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RPG Seed: Journeyfolk

This is the seed of an idea. The barest hint of a setting, a slight blush of a game mechanic.

The Setting

There are great and mighty heroes of the land, movers and shakers who can face down armies, raise mountains, and challenge the gods themselves.

These titans are busy. Perhaps they must oppose the forces of Khernobog. But for whatever reason, while these paragons can do any twenty things they wish, there are always 100 more things to do.

You have been apprenticed to one of these mighty beings for years, cleaning weapons and cooking meals and cleaning up after familiars. But now, you are a journeyfolk. You are trusted to actually take care of some minor things on your own, dealing with some of of the 100 problems your great and powerful patron doesn’t have time for so they are freed to tackle other issues.

And if one of these lesser problems kills you, that will prove it’s important enough to draw your patron’s direct attention.

The Rules

When you attempt something you might fail at, you make a roll. Every die that turns up as a 5 or more on that roll is a success. For typical things, one success means you have accomplished your task. Difficult things, or those actively opposed by others, might require 2 or more successes at once. Long, complex things might require many successes, earned over time.

Every turn, you get three action dice. These are normally d6s. (For our purposes these are colored green, though that’s not required by the rules). Anything you do on your turn must have at least one action die attached to it. If it’s something you can’t fail at (walk across the room), you just expend the die and take the action. If it’s an action you could fail, you roll the action die to see if you succeed.

You also have other dice, like Physcial dice (attribute dice are blue), Combat dice (skill dice are white), and Fire Spell dice (magic dice are red). These start at a d6 each. When you expend an action die to attempt something, you can add these dice if they are applicable.

You can keep adding dice to see if you succeed, until you roll a “1” on one or more dice, at which point you have to stop. However, you can only use each die you have one per turn, and every action must at least one action die attached to it.

You can spend experience points to buy up the value of your dice. Buying up skill dice is cheap (they only apply to a limited number of rolls), buying up attribute dice is more expensive (they apply to broad categories — in fact there may only be three attributes, like Mental, Physical, and Spiritual), and buying up action dice are extremely expensive (as they can apply to any action).

When you take damage, you have to degrade your dice. I’m not sure how yet. Maybe just your action dice degrade. They can go down to a d4, which can’t *succeed* at a task, but you can still expend those action dice to do things (you’ll just have to expend additional dice as well, if you are attempting a thing you could fail at).

Damage might be broken into categories, like physical (wounds), mental (confusion or insanity), social (reputation), and spiritual (possession, demoralization). If so, engaging in a public debate can’t result in physical damage (unless things escalate to violence), but might result in you taking damage to a Diplomacy or Mental Attribute die.

Your patron is also a die, but one you can only use out of combat, and which has a recharge time measured in days or weeks, rather than a turn. Need to talk your way past a guard? Invoke your patron’s name. Want a curse removed? get your patron to send you the materials needed to do so. Want to have a band of mercenaries guard a town? Ask your patron to pay for them.

The more often your patron helps journeyfolk like you, the fewer resources they can dedicate to help on each occasion. Your patron die begins at a d10, with a one week cooldown. You can move it up to a d12 with a month cooldown or a d20 with a season cooldown; or a d8 with a day cooldown.

This obviously isn’t a playable system yet, but it’s the nugget from which a game could be carved out.

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Making d20 Creatures Interesting: Phase Venom

In general, d20 games are more fun if the foes have abilities that require PCs to make interesting decisions.

Ideally these abilities can be easily figured out (perhaps after being experienced a time or two), follow an internal logic, and force the players to try new things without being frustrating or overpowered.

For example:

Phase venom. A creature with phase venom is out of phase with all standard planes of existence. It takes only 50% of the damage inflicted on it, and it only 50% likely to be effected by nondamaging effects.

All the creature’s attacks infect targets injured with phase venom, causing them to be more in-phase with it, and less with the normal universe. Such targets do full damage to the phase venom creature and have nondamaging effects affect it, normally, but receive 50% less healing from allies not at the same phase, and each round are 50% less likely in that round to be affected by non-damage based abilities (such as beneficial spells) cast by allies not at the same phase. They also take only 50% damage from creatures not out-of-phase, and are only 50% likely to be affected by such foe’s nondamaging effects.

A target of phase venom becomes fully in-phase with their normal reality after one minute.

Now, this makes a creature very resistant to PC attacks, but it also gives them a way to make it less resistant, at the cost of potentially being more cut off from ally support. OTOH, if the phase venom creature is used in a fight with creatures that don’t have that ability, a PC that becomes out-of-phase is actually harder for some foes to hurt… which may cause them to target in-phase foes.

None of this is overpowering, but it adds a new element to an encounter, forcing PCs to decide who is best to face off against each kind of foe.

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The Bottomless Tombs, Area 2

You can find the introduction, map, and index of the Bottomless Tombs here!

Area 2: The First Passage

Thirty feet down the shaft is the first passage, off the south wall. When the heroes are free to pay attention to it (likely after killing the centipedes in Area 1, though who knows how PCs will react to a vertical battle?), and assuming they have a light or can see in the dark, read or paraphrase the following.

An opening in the southern wall reveals a small space, no more than five feet wide and six feet tall. A 1-foot ledge sticks out into the shaft forming a narrow balcony that is part of that space’s floor. The opening is no more than a large hole in the shaft’s wall, with a broken door sitting in a stone frame 5 feet in. The floor is littered with bits of broken pottery, wood, and dirt, and the walls are stained by dark splashes of color.

More than one adventuring party has left a guard here over the years, and just left their refuse behind. The stains can be identified with a DC 10 Knowledge (dungeonering), or (nature) check to be a mix of water stains from when rain gets into the holw and old ichor, maybe from large vermin.

If more than one Small or Medium creature tries to fit within the space, they must squeeze.

The door was once fine preserved wood and brass, but has long since been smashed in and the brass fittings and hinges removed. A careful examination allows a DC 15 Perception check to realize the door was not designed to ever be opened once it was closed, and it had a trap built into the wall, though it is also long since gone.

The doorway leads to a 10-foot-long, 5-foot wide corridor, which ends in a portcullis. Read or paraphrase the following:

A portcullis blocks passage any further south. Made of rusted iron, it runs the width of the corridor, and its spiked bards set into small holes in the floor. It is covered in worn runs, and shows obvious signs of having been battered and hammered on, and one bar is bent outward toward you, making a space roughly the size of a cat. Just past the portcullis is a cross-corridor, running east and west. A lever, also of rusted iron, sits in the wall of that corridor, currently in the ‘down’ position. A rotting bag of sand is attached to the leaver by a frayed rope.

If you lift the leaver, the portcullis goes up. The last group of adventurers here tied a sandbag to the lever so it would be pulled down after they left. There’s no easy way to use a rope or similar flexible device to pull up on the lever from the north side of the portcullis.

The portcullis can be lifted by a DC 24 Strength check (so an 18 Strength character can do it by taking 20, though this is loud and time consuming). A Small creature can get through the bent-out bars with a DC 18 Escape Artist check, though failure results in 1 hp of damage from jagged edges. The portcullis has 8 hardness and 30 hp per bar, so a group could just hammer on it and hope to break open a bigger hole.

A DC 15 Disable Device check allows a character to find a way to trigger the lever, and a DC 15 Engineering check can be used to rig a staff or similar device to flip the lever u by using the crossbars on the portcullis as a leverage point, though this also requires a successful DC 15 Strength check.

Developments: The louder the PCs are, the more likely it is they draw out something from Area 3.

Design Philosophy: It’s a dungeon, so it should reward people ready for traps and mechanisms… but also not prevent groups without such preparation from getting to the fun part if they work at it. So this has lots of solutions, and is mostly about the players deciding how they want to handle such things.
It also establishes that doors here may have traps, which will matter later, with being a gotcha moment for players.

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The Bottomless Tombs, Area 1

We introduced the Bottomless tombs, and their map on Monday, and discussed the staging area around them yesterday.

So, it’s time to head down the shaft!

Area 1: Entering the Shaft [CR 1]

If the players closely examine the shaft before heading down, read or paraphrase the following.

The sides of the shaft are worked stone, but show signs of considerable wear. In a few places, smooth, though cracked, finishing stone still lines the walls but most of that has long-since chipped away. Most of the shaft is cracked stones, and in many cases these have large cracks, through which thick roots and vines grow to choke the shaft, tangled around the wreckage of worn logs and rope rigging from one or more some kind apparatuses that has fallen into the shaft in recent years.

If the PCs have darkvision, or a directional lightsource (such as a bullseye lantern), or wait until the sun is directly overhead, add the following.

It’s impossible to see more than 35-40 feet down the shaft, but a dark shadow just short of the limit of that range suggests a side passage extends off the southern wall of the shaft.

The first side passage is 30 feet down on the southern wall of the shaft. The only way to get to it, is to climb (or fly, but mostly 1st level characters can’t do that).

Hazards: The Climb DC for this section of the shaft is 10 if a PC just tries to climb along the roots and wreckage. If a rope is added (perhaps anchored to the iron ring in the staging area), the Climb DC drops to 5. Characters can take 10 on this check as long as nothing is attacking them. (Yeah… wait for it)

If a character fails a check by 5 or more, they fall. Luckily, the shaft of the Bottomless Tomb is so checked with roots and detritus, they eventually land on something able to hold their weight. When a character falls, roll 2d6 – 1d6. This value is both the damage they take, and the number of 5-foot squares they fall before landing on something. Most of the damage is from bouncing off roots or falling through rotted wood or frayed ropes. A character can fall 55 feet and only take 11 points of damage because they never build up much momentum.

If the value of the roll is 0 or less, the character is caught within 1 foot by something, and takes no damage.

Foes: There are house centipedes living in the cracks in the walls of the top of the shaft. they pretty well ignore ropes, rocks, or other things being thrown in (unless someone things to dangle meat on a rope, in which case they come out and swarm up the rope to get at the PCs), but once a creature is 20 feet down, they crawl out to attack any potential meal.

If you want to make their attack dramatic, read or paraphrase the following:

A noise like sand trickling over tight leather slowly fills the shaft. Movement rustles roots and ropes, beginning at one of the walls. A long centipede crawls out, more that a foot from it’s clicking mandibles to the end of its 100-legged body, the length of a halfling’s arm! Two more follow it, their heads swinging back and forth as the crawl along the sides and bottoms of the detritus choking the shaft and scuttle toward you!

Three centipedes attack when the first character gets down 20 feet. They have climb speeds, so they easily reach any point in the shaft. They attack any adjacent creature, or if none is adjacent the last creature to attack them.

They have cover from anyone more than 10 feet away, due to how clogged the shaft is.

Remember that despite their massive strength penalties, they do at least 1 hp on a successful attack.

Developments: After 1d4+1 rounds, three more house centipedes attack having been drawn by the sounds of combat.

Design Philosophy: There’s a lot going on with this encounter.

First, if you manage at least a +0 Climb bonus you can safely move around until the centipedes attack, and if you thought to have a rope anyone with at least a +4 (likely including anyone with a rank and a class skill and light armor) still can’t fail. this rewards more mobile characters even at 1st level.

Second, it’s a high-tension fight over a bottomless pit… carefully set up so if you fall you get caught before you go too far.

Third, anyone with even one point of DR can largely ignore the centipedes.

Fourth, it’s a 6-foe fight, which rarely happens until much higher level.

Fifth, the cover means melee characters in the shaft have a real advantage over ranged characters. This may not be true for most of their adventuring career, but it’s nice to start things off rewarding the nimble rogue on a rope with a dagger in one hand.

Sixth… poison. Not too serious, but anyone with bonuses to saves against poison gets to benefit from that immediately.

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The Bottomless Tombs, Staging Area

We introduced the Bottomless tombs, and their map, yesterday.

Now, it’s time to get to some adventure!

The Top of the Tomb

The first issue is reaching the shaft, and examine the areas around it before the PCs even think of climbing down the the shaft into the tomb and reaching the first side-passage. As the PCs reach the top of the tomb shaft, read or paraphrase the following:

The top of the shaft is a square hole in the ground, roughly 15-feet to a side. Dirt, sod, and bits of refuse are piled up around the hole, and the shaft itself is choked with long tree roots, clumps of matted grass, and a tangle or what seem to be old and broken woodwork and rope rigging. It doesn’t look particularly stable, but it does offer numerous handholds. Light doesn’t penetrate more than 40-50 feet into the shaft, but there is certainly no sign of a bottom to it within that range.

An iron ring, showing just some signs of rust, is looped through a large wooden stake driven into the ground 5 feet to the north of the hole. Not far from that sits a well-defined fire pit, ringed in stones and filled with a dense layer of cold ash and charcoal. Bits of cloth, broken glass, chipped whetstones, and strips of rawhide are scattered about, more than half-buried in the grass. Old woven grass mats are laying on the ground in a semicircle around the firepit.

The firepit, mats, and refuse are the remains of numerous camps adventurers have made here over the past several decades, thought the gnomes who came through a few weeks ago didn’t use any of it.

Hazards: The mats are long-since riddled with lice, and anyone who sleeps on one must make a DC 10 Fortitude save or be at -1 to all Dexterity ability and skill checks from itching until they are deloused with a DC 10 Craft (alchemy) or Heal check. A DC 10 Survival check reveals the mats are infested, and can use smoke from a fire in the firepit to cleanse them.

Treasure: One sunrod, three pitons, a cold iron dagger, and 2 cp can be found with careful examination of the old campsite and refuse around the shaft. Each can be found with it’s own DC 10 Perception check, and an additional item found in one attempt for ever 5 the check exceeds that base DC.

Developments: Animals and outlaws both check this area from time to time, looking for food or valuables. They don’t make any dedicated searches, so any effort to bury or conceal items is successful. however, if tents, or mules, or food stores are left unattended and unguarded at the old campsite, there is a 1-in-12 chance each day that either a wolf of a brigand comes along and raids obvious materials.

Design Philosophy: It’s not that common for 1st level characters to get much use out of Survival (especially in dungeon-focused games), or from searching areas that aren’t obviously dangerous but that detail-oriented adventurers should want to check out.

This also already gives characters a reason to be happy to have an animal companion or basic hireling. If anyone (or, within limits, anything) watches their stuff they can safely use the old campsite as a base of operations. Neither wolves nor brigands will risk fighting for trail rations or spare blankets, though a guard left behind can let PCs know that someone has been prowling around after a week or more of time watching.

Low-level characters also often don’t get much benefit out of resistance to disease, or the ability to make basic alchemy and Heal checks. Lice isn;t life-threatening, but that’s the point,. Characters can begin to learn ways in which the game world is dangerous without risking having am arm drop off or becoming a mummy.

Not yet, anyway…

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Pulp Powers: Prechometry

Exploring a concept of a psychic power I’ve never seen anyone use in  story or game before.


The ability to touch an object and gain impressions of noteworthy things that are going to happen to it in the future.

Especially useful variant is “image prechometry,” which allows you to touch a detailed picture of an object (such as a blueprint), and determine what major things would happen to it if actually existed.

In my “Diesel Pulp” just-for-fun setting, the Black Duchess of Crimea has a number of prechometrist stranniks, who allow her military to troubleshoot new designs without ever actually building or testing them. While this system is not perfect, it saves so much time and money as to give the Black Duchess a huge advantage.

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Five Years at Paizo

I have now been a full-time employee of Paizo for five years.

It both seems like it’s been much, much longer than that, and like it can’t possible have been that long.

I was hired to be a developer for the Pathfinder Modules line, and that lasted for all of a single module (Plunder & Peril), which was outlined and ordered before I showed up, written by awesome authors, and which both Paizo Editor-in-Chief at the time Wes Schneider and the entire Paizo editorial staff had to do a lot of hand-holding to get me through it. Then I moved over to help with the Player Companion line, which I eventually took over. The first book I was able to propose, outline, assign, develop, and shepherd through the whole process was Dirty Tactics Toolbox, and it remains something I am proud of. I developed or helped develop 24 titles in that line, covering a little more than two years. Again, it both feels like it was longer than that, and like I couldn’t possible have been doing that for two years.

During that time I was also the host for Paizo’s RPG Superstar contest, was the Freeport Developer for Green Ronin (and yes, that got complicated, and I appreciate more than I can ever express the trust both companies placed in me), a blogger, the publisher for Rogue Genius Games, a developer and then producer for Rite publishing, a freelance writers developer and consultant, the person who handled most of the development blogs for the Emerald Spire (leading to my “Into the Emerald Spire ongoing multi-year Con game, which will be played at the 6th PaizoCon in  row come next month), a seminar attendee, and as much as possible an advocate for the causes and people I thought needed allies.

(And as a ridiculously long parenthetical aside, I wish I had written something like this for my five-year anniversary with Green Ronin, who have been a loving and supportive family in ways I never would have predicted, and for Rogue Genius Games, which is still my baby. But those milestones hit at times when I didn’t have the words. I don’t want to take away from my main point, but nothing in the past five years has been simple, and I need some folks to know I love and appreciate them at a special level. Thanks Ronins. Thanks Stan! I would not have survived the past 60 months without you all.)

For five years, Paizo has been the focus of my social, professional, and financial life. I met new people. I made, and in a few cases lost to tragedy, close friends. I even had a “five year plan.” I thought I was on a specific path, and thought I knew where that would take me.

Then, Starfinder.

Which I never saw coming.

First the pre-game work, then the core rulebook, and now the work as Starfinder Design Lead. I’ve followed, collaborated, tried to lead, grown, and I hope helped others to grow. I am grateful for how amazing and talented all the people who work on Starfinder in all capacities are, and I am truly proud of a universe I have helped to begin. I look forward to seeing it evolve, especially watching the amazing things other people are doing to make it so much better than I imagined.

On the journey to be here, this arbitrary benchmark which has me writing passionately at 3:30am (and not at all for the first time), one moment sticks out in my mind.

In early 2014, on a phone call with Erik Mona about whether I would seriously give up the life of being a full-time freelancer in the extremely cheap and well-known environments of Oklahoma to take a full-time job for Paizo, he asked me why I wanted the job.

“I want to grow. I want to be around people who do work I admire. I want to meet new people, learn new skills, and do new things. I love Pathfinder, and I love Paizo. I want to help both of those things be better, and I can’t imagine a better place for me to be around successful people who can help me be better.”

It was, Erik said at the time, a great answer.

And, it has proven to be a great success in terms of making me a better person.

The past five years has certainly not been without its challenges, frustrations, pains, fights, and failures. But especially on the my year anniversary, I want to take special care to thank EVERYONE I have ever worked with since I joined Paizo, from managers and publishers and the warehouse crew and art department, editors, designers, developers, and owners, to freelancers and the community and Superstar contestants, for being so helpful, and welcoming, and awesome.

I look forward to the next five years, and all the challenges and opportunities they will bring.

Owen K.C. Stephens,

Starfinder Design Lead, Paizo, Inc.

The Public Enemies: Inverted Jenny

Superheroes and pulp adventurers need nemeses who are just as colorful, interesting, and talented as the protagonists they oppose. Batman’s Rogue’s Gallery, the Flash’s Rogues, Spider-Man’s Sinister Six, Superman’s legions of foes, the Green Lantern’s Yellow Lanterns and so on, define those heroes as much as their powers and backstories do. So when running a supers RPG, GMs often want to create memorable foes to serve similar roles.

One way to do that is to do pastiche versions of classic villains. Another is to create new villains that draw on similar tropes, but aren’t 1-for-1 homages.

Since villains are often coolest if they have some collective noun (which doesn’t have to mean they work together… though sometimes they might), I have begun pondering a group of colorful foes ready to be the nemeses of nearly any hero.

I call them, the “Public Enemies.”

Inverted Jenny
The  master criminal known as Inverted Jenny is well-known to actually be Dr. Jennifer January, an expert in computational complexity theory who funded many philanthropic pursuits by working as a freelance postal and insurance investigator uncovering fraud. After she exposed a profitable money-laundering scheme being used by the Wolf’s Head, she was kidnapped and questioned by the villain Toxin under enhanced interrogation to see how much information she had turned over to the government. This treatment resulted in her developing dissociative identity disorder, apparently as an intentional side-effect of the psychotropic treatment she underwent.

The second identity that developed thought of herself as the opposite of everything Dr. Jennifer January believed in, and thus dubbed herself “Inverted Jenny.” Inverted Jenny is a genius planner obsessed with things that are the reverse of the norm, and stamps and stamp collecting. Though she has no superhuman powers, her ability to carefully plan, prepare for nearly any eventuality, adjust on the fly, and adapt to changing situations in clever and unexpected ways makes her a famously successful and dangerous foe. She is often very well funded, able to gather vast wealth in short periods of time through various forms of fraud, and happily spends that money to commit crimes that bring in much less value, but matches her personal aesthetic.

As Inverted Jenny she wears a domino mask (despite knowing her identity is public knowledge), and a high-quality pinstripe suit with a label pin of the famous Inverted Jenny stamp. She normally carries a handgun (often with specialty ammunition designed to deal with specific problems she has foreseen running into), a utility knife (generally concealed), a big ring (with the biplane from the famous stamp on it), and sometimes a cane (which has about a 50/50 change of having some special function, such as being a sword-cane, or a one-shot shotgun, or a cattle prod).

Inverted Jenny often works with a small club of all-women mercenary criminal specialists known as the Philatelists. These include Basel Dove (nonlethal munitions), Red Mercury (explosives), One-Cent Magenta (naval and underwater ops), Penny Black (disguise and infiltration), and Scinde Dawk (hand-to-hand combat). The Philatelists aren’t insane, and aren’t obsessed with stamps or inverted items. They were first assembled by Inverted jenny in an early, spectacularly successful, caper. While they were captured after they went their separate ways, their reputations were such that they were often freed and recruited by governments, master criminals, and of course Inverted Jenny herself. As a result, they use their stamp-based codenames, even when working independently or with groups with different motifs.

Two other Philatelists have sometimes been acknowledged, Penny Blue being a bodyguard often hired by Inverted Jenny, and Penny Red being a trainee of Penny Black (and possibly a younger relation) who operates independently as a bounty hunter and repossession expert on the gray side of the law.

Since Inverted Jenny is truly and genuinely insane, when captured she is generally confined and treated at the Segefield Sanatorium for the Criminally Insane. Of course, sometimes Dr. January’s personality is dominant, and at such times Inverted Jenny effectively does not exist. On numerous occasions, Dr. January has seemed to successfully and permanently suppress the Inverted Jenny personality, and managed to receive clearance to live in public, though always with regular monitoring and check-ins. Sadly, some treatments turned out to be only temporary, others couldn’t prevent a resurgence of Inverted Jenny if Dr. January was in extreme pain or danger, and in at least two cases what was a permanent fix was undone by some other villain who felt the need to recreate Inverted Jenny to access her planning expertise.

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Ungol is the Accursed City, the Land of Maddened Death, and the location of the Skulmance.

It is a kingdom, a ruin, a demiplane, a demigod, and an artifact.

Ghouls live in Ungol, as do wererats, rakshasa, jackalweres, and hags.

It can be reached only through rituals, though some rituals once performed open a path on a regular, though often infrequent, basis. It opposed, and is opposed by, Valorgard.

Only pain and wickedness comes from Ungol, and to even know of it can give it power. Even its dust has power. So we do not speak of it.

But anything written of Ungol morphs and changes, until the writing spreads dangerous lies that benefit only Ungol. Only writing inked with the blood of an unwilling sapient creature, and scribed on pages made from another unwilling sapients skin, can hold unchanging words of Ungol.

So we also do not write of it.


The Icosantheon. No. 19 – Garuuhl

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

19. Garuuhl

Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid desiccated corpse, with a long, curved nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.

It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.

The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf to the frame or a thin dwarf, to a gnome, goblin or, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. While seeking a way to preserve his body forever, Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese.

It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization. He has shown uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.

There is no question that Garuuhl is evil. He cares only for his own researches and discoveries-and safety-and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as he keeps them and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But he also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.

From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.

Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to venerate him. His monasteries and temples sometimes operate openly, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.

*Garuuhl is Neutral Evil. He accepts the worship of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do venerate him as the source of much knowledge, while at the same time opposign his followers excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice)

His priests can take the bombs sect ion of the alchemy feature of alchemists in place of channel energy, and gain appropriate discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.