  is designated as a feast day for one or more of her saints.
  Typical Worshippers: Castorhagers
  The most widely worshipped god in the City-State of Castorhage, the 
  shrines, churches and cathedrals outnumber those of other gods by a dozen 
  to one and are unequalled in their magnificence. Mother Grace is the 
  goddess of the Royal Family and the official religion of the State. Other 
  gods, saints, and religious figures are tolerated, and yet even this tolerance 
  is occasionally tested with persecutions launched by the religious leaders 
  of Mother Grace’s church with the backing of the Crown. Crusades on 
  foreign shores — especially in and around Castorhage’s many overseas 
  colonies — are regular and by no means driven by goodness, with many 
  similar activities occurring on a smaller scale locally. Pillaging Between in 
  her name, burning witches to her glory, and assorted murder and mayhem 
  under the auspices of divine authority are her all-too-regular consorts. 
  Throughout all of it, only one thing matters: order. 
  Outside of Castorhage and its colonial possessions, Mother Grace is 
  a very intriguing goddess. For despite her clear and present power as a 
  major divinity and her near monopoly on religious influence throughout 
  Castorhage’s empire, she is virtually unknown beyond its boundaries. 
  Nowhere else can be found organized congregations or temples in the name 
  of Mother Grace, and no known culture or ethnicity lays claim to her origins. 
  Her religion seems to have appeared as if from nothing at some point early 
  in the creation of Castorhage, and went on to obtain and keep a position of 
  religious supremacy. Some learned scholars hypothesize that her church in 
  Castorhage may represent some organized remnant of the prehistoric deity 
  once revered almost universally among early humans and known usually as 
  only The Goddess. But even that is base speculation derived from little more 
  than her apparent affinity for humans and a vague resemblance between 
  the shape of the head of her distaff in religious depictions and the ancient 
  imagery of the Tesseract long associated with worship of The Goddess. 
  What truth may lie in this connection has yet to be definitively determined.
  Papyri
  The Archivist; The Quiet One; The Lost 
  Apprentice; The Thoughtful Silence; Goddess 
  of the Written Word
  Demigod
  Alignment: Neutral
  Domains: Esoteric (see below), Knowledge, Magic, Rune
  Symbol: A quill superimposed on a shield
  Garb: Scholars robes, usually with ink-stained cuffs. There 
  are many different collars, tassels, and hats worn with these 
  robes to denote different roles, ranks, and specialties among 
  followers of Papyri.
  Favoured Weapon: Spear (always with a shield)
  Form of Worship and Holidays: Solemn periods of silent med-
  itation, prescribed readings of holy books and approved 
  literature. Public readings from Papyri’s Escutcheon Di Episte-
  mos Primo are held every Thyrsday evening.
  Typical Worshippers: Scholars, teachers, wizards, arcanists, 
  alchemists, nagas, liches
  The quiet Papyri is seldom depicted in religious art, but when she is, 
  it is always as a studious, unassuming woman hunched over a scribe’s 
  lectern. Her true name is unknown, and she is now named for the earliest 
  Three Aspects of One God
  Mother Grace is a good example of the extremities of religion in 
  the Blight. Three aspects of her teachings are taken up and worshipped 
  with equal fervour by groups with three very different philosophies.
  The Beatific Quest: This aspect of the worship of Mother Grace 
  is lawful good in alignment. It follows her teaching that knowledge 
  is all, that mistakes of history cannot be repeated with proper study 
  and prudent thought, and that only through awakening the desire 
  to know will the world be pure and advance.
  The Rule of Order: Lawful neutral in alignment, the Rule of 
  Order focusses on the words of the Mother of All when teaching 
  infants and the ignorant — that fairness is only good when 
  firmness is behind it, a clenched fist in a velvet glove. Order and 
  discipline are paramount. This aspect of the Mother’s worship 
  is the most rigid; it follows set laws and ranks and patterns of 
  worship established centuries ago and still clung to with dogged 
  attention to detail. It is as inclined to use the weapons of the wicked 
  to destroy them and preaches that the only thing that truly matters 
  in a chaotic world is the preservation of the status quo.
  The Fair Fist: Of lawful evil, this sect preaches that only order 
  can bring the world out of the darkness of anarchy, and only those 
  who worship the Mother Grace are the truly enlightened capable 
  of bringing about this order. This aspect of the goddess focusses 
  entirely upon scare mongering of the teachings of the Holy Mother 
  — that unless properly educated as to the dangers of the present 
  age, the world will fall into absolute chaos. Missionaries, bigots, and 
  fear-mongers, the Fair Fist (one of this sect’s many names) believes 
  in worshipping Mother Grace and nothing else (all other religions 
  being blasphemous) and historically is the group behind most of the 
  Mother’s crusading activities. They wish only to extend order in the 
  Mother’s name (whether the world wishes it or not).
  
  78
  The Blight: Richard Pett's Crooked City
  medium associated with her worship. The church of Papyri claims that 
  Papyri was originally apprenticed to Yenomesh, the ancient God of 
  Glyphs and Writing. Papyri doctrine states that she served Yenomesh 
  since the beginning of his creation of writing but either ran away or was 
  banished by him for unknown reasons after discovering something among 
  his writings. For their part, the followers of Yenomesh deny any such 
  association.
  She is invoked by those who hunger for knowledge at any cost, and the 
  greatest tenets of her church is that all knowledge is neutral (no matter 
  how much harm could be caused by those who misuse it) and that all 
  knowledge should be preserved by the constant creation of new copies. 
  Throughout history this has been accomplished by virtual armies of 
  painstaking scribes, though with the modern innovation of the printing 
  press in Castorhage this tedious practice has been largely relegated to the 
  typesetters who need only assemble a book’s words once. Despite her 
  seemingly benign focus on scholarship and education, Papyri’s support 
  of unregulated knowledge acquisition can often lead her adherents onto 
  paths that culminate in exposure to dark truths and darker gods. For those 
  with a greater understanding of the Quiet One, they know her consorts 
  are gods of madness, things without names, and fey gods of old that have 
  been imprisoned and should never again see the light of sun. The liturgy of 
  her faithful, however, is that the knowledge of Papyri is a shield for those 
  who would use it, and those who would use the knowledge are likewise a 
  shield for its preservation. It is whispered that many of the highest-placed 
  members of the almost-mythological Fraternal Order of the Secret Flame.
  Sister Shadows
  The Unseen; Goddess of Alleys, Streets, 
  Piers, and Pathways
  Demigod
  Alignment: Chaotic Neutral
  Domains: Artifice, Darkness, Earth, Shadow (see below), 
  Trickery
  Symbol: A twisting wynd (alleyway)
  Garb: No special garb
  Favoured Weapon: Dagger
  Form of Worship and Holidays: No formal services or holidays; 
  most followers offer a simple prayer before going about their 
  daily chores and another before sleep
  Typical Worshippers: Beggars, thieves, dock labourers, street 
  sweeps, commoners, ratfolk, mongrelfolk, skulks
  In a city contorted by countless pathways and alleys, this goddess’s 
  name is said almost as widely as Mother Grace’s. Her name is uttered 
  by those who walk the broadest streets to those who dwell beneath the 
  rankest piers closest to the Kiss of the Lyme and who have to “dance daily 
  with Sister Lyme,” an old Blight phrase meaning to fall into the Great 
  Lyme River, an act that is often a person’s last.
  Largely unknown outside the Blight, some suppose Sister Shadow to 
  be an aspect or divine servant of the shadow goddess Mirkeer. However, 
  despite The Unseen’s similar affinity to the dark corners of the world, their 
  similarity ends there. Sister Shadow is not a deity of the night and nefarious 
  dealings in shadow, she represents the endless shadows, nooks, and 
  crannies and the endless possibilities they represent for survival, success, 
  and even satisfaction. She is a goddess of not only those innumerable 
  hordes that dwell within the corners of the city, but the potential that the 
  city represents for those same people she embraces. Many folk see her 
  simply as a goddess of thieves and street gangs, but those who truly revere 
  her see her as protector and inspiration for their lives and the chance — 
  however slight it may be — to better them.
  The Ash Queen
  Queen of Whores; The Hunger; Goddess of 
  Lust, Nature, and Witchcraft
  Greater God (Outer God)
  Alignment: Chaotic Neutral
  Domains: Animal, Beast (see below), Chaos, Earth, Plant
  Esoteric Domain
  Granted Powers: The world around you was not meant to 
  be known or seen by most others. You are endowed with secret 
  knowledge and insight, granting you a +2 bonus on Bluff checks 
  to pass secret messages and Linguistics checks to decipher writing 
  in an unfamiliar language or a message written in an incomplete 
  or archaic form.
  Detect Secret Doors (Sp): You can detect secret doors, as per the 
  spell, for a number of rounds per day equal to 3 + your cleric level.
  Find Traps (Sp): At 4th level, you can use find traps at will as a 
  spell-like ability using your cleric level as the caster level. You can 
  use this ability for a number of rounds per day equal to your cleric 
  level. These rounds do not need to be consecutive.
  Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 
  3rd—arcane sight, 4th—divination, 5th—true seeing, 6th—
  analyse dweomer, 7th—arcane sight, greater, 8th—moment of 
  prescience, 9th—foresight
  Subdomains
  The Esoteric Domain grants access to the Thought* and 
  Truth** Subdomains. The granted power of the Thought and Truth 
  Subdomains both replace the find traps power of the Esoteric 
  Domain. 
  * See the Knowledge Domain
  ** See the Madness Domain
  Shadow Domain
  Granted Powers: Very closely related to the Darkness Domain, 
  you have an affinity to the darkness and are most comfortable in 
  shadows. In addition, you receive Stealth as a class skill and gain 
  an additional +2 competence bonus to the skill.
  Darkeyes (Su): As a swift action, you can imbue yourself 
  with blindsight to a distance of 30 feet, allowing you to see 
  through absolute darkness (even magical darkness), smoke, fog, 
  invisibility, and concealment. This effect lasts for 1 round. You 
  can use this ability a number of times per day equal to 3 + your 
  Wisdom modifier.
  Blur of Shadows (Su): At 8th level when you are in any 
  illumination less than bright light, as a standard action you can 
  call shadows to rise and cover you, granting you concealment. 
  Creatures attacking you have a 20% miss chance on all attack 
  rolls. The effect ends if bright light is introduced to the area, but 
  can be reinitiated once the bright light is gone. You can use this 
  ability for a number of rounds per day equal to 1/2 your cleric 
  level. These rounds do not need to be consecutive.
  Domain Spells: 1st—pass without trace, 2nd—darkness, 
  3rd—deeper darkness, 4th—shadow conjuration, 5th—shadow 
  evocation, 6th—shadow walk, 7th—greater shadow conjuration, 
  8th—greater shadow evocation, 9th—shades.
  Subdomains
  The Shadow Domain grants access to the Ambush* and Night** 
  Subdomains. Both the granted powers of the Ambush and Night 
  Subdomains replace the darkeyes power of the Shadow Domain. 
  * See the Trickery Domain
  ** See the Darkness Domain
  
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  GM Guide
  Symbol: A naked woman silhouetted before a full moon
  Garb: Nudity smeared with mud, blood, and placental tissue 
  (usually animal but humanoid when available)
  Favoured Weapon: Sickle
  Form of Worship and Holidays: Blood sacrifices and rituals 
  held on every new moon with special fertility rites held every 
  Modraniht and on the eve of Beltane
  Typical Worshippers: Druids, mothers, fertility cults, satyrs, 
  witches, hags, atavistic serpentfolk, nocturnals, intelligent 
  plant creatures, rorkouns, gorynychs, bholes, dark young, 
  living monoliths, some mongrelfolk
  The Queen of Whores and the eldest god, The Ash Queen’s name 
  is screamed by hunters as they take their prey and courtesans as they 
  take their lovers. She is all things lust and like all hungers, can be a 
  force of good — of the creation of life — but also of evil — betrayal, 
  lies, and perversions. And sometimes there is less than a knife 
  blade’s thickness of difference between the two. The Ash Queen is 
  savagery and the wanton celebration of Nature at its most brutal and 
  unrestrained. Her rites are usually performed at night under a new 
  moon and starlit skies and involve orgiastic feasts accompanied by 
  wild music and ecstatic dancing. The priests and priestesses, who are 
  said to be unusually fanatical, are naked but for smears of thick marsh 
  mud, clotted blood, and the placental blood and tissues of recently 
  birthed animals or even humanoids when available. For those who 
  follow the Queen of Whores and are sane enough to realize it, her 
  worship and religion are merely a thinly veiled front for the mad cult 
  of the goddess and Outer God, Shupnikkurat
  Shupnikkurat previously appeared in Dunes of Desolation and Marshes 
  of Malice by Frog God Games and Ancient Kingdoms: Mesopotamia by 
  Necromancer Games.
  The Horseman
  End of Days; Lord of Disease;  
  Supreme of Daemons; The Oinodaemon
  Greater God (Daemon Lord)
  Alignment: Neutral Evil
  Domains: Death, Destruction, Evil, Madness, War
  Symbol: A skull and scythe or a diseased and rotten ram’s 
  head
  Garb: Hooded black robes without footwear
  Favoured Weapon: Scythe
  Form of Worship and Holidays: Blood sacrifices anywhere 
  there is death or imminent death, including battlefields, 
  plague-stricken cities, regions of famine and social upheaval
  Typical Worshippers: Daemons, doomsayers, the insane, 
  plague carriers, ghouls, some wererats
  “The end is nigh!” proclaim his followers. The End of Days is here, 
  and soon the Horseman shall ride down upon the city to reap his harvest. 
  He will turn his four faces upon all, laying the city low with his disease, 
  burning its ruins to ashes, and starving the handful that have the ill fortune 
  to survive. His name is Death and his only promise is ruin and destruction. 
  Outside the city of Castorhage, The Horseman goes by his more commonly 
  known name: the Oinodaemon. His ultimate goal is to bring ruin upon all 
  mortals, and he is patient in his efforts. Though only the insane favour The 
  Horseman’s worship, all peoples fear his inevitable arrival.
  The Oinodaemon previously appeared in The Tome of Horrors 
  Complete by Frog God Games and K2: The Doom of Listonshire and 
  H1: The Bonegarden by Necromancer Games.
  Beast Domain
  Granted Powers: Your blood runs hot with the rage of the 
  beast, and you have the heightened senses of a predator. You gain 
  scent and low-light vision. If you already have one of those special 
  abilities, you gain a +2 circumstance bonus on Perception checks 
  instead. If you already have both of those special abilities, your 
  circumstance bonus increases to +4 on Perception checks.
  Fangs of the Beast (Ex): As a swift action, you gain a bite attack. 
  If used as part of a full-round attack action, the bite attack is made 
  at your full base attack bonus –5. If the bite hits, it deals 1d4 points 
  of damage (if you are Medium) or 1d3 points of damage (if you are 
  Small) plus half your Strength modifier. You can make this attack 
  as part of the action to maintain or break free from a grapple. This 
  attack is resolved before the grapple check is made. If the bite 
  attack hits, any grapple checks made by you against the target this 
  round are at a +2 bonus. This effect can be used for a number of 
  rounds per day equal to 3 + your Wisdom modifier. They do not 
  have to be used in consecutive rounds.
  Bestial Hunger (Su): At 8th level, if you use fangs of the beast 
  you can use a full-round action (that does provoke attacks of 
  opportunity) to feed on a helpless foe. This counts as a coup de 
  grace using your bite attack if the victim is alive. Whether alive or 
  dead, as long as the victim was an animal, dragon, fey, humanoid, 
  magical beast, or monstrous humanoid that had been alive within 
  the last hour, you receive 1d4 temporary hit points for every three 
  cleric levels you possess from your feeding. If you already have a 
  bite attack, then you do not need to use fangs of the beast in order 
  to use this ability.
  Domain Spells: 1st—magic fang, 2nd—bear’s endurance, 
  3rd—beast shape I, 4th—beast shape II, 5th—beast shape III, 
  6th—beast shape IV, 7th—greater polymorph, 8th—form of the 
  dragon III, 9th—shapechange.
  Subdomains
  The Beast Domain grants access to the Lust* and Rage** 
  Subdomains. The granted powers of these subdomains each 
  replaces the bestial hunger power of the Beast Domain. 
  * See the Charm Domain
  ** See the Destruction Domain
  
  80
  The Blight: Richard Pett's Crooked City
  The Gods of the Swyne
  It is difficult to categorize the gods worshipped among the race known 
  as the swyne* as a true pantheon, just as it is difficult to categorize them 
  as even true gods. Nevertheless, these deities find veneration among the 
  swyne population and seem to be capable of granting spells to clerics who 
  worship them, so they are included here in abbreviated format. In truth, 
  they seem less like an actual pantheon and seem more like lesser godlings 
  or powerful outsiders that managed to find a home for their extremely 
  specific and limited areas of influence and simply latched onto whatever 
  veneration they could.
  Twisted Campaigns
  To some classes, alignment is at the core of their nature — whether you are 
  a righteous paladin, a despicable rogue, or a neutral druid, your alignment 
  guides you. Not everyone, however, is so clearly morally righteous or 
  despicable. A festering hotbed of backstabbing, liars, political greed, and 
  hunger for power offers you a useful backdrop to events for your adventures. 
  These themes can be developed into powerful campaign threads. 
  Twisted campaigns thrive upon darker subject matter: prostitution, 
  slavery, addiction, suffering, and misery, but this does not mean your 
  players have to be part of them. They may, in fact, be abhorrent to the PCs 
  and act as a catalyst to their adventures. Two samples of the same campaign 
  are given below, but one is given the features of a twisted Blight campaign.
  The Price of Flesh —  
  Standard Campaign
  This campaign is set in Festival, the island of pleasure in the Great 
  Lyme River. Cother’s Pleasure Palace caters to all sins, they say, although 
  it is difficult to become a member of this exclusive club — membership 
  is strictly by invitation. 
  The PCs are sponsored — be it by a religious group, cult, or guild — to 
  investigate the disappearance of Lady Heather McCall, a disowned noble 
  and lover of Horace Grove, a well-to-do snuff merchant. Grove arranges 
  for the PCs to enter the palace incognito and learn what is happening. The 
  PCs discover that Cother is a member of the Family, and the wererat has 
  been abducting speciality victims for his more discerning customers to 
  infect with lycanthropy. He has used the services of a notorious ogrekinB2 
  abductor known only as the Stalker to snatch his victims. The PCs unmask 
  the plot, free Heather, and all seems well.
  However, the Family are extremely angry about the event; Cother was 
  a promising young businessman who was a favoured cousin of one of 
  the organization’s more senior members. An attempt is made upon the 
  PCs’ lives, and clues point back to Festival. Furthermore, threats are 
  made to the PCs’ sponsor, and the matter quickly swells into a ground 
  war between the Family and the PCs’ sponsoring group. This escalates, 
  and the PCs become involved in hit-and-run tactics against the Family, 
  which culminates in a pitched battle under the piers between the PCs, their 
  sponsors, and the Family. 
  In the meantime, Heather has been infected with lycanthropy, and the 
  aspect of her character and her misery at the event is laid bare; attempts at 
  cures fail and she ends up in the Asylum. Her lover Horace offers a fortune 
  for the PCs to embark upon a crusade against the rats.
  B2 See Pathfinder Roleplaying Game Bestiary 2
  The Price of Flesh —  
  Twisted Campaign
  In this version, events follow along as before, but the PCs have a 
  more ambiguous background. The sponsor, it transpires, is the covert 
  ally of a rival wererat family from foreign shores (the Nettles) intent 
  upon establishing their own pitch on Festival. These sponsors know that 
  Cother is the favoured cousin of one of the senior Family members. The 
  adventure runs as written above, but this time if the PCs do not kill Cother, 
  he is killed immediately after the adventure by the rival wererats.
  The PCs are then caught in the middle of this pitched battle — with the 
  two rival wererat groups both after their blood — the Family blame them 
  for the death of Cother, the Nettles intent upon burying any evidence. The 
  PCs must overcome both groups, or find a way of playing one off against 
  the other, clearing themselves, and securing their future.
  Vermin of the Blight
  It has been said before that the crawling, creeping, and flying vermin 
  that infest the Blight are virtually ubiquitous — especially in its summer 
  months. And though the Blight gains its nickname from the lichen-like 
  fungus of that name that proliferates in the darkened corners of the city 
  (see Part 6: The Blight Bestiary), most folk assume that it comes from 
  the blight of these vermin that are to be found virtually everywhere and 
  welcomed nowhere.
  Swarming insects are a constant problem at certain times of the year 
  when weather conditions are just right, but there are some particular types 
  of insects that seem to be unique to the city of Castorhage or at least never 
  recorded in other locations.
  Most people think of the spiders when the subject of Blight vermin is 
  discussed. The rooftops and gable, soffits and spires are overrun with them 
  — and many of monstrous sizes. Two varieties of spiders, however, are 
  exclusive to the environs of the city. These are the gable spiders, who don’t 
  spin webs but rather construct their elaborate lairs and hunting grounds 
  from the garbage and debris produced by the city itself; and the chymic 
  spiders, acid-spewing dreamstalkers that seem to physically embody the 
  fear of spiders shared by most folk of the city. The fact that the city is not a 
  web-shrouded mausoleum of humanoid carcasses can largely be attributed 
  to the neverending efforts of the gablemaesters, a guild of rooftop spider 
  hunters dedicated to battling the ever-growing scourge that creeps above 
  the heads of the citizens.
  Insectum are another example of myriad species of vermin that appear 
  to exist solely in and around the Blight. They are covered in considerable 
  detail in Part 4: The Blight Player’s Handbook.
  In addition to insectum, other less-monstrous bugs that seem unique 
  to the city are the midden-angels, great black biting flies that make their 
  home in the Bilges and require the workers there to don special protective 
  scarves in order to avoid having their faces disfigured by the painful bites, 
  and the stonemites, large, red, termite-like insects that gnaw on the stone 
  and mortar of masonry for their sustenance rather than wood and paper 
  like their lesser cousins.
  Lighting the streets and many of the homes and businesses in the Blight 
  is also done thanks to vermin. Thought there is some usage of gas lamps 
  around the city, as with many areas of technological advancement the 
  necessary infrastructure was largely deemed too costly and difficult to 
  install and maintain with other cheaper, easier options available. To this 
  end, the discovery of the burning properties of pyrebeetles revolutionized 
  Deity
  AL
  Area of Concern
  Domains
  Favored Weapon
  Hork
  NE
  Goddess of Musk
  AmoralDD, Animal, Charm, Trickery
  Dagger
  Porfask
  CN
   God of Wine Cellars
  AmoralDD, Chaos, Glory, IntrigueDD
  Club
  * See Part 3, New Races
  DD See Dunes of Desolation by Frog God Games
  The Gods of the Swyne
  
  81
  GM Guide
  the old torches and expensive oil lamps that had previously been used. 
  Pyrebeetles are a type of small beetle indigenous to the swamplands 
  surrounding the city that have peculiar flammable properties and make for 
  excellent torches and lanterns. Pyrebeetles are detailed more fully under 
  New Equipment in Part 3: The Blight Player’s Handbook.
  Siklight cockroaches are the smaller, more nauseating cousins of the 
  pyrebeetle. These creatures feed on waste and give off an insipid, pallid 
  light when they are awake, though they also extrude an unpleasant odour 
  at all times. Many folk ascribe the unhealthy vapours given off by these 
  insects as the cause of many illnesses among the poor. Siklight cockroaches 
  are a common sight in poorer parts of the Blight where, if properly cared 
  for, they can live for up to a year. Unfortunately, they have the alarming 
  habit of exploding if their hard carapace is pierced or sometimes even 
  from just sudden changes in temperature and certain conditions of the 
  Canker. For this reason, small explosions and fires are commonplace 
  in areas lit by them in the poorer areas of the city, and has earned them 
  several nicknames among the populace including Devil’s Spark, Trust-
  Me-Not, Tricklight, Mother’s Misery, Beltane’s Fart, and a host of other, 
  less-polite curses and cant-words. Siklight cockroaches are also covered 
  in more detail in Part 3: The Blight Player’s Handbook.
  Finally, no discussion of Blight vermin would be complete without 
  mention of the coprophagi and night-slugs. The coprophagi (see Part 3, 
  New Races) are roachfolk endemic to the dumping sites of the Bilges 
  and other out-of-the-way corners of the city’s slums. They are little 
  understood by the citizens of Castorhage and largely ignored, though their 
  presence is far from welcome. On the other side of the coin are the night-
  slugs (see Part 3, New Races and The Tome of Blighted Horrors by 
  Frog God Games), a race of wormlike humanoids that makes its home 
  between the walls and in the crawlspaces of buildings and houses all over 
  the city. Night-slugs, when discovered, are treated like any other vermin, 
  and attempts are made to exterminate them while they attempt to retreat 
  and hide in the nooks and crannies from whence they came. The constant 
  battle against night-slug infestation would be horrifying were it not so 
  disgusting and frequently unintentionally comical.
  Blight Adventures
  Although specifically focused on this setting, many elements of the 
  adventures proposed below fit into any dark urban campaign. The themes 
  of betrayal, paranoia, political intrigue, and high dark magic could easily be 
  adapted to your own setting, of course, or to your own corner of the Blight, 
  however large or small that may be. Of course, you’ll have your own ideas 
  as to the type of adventures you wish to play, whether that be your own work 
  or bought adventures, and these ideas are offered simply as suggestions to 
  the type of adventures that could work particularly well in the Blight. 
  Anarchist Adventures
  Placing the PCs in a position of peril at some stage in a campaign is 
  a good trick to use to add a sense of menace. There can be few more 
  menacing situations than being a fugitive, and while the PCs may spend 
  their whole careers as anonymous enemies of the state, they may suddenly 
  find themselves unmasked, discovered, or worse, betrayed at any moment.
  Between-Heavy Campaigns
  One drawback a city setting has is that it can sometimes be difficult to 
  introduce a wilderness element. Castorhage has the surrounding Lych Fens 
  and even the rest of the island of Lymossus, but the focus is very clearly 
  on the events and places within the confines of the city itself. Between 
  gives you an ideal link to a wilderness adventure on the very doorstep — 
  or threshold. One minute the PCs can be exchanging pleasantries at the 
  Throttled Bull Gin House, the next they are sailing down a hellish jungle 
  river aboard an Illuminati-sponsored barge.
  Between also gives you a good starting point for a feeling of unknown 
  menace: Do the PCs become aware that things from beyond the mirrors 
  are slowly leaching into the city? Are these creatures led by an intelligence 
  that is a harbinger of an invading force? 
  You can also use Between to introduce any aspect of the surreal into 
  your adventure. For example, you could create a nightmare Twilight 
  Zone-type situation by having Between draw PCs unknowingly through 
  reflections in mirrors, puddles, or even shop windows. You could even use 
  Between to introduce a whole series of events based when the PCs sleep 
  in a very Lovecraftian/Dreamlands kind of campaign.
  Between, as we shall soon see, is your canvas to paint any kind of 
  surreal adventure upon.
  Conversely, you may wish Between to be a magical place of great menace, 
  a place that sheds no light or shadows, but is within touching distance. Are 
  the voices in the PCs’ minds real or imagined? Is that shiver down the spine 
  a simple chill or is it something reaching out to touch, to covet, to hunger?
  Destroy-or-be-Destroyed Adventures
  Having so many people about — and using the links of enemies, 
  friends, and power — gives you another option to stretch the destroy-or-
  be-destroyed adventure. Perhaps the PCs begin with a simple attack upon 
  a local gang, only to find that the gang is actually a training ground for 
  some of the most promising talent the Guild has to offer, and the PCs have 
  just slaughtered a relative of one of the bosses of that Guild. 
  The PCs may spend their careers at odds with the Guild until a final 
  showdown takes place; perhaps a PC’s personal goal (see above) is to 
  finally be rid of the endless, unsleeping menace.
  Cults and the Fetch make two more possible foes for such adventures, 
  but in a place of great size and diversity such as the Blight, you have a 
  choice of almost endless enemies at your fingertips.
  Good vs. Evil
  A n’gathau cult, a devil-worshipping arm of the Illuminati, a festering 
  boiling mass of rats that hungers constantly, the city is a bad place, and bad 
  
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  The Blight: Richard Pett's Crooked City
  things invariably need destroying or they become too strong to overcome. The 
  holy orders and churches of the city are constantly vigilant against such evil 
  but hunt it out whenever they can. The PCs could spend an entire campaign 
  pursuing a particular cult or demon on the loose in the city and using human 
  flesh to hide itself. The good vs. evil theme makes for a particularly simple but 
  powerful and iconic campaign or focus for adventure. 
  Guild- and Club-Based Adventures 
  and Political Campaigns
  Politics is nasty: One minute the PCs’ sponsor is sweetness and light, 
  delighting in their exploits, the next she is seething with jealousy or is 
  revealed to have always been using the PCs as dupes. Political adventures 
  are challenging because the enemy and her home may be known to the 
  PCs, and the temptation is to wade in regardless of the consequences. Get 
  such a story right, however, and the results can be extremely satisfying 
  from a campaign perspective. 
  A powerful NPC swarming with guards and distributing orders makes 
  for a good ally and a dangerous enemy. Perhaps the PCs are sponsored 
  by someone else to infiltrate such a group, maybe initially getting their 
  hands bloody in the name of a greater justice. Adventures such as this may 
  lead to destroy-or-be-destroyed campaigns as discussed above, with the 
  PCs operating furtively or perhaps under the protection of a holy order or 
  some other patron — who may be using the same kind of twisted political 
  double dealings.  
  Royalist and Loyalty Adventures
  The use of background, relationships, and enemies gives you scope 
  to expand upon the PCs’ loyalties and make them more personal than 
  say simply a hatred of a particular cult. Perhaps the PCs’ friends are 
  struggling against a ruthless Justice who delights in hurting or otherwise 
  persecuting them for some reason. Alternatively, the PC could be neutral 
  or evil characters working for the Royal Family as loyal guards, retainers, 
  or spies. Maybe good PCs operate covertly in the Capitol or other places 
  of power. These PCs receive knighthoods, power, or loyal followers 
  as rewards but tread a dangerous path against their many enemies and 
  “friends” alike. These PCs can become beacons of hope and pride, living 
  a truly heroic life of idolisation and envy, held up as icons for the people. 
  And of course, few things make for a more tempting target …
  Standard Fantasy Adventures
  A city is a great location for a host of adventures, and the Blight, with 
  its seething underbelly of rot and vice, gives you endless potential. Are 
  the PCs dashing thieves and duellists out to rob the rich? Are they driven 
  by a desire to hunt the Fetch or humiliate the corrupt and villainous local 
  Justice? Or are they simply adventurers, hiring their services out for the 
  most excitement and coin? Never underestimate the fun of stress-free 
  adventuring and the fun that a good swordfight, discovery, or simple 
  heroism can be.
  
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  The Blight: Richard Pett's Crooked City
  That first fateful day it had been raining, I recall, and I’d passed a miserable afternoon in the offices of 
  Cooper, Cooper, Cooper and MacThane where I had a commission. The office was plain and windowless, 
  but to give the illusion of size a huge mirror ran directly across opposite my desk. I spent many idle moments 
  gazing into that mirror, wishing only to be away from that dreadful office and back to my study of optics.
  Then it happened — the fateful moment — the moment my own, and many others’ lives changed; some 
  say for good, but not as many as say for bad.
  The figure in the mirror was so slender I barely noticed it move, yet move it did, behind my reflection. 
  So startled was I that I leapt from my desk, spilling ink over my day’s work in an effort to escape the thing 
  behind me. But I was utterly alone in the office, there was no “thing” behind me. The thing I saw was still in 
  the mirror.
  And it stared at me …
  Between
  First Recorded Contact with Between 
  Hetherington Quarrus Mabe
  Lyme District Offices, Cooper Building 
  Toilsday 11th Grey, 1637
  
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  What is Between Like?
  It is as much a feeling as place, this strange echo-land; it is a place 
  where emotions and surroundings leech into the creatures that live there 
  so that both may become one. It is a land of incredible extremes, where 
  snow falls into jungles, where places loop and coil back upon themselves 
  to create an endless nightmare, and where eyes watch from living walls. 
  This place has an inner logic, and travellers speak in hushed terms of 
  Fowler’s Endless Stair, Corrun’s Labyrinth, and Pech Pit. These are places 
  of legend in Between, places few have seen and escape.
  Some say it is the land of the fey, others that it is Heaven, or Hell.
  It is none of those things, and yet all of them.
  For you, Between can be the setting for any surreal, mad or twisted 
  adventure you wish, an adventure of dreams, an adventure of twisting 
  endless corridors that slope away at impossible angles, a place where 
  creatures that cannot walk do so, and are always hungry. Hints on GMing 
  Between are given later in this section.
  Of Curious Mirrors
  The first few incursions into Between were brought about by accident; 
  a normal mirror or reflection in an extraordinary arcane place creating 
  a portal between two places, hence the name that has been applied to 
  the lands beyond the magic mirror. However, once properly understood, 
  the art of fashioning magical mirrors — often called mirror-portals — 
  sometimes big enough for a person to slip through, was born. These 
  mirrors are infamously fickle, and while certain brave (read: foolish) 
  individuals see Between as a place they have a modicum of control over, 
  in truth they have none. Master Between thieves can come and go into 
  Between, but their entrances are like wounds, soon healing and potentially 
  leaving the visitor stranded.
  The manner of the creation of these mirrors is jealously guarded to an 
  almost insane degree. The Royal Between Reflectory Society and Guild, 
  themselves in thrall to both the Illuminati and the Thieves’ Guild, hold 
  the key and materials to their creation — something any Between thief 
  would give his front teeth for. However, everything has its price, and 
  these mirrors have occasionally ended up in the hands of less scrupulous 
  characters (if that is possible) than the aristocrats and greedy merchants.
  These mirror-portals are not in general created so much as found 
  and enhanced. Travel into Between is an incredibly risky process; the 
  thresholds are fickle. They also touch on the fact that mirror-portals 
  are not the only types of portals that exist. There are other types of 
  apertures between the mundane and the surreal. Sometimes they are a 
  tear or weakness in the fabric of reality, sometimes they are a passage 
  fashioned by means beyond the ken of the finest minds and most powerful 
  of Castorhage and sometimes they appear to simply be spontaneous 
  manifestations that allow unexpected (and often unwelcome) transport 
  from one side to the other. The general term gateway is usually used to 
  describe these different sorts of access points, so that all mirror-portals 
  would be considered gateways, but not all gateways are mirror-portals. 
  They do, nevertheless, seem to have at least some propensity to form in 
  mirrors or other reflective surfaces, though. Most importantly, though, 
  these fickle gateways, whether spontaneous or crafted mirror-portals have 
  so far appeared and/or functioned only in Castorhage proper. Whether this 
  is some property of the city or of Between or both has yet to be determined.
  A Between Empire
  Hot on the heels of the discovery of Between came the explorers — 
  people eager to make a fortune by harnessing this new land as a Royal 
  empire. The Royal Between Company was formed in 1638.
  Sir Donnan Grabe is the most (in)famous explorer of Between, making 
  frequent voyages of discovery, firstly by foot, then with pack animals, and 
  finally by boat after discovering the Unsea in 1639, an occasion marked 
  by Grabe’s loss of a troop of men led by Captain Corrun in the frightful 
  so-called Corrun’s Labyrinth.
  As the land yielded up its secrets and wealth, the rulers of Castorhage 
  realised that they had a cornucopia upon their doorstep and took extreme 
  precautions against its being exploited by others. They flooded the land 
  with troops and colonies, the most infamous of which was Fort Toil on the 
  Greensward Hell border. The 5,000 souls of this settlement vanished in a 
  single night in 1647 — food lay uneaten on tables, kettles boiled on stoves, 
  all as though everyone went in a single instant. This event is still referred 
  to as the Fort Toil Massacre by members of the Royal Between Company, 
  who set out upon a zealous quest of revenge and conquest. Unfortunately 
  it led directly to the beginning of the Greensward Hell War was followed 
  in only a few short years by the Massacre of Ste. Anne’s Field. Since then 
  the powers-that-be have taken a slightly less obtuse approach to their 
  There was an old lady who swallowed a cow, 
  I don’t know how she swallowed a cow; 
  She swallowed the cow to catch the dog, 
  She swallowed the dog to catch the cat, 
  She swallowed the cat to catch the bird, 
  She swallowed the bird to catch the spider, 
  She swallowed the spider to catch the fly; 
  I don’t know why she swallowed a fly — perhaps she’ll die! 
  There was an old lady who swallowed a horse... 
  She’s dead, of course.
  — Nursery Rhyme allegedly inspired by an encounter with
  the Hag of Many Voices and Hungers from Between,
  thought to still be at large in the city slums
  
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  The Blight: Richard Pett's Crooked City
  colonisation efforts. They still reinforce and strengthen their position in the 
  strange nether realm of Between, but they do so with the knowledge that 
  they are not alone in that realm and not altogether welcome. They have 
  learned the hard way that to push too hard too fast provokes an asymmetrical 
  response that has proven to be beyond the abilities of their brute application 
  of force. Rather a slow but steady colonisation and exploitation seems to 
  have proven the better course and is one of the primary reasons why vast 
  military formations of Castorhagi troops are not seen marching across the 
  Betweenlands — Between simply won’t tolerate it.
  Despite this institutional paranoia, the only entrances to Between 
  discovered continue to remain only within Castorhage herself. Now 
  established as a “legitimate” component of the Empire of Castorhage, 
  Between is giving up more of its secrets on a daily basis, and yet with 
  each new discovery some new terror emerges, or some new thing staggers 
  from the dark corners and into the city itself. The alarming increase in 
  creatures from Between walking the city streets of Castorhage has been 
  kept mostly secret by the powers that be, though rumours are beginning to 
  circulate on the streets.
  Between realms seem to be fractious, and whilst intelligent creatures 
  inhabit some, others are completely wild. However, even in those places 
  where intelligent creatures are found, they tend to hunt in packs and can 
  mock or imitate the invaders. Civilised creatures that are organised into a 
  true society have yet to be encountered. Rather, the most advanced Between 
  creatures seem to be mocking echoes or caricatures of men and other 
  humanoids — almost as if distorted reflections seen in a flawed mirror. 
  What traces of older civilisations have been found so far in Between 
  have been in the form of decayed monuments or disjointed tales so 
  fractured and superstition-driven as to pose no serious threat to Castorhagi 
  colonial ambitions.
  More troubling to the city is that things that are coming out of Between 
  seem to be leaching the very thoughts and essences of the Blight and its 
  inhabitants into mocking manifestations of their animating spirit. This is 
  all the more disturbing as it seems to be only the dark side of humanity 
  that is manifested.
  The Illuminati and 
  Between Companies
  Their tentacles and claws grip every part of the city, and Between 
  beyond. The Illuminati have been quick to seize opportunities to set up 
  their own secret colonies in Between, and it is speculated by those few 
  that know that their unbirth magic known as The Staff of Life and The 
  Elixir (see Appendix D) has its origins in the dark places of Between. In 
  addition, the rise of a new group of Between-specialised wizards called 
  mirror mages (see sidebox) is likely the result of the influence of the 
  Illuminati, and it is thought that most, if not all, mirror mages are in fact 
  in the direct employ of the Illuminati.
  That the Illuminati has control of parts of Between is not in doubt; the 
  questions are which parts and why? Their efforts focus at the Barnacles and 
  Great Docks, where the transient gateways come and go with incredible 
  and alarming regularity. Lurking behind its great levee wall, the Barnacles 
  is seething with industry and greed.
  The official Castorhage presence in Between is represented in two 
  primary companies and their subsidiaries, though without a doubt the 
  Illuminati secretly exercise partial or even total control over these 
  consortiums. 
  The Royal Between Company was the first entity to be licensed by 
  the Crown to investigate, explore, colonise and exploit any valuable 
  resources of Between. The Royal Between Company is headquartered 
  out of the Capitol and chaired by Lucas Nathaniel Nightshade 
  (LN male human aristocrat 13) under license from Queen Alice. 
  The Royal Between Company directly administers the Castorhage 
  Western Province and Slave State, but that proved challenging and 
  taxing on resources enough that it has calved off the Castorhage 
  East Dominion Company in order to oversee the so-called Land of 
  Saffron with a more personal eye. Though ostensibly a subsidiary of 
  the Royal Between Company and therefore under the jurisdiction of 
  Lord Nightshade, in truth Chief Factor Aldrege Butterknuckle (N 
  male tradelord gnome* expert 9) wields almost absolute control over 
  the activities of the East Dominion.
  A mysterious group of zealots wield true power over the Royal Between 
  Company, whose remit is to explore, exploit and enslave any aspects of 
  Between that might prove profitable. In going on for a century of pillage, 
  the company has swelled the Royal coffers beyond imagining, and whilst 
  the cost in human life is high, it is considered a worthy risk by those 
  whose only risk is financial. Company livery consists of a banner or 
  herald depicting an iron fist smashing a circular mirror, the uniform is 
  violet with gold trim and troops from the Royal Between Corps are tough. 
  True power in the company is almost impossible to unravel; a clever ruse 
  by its members to achieve a level of anonymity, but dozens of high-level 
  nobility make up its ranks
  The Royal Unsea Whaling Company is an entirely separate entity 
  based out of the port of Scrimshaw. It was founded after the lucrative 
  discovery of the abundant whales of the Unsea that called for a more 
  specialised touch than simply another arm of the ponderous Royal 
  Between. The history of the Royal Unsea Whaling Company is more 
  tumultuous in that the control of the company regularly slips between 
  certain powerful “families” of Town Bridge through political manoeuvre 
  and counter-manoeuvre, and more frequently downright skulduggery and 
  thuggishness. It recently passed into the hands of the Darnell family of 
  Town Bridge, but that oversight seems destined to be short-lived. Despite 
  the constant change in family control, through it all the company has been 
  capably managed by the Governor of Scrimshaw, the Lady Constance 
  Mirror Mages
  Specialists in arcane exploration, mirror mages are a selective 
  and insular sect of arcane practitioners that devote themselves to 
  unravelling the mysteries of Between, and in particular the ability 
  of the land and its creatures to leach memories and manifest them 
  in a physical form, an ability that they would like very much to be 
  able to command.
  
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  GM Guide
  Thorn (N female human aristocrat 6/sorceress 1).
  * See Part 3, New Racial Subtypes
  Outposts and Colonies 
  Whilst various groups — most notably the Illuminati — have established 
  a number of secret outposts, the following are the most notable Between 
  locations that have seen the stamp of Castorhagi habitation.
  Castorhage East Dominion (a.k.a. the Land of Saffron)
  Castorhage Western Province and Slave State (a.k.a. Hope)
  HrondHuss
  Mallen and Between Mine No. 1
  Scrimshaw
  The Myre-Between
  Each is detailed further under either Betweenlands or The Unsea below.
  Betweenlands
  “My first glimpse of the Betweenlands almost left me insensible; here 
  indeed was Cornucopia — the Land of Plenty, the Place of Milk and 
  Honey. The far side of the mirror was like a place of impossible life and 
  noise and scents; my senses were assaulted from all sides. I first entered 
  a mirror of the room I set forth from; this was an ordinary looking 
  replica of the room from which I departed, save that it was aware …  I 
  cannot describe it even now; it seemed as though it was watching me, as 
  though everything was watching me. I found a door that, in the chamber 
  I had left, led into a hallway and thence my own small walled garden. 
  Grasping the doorknob, which if my senses hadn’t betrayed me I could 
  have sworn complained at being moved, I stepped into the next room. It 
  was not my garden; rather it was a garden room such as the Royals have 
  — a glass chamber full of light and flowers. And such flowers! Colours 
  and blooms that I had scarcely even dreamt of were there, and the air 
  was alive with buzzing of bees. An open doorway led onto a green lawn 
  by the side of a tumbling brook.
  “Little did I know then, what was out there watching me enter this 
  garden …”
  —The Chronicles of Hetherington Quarrus Mabe
     Volume 1, Chapter 11
  Between realms do not seem to obey standard geography; whilst 
  some domains seem endless, others are very small. There seems to be no 
  logic where one ends and another begins, although inevitable bleeding 
  of the two places occurs; an icy land freezing jungle trees for example. 
  Attempts have been made to map Between, but the results have been 
  imperfect at best and sometimes dangerously inaccurate. In addition, 
  there are no true directions. North, east, south, and west are all given 
  arbitrary values by the explorers who have come to Between, but none 
  holds any true relevance and oft-times the designations of direction for 
  different explorers has differed.
  Broken Land, The
  “If the Devil could create a beast and give it breath and anger, the 
  creatures I glimpsed would be his masterpieces. The things lurched 
  about on three legs, but not with any great speed, almost as though 
  they were injured in their movements; they were things of thorns and 
  iron and might, each taller than a cathedral and each with hateful fire 
  in their bellies. I saw these dragons lay waste to the lands they ruled 
  — great lines of white fire belching from their mouths and destroying 
  men, almost as though for amusement. This land was red with weed and 
  sickness and resignation, and the dragons ruled here in this Broken 
  Land.”
  —Pramus Quith, Expeditionary Captain
      Royal Between Company 
  A large stretch of dragon- and worm-infested wasteland extending 
  along one of the borders of the known areas of Between, this blasted and 
  dangerous region seems to defy all attempts at exploration. Most who 
  enter don’t return alive, and none has been able to discover the far side 
  where its desolate expanse ends — if indeed it has an end.
  Azure
  Beyond the eastern borders of the Castorhage East Dominion is a vast 
  unexplored mountainous jungle land full of active volcanoes and alien 
  things that seek the destruction of any interlopers. To the knowledge of the 
  Castorhage East Dominion Company and the Crown it is wholly uncharted. 
  Unbeknownst to them His Holiness the Father of Castorhage has begun his 
  own exploration of them from the far side by means of a stable gateway 
  recently discovered beneath a monastery in the Hollow and Broken Hills 
  (see HBH15 in Chapter 7). This gateway gives ships access onto a sargasso 
  sea called the Sea of Mists and Creeping Things after which a week’s voyage 
  in any direction brings the vessel to the eastern shore of the Betweenlands at 
  the foot of the mountains where a small port and outpost called Providence 
  has been established. The first administrator of this outpost, Friar Lyme, 
  disappeared only a few weeks after its establishment, though it is now 
  overseen by Prior Cleg (N male human conjurer 10/Between thief* 2) 
  when he is not busy with his duties at the monastery.
  His Holiness is calling this land Azure in hopes that if word of it leaks, 
  such a moniker will lend confusion about what it is referring to, but of 
  course the Illuminati are already well aware of its existence and include 
  Prior Cleg among their top agents. From the tiny settlement of Providence, 
  the investigation of these largely unknown heights and the warm sea below 
  is being conducted on a small scale by the Brothers of Saint Jull, the small 
  monastic order of the Hollow and Broken Hills that unexpectedly found a 
  Between gateway beneath their priory.
  Castorhage East Dominion,  
  a.k.a. The Land of Saffron
  Administered from the bastion of Fort Labour on the banks of Queen 
  Alice’s Maw, the place boils with insects, its humidity making the air like 
  water as the Eastern Jungle rises towards distant mountains. All around is 
  the noise of insects, and the anger of the land itself. Volcanoes growl in 
  the night, their deep roots pulling at the very earth itself. Here and there, 
  a hastily constructed stockade fort clings to the place, its presence like a 
  scab on a wound. Folk of Castorhage dwell and work here, afraid of the 
  very place they live. Tales of flash floods the size of mountains that sweep 
  down the river, of volcanic eruptions, of distended creatures lurking on 
  the edges of the jungle, and of the Fort Toil Massacre are keenly known. 
  Yet the spices here are the purest ever seen, and boats groaning with 
  unnaturally heady saffron, of cinnamon and of cumin, regularly wallow 
  through the Between gateway canal to reach home. Some, of course, never 
  make it back. They all hope to see a new day, hope that they will never 
  witness a massacre, or a great flood, or the boiling anger of the volcanoes. 
  The infamous Land of Saffron is run by the Royal Between company 
  via its Castorhage East Dominion Company arm. This place has a terrible 
  reputation for brutality, and the masters cannot get enough labour to run 
  their spice plantations. Presently, criminals are being deported to this land 
  and being proffered freedom (which, of course, never transpires). It is 
  a concern of those who truly know the place that it is on the brink of 
  revolution, and could, if things went badly, see the establishment of an 
  independent Between state; something no one in authority in Castorhage 
  wishes to ever see.
  Castorhage Western Province and 
  Slave State, a.k.a. Hope
  A disgusting industry blights this place, a land where man has lashed 
  the land into some sort of temporary submission. Cotton plantations, 
  rampant growths of white as far as the eye can see, are being harvested by 
  
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  The Blight: Richard Pett's Crooked City
  bands of sickly looking people. Their hands and eyes and frames tell that 
  they were once from Castorhage, but their tale is all too common. A harsh 
  sentence for a petty crime mandated years of labour; predatory lenders 
  have gripped them in an impossible fist of indentured servitude, and they 
  work to repay debts they and their descendants can never hope to cast off; 
  they ran afoul of a press gang and had not the family or influence to see 
  them freed before being transported. These are the stories of those who 
  labour in Hope.
  They call it Hope in cruel jest or irony, the Western Province and Slave 
  State is basically a large prison without walls, a place cast-offs are given 
  the hope of redemption and sanctuary by Under-Justices and judicares 
  — no matter how trivial their crime. If they happen to be caught when a 
  ship is ready at the Great Docks, chances are they will be on it — or face 
  the gallows. Settlements scatter away from Point Hope, the bay where 
  new ships arrive and disembark their passengers from the fickle gateway 
  beneath an overhanging tor of rock bearing the ill-named township of 
  Port Welcome, itself the home of a great lantern to welcome shipping by 
  night. Hope is a den of thieves and slavers and greed and wallowing sin. 
  The imposing walls of Fort Industry overlook the town and sprawling 
  plantations of the surrounds, keeping a grim eye over its charges.
  The Queen has a personal fetish for this place, having once visited it in 
  her younger years, and has decreed that it will succeed and be an example 
  to heathens across the lands that Castorhage and Mother Grace are the 
  only true faiths worth aspiring to. The main outer colony, Grace, lies a 
  few days sailing 
  The Western Province and Slave State is less explorer-centric than 
  its sister settlement of the Castorhage East Dominion and far more 
  ordered. Visitors are not welcome, and intruders (called “stowaways” 
  by Duke Mandrake who rules from his seat at Fort Industry) are hunted. 
  Thirteen overseers rule the outer plantations here under the authority 
  of Duke Mandrake, and these plantations are separated by perhaps 
  fifty miles apiece. Beyond that is nightmare of the Greensward Hell. 
  However, between these great cotton plantations the land is not much 
  more forgiving. Here is found miles of green sawgrasses as tall as a man, 
  high wild corn and gods know what. Often labourers disappear from the 
  edges of the plantations, and some overseers — particularly the perverse 
  Overseer Lucas Clover (NE male human aristocrat 1/rogue 4) — delight 
  in exiling wrong-doers to the vast wild fields between these outposts of 
  civilisation. Clover is barely able to conceal his perverse delight when he 
  sends a slave out into corn beyond the plantations, and garners a sick glee 
  in their imagined sufferings.    
  Rough roads link the outlying settlements to Grace, the high wild corn 
  encroaches constantly, and small armies of men toil to keep the wild 
  undergrowth at bay. Their task focusses solely on the few pathways, what 
  lurks beyond is left alone. While clearing the pathways is relatively easy 
  work, there are those who are snatched while they toil and never seen 
  again. There are all kinds of tall tales about what lurks in the cornfields; 
  people mention long knives, scythes, hoods, things made of sack and 
  voices that sing sad songs of homes lost and travellers who go missing.
  Eastern Jungle
  Little enough is known of the vast rainforest that is known simply as the 
  Eastern Jungle. It is beneath the dense green canopy of this expanse that 
  the Castorhage East Dominion Company harvests its wealth in spices and 
  rare woods. Small plantations manned by convict labourers and indentured 
  slaves work under the eaves of this jungle, and if turnover of the work 
  force is high due to the back-breaking labour, incessant mosquito-borne 
  disease, and shadowy, cannibalistic things with too-long limbs and sharp-
  filed teeth that lurk beneath the heavy green boughs, then it is a small 
  price to pay in the name of profit. The Under-Justices and Judicares send 
  a constant stream of convicts sentenced to transport to work the Land of 
  Saffron, cheap resources to feed the ever-hungry jungle.
  Many villages and work settlements spring up along the languid flow of 
  the Queen Alice’s Maw river, though they disappear almost as quickly and 
  are soon buried beneath the unnaturally fecund plant growth that typifies 
  this forested land. Also hidden beneath this green shroud are many stone 
  temples and pyramids of seemingly great age. Who or what built them 
  remains a mystery, but the oft-repeated motif of hexagonal honeycomb 
  structures among their artwork and architecture leads many to point to 
  the Leviathan Graveyard also said to be buried within the jungle’s depths. 
  The jungle’s eastern border climbs the lower slopes of a chain of sharp-
  edged mountains, many of which have peaks that emit a constant stream 
  of smoke and a hellish glow from their rumbling interior. Earthquakes 
  are not infrequent and sometimes devastating to the communities along 
  the river and mountain slopes as flash floods and rockslides quickly do 
  what the denizens of the jungle tend to handle in a slower fashion — the 
  eradication of interlopers.
  Fort Industry
  More commonly referred to as “Old Blood, Sweat and Tears,” Fort 
  Industry serves as the hub for administration of the township of Hope and 
  the plantations of the Castorhage Western Province and Slave State. It is the 
  hastily constructed replacement for the ill-fated and abandoned Fort Toil 
  Here rules Duke Mandrake (LE male human aristocrat 2/cavalierAPG [Order 
  of the Cockatrice] 9), the Queen’s third cousin once removed. He is a vile, 
  religious madman, who adheres to the harshest doctrine of Mother Grace — 
  order, honour, country and goddess.  His clan (a group of vicious murderers, 
  zealots and clerics) follow his calling — to create a new Heaven in the 
  world here in the Western Province and Slave State. Worship, work and 
  obedience are all he asks for, and expects, of his followers and subjects. The 
  duke sets a high standard, however, he punishes the most trivial acts with 
  brutal breakings on the wheel and for the most wicked acts — fornication 
  outside wedlock, lewdness and whore-mongery — his punishments are the 
  most heinous; burnings are his favourite way of cleansing his sinful flock, 
  but he realises the power of acts of even greater brutality, pulling sinners 
  apart with wild horses for example.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  Fort Labour
  A monstrous tyrant and close relative of Duke Taim, Lord Thresh 
  (NE male blighted* human fighter 7) has recently taken over the running 
  of the East Dominion under authority of Chief Factor Butterknuckle. 
  His Paladins of Order, a grotesque bunch of rapists and murderers, are 
  gripping the dominion in a vice and throttling anyone who dares disagree. 
  The group operate out of Fort Labour, little more than a timber torture 
  chamber in constant need of repair, aimed solely at ensuring the efforts of 
  those here to toil and profit and explore in order to further the fortunes of 
  their betters. Independent explorers are welcomed here, simply because of 
  the death rate, and while most are never seen again, some return with wild 
  tales of temples and mountain passes and cities built upon mountaintops. 
  Thresh is a serial madman, his black moods are almost as legendary as 
  Duke Taim’s are, and in a fit of pique he has been known to send dozens 
  of men, women and children to their deaths on some wild goose chase. 
  Yet Thresh knows he will be judged on one thing and one thing alone — 
  profit. Thresh is a zealot on colonisation and a steady streak of settlers are 
  sent on their way, looking bleakly at the mountains crushing the sky ahead 
  and wondering at the chances of their survival.
  * See Part 3, New Racial Subtypes
  Fort Toil
  The first outpost of Castorhage in Between, Fort Toil long held the 
  record for being one of the shortest lived until the settlements along the 
  eastern river began to spring up and disappear with regularity. Constructed 
  in 1644 at a point midway between the gateway at Point Hope and the 
  Greensward Hell, Fort Toil was a reinforced stockade burgeoning frontier 
  town that eventually boasted a population of 5,000 souls. It was intended 
  to serve as a bulwark of defence for the newly forming Port Welcome and 
  as the spear tip for expansion into the resource-rich environs of the nearby 
  forest. That is…until its entire population vanished in a single night in 
  1647. Not a soul was left after travellers discovered the disappearance 
  the following morning…with no signs of struggle or clues as to where 
  everyone went. The incident became dubbed the “Fort Toil Massacre” 
  in a move to inflame the Royal Family and other prominent movers and 
  shakers of Castorhage and resulted in the creation of the Royal Between 
  
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  Corps and a programme of military build-up in Between. It also ultimately 
  led to the Massacre of Ste. Anne’s Field and a reversal of that hawkish 
  policy.
  Today, Fort Toil stands largely as it was. It has long since been looted of 
  any valuables or useful equipment, but the log blockhouses and stockade 
  still stand, largely untouched by the weather and environment, in mute 
  testament to the folly of greed and colonialism in Between — a lesson that 
  if not exactly learned has been duly noted in the current policy of Between 
  colonisation.
  Fowler’s Endless Stair
  Believed to be one of the first landmarks discovered in Between after 
  Mabe’s initial discovery in 1637 (largely because of a diary found some 
  50 years later that spoke of it), Fowler’s endless stair gains its name from 
  the early explore Desteryn Fowler, a famed Libynosi big-game hunter and 
  traveller. Taking a commission from the newly forming Royal Between 
  Company, Fowler and his troop of 27 hunters, porters, trackers, and 
  soldiers entered through the Mabe mirror-portal of BookTown and were 
  never seen again. Only a few short weeks later that mirror-portal had shut 
  as well. The diary of one member of the Fowler expedition was found 
  some five decades later by a Royal Between Company expedition to the 
  Great Between Forest and brought back what little news of Fowler’s fate 
  that is known. The diary described visions of a miraculous stair that had 
  occurred sporadically and that Fowler himself had apparently become 
  obsessed with finding.
  The actual location of Fowler’s Endless Stair is unknown, if indeed 
  it is not altogether transient to begin with. It is usually associated with 
  The Wall both as a convenient geographical context and because the diary 
  was discovered in the not-too-distant Great Between Forest, but nowhere 
  in the description of the stair was The Wall mentioned. Some scholars 
  speculate that it was actually a free-standing stair that ascended to the 
  sky to destinations unknown like some kind of heat mirage, and this 
  actually matches the diary’s furtive descriptions better. But even that is 
  truly speculation as well, as is what caused the explorer to obsess so over 
  it or his traveling companions to so willingly go along. That the stair is 
  “endless” is simply derived from the fact that if they found it, the exploring 
  party never left it and some contend that they climb it still in a vain effort 
  to find what glorious reward or secret it holds at its undiscovered summit. 
  Other than occasional claimed sightings of the vision, there have been no 
  confirmed reports of anyone ever actually finding it.
  Great and Secret House, The
  A few travellers have reported a house somewhere deep in the 
  Betweenlands. They say it is of endless size and seemingly infinite 
  chambers. Some travellers have reported being unable to enter it, either 
  finding no doors or accessible windows or finding that doors and windows 
  are completely impervious to penetration. Others have reported being 
  able to easily enter it and explore some of its vast interior, though these 
  report doors within appearing or disappearing in its confusion of halls and 
  chambers and causing their parties to inevitably split up. In each of these 
  cases, one or more members of those groups never emerged again. No one 
  has been able to determine why some groups are able to enter and why 
  other cannot, but speculation runs toward the subsequent disappearances 
  having a strong connection — as if the house sought to claim certain 
  individuals and allowed them the means to enter. Ultimately who is master 
  of this house and what its purpose is remains just one of many mysteries 
  of Between.
  Great Between Forest,  
  a.k.a. The Unquiet
  The Great Between Forest, or the Unquiet as it is known to those who 
  have had the misfortune to spend a night encamped within is a vast swath 
  of woodland that covers what is often approximated southern extent 
  of the Betweenlands. The forest’s depths are unplumbed and unknown 
  and are rumoured to hold all manner of creatures and horrors from 
  wolves that talk to dead that hunt. And anyone who has experienced the 
  forest at night has made mention of the susurrus of the trees, a constant 
  whispering sibilance as if each trunk was awake and watchful, sharing its 
  secrets and murderous desires with its companions. That many kinds of 
  intelligent plant life including treants, kampfults and quickwoods have 
  been encountered within only adds to this feeling of the forest as a single 
  waking entity only biding its time until it turns against all who would dare 
  encroach upon its borders.
  Greensward Hell
  This jungle is said to be alive in a singular sense, a fact possibly borne 
  out by the tragedy of Fort Toil, the original outpost linking Between and 
  the Blight. Explorers head off weekly into the green depths to seek wealth, 
  to search for fabled cities of secrets, and to hunt. Many never return, and 
  those that do are sometimes broken men who swear to never venture into 
  the Green again. Yet still more go, for every expedition is driven by the 
  tales of wealth.
  Formally claimed as territory by Castorhage, the fringes of the jungle 
  now has several cotton plantations established, and these in turn are 
  manned by slaves under the protection of the Illuminati via the Royal 
  Between Company and the Castorhage Western Province and Slave State. 
  If the insects and the sickness do not get you, if the strange creatures that 
  plague the lands don’t take you and consume you, and if the greedy does 
  not stab you in the dark for your shoes or the want of a waterskin, you 
  might live another day here. And each day can be worth a fortune.
  HrondHuss
  The HrondHuss is considered the last mark of civilisation upon the 
  Betweenlands beyond which lies only endless wilderness and madness. 
  This inn is constructed in the elaborate alpine style of the Yolbiac Vale and 
  is owned and operated by the ex-patriot Valesman Yudr György (N male 
  human fighter 2/gunslingerAPG [musket masterUC] 5) who has managed to 
  live in the shadow of the Wall largely unmolested for nearly 20 years. The 
  Huss is staffed solely by Yudr’s wife and 3 children and one Ashurian 
  slave named Khelmut (N male human [disguised Denizen of LengB2]) 
  How he managed to build this establishment and how he supplies it is a 
  mystery to the few folk who come this far as is the lone guest who has 
  resided here for the last 14 months, a thin, pale stranger calling himself 
  Etumo (CN male dhampirB2 ranger 4), but most assume that the Valesman 
  must be running from something. Only the very astute notice the lingering 
  looks that occur between the wan guest and Yudr young wife Ingred.
  Yudr will keep any guest who can pay and abides by the rules of peace 
  within the Huss but has been known to bring in those in need who could 
  not pay at the time but were in dire straits. Though in these cases he always 
  extracts a promise of a future service, none of which have been called in 
  to date. The Huss has rooms to accommodate 40 guests and a stable for 
  a score of mounts. The fare is simple but good with a plentiful supply of 
  good Yolbiac beer. Etumo hires out as a guide for any who wish to explore 
  the nearby Wall of the forest at the rate of 20 gp per day, but few take the 
  intense man up on the offer.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  B2 See Pathfinder Roleplaying Game Bestiary 2
  UC See Pathfinder Roleplaying Game Ultimate Combat
  Land of Hateful Things 
  This place is said to be a dark fairyland, a place where the essences 
  of children’s nightmares are taken and given flesh. The few who have 
  managed to glimpse it from afar report having seen a number of children 
  wandering within its sometimes-idyllic-sometimes-horrifying landscape. 
  Some of these children have been recognised as missing persons who 
  disappeared from their homes in the night. The fact that some of these 
  children disappeared decades or more ago and yet seem to have not aged 
  at all when spotted again causes great concern and speculation among 
  those who have received these reports. None of the reports of the missing 
  
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  The Blight: Richard Pett's Crooked City
  children’s whereabouts has yet been made public knowledge through 
  any official channels, though street rumours sometimes run rampant. In 
  addition, no attempt to make contact with these children has succeeded, 
  and those who have tried have invariably disappeared.
  The truth of the matter is that the Land of Hateful Things is the demesne 
  of the Harvester of Cribs who brings those that he does not immediately 
  devour to this place to dwell thereafter. Why he should do so or if he is 
  even the actual ruler of this domain remain very much in question.
  Land of Long Night
  This realm is a place perpetually shadowed where the dead walk under 
  a black sun. It is a place haunted by ghosts and tragedy, where the land 
  itself is an undead spirit that aches for rest and longs for vengeance against 
  whom and for what it cannot even understand. 
  Lands of the Echo Queen
  Travellers report that somewhere within Between there exists a kingdom 
  that is a dual — yet mocking — version of Castorhage and its environs. 
  Herein, a grotesque queen rules her subjects with an iron fist, and has a 
  fanatical group of loyal soldiers at her call. This land is occupied by a 
  plethora of enlarged and awakened animals, trees, and other horrific 
  creatures. A great forest extends around the borders of this kingdom and 
  twisted creatures live therein, these creatures, despite their horrific and 
  multiple forms are also intelligent. Some wonder which is the image of 
  which, so dreadful is the royal court of the Blight. Regardless, this land 
  remains frustratingly elusive and has yet to be discovered by those who are 
  actually seeking it, rather than those who just happen to stumble upon it.
  Leviathan Graveyard
  Little enough is known of the Leviathans, great indescribable beasts 
  of the mundane world’s distant past. Also sometimes known as Ancients, 
  the role of these vast behemoths is unclear in the history of the world as 
  they do not appear to appear to have been a type of dragons nor do they 
  conform to the physiology and structure of the great “thunder lizards” 
  still found alive in some parts of the world today. They appear to have 
  been a wholly different type of creature, equally as primordial as both 
  of those others but much more alien with a greater diversity of form. 
  The fossilised remains of such creatures have been found throughout 
  the known world, but the city-state of Castorhage produces the highest 
  concentration of discoveries of anywhere. Part of the mystery as to why 
  that is may be answered by the sunken valley that lies along one oxbow 
  of the jungle river here.
  The fossilised remains of hundreds of the creatures known as 
  Leviathans can be found in the eroded embankments and gullies of this 
  stretch of the river and in forms more varied and sizes unequalled by any 
  finds in the mundane world. Whether the creatures came collectively to 
  this spot to die untold millions of years ago or were merely present at 
  this location when some catastrophic event occurred that caused their 
  simultaneous deaths is uncertain, but the few members of the Royal 
  Underneath Society who have braved the journey downriver to reach 
  this site have located numerous examples of the honeycomb-clustered 
  fossils so often associated with the Leviathans. That only about half of 
  those scholars and their parties have returned to tell the tale seems to 
  have done little to diminish the appetite for more discovery. That some 
  of those who did not return were later found on the site as little more than 
  bags of rotting skin, their bones, organs, and musculature having been 
  somehow meticulously removed with only a few small incisions has 
  had at best a modest effect on diminishing the scholars’ ardour. Perhaps 
  most telling of all in reducing efforts of the savants of the society to 
  obtain company permission to make the journey has been the faces of 
  the victims whose remains have been found — faces that though now 
  nothing but hollow skin remain perfectly intact and recognizable and 
  forever etched into an expression of surprised joy.
  Mallen and Between Mine No. 1
  This mine is miles deep, and 400 workers (mostly dwarves) work its 
  faces for Between gold. It is a strange place with an outpost town at its 
  head called Mallen. This settlement (originally simply named Settlement 
  34) is a rambunctious place where miners come to stake their claims 
  and face the things that slither in the mines beneath them. It is overseen 
  by Royal Between Company foreman Boss Rath (LE male hill dwarf 
  brawlerACG 8), a surly and cruel dwarf who astonishingly claims hobgoblin 
  ancestry and gets into many bloody brawls with those who dare mock 
  his claim or deny it. If anyone causes too much trouble, he directs his 
  company toughs to apprehend the troublemaker in the dead of night and 
  introduce him forcefully to one of the mine’s deeper shafts.
  The Between mine is a terrible place, a shifting series of faces that birth 
  out stones and ores unpredictably, but has yet to end. Thousands of work 
  faces (many mined by workers suspended in space on harnesses), side-
  corridors (some that grow ever lower and narrower regardless of whether 
  the miner crawls forward or backward), and endless depths lie beneath the 
  precarious chain conveyor that lowers the workers half a mile and more to 
  the main worksites themselves. 
  Even though Mallen appears to sit by itself among these broken hills 
  with only its own tailings for company and no road leading to or from it, 
  it is only half of the settlement with the other half lying in the Underneath 
  below Castorhage and still known as Settlement 34. Mallen is usually 
  reached by crossing over from this location, and anyone approaching from 
  overland in Between is immediately considered a hostile threat and all 
  steps necessary are taken to either eliminate the intruders or to exterminate 
  the miners while Rath and his guards bunker down in their blockhouse 
  and await for reinforcements from Underneath. For more information on 
  Settlement 34, see Chapter 10 of The Blight Campaign Guide.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  
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  Mockery, The
  This hidden place is a haven, a retreat for the vampires of the Fetch, 
  where undead can find peace and tranquillity can be for a time. Called the 
  Mockery, the place at first looks like a small ghost town abandoned in the 
  depths of the forest, but that is before the visitor notices the talking flowers 
  or the many vampires sleeping in the sunlight. In the Mockery, death and 
  life are mingled, spirits rise and fall, and those cursed to walk the night 
  can for a time be freed from the limitations of their curse and live like the 
  living, like the mortal lives they left behind to come into their inheritance 
  of undeath — for a time. But even the Mockery cannot be tolerated for long 
  by a visiting vampire, for the longer one stays the more one is changed. The 
  spirits of the place speak through the soil and the plants, making promises, 
  stripping away their minds, their wills, and their personalities. A vampire 
  who stays too long in the Mockery “goes to root”, they say. His flesh 
  becomes grey and hard, his joints stiffen into gnarled poses, and the light of 
  awareness leaves his eyes. Some of the tangled trees around the town have 
  strangely humanoid forms, and the Fetch point to these as examples of those 
  “gone to root”. That some of these grow new green shoots is a mystery to 
  even those most well-versed in the place. The ruler of the Mockery reigns 
  from a courthouse overgrown with vines and old trees. She wears the robes 
  and wig of a Crown Justice of Castorhage and sometimes refers to herself as 
  the Fourth Bench. She is Perdition, Dread Queen of UnBirth (LE female 
  old human vampire mediumOA 9), and she rules the Mockery in the name of 
  her master Beltane and guards the secret of the gateway that connects this 
  place to the Artists’ Quarter of the city-state. That this ancient vampire has 
  proven immune to the influence of this place is well known to the Fetch and 
  accounts for her position of authority. That secretly she is not at all immune 
  but rather has become a puppet vessel for the powerful animus spirit that 
  infests this place is not known by the Fetch, nor even by herself. Only the 
  strange dreams of dominion and sunlight that she sometimes experiences 
  provide her any clear that all is not what it seems.
  Further detail on the Mockery can be found at AQ42 in Chapter 2 of 
  The Blight Campaign Guide.
  OA See Pathfinder Roleplaying Game Occult Adventures
  Myre-Between, The
  It’s almost passé to say this soggy marshland is alive. Certainly, the 
  standing stones within its green, fetid depths are known to speak as they 
  sway in the colossal floating bog. Things live in the Myre-Between — bad 
  things, although the present regional governor, Lord Henry Bragmye 
  (CN male changelingB4 aristocrat 3/sorcerer [warpedUM] 7), laughs off 
  such tales. His manor house sits at the edge of the Myre-Between, its 
  wooden siding gouged by the effects of the damp air and frequent mists. 
  Out in the Myre-Between beyond the grounds of his estate are hidden 
  tombs, tombs whose contents have made men rich. Lord Bragmye charges 
  a high price for his hospitality and guides into the mire, but without them, 
  successful entry is nigh impossible.
  B4 See Pathfinder Roleplaying Game Bestiary 4
  UM See Pathfinder Roleplaying Game Ultimate Magic
  Pech Pit
  Like the Fort Toil Massacre and the Massacre of Ste. Anne’s Field, the 
  Pech Pit is the sight of a tragic loss of life early in the exploration of 
  Between. Intrepid explorers managed to blaze a trail across the uncertain 
  terrain between the Castorhage Western Province and Slave State and the 
  Castorhage East Dominion. When the rise of the first Greensward Tyrant, 
  the mad monk Eglund of Sanctuary arose and threatened the plantations 
  of the Western Province with annihilation, a lone rider managed to make 
  it past the cordon of the monk’s skirmishers and the natural dangers of the 
  great Betweenlands plains. Bringing his urgent message or dire peril to 
  Fort Labour, Castorhage East Dominion Company assembled its levies, 
  slave militia auxiliaries, and Royal Between Corps companies and set out 
  at a forced march to relieve its beleaguered parent company. Unlike the 
  Ste. Anne’s Field travesty of decades earlier, no Between horde rose to 
  meet them, and the very ground seemed to tremble beneath their tread. 
  The marching host was unstoppable — until the ground opened beneath 
  their feet and swallowed them.
  The great sinkhole opened too quickly for the mass of the army to escape, 
  and only the vanguard and baggage train survived. Witness accounts 
  reported the vast pit’s depths being shrouded in unnatural darkness and 
  the sounds of inhuman bellows and all-too-human screams arising from it 
  for hours. By nightfall all was silent and all the remained was the sinkhole 
  now known as the Pech Pit. Since that time, by contractual agreement, the 
  too arms of the Royal Between Company do not send military assistance 
  to one another. The result has proven far too costly.
  The few travellers who make the journey today between the Castorhagi 
  dominions attempt to avoid the pit, but somehow always end up finding it. 
  Even attempts to make a new road had failed as even the new course found 
  itself blocked by the pit and requiring travellers to skirt its dark depths. 
  Strangely reports on the size of the pit vary and those who travel overland 
  without even following the road still come across it, almost as if it seeks 
  travellers out. Most folk are able to safely go around it, though some parties 
  have disappeared in its vicinity, and those who come upon it unexpectedly 
  at nightfall fear the worst, for it is always most active at night. Tales of 
  vast tentacles, creeping monstrosities, or cannibal humanoids skulking in 
  the dark have all emerged from travellers braving the land road, and perhaps 
  they are all true. None of braved the depths of the pit to know for certain 
  what dwells within or how deep it goes, but all assume at the very least 
  there waits an undead army whose marching tread can still sometimes be 
  herd echoing from the mouth of the shaft — an army that should it ever find 
  a way out will undoubtedly continue its march to the Western Province and 
  bring sword and flame to a war a century over.
  Queen Alice’s Maw
  Flowing through the forest bordering the Castorhage East Dominion, a 
  score of small, newly established villages follow the banks of this gruesome 
  green snake of a river almost a mile across. These colonists are almost all 
  forcibly settled here by Lord Thresh and have adopted a dark fatalism as the 
  river of the woodlands take them one by one through unbelievable acts of 
  horror or insanity. Only the newest of settlers still share the original spark of 
  adventure and dreams of striking it rich that first drew them to trying their 
  fortune in Between. For the rest, stuck as they are between the nightmare 
  reality of their present circumstances and the assured death at the hands of 
  Lord Thresh’s “paladin” order, most simply hope that when the inevitable 
  ends comes that it comes quickly and as painlessly as possible. None of 
  these villages is large enough or lasts long enough to warrant an official 
  name or map notation, but most of the inhabitants enjoy sardonically giving 
  them names as far from the true nature of their reality as possible, names 
  such as Joy, Beginner’s Luck, Double-Or-Nothing, and Can’t Miss.
  Sea of Mists and Creeping Things
  Not truly a part of the Betweenlands but generally agreed to also not 
  be a part of the Unsea, this sargasso sea is perpetually cloaked in an 
  obscuring bank of fog that prevents vision beyond a few dozen yards. 
  A waterborne gateway from the Hollow and Broken Hills (see HBH15 
  in Chapter 7) opens into this sea and is used to access the small port of 
  Azure on its western shore. Oddly, regardless of which direction a ship 
  travels from this gateway, a voyage of roughly a week always brings it to 
  the shore near Providence. Why this is has yet to be determined but further 
  investigation has been stymied by both small numbers of the Brothers of 
  Saint Jull who are undertaking this exploration and the nagging habit of 
  ships occasionally disappearing without a trace in the seemingly endless 
  mists. Sailors try to reach shore as quickly as possible through murky 
  tangle of the sargassum and thank their lucky stars when they see the fog 
  break ahead and land on the horizon.
  Spiral Fable
  The Spiral Fable is a mystery site where reality seems fluid and can 
  follow the imagination of the viewer, though usually in a way that distorts 
  and endangers viewer. It is known in the Artists’ Quarter of Castorhage as 
  
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  The Blight: Richard Pett's Crooked City
  a place where the storybooks come to life and allow their fanciful ideas 
  to manifest in reality. There has to be a gateway connecting somehow to 
  the city, but no one has discovered it for certain. All they know is that 
  sometimes stories come to life and run rampant among the living, and the 
  bloodier the story the more likely it is to happen. On the Between side it 
  is little more than a nondescript valley among rugged hills with nothing 
  to mark itself as such a place of chaos made real. There have been reports 
  of an unusual concentration of chaos beasts inhabiting the region, but so 
  few folk have dared to try and explore that this could easily be a chicken-
  or-egg tale. More information on the Spiral Fable is given at AQ41 in 
  Chapter 2 of The Blight Campaign Guide.
  Ste. Anne’s Field
  The site of the second-greatest massacre after that of Fort Toil, Ste. 
  Anne’s Field is a meadowland not far from the fringes of the Greensward 
  Hell. Here a full regiment of more than 3,000 Royal Between Corps 
  regulars drew up their battle lines to face the brunt of the malignant forces 
  they were facing in the Greensward Hell War. What emerged from the 
  forest to engage them was like no army ever seen before or since. A vast, 
  disparate horde of creatures, humanoids, madmen, indescribable horrors 
  emerged and crashed into the carefully arranged ranks of the waiting 
  soldiers. It was over in minutes, the field nothing more than a litter of 
  broken bodies. It was as if Between flexed its muscles and showed what 
  the might of the Royal Between Company was up against. It changed the 
  course of Castorhagi policy from one of military conquest of Between to 
  one of careful expansion and localised exploitation rather than risk the ire 
  of the entire land like that again.
  Today the field is still a pleasant green meadow. At its centre stands 
  a crooked marble statue of an angel with broken wings representing the 
  balisse angelB5 Saint Anne, Patroness Saint of Martyrs, erected in honour 
  of the many lives lost. One of the statues arms is broken off, and the 
  other still reaches beseechingly out towards the distant wood line in an 
  expression of contrition? A plea for mercy? No one alive knows. However, 
  it known that at night the statue weeps blood and the dead walk seeking 
  vengeance against any among the living who dare pass by. As a result, the 
  field is almost universally avoided.
  B5 See Pathfinder Roleplaying Game Bestiary 5
  Theatres Obscura, The
  A dark theatre district of shadows and crooked streets springs here in 
  a small vale among desolate hills. It seems to have a life of its own as 
  those who find entrance to it in the Artists’ Quarter come here to partake 
  of its otherworldly offerings. The dark fey hold sway here and control the 
  gateway to the mundane world, and the god known as the Leper King is 
  said to stalk its always-twilight streets. More information on the Theatres 
  Obscura can be found at AQ9 in Chapter 2 of The Blight Campaign 
  Guide and in L6: The Susurrus Theatre in The Levee Adventure Path.
  Tyrant Kingdoms
  A small number of tyrants have set up so-called kingdoms within the 
  forest beyond the plantations of the Western Province and Slave State and 
  far away from any kind of laws of men. Characters such as King Flesh (CE 
  male human alchemistAPG 5/ranger 2) and an insane halfling missionary 
  called Mistress Lydia Scathel (NE female halfling natural wererat bard 
  6), madly convinced that she is a new Rat Queen and must transform 
  this place into a haven for the Family populated only by wererats, set up 
  their short-lived fiefdoms beneath the jungles’ eaves. Loners, miners and 
  hunters are inching across the place, and although they seem to be taming 
  it their efforts are doomed; this place grows at an impossible rate, is 
  brimming with lurking horrors and can even get into the skin of those who 
  live here — as an insect called the feasting mite slowly eats its victims 
  alive beneath the cover of their own hide.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  Wall, The
  Here stretches a howling mountainside at the foot of which rests the 
  HrondHuss, the last inn before its massive expanse. Whether mountain 
  range of virtually sheer cliffs or simply a vast wall across the Betweenlands, 
  none knows for sure as none has ever reached the top to determine the 
  truth. The Wall draws explorers to its upper reaches, but none has ever 
  succeeded, even those who try to fly in its wild gales. Those who return 
  from attempts at its upper reaches tell of finding signs of civilisation, of 
  maddening echoes in the wind, and gales that flay the skin off a man. The 
  relics they return with sometimes fetch fortunes back in the city. And the 
  Ashurian manservant at the HrondHuss always listens to such tales with a 
  keen ear, though he keeps his own counsel as to his interest.
  Winter Wood
  A portion of the Great Between Forest that grows thickly with 
  evergreens, the Winter Wood is known to lie relatively close to the 
  HrondHuss but far from anywhere else. Unlike the rest of the great forest, 
  this portion is perpetually blanketed in snow, though few snowfalls or 
  blizzards actually occur, and it is renowned for the iridescent bubbles that 
  frequently float gently upon a cool winter breeze. Voracious wolves (many 
  long since dead) haunt these woods along with spiders, and worse things, 
  and great flapping creatures are known to soar above the treetops in the 
  night sky. At least one gateway is known to open into this woodland from 
  the Theatre District, but its Castorhage end is a closely held secret by the 
  city authorities who monitor it to see what kind of abominations it might 
  spawn and what might be learned from them.
  The Unsea
  A vast, uncharted ocean, the Unsea is a place of incredible storms and 
  nightmarish gales that has proven difficult to explore. It is always overcast 
  and gloomy in the best of conditions, and often fogs are so thick that a 
  helmsman can’t see his own masthead. The outpost of Scrimshaw lies 
  beneath a huge ragefire-powered lighthouse that casts a beacon to draw 
  shipping home. Whaling in the Unsea is the most plentiful, and is a draw 
  to the fleet of fishermen and whalers who now operate its dark waters. 
  Rumour has it that not all the catch is passed into the Castorhage markets, 
  and that often things that talk are found in nets.
  The Unsea has many unique and interesting features and locations of its 
  own, a selection of which are detailed below.
  Brittle Ice, The
  An endless ice field emerges here from the freezing waters of the 
  Unsea. It seems to stretch into eternity but offers tantalizing glimpses of 
  
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  fanciful spires and dreamlike palaces upon the distant horizon or reflected 
  as mirages upon low-hanging clouds in certain weather. Rumours say 
  that the legendary Tu Chai Palace stands somewhere in that vast expanse, 
  but exploration is limited because the ice field is rotten and brittle and 
  collapses into sinkholes and hidden crevasses with alarming frequency. 
  Only the enormous horned, six-legged polar bears that haunt its landscape 
  seem to be immune to the effects of these hazards, and they are known for 
  being extremely aggressive and always hungry.
  The eastern flank of the ice shelf abuts the sweating expanse of the 
  Greensward Hell, where a massive ice cliff looms, apparently untouched 
  by the sweltering heat, above the verdant jungle expanse, seemingly 
  untouched by the cold. As elsewhere, the ice here is too brittle to support 
  much in the way of exploration, so for now the Brittle Ice holds its 
  secrets close.
  Carrion
  “The reason for the stench besetting our deck finally became 
  apparent; the dogged nidorous odour that has been plaguing us for days 
  has revealed a source. It is the floating carcass of a whale, a vast creature 
  whose mouth is pulled back in a permanent dreadful grin the size of a 
  cliff. There are living things amongst the rot, and signs of habitation; 
  bones have been splintered and broken and lashed, and parts of ships 
  pulled and stitched into place to make a revolting floating town.”
  —Last Known Journal Entry of Abriath Wayde,
  First Mate of the whaler Lyric
  Carrion has been spotted upon the waters of the Unsea by many; a 
  mobile, floating town ruled by aboleths. The aboleths’ slave creatures tend 
  the revolting carcass as they pay fealty to twisted sea gods who drive the 
  settlement upon its way, taking it to the next holy place for its inhabitants 
  to invade.
  Carrion is more than a floating island, it is a vessel, and when the 
  wind is up, great sails can be stretched to drive it onward at a ponderous 
  pace. The aboleth of Carrion are served by an array of slaves taken from 
  their voyages — voyages that expand the aboleths’ minds and powers. 
  The aboleths have an incredibly sophisticated social structure, and are 
  governed by a rigid caste system. They are led by the One of the Carcass, 
  The Great and Only (NE advanced aboleth druid 12) who is attended 
  by its 8 beloved kin The Prime (NE aboleth druid 6). The aboleths have 
  voyaged the Unsea for all time it seems, and the immortal skum that tend 
  them can remember histories so vast that mortal minds would struggle to 
  comprehend their telling.
  Cataclysm, The
  There is a place where the Unsea falls into the nothingness of night 
  and void, and that place extends its icy fingers to the seas for scores of 
  miles around. Once in the grip of its current, there is no escape from its 
  inexorable grasp. Few people have ever glimpsed the Cataclysm, and no 
  one has voyaged close enough to significantly explore it in any way. A 
  few have tried and been drawn into whatever lies beyond; the odd, vain 
  wizards who have sought to fly or use other magical means to see what 
  lies below, they have all been drawn by great gales into the fury of the 
  Cataclysm which likewise defies all attempts at scrying. Only stories exist 
  about the place, and they are all bad.
  Cloven Sea, The
  The Unsea in this region is torn, a huge slash between two great walls 
  of water creating a slowly shifting land exposed from beneath the waves. 
  The tear is a seething, moving mass of water usually a hundred yards 
  across and deep, but sometimes much wider or even narrower to the point 
  that its watery walls almost seems to touch. Perched precariously upon 
  one of its upper walls is the skum city of Thry’ss where homage is paid in 
  equal parts to the aboleths of Carrion and the long-missing Madness of the 
  MirrorStorm, the great Between kraken who once made her home within 
  the waters around the Cloven Sea but has been banished to the mundane 
  world for many years now.
  Corrun’s Labyrinth
  Shorlty after the discovery of the Unsea was the discovery of the 
  Brittle Ice and the discovery of Corrun’s Labyrinth. It is called labyrinth 
  because that is the best description that sailors and cartographers can 
  come up with to describe it, but in reality it is simply a section of the 
  northern Unsea much like the rest. If anything, the waters here are 
  unusually gentle and very rarely lashed by storms and perhaps with 
  a somewhat higher frequency of crabs and other sea crustaceans, but 
  not large or harmful ones. It’s almost as if the sea is particularly safe 
  and pleasant here by design, an invitation for the lost, storm-tossed 
  or wayward voyager to sail within and find a moment’s rest from the 
  dangers of the Unsea.
  Of course, once a vessel is piloted within the sea haze gradually 
  increases so that eventually the ship sails through a nearly impenetrable 
  fog, a fog that seems to give a suggestion of hiding actual walls water as 
  if the ship was actually sailing down hidden lanes into the deeps. Those 
  who don’t immediately come about when the mists first rise are lost in 
  the endless maze of fog-shrouded waters heading ever deeper into what, 
  exactly, no one knows. But all know that they are never seen again, as so 
  famously happened in 1639 to Commodore Grabe’s subordinate Captain 
  Corrun and his entire schooner the Wreath. Even ships that do immediately 
  come about when the mists arise don’t always make it out, for sometimes 
  the mists rise quickly and thickly and a ship that’s lost from view is rarely 
  seen again.
  Edge of Ruin
  The lightship Edge of Ruin remains anchored as a warning on the 
  very border of the Edge of the World. Beyond is the vast area of Unsea 
  that no one has successfully explored. Though lightly crewed, she is 
  a massive vessel, wide-bodied for stability with a towering pinnacle 
  constructed upon her superstructure atop which burns a fiercely blazing 
  magical beacon. Her captain, Ada Moathreer (N female human fighter 
  [sailorDMC] 8), and her small crew are frequently visited by the curious, 
  the lost, or by those drawn by the astonishing harvest of whales and 
  strange fish here. 
  The Edge of Ruin’s crew appreciates visitors as they bring supplies 
  and cheer to Ada, who for some curious reason loves it here. The 
  combination of Ada’s lively spirit and broad smile combined with the 
  desperate location bring a curious calm to this frightfully elemental 
  place. It is likely — those who have been here often say — that Ada has 
  influenced the very nature of Between and created her own calm on the 
  very edge of the storm.
  DMC See Dead Man’s Chest by Frog God Games
  
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  The Blight: Richard Pett's Crooked City
  Edge of the World, The
  There is a point in the Unsea where the sea angers — a place that simply 
  cannot be navigated. At its edge, a battered lightship of great size called 
  Edge of Ruin heaves with an angry beacon at its top. The sea beyond the 
  ship boils, a churning seething mass of whirlpools, tearing and grappling 
  the ocean. It has been compared by many mariners with the great Tempest 
  Meridians that separate the oceans of Lloegyr in two. A type of Between 
  fish called query is a delicacy that is rarely caught but often seen here. Its 
  presence draws many sailors who come for many miles to lay their nets 
  out here on the verge of these destructive waters.
  Great Whale, The
  Not so much a place as a thing that is the size of a place, there is a thing 
  of corrupt flesh that swallows ships and in whose belly sailors rot. Its gut 
  is said to be larger than a town, and sailors are said to call out from within 
  its colossal gullet as they slowly die or strive to live on the scraps of flesh 
  and food devoured by the endless consumption of the Great Whale.
  The Great Whale is indeed big enough to accommodate people living 
  inside it, and these unwelcome squatters live within the rear parts of the 
  vast whale’s mouth, dwelling in safe havens they have fashioned into 
  crude fleshy dwellings that form air pockets whilst the whale is beneath 
  the sea. They are not alone. So vast is the thing that lacedons — the undead 
  remains of sailors who have lived and died here — also dwell within it. 
  The sailors trapped in here have tried to escape the maw many times, but 
  have so far always given up when confronted with the vastness of the 
  Unsea. They pray that the vast creature one day will swallow a rowboat or 
  enough timbers to lash together a raft that they can initiate plans to escape.
  Scrimshaw
  This maritime outpost sits upon (and within) a massive sea stack that 
  rises from the waves of the Unsea. It has many connections to the city 
  district of Town Bridge and serves as the headquarters of the Royal 
  Unsea Whaling Company administered by the Lady Constance Thorn, 
  Governor of Scrimshaw (N female human aristocrat 6/sorceress 1) under 
  the authority of the Darnel family of Town Bridge. In truth, Scrimshaw 
  is considered a city district of Castorhage in its own right. Scrimshaw is 
  detailed further in Chapter 9 of The Blight Campaign Guide.
  Scrimshaw Lamps
  The Scrimshaw lamps are lighthouses constructed of whale bones — 
  one of the most readily available building materials in the Unsea. They 
  are four in number, and mark the edges of the thoroughly explored 
  and relatively “safe” part of the Unsea. Each is lit by a bound ragefire 
  elemental and manned by a keeper. 
  Frostrime
  The north lamp bears an almost-constant patina of ice from the blowing 
  spray of the turbulent seas. The frigid post is manned by Keeper Dobbs 
  (N male street dwarfBG expert 3) who was exiled here for crimes in the 
  Capitol and given the choice of manning the lighthouse or being burned 
  alive. Dobbs is slowly going mad and is being courted by the cult of the 
  Madness of the MirrorStorm. One day soon, they intend to extinguish the 
  light and destroy the place.
  The Choir
  A small family occupies the western lamps. Uril Quod (N male human 
  druid 3) and his wife Ela (N female human expert 5) have 5 children and 
  are happy to bring them up away from the foul influences of civilisation. 
  Loathe to see visitors, Quod does all he can to prevent contact with the 
  outside world.
  The Penance
  The largest lighthouse is manned by the Sorrowful Man (N sentient 
  lesser flesh golemTOBH), a creature of twisted appearance that, like Quod, is 
  happy in isolation. The Sorrowful Man does not loathe company, however; 
  it loves it, but does not allow its sadness to consume it. Some captains love 
  the twisted creature, which shows glimpses of a soul and which loves to 
  read the books they bring.
  Hope
  Hope is the most southerly lamp and has been bent into a strangely 
  curved shape by the storms that constantly pound its flanks. It seems like 
  only a matter of time before it finally gives out and collapses. Its keeper, 
  Dabrin Hodd (NE male human rogue 4/necromancer 5), is a lunatic and 
  killer who preys on lone travellers and castaways. Hodd kills anyone he 
  gets a chance to, seeking to add them to his Gift, which he is constructing 
  in his cellar. The Gift is a living statue made of animated portions of 
  multiple bodies, and which cries out and sobs for release or death. 
  BG See LL8: Bard’s Gate by Frog God Games
  TOBH See The Tome of Blighted Horrors by Frog God Games
  Ships’ Necropolis
  At this slowing drifting location, the sea is choked with ships, an 
  expansive, crushing mass of timbers and masts and prows making one 
  place that stretches and rises across the sea swells. Mangy gulls call from 
  its higher places, whilst its cliffs of wood are endlessly consumed by the 
  sea and repaired, somehow remaining a single tangible thing. A beast 
  known as The Brackish King (LE Between vampireTOBH rogue 7/assassin 
  3) rules the Ship’s Necropolis. He is tended by his crew, some of whom are 
  vampires, but many of which are lacedons or brine zombiesTOHC. Undead 
  seagulls and vargouilles stalk its seaweed-throttled cliffs, and other more 
  terrible undead lurk in its holds and bilges. Skulking far below the decks, 
  hiding from the sight of men, is an aquatic corpse orgyTOHC. The Brackish 
  King is able to draw ships from the bottom of the Unsea at will, doing 
  so when he needs fresh corpses and new structures to twist and lash. His 
  motives are otherwise unknown. 
  TOBH See The Tome of Blighted Horrors by Frog God Games
  TOHC See The Tome of Horrors Complete by Frog God Games
  Turmoil, The 
  The greatest whirlpool in the Unsea, the Turmoil is more than just a 
  natural phenomenon; it is, like many whirlpools here, alive. A bound 
  swarm of dozens of elder Between water elementals, the Turmoil 
  occasionally drifts across the waters to hunt, only to return to its usual 
  place a year or so later.
  
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  Sailing the Unsea
  The Unsea is a seething mass of storms, whirlpools, waterspouts and 
  natural (and unnatural) terror. The weather itself here is an aspect of the 
  Between; in other words, in places it is a living, thinking thing. Storms are 
  genuinely malevolent; waves do indeed deliberately try to swamp vessels, 
  and hurricanes pluck sailors from ships. St. Elmo’s fire dances off masts 
  and annihilates whalers, and vast whales swallow ships whole.
  Do not make the mistake, however, that the Unsea is cohesive or 
  omnipotent. It is not, nor is it one single entity. The weather can slumber, 
  its moods changing from fury to calm in an instant. The weather also 
  sometimes works against enemies and monsters. The fractious nature of 
  the Unsea gives you a complete guiding hand in events. If you want a 
  whirlpool to open up beneath your PCs’ ship and drag them to gods’ know 
  where, then do so. If you want a vast tidal wave to swallow Scrimshaw at 
  the end of your campaign, do it. 
  Tales of the Unsea
  There are always stories, but when the place is as wild and endless as 
  the Unsea, and when the place is Between — a land that soaks up thoughts 
  and fears and tales — it is always possible. That which is imagined 
  becomes truth, and what is given a life in a story is given breath. Dreaming 
  is dangerous here, almost as dangerous as imagining.
  The stories below are the tip of the iceberg for such tales in the Unsea 
  and are further detailed above. The tales are read aloud or paraphrased text 
  that the PCs may overhear in the Precarious (see S3 in Chapter 9), learn 
  about whilst visiting or sailing the Unsea, or even learn from the old songs 
  of bards and storytellers in the city streets.
  The Unsea is an elemental place that allows you to draw upon any folk, 
  fairy or other tale you wish. A quick whisk through a group of legends of 
  the sea could give you inspiration if it is needed. Here are a few ideas to 
  give you some options.
  Ships’ Necropolis
  “It is said that ships that sink in the Unsea surface a year or 
  so later with their crews still aboard, and sail toward the Ships’ 
  Necropolis. Imagine a sargasso of broken ships that gather 
  as a vast, sick island reeking of undeath, brine and misery. 
  The ships — so those unlucky enough to have seen the place 
  say — go on forever, slowly rotting in the grip of seaweed and 
  barnacles and blasted by brine.
  “It has a king, but no ordinary ruler, his blood is as cold as 
  his heart, and he sucks the marrow from sailors who cross him, 
  taking their flesh, their souls, and even their memories to his 
  table. The Brackish King, they call him, a Between vampire 
  king. The King sends the fronds of his terrible kingdom into 
  the Unsea, looking for other ships to swell its population. If 
  you come upon a cliff where there’s no land, or the stench of 
  brine and blood, or the call of lost sailors, set full sail and head 
  away, for it could be the Ships’ Necropolis.”
  The Turmoil
  “Aye, the whirlpools in the Unsea are more than natural; 
  they don’t rise on high tides or anywhere you’d expect ’em. 
  They appear where they want to, when the sea gets in a bad 
  mood or the storm spoils for trouble. There are no whirlpools 
  like those in the Unsea, vast black chasms that roar so loud 
  that those who get too close go deaf or mad.
  “The Turmoil, well that’s one of the worst ones. The Turmoil 
  is mad itself, you see, an insane spiralling madness of water a
  mile deep. Those that look at it die of fright, they say, and those 
  that have heard it swear it calls out to them. He has his brides, 
  does the Turmoil, twisted sick things that dance in the walls of 
  water, screaming at those who can taste the clean air above.”
  The Great Whale
  “Nothing is as big as the Great Unsea Whale; like a storm 
  it is, like a great dark cloud dancing with waterspouts and 
  tornadoes. They are her children, see. Those and the things of 
  teeth and decay that circle the nadir beneath her gown of fetid 
  water. Her bridal train is poison, and her hunger insatiable.”
  The Cataclysm 
  “The Cataclysm, oh yes, it’s real, lass. There is a place where 
  the Unsea falls into the nothingness of night, and that place 
  extends its icy fingers to the seas for scores of miles around, 
  once in its grip, there is no escape from the tides and storms.”
  Unsea Weather
  Unpredictable in the extreme, Unsea weather can change in an instant. 
  One thing, however, is always consistent; the sun never glimpses through 
  the clouds. It goes dark; sometimes achingly, cloyingly dark, but the sun 
  never shines directly on the Unsea.
  Storms of incredible fury whip out of nowhere, driving ships off course, 
  not that most ships have a course — captains simply follow their instincts. 
  Ship loss rates are incredibly high, and were it not for the ease of the 
  harvest here, the sea would be considered un-navigable. 
  In the Unsea, weather tends to follow fairly set types, ranging from 
  overcast skies where rain, hail, sleet, and snow are regularly encountered. 
  Powerful storms can occur at any time, and waterspouts are commonly 
  seen. Fog is a constant problem on the Unsea, and banks of it can settle 
  on ships for weeks. Temperatures are always at least cold, and often much 
  Where are the Random 
  Weather Tables?
  Some people love to have charts of random weather effects, and 
  the charts within the Pathfinder Roleplaying Game Core Rulebook 
  are useful. However, I’ve decided not to include random weather 
  charts, nor chances for things like capsizing or being crushed by 
  tidal waves here. The simple reasoning behind this is that if you 
  want the PCs to be capsized and end up washed onto some random 
  ship full of intrigue and cutthroats, or if you wish the players to be 
  washed under a tidal wave and thrown into gods know where, then 
  do so. Randomly assigning chances at a gaming table for something 
  that has such a major effect seems counter-productive to me.
  Never overplay your powers, however. Giving character’s a slim 
  chance through skill to save NPCs, cargo or avoid encounters is good; 
  driving PCs in a direction you wish could quickly become boring. 
  If you like the implied randomness of such charts, then plenty are 
  available out there, they just don’t form part of my thinking. Don’t 
  ignore the effects of weather, however; battling a dragon turtle in 
  mountainous seas or in thick fog adds another dimension to an 
  otherwise potentially bland encounter.
  — Rich
  
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  The Blight: Richard Pett's Crooked City
  lower, and occasionally the sea freezes or strange isles of ice race past, or 
  into, ships.
  Unique Weather Encounters
  A place driven by forces of nature and thriving upon moods gives you 
  another angle to approach adventures on the Unsea: the bizarre weather 
  event. A quick check of the internet brings up some inspiring video and 
  photographic footage of some incredible things. Magnify them in the 
  Unsea. A couple of possibilities are presented below.
  Frozen Sea
  The sea becomes progressively more icy until it eventually freezes. 
  Does the ice herald the arrival of some creature come to hunt, or does 
  the morale of the crew, or any hidden NPC troublemakers (or monsters), 
  suddenly take front stage, bringing a totally unexpected twist to an 
  adventure that could be about hunting, exploration, or curiosity? 
  Eye of the Storm
  The storm goes on for days, but suddenly the ship enters the eye, a vast 
  calm region of sea. Something exists in this eye: either a floating ship 
  town, a creature, or perhaps something stranger.
  Navigating the Unsea
  Most sailors know an old tale about the best way to navigate the Unsea, 
  carrying a potato or fish head or cork for luck and then, if they get lost, tossing 
  it into the sea and seeing which way it floats. That way is sure to be home. 
  The Between compass (see Unsea Equipment below) is a relatively 
  new invention and has been of limited success. Speak with animals (if 
  animals can be found) is sometimes useful but often infuriating. Most 
  wise captains rely on magic. Spells such as find the path used to chart 
  a course are a lifesaver here, and those rare spellcasters of high enough 
  level to cast it are sometimes found amongst Unsea whaling crews and 
  paid well for their services. Other spells or combinations of spells have 
  been used to assist in navigation, and the art of navigation on the Unsea 
  (and anywhere in the Between for that matter) is the subject of magical 
  research. Know direction tends to be useless in a place that just doesn’t 
  have a north, whilst flying or teleporting have inherent risks of weather 
  and the chance of ending up somewhere badly wrong. 
  Land in the Unsea
  There are several tidal stacks rising from the Unsea to soar high over 
  the waves. Scrimshaw arguably occupies the most famous of these. Other 
  examples of these rocks are often impossible to land on and are home to vast 
  flocks of mangy gulls. Occasionally, strange and alien structures suffocate 
  these isles. These structures are often surrounded or within great henges.
  Sometimes an island rises from the sea and stays for a night, a day, a 
  season, a hundred years. The whaler’s call these places the “Land of the 
  Young.” Sometimes they are occupied by Between creatures; sometimes 
  they are abandoned and empty of all life.
  Unsea Equipment
  The unique and hostile nature of the Unsea calls for many types of 
  specialised equipment in order to successfully navigate its waters. Typical 
  types of equipment used by Unsea sailors as well as innovative devices 
  developed specifically for navigation are described below. These items 
  can be obtained in Scrimshaw and frequently in Town Bridge as well.
  Item
  Cost
  Weight
  Ambergris
  50–500 gp/lb
  —
  Ambergris, memory
  1,000–1,500 gp/lb.
  —
  Item
  Cost
  Weight
  Bell, ship’s great
  200 gp
  100 lbs.
  Compass, Between
  1,000 gp
  4 lbs.
  Fishing tackle, Unsea
  25 gp
  10 lbs.
  Foul-weather gear
  20 gp
  8 lbs.
  Harpoon ballista
  800 gp
  70 lbs.
  Lantern, ship’s great
  75 gp
  20 lbs.
  Lodeprow 
  10,000 gp
  60 lbs.
  Shipskin, Unsea
  varies
  varies
  Spermaceti
  10 gp/gallon
  varies
  Spyglass, greater
  2,500 gp
  1 lb.
  Waggoner, Unsea
  500 gp
  5 lbs.
  Whaler’s longcoat, whale-wax
  200 gp
  8 lbs.1
  1 These items weigh one-quarter this amount when made for Small 
  characters.
  Ambergris: A waxy substance produced in the intestinal tract of 
  whales, ambergris is used in perfumery as a fixative and occasionally in 
  cooking.  
  Ambergris, memory: Some ambergris harvested from certain Unsea 
  whales somehow contains the memories of the beast it was taken from 
  and when properly distilled is similar in function to a Between vessel. 
  Memory ambergris described in Appendix A of L3: Sea’s End of The 
  Levee Adventure Path.
  Bell, ship’s great: A great bell is mounted to the deck of a ship and 
  when struck can be heard over a distance of 3 miles as a 0 DC Perception 
  check. It is heard over greater distances with a successful DC 10 Perception 
  check per mile thereafter. Weather conditions affect the audibility.
  Compass, Between: Created as a pair of heavy brass and gold 
  instruments, the compass and the lodestone. A Between compass does not 
  show normal directional bearings but rather has a single indicator noting 
  the direction of that compass’s paired lodestone. The lodestone is usually 
  left at port to allow a course home to be charted. Beyond 100 miles, the 
  reliability of the compass diminishes with a 20% chance at any given time 
  of a reading being incorrect by several degrees for 1d4 hours.
  Fishing tackle, Unsea: A bewildering array of rods, large nets and 
  things with hooks that are used to catch fish in the Unsea. Such tools are 
  for use in the Unsea only, and are in general too large to be used on more 
  mundane seas. 
  Foul-weather gear: Heavy waxed clothing including an overcoat, hat 
  and waterproofed trousers that provide some water and wind resistance, 
  but protection from the cold equal to a cold-weather outfit as well.
  Harpoon ballista: This is a standard ballista modified to fire harpoons 
  with attached chains. The chains are usually 2 inches thick and 100 feet 
  long. They are anchored to the ship’s deck by an iron hook.
  Lantern, ship’s great: Usually mounted to a ship’s mast or deck, a ship’s 
  great lantern projects a cone of light over a distance of a 120-foot cone and 
  provides dim light beyond that out to a 240-foot cone. A great ship’s lantern 
  burns for 1 hour per pint of fuel oil and has a 1-gallon reservoir. 
  Lodeprow: Storms of the Unsea are extremely violent and electrically 
  charged. To save their masts, Unsea captains travel with a lodeprow. A 
  lodeprow is a sheaf of lead and iron attached to the prow of a sailing ship 
  that draws lightning strikes to it and then harmlessly disperses them into 
  the surrounding sea by means of a series of conducting channels along 
  the ship’s hull. Lightning bolt and other electricity spells are drawn to the 
  hefty lodeprow only if cast from in front of or above the ship; a Spellcraft 
  check (DC 10 + 1/level of the spell) is able to prevent the spell from being 
  harmlessly absorbed.
  Shipskin, Unsea: Shipskin is special outer attachments designed to 
  prevent capsizing during the worst Unsea storms (see sidebox).
  Spermaceti: A waxy substance produced in a cranial organ of Unsea 
  whales and some other species as well. When harvested, spermaceti 
  is used in a variety of ways from clean-burning lamp oil to soothing 
  ointments and candle wax.
  
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  GM Guide
  Spyglass, greater: Objects viewed through a greater spyglass are 
  magnified to four times their size. Characters using such a spyglass take a 
  –1 penalty on Perception skills per 40 feet of distance to the target, if the 
  target is visible.
  Waggoner, Unsea: A collection of captain’s notes and nautical charts of 
  the Unsea, an Unsea waggoner is indispensable to an Unsea ship. Created 
  by the Royal Unsea Whaling Company and sold only to those captains 
  licensed through their auspices, the waggoner is the most accurate means 
  of navigating the perilous geography of the Unsea. When using an Unsea 
  waggoner, the chance of being misled by a Between compass (see above) 
  is reduced to 10% at the time of the check. With a waggoner alone, the 
  chance of plotting an accurate course in the Unsea is 75%.
  Whaler’s longcoat, whale-wax: The finest quality seal fur treated with 
  an alchemically enhanced spermaceti, this bulky longcoat protects a sailor 
  from both the cold and the wet of a sea voyage. It provides protection 
  from cold equal to a cold-weather outfit, and items placed in its inside 
  pockets are protected from water exposure as long as the coat is not fully 
  immersed. In addition, though it is not considered armour, it also provides 
  a +1 armour bonus and a –1 armour check penalty when worn. It can 
  be worn over light armour, providing the unusual benefit that its armour 
  bonus will stack with that of any armour worn underneath (including 
  bracers of armour), though its armour check penalty stacks as well. 
  Unsea Menagerie
  The Unsea teems with life — very strange life. The Between twists the 
  form of those things within it, and the environment around the creature 
  affects it in a greatly accelerated way. Part 6: The Blight Bestiary and 
  The Tome of Blighted Horrors by Frog God Games contain a number 
  of creatures’ stat blocks, while below some Unsea inhabitants are given a 
  more general treatment. In general, the creatures below conform to their 
  standard stats in the various Pathfinder Roleplaying Game Bestiaries and 
  other source materials, many with the Between subtype or a Between 
  Creature template as described in both Part 6 and The Tome of Blighted 
  Horrors. It is all too true that the variety of creatures encountered in the 
  Between is uncountable, and the Unsea is no exception.
  Aboleths
  Aboleths are, unfortunately, commonly found throughout the Unsea. They 
  almost always have a Between Creature template or subtype. The aboleths 
  come in a variety of types and sizes, and their growth in the Unsea does not 
  seem to be something that ends. The spibolethTOBH is one horrific example 
  of their variety that has its origins in the Unsea. As an aboleth’s intellect 
  increases, so does its size and the effects that its specialised knowledge has 
  upon its physiology. An aboleth from the Unsea that studied necromancy, 
  for example, would likely be partially rotted with large areas of necrotic 
  flesh on its hide — a creature that should not and possibly cannot live.
  TOBH See The Tome of Blighted Horrors by Frog God Games
  Afancs
  AfancsTOHC are very likely the cause for some of the lesser whirlpools in 
  the Unsea, and bold Unsea captains have killed at least three afancs here. 
  In other confrontations with the creatures, ships have been less lucky, and 
  those afancs continue to roam the Unsea holding a grudge against the 
  harpoon-firing interlopers that sail above.
  TOHC See The Tome of Horrors Complete by Frog God Games
  Anglers
  Lurking just below the surface of the water, anglers come in all shapes 
  and sizes. From the tiny parasitic choking angler that seeks to enter the 
  throats of its victims to feed and expand until it suffocates its prey, to the 
  rumours of glimpsed horrors of the deep such as the wretched shadow 
  angler that casts a black globe of pure darkness. Or the vile endemic 
  angler, whose light causes those who glimpse it to sicken, allowing the 
  fish to attack them, and even the vast goliath angler, said to be twice the 
  size of the biggest whalers. Some are convinced that the various anglers 
  are the pawns of aboleths, and many believe that Castorhage’s own unique 
  Lyme angler* is merely one more offshoot of this prolific genus.
  * See Part 6: The Blight Bestiary
  Gulls, mangy
  The air on the Unsea is alive with vast flocks of ugly, mangy gulls who 
  appear to be half-starved and missing many of their feathers. They eat 
  anything organic in nature, and if they get very hungry, have been known 
  to infest whaling vessels and attack their crew or even chew on the tough 
  wooden planks of their hulls if they can find a secluded spot within which 
  to nest. Gull hunts through the lower decks are something that every wise 
  Unsea captain orders at least once a year to ensure that none of the pesky 
  intruders have compromised the integrity of his ship’s hull. Use statistics 
  for the stirge for mangy gulls, but replace the blood drain ability with rend 
  (attach, 1d3 plus ignores 5 points of hardness).
  Merfolk
  Remains of mermaids occasionally wash up in and around the Unsea, 
  so mermaids must exist somewhere although no one has encountered one. 
  Merfolk do, conversely, appear in the Great Lyme River, though whether 
  they have entered it and ultimately the Unsea from the seas beyond 
  Castorhage or vice versa has yet to be determined.
  Sahuagin
  The sahuagin of the Unsea are reticent about contact. Evidence of their 
  presence has been seen by experts and explorers, but so far they have 
  Unsea Shipskin
  The threat of being swamped with the Unsea’s violent waves 
  or tipped to such a degree that the deck is directly exposed to the 
  crashing surf are all too real when sailing upon the Unsea, and 
  both hazards bring with them the danger of a ship foundering as its 
  decks fill with seawater. As such, no self-respecting Unsea captain 
  would venture onto the belligerent waves without the precaution 
  of an Unsea shipskin.
  This unique nautical construct is a cover of waxed tarpaulin 
  stretched on a durable frame of wood and iron that is custom 
  crafted to cover much of the main deck of a ship. The cover is 
  specifically designed to close off exposed portholes, hatches, and 
  gangways without interfering with movement by sailors upon the 
  deck itself, though crawling into one of the covered points of entry 
  requires a full-round action (or a DC 10 Reflex save to be managed 
  as a move action). In rough seas, gaining access to one of these 
  entrances requires a DC 10 Reflex save and a full round. 
  The utility of the shipskins, though, is that they severely inhibit 
  the ability of large amounts of water rapidly to gain access through 
  these points of ingress. In rough seas with waves that routinely 
  reach peaks of 20–30 feet or more, the chance of taking on too 
  much water and beginning to sink is 40% for an unprotected ship. 
  A ship with an Unsea shipskin reduces this chance to a mere 5%. 
  Even a ship capsized by weather or the attack of some large sea 
  creature has a 35% chance to right itself in the round following 
  the attack.
  An Unsea shipskin is normally stowed in a locker on the main 
  deck and can be put into place by 2 crewman per size category 
  of the ship above LargeUC in 10 rounds –1 round/extra crewman 
  assisting in the job (minimum 4 rounds). Ships size Large and 
  smaller are not big enough for a shipskin to be effective.
  The construction of an Unsea shipskin costs one-tenth of the 
  price of the entire vessel when built, and takes 1 week per 1,000 
  gp to fit. Only a few noted shipwrights in Scrimshaw have the 
  knowledge to create these specialised covers, which require a 
  successful DC 30 Craft (ships) check.
  UC See Pathfinder Roleplaying Game Ultimate Combat for 
  details on water vehicles and their sizes.
  
  98
  The Blight: Richard Pett's Crooked City
  not been encountered in any significant numbers. On the few occasions 
  that they have been encountered, it has been seen that the incidence of 
  mutation within their population is high. Whether this propensity for 
  mutation extends to a higher incidence of malenti is unknown, but so far, 
  aquatic elves have yet to be encountered in the Unsea. If there is a malenti-
  like mutation for the Unsea sahuagin, it’s possible that it takes some other 
  humanoid form.
  Sea Serpents
  Vast sea serpents are often seen on the Unsea and come in all shapes 
  and sizes. Brine sea serpentsTOHC are regularly spotted, and fanged sea 
  serpentTOHC has been on the menu at the Precarious (see S3 in Chapter 
  9). Deep hunter sea serpentsTOHC and shipbreaker sea serpentsTOHC have 
  so far, mercifully, been the subject of sailors’ stories rather than verified 
  encounters — unless those encounters have all ended with the complete 
  loss of the ship and its crew, which of course is always a possibility when 
  dealing with these monstrosities.
  TOHC See The Tome of Horrors Complete by Frog God Games
  Sharks
  Sharks of all sizes, but generally very large sharks and dire sharks, 
  are seen in the Unsea. The physiology of sharks is curiously altered by 
  Between and almost all have the Between Creature template or Between 
  subtype.
  Skum
  Skum are common in the depths of the Unsea. They are the slaves of 
  the aboleths who created them and regard the men who have arrived in 
  the Unsea as invaders who must be destroyed. They regularly attack ships 
  and occasionally land-bound outposts. Curiously, the Unsea skum almost 
  never demonstrate the effects of the Between Creature template or the 
  Between subtype as if their artificial creation at the hands of the aboleths 
  has somehow resisted the normal influence of Between.
  Squids
  Squids are a regular sight in the Unsea, from the more commonly seen 
  smaller varieties to vast ship-crushers of impossible size and twisted 
  bodies. Giant squids are common, and even larger creatures are regularly 
  reported by whalers. Squids show a worrying cohesion and sophistication 
  of tactics unusual for their species. Ordinary squids frequently swarm 
  onto sailors who fall into the Unsea, tearing them to pieces in a frenzy. 
  And sometimes they sacrifice themselves in huge numbers to fulfil some 
  unknown purpose or even to carry out some act of seemingly appalling 
  cruelty on other sea creatures as if they bore a sentience and evil far 
  beyond that expected in a cephalopod. Unsurprisingly, the Unsea whaler 
  is convinced that there is more to the local squid than meets the eye.
  To capture the terrible tactics of these squids, you can apply the Young 
  Creature simple template to a typical squid and then create a swarm 
  of them using the mega-swarm traits introduced in Tome of Horrors 4 
  by Frog God Games or the Creature Swarm template in Green Ronin 
  Publishing’s Advanced Bestiary.
  Sunfish, Terrible
  The terrible sunfish is always at least the size of a house and often much 
  bigger. These creatures are unlike their more mundane kin; they have 
  much larger mouths and more ferocious appetites. They are also as dark 
  as shadows, and attacks by them often occur without warning. 
  Turtles
  The largest turtles spill into the Unsea, and like everything in Between, 
  these creatures are expanded to almost ridiculous size and cunning. 
  Dragon turtles, giant bog turtlesTOHC and turtle sharksTOHC have all 
  been reported and, less commonly, cooked. Such turtle meat commands a 
  very high price back in Castorhage. A curiously sad creature known as the 
  mock turtle has also been encountered in the Unsea; this creature has an 
  almost human countenance and is able to spread misery and despair with 
  its mere presence.
  TOHC See The Tome of Horrors Complete by Frog God Games
  Walrus, Fearsome
  The rarely encountered but formidably large fearsome walrus has a 
  vile temper and has been known to even attack ships when provoked. 
  These creatures are believed to be a larger, aggressively atavistic version 
  of the equally rare Lyme walrus*. Use the stats for the emperor walrusB4 
  with the addition of the Primitive CreatureAB template and/or the Between 
  Creature template* or Between subtype*.
  * See Part 6: The Blight Bestiary
  AB See Advanced Bestiary by Green Ronin Publishing
  B4 See Pathfinder Roleplaying Game Bestiary 4
  Weird Fish
  There seems to be no end to the shape, size, and hue of the different 
  species of Unsea fish. Things with several heads or bloated bodies like 
  balls, things without mouths, and things that are manic thrashing hordes 
  of tentacles are so regularly seen by Unsea whalers that they become 
  inured to the effects of seeing yet another thing that should not actually 
  be able to live. A particular favourite is the query that swims in schools 
  in the vicinity of the Edge of the World. Though they resemble a 2-foot-
  long fluke-tailed cricket with spiky, prehensile antennae and an external 
  intestinal sac, the disgusting-looking fish are delicious and considered a 
  rare delicacy in Scrimshaw and Castorhage alike (though customers are 
  rarely allowed to see them unfilleted and in their natural state for the sake 
  of business).
  Whales
  WhalesB2 are the reason the Unsea is so busy with invaders from 
  Castorhage. They are of great variety but generally conform in one common 
  aspect: their size. Unsea whales are massive, and massive whales are 
  profitable to the ship captains that harvest them and the rendering plants 
  
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  GM Guide
  that sell their constituent parts. Types of whales encountered here include 
  baleen whales, sperm whales, great white whales, killer whales, blue 
  whalesB5, crimson whalesPAP59, faceless whalesPAP60, and the extremely 
  dangerous wallow-whale*. There are even rumours of the extremely rare 
  and elusive deep singer whaleDMC, though these have yet to be confirmed. 
  One more commonality is that Between whales are intelligent, and proving 
  to be an increasingly elusive — and more often aggressive — prey. Whales 
  of the Unsea often have the Giant Creature simple template and usually the 
  Between Creature template* or the Between subtype* as well.
  * See Part 6: The Blight Bestiary
  B2 See Pathfinder Roleplaying Game Bestiary 2
  B5 See Pathfinder Roleplaying Game Bestiary 5
  PAP59 See Pathfinder Adventure Path #59: The Price of Infamy
  PAP60 See Pathfinder Adventure Path #60: From Hell’s Heart
  DMC See Dead Man’s Chest by Frog God Games
  Wyverns
  Despite the relative lack of land, wyverns are regularly seen and often 
  attack ships. They seem to have an innate ability to locate and colonise 
  the many sea stacks scattered across the sea and use them to nest and 
  hunt. Types of wyverns include the typical variety as well as fork-tailed 
  wyvernsPCS:IotS, nocturnal wyvernsAB, and even the thankfully rare 
  barbtongued wyvernsPAP36. Almost all wyverns of the Unsea also possess 
  the Between subtype*. Most wise whalers carry at least one ballista 
  aboard with normal ammunition rather than harpoons in order to deal with 
  the unwanted attentions of a wyvern or the dreaded flight of wyverns.
  AB See Advanced Bestiary by Green Ronin Publishing
  PAP36 See Pathfinder Adventure Path #36: Sound of a Thousand Screams
  PCS:IotD See Pathfinder Campaign Setting: Isles of the Shackles
  Through the  
  Glass Darkly: 
  GMing Between
  Travel By Magic
  “But I don’t want to go among mad people,” Alice remarked.
  “Oh, you can’t help that,” said the Cat: “We’re all mad here. I’m 
  mad. You’re mad.”
  “How do you know I’m mad?” said Alice. 
  “You must be,” said the Cat, “or you wouldn’t have come here.”
  —Lewis Carroll, Alice in Wonderland
  Between is a curious thing, perhaps even a curious entity; despite 
  several attempts to tame the methods of travel to the place, access to this 
  netherworld remains annoyingly unpredictable.
  Travel to Between using spells such as gate, plane shift, and astral 
  projection fail to penetrate its heart, and even those mirrors that usually 
  offer reliable access to Between can fail (sometimes with catastrophic 
  results for the user). The simplest way to enter Between is to know a 
  threshold, or to enhance it by use of special mirrors and techniques known 
  only to a handful — and even those experts very often fail, with terrible 
  results.
  Travel within Between is similarly unpredictable, and use of spells 
  such as dimension door and teleport have led to appalling tragedies. 
  All spells of this nature cast to travel within Between operate with the 
  same chances of failure as a teleport spell, with the caster assumed to be 
  heading for a “false destination.” Results on the percentile dice of 80% or 
  below indicate the spell has functioned normally while those of 81% or 
  more suffer the effects indicated. Known affected spells included astral 
  projection, dimension door, etherealness, gate, phase door, plane shift, 
  shadow walk, teleport (all versions), tree stride, and word of recall. Other 
  spells are affected at your discretion.  
  Casting spells such as secure shelter and rope trick may also have their 
  inter-dimensional space affected by this quality, and where a mishap is 
  indicated, either have an unexpected occupant already in the space (a 
  monster of equivalent CR to the spell cast) or have the space become 
  something twisted and useless, perhaps even dangerous.
  Some areas of Between are subject to localised effects as well. For 
  example, some casters find it impossible to use wind walk in given areas 
  due to storms; others find summoning monsters either brings twisted dead 
  things or ravenous killers that obey no one.
  The exception to these rules are Between thieves. These daring (some 
  would say foolhardy) rogues use Between as a way of travel and escape, 
  and their Between-related powers always work as indicated. However, 
  even a Between thief with class levels as a spellcaster who attempts to 
  cast one of the above-mentioned spells is subject to the warping of its 
  effects. The Between thief prestige class is detailed in Part 3: The Blight 
  Player’s Handbook.
  The Mirror Voyager:  
  What Between is Like
  Between is as much a feeling as a place, and when emotions become the 
  fabric of a curious land the possibilities for danger are greatly enhanced. 
  Sailors, anxious as they voyage the Unsea, report several curious 
  phenomena: storms appearing from nowhere, dark shapes beneath the 
  bow of a ship, or a sudden dreadful calm. Between is a place that changes 
  like a person’s mood, and it has been conjectured that even nightmares are 
  able to breathe life from those explorers foolhardy enough to come there.
  Although it has geography, that geography is fluid; sometimes no 
  logic exists for the way the place changes, where a vast rainforest abuts 
  a glacier, which in turn hides a warm ocean. The geography within these 
  areas is also able to change to a limited degree, and some have suggested 
  that Between is actually like a living dream or nightmare of itself, where 
  logic sometimes follows, but not always.
  Between is like an adult fairyland, a place of nightmares and 
  dreams that has its own thoughts and wants. It is alive, and everything 
  in it is alive, constantly leaching thoughts and dreams and hungers 
  and fears from around it, becoming one consciousness broken by a 
  thousand madnesses.
  Awakened Creatures
  Bear in mind that spontaneously awakened animals and plants 
  are common in the Between as an extension of the land’s (and 
  sea’s) own heightened awareness. All such creatures display an 
  extremely high cleverness and attendant cruelty. 
  
  100
  The Blight: Richard Pett's Crooked City
  Here are a few other suggestions to bear in mind for GMing an 
  adventure here:
  The Awakened Land: Think of Between not just as a place, but as an 
  extension of everything within it. A jungle, for example, in Between is not 
  just an ordinary jungle; it is a collage of all of its lifeforms: the hunger of 
  the predator, the fear of the prey, the boiling heat of the day, and the power 
  of the monsoon. It is like nature, but nature exploded.
  Dreams and Nightmares Come True: Play upon a visitor’s fears; they 
  hear noises nearby, the night air boils with strange calls, a Between ruin 
  echoes with ghosts that whisper and cry in misery.
  Everything Is Alive: Play this how you wish. Do the plants in Between 
  become dangerous? Are the trees thinking? Do awakened animals or 
  strange monsters plot against intruders? 
  Have Some Disturbed Internal Logic: Night should follow day, but 
  is the day unnaturally short? Does the night last a day, a week, a month?
  Twisted Geography: Think of Between as a jumbled jigsaw, where 
  some pieces do not fit together. Some pieces do not link, so travel between 
  them is impossible under normal circumstances. Think about how such 
  a place ends? Does a jungle simply end at cliffs that vanish into haze, or 
  does a sick mist settle upon the jungle, drawing characters back to where 
  they started? A rudimentary map of sorts of Between is provided in The 
  Blight Map Folio, but its layout is a best guess by the often-conflicting 
  tales of various explorers. It serves as a suggestion of an “averaging” of 
  the geography of the realms of Between and is by no means intended as an 
  accurate depiction of the exact topography.
  Tragedies of Between
  In addition to the many dangerous encounters to be had in Between, 
  the strange realm brings its own inherent dangers that simply seem to 
  manifest merely by extended (or sometimes not-so-extended) contact with 
  its strangeness
  ’Tween Blight
  The most terrible of ailments can be drawn through the tiny threads of 
  mirror-portals and into the city, terrible diseases that permanently bend 
  the human form into a twisted caricature, much like the nature of Between 
  itself.
  The whispered names of diseases such as strickenback, slynesplinters, 
  or madlands regularly make the rounds of gossip, but none of them has 
  yet been isolated by the physikers of Castorhage and proven to be truly 
  a preternatural illness from beyond. It is supposed by many that such 
  known maladies as derange*, dislocating larva*, and second-head fluke* 
  must surely have originated in the twisted womb of beyond. Even the 
  eponymous blight* seems highly suspect to be of something other than 
  mundane terrestrial origin. One ailment that is known to have originally 
  been introduced to Castorhage from Between is the boiling pox. Though 
  rare, its manifestation is distinct and always tragic. Remove disease does 
  not work upon it, and it is so infectious that the merest hint of its taint is 
  likely to draw a group of Mirror Knights to isolate or even — if the victim 
  is lucky — despatch the afflicted poor soul.  
  * See Part 6: The Blight Bestiary
  Long-Term Effects of Between Exposure
  A final note is warranted regarding the hazards of braving the perils of 
  Between. Sometimes its long-term repercussions are a bit more insidious, 
  though no less dangerous. Some frequent Between travellers have reported 
  catching a glimpse of doppelgangers of themselves, of being stalked by a 
  sinister twin or of waking up with a shadowy figure at the foot of their bed. 
  In fact, some more learned on matters Between have suggested that Sir 
  Donnan Grabe confessed on his deathbed to being a Between impostor.
  The Mirror Knights
  Sworn to protect Castorhage from horrors of Between, several 
  groups of valiant, and perhaps not-so-valiant but sufficiently 
  greedy knights, warriors and duellists have come together to 
  form societies aiming to protect the people of the city-state 
  from supernatural invasion. The most famous of these groups, 
  the Mirror Knights, is made up of urban rangersAPG and fighters 
  who fearlessly track creatures that come from Between. Aided 
  by Between thieves, these warriors track and kill the creatures 
  mercilessly using a variety of hunting methods, from subtle 
  stalking to packs of bloodthirsty mastiffs.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  Between Disease: Boiling Pox
  BOILING POX
  Type disease, inhaled; Save Fortitude DC 18
  Onset 1 day; Frequency 1/day
  Effect 1d3 Dex damage* and 1d4 Cha drain; Cure 2 
  consecutive saves
  * See description below
  Victims develop a covering of red angry sores over their whole 
  body, which are agonising to touch and make every movement 
  painful. As the disease progresses, it permanently scars the victim’s 
  skin and psyche and even slowly infects his bones as well, causing 
  permanent contortions and disruptions. Every day that the victim 
  suffers Dex damage, there is a 25% chance that it is Dex drain 
  instead. Unfortunately, boiling pox has proven to be completely 
  resistant to the spells remove disease and heal.
  The Spiteful
  The Spiteful is a conspiracy of Between fey and foul 
  shapechangers who wish to invade and conquer Castorhage 
  right under the noses of its people. They seek to do this through 
  subversion by means of introducing changeling spite-waifs* into 
  the cribs of certain of the city’s new parents as a means to breed 
  a generation of Between doppelgangers who control the reins 
  of power within the city. It is entirely possible that The Spiteful 
  play some role in the mysterious motives of the Lands of the Echo 
  Queen (q.v.) but no substantive connection has yet been found.
  Coincidentally, one of the only groups within the city that is 
  aware of this secret group and its motives are doppelganger spies 
  of The Veil. They have reported the machinations of this group 
  to their master, Crown Justice Braken, but he has yet to move 
  overtly against their incursion. It should be noted that certain other 
  individuals of Castorhage have become aware of The Spiteful 
  menace at times in the past and have seen fit to declare their own 
  crusades against its corrupting influence upon the city (see TB3: 
  Bloody Jack by Frog God Games for more information on The 
  Spiteful and their activities within Castorhage).
  * See Part 6: The Blight Bestiary
  
  101
  GM Guide
  
  102
  The Blight: Richard Pett's Crooked City
  Part Six:
  The Blight Bestiary
  
  103
  GM Guide
  Things: The Creatures 
  of Castorhage
  Many “common” monsters are to be found cowering in the gloom of 
  the city — sea devils and wererats are some of the most common — but 
  here one may encounter nagas and rakshasas, sphinxes, hags, bugbears, 
  golems, ghouls, chokers, chaos beasts and demons as well as many others. 
  Some creatures walk the streets wearing human form, others skulk beneath 
  piers and in the Underneath waiting for the sun to set before walking the 
  streets, and some are seen as little more than nuisances or even valuable 
  servants or pets.
  Animals
  As the city teems with life — both human and unhuman — so too it teems 
  with animals, be they beast for fodder or companionship, watch, or pest. 
  Birds soar above gables, from the great black Blight albatrossTOBH and the 
  gable hate-owlTOBH to the hooded ravensTOBH and blindingcrowsTOBH to the 
  smaller birds, particularly the ever-present canaries TOBH with their singing 
  voices, which warn of death, the Lyme thrushUM, the gable-sparrow and 
  the tiny moth-wren. Dogs are a common pet, particularly in the rougher 
  areas of the city. Among the most prized are the terriersTOBH, which come 
  in a hundred shapes and breeds and are much prized for killing rats and 
  other vermin. Every gentleman or crook these days seems to have a 
  fighting dog on a leash — from the Blight-bull* to the huge pit-mastiff*.
  Cats are seen less, and certain fanciful dim-witted individuals have even 
  gone so far as to say that all the normal cats were killed in a single night 
  by an army of cats from Between. These Between-CatsTOBH are, allegedly, 
  ruled by an emperor who has some alien plot in mind for the city. Clearly, 
  this is so much hokum. Despite the many cats, rats are everywhere, 
  and come in all shapes and sizes as well, from the vile Festering Lyme 
  ratTOBH with its manged body covered in lice to the much feared (almost 
  legendary) Giant Rat of ShabbisTOBH, a mercifully rare foreign visitor to 
  the shores of Castorhage who brings plague in its wake.
  Strangely, apes of all types are seen in the city — no doubt due to its 
  long and extensive history of trade with and colonisation of Libynos — 
  and so many have escaped from collectors that monkeys and apes are now 
  common. The Blight apesTOBH and Blight monkeysTOBH are uncannily alert, 
  and many are able to perform incredible feats of intelligence. In addition, 
  no self-respecting organ grinder is without his monkey, or vice-versa.
  Stock animals are plentiful — cattle, sheep and goats — as well as 
  chickens, geese and dodos, which are often seen in city knackers-yards 
  awaiting slaughter. Dodo is very much an acquired taste, either being 
  loved or loathed, and some eating-houses specialise in preparing the bird 
  with a whole raff of available recipes. The awkward birds are also raised 
  for their large eggs. And there are pigs, a vast number of pigs, some of 
  which, like the Great Fayre pig racers, are said to be able to talk and 
  reason among men.
  The popularity of private menageries in the latter 17th and early 18th-
  century R.C. assured that escapees were common, and a whole host of 
  bizarre creatures still hunts in the night. Some of these have developed 
  local legends: the BookTown PantherTOBH, the Great Canal PythonTOBH, 
  and the Hollow and Broken Hills CrocodileTOBH are but a few of the 
  hundreds of beasts that stalk the city.
  Dark Fey
  Though not a part of the natural world, Between is certainly a reflection 
  of it. This includes a propensity toward attracting the sylvan creatures 
  of the natural world and the presence of many fey within its strange 
  borders. Whether these fey are unnatural manifestations of Between 
  itself, examples of the darker types of fey in the natural world that are just 
  attracted to Between’s presence, or simply fey who have become trapped 
  in Between and warped by its dark presence is unclear. Perhaps it is all 
  of the above. In any case, the presence of these dark fey is indisputable 
  and they exist in a relatively large concentration in and around the city 
  of Castorhage as a result. Examples of these foul creatures includes 
  many types of gremlinsTOHC, forlarrensTOHC, baccaeTOHC, korredsTOHC, 
  sinister leprechaunsTOHC, redcapsTOHC, grimstalkersTOHC, lecherous satyrs, 
  quicklingsTOHC and tombstone fairiesTOHC.
  TOHC See The Tome of Horrors Complete by Frog God Games
  A Blight Pet Gone Bad
  Wicked Gren (NE male goblin rogue 3) is a wretch who 
  escaped his servitude of serving as a playmate to a wealthy 
  streetclerk’s spoiled child. He has taken to hiding in the gables by 
  day and wandering the streets by night. He has befriended a pair 
  of giant spiders in the gables above Shorefield Market and works 
  with them at night — luring strangers to them by pretending to be 
  helpless or injured. Gren lurks behind taverns to trick drunks into 
  following him, leads orphans into the night, and takes advantage 
  of those who take pity on him. Then Gren takes the spoils whilst 
  the spiders take the flesh.  
  The City of Thinking Animals
  One of the many anomalies given to the city of Castorhage 
  is a proportionally huge populace of awakened animals. Some 
  have conjectured that the awakening has some connection to the 
  Between, and that the frequent violations into that domain by 
  locals have led to a bleeding of the essence of this land into the city. 
  This has also been blamed for the rise in sentient animated objects 
  — clocks that refuse to chime, mortomata** that kill the children 
  they are supposed to entertain, and fleshgines* that mysteriously 
  crush their masters or pull all their limbs off. Others attribute the 
  unusual manifestation of intelligence to centuries of breeding and 
  training, stating that some great evolutionary advance in animal 
  intellect may one day take place because of this.
  * See below for stats
  ** See Appendix B for more information
  
  104
  The Blight: Richard Pett's Crooked City
  Inhabitants of the Lyme
  That anything lives in the black dead, alchemically seething waters of 
  the polluted heart of the city is remarkable in itself. However, the river 
  teems with aggressive predators that feed upon the slops and flotsam, 
  peelings, and corpses of cats, rats, dogs, and people that fall into the Lyme 
  daily. Sough-eels* with their slick white bodies and gnawing secondary 
  jaws are frequently seen, Lyme anglers* — more commonly known as 
  slop-sharks — with their terrible diseased bites and bodies like sacks of 
  flesh waiting to burst hide in the shallows. Wallow-whales* swim the 
  deepest areas, their cathedral-like wan bodies searching for prey, their 
  throats lined with ragged bone beyond which lies the Church of Jobe — 
  the stomach maw of the whale allegedly once home to a sea devil. Bog 
  lanternsTOBH wriggle in the gloom, their luminescent bodies like the lamps 
  of the Lyme anglers. The seldom seen Lyme walrus*, with its barbed tusks 
  and sinful lies, a creature that sheds its skin and becomes human when it 
  attempts to secure a bride, is just one more predator that watches the shore 
  from the river’s depths.
  Monsters Unique to the Blight
  The fungi of Castorhage is more alive than it ought be. Bestial polypore 
  (a local variant of psycheporeB5) grow in the evening and spend the night 
  looking for people to infest. More terrible is blight* itself, a peculiar 
  intelligent lichen able to take over whole streets in a single night and 
  suffocate them, and only kept at bay by the constant vigilance of brave 
  Blight Knights — hunters who walk the streets at night armed with alchemic 
  fire bellows. Some say blight originally inhabited the city but was driven 
  deep below; some believe that the blight will rise again en masse and absorb 
  the entire population. One thing is sure, the city gained its nickname for it, 
  whether she likes it or not. It is also the more common name of a creature 
  known simply as the Body Snatcher*, a hive thing that dwarves say lurks in 
  the Between roots at the very bottom of the Underneath.
  The most uncommon dray is a hyme*, which the cab companies find to 
  be fast, tireless, and above all obedient. And whilst occasionally hymes go 
  on the rampage and eat a few people, mostly these matters are hushed up 
  by the guilds and masonic groups. A hyme resembles a child’s nightmare; 
  it is only passingly equestrian, a slick creature of blackness that walks in 
  a lopping stride but which is capable of great speeds when needs be. More 
  importantly, everything gets out of its way.
  There are many, many creatures unique to the Blight, from the foul 
  Blight naga* to the night-slug*, humanoids that dwell between walls. Not 
  all things have a name and it is sure that many, many things are yet to be 
  discovered and catalogued.
  Pestilences and Parasites
  The most common monsters are the smallest in the city — the lice and 
  infestations, sicknesses, and disease. In so crowded and twisted and filthy 
  a city, naturally they thrive. Couple that with the abnormal proximity of 
  Between and illness becomes something even worse than those usually 
  encountered. A few of the better known and understood of these hazards 
  are derange*, dislocating larvae*, and the alarmingly grotesque second-
  head fluke*.
  Scrimshaw Gargoyles
  In its heyday, Castorhage was famed for many things, and the scrimshaw 
  gargoyles* were one of them. These delicate figures are thought to have 
  been created centuries ago as watchers to aid the local constabulary — 
  spies and guards — whispering in their eyries. Time has taken its toll on 
  the whalebone constructs, and now they number fewer than 50, having 
  been taken, destroyed, or worn to nothing by the constant wind high above 
  the city. Each scrimshaw gargoyle is different, both in size and design, 
  but they share some features: They are carved from delicate whalebone 
  covered in strange sigils, many of the writings have faded, and now 
  lichens and grime cling to their once statuesque bodies. They are also very 
  much aware.
  Shapechangers
  There is a wererat plague within the city, and in places, the predominant 
  population is these lycanthropes and their rat allies, which come in a 
  dizzying array of varieties and sizes. The rats are by far the most prodigious 
  of shapechangers, but there are many, many others lurking unseen in the 
  glare of the city streets.
  Spiders
  Many types of arachnids call the sprawl of the city home. Gable 
  spidersTOBH are common, as are the more mundane breeds of monstrous 
  spiders, with the much rarer chymic spiders* and phase spiders being 
  reported only occasionally. Regardless of breed, all the spiders of the city 
  tend to have two things in common: They are almost always invariably 
  big and fast, and they generally live among the city’s gables and rooftops. 
  Occasionally, great webs or skeins of cords, rags, and less pleasant things 
  spring up between buildings, and steeplejacks and roofers, or more usually 
  gablemaesters, are paid great sums in comparison to other labourers 
  because of the nature of their jobs and the danger the spiders pose.
  Stitched Things
  Easily the most common type of “thing” seen in the city are the stitched 
  and remade creatures: golems, homunculi, fleshgines*, necrocraftsB4 and 
  other created creatures. They are a daily sight, lifting, carrying, and guarding.
  The Tome of Horrors Complete 
  Creatures
  Eneerg the Keeper’s seminal work — the Infernal Tome, or The Tome of 
  Horrors Complete — lists many terrible creatures that can be found above, 
  below or upon the streets of Castorhage. A few of the more commonly 
  known are listed here.
  Bone cobblers are said to make up an entire caste of the Fetch, and 
  their many lairs have inspired some of the more perverted and wicked 
  artists in the city. Some speculate that these artists actually encourage the 
  cobblers in their collecting.
  Dark creepers and dark stalkers seethe in the Underneath and are 
  sometimes found living in the city, wearing tinted lenses and heavy 
  clothing to disguise their nature. Rumours of a Stalker King refuse to go 
  away. The King Without Shadow (CN male dark stalker rogue 14/bard 3) 
  plays his doleful songs, they say, whilst his guillotine beheads those who 
  set eyes upon his kingdom.
  Countless gargoyles festoon the gables of the city, and amongst these are 
  continuing sightings and encounters with four-armed gargoyles, fungus 
  Double-Headed Dran
  Second-head fluke is a horrible thing to look upon, with a 
  cankerous second pseudo-head sprouting next to the victim’s 
  own head, and urban myth states that some of these pseudo-heads 
  develop their own minds and learn to talk. The most famous of 
  these legendary second-head fluke cases is said to be Double-
  Headed Dran (1672–1699). This poor sailor developed a pseudo-
  head which was so vile and vicious that it would attempt to attack 
  anyone who came within reach, even spitefully gnawing upon 
  the side Dran’s own head from time to time. In an attempt to rid 
  himself of the foul growth, Dran cut off the head with a knife, 
  only to bleed to death shortly thereafter. Dran’s pseudo-head is 
  preserved in the Royal University of Surgeons in the Seminary.
  
  105
  GM Guide
  gargoyles (who are credited with spreading a particularly vile blight that 
  rots hands and feet), green guardian gargoyles, and margoyles.
  Golems and constructs are common, of course, with flagstone golems 
  and furnace golems being somewhat rarer. However, even such strange 
  constructs as iron maiden, mummy, ooze, rope, stone guardian, tallow 
  and wood golems can be encountered. The foul witch-doll golem is often 
  used by the Great Coven.
  Graymalkins are seemingly everywhere, and are suggested as possibly 
  related somehow to the Between-cats. They are known to hunt night-slugs 
  whom they find to be delicious.
  The superstitiously dreaded midnight peddlers make up some of the 
  Fetch. Some are so infamous for their deeds that they have well-known 
  nicknames: Rickety Rose collects heads in her cart, whilst the Slithering 
  Peddler collects hands. Blind Bethen collects eyes, said to be removed 
  from living victims and will trade one to an unlucky soul who encounters 
  her but is willing to make a one-for-one swap. Peg-Leg Jabe often has 
  some Between creature or other riding in his hand cart from his frequent 
  trips beyond.
  These monsters, of course, are merely the tip on the diabolic iceberg of 
  horrors that lurk in the Blight.
  Unliving and Undying Alchymic
  Those who wish to live forever sometimes take this dark path through 
  use of the proprietary means available with the elixir of life (see Appendix 
  D). Those who take this draught by choice hope to join the alchymic-
  undying*; those who fail in this endeavour are cursed to become the 
  alchymic-unliving*. Those who are forced to take the elixir by cruel 
  masters or terms of indenture almost invariably end up among the 
  alchymic-unliving.
  * See below for stats
  B4 See Pathfinder Roleplaying Game Bestiary 4 for stats
  B5 See Pathfinder Roleplaying Game Bestiary 5 for stats
  TOBH See The Tome of Blighted Horrors by Frog God Games for stats
  UM See Pathfinder Roleplaying Game Ultimate Magic for stats
  Monsters  
  of the Blight
  Alchymic-Undying Template
  More commonly referred to as the “reborn,” alchymic-undying 
  creatures are living creatures infused with the gifts of undeath through 
  exposure to the mysterious elixir of life.
  Creating an Alchymic-Undying Creature
  “Alchymic-Undying Creature” is an acquired template that can be 
  added to any living creature (referred to hereafter as the base creature) 
  that succeeds on its Fortitude saving throw when exposed to elixir of life 
  (see The Blight: Richard Pett’s Crooked City by Frog God Games). An 
  alchymic-undying creature uses the base creature’s statistics and special 
  abilities except as noted here.
  CR: Same as the base creature +1.
  Defensive Abilities: An alchymic-undying creature gains the following 
  defensive abilities.
  Negative Energy Affinity: An alchymic-undying creature reacts to 
  
  106
  The Blight: Richard Pett's Crooked City
  positive and negative energy as if it were undead — positive energy harms 
  it, while negative energy heals it.
  Resist Energy Drain (Ex): An alchymic-undying creature takes 
  no penalties from energy drain effects, though it can still be killed 
  if it accrues more negative levels than it has HD. After 24 hours, any 
  negative levels an alchymic-undying creature possesses are removed 
  without the need for a saving throw.
  Alchymic-Undying Resistances: An alchymic-undying creature gains 
  DR 10/— against nonlethal damage, and a +4 racial bonus on saving 
  throws against ability damage or drain to Constitution, Dexterity, and 
  Strength, death effects, disease, paralysis, and poison.
  Alchymic-Undying Immunities: An alchymic-undying creature is 
  immune to exhaustion, fatigue, physical aging, sleep, and starvation 
  effects.
  Ability Scores: –4 Constitution. An alchymic-undying creature’s bond 
  to undeath impedes its mortal vigor.
  Special Qualities: An alchymic-undying creature gains the following 
  special qualities.
  Gift of Undeath: An alchymic-undying creature does not need to 
  sleep. It needs to eat and drink but requires only one-tenth of the 
  usual food and drink required by a creature of its type, enabling it to 
  go long periods without sustenance. It needs to breathe but can hold 
  its breath for a number of rounds equal to 10 times its Constitution 
  score. Immune to the physical effects of aging — although still able 
  to gain the benefits of aging to its mental ability scores (Charisma, 
  Intelligence, and Wisdom) — an alchymic-undying creature is not at 
  risk of death from old age.
  Regeneration: An alchymic-undying creature gains regeneration 1 
  +2 per 3 HD it possesses. Acid and fire damage causes an alchymic-
  undying creature’s regeneration to stop functioning on the round 
  following the attack.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Savius Golgolan
  This thin, dark robed man has pale, almost translucent skin and long, 
  wispy white hair. He looks ancient but moves with surprising vitality, and 
  his piercing stare belies an intellect still keen and engaged.
  SAVIUS GOLGOLAN 
  CR 11
  XP 12,800
  Male alchymic-undying human necromancer 11
  LN Medium humanoid (human)
  Init +5; Senses darkvision 60 ft.; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
  hp 49 (11d6 plus 11); regeneration 7 (acid, fire)
  Fort +9; Ref +6; Will +10
  Defensive Abilities negative energy affinity; DR 10/— vs. 
  nonlethal damage; Immune alchymic-undying immunities; 
  Resist energy drain, alchymic-undying resistances
   
  Speed 30 ft.
  Melee mwk dagger +6 (1d4/19–20)
  Special Attacks channel negative energy 8/day (DC 17)
  Arcane School Spell-Like Abilities (CL 11th; melee touch +5):
  8/day—grave touch (5 rounds)
  Necromancer Spells Prepared (CL 11th; melee touch +5, 
  ranged touch +6):
  6th—create undead, eyebite (DC 23)
  5th—baleful polymorph (DC 20), magic jar (DC 22), teleport, 
  waves of fatigue
  4th—animate dead, enervation, fear (DC 21), solid fog, wall 
  of fire
  3rd—blink, fireball (DC 18), fly, ray of exhaustion (DC 20), 
  vampiric touch (x2)
  2nd—blindness/deafness (DC 19), false life, resist energy, see 
  invisibility, scare (DC 19), scorching ray
  1st—alarm, burning hands (DC 16), cause fear (DC 18), 
  detect undead, expeditious retreat, mage armor (already 
  cast), magic missile
  0 (at will)—bleed (DC 17), detect magic, read magic, touch 
  of fatigue (DC 17)
  Opposition Schools enchantment, illusion
   
  Str 10, Dex 12, Con 10, Int 20, Wis 8, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feats Brew Potion, Combat Casting, Command Undead, 
  Craft Wondrous Item, Greater Spell Focus (necromancy), Im-
  proved Channel, Improved Initiative, Iron Will, Scribe Scroll, 
  Spell Focus (necromancy), Toughness
  Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, 
  Knowledge (arcana) +19, Knowledge (dungeoneering) +13, 
  Knowledge (engineering) +13, Knowledge (geography) +13, 
  Knowledge (history) +13, Knowledge (local) +13, Knowledge 
  (nature) +13, Knowledge (nobility) +13, Knowledge (planes) 
  +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
  Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
  SQ arcane bond (familiar—rat), gift of undeath, life sight (10 
  feet, 11 rounds/day)
  Combat Gear potion of cure moderate wounds, potion of in-
  visibility, robe of bones; Other Gear amulet of natural armor +1, 
  cloak of resistance +2, masterwork dagger, goggles of night, 
  headband of vast intelligence +2 (Craft [alchemy]), spellbook, 
  crystal for magic jar (100 gp), onyx gems (300 gp), 623 gp.
  Alchymic-Unliving Template
  The alchymic-unliving are creatures tainted by the curse of undeath 
  through exposure to elixir of life. Those who partake in the forbidden 
  fruits of such alchymic experimentation face a dismal future. It is true that 
  death, or at least mortal death by aging, is no longer a concern, but the life 
  left is bleak and bereft of any of the joys of the living.
  Creating an Alchymic-Unliving Creature
  “Alchymic-Unliving Creature” is an acquired template that can be 
  added to any living creature (referred to hereafter as the base creature) 
  that fails its Fortitude saving throw when exposed to elixir of life (see The 
  Blight: Richard Pett’s Crooked City by Frog God Games). An alchymic-
  unliving creature uses the base creature’s statistics and special abilities 
  except as noted here.
  CR: Same as the base creature +1.
  Type: The creature’s type changes to undead (augmented). Do not 
  recalculate class HD, base attack bonus, or saves.
  Senses: An alchymic-unliving creature gains darkvision 60 ft.
  AC: An alchymic-unliving creature’s natural armor increases by 2.
  Hit Dice: Change all racial HD to d8s. Class HD are unaffected. As 
  undead, alchymic-unliving creatures use their Charisma modifier to 
  determine bonus hit points (instead of Constitution).
  Defensive Abilities: An alchymic-unliving creature gains the following 
  defensive abilities. They do not gain any further immunities from the 
  undead type.
  Alchymic-Unliving Immunities: Immunity to bleed, death effects, 
  disease, paralysis, poison, sleep effects, and stunning. Not subject to 
  nonlethal damage, ability drain, or energy drain. Immune to damage to 
  its physical ability scores (Constitution, Dexterity, and Strength), as well 
  as to exhaustion and fatigue effects. Immunity to any effect that requires 
  a Fortitude save (unless the effect also works on objects or is harmless). 
  Not at risk of death from massive damage, but is immediately destroyed 
  when reduced to 0 hit points. Not affected by raise dead and reincarnate 
  spells or abilities. Resurrection and true resurrection can affect alchymic-
  unliving creatures. These spells turn alchymic-unliving creatures back 
  into the living creatures they were before becoming undead.
  Special Qualities: An alchymic-unliving creature gains the following 
  special qualities:
  Curse of Undeath: An alchymic-unliving creature is cursed by a form 
  of undeath that sustains it physically but not mentally. Each month, an 
  alchymic-unliving creature must succeed on a Will save (DC equal to 15 
  
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  GM Guide
  +1 per previous success) or permanently lose 1 point of Intelligence. An 
  alchymic-unliving creature that reaches 0 Intelligence loses the alchymic-
  unliving template and gains the zombie template.
  Fast Healing: Alchymic-unliving creatures gain fast healing 1 + 2 per 3 HD.
  Ability Scores: Str +2, Int −2. As an undead creature, an alchymic-
  unliving creature has no Constitution score. A creature with a Charisma 
  score lower than 10 increases its Charisma score to 10.
  Feats: Alchymic-unliving creatures gain Toughness as a bonus feat.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Stoic Guardian
  It is an ogre, but a gaunt, wiry thing dressed in heavy armor that seems 
  to suffocate it. Something is strange about it, however, a lost look in its 
  eyes, the sadness of decay. 
  STOIC GUARDIAN 
  CR 4
  XP 1,200
  Male alchymic-unliving ogre warrior 1 (Pathfinder Roleplay-
  ing Game Bestiary “Ogre”)
  CE Large undead (augmented humanoid, giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 22, touch 8, flat-footed 22 (+7 armor, –1 Dex, +7 natural, 
  –1 size)
  hp 29 (4d8 plus 1d10 plus 6); fast healing 3
  Fort +6; Ref +0; Will +3
  Immune alchymic-unliving immunities
   
  Speed 30 ft.
  Melee greataxe +9 (3d6+9/×3) or spiked gauntlet +9 (1d6+6)
  Ranged pilum +2 (2d6+6)
  Space 10 ft.; Reach 10 ft.
   
  Str 23, Dex 8, Con —, Int 4, Wis 10, Cha 10
  Base Atk +4; CMB +11; CMD 20
  Feats Cleave, Iron Will, Power Attack, ToughnessB
  Skills Climb +4, Linguistics –2, Perception +5
  Languages Common, Giant
  SQ curse of undeath
  Gear splint mail, greataxe, 10 pilumsAPG, 2 spiked gauntlets
  APGSee Pathfinder Roleplaying Game Advanced Player’s 
  Guide
   
  Environment any land
  Organization any
  Treasure NPC Gear
  Created by Illuminati mages to guard entrances to their chapterhouses, 
  stoic guardians simply stand and stare as their minds slowly slip away.
  Between Creature
  From Between, abstractions of the Blight’s psyche and physicality 
  are reflected upon it in a phantasmagoria of exaggeration and distortion 
  given life. For just as the lands in that fantastical realm absorb the dark 
  essence of the Blight, so does its flora and fauna, mutating into mocking 
  caricatures of those who live in the city. Their very forms fuse with and 
  are partially composed of emotion, which blurs or displaces their physical 
  aspects with ghost-like imagery and color.
  Such creatures fall into one of two categories, both infused with the 
  power of Between: mutations of existing creatures, and entirely new 
  breeds of creatures from Between. You can easily create the first type of 
  creature by using one of the Between simple templates presented in this 
  section. Creating the second type of creature is more complicated, and 
  requires adding the Between subtype and custom abilities appropriate 
  to the creature, with more powerful creatures gaining more abilities 
  than weaker creatures (see Appendix E for information on the Between 
  subtype). Following are five sample creatures — Between versions of the 
  boneneedle, gargoyle, doppelganger, nosferatu, and wyvern.
  Between Age
  A creature’s Between Age (BA) is a game statistic that represents the 
  length of time a creature has been infused with the influence of Between. 
  Creatures that have only recently (within 2 years) been exposed to or born 
  in Between have a Between Age of 1 (larval), while the greatest Between 
  creatures, steeped in the essence of the Between for 600 years or more, 
  have a Between Age of 10 (ancient). It is possible for a (normally) low-CR 
  creature to have a high Between Age or for a high-CR creature to have a 
  Unliving as Art
  There is a revolting trade that is growing in the Castorhage: 
  the use of lower-grade elixirs to bind different components of 
  certain creatures together to form a new thing, a thing in many 
  cases totally unique. For some, the methods used are crude: the 
  scalpel, the stitch, the saw. Subjects are injected with low-grade 
  elixir of life and then the pieces are removed and subsequently 
  sewn together. More often than not, the resulting creature is either 
  horribly disabled or physically unstable and decays quickly. It 
  does not always then die, however. 
  The quality of the work depends upon the grade of the elixir 
  and the skill of the artist, but these vile surgeons are growing in 
  number and infamy. More advanced artists and experimenters use 
  complex crucibles and procedures to bind the pieces together. 
  These crucibles are made with necromantic magic, and these artists 
  claim to be using techniques discovered by the creators of the first 
  owlbears and gorilla bearsTOHC, as well as those who first brought 
  abominationsTOHC into being. The latest, great visionaries of this 
  sort of rebirth extol the (so far) secret and unseen experiments 
  of the great surgeon-artists whom they claim have succeeded in 
  forging new life from Between creatures and mortal flesh.
  TOHC See The Tome of Horrors Complete by Frog God Games
  
  108
  The Blight: Richard Pett's Crooked City
  low Between Age. The Between Age of a creature is included in its stat 
  block by way of a BA designation appended to the creature’s CR, e.g. CR 
  5/BA 2.
  Between Creature Advancement
  This section addresses how to turn a non-Between creature into a 
  Between creature through the application of one of the Between creature 
  simple templates. Appendix E provides instruction on how to create 
  an entirely new Between creature using the Between subtype. Between 
  creatures’ abilities depend on their Between Age (BA), with an older age 
  meaning a creature has additional abilities.
  Between Creature Simple Templates
  Although all life in Between is unique, some creatures (wolves, for 
  example) are common to the normal world and Between. The following 
  simple templates can be used to turn any creature that does not have the 
  Between subtype into a Between creature. A creature given one of these 
  templates counts as a Between creature for the purposes of spells, abilities, 
  and magical items but it does not gain the Between subtype or the many 
  benefits of having the Between subtype — it gains only those benefits 
  specifically described in the simple template. A creature must meet all 
  prerequisites of any bonus feats.
  Between-Touched (CR +1/BA 3)
  A Between-touched creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains low-light vision; hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (blurred movementACG), distorted (25%); DR gains DR 2/cold 
  iron; SR gains SR equal to its new CR +6; Speed +10 feet for all movement 
  types (up to double the creature’s base movement speed); Ability Scores 
  +2 Dex, +2 Int; Feats gains Dodge and Lightning Reflexes as bonus feats.
  Between-Born (CR +2/BA 5)
  A Between-born creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains darkvision 60 ft. and low-light vision; 
  Aura emotion (30 ft., DC = 10 + BA + Cha mod.); hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (blur), distorted (50%); DR gains DR 5/cold iron; SR gains SR 
  equal to its new CR +12; Speed +20 feet for all movement types (up to 
  double the creature’s base movement speed); Ability Scores +4 Dex, +4 
  Int; Feats gains Dodge, Lightning Reflexes, and Nimble Moves as bonus 
  feats.
  Between-Grown (CR +3/BA 7)
  A Between-grown creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains darkvision 90 ft. and low-light vision; 
  Aura emotion (40 ft., DC = 10 + BA + Cha mod.); hp gains temporary 
  hp as per the Between subtype; Defensive Abilities all-around vision, 
  dislocated (displacement), distorted (75%), evasion; DR gains DR 5/
  cold iron and magic; SR gains SR equal to its new CR +13; Speed +30 
  feet for all movement types (up to double the creature’s base movement 
  speed), and flight maneuverability (if any) improves by 1 step; Spell-Like 
  Abilities 1/day—spider climb (self only), vanishAPG (self only); caster 
  level = BA; Ability Scores +6 Dex, +6 Int; Feats gains Dodge, Lightning 
  Reflexes, Mobility, and Nimble Moves as bonus feats.
  Between-Aged (CR +4/BA 9)
  A between-aged creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses: gains blindsense 30 ft., darkvision 90 ft. and 
  low-light vision; Aura emotion (50 ft., DC = 10 + BA + Cha mod.); 
  hp gains temporary hp as per the Between subtype, and fast healing 5; 
  Saves second saveMA; Defensive Abilities all-around vision, dislocated 
  (displacement), distorted (75%), evasion; DR gains DR 10/cold iron and 
  magic; SR gains SR equal to its new CR +14; Speed +40 feet for all 
  movement types (up to double the creature’s base movement speed), and 
  flight maneuverability (if any) improves by 2 steps; Spell-Like Abilities 
  3/day—invisibility (self only), spider climb (self only); 1/day—blink, 
  mirror image; caster level = BA; Ability Scores +8 Dex, +8 Int; Feats 
  gains Acrobatic Steps, Dodge, Lightning Reflexes, Mobility, and Nimble 
  Moves as bonus feats.
  Between-Incarnate (CR +5/BA 10)
  A Between-incarnate creature’s quick and rebuild rules are the same.
  Rebuild Rules: Init dual initiativeMA; Senses: gains blindsense 60 ft., 
  darkvision 90 ft. and low-light vision; Aura emotion (60 ft., DC = 10 
  + BA + Cha mod.); hp gains temporary hp as per the Between subtype, 
  and fast healing 10; Saves second saveMA; Defensive Abilities all-around 
  vision, dislocated (displacement), distorted (75%), improved evasion; 
  DR gains DR 15/cold iron and magic; SR gains SR equal to its new CR 
  +15; Speed +50 feet for all movement types (up to double the creature’s 
  base movement speed), and flight maneuverability (if any) improves by 3 
  steps; Spell-Like Abilities 3/day—invisibility (self only), mirror image, 
  spider climb (self only); 1/day—blink, dimension door (self plus 50 lbs. of 
  objects only); caster level = BA; Ability Scores +10 Dex, +10 Int; Feats 
  gains Acrobatic Steps, Dodge, Lightning Reflexes, Mobility, Nimble 
  Moves, and Spring Attack as bonus feats.
  ACG See Pathfinder Roleplaying Games Advanced Class Guide
  APG See Pathfinder Roleplaying Games Advanced Player’s Guide
  MA See Pathfinder Roleplaying Games Mythic Adventures
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Between-Touched Examples
  The following examples are existing creatures altered by one of the 
  above Between simple templates:
  BETWEEN-TOUCHED GARGOYLE 
  CR 5/BA 3
  XP 1,600
  Pathfinder Roleplaying Game Bestiary “Gargoyle”
  CE Medium monstrous humanoid (earth)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natu-
  ral)
  hp 58 (5d10+15 plus 16)
  Fort +4; Ref +9; Will +4
  Defensive Abilities all-around vision, dislocated (blurred move-
  mentACG), distorted (25%); DR 2/cold iron; 10/magic; SR 11
  
  109
  GM Guide
  ACG See Pathfinder Roleplaying Games Advanced Class 
  Guide
   
  Speed 50 ft., fly 70 ft. (average)
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
   
  Str 15, Dex 16, Con 16, Int 8, Wis 11, Cha 7
  Base Atk +5; CMB +7; CMD 20
  Feats DodgeB, Hover, Improved Initiative, Lightning ReflexesB, 
  Skill Focus (Fly)
  Skills Fly +14, Perception +8, Stealth +13 (+19 in stony areas); 
  Racial Modifiers +2 Stealth (+6 in stony environs)
  Languages Common, Terran
  SQ freeze
   
  Environment any land (Between)
  Organization solitary, pair, or wing (3–12)
  Treasure standard
   
  Freeze (Ex) A gargoyle can hold itself so still it appears to 
  be a statue. A gargoyle that uses freeze can take 20 on its 
  Stealth check to hide in plain sight as a stone statue.
  BETWEEN-BORN WYVERN 
  CR 8/BA 5
  XP 4,800
  Pathfinder Roleplaying Game Bestiary “Wyvern”
  N Large dragon
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Per-
  ception +18
  Aura emotion (30 ft., DC 12)
   
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natu-
  ral, –1 size)
  hp 100 (7d12+28 plus 27)
  Fort +9; Ref +10; Will +8
  Defensive Abilities all-around vision, dislocated (blur), 
  distorted (50%); DR 5/cold iron; Immune sleep, paralysis;  
  SR 20
   
  Speed 40 ft., fly 80 ft. (poor)
  Melee sting +10 melee (1d6+4 plus poison), bite +10 melee 
  (2d6+4 plus grab), 2 wings +5 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attack rake (2 talons +10, 1d6+4)
   
  Str 19, Dex 16, Con 18, Int 11, Wis 12, Cha 9
  Base Atk +7; CMB +12 (+16 grapple); CMD 25
  Feats DodgeB, Flyby Attack, Improved Initiative, Iron Will, 
  Lightning ReflexesB, Nimble MovesB, Skill Focus (Perception)
  Skills Bluff +9, Fly +7, Intimidate +9, Perception +18, Sense 
  Motive +11, Stealth +9; Racial Modifier +4 Perception
  Languages Draconic
   
  Environment temperate or warm hills (Between)
  Organization solitary, pair, or flight (3–6)
  Treasure standard
   
  Poison (Ex) Sting—injury; save DC 17; frequency 1/round for 
  6 rounds; effect 1d4 Constitution damage; cure 2 consecu-
  tive saves. The save DC is Constitution-based.
  BETWEEN-GROWN DOPPELGANGER 
  CR 6/BA 7
  XP 2,400
  Pathfinder Roleplaying Game Bestiary “Doppelganger”
  N Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 90 ft., low-light vision; Perception +9
  Aura emotion (40 ft., DC 15)
   
  AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 
  natural)
  hp 64 (4d10+4 plus 38); fast healing 5
  Fort +4; Ref +10; Will +6
  Defensive Abilities all-around vision, dislocated 
  (displacement), distorted (75%), evasion; DR 5/cold iron and 
  magic; Immune charm, sleep; SR 19
   
  Speed 60 ft.
  Melee 2 claws +8 (1d8+4)
  Spell-Like Abilities (CL 18th):
  At will—detect thoughts (DC 13)
  Spell-Like Abilities (CL 7th):
  1/day—spider climb (self only), vanishAPG (self only)
  APG See Pathfinder Roleplaying Games Advanced Player’s 
  Guide
   
  Str 18, Dex 19, Con 12, Int 19, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 23
  Feats Dodge, Great Fortitude, Lightning ReflexesB, MobilityB, 
  Nimble MovesB
  Skills Bluff +9 (+13 while using change shape ability), Craft 
  (glass) +11, Diplomacy +4, Disguise +9 (+29 while using 
  change shape ability), Intimidate +8, Perception +9, Sense 
  Motive +6, Stealth +8, Survival +9; Racial Modifiers +4 Bluff, +4 
  Disguise
  Language Aklo, Common
  SQ change shape (alter self), perfect copy, mimicry
   
  Environment any land (Between)
  Organization solitary, pair, or gang (3–6)
  Treasure NPC Gear
   
  Mimicry (Ex) A doppelganger is proficient in all weapons, ar-
  mor, and shields. In addition, a doppelganger can use any 
  spell trigger or spell completion item as if the spells were on 
  its spell list. Its caster level is equal to its racial Hit Dice.
  Perfect Copy (Su) When a doppelganger uses change 
  shape, it can assume the appearance of specific individu-
  als.
  BETWEEN-AGED LESSER BONENEEDLE 
  CR 6/BA 9
  XP 2,400
  The Tome of Horrors Complete 79
  N Small vermin
  Init +7; Senses blindsense 30 ft., darkvision 90 ft., low-light vi-
  sion; Perception +8
  Aura emotion (50 ft., DC 15)
   
  AC 21, touch 19, flat-footed 13 (+7 Dex, +1 dodge, +2 natu-
  ral, +1 size)
  hp 56 (3d8+3 plus 40); fast healing 5
  Fort +4; Ref +10; Will +2; second saveMA
  Defensive Abilities all-around vision, dislocated (displace-
  ment), distorted (75%), evasion; DR 10/cold iron and magic; 
  SR 20
  Weaknesses aversion to daylight
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  Speed 40 ft., climb 40 ft.
  Melee bite +10 (1d3–1 plus poison)
  Spell-like Abilities (CL 9th):
  1/day—blink, mirror image
  3/day—invisibility (self only), spider climb (self only) 
   
  Str 8, Dex 25, Con 12, Int 8, Wis 12, Cha 3
  Base Atk +2; CMB +0; CMD 18 (30 vs. trip)
  Feats Ability Focus (poison), Acrobatic StepsB, DodgeB, Light-
  ning ReflexesB, MobilityB, Nimble MovesB, Step Up, Weapon 
  Finesse B
  Skills Climb +15, Perception +8, Stealth +17; Racial Modifiers 
  +4 Perception, +6 Stealth, modifies Climb with Dexterity
  
  110
  The Blight: Richard Pett's Crooked City
  Languages Aklo, Common
  SQ crowd
   
  Environment underground (Between)
  Organization pack (2–4), cluster (5–8), or nest (12–24 plus 2–4 
  greater boneneedles)
  Treasure incidental
   
  Crowd (Ex) These monsters crawl over each other in an at-
  tempt to swarm an opponent. Up to three boneneedles can 
  occupy a single 5-foot space.
  Poison (Ex) Boneneedle Poison; Sting—injury; save Fort DC 
  14; frequency 1/round for 2 rounds; effect 1d4 Dex; second-
  ary effect: target takes an extra 1 point of damage from 
  crushing or bludgeoning attacks until all Dex damage is 
  healed; cure 1 save. The save DC is Constitution-based.
  BETWEEN-INCARNATE NOSFERATU 
  CR 14/BA 10
  XP 38,400
  Female human Between-incarnate nosferatu sorcerer 8 
  (Pathfinder Roleplaying Game Bestiary 4 “Nosferatu”)
  CE Medium undead (augmented humanoid)
  Init +13/–7, dual initiativeMA; Senses blindsense 60 ft., darkvi-
  sion 90 ft., low-light vision, scent; Perception +21
  Aura emotion (60 ft., DC 28)
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  AC 34, touch 22, flat-footed 24 (+4 armor, +2 deflection, +9 
  Dex, +1 dodge, +8 natural)
  hp 97 (8d6+24 plus 8 plus 35); fast healing 10
  Fort +5; Ref +13; Will +9; second saveMA
  Defensive Abilities all-around vision, channel resistance 
  +4, dislocated (displacement), distorted (75%), improved 
  evasion; DR 15 cold iron and magic, 5/wood and piercing; 
  Immune undead traits; Resist cold 15, electricity 10, sonic 10; 
  SR 29
  Weaknesses vampire weaknesses
  MA See Pathfinder Roleplaying Games Mythic Adventures
   
  Speed 60 ft.
  Melee 2 claws +13 (1d6+3)
  Special Attacks blood drain (1d4 Con and 1d4 Wis), domi-
  nate (DC 22), telekinesis (DC 22)
  Between-Incarnate Spell-Like Abilities (CL 10th):
  3/day—invisibility (self only), mirror image, spider climb (self 
  only)
  1/day—blink, dimension door (self plus 50 lbs. of objects 
  only)
  Bloodline Spell-Like Ability (CL 8th; melee touch +7):
  11/day—grave touch
  Sorcerer Spells Known (CL 8th; melee touch +7, ranged 
  touch):
  4th (5/day)—greater invisibility
  3rd (7/day)—dispel magic, fireball (DC 21), vampiric touch
  2nd (8/day)—blindness/deafness (DC 20), false life, scorch-
  ing ray, web (DC 20)
  1st (8/day)—burning hands (DC 19), chill touch (DC 19), dis-
  guise self, expeditious retreat, mage armor (already cast), 
  magic missile
  0—acid splash, detect magic, light, mage hand, mending, 
  message, open/close, read magic
  Bloodline undead
   
  Str 16, Dex 28, Con —, Int 24, Wis 16, Cha 26
  Base Atk +4; CMB +7; CMD 29
  Feats Acrobatic StepsB, AlertnessB, Combat Casting, DodgeB, 
  Eschew MaterialsB, Extend Spell, Improved InitiativeB, Light-
  ning ReflexesB, MobilityB, Nimble MovesB, Silent Spell, Skill 
  Focus (Knowledge [Between])B, Skill Focus (Stealth)B, Spring 
  AttackB, ToughnessB, Weapon Finesse
  Skills Bluff +19, Disguise +16, Intimidate +19, Knowledge (ar-
  cana) +18, Knowledge (religion) +18, Knowledge (Between) 
  +18, Perception +21, Sense Motive +21, Spellcraft +18, 
  Stealth +28; Racial Modifiers +8 Perception, +8 Sense Motive, 
  +8 Stealth
  Languages Abyssal, Aklo, Common, Draconic; telepathy 60 
  ft.
  SQ spider climb, swarm form
  Gear ring of protection +2, cloak of resistance +3, 
  headband of alluring charisma +4 
   
  Environment urban or ruins (Between)
  Organization solitary
  Treasure NPC gear
  Bileborn
  This revolting creature appears to be formed of a tangle of limbs 
  and pieces of rotting corpses that splay in all directions like some kind 
  of demented sea urchin. The many appendages flail about spastically 
  as it moves with a disturbing rolling motion. Barely discernible amid 
  this tangle are a number of severed, rotting heads, their eyes open and 
  watching, their lips wordlessly mouthing unheard imprecations.
  BILEBORN 
  CR 7
  XP 3,200
  CE Large undead
  Init +4; Senses all-around vision, darkvision 60 ft.; Perception +11
   
  AC 20, touch 8, flat-footed 20 (+11 natural, –1 size)
  hp 85 (10d8+40)
  Fort +7; Ref +5; Will +9
  DR 10/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee 4 slams +10 (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks babbling scream, incorporate body 
   
  Str 19, Dex 10, Con —, Int 10, Wis 11, Cha 18
  Base Atk +7; CMB +12; CMD 22 (can’t be tripped)
  Feats Blind-fight, Improved Initiative, Iron Will, Lightning Re-
  flexes, Power Attack
  Skills Climb +15, Escape Artist +8, Perception +11, Stealth +7, 
  Swim +12
  Languages Common
  SQ coordinated burst
   
  Environment any
  Organization solitary
  Treasure none
   
  Babbling Scream (Su) Once every 1d4 rounds, a bileborn 
  can scream in incoherent babbles as a standard action. All 
  creatures within a 60-foot spread must make a DC 19 Will 
  save or be affected as the spell confusion for 1d4 rounds. 
  This is a mind-affecting fear effect. The save DC is Charis-
  ma-based.
  Incorporate Body (Su) A bileborn ties to swallow-up Medium 
  or smaller humanoids. Any round in which it grabs an oppo-
  nent, it attempt to plunge the creature into its own body. 
  The bileborn’s body absorbs the creature on a successful 
  grab and pin. 
  Once a victim is pulled inside, the bileborn attempts to 
  absorb the creature to add additional mass and limbs to its 
  own body. The victim has the pinned condition while within 
  the creature and each round must make a successful DC 19 
  Fortitude save to resist incorporation. If a victim is successful 
  in resisting incorporation, it can attempt a DC 19 Escape Art-
  ist check or DC 19 Strength check to free itself. If this fails, it 
  
  111
  GM Guide
  must again resist incorporation on the next round if it remains 
  pinned within. If the save fails, the victim is reduced to –1 hit 
  point and is dying. Unless rescued by comrades by slaying 
  the bileborn or by other means, the victim takes 1d4 points 
  of damage per round as the many mouths within feed on 
  the victim in his helpless state. Once the victim is dead, it is 
  fully incorporated into the whole and is forever lost unless 
  the bileborn is first slain and the deceased victim then res-
  urrected. The save DC is Charisma-based; the Escape Artist 
  and Strength check DCs are Strength-based. 
  Coordinated Burst (Ex) As a swift action, a bileborn can syn-
  chronize its flailing motions into an enhanced coordination. 
  Using this ability allows it to react and move quickly as if 
  affected by a haste spell for 1 round. It can use this ability 
  once every 1d4 rounds. 
  The bileborn is an undead creature born of alchemical and necromantic 
  experimentation. Its purpose and the identity of its creator are unknown, 
  but the mistakes of this master have long since been paid, as the original 
  bileborn ultimately escaped and slew its creator, incorporating his body 
  among the rest.
  A bileborn seeks to increase its mass by absorbing creatures into its body. 
  This does not increase the creature’s size or change it in any fundamental 
  way, but the crowd of body parts grows denser at its center. Then at 
  some indeterminate point, the creature reproduces by fission. The fused 
  conglomeration of rotten body parts splits down the middle, forming two 
  bileborns of equal size and power. These instinctively avoid each other as 
  they each go their own way in search of their next victim to absorb.
  These creatures are little more than horrid masses of dismembered 
  and absorbed victims that somehow work in necromantic coordination 
  and demonstrate considerable stealth and surprising speed for their size 
  and composition. Despite their chaotic and jumbled appearances, their 
  fleshy mass is physically tough, quickly using the dismembered parts of 
  its interior to switch out damaged limbs on it exterior. The bulk of its 
  absorbed brain tissue resides within the severed heads of the central mass 
  of the creature, and these allow it to function in a rational manner, though 
  often seemingly without purpose or design.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Body Snatcher
  A massive lump of shadow, like a gargantuan hillock, shifts in the 
  darkness and reveals itself to be a living creature. Its body is mostly 
  torso and is roughly barrel shaped, with four elephantine legs and two 
  long arms ending in three-fingered hands. A massive mouth-like opening 
  dominates the top of its frame, from which extends a long, prehensile 
  tongue studded with spiky outgrowths at its tip. The entire beast appears 
  to be covered in — or perhaps made of — a lumpy, lichen-like substance 
  with tiny, leafy growths.
  BODY SNATCHER 
  CR 18/BA 3
  XP 153,600
  NE Gargantuan plant (fungus)
  Init +3; Senses blindsense 120 ft., darkvision 60 ft., low-light 
  vision; Perception +37
   
  AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natu-
  ral, –4 size)
  hp 297 (26d8+156 plus 24); fast healing 5 (in darkness)
  Fort +21; Ref +13; Will +10
  Defensive Abilities all-around vision, dislocated (blurred 
  movementACG), distorted (25%), hive mind; DR 2/cold iron; 
  Immune plant traits, precision damage, surprise; SR 24
  Weaknesses light somnolence, vulnerability to fire
   
  Speed 40 ft., climb 30 ft., swim 30 ft.
  Melee 2 slams +27 (2d8+11), bite +27 (4d6+11), tongue +24 
  (2d6+5  
  plus grab)
  Ranged spore burst +18 (6d6+16)
  Space 20 ft.;  
  Reach 20 ft.
  Special Attacks darkness vitality, swallow whole (suffocation, 
  AC 22, 29 hp), trample (2d8+16, DC 34)
   
  Str 33, Dex 17, Con 22, Int 14, Wis 10, Cha 10
  Base Atk +19; CMB +34 (+38 grapple); CMD 47 (51 vs. trip)
  Feats Awesome Blow, Blind-Fight, Combat Reflexes, Crush*, 
  DodgeB, Improved Bull Rush, Improved Overrun, Iron Will, 
  Lightning ReflexesB, Mighty Blow*, Multiattack, Power Attack, 
  Thump*, Weapon Focus (bite), Weapon Focus (slam)
  Skills Climb +19, Knowledge (dungeoneering) +28, Knowl-
  edge (local) +19, Linguistics +11, Perception +37, Stealth +20, 
  Swim +19; Racial Modifiers +8 Perception, +12 Stealth in dim 
  light or darkness
  Languages Aklo, Common, Dark Folk, Dwarven, Elven, 
  Gnome, Goblin, Halfling, Orc, Sylvan, Terran, Undercommon 
  (cannot speak)
  SQ create blight
  *See Appendix E
   
  Environment underground (The Blight)
  Organization solitary
  Treasure standard
   
  Absorb Cadaver (Ex) Any living creature slain by a melee 
  attack or the swallow whole ability of the Body Snatcher is 
  immediately absorbed into its body as a free action. If the 
  Body Snatcher is not destroyed by the end of its next turn, the 
  recently slain cadaver is irrevocably destroyed, and the crea-
  ture can be returned to life only with a true resurrection. If the 
  slain creature is Large, then its body is fully destroyed in 2 full 
  rounds, and a Huge creature requires 3 full rounds. A creature 
  larger than Huge is not subject to the Body Snatcher’s absorb 
  cadaver ability, and it must use the properties of its create 
  blight ability to absorb the deceased. If the Body Snatcher 
  is destroyed before an absorbed cadaver is fully destroyed, 
  then it can be recovered from among the mounds of blight 
  lichen and returned to life by normal means.
  
  112
  The Blight: Richard Pett's Crooked City
  Create Blight (Ex) As a move action, the Body Snatcher can 
  exude a 10-foot-by-10-foot patch of blight (see Appendix D) 
  in an area adjacent to its body. This patch is immediately el-
  igible to be grown and directed as part of the Body Snatch-
  er’s hive mind ability.
  Darkness Vitality (Ex) When in total darkness, the Body 
  Snatcher gains vigor and deftness. This effect is equal to a 
  haste spell and gives the Body Snatcher fast healing 5. 
  Hive Mind (Su) The Body Snatcher is constantly aware of all 
  growths of blight within 50 miles and can see anything within 
  visual range of these patches. It can direct the direction and 
  speed of their growth as a free action as long as that patch 
  of blight is in darkness. It can only focus the direction and 
  speed of growth of one patch of blight in a single round. A 
  patch of blight in darkness can double its size in this way ev-
  ery round that the Body Snatcher focuses its will on it.
  Whenever a patch of blight absorbs the corpse of a for-
  merly living creature (see Appendix D), the essence of that 
  creature is projected into the Body Snatcher as its own psy-
  chic nourishment.
  Because of its hive mind awareness, the Body Snatcher 
  cannot be surprised.
  Light Somnolence (Ex) When exposed to bright light, the 
  Body Snatcher becomes slow and lethargic. This effect is 
  equal to a slow spell.
  Spore Burst (Ex) As a standard action, the Body Snatcher 
  can cause a pustule of spores to burst forth from its body as 
  a concussive blast at a target within 40 feet. This ranged at-
  tack deals 6d6+16 points of bludgeoning damage. The Body 
  Snatcher can use this attack every other round.
  Swallow Whole (Ex) An opponent swallowed by the Body 
  Snatcher does not take physical damage while within the 
  creature’s body but must immediately hold its breath or 
  begin to suffocate. An opponent that suffocates within the 
  Body Snatcher’s body is subject to its absorb cadaver ability. 
  If a swallowed creature cuts its way out of the Body Snatch-
  er, the hive nature of its body immediately reseals the open-
  ing allowing it to use its swallow whole ability again.
  Known only as the Body Snatcher by the dwarves of the Underneath, 
  this massive overgrowth of ambulatory blight lichen lurks in the deepest 
  caverns where the boundaries between the mundane world and Between 
  are thinnest. The creature somehow possesses sentience — likely from 
  its long exposure to the strange influence of that other-realm — and 
  shares some traits of Between creatures. The conglomeration of lichen 
  growths has taken on the form of a massive quadruped, but it shares 
  no special affinity with that form and, in truth, its body possesses no 
  internal organs or structures other than the undifferentiated blight of 
  which is it composed.
  The Body Snatcher, like the blight that makes up its body, is at its strongest 
  in absolute darkness and is debilitated by the presence of bright light. Its 
  hive mind gives it a mental connection to and the ability to see through 
  all growths of blight within 50 miles, and it is with this ability that it has 
  managed to maintain observation of the lands above and its inhabitants since 
  before the city existed. Through this observation, it has learned much of the 
  ways of humanoids and has come to understand many of their languages. 
  And it desires nothing more than to consume their bodies upon their deaths, 
  directing its remote blight growths to do that whenever possible. The 
  nutrients obtained from the consumed corpses help feed the growth of these 
  blight patches, but something about these feedings is somehow transmitted 
  telepathically back through the hive mind and serves some mysterious 
  purpose for the Body Snatcher. It is for this reason that the dwarves gave 
  the Body Snatcher its name, though none understand the full significance of 
  the creature’s impulse to consume these corpses. Whatever the reason, most 
  speculate it has something to do with the creature’s proximity to Between 
  and that it is unlikely to have any benign purpose.
  While the Body Snatcher does gain the temporary hit points of a 
  Between creature, it is not one itself. These temporary hit points are 
  renewed daily from its close proximity to Between, even though it never 
  technically crosses over into that realm. If the Body Snatcher leaves its 
  lightless domain deep beneath the city, it stops regaining these daily 
  temporary hit points until it once again returns to that area.
  The Body Snatcher stands 25 feet tall. Even though it is made only 
  of tiny lichen growths, these conglomerate quite densely so the creature 
  weighs more than 30,000 pounds. It is well over a thousand years old and 
  is probably much older, and it may well be immortal.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Broken Creature Template
  A broken creature is not born. Instead, cruel techniques of coercive 
  persuasion applied over time systematically strip away its will until it 
  unquestioningly accepts the instruction of a master. These techniques are 
  taught only to high-ranking members of one of the guilds that specialize 
  in breaking creatures, such as the Grand Society of Obedience and the 
  Sisters of Bestial Discipline. These groups have created a considerable 
  industry of breaking creatures and selling broken creatures as reliable-yet-
  docile servitors within the City-State of Castorhage.
  Creating a Broken Creature
  “Broken Creature” is an acquired template that can be added to any 
  living creature with an Intelligence score of 1 or higher (referred to 
  hereafter as the base creature). Animal companions, eidolons, and 
  familiars cannot receive this template. A broken creature uses all the base 
  creature’s statistics and special abilities except as noted here.
  Defensive Abilities: A broken creature retains all the base creature’s 
  defensive abilities and gains DR 3/— against nonlethal damage, and the 
  following additional defensive ability:
  Broken Spirit (Ex): A broken creature gains a +8 bonus on saving throws 
  versus emotion, mind-affecting, and pain effects.
  Abilities: Wis –2 (minimum 1). In addition, a broken creature gains a 
  +2 bonus to one ability score of its master’s choice and a –4 penalty to 
  
  113
  GM Guide
  another ability score of its master’s choice (minimum 1), which can apply 
  to the ability scores modified by this template.
  Feats: A broken creature gains Endurance and Toughness as bonus feats.
  SQ: A broken creature retains all the base creature’s special qualities, 
  and gains the following:
  Dominated (Ex): The actions of a broken creature can be directed by the 
  wielder of its control object or command phrase, as though it was under 
  the effects of dominate animal (for creatures with Intelligence scores of 
  less than 3) or dominate monster (for creatures with Intelligence scores 
  of 3 or greater) but with the following differences. There is no mental 
  link between the master and broken creature, and the master does not 
  know what the subject is experiencing. If no common language exists, the 
  master can communicate only basic commands, such as “Attack,” “Run,” 
  and “Fetch” that were established during the breaking process. A broken 
  creature does not ignore suicidal or self-destructive commands, and neither 
  does it resist undertaking actions against its nature. A successful DC 15 
  Sense Motive check can determine that a master has influenced a broken 
  creature’s behavior. The dominated quality cannot be dispelled, and the 
  broken creature receives no saving throw to negate it. Protection from evil 
  or similar spells do not prevent commands being given or followed.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Watch Troll
  A suit of dirty chainmail covers this troll’s rough, green hide. Despite 
  its size and fierce reputation, its bestial face regards you with a dull, 
  almost vacant expression.
  WATCH TROLL 
  CR 6
  XP 2,400
  Male broken troll warrior 2 (Pathfinder Roleplaying Game 
  Bestiary “Troll”)
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 22, touch 11, flat-footed 20 (+6 armor, +2 Dex, +5 natural, 
  –1 size)
  hp 86 (6d8+36 plus 2d10+12 plus 10); regeneration 5 (acid or fire)
  Fort +14; Ref +4; Will +2; +8 vs. emotion, mind-affecting, and 
  pain effects
   
  Speed 20 ft.
  Melee bite +11 (1d8+6), 2 claws +11 (1d6+6) or sap +11/+6 
  (1d8+6 nonlethal)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
   
  Str 23, Dex 14, Con 23, Int 6, Wis 7, Cha 2
  Base Atk +6; CMB +13; CMD 25
  Feats EnduranceB, Intimidating Prowess, Iron Will, Power At-
  tack, Skill Focus (Perception), ToughnessB
  Skills Intimidate +8, Linguistics −1, Perception +8
  Languages Common, Giant
  SQ dominated
  Gear chainmail, sap
   
  Environment urban
  Organization solitary, pair, squad (3–8), or troop (9–18 with 1 
  master of 6th–8th level)
  Treasure NPC Gear
  Caul Cuckoo and Caul Cuckoo Syre
  This is no ordinary human child, but an infection, something that 
  leeched upon a living babe whilst in the womb and smothered it, 
  becoming something partly human and partly from Between. Its form 
  is fluid, oily almost, and the disturbing mixture of human and slug is 
  revolting to behold.
  CAUL CUCKOO 
  CR 5/BA 3
  XP 1,600
  N Small aberration (Between)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +9
  Aura horrific appearance (30 ft., DC 15)
   
  AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
  hp 45 (5d8+10 plus 13); fast healing 5
  Fort +3; Ref +8; Will +7
  Defensive Abilities distorted (25%); DR 2/cold iron; Immune 
  acid
  Weaknesses salt vulnerability
   
  Speed 10 ft., burrow 5 ft., climb 10 ft., swim 10 ft.
  Melee 3 tongues +9 (1d4+3 plus 1d6 acid)
  Special Attacks lullaby (DC 15)
  Spell-Like Abilities (CL 5th):
  Constant—detect thoughts (DC 15)
  3/day—seek thoughtsAPG (DC 16)
   
  Str 16, Dex 21, Con 15, Int 14, Wis 12, Cha 17
  Base Atk +3; CMB +5; CMD 20 (can’t be tripped)
  Feats Go UnnoticedAPG, Improved Initiative, Iron WillB, Light-
  ning ReflexesB, Weapon Finesse
  Skills Acrobatics +13 (+5 to jump), Bluff +12, Climb +11, In-
  timidate +11, Perception +9, Sense Motive +10, Stealth +17, 
  Swim +11; Racial Modifiers +4 Bluff, +4 Sense Motive
  Languages Aklo, Common, Sylvan
  SQ change shape (humanoid; polymorph)
   
  Environment any land (Between)
  Organization solitary, pair, gang (3–8), or cult (9–20)
  Treasure standard
   
  Change Shape (Su) A caul cuckoo has two forms. Its natural 
  
  114
  The Blight: Richard Pett's Crooked City
  form is that of a vile slug-like thing with a distorted humanoid 
  head, but it can also take the form of a humanoid. A caul 
  cuckoo’s humanoid form is fixed by its humanoid mother — 
  it cannot assume different humanoid forms. A caul cuckoo 
  retains its immunity to acid and its tongue attacks while in 
  its humanoid form, and can shift into either of its forms as 
  a move action. Equipment worn or carried in its humanoid 
  form melds with its body when assuming its natural form.
  Horrific Appearance (Su) Creatures within 30 feet who 
  see a caul cuckoo in its natural form are sickened for 1d6 
  rounds (DC 15 Will save negates). This ability is a mind-
  affecting fear effect. The save DC is Charisma-based.
  Lullaby (Su) A caul cuckoo’s lullaby has the power 
  to disorient the minds of those that hear it. When a 
  caul cuckoo sings, all creatures aside from other caul 
  cuckoos within a 300-foot spread must succeed on a DC 
  15 Will saving throw or become confused. A creature 
  that successfully saves is not subject to the same caul 
  cuckoo’s song for 24 hours. This effect continues for 
  as long as the caul cuckoo sings and for 1 round 
  thereafter. This is a sonic mind-affecting compulsion 
  effect. The save DC is Charisma-based.
  Salt Vulnerability (Ex) A handful of salt burns a caul cuckoo 
  as though it was alchemist’s fire, dealing 1d6 points of 
  damage on the first and following rounds.
  Caul cuckoos are the tragic result of an unborn child corrupted by a caul 
  cuckoo syre while still in its mother’s womb. When birthed by its human 
  parent, a caul cuckoo is Tiny and has the young simple template (see 
  Pathfinder Roleplaying Game Bestiary) but otherwise has all of its normal 
  abilities. A caul cuckoo has a 50% chance of being in either of its two forms 
  at birth. If in its human form, it usually waits until after nightfall to either 
  escape into the night, or murder its sleeping parents and then escape into the 
  night. If born in its slug-like form, it immediately attacks its mother and any 
  others present in an attempt to escape. Though the birth of these creatures is 
  a rare occurrence, there is a reason that many old midwives carry a bag of 
  salt with them whenever they attend a new delivery.
  Caul Cuckoo Syre
  This creature is a pallid pupa, no larger than a finger, with a tiny, twist-
  ed humanoid face.
  CAUL CUCKOO SYRE 
  CR 1/BA 1
  XP 400
  N Fine aberration (Between)
  Init +1; Senses darkvision 60 ft., low-light vision, pregnancy 
  scent; Perception +5
   
  AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
  hp 5 (1d8–3 plus 4)
  Fort −3; Ref +1; Will +3
  DR 2/cold iron; Immune acid
  Weaknesses salt vulnerability
   
  Speed 5 ft., burrow 5 ft., climb 5 ft., swim 5 ft.
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks implant, lullaby (DC 13)
  Spell-Like Abilities (CL 1st):
  Constant—detect thoughts (DC 15)
  3/day—seek thoughtsAPG (DC 16)
   
  Str 1, Dex 13, Con 5, Int 6, Wis 12, Cha 17
  Base Atk +0; CMB −7; CMD −2 (can’t be tripped)
  Feats Go UnnoticedAPG, Skill Focus (Stealth)B
  Skills Bluff +7, Climb +3, Perception +5, Sense Motive +5, 
  Stealth +24, Survival +1 (+5 scent tracking), Swim +3; Racial 
  Modifiers +4 Bluff, +4 Sense Motive, +4 Survival when tracking 
  by scent
  Languages Aklo
   
  Environment any land (Between)
  Organization solitary
  Treasure none
   
  Implant (Ex) As a full-round action, a caul cuckoo syre can 
  crawl into the birth canal of a helpless (including sleeping) 
  humanoid female (no more than four size categories larger 
  than itself) and implant itself into her womb. Once implanted, 
  each time the host sleeps for a full night, the syre bathes the 
  host’s developing embryos or fetuses in unnatural hormones 
  and other chemicals leeched from its own body. As a result of 
  this process, every following morning, the host is automatically 
  sickened for 1 hour. After 5 nights of this process, the host’s 
  developing embryos or fetuses are transformed into caul 
  cuckoo fetuses (which take the subtype of the host as their 
  alternate form), and the syre fully dissolves and is destroyed.
  If the presence of the syre is somehow detected or 
  suspected, it can be removed from the host with a 
  successful DC 20 Heal check. When a Heal check made 
  for this purpose fails by 5 or more, the host takes 1d6 
  points of damage. If the Heal fails by less than 5, the syre 
  is removed but the host also miscarries. A remove disease 
  spell cast on the host creature automatically renders the 
  syre unconscious for 1 minute. If the syre dies or becomes 
  unconscious, it is immediately ejected into the birth canal, 
  where it is automatically detected by the host and from 
  where it can be removed safely as a full-round action. While 
  implanted, a syre is considered helpless.
  Lullaby (Su) When a caul cuckoo syre sings, it may target 
  one creature within 30 ft. which must succeed on a DC 13 
  Will save or fall asleep for 1 minute, as per the sleep spell. 
  Creatures with more than 4 HD are immune. A creature that 
  successfully saves is not subject to the same syre’s song for 
  24 hours. This is a sonic mind-affecting compulsion effect. 
  The save DC is Charisma-based.
  Pregnancy Scent (Ex) A caul cuckoo can detect pregnant 
  humanoids within 60 feet by sense of smell, as per the scent 
  
  115
  GM Guide
  ability. This range increases to 120 feet if the expectant 
  mother is upwind, and decreases to 30 feet if downwind. 
  Strangely, the presence of a gravid ghoul tricks the caul 
  cuckoo syre into believing it is also a normal pregnancy, and 
  it is unwittingly drawn toward the foul undead beings, who 
  consider caul cuckoo syres to be quite the delicacy.
  Salt Vulnerability (Ex) A handful of salt burns a caul cuckoo 
  syre as though it was alchemist’s fire, dealing 1d6 points of 
  damage on the first and following rounds.
  Caul cuckoo syres are the progenitors of caul cuckoos. They spend the 
  majority of their lives stealthily searching out pregnant humanoid females 
  to infest, corrupting their unborn children into caul cuckoos.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Crathog
  This creature draws its leech-like body along by great barbed spindly 
  tentacles that glisten with fluid. Somewhere inside its cluster of spines 
  and sharp bones lurks a great maw that distends itself outward.
  CRATHOG 
  CR 8
  XP 4,800
  NE Huge aberration
  Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
   
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 90 (12d8+36)
  Fort +7; Ref +7; Will +11
  Defensive Abilities blending skin; Immune acid
   
  Speed 30 ft., swim 30 ft.
  Melee bite +15 (3d6+12 plus 1d6 acid/19–20)
  Space 15 ft.; Reach 15 ft. (25 ft. with bite)
  Special Attacks distended bite
   
  Str 26, Dex 13, Con 17, Int 10, Wis 13, Cha 9
  Base Atk +9; CMB +19; CMD 30 (can’t be tripped)
  Feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Stealthy
  Skills Climb +20, Escape Artist +3, Perception +16, Sense Mo-
  tive +6, Stealth +16, Survival +10, Swim +15; Racial Modifiers 
  +4 Stealth
  Languages Aklo, Aquan
  SQ acidic coating, blending skin
   
  Environment coastline
  Organization solitary
  Treasure none
   
  Acidic Coating (Ex) The crathog’s skin exudes a layer of acid-
  ic fluid that coats its entire body. This coating leaves a slimy 
  trail behind the crathog similar to a slug. Leaving its space, 
  the squares left by the crathog remain acidic for 1 round and 
  causes 1d6 acid damage to any creature entering the area. 
  After 1 round, the acid inert and breaks down into a thin, 
  slippery substance. This ooze remains for 1 minute and affects 
  the area in the trail as a grease spell (Reflex DC 19).
  Blending Skin (Ex) When at rest, a crathog can shift the colors 
  of its skin to blend in with the surrounding terrain. This acts as 
  the spell invisibility as long as the crathog remains motionless.
  Distended Bite (Ex) The crathog is able to protrude its jaws 
  out at a distance, extending its bite attack range to 25 feet. 
  This does not provoke an attack of opportunity and allows 
  the crathog to make a second bite attack as a free action 
  against the same target if it is within its normal 15-foot reach.
  The crathog are octopod horrors that had their origins in the exits of 
  large cities’ sewers emptying into the sea. The mixture of alchemical fluids, 
  waste products, and other toxins caused mutations within the sea life that 
  grew in the area until a new species spawned and bred true. The crathog 
  began to gain an incessant drive to reproduce, a deeper understanding of 
  their surroundings, and a greater intelligence.
  A crathog seeps a corrosive acid from its porous flesh. Its tentacles 
  move with eerie quickness to grasp its prey and pull it toward its distended 
  jaw. These jaws are hinged on a flexible tendon that allows the crathog to 
  contract a coiled muscle and launch this set of jaws outward to burst from 
  its clustered mouth. The creature is able to blend into its surroundings 
  like a chameleon. It moves almost totally silently, but leaves a slimy trail 
  which in itself is acidic and dangerous. A crathog is incredibly strong 
  and stealthy, known to climb onto ships to feed on unsuspecting sailors, 
  dissolving their flesh with its acid. 
  Their intelligence allows them the insight to use their special abilities as 
  ambush hunters. They tend to hide in crooks of old harbors and lie in wait 
  until a fisherman ventures past. Crathog are not only cunning, they are 
  incredibly cruel; they delight in mutilating or tormenting prey, and disfiguring 
  their opponents with their acids. Why they do this is open to conjecture, but 
  many scholars believe that crathog are somehow spawned by the influence of 
  Between and that they seethe with the inherent injustice of those who have 
  died in the river, particularly those who have suffered from its acidic toxins.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Dog, Fighting
  This vicious-looking dog is heavily muscled and scarred from many 
  battles.
  BLIGHT-BULL (LIGHT FIGHTING DOG) 
  CR 1/2
  XP 200
  N Small animal
  Init +2; Senses low-light vision, scent; Perception +5
   
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, 
  +1 size)
  hp 13 (2d8+4)
  Fort +5; Ref +5; Will +1
  
  116
  The Blight: Richard Pett's Crooked City
  Defensive Abilities ferocity
   
  Speed 40 ft.
  Melee bite +5 (1d4+3 plus jaw lock)
   
  Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 8
  Base Atk +1; CMB +2 (+6 grapple); CMD 14 (18 vs. trip)
  Feats Weapon Focus (bite)
  Skills Acrobatics +6 (+14 jumping), Perception +5; Racial 
  Modifiers +4 Acrobatics when jumping
  SQ tricks (attack, defend, down, exclusive, flank, menace)
  PPC:AA
  Gear leather barding
  PPC:AA See Pathfinder Player Companion: Animal Archive
   
  Environment urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
    
  Jawlock (Ex) A fighting dog can lock its jaws when it hits 
  with a bite attack. This works like the grab special ability 
  for creatures up to its size and the attach special ability for 
  larger creatures. Each round the dog successfully maintains 
  its grapple, the creature it is locked onto takes bite damage.
  PIT-MASTIFF 
  (HEAVY FIGHTING DOG) 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
  hp 26 (4d8+8)
  Fort +6; Ref +6; Will +2
  Defensive Abilities ferocity
   
  Speed 40 ft.
  Melee bite +7 (1d6+4 plus jaw lock)
   
  Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 8
  Base Atk +3; CMB +6 (+10 grapple); CMD 18 (22 vs. trip)
  Feats Light Armor Proficiency, Weapon Focus (bite)
  Skills Acrobatics +6 (+14 jumping), Perception +8; Racial 
  Modifiers +4 Acrobatics when jumping
  SQ tricks (attack, defend, down, exclusive, flank, menace)
  PPC:AA
  Gear studded leather barding
  PPC:AA See Pathfinder Player Companion: Animal Archive
   
  Environment urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Dogs bred and trained specifically to fight are much tougher than normal 
  breeds. They are typically garbed in light barding and have been taught 
  to lock their jaws to bring opponents down. Their training has suppressed 
  some of their natural instincts and rendered them quite specialized; 
  consequently, they aren’t of much use for other activities, such as tracking, 
  but continue to fight well past the point when other dogs would no longer 
  be able to continue.
  Animal Companion: A druid or other character with the ability to 
  select an animal companion may gain a fighting dog with the following 
  statistics:
  Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural; Attack 
  bite (1d4); Ability Scores Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 8; 
  Special Attacks jawlock; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6); Ability 
  Scores Str +4, Dex –2, Con +2.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Dysmorphic Creature Template
  Creature’s acquire templates for many reasons, whether it be through 
  curse, disease, mutation, or even intentionally. Typically when such 
  occurs, the creature acquires the characteristics of the new template and 
  essentially becomes a new creature altogether. However, sometimes the 
  transition does not go smoothly: the host body rejects the change, a surge 
  of wild magic or some other effect interferes, or some inherent quality 
  of the creature prevents a full transformation. When this occurs, the 
  acquisition of the template is aborted in the middle of the process and the 
  creature instead experiences a horrific backlash of painful metamorphosis 
  and hideous mutation resulting in a dysmorphic creature.
  Creating a Dysmorphic Creature
  “Dysmorphic creature” is an acquired template that can be added to 
  any living creature (referred to hereafter as the base creature) that has 
  just acquired another template, whether that be through the contraction 
  of lycanthropy or some other transformative process. The acquisition of 
  the dysmorphic creature supersedes that of the original acquired template, 
  preventing that template’s changes and special abilities from taking effect. 
  A dysmorphic creature uses all the base creature’s statistics and special 
  abilities except as noted here.
  CR: Same as the base creature +1.
  Type: The base creature’s type changes to aberration with the 
  augmented subtype. Recalculate base attack bonus, saves, and skills for 
  any racial HD.
  Senses: A dysmorphic creature gains darkvision 60 ft.
  AC A dysmorphic creature gains +2 natural armor bonus. This stacks 
  with any other natural armor the base creature already possesses.
  Hit Dice: Change all racial HD to d8s. Class HD are unaffected.
  Defensive Abilities: A dysmorphic creature retains all the defensive 
  abilities of the base creature. It gains the following defensive abilities.
  Distressing Presence (Ex): Creatures that are sickened or nauseated by 
  a dysmorphic creature’s horrific appearance (see below) must succeed at 
  a second Will save at the same DC to continue to look upon the creature’s 
  form. Creatures that fail must avert or close their eyes for 1 round. 
  Creatures that cannot avert or close their eyes are instead frightened for 1 
  round. This is a mind-affecting fear effect.
  
  117
  GM Guide
  Weird Biology (Ex): A dysmorphic creature’s anatomy, both internal 
  and external, is unique. It has a 50% chance to treat any critical hit or 
  sneak attack against it as a normal hit.
  Weaknesses: Wracking Pain (Ex): Because a dysmorphic creature is 
  severely deformed and in constant pain, it is considered to be staggered in 
  any round in which it does nothing but move. This does not include move 
  actions other than moving at some or all of its speed and does not include 
  5-foot steps.
  Special Attacks: A dysmorphic creature retains all the special attacks 
  of the base creature. It has the following additional special attacks:
  Horrific Appearance (Su): The vile eruption of a dysmorphic 
  creature’s alternate physiologies creates an appalling amalgamation. 
  No two dysmorphic creatures ever look alike, as each individual 
  expresses the effects of this template differently. Dysmorphic creatures 
  have such distressing shapes that all creatures within 30 feet who gaze 
  upon them must succeed on a Will save (DC 10 + 1/2 the dysmorphic 
  creature’s HD + the dysmorphic creature’s Con modifier) or become 
  sickened (or nauseated, if already sickened) for 1d4+1 rounds. In 
  addition to affecting creatures passively, a dysmorphic creature can 
  use its horrific appearance actively by presenting itself as a standard 
  action. A creature that succeeds at its saving throw whether against 
  the passive or active effect of this ability becomes immune to that 
  dysmorphic creature’s horrific appearance for 24 hours. This ability is 
  a mind-affecting fear affect.
  Scream of Violation (Su): A dysmorphic creature is in perpetual pain and, 
  even at rest, it groans and weeps in its misery. As a standard action, once 
  every 1d4 rounds, a dysmorphic creature can wail in despair at its unmaking. 
  All creatures within 30 feet that hear the scream must succeed on a Will save 
  (DC 10 + 1/2 the dysmorphic creature’s HD + the dysmorphic creature’s 
  Con modifier) or be affected as though by unadulterated loathingUM for 2d4 
  rounds. This is a sonic mind-affecting effect.
  Twisted Attack (Ex): Once per round, a dysmorphic creature can make 
  an extra melee attack at its maximum attack bonus in a surprising way — 
  a weapon wielded in a dislocated limb lunges at a unexpected angle, or a 
  bite extends from a jaw that wasn’t apparent a moment ago. The nature 
  of the attack is described in the creature’s stat block. The dysmorphic 
  creature makes a Bluff, Disguise, or Sleight of Hand check (its choice) 
  against a DC equal to 10 + its opponent’s base attack bonus + its 
  opponent’s Wisdom modifier or 10 + the opponent’s Perception or Sense 
  Motive bonus (whichever is higher). If successful, the opponent loses its 
  Dexterity bonus to AC (if any) against the attack. Opponents who cannot 
  be caught flat-footed are immune to this effect but can still be attacked 
  normally in this way.
  Abilities: Str +2, Dex –2, Con +2 Con, Wis –2, Cha –4
  Skills: A dysmorphic creature gains a +4 racial bonus on Intimidate 
  checks and Escape Artist checks due to its disjointed anatomy. It takes a 
  –10 racial penalty on Concentration checks because of its constant pain.
  UM See Pathfinder Roleplaying Game Ultimate Magic
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  The following stat block is for a human fighter 3 who became 
  dysmorphic while acquiring the werewolf template.
  The Howling Twin
  The man, his body twisted and wracked with agony, stands in a semi-
  crouch with his shirt torn open. Emerging from his misshapen chest is 
  what appears to be a snarling wolf’s head, straining as if struggling to 
  escape the confines of its fleshy prison
  THE HOWLING TWIN 
  CR 3
  XP 800
  Male dysmorphic human fighter 3
  NE Medium aberration (augmented humanoid)
  Init +6; Senses darkvision 60 ft.; Perception +2
  Aura distressing presence (30 ft., DC 14), horrific 
  appearance (30 ft., DC 14)
   
  AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natu-
  ral)
  hp 36 (3d10+12 plus 3)
  Fort +6; Ref +3; Will +3 (+4 vs. fear)
  Defensive Abilities weird biology
  Weaknesses wracking pain
   
  Speed 30 ft.
  Melee mwk greataxe +8 (1d12+6/×3)
  Ranged mwk composite longbow +6 (1d8+3/×3)
  Special Attacks scream of violation (DC 14), twisted attack 
  (bite +7 [1d6+4])
   
  Str 18, Dex 15, Con 17, Int 8, Wis 14, Cha 8
  Base Atk +3; CMB +7; CMD 19
  Feats CleaveB, Furious FocusAPG, Improved InitiativeB, Intimi-
  dating Prowess, Power AttackB
  Skills Climb +8, Escape Artist +5, Handle Animal +4, Intimi-
  date +8, Sleight of Hand +1; Racial Modifiers +4 Escape Art-
  ist, +4 Intimidate
  Languages Common
  SQ armor training 1
  Gear armored coatUE, masterwork greataxe, masterwork 
  composite longbow (+3 Str), 20 arrows
  
  118
  The Blight: Richard Pett's Crooked City
  Elemental, Ragefire
  The rage and hatred that emanate with the white-hot heat from this 
  demonic fire are palpable.
  Ragefire Elemental
  Languages Abyssal, Ignan
   
  Environment any land (Abyss)
  Organization solitary, pair, or inferno (3–8)
  Treasure none
   
  Create Spawn (Su) As a full-round action, a Huge, greater, 
  or elder ragefire elemental can create ragefire spawn by 
  incinerating the corpse of a non-evil humanoid of at least 5 
  HD that it has killed within the last 10 rounds. Ragefire spawn 
  are under the control of the ragefire elemental that created 
  them and remain enslaved until its death, or until they feed 
  and become ragefire elementals themselves. They do not 
  possess any of the abilities they had in life. A ragefire ele-
  mental may have enslaved ragefire spawn totaling no more 
  than twice its own HD; any ragefire spawn it creates that 
  would exceed this limit become free-willed ragefire spawn.
  Feed (Su) As a full-round action, a Tiny, Small, Medium, or Large 
  ragefire elemental can incinerate the corpse of a non-evil 
  humanoid of at least half the elemental’s HD that it has killed 
  within the last 10 rounds to gain a growth point. It gains a bo-
  nus equal to its growth point total on attack rolls, CMB rolls, For-
  titude and Reflex saving throws, and skill checks. Its maximum 
  hit points increase by 5 for each growth point it gains. For every 
  2 growth points, the DC for its burn special ability and its CR 
  increase by +1. When a Tiny ragefire elemental gains 1 growth 
  point, or a Small, Medium or Large ragefire elemental reaches 
  4 growth points, it increases in size, losing all of its growth points 
  (and bonuses) but gaining the stats for a ragefire elemental of 
  the next larger size. A Huge ragefire elemental loses this special 
  ability but gains the create spawn special ability. It is not known 
  how a greater or elder ragefire elemental is created, but it is 
  speculated that a Huge ragefire elemental that causes a large 
  enough loss of sentient life may advance to these states.
  Heat (Ex) A ragefire elemental deals fire damage equal to 
  its burn attack whenever it hits in melee or in each round 
  during which it is in a grapple.
  Water Vulnerability (Ex) Contact with water or nonflamma-
  ble liquids deal 1 point of damage per 15 gallons. Anything 
  less than 15 gallons is insufficient to deal actual damage 
  due to the tremendous heat causing most of it to evaporate 
  before making contact, but it does anger the elemental. If 
  a ragefire elemental is forced to enter a space that is cov-
  ered with water without some flammable barrier to protect 
  it, the water deals 6d6 points of damage per 5-foot-square 
  of exposure per round, though one 5-foot square of water is 
  evaporated per round of exposure. A ragefire elemental will 
  not purposely expose itself to a body of water, not even a 
  small one in order to evaporate it.
  If a ragefire elemental is fully immersed, the water is not 
  evaporated, the elemental is staggered, and the water 
  deals damage to the elemental equal to one-third of its 
  maximum hit points — a ragefire elemental reduced to 0 hit 
  points in this manner is permanently destroyed, even if only 
  a summoned creature. A ragefire elemental immersed in 
  water or some other nonflammable liquid cannot swim and 
  is forced to move along the bottom of the water-filled area 
  with all normal penalties to speed for being underwater.
  Ragefire Elemental Sizes
  Elemental
  Height
  Weight
  Heat
  Tiny
  2 ft.
  1/2 lb.
  1d3
  Small
  4 ft.
  1 lb.
  1d4
  Medium
  8 ft.
  2 lbs.
  1d6
  Large
  16 ft.
  4 lbs.
  1d8
  Huge
  32 ft.
  8 lbs.
  2d6
  Greater
  36 ft.
  10 lbs.
  2d8
  Elder
  40 ft.
  12 lbs.
  2d10
  RAGEFIRE SPAWN 
   
  CR 3
  XP 800
  CE Tiny outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +6; Senses darkvision 60 ft.; Perception +4
   
  AC 18, touch 15, flat-footed 15 (+2 Dex, +1 dodge, +3 
  natural, +2 size)
  hp 22 (3d10+6)
  Fort +5; Ref +5; Will +3
  Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 40 ft.
  Melee 2 claws +7 (1d3 plus burn and attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks burn (1d3, DC 13), heat
   
  Str 10, Dex 15, Con 14, Int 3, Wis 11, Cha 11
  Base Atk +3; CMB +3 (+7 grapple); CMD 14
  Feats Dodge, Improved InitiativeB, Iron Will, Weapon FinesseB
  Skills Acrobatics +8 (+12 jump), Climb +4, Intimidate +4, 
  Perception +4
  Languages Abyssal, Ignan
  SQ feed
   
  Attach (Ex) When a ragefire spawn hits with a claw attack, 
  
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  GM Guide
  it latches onto the target. An attached ragefire spawn is 
  effectively grappling its prey but the target does not gain 
  the grappled condition. The ragefire spawn loses its Dexterity 
  bonus to AC and has an AC of 15 but holds on with great 
  tenacity and burns the target’s flesh. A ragefire spawn has 
  a +4 racial bonus to maintain its grapple on a foe once it is 
  attached. An attached ragefire spawn can be struck with 
  a weapon or grappled itself; if its prey manages to win a 
  grapple check or Escape Artist check against it, the ragefire 
  spawn is removed.
  SMALL RAGEFIRE ELEMENTAL 
   
  CR 4
  XP 1,200
  CE Small outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
   
  AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 
  natural, +1 size)
  hp 30 (4d10+8)
  Fort +6; Ref +7; Will +3
  Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee 2 claws +8 (1d4+1 plus burn and grab)
  Special Attacks burn (1d4, DC 14), heat
   
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +4 (+8 grapple); CMD 18
  Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +10 (+14 jump), Climb +6, Intimidate +5, 
  Perception +7
  Languages Abyssal, Ignan
  SQ feed
  MEDIUM RAGEFIRE ELEMENTAL 
   
  CR 6
  XP 2,400
  CE Medium outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +9; Senses darkvision 60 ft.; Perception +9
   
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 51 (6d10+18)
  Fort +9; Ref +10; Will +4
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee bite +11 (1d8+2 plus burn), 2 claws +11 (1d6+2 plus 
  burn and grab)
  Special Attacks burn (1d6, DC 16), heat
   
  Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +6; CMB +8 (+12 grapple); CMD 24
  Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Weapon 
  FinesseB
  Skills Acrobatics +14 (+22 jump), Bluff +5, Climb +9, 
  Intimidate +7, Knowledge (planes) +3, Perception +9
  Languages Abyssal, Ignan
  SQ feed
  LARGE RAGEFIRE ELEMENTAL 
  CR 9
  XP 6,400
  CE Large outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +11; Senses darkvision 60 ft.; Perception +13
   
  AC 22, touch 17, flat-footed 14 (+7 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 95 (10d10+40)
  Fort +11; Ref +14; Will +5
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 50 ft.
  Melee bite +16 (2d6+4 plus burn), 2 claws +15 (1d8+4 plus 
  burn and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 19), heat
   
  Str 18, Dex 25, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +10; CMB +15 (+19 grapple); CMD 33
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +20 (+32 jump), Bluff +7, Climb +15, Escape Artist 
  +14, Intimidate +13, Knowledge (planes) +6, Perception +13
  Languages Abyssal, Ignan
  SQ feed
  HUGE RAGEFIRE ELEMENTAL 
   
   
  CR 11
  XP 12,800
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +12; Senses darkvision 60 ft.; Perception +16
   
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 
  natural, –2 size)
  hp 136 (13d10+65)
  Fort +13; Ref +16; Will +6
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +19 (2d8+7 plus burn), 2 claws +19 (2d6+7 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 21), create spawn, heat
   
  Str 24, Dex 27, Con 20, Int 10, Wis 11, Cha 11
  Base Atk +13; CMB +22 (+26 grapple); CMD 41
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Iron Will, Mobility, Spring Attack, Vital 
  Strike, Weapon Finesse
  Skills Acrobatics +24 (+36 jump), Bluff +11, Climb +23, 
  Escape Artist +19, Intimidate +16, Knowledge (planes) +13, 
  Perception +16
  Languages Abyssal, Ignan
  GREATER RAGEFIRE ELEMENTAL 
   
  CR 13
  XP 25,600
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; Perception +19
   
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 
  natural, –2 size)
  hp 184 (16d10+96)
  Fort +16; Ref +19; Will +7
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +23 (2d10+8 plus burn), 2 claws +23 (2d8+8 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 24), create spawn, heat
   
  Str 26, Dex 29, Con 22, Int 12, Wis 11, Cha 11
  Base Atk +16; CMB +26 (+30 grapple); CMD 46
  Feats Combat Reflexes, Dodge, Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, Iron Will, Mobility, 
  Spring Attack, Vital Strike, Weapon Finesse
  Skills Acrobatics +28 (+40 jump), Bluff +19, Climb +27, 
  Escape Artist +28, Intimidate +19, Knowledge (planes) +20, 
  Perception +19
  
  120
  The Blight: Richard Pett's Crooked City
  Languages Abyssal, Common, Ignan
  ELDER RAGEFIRE ELEMENTAL 
   
  CR 15
  XP 51,200
  CE Huge outsider (chaotic, elemental, evil, extraplanar, fire)
  Init +14; Senses darkvision 60 ft.; Perception +22
   
  AC 29, touch 19, flat-footed 18 (+10 Dex, +1 dodge, +10 
  natural, –2 size)
  hp 218 (19d10+114)
  Fort +17; Ref +21; Will +8
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold, water vulnerability
   
  Speed 60 ft.
  Melee bite +27 (2d12+9 plus burn), 2 claws +27 (2d10+9 plus 
  burn and grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d10, DC 25), create spawn, heat
   
  Str 28, Dex 31, Con 22, Int 12, Wis 11, Cha 11
  Base Atk +19; CMB +30 (+34 grapple); CMD 51
  Feats Combat Reflexes, Dodge, Greater Vital Strike, 
  Improved Initiative, Improved Iron Will, Improved Vital Strike, 
  Iron Will, Lunge, Mobility, Spring Attack, Vital Strike, Weapon 
  Finesse
  Skills Acrobatics +32 (+44 jump), Bluff +22, Climb +31, 
  Escape Artist +32, Intimidate +22, Knowledge (planes) +23, 
  Perception +22
  Languages Abyssal, Common, Ignan
  Ragefire elementals embody the chaos and evil of their Abyssal 
  heritage, manifesting in demonic forms of living flame, smoke, ash, and 
  cinders. They exist to incinerate life and, in so doing, grow stronger and 
  more destructive.
  A ragefire elemental cannot enter water or any other nonflammable 
  liquid. A body of water is an impassible barrier unless the ragefire 
  elemental can step or jump over it, or if the water is covered with a 
  flammable material (such as a layer of oil).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Fleshgine
  Fleshgines are constructs of flesh combined with other materials 
  designed for a specific purpose. They might pump water from a city’s 
  reservoirs into rooftop cisterns to supply the inhabitants with running 
  water, or they may lift or pull — anything a humanoid body can do. 
  But fleshgines are built to improve upon a humanoid’s ability through 
  modification and vast strength. While they are not uncommon in 
  Castorhage, they often operate out of sight; their disturbing appearance 
  being something the civilized locals choose not to acknowledge. They can 
  be heard though — their steady stormy breathing, the asthmatic wheeze 
  behind a grate, the slithering of flaccid limbs between floors. They also 
  have a strong odor — a sort of organic sweatiness that can smell of many 
  other things as often they absorb and amplify the smells of the things they 
  work in and around. 
  Fleshgines come in all shapes and sizes, and while no two are ever 
  alike, they often fall into a set pattern. Each is very strong, and many — 
  an uncannily large amount — are sentient creatures in their own right. 
  Different fleshgines tend to have different abilities; some are simple brutes 
  that occasionally go mad, some are more cunning, lurking and growing 
  behind plaster and wainscoting and brooding their dark, strange dreams 
  and wants (see sentient fleshgines below).
  FLESHGINE
  Environment any
  Organization solitary
  Treasure none
   
  Berserk (Ex) If a fleshgine is injured in combat, there is a cu-
  mulative 1% chance per point of damage that its elemental 
  spirit breaks free and the fleshgine goes berserk. The uncon-
  trolled fleshgine goes on a rampage, attacking the nearest 
  living creature or smashing some object smaller than itself if 
  no creature is within reach, then moving on to spread more 
  destruction. The fleshgine’s creator or designated operator, 
  if within 60 feet, can try to regain control by speaking firmly 
  and authoritatively to the construct, which requires a DC 15 
  Charisma check. It takes 1 minute of inactivity by the flesh-
  gine to reset the creature’s berserk chance to 0%.
  Sentient Fleshgine
  While most fleshgines are simple, mindless servitors made of flesh 
  stitched and grown to inorganic parts and contraptions, some grow into 
  something altogether different. Sentient fleshgines take on aspects of their 
  humanoid neighbors that seep in from their close proximity on a daily basis. 
  These aspects include tics, habits, language, and even some of their vices. 
  These creatures are often bloated by the desires and madness of Between 
  and become enraptured by it, seeking new directions and becoming fixated 
  in disturbing ways. These constructs often form complex alliances with 
  those who dwell behind the veneer of the Blight, particularly with the ghouls 
  of the Fetch (who have enough inert humanity to understand and fear the 
  construct). Some say the thoughts of the Crooked Promethean violate their 
  dreams and awaken them; others say that it is a simple accident of nature. 
  These sentient constructs lurk in plain sight and are driven by whatever 
  twisted needs or goals that have grown within their warped consciousness.
  As more complex fleshgines are grafted from darker sources of flesh 
  and bone, so too the risk of disaster becomes greater. Philosophers within 
  the city-state already worry what fleshgines might do if they rebelled en 
  masse. They point to the curious whale-song that occasionally haunts 
  certain nights, and which seems to come from the fleshgines calling to 
  each other across the city. What are they saying or planning, they wonder? 
  The golem-stitchers and homuncule wives laugh at such suggestions; 
  their creations are simple flesh-and-blood machines after all. What 
  maliciousness could possibly lurk within this humble framework?
  SENTIENT FLESHGINE
  Int 5–7
  Languages Common (cannot speak)
   
  Environment any
  Organization solitary
  Treasure none
   
  Berserk (Ex) If a fleshgine is injured in combat, there is a cu-
  mulative 1% chance per point of damage that its elemental 
  spirit breaks free and the fleshgine goes berserk. The uncon-
  trolled fleshgine goes on a rampage, attacking the nearest 
  living creature or smashing some object smaller than itself if 
  no creature is within reach, then moving on to spread more 
  destruction. The fleshgine’s creator or designated operator, 
  if within 60 feet, can try to regain control by speaking firmly 
  and authoritatively to the construct, which requires a DC 15 
  Charisma check. It takes 1 minute of inactivity by the flesh-
  gine to reset the creature’s berserk chance to 0%.
  Take (Ex) Sentient fleshgines that have gone berserk at least 
  once in the past have fundamentally broken some aspect 
  of their creation and gain the take ability. Occasionally the 
  fleshgine’s habits and needs manifest themselves in a destruc-
  tive way, and the construct takes a victim of up to one size 
  category smaller than itself as a full-round action. The fleshgine 
  is always cunning in this action and manipulates its manifold 
  parts and surroundings to camouflage its attack. Unless the vic-
  tim succeeds on a Perception or Sense Motive check against 
  the fleshgine (DC 10 + 1/2 fleshgine’s HD + fleshgine’s CMB size 
  modifier), it gains a coup de grace attack against the victim 
  
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  GM Guide
  that deals nonlethal damage. If the victim notices the attack 
  coming, then it is just a normal attack by the fleshgine. If the 
  victim is rendered unconscious, the fleshgine is able to hide the 
  victim in some convenient location around or within its body. 
  Anyone nearby detects a successful take if they succeed on a 
  Perception check against the same DC. Otherwise, the flesh-
  gine camouflages any sounds or evidence of the scuffle with 
  the exhalations, groanings, and secretions that are a part of its 
  normal operation. Anyone specifically looking for a victim tak-
  en by the fleshgine must make a Sense Motive or Perception 
  check against the same DC. If the fleshgine is destroyed, a tak-
  en victim can automatically be found if searched for. 
  A victim taken by a fleshgine has the grappled condition and 
  cannot make noise or move from its location. The victim can try 
  to cut its way free with any light slashing weapon (the amount 
  of damage required to get free is equal to 1/10 the fleshgine’s 
  total hit points), or it can just try to escape the grapple. The 
  Armor Class of the location where the fleshgine is holding the 
  victim is 10 + 1/2 its natural armor bonus, with no modifiers for size 
  or Dexterity. If the victim escapes the grapple, the fleshgine can 
  still attack as normal. An escape does not prevent a fleshgine 
  from using the take ability again, as it is able to use different por-
  tions of its anatomy to do so. While in captivity by the fleshgine, 
  a victim takes damage equal to one of the fleshgine’s natural 
  attacks at the end of every 24 hours. The taken victims are used 
  to vent the leeched needs of the fleshgine — whether they be 
  simple hunger, torment, or sexual — who then eventually casts 
  away the dead and broken remains.
  A fleshgine rarely uses this ability, as it is aware that discovery 
  ultimately is likely to lead to destruction. It therefore carefully 
  watches its chosen victim, often for weeks or months before 
  striking, but if sufficiently roused can use this ability immediately.
  Copyright Notice
  Author Richard Pett.
  Three sample types of fleshgines are included below.
  Dungier’s Buggy
  The rumble of a coach’s wheels upon the cobbles comes out of the 
  misty night, but it is not accompanied by the clip-clop of hooves. Rather, 
  there is a soft slapping of skin upon the hard stones. Emerging from the 
  fog is a hansom cab drawn not by a team of horses but rather by the 
  upper torso of some ogre melded to the front of the conveyance. It walks 
  upon its massive hands and its head looks forward, the eyes alert but 
  somehow vacant.
  DUNGIER’S BUGGY (FLESHGINE) 
  CR 8
  XP 4,800
  N Huge construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +4
   
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 105 (10d10+40 plus 10)
  Fort +3; Ref +2; Will +3
  Defensive Abilities cover, partial hardness 5; DR 10/slashing 
  Immune construct traits; Resist cold 10
   
  Speed 40 ft.
  Melee slam +15 (1d8+7), bite +15 (1d4+7)
  
  122
  The Blight: Richard Pett's Crooked City
  Space 15 ft.; Reach 5 ft.
  Special Attacks berserk, trample (4d8+10, DC 22)
   
  Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
  Base Atk +10; CMB +19; CMD 28 (can’t be tripped)
  Feats ToughnessB
  Skills Perception +4, Knowledge (geography) +8, Stealth –9 
  (+5 in urban surroundings); Racial Modifiers +4 Perception, 
  +8 Knowledge (geography), +16 Stealth in urban surround-
  ings
  Languages Common (speaks only programmed phrases)
  SQ facing, increased load capacity, narrow
   
  Facing (Ex) Because of its unique construction and limited 
  mobility, a Dungier’s buggy has a front side and a back side. 
  It can move only at half speed when moving backward and 
  is incapable of making slam or bite attacks at opponents 
  who are behind it. It can trample opponents behind it as 
  normal. Once a Dungier’s buggy’s front side has been de-
  termined, it requires a move action to turn its facing greater 
  than 90 degrees.
  Increased Load Capacity (Ex) A Dungier’s buggy construc-
  tion gives it a carrying capacity beyond what is normal for 
  its Strength. When carrying passengers or cargo in its buggy 
  portion, the fleshgine’s light load is 5,000 pounds, a medium 
  load is 10,000 pounds, and a heavy load is 15,000 pounds. 
  A Dungier’s buggy is not able to lift objects above its head, 
  but it can drag up to 25,000 pounds.
  Narrow (Ex) Though a Dungier’s buggy is a Huge creature, 
  it is able to move through areas only 10 feet wide without 
  penalty due to the narrow nature of its construction. How-
  ever, it cannot squeeze through spaces narrower than 10 
  feet without severely damaging the buggy portion of its 
  frame. If a Dungier’s buggy does this, it renders that section 
  of its structure useless, loses its increased load capacity and 
  partial hardness and its speed is reduced to 10 feet due to 
  damage to its wheels.
  Partial Hardness (Ex) The entire rear half of a Dungier’s bug-
  gy is a hansom cab built of wood and iron. Any attacks 
  directed against a Dungier’s buggy from a foe that is posi-
  tioned behind the creature (see facing above) are subject 
  to the hardness of the coach’s wood (hardness 5) and deal 
  no actual damage to the fleshgine until the coach portion 
  is destroyed. These attacks are not subject to the fleshgine’s 
  damage reduction. Once the coach portion of the flesh-
  gine is destroyed (120 hp), the fleshgine becomes a Large 
  creature (reducing its hit points by 10) and its natural AC is 
  reduced to +4. In addition it loses its facing, increased load 
  capacity, partial hardness, cover, and trample abilities, loses 
  its immunity to trip attacks, and its speed is reduced to 10 
  feet, though it gains the ability to climb or swim with normal 
  chances modified for Strength. A Dungier’s buggy that loses 
  its coach portion has an automatic base 40% chance of 
  going berserk that increases normally with any damage the 
  creature itself sustains.
  Cover (Ex) The coach portion of a Dungier’s buggy provides 
  it with total cover and concealment against attacks made 
  by foes behind the fleshgine (see facing above). A Dungier’s 
  buggy is aware of attackers behind it but cannot see them, 
  though it can accurately estimate what space they are in if 
  within 20 feet.
  Perhaps the most successful of Castorhage’s many fleshgines are the 
  hired coaches of the golem-stitcher Dunaven Dungier. His method of 
  crafting a hansom cab with the animated upper torso of a giant (usually an 
  ogre or a hill giant) fused to its front in place of a team of horses proved 
  both practical and popular in a city as vast and populous as the Blight. 
  Soon Dungier’s buggies were traveling throughout the city providing 
  swift, reliable transportation for the noble and common alike and for only 
  a modest fare. Dungier’s popularity with the other cab drivers and owners 
  of hacks proved to be less than stellar, though, and only three years after 
  the introduction of his ingenious cab, portions of his body were found 
  floating in the Great Canal. It is assumed that sough eels or some other 
  denizen devoured the rest. Fortunately for his legacy, Dungier’s methods 
  were fairly easy to reproduce, and now hundreds of these coaches — still 
  known colloquially as Dungier’s buggies — travel the streets of the city.
  Hobbreth’s Mighty Pump No. 87
  The stench of sweat and the distant sounds of heavy breathing engulf 
  you — whatever it is, you are catching the merest glimpse of the whole. 
  In the oily dark you can see sickly appendages gulping, a horrible sense 
  of brooding vastness, and a glowering cluster of eyes filled with misery 
  just below a vast, idiot, crooked mouth.
  HOBBRETH’S MIGHTY PUMP NO. 87 
  (SENTIENT FLESHGINE) 
  CR 12
  XP 19,200
  N Gargantuan construct
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +22
   
  AC 20, touch 6, flat-footed 20 (+14 natural, –4 size)
  hp 148 (16d10+60)
  Fort +7; Ref +5; Will +7
  DR 10/slashing; Immune construct traits; Resist cold 10
   
  Speed 20 ft., climb 20 ft.
  Melee bite +22 (4d6+10/19–20), 9 tentacles +20 (2d8+5/19–
  20 plus grab)
  Space 20 ft.; Reach 20 ft. (100 ft. with tentacles)
  Special Attacks berserk, constrict (2d8+5), take (2d8+5 
  damage, AC 15, 14 hp)
   
  Str 30, Dex 11, Con —, Int 5, Wis 10, Cha 1
  Base Atk +16; CMB +30 (+34 grapple); CMD 40 (can’t be 
  tripped)
  Feats Great Fortitude, Improved Critical (bite), Improved 
  Critical (tentacle), Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Skill Focus (Perception)
  Skills Climb +18, Perception +22, Stealth –12 (+4 in urban 
  surroundings); Racial Modifiers +16 Stealth in urban surround-
  ings
  Languages Common (cannot speak)
  “You can’t see her all, of course, even I never did when I was stitching 
  her and moulding her, making her flesh and breathing life into my baby. 
  I recall her formation though, her crisp newness — the endless flesh, 
  and the stench of pigs — for it was pig-flesh I grew and nurtured, and 
  spread across her carcass like a great sail on a vast living sailing vessel.
  In her base she is all purpose — her many sucking mouths, which in 
  truth I suppose you’d call tentacles (if such a crude word could be used 
  for such grace), with so many eyes clustered together so she can see 
  from her sweaty groin below that pointless mouth — she must have a 
  mouth, of course. Her flesh engorges above, like some vast flaccid organ 
  that could fill a great hall, bloated, booming, pumping. Veins cross her 
  every inch — you can see the swelling blood pumping as she draws her 
  harvest upward through her cathedral mass far, far above.
  She rises then, reaching high into the city, her pumping limbs 
  extending endlessly upward with surprising — some have said alarming 
  — strength to the digits that grasp her farthest reach. Some have likened 
  the digits to fleshy spiders, but I think that’s simple scare-mongering 
  to frighten children; they simply grip the vessel they spend her harvest 
  into. And here her harvest is drawn, the life-giving water that sustains 
  those in the streets high above pumped from sphincter mouths between 
  each cluster of thin many-jointed hands.
   It may taste a little of her sweat — her feral porcine nature — but 
  it is water, saving the lower city from drowning and keeping the upper 
  city drinking.
   How many have I made? Oh, hundreds, no two quite alike. The 
  
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  GM Guide
  stories about them going berserk? Rubbish put about by those with a 
  grievance — anarchists would say anything to cause discontent amongst 
  the ignorant. 
  I do sometimes wonder if they have a soul, though, my fleshy babies 
  lurking between walls and dreaming. What do they dream of, I wonder?”
  — Emilia Hobbreth, Homuncule Wife
  Macabre Lift
  The dark shaft of the vertical tunnel appears to be empty until its 
  wooden floor suddenly lurches and rises from where it rested. Beneath the 
  planking of the floor, you can see that a great fleshy organism has grown 
  upon it like a distended bladder that covers the entirety of its underside. 
  From this sweaty, rugose sac extend four muscular limbs that grasp the 
  walls of the shaft with their multi-fingered appendages and begin to climb, 
  carrying the cargo of its wooden flooring smoothly up the shaft. 
  MACABRE LIFT (FLESHGINE) 
  CR 6
  XP 2,400
  N Large construct
  Init –3; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 19, touch 6, flat-footed 19 (–3 Dex, +13 natural, –1 size)
  hp 82 (8d10+30 plus 8)
  Fort +2; Ref –1; Will +2
  Defensive Abilities partial hardness 5; DR 10/slashing; 
  Immune construct traits; Resist cold 10
   
  Speed 10 ft., climb 30 ft.
  Melee 4 slams +14 (1d8+7)
  Special Attacks berserk, crush
   
  Str 24, Dex 5, Con —, Int —, Wis 10, Cha 1
  Base Atk +8; CMB +16 (+20 pin); CMD 23 (can’t be tripped)
  Feats ToughnessB
  Skills Climb +15, Stealth –7 (+9 in urban surroundings); Racial 
  Modifiers +16 Stealth in urban surroundings
  SQ increased load capacity
   
  Crush (Ex) If a macabre lift is above one or more foes, it can 
  fall on them as a standard action, causing its whole body to 
  crush them. This crush attack is effective against any crea-
  ture of the macabre lift’s size or smaller. The crush attack 
  affects as many creatures as fit in the macabre lift’s space. 
  Creatures in the affected area must succeed on a DC 21 
  Reflex save or be pinned, automatically taking 2d8+10 
  points of bludgeoning damage during the next round unless 
  the macabre lift moves off them. If the macabre lift chooses 
  to maintain its pin, it must succeed at a combat maneuver 
  check (with a +4 racial bonus). Pinned foes take damage 
  from the crush each round if they don’t escape. The save 
  DC is Strength-based.
  Increased Load Capacity (Ex) A macabre lift has been con-
  structed with a carrying capacity beyond what is normal for 
  its Strength. For a macabre lift, a light load is 3,500 pounds, 
  a medium load is 7,000 pounds, and a heavy load is 10,500 
  pounds. A macabre lift is not capable of lifting objects 
  above its head or dragging objects because of its unusual 
  physical structure. A macabre lift can move its normal climb 
  speed carrying up to its heavy load.
  Partial Hardness (Ex) The entire upper surface of a maca-
  bre lift is composed of heavy wooden planks. Any attacks 
  directed against a macabre lift from a foe that is positioned 
  above the creature are subject to the hardness of the wood 
  (hardness 5) as well as the creature’s damage reduction 
  (determine results of hardness before applying damage 
  reduction). Attacks from below or the sides can reach the 
  fleshy parts of the creature and are not subject to its hard-
  ness. Some heavy duty macabre lifts are installed with an 
  iron plate rather than planking and have hardness 10.
  One of the first fleshgines envisioned by the golem-stitchers of 
  Castorhage, the macabre lift has found widespread usage among 
  government buildings and other large, multilevel structures with the 
  budget to install such amenities. These constructs are rather simple in 
  design, with a fleshy, leathery hide grown on the underside of a 10-foot-
  by-10-foot deck of heavy wooden planks. Four stocky limbs extend from 
  the underside of the creature at its four corners and end with club-like 
  pseudopods surrounded by a fringe of grasping fingers with thick, coarse 
  nails. The entire fleshgine is no more than 2 feet thick but weighs 1,500 
  pounds or more (3,500 pounds if constructed with an iron deck).
  Macabre lifts are designed to be placed in vertical shafts whose dimensions 
  match those of the fleshgine. The fleshgine then lies flat at the base of the shaft 
  and allows passengers to step upon its decking. Upon a signal —usually the 
  ringing of a small bell set into the side of the shaft — the macabre lift begins 
  to climb the shaft while keeping its deck level and stable. Handholds are often 
  built into the walls of the shaft to make the climb easier for the fleshgine, but 
  its climbing pseudopods are so adept that it rarely needs any sort of assistance. 
  The number of times that the bell is rung indicates to what floor the lift is 
  supposed to carry its passengers. Likewise, bells set into the shaft at floors 
  above summon it from below to pick up passengers. The rise and fall of the 
  climbing fleshgine is so smooth that most passengers easily forget that they 
  are riding upon the back of an animated construct.
  If a macabre lift goes berserk, its usual tactic is to tip itself over to try to 
  dump any passengers to the floor of the shaft below. Anyone riding the lift 
  when it does this must make a successful grapple check to try to remain on 
  the fleshgine’s deck without falling. A macabre lift cannot make attacks of 
  opportunity against those on its deck but can make its own grapple checks to 
  try to shake them off. If a macabre lift manages to clear its deck, it then rushes 
  down the shaft to use its crush attack on those below. If unable to clear its deck 
  of passengers, the lift may try to rise against the top of the shaft. Treat this as a 
  crush attack with a –4 on the save DC and that deals only half damage.
  Gargoyle, Scrimshow
  The eerie humanoid-shaped creature is perched precariously on the 
  edge of the building. The light from the full moon glints off its alabaster-
  colored body, revealing intricate etchings along the surface. As it surveys 
  the land, the creature throws back its head and emits a piercing howl 
  into the night.
  SCRIMSHAW GARGOYLE 
  CR 5
  XP 1,600
  CE Medium monstrous humanoid (earth)
  Init +7; Senses darkvision 60 ft.; Perception +13
   
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 52 (7d10+14)
  Fort +4; Ref +8; Will +5
  DR 10/bludgeoning; Immune sonic
   
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +10 (1d6+1), bite +10 (1d6+1)
  Special Attacks shrieking howl
   
  Str 12, Dex 17, Con 14, Int 6, Wis 11, Cha 7
  Base Atk +7; CMB +8; CMD 21
  Feats Hover, Improved Initiative, Skill Focus (Perception), 
  Weapon Finesse
  Skills Fly +13, Perception +13, Stealth +14 (+18 rooftops); Ra-
  cial Modifiers +4 Perception, +4 Stealth (+8 rooftops)
  Languages Common, Terran
   
  Environment urban (The Blight)
  Organization solitary, pair, or wing (3–12)
  Treasure standard
   
  Shrieking Howl (Su) By tilting its head up and allowing the 
  
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  The Blight: Richard Pett's Crooked City
  wind to blow through its weathered bones, a scrimshaw gar-
  goyle has the ability to emit a high-pitched shriek. The scrim-
  shaw gargoyle can use this ability even on windless days. 
  Those within 150 feet who hear the shriek must make a DC 
  15 Will save or become shaken for 1d4+2 rounds. Creatures 
  who are already shaken instead become frightened, and 
  those are already frightened become panicked. 
  Any creature within 30 feet who can also see the scrim-
  shaw gargoyle suffers a –2 penalty on its will save. There is 
  a 30% chance another scrimshaw gargoyle hears a howl 
  and decides to investigate. Any character who successfully 
  saves is immune to that specific gargoyle’s howl for 24 hours. 
  This is a sonic, mind-affecting ability. The save DC is Constitu-
  tion-based.
  The origin of these strangely carven sculptures in the city of Castorhage 
  is shrouded in the mystery of the past, but their existence is now well 
  known through its entirety. Originally created as mere constructs lacking 
  the status of truly living creatures, their exposure to eddies and currents of 
  malevolent energy among the city’s high places, over the years somehow 
  granted the missing spark of life.
  A scrimshaw gargoyle is meticulously crafted from painstakingly 
  carved whale bones joined together at the joint articulations. However, 
  these craftings were all completed centuries ago, and no new ones have 
  been constructed in the long years since. The existing scrimshaw gargoyles 
  are, therefore, all old, their whale bones weathered and discolored by time 
  and climate. Though it is thought that thousands of these creatures existed 
  upon the city’s rooftops in the distant past, it has been estimated that fewer 
  than 50 of them are now in existence, each of them recognizably distinct 
  with their individual unique markings. However, the thinking on this is 
  beginning to change as in recent months several new specimens have been 
  spotted upon the rooftops. These new gargoyles are clearly composed of 
  parts cannibalized from previously destroyed gargoyles. Most believe 
  the scrimshaw gargoyles, taken as a whole, are too dimwitted to produce 
  new members of the species. Some contemplate a secret cabal of magical 
  practitioners as responsible for this change; others theorize that certain 
  scrimshaw gargoyles have advanced much farther in their power and 
  understanding of magic and are somehow responsible. Whatever the 
  cause, it appears that the scrimshaw gargoyle population is on the rise for 
  the first time in living memory.
  It is thought that the scrimshaw gargoyles’ original progenitors built 
  the creatures to serve as guardians. To this end, the horrific shriek the 
  gargoyle emits probably originally served as an alarm. The gargoyle 
  generates the sound through careful fluting of the bones around its mouth, 
  and a supernatural means of passing air — even on still nights — through 
  the narrow structure. As the gargoyle evolved from a simple guardian to a 
  menace, however, its shriek also evolved. No longer a loud noise to alert 
  those nearby, now the shrieking howl is capable of striking fear into the 
  heart of the bravest man.
  A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere 80 
  pounds.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Hazards
  This appendix lists hazards that can be encountered in The Blight. 
  Though all are types of hazards, they are categorized as hazards and 
  infestations. They are further labeled by type, and in some cases subtype. 
  However, they are not true creatures and do not possess all of the traits 
  common to the types and subtypes they have been given. Rather, the types 
  and subtypes are given in order to identify if they are susceptible to spells 
  or effects that may affect only certain types of creatures.
  Blight
   
  BLIGHT (HAZARD, PLANT [FUNGUS]) 
  CR 1
  XP 400
  This peculiar lichen is ubiquitous to the city of Castorhage, 
  and reports of large infestations of it occur in the earliest city 
  records, and it is from this constant presence that the city 
  has obtained its nickname. It is a leafy foliose lichen with a 
  
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  GM Guide
  dull gray coloring that is darker on the underside. Its drab 
  coloration makes it difficult to see (DC 20 Perception check) 
  from distances greater than 10 feet in any conditions other 
  than bright light. Like most foliose lichens, blight grows only 
  slowly — except in total darkness. In total darkness, it grows 
  extremely rapidly and can cover hundreds of feet in only a 
  few hours. Infestations of the lichen tend to pop up in the 
  darkest of alleys or on heavily overcast or moonless nights. 
  The dwarves of the Underneath warn of caverns where the 
  stuff grows unchecked forming drifts dozens of feet deep. 
  Furthermore, some scholars speculate that the lichen pos-
  sesses some form of intelligence. They base this on the fact 
  that when options for growth exist toward and away from 
  some living victim that the blight can grow upon, it always 
  grows toward the living victim.
  Blight is generally considered to be harmless when 
  encountered, but it grows very densely over whatever 
  surface it encounters. That, combined with its extremely 
  rapid growth in total darkness makes it very hazardous to 
  a helpless creature. If a helpless creature (asleep, drunk, 
  paralyzed, unconscious, etc.) is in an area of total darkness 
  that blight has access to, it quickly grows over the creature 
  with a thick, impervious layer of lichen. This does no direct 
  harm, but breathing creatures are immediately subject to 
  the effects of suffocation. Likewise, if a creature regains 
  consciousness or mobility after being overgrown with blight, 
  it is considered entangled and must make a DC 15 Strength 
  check or Escape Artist check to break free. Others can aid 
  the entangled individual with this check. Likewise, someone 
  who is not entangled can cut the victim free (hp 15, DR 10/
  slashing), though an entangled victim cannot do so unless it 
  is with a natural weapon or a light weapon that was already 
  in hand and must still make a CMB check against a CMD 15 
  to do so. As long as a victim remains entangled, he contin-
  ues to suffocate. Blight does not grow quickly in bright light, 
  but it is not harmed by bright light. It is, however, extremely 
  vulnerable to fire, fire damage dealing an additional 50% 
  damage to it (15 hp/5-foot-square patch). A victim entan-
  gled in blight when it is set alight takes half of the fire dam-
  age as well.
  If a victim is slain by blight or if it grows over the corpse of 
  a living creature, a truly remarkable quality of the growth is 
  revealed. Whereas most surfaces that the lichen uses as a 
  substrate are unharmed by its growth, the corpse of a living 
  creature is absorbed in short order and will be completely 
  gone within hours, leaving nothing behind but inorganic 
  remnants such as belt buckles, swords and armor, gold fill-
  ings, etc. A Tiny or smaller creature is totally obliterated in 
  15 minutes; a Small creature disappears in 30 minutes, and 
  a Medium creature in 1 hour. Large creatures will be com-
  pletely absorbed in 4 hours, and Huge creatures in 9 hours. 
  Gargantuan and Colossal creatures will be absorbed only 
  if the blight is able to completely cover it. If so, the corpses 
  are absorbed in 16 and 36 hours, respectively. A creature 
  absorbed by blight cannot be returned from the dead by 
  anything less powerful than a true resurrection.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Derange
   
  DERANGE (INFESTATION, VERMIN) 
  CR 2
  XP 600
  Derange is blamed for much of the unsavory behaviors 
  to be found in The Blight, or at least folk find it convenient to 
  believe it to be the source. Derange is a condition brought 
  on when the tiny earwig spider lays its egg in the ear of a 
  sleeping victim. The warmth of the victim’s body causes the 
  egg to hatch and the tiny earwig larva to burrow through 
  the eardrum and inner ear into motor control centers in the 
  victim’s brain. Once the larva has nested in this area, it cre-
  ates a small cyst and begins to draw nourishment from the 
  hormones and chemical interactions within while bathing 
  these centers with chemicals of its own. The result is that the 
  victim’s personality changes, his alignment randomly shifting 
  each morning when he awakes (see table). The victim is still 
  in control of his actions, but these actions reflect the priorities 
  and methods subscribed to by this new alignment. At night, 
  the victim often awakes in the midst of sleep with a return to 
  his original alignment and a full and sickening awareness of 
  the things he has been doing.
  This condition can be removed with a remove disease 
  spell or similar magic. Likewise, each morning upon awaken-
  ing the victim is able to make a Will save to resist the align-
  ment-altering effects of the manifestation and function with 
  his normal alignment. After 1d3 weeks, the derange larva 
  matures into an earwig spider and exits the victim to begin 
  the next stage of its lifecycle. When this occurs, the victim 
  must make a DC 10 Fortitude save. If successful, he fully re-
  covers from the effects of the derange, though often with 
  serious repercussions from the alignment shifts. Many victims 
  of derange find themselves dead, badly injured, or impris-
  oned as a result of their previous actions, and derange is not 
  recognized as a legal defense before the Courts of Castor-
  hage. If the victim fails the Fortitude save, then the depart-
  ing earwig spider causes the rupture of a major blood vessel 
  as it clambers out through the ear, and the victim dies in his 
  sleep unless immediate magical interventions occur that are 
  capable of saving his life.
  DERANGE
  Type infestation; Save Will DC 15
  Onset 1d4 days; Frequency 1/day
  Effect alignment shift (see above)
  1d10
  Alignment Shifts To
  1
  Lawful good
  2
  Neutral good
  3
  Chaotic good
  4
  Lawful neutral
  5
  Neutral
  6
  Chaotic neutral
  7
  Lawful evil
  8
  Neutral evil
  9
  Chaotic evil
  10
  Same as previous day
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Dislocating Larvae
   
  DISLOCATING LARVAE 
  (INFESTATION, VERMIN [AQUATIC]) 
  CR 4
  XP 1,200
  These tiny green larvae resemble tadpoles no larger than 
  a pinhead but can spawn in sufficient numbers in small pools 
  of stagnant water to give it a greenish tint. When ingested, 
  the larvae colonize the stomach of the victim and begin 
  to feed and reproduce in his digestive tract. A full-grown 
  dislocating larva resembles a green hair no more than 2 or 
  3 inches long. As they reach maturity, they feed on the tis-
  sues they have colonized and begin to migrate on to other 
  
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  The Blight: Richard Pett's Crooked City
  tissues as they lay thousands of eggs. These hatch into even 
  more of the larvae. The pain caused by this process causes 
  terrible convulsions in the victim that can even be forceful 
  enough to dislocate joints.
  Each day that the larvae infest their victim, they deal Con-
  stitution damage. After the victim has received Constitution 
  damage equal to half of his maximum Constitution, he be-
  gins to suffer the sudden spasmodic fits for which the ailment 
  is named. These deal an additional 1d6 points of damage 
  per day and require a new Fortitude save or take 1d4 points 
  of Dexterity damage as well. In the final stages of the infes-
  tation, the victim begins to feel an uncontrollable urge to 
  seek out a body of water (preferably stagnant) and does 
  anything in his power to seek one out in order to die in it and 
  allow the larvae colony within his body to continue to sur-
  vive rather than dying with their host. A remove disease spell 
  cast on the victim kills all larvae and eggs infesting the victim 
  but does not restore lost hit points or ability damage.
  DISLOCATING LARVAE
  Type infestation; Save Fortitude DC 15 (ingested)
  Onset 1d10 minutes; Frequency 1/day
  Effect 1d4 Con damage, spasmodic fits (see above)
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Second-Head Fluke
   
  SECOND-HEAD FLUKE 
  (INFESTATION, VERMIN [AQUATIC]) 
  CR 6
  XP 2,400
  This dreaded microscopic parasite is relatively common in 
  the Lyme River and many fishermen have caught the sick-
  ness after accidentally swallowing Lyme water. It is also able 
  to spread by physical contact with those already afflicted. 
  This foul sickness manifests as a large swollen tumor that ap-
  pears on the victim’s shoulder that over a period of a few 
  days grows into a second, cankerous head. This head is a 
  most horrible thing to look upon, consisting of disfigured and 
  distorted features, random tufts of hair, misplaced teeth, 
  and dark patches of melanoma. Despite its obvious disease 
  origin, this head-like growth often uncannily resembles the 
  victim, even in its distorted and horrifying state.
  Once a case of second-hand fluke is contracted, mad-
  ness and a physical decline are sure to follow. Once the 
  second head fully manifests after the first week, each day 
  thereafter requires a DC 15 Will save or the victim takes 1d3 
  points of Wisdom damage from the mental and emotional 
  stress caused by its manifestation. In addition, each day 
  there is a 10% chance that the victim takes 1 point of Consti-
  tution drain as the cancerous nature of the growth begins to 
  spread into the rest of his body and leech off him.
  Once a victim takes Wisdom damage equal to half of his 
  maximum Wisdom, the effects of the second-head fluke 
  begin to have a more pronounced manifestation. The pseu-
  do-head growing on the victim’s shoulder begins to utter 
  nonsensical vocal sounds as if attempting to talk, and the 
  head spasmodically flops about at random times. Anytime 
  anyone is adjacent to the victim once the infestation has 
  reached this stage, there is a 1-in-6 chance that the pseu-
  do-head flops toward them. This is considered a secondary 
  melee touch attack and does not provoke attacks of op-
  portunity. If the pseudo-head is successful in a touch attack, 
  the touched individual must make a DC 13 Fortitude or con-
  tract a second-head fluke infestation as well.
  Once second-head fluke is contracted, it becomes 
  increasingly difficult to remove. During the initial week 
  before the pseudo-head has grown, a remove disease 
  spell cures the victim and reverses its progress. Once the 
  pseudo-head has fully formed, a remove disease alone 
  is no longer sufficient. The pseudo-head itself must also 
  be physically removed. This can be done by a skilled 
  physician with a DC 25 Heal check and deals 1d6 points 
  of damage. If the check fails, the surgery deals 3d6 points 
  of damage and 2 points of bleed damage. Once the 
  pseudo-head is removed, a remove disease spell is still 
  necessary to complete the cure or another pseudo-head 
  regrows after 1 week. Once the stage of infestation is 
  reached where Wisdom damage has exceeded half of the 
  victim’s maximum Wisdom, a remove disease is no longer 
  sufficient in conjunction with the removal of the pseudo-
  head. At this point, a heal spell is necessary to prevent the 
  pseudo-head’s regrowth. Likewise, if the victim has begun 
  to take Constitution drain, then a heal spell is necessary 
  to halt further such drain once the pseudo-head has 
  been removed and the infestation occurred. This will not 
  return any drained Constitution, but only prevents further 
  Constitution drain.
  SECOND-HEAD FLUKE
  Type infestation; Save Fortitude DC 18 (ingested), DC 13 
  (contact), Will save DC 15
  Onset 1d2 days; Frequency 1/day
  Effect 1d3 Wis damage, 10% chance of 1 Con drain
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Hyme
  Superficially it could be a horse — certainly there is some horse in 
  it — but the resemblance is unnatural. It is a dark thing, a thing the eye 
  finds difficult to rest upon, with the anger and musk of a horse, but the 
  shape is wrong. Its head is dark and long, and slaver drools from it onto 
  the ground. And though it tosses its head like a horse, it has barbed teeth 
  within its jaw.
  HYME 
  CR 6/BA 3
  XP 2,400
  N Large magical beast (Between)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +9
  Aura musk of fear (60 ft., DC 16)
   
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, −1 size)
  hp 67 (6d10+18 plus 16); fast healing 5
  Fort +8; Ref +9; Will +4
  Defensive Abilities dislocated (blurred movement), distorted 
  (25%); DR 2/cold iron
   
  Speed 60 ft.
  Melee bite +11 (1d8+6), 2 hooves +11 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bray of terror (DC 16)
   
  Str 22, Dex 19, Con 16, Int 2, Wis 11, Cha 11
  Base Atk +6; CMB +13; CMD 27 (31 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning ReflexesB, Nimble 
  MovesB, Run
  Skills Perception +9
   
  Environment temperate plains and swamp (Between)
  Organization solitary, pair, or herd (3–12)
  Treasure none
   
  Bray of Terror (Su) A hyme can give out a terrifying bray. All 
  creatures within 60 feet other than other hymes or a master 
  must succeed on a DC 16 Will save or be frightened for 2d4 
  rounds. Animals receive a –2 penalty, and horses and ponies 
  
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  GM Guide
  a –6 penalty to this save. The save DC is Constitution-based.
  Musk of Fear (Ex) As a free action, a hyme can emit an 
  unpleasant musk. All creatures within 60 feet other than 
  other hymes or a hyme’s master must succeed on a DC 16 
  Fortitude save or be sickened for 1d4 minutes. Horses and 
  ponies receive a –6 penalty to this save. The save DC is 
  Constitution-based.
  The first hyme came about one terrible night when a creature from Be-
  tween was captured and held in a stable. Whilst the greedy captors sought 
  to sell their prize to those who collect such creatures in peculiar menag-
  eries, something terrible happened, and when the greedy hunters returned 
  they simply found the creature gone and the horses within mad with terror. 
  Cursing their bad luck, the hunters looked for new prey. A few months 
  later, each mare in the stable birthed a horrible dark thing that resembled 
  a foal but was certainly not of this world. The hunters went back to their 
  original purchaser with their new creatures and sold them. These were the 
  first hymes.
  A bastard union of the Between and the horse, the hyme combines the 
  qualities of a horse with the aggression of a Between creature. They are 
  hard to tame, but not impossible, and broken ones now regularly pull 
  coarse cabs around the city. Initially, such terrible dray were the exclusive 
  property of those aristocrats who could afford them, but their prodigious 
  appetites created more hymes from unions with mares (hymes are born to 
  both hyme-hyme and hyme-horse parents). They are now seen regularly, 
  but most often on dark nights.
  Hymes command very high prices, and are extremely rare to find for 
  sale. Occasionally, one becomes available, but generally only particular 
  dealers — such as Groppit, Swift & Humb: Hyme Dealers by Royal Ap-
  pointment — sell them. A hyme sells for 6,500 gp.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Lyme Angler
  This massive bloated fish has a glowing, fleshy protrusion that extends 
  from the top of its skull and dangles in front of its wide mouth filled with 
  needlelike fangs.
  LYME ANGLER 
  CR 5
  XP 1,600
  N Huge animal (aquatic)
  Init +2; Senses blindsense 30 ft., low-light vision;  
  Perception +13
   
  AC 20, touch 8, flat-footed 18 (+12 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8; Ref +7; Will +4
  Immune disease, poison
   
  Speed swim 30 ft.
  Melee bite +12 (2d8+12 plus disease)
  Space 15 ft.; Reach 10 ft.
  Special Attacks lantern lure
   
  Str 26, Dex 11, Con 17, Int 1, Wis 14, Cha 2
  Base Atk +5; CMB +15; CMD 25 (can’t be tripped)
  Feats Alertness, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (bite)
  Skills Perception +13, Stealth –8, Swim +20
   
  Environment temperate ocean
  Organization solitary, pair, or school (3–6)
  Treasure none
   
  Disease (Ex) Brine misery: Bite—injury; save Fort DC 16; onset 
  1d4 rounds; frequency 1/day; effect 1d4 Dex plus stag-
  gered; cure 2 consecutive saves. The save DC is Constitu-
  tion-based.
  Brine misery causes an extremely irritating stinging itch at 
  the point of the wound that causes the victim to have the 
  staggered condition until the disease is cured.
  Lantern Lure (Ex) As a free action, a Lyme angler can illumi-
  nate the dangling lure on its forehead with a phosphores-
  cent glow that gives off light equal to a candle. All creatures 
  with an Intelligence of 2 or less within 20 feet on which the 
  Lyme angler has gained surprise must make a DC 13 Will 
  save or become fascinated for 1 round. A creature that is 
  not surprised has spotted the angler and is not fooled by 
  the angler’s lantern display. Once fascinated, a victim can 
  make a new save each round that the lantern lure remains 
  in view to break the effect. However, while fascinated, the 
  
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  The Blight: Richard Pett's Crooked City
  victim does not view the angler as a potential threat and 
  remains fascinated until it actually attacks, which automati-
  cally breaks the effect. The save DC is Dexterity-based.
  Also known as a slop-shark to those along the River Lyme, the Lyme 
  angler is among the largest of predatory fish in and around that waterway. 
  Lyme anglers have a luminescent organ called its lantern lure at the tip 
  of a modified dorsal ray (or fishing rod). The organ primarily serves to 
  lure prey into the warm, shallow, polluted waters of the Lyme, but also 
  serves to call the males’ attention to the females to facilitate mating. The 
  source of luminescence in this organ is a species of nearly microscopic 
  symbiotic brine shrimp that lives in and along the Lyme and has an affinity 
  for the lantern lure organ of the Lyme angler. Through a complex chemical 
  reaction, the Lyme angler is able to agitate these brine shrimp and cause 
  them to illuminate its lure at will.
  These diseased things of corruption and toxin are common in the Lyme. 
  They have enormous fanged-filled mouths, and their bodies are riddled 
  with sores, infestations, and chemical burns — proof that there are places 
  even they cannot swim safely. One of the most notorious man-eaters of the 
  river, the immense Lyme angler can reach lengths of more than 20 feet and 
  weigh up to 5,000 pounds.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Lyme Walrus
  Thick folds of fleshy blubber encase this massive sea creature. Yet 
  despite its bestial appearance, its eyes reveal calculating intelligence, 
  and it holds itself upright with unusual dignity. The illusion of a man 
  would almost be complete were it not for the long tusks that protrude 
  from its whiskered mouth.
  LYME WALRUS 
  CR 7
  XP 3,200
  CN Large magical beast (shapechanger)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 76 (9d10+27)
  Fort +11; Ref +6; Will +6
  DR 10/slashing; Resist cold 10
   
  Speed 20 ft., swim 40 ft.
  Melee bite +14 (3d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fascinating story
  Spell-like Abilities (CL 9th):
  At will—ghost sound (DC 13)
  3/day—disguise self, silent image (DC 14)
  1/day—hallucinatory terrain (DC 16), minor image (DC 15)
   
  Str 22, Dex 11, Con 17, Int 10, Wis 16, Cha 17
  Base Atk +9; CMB +16; CMD 26 (can’t be tripped)
  Feats Deceitful, Endurance, Great Fortitude, Improved Initia-
  tive, Persuasive
  Skills Bluff +7, Diplomacy +7, Disguise +5, Intimidate +5, 
  Knowledge (arcana) +4, Knowledge (history) +4, Perception 
  +7, Sense Motive +5, Survival +4, Swim +14
  Languages Common
  SQ amphibious, change shape (human and walrus; 
  polymorph), hold breath
   
  Environment coastline
  Organization solitary or team (1 Lyme walrus with 1–3 hu-
  manoid rogues of 4th–8th level)
  Treasure standard
   
  Fascinating Story (Su) A lyme walrus can manipulate its gut-
  tural voice to weave an oral story that can cause one or 
  more creatures to gain the fascinated condition. Each crea-
  ture to be fascinated must be within 60 feet, be able to see 
  and hear the Lyme walrus, and be capable of paying atten-
  tion to him. The listener does not, however, have to be able 
  to understand the language that the Lyme walrus speaks, 
  as the magic lies in the creature’s voice modulation rather 
  than the actual substance of the story. The Lyme walrus must 
  have at least 1 minute in which to tell its story uninterrupted. 
  Distraction caused by nearby combat or other dangers pre-
  vents the ability from working.
  Each creature within range receives a DC 19 Will save to 
  negate the effect. If a creature’s saving throw succeeds, 
  the Lyme walrus cannot attempt to fascinate that individual 
  again for 24 hours. If the creature’s saving throw fails, the 
  creature sits quietly and listens to the tale for as long as the 
  Lyme walrus continues to speak. Once a Lyme walrus begins 
  a story and fascinates at least one listener, it can maintain 
  the story as a move action in each round following. If the 
  Lyme walrus ends the story or is interrupted, it must use a 
  standard action to start a new one. While fascinated, a 
  victim takes a –4 penalty on skill checks made as reactions, 
  such as Perception checks. Any potential threat to the tar-
  get allows the target to make a new saving throw against 
  the effect. Any obvious threat, such as someone drawing a 
  weapon, casting a spell, or aiming a weapon at the target, 
  automatically breaks the effect.
  Fascinating story is an enchantment (compulsion), 
  mind-affecting ability and relies on audible and visual 
  components in order to function. The save DC is Charis-
  ma-based.
  A child of Between that has lived so long in the mundane lands that it 
  has literally shed its Between skin, a Lyme walrus is disturbingly human. 
  The human aspects have been absorbed by mingling with men in its own 
  lands through the creature’s ability to polymorph itself into a human form. 
  The walrus delights in the manners and appetites of men and feels itself to 
  be at least partly human.
  
  129
  GM Guide
  Named for Sister Lyme where these creatures were first encountered 
  by the humanoid races of the mundane world, Lyme walruses can be 
  found in other locales though they prefer to remain near a body of water 
  to which they can retreat and move with the most freedom if necessary. 
  The Lyme walrus often seeks out the company of people to learn tales 
  and stories from them and to indulge in their appetites — particularly 
  those of feasting. A Lyme walrus often wants only to hide itself in human 
  lands, and eat. In this regard, it is generally harmless. However, they are 
  possessed with a strong acquisitiveness and insatiable appetites, and often 
  find themselves in the company of those who use their fascinating story 
  ability as a distraction in order to perform darker acts undetected. The 
  Lyme walrus is usually an innocent in this regard, and sees all such acts as 
  simply the ways of the humanoids of the mundane world.
  The Lyme walrus’s thick layer of blubber serves as protection from 
  both predators and cold. A typical Lyme walrus weighs 1 to 2 tons and 
  measures 10 feet in length with tusks up to 3 feet long.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Moon Angel
  This thin, stretched creature has gangly, long limbs that bend in 
  unusual ways. Its skin is pale and sickly with its face shrunken in its 
  drooping, hairless head. Pointed ears rise high above the crown of its 
  head, and its eyes are sunk deep beneath its brow like two bottomless 
  pits. Its toothless mouth hangs open, jaw slack, as it incessantly licks its 
  withered lips.
  MOON ANGEL 
  CR 6
  XP 2,400
  NE Large fey (aquatic, cold)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 65 (10d6+20 plus 10)
  Fort +5; Ref +9; Will +7
  Immune cold, disease, poison; DR 10/cold iron
  Weaknesses vulnerability to fire, vulnerability to sunlight
   
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +8 (1d8+4 plus 1d6 cold and paralysis)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drowning kiss, hypnotic song, paralysis 
  (1d4+1 rounds, DC 17)
   
  Str 18, Dex 15, Con 15, Int 8, Wis 10, Cha 12
  Base Atk +5; CMB +10; CMD 22
  Feats Blind-fight, Combat Reflexes, Improved Initiative, 
  Stealthy, Toughness
  Skills Acrobatics +8, Climb +17, Intimidate +10, Perception 
  +10, Sense Motive +11, Stealth +15, Swim +18
  Languages Aklo, Common
   
  Environment temperate and cold rivers/lakes
  Organization solitary
  Treasure standard
   
  Drowning Kiss (Su) A moon angel can flood the lungs of a 
  willing, sleeping, helpless, or hypnotized creature by touch-
  ing it (traditionally by kissing the creature on the lips). If the 
  target cannot breathe water, it cannot hold its breath and 
  immediately begins to drown. On its turn, the target can at-
  tempt a DC 17 Fortitude save to cough up this water, which 
  snaps the victim out of a hypnotic trance; otherwise, it falls 
  unconscious at 0 hp. On the next round, the target must 
  save again or drop to –1 hit points and be dying; on the third 
  round, it must save again or die. The save DC is Constitu-
  tion-based.
  Hypnotic Song (Su) A moon angel’s song has the power to 
  hypnotize those that hear it, putting them in a trance. All 
  creatures aside from other moon angels within a 300-foot 
  spread must succeed on a DC 16 Will saving throw or be-
  come captivated. A creature that successfully saves is not 
  subject to the same moon angel’s song for 24 hours. A vic-
  tim that falls under the effects of the moon angel’s hypnotic 
  song becomes entranced and instantly stands still. They 
  become susceptible to the angel’s verbal commands as the 
  spell command and, if these orders involve any action the 
  creature would not normally take, that creature receives a 
  second saving throw to end the effect. Hypnotized crea-
  tures can take no actions other than to defend themselves. 
  This effect continues for as long as the moon angel sings and 
  for 1 round thereafter. This is a sonic mind-affecting charm 
  effect. The save DC is Charisma-based.
  Vulnerability to Sunlight (Ex) A moon angel takes 1 point of 
  Con damage after every hour it is exposed to sunlight as its 
  pale skin blisters and burns from the harsh rays.
  Oftentimes folk who fall into the river, even in the relative shallows, 
  are never seen again even if help was close at hand. At such times, folk 
  who dwell near the riverside make the sign against the evil eye and blame 
  the disappearance on hidden currents carrying the victim into the depths 
  or the normal fauna that makes the Great Lyme a graveyard for hundreds 
  of citizens of Castorhage every year. However, sometimes the cause of 
  the disappearance is more sinister than either of those. Sometimes it is 
  the work of a moon angel. The moon angel is a rare creature that lurks 
  in the deepest, coldest waters of the Lyme, fond of rising to the surface 
  and quietly watching the goings-on ashore, waiting for the unfortunate 
  soul who loses his footing or is more drunk than careful and falls into the 
  dark waters of the river. When it locates such a victim, it quickly moves 
  to hypnotize him and draw him deeper into the waters where it can feed 
  at its leisure.
  A creature of the coldest fathoms of the river where depth and pollution 
  block the sun, a moon angel cannot stay long near the warm surface while 
  it waits for prey. It becomes uncomfortable from the heat and light, and 
  can even develop severe sunburns on its pale skin when remaining too 
  close to the surface for long. For this reason, the depredations of the moon 
  angels remain relatively rare. The occurrences do increase in the winter 
  months when a thin sheet of ice often covers the river’s edges, though they 
  still love the daylight no better then than they do in summer.
  
  130
  The Blight: Richard Pett's Crooked City
  Occasionally on moonless nights, a moon angel may leave the river 
  under the cover of darkness to hunt additional victims on land. At these 
  times, such a creature tends to clamber along the rooftops to find open 
  windows to take meat from within, with any household survivors the 
  next morning describing only dreams of a strange crooning song echoing 
  through their sleep. As with those who disappear into the river when 
  a moon angel pays a visit, the unfortunate soul that has garnered its 
  attention is never seen again. It for these incidences that the twisted fey 
  known as moon angels gain their name, though few if any folk have made 
  a connection between these nighttime disappearances and those that occur 
  more frequently in the river.
  Extremely tall and awkwardly gangly, the moon angel stands eight feet 
  in height but weighs barely 250 lbs.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Naga, Blight
  An exotically featured woman’s head tops this snake-like creature. 
  Its scales range in color from deep purple to black, with the creature’s 
  underside colored a lighter shade of violet. Ten arms protrude from 
  the snake body’s flanks, though they are spindly and frail in their 
  musculature.
  BLIGHT NAGA 
  CR 6
  XP 2,400
  CN Large aberration 
  Init +1; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 45 (10d8)
  Fort +5; Ref +4; Will +7
  Immune poison; SR 17
   
  Speed 30 ft.
  Melee bite +7 (1d8–1 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 6th):
  At will—detect magic, read magic
  3/day—dispel magic, magic aura
  1/day—glibness, identify, minor creation
   
  Str 8, Dex 12, Con 11, Int 16, Wis 7, Cha 19
  Base Atk +7; CMB +7; CMD 18
  Feats Great Fortitude, Iron Will, Magical Aptitude, Skill Focus 
  (Craft [any one form of artwork]), Weapon Finesse
  Skills Appraise +13 (+18 artwork), Bluff +6, Craft (any one 
  form of artwork) +19, Diplomacy +6, Knowledge (arcana) 
  +16, Perception +6, Sense Motive +3, Spellcraft +20, Use 
  Magic Device +19; Racial Modifiers +5 Appraise artwork, +4 
  Use Magic Device
  Languages Aklo, Common, Meeruwhan
  SQ change shape (humanoid; alter self)
   
  Environment urban (The Blight)
  Organization solitary, pair, or family (2–4 adults and 1–3 
  young)
  Treasure standard
   
  Change Shape (Su) A Blight naga can take the form of a 
  human. However, the transformation lasts only for a number 
  of minutes per day equal to the creature’s Hit Dice (10 for 
  most Blight nagas).
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Wis; cure 1 save.
  Blight nagas are aesthetes and artists that as a race have existed in the 
  city for as long as anyone remembers. Whether they were indigenous 
  inhabitants, early visitors from Between, or immigrants from a distant 
  land is argued, but they have seemingly always been there. Most Blight 
  nagas claim ancestry from the exotic lands of Far Jaati and go so far as to 
  learn that land’s language, though this has yet to be proven and is refuted 
  by some members of the Blight naga community who, in fact, steadfastly 
  deny this origin. The fact that members of the race can move among the 
  humanoid populace indistinguishably in humanoid form further lends to 
  this confusion.
  Blight nagas relish the arts, including the arcane arts. They have 
  a propensity for identifying magical items, as well as the skill and 
  capriciousness to fabricate such items (or fake versions of them to foist 
  upon the unwary). Likewise, many a Blight naga has coaxed or cajoled 
  a fine piece of artwork or rare magical item out of the hands of its 
  owner, augmenting their skills in such tasks with magic as necessary. 
  When rolled together, this means Blight nagas are sought out for the 
  keen ability to identify and appraise artwork and magical trinkets, yet 
  held at arm’s length once the object is identified.
  Blight nagas are frailer than their more common cousins. However, 
  they make up for this frailty, at least in part, with an odd evolutionary 
  feature other types of nagas lack — arms. While the arms of a Blight naga 
  don’t have much in the way of musculature, they are well suited to fine 
  craftwork and the ability to wield magical items such as wands and staves.
  Blight nagas delight in hiding in plain sight among the humanoids of 
  the city, usually using their change shape ability to take the form of a 
  humanoid female so as to mingle freely. Still, while using this ability they 
  must be wary of the passage of time lest they find themselves transforming 
  back to their natural state at an awkward moment.
  A typical Blight naga is 12 feet long, resting on a coil of two-thirds 
  of its body so that it stands only around 6 feet in height, and weighs 275 
  pounds on average.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  131
  GM Guide
  Night-Slug
  The creature is roughly the size of a halfling. Its skin is a blotchy gray 
  color with a few sporadic tufts of muddy-brown hair. The scraps of ragged 
  clothes it wears are covered in filth, clearly not having been washed in 
  weeks — if ever. Its arms are thin and elongated, hanging almost limp.
  NIGHT-SLUG 
  CR 1/2
  XP 200
  Night-slug rogue 1
  N Small humanoid (skulk)
  Init +4; Senses low-light vision; Perception +5
  Defensive Abilities slime coat
   
  AC 18, touch 15, flat-footed 14 (+2 armor, +4 Dex, +1 natural, 
  +1 size)
  hp 10 (1d8+2)
  Fort +2; Ref +6; Will +1
   
  Speed 20 ft.
  Melee dagger +5 (1d3+1/19–20)
  Ranged dagger +5 (1d3+1/19–20)
  Special Attacks sneak attack +1d6
   
  Str 12, Dex 19, Con 14, Int 8, Wis 13, Cha 6
  Base Atk +0; CMB +0; CMD 15
  Feats Weapon Finesse
  Skills Acrobatics +8 (+4 jumping, +16 tumbling), Climb +5, 
  Disable Device +8, Escape Artist +16, Perception +5, Sleight 
  of Hand +8, Stealth +12, Survival +2; Racial Modifiers +8 Es-
  cape Artist, +8 Acrobatics (tumbling)
  Languages Common
  SQ compression, fast crawler, trapfinding +1
  Gear leather armor, dagger, thieves’ tools
   
  Environment urban
  Organization solitary, pair, or gang (3–6)
  Treasure NPC gear
   
  Fast Crawler (Ex) While prone, a night-slug can move at half 
  speed. While squeezing, a night-slug can move at its normal 
  speed. The crawling movement of a night-slug does not pro-
  voke attacks of opportunity as normal, though other aspects 
  of it can, such as moving through a threatened square, 
  retreating from an opponent without using the withdraw ac-
  tion, etc. A night-slug can take a 5-foot step while crawling or 
  squeezing.
  Slime Coat (Ex) The skin of a night-slug constantly secretes a 
  thin fluid most resembling a slightly slimy version of perspira-
  tion that leaves an off-color stain on most fabrics and has a 
  musty odor. This constant coating gives the night-slug a +1 
  natural armor bonus that applies to its CMD as well and a +8 
  racial bonus on Escape Artist checks and Acrobatics checks 
  to move through a threatened or enemy square. However, 
  it also provides a +4 circumstance bonus to those using Sur-
  vival to track a night-slug as well as Perception checks to 
  locate a night-slug’s trail.
  None are as naturally capable of the fine art of breaking and entering 
  as the night-slug. Fortunately for society, few are also as cowardly. 
  Night-slugs maintain their existence simply by avoiding notice. They 
  often reside in small crawlspaces or even the hollows between the outer 
  masonry and inner plaster and lathe of a house. Those who are not lucky 
  enough to acquire such grand accommodations typically live in places that 
  allow them to avoid notice — the city dump, a gable hanging over a small 
  alleyway, and so forth.
  Night-slugs are capable of maneuvering their bodies through seemingly 
  impossible spaces. Their ligaments and tendons are exceptionally elastic, 
  allowing a night-slug to elongate its arms and legs, and in the process 
  pulling what muscle it has closer to its frame. In addition, night-slugs have 
  a “collapsible” skeleton; its bones are composed primarily of cartilage, 
  allowing the creature to squeeze into incredibly small areas.
  A typical night-slug stands around 3-1/2 feet tall and weighs 40 pounds.
  Night-Slug Society
  Night-slugs are true scavengers living on the fringes of the societies 
  of others. They usually prefer densely populated urban areas for the 
  increased number of hiding places and resources from which to scrounge 
  their needs. Most night-slugs are loners because of the limited resources 
  available to them, mated couples rarely staying together beyond the birth 
  of a brood of whimps (as their young are called), and mothers generally 
  abandoning their young as soon as they reach maturity after 3 years.
  While most humanoids despise night-slugs and find their presence 
  loathsome, few actually fear the creatures. More than one urban goodwife 
  has walked into a room of her house at night to find a night-slug crouched 
  in the corner chewing on a lace table runner and staining the rug with its 
  noxious skin secretions. While the typical reaction certainly includes a 
  scream, rather than flight it just as often concludes with her grabbing a 
  broom and chasing the creature until it manages to squeeze back through 
  a crack in the baseboards to the safety of the inner walls. In some cities 
  plagued by these creatures, there is an entire industry for exterminators 
  hired to enter homes and buildings to clear out night-slug infestations.
  Unlike their skulk cousins, who possess a more violent bent, night-
  slugs are inherently cowardly and rarely a threat to even those who would 
  otherwise find themselves at their mercy. There are examples, however, 
  of individuals who have overcome this innate fearfulness and gone on to 
  become highly proficient thieves and even assassins, in some cases.
  Night-Slug Characters
  Night-slugs are defined by their class levels — they do not possess 
  racial Hit Dice. Night-slugs have the following racial traits.
  +4 Dexterity, –2 Intelligence, –4 Charisma: Night-slugs are nimble 
  and highly flexible, but generally lack in formal education and suffer 
  severe prejudice from most other races.
  Small: Night-slugs are Small creatures and gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, 
  and a +4 size bonus on Stealth checks.
  Low-light Vision: Night-slugs have low-light vision.
  Fast Crawler: While prone, a night-slug can move at half speed. 
  While squeezing, a night-slug can move at its normal speed. The crawling 
  movement of a night-slug does not provoke attacks of opportunity as 
  normal, though other aspects of it can, such as moving through a threatened 
  square, retreating from an opponent without using the withdraw action, 
  etc. A night-slug can take a 5-foot step while crawling or squeezing.
  
  132
  The Blight: Richard Pett's Crooked City
  Slime Coat: The skin of a night-slug constantly secretes a thin fluid 
  most resembling a slightly slimy version of perspiration that leave an off-
  color stain on most fabrics and has a musty odor. This constant coating 
  gives the night-slug a +1 natural armor bonus that applies to its CMD as 
  well and a +8 racial bonus on Escape Artist checks and Acrobatics checks 
  to move through a threatened or enemy square. However, it also provides 
  a +4 circumstance bonus to those using Survival to track a night-slug as 
  well as Perception checks to locate a night-slug’s trail.
  Compression: Night-slugs gain the compression ability (see the 
  “Universal Monster Rules” section in Appendix 3: Glossary of the 
  Pathfinder Roleplaying Game Bestiary 3).
  Languages: Night-slugs begin play speaking Common. Night-slugs 
  with high Intelligence can choose bonus languages from the following: 
  Dark Folk, Goblin, Halfling, and Undercommon.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Sough-Eel
  This massive eel, nearly 20 feet long, has a pale hide that is almost 
  translucent like a fish’s belly, but marred by great areas of sloughing 
  flesh that hang loose in rotten folds. It is eyeless, with a row of small 
  black nodules extending back from its snout, and has several small 
  vestigial fins growing sporadically along the length of its body. Its 
  mouth, however, is the most noticeable feature, occupying nearly a 
  quarter of its length, and splayed wide with a crowd of jagged fangs.
  SOUGH-EEL 
  CR 6
  XP 2,400
  N Huge animal (aquatic) 
  Init +4; Senses blindsense 90 ft., blindsight 30 ft., scent; 
  Perception +7
   
  AC 19, touch 8, flat-footed 19 (+11 natural, –2 size) 
  hp 76 (9d8+36) 
  Fort +10; Ref +8; Will +4
  Defensive Abilities loose flesh; Immune disease, poison, vi-
  sion-based attacks
  Weaknesses water dependency
   
  Speed 10 ft., swim 30 ft. 
  Melee bite +13 (2d8+12 plus disease and grab) 
  Space 15 ft.; Reach 10 ft. 
  Special Attacks gnaw, swallow whole (4d6 acid damage, 
  AC 15, 7 hp)
   
  Str 26, Dex 10, Con 19, Int 1, Wis 12, Cha 8 
  Base Atk +6; CMB +16 (+20 grapple); CMD 26 (can’t be 
  tripped) 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), Stealthy, Weapon Focus (bite) 
  Skills Escape Artist +12, Perception +7, Stealth +9, Swim +20; 
  Racial Modifiers +4 Stealth, +12 Escape Artist   
   
  Environment temperate ocean
  Organization solitary or school (4–8)
  Treasure none  
   
  Disease (Ex) Flesh Rot: Bite—injury; save Fort DC 18; onset 
  1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha 
  damage; cure 2 consecutive saves. The save DC is Constitu-
  tion-based. 
  Gnaw (Ex) If a sough-eel begins a round with a grabbed 
  foe, it inflicts automatic bite damage (2d8+12 points of 
  damage). A sough-eel possesses a second set of jaws in 
  its throat that aid in swallowing — it can make a second 
  bite attack (+11 attack, 1d8+6) against a foe it has already 
  grabbed. After a sough-eel uses its gnaw attack against a 
  grabbed foe for 1d3 rounds, it attempts to swallow that foe 
  on its next attack.
  Loose Flesh (Ex) The rotten, loose folds of flesh that contin-
  ually slough off of a sough-eel provide it with a measure of 
  protection against certain attacks. In addition to providing 
  it with its racial bonus to Escape Artist checks, it gives the 
  sough-eel immunity to bleed damage and precision dam-
  age such as that dealt by sneak attacks.
  Water Dependency (Ex) Sough-eels can survive out of the 
  water for 1 minute per point of Constitution (after that, refer 
  to the drowning rules in the Pathfinder Roleplaying Game 
  Core Rulebook).
  These vile predators are found exclusively in the dark, filthy waters of 
  the Great Lyme River and Fetid Sea in the vicinity of the City-State of 
  Castorhage. Some have speculated that they were once a temperate water 
  variety of moray eel that was indigenous to the area until the Lyme was 
  tainted by the noxious effluvia from the metropolis known colloquially 
  as the Blight. Unlike most aquatic species that were unable to survive the 
  poisoning of the waters, the sough-eel population managed to endure the 
  deadly influx but was changed in the process. Immune to most disease and 
  poison, the sough-eels — carriers of their own endemic pathogen — are 
  now affected by it chronically so that their hide is in a constant state of 
  dying and sloughing off in large swaths and layers. This has not seemed to 
  affect their ability to survive in their harsh environment, and every native 
  of the Blight knows better to enter the water of the Lyme for fear of the 
  voracious attacks of the ever-present sough-eels.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  133
  GM Guide
  Spider, Chymic
  The body of this spider-like creature is a mass of humanoid faces 
  caught in drawn-out hideous screams. Ten spindly legs rise unevenly 
  from the bulbous mass. Between tufts of bristly hair hang needle-sharp 
  fangs that drip with a bitter-smelling, thick red liquid.
  CHYMIC SPIDER 
  CR 5
  XP 1,600
  NE Small aberration
  Init +3; Senses darkvision 60 ft.; Perception +12
  Aura arachnophobia (1-mile)
   
  AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
  hp 52 (7d8+14 plus 7)
  Fort +4; Ref +4; Will +8
   
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6 plus poison)
  Special Attacks chyme spray, egg implantation, nightmare 
  projection
   
  Str 10, Dex 15, Con 15, Int 9, Wis 16, Cha 10
  Base Atk +5; CMB +4; CMD 16 (32 vs. Trip)
  Feats Blind-Fight, Death From AboveUC, Toughness, Weapon 
  Finesse
  Skills Climb +8, Escape Artist +9, Perception +12, Stealth +14, 
  Survival +12
  Languages Common (can’t speak)
  SQ dream telepathy
  UC See Pathfinder Roleplaying Game Ultimate Combat
   
  Environment urban (The Blight)
  Organization solitary
  Treasure incidental
   
  Arachnophobia Aura (Su) Somehow born of nightmares of 
  those who fear spiders, a chymic spider is inherently linked to 
  the fabric of fear. The creature exudes this latent terror deep 
  within the psyche of all creatures within a 1-mile radius. Any 
  creature that is stated as having a fear or special enmity 
  with spiders (such as a ranger with vermin as a favored en-
  emy) makes saves against the chymic spider’s nightmare 
  projection at a penalty of –2.
  Chyme Spray (Ex) Once every 1d4+1 rounds, as a standard 
  action a chymic spider can expel the chymic juices from 
  its stomach in a 15-foot cone that deals 7d6 points of acid 
  damage to all creatures in the area. The chymic solution is 
  thick and sticky, and clings to a creature that is struck, dealing 
  an additional 3d6 points of acid damage for the next 2 rounds 
  unless washed off with some solvent solution such as vinegar 
  or alcohol or neutralized with an alkaline substance such 
  as the potash used by glassmakers or the lye used in soaps. 
  Application of at least 1 lb. of one of these or a similar substance 
  ends the damage-causing effects of the chyme immediately. 
  A successful DC 15 Reflex save results in half damage from the 
  chyme projection and prevents any damage from occurring in 
  the following rounds. The save DC is Constitution-based. 
  Dream Telepathy (Su) The chymic spider is able to use telep-
  athy up to 400 feet and can communicate with any crea-
  ture, so long as they have an Intelligence of 1 or higher and 
  are in a dream state while sleeping.
  Egg Implantation (Ex) A chymic spider does not simply de-
  vour a paralyzed victim, but instead implants a clutch of 
  eggs within its abdominal cavity. Implantation delivers 1d4 
  eggs that can be removed from the host body only by cut-
  ting them from the victim (dealing 1d2 points of Constitution 
  damage each) or by powerful spells such as miracle or wish. 
  Likewise, death affects can destroy the eggs (the clutch is 
  considered to possess 1 HD collectively), even if the victim 
  successfully saves against them or is too powerful to be af-
  fected by them. After 24 hours, the eggs hatch inside and 
  begin feeding. Each round these newborns remain inside 
  the victim they deliver a new dose of chymic spider poison 
  damage, attempting to paralyze the host as they feed. 
  When the host’s Constitution reaches 0, he dies and 1d4 
  new chymic spiders emerge from the corpse.
  Nightmare Projection (Sp) A chymic spider can project a 
  nightmare into any sleeper with whom it has established 
  dream telepathy contact. This nightmare is so powerful that 
  it can paralyze its victim for 1d4 rounds unless he succeeds 
  at a DC 16 Will save. The victim is allowed a new save each 
  round. This is a mind-affecting fear effect. The save DC is 
  Wisdom-based.
  Chymic Spider Poison (Ex) Bite—injury; save Fort DC 15; fre-
  quency 1/round for 1 round; effect 1 Con and paralyzed 
  1d6 rounds; cure 1 save. The save DC is Constitution-based.
  Chymic spiders are not true spiders, but rather born from the fear 
  that spiders instill within many intelligent humanoids. Cunning, these 
  aberrations sneak through the city rooftops and await their prey for days 
  on end. Anyone who wanders into the chymic spider’s 1-mile radius 
  that might be the least bit fearful of spiders is quickly identified, and the 
  chymic spider begins methodically stalking the victim, waiting for its 
  chance to make dream contact.
  These rare creatures lurk along the edges of Sister Lyme, hiding in 
  gables, chimneys, and under eaves and seemingly found nowhere else 
  in the world. Composed from the latent fears of arachnids somehow 
  given life, the creature is able to project these primal fears into any living 
  creature. It simply prefers to stalk and prey on those who fear it most. It 
  is able to project these nightmares and can cause victims to be paralyzed 
  while it enters their lairs, and lays its eggs within them. The baby spiders 
  within whisper to their new host, wanting to be fed, obsessing about food, 
  and within 24 hours they erupt to feed on their host before separating to 
  make their own lairs. After a chymic spider successfully reproduces, it 
  quickly withers and dies, leaving behind only a spider-like husk that the 
  crows and vermin of the city quickly consume. Newborn chymic spiders 
  don’t begin their own reproduction hunts for 1d3 years after birth.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  134
  The Blight: Richard Pett's Crooked City
  Spite-Waif
  The figure is child-like, but any sense of innocence is immediately 
  overshadowed by the aura of malevolence that seems to almost palpably 
  exude from it. Its flesh is gray and pasty, seemingly too loose for its body. 
  Its head is hairless with a wide mouth and distended jaw full of needle-
  sharp teeth, and, though humanoid in shape, when it moves it scuttles 
  about on all fours like some kind of insect with too many joints.
  SPITE-WAIF 
  CR 3/BA 1
  XP 800
  NE Small monstrous humanoid (Between, shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +7
   
  AC 17, touch 16, flat-footed 12 (+4 Dex, +1 dodge, +1 natu-
  ral, +1 size)
  hp 24 (3d10+3 plus 5)
  Fort +4; Ref +7; Will +5
  DR 2/cold iron; Immune charm, magical sleep; SR 9
   
  Speed 20 ft.
  Melee bite +6 (1d6+2 plus grab), 2 slams +6 (1d6+2)
  Special Attacks swallow whole (1d4 acid, AC 10, 2 hp)
  Spell-like Abilities (CL 3rd):
  1/day—sleep (DC 12)
   
  Str 15, Dex 18, Con 12, Int 11, Wis 14, Cha 13
  Base Atk +3; CMB +4 (+8 grapple); CMD 19
  Feats Dodge, Great Fortitude, Improved Natural Attack (slam)B
  Skills Bluff +7 (+11 while using change shape ability), Diplo-
  macy +3, Disguise +7 (+27 while using change shape ability), 
  Perception +7, Sense Motive +4, Stealth +13; Racial Modifiers 
  +4 Bluff, +4 Disguise
  Languages Common
  SQ change shape (alter self), create mirror-portal, perfect copy
   
  Environment any land (Between)
  Organization solitary or gang (3–6)
  Treasure incidental
   
  Create Mirror-Portal (Su) A spite-waif can, once per day, turn 
  a normal mirror into a portal between the Material Plane and 
  Between. To use this ability, a mirror must be obtained from 
  the Material Plane and taken to Between where the spite-waif 
  must first conduct a 1-hour ritual to attune the mirror and turn 
  it into a device for scrying. It is then able to scry through any 
  Material Plane mirror for a suitable location to use as a portal. 
  Once a location is determined, the spite-waif creates the mir-
  ror-portal and fixes it between the two mirrors. The spite-waif 
  cannot attune its mirror to any other mirror. Once the mirrors 
  are attuned, the portal can be opened from either end by sim-
  ply sliding the mirror aside as a move action and revealing the 
  extradimensional portal behind it. Anyone can pass through 
  the mirror-portal as long as they can fit through the dimensions 
  of the mirror’s pane. Once created, a mirror-portal remains 
  open indefinitely until closed. If closed, it can no longer be 
  opened except by the spite-waif that created it. If either mirror 
  is destroyed, the mirror-portal is closed permanently.
  Perfect Copy (Su) When a spite-waif uses change shape, it 
  can assume the appearance of a specific individual. Unlike 
  a doppelganger, when a spite-waif is killed it remains in its 
  assumed form unless a dispel magic or break enchantment 
  is cast on the corpse.
  These creatures are insidious changelings and infiltrators from Between. 
  Spite-waifs are an immature stage in the development of a doppelganger 
  that are native to that bizarre realm. While they have the doppelganger’s 
  ability to change shape, they lack its physical power and ability to read 
  minds. As a result, they are used primarily as changelings to replace 
  children of the Material Plane, and then grow up within that child’s 
  household and live its life. The reasons for these switches are manifold, 
  but they are universally of malign intent. This is especially evident in the 
  fact that unlike hags, who swap changelings out for real children and then 
  raise the true child as its own, the spite-waif usually devours the child at 
  the time of the switch.
  Superficially, spite-waifs physically resemble a small humanoid child but 
  with a doppelganger’s characteristic gray and formless skin and features. 
  Its jaw is able to distend to allow it to swallow creatures of up to Tiny 
  size, and a mouthful of needle-sharp teeth help it grip its prey. Internally, 
  the spite-waif’s abdomen is almost entirely occupied by a greatly elastic 
  stomach that allows it to hold swallowed prey, and the corrosive digestive 
  acids dissolve it quickly to prevent any telltale distention to give away 
  the truth of its recent meal. Horrifically, the parents of switched children 
  are frequently concerned about a possible stomach ailment afflicting their 
  “child” when they change its bedclothes, not aware of the true source of 
  its exceptionally soiled and sometimes bloody diapers.
  A spite-waif can maintain its charade for years, keeping its altered form 
  continuously, and usually does so for the entire childhood and adolescence 
  of the replaced child. In many ways, they become that child, assuming all 
  of its roles and eventual responsibilities, though it always maintains some 
  form of contact with its own kind — even if only a quick meeting once 
  every few years — to stay current on the planned reasons for the switch. 
  The reasons and plans for a changeling switch are always extremely far-
  reaching, taking decades to develop, and frequently involve replacing a 
  child from a prominent family in order to attain a powerful position in 
  government later in adulthood.
  While a spite-waif remains in Between, it doesn’t mature physically 
  or in Between Age (BA) until 80 years (+/– 1d10 years) have passed. 
  At that point, it immediately matures into either a doppelganger with the 
  Between subtype (BA 7) or a Between-grown doppelganger and loses its 
  spite-waif abilities. Conversely, a spite-waif that dwells on the Material 
  Plane no longer advances in Between Age but rather appears to grow 
  at a rate comparable to the species it mimics. When a Material Plane-
  dwelling spite-waif reaches physical maturity (usually within 10–12 
  years), it attains Medium size and completes its transformation into a full 
  non-Between doppelganger, losing its bite and swallow whole abilities 
  as well as its innate ability to create mirror-portals and Between subtype 
  (and associated abilities). It does develop the claw attacks, mimicry, 
  and ability to cast detect thoughts, becoming in all ways at this point a 
  normal doppelganger, though likely maintaining any prior contacts with 
  its Between compatriots.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  135
  GM Guide
  Wallow-Whale
  Something stirs in the sludge beneath, swimming through the arsenic 
  poison that passes for water. It is vast, a seething globe of flesh, a 
  mountain of rotting skin that hangs like a bridal train behind its back. It 
  has at least a dozen eyes oddly spaced on its foul body, and a vast maw 
  capable of swallowing a ship.
  GARGANTUAN 
  WALLOW-WHALE 
  CR 12/BA 1
  XP 19,200
  N Gargantuan magical beast (aquatic, augmented animal, 
  Between)
  Init +1; Senses blindsight 120 ft., darkvision 60 ft., low-light 
  vision; Perception +24
   
  AC 27, touch 3, flat-footed 27 (–3 Dex, +24 natural, –4 size)
  hp 173 (16d10+80 plus 5)
  Fort +17; Ref +7; Will +7
  DR 2/cold iron; SR 18
   
  Speed swim 40 ft.
  Melee bite +25 (2d8+19 plus grab and disease)
  Space 20 ft.; Reach 20 ft.
  Special Attacks capsize, swallow whole (2d4+19 plus 3d6 
  acid, AC 22, 16 hp)
   
  Str 36, Dex 4, Con 21, Int 4, Wis 11, Cha 5
  Base Atk +16; CMB +33 (+35 bull rush; +37 grapple); CMD 40 
  (42 vs. bull rush; can’t be tripped)
  Feats Awesome BlowB, Diehard, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Iron Will, Power 
  Attack, Skill Focus (Perception)
  Skills Perception +24, Swim +29; Racial Modifiers +4 
  Perception
  Languages Aklo (cannot speak)
   
  Environment any ocean (Between)
  Organization solitary or mated pair
  Treasure none
   
  Capsize (Ex) A wallow-whale can attempt to capsize a boat 
  or ship by ramming it as a charge attack and making a CMB 
  check. The DC of this check is 25, or the result of the captain’s 
  Profession (sailor) check, whichever is higher. For each size 
  category the ship is larger than the whale’s size, the whale 
  takes a cumulative –10 penalty on this CMB check.
  Disease (Ex) Filth Fever: injury (bite); save Fortitude DC 23; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  COLOSSAL WALLOW-WHALE 
  CR 15/BA 3
  XP 51,200
  N Colossal magical beast (aquatic, augmented animal, 
  Between)
  Init +1; Senses blindsight 120 ft., darkvision 60 ft., low-light 
  vision; Perception +28
   
  AC 30, touch 0, flat-footed 29 (–2 Dex, +30 natural, –8 size)
  hp 266 (20d10+140 plus 16)
  Fort +21; Ref +10; Will +9
  DR 2/cold iron; SR 21
   
  Speed swim 40 ft.
  Melee bite +29 (4d6+25 plus grab and disease)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize, swallow whole (2d4+25 plus 3d6 
  acid, AC 24, 25 hp)
   
  Str 44, Dex 6, Con 25, Int 4, Wis 13, Cha 5
  Base Atk +20; CMB +45 (+47 bull rush; +49 grapple); CMD 53 
  (55 vs. bull rush; can’t be tripped)
  Feats Awesome BlowB, Diehard, Endurance, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, Improved Natural 
  ArmorB, Improved Vital Strike, Iron Will, Power Attack, Skill 
  Focus (Perception), Vital Strike
  Skills Perception +28, Swim +34; Racial Modifiers +4 
  Perception
  Languages Aklo (cannot speak)
   
  Environment any ocean (Between)
  Organization solitary or mated pair
  Treasure none
   
  Capsize (Ex) A wallow-whale can attempt to capsize a 
  boat or ship by ramming it as a charge attack and making 
  a CMB check. The DC of this check is 25, or the result of 
  the captain’s Profession (sailor) check, whichever is higher. 
  For each size category the ship is larger than the whale’s 
  size, the whale takes a cumulative –10 penalty on this CMB 
  check.
  Disease (Ex) Filth Fever: injury (bite); save Fortitude DC 27; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Originally found only in the Unsea of Between before some of these 
  great cetaceans somehow escaped and began reproducing in the mundane 
  world’s oceans, wallow-whales are now the terror of the Fetid Sea and one 
  of the primary threats for which the Castorhage Navy diligently patrols 
  those waters. Wallow-whales are offal, carrion, husks, leavings, and scum 
  given life. Stirges are frequently seen circling them when they surface 
  to launch a spume of oily brine, purulence, and clotted fluids from their 
  blowholes, and oozes capable of surviving in the acidic environment can 
  sometimes be found infesting their cathedral-like stomachs. Wallow-
  whales aren’t afraid to venture close to the city to feed upon the excrement, 
  
  136
  The Blight: Richard Pett's Crooked City
  rot, and flotsam that seethes like a gyre around its foundations. Yet despite 
  their foul body habitus, the ambergris of a wallow-whale is a thing both 
  rare and highly valuable, selling for as much as 100 gp/pound. Daring or 
  foolhardy whalers armed with cold-iron harpoons hunt these beasts upon 
  the oceans, and in some cases upon the Unsea, with typical Gargantuan 
  specimens typically yielding 1d6 x 10 pounds of the substance, and a 
  Colossal beast yielding 3d6 x 10 pounds.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Between Subtype
  A creature with this subtype is infused with the weirdness of Between and 
  is shaped and changed by its environment and experiences. Some Between 
  creatures are bizarre versions of existing creatures (such as gargoyles and 
  wyverns), while others are completely new creatures that do not have a non-
  Between equivalent (such as caul cuckoos and hymes). Creatures with the 
  Between subtype gain the following abilities (these are already included in 
  the Between creature stat blocks presented in this book).
  CR: Increase the creature’s CR according to the Between Subtype table 
  below. Evaluate the creature at its new CR using the Creature Statistics 
  by CR table in the Pathfinder Roleplaying Game Bestiary to make sure it 
  falls within the expected values for its new CR. If it does not, adjust the 
  abilities or the CR to better fit.
  Between Age (BA): Many of a creature’s abilities, attacks, and other 
  statistics improve with the length of its exposure to Between. These 
  increases are divided into age categories 1–10. As a Between creature’s 
  exposure increases, its base statistics change as noted on the Between 
  Subtype table below. A Between creature receives no other age-related 
  effects, and cannot die of old age.
  Senses: At BA 1 (larval), the creature gains low-light vision. At BA 4 
  (chrysalic), the creature gains darkvision 60 ft. At BA 6 (adult), the range 
  of the creature’s darkvision increases by 30 ft. At BA 8 (old), the creature 
  gains blindsense 30 ft. At BA 10 (ancient), the range of the creature’s 
  blindsense increases by 30 ft.
  Between Temporary Hit Points: A creature with d6 HD gains 1d6 
  temporary hit points per Between age category, a creature with d8 HD 
  gains 1d8 temporary hit points per Between age category, and a creature 
  with d10 or d12 HD gains 1d10 temporary hit points per Between age 
  category. These temporary hit points are permanent until lost, but are 
  renewed every 24 hours that the creature remains in Between.
  Damage Reduction: At BA 1 (larval), the creature gains DR 2/cold 
  iron. At BA 4 (chrysalic), the creature gains DR 5/cold iron. At BA 6 
  (adult), the creature gains DR 5/cold iron and magic. At BA 8 (old), the 
  creature gains DR 10/cold iron and magic. At BA 10 (ancient), the creature 
  gains DR 15/cold iron and magic.
  Spell Resistance: At BA 1 (larval), the creature gains SR equal to its 
  CR +6. At BA 4 (chrysalic), the creature SR equals its CR +12. At BA 6 
  (adult), the creature’s SR equals its CR +13. At BA 8 (old), the creature’s 
  SR equals its CR +14. At BA 10 (ancient), the creature’s SR equals its 
  CR +15.
  Bonus Feats: At BA 1 (larval), every 2 Between age categories 
  thereafter, and again at BA 10 (ancient), the creature gains a bonus feat of 
  its choice. It must meet all of the prerequisites for this feat.
  Dexterity Bonus: At BA 2 (naiadic) and every 2 Between age categories 
  thereafter, the creature gains a permanent +2 bonus to Dexterity.
  Ability Bonus: At BA 3 (instaric), every 2 Between age categories thereafter, 
  and again at BA 10 (ancient), the creature gains a permanent +2 bonus to any of 
  its ability scores other than Dexterity. If it gains multiple bonuses, it can apply 
  them to the same ability score or to different ability scores.
  If an animal’s Intelligence score is increased to a score greater than 
  2, its type becomes magical beast (augmented animal), and it gains the 
  ability to speak Aklo.
  Additional Abilities: Every Between creature has abilities that 
  reflect its habitat and history, its environment and experiences echoed 
  in its physical and supernatural nature. The creature gains a number of 
  additional abilities equal to its BA. Such abilities can be drawn from 
  lists of universal monster abilities (including the new universal monsters 
  abilities created specifically for Between creatures, described below), or 
  can be new abilities you create. These abilities should be thematically 
  appropriate to the Between and the creature’s relationship to it. At the 
  GM’s discretion, abilities that are especially powerful can be added, but 
  they count as two or more abilities toward this total, as appropriate.
  Between Subtype Age
  Between Age 
  Category
  Between 
  Age in 
  Years
  CR
  Dex 
  Bonus
  Ability 
  Bonus
  Bonus 
  Feat
  1 Larval
  0–1
  +1
  —
  —
  1st
  2 Naiadic
  2–4
  +1
  1st
  —
  —
  3 Instaric
  5–9
  +1
  —
  1st
  2nd
  4 Chrysalic
  10–19
  +2
  2nd
  —
  —
  5 Young
  20–39
  +2
  —
  2nd
  3rd
  6 Adult
  40–79
  +3
  3rd
  —
  —
  7 Mature
  80–159
  +3
  —
  3rd
  4th
  8 Old
  160–349
  +4
  4th
  —
  —
  9 Elder
  350–599
  +4
  —
  4th
  5th
  10 Ancient
  600+
  +5
  5th
  5th
  6th
  Creating Between Creatures
  In addition to using a Between simple template (see Appendix C: 
  Templates), there are two ways to create a Between creature. The first is to 
  take an existing creature and give it the Between subtype above. The second 
  method is to create an entirely new creature with the Between subtype and 
  incorporate the subtype’s additional abilities into the final creature.
  Modify an Existing Creature
  Making a Between creature out of an ordinary creature is fairly 
  straightforward — just follow these steps:
  1. Decide its Between age (BA). It’s easier to start with a lower BA, 
  you can always increase the BA later if you need the creature to be a little 
  more powerful.
  2. Add the Between subtype. The modifications to the creature’s ability 
  scores, hit points, and other game statistics depend on your creature’s BA.
  3. Add additional abilities. As described in the Between subtype, the 
  creature gains a number of additional abilities equal to its BA.
  4. Evaluate the creature at its final CR. Your creature’s final CR is its 
  initial CR + the CR increase indicated in the “Between Subtype” table. Use 
  the “Creature Statistics by CR” table in the Pathfinder Roleplaying Game 
  Bestiary to evaluate whether the creature’s abilities are appropriately 
  challenging for its final CR. If a Between creature’s additional abilities 
  complement its original abilities particularly well, that Between creature 
  may be too powerful for its final CR. If a creature’s additional abilities 
  don’t interact with its original abilities, that creature may be too weak 
  for its final CR. If either of these situations occur, make adjustments to 
  the creature so it better fits the intended CR, such as by increasing or 
  decreasing the creature’s between age.
  5. Once you have determined that the creature’s abilities and statistics 
  fit its CR, you’re done.
  Create a New Creature
  Creating a new Between creature is easiest by following these steps (some 
  of which are very similar to the steps for modifying an existing creature):
  1. Estimate its final CR. Knowing the intended CR of your new creature 
  is critical. This target helps determine the starting power level for your 
  creature in the later steps, and means you won’t have to reconfigure your 
  creature if it’s too weak or too powerful. For example, you might want a 
  CR 7 Between creature to challenge a 5th-level party.
  2. Decide its Between age (BA).
  3. Determine its initial CR. Subtract the CR increase indicated by the 
  creature’s BA from the final CR to get the initial CR. If the final CR is 7 
  
  137
  GM Guide
  and the BA is 4, the initial CR is 7–2 (as per the Between Subtype Age 
  Table) = 5.
  4. Build a new creature for that initial CR. This is identical to the 
  process for creating a non-Between creature. Follow the guidelines in the 
  Pathfinder Roleplaying Game Bestiary, creating a creature balanced for 
  its CR, or starting with a base creature known to be appropriate for its CR 
  and altering that creature to suit your purposes.
  The next three steps make the creature a Between creature:
  5. Add the Between subtype. The modifications to the creature’s ability 
  scores, hit points, and so on depend on its BA.
  6. Add additional abilities. As described in the Between subtype, the 
  creature gains a number of additional abilities equal to its BA.
  7. Evaluate the creature at its final CR. Your creature’s final CR is its 
  initial CR + the CR increase indicated in the Between Subtype Age Table. 
  Use the Creature Statistics by CR table in the Pathfinder Roleplaying 
  Game Bestiary to evaluate whether the creature’s abilities are appropriately 
  challenging for its final CR. If a Between creature’s additional abilities 
  complement its original abilities particularly well, that Between creature 
  may be too powerful for its final CR. If a creature’s additional abilities 
  don’t interact with its original abilities, that creature may be too weak 
  for its final CR. If either of these situations occur, make adjustments to 
  the creature so it better fits the intended CR, such as by increasing or 
  decreasing the creature’s Between age.
  8. Once the creature’s abilities and statistics fit its CR, you’re done.
  New Universal Monster Rules
  Like the universal monster rules in the Pathfinder Roleplaying Game 
  Bestiary, the following rules are referenced (but not repeated) in Between 
  creature stat blocks. Each rule includes a format guide for how it appears 
  in a Between monster’s listing and its location in the stat block.
  Dislocated (Su) The creature’s form is made up of its memories, 
  which shift and change. At BA 1 (larval), a dislocated creature gains a 
  continual blurred movementACG effect. At BA 4 (chrysalic), a dislocated 
  creature loses blurred movementACG but gains a continual blur effect. 
  At BA 7 (mature), a dislocated creature loses blur but gains a continual 
  displacement effect. The creature can suppress or reactivate this ability at 
  will as a free action.
  Format: dislocated (blurred movementACG); Location: Defensive 
  Abilities.
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  Distorted (Ex) A distorted creature’s internal anatomy varies from 
  individual to individual. At BA 1 (larval), a distorted creature has a 25% 
  chance to treat any critical hit or sneak attack against it as a normal hit. 
  At BA 4 (chrysalic), this chance improves to 50%. At BA 7, this chance 
  improves to 75%.
  Format: distorted (25%); Location: Defensive Abilities.
  
  138
  The Blight: Richard Pett's Crooked City
  Cyclopaedia Appendices
  
  139
  Gm Guide
  Appendix A:  
  Useful Lists
  Lists can be useful in a number of ways. They can add dressing to a 
  scene, give a taste of the mood of a place, or they can be used as inspiration 
  for adventures.
  The lists that follow detail 100 Sights on the Street, 100 Echoes of 
  Between, 100 Freakshows, 100 Strange Shops and Markets, 100 Street 
  Traders and finally 20 Locals for you to use easily add a sense of depth to 
  your campaign with minimal effort on your part. In and of themselves they 
  provide only a barebones description or idea, but you can flesh them out as 
  you see fit into a full-fledged encounter, event, or character. They can even 
  be used to provide hooks to other adventures.
  100 Sights on the Street
  With streets that never sleep, an astonishing array of people pass by in 
  any given day. Most are mundane encounters — people on their way to 
  work, goodwives on their way to market, or traders plying their wares. 
  This list is designed to give you an idea of the types of encounters that 
  may be had in the twisted streets of the Blight, as well as to add colour into 
  your adventures as encounters, informants or even enemies. 
  1. A man wearing a top hat is having a furious argument with himself.
  2. A passing dog’s back is dancing with lice.
  3. The man in the sedan chair has a wig on that is so big that it flows out 
  of the windows.
  4. A line of mourners passes by, laughing hysterically.
  5. “The End is Near!” exclaims the corner prophet.
  6. The crawling nuns are sobbing as they toss flowers to the ground around them.
  7. The two men hustle past carrying a harpsichord between them.
  8. A trio of monkeys runs past, one after the other, each wearing a fez.
  9. The priests are wearing black gowns that cover their whole bodies as 
  they march past chanting solemnly.
  10. Three harlots pass by singing loudly and off key.
  11. The sweating, red-faced dwarf is stripped down to his kilt, and blows 
  furiously into his bagpipes that make no sound whatsoever.
  12. The sadhu sits cross-legged on a straw mat and smiles as he prays; his 
  hair must be 12 feet long and coils in huge lengths about him.
  13. He wears a pirate’s coat and a stirge perches on his shoulder.
  14. He struggles by carrying a bundle of a dozen pikes in his arms.
  15. She wears a mask designed to look like a swan and makes a strange 
  cooing sound as she walks.
  16. Three dark clowns tumble by, each dressed as a raven. Behind them 
  stalks a tengu in greasepaint.
  17. A man on stilts walks past juggling cheerfully yapping puppies.
  18. An old lady is knitting as she rides by in a coarse cab.
  19. Four small children sit on a camel’s back as a turbaned merchant leads 
  them through the streets.
  20. He has six sheep on leather leads; a mangy sheepdog slinks behind in 
  disgrace.
  21. The colourfully dressed woman has a glove-puppet crocodile on one 
  hand, and a glove-puppet black pudding on the other.
  22. The man in black screams out words of a tortured poem about death 
  and pacifism.
  23. A small troupe of actors is performing a morality play about saintly goats.
  24. An empty hearse passes by, her undertakers smiling and joking at the 
  empty wagon bed.
  25. A horse has collapsed and is dying on the street; a crowd of people has 
  gathered and they stare curiously.
  26. A butcher guts a pig, splashing blood on some passers-by who take 
  no notice.
  27. A man sells kittens out of an old great helm.
  28. A gnome in a jester’s outfit cries hysterically.
  29. The dwarf sits grumbling and swearing loudly to himself.
  30. A huge crowd gathers around a bull-baiting.
  31. A cat dashes by in the alleyway, chased by something with too many 
  legs to see clearly.
  32. An old man in a pillory snores away obliviously while a blindingcrow 
  pecks at his ear.
  33. A lion in a cage paces warily, watching everyone. There is no sign of 
  its keeper.
  34. A dancing bear performs to a crowd of children screaming in glee.
  35. A vicar atop an apple crate screams that you are sinners.
  36. A squealing pig dashes down a side street, an article of underclothing 
  caught on its ear.
  37. A gnome covered in white grease paint and wearing all-white clothes 
  screams that the angels are coming to punish the city.
  38. Somewhere high above, a scrimshaw gargoyle call echoes.
  39. A child walks past clutching a repulsive reptilian doll without eyes.
  40. A pile of coffins lies by an open door. A night-slug picks at the broken 
  end of one.
  41. The smell of burning fat comes from a nearby alley.
  42. The footpath ahead has a deep hole filled with collected sewage.
  43. A Crackling and Salt puppet show begins on a nearby corner.
  44. A dog runs by growling, an unidentifiable bone of great size held in 
  its mouth.
  45. A man dressed as a vampire urges you eagerly to visit the Theatres 
  Grotesque tonight.
  46. A crimson skull-faced clown eats fire for crowd of onlookers.
  47. A trader with a cart sells leather animal masks.
  48. A woman chalks magnificent pictures of angels on the pavement.
  49. Piles of rubbish lie at the side of the road where rats wander about in 
  broad daylight.
  50. “Everyone who lives in this city is a wererat!” screams a hysterical 
  washerwoman.
  51. Temple bells across the city begin to call people to prayer.
  52. A completely naked sadhu strides past you purposefully.
  53. A fight starts nearby between three men; one transforms into a 
  doppelganger and runs.
  54. Two carts block the road, each owner refusing to back up.
  55. The house nearby has four fresh heads mounted on iron spikes above 
  its gables.
  56. A harried-looking dwarf rushes past pushing a handcart filled with 
  breastplates still smoking from the forge.
  57. The smell of burnt hair and peppermint wafts in your nostrils.
  58. Drying laundry hangs from the windows above, blocking out the 
  sunlight in this alley.
  59. A trio of thick-shouldered workmen leaning on their shovels sits 
  around a smouldering brazier.
  60. A burnt-out shell of a building stands nearby. Somebody has scribbled 
  “that’s wot u git” on it with a piece of charcoal.
  61. A sobbing man stares into the sky.
  62. An old sewer tunnel has collapsed here, narrowing the street to less 
  than a yard.
  63. A church clock clangs its cracked bell pathetically nearby.
  64. The caustic odour of alchemy and decomposition nips at the back of 
  your throat.
  65. A dirty-feathered albatross sits on a windowsill swallowing a most 
  peculiar-looking fish. Was that a hand?
  66. Shouting traders and their carts pack the streets today.
  67. A girl walks past selling sweet-smelling roses. Both of her eyes are 
  nothing more than old burn scars.
  68. A man’s wooden false teeth have fallen into an open sewer nearby.
  69. A long line of sombre pilgrims clad in burlap robes walks by singing hymns.
  70. Six drunken sailors stumble along singing obscene sea-chanties.
  71. A hideous corner-doxy propositions you with a wink and a leer.
  72. A group of children walks by marching in step. They are following a 
  rotund little boy beating a drum.
  73. The stench of rotting vegetation is getting worse by the minute.
  74. Three hanged men twist slowly in the breeze from an impromptu 
  gallows.
  75. A gibbet containing a rotting corpse swings beneath a tall pole bearing 
  the seal of the Crown Justices.
  
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  76. A sad-looking night soil collector pushes his cart along the street. He 
  has forgotten his shovel.
  77. A street crier walks by ringing his bell and announcing the daily news.
  78. A man is baiting a chained owlbear with a trio of pit-mastiffs. A crowd 
  places wagers on the outcome.
  79. Old men smoke long pipes and complain about the street noise as they 
  yell at each other to be heard.
  80. A woman wearing the black veil of a mourning widow announces 
  she’s going to the river.
  81. A group of pallbearers is taking a rest while sitting on the coffin.
  82. Nuns dressed in the grey habits of some obscure order walk past 
  blessing passers-by.
  83. A group of sweating dwarf sprawlmasons walk by lugging buckets of stones.
  84. From scaffolding high above, someone shouts abuse at you about 
  something you can’t quite make out.
  85. Slops hit the street not far from you from an overhead window.
  86. A rooftop chase clatters by far above you. Someone is shouting, “Halt!”
  87. A pox-ridden beggar throws himself at your feet and pleads for alms.
  88. The wind is coming from the river today, unfortunately.
  89. Two Shortstone gnomes walk past grinning broadly. They carry a 
  stuffed crocodile between them.
  90. A camel train slowly plods past on its way to market; a mysterious 
  robed man in turban and veil guides them.
  91. A sign has broken loose from its mounting above and fallen on a 
  passer-by, killing him. The crowd is stepping around his still-twitching 
  corpse as they continue on their way.
  92. A man leads an elephant with a large hooked goad. He nods his head 
  sagely at everyone he passes.
  93. An armoured knight rides a huge Shire horse through the streets.
  94. The odour of rotting fish sitting too long in the sun suddenly envelops you.
  95. Two drunken brothers argue over a woman who smiles at another  
  man nearby.
  96. A wedding party walk past smiling and laughing. The groom is 
  hollow-eyed with fright.
  97. A renderer walks down the street beneath a cloud of flies. His apron 
  and work leathers are slick with blood and smeared fat.
  98. An old woman kneels and loudly prays in the middle of the street. The 
  crowds and carts maneuver around her without a glance.
  99. A street vendor rushes by with a handcart full of delicious-smelling pies. 
  100. The street ahead is being prepared for a witch burning.
  100 Echoes of Between
  With the city on so dangerous a frontier, the horrific Between 
  occasionally bleeds into the more mundane city. Effects listed below are 
  trivial and may last little more than the blinking of an eye, or could be a 
  precursor to a longer and more dangerous encounter. Not everything is as 
  it seems, however, and some of these encounters are more flesh and blood 
  than the stuff of Between. Do not use such effects too often; if they become 
  expected, they may become mundane. Use them instead to spice up the 
  occasional boring rest day, to remind PCs dashing through the city that all 
  is not quite right, or to be a genuine precursor to an adventure in Between.
  1. A shadow falls the wrong way in an alley.
  2. A puddle at your feet reflects a grinning face with tusks.
  3. A starling on a gable stares at you disturbingly before flying away.
  4. You’re sure the cat that leapt over the fence said something.
  5. Somewhere in the city, a clock strikes fifteen.
  6. Your shadow is momentarily monstrous but then returns to normal
  7. Your hands begin to shake uncontrollable and feel intensely cold; then 
  you suddenly return to normal.
  8. A horrific face forms in the clouds high above and then drifts away.
  9. You keep seeing something out of the corner of your eye, some sort of 
  insect scuttling about the gables, but every time you look, it’s gone.
  10. The smell of burning sugar is strong here.
  11. You’re sure someone called out your name, but there’s no one around.
  12. You’re apparently the only one that hears the terrible scream.
  13. Your reflection in the shop window is of something terrible; then when 
  you glance again, it’s back to normal.
  14. You keep hearing the same word in your ear all day: “Soon.” 
  15. The same man in a top hat keeps waving to you from the distant 
  rooftops
  16. An enormous cobweb entirely covers a doorway
  17. What is that strange flute music from the sewer grate?
  18. You pass the third window in a row and see the same sobbing woman 
  inside.
  19. The buzzing continues in your head — sometimes louder, sometimes 
  softer, but always menacing.
  20. The ground beneath your feet suddenly jolts, but no one else seems 
  to notice.
  21. The man that just walked past you just had no face.
  22. Suddenly, the street performer’s song goes eerily off key and picks up 
  an unearthly cadence, but only you seem to notice.
  23. You feel something trickle down the back of your throat and then 
  crawl downward and disappear.
  24. For no reason, in broad daylight in the middle of the street, the hairs on 
  the back of your neck raise as if you’d just seen a ghost.
  25. An overwhelming feeling of déjà vu washes over you, followed 
  immediately by a dreadful anticipation.
  26. Your nose suddenly starts dripping blood.
  27. The crying baby behind the curtained window stops abruptly … 
  almost unnaturally.
  28. Just behind the susurrus of everyday street noises, you can hear soft 
  whispers.
  29. Why does all of the laughter in the street seemed aimed at you?
  30. You just saw flies come out of that man’s mouth.
  31. The distant noise sounds like nails being scraped over a blackboard.
  32. Momentarily, none of the street signs have any meaning.
  33. When you glanced in the mirror, something tall and dark stood behind 
  you, but when you turned around, it wasn’t there.
  34. It’s as though everyone keeps staring at you and looking quickly away.
  35. There it is again, the feeling that this is all a dream.
  36. The steps up the side of the house vanish back on themselves somehow
  37. The same hooded raven keeps following you.
  38. You see a speeding carriage hit a baby’s crib in the street, and then 
  both are gone
  39. The fruit on the stall is momentarily rotten and alive with flies and 
  maggots.
  40. The line of mourners are all smiling as they follow the casket.
  41. In amongst the cart full of pigs being taken to slaughter you can hear 
  a baby crying.
  
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  42. You get the feeling something bad is about to happen.
  43. A babe in swaddling clothes falls from a high window, but as it drops, 
  it becomes falling leaves that drift away on the breeze.
  44. In a window, moths are being burnt alive by the lantern flame.
  45. From the corner of your eye, you see a long-dead dog chasing a cat.
  46. The front of the building swells pregnantly.
  47. The smoke from a stove drifts down in a gust and momentarily you 
  think you hear something screaming on the fire.
  48. The colour of the ivy on the wall is wrong somehow.
  49. A gravestone lies in the cobbled street claiming this is the spot where 
  Ferris Harm the Awakened Cow died.
  50. Something big runs up behind you, but when you turn, nothing is 
  there.
  51. The shutters on one window nearby bang in the still air.
  52. Through the closed shop window, you swear you see something with 
  huge, gossamer wings vanish up the chimney.
  53. The smell of brimstone pervades this part of town.
  54. The beggar looks just like your father.
  55. A thick smog suddenly settles over the street.
  56. A window in a nearby shop suddenly shatters from no apparent source.
  57. The mouse clearly screams “help” as the cat devours it.
  58. The lobster thrashes in the pot for much too long as it’s boiled alive.
  59. The snakes are skinned alive before they are roasted by the street 
  vendor.
  60. The woman in the pillory is long dead, but no one seems to care.
  61. On the gables above, you see a heron being eaten by a great spider.
  62. The man is so fat it takes twelve men to bear him along in his sedan 
  chair.
  63. The scars on the mangy cat’s back resemble a necromantic rune.
  64. Fungus grows abundantly down the alleyway.
  65. The smell of perfume is overpowering.
  66. Something monstrous howls from below the streets.
  67. Someone kisses you, but there is no one in sight.
  68. A man runs down the street claiming everyone is a demon in human 
  skin.
  69. The blood runs from the abattoir into the gutter, the sound of laughter 
  and distraught animals causing you to retch.
  70. Water drips skyward from a puddle but stops the second you stare at it.
  71. A deep, fuming hole has opened up in the street. People stare down 
  into its depths nervously.
  72. A whole block of buildings has collapsed.
  73. The sound of following birds continues but every time you glance over 
  your shoulder, there is nothing.
  74. In a basket, a chick hatches that looks like a grotesque human child 
  before the hen settles back down on its brood.
  75. A dust devil tears down a wynd.
  76. The passing woman stares at you, and she momentarily has eight eyes.
  77. In the distance, a priest sets fire to himself.
  78. She scratches at herself madly, claiming the Between spiders are 
  eating her alive.
  79. The silhouette in the window resembles a clawed man wielding a meat 
  cleaver.
  80. The eyes of the portraits in the window display stare at you knowingly.
  81. There wasn’t an alley there yesterday.
  82. That door wasn’t there yesterday.
  83. That shop wasn’t there yesterday.
  84. That distant church spire wasn’t there yesterday.
  85. Whatever is in the sealec crate, it’s angry and not human.
  86. Beneath those heavy robes, it’s a walking skeleton.
  87. The tribal masks in the souk stall momentarily chant at you in an 
  unknown language.
  88. You can smell the fear of the dying animals as the butcher sells his 
  meat.
  89. Someone died in that wynd. You don’t know how you know, but you 
  know.
  90. The door is covered in gouges from being repeatedly stabbed with a 
  sharp instrument.
  91. The shutters on every house on this street are thick and set with iron 
  spikes facing outward.
  92. The puppet show features grotesque characters with inhuman faces 
  and animal claws. They seem somehow familiar to you.
  93. The children eat rotten fruit and look at you gleefully.
  94. The man has fallen from the roof directly onto the spiked railings of 
  the balcony below. His body twitches a few times as people pass by below.
  95. The graffiti claims that a “Thing” stalks the night in this ward. 
  96. The graffiti says the Queen is a ghoul.
  97. The graffiti says that everyone in the city is a wererat.
  98. The old statue in the square is gone, and a ring of bloody palm prints 
  is all that remains in its place.
  99. From the clock face above, a gable hate-owl emerges, beats a drum, 
  and stares at you as if waiting for something … or someone.
  100. The rooftops here are lined with pumpkin-faced scarecrows, but all 
  have their heads put on upside down.
  100 Freakshow Exhibits
  It seems that every street corner in the Blight has its resident 
  freakshow. Sometimes these shows are run by cruel owners who treat 
  their exhibits abominably; some are run by the exhibits themselves. 
  Often, groups of special people get together to form travelling troupes, 
  special shows, or they may settle in a particular location and work from 
  there. The Strangers’ Fayre runs the 1st week of every spring. This 
  special show is a gathering of all the unusual people of the city and takes 
  place in Festival.
  Some exhibits at these shows are so famous that people come to their 
  homes and meet them; such special persons can make good livings at 
  their trade and become the darlings of the aristocracy. Unscrupulous types 
  stop at nothing to attain the services of the physically unusual and whole 
  adventuring companies devote themselves to pursuing and capturing 
  interesting specimens for the shows.  
  Provided below is a list of 100 of these special persons. Bear in mind 
  that each person or creature below has a story. Some of them are fakes; 
  some are not. It is up to you to decide who is or who isn’t, but generally 
  a DC 25 Perception check is required to unmask them, and such exhibits 
  will try not to allow themselves to come under such close scrutiny.
  1. Meet the Revolting Starling-Boy and Listen to him Lament his Dead 
  Mother
  2. Join the Incredible Salmon-Nun in Prayer
  3. Zond, Crown Prince of the Hirsute, Awaits
  4. Rose and Elizabeth — the Twins of One Body
  5. Crarv the Ape King of Libynos
  6. Meet the Astonishing Snake-Child
  7. Ephinar — the Elf with Two Heads
  8. Misfortune’s Mistress
  9. Fear the Festering Basilisk Dwarf
  10. Meet Tom, the World’s Smallest Sailor, who Sailed a Hat around the 
  World
  11. Corpulent Caress, the Princess of Girth, who Weighs a Tonne
  12. The Queen of Three Faces
  13. Turbot Thorran the Living Merman
  14. The Amazing and Revolting Lord Otyugh, Crown Prince of Flotsam
  15. The Incredible Headless Gnome Thadius Shortstone
  16. The Terrible Two-Headed Amphisbaena Boy
  17. Faceless Quade
  18. Edran Mand, the Bat Gnome of the Malagro Jungle
  19. Missela the Weeping Mermaid
  20. Hagun and Grorft, the Half-Orc Conjoined Twins: One is Orc; One 
  is Man
  21. The Howling Worg-Boy
  22. Tobus the Obscene Colossus
  23. Murg the Dwarf with a Giant’s Head
  24. The Dreadful Kraken Baby
  25. The Boil Boy
  26. See the Remarkable Half Dwarf-Half Tree
  27. The Ettin Wife
  28. Behold! The Three-Headed Wolf
  29. The Goblin Scholar
  30. Mercy, the Princess of the Seelie Court
  31. Joshua Cole the World’s Tallest Man
  
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  The Blight: Richard Pett's Crooked City
  32. The Slug Wife
  33. Uriah Mabe, the Man with Two Mouths
  34. Maxwell, the Incredible Flat Man
  35. Torris the Rhino-Child
  36. Garrett the Cloaker Man
  37. The Impossible Head
  38. The Lord of Seven Hands
  39. The Astonishing Pig-Gnome
  40. Karg the Singing Bear
  41. The Quill Man
  42. The Blood-Drinking Savage of the Razor Coast
  43. The Albino Ostrich
  44. The Lonely Centaur
  45. Jacob Quane’s Singing Stirges
  46. The Green Man
  47. Marius, the Man who has One Giant Leg
  48. Genevieve the Mongrel Mistress
  49. The Poetic Lizard Man
  50. The Appalling Zar
  51. The Performing Kobold Twins Mang and Mant
  52. Chimera Girl
  53. The Hydra Boy
  54. The Angel of the Slums
  55. The Black Harpy
  56. Lady Two-Skins
  57. The Choir of Deformed Puppies
  58. Grache: Half Orc-Half Goblin
  59. The Troll’s Daughter
  60. Jephtha the Incredible Boneless Man
  61. Sad Eudora
  62. The Spider Queen
  63. Jebbington the Rat Boy
  64. Laura the Frog’s Daughter
  65. Bessie Vast-Flesh
  66. The Rotting Man
  67. Dare you visit the Cockatrice Spinster?
  68. Karl the Man-ticore
  69. Long Widow Charlotte, the Tallest Woman in the Blight
  70. Horace Habe the Mouse Man
  71. The Crocodile Man
  72. Three-Legged Enoch
  73. Murmond the Halfling Goat-Boy
  74. Madrigal the Dismaying
  75. Burg the Bald Bugbear
  76. The Terror of the North
  77. Gooseflesh Gideon
  78. The Mock Man
  79. Marlwell the Moth Man
  80. Bloody Bones
  81. The Broken Satyr
  82. The Doppelganger
  83. The Screaming Ogre
  84. Mother Pig-Wife
  85. Sister Morlock
  86. The Gargoyle Baby
  87. Octavia the Leech Girl
  88. Minitar the Mite-Child
  89. The Three-Faced Hag
  90. The Ugly Mermaid
  91. Dare you meet the Howling Dog-Boy?
  92. Lydia the Octopus Mother
  93. The Eight-Legged Spider Piglet
  94. The River’s Daughter
  95. The Coiling Worm Whore
  96. Pagg the Kobold Man
  97. The Double-Cockerel
  98. Scaly Jabe
  99. The Five Sisters of Misery
  100. Slithering Habb the Lamprey Man
  100 Strange Shops and Markets
  They say that everything has a price in the Blight, and conversely, 
  everything seems to have a seller: from the child selling bootlaces 
  to the renowned antiquarians of BookTown. Here is a list of 100 such 
  entrepreneurs to add into your adventures to provide a little background or 
  to include as a location for further adventure. Some may be collections of 
  shops where competition will literally be fierce; some are little more than 
  junk shops peddling rubbish.
  1. Kennington Smythe’s Snuffery
  2. Tarquin Splain’s Hatpin Emporium
  3. Aled’s Taxidermy — The Bigger the Better!
  4. All Things Russet
  5. Cloaks of Monstrous Furs
  6. P. Quibble Luxury Coach Fitters
  7. The Boneyard
  8. Jessabel’s Hooks
  9. The Butterfly Collector
  10. Drums of Strange Flesh
  11. Lugg’s — The Gentleman’s Tailors
  12. Mancom’s Minute Flea Market
  13. Rooftop Bridges
  14. The World’s Rarest Seeds
  15. Jacob’s Chain Ferries
  16. Door Guardians
  17. Paintings of Between by Thrade
  18. The Luxury Helm Padding Mart
  19. L. Pudd, Travelling Set Makers by Royal Appointment
  20. Tremer’s Grotesquery and Strange Statues
  21. The Ink and Paint Quarter
  22. Marcus Foll Canvas Stretcher
  23. The Scrimshaw Quarter
  24. The Unwanted Auctionroom
  25. Great Candles
  26. The Gentleman’s Syringe Shop
  27. Exotic Perfumes and Unguents
  28. The Coriander Shop
  29. T. Webb Land Agent and Property Purchaser
  30. Only Black Cats
  31. Rhino Horn, Tiger Eye and Salmon Bladder
  32. The Rookery Copper Coin Mart
  33. H. G. Rutred Mandolin Makers by Royal Appointment
  34. J. Reds Tobacconists
  35. Pavilions and Tents
  36. The Halfling Pie Shop
  37. Hobb Quiffwell — Luxury Feather Bed Makers by Royal Appointment
  38. Harper, Torb, and Stiff: Plaguemask Makers to the Aristocracy
  39. Unusual Skins
  40. The Scorpion Market
  41. Oils of Pleasure
  42. Potion Bottles of All Sizes — Leaded Glass Guaranteed Unbreakable
  43. The Rare Dog Market
  44. Hair Oils and Wigs
  45. The Codpiece Mart
  46. Buckles and Dog’s Paws
  47. Trendtam’s Ship Hire Company
  48. The Cabb’e Courtyards
  49. The People Breakers — Torture Implement Makers by Royal Appointment
  50. The Junk Yard
  51. The Clockery
  52. The Crockery
  53. J. Poultryman Organ Maker by Royal Appointment
  54. Marl Feather — Luxury Narrowboat Fitters
  55. The Chitin Museum and Workshop
  56. Ambergris
  57. Spectacles, Monocles and Tinted Eyeware 
  58. Rufftall’s Familiaral Suppliers 
  59. The Absinthe Quarter
  60. The Rarest Bibliophiles
  
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  Gm Guide
  61. The Clothing Flea Market Quarter
  62. Golden Eggs
  63. The Harpsichord Warehouse 
  64. Strange Leather
  65. The Renders
  66. Elizabeth Pegg — Tapestry Weaver
  67. Silk Underthings
  68. The Secret Scroll Case Workshop
  69. Bubble Pipes and Hookahs
  70. Astronomical Spyglasses
  71. J. Harris Towd’s Leechery and Physikers
  72. Y. Collic’s Barbers and Surgeons
  73. The Thrall Obedience Shop
  74. Carved Doors and Portals
  75. The Lych Gate Maker
  76. Screens and Lacquer Panels
  77. Gargoyle Chandeliers
  78. Strange Woodwinds
  79. The Handcart Market
  80. Hutt’s Armour Enamelers
  81. The Alchymic Supply District
  82. Materials and Other Magik Components
  83. The Down-at-Heel Sword Mart
  84. Kaptwell Wine Importers
  85. The Leaded Window Workshop
  86. Sebb’s Writing Boxes by Royal Appointment
  87. Jobb’s Alchymic Snuff
  88. Gerin’s Talking Mynah Birds
  89. Rooftop Scarecrows
  90. Urched’s Masterwork Crossbow Craftsmen
  91. J. Chard — Peacock and Rare Poultry Importers
  92. G. Rubb — Goblin Pet Trainers
  93. N. Pearsly Undertakers and Stone Monument Makers
  94. Antiquities 
  95. Strong Nome Grog
  96. The Toby Jug Quarter
  97. The Old Shop Auctionhouse
  98. Quadd and Ruptuk — Masterwork Topiarists
  99. Gnome Thrones and Luxury Chairs
  100. The Lightning Rod Highrooms
  100 Street Traders
  As well as those lucky enough to have shops, windows to sell goods 
  at or alleyways to work from, there are a countless host of traders who 
  work out of carts, carry their wares in wheelbarrows, or lay them out 
  on cloth mats on the streets. These people are variously referred to as 
  costermongers, hawkers, or, more rudely, screechers on account of their 
  ceaseless cries to tout their goods. Several streets echo to the sound of 
  running battles between traders — who is loudest, who has the sweetest 
  singing voice, who is the funniest — and often-successful traders can 
  gather huge crowds.
  Often, traders are more concerned with their Perform checks than their 
  professional skills.
  By far the most successful of street traders are those who sell food; 
  people in the city are always hungry, and having food close at hand makes 
  that hunger all the more during the day. All the objects on this list are 
  intended to be available to the general populace. They should almost all 
  cost a copper piece or thereabouts. Foods generally are cooked in big pots 
  on site.
  1. Boiled beef and cabbage
  2. A crow seller
  3. Pickled cabbages and meat pie
  4. Fish and fry
  5. An armour polisher
  6. Toffee apples
  7. Hot chestnuts
  8. A faith healer
  9. Rice balls
  10. A young lad selling saddle soap
  11. A hawker selling goat meat
  12. A man selling lucky horseshoes
  13. A kettle seller
  14. A man selling large wooden badgers
  15. A woman selling lucky rabbit’s feet
  16. Dried apples
  17. A charcoal seller
  18. Pork pies
  19. A basket weaver
  20. Apple fritters
  21. A beautiful woman selling perfumed oils
  22. Eel pies
  23. A foreign sock seller
  24. Plum pudding
  25. A rope splicer
  26. Spiced ale
  27. A very fat man sells pickled lemons
  28. A betel nut seller has his wares on a carpet at his feet
  29. Fresh turnips
  30. A goodwife selling feather pillows and quilts 
  31. A bucket maker
  32. A fortune teller and her tarot cards
  33. A fishwife sells fish from a basket
  34. A dwarf sells ropes of onions
  35. Jellied eels
  36. A young woman sells hot codlings (baked apples)
  37. Mulled small beer
  38. A fishmonger
  39. An old woman sells elderberry hair dye
  40. Two children sell cotton bootlaces
  41. A woman with a cow sells fresh milk
  42. A young chimney sweep looking for work
  43. A dwarf sells coal from a barrow
  44. A tikka seller, his colourful wares spread out in jars before him
  45. Charcoal cooked corn
  46. Candied Fruit
  47. A man cooks noodles in a giant wok
  48. A trio of goodwives take in laundry
  49. Fried chaap (potato) with onions and beet slices
  50. An old woman sells garlic
  51. A line of seamstresses repair clothing
  52. Baskets of wool are sold by goodwives
  53. Wurst sausage and sauerkraut
  54. Garlic snails
  55. A gnomish chandler (wax, soap and candle goods)
  56. Spiced scrumpy
  57. A young girl selling mint, parsley and other herbs
  58. A failed apothecary
  59. A snuff seller
  60. A barber
  61. Cockles and mussels
  62. A salt seller
  63. Incense trader
  64. Goosefat seller
  65. Horse meat for sale
  66. Clay pipes
  67. Tool repairs
  68. Hare soup
  69. Quill seller
  70. Hot cross buns
  71. Corkscrew maker
  72. Neatsfoot oil
  73. A knife sharpener
  74. A man selling puppies
  75. A cobbler repairs shoes
  76. Cold mutton
  77. Spice cakes
  78. Lark pie
  79. Wreaths and garlands
  
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  The Blight: Richard Pett's Crooked City
  80. A thimble seller
  81. A man sells calvados
  82. Hot crabs
  83. A man selling his pig
  84. Tallow candles
  85. A silk seller
  86. Shinbone dice
  87. Fresh vegetables
  88. Rollmop herrings
  89. Salted fish
  90. The muffin man
  91. Tripe and onions
  92. A tea merchant fallen on hard times
  93. A trio of very old women sell pickled oysters 
  94. Dodo stew
  95. Pork sausages and onions
  96. Lavender seller
  97. A canary seller
  98. A woodcutter selling logs
  99. A bootblack
  100. Lard seller
  20 Blight Locals
  These NPCs have a little more flesh on their bones so to speak. They are 
  given better descriptions, some character traits, and motivations to enable 
  you to use them in your adventures on short notice. When using NPCs, try 
  to give them a little backstory and motivation to explain the reasons for 
  their actions. A small effort can create memorable friends and villains from 
  the most unlikely sources. The author recalls in particular Petal the pit-bull, 
  pet of one PC, who had a pathological hatred of one of the other PCs. This 
  caused all kinds of issues as the PCs were pirates on the same ship. 
  1. Jack Slack: The Street Spiv 
  Jack Slack (CN male human rogue [heisterUI] 6/fighter 1) wears a 
  black longcoat and has high leather boots of good quality. He has tinted 
  spectacles and an overly long nose. His walk is hurried and furtive, and 
  he speaks in the same way with a slight nasal quality to his voice from a 
  frequently broken nose. Jack prides himself that he can get hold of anything 
  given enough time. He once arranged for the purchase of a singular set of 
  ashes — those of a sphinx — for a rich client of necromantic abilities and 
  questionable motives. Given 1d6 days, Jack can usually arrange for the 
  delivery (often from a theft) of items up to a value of 1,250 gp. For this 
  service, he charges a 20% commission. 
  You could use Jack as a way to get PCs rare and unusual components, as 
  a link to adventures, or as a fence for more dubious items they wish to sell.
  UI See Pathfinder Roleplaying Game Ultimate Intrigue
  2. Habb: The Street Crier 
  The dwarf Habb (LN male street dwarfBG expert 3/bard 1) carries an 
  enormous megaphone with him at all times. He is dressed in the livery 
  of a city official, and his hair and beard are neatly trimmed and oiled. 
  Sadly, his voice is irritatingly high, but the city officials think it is — on 
  the face of things — distinctive enough to draw the requisite attention 
  from the crowds (and secretly they find its grating effects on all who hear 
  as highly amusing). Habb has a morose disposition and seems genuinely 
  gladdened by bad news. He is a good source of local gossip, and all 
  Diplomacy checks to gather information from him are made with him at 
  +2 circumstance bonus, though he requires a small consideration of 5 gp 
  for this information.
  Habb makes a great way to introduce PCs to an adventure, or he could 
  be a secondary source of useful information if a trail in another adventure 
  goes cold.
  BG See LL8: Bard’s Gate by Frog God Games
  3. Lucy: The Lavender Lady 
  Growing old but still beautiful, Lucy (NE female old human natural 
  wererat aristocrat 4/rogue 3)
  carries her baskets of lavender into the inns and shops and businesses 
  of the city. She takes great pride in her appearance and always wears 
  expensive perfume made from her wares. She’s also one of a great many 
  wererats in the city who were cast out by their families. She has the air 
  of a down-at-the-heels noble, which is essentially what she is. Her line 
  of illicit work is as a confidence (wo)man; she reels in victims and then 
  ruins them, or ruins them and then kills them, or just kills them and eats 
  them. Lucy keeps her wererat ancestry secret and works covertly for the 
  Anarchists within the city.
  A great wolf-in-sheep’s-clothing, Lucy could be a deadly enemy, a 
  sinister friend, or a surprising accomplice.
  4. Tupper: The Honest Cabbie 
  Tupper (N male gnome expert 1) is a scruffy cabbie who drives a small 
  open-topped carriage about town, dragged by a horse one step from the 
  knackers-yard. He wears a top hat and once-fine clothes. He never shuts up 
  from morning to night and beyond, and has an opinion about everything 
  and everyone in the city. Tupper is truly a coward and is being used by 
  various groups as a spy. He’s easily bullied and soon complies with any 
  reasonable suggestion, providing it doesn’t cause him pain.
  Tupper could be a useful (though unreliable) informant or spy for the 
  PCs, or perhaps someone who is spying on them (who could likely be 
  turned with suitable incentive).
  5. Unnamed: The Invisible Tramp 
  Something wheezes beneath a tramp’s clothes as it leans upon a heavy 
  staff. It has a mangy terrierTOBH at its side and a begging bowl in its hand. 
  This is Unnamed (N female mongrelmanTOHC beggarBG 3), a beggar of the 
  Invisibles caste. If unmasked, she is revealed to have a scaled, lizard-like 
  head with a tuft of fur on the right side and tusks on the right side of her 
  mouth. She says nothing, for fear her garbled voice would give her away, 
  and she has no wish to be back in the freakshows from which she so 
  recently escaped. She has no name, but she knows the shows and pleasure 
  piers of the city from bitter personal experience. Her dog is well trained 
  and exceedingly loyal to her.
  The unnamed tramp mongrelman is a good friend to be eyes and ears 
  among the lower castes or perhaps as an insight into the worst side of the 
  city as she is set upon by a band of young roughs for no reason other than 
  her race.
  
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  Gm Guide
  BG See LL8: Bard’s Gate by Frog God Games
  TOHC See The Tome of Horrors Complete by Frog God Games
  TOBH See The Tome of Blighted Horrors by Frog God Games
  6. Hassibelius Joppi Shortstone IV: The 
  Would-Be Merchant 
  Joppi Shortstone (CG male gnome expert 8; Cha 6, Knowledge 
  [local] +15) is ugly, but you cannot truly hold that against him. He wears 
  ridiculously flamboyant attire, which is probably easier to hold against 
  him, especially the hat, which is nearly 4 feet tall and has all the colours 
  of the rainbow in an eye-searing pattern. Trade and commerce, commerce 
  and trade, one day Joppi knows he’ll be rich — one day. He has a different 
  trade each week; this week it’s tortoises — the buying, selling and cooking 
  thereof. Next week it could be scarves or mittens, or maritime insurance, 
  and so on. One of life’s eternal optimists, Joppi is annoyingly cheerful but 
  has great contacts in trade. He also has an unrivalled knowledge of the 
  local markets, and one day he’ll cotton to the fact that guiding is much 
  more profitable than selling. Until then, he’ll undoubtedly be a fixture in 
  the various markets and souks of the city.
  With such a fantastic knowledge of the city, Joppi would be useful as a guide, 
  leading the PCs to places they never knew existed below or above them.
  7. Maid Muggwood: The Insane Elf 
  The Maid Muggwood (CN female high elf fighter 4; Wis 2) is a sad 
  case. This elven lady has gone to seed. She looks as though she’s slept 
  rough forever, and her hefty blanket is wrapped about her shoulders, 
  covering her painfully thin clothing and body. Maid Muggwood has 
  seen something that unhinged her; she talks in strange rhymes, and sobs 
  uncontrollably at the sight of a bird eating a worm or a PC staring at her. 
  She has lucid moments, and occasional bouts of incredible violence. She 
  is often taken for an easy victim, something many an attacker soon regrets.
  What has she seen that has unhinged her so? Maid Muggwood could be 
  one of many elves who lose their way in the city that have been exposed to 
  something terrible or is stalked by something impossible. Has she been affected 
  by Between and may happen to know a way to reach that strange land?
  8. Bok: The Bouncer 
  Bok (N male half-orc brawlerACG 7; Perform [string instruments] +12) 
  is one of the most massive half-orcs the PCs have ever set eyes on. He 
  favours his human side, and it’s only his claw-like nails that give him 
  away — that and his eyebrows which meet on his prominent forehead. He 
  seemingly has more tattoos than skin. Bok has little to say, but when he 
  does say something, it’s best to listen. Bok is surprisingly gentle, unless 
  pushed, in which case he’s downright sadistic. He’s been in too many 
  fights, however, to enjoy them, and just gets on with his job, acting as a 
  bouncer or security guard at various city events. Bok prefers to talk music 
  these days, and is a first-rate mandolin player.
  Bok could make a useful friend, assuming PCs don’t judge him by his 
  cover as everyone else does. Once he is befriended, he is unlikely to give 
  up on the friendship. 
  ACG See Pathfinder Roleplaying Game Advanced Class Guide
  9. Rodwell: Officer of the Watch and Smuggler 
  Constable Rodwell (NE doppelganger rogue 5) has one of those 
  forgettable faces, ordinary in every way. Even his voice is so ordinary that 
  it’s boring to listen to, and he has so little to say. 
  Rodwell, however, is a consummate villain, operating as he does within 
  the law as a low-ranking city constable as well as a smuggler. He has contacts 
  along both banks of the river and countless henchmen. The doppelganger is 
  obsessive, however, and once he makes an enemy, he never forgets.
  To the GM, Rodwell is one of those recurring villains that could be 
  encountered many times in many different forms, always lurks just out 
  of sight, never risking open assault but stirring up enemies seemingly 
  from nowhere. You could use him as an unusual addition to a campaign 
  where, having thwarted one of Rodwell’s smuggling operations in their 
  first adventure, the PCs spend the rest of the campaign being occasionally 
  harassed by the obsessive doppelganger. 
  10. Tammin the Shopkeep
  Tammin (NE female gnome expert 2) is very petite and quiet. She 
  dresses plainly and tries not to attract attention. Her shop sells all manner 
  of interesting bric-a-brac, and occasionally something rare or of great 
  value appears inexplicable among her wares. Tammin doesn’t seem to 
  know the value of her goods, and her slight frame and easy nature make 
  her a prime target for villains.
  Tammin has something in her cellar, something that needs feeding 
  regularly. She acts the innocent feeble woman, but in truth, she is nothing 
  of the sort. She uses her innocent nature to lure lone visitors into her cellar 
  to “see something new that’s just come in.” Down in the cellar is her lover, 
  a drider named Sakkarriss. He makes sure to clean up any scraps left over 
  from the victim.
  You could use Tammin as an adventure seed. Perhaps the PCs learn that 
  several people have gone missing near her shop and the finger of guilt 
  points at her. Maybe Sakkarriss grows hungrier; his corpulent frame needs 
  endlessly feeding, and his hunger could become unbearable from the 
  infrequent scraps he’s fed. Tammin cannot bring enough food to him, and 
  he starts to stalk the city at night to look for prey — likely inadvertently 
  leaving a trail of clues back to his abode beneath the shop.  
  11. Vros Harbstorl: The Gablemaester 
  Vros Harbstorl (NG male human rogue [acrobatAPG] 9/ranger [urban 
  rangerAPG] 2) has a scythe on his back and dresses in a heavy waxed coat. 
  Under this coat are an array of magic knives and daggers. Vros is grim, a 
  man of few words — unfriendly, some would say — but he has a heart of 
  gold, just no words to match. Few professions are more dangerous than 
  gablemaester, the people that take to the gables above the city to keep 
  them free from gable spiders and worse. 
  Vros could lead the PCs into many adventures, as a guide across rooftop 
  paths and ropeways, a henchman to help root out evil, or as a hunter of 
  the scrimshaw gargoyles and beasts that haunt the upper spires of the city.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  12. Saluk: The Foreigner 
  She dresses strangely, with veils and silks and furs, gold drips from her 
  fingers and bells ring from her toes. Hidden beneath her veil, Saluk (CN 
  female human [Ashurian] conjurer 4) has no lower jaw, and she has come 
  to the city to try to find a magical cure for this hideous injury obtained 
  during a fight with a demon she accidentally summoned. Saluk cannot talk 
  but is a master at pantomime, and uses her foreign looks to her advantage 
  in communication. Some of the more bigoted locals often hurl abuse at her 
  out of either anger or fear.
  Perhaps Saluk hires the PCs to help her, or maybe the demon that 
  injured her torments her still.  
  13. Honest Jobe:  
  The Sprawlmason in the Know
  Honest Jobe (LE male hill dwarf rogue 4/expert 5; Lore [Underneath]* 
  +14) is lithe and muscular, his head clean-shaven. This SprawlMason* 
  dwarf squints in the sunlight and spits far too frequently. He has a hoarse 
  voice (caused by shouting up endless scaffolding), and loves money 
  more than anything. He whistles all day, and has a pet parrot he refers 
  to as Mother. Jobe knows the city well, and has an excellent working 
  knowledge of both the below and aboveground portions. His knowledge 
  of Underneath, however, is truly superior, and he’s been hired on many 
  occasions to draw maps for adventurers. However, he charges a premium: 
  his Lore check result x 5 gp.
  Jobe could be used to bring the PCs into an adventure below ground. 
  Perhaps someone has been taken by ghouls, and the PCs are hired to go 
  into the Underneath immediately and need to get information fast.
  * See Part 3: The Blight Player’s Handbook
  
  146
  The Blight: Richard Pett's Crooked City
  14. Mother Witchram: The Landlady 
  Bedridden Mother Witchram (CE old female human alchymic-
  undying* expert 4) is a tyrant who runs her lodgings with an iron fist. She 
  is vast and hasn’t left her bed in 17 years, preferring to feast on sweetmeats 
  and cakes and just-cooked meat. Her tongue is the foulest in this area of 
  the city, and her temper is legendary. Her screaming insults can often be 
  heard from several streets away. There seems to be no end to the number 
  of brutish sons she has at her disposal nor the various cousins and family 
  at their call. Crossing Witchram is dangerous indeed.
  Perhaps the PCs rent rooms or a building from her and accidentally earn 
  her ire with her confusing and endlessly increasing prices, or maybe they 
  kill one of her tenants or damage her property in an unrelated fight. She 
  can become a good foil for the PCs, who may be deterred from physically 
  attacking her due to her disabilities or the threat of endless sons and 
  friends in high places.
  * See Part 6: The Blight Bestiary
  15. Slender Somwell: The Tragic Innkeeper 
  He looks dead does Caspice Somwell, or Slender (N male halfling 
  barbarian 4; Int 3) to any friends he still has. His eyes are hollow and 
  rheumy, his mouth slack. He stares … simply stares. Somwell ventured 
  into Between 7 years ago to find a friend’s daughter who had vanished and 
  came back changed. His wife, Patty Somwell (NG female Halfling expert 
  2), who loves him dearly, runs the tavern they own, The Distressed Lamb, 
  and helps him as much as she can. Feebleminded by the experience, 
  Somwell is beyond mortal cures. Occasionally, however, he fixates upon 
  customers, sitting with them and attempting to play cards (which he 
  frankly can’t manage).
  Use Somwell as a warning of the dangers of Between and as an unusual 
  and slightly sinister NPC presence.
  16. Capid Munsange:  
  The Treacherous Street Juggler 
  Dressed in peculiarly bright clothing, this jester-juggler is seen at many 
  street corners. He says little but smiles often. Capid Munsange (CE male 
  gallu-demonTOHC) is actually a disguised gallu-demon employed by a balor 
  demon as a spy within the city. Covertly, he passes his information (often the 
  locations of targets) to a small cult called the Brotherhood of the Impossible 
  Angel, a group of demon-worshipping kidnappers and extortionists.
  For GMs, the sadistic gallu-demon could be used either as the focus 
  for a whole adventure or an agent as part of a wider plot. He particularly 
  enjoys using an alluring shape to trick a witless pervert into the clutches of 
  him and his sisters who dwell in a twisted abyssal corner of Between that 
  hangs on the edges of the city itself.
  TOHC See The Tome of Horrors Complete by Frog God Games
  17. Fenis: The Corner-Doxy with a Secret 
  What a beauty! With cascading blonde curls and a voluptuous figure, 
  Fenis (NE female human afflicted wererat ranger [dandyUI] 6; Cha 19) 
  smiles knowingly as she walks the streets. Her voice may be coarse, but 
  she says pretty things, and her attire is revealing and pleasing to look 
  upon. She knows she’s beautiful and uses it to her advantage. As an agent 
  of the Family, Fenis is a corner-doxy of the highest calibre, a honey trap 
  that has caught hundreds of willing victims over the years. She’s married 
  to the Family, but her appallingly huge husband Tam (CN male human 
  ogrekinB2 afflicted wererat barbarian 5) is never far away.
  Fenis gives you several options for adventure. If the PC’s work with the 
  Family, she makes a useful and colourful ally; as an enemy, she makes a 
  beautiful and dangerous foe.
  B2 See Pathfinder Roleplaying Game Bestiary 2
  UI See Pathfinder Roleplaying Game Ultimate Intrigue
  18. Ollman: The Jaded Fisherman 
  Looking older than the sea, Ollman (LG male briny* ranger 4/expert 
  5; Knowledge [geography] +15) hauls at his nets, his hands calloused 
  to leather. His face is unmistakably and disturbingly fish-like, his wide 
  eyes seemingly lidless. Ollman has plenty to say; he’s a source of the 
  best fishermen’s tales and stories of beasts on the high seas. Ollman is a 
  good man, although half-skum have a hard time in many parts of the city 
  and tend to keep to their own. He’s an expert on the seas hereabouts, and 
  knows what lies above and below the seas within a month’s journey from 
  the city.
  Ollman could serve a potential ferryman or as an expert on the river. He 
  is distrustful, however, and getting information out of him won’t be easy. 
  He lives and eats and drinks in the briny taverns and markets by the Lyme, 
  places where being anything other than half-skum can make life difficult.
  * See Part 3, New Races
  19. Rudd Ruddwell: The Master Smith 
  The sweat glistens on Rudd Ruddwell’s (CG female hill dwarf fighter 
  4; Str 10, Craft [weaponsmith] +11) brow and drips down her goatee. She 
  wears very little beyond sturdy shoes and a leather smith’s apron, and her 
  cinder-scarred musculature is absolutely frightening. Rudd is a colourful 
  character: she swears, she spits, she belches. When she drinks, she doesn’t 
  stop until she falls over. Full of tall tales, most of which are embellished, 
  Rudd remembers when adventuring was proper adventuring, when 
  owlbears were 20 feet tall, and girallons hunted in packs of 40 minimum.
  Rudd could make a useful ally, as a henchman or as a masterwork 
  weaponsmith. She may drink in the same tavern as the PCs, where her 
  loud jokes and belches bring her to everyone’s attention.
  20. Number Six:  
  The Dead Messenger
  No matter how much padding the hefty coat has, it’s still obviously a 
  skeleton underneath. Number Six (N female human skeleton) obviously 
  has nothing to say and merely acts as a delivery messenger, operating 
  between two points in the city. Her owner, the Merchant Gernwell (LE 
  male human aristocrat 3), uses animated skeletons, as many aristocrats 
  do, to fetch and carry and deliver. Some strangers find this use of the 
  undead abhorrent and destroy them — something that carries a fine for 
  destruction of property in Castorhage. In general, sensitive owners send 
  out their undead servitors by night or heavily disguised.
  Are the PCs approached by a skeleton bearing a message to begin an 
  adventure? Do skeletons operate in other more mundane jobs or does the 
  destruction of one undead cause problems for the PCs? All are ways that 
  Number Six can figure into a Blight campaign.
  
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  Gm Guide
  Appendix B:  
  A Blight Lexicon
  Many terms and phrases are commonly used in the Blight that 
  may be less well known beyond its crowded streets. A sampling 
  of some of these terms is provided below that you can use to 
  sprinkle throughout your game to add a measure of local flavour 
  to the NPCs.
  Æ – abbreviation of ævum, meaning “Age at Time of Death” 
  (High Boros)
  Ancients, The — giant and monstrous creatures of prehistory 
  sometimes found in fossilised remains in the vicinity of 
  Castorhage; more proper term is “Leviathans”
  Astromancer — magical practitioner who combines astrology 
  with the physical laws of astronomy (common term outside of 
  Castorhage as well)
  Bibliomerchant — BookTown bookseller
  Blight, The — city of Castorhage, usually disparaging
  Blighter — resident of Castorhage, always disparaging 
  Boater — water-gypsy boatman, usually Viroeni or halfling
  Burke — to smother
  Canker, The — thick fogs that arise off the river and envelop 
  parts of the city that have a reputation for choking the life from 
  the sleeping, the weak and the helpless
  Coolie — a servant/labourer (usually indentured)
  Corner-Doxy — a street prostitute; a harlot (usually cheap)
  Costermonger — also hawker or screecher; a street vendor
  Deadbook, The — death, usually by murder or other violence; 
  to be “put in the Deadbook” is to be killed
  Esquire — common title of gentry, barristers, and the well-to-
  do; often shortened to Squire
  Fetch, The — secret undead inhabitants of the city serving the 
  vampire-god Beltane
  Fireman — a labourer employed to stoke the furnaces of 
  manufacturies or seagoing vessels with steam-driven paddle 
  wheels
  Flagonfist — a tavern server (common term outside of 
  Castorhage as well)
  Gablemaester — folk employed to patrols the rooftops of the 
  city and keep the worst of the vermin and riffraff under control
  Ghat — river temple composed of stone steps, of Jaata origin
  Gill – a quarter pint
  Gong — night soil wastes thrown into the gutter
  Gong Farmer — a night soil collector who pushes a cart along 
  the street each morning
  Great Dark — unexplored subterranean realms below the 
  Underneath
  Hege – adjectival demonym for something of Xi’en manufacture 
  or tradition, short for Xi’en Hegemony (usually used in 
  Castorhage for items of Gtsang origin as well)
  Insectum – addictive insect-based drugs used by many in 
  Castorhage
  Jack’s Candle – a rumoured part of the Canker thought to be 
  intelligent and responsible for burking many of its victims
  Knackers-Yard — also knackery; a slaughterhouse for horses 
  and other animals that have been retired due to age or infirmity 
  and are intended for rendering rather than consumption
  Knight of the City (K.C.) — a minor and relatively obscure 
  noble title occasionally bestowed by the Queen or Crown 
  Justices
  Legalese – also turnees; the minor legal clerks employed by the 
  courts and barristers for the endless paperwork and procedure of 
  the Courts and particularly BookTown
  Little Sis – also sis; a gold shekel (1 gp)
  Lowfolk — primary commoner caste of the city
  Lych Field — cemetery
  Made, The — commonly encountered forms of lesser undead 
  and constructs cheaply made and used for mindless labour
  Milliner — a maker of women’s boots
  Mortimata – also mortomata; simple automata made of flesh 
  and bone and muscle preserved and animated by alchemy and/or 
  necromancy
  Navvy — a labourer employed in construction of a road or canal
  Old Ones — semi-mythical ancient peoples thought responsible 
  for leaving stone circles and cave paintings behind, often 
  conflated with Ancient Ones/Andøvan culture
  Physiker — a physician, a doctor; a professor employed as a 
  private tutor (common term outside of Castorhage as well)
  Pil – a silver pilaster (1 sp)
  Prahu-Punter — also punter; narrowboat pilots of the Lyme 
  and the Sinks hired to ferry passengers and renowned for their 
  singing ability
  Punkahwallah — a servant employed to manually operate a 
  punkah ceiling fan; a practice originally imported from Far Jaati
  Punter — also prahu-punter (see above); a patron of prostitutes 
  (derogatory)
  Queen’s Men — officers of the City Watch
  Sadhu — a holy man, likely of Jaata origin
  Savant — high-ranking university professor position
  Steeplejack — a worker specialised in constructing or repairing 
  steeples and other precarious roof features
  Tanner – a copper common (1 cp)
  Triad – a Xi’en criminal organization or thieves’ guild
  Tongawallah – driver of rickshaws and handcarts
  Tout – a street seller who pesters and cajoles passers-by
  UnderMaester — local ward political position appointed by 
  parish watch commanders
  Urger — a person who sells horseracing tips on the street
  Waggoner — a book of nautical charts and notes
  Wynds — winding, often steep alleys of the city
  Yīshī — honorary Xaon title for the mistress of an apothecary
  
  148
  The Blight: Richard Pett's Crooked City
  Appendix C:  
  Sample Encounters  
  in the Blight
  The types of encounters that can occur in a city such as Castorhage 
  — sitting as it does on the edge of Between — are virtually limitless. 
  However, some are more unique to the city than others. Below are 
  provided a bare-bones sampling of some of the types of encounters to be 
  had in the Blight so they can be lifted whole cloth or simply to serve as the 
  basis for other encounters of your own devising.
  Note: The sample encounters include those that appear in the Blight 
  Maladies Card Deck as 13 Unwanted Attentions and Deviancies. We 
  included them here for those who did not purchase that supplement, but 
  also because we had more than 13 such encounters that we wanted to 
  provide for GMs to use in bringing their Blight campaigns to life.
  Magic Fingers
  Lucinda Farenthol, an attractive masseuse with nimble fingers, strong 
  hands, and an aura of sensuality, offers invigorating massages for weary 
  travellers and uptight adventurers. She insinuates that she can offer more 
  than her healing hands and attentive ear for the right price. If someone 
  takes her up on offer, Lucinda leads that person to her private quarters 
  for an intimate session. She barters almost anything, most notably 
  information from previous clients. When she gains her mark’s trust, she 
  drops all pretenses and assumes her true form as a green hag, using her 
  magical touch to sap her quarry’s strength.
  The Ripper
  A blood-curdling scream from an adjacent alleyway momentarily drowns 
  out the cacophony of voices in the claustrophobic streets. A quick peek 
  into the dank alley confirms the worst suspicions. Torrents of blood pour 
  from a young woman’s throat torn asunder. A gentleman with a black wool 
  overcoat, ebony cane, black shoes, and vicious, unnatural claws stained 
  wetly crimson hurriedly races from the scene and then inexplicably 
  vanishes into thin air. Dissatisfied by the unwelcome intrusion, the serial 
  killer bogeyman (Pathfinder Roleplaying Game Bestiary 3) stalking 
  Castorhage’s streets resumes his search for another victim.
  The Wailing Willow
  An unnatural weeping willow tree growing in this dungy cul-
  de-sac takes its name to extremes. It bleeds whenever somebody cuts a 
  branch or twig. Even more disconcerting, it wails in agony, sobbing for 
  hours after the damage. Children goad one another to cut branches from 
  the tree to prove their bravery. Recently, Erza Manni (N female young 
  half-elf druid 2) has taken it upon herself to defend the tree and has made 
  her home under the tree’s drooping branches. Erza has quickly assumed 
  the role of a stern, militant guardian. She currently holds a younger boy 
  (N male young human commoner 1) prisoner, claiming he has committed 
  crimes against Nature. Erza plans to hang him at dawn.
  Market Mayhem
  The market bustles with activity as vendors look to sell all manner 
  of items — clothing, baskets, fruit of questionable quality, and more — 
  and shoppers look for the best deals. A clamour of voices, each person 
  shouting over the next, makes normal conversation all but impossible. In 
  one of those bizarre moments where everybody seems to stop speaking 
  at once, a pain-filled scream rises. A crudely made iron sword protrudes 
  outward from the side of a large covered basket and pierces the thigh of 
  a burly man next to it. Almost immediately, 28 goblins erupt seemingly 
  from everywhere, grabbing merchandise, stabbing vendors and customers 
  alike, and smashing anything they can’t carry with them.
  We Three Things
  The party notices a group of three men dressed in soot-stained 
  overcoats, each bearing two dark valises. Hideous, Murk, and Snurg 
  (CE male human rogue 4) are small-time thugs and couriers for some of 
  Castorhage’s seedier groups. The brutes could not appear more different: 
  Hideous is tall and lean with sallow eyes and a vapid expression; Murk is 
  of medium height and build but appears almost insubstantial; and Snurg is 
  short and squat, nearly as wide as he is tall, with a vicious look about him. 
  What the men carry in their satchels is up to the GM; it can be anything 
  from sensitive stolen trade agreements to body parts heading for disposal 
  or delivery as warnings.
   
  Jack’s Candle
  A fog bank of the Canker roils down the street. Wispy tendrils seem to 
  snatch and grab at buildings as it moves quickly down the lane at a speed 
  of 40 feet. Anyone enveloped by the cloud finds all sound muffled as if 
  under a silence spell. In addition, the fog gives concealment to anything 
  within 5 feet and total concealment beyond 5 feet. Shapes seem to move 
  within the fog and reveal themselves to be 1d3 hungry fogs (Pathfinder 
  Roleplaying Game Bestiary 3). These hungry fogs never leave the greater 
  cloudbank but attack anything that comes within its vaporous confines. 
  The cloud passes on after 1d6 rounds, taking the hungry fogs with it.
   
  The Cat
  A mangy tabby sits in the middle of the alleyway ahead. It does not 
  appear afraid or intimidated in any way by the party. If the cat is treated 
  kindly, it meanders its way through the entire party, rubbing against legs 
  and walking between feet and generally making a nuisance of itself. This 
  creature is actually a Between-cat (The Tome of Blighted Horrors). Any 
  PCs treating it well or feeding it gains a +2 luck bonus to one roll, usable 
  within the next 24 hours (the choice to use it must be made before the 
  roll). Should any PC mistreat or attempt to frighten the cat away, it hisses 
  loudly, turns its head and walks around a corner, completely vanishing if 
  
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  searched for. Any such PC who frightens or attacks the can suffers a –1 
  penalty to all Charisma-related checks for 24 hours.
  Child’s Play
  In an adjacent alley, a child’s cries can be heard along with the shuffling 
  of feet and rustling of trash. If investigated, the party discovers a man 
  dressed in dirty clothes who smells like rancid wine trying to strangle 
  a small child. Assuming they intervene, they are in for a nasty surprise. 
  The man is a vagrant who has been dominated by the vampire (CE male 
  young human vampire commoner 1) into his current actions. While the 
  PCs deal with the vagrant (N male human commoner 2), the vampire 
  tries to dominate the strongest-looking character, turning to gaseous form 
  once its ruse is discovered. It orders any dominated PC to attack the rest 
  of the group. 
   
  Down the Rabbit Hole
  A large white rabbit appears from under a hedge and scampers off 
  into an open manhole in the street. The hole drops 10 feet down into the 
  sewers. The rabbit seems to have disappeared, but a black top hat sits on 
  the walkway adjacent to the sewer flow channel. Inside the hat are a wand 
  (non-magical), a carefully folded, 20-foot-long chain of knotted coloured 
  scarves, a deck of trick cards that always reveal an ace of spades, and 3 
  magic carrots. The carrots each summon a large white rabbit (use dire rat 
  stats but without disease) for 10 rounds if broken in half and placed in the 
  hat (as a summon nature’s ally I, CL 10). 
    
  Cold Case
  A heavy rainstorm has eroded the soil from the weed-choked yard of a 
  small house. In the yard is a small, overgrown vegetable garden. Within the 
  garden, an exposed skeletal human hand pokes through where the soil has 
  washed away. Examination reveals a full, buried skeleton dressed in the 
  rotting remains of a once-fine dress. The skeleton still wears a small silver 
  ring (2 gp) and a set of garnet earrings are caught in the folds of its collar 
  (200 gp). A despicable nobleman buried this woman here after murdering 
  her more than a year ago. The house owner is entirely innocent of any crime 
  but may have witnessed something. Specifics are left to the GM.
   
  Drunken Sailor
  In a dockside tavern, a drunken mariner challenges the largest PC to a 
  fight for some imagined slight. Urthgar (CN male human [Heldring] fighter 
  [level equal to the PC’s level]; Str 16, Con 16) wears leather armour and 
  is armed with a dagger and a masterwork club. He offers the option of 
  fighting with fists or (nonmagical) clubs. If he is refused, he attacks with his 
  club anyway. Urthgar has the sickened condition due to his intoxication. If 
  Urthgar is defeated but survives, he offers to serve as a henchman to the PC 
  for 1 month. If victorious, he passes out shortly thereafter.
  Riddle Me This
  A large sedan chair comes to a stop next to the party, and the curtain 
  is pulled back by one of its 8 burly chairmen (LN male human warrior 
  3; Str 18) to reveal a sphinx reclining inside. The sphinx informs that 
  party that a sidereal oracle has determined that they must pass a test 
  of wisdom. She asks them, “What makes the crooked right?” If they 
  answer “90 degrees,” she commends them and provides them with some 
  valuable clue to an adventure or a monetary reward of 1,000 gp. If they 
  fail to answer correctly, she orders her guards to attack and beat them into 
  unconsciousness for their lack of perspicaciousness.
  Seafood Special
  A weathered old man wearing the waxed overcoat of a fisherman 
  lurches unsteadily down the street singing a sea chanty between swigs 
  from a bottle. Upon sighting the PCs, he stops and proclaims that they 
  have the smell of the sea about them before transforming into a wereshark 
  (Pathfinder Roleplaying Game Bestiary 4) and attacking. If he is killed, 
  inside his coat can be found the jawbones of 7 fishermen he has killed 
  and collected trophies from. Among these are a total of 15 teeth with gold 
  crowns worth 5 gp each.
  A Tangled Weave
  An alleyway between two sagging tenements has been completely 
  curtained off like a grand stage. A barker (NE male halfling rogue 2) 
  stands outside and calls for passers-by to step right up and see the Beautiful 
  Esmel perform her exotic dances for only the discriminating eye for the 
  low, low admission price of only 2 sp. The barker takes the admission and 
  allows entrants (no more than two at a time) to step behind the curtain to 
  see the spectacle and tells them to exit out the back when they’re done. 
  Behind the curtain, the alleyway is filled with the web constructs of 2 
  Large gable spiders (The Tome of Blighted Horrors) and an ettercap 
  who is in league with the barker. They attempt to quickly silence and 
  subdue spectators before the next are allowed in.
  Pub Crawlers
  A barroom brawl spills out into an alley and knocks over a large stack 
  of barrels. As the barrels tumble into the street, night-slugs spring out of 
  them and scatter in all directions looking for cover with 4 night-slugs (N 
  male night-slug* rogue 3) armed with clubs and rusty daggers charging 
  straight for the party. The PCs happen to be standing directly in front of a 
  sewer grate that the creatures are heading for, and they are willing to fight 
  their way through in their desperation to escape. If the PCs think to step 
  out of the way, the night-slugs charge harmlessly past and disappear into 
  the sewer. Otherwise, they fight viciously in their attempt to escape.
  * Night-slugs can be found in The Tome of Blighted Horrors.
  Hellish Hack
  A coarse cab being drawn by a hyme (The Tome of Blighted Horrors) 
  pulls up next to the party. The driver, a tormenter devil (The Tome of 
  
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  The Blight: Richard Pett's Crooked City
  Horrors Complete), offers the PCs a ride to anywhere they 
  want — at a steep discount. Of course, anyone foolish 
  enough to get into the cab is soon beset by the devil and 
  the pack of 6 hell hounds that lurk in hiding nearby. If 
  the devil is defeated but the hyme survives, the PCs can 
  take possession of the foul-tempered beast and 
  its cab for their own use.
  On the Rooftops
  A gablemaester falls from above and 
  lands, dead, at the PCs’ feet. Looking up, 
  they catch a glimpse of the arachnoid forms 
  he was apparently fighting and can hear 
  screams of terror. A nearby scaffold provides 
  access to the rooftop 70 feet above where 
  the PCs find a drider and 2 ogre spiders 
  (Pathfinder Roleplaying Game Bestiary 
  3) that have captured a pair of gnome children 
  in their webs. The PCs have just enough time 
  to step in to save them from a horrible fate. 
  If searched, the gablemaester’s corpse has 
  a gablemaester’s kit (The Blight Player’s 
  Handbook) that the PCs can claim if they 
  like.
  Fire in the Hole
  As the last rays of the sun touch the city’s rooftops, a group of city 
  workers picks through the smouldering remains of a building that has 
  recently burned down. One of them causes a pile of rubble to shift and 
  exposes a formerly hidden subbasement. Pouring from the exposed cellar 
  are the Tunnel People who had set the fire from below the previous night. 
  These 7 morlocks attack for 3 rounds and try to drag as many people as 
  possible with them back into the uncovered tunnel.
  Lovers’ Lane
  A well-to-do couple sits together on an ornate iron bench overlooking 
  the river below as the moon reflects off its dark surface. However, even 
  a cursory inspection reveals that they are entirely unmoving — they 
  don’t even breathe. Examination reveals that they appear to have recently 
  drowned, though their clothes and hair are completely dry. A moon angel 
  (The Tome of Blighted Horrors) lurks at the edge of the river not far away 
  and recently killed this couple. It uses its hypnotic song to try to entrance 
  the PCs as well.
  Gentlemen’s Wager
  A Blight naga (The Tome of Blighted Horrors) and a rakshasa 
  have a bet over which PC will die first. They begin alternately sending 
  summoned creatures against the PCs while they watch through scrying. 
  Use the summon monster tables to determine each attack, starting with 
  summon monster I and increasing by 1 level with each successive attack. 
  The attacks end if one of the PCs is killed or the PCs survive all the way 
  through a summon monster IX attack. Each summoned monster remains 
  for 18 rounds before disappearing.
  Gamecocks
  The PCs arrive at a tavern where cockfights are being held. They have 
  the opportunity to wager on these fights if they want. Eventually, someone 
  accidentally overturns a table lamp and starts a small fire. In the panicked 
  confusion that follows, the PCs find themselves facing 3 Blight cockerels 
  (The Tome of Blighted Horrors) still wearing their fighting spurs that 
  have escaped from their handlers. If the PCs kill the cockerels, they must 
  still contend with Mot Porkchop (CN male half-orc barbarian 5), the 
  owner of the establishment and the birds. He demands 200 gp for each 
  cockerel slain or injured and attacks with his 2 bouncers (CN male human 
  fighter 4) if his demands aren’t met.
  Dark Dealings
  Two dark stalkers (The Tome of Horrors Complete) approach the 
  party and try to hire them for 100 gp per person to destroy a pack 
  of floating balls of light that has recently invaded their Underneath 
  domicile and hurt their eyes with the constant radiance. Their 
  description sounds a great deal like will-o’-wisps, though 
  they don’t know what they’re called. In truth, a squad of 9 
  lantern archons has taken up residence in the dark stalkers’ 
  home and arrogantly comport themselves as if they own 
  the place. They don’t take kindly to intrusive PCs and 
  tell them to shove off in no uncertain terms. If 
  they PCs refuse to fight the archons, they 
  have to contend with the stalkers and 11 
  dark creepers (The Tome of Horrors 
  Complete) angry at their betrayal. The archons 
  will not assist the PCs.
  A Growing Blight
  As night falls, the PCs spot a drunk lying asleep 
  in a darkened alley. Barely visible beyond him is 
  a growing expanse of spreading blight (The Tome 
  of Blighted Horrors) that overtakes the insensate 
  wino at any moment. If the PCs attempt to save the 
  man or destroy the blight, they come under attack from 6 
  vegepygmies (The Tome of Horrors Complete) allied with the spreading 
  fungal growth. If saved, the drunk (N old male human aristocrat 4) proves 
  to be connected to one of the noble houses of the city and can provide the 
  PCs with valuable contacts and adventure hooks.
  Between Standoff
  The party comes upon a standoff between 5 constables (N male human 
  warrior 3) and 9 Between-cats (The Tome of Blighted Horrors). The 
  constables seem to be intent on rounding up the cats and placing them 
  in a number of small cages they have piled nearby, and the Between-cats 
  seem equally determined to avoid being captured. Both sides are intent 
  on standing their ground, and neither retreats. Unless the PCs depart 
  immediately, they can choose to side with one group or the other but will 
  be drawn into the combat that starts immediately. If the PCs linger but do 
  not join a side, each side attacks them, assuming that they are in league 
  with the other.
  Agent Provocateur
  A shopkeeper or some other local NPC the party knows approaches 
  and tells them that he just saw a monster transform into a man in a nearby 
  alley and start spying on the nearby market. He points out a nearby Xi’en 
  man who does look rather suspicious. If approached, the man proves to 
  be a Triad collector (CN male human [Xi’en] rogue 5) out collecting 
  protection money from local merchants and immediately attacks the 
  PCs, assuming they are from a rival gang. He is joined by 3 Triad thugs 
  (NE male tengu fighter 3) who join him from the nearby crowds. The 
  shopkeeper who sent the PCs is actually a doppelganger of the Veil who 
  wanted to send a warning to the local Triad.
  The Walrus and the Carpenter
  Behind a pile of lumber at a construction site near the river, the party 
  stumbles upon a Lyme walrus (The Tome of Blighted Horrors) devouring 
  the corpse of a construction worker he just killed. It immediately tries 
  to spin a tale to explain itself and uses its fascinating story ability. If 
  successful, it attempts to lead one or more PC into the river where it can 
  slay them at its leisure. If it is unable to subdue the PCs in this way, it 
  whistles and alerts the 3 cutpurses (CE male human rogue 5) it has been 
  working with. They arrive to help in 1d3 rounds.
  
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  Appendix D: New 
  Magic of the Blight
  Following are some of the more unusual magic items that are found in 
  the Blight.
  BETWEEN RING
  Aura faint evocation; CL 5th
  Slot ring; Price 36,000 gp; Weight —
   
  DESCRIPTION
  This plain, unadorned ring is typically made of iron or 
  some other common metal and bears signs of tarnish, rust, 
  or some flaw that cannot be polished away or repaired. It 
  also includes something of the tainted essence of Between 
  in its composition, giving it a slightly greasy feel to the touch. 
  When a Between ring is worn, the wearer must make a DC 
  16 Will save or be unable to voluntarily remove it. It never fits 
  well: sometimes it feels too loose (though it never falls off), 
  and sometimes it squeezes much too tightly, causing pain 
  and a discolouration in the finger. Each day there is a 1-in-20 
  chance that it tightens, causing 1 point of damage from the 
  constriction. If a Between ring ever constricts for 5 days in a 
  row without the wearer receiving any magical healing, the 
  finger it is worn on dies and becomes necrotic, eventually 
  falling off in 1d4+4 days. The loss of this finger deals 2d4 
  points of damage but is one way for a wearer who has 
  failed his Will save to remove the ring.
  A wearer of a Between ring gains a +2 luck bonus to 
  AC against any creature with the Between subtype or 
  Between Creature template. In addition, the wearer can 
  make an unarmed attack against such a creature with the 
  hand that is wearing the ring as if he had the Stunning Fist 
  feat and dealing lethal damage three times per day. This 
  does not provoke an attack of opportunity. If the wearer is 
  already able to deal lethal damage with unarmed attacks, 
  the ring gives an additional +2 luck bonus to the attack 
  and damage rolls. If the wearer already has the Stunning 
  Fist feat, the ring provides the Stunning Critical feat once 
  per day.
   
  CONSTRUCTION
  Requirements Forge Ring, divine favor, greater magic fang; 
  Cost 18,000 gp
  PLAGUE SCARAB
  Aura faint necromancy and conjuration; CL 9th
  Slot none; Price 4,500 gp; Weight —
   
  DESCRIPTION
  Used primarily to prevent information being tortured out of 
  them by a clandestine group calling themselves the Hidden 
  Knights of the Capitol, this small item appears much like a 
  typical insectum scarab. However, when swallowed (as 
  a move action), it lodges in the individual’s stomach and 
  remains in place. Thereafter, the swallower can activate 
  the scarab as a free action. Once activated, the plague 
  scarab behaves as a scarab of death and burrows to the 
  swallower’s heart, killing him in 1 round. However, in the 
  following round it then bursts through into the oesophagus 
  and unleashes a locust swarm (see Pathfinder Roleplaying 
  Game Bestiary 4) that pours forth from the victim’s mouth 
  and attacks anyone present.
  If a swallower chooses, he can discard the plague scarab 
  before it activates by regurgitating it as a full-round action. 
  Once a plague scarab has been activated, it is destroyed 
  and cannot be used again.
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, insect plague, slay 
  living; Cost 2,250 gp
  SPYING PANE
  Aura faint divination; CL 5th
  Slot none; Price 10,800 gp; Weight 40 lbs.
   
  This polished mithral mirror with an ornate copper frame 
  is 4 feet long and 2 feet wide. It can be hung or placed on 
  a surface and then activated or deactivated by speaking 
  a command word. The spying pane forms a link with any 
  mirror or framed art object such as a painting that it touches 
  while activated, up to a maximum of 20 such objects. Each 
  such link permits the user to look through the linked object’s 
  frame as though it was a window. Touching the object to 
  the spying pane a second time cancels the link, and if the 
  maximum number of links has been reached, linking a new 
  object to the speculum breaks the oldest existing link. A link 
  is also broken if the distance between the spying pane and 
  the object exceeds 600 feet. When activated, the surface 
  of the spying pane displays a grid of the currently linked 
  views; touching one of the views enlarges the window to its 
  actual size or the size of the mirror, whichever is the smallest. 
  Touching it again restores the grid. A spying pane can be 
  used for as long as 10 minutes a day, in increments of 1 
  minute. These increments do not need to be consecutive.
   
  Requirements Craft Wondrous Item, clairvoyance; Cost 5,400 gp
  VOICE MASK
  Aura faint transmutation; CL 1st
  Slot head; Price 1,800 gp; Weight —
   
  This apparently normal black facemask allows its wearer 
  to alter her voice as with a vocal alterationUM spell.
   
  Requirements Craft Wondrous Item, vocal alteration; Cost 
  900 gp
  UM See Pathfinder Roleplaying Game Ultimate Magic
  The Staff of Life (a.k.a. The Elixir)
  “More a curse than a blessing…”
  For some, life must go on no matter what the cost. The dabblings of 
  arcane physicians into the stuff of life was always going to be dangerous. 
  Elixir of life — “The Elixir” or “Staff of Life” as is it sometimes known 
  among the whispers of the Lowfolk — comes from feeding a particular 
  species of Between worm with flesh and blood of the mundane world — 
  living flesh and blood, and the healthier and fresher the blood used, the 
  better the quality of elixir. Worms are then either injected (in many cases) 
  or held in an artificially made womb known as the Cuckoo Womb into 
  which the subject is immersed. 
  The Cuckoo Womb is used in general to create new forms or hybrid 
  creatures from the parts of others harvested using a particularly unpleasant 
  ritual involving injecting the creature with elixir and farming off the parts 
  that are required. The parts are crudely sewn or affixed together in hopes 
  that the Cuckoo Womb and the elixir do the rest — although they often 
  do not. The minor works of many celebrated golem-stitchers slither or 
  drag themselves through the city as a result of this process, unable to 
  die without destruction. Theirs is a pitiful existence, and one that often 
  leads to diabolic revenge. Artisans of this trade — Golem-Stitchers and 
  Homuncule Wives and Cadaver-Surgeons — are usually drawn into 
  the profession through reading or through association; there is no level 
  requirement to carry out such work, only a steady hand and brutal soul.
  The true and purest elixir of life commands a high price, at least 20,000 
  gp per dose, and even this price comes with no guarantee of success. Of 
  
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  The Blight: Richard Pett's Crooked City
  course, where every genuine artefact is found, fakes soon follow, and 
  cheaper and less-stable versions of the elixir have flooded darker parts 
  of the market. That the undeath that follows is agonizing or that some 
  subjects are prone to appalling unmaking as the threads of the elixir 
  dissolve, taking their hosts with them, makes the elixir not merely a boon, 
  but a weapon in some eyes. Many see the forced injection of the elixir into 
  workers as being of incalculable benefit; true, the servant withers in terms 
  of their personality and vital spark and living relationships, but their skills 
  remain! What price for a manufactury of unliving workers who toil day 
  and night and never need rest yet have the intelligence and abilities that 
  typical examples of the animated dead do not. Some call this concept the 
  “New Utopia.” Many in the city claim that such manufacturies not only 
  exist already but are thriving, and it can only be a matter of time before 
  everyone in the city is aware of an unliving. Forced undeath is becoming 
  more common by the day, as are the poor wretches who drag their rotting 
  and failing carcasses into the dark places away from sight and seems 
  likely only to expand with the recent Corpse Act of 1770.
  The latest great visionaries of such rebirth extol the (so far) secret and 
  unseen experiments of the great surgeon-artists who, they claim, have 
  succeeded in forging new life from Between creatures and mortal flesh. 
  ELIXIR OF LIFE
  Aura faint necromancy; CL varies
  Slot none; Price varies; Weight —
   
  DESCRIPTION
  A living creature that does not have the outsider or ooze 
  type that is injected with elixir of life (an infusion process 
  that takes an hour and requires either a helpless or willing 
  recipient) must make an immediate Fortitude save based on 
  the quality of the elixir. Creatures that are immune to poison 
  or death magic are not affected by the elixir. If the save is 
  successful, the creature dies and rises again in 1d4 hours 
  as a “Reborn” with the alchymic undying template (see 
  Part 5: The Blight Bestiary). If the save is failed, the individual 
  immediately dies and rises in 1d10 minutes as an undead 
  creature with the alchymic unliving template (see Part 5: The 
  Blight Bestiary).
  If the elixir is applied to a creature of the appropriate 
  types (as described above) that has died within the last 
  24 hours but whose corpse is still relatively intact, the 
  creature still gets a Fortitude save as if it were still alive with 
  outcome of becoming either an alchymic undying or an 
  alchemic unliving creature, but the saving throw is made at 
  a cumulative –1 penalty for every 2 hours since it died (not 
  including the hour required for infusion).
  If used in conjunction with a Cuckoo Womb and pieces of 
  only partial cadavers in order to create a new-made form 
  of life (as adjudicated by the GM), the elixir likewise has 
  a quality-based saving throw to determine the stability of 
  this outcome. If this saving throw is successful, the resulting 
  creature is stable as a new type of living creature. If the save 
  is unsuccessful, the new-made creature is unsuccessful, is in 
  extensive pain, and dies in 1d4 days as its body literally falls 
  apart.
  Anything of medium-grade elixir or lower is unpredictable, 
  short lived, and prone to sudden violent unravelling. For 
  each year of life or unlife for low-grade elixir, each month for 
  pig-grade elixir, and each week for street-grade elixir, the 
  initial Fortitude save must be made again or the creature 
  rapidly (and often revoltingly) unmakes itself just as if a new-
  made creature had failed its initial saving throw. There are 
  some exceptional cases (again at the GM’s discretion), 
  where such an unmaking does not fully destroy the creature 
  but instead forces it to live in a pain-filled, half-life of 
  indeterminate length and horror.  
   
  CONSTRUCTION
  Requirements Craft Wondrous Item, poison, raise dead, 
  Between worms; Cost 10,000 gp (true elixir), 5,000 gp 
  (medium-grade elixir), 500 gp (low-grade elixir), 250 gp (pig-
  grade elixir), 50 gp (street-grade elixir)
   
   
   
   
   
   
   
   
  Elixir Quality
  Price (per dose)
  CL
  Reborn Creature Fort DC
  New-Made Creature Fort DC
  Cost (Per Dose)
  True Elixir
  20,000 gp
  9th
  10
  0*
  10,000 gp
  Medium-Grade Elixir
  5,000 gp
  7th
  20
  10
  5,000 gp
  Low-Grade Elixir
  1,000 gp
  5th
  30
  15
  500 gp
  Pig-Grade Elixir**
  500 gp
  3rd
  —
  20
  250 gp
  Street-Grade Elixir
  100 gp
  —
  —
  30
  50 gp
  * A roll of 1 is still an automatic failure.
  ** Made from actual pig blood and flesh rather than humanoid.
  
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  Gm Guide
  Designation of Product Identity: The following items are hereby designated as 
  Product Identity as provided in section 1(e) of the Open Game License: Any and 
  all material or content that could be claimed as Product Identity pursuant to sec-
  tion 1(e), below, is hereby claimed as product identity, including but not limited 
  to: 1. The name “Frog God Games” as well as all logos and identifying marks 
  of Frog God Games, LLC, including but not limited to the Frog God logo and 
  the phrase “Adventures worth winning,” as well as the trade dress of Frog God 
  Games products; 2. The product name “The Lost Lands,” “The Blight: Richard 
  Pett’s Crooked City,” “The Blight,” “Between,” as well as any and all Frog God 
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  This printing is done under version 1.0a of the Open Game License, below. 
  Notice of Open Game Content: This product contains Open Game Content, as 
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jona-
  than Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
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  thors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Ken-
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  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4, © 2013, Paizo Publishing, LLC; 
  Authors Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam 
  Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, 
  Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. 
  Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert 
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  Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, 
  James L. Sutter, and Linda Zayas-Palmer.
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  Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal 
  
  154
  The Blight: Richard Pett's Crooked City
  Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason 
  Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David 
  Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Maklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian 
  J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo, Inc.; Authors: 
  Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, Robert N. Emerson, Amanda Harmon Kunz, Steven Helt, Thurston Hill-
  man, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Thomas N. Reid, Alexander Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
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  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nel-
  son, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo 
  Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
  Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, 
  Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
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  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. 
  Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James 
  L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff.
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  thors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, 
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Robert Schwalb, 
  Mark Seifter, and Russ Taylor.
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  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, 
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Occult Adventures, © 2015 Paizo Inc.; Authors: 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John 
  Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon 
  Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
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  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob 
  McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
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  Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, 
  Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. 
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  Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, 
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  er, Tork Shaw, and Christina Stiles.
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  John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, 
  and David N. Ross.
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  Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. 
  Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
  Pathfinder Adventure Path #36: Sound of a Thousand Screams © 2010, Paizo 
  Publishing, LLC; Author: Richard Pett.
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  LLC; Author: Richard Pett.
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  Author: Tito Leati.
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  LLC; Author: Tim Hitchcock.
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  LLC: Authors: Jason Nelson and Rob McCreary.
  Pathfinder Adventure Path #61: Shards of Sin © 2012, Paizo Publishing, LLC; 
  Author: Greg A. Vaughan.
  Pathfinder Society Scenario #3–05: Tide of Twilight © 2011, Paizo Publishing, 
  LLC; Author: Ron Lundeen.
  GameMastery Module W2: River into Darkness, © 2008, Paizo Publishing, LLC; 
  Author: Greg A. Vaughan.
  Creature Collection III: Savage Bestiary © 2003, White Wolf Publishing, Inc.
  Advanced Bestiary © 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, 
  Developer Owen K.C. Stephens.
  Rogue Glory © 2013, Drop Dead Studios; Author: Adam Meyers.
  The Book of Taverns © 2002, Necromancer Games, Inc; Author Chris Jones.
  Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura.
  Elemental Moon © 2007, Necromancer Games, Inc.; Author: Lance Hawvermale.
  Glades of Death © 2004 Necromancer Games, Inc.; Authors: Patrick Lawinger, 
  Jeff Harkness, and Gary Schotter.
  Shades of Gray © 2006, Necromancer Games, Inc.; Author: Michael R. Proteau.
  The Diamond Fortress © 2005 Necromancer Games, Inc.; Author: Phillip Larwood.
  
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  Gm Guide
  Trouble at Durbenford © 2004 Necromancer Games, Inc.; Author: Robert J 
  Schwalb.
  Dead Man’s Chest © 2013, Frog God Games LLC; Authors: Lance Hawvermale, 
  Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris 
  Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis 
  Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, 
  Jay Decker, Rachel Mason, and Nadine Oatmeyer.
  Dunes of Desolation © 2014, Frog God Games LLC; Author: Tom Knauss.
  Mountains of Madness © 2017, Frog God Games LLC; Author: Tom Knauss.
  Marshes of Malice © 2017, Frog God Games LLC; Author: Tom Knauss.
  The Slumbering Tsar Saga © 2012, Frog God Game: Author: Greg A. Vaughan.
  Razor Coast © 2013, Frog God Games, LLC; Authors: Lou Agresta, Tim Hitch-
  cock, John Ling, and Nicolas Logue.
  Freebooter’s Guide © 2013 Frog God Games, LLC; Authors: Lou Agresta, Tim 
  Hitchcock, Tom Knauss, John Ling, RA McReynolds, and Greg Vaughan.
  The Lost Lands: The Lost City of Barakus, © 2003 2014 Frog God Games & 
  Necromancer Games.; Authors W.D.B. Kenower, Bill Webb.
  Sword of Air, © 2014, Frog God Games, LLC; Authors: Bill Webb, Casey Christ-
  offerson, Greg Ragland, and Vicki Potter.
  The Lost Lands: Cults of the Sundered Kingdoms © 2015, Frog God Games 
  LLC: Authors: David Brohman, Casey W. Christofferson, Patrick Lawinger, and 
  Greg A. Vaughan.
  Borderland Provinces © 2015, Frog God Games, LLC: Matthew J. Finch, Greg 
  A. Vaughan, and Bill Webb.
  The Lost Lands: The Northlands Saga Complete © 2015, Frog God Games, 
  LLC; Authors: Kenneth Spencer, Greg A. Vaughan, and Kevin Wright.
  The Lost Lands: Bard’s Gate © 2016, Frog God Games, LLC; Authors: Casey W. 
  Christofferson, Matt Finch, Skeeter Green, and Greg A. Vaughan with additional 
  new material by James M. Spahn; Based on original content from Necromancer 
  Games.
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Green.
  Tome of Horrors 4, Copyright 2013, Frog God Games, LLC; Authors: Erica 
  Balsley, Casey Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, 
  Phillip Larwood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John 
  Ling, Authors Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg 
  A. Vaughan.
  TB1: The Crooked Nail, © 2017, Frog God Games, LLC; Author: Brandon 
  Hodge.
  TB2: Horror in the Sinks, © 2016, Frog God Games, LLC; Author: Alistair Rigg.
  TB3: Bloody Jack, © 2016, Frog God Games, LLC; Author: Greg A. Vaughan.
  TB4: The Crucible, © 2016, Frog God Games, LLC; Author: Richard Pett.
  TB5: The Children of the Harvest, © 2017, Frog God Games, LLC; Author: Bill 
  Webb.
  The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors 
  Richard Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan.
  
  157
  Gm Guide
  A deluxe easy reference guide to The Blight, this book is intended for the GM’s use only. 
  Included within are the new races, classes, skills, feats, and abilities of the The Blight 
  Player’s Handbook along with the GM information, details of Between, and new monsters 
  included in the Cylcopædia Infestarum section of The Blight: Richard Pett’s Crooked 
  City campaign book, all combined together into a single easily referenced resource for 
  GMs to use without having to carry the entire campaign book with them. It is also an 
  excellent tool to have at the game table when running adventures out of the campaign book 
  to prevent the need for flipping back and forth between pages of that book in order to 
  access the rules information in the Cyclopædia Infestarum in its beginning chapters.
  A valuable addition to any Blight campaign, doon’t get caught unprepared without  
  The Blight GM Guide because you’ve such entered the wrong side of town . . .
  Warning!
  This product contains materials that may not be suitable for all audiences.  
  It is recommended for use by individuals age 13 and older.
  Richard Pett’s Crooked City
  Richard Pett’s Crooked City
  Frog God 
  Games
  GM Guide
  GM Guide
  ISBN 978-1-62283-327-6
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/The Lost Lands/The Blight GM's Guide.pdf