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JamZilla's page

Pathfinder Society Member. 2,736 posts (7,778 including aliases). No reviews. No lists. No wishlists. 14 aliases.


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Liberty's Edge

Ok here are my two submissions:

Lewys Freeman Escaped slave and wannabe activist.

Abraham Maedrhos Brilliant but arrogant Pathfinder in search of esoteric knowledge.

Hope you find them interesting!

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3 people marked this as a favorite.

Building Christopher Lee himself is difficult by the PF rules!

The man:
- Was member of the SOE (the forerunner of the British SAS) and responsible for espionage missions behind enemy lines in WW2
- Received commendations for bravery from the British, Polish, Czech and Yugoslavian governments
- Contracted and fought off malaria six times in one year
- Was a world champion fencer
- Was a great singer and actually released a heavy metal Christmas album in 2013 making him the oldest musician to ever hit the Billboard music charts.
- Sought the blessing of the King of Sweden to marry the daughter of Count Fritz von Rosen
- Spoke six languages

What an amazing man he was and life he led.


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Samasboy1 has summed it up nicely there.

Technically, yes, the creature could do that routine a dozen times or more because releasing a grapple is a free action.


SRD wrote:
Free actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn.

The emphasis there is mine and as a GM I would probably say four times during a round is probably about my limit of what I would consider acceptable. But that is only my personal interpretation and other GM's may well differ.

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I think the real issue here is going to be the time requirement to study the spellbook.

It seems logical that one of the first things they will shoot for is the party's gear, not just the spellbook, but the fighter's magic sword, ranger's bow and so on.

It seems logical to me that a major prison would have to be capable of handling prisoners of varying abilities such as experienced warriors, sorcerers who don't need anything to be effective, oracles who are naturally divinely powered.

So they probably have gear to help the guards with that kind of thing.

What if there is a stash of items that includes scrolls, wands and alchemical items? The magus and wizard could use those easily (provided they are on their spell list of course) but still feel like they have to very carefully manage their resources and not be at their full capability.

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I have found the adventure paths to be of a high print quality with the exception of Wrath of the Righteous. For some reason three of those books just began separating from the spine almost as soon as I had them out of the wrap.

I tend to read through the books to get an understanding of them but refer to the pdf during play so I'm not constantly flipping back and forth between the pages of the physical copy and damaging it. Not the ideal solution but it's protected the books for me thus far.

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I added my Halfling Bard Fletcher Woodward to the Jade Regent tab.

He's been lucky enough to be selected for two previous JR games but unlucky enough to have them both die within a couple of weeks :/

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Round 4 - Enemy

Strength: 1d20 + 2 ⇒ (19) + 2 = 21

With a final howl of frustration, you hear the chain snap in the north room. There are quick, heavy steps and then the door is hurled open

The small, stalky plant creature, despite its stature still manages to loom in the doorway

Round 5 - Heroes

The grease has now disappeared.

-Posted with Wayfinder

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Markus. Jon is fairly distinctive so I'm sure if you asked around you could eventually track him down. Gather info takes 1d4 ⇒ 1 hours however

-Posted with Wayfinder

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1 person marked this as a favorite.

There's a lot of excellent advice on these boards about what to do with the main villain of this AP, especially how to introduce him earlier. I've taken on board a lot of it and I just wanted to share a little about how I've gone about integrating him into the story in my own ongoing PbP game here on the paizo site.

Well the first mention for me was in book 1 where Kendra got a letter of condolence from Adivion and apologies that he couldn't be there in person. He also said he was working on a position for her at the University of Lepistadt having some influence with the Dean there. This provided a hook for book 2 where he actually showed up in person. He, along with Judge Darramid, was the main driving force for the party taking on the Trial of the Beast. I utilised the FANTASTIC LETTERS FROM THE MAIN VILLAIN idea that Loki_Thief came up with and the first of these arrived at the end of Book 1.

Adivion offered support and advice and befriended the party throughout the Trial and was even present during the riot, helping to calm the crowd. Later, Auren Vrood was still present in the Schloss when the party arrived and was actually working on the machine whilst inside a force cage. The Beast turned up and a huge battle ensued with the Aberrant promethean afterwhich Vrood finished his work on the machine and took control of the Beast who attacked the party - leading to a very dramatic and heartbreaking choice of whether to destroy the creature they had befriended throughout the Trial. Following this the party returned to Kendra's house to find the place in disarray. Kendra was gone and Adivion lay dead.

What I really wanted to do was to constantly drop hints that Adivion was behind it all and the best way to remove himself from suspicion was to have himself killed (only to be later resurrected which also shows his level of planning, intelligence and resources). There were clues from the vision at the Stairs of the Moon, Lady Ivanja in the Lodge, the letters Adivion was sending and dialogue between characters.

Throughout it all I've wanted to portray him as the man behind the curtain, pulling all the strings. This culminated in the confrontation with Vrood in book 3 where the spirit retrieves his memories and showed adivion ordering Vrood to kill him and Kendra in order to put the party on Vrood's path. This was to punish Vrood for killing his friend Prof Lorrimor and also to distract them from his real work which was setting up the exchange of the Raven's Head in book 4.

This all worked beautifully. The party were convinced for 18 months in real time that Vrood was behind it all and were surprised when they managed to confront him and defeat him in Book 3 but when the spirit revealed Vrood's memories and the fact Adivion was behind it all - the player's were stunned. I then posted a huge reveal that tied together all the clues they had received in a kind of MOVIE FLASHBACK and the players were taken aback at how Adivion had weaved the whole thing together. He is rapidly becoming the best and most engaging big bad they have ever faced in their years of gaming and it's thanks mostly due to the fantastic writing in this AP and the advice I received on these boards.

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Ah my fault, the rope bridge is the other side of the compound. You would approach along the path to the north east that exits between the trees.

The body is that of a human man past middle age. Despite his apparent frailty, he clearly knew something of wilderness travel. He wears old-style military winter clothing and carries both bow and handaxe, similar to how an army scout or hunter might be armed. He appears to have been badly beaten.

He has a composite longbow (+1 strength) with 12 arrows, a masterwork handaxe, and a pouch containing 14gp, 25sp, 48cp

Knowledge Local DC 10:
This man is Old Man Dansby, you've seen him around town once or twice. As far as you remember he had been complaining that someone had been stealing his crops

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Let's get this moving!

Jon, blade in hand, appears around the corner of the room and comes face to face with Morbar. The warriors nod at each other and begin to move on.

Suddenly, the thick canvas sheets of the pavillion are pushed aside and out of the shadows come a pair of horrid crawling hands. They are massive, seemingly those of a giant and great patches of decaying skin peel from the bones.

Morbar: 1d20 + 2 ⇒ (4) + 2 = 6
Davos: 1d20 + 3 ⇒ (4) + 3 = 7
Markus: 1d20 + 1 ⇒ (15) + 1 = 16
Jon: 1d20 + 2 ⇒ (9) + 2 = 11
Sebastian: 1d20 + 3 ⇒ (11) + 3 = 14
Cara: 1d20 + 4 ⇒ (14) + 4 = 18


GM Rolls:

1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (10) + 2 = 12


Round 1 - Enemy

The hands come scuttling toward the party, moving surprisingly fast

Hand 1, Markus, FF: 1d20 + 11 ⇒ (16) + 11 = 27 Hit
Damge: 1d6 + 7 ⇒ (4) + 7 = 11
Grab: 1d20 + 14 ⇒ (5) + 14 = 19 Success, Markus is grappled

Hand 2, Jon, FF: 1d20 + 11 ⇒ (12) + 11 = 23 Hit
Damge: 1d6 + 7 ⇒ (4) + 7 = 11
Grab: 1d20 + 14 ⇒ (12) + 14 = 26 Success, Jon is grappled

Round 1 - Heroes

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Sorry guys, there is a trap in play here. Please pick up your RP afterwards though, I always like interaction between characters

Nasrin and Thorn leave the trail and try to circumvent the snowman. The going off the trail is extremely difficult, bordering on impossible. The depth of the snow is easily up to Nasrin’s knee though she ploughs on regardless.

Corum follows after, bulling his way through as is his way and Sapphire follows in the same path.

As they do so, however, a sudden high-pitched voice cries from the snowman:

Don’t you listen!

The snowman explodes with a huge crack, a shockwave emanating from it in a wide arc that sends snow cascading from the branches of trees all around you.

This effects everyone within a 15 foot burst. This kind of thing is difficult to judge without maps but I would think it would affect Nasrin, Thorn, Corum and Sapphire since the way 15 feet either side of the trail is pretty impassable

Sonic damage: 1d8 ⇒ 5

Nasrin, Thorn, Corum and Sapphire to make a Fortitude save DC 14 or be stunned for one round

C init: 1d20 + 2 ⇒ (17) + 2 = 19
N init: 1d20 + 5 ⇒ (14) + 5 = 19
E init: 1d20 + 2 ⇒ (18) + 2 = 20
G init: 1d20 + 2 ⇒ (2) + 2 = 4
S init: 1d20 + 1 ⇒ (13) + 1 = 14
Enemy init: 1d20 ⇒ 7
Enemy init: 1d20 ⇒ 6

Round 1 - Heroes (C, N, E, S)

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Despite Morbar's increased speed, only one of his blows hit. Thrown off by the sudden boost Davos' spell has granted him, the others are turned aside by the wolf's blade.

Sebastian's twin blasts of flame flame into the wolf assaulting Jon though you can see the plates of scales resist much of the firey spell.

Sebastian, need to roll spell resistance. 1d20+your level

Round 6 - Enemy

W3, Falchion, Jon, PA, Favoured enemy: 1d20 + 12 - 2 + 2 ⇒ (6) + 12 - 2 + 2 = 18 Miss
W3, Bite, Jon, PA, favoured enemy: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 Miss

W4, Falchion, Morbar, PA: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 Miss
W4, Bite, Morbar, PA: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21 Miss

The pair, having regained their composure from the flight and the initial attack, parry the wolves' attacks and ready their own.

Ionocu stands at the back, an arrow in his hand and several others forced head down into the wooden boards. Once again his hands move like a blur but this time he has the priest in his sights and his hatred of all things good takes over. Even if he has to thread the needle he will see that priest dead!

Arrow after arrow sail at the Desnan but only one strikes him, deep in the bicep.

Ionocu, Manyshot, Markus, smite, DA, RS, PBS, Soft Cover: 1d20 + 14 + 1 + 1 - 2 - 2 - 4 ⇒ (1) + 14 + 1 + 1 - 2 - 2 - 4 = 9 Miss
Ionocu, Markus, smite, DA, RS, PBS, Soft Cover, second iterative: 1d20 + 9 + 1 + 1 - 2 - 2 - 4 ⇒ (18) + 9 + 1 + 1 - 2 - 2 - 4 = 21 Hit
Damage: 1d8 + 18 ⇒ (6) + 18 = 24
Ionocu, Markus, smite, DA, RS, PBS, Soft Cover, Extra attack: 1d20 + 14 + 1 + 1 - 2 - 2 - 4 ⇒ (5) + 14 + 1 + 1 - 2 - 2 - 4 = 13 Miss

Round 7 - Heroes

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Polonius sighs as the old goblin explains.

He says that we are safe to cross the mountains now. But once he's gone the goblins will revert to their nature.

Nothing ever changes. he thinks as he trudges back to the chamber where they fought the chieftain.

He looks around closely at the remains. Whatever else the chieftain was he appeared to be able to mix chemicals with some skill and anything remaining of his gear would be more than helpful.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

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Is the exotic weapon proficiency really needed for sawtooth sabre in these builds? Am I wrong in thinking a gladius is practically just as good and then you have a spare feat to use on a save booster or toughness.

Or is there something I'm missing?

EDIT: where folks are trying to work in swashbuckler or slashing grace, I can see the benefit

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Round 2 - Enemy

As Sebastian stands and fights, his comrades rush up to his aid, seeing for the first time the twin horrors that he faces and their necromantic masters.

The lumbering creatures tear into Morbar and Sebastian whilst the cultists both vanish!

Festrog 1, Bite, Morbar: 1d20 + 7 ⇒ (8) + 7 = 15 Miss
Festrog 1, Claw, Morbar: 1d20 + 7 ⇒ (9) + 7 = 16 Miss
Festrog 1, Claw, Morbar: 1d20 + 7 ⇒ (16) + 7 = 23 MIss

Festrog 2, Bite, Sebastian: 1d20 + 7 ⇒ (10) + 7 = 17 Miss
Festrog 2, Claw, Sebastian: 1d20 + 7 ⇒ (15) + 7 = 22 Miss
Festrog 2, Claw, Sebastian: 1d20 + 7 ⇒ (6) + 7 = 13 Miss

Sebastian's dexterity and Morbar's stout armor repel the blows.

Round 2 - Heroes

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You are aware something is happening, you just can't see it

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Just to be clear, you can't see any of the creatures attacking Sebastian until you step forward 10 feet and can't see the cultists until you step forward 30 feet

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Before I continue, Cara can't see in the dark meaning she would have to carry a light thus making her stealth impossible. Im sorry this part has slowed down considerably but it is the nature of this pseudo-dungeon part of the book. I think if you want to scout in this situation only Sebastian is viable so I will continue as if he is going alone and you can let me know if thats wrong.

With the decision made, Sebastian exits the building and slips into the mist.

The others follow on behind and keep the monk barely within their vision as the swirling fingers of fog threaten to swallow him at any moment.

As he creeps along the border of the street, he begins to notice more and more buildings, many burnt out but a few still in at least a semblance of order.

There is also a great mash of tracks in the soft, muddy earth that makes up this part of the village. He begins to turn south west with the curve of the street and notices two buildings to the east. It's possible he could cut through them or else continue onwards.

Seb perception: 1d20 + 10 - 3 ⇒ (9) + 10 - 3 = 16
Seb stealth: 1d20 + 9 ⇒ (6) + 9 = 15

1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13

As he moves along, Sebastian begins to hear a pair of males in whispered conversation. As he strains to hear what they say, his foot gets caught in a particularly boggy patch of ground, made worse by the intense rain of the past few days. He pulls it out by his heart sinks when it makes a loud shhhlukk

What was that? one of the voices hisses.


Morbar: 1d20 + 2 ⇒ (6) + 2 = 8
Davos: 1d20 + 3 ⇒ (7) + 3 = 10
Markus: 1d20 + 1 ⇒ (6) + 1 = 7
Jon: 1d20 + 2 ⇒ (4) + 2 = 6
Sebastian: 1d20 + 3 ⇒ (1) + 3 = 4
Cara: 1d20 + 4 ⇒ (7) + 4 = 11

1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (5) - 1 = 4
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (20) + 4 = 24

Enemy acts first

Come on, it could be one of the corpses wandering about, but let's go take a look.

Out of the mist come four figures, two humanoid dressed in the long black robes you have become used to associating with the Whispering Way whilst the others look like hideously mutated, animalistic corpses.

Their backs are crooked, bent like the back of a hunting cat. The back and legs of the creature appear to have once been human but are now warped and barely recognisable. The body is covered in tight sinewy muscle that seems to be compressing and warping its skeletal structure. The skin matches the rest of it's body in unpleasantness as it is covered in pustules and boils some as big as a fist.

Round 1 - Heroes

Perception: 1d20 + 6 - 3 ⇒ (17) + 6 - 3 = 20
Perception: 1d20 + 6 - 3 ⇒ (9) + 6 - 3 = 12
Perception: 1d20 + 6 - 3 ⇒ (20) + 6 - 3 = 23
Perception: 1d20 + 6 - 3 ⇒ (13) + 6 - 3 = 16

One of the Way and both creatures spot the crouching Sebastian.

There! the cultist hisses, pointing out the as it raises a crossbow in his direction but snarls in frustration as the bolt sails wide.

Cultist, crossbow, Seb, FF: 1d20 + 5 ⇒ (4) + 5 = 9 Miss

The two creatures meanwhile bound toward the monk with alarming speed and try to bite at him with their oversized jaws;

Festrog 1, bite, Seb, FF, charge: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Auto trip attempt: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Festrog 2, bite, Seb, FF, charge: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Auto trip attempt: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Sebastian, I've no idea what your FF armor class is with barkskin active. Can you work out if those were hits and whether you are tripped or not please?

Round 1 - Heroes

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Bear in mind if you fly, your visibility will still be 0 beyond thirty feet so you could in theory get completely lost without even the ground as a reference point and fly off somewhere out of the village. Also, I have updated the map above to show what you can see from this building. I will await a decision on how you proceed.

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Message wouldn't work because you have to be able to see the target you are delivering the message and in this fog you can't see further than 30 feet. So it depends how far ahead you want to be I suppose

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Ok guys, thank you very much for your patience and for giving me such a tough task.

I’ve read through each submission and considered different party balances/dynamics and I’ve finally settled on:

Arunor Blacksheaf
Greyston Fenris
Corum Mac Roth
Elleros Oronar

I would welcome the players above posting and introducing themselves in discussion before I get the game rolling in the next few days.

To everyone else, I have no doubt your characters will find a home soon, there were some really excellent builds here. Happy to provide feedback to anyone who asks for it.


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<Sigh> sorry guys, this is really difficult. Reading through every submission and looking at different combinations is making me wish I had the time to run two groups.

Please have patience with me and I'll get back to you with a decision as soon as I can.

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I don't know what Vrood's purpose is, only that he's diggin' up all the poor folk who lay here in Feldgrau and turning them into walking dead. The dead can hide from the living but they can't hide from eachother. You bring me his head and I'll pull his memories from his mind and you can divine his purpose for yourself if you're that set on facing him. Personally, as one who is dead you should take it from me - don't waste your lives. Run, and don't look back.

I can't tell you where he is. But the centre of town is south east though there's dozens of dead and else besides stalking the streets of Feldgrau these days.

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Thank you all for the time you've taken to submit and for making this such a tough choice.

I'll be reviewing all submissions and hopefully posting the results in a few hours after some careful consideration

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I think so. Whatever they want, they don’t have it yet.

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Oh that you could help me. the spirit says miserably, sitting heavily on the chair rather than climbing atop it. 18 years ago the soldiers came. They drank and ate and swore and laughed all night and then in the morning the killed us and burnt us. My family gone. My friends…. Like that last drop of ale in a tankard, all swallowed up.

I hid. he says shamefully. In a barrel in the cellar while the screams of people I knowed all my life was in the air. But I never lifted a finger to help or to hide them. When the soldiers left I crawled out like a rat but the town was gone, just smoke and blood. They threw all the bodies in a mass grave in the centre of town and that was too much and I came here to end it all.

And that was it. I was drifting. I remember just floating through the town, miserable in my lonliness, the other spirits here are trapped and angry and just haunt the place. I was fine to wallow alone, I deserve it.

But now the Dark Riders have come, they call themselves the Whispering Way and a man called Vrood leads them. I don’t know what they are doing exactly but I think they want to trap the spirits and take them away from here. I’ve tried to stop them but they have power over spirits and have banished me dozens of times only for me to come back . I can’t do anything about it, so I came back here to end it all…. Again.

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I find cavaliers are always of use. Granted mounted combat isn't optimum in this campaign in the way it is in kingmaker, there's certainly opportunities. Plus the class without the mount is still pretty tough.

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If only you could, every time I try this I just come back. But this time... In sure it'll work. It worked before after all..

That diplomacy check didn't do it I'm afraid.

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The spirit doesn't respond. He loops the rope over the beam, climbs on to the chair before kicking it over and dangling sickeningly for a few moments before disappearing.

It appears again at the other end of the bar, once again coiling it's rope.

It's you, you're putting me off. Can't let them have me, oh...

Might want to try a diplomacy check

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At first the spirit is nowhere to be seen, just the smell of mildew and rotten wood.

Then it materialises beside Markus, hands raised like claws, it's face a twisted mask of horror...!

But then it fades back and is once more the worried, old innkeeper.

I thought you were them. With your Whispering outside I thought you were them.

He floats to the centre of the bar and once again throws his ghostly rope over the invisible beam. He misses. Loops it up and throws again.

This time. This time it'll work

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So...? Move on?

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@GM niles - sounds good, look forward to seeing your submission

@Hestra - cool, I'm going to start reviewing tomorrow

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Hmmmm.... Maybe one day I'll look into it. I don't have it planned for this game sorry guys so I won't be offering pfs credit. I know a couple of people have asked about that so apologies if that was your main interest in this game.

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Hey Jolly, I don't think so. I may deviate quite a bit from the books as written and honestly I've never really become familiar with PFS.

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Updated list:

Maia Silndra Rose - Wizard - Arcane
Elleros Oronar - Wizard - Arcane
Nasrin - Druid - Divine
Farghrad Garrson - Druid - Divine
Alistar Leblanc - Cavalier - Melee
Rojerick Alandsson - Paladin - Melee
Merick Renarin - Fighter - Melee
Ford Benett - Fighter - Melee
Lugert - Ranger - Melee
Jolly Roger - Hunter - Melee
Travigan Frost - Barbarian - Melee
Rogar Brewmaster - Warpriest - Melee
Myles Brightguard - Cavalier - Melee
Bruenor the Brewer - Warpriest - Melee
Varok von Wolf - Bloodrager - Melee
Ellina Sensewi - Paladin - Melee
Grandma Mable - Oracle - Melee/Divine
Carroutan - Ranger - Melee/Ranged
Cretus - Ranger - Ranged
Kekaul - Ranger - Ranged
Hestra Vlept - Rogue - Skills
Arunor Blacksheaf - Rogue - Skills
Tavega the Redeemer - Inquisitor - Skills/Melee

To those who bowed out, thanks for your interest. Good luck in your games :)

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The spirit continues wandering and weeping
After a few moments you see it reach behind it for a length of ghostly rope, it's end tied in a noose.

It throws the rope over a beam that's no longer there and steps up onto a chair that now lies toppled to one side. You see it make the motion of kicking tge chair away before it flashes and is gone. Beside the chair is a pile of crumpled bones.

A moment later, the spirit reappears from a side room and hurries into the bar, looking over its shoulder and wringing it's hands, playing the routine through once more.

They are coming... With whispers and promises... Oh why can't I end it all? It worked before...!

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Jon peers through the gaps in the tired old building. At first he can just see the remains of tables, chairs and a long bar running the length of the wall.

To the east is a staircase that one led up to a second sorry which has collapsed, leaving great holes in the ceiling exposing beams and broken plaster.

The eerie glow pulses and fades and Jon strains to identify it when suddenly a pale, green where face of a man appears at the crack, mere inches from Jons!

It mutters something and then fades away only to rematerialise further away in the bar. The spirit is of a middle aged, quite portly man with receding hair and a pained expression. He wanders hither and thither through the bar, ringing his hands and occasionally covering his face in grief

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Yep, will do. It's helpful for me to keep up. I'll do so tomorrow, only got access on my phone at the moment.

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Fledgrau Ovierview Updated

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You don't detect any magic

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As you step back out into the street you notice a larger building to the north, now just about visible through the mist.

At first glance it appears typical of the others, decrepit and in disrepair. And yet there is something altogether different about it, a strange eldritch glow from within that moves and shines through the cracks in the wooden walls and the shuttered windows. It is only faint, but definitely present.

The building beside the chandelry is even more run down than the rest, ostensibly a dwelling at some point, now it is little more than a collection of burnt out timbers.

What you assume was the main street continues to the south west, choked with cloying mist.

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So what would you like to do? You know there is a large building adjoining this one or you can tell me the direction you'd like to head in out in the mist

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Since Markus pointed out the glyphs those with the relevant skill can make a spellcraft check as per the spoiler above and anyone can make an intelligence check

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Thanks again for these great submissions guys, still plenty of time for tweaks and new characters to join

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I guess that's why the book uses the mist to encourage you to go building to building, since you are still looking for the Princes Wolves and may not want to wander the streets blibdly. Entirely up to you of course in which case just tell me the direction you head in

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Once again the room falls eerily silent.

Perception DC 20:
Along the walls and ceiling of this building are dozens of strange symbols and glyphs, written in a careful hand using thick black ink

Spellcraft DC 20 or Intelligence check DC 15:
These symbols are very similar to the ones you saw months ago on the foundations of Harrowstone Prison. They are possibly for some kind of binding spell.

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Ok, submissions so far;

Maia Silndra Rose - Wizard - Arcane
Yh'ari Malavies - Witch - Arcane
Lialda Boreana - Arcanist - Arcane
Andyla - Druid - Divine
Alistar Leblanc - Cavalier - Melee
Rojerick Alandsson - Paladin - Melee
Merick Renarin - Fighter - Melee
Ford Benett - Fighter - Melee
Lugert - Ranger - Melee
Jolly Roger - Hunter - Melee
Travigan Frost - Barbarian - Melee
Rogar Brewmaster - Warpriest - Melee
Myles Brightguard - Cavalier - Melee
Ellina Sensewi - Paladin - Melee
Grandma Mable - Oracle - Melee/Divine
Carroutan - Ranger - Melee/Ranged
Cretus - Ranger - Ranged
Arunor Blacksheaf - Rogue - Skills

As usual, if I've glossed over you somehow or miscategorised you, just let me know.

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Elmae Valmia wrote:
JZ, are we using the full spell list (such as the one on Archives of Nethys)? I'd like to know, because if so, I'm adding Snowball to Yh'ari's spells known.

Yep, go for it. Personally I think snowball is a great spell. assume everything is ok spell-wise if it's from paizo unless it's particularly weird and wonderful in which case just run it by me first.

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