Kalavakus demons are made from the souls of slavers, to
enslave yet again in the afterlife.
Their greatest trick is to enslave souls—an ability that makes the
target that much more susceptible to their various enchantments, and turns
their victims into walking potential potions
of heal.
Do-gooders fight a
kalavakus who always surrounds itself with a quartet of drugged slaves in
chains. Should it be badly bloodied
in combat, the demon enslaves the soul of one of four, then uses telekinesis to snuff the slave’s life
with the chains, healing itself as a
result.
Lazy gnolls and
horned demons have immense affinity for each other as bestial creatures who
lord over others for sustenance and leisure. But gnoll deities and demons also jealously squabble and
jockey for rank like any hyena pack.
A party hunting gnoll slavers led by a kalavakus might find itself
allied with or caught between gnoll packs devoted to powers of slaughter,
disease, and gross fertility…each with their own demonic emissaries…
Perched on a planar
bay that serves tributaries of both Oceania and the Styx, Whydah is a city
frequented by slavers. The mercane
and vishkanyas who run Whydah have performed a neat trick—contracting kolyaruts
and zelekhut inevitables to police the slave pits (known ironically as the Hope
Terrace) while keeping the largely lawless city neutral in alignment (to
prevent planar migration). Thus,
kalavakus demons are common visitors, and they delight in using their enslaving
gazes to smuggle away new chattel from right under the inevitables’ notice.
—Pathfinder Bestiary 2
78
Old business: Can I get a do-over on the jungle giant? I woke up the other morning wanting to
run/play in a whole campaign where PCs try to found a jungle colony on the
ruins of an older city, only to have to simultaneously ward off attacks from
Lovecraftian things down below and mastodon-riding jungle giants at the
palisade walls.
Also, I have super-polite readers—lots of nice notes, no dice rolls. Don’t be afraid to
jump in with some. Help craft some
adventure seeds (or just watch me bend over backwards trying to cobble a hook
out of your evil rolls).
New business: It’s already the letter K! This is the speedy section of the
alphabet.
“Kalavakus” has this cool Eastern European ring to it. I wish I knew anything about Eastern
Europe. Literally every thing I
know comes from one Bosnian Muslim friend from college (now a doctor in
Vermont), one trip to Prague, and Dragon
290—Paul Leach’s triplet articles “Red Sails: Tempests on the Steppes,” “Red
Sails: Bright Sun, Mother Earth,” and “Red Sails: Fell and Forlorn Bestiary:
Monsters of Eastern Europe” were wonders of early 3.0 writing/design, when any
campaign was possible.
I stole the name “Whydah” from here. History!
Quick reviews: Finally getting through my reading
backlog. The last Skull &
Shackles entry Pathfinder Adventure Path #60: From Hell’s Heart may have by necessity had slightly less adventure (the
final issues always do, thanks to the big stat blocks), but was simply
overflowing with unique monsters and adventure hooks. If you like this blog, you will like that issue.
Blood of Dragonscar
I should have loved (a dragon that swallowed a gem that swallows souls!) but it
lacked a certain oomph, at least as a read (though I suspect it plays much
better; I don't have a lot of experience with high-level campaigns and reviews online loved it). Rather than pages of
possible hazards on the way to the dragon’s lair, I definitely could have used
another map or two of the mountain lair itself. The recently released The Moonscar took us to Golarion’s moon and featured a really nice variety of
monsters. My only complaint is the
usual Patch one: I wanted more!
After all, it’s the moon(!) and for 16th(!)-level
characters. I don’t know the publishing/printing
economics, but I would have paid a little more for the signatures necessary for
a 48- or 64-page book; 32 felt like too short a visit. But I absolutely loved Stephen S.
Greer’s No Response from Deepmar and
am surprised the reviews online seem so mixed. It pulled off the neat trick of providing both a story and a
dungeon crawl really well without forcing the hand of either. Ignore the mixed reviews and give it a
look.
Have a good weekend!
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