Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Posts    RSS Reviews    RSS Wishlists
Sanarin Qwelb

Wellard's page

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber. Pathfinder Society Member. 936 posts (10,043 including aliases). 1 review. 1 list. No wishlists. 2 Pathfinder Society characters. 18 aliases.


Search Posts
Search Wellard's posts:
RSS Recent Posts
451 to 500 of 936 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

The lead Zombie goes down. The second is wreathed in flames but comes on as Sasha hits it with his fire as he too backs away. Tristan speaks a few words of arcane language and the ground beneath the undeads feet becomes slippery causing the thing to slip and slide in place.It's badly burnt now large expanses of bone showing beneath the scorched putrescent flesh.Avinar moves back to protect Eltariel

Gashelle is up

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Muchorak gets max at first plus 6 bonus hit points for his race..giving him a total of 29..you get 7 points on each even level and 8 on each odd one. Don't worry I'll keep you right.

Skills look ok

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Azoun..yes we have swapped up to '3.75' aka Pathfinder Beta

Set and Valkyrie..I have foreshadowed your characters in the game thread.

Inakai..it was the runelords players guide I was referring to..the map in there...There are two possibilities I think..one the grey roofed house directly across the square from the temple or you could live in the more closely packed houses near this place.

27. Turandarok Academy
As families thronged to Sandpoint, the town founders quickly
came to realize that they needed somewhere to handle the education
of children, a place to house unfortunate orphans, and somewhere
to busy older children to keep them from becoming delinquents.
The answer was the Turandarok Academy. Part school,part orphanage, retired adventurer Ilsoari Gandethus(LN male human wizard 4/rogue 2)
volunteered to be the academy’sheadmaster if he could have the
basement of the two-story building to himself. The town agreed, and today, the rooms below the Academy are almost a museum of the strange
things and trophies Ilsoari has collected over his years. He keeps these chambers locked, but the children who attend classes on the ground fl oor and the orphans who live on the upper floor have countlessstories about what’s down there, ranging from a goblin farm to a nest of phantom spiders to the Sandpoint Devil itself.
Although the contents are much less sinister(Ilsoari is all too happy to show off his collection of exotic weapons, strange maps, and monster trophies to anyone who asks nicely), the old wizard does nothing to dissuade the children’s tales.

Ilsoari is also the mage doing the identifies on any magic you bring in.Inakai would probably know him quite well..he's a good source of information

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

The disruption rocks the Zombie back on it's heels. It now looks very much the worse for wear

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Valkyrie..5 years ago you would have been 13...that makes you about 4 or 5 years younger than Nualia so yes you would have known her. She was incredibly beautiful and many of the girls in town were jealous off that (I'll leave it up to you as to whether you were one of them).Also if you have the map of Sandpoint it would be handy to know where your family lives and what they do for a living.

Iniaki it would be useful to know where your house is too.

Spoiler:
There were some rumors at the time of the fire that Nualia was pregnant but that might just have been the other girls being b*tchy

Short time line to put everything in perspective

five years ago Chopper murders 25 people
Chopper is Killed
Three weeks later..Lady Kaijutsu dies in a tragic accident(or was it?)
One week after that...the Temple of Desna burns to the ground Father Tobyn and Nualia (supposedly) are killed

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

You follow Bethana to your rooms. As you move through the common room you notice two people who stand out..A young woman dressed in black with a petulant look about her gives you a 'what are you looking at'sort of look and a Priest of Nethys sits reading a scroll in the corner.

yes Bill I got the file thanks..very useful. I note you aren't certain of a Binders class skills so we'll say they are the same as a clerics for the moment

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Sasha withdraws carefully being careful to avoid the zombies attacke(withdraw action) He takes up position behind Eltariel at the feet of the statue

posting for Avinar to speed things up a bit

Avinar also pulls back taking a position beside his friend and in front of Gashelle.

the first Zombie lurches up to Tristan but is to clumsy to attack him and he too withdraws from the combat.

The second Zombie follows its partner mindlessly down the corridor

Round two Gashelle and Eltariel still to take actions

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Layjiani..you get 11 ranks/lvl for your ranger skills..6 +3 int,+1 race, +1 favored class

you have only assigned 25 ranks to your skills and it should be 34
(12 for the rogue level and 22 for the two levels of ranger)

you should have a further 2 points (racial bonus) on survival

You should have 3 feats your first level one one extra for race and the 3rd level one.

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

no when i say we are converting i mean we are converting...poathfinder rules now in effect..and you should have no problems with DCs my other group certainly hasnt

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

ude i see you as a first level character..you should be 3rd

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thom if your still interested you're in

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

sorry about the delay in getting back to you..busy reorganising my own games here.

How about a representative of Miskatonic U here to represent the University in the law suit..he could still be an anthropologist(I'm thinking expert witness here).. and it would tie him immediately to the plot.As to getting a more comabat orientated character...a volunteer for the Lafayette Escadrille in 1916 which gives him two years of war service(with a possible bonus to skill points only for use on combat related skills)

My CoC rulebook isnt available to me at the moment but I should have something by wednesday if that's acceptable

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Bethana coughs gently to draw attention to herself..

"If any of you gentles wish to take advantage of my Mistress' offer there are rooms available to you now"

btw Muchorak with the change over to PF you now have 27 HP (29 if you take the favoured class HP benefit)

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Basil ushers his servant up the stairs along with the sergeant and places himself at the top ready to defend the way if necessary.The young knight is conflicted..his duty calls upon him to slay this man ..yet if he does he may condemn himself and those with him to a living death and his honour will be as dust if he allows more innocents to perish through pride.

"St Cuthbert forgive me for this..I will do penance" he whispers to himself and his god..then raises his voice

"If you have a way to save the innocent then speak quickly...though it crawls in my throat to say this we will have peace... for now"

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

That's what I liked about this adventure..normally predictable undead with a twist

The first Zombie swinggs a fist at Avinar hitting him solidly with a squelch of mouldy flesh(5 damage)

Tristan reacting to Eltariels shout tries to withdraw to where Sasha had been but the ring betrays him(failed tumble) and he fails to avoid the opportunistic blow of the second zombie(6 damage)The first zombie misses him as he passes it

The second Zombie then turns its attention to Avinar but it's blow skims past him

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

To be honest another caster is not what the party needs(and two dusk blades in a party would be exceedingly rare. I'd be happier if you went with the ranger/rogue.

Read the backgrounds for the other elven characters and see if you can find a way to tie yourself into them...either as a friend or relative of one of them.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

can we take all the character disciussion to the ooc threads please guys

THIS THREAD IS CLOSED

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Had to restat her as she had been built on a 25 point buy

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Basil looks grim..his mind working ..He looks up at the figure and speaks softly..as he does he focuses on the man..if man it is trying to determine his motive(detect evil)

"Fine words from one who attacks us without provocation...Who are you and what has happened to the priest who was here.I swear by my honour that no harm will come to you if you if you speak truthfully."

Diplomacy 1d20+4=17

Well it didn't take long for the Paladins Dilemma to come up did it

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Avinars blade slides easily into the rotten flesh but when he recovers a cloud of spores issues from the wound.. Avinar, Tristan and Gashelle cough violently as the spores fill their lungs. Sasha manages to avoid breathing them in

Avinar and Gashelle take one point temporary CON damage(losing no hit points and suffering no fortitude save penalty)
Tristan takes two points(losing 1 on his fortitude saves and two hit points)

(reference page 388 of the beta rule book)

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

oh sorry guys..you get 75% of your dice...so Ali will get 6+con...Murchorak gets 7+con..he'll get 8 next level then 7 and so on..I'm not sure what dice the binder uses

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Bill Lumberg wrote:
Wellard, you wrote above that a 3rd level character shoud have 2,700 gp. Is that a typo? Did you mean 270 gp?

no BIll the 3,5 DMG says starting gear for a level 3 character should be 2700Gps worth..believe me the current characters will have about that much when they return from the adventure they are in

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'm giving 75% of maximum on hit dice after first level and using the racial hitpoints from page 14 of the beta rule book..so you get 6 hp+con per level and an additional 6 hp for being human.(believe me you'll need them )

a 2nd level character should have 900 Gp according to the 3.5 DMG

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

ok here are the human sub types available in the wilderlands spoilered for length. Most Humans in the area we are playing in are normal mixed blood types but you can be anything you want.

Spoiler:

HUMANS
Humans are the most common race in the Wilderlands.
Strictly speaking, the human race has no sub-races, only
cultural and ethnic divisions—of which most humans unfortunately
make far too much of a difference. Most humans in the
Wilderlands are a mix of a number of bloodlines, with the most
common being a mix of Altanian, Tharbrian and Ghinoran,
though some may have Skandik, Avalonian, Viridian or even
Amazonian blood. These mixed blood humans are the most
numerous folk of the Wilderlands. Mixed blood humans tend
to be rather warlike. “Mixed blood” humans normally use the
racial traits from the PHB, meaning that they are Medium size,
have a base speed of 30 feet, they gain 1 extra feat at 1st level,
4 extra skill points at 1st level and 1 extra skill point at each
additional level, they speak Common and 1 additional bonus
language (usually the language of their region), and may select
any class as a favored class.

DEFAULT “HUMAN”
As mentioned above, this is the default human—a mix of many
bloodlines, including Altanian, Tharbrian, Ghinoran and others.
These “normal” mixed blood humans constitute the great
majority of humans in the Wilderlands and are listed here out
of alphabetical order to reflect their numerical importance.
Description: Skin color ranging from fair to pale olive to
reddish to any other slight tint; brown, blonde, black or red hair;
brown, green or blue eyes; 5 ft. 8 in.; 160 lbs; typically Neutral.
Racial Traits: as per the PHB for Human.
Language: Common.

ALRYAN
This is the name applied to the city folk of the large cities of
the northern Wilderlands, such as the City State of the
Invincible Overlord, Warwik and Modron. They are in fact a
mix of Tharbrian and Altanian blood, but they consider
themselves “civilized.” Most Alryans have disdain for the
“uncivilized” barbarian Altanians to the south, and would be
appalled if they knew of their actual close kinship. Wise city
dwellers, Alryans have keen eyesight and are sensitive to the
body language of many races. They consider a highly developed
sense of humor is the prerequisite to civilized conduct.
Description: Skin color ranging from fair to olive to
reddish skin (due to the Altanian influence), brown hair,
brown eyes, 5 ft. 8 in., 170 lbs, average build, typically
Neutral.
Racial Traits: As per the PHB for Humans, with the
following additions:
• Skills: +1 racial bonus to Spot checks. Sense Motive
and Diplomacy are class skills regardless of class
• Disdain Altanians: Default “unfriendly” attitude towards
Altanians. Altanians suffer a +2 racial modifier to the
DC of any social- or Charisma-based skills they attempt
against you due to your natural dislike of them (but not
including magical effects)
• Favored Class: Any, except Barbarian
Language: Common. Alryans do not receive an additional
bonus language.

ANTILLIAN
Antillians, centered on the city of Antil, are a further
admixture of Alryan with more Orichalan, Tharbrian,
elven, and (now extinct) Antili blood. Where Alryans are
wise and wryly humorous, Antillians are cunning and
disarmingly vicious. Antillians are terrifying merchants,
willing and able to swindle at the drop of a copper; they are
also a proud people, and they have taken the tradition of
vendetta to hitherto unknown heights. Antillians are graceful,
with very lithe features and slightly pointed ears, though
to mistake one for a half-elf is to ask for a duel. Antillians
wear rich, colorful clothing, the more ostentatious the
better, and prefer light, quick weapons, such as rapiers and
stilettos. Antillians consider women to be chattel, to be
used to further political and mercantile relationships.
Antillians are notorious slavers, considering other races
destined only for servitude. They despise Amazons, and
believe them to be fit only for concubinage.
Description: Swarthy olive skin, black hair, brown eyes,
5 ft. 6 in., 150 lbs, light build, typically Neutral Evil.
Racial Traits: As per the PHB, with the following
additions or substitutions:
• Skills: Bluff is always a class skill regardless of class
• Weapon Proficiency: Antillians receive the Simple
Weapons Proficiency feat for the dagger and the Martial
Weapons Proficiency feat for rapier as bonus feats.
• Gender Bias: Default “unfriendly” attitude towards
females of all races, unless you yourself are female. Females
suffer a +2 racial modifier to the DC of any social- or
Charisma-based skills they attempt against you due to your
natural dislike of them (but not including magical effects)
unless you yourself are female
• Favored Class: Rogue
Languages: Common, Antillian

COMMON AVALONIAN
Many of the common humans in the city of Valon share
some lineage with their more pure blooded nobles, as well
as their affinity for the sea and ice. Common Avalonians are
expert craftsmen, sailors and shipwrights. Most common
occupants of Valon either take the Cantrips feat or have
taken one level of Sorceror to aid their sailing skills or crafts,
as 0-level spells are freely taught even to children.
Description: Pale skin with light blue tints, hair of any
color, but body hair such as eyebrows and beards are usually
tinted with platinum, gray or black eyes, 6 ft, 200 lbs, sleek
and muscular build, typically Neutral Good.
Racial Traits: As per the PHB with the following
changes:
• Skills: Rope Use, Sail, Spellcraft and Swim are class
skills regardless of class chosen.
• Favored Class: Expert (usually Sailor or Shipwright),
Aristocrat or Sorceror
Languages: Avalonian.

COMMON ORICHALAN
There are few of these folk left, as most people with
Orichalan blood have been hunted down by the Altanians.
Most that still exist either live in isolated communities
(such as the Moonraker Moor Folk or the Roglo River Folk)
or live in areas where they are not persecuted (such as in the
city of Malikarr or in southern Oricha). Nevertheless, some
remain in various regions of the Wilderlands, detailed
below. Each share the same racial traits and description.
Common Orichalans: These can be found in the southern
end of the Orichan Peninsula or in the strange city of
Malikarr on Thrinakia Isle. Interestingly, Common
Orichalans (particularly those in the southern portion of
the Orichan Peninsula) can be some of the most visciously
anti-Orichalan, perhaps as a result of their “tainted blood,”
over which they had no control.
Moonraker Moor Folk: They exist now primarily in the
Moonraker Moorlands between the Howling Hills and the
Dearthwood, south of Byrny and north of the River Eorlbane.
They respect the sanctity of the Rorystone Road, but
anyone that wanders off the road is regarded as fair game.
Unlike the more “civilized” Common Orichalans, Moor-
Folk revere the gods of the moon and nature spirits. They
travel far and wide across the Wilderlands to fulfill ancient
rituals at long-lost altars and monoliths. Females are rare,
and usually are powerful in the ways of sorcery.
Roglo River Folk: The Roglo River-Folk descended
from the merchants of the long-fallen Dragon Empire.
These merchants plied their trade up and down the Great
Estuary of Roglaroon, as well as along the seacoast and
other nearby river systems, though they maintained their
homes in the cities, and mingled with other races. When
the Dragon Empire fell millennia ago, the ancestors of the
Roglo remained on the waters, as it was the safest place
during the terrible barbaric anarchy that followed that
time. Today they trade goods from the City State to
Modron, and from Modron to the port cities along the
north and eastern coasts of the Pazidan Peninsula. They are
regarded as a necessary evil by most city folk. The Roglo are
allies of the Mer-Elves of the Roglaroon, though they are
less friendly with the Cresparine Merfolk, and are mercantile
rivals to the Tritons of the Coral Kingdom.
Description: Slight purple cast to skin, some of which may
also have patches of slight scales like snakeskin; dark hair,
often black or with purplish highlights; amber or grey eyes; 6
ft., 180 lbs, lean build, typically Neutral or Neutral Evil.
Racial Traits: As per the PHB for Human with the
following changes:
• Skills: +1 Racial Bonus to Craft (Alchemist)
• Favored Class: Common Orichalans: Sorceror, Alchemist;
Moonraker Moor Folk: Sorceror, Fighter; Roglo River
Folk: Rogue, Sorceror
• Racial Animosity: Orichalans are disliked and receive
a -1 Racial penalty to reaction rolls.
Language: Common. Common Orichalans may also
select Orichalan and Draconic as bonus languages.

COMMON VIRIDIAN
Common Viridians are the basal population of the cities,
towns and villages surrounding the Falling Empire of
Viridistan. Their primary stock is Tharbrian, dominated for
thousands of years by the True Viridians (of which the Green
Emperor and his Empress-wife are thankfully the last), and
intermixed with a dollop of True Viridian blood. Common
Viridians make up the bulk of the farmers, artisans, craftsmen,
and merchants of the Empire. The green tinge to their
skin is usually looked down upon in the east, while the
greener the skin, the better, in the west near Viridistan.
Description: Pale skin with varying tints of green, tawny
or blonde hair, green eyes, 5 ft. 6 in., 150 lbs, average build,
typically Lawful Neutral or Lawful Evil.
Racial Traits: As per the PHB for Human with the
following changes:
• Skills: All Common Viridians gain Knowledge (Local:
Viridistan) as a class skill regardless of class, since as subjects
of an oppressive and highly structured imperial system they
have had rules and traditions beaten into them
• Favored Class: NPC Classes, Fighter, Rogue
Language: Viridian.

DUNAEL
Dunael Woods-Folk originated in Dearthwood, where
most can still be found, locked in eternal struggle against the
Orcs of the Purple Claw. The Dunael are descended from an
ancient alliance of Orichalan, Tharbriana, Amazon, and
Altanian clans, with a bit of elven blood, blended centuries
ago into a single culture. Today they are few in numbers and
remain hard-pressed by their orcish enemies. The Dunael,
though semi-barbaric today, once had a great culture, and
claim to be descended from the ancient Orichalans that
inhabited the city where now stands the City State. The
Dunael no longer have a king, but are ruled by the Captain
of the Rangers, an ally of the Invincible Overlord.
Description: Bronzed tan skin, coal black hair, blue or
green eyes, 5 ft. 8 in., 170 lbs, average build, typically
Chaotic Good or Neutral Good.
Racial Traits: As per the PHB with the following
changes or additions:
• Skills: Knowledge (Local: Dearthwood) and Survival
are class skills regardless of class chosen and Dunael gain a
+2 racial bonus to Survival.
• Bonus Feat: All Dunael from the City State region and
a homeland of Dearthwood gain the bonus feat of Foe
Hatred for Orcs .
• Favored Class: Druid or ranger
Languages: Common and Dunael

GHINORAN
Ghinorans are the remnants of the Ghinoran Successor
States from the ancient Kelnoran Empire, which fell thousands
upon thousands of years ago. They occupy the lands
of the southwestern crescent of the Sea of Five Winds from
Lenap to Tlan and across to Chim, as well as the regions to
the south approaching the Demon Empires and north above
Lenap. Though some vestige of civilization is returning to
these areas (or has maintained itself over many years), the
people are mostly tribal and warlike. Ghinorans may also be
found near Tarsh and in the isolated kingdom of Damkina
as all are related to ancient Kelnore in some way. The people
of Rallu claim to be descended from the ancient Sea Kings
of Kelnore and are also Ghinoran (though their lineage
comes from Tarsh or Damkina).
Description: Various skin colors ranging from bronzed
near the deserts to olive in Tlan and dusky in Chim, brown
or tawny hair, brown or green eyes, 5 ft. 10 in., 150 lbs,
average build, typically Neutral.
Racial Traits: As per the PHB for Human.
Languages: Ghinoran and Common.

GISHMESH
The Gishmesh are the people of the City State of Tarantis
and the surrounding lands. The race that is today known as
the Gishmesh come from the tribesmen that defeated the
declining Kingdom of Kelnore in ancient times. In fact, the
Gishmesh were once two very distinct tribes, the Gishemesh
and the Paldorian. To this day, people of that region trace
their lineage to one of those two tribes, though their joinder
has made their physiological distinctions minor. The culture
of the Gishmesh still retains its tribal feel. The people
are ruled by Sultans and are ruthless merchants and pirates.
Description: Bronzed skin, brown or black hair, any
color eyes, 5 ft. 8 in., 140 lbs, slight build, typically Lawful
Evil.
Racial Traits: As per the PHB for Human with the
following changes or additions:
• Skills: Profession (Merchant) and Appraise are class
skills regardless of class chosen.
• Favored Class: Rogue, Fighter, Cleric
Languages: Gishmesh.

KARAKHAN
Known as Horse Lords, Karakhan are the people of the
far-off Kingdom of Karak to the east. They trade with
Tarantis and Rallu and mercenary bands and outcasts from
the kingdom can be found throughout the Wilderlands.
Karakhans are ruled by a number of petty kings, all of whom
pay homage to the High King. Theirs is an organized and
clan-based society with a caste system that stifles advancement
and leads some to seek their fortunes elsewhere. They
export many exotic items and have some of the best mercantile
magicians who produce wondrous craft items—robes
that shimmer like stars, sculpture that seems to flow like
water and weapons of fantastic craftsmanship. They value
ritualized wrestling and arenas can be found in every village.
Pointed helms with leather neck guards are common amongst
warriors and leaders have dyed leather strips attached to the
point for identification. They pride themselves as the best
mounted archers in the world (better than even the
Tharbrian nomads). Horses are common in their home
kingdom and every citizen, it is said, owns at least one horse
and rides each day. All citizens are required to keep armor
and lance at the ready. The Karakhan of the Wilderlands
have developed a strong dislike for Viridians, whether due
to imperial pride or culture clash is not known.
Description: yellow skin, black or red hair, green eyes, 5
ft. 2 in., 120 lbs, average build though often bowlegged,
typically Lawful Neutral or Lawful Evil.
Racial Traits: As per the PHB for Human with the
following changes or additions:
• Skills: Handle Animal and Ride are class skills regardless
of class chosen. Karakhan receive a +1 racial bonus to
Ride checks.
• Feats: All Karakhan receive Mounted Warrior as a
bonus feet so long as they are wearing light armor and not
carrying a heavy load.
• Favored Class: Fighter, Cleric
Languages: Karakhan. They may select Gishmesh and
Common as bonus languages.

SKANDIK
The Skandik Sea Wolves are a well-muscled waterloving
race. They are ritually birthed in the water and spend
most of their youth learning the ways of the sea. They build
their towns only along coastlines and their longships raid
the surrounding areas. They pay homage to Jarls and organize
themselves into clan villages. Only true warriors are
allowed to wear beards, which are a sign of manhood. They
are renowned swimmers and sailors. Many, strangely, have
webbed toes. They traditionally worship the gods Odin,
Thor and the Norse pantheon. They inhabit the northern
coast above the City State west of Warwik as well as the
southern stretch of the Pagan Coast and a number of the
isles in that region of the Winedark Sea.
Description: Pale skin, blonde or strawberry blonde hair,
blue or green eyes, 5 ft. 9 in., 180 lbs., stocky build, typically
Neutral.
Racial Traits: As per the PHB for Human with the
following changes or additions:
• Skills: Swim and Sail are class skills regardless of class
chosen. Skandiks receive a +2 racial bonus to Swim checks.
• Favored Class: Barbarian, Fighter, Cleric, Bard, Expert
(Sailor)
Languages: Skandik.

THARBRIAN
Tharbrians are eternal nomads of the central Wilderlands,
having migrated into the Wilderlands from the far West.
Their ancestors, the Tharbrian Wild-Men are responsible
for many invasions into the Pazidan Peninsula and the lands
of the Viridistan and the City State. Though still primarily
nomadic and warlike, some have settled into more permanent
villages and have become accepted in cities throughout
the region. The city of Modron was founded ages ago by less
nomadic Tharbrians in honor of the goddess Modron whom
the Tharbrians freed from ancient captivity. Most Tharbrian
nomads are men and women of honor and battle. They
believe in a strict warrior code that forbids the slaughter of
innocents or the murder of those that have fought valiantly.
Among some, this code seems to be a disdain for all things
not dealing with war. The conquered are kept as slaves to
tend to the herds and perform other labor that is beneath
the warriors of this society. Women are equal to men in
Tharbrian society. Tharbrian smiths are renown for their
sword making skills, and the Tharbrian saber is infamous in
battle, more so when wielded by a Tharbrian warrior.
Description: Ruddy tan skin, tawny brown, or raven
black hair, blue or green eyes, 5 ft. 7 in., 160 lbs., light build,
typically Chaotic Neutral.
Racial Traits: As per the PHB with the following
changes or additions:
• Skills: Ride and Survival are always class skills regardless
of class chosen.
• Favored Class: Any, though generally no psionic
classes
Language: Tharbrian.

ALTANIAN [HUMANOID]
The “barbarian” Altanians occupy the portion of the
Pazidan Peninsula south of the City State of the Invincible
Overlord known as Barbarian Altanis. Families are organized
into animal totem clans within each tribe. Some clans
remain completely nomadic in nature, while most have
settled into a semi-nomadic way of life, settling in small
ramshackle villages. Clans include Grizzly Bear (the largest
tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray
Wolf, and Spotted Wolverine. Altanians are among the
most renowned trackers in the world. Altaninians maintain
their youth and vigor through old age, and then continue
with a mature physique until the day that they die—though
few ever live to reach
the natural end of their
life.
Altanian society (non-nomadic tribes) is dominated by the
women, who own all chattel and property, save the weapons
wielded by the warrior men. The men follow the Way of the
Sword, which is a quasi-religious cult led by Sword Knights—
Altanians that have earned the right to carry Ancestral Swords
(mostly Greatswords). Warriors that are not Knights are
members of one of several Warrior Lodges, including the Red
Lion, Amber Serpent, Blue Bear, Gray Stallion, Black Eagle,
White Wolf, and Green Drake Lodges. Warrior women have
a single lodge, the Ivory Swan. Most women stay at home,
tending to small gardens with their druidic abilities, while the
men go hunting and raiding, or form mercenary bands and
adventure in other regions. There are reputedly some
pureblooded Altanians, with the darkest blood red skin, who
claim descent from various Chaos Lords—powerful inhuman
creatures from the Chaos Planes of the Netherworld.
Description: Copper to reddish brown to blood red
(purebloods) skin, sandy to black (pure bloods) hair, hazel
eyes, 5 ft. 6 in., 180 lbs, average to stocky build, typically
Neutral or Chaotic Neutral.
Racial Traits: As per the PHB for Human with the
following additions or substitutions:
• Attributes: +2 Strength, +2 Constitution, -2 Intelligence
and -2 Charisma
• Feats: Altanians gain the Track feat as a bonus feat
• Skills: Altanians gain Knowledge (Nature), Handle
Animal and Survival as class skills regardless of class chosen
as well as a +2 racial bonus to the Survival skill
• Bonus Skill Points: Altanians do not receive the
normal human bonus of 4 skill points at first level, nor do
they gain the 1 additional skill point at each additional
level
• Age Effects: Altanians do not feel the effects of
age as other humans do. They suffer the penalties of
Middle Age at Old Age, and the penalties of Old Age
at Venerable Age, but gain the bonuses of aging at the
normal age steps.
• Favored Class: Barbarian, Druid (particularly
Altanian women) or Psion (again, particularly
Altanian women; or Sorcerers if your campaign
does not use the Psionics Handbook).
Languages: Altanian.

AMAZON
[HUMANOID]
Known in the northern lands as
“Shield-Maidens” due to their disdain
for armor other than shields,
the Amazons are a race of humanoids
dominated by the female. They
are said to have originated in the
Ament Lands, far to the south, and
over millennia migrated, pillaged,
and battled their way north. In the
north, Amazons can be found in
their castle near Sea Rune on
the Pagan coast north of Ossary.
They can also be found in the
southern lands in and around the city of Rallu and near Ghinor
and the Ament Tundra. Mercenary Amazons can be found in
nearly every fighting force in the Wilderlands.
Friendly with most forest dwelling races, they often unite
to protect an area endangered by woodsmen or some natural
calamity. Amazons frequently have trained animal companions.
The Amazons near Sea Rune are rumored to use
trained lions as pets. Highly dexterous and very well toned,
they are noted for preferring little or no armor in combat. In
grouped combat, they fight in unison as if telepathically
linked with their sisters. They often anticipate the tactics of
opponents.
Amazons take their captives as slaves, though only the
female slaves are put to work. Male slaves (including male
Amazons) are used solely for reproductive purposes and
sport. Pure lineage Amazon males are often traded between
queens of different tribes. Male Amazons are not pampered
as are the female concubines of other races, they are instead
expected to maintain themselves in top athletic condition,
though not to learn the ways of war.
Description: Fair to light brown skin, blonde or red hair,
green eyes, 5 ft. 6 in., 110 lbs., lithe to voluptuous build,
typically Lawful Neutral.
Racial Traits: As per the PHB for Human, plus
• Attributes: +2 Wisdom, +2 Charisma
• Skills: Handle Animal and Survival are class skills
• Armor Aversion: Due to their disdain for armor,
Amazons do not normally gain Armor Proficiency feats
as a result of their starting
class. If their
starting class would
ordinarily grant
them the Heavy
Armor Proficiency feat (fighter, paladin, cleric, amazon
warrior), then the Amazon gains the Light Armor Proficiency
feat (and no other). If their starting class does not
grant the Heavy Armor Proficiency feat, then they do not
gain any Armor Proficiency feat despite what the class may
ordinarily provide. Amazons may, however, select Armor
Proficiency feats as they would other feats both at character
creation or when a feat is gained due to level advancement.
Amazons are automatically proficient with all types of
shields.
• Combat Precognition (Su): All Amazons wearing no
armor or Amazon Armor (see that class) gain the Supernatural
psionic ability of combat precognition, giving them a
+1 psionic bonus to AC. This bonus does not apply if the
character is flat footed, has lost her Dexterity bonus or is
unconscious.
• Gender Interaction: Default “unfriendly” attitude
towards males of all races, unless you yourself are male.
Males suffer a +2 racial modifier to the DC of any social- or
Charisma-based skills they attempt against you due to your
natural dislike of them (but not including magical effects)
unless you yourself are male.
• Favored Class: Amazon warrior or druid. Despite
their innate psionic abilities, Amazons are rarely psions
or psychic warriors.
Languages: Amazon.

AVALONIAN [HUMANOID]
The Avalonians are the noblest of people, in their
own minds if nowhere else. The tall,
thin Avalonians dress in
wealthy clothing, for
all the
Avalonian
clans are of noble blood, and all Avalonians hold a noble title,
even the least citizen. They are also merchants by profession
and control nearly all trade in the Uther Pentwegern Sea as
well as the northern reaches of the Winedark Sea. Their city,
Valon, is built right upon the sea, and consists of gold and
silver tower-girt islands divided by stone-lined canals which
freeze over in winter. Swimming is natural to these folk. They
are also superlative sailors and shipwrights. Most Avalonians
have some sort of magical training, typically cold, water, and/
or ice magic. The wizards and sorcerers of this race are
unsurpassed in the North, rivaled only by the wizards of Tula.
Some claim to be descended from an ancient admixture
of merfolk and an unknown extra-planar folk from the
Elemental Plane of Water or Ice. Sage comparisons between
the Avalonians and the green-skinned Viridians
cause violence to erupt most unexpectedly from this otherwise
peaceful folk. Some few Avalonians have gills and can
breathe in the water as if on land (requires Judge’s permission
and has ECL +2, see below)
Description: Pale blue skin, platinum blonde hair, silver
eyes, 6 ft. 4 in., 200 lbs, sleek and muscular build, typically
Lawful Good.
Racial Traits: As per the PHB for human with the
following additions or substitutions:
• Attributes: +2 Intelligence, +2 Charisma, -2 Wisdom,
-2 Constitution
• Skills: Profession (Sailor), Rope Use, Sail, Spellcraft
and Swim are always class skills regardless of class. Avalonians
gain a +2 racial bonus to Rope Use and Spellcraft, and a +4
racial bonus to Swim
• Resistance to Cold: 1
• Favored Class: Expert (sailor), bard or wizard
Languages: Common, Avalonian. Avalonians may select
Aquan as a bonus language
Aquatic Avalonians: Some Avalonians, due to greater
connection with the Elemental Plane of Water or Ice have
the following additional qualities:
• Attributes: -2 additional penalty to Constitution (in
addition to the attribute modifications for normal Avalonians),
due to the fact that their hybrid breathing system is not
perfectly suited for either the surface or underwater.
• Skills: Aquatic Avalonians gain a +10 racial bonus to
Swim
• Gills: Aquatic Avalonians with gills may breathe
underwater or on land, like merfolk, but must periodically
come into contact with water
• Level Adjustment: Aquatic Avalonians have an equivalent
character level of +2 and require permission of the
Judge to be used as a PC race.

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

ok Aude..75% hit point average..so a cleric gets 6+con/level after level one.

No traits...unless my current players demand them as well, Depending on your racial sub type(see the post below which will also tell you a bit about languages) there may be benefits for you from that

Racial hit points are noted on the side bar on page 14 of the pathfinder rule book..basically you get 6 extra hp at 1st level if you are human.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'm willing to give everyone all the time thay need to get thier characters in order..the wilderlands typoes have a little more leeway as i have to finish off the scenario i amrunning at the moment..but it will take a while to get the Runelords group upgraded and ready to go .

So don't worry Valkyrie..

Bill to be honest the caster heavy wilderlands group needs a rogue and a tanking fighter or a ranger.

and I'm loath to use feats from a download I can't acess so I'm afraid the PFS feats are out.

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

yes 25 point Pathfinder buy...standard character cash..2700 Gp for the Wilderlands game. You get Racial hit points as well.

The Character looks fine Robin...although Aude had best be aware that our Swashbuckler is a bit of a ladies man.

No problem with Golarion dieties in the Wilderlands although a lot of peoples reactions will be.."WHO?" This is because the conduits to their power have only recently opened up[

I forgot to say in the above post that Thom is 1st on my list if anyone else falls by the wayside.Sorry I can't fit you in mate but 6 players a party is the maximum I really want to run

the OOC thread for RotRL is here

The Wilderlands OOC thread is here

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thank you all for the interest..

Bill Khaladon and Robin...I'd be happy to see you all in the Wilderlands..character level 3. my current regular posters are druid/wizard, Duskblade and swashbuckler..we are nearly finished with the current scenario at which point the party will be retiring to the village to reform and will meet you

Robin..the great thing about the Wilderlands is it is a Multiversal crossroads so you could be a follower of any diety you wish..or a philosophy. They all get power

Set and Valkyrie welcome to the Runelords game which will be going beta as soon as my current players have switched their characters up.Current level is 2 having just rescued Amieko and about to explore the smugglers passage

Dax if you can do characters I'd be happy to see you there too.Current party after adding the above is..Wild Druid(variant class) Binder, Ranger, Cleric, Sorceress

and thats the maximum numbers I want ..sorry to anyone else who might have been interested.

BTW Thom I see you CotCT group has lost their sorceress..are you looking for a replacement..I could play Heather(whose back story is wonderfully entwined with the NPCs and has loads of potential for good roleplay) or if you have problems with me usurping another players character, I could bring in my own girl Andrea(who has her own issues)

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

ok I checked that out Khal and it looks good

Bill I'm not sure what the binders class skills are but remember you get 3 points bonus on those and they count as ranks for the purposes of determining qualifications

The human characters should increase a stat by 2..add a martial weapon proficiency and give themselves either one skill point or one hit point per level for favoured class.

Also you get Racial hit points Ali gets 4 ,Muchorak and Inakai get 6 each

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Zantus looks pained about having to speak about this subject but explains the story

Spoilered for length

Spoiler:
When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation for eccentricity when he began his one-man crusade to carve depictions of birds on every
building in town. Stoot never made a carving without securing permission,
but his incredible skill at woodcarving made it a given that, if
Stoot picked your building as the site of his latest project, you seized the opportunity. “Sporting a Stoot” soon grew to be something of
a bragging point, and Jervis eventually extended his gift to include
ship figureheads and carriages. Those who asked or tried to pay him
for his skill were rebuffed—Stoot told them, “There ain’t no birds in
that wood for me t’set free,” and went on his way, often wandering
the streets for days before noticing a hidden bird in a fencepost,
lintel, steeple, or doorframe, which he’d then secure permission to
“release” with his trusty hatchets and carving knives.
Stoot’s excuse for wanting to move onto the isle seemed innocent
enough—the place was a haven for local birdlife, and his claim
of “Wantin’ ta be with th’ birds” seemed to make sense. So much
so, in fact, that the guild of carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to
build a staircase, free of charge, along the southern cliff face so
that Stoot could come and go from his new home with ease. For 15
years, Stoot lived on the island. His trips into town grew less and
less frequent, making it something of an event when he chose a
building to host a new Stoot.
Sandpoint was no stranger to crime, or even to murder. Once
or twice a year, passions fl ared, robberies went bad, jealousy grew
too much to bear, or one too many drinks were drunk, and someone
would end up dead. But when the bodies began to mount fi ve years
ago, the town initially had no idea how to react. Sandpoint’s sheriff
at the time was a no-nonsense man named Casp Avertin, a retired
city watch offi cer from Magnimar. Yet even he was ill-prepared for
the murderer who came to be known as Chopper. Over the course
of one long winter month, it seemed that every day brought a new
victim to light. Each was found in the same terrible state: bodies
bearing deep cuts to the neck and torso, hands and feet severed and
stacked nearby, and the eyes and tongue plucked crudely from the
head and missing entirely.
Over the course of that terrible month, Chopper claimed 25
victims. His uncanny knack at eluding traps and pursuit quickly
wore on the town guard, taking particular toll on Sherrif Avertin,
who increasingly took to drinking. In any event, Sherrif Avertin
himself became Chopper’s last victim, slain upon catching the
murderer in a narrow lane—known now as Chopper’s Alley—as
he was mutilating his latest victim. Yet in the battle that followed,
Avertin managed a telling blow against the killer. When the town
guard found both bodies several minutes later, they were able to
follow the killer’s bloody trail.
A trail that led straight to the stairs of Stoot’s Rock.
At first, the town guard refused to believe the implications, and
feared that Chopper had come to claim poor Jervis Stoot as his
26th victim. Yet what the guards found in the modest home atop
the isle, and in the larger complex of rooms that had been carved
into the bedrock below, left no room for doubt. Jervis Stoot and
Chopper were the same, and the eyes and tongues of all 25 victims
were found upon a horrifi c altar to a birdlike demon whose name
none dared speak aloud. Stoot himself was found dead at the base
of the altar, having plucked his own eyes and tongue loose in a
final off ering. The guards collapsed the entrance to the chambers,
burned Stoot’s house, tore down the stairs, and did their best to
forget. Stoot himself was burned on the beach in a pyre, his ashes
blessed and then scattered in an attempt to stave off an unholy
return of his evil spirit.

All that remains today of the once-loved Stoot carvings are
ragged scars on buildings and figureheads where owners used
hatchets to remove what had become a haunting reminder of a
wolf in their fold.

"A month later the fire swept through the Cathederal...people thought the town was cursed...it was a ad time ..a very sad time"

"And now I must get on..I have much work to do before I can retire..Come visit me in the morning"

with that he leaves

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Hi..I'm an experienced player...since the white box days with a load of experience under my belt in just about any system you care to mention..I'm currently running two and playing in three more game here but I can easily find the time for another post or two a day

I have a couple of characters I havent had use for yet..due to their games collapsing earlier and I'd like to use one of them..she's a witch the variant sorcerer class from the 3.5 DMG( which concentrates on charms,summoning and healing) but it shouldn't take much to convert her to PF..basically just lose a clerical domain and gain a bloodline. If thats ok with you I'll revise her and present her here in the next couple of days.

I have no real preference for which module we play as I don't have any of them and will be approaching the scenario blind.Tower of the Last Baron sounds interesting though

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

You move into the catacombs wary but not fearful..everything you have met down here has fallen to your magic and blades.

Tristan reaches the top of the stairs and pauses...just as two concealed doors open and Zombies attack him and Avinar.

Surprise round

Zombie 1 attacks Avinar missing badly

Zombie 2 fares as badly against Tristan

Round 1
Sasha gets initiative of 22.
Avinar gets initiative of 21.
Derro, zombie 1 gets initiative of 21.
Tristan gets initiative of 13.
Derro, zombie 2 gets initiative of 12.
Gashelle gets initiative of 7.
Eltariel gets initiative of 4.

Sasha showing his customary incautious nature pushes past Eltariel and Gashelle at Avinars shouted warning and slashes ineffectually at one of the zombies with his longsword

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I find myself needing more players for both my campaigns here on the boards

my PF Beta Wilderlands/Goodman campaign

My Rise of the Runelords campaign currently running under 3.5 but probably upgrading to Beta

Clerical and rogueish/bardic types especially wanted also arcane casters for the runelords game.

Drop me a line here if interested

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

In answer to Inakai's question Father Zanthus nods slowly

"Yes he was..poor fellow it was his last act as a priest. She was buried the afternoon before the fire. We had so many tragedies that year..first the unpleasantness, then the unfortunate accident that took Lady Kaijutsu and then the fire. The town has just recovered.. that was what the festival was supposed to celebrate..the fact that we had finally healed after five long years."

He sighs

"It would appear however that a new cycle of troubles is just beginnng..and now my friends I must bid you goodnight. I will endeavour to find some information on the habits and nature of Quasits and let you know the results of my enquiries tomorrow"

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Gashelle mutters the words of the Disruptio and watches as it washes over the bones....to no effect. You can examine the bones from the doorway ..they are definitely goblins.

Tristan examines the area of floor immediately behind the door and announces it trap free.

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

OK..heres what you are getting as Fringe benefits

20% reduction in all goods and services purchased in Sandpoint(and yes that does include the Pixies Kitten)

Free board and meals at the Rusty Dragon

I'll throw in free identifies courtesy of the local Mage.

And now the big question...do you guys want to upgrade to Pathfinder Beta..it wont mean a big shift and I'm not sure how it would affect Inakai's powers but I think with just three or four of you the power boost would be useful.(One thing about it is that you can identify a Magic items powers using just Detect Magic and Appraise)

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Zanthus looks strangely at Inakai

"Ah you came here after the fire didn't you? Father Tobyn WAS Nualia's father though not her blood father. The girl was found wandering near the town when she was two or three years old..she was beautiful in a strange and unearthly fashion and many in the town were jealous of her because of it.We had believed her dead in the fire though there was no evidence of her body...it would seem we were mistaken. But this...this twisting of herself into a servant of the Mother of Monsters The girl must be mad that is the only possible explanation"

To Muchorak he says

"Aye..Shalelu the ranger would tell you more of Thistletop were she here. It lies along the coast to the east I believe about two days march. As to the threat from this quasit...well knowing that a Demon lairs beneath the town is disturbing to say the least..who knows what perversions it is commiting below our feet as we speak"

"As I said.." the Mayor speaks up "..I cannot order you to do this but I can ensure that you are well rewarded for your services should you choose to investigate this threat to the town...I doubt the goblins would attack yet..they will be waiting word from Tsuto that his plan has succeeded. I suggest we all get a nights rest and reconvene here in the Morning when Ameiko might be able to cast more light on the subject. In the meantime...I can pay you an immediate reward of 200 gold for bringing Tsuto and the goblins to justice"

She places a satchel on the table.."It is little enough and the town is in your debt again. Now if you will excuse me I have some vermin to dispose off"

She rises and leaves as Bethana enters

"My Mistress is sleeping soundly but very distressed..she has said however that the house is open to those who rescued her..free room and board for all who desire it"

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

ah well then..Eltariel is the Beast...figures I cant even get a bad omen for you lot

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

HAHA I got post 666 I am the BEAST

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Ameiko is deeply unconcious...she really has been VERY badly beaten up and Bethana will not let you move her until a priest comes.

It doesn't take long maybe ten minutes before the, slightly out of breath, young guard returns and tells you that Father Zantus is coming himself.This gives you the chance to check out the remaining room which turns out to be a larger store room for finished products. It contains nothing of interest.

The same period gives the Mayor a chance to read the diary entries...her face pales and she suggests that the door that leads to the tunnels be locked for the moment which Jael does.

About five minutes later Zantus arrives and after one quick look sinks to his knees beside the comatose girl.

"Ah Ameiko...what a terrible state you are in. Well lets see what the ladies power can do for you shall we"

The priest begins to intone a prayer to Desna and a soft white light springs from his hands covering Ameiko..when it clears her bruises have almost entirely faded away and her eyes flutter open.

"F...Father..." sh says hoarsly her throat obviously dried...she clutches at him "Tsuto...must stop him...he is mad..evil...he plots to destroy us all"

"Yes my child...rest...your brother is in custody and you are quite safe"

Father Zantus gives Ameiko a drink of water and she soon recovers enough to speak coherently.

"Child" says the priest indicating you "These brave souls were instrumental in preventing your brother from carrying out his plans..but let us not speak here in the dark."

A general consensus leads you back upwards locking each door between you and the tunnls below as you go. The watch sergeant seems profoundly relieved by this.

"Better the lads guard up here Sirs and ..err wolf. Down there they'd end up nervous as kittens"

Leaving the guard to watch over the glassworks you assemble in the back room of the Lazy Dragon..the establishment owned by Ameiko.

Thanks Bill a new version of the file would be most welcome. You will need a nights rest in game terms to contemplate your experiences and gain your new powers

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

"Did anyone bring a hatchet" asks Tristan.."if not we can use this cleaver if someone puts an edge on it"

The tables in the Refectory are certainly sturdy enough to provide you with clubs

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

updated map

The room contains some boxes of glassware and a few window panes..no loot.

Bethana pushes into the room her anxiety lending her strength to push past the bigger folk...

"Ohh..my Lady..what has he done to you"

she hurries to assist Muchorak.

The mayor turns to the sergeant.."Send to the cathedral for a healer, Sergeant"

The sergeant assigns the duty to a young guardsman, the one who was sick upstairs, who dashes off.

You rescued Ameiko. Welcome to level 2

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'd be interested...I'm thinking about a bootlegger..who saw service in the trenches and couldn't get honest work after the War to end all Wars..sort off like Jimmy Cagney in 'The Roaring Twenties'. Alternatively a PI if the bootlegger would be too difficult to shoehorn in

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

oh believe me the plot is only just starting

The door you are checking is locked. Jael returns with the mayor and the watch sergeant..also a hovering and most anxious Bethana. It appears that Sherrif Hemlock has left for Magnimar in an attempt to secure extra troops to protect the town. The Mayor is most concerned with the situation.

"If your friend is correct we face dark times" she announces"...I cannot order you to investigate this creature who apparently dwells below..but I can tell you that the town would show it's gratitude if you do"

"Now" says Jael "Lets get this door open shall we..." he produces a bunch of keys."Found these on our friend back there..the ladies here say its definitely Tsuto Kaijutsu"

"Thats right " chimes in Bethana.."That's the black hearted villian as stole my Mistress away."

Jael unlocks the door and pushes it open...within you find an attractive oriental woman..lying on her side tied hand and foot in a hogtie and blindfolded and gagged with strips of leather. Her clothing is tattered and she seems to have been badly beaten

Trust Paizo to give us Japanese babe in bondage..and it isn't even the Louge installment

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

In the end Eltariel has to use her hand to activate the hidden catch the door swings open outwards though there were no hinges to indicate that.

The hallway beyond the secret door is lined with hundreds of eight-inch square niches. These compartments have small piles of bones
topped by small skulls. The mold has taken overthis part of the cavern. Patches of yellowand black mold grow and thrive throughout the
area. Stairs lead down into a wider hall.

new map

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Any other British Paizonians planning on going? May be we could get PF game going.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I notice that there is no provision in PF to take 10 or 20 on a skill check..was this deliberate or just an omission...do PCs get no reward for being careful now or is it just roll the dice and hope for the best especially with traps.

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

Tristan examines the wall carefully, he casts a detect magic on it probes it with his tools then turns to the others.

"Well " he says at length "I don't think the door is trapped..but that's just my opinion...do you want to risk it?"

Taldor (Male variable 12th lvl Dm/5th level fanboy/3rd Lvl Pedant)

POSTING FOR MUCHORAK

The Ranger looks at the journal a look of distaste growing on his face...

"If this is Tsuto then perhaps he has given his sister to this 'Quasit' whatever it may be...we should search the rest of these rooms to ensure she is not there.Jael will you go and see if the watch have finished searching the building..if so bring them here we must set a guard on the passage..bring the mayor too...she might be able to confirm this mans identity and tell us more of this woman of his"

As Ali squeals about the objects..

"Wolf spirit if these are indeed fey touched then we must discover their true nature..some magics are harmful...bad medicine"

As Jael trots off upstairs he turns to the others..

"Come we will search this place and then must make ready to face this creature..this Quasit"

451 to 500 of 936 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.