That old farmhouse that was abandoned ages ago might just have an overgrown family plot upon it. And adventurers are pretty good at finding such things—and discovering that there might be more to the area than they think! You can use any of these details as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
The Band of the Black Shroud
A particularly vicious group of Dark Stalkers, the Band of the Black Shroud seeks to rob those who travel on the paths above their homes. Often times, an hour or two before dawn, a greater degree of darkness will fall upon the camp of travelers and the Dark Stalkers will erupt out of the mist, driving minions like the Dark Creepers before them. The most dangerous targets (awake or asleep) are usually targeted first, followed by the rest of the group, though the Black Shroud does prefer to strike at weakly defended targets whenever possible. Treasure is quickly gathered and taken down toward their homes, and cunning traps disguise the entrances so as to avoid pursuit by high-minded adventurers who are sticking their noses into things.
400, Paizo Publishing
Gideon Gull is a bard in training—actually he is dual majoring in the bardic arts and becoming a spy/assassin. The college he attends is the Rhapsodic College, and right below it is the Shadow School. While finishing his training, Gideon is haunted by a specter from his past, or, more correctly, a fog. This magical fog plays on the fears of strong-willed creatures and turns weak-willed folk into murderers and insane people. Because this fog is being unleashed on the already tense border between Taldor and Gideon’s home country of Andoran, Gideon must gather up his bardic friends and figure out who is behind this insidious fog before a war tears these two nations apart.
In my first entry, I laid out an argument that the paladin should not be limited to such specific roles as they are and that logically every deity would want such warriors in their service. In the last entry, I gave you some rules changes to play a lawful neutral variant of the paladin I called the justicar. In this entry, I present a lawful evil variant of the paladin for your use: the despot. To use these rules, you will need the Pathfinder Advanced Player’s Guide, since this variant draws on the rules for the antipaladin presented there, as well as the Pathfinder Roleplaying Game Core Rulebook.
The despot is a warrior in the service of a god of brutal structure, usually deities of War, Tyranny, or Power. These paladins are like the justicar in that they desire order, but a despot seeks order through subjugation of all in the iron fist of their faith. A despot views the world as a challenge to be surmounted, and views ideas such as good and evil as tools the weak use to shield themselves from the truth. Power and control belongs to those with the strength to hold it, and the despot aims to be the one at the top.
What would happen if you stumbled across an extremely large bird’s nest? You can use any of these details as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.