Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Sfounder's Curse of the Crimson Throne PbP

Game Master Chris Marsh

COMBAT MAP

Respect Points: 2

Curse of the Crimson Throne Initiative:


  • [dice=Baddies]d20+[/dice]
  • [dice=DeGrog]d20+4[/dice]
  • [dice=Ferox]d20+10[/dice]
  • [dice=Gaius]d20+3[/dice]
  • [dice=Grym*]d20+3[/dice]
  • [dice=Morkeleb]d20+5[/dice]
  • [dice=Odric]d20+4[/dice]
  • [dice=Sandor]d20+2[/dice]


Curse of the Crimson Throne Perception:


  • [dice=DeGrog]d20+0[/dice]
  • [dice=Ferox]d20+18[/dice]
  • [dice=Gaius*]d20+16[/dice]
  • [dice=Grym**]d20+12[/dice]
  • [dice=Morkeleb]d20+0[/dice]
  • [dice=Odric]d20+0[/dice]
  • [dice=Sandor]d20+12[/dice]

*Does not include Trapspotter.
**Does not include Favored Enemy, Favored Terrain, or Bucho


7,501 to 7,545 of 7,545 << first < prev | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | next > last >>

Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+17[/dice] for [dice]2d4+10+9[/dice] damage.
Murder Hobo/8 Initiative:+4 - AC:26, T:15, FF:24 - HP:63/104 - THAC0:12 -
Crunch:
Fort: +12, Ref: +7, Will +5/+7 vs. Fear - Perception +0 / Stealth +0 - FAME:29/37

Odric continues to stare at the horizon in stunned silence. His jaw is slightly agape. With a shudder, then a shake, then a convulsion, the giant man begins laughing. Slowly at first, then building to a full belly laugh edged with maniacal hysteria. He accepts the bath and the good-natured jibes with good humor. The stunned warrior eventually takes another swig of his wine and puts the skin away. He reverts to a stock-still pose for a few more moments, then with a sharp shake of his head he seems to snap out of it.


Crazy busy for the next 72 hours... Sorry guys


Male Half-Elf Rogue 4/Cleric 4; Trapspotter 18; Init: 3; AC: 22; T: 15; FF: 22; HP: 54/54

Gaius moves to Grym and massages the stung area, whispering an incantation as he does so:

Lesser Restoration: 1d4 ⇒ 2 points of strength restored.


Super busy weekend. Will post ASAP.


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)
Gaius Lirsiiv wrote:

Gaius moves to Grym and massages the stung area, whispering an incantation as he does so:

Lesser Restoration: 1d4 points of strength restored.

The ranger thanks his comrade as he flexes his muscles feeling his STR returning.


Male Dwarf Fighter 6 Urban Ranger 2 AC=26; T=14; FF=24; HP 70/94; Init+4; Per +13; +13F+11R+6W

I found the posts

Spoiler:
DMS wrote:

"There are those among our people who, after living lives without lie and never speaking falsehood, have earned the title of Truthspeaker. It is a rare honor, one that requires many years of chastity, of self-control, of introspection. There are Truthspeakers among the Sklar-Quah, yet that does not help you. Were that the Skoan-Quah had one. Yet The Skoan-Quah and the Sklar-Quah are not the only Shoanti in the Cinderlands. I have heard tell that the Lyrune-Quah, who dwell in the shadow of the Wyvern Mountains far to the northwest, have Truthspeakers among them. If you could perform the ritual of rebirth at the Feeding Grounds of the Quah- Kael in the presence of a Truthspeaker, his words would be all the proof you need to secure an audience with the Sklar-Quah.

“The Lyrune-Quah are nomads. This time of year, they gather at a place sacred to them, a place called the House of the Moon at the northeasternmost edge of the Wyvern Mountains. Yet I fear that they will distrust you as tshamek as well, unless you bring to them proof of your honesty and need. The Lyrune-Quah, however, are unusual among the Shoanti. They do not seek enlightenment through our ancestors, but from the Song of the Spheres. They are devotees of Desna, and they trust those who worship her. Yet that trust is, alone, not enough to earn the aid of a Truthspeaker to be witness to your heroics against Cindermaw. The faithful of Desna have a tradition of exploring distant and dangerous places as a way to honor their deity, who watches over all who travel. When they reach the goal of their pilgrimage, a priest leaves a found-mark to honor his journey. One of the Lyrune-Quah’s greatest ancestors was a priest of Desna named Tanjah—their legends speak of her pilgrimage into an ancient ruin and her discovery of a potent relic sacred to Desna, a stone globe held deep within a place called the Acropolis of the Thrallkeepers. Those who follow Tanjah’s footsteps and seek her found-mark upon this globe are said to be given the Spherewalker’s Mark, and with this mark, the Lyrune-Quah would welcome into their camp even their most bitter rivals. “It is a ruin left over from an ancient time, a time when great powers ruled over this land. We speak of these ancient lords only in whispers today, but you may know their mark by the Sihedron, the seven-pointed star. I know not what perils await you within the Acropolis, but its location is not unknown to the Skoan-Quah. When you are ready to leave, I shall send with you four boneslayers to lead you there.”

This "info dump" is a bit much for all at once. The questions and answers are hastened to keep the posts moving at a reasonable pace. So, my apologies for the railroad of quests presented. To sum up: Go to the Acropolis to retrieve an item that will serve as a gift for the Lyrune-Quah. Give them the gift so that they will bear witness to your attempt to execute the ritual of Rebirth. This proof will gain you entrance to the Skoan-Quah. Their shamen, assuming success, can tell you what you need to know about how to counter the Queen's artifact of Power.

and

DMS wrote:

I did skip a piece in the summary:

1. Retrieve an item in the Acropolis as an entrance gift to the Lyrune-Quah

2. Convince them to bear witness to your attempt at the Ritual of Rebirth.

3. Find the Cindermaw, and pray for success.

4. If you are successful, use the Truthspeaker to convince the Skoan-Quah to open up to you.

5. Gain the knowledge necessary to fight the Queen and her Crown.


Truthspeaker Akram murmurs a prayer that takes a considerable time to complete. When he is done, "You have birthed not one but TWO. This is a powerful omen, and in the eyes of all I decclare you to no longer be tshemek. Our road is not done. We must find the Sklar-quah. There are many encampments of the Sun Tribe, and I recommend we head for the oldest, Flameford. The journey is not overly long, merely 4 days travel from here. I warn you though, my word counts as absolute truth, but change comes hard. I have recommended Flameford because they are likely to be the most open to the Truth.

Indeed the journey is quiet. The travel is not at all enjoyable. Here the sun beats down relentlessly. Each person must pass a trio of Fortitude saves. The DCs are 15, 17, and 19 respectively. Check the Endurance feat and Survival skill for options.

Once everyone has made their saves, we will pick up again...


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

The ranger stoically endures the severe heat. He even manages to keep scouting for danger while the others rest from heat exhaustion.

Fortitude saves. 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21
1d20 + 12 + 4 ⇒ (2) + 12 + 4 = 18
1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
Grym makes all 3 checks

The ranger even works tirelessly to assist his comrades by showing them ways to survive the heat.
Survival 1d20 + 13 + 4 ⇒ (16) + 13 + 4 = 33
Grym is able to give a +2 bonus to 18 other people for their fortitude checks so every please remember to add this in


Male Human Inquisitor 8 AC=20; T=15; FF=15; HP=58/58

Chris, can we make multiple Survival checks to help with each save, representing helping the party over the several days of travel?

Just before entering the Cinderlands, Ferox had purchased a Masterwork Survival Kit, specifically for traveling through the Cinderlands. http://paizo.com/campaigns/SfoundersCurseOfTheCrimsonThronePbP/gameplay& ;page=134#6690

As they journey, Ferox, with Abadar's Guidance, takes the time and care to help whoever he can as they travel through this inhospitable land.

Survival, Check 1: 1d20 + 17 ⇒ (5) + 17 = 22
Survival, Check 2: 1d20 + 17 ⇒ (9) + 17 = 26
Survival, Check 3: 1d20 + 17 ⇒ (5) + 17 = 22

I think each check allows Ferox to help everyone in the party, himself and seven others. So, +2 to your Fortitude checks from Ferox's help.

Fortitude: 1d20 + 10 ⇒ (2) + 10 = 12
Fortitude: 1d20 + 10 ⇒ (17) + 10 = 27
Fortitude: 1d20 + 10 ⇒ (4) + 10 = 14


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

almost forgot Bucho

Fortitude saves 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37

Trotting out in front of the party with his tounge lolling out the side of his mouth. The dog seems to have little trouble with the heat. Though whenever the group does stop to rest, the dog digs down past the sun heated soil. Then flops down in the cool dirt to rest.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52
DMS wrote:

Thousand-Bones stops you before you retire for the night. "I will not

send you into the Cinderlands on this quest alone or unarmed."

He calls forth four brave young Skoan-Quah boneslayers, introducing them, "These are Ahalak, Hargev, Nalmid, and Shadfrar. These four are the your guides through the Cinderlands, and will lead you to where you need to go."

Further, he presents some gifts to you: five potions of cure serious wounds, a wand of create water (44 charges), a wand of endure elements (23 charges), and five pots of Shoanti war paint (three red and two silver).

I would like to avail myself of the gift from Thousand Bones...if Gaius or Ferox would use the wand of Endure Elements on me until we're out of the desert, that would be appreciated!


Yes, multiple survival checks are fine.


Male Dwarf Fighter 6 Urban Ranger 2 AC=26; T=14; FF=24; HP 70/94; Init+4; Per +13; +13F+11R+6W

Sandor also helps with the tracking and survival in the land. Since Ferox is helping everyone live, Sandor will do his best to predict the weather aka hopefully not another sand storm or anything like that..

Fort 1: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Fort 2: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Fort 3: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22

Survival: 1d20 + 12 ⇒ (18) + 12 = 30

hot with a chance of hot, and a slight chance of scortching hot


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

posting for Odric, Adam texted me, he is busy on some school trip down in New Orleans

Odric's Fortitude Saves

1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

Though hot and sweating profusely, the big man seems to weather the heat with out too much trouble. However, he often claims he would decapitate someone for a cool tankard of stout.


Male Half-Orc Fighter 8 (Corsair) AC=20/23 Lt.Fortification; T=12; FF=18/21; Init. +4; Perc. 0; Fort 11; Ref 6; Will 4(6); HP 86/86

Well, at least there ain't saltwater to want to drink,
Fort:
1d20 + 11 + 4 + 2 + 2 ⇒ (8) + 11 + 4 + 2 + 2 = 27
1d20 + 11 + 4 + 2 + 2 ⇒ (14) + 11 + 4 + 2 + 2 = 33
1d20 + 11 + 4 + 2 + 2 ⇒ (14) + 11 + 4 + 2 + 2 = 33

(included +2 from both Grym and Ferox?)


Male Human Inquisitor 8 AC=20; T=15; FF=15; HP=58/58

It's a circumstance bonus. They don't stack. So, you get just the single +2


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

do we need to make Fort saves if we're under influence of Endure Elements? If "no" then Morkeleb won't bother (and whomever is holding the wand of EE Bones,000 gave us, knock off 3 charges yo!)


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

are we just waiting for Gaius? (And donkeyhorse?)


Male Half-Elf Rogue 4/Cleric 4; Trapspotter 18; Init: 3; AC: 22; T: 15; FF: 22; HP: 54/54

Fort Saves:

1d20 + 2 + 6 ⇒ (7) + 2 + 6 = 15
1d20 + 2 + 6 ⇒ (17) + 2 + 6 = 25
1d20 + 2 + 6 ⇒ (7) + 2 + 6 = 15

Two successes and a failure. What happens now?


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

Pull out the wand of endure elements?


Male Human Inquisitor 8 AC=20; T=15; FF=15; HP=58/58

If that works, I'll need two hits off the wand, too.

Grand Lodge

Male Unknown All

Using the wand works too.

-Posted with Wayfinder


As you delve deeply into Sklar-Quah territory, it was just a matter of time before you are intercepted by a patrolling war party of six burn riders, Sklar-Quah horsemen who (according to Akram) have trained their mounts to no longer fear fire. The burn riders are headstrong and quick to anger he adds.

They great you from afar. Akram greets the burn riders and explains quickly how you seek to divest themselves of their tshamek status, a comment that elicits a round of laughter from the burn riders. Yet as soon as Akram mentions that TWO of you have recreated the Legend of Skurak and Cindermaw, they grow serious. The patrol swiftly agrees to escort you to Flameford at the very heart of Sklar-Quah lands. The camp of Flameford is in a very defensible spot, nestled in the middle of a field of razor-sharp slash rock at the edge of an 80-foot-high cliff. The campsite consists of 17 yurts, two larger tents, and a stable for the tribe’s horses.

Like all Sklar-Quah encampments fortunate enough to be accompanied by a full-fledged Sun Shaman, the outer rim of the encampment is blanketed by layers of permanent stone spikes (Knowledge (Arcana)) known as slash rock. The spells are set to leave unmarked zigzag paths between the slash rock to permit safe passage to those who know the way. In this way, the Sklar-Quah control the entrance and egress from the camp and the Sun Clan need to post few guards. Were it not for your "guides" the maze would be near impossible to navigate.

You are led to an unused yurt as place for you to stay during your visit. Apart from a few furs and a single small fire pit, the yurt contains no furnishings at all. Akram takes his leave of you in order to go make arrangements. The understanding is clear, you are not to leave.

It's understood that you're hear until morning. Everyone make a post about their evening activities, spell prep, etc. I'll advance then.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

Knowledge (Arcana): 1d20 + 19 ⇒ (7) + 19 = 26
Assuming he figures it out, Morkeleb discusses the nature of the spell with Akram.

He keeps quiet during any interactions with the Slkar-Quah (unless he's addressed specifically), and stays to his books overnight.


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

Both Odric and Grym are in need of healing to be up to their fullest potential. They implore the Calistrian for the CLWs wand.


Male Dwarf Fighter 6 Urban Ranger 2 AC=26; T=14; FF=24; HP 70/94; Init+4; Per +13; +13F+11R+6W
Thorgrym the Tracker wrote:
Both Odric and Grym are in need of healing to be up to their fullest potential. They implore the Calistrian for the CLWs wand.

Sandor gets in the same line. He avoided the fire damage, but the sharp teeth did give the scarred dwarf a few more to talk about.


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+17[/dice] for [dice]2d4+10+9[/dice] damage.
Murder Hobo/8 Initiative:+4 - AC:26, T:15, FF:24 - HP:63/104 - THAC0:12 -
Crunch:
Fort: +12, Ref: +7, Will +5/+7 vs. Fear - Perception +0 / Stealth +0 - FAME:29/37

If we are at liberty inside the camp, Odric will wander the area making conversation and "kissing babies" (not literally). Diplomacy: 1d20 + 2 ⇒ (12) + 2 = 14.

If he is restricted to the yurt, he naps vigorously.


You are essentially under house arrest. I'm on a field trip today, and sequestered in a committee tomorrow. I'll try to post.


After a night in the yurt, the dawn comes with activity. You are led into the heart of Flameford, the entire camp, Chieftan and Sun Shaman included, come to see. Your burn rider escort leads you to the War Council Fire and bids them be seated. You all quickly notice that Krojun is in attendance as well. Akram then entreats the Sun Shaman on the your behalf. He formally requests that the Sklar-Quah accept you as Shoanti with full entitlement to walk the Cinderlands. To do so, he first recites the Ritual of Cycles —a long, convoluted story of the never-ending relationship between the sun and the moon. Once tradition has been appeased, Akram boldly announces that he is a Truthspeaker and demands that any who challenge his standing speak now. A lengthy period of uncomfortable silence hangs in the air. (Sense Motive checks) The silence is eventually followed by a patient nod of approval from the Sun Shaman. Akram then breaks into a tale of the recent deeds, tying them to the legend of Skurak. When Akram tells the details of the cutting and vomiting his way, Krojun and a few others make guffawing noises in disbelief, but they are silenced by a glare from the Sun Shaman.

Any PCs looking to help their case are allowed to speak, but if it's not in Shoanti you will likely embarrass Akram and offend them. You can tell it'll take some serious diplomacy to not offend them.

After Akram’s tale is complete, the Sun Shaman retreats to his tent with Chief Ready-Klar. An uncomfortable silence looms while the crowd waits. Krojun crosses his arms and stares at Sandor and Odric. Akram quietly explains to you that if the Sun Shaman rejects his petition and decides you are still tshamek, they (Akram included) will be disemboweled for trespassing on Sklar-Quah land.


For recreating the Legend, and bringing Akram to the Sun clan alive, such that he tells your tale, you gain 1 Respect Point.


Male Human Ranger 8, AC 21, HPs 52/103, Int +3, (Bucho AC 22 HPs 81/81)

The ranger keeps silent through out the council. Though Thorgrym does pay attention to the reactions of others during Akram's words.

Sense Motive 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20


Grym:

During the "Speak now or forever hold your peace" portion, Krojun REALLY wants to speak up, but he looks at you for a bit, and decides against it.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

Hmmmmm....what way to play it? Will the wizard's words help with his mysterious power, or hinder with his physical weakness and lack of understanding of his craft???


Male Half-Orc Fighter 8 (Corsair) AC=20/23 Lt.Fortification; T=12; FF=18/21; Init. +4; Perc. 0; Fort 11; Ref 6; Will 4(6); HP 86/86

The outcome here depends entirely on tradition. My understanding so far, is that it is Shoanti tradition that a Truthspeaker's words are incontrovertible. I vote we show confidence in our case and respect for Shoanti tradition by letting Akram's testimony stand on its own. This will further mark us as Shoanti in spirit and deed, and not tshamek


Male Human, Savior of Korvosa, Initiate of the Korvosan Guard
The Kegerator:
Power Attack (Furious Focus) with MW Keen Falchion +1: [dice]1d20+17[/dice] for [dice]2d4+10+9[/dice] damage.
Murder Hobo/8 Initiative:+4 - AC:26, T:15, FF:24 - HP:63/104 - THAC0:12 -
Crunch:
Fort: +12, Ref: +7, Will +5/+7 vs. Fear - Perception +0 / Stealth +0 - FAME:29/37

Odric remains stoic, though he straightens up a bit when the gaze of the respected Sun Shaman falls on him. He is proud of his accomplishment, but then again he realizes it wasn't so much of a personal accomplishment as it was a demonstration of teamwork and dumb luck.

Sense motive: 1d20 ⇒ 2

Odric's stoicism is so difficult for the normally irreverent warrior to maintain, that holding in his flatulence takes the majority of his concentration, and he only understands the gravity of the situation, missing the nuance entirely. On the bright side, he doesn't fart.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

A fair point. However, I'm thinking that if they also have a better understanding of the *reason* we're seeking out the title, it may help carry the day--that we seek knowledge to destroy a common enemy, and in no way seek to take advantage of the Shoanti.

Is there any indication in the wizard's mind of which is the better course of action: letting Akram's words lie, or speaking on our own behalf?

Knowledge (local): 1d20 + 12 ⇒ (9) + 12 = 21 <--for what it's worth, Morkeleb does speak Shoanti now, so there is at least an academic knowledge of...stuff


Male Dwarf Fighter 6 Urban Ranger 2 AC=26; T=14; FF=24; HP 70/94; Init+4; Per +13; +13F+11R+6W

Now I hope your taking into account that most of the tribes are wanting to go to war with Korvosa and destroy it, not save it. They want to reclaim the lands that they think are theirs. I think only Thousand Bones clan was speaking against open war.

Sandor not understanding all the Shoanti lets Akram stand on his own. He also knows that he is under scrutiny and acts stoic, meeting Krogrun's stares with his own. Not challenging, just respecting the prowress displayed against Grym.

Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12


Morkeleb:

You knowledge only nets you that this is the opening. It's a sense motive check to know whether or not you should take it.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20

I hope our 2 best motive sensors chime in! :-)


Morkeleb:

You look like a wizard, talking might ruin it all.


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

Morkeleb stands *stock still*, his hood hiding his eyes. He grips his staff in both hands, and makes no motion or sound whatsoever--even slowing his breathing as much as he can.

If their purpose is best served by his silence, then he will be silent with extreme prejudice.


Male Human Inquisitor 8 AC=20; T=15; FF=15; HP=58/58

Ferox remains silent. He understands and can speak Shoanti, but also understands that the clan still considers him an outsider. They won't believe anything he says. Only the words of the Truthspeaker will sway them.


The Sun Shamen and Chief retire to discuss.

An hour later, the shaman and chieftain return to the fire. He asks each of you to stand before him and speak your names. The Sun Shaman repeats the names in sequence, and then tersely announces that henceforth your are to be considered tshamek no more. You are free to come and go among the lands of the Sklar-Quah, as long as you maintain peace and honor and respect Sklar-Quah tradition. Many of the Shoanti, Krojun included, struggle to contain their fury but none openly reject the Sun Shaman’s proclamation.

The gathering begins to break-up, and the Sun Shaman grants you indefinite use of your Yurt while in Flameford.


Male Dwarf Fighter 6 Urban Ranger 2 AC=26; T=14; FF=24; HP 70/94; Init+4; Per +13; +13F+11R+6W

Well now I think we have to convince them to give us some information. It was from this Quah right?


Male Human Wizard (Enchanter: Controller) 7 Init +5; AC=11; T=11; FF=10; HP 52/52

In Shoanti, then translated for the non-Shoanti speakers...before the Sun Shaman actually leaves, Morkeleb tries to speak to him.

Honored Shaman, we thank you for your consideration. Now that we are no longer tshamek, we seek your wisdom and knowledge. May we meet with you in private, at your convenience?

7,501 to 7,545 of 7,545 << first < prev | 141 | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / Sfounder's Curse of the Crimson Throne PbP All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.