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Zokar Elkarid

Big OM's page

1,763 posts (3,289 including aliases). No reviews. No lists. No wishlists. 18 aliases.


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My submission Origen a male human cleric of Cayden Cailean working as a guide besides his calling. Born and raised in Heldren, now returning as often as possible when his travels allow.


Male Human Cleric 1
CG Medium Human
Init +0; Senses Perception +2

AC 17, touch 10, flat-footed 17 (+5 Armour, +2 Shield +0 Dex)
hp 12 (8+3+1)
Fort +5, Ref +0, Will +4

Spd 40 ft.
Melee Rapier +1, (1d6+1, 18-20/x2)

Str 13, Dex 10, Con 16, Int 12, Wis 15, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting, Selective Channeling
Traits Poverty-Stricken (Survival), Restless Wayfarer (Knowledge Geography)
Skills Heal +6, Knowledge (Religion) +5, Profession (Guide) +6, Sense Motive +6, Spellcraft +5
Languages Celestial, Common, Kelish,
Combat Gear Dagger, Rapier, Scale Mail, Shield (Heavy Wooden)
Other Gear Ale (1 gallon)Backpack, Bedroll, Blanket(Winter), Cleric’s Vestments, Compass, Explorer’s outfit, Flint and Steel, Holy Symbol (Silver), Waterskin, 11,2gp

Channel Energy Positive, Bravery, Save vs. fear +1 or +1 to AC and +1 to attack on charge, 3/day
Domains Good (Touch of Good 5/day), Travel (Agile Feet 5/day)

0th – Detect Magic, Light, Read Magic
1st – Bless, Bless, Domain – Protection from Evil


”Welcome, welcome to the Silver Stoat, Origen happily greet the latest of the villagers to arrive. The cleric of Cayden Cailean cast a look out and spotted the two children huddling next to the fountain, the older providing water for the younger. Feeling the old pain of an empty stomach Origen quickly walked to the two as his wine-red stole was doing its best to hold on to his shoulders. ”You look like you could use a healthy meal, follow me,” he said ushering the two in front of him. Having seated them in a quiet corner, two healthy portions of stew was secured next and placed before them before he returned to the bar. ”You just couldn’t help yourself?” the older woman besides him asked smilingly. ”I was me at one time before you took me in,” he replied lovingly. ”And you repaid us by leaving to see the world when you first got the chance,” the reply came. ”We both know that you are proud that I joined the church,” he teased. ”Yes but at least you could visit more often,” came the rumbling comment from the innkeeper as he passed by. ”Now back to work.”


Age: 29 (Adult)
Size: Medium, 5'9", 196 lbs
Type: Humanoid (Human)

While a little on the heavy side Origen is like many Taldans has a slight bronze hue to his skin and his grey eyes shin fiercely as they seek your own. His dark hair is kept a short than most of his country men, it is simply more practical that way. When on the road he wear cloth fit for travelling but once behind a bar the brown robe and wine-red stole of his faith is worn.

Lets stick with the short summary and move on to next round.

Displeased with the turn of events and feeling the evil ancient magic of Nadine your last opponent seems to favour taking off soon.

Saving against Command: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4

Feeling the magic pull of Nadine's enchanted words it leaps to the sky and land before her feet.

I forgot something about the armoury.

Looking around Erodin sees a small working forge, although extinct at the moment this must be were the guardians of the watchtower performs maintenance.

We are staring in Heldren (South Taldor) right?

I think I'll submit a cleric of Cayden Cailean then, some healing, some support and a little melee.

Would you elaborate a little on the builds of the oracle and sorcerer

I am on a 24 hour shift and away from my books, so no update today.

A quick summary:
Nadine's Evil Eye works
Vank slays another ice elemental
Stanislav's counter kills the last
Stanislav's arrow hits the creature
Odenkirk can't reach anything and thus ends his rage.

Will save, I forgot any bonuses: 1d20 ⇒ 1

As you approach the top of the stairs you can clearly hear two destinct voice, alas their words are lost through the wood. Minutes pass and then they walk away. Trying carefully you manage to lift the hatch without making a sound. A quick glance around the room above you leaves you more certain that you are in Watchtower Balentyne as this room must be the Armoury.

Vanks attack bites deeply into the ice before him shattering a great portion of the creature.
Nadines attack is more subtle and from the relative safety her step affords her the magical light flicker into life and flies to the top of the mast surrounding the enemy hiding up there.
While Stanislav escapes the immediate danger of his opponent, he just can't seem to get into the best position (Sorry no flanking this round). Perhaps this affects his aim and his glaive goes to the left of his opponent striking nothing but air.
Kargeld Odenkirk bellows: "You dare set foot on my ship," foam flies from his mouth as the man flies into a rage. Gripping a worn greataxe he leaps at the creature of ice before him, alas his rage affects his precision and his axe soar well above the creature.

End of Round 1

The flames Robert calls forth has an amazing effect as the ice elementals before Vank and Odenkirk melt and only puddles of water reamins on the deck and those before Nadine and Stanislav are much reduced in stature.
Responding the remaing two presses on but more than their stature must have melted away as they both miss Nadine and Stanislav respectively (Stanislav, I believe you have an AoO?). Their master in the top of the mast does nothing watching the events unfold.

More dices:

Odenkirk attacking, raging, powerful blow: 1d20 + 11 ⇒ (2) + 11 = 13
Save Vanks: 1d20 + 2 ⇒ (5) + 2 = 7
Save Nadines: 1d20 + 2 ⇒ (20) + 2 = 22
Save Odenkirks: 1d20 + 2 ⇒ (7) + 2 = 9
Save Stanislavs: 1d20 + 2 ⇒ (20) + 2 = 22
Vanks Dead
Nadines 9 Damage
Odenkirks Dead
Stanislavs 9 Damage
Attacking Nadine: 1d20 + 4 ⇒ (4) + 4 = 8
Attacking Stanislav: 1d20 + 4 ⇒ (12) + 4 = 16

While Zull flies of on his mission Erodins search leads him to a wooden crate filled with 6 flasks of fine elven wine.

Appraise DC 20:

Two of the flasks are not the real deal and not worth the grapes used to make them.

Zull returns a little to quickly for your liking. "Master there is someone moving around in the room above. I think they are moving metal. Alas I can't open the hatch, it is to heavy."

I have never played in this setting, would you describe it more?

Angered by Robert's attack the creature retaliates with its own and three forces projectiles hurls towards Robert striking him in the solar plexus. (9 damage) The four small creature of pure ice rush towards you and slams their small fists into Vank, Nadine, Stanislav and Odenkirk. Fortunately they are small and only Nadine is hurt by the small amount of force, most peculiar Nadine feels a great pain than she expected from such a small creature, it is as if her flesh froze to death. (2 damage + 2 cold damage)

Spellcraft DC 16 to Identify:

It is Magic Missile

Stanislav are you hit on AC 18? If yes check the spoiler for damage.

More dices:

Damage to Robert: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
Attacking Vank: 1d20 + 4 ⇒ (13) + 4 = 17
Attacking Nadine: 1d20 + 4 ⇒ (6) + 4 = 10
Attacking Odenkirk: 1d20 + 4 ⇒ (3) + 4 = 7
Attacking Stanislav: 1d20 + 4 ⇒ (14) + 4 = 18
Damage Nadine: 1d4 + 1 ⇒ (1) + 1 = 2 + Cold: 1d3 ⇒ 2
Damage Stanislav: 1d4 + 1 ⇒ (2) + 1 = 3 + Cold: 1d3 ⇒ 2

Your underground journey takes you through the well crafted stone pathway. This fine but secret monument of craftsmanship opens through an equally well hidden door into a storage room of some sort. While no lights shine here save what you have brought, you quickly gather that this must be where the food for a siege is stored as you fine thousands of iron rations and barrels of portable water a winding staircase in the middle of the room leads to what ever building is above you.

A quick glans at the floor plans of the Watch tower leaves you none the wiser.

Fine by me, get me a value. The young chieftain is most interest in the mithril and will gladly trade the snakes for the narwhal's horn

Assuming you don't attack them.

The tribesmen seem pleased as they are quite focussed on their newest acquisitions when you depart ways. Odenkirk isn't pleased and mumbles something about wasting time on savages but doesn't press it any further.

A few days later the captain informs you that you should reach the river in a few days, so your journey inland towards your Bugbear allies can begin.

You can now feel the north in your bones as a chilling wind picks up as the sun sets. The crew is not terribly pleased either and lights a few more torches than normal for light and warmth.

Surprise Round:
Suddently an inhuman laughter can be heard, it breaks of into a chanting. The moment after the sounds dies out the armour of Vank, Stnaislav and Robert turns cold to the touch. This must have been a sign as 4 small creatures of ice board the ship. Once the sailors see this they flee towards the far end of the ship shouting: "Ice demons!"

Spellcraft DC 17 to identify:

It is Chill metal that was cast.

Looking for the source of the casting you first fail to identify it, but taking a closer look those of you with Darkvision see a small creature not of this world in the top of the mast.

Kargeld Odenkirk

A lot of dices:

Perception, Vank: 1d20 + 2 ⇒ (17) + 2 = 19
Perception, Stanislav: 1d20 + 11 ⇒ (5) + 11 = 16, Darkvision
Perception, Nadine: 1d20 + 1 ⇒ (19) + 1 = 20
Perception, Robert: 1d20 + 2 ⇒ (1) + 2 = 3, Darkvision
Stealth, Enemy: 1d20 + 12 ⇒ (10) + 12 = 22
Initiative, Vank: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative, Stanislav: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Nadine: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative, Robert: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative, Enemy: 1d20 + 6 ⇒ (10) + 6 = 16

A conniving smile cruses on Zull's lips just before he takes of, though you can't see him you can hear it in the way he replies: "Yes Master."

Time passes and just as you reach your staging point everyone in appropriate disguise you hear Zull's great performance begin. A first it is a pot hitting the floor, then more kitchenware and finally a decent impression of a ghostly howl. The effect soon follows as first the innkeeper's wife and then the innkeeper himself flees the kitchen, both calling for aid.

You make your way to the basement and search for the door it is well hidden, i fine work of craftmanship. And it would have taken you some time to find had Zull not appeared and showed you how to access it.

Nadine, I don´t have my book atm so I can't answer that. Perhaps you could look back in this threat?

Stanislav, I think the 1 to 1 trade is the margin offered as you get the full gp value of metal against ivory.

I have lost sight of what loot you have atm.

A quick discussion among the elderly man and the young chieftan results in teh following: "Chief Whitetusk has what food his tribe needs from the bounty of the sea, but he desires your fine metal weapons."

To speed this along you can trade metal spears to ivory on a gp to gp basis e.g. 100gp worth of weapons equals 100gp ivory.

What do you need from me, I am a little lost to your immediate plan?

The tusk is worth 2000 gp and the rest of the ivory another 1200gp.

Once again the elderly man translates: "Our young chief is pleased with your metal weapons and believe they will make for a good trade. He asks what you offer him. If you have tools or food he is interested in that to."

Turning to Nadine the old man smiles "In the northern sea," he replies.

Examining the ill gotten map Erodin finds no sign of tunnels going into the keep. While Randu can't be sure his best guess at the moment is that it isn't the right direction, however he knows he would have to see the tunnel to be sure.

I am back and ready to proceed.

Eager by the show of steel weapons the tribesmen produce a decent amount of ivory and a single long ivory horn of a narwhal. Upon examination the main part of the ivory is quite valuable, but the horn is exquiste both in aestechis and application. A quick glance at Chief whitetusk and his companions shows their appreciation of the fine spears. "The chief is pleased with your selection of spears and would purpose a trade, what say ye?" the older man translates and inquires.

Day 2

The rest of the night is uneventful for Drogan, While the rest of you awake fully invigorated by a good nights sleep Drogan still has a little exhaustion left in his body from the nights adventure.

As Drogan opens his eyes, he sees Zull eagerly awaiting to share in its discovery. "Master I followed the innkeeper through a tunnel hidden behind secret door in the cellar, fine craftmanship it was. The tunnel was rather long but ended in a stone room, properly a storage room of some sort. The innkeeper exchanged some bottles in a wooden crate with some he had brought with him. Then went back and hid the new bottles in the cellar."

Just a heads up, I am going to be away from an internet connection from the 16th of April until the 1st of May.

On another note, do you need more that my last post to resume conversation?

Silently Zull leaves you behind once again. While you wait your ears pick up yet another sound, it sounds as wood against wood perhaps something is being moved. Many breaths later Zull returns. "Master the innkeeper is in the basement, he has open a well hidden door and gone into a tunnel."

Just a heads up I am going to be away from internet from the 16th of April to the 1st of May.

After the introduction is made Chief Whitetusk is about to continue when your internal disagreement breaks out. Both him and the translator watches in silence. A few words in their native tongue initiate a low voiced exchange between the two, the translator doesn't seem particular fond of you. Bowing his head to the young chief after their disagreement he states: "We are honoured to meet such a boatsman. My chief feels his ivory is worth much. We will allow you to inspect it if you allow us to see these metal wonders."

Zull leaves you immediately complying with your order. While donning your armour feels like an eternity it takes just a few minutes. As you make your way cautiously along the upper hallway Zull materialises before you. "Master the innkeeper is skulking about below, he is up to no good," he gleefully informs you.

While the older man does not seem pleased with your willingness to trade he dutifully translate and a younger man properly their leader smiles and replies in their native tongue. With a face even more sour the translation comes: "Chief White Tusk is pleased with you, he offers the ivory of the sea in exchange for spearheads of metal."

No problem, my work has demanded much attention this week and I have a night shift to night, but hope to post more regularly after that.

I properly should have guessed that, but was wondering if you wanted to talk more.

Having finished you return to your respective rooms for the second night of sleeping in a decent bed. As you turn in you can hear the distant sound of patrons still enjoying themselves in the common room, the musicians are still playing and from outside smalltalk of the people returning home can be heard. This carefree nature of this night is what you seek to change.

Something disturbs your sleep, at first you discard it as a figment of your imagination but as it persists you leave the world of dreams behind you. The culprit that stole your rest away from you is a returning squealing from the floorboards, it is not directly outside your door, it seems to be quite further away.

Perception rolls:

Perception, Drogan: 1d20 + 11 ⇒ (13) + 11 = 24
Perception, Randu: 1d20 + 9 ⇒ (7) + 9 = 16
Perception, Erodin: 1d20 + 3 ⇒ (4) + 3 = 7
Perception, Vex: 1d20 + 13 ⇒ (2) + 13 = 15

Once the canoes comes with in calling distance a voice is raised: "Chief White Tusk wishes to trade." And if no violent actions taken the larger of the canoe aligns itself with your railing. "You will trade with us yes, no?" an older man dresses in hides asks.

Are we waiting for me?

While Stanislav and Vank's combined efforts manage to land them a single seal, Odenkirk lands two and he is fairly contempt with himself. "A fine catch," he intones and agrees to leave in the morning. With the sun you set sail and continue your journey north, not a quarter of a day later one of the sailor calls out. Someone is approaching you rather fast in a couple of smaller canoes. Once a little closer they appear to be Yutak a northern primitive tribe.

After having finished the evening supper you begin to mingle among the crowd. Finding a free seat by one of the longer tables Drogan manages to emerge himself into the conversation of the local workers. It takes a little while for him to steer the conversation in the direction he wants, but in time he manages to get one of the men to divulge that his wife works as a servant in the watchtower, many of the citizens of Aldencross have their daily occupations inside the walls. leaning over the drunk man says: "I hear a raven arrived in the rookery last night! I bet it carried important news though I know not about what."

Another crowd more readily accepts Vex and the men eagerly lets bit of information slip. One of them winks and leads with: "Bellam Barhold is such a lush. He does enjoy his wine. He's always complaining about how he can't get any good stuff here in the borderlands." Another warns: "Those dwarves are a thieving lot! I heard one of them was caught picking a man's pocket." Trying another way one of them offers an alternative to the food served here: "have you had any of Madam Guiseppe's beef stew? Delicious! I hear she goes up to the Watchtower and cooks a big batch of it for the men every Monday! What a nice old lady."

Leaving the others to work the room Erodin finds the dwarven quarters up the stairs and he silently makes it to the door. It is locked But with a little forces he manages to pry the locked door open. This must be the room of the leader Barnabus Eisenbauch. A quick search finds a complete hand drawn map of the watchtower with all the details an engineer could want.

The girl smiles to Randu when he compliments her and when the performance allows it she joins him. "Thank you," she replies. After a quick sip of her watered down ale she excuses herself back to the performance. She keeps returning once the opportunities present themselves. During the interrupted conversation you learn that she is one of a few performers in town, they rarely if never performs in the watchtower, but she has learned that a bard and his troupe has been summoned. She is ticked by this as the priest apparently have arranged this, while he never appreciate the locals.

Wheel of Fortune: 1d20 ⇒ 11
Wheel of Fortune: 1d20 ⇒ 19
Wheel of Fortune: 1d20 ⇒ 14
Wheel of Fortune: 1d20 ⇒ 13

Fair enough, but I would still like a line from each of you regarding how and who you approach, so I can do a write up. I am not posting a wall of blue text.

This evening in the inn there will be the propriater, his wife, some entertainment, the dwarves you met earlier, some solder and some townsfolk.

I would prefer if one of you made the document as I have little to no experience with that.

In the late afternoon you meet up in the in Randu and Erodin has just been served the first pint of the day when Drogan and Vex returns.

For the sake of simplicity I expect you inform each other. Let me know if you what to do it here in the common room and how?

Later in the early evening of this your first day in Aldencross the dwarves return boots covers in dirt with the dust of earth and rock on the clothes. Soon after the first soldiers follow them. Locals join in and soon the common room is buzzing with conversations, laughter and music as a local girl sings accompanied by the sound of a flute play by an older man.

Who is doing what, dwarves, soldiers, locals? And how?

Odenkirk ignores Nadine's little scene but voices his disagreement to Vank's improper remark: "Keep your hands to yourself, my crew is my business." His dismay is ill soothed by Robert's word and only once Stanislav speaks does he lighten up. "They truly know little, another days hunt would do us good and you are on.

Odenkirk's hunt: 1d20 + 8 ⇒ (12) + 8 = 20

I have been ill for the last few days, but now I should be back.

At the mention of the wager Odenkirk's displeasure grows but it all vanishes when Stanislav offers him the gift of the seals. "You yourself are a great hunter," he says and presents 5 gold "Your winnings." He continues: "A rematch tomorrow?"

Sorry for the delay, I have been ill

Erodin and Randu, do you have any other wishes for this day or do you also want to return to the Lord's Dalliance?

After a day of strolling around Aldencross Vex and Drogan returns to the Lord's Dalliance. You must have visited most if not all of the local shops and craftsmen. There is a surprisingly number of smiths but it is a military and frontiers town after all. All were very eager to peddle their wares but none had that much information. You met queit a number of soldiers off duty relaxing in the town.

I am not listing each and every shop you visited but assume that you have visited most and if you seek any specialists let me know and I'll take it into consideration.

There are more shops, a few other watering holes returning to the market. What is your interest?

"You said you where heading north right? Just steer any arcane companions you might have or get towards me," she replies.

"Let go lads," Odenkirk instructs his boat crew and they set out for the hunt. They move fast and slams the oars through the water, alas this scares more seals away than the speeds provides and when the day is up the captain has no seals to show for his efforts. All ready when his boat approach the shore you can see his foul mood.

Stanislav is more successful and while a more measured approach is taken three seals lie dead in the bottom of the craft when the hunt of the day is over. And while everyone did their best Robert managed to scare the fourth away just before you returned to the shore.

Odenkirk's hunting party: 1d20 + 8 ⇒ (3) + 8 = 11

"Alas the magister visits only once a fortnight to stock up." She replies, then smiles and continues: "I am a fraight I know even less that could help you. Sir Thomas is the lord of the Watchtower, he is supposed to be very strict I am not sure his captains are much more lenient, but you might meet them in the Lord's Dalliance and see for yourself. And that is free advice."

My submission

Hege Vargsdóttir


Female Human Oracle 1
NG Medium Human
Init +2; Senses Perception +2

AC 15, 12 touch, 13 flat-footed (+3 Armour, +2 Dex)
hp 11 (Favoured class 1hp)
Fort +3, Ref +2, Will +3

Spd 20 ft.

Str 10, Dex 14, Con 14, Int 10, Wis 12, Cha 19
Base Atk +0; CMB +0; CMD 12
Feats Spell Focus (Conjuration), Spell Focus (Evocation)
Traits Magical Lineage (Cone of cold), Northern Ancestry,
Skills Knowledge (Nature) +4, Perception +2, Sense Motive +4, Stealth +6, Survival +4
Languages Common
Combat Gear Bolts x20, Dagger, Light crossbow, Studded leather armour
Other Gear Oracle’s kit, Spell component pouch, Winter blanket 26gp

Mystery Winter
Oracle’s curse Lame
Revalations Child of Winter

0th – Detect Magic, Light, Purify Food and Drink, Read Magic
1st – Bless, Cure light wounds, Protection from Evil

Spells pr. day:
1st – 4


“Hege… Hege, you get back in here now,” the brown haired Taldan woman yelled. The little blond girl looked puzzled at her mother and then continued playing in the snow. “Let the girl play a little” a tall blond man rumbled, embracing the woman from behind and looking lovingly at his daughter.

However the looked was changed to one of concern as the man later watched over his little withering in pain from frostbites. He hadn’t been this scared since he arrived in the village after having left the mercenary service of the grand prince. He had never seen something like this; it was as if the cold had a preference for his little girl and would not let her go.


“Hege… Hege, come on keep up” one of the other children called out to the young girl limping after the crowd of kids playing with a ball. The cold had finally left her body but not before claiming the stride in her gait. Now she had learn to manage and moved fairly unhindered around abide at a slower pace.

To compensate for her slower speed her father had taught her how to hide when they moved around the hills of the countryside, a practice not condoned by her mother, who now worried over her every move.


“Hege… Hege, what happened? Are you all right?” As she regained conscience her betroth came in to focus. She was lying on the ground and he was standing above her. Just a moment ago she had performed a mock ceremony for a couple of their friends, who wanted badly to be married. “What happened?” she asked. “As you gave the blessing cold light flowed from you and everyone felt a chill,” he answered fearfully.

That was the end of her relationship with not only him but the entire village, now they feared her, the unknown, only her parents still cared for her. She spend more and more time with her father, seeking refuge in his company and the surrounding nature. Feeling more at home here she soon began to notice the little things living everywhere. While this provide some comfort, she still yearned for acceptance of the community and some nights she would twist and turn fearing she would always be alone.


“Hege… Hege, you’ve got to come help us.” The man who approached her was visibly scared coming this close to the young woman sitting in the cold with out any warm clothing. She looked coldly at him, trying to guess his intentions. She had gotten better at this since they had shone her. “What is it this time?” she inquired. “It’s Iacobus. He slipped on the roof clearing snow. He broke his leg badly, the bone is sticking out,” the man rambled. She nodded thoughtfully as she rose and walked with the messenger. A single tear rolled from the corner of her eye “At least I can help them, even though they fear me,” she thought.


Age: 19 (Adult)
Size: Medium, 5'6", 132 lbs
Type: Humanoid (Human)

A girl of two races Hege combines many traits of her mixed ancestry. From her Ulfen father she has a slight curl to her blond hair, blue eyes, long legs and an indomitable will. Her mother has gifted her with an average height; rounder, less marked features and warmth for others.

Let me know if you have any questions or comments. I haven't found a third trait only one normal and one campaign atm.

Erodin and Randu
Taking a closer look Erodin counts a couple of gaurds by the gate and two perhaps three two-man patrols on the wall. On this bank of the river Tyburn lies the Watchtower Balentyne, the entrance from the Aldencross side where you stand is merely a heavy double doored gate in the wall.

Drogan and Vex
The girl smiles and replies: "Well thank you good Sir. It is as you say perhaps not the most profitable business but I make do partially with the number of adventures passing through but mostly with what I sell to the magister in the Watchtower." Contemplating her next response she continues: "I think it has been a good six years now, why do you ask?"

Vex, glancing around you see a faint glow on the shelf behind the shopkeeper, possibly a scroll. Most if not everything on display are components rather than items.

How do you fell about the Invulnerable Rager archetype?

Drogan and Vex
At the edge of the market place a small sign on one of the buildings captures your attention. Burned into the wood in swirling letters is the name: "Aldencross' Arcane sanctuary". While being one of the small timber framed houses near the market place it is the most promising one. Stepping through the door your nostrils are greeted by strange smells, some gentle others strong. It is a well stocked shop with shelves from floor to bottom with many arcane components. A woman in the early twenties looks up from a book on the counter. "How may I help you?" she asks stroking a lock of her dark from behind her ear in front of the left side of her face to cover a nasty burn scar.

hanging outside one of the smaller timber framed 2 storey buildings

"Thanks you sir," she says heading of with the tip.

Drogn and Vex
While you are new to the town the residents behave as though it is not uncommon for strangers to pass through. Now that you see the town in the light of day nothing changes what initial thoughts you have it is a small town on the edge of the kingdom and the Watch Wall and Castle Baletyne overshadows the town metaphorically. Walking towards the heart of the town you soon find yourself on the market place where merchants peddle their goods. Passing by a stand with cloth the owner calls out: "Some elven silk for the lady perhaps." Making your way further on you pause by a wine tent where two soldiers loudly are discussing: "They say bugbears are massing up north. I wonder what they're up to? Well, it doesn't matter! We'll be ready for 'em. You'd think by now those shaggy walking carpets would have learned by now that the Watch Wall is unbreakable!

What rumor might surface: 1d20 ⇒ 7

Where to next, more market, another inn perhaps, one of the permanent shops, the church?

Randu and Erodin
You both head straight from the Lord's Dalliance towards Castle Balentyne. On your way up the hill you notice that most making their ways up or down are soldiers, a few on horses - properly rangers, most are on foot with different armaments - infantry, archers, halberdiers. The few civilians you encounter seem to be well known by the guards and pass unchallenged. To move closer would provoke a challenge. The soldiers seem well trained and discipline although some are a little young. The castle walls seem well kept and the dwarves from your inn are working on improving the constructions. From the highest tower flies the colours of the Havelyn's - a proud pious family with many years of service to the crown and the church. The current patriarch Lord Thomas Havelyn is a shinning example of the family's virtues.

So what now aprroach and risk a challenge or something else?

Poor wording on my part. The hunter of each boat rolls survival, Stanislav has already done so. My intent was to state that his result could be aided by other with a survival DC 10 check.

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