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Anselth's page

Pathfinder Society Member. 487 posts (907 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 6 aliases.


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Qadira

Sallandrya doesn't know what the robe signifies, but she does spot a small cupboard with two undamaged robes within. They are a similar scarlet color, with gold skuls embroidered on the front and back. Gnobby finds nothing interesting on the corpses.

Qadira

This portal is finely carved, but most of the vile and obscene work has been hacked and chopped so as to efface its evil. The door, appearing devoid of traps, opens easily at Podo's touch.

Beyond is another vestry, a chamber nearly 30 feet wide and 60 feet long. It once must have been the scene of debauched revels, for the remains of great couches, tables, and padded chairs are strewn about. Charcoal and several broken barrels lie nearby. A stack of resinous branches near the door seem to be the only things not broken or disarrayed. Amidst the litter are several skeletons, probably human. One wears the tattered remains of a scarlet robe.

map

Qadira

Pettry shrugs. "It's as likely an explanation as any. I don't know what the pattern could mean, though that throne is...ugly. What about that door?" He nods to the right.

Qadira

Stepping up onto the altar, Sir Galavaine and Andre approach the kettle. It is heavier than either of them can lift, the bits inside unidentifiable, yet disturbing. Beyond the cauldron is a dais with a throne.

Andre:
The taint of evil is stronger here

The dais extends south into the Temple, forming a circular area. The floor, steps, and walls are black basalt, highly polished and gleaming. Four steps lead to the upper platform, and upon it is a great throne of purplish basalt, with leering demon faces and carved grinning skulls. Above the throne, the following words in the common tongue are chiseled into the curving wall:

THE POWER OF ELEMENTAL DEATH BRINGS MORTALS LOW BUT RAISES THE NAMELESS ONE HIGH

The flags upon which the throne sets are ten-foot squares of granite, set in a mosaic pattern.

Dais view from above

Map

Qadira

Podo:
Podo cautiously steps down the staircase, only to vaguely note a door which he finds wholly uninteresting, though it seems familiar.

There is a pair of double doors, but they are locked and warded the same as the front doors. They create an overwhelming sense of apathy when you look at them, so much so that you hardly care that they are there at all, and want to go another way.

Tarmin:
Location #8: A huge bronze vessel chased with copper stands here. Its six legs hold it slightly more than a foot above the floorstones. The basin-like pot is eight feet in diameter. Its bottom is filled with old charcoal, bits of blackened bone, and undefinable lumps. A piece of chain still hangs over this altar, and evidently others similar once also hung there, but their bronze links were broken, and short pieces lie on the floor around the area. The altar's rim is dented and cut, as if struck by many hard blows.

Anyone moving up can read Tarmin's spoiler, anyone going down the stairs may likewise read Podo's

Map

Qadira

I like that they broadened the rogue to be more than a thief, I don't like that a lot of folks take it to mean it can't be a thief. There is still a skill for robbing people. Rogue's should be permitted to partake in extra-curriculars. The one in my home game does. Of course, he's not bright about it...

Qadira

Podo:
You reach about halfway down before moving back up to join the group. You saw what appeared to be a hallway below, but it may only be a large landing. You don't see or hear any movement.

A flight of steps, 20 feet wide and each step broad and tall, delves down to the north (7). The stone is a dull gray, but flecks of color — white, blue, red, green, and black — dot its surface.

To the north of the staircase is a stone railing, with supports of white, brown, and green stone alternating; its upper portion is cinnebar. The floor beyond is paved with three-foot squares of highly polished red granite. The square columns of some type of yellowish stone are carved in bas relief, and painted to show scenes of fire and suffering with demonaic creatures leering on.

Map

Qadira

Hearing nothing, Gnobby and Podo open each door in succession.

The area to the east (4a) was apparently a vestry. Bits of broken altar service are present here also, with a broken trident and pieces of torn, scorched robes of a moss-green hue. Other rubble includes several smashed benches, a small broken table, and a thrown-down wardrobe with one side kicked in and the doors torn off. A flight of stairs descends to the southwest.

The area to the west also seems to be a vestry. A broken rhondite bowl and ewer lie in a corner, apparently flung in anger and now shattered and useless. The interior of each is caked with a dry brown substance. Pieces of furniture are also scattered about, as are the torn remains of some brown garments and three stubs of brown candles. A flight of stairs descends to the southeast.

Map

Qadira

To Andre's eyes, the entire building seems to pulse and glow with evil, though no single point stands out. Years and years of wicked deeds and men have corrupted the entirety of this building.

The two scouts find no sign of traps as they spread out. Salla and Tarmin both note that the floor is fairly clear of dust, disconcerting in what is supposed to be a long empty and unused temple.

Gnobby, Salla, Sir Galavaine:

The thick stone columns here are deep green, with blood-red striations. The paving blocks are mossy green, with a circular dais-like area about 20 feet in diameter in the center part of the wing (where the "4" is).

Andre, Podo, Tarmin:

The supporting pillars in this wing are sandstone, resting on a red slate floor. Bits of broken pottery and sharp bits of rock cover the floor here, making walking about a risky business. The stump of
a granite monolith, and chunks of brownish-red rock around its base, indicate that the altar was violently assaulted and destroyed. A few links of bronze chain, a twisted manacle, and a bronzewood maul with a snapped haft add to the impression that the enemies of the Temple who did this must have found the altar very hateful indeed.(where the "5" is).

Map

Qadira

No traps are found as you move forward.

Qadira

Ugh. I hate life. Sorry guys.

The group moves forward carefully into the center of the building.

The pillars here are white marble, veined with ugly red. The altar block of pinkish white marble is roughly oval something over 7 feet long by 5 feet wide. Its top has a hollowed out portion resembling a human
form, with legs apart and arms away from the body. This depression is stained a darker color than the rest. Just north of the altar is a circular, marble-lined pit — a well of sorts— 20 feet in diameter. Shards of broken crystal vessels lie about the well, near the altar, and scattered about the floor. A crystal knife with a broken blade lies atop the stone block.

New map

Qadira

The door is easily opened by lifting a heavy brace. As the group enters and their eyes adjust, their surroundings become more clear.

The floor of this area is reddish brown slate-like stone squares, each about 2 feet square. The walls are plastered and painted with scenes befitting the nature of the Temple — disgusting acts, killing, torture, enslavement, robbery, thievery, and unspeakable things. The creeds of the worshippers here are all too evident. Evil is flaunted and lionized. Dim light filters through the stained glass windows, casting revolting colors upon the greenish stones of the floor to the north.

In that direction you can see the nave of the Temple. The pillars to either hand are of a pinkish mineral, shot through with worm-colored veins. Their arches lead to an unremarkable pair of lesser
side aisles. The columns supporting the archways, as well as the arches themselves, are worked in bas relief. As with the frescoes in the entryway, the scenes here are ineffable, vile, filthy. It is probable
that this area was reserved for the lowliest of worshippers. The area beyond is better lit and more open, though it also has more of the nauseating pinkish pillars supporting the roof high overhead.

Qadira

Podo and Gnobby hang precariously as Gnobby tries to pry the window open. He manages to pull out a piece large enough for him to wriggle through, and hands it to Podo. Peering in, Gnobby sees no movement.

Qadira

Gnobby maanges to toss a rope up and climb up near one of the stained glas windows. It depicts a hideous scene involving a demon and what's left of a human. Due to the nature of the glass, he has a hard time seeing inside, but he could break it easily.

Qadira

You didn't think they were going to let you walk right in, did you?

Qadira

There are several stained glass windows that are still intact which may provide entry, though they are set high on the wall. It would appear that whomever comes and goes from this place uses the doors.

Pettry takes a close look. "No spell prepared for this, I'm afraid. I'd imagine this could be broken open, but that'll cause a racket."

Qadira

The side doors are made from Bronzewood and barred from the inside, not chained from without as the front door was. Podo and Gnobby see no traps, but neither do they seem able to work the bar off the door.

Qadira

Gnobby and Tarmin stop short, unable to look at the front doors or continue to approach them.

Qadira

The bronze doors of the entry (23 ' high, 20' wide) are held fast by huge iron chains, and all cracks are sealed with soft iron. Graven upon these massive valves are runes. You note that the writing glows and seems to burn with silvery radiance, making your eyes teary.

Tarmin, Gnobby, Save vs Spells at a -2

Those of you not examining the main entry have noted that the vile stained glass windows of the place are intact. You can enter by breaking the main door, or you can check the smaller bronzewood doors around the corners to the east and west.

[IMG]http://i1249.photobucket.com/albums/hh507/GM_Anselth/Rune_pic_zps85b039e4.p ng[/IMG]

Qadira

Otis meets the group on the outskirts of town as the sun begins to rise. The dockworkers are not yet awake to see you depart, still, Otis is cloaked with his hood pulled up to hide his features.

He leads the group at a brisk pace through the mostly overgrown path, stopping frequently to brush out tramped grass and footprints. Tarmin notes that she could learn something from the man's fieldcraft.

From time to time, the group catches sight of something moving in the woods or overhead. When they mention it to Otis, he nods. "They are friends. They're keeping an eye out for anyone following us."

As the group approaches the Temple area, the vegetation is disconcerting—dead trees with a skeletal appearance, scrub growth twisted and unnaturally colored, all unhealthy and sickly looking or exceptionally robust and disgusting. The ruins of the Temple's outer works appear as dark and overgrown mounds of gray rubble and blackish weeds. Skulls and bones of humans and humanoids gleam white here and there amidst the weeds. A grove of some oddly stunted and unhealthy looking usk trees still grows along the northern end of the former Temple compound, and a stump of a tower juts up from the northeast corner of the shattered wall. The leprous gray Temple, however, stands intact, its arched buttresses somehow obscene with their growth of climbing vegetation.

Everything surrounding the place is disgusting. The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area — a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating.

Eyes play tricks. Sir Galavaine see darting movements out of the corner of his eye, just at the edge of vision; but when he shifts his gaze towards such, of course, there is nothing there at all. Sallandrya cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad? Yet the usual mundane sounds of travel are accompanied only by the chorus of the winds, moaning through hundreds of Temple apertures built to sing like doomed souls given over to the tender mercies of demonkind, echoed by macabre croaks from the scattered flapping, hopping, leering ravens.

[IMG]http://i1249.photobucket.com/albums/hh507/GM_Anselth/Templ_ext_zps6ad4233c. png[/IMG]

Qadira

Otis sighs. "I'm incapable of enchantments. But I can lead you to the Temple on the morrow. I owe you as much for my reticence."

Several stories. None of them good

Qadira

"Believe me, I want to see the Temple fall as much as you do, perhaps more. But should one of you be captured, it would put the entirety of our little network at risk. We are keeping an eye on what threat the Temple poses outside of its immediate vicinity. So far, the denizens haven't even approached Nulb, but that cannot last."

"That doesn't mean you are safe in Nulb. I'm sure you've already attracted some attention, though less than you would if you had spent significant coin. In Nulb, your enemy is a greedy populace with a poor moral compass. But if the Temple senses a threat here, I don't doubt they would move to eliminate it."

Myself neither, SG. Vodka and I are no longer friends.

Qadira

Otis considers for a moment, then shakes his head. "I have already risked much by telling you who I am. I cannot divulge what other help you may have until I am sure of your intentions and ability. I can of course, provide supplies and aid such as I have." He walks over to his anvil and glances out the window. "As for your destination, it lies on the road leading from the southwest edge of town. Prepare well. Remember, it took an army to defeat the forces of the Temple last."

Qadira

Otis chuckles slightly at Andre's description of his brother. "It is good to know my brother is still managing his appearance. Nobody considers a drunk any danger, as you yourself have proven. Yet had you need of him, he would have proven more than adequate a companion."

He turns to Sir Galavaine, his gentle admonishment of the Paladin complete. "You have enemies here, but you also have friends. Should you have need of them, they will provide assistance." He pauses and lowers his voice. "Nulb is dangerous enough, but there are agents of the Temple within. I suspect the hostler at the Hostel, but have no proof. They will be looking for you, with the fall of the moathouse. Keep a low profile, and stick together."

Qadira

When the group arrives, Otis' shop is empty except for Otis himself. He nods in recognition to Gnobby, and takes in the rest.

"So you're the ones from Hommlett? Elmo sent word he thought you'd be coming this way."

Qadira

The group finds their way to bed, and the common room noise dies down finally some time after midnight. The night passes otherwise uneventfully. When morning comes, Pettry makes his way down to the common room, eager for breakfast.

Qadira

Otis shakes his head. "I live here. Come to my blacksmith shop tomorrow." He pays the bartender and leaves without another word.

Qadira

The man seems startled, then looks down at Gnobby. Quietly, he says,"Not so loud. Travellers don't do so well around here. I'm Otis. When did you meet my brother, and what brings you here?"

Qadira

The first roll was supposed to be tougher - gnobby, disregard the +5 to the int roll. Dunno why I put that in.

Qadira

Andre, Gnobby, and Tarmin, make Wisdom rolls at +5 (add 5 to the roll, if you roll under your wisdom, you can check the spoiler - this doesn't apply to Salla or Sir Galavaine, as they weren't with the party for the relevant event, and Galavaine and Podo are upstairs)

Makes WIS:

A couple seats down from Pettry at the bar is a man who looks familiar, somehow.

If you can read that spoiler, make a roll to read this one:

INT+5:

The man strongly resembles Elmo, the drunk you met outside the inn of the welcome wench when you first arrived in Hommlett. He appears to be older, though.

Qadira

Pettry is the last to enter the common room, settling himself down at the bar, having noticed nobody is sitting together. The common room is beginning to get quite full and rowdy, though nothing terribly dangerous occurs.

Sir Galavaine and Podo get up the stairs, and are able to slip into the far room unnoticed, shutting the door quietly behind them.

Qadira

The hostler grunts and hands four keys to Gnobby. "Whate'er. Yer responsible for them, tho. Top of the stairs, end of the hall on te right."

Qadira

The Hostler shakes his head. "Yer folks can stay in the common room. I ain't got a room big enough fer six, unless they're really fond of eachother."

The other barman eyes Andre and Sir Galavaine briefly, then goes back to tending the bar. The room is fairly crowded, and more people trickle in regularly. The group is neither quiet nor well mannered, and Tarmin is the target of more than one leering face.

Qadira

One of the biggest problems I've had is waiting to move the story along. I'm going to endeavor to post every night to keep things progressing, even if it's small so you guys can react to it.

Qadira

The serving girl who delivers the drinks to Tarmin and Sallandrya shrugs. "Same as always. Boats come in, boats go out. Surprised no body's turned up yet today."

The barkeeper grunts at Gnobby. "They's edible. Ta other little one that came in a few days ago seems ta like em well enough," he says, tossing his head in Podo's direction.

In all, the employees don't seem outright hostile, but it's not the welcome you felt back in Hommlett.

Qadira

Well provisioned for the trip, the companions head out towards Nulb. The trip takes most of a day, but the road is clear. The group passes a caravan going back the other way, but otherwise encounters nobody on the road.

As they approach the town, Salla and Tarmin split off to appear as if they are not tied to the rest of the group when they arrive.

The village of Nulb is filthy, ramshackle,and fairly active. The buildings are of turf, mud brick, crudely hewn logs, and old timbers from boats. One or two have stone foundations and proper boards, but even these are in need of repair. The inhabitants of the village are boatmen, fishers, herdsmen, farmers, and the like. It is apparent that no one manages to make much of a living in Nulb, and as it is such a poor place, it is generally ignored by lords and bandits alike.

A small amount of commerce moves along the Low Road, as well as into Nulb from the Velverdyva, as Imeryds Run is wide and deep enough for the small river vessels to use for offloading cargo and likewise embarking it from Nulb, north of the ford there.

One of the first buildings you find is the "Waterside Hostel." This place is one of the more substantial buildings in Nulb. It has a foundation of field stone and walls of sawn timber, but is nonetheless a scurvy place. Its main trade is in its tavern room, though occasional travelers stop to spend the night.

The hostler is a burly fellow with a scarred, pockmarked visage, one eye covered by a patch. The barkeep is lanky and of greasy appearance, but quite tall. Two slovenly wenches and two manservants of surly mein hover about the place. Prices are low, however, being only half those of the Inn of the Welcome Wench in Hommlet. As the groups enter, they notice a familiar face sitting alone at one of the tables - it would appear their scout is alive and well.

Qadira

Alright. Podo is too, he's jsut going away for a bit. I'll ping the other two.

Qadira

Sorry, real life has been giving me a beating.

Salla, yes to both.

Qadira

Podo:

Nulb is a dirty, if typical, river town. The Hostel's common room crowds up significantly in the evening. The clientelle is different from the farmers of Hommlett. They are rougher, and generally seem less friendly. Many bargemen passing through will spend coin on the ale and fare there.

The town hosts a collection of shops typical for a small town. There is a farrier, a pair of general stores, a smithy, and an herb shop, among others.
\

gnobby:

None of the children have any news of significance. The mention a few travellers have stayed more than a night, but otherwise, the town has been quiet as ever.

The group will need to lay on some provisions to travel to Nulb, but you should be ready to travel by midday if you wish to leave tomorrow.

Qadira

There's no cost to the group for the plate since it was found. I would suggest that the group not treat magic items like mundane items when it comes to divvying up treasure. Once you get into the Temple proper, you're going to see an increase in magical items found, but they're not going to be geared in any particular way. Trying to maintain a wealth-equivalence across the players will be difficult at best. However, if the group would prefer to run that way, we can. I'll work something out to retcon if that's what you want to do.

Qadira

Podo:

You latch onto a small caravan heading to Nulb. The journey only covers thirty miles, and you arrive around midday of the second day of travel.

The village of Nulb is filthy, ramshackle,and fairly active. The buildings are of turf, mud brick, crudely hewn logs, and old timbers from boats. One or two have stone foundations and proper boards, but even these are in need of repair. The inhabitants of the village are boatmen, fishers, herdsmen, farmers, and the like. It is apparent that no one manages to make much of a living in Nulb, and as it is such a poor place, it is generally ignored by lords and bandits alike.

A small amount of commerce moves along the Low Road, as well as into Nulb
from the Velverdyva, as Imeryds Run is wide and deep enough for the small river vessels to use for offloading cargo and likewise embarking it from Nulb, north of the ford there.

You find a room in the "Waterside Hostel." This place is one of the more substantial buildings in Nulb. It has a foundation of field stone and walls of sawn timber, but is nonetheless a scurvy place. Its main trade is in its tavern room, though occasional travelers stop to spend the night. You are careful to appear poor, as the clientele seems keen on hustling anyone who appears to have "too much" coin.

The hostler is a burly fellow with a scarred, pockmarked visage, one eye covered by a patch. The barkeep is lanky and of greasy appearance, but quite tall. Two slovenly wenches and two manservants of surly mein hover about the place. Prices are low, however, being only half those of the Inn of the Welcome Wench in Hommlet.

In Verbobonc, the group makes their way to the temple of Delleb. When they mention Lloth and the Moathouse, they are granted and audience with the High Priest.

Group:

He states that some years ago, Lloth was tied to a cult of Chaotic Evil that flourished somewhere on the shores of one of the tributaries of the Nyr Dyv. Although the location of their Temple is lost, these facts regarding it and its followers are known.

The cult was based on the premise that the elemental forces of the universe are Chaotic and opposed to mankind, and are thus Evil. The Temple of the cult sought to destroy all works of Good and to disrupt order. Its members were thieves, assassins, brigands, and the like. Fire was regarded as the first elemental evil, and its penchant for Chaos fitted the premise of the cult. Water was likewise worshipped as an even more powerful force of Chaotic Evil, in the form of floods, storms, and raging seas beating upon the land and ocean vessels. The epitome of Chaotic Evil, however, was regarded as a combination of air and earth, represented by blackness and corresponding with the demonic Abyss. This combination was regarded as a complete negation of matter.

The cult grew powerful and rich, attracting followers of the worst sort and offering them safety within the walls of the Temple stronghold. From this fortress would the followers ride to rob, pillage, and lay waste the lands about, tithing the cult from the spoils of the carnage. Captives from those raids were brought back to the Temple to serve as
human sacrifices (children to the fire, men to the water, and women to the blackest Evil) or to slave their lives away in bondage. Besides the extensive upper works of the Temple, a deep labyrinth beneath the place was constructed, but virtually nothing is known about these dungeons except that they were inhabited by a plethora of creatures serving Chaos and Evil. It is rumored that a demon took up abode in the deepest level, to better receive the sacrifices to it.

Eventually the neighbors of the Temple grew tired of these depradations. All Good, both Lawful and Chaotic, banded together to form a mighty host. Their army marched to the Temple, fighting two battles along the way. The first was conclusive, thought the forces of Good who held the field afterward, so they gained the reputation of victory, and their ranks swelled with local men. The second battle saw a great slaughter of kobolds, goblins, ores, hobgoblins, evil men, and the like. The Temple was thereafter besieged, fell, and its inhabitants put to the sword. It is reported by some sources that the Temple and its precincts resisted complete destruction, but the majority state that the whole was razed so that the cult could never emerge again nor could any find where it once flourished.

If Lloth has such a powerful priest in the area, it is possible that the cult is trying to rise again.

Armed with this knowledge and the equipment you procure, the companions make the trek back to Hommlett. Pettry meets them at the inn, and tells them that Podo has gone to Nulb to see what he can find. It is late, and he suggests they start in the morning. If they ride hard, Ostler Gundigoot assures them they will arrive around nightfall. otherwise, they can wait for Podo to return.

Qadira

Pettry is set for spells.

Qadira

If the group sells any magic item, it'll be snapped up at full price. I'll move the party back to Hommlett Sunday night.

Qadira

Here's a good source for GP costs - anything on the list is available, at 10% less when you show the letter of marque from the Viscount. This is only good on this trip to town. As far as buying gear, just add it to your character sheet and drop the cost. With how big a town Verbobonc is, I don't think there is a question if something is available at the price range you are looking at. Strength Bow adds 100gp per + of damage to be added. :

http://www.wizards.com/dnd/files/dmg1_tables.txt

I assume you're going to check in with the Viscount and report. He will give each individual 1000gp, including a share for those who didn't come to Verbobonc. You don't get xp for this reward.

Qadira

I'll look through what I have - Mostly need to find the "similar" spell.

Qadira

Max HP. and yes, you get bonus xp

Qadira

As an update, here are the last set of items you found and their values:

92sp
149gp
51pp
Silver necklace with gems - 750gp
29 gems worth 100gp each
3 gold neck chains (50gp each)
1 platinum neckchain (1000gp) with topaz (500gp)
1 black opal (1000gp)
Silver serving set with 5 goblets (3750gp)
Gold and diamond chain (5000gp) with ten fire opals (1000gpeach)
Plate Mail +1 (5000gp)
Staff of striking (20 charges, 6000gp)
Phylactery of action (6000gp) (grants immunity to paralysis and similar effects)

Sell for 1/2 (full value listed):
18 sets scale mail (810gp)
3 suits chain (225gp)
1 suit plate (400gp)
22 shields (264gp)
6 battleaxes (30gp)
19 longswords (285 gp)
3 heavy warhammers (21gp)
3 morningstars (15gp)
18 light crossbows (216gp)
22 daggers (44gp)
Composite Longbow (100gp)

I assume you will liquidate everything in Verbobonc (Hommlett is too small to support the selling of all the gear). I assume you will sell all but the magical items. Including all of the previously gained but unclaimed items gives each individual 4,695 gp, 6 sp, and 5 cp. I subtracted out a half share for Pettry, and 10gp each to cover food, lodging, and miscellaneous expenses. If anyone wants to keep any of the found, nonmagical items, let me know and subtract the half cost from your player bank.

Work out who gets which magic items, or if you want to sell some of them.

Get ready for it - 7520xp each for the treasure.

Qadira

There is an Elven enclave in Verbobonc. If you want to handwave the trip, that's fine - Give me a few blind d20 rolls and tell me what each character is looking for - I'll fill in the blanks for you. Pettry will remain behind with Podo in case he needs a hand with anything.

Qadira

As the festivities wind down, the group returns to the inn to pack their things in preparation for their trip to Verbobonc. Podo is granted a room at the inn for as long as he will remain behind. When the group moves inside again, Sallandrya is afforded her chance to speak with Rufus and Burne.

Qadira

"Speak to the high priest at the Temple of Delleb, for a start. I'm sorry I cannot provide an introduction, but the God of Intellect seems a good place to begin. As to Nulb, it lies east of here, within the Gnarley. You'll not pass it on your way."

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