Thursday, January 1, 2015

WoTR: Fundraising in Absalom

There's some pretty good political scenes in Dragon Age
Inquisition that you can use for inspiration.
Everyone needs a holiday and in a land of teleportation, why not jet off for a bit to avoid the dreary early days of a Worldwound Kuthona (December, winter) where the cold bites and the wind stings.  In order to break up the monotony of dungeon encounters and hex crawls, I dangled the possibility of auctioneering off Terendelev's hoard to Absalom to raise much-needed funds and troops for the Fifth and likely final crusade.  So the cast head into the teleportation circle in Starisse Spire, the Mendevian home of the Pathfinders, and arrive in the back of a warehouse owned by Lady Darchana.

Lady Darchana
Lady Darchana is a canonical character who wishes to gain power by creating a faster merchandise transportation method than shipping and caravans.  In order to fulfill that goal, she has established teleportation circles in several countries through the aid of a high level ally.  My personal addition to the canon is that one such teleportation circle was established in Starrise Spire so that the Pathfinders would be beholden to protect it.  In exchange for this protection, they are allowed to send six individuals through per week without charge.

As I wanted to build up to this encounter, Lady Darchana arranges for a meeting with them six days after they first enter Absalom and two days before the auction.  Depending on the number of leading NPCs they win over to their cause, depends on the final price she will demand per person.  Basically, the system is similar to Fame but the PCs can gain Fame for both winning over NPCs and other prestigious actions (namely public quests or performances).  The starting off is 50gp per person (who may bring as many supplies as they can carry).  The cost is reduced by 10gp for every 5 points they earn to a minimum of 10gp per person.

Main Pathfinder Sources
The PCs' primary contact in Absalom will be a 9th level fighter called Venture-Captain Adril Hestram who is a bear of a man renowned for his gallows humor and who will offer them lodgings in the visitor's section of the Lodge.  If the characters have completed the Weapon in the Rift, Ollysta Zadrian may accompany them into Absalom to provide them with advice and introductions.  Ollysta is a paladin of Sarenrae who used to be a member of the Pathfinder Society.  I'll put up articles covering the various church leaders and other adventures they can get into later.

The Grand Dance Hall of Kortos
On Day Six, Lady Darchana of the Arcanamirium sends a messenger to invite the PCs to attend her at the Grand Dance Hall of Kortos.  This ornate, round building had dozens of entrances at ground level and a few on the roof.  Currently the theatre is presenting Vudrani-style dancing troupes.  Naturally she has booked the highest balcony as she wishes to impress on them (and others watching from the other balconies) how important the negotiations will be.

Goodmiss Alidane of House Candren who is the manager of Sea King Shipyard and member of the Docks Council will offer to use her connections to get them access to cheap but good quality food as she has recently met a sympathetic supplier - actually Doctor Rolth (resurrected by his allies in my game following the events of Curse of the Crimson Throne).  The shipment is due to go out by sea vessel soon but if those passing through were to carry it, they could transport fresh food as well as dry.

Dirakah (actually a Gallu named Fennix who has an amulet that alters itself to look like a blue-haired gnome) is a merchant who has professed great interest in assisting Mendev's efforts, though he is keen to reinforce the fact that it is Mendev's problems.  He has gathered a sizable donation (15,000gp) held within coffers that could be used to pay the mercenaries in Nerosyan.  Naturally he doesn't mention that it is contaminated with Blood Veil (see Curse of the Crimson Throne AP).  Fennix is a servant of Baphomet and holds great respect for the marilith general, Aponavicius, which only makes him more eager to hear of the PC's successes in taking Drezen.


The Hellknight Feast
Pathfinder Society Adventure
This adventure works well when modified to cope with larger numbers of attendees, an auction and a big bang at the end.  The listed NPCs in that adventure should attend as should any enemies and allies that the PCs have already made along the way.  This event is slated for the Eighth Day after their arrival in Absalom.

Fennix is also in attendance though his plans are more long-term and he has nothing to do with the succubi's antics.  In truth, it would slay them all if it knew for an attack at this auction would be far more likely to rouse the support of Absalom rather than cause them to shun Mendev as trouble magnets because Absalom pride means they can hardly stand idly by when this happens on their own land.  

As Nocticula's servants are behind the sloppy strike, it is most assuredly to draw Absalom's ire in a roundabout manner though she would claim only a desire to capture the PCs.  She will have recruited any succubi who survived the Sword of Valor's exploits as a secret partnership that would be alleged to please Baphomet - they would be aiming to slay the PCs, after all.

Since a number of high level individuals will be present in the adventure, it is vital to justify their failure to act in place of the PCs.  My suggestion is to run background encounters where a few are assaulted by higher level enemies, a few fail their fortitude saves against poison, a few simply escape rather than risk their necks and others want to see what the PCs can do.  At the very beginning, the PCs would be approached as experts rather than risk setting off the entire affair.  You can justify this by having the initial poisonings either occur a bit later or having it occur in a private room.

It may also be worth throwing a few maids possessed by Shadow Demons into the mix if your PCs are higher level and likely to trounce the adventure as it stands.

At the end of the adventure, once the PCs return to the main area, Fennix is trying desperately to assure people that this must be a Mendevian trick to draw support to their cause.  At this point a mythic succubi teleports into the room with three lackeys (use the stats found in the Yearning House part of WoTR for the mythic succubi) and they attack him first as he stands in the center of the room. This forces him to reveal himself to defend himself and though the succubi attempts to apologise, it's too late, his cover is blown and he will attack her.  Once his hit points are dropped to half (or on the second turn if your PCs join the battle), he draws forth a diseased Orb of Tala.

Assume that half the gathering has already dispersed by this point, leaving 20 attendees.  Depending on your PC's level, throw a series of obstacles before the PCs that are easily moved to help them evacuate those who can't easily get themselves out.  This will also give them a clear objective to accomplish if they're too low level to get between a Gallu and a Mythic Succubi.  Removing the other succubi might be part of that. Any major cleric or high level PC they have wooed over to their side can each help another 1d4 people escape.

The Diseased Orb of Tala was made from one of the imperfect orbs constructed within the Tala Monastery and drenched in the disease and chaotic misery that permeated the monastery after Doctor Rolth infected their supplies with a particularly fast-acting form of the Blood Veil.  Once released from its bindings, the Diseased Orb will radiate pulses of chaotic evil energy, forcing all non-mythic creatures within 60ft to roll a Fortitude Save DC 21 each round to avoid becoming a Warped One.

Once he has drawn it, he will do nothing but move defensively and ready an action to shatter the orb - unless the orb is somehow removed from his hand before he can act, he breaks it and unleashes a mile wide burst of disease centered on the orb.  All within that mile needs to make a DC 16 Fortitude Save to avoid contracting the Blood Veil.

NOTE: If you intend on running Curse of the Crimson Throne after the events of Wrath of the Righteous, you may want to use a different plague and a different plague doctor.

DOUBLE NOTE: Bringing the imperfect orb of Tala to the Purification Forge will cause it to radiate Chaotic Good energies.  These energies will still cause people to potentially become Warped Ones but they get the choice to make the initial change (losing control after that point) and their alignment changes to Chaotic Good.  This functions as more of a last ditch defensive measure than anything else or, alternatively, a handy way to "convert" dozens of tiefling and humanoid cultists.  Shattering the purified orb will cast Remove Disease on all those within a one mile radius.

Wednesday, December 31, 2014

WoTR: Other locations in Alfie's "Kingdom"

Also known as things I do when I'm bored.  I basically charted out all known locations currently captured or maintained by Alfy in the Wrath of the Righteous campaign.  He'll probably never visit these places, but hey, I love me some logistics.

BEDIS
LG Hamlet (30)
Corruption -6, Crime -6, Economy -2, Law -1, Lore -4, Society +4
Bedis is a previously abandoned settlement between Kenabres and Fort Portmanteau.  It has the new settlement quality Patriotic which gives Crime and Corruption a -2 and Society a +4.  It isn't racially intolerant toward tieflings as it was resettled by a few pig farmers and their families who were rescued by a tiefling and what they believe to be a child-sized black dragon (see the Wardstone Patrol Pathfinder Society adventure).  This has also caused them to turn toward Sarenrae as their patron deity due to her redemptive qualities - a fact that has drawn their very own 4th level cleric of Sarenrae who makes holy water and cure light wounds potions for the locals.  They have no tavern but the community is willing to billet those passing through in their own homes and stables.  They are teetotallers so there is no liquor to purchase.  Base Value: 200; Purchase Limit: 1000gp; Items: 1d6 Minor

Valas' Gift
CN Small Farming Village (72)
Corruption +1, Crime +4, Economy +2, Law -8, Lore 0, Society -1, Danger +10
Situated in Mendev, this place was empty since the people either fled or died when the wardstones fell.  It was repopulated in the seventh week after Drezen's liberation when Alfy had set off to Brevoy to recruit farmers and labourers to help till the land.  Many of those who followed were chaotic individuals whose desperation made them willing to make the journey and brave demon-infested lands for the promise of a new start.  This place is therefore very much a Chaotic Neutral frontier town.  The village functions as though it were run by a secret society but in truth it barely runs at all.  A 5th level Pharasmin cleric and Brevoy lake pirate looking for a chance at a new life argue over leadership.  The place has become Notorious due to attracting the wrong kind of interest from local mercenary companies using it as a Fertile Soils which is a new feature that provides a +2 bonus to economy.  This is all rather ironic considering the details learned in "Certainty" as the place is blessed with fertile soils and healing waters by a paladin called Valas.  Base Value: 770; Purchase Limit: 3750gp; Items: 2d4 Minor; 1d4 Medium (generally potions),


Fort Portmanteau
LG Fortified Village (200)
Corruption +1, Crime -3, Economy -1, Law +3, Lore -1, Society -5
This village holds an army of 2nd level fighters and an army of 1st level fighters, all raw recruits since the more seasoned troops have been sent elsewhere.  The fort is established near a ford in the West Sellen River but is on the Mendev bank and it's role is to protect the surrounding farmland, something they are ill-pressed to accomplish.  They are led by a 7th level cavalier / paladin (see the Wardstone Patrol) who wishes to retire but can't bring himself to do it while the war still rages so he has taken this position.  They also house a 7th level wizard who is a known member of the Blackfire Adepts who provides some arcane support and develops useful potions.  It has two qualities: Strategic Location and Military Fortification.  Base Value: 450; Purchase Limit: 2250gp; Items: 2d4 Minor; 1d4 Medium

Vilareth Ford
LG Fort / Military Village
Corruption 0, Crime 0, Economy 0, Law 0, Lore 0, Society 0
I have used the Castle Everstand write up from Castles of the Inner Sea for Vilareth Ford, though a Castle Everstand that had been brutally overrun and slaughtered.  As the place hadn't been properly pillaged before being freed, all it needs is to be repopulated.  After quickly clearing the undercrypts, the underground areas can be used to house workers and soldiers.  All named characters are of the few hostages that Alphy located on his way in so that I can still include them - except the clerics who will be a Gorumite and an Erastil priest from Absalom.  At present, though, there is only a single army that roves out from this position.

Keeper's Canyon
Abandoned Small Town (0)
Corruption 0, Crime 0, Economy 0, Law 0, Lore 0, Society 0
This medium-sized small town has been left to fall apart over the past few decades since Drezen's fall.  It can hold up to 500 individuals relatively comfortably.  It is also close enough to the West Sellen River that once the insect warrens are filled in and the river flows through the canyon again, people can still source fish in relative safety.  Such fish might become somewhat tainted (3% chance) but Detect Poison will identify such taint and Purify Food and Water can cure it.  Drinking the water runs a 10% risk of some kind of infection but the water here can still be purified using magic.  There are damaged piers and a watergate here.

Singing Stones Fort
NG Fortified Thorp
Corruption -6, Crime -5, Economy -4, Law -4, Lore -1, Society -6
This lost temple was an abandoned outpost consecrated to Shelyn.  It has a broken down fort, temple and set of stables and can easily hold a permanent population of 10.  Currently there are 9 2nd level rangers and paladins led by a single 4th level cleric of Shelyn.  They are still relatively raw recruits but they watch over the canyon and report back regularly.  The fort itself can hold another 10 travellers for up to a week if necessary.  The temple is called the Singing Stones Fort because of an oddly shaped rock on the cliff above the temple that sings prettily when the wind blows just right.  There is a winch-lift available to help draw horses up into the temple.  The members who live here are insular and are openly friendly but inwardly suspicious of anyone who wishes to enter.  NOTE: The Law penalty does *not* apply to attempts to summon the guard as the location is so small that any attempt to call upon them will immediately result in everyone arriving.  Base Value: 50; Purchase Limit: 500gp; Items: 1d4 Minor Potions available to travelers free of charge if their need is dire.

Temple of the Beloved
Fortified Temple (8)
Corruption -5, Crime -5, Economy 0, Law +2, Lore +1, Society +5
This temple was discovered to be a lair of the Ivory Labyrinth who had come to populate a variety of temples throughout Sarkoris.  After the place had been cleared, it was mystically cleansed and mended by a number of servitors of Shelyn who wished to help bring beauty and quality to the Worldwound (see Demon's Heresy).  Since there's no real talk of any aftermath in the book but it seems like a celestial cleansing of the place should have some solid reason behind it, I've decided to populate it with agathions seeking to provide solace to tainted celestials and good fae.  Naturally this place will draw interest from Abyssal demons once it becomes known.  It is currently staffed by two Vulpinals who tend to the tainted, one Avoral who seeks out news, three Leonals for protection and two Silvanshee who can pass messages to the others.  They all serve Shelyn.  If the Weapon in the Rift is run, the two fiendish hound archons will arrive here for spiritual healing.  The place has two qualities: Holy Site and Celestial Bastion.  Base Value: 450; Purchase Limit: 2250gp; Items: 2d4 Minor; 1d4 Medium.

Tuesday, December 30, 2014

Fantasy Politics - NPC Boons

NPCs can award more treasure than gold....
(Dragon Age: Inquisition)
Largely described in the Paizo Game Mastery Guide book, NPC boons are a non-treasure way of granting the characters some kind of benefit for helping an NPC with a little problem.  In a political quagmire of intrigue and eventfulness, these become all the more valuable.  While there are a variety of useful boons, the following are likely the most vital in a political situation, particularly when influential figures and wealthy recluses are avoiding or ignorant of the PCs cause.
  1. Letter of Recommendation
  2. Favourable Introduction
  3. Invitation to an Event
  4. Influences Another on Your Behalf
  5. Teaches Local Etiquette
  6. Describes Local Connections
  7. Provides Blackmail Material
  8. Assists in the Creation of a Scandal
  9. Causes a Scene as a Distraction
  10. Grants Minor, Landless Title
  11. Discounts an Item for the Cause
  12. Provides Appropriate Attire
  13. Provides Entertainment at an Event
  14. Functions as an Escort for VIP
  15. Provides Public Approval
  16. Conceals a Secret of Yours
  17. Provides Free Room and Board
  18. Provides Free Transportation
There's doubtless dozens more to choose from, so feel free to mention them in the comments box below.

Monday, December 29, 2014

Fantasy Politics - What's The Point?

Everyone has their own motivations.  Knowing them is half
the battle.  (Dragon Age: Inquisition)
There are many competing motivations you can throw into the ring to make things a tangle of intrigue.  Remember, too, that they needn't be very big motives.  Not everyone needs to want to be prince but the gathering itself must be beset by petty insecurities, grudges and genuine concerns unless the soiree is meant to be a breather and a rest stop where the characters can rest and relax for a bit.  Without difficulty, there is no obstacles to overcome and outside of very particular social scenes there should always be obstacles.

Remember, too, that generally these obstacles are most believable and interesting when they involve other people as it allows greater complexity than simply relying on the PCs to form every entanglement.  However, you must involve the PCs to make it matter so you need to find ways of having them drawn in ... mistaken identity, requests for advice, and simply being told about the situation and given the chance to intervene.  You can also add extra complexity to a player-driven plot through NPC motives.  It's one thing for a PC to try to win a gentleman's heart, it's another to find themselves with a rival to contend with and a protective mother ushering him away.

The list below is full of little motives.  Nothing major, though they can be the inspiration for something immense.

GREED
  1. Gain an official position by impressing the right person.
  2. Gain the ear of a key official with a business proposition.
  3. Advertise a new venture to see if anyone's interested.
  4. Display a garb, weapon or armour available for sale.
  5. Discreetly inquire into an object for purchase (i.e. tomes).
  6. Solidify business interests with burgeoning "friendship".
  7. Show you are agreeable to another's business venture.
  8. Undermine a rival's actions by spreading rumour.
  9. Arrange a scandal that would damage a rival's interests.
  10. Prove the superiority of your product.
ROMANCE
  1. Win the heart (or at least continue the seduction) of a beloved.
  2. Prevent someone from winning the heart of their beloved.
  3. Be aggrieved at someone preventing your efforts.
  4. Rival someone for winning that heart.
  5. Outright competition for someone's heart (i.e. dare or bet).
  6. Show off to the crowd in the hopes of catching a particular eye.
  7. Style yourself in such a way that you draw hopeful suitors.
  8. Crush another's attempts to draw such attempts.
  9. Ruin another's reputation through wit or scandal.
  10. Win a key marital alliance through dance and wit.
GLUTTONY
  1. Over indulge in the refreshments.
  2. Drink to excess for an excuse to complain.
  3. Drink to excess for an excuse to flirt.
  4. Drink to excess to forget an incident.
  5. Indulge in hallucinogenics and have a wild party.
  6. Make a purchase of drugs or drink at the party.
  7. Spike the soiree's punch with drugs or liquor.
  8. Impress your guests with the soiree's fare.
  9. Impress your guests with your own sobriety.
  10. Dance and flirt extensively with everyone you can.
WRATH
  1. Ruin another's reputation over a perceived slight.
  2. Humiliate another using cruel wit.
  3. Drive a wedge between two or more people.
  4. Sabotage the soiree through mild poison or property damage.
  5. Prove that someone (or some group) is blameworthy.
  6. Gain revenge against a rival by destroying their successes.
  7. Publicly reveal a scandal that deeply affects others.
  8. Challenge someone to a duel to first cut.
  9. Cruelly mistreat a subordinate for an annoyance.
  10. Verbal tirade against a disliked cause or person.
PRIDE
  1. Humiliate your inferiors to prove your superiority.
  2. Find an excuse to make another grovel for forgiveness.
  3. Convince another to describe your virtues.
  4. Win people over to supremacist ideals.
  5. Gather allies over frank discussions of your inferiors qualities.
  6. Demand someone show obeisance to you or another person.
  7. Remind others of your rank frequently.
  8. Make frequent demands of a subordinate to do things for you.
  9. Give backhanded compliments to "inferior" people.
  10. Publicly treat "inferior people" as children or pets.
FRIENDSHIP
  1. Assist another's efforts in winning a heart / business contract.
  2. Defend another's actions - however rash.
  3. Protect a loved one from humiliation or manipulation.
  4. Quietly uncover a scandalous situation involving your friend.
  5. Uncover a plot against your friend.
  6. Hide a scandal.
  7. Distract others from your friend's poor actions.
  8. Smooth over ruffled feathers for your friend.
  9. Have a deep and meaningful conversation in a quiet spot.
  10. Reach out to someone who is clearly having a rough time.
DESPAIR
  1. Subtly give signals that you plan to kill yourself.
  2. Ignore conversation in favour of silence.
  3. Sit quietly in the corner and refuse to dance.
  4. Tell everyone of the oncoming doom that will crush them all.
  5. Quietly tear up on the balcony as you thing of past tragedy.
  6. Reproachful glances at the person who did you harm.
  7. Cause a scandal involving yourself to harm another.
  8. Sneak away during the festivities for a quiet moment alone.
  9. Request assistance for someone to help you flee.
  10. Find something to live for.
FAITH
  1. Ensure a ritual or prayer is included in the festivities.
  2. Make a speech that furthers / includes your cause.
  3. Turn conversation over to your faith.
  4. Publicly stand against atrocity on religious grounds.
  5. Encourage (or heal) a schism between two sides of your faith.
  6. Publicly reject any other path than your own.
  7. Encourage and invite others to attend your meetings.
  8. Humiliate or disgrace members of a rival faith.
  9. Convince others that atrocity is the righteous path.
  10. Ensure everyone knows where you stand on an issue.

Sunday, December 28, 2014

Fantasy Politics aka Why Won't They Help?

Everyone has their own ideas of what matters.  (Dragon Age 3)
So I'm running the wonderful Wrath of the Righteous Pathfinder Campaign and now the characters are on the cusp of visiting Absalom to bring in some more assistance from the reluctant nobility and churches there.  The question on everyone's lips, much as could be expected in any fantasy game, is why won't everyone help?

There's a number of reasons / excuses for ambivalence.

The Worldwound is terrifying, but so is the threat of Climate Change and other massive environmental hazards in our world (such as the growing country-sized plastic spread in the middle of the ocean).  Even if you don't believe in Climate Change, it's a good analogy if you briefly consider it true.

Some folks with wealth and power have already donated.  A few have even stripped their holdings or volunteered their whole lives to deal with the problem.  These guys are tapped out and unavailable for further assistance because they're *already* there.

Naturally those who are currently uninvolved have their own reasons, such as:
  • "It's not true.  I've never seen it.  The weather (i.e. absence of demons) is fine where I am."
  • "The implications of Climate Change are far more localised and minor than anyone realises.  It will reach equilibrium."
  • "It's only a problem for folks who live in beach side properties.  It's an issue for other people to handle."
  • "I don't know anything about it.  What could I do even?  And no, don't tell me.  I don't want to know."
  • "It's too late so why bother?  Live it up while you've got the time.  In the end, all will be ash and ruins."
  • "We have no good options.  Why throw good money (and time) after bad?  Most options we have found either don't work or cause additional problems (i.e. CFCs were an environmental solution that damaged the ozone layer).  If there were a truly effective option, I'd change my mind."
  • "God(s) granted us this land to do with as we will and if the environment gets ruptured, than that is how it was meant to be.  In truth, God(s) will prevent anything too terrible happens unless its the promise apocalypse, in which case, it was meant to be.  To do anything about it would be to reject God(s)."
Some folks are willing to make a minor donation when asked and will cite that they were never really asked and never really knew there was a problem when someone does approach them.  These folks just don't want to lose everything they have in a desperate gamble to solve a seemingly unsolvable problem and they have other prosaic concerns that are nevertheless important to them.  Some of these concerns are equally righteous.
  • "Where will the money go?  Who will benefit?  I'm not going to donate to just about any profiteer who walks in through the door."
  • "What about my family?  I'll give you some money but I need to ensure my children get the best education, my grandparents get appropriate medical care, and my business interests stay afloat."
  • "What about my community?  I'm already donating my time and services to help people here."  This becomes exceptionally more valid in the case of the Worldwound: "If we send supplies and people to Mendev, there's a good chance they'll just die and we won't have anyone to help us here."
  • "Maybe we would be better placed spending our money on preparing ourselves against the inevitable rather than relying on implausible schemes in faraway places.  We won't be safe if all of our assets and resources are elsewhere."
  • "We have the hounds at our own door.  If we don't keep an eye on our own borders, we'll be invaded or worse."
  • "There are too many competing interests.  I might donate privately but if word gets out I'll be ruined.  Everyone around me sees belief in these troubles as a sign of madness and stupidity and I will find my life severely hampered."
  • "We have too many debts."
  • "We have already donated!  Twice!  And that's just to your cause.  We're weary of having this issue constantly dragged to our door."
  • "I know you need aid but I don't want my friends and family risking their lives on this venture."  (More apt for the Worldwound than for Climate Change, but still.)
So there you are.  The next time your players are desperately trying to gather assistance for something clearly important and dangerous, you can dip into this article to find reasons and excuses for why the matter falls to them.  Alternatively some of these beliefs are simply obstacles that can be overcome.  As an example, if they can make it fashionable to donate then the competing interests and scandal issues will be overcome.

Tuesday, December 23, 2014

Accidental Draft Publishing

Whoopsy.  Wasn't intending to publish the draft of those political figures just yet.  The next few weeks I'll be publishing articles on how to create political goals as well as how I'm using figures from the Pathfinder Absalom setting and weaving it into Wrath of the Righteous.  Since that campaign is full of so many combats and explorations, I thought it would be worthwhile swapping to a social-political game for a bit of a breather.  More information on that in the days to come!

And yes, I withdrew that half-done article.  I'll put it up later once it's actually done.

WoTR: Terendelev's Hoard

So for those who have been following my articles, or who have played Wrath of the Righteous themselves, Terendelev is an ancient silver dragon who was slain by a powerful balor in the very first adventure.  The adventure path doesn't ever take the PCs to her hoard but if you are expanding this already quite large adventure path (as I am) to include all the more rebuilding and refortifying (kingdom building rules) then her hoard could be of interest.

Terendelev was a much beloved Ancient Silver dragon, it seems only fitting that her hoard be equally splendid and filled with items either personally useful for her or too terrible to leave in mortal hands.  She has all evil and cursed items in a separate pile screened by special silvered salt that keeps its taint from touching the rest of her hoard.  Many of her items aren't evil, per se, but tend to be used for evil purposes or are simple valuables and so she felt right to keep them whereas any holy weapons would be turned over to the authorities to help combat the worldwound.  Anyway, I built this as a $300,000 treasure hoard under the expectation that most of it would be sold for Kingdom Building purposes.  I'd recommend reducing the hoard by quite a bit if your players aren't so generous as the campaign is already quite generous with equipment.  All of the following items are in Ultimate Equipment unless otherwise specified.

The evil and accursed pile contains of Beacon of True Faith (black flame in an ornate electrum torch), Talons of Lamashtu (as Talons of Leng these long gloves are tipped with nasty looking steel nails and is cursed so that it ceases to work unless a person is either killed per day or hideously disfigured), Vampiric Gloves (cursed so that the wearer's teeth become visible fangs and their skin becomes hideously pale providing a -3 Cha check penalty against good and neutral creatures), Mask of the Skull (pale white humanoid skull mask made from real bone), Stalker's Mask (human skin of a dozen different pigments have been tanned and stitched together to form this mask), Headband of Knucklebones (literal headband of bone tied with dried sinew), Phylactery of Negative Channeling (an ominous insectile headband of black carapace that glows a sickly green between the gaps), Headband of Seduction (actually a rakish tricorn hat), Dragonfoe Amulet (silver amulet showing a dragon punctured by a lance).

The other pile contains the Belt of Fallen Heroes (villainous shapes on the belt and villainous spirits though their tactical advice is simple pragmatism with no further effect), Perfect Golden Lute (something Terendelev loved to have her visitors play), Belt of Teeth (appears to be made from inter-locked fangs), Minotaur Belt (icon of Baphomet on a solid leather belt of Minotaur skin but no further effect), Nightmare Boots (black leather boots with a red fur trim in a high heel that miraculously doesn't cause problems to wear due to its innate magic), Poisoner's Gloves (long white satin tied with ribbons at the upper arm), Lesser Poisoner's Jacket (white cap-sleeved bolero jacket with gold ornamental trim in the imagery of Sarenrae), Cassock of the Clergy (Baphomet-style cassock with iconography stitched across the shoulders which also replaces the Bless spell with Bane), Headband of Intuition (light tracery of silver and tiny pearls that glows lightly), Maw of the Silver Wyrm (this mask is made from silver filigree in approximation of a dragon's face with quicksilver shapes over the eyes that nevertheless do not prevent vision), 3 Shackles of Compliance (plain steel manacles), 3 Manacles of Cooperation (slight glow between the links), and a pair of Shackles of Durance Vile (image of Baphomet on each wrist cuff lined with a red glow).


Place something special in center position.  In my case, against one wall hung with ornate (300gp each) tapestries, sits a small shrine upon which lie folded a Monk's Robe in Shelyn colours with a gap on the wall where another flag can be placed (i.e. Shelyn flag) and if that is done then the Jawbone relic from the Wrath of the Righteous Adventure Path appears on top of the robe.
There is no gold, silver and copper here nor even beautiful works of art beyond the tapestries as Terendelev sacrificed it all to help the crusade and assist Drezen.  In exchange, she was given a hoard of great value to guard ... even if some of it was contaminated in thought if not in power.