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RuyanVe's page

Pathfinder Adventure Path Subscriber. 2,359 posts (2,373 including aliases). 3 reviews. No lists. No wishlists. 1 alias.


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Rysky wrote:
RuyanVe wrote:

To me it looks that they are fighting each other. Which makes sense if the centaur is the Hellknight shown on the old Cheliax book and she is a halfling connected to the Bellflower Tillers. OTOH, in the background we see yurts--sooooo, maybe something set in Iobaria where centaurs are more numereous? *keeps fingers crossed*

Ruyan.

The Hellknight centaur was female I'm pretty sure.

The Centuar's armor and equipment, and the background do evoke an Iobarian feel though.

Over at macmillan.com I found:

"Shaia “Shy” Ratani is a clever rogue who makes her living outside of strictly legal methods. While hiding out in the frontier city of Yanmass, she accepts a job solving a nobleman’s murder, only to find herself sucked into a plot involving an invading centaur army that could see the whole city burned to the ground. Shy could stop that from happening, but doing so would involve revealing herself to the former friends who now want her dead. Add in an aristocratic partner with the literal blood of angels in her veins, and Shy quickly remembers why she swore off doing good deeds in the first place."

So, Casmaron is definitely in there...

Ruyan.


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NobodysHome wrote:
CorvusMask wrote:
Wait, people refuse to level up? .-. I thought people just forget to

As a GM, I just find it frustrating that in the adults' game, I say, "OK. End of session. Please be leveled up by next session," and SIX WEEKS LATER when we next play, I get, "Oh, I didn't level up. I'm going to do it now. What?!?!? You're starting?!?!? Oh, gods! Can you repeat that? Can you stop for a while? I can't possibly take notes while I'm trying to focus on leveling up!"

Basically, one man's "convenience" destroys an entire session for everyone else in the group, and at a once-a-month session, that's a Big Deal. Yes, that one Pisses Me Off No End (TM). [...]

Oh man, this is sooo aggravating. Happens in my game, too. Often. What leaves me dumbfunded is when people ask: So, what are my class features again? *wanders off, fuming*

Sorry for the derailment.

Ruyan.


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Something completely different: go crazy and play a cleric which turns to Shadowdancer PrC.
Taking 3 levels lets you get a shadow as companion which is incorporeal.
Your casting will be stalled though.

Ruyan.


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So many posts to catch up! So much laughing and funny looks!

Ruyan.


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So cool! I just got to chapter 4 and I'm enjoying it immensely.

Ruyan.


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Impus Minor wrote:
Swallow Whole does not have an appealing name to me...

It's so cozy inside!

And besides having been given so many bad reviews, by reading your posts, NH, I really feel like running Serpent's as my next AP (though that'll be a couple years in the future judging from my groups progress in RotRL...)!

Ruyan.


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captain yesterday wrote:

Damon Vancaskerkin, for Giantslayer.

All the NPCs are beautifully illustrated, Ayavah (WotR), Ikiko (S&S), The terrible Tup (RotRL, the goblin from the blog) and Amaya Kaijitsu (CoT) are the ones that stand out most on a first pass.

Awesome forward, I look forward to see how you figure out the four digit spine issue James. :-)

And again I wonder why I as subscriber still can't download the PDF...

Ruyan.


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Interesting!

Ruyan.


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Phew, what a night.
All players expressed to continue with the campaign so I'll let them create new PCs at lvl 7 and let them join the remaining two PCs.

The current situation:
One of the cultists escaped into the night, shouting for help and the city watch/militia. The leader of B-7 left the mill and set it on fire.

What I would like to discuss with you good folk here is how to handle the situation where we stopped yesterday night.

My thoughts:
The militia will find the PCs and arrest them.
The mill will be saved from the fire (most of it anyways) and the ledger/journal will be found.
I will use this opportunity to introduce the lord-mayor of Magnimar.
He will have the journal translated and will task the remaining PCs with finding the murderer(s) and end this "annoyance".

What else?
- I'd like to use one of the Sandpoint ruling families to intervene on the PCs behalf (tying the old and new heros to Sandpoint).
- Where does the Ironbriar go? To the sewers? To X? Back to Vyre?
- More intrigue using the nobility of Magnimar?
- Playing on the tension between Ordellia and the rest of Magnimar?
- ...

Your thoughts are welcome!

Ruyan.


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You should have Seoni as an agent of the Pathfinders approach your party to dampen/divert their suspicion...

Ruyan.


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Hot Chocolate!

Ruyan.


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The upcoming AP #100 has an article about Aroden. You should find lots of details about him in there to derive more quests from the info presented.

Also, hunting down a high-ranking priest of Groetius to get some more details about the prophecy made could be the level-up phase of your plot arc.

Another thing could be the cyclops and their Flash of Insight ability--maybe a long stretch 'til there, but you could build upon it. Maybe the ruins of Ghol-Gan, close to the Eye hold tidbits of information or the Saoc Brethren) could be researched.

Ruyan.


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0-point buy?
Six times a straight 10 in stats? Oh boy. But maybe that's a good way to balance the gunslinger (at least at low to mid levels)... *hehe*

Anyways, as a long time lurker I have to say that reading your posts and spilling coffee many times when I had to succumb to a burst of laughter earned me quite a few funny looks at home. Good job and keep 'em coming!

Ruyan.


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Draco Bahamut wrote:
[...] spacegoats [...]

I'd like to have some of those, too!

Sorry, couldn't resist. Carry on.

Ruyan.


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Name: Jerak
Class/Level: Human rogue 6
Adventure: The Skinsaw Murders/The Misgivings
Catalyst: Burning down the house

Story: So my party, in a completionist attempt decided to really investigate ALL the rooms and end the threat originating from this house once and for all.
Their thoroughness led them to trigger and experience ALL the haunts and I had three players affected by Vorel's phage, two by ghoul fever and all were suffering from paranoia concerning what else the house might have in store for them...
By the end of their forray they were running lowly-low on resources and the cleric was constantly complaining about how he really-really needed to rest. As they didn't find a way to defeat the carrion storms outside (or were too scared to try it in the shape they were in), they decided to rest inside the building--a GM's wet dream coming true!
Too bad all succeeded at their will save and nothing spectacular happened. In the morning they began discussing what "fueled" the house's malignity and came to the (right) conclusion that they spiral down in the room where they took down Aldern must be the source.
Since they found the +1 pick axe went for the mundane approach and began chopping away at the spiral. Well, Vorel didn't agree with that and the first party member to try (our h-o ranger) was affected by a dominate monster (I had them roll a d5 for the possible reactions written in that section of RotRL AE) which had him jumping down what others on these forums dubbed the toilet of doom outside Aldern's room. He survived and was pulled up again which prompted them to start the next attempt: fire! The inquisitor threw a bomb and was affected by confusion but was restrained quickly enough before he could cause much of it. And on the went: this time the rogue stepping forward. He went for the pick axe again, only to be affected by phantasmal killer. He failed both saves and died on the spot.
The good folks of Sandpoint had him raised two days later and he is now very much indebted to the church of Desna.

Ruyan.


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Erik Mona wrote:

There is a huge article on Aroden written by me in Pathfinder #100 that covers pretty much all of this.

[Cool stuff!]

This alone made me resubscribe. Can't wait!

Ruyan.


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Animal companions do not have to "work" like monsters from the bestiary (usually due to balance reasons, e.g. see the bear).

Ruyan.


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Just stumbled upon this neat little product. Looks very versatile.

Is it just me or does the advertising text need some proof reading? Thewordsarealljammedtogether.

Ruyan.


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I definitely see no writers block for Mr. Schneider--keep 'em coming! *grins*

Ruyan.

PS: Sheesh, if I only could tell my boss posting in (on?) a message board is a key part of my job description *smiles*


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You could also skim the free Player's guides to get a feel for the different APs you don't know and put together a quick summary best fitting your group's style of play (or just send them the links for the free download).

Ruyan.


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What would the PCs make into believing that after they killed X there's yet more to come? All leads point towards her (and then onwards to her sister... I know), but as the leader of the cult and the one manipulating Ironbriar and having manipulated Aldern Foxglove I think that killing her should convince the PCs of having erradicated the last of the Skinsaw cult.

Otherwise, and if you want to stick with the theme of Runelords, I'd give them a final showdown using one of the pilings of the Irespan (here you could use the resources presented in the first installment of Shattered Star).

James Jacobs wrote:
The Forever Man is okay not using his birth name anymore anyway, so it should all work out there.

Built-in scrying failure.

Ruyan.


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You could start with Freeport.

Ruyan.


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Greetings, fellow travellers.

Just a quick round-up what happened last night when my group (all lvl6 HE cleric of Sarenrae, HO ranger w/ badger, H fighter w/ greater trip, H rogue, H inquisitor and almost out of resources) confronted Aldern.

I went for a more cinematic approach and bent some rules for dramatic appearance, but nothing major.

When they entered the water slide they caught up with Iesha who was clawing at the door, were beset by the ghasts and dispatched them almost unharmed (crit w/ bow ranger w/ FE undead +4 and Greater Trip).

Iesha went in on round 2. The PCs heard a loud scream (male voice) followed by another one (female voice).

Being really scared by the slippery surface they decided to explored the grave first and found a narrow opening in the walls which allowed them to squeeze through it only to be standing 5 feet away from the door to Aldern's abode.

In they went and were greeted by Aldern. In my game I had Aldern subdue Iesha who was at that time kneeling next to his desk.
I also gave Aldern a butler (another ghast named Alfred). He greeted the PCs as per the book, then stood up, killed Iesha (GM fiat) and ordered his butler to serve something to drink and eat (this triggered the haunt, but the PC in question made his save).
Next round the PC cautiously advanced which gave Aldern time to don the mask. Fighting ensued. Some rounds later Aldern was Greater Tripped and two PCs were paralyzed by the butler (bad positioning and bad rolls) which had Aldern turn on the butler scolding him for robbing him of all the fun and killing him with a crit by his razor.
The cleric dragged the PC Aldern was obsessed with away to impede a coo day grahs.
Aldern needed to get up and advanced again on the PC and the cleric.
Next round the cleric placed a badly placed fireball into the room nearly killing the rest of the party while Aldern gracefully avoided it (evasion 4tw!). This slightly changed the mood at the table... (which wasn't made any better when the cleric's player commented it with "I always wanted to do that" and "Oh, I'm sixth level so I have resist fire 10, you know" and Aldern's congratulation for such a splendid idea.).
Paralysis ended with the beginning of next round and the PCs were finally able to down Aldern when he wanted to gracefully tumble out of a flanking.

The PCs and me enjoyed it very much, it was a memorable fight. And the players are already anxious how to get out of the room back up!

Ruyan.


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Go Strix!


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I also played the haunts a little different and only let the designed person live through the "vision". This gave everybody his time in the spotlight.

Otherwise I agree with Tangent.

Ruyan.


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This one being another.

Ruyan.


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Greatings, fellow traveller.

This PFS scenario involves Jistkan ruins.

Ruyan.


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Mixed feelings about this one but let's see. If it takes you all over Cheliax getting the accompanying gazetteers detailing the different places you'll visit might be worth it alone!

James Jacobs wrote:

[...]

AKA: Despite the fact that these two are both set in Cheliax and both have the word "Hell's" in the title... they are going to play out VERY differently.
[...]

As long as "hell" is not the new "carrion" *grins*

Ruyan.


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First of all: lots of cool stuff!

Skeld wrote:

This is great, but I'm really curious about AP#100 is November. Is it going to something special and what can we expect?

-Skeld

Methinks there was some speculation going on in either the general AP forums or in the Hell's Rebel AP forums; not sure, though.

Ruyan.

[EDIT:]Gaaaah, ninja'ed by... well, who else?


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Paris Crenshaw wrote:

kevin_video is correct. The CR for each NPC should be 7 or less. Remember that if you are applying levels in a class that is not "key" for that monster, based on its role, then the CR increases by 1 for every two class levels.

http://paizo.com/pathfinderRPG/prd/monsters/monsterAdvancement.html#adding- class-levels

Applying that rule right now...

Ruyan.


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Just get rid of the innards, I'd say.

Ruyan.


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Brother Fen wrote:
Rawr!

*grins*

Hi there, fellow traveller.

Ruyan.


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Yeah. Don't tell them it's THAT medallion. Call it something else and give it the abilities you wish them to "see"--except when they succeed at the Spellcraft check (DC30?).

Ruyan.


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The second necro'ed thread on this. Whew. And still nothing to add to the first few posts.

Ruyan.


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Her wisdom draining attack targets touch AC of the opponent.
Yes, she can hold the weapon in one hand and use the other to attack with her touch attack; no dropping the weapon necessary.
Per the B2 entry for lamia matriarchs, yes, she would also drain 1 Wis with her first (successful) attack each round (DC 21 default).
Remember to use the 1/day effect of despair when she attacks for the first time!

Ruyan.


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Finally got my printed copy, so happy!
It's even prettier than the PDF. So much awesomeness (though I might be biased here...).

Ruyan.


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Another thing could be they do the burglary and meet Jubrayl's gang shop lifting poor old Ven. Might be interesting to see who is going to frame whom for what...

Completely from my point of view and how I run the campaign:
On a more general note, it looks to me that your group has missed the whole purpose of Sandpoint as the(ir) basis for the whole AP.
You mentioning they will only get caught if there are any guards left alive rings to me all wrong.
I run this as a typical "PCs as heroes" campaign; the idea to rob somebody in town (drunk or not) never crossed anybodies mind (IC or OOC).

Ruyan.


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Your Friendly Aboleth Overlord wrote:
Belabras wrote:
Power Word Unzip wrote:
Set wrote:
RuyanVe wrote:
time's fleeting...

Madness takes it's toll.

But listen closely...
Not for very much longer...
I've got to ...

Spoiler:
eXPLOSIVE rUNES

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Jam412 wrote:
Douglas Muir 406 wrote:

Not to necro, but I'm wondering if there's anyone out there who ever used this. I know of a couple of people, but I'm curious if there are more.

Doug M.

Unfortunately, I don't think she lasted a round in my game. I even beefed her up a bit.

Same here. *sadface*

And I realize I actually used your statblock (ever wondered where I got that from...)--so: thanks!

Ruyan.


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To me your attempt looks great!

But why the pain? This is how I do it:
My maps actually never look exactly the same as in the books. Nobody is going to find out if one of the rooms is missing a row of squares or the corners are 90° instead of 120° or if rooms' sizes are slightly smaller or larger (if 10x10 ft2 works, why shouldn't 10x15 ft2 work, too?). If you end up with an extra wall? So be it. Extra thick walls--no problem: let the PCs grow all excited because they expect a secret door/compartment (same goes for "dead space").

Ruyan.


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Cthulhudrew wrote:

Know Direction AP podcast is now up, with some more information.

Among other things:

The adventure takes place against a backdrop of all kinds of other uprisings and chaos going on in Cheliax, and the PCs will be essentially taking over Kintargo (about the same focus as was on Korovosa in CotCT).

1) Hell's Bright Shadow New ruler of Kintargo (a bad, bad, bad man), PCs join the Silver Ravens who are the rebels. Ties to some kind of familiar magic item.
2) Turn of the Torrent PCs are building up their resistance forces, the Order of the Torrent is reacting to it.
3) Dance of the Damned Resistance is spreading the word and fighting against Cheliax and House Thrune. Must invade a masked ball.
4) Song of Silver PCs openly declare war and make Kintargo their own.
5) Kintargo Contract PCs get hold of the contract Abrogail forged with Asmodeus and find loopholes (already described).
6) Breaking the Bones of Hell Can either make Kintargo a free city or things will be bad for everyone (depending how PCs do it). Will go into Hell at some point.

Vol 100: 120 pages long (32 extra pages). Adventure takes place in a converted temple of Aroden (largely). More on the AP retrospective (one of the Vancaskerkins will be one of the NPCs. And each part will be written by one of the authors of the APs it represents). Big map in it.

Awesome!

Any ideas whether Kingmaker elements will come into play?
Definitely re-subscribing for this one.

Ruyan.


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Could you point these out to me, please?

Ruyan.


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Svathurim!
Nuff said.

Ruyan.


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Latrecis, are you actually playing in my group? *grins* We must have very similar players...

As to your question, Samuel Penn:
I see him as an embittered (grumpy old) man and far removed from daily, normal down-to-earth life; he's a scholar: theory, books, religion, philosphising--that's his world.
Nualia was his "once in a life time project"; sent to him by his goddess and he was given the assignment to groom her for priesthood and send her to Windsong Abbey (my musings, dunno if supported by "canon").
And over time... everything falls apart:
His ward, at first not accepted as a divine exemplar but mocked at by mere children, then she expresses reluctance, even aversion of being sent to Windsong, rebels at the thought of being brought up by him, a priest of Desna, and finally she's "soiled" by pregnancy.

Think about it, if my assumption about Tobyn are true, this will confuse/shock him mightily.

An analysis by him of what went wrong might look like this:
A) Did Desna fail (in choosing him as foster parent, or Nualia as her "chosen")? Unthinkable.
B) Did he fail? Surely not.
C) Did Sandpoint fail? Might be... Reaction: multiply efforts in preaching Desna's way to the community (and Nualia, too!)
D) Did his ward fail? ... must be the case as all other possibilities are wrong or too elusive...

I think, he opted for C): indoctrination! (Repent your sins, Nualia, prove your worth..., etc.).

He's totally blind and insensitive to what Nualia needs: a loving, caring (foster) parent unreceptive to what she might actually want: making her own decisions.

Ruyan.


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How about orcs vs. dwarves for the next AP? War for sky!
Here's hope for some Droskar love then, too!

Ruyan.


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Storm Sorcerer Arcturus wrote:
It's awesome to finally see that people other than myself actually like Griffons! Definitely dotting.

Are you kidding me? Griffons (variants with different spelling included) are great and make cool mounts for rangers, paladins, and cavaliers!

It's just that most GMs are afraid handling the--from their point of view--ensuing increase in player/PC power (beware! A martial character that can fly! M-u-s-t p-r-e-v-e-n-t.) that makes it such a rare thing to happen in the first place.
Not too happy with the addition the Inner Sea Combat book and the associated feat tax for monstrous mounts (which doesn't help making a mounted flying martial character happen IMO).

So yeah, you can (potentially) get one via Leadership--good luck with that one.

So congrats to Angry Wizard!

Ruyan.

[Edit] After re-reading my post it sounds a little rant-y, sorry for that.


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Greetings, fellow traveller.

If you're already following TM's guide you will find that he also gives advice on the standard magic items for a spirit of the beast-type druid. Stick with it and you'll be fine.

As for how to play your druid this is a rather difficult question. I assume you've picked druid for a reason (general nature theme, full caster, animal companion, ...) which will have you headed in a certain direction already.
Maybe each of you should write down in one or two sentences what one expects from the others after getting told race/class/background of each character. It might give you an idea what the general role of your character could be, how you might benefit your group most; although this is, of course not set in stone. If you don't like the ideas/views regarding your character, you're free to disregard them!

Be sure to always remember rule #1: EVERYBODY should have fun when playing!

Ruyan.


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ShoulderPatch wrote:
Treantmonk wrote:

Generally speaking, when you are playing a caster, Fog clouds and obscuring mist aren't about the 20% miss chance, they are about the total prevention of vision over 5'. For a caster, this can be monumentally useful in a number of ways, I'll list a few of the most common here:

First let's explain how a fog cloud doesn't screw you over (this is the most common complaint I hear, "The fog cloud hurts me as much as the enemy!")

If you have a variety of spells, there are likely many choices you have that don't require you to see your target. Fog cloud blocks line of sight, but not line of effect. This is an important distinction. You may not be able to see anyone, but you can still summon creatures, lay down walls, throw area of effect spells, etc. Keep in mind that with things like summoning - you don't even need to know where the enemy is, you can summon the monster, it runs out of the fog, and locates the enemy. Some creatures (like Dire Bat) can locate creatures within the fog as well.

Now let's discuss how it can be used to foil the enemy:

1) Archery: Wizards and Sorcerers don't like being attacked, that's why they hide behind the big stupid fighter types. Archery can eliminate that advantage, so making yourself effectively invisible by fog eliminates their ability to target you.

2) Enemy casters: Some casters use dirty tricks like actually targeting your character with spells. The nerve! Fog forces them to play on your terms, eliminating nasty rays and other targeted spells. By the way - most spells that provide a Fortitude save (you don't like making fortitude saves) require line of sight.

3) Enemy melee attackers: Not seeing you is basically invisibility, it prevents charges, and also makes them need to hunt through the fog to find you. Maybe they find the fiendish dire wolf you summoned instead...

4) Summoning: My favorite trick is summoning, but the 1 round casting time is a vulnerability I don't like. Summoning in Fog reduces that

Welcome back, Treantmonk. :)

This!


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+1 to what Jiggy posted.

Also: Posted by Jason Bulmahn.

As I have not yet seen an update/errata on this issue I'd assume the question is answered.
Just remember the target has to be evil, too.

Ruyan.


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That's a cool idea!
My group is about to encounter Nualia. And I will give them the diary of her. Hopefully they will return to Sandpoint with questions concerning Nualia's former life; I even have another orphan brought up at the Acadamy...

Might have to steal it... and twist it... dark, sinister... a monster!

Ruyan.

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