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Rise of the Runelords

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Lemonadedeath, I managed to find a spot where someone else had uploaded Cinchbugs old map. Not exactly a battlemap, but still it is good to know that it isn't lost to the sands of time with many of his other maps.

Cathedral Interior by Cinchbug

And here is a slightly updated and more detailed basic map in PDF form

Sandpoint Cathedral Map by Cynge


Digital Mystic wrote:

Lemonadedeath, I managed to find a spot where someone else had uploaded Cinchbugs old map. Not exactly a battlemap, but still it is good to know that it isn't lost to the sands of time with many of his other maps.

Cathedral Interior by Cinchbug

And here is a slightly updated and more detailed basic map in PDF form

Sandpoint Cathedral Map by Cynge

Thanks A lot this will help.


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I am just now beginning work on a Cathedral Battle Map. It may take some time to finish, but I will post it as soon as it is ready.


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The Rusty Dragon has a "Help Wanted" Board. What types of leads or quests have you placed on this do both Help or Hinder your Players?

I was thinking to putting together something for my player to keep them focused on the town. Mostly small gather information and skill check focused things.


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Have Amiko send them down to the shore to collect some giant crabs. Minor fight. Then have junker goblins attack them with crazy junk weapons on the way back because they wanted the tasty tasty crabs. One can wear a bucket on his head and wield a mop that had a bunch of broken glass stuck in it. Much fun!

The board can also be a method for spreading info. Perhaps one of the postings is Mayor Deverin offering a reward for any information leading to the capture of the people who burned down the mills.

Silver Crusade

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I've been using so much great content from this thread, I figured I had to give back in some way! After about 50 hours I've finally finished making statblocks for all of the most important Sandpoint NPCs primarily for use in Fortress of the Stone Giants. I've tried to make each NPC unique and stand out from the rest. This can also be very useful for Burnt Offerings and The Skinsaw Murders, especially with the stats of Father Zantus, Belor Hemlock, and some Sczarni members, to name a few.

Sandpoint NPC Stats

I hope my hard work can be of help to you guys! If there's anything missing or incorrect, please let me know!


Wow Platinum! This is great! I can see how much hard work went into this. Amazing. Thank you so much.


So is there a collection of all the non map things created for this AP hand outs journals and things like that?


Joey Virtue wrote:
So is there a collection of all the non map things created for this AP hand outs journals and things like that?

Every once in a while a brave soul will go through the thread and compile it all into one post and weed out all the dead links and stuff, looks like you will have to scour back a bit to find the last one.


Has anyone made a condensed key to the Sandpoint Map?

I printed out a large version of the map and was going to give the players a basic key for the map like names and a sentence blurb about the location

Silver Crusade

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This should get you started.


platinumCheesecake wrote:

This can also be very useful for Burnt Offerings and The Skinsaw Murders, especially with the stats of Father Zantus, Belor Hemlock, and some Sczarni members, to name a few.

Sandpoint NPC Stats

I hope my hard work can be of help to you guys! If there's anything missing or incorrect, please let me know!

Hey, Platty, that's a great resource - thanks for putting it together! Did you know that "official" stats for Father Zantus and Sheriff Hemlock were printed in the first issue of the Pathfinder comic? Would you be interested in seeing those?


Callum wrote:
platinumCheesecake wrote:

This can also be very useful for Burnt Offerings and The Skinsaw Murders, especially with the stats of Father Zantus, Belor Hemlock, and some Sczarni members, to name a few.

Sandpoint NPC Stats

I hope my hard work can be of help to you guys! If there's anything missing or incorrect, please let me know!

Hey, Platty, that's a great resource - thanks for putting it together! Did you know that "official" stats for Father Zantus and Sheriff Hemlock were printed in the first issue of the Pathfinder comic? Would you be interested in seeing those?

I certainly would, that fight is coming up soon for my group.


Does anyone who has the Pathfinder comics have anything else to add to this thread? I understand that there often was useful information in those comics ...


Bellona wrote:
Does anyone who has the Pathfinder comics have anything else to add to this thread? I understand that there often was useful information in those comics ...

I´ll have a look what is in the comics - tomorrow.


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Father Abstalar Zantus CR 3
XP 800
Male human cleric of Desna 4
CG Medium humanoid
Init +1; Senses Perception +4
________________________________________
DEFENSE
________________________________________
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 25 (4d8+4)
Fort +5, Ref +2, Will +8
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee mwk starknife +5 (1d4-1/x3)
Ranged mwk starknife +5 (1d4-1/x3)
Special Attacks channel positive energy 7/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
7/day - bit of luck, touch of good (+2)
Cleric Spells Prepared (CL 4th; concentration +8)
2nd - aid (D), hold person (DC 16), lesser restoration, spiritual weapon
1st - command (DC 15), divine favor, protection from evil (D), sanctuary (DC 15), shield of faith
0 (at will) - detect magic, light, mending, stabilize
(D) Domain spell; Domains Good, Luck
________________________________________
STATISTICS
________________________________________
Str 8, Dex 12, Con 13, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +2; CMD 13
Feats Brew Potion, Extra Channel, Weapon Finesse
Skills Diplomacy +9, Heal +10, Knowledge (arcana) +4, Knowledge (religion) +7, Spellcraft +7
Languages Common, Varisian
Combat Gear scrolls of cure light wounds (2), scrolls of remove disease (2); Other Gear +1 studded leather, masterwork starknife, healer's kit, silver holy symbol of Desna, spell component pouch, 21 gp


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Sheriff Belor Hemlock CR 3
XP 800
Male human fighter 4
CG Medium humanoid
Init +3; Senses Perception +6
________________________________________
DEFENSE
________________________________________
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 38 (4d10+12)
Fort +6, Ref +4, Will +3; +1 vs. fear
Defensive Abilities bravery +1
________________________________________
OFFENSE
________________________________________
Speed 30 ft.
Melee mwk longsword +6 (1d8+1/19-20)
Ranged mwk composite longbow +9 (1d8+3/x3)
________________________________________
STATISTICS
________________________________________
Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 13
Base Atk +4; CMB +5; CMD 18
Feats Alertness, Deadly Aim, Iron Will, Point-Blank Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Skills Intimidate +8, Knowledge (local) +2, Perception +6, Sense Motive +2, Survival +5
Languages Common, Shoanti
Combat Gear potions of cure light wounds (2); Other Gear +1 chain shirt, masterwork light steel shield, masterwork composite longbow with 20 arrows, masterwork longsword, everburning torch, masterwork manacles, 15 gp


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Allright! After much effort, I present Sandpoint Cathedral!

Sandpoint Cathedral by Digitalmystic

I also have a brief write up here that I am working on which describes the chapels and will eventually cover the northern area too. Most of it matches the write up done by Cynge. If anyone notices anything I left out or messed up please let me know and I will try to fix it. Any input is appreciated!


Looks good DM, thanks for sharing.


So, from Pathfinder Comics #1, we get:

- the NPC stats Callum provided above
- a short sandpoint gazetteer, with map, focusing mainly on supplies, taverns and inns.
- some adventure hooks
- a short combat scenario (Junk Beach, against everybodies favorite goblins), with a fold-up battlemat (10 x 16 squares)
- stats of Seoni, Valeros, Ezren and Merisiel at 1st level, with a short history each.

All in all, it takes up 12 pages.


Comic #2

- short writeup of Shank´s Wood
- scenario therein, with battlemap
- Harsk and Kyra at 1st level.

Considerably less stuff than in #1, about 6 pages


Comic #3

- Description of Paupers´ Graves
- NPC undead there
- scenario w/map

6 pages


Comic #4

- Mosswood Gazetteer
- scenario w/map
- Lini with her Animal Companion Droogami

6 pages


Comic #5

- Waters of Lamashtu as spell, description of mutations
- A scenario with map, with more goblins led by a goblin NPC cleric of Lamasthu

6 pages


Comic #6

- two-page history of the lost coast
- two-page scenario in a Lamasthu shrine
- two-page NPC writeup of a high-level NPC from that shrine


I don't know if the digital versions of the comics (on Comixology) included the maps. It is my recollection of past conversations that they don't.

That would make the small battlemaps good candidates for the more artistically-talented forumites to re-create.


Urath DM wrote:
I don't know if the digital versions of the comics (on Comixology) included the maps. It is my recollection of past conversations that they don't.

No idea. I only have the printed comics.


Thank you to Callum for the character stats!

Thank you to Stebehil for the description of the extras which came with the early Pathfinder comics! (Sometimes the product page isn't informative enough.)


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Digital Mystic wrote:

Lemonadedeath, I managed to find a spot where someone else had uploaded Cinchbugs old map. Not exactly a battlemap, but still it is good to know that it isn't lost to the sands of time with many of his other maps.

Cathedral Interior by Cinchbug

And here is a slightly updated and more detailed basic map in PDF form

Sandpoint Cathedral Map by Cynge

Great work, Digital Mystic. I loved the wood part of the Cathedral. But It looks like it does not fit well in a squared grid.

But It looks like it does not fit well in a squared grid. Is it 60'x70'? Could you do a version with grids?


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Oops! I totally forgot to do my overlay. Here it is with my typical style of overlay. Ill do another with a full grid I suppose.

Edit :

Ok in doing the grid overlay I figured out what the issue was. There were a small border cut off of the left and right side of the map for some reason. I replaced it with white filler... hardly noticeable... but it should line up right now. Not sure How I managed to mess it up in exactly that way but... here are the fixed maps.

Sandpoint Cathedral w/ Grid by Digital Mystic

Sandpoint Cathedral with Overlay no grid by Digital Mystic


Is there a working cast of characters document floating round? I got linked to a post in this thread, but the document I was looking for seems to have been deleted.


doing the preperation for the beginning of HMM right now, does anyone know if there is a good map of Turtleback Ferry somewhere?


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In between Book 3 and Book 4, I did solo sessions for each of my players. One of them, an Arcane Trickster, wanted to investigate the Old Light more. So I declared a small earthquake had opened up a passage deep under the ruins, leading to this:

The Old Light (Hell Flume) -- 3.1 MB, 100 pixels to the 5-foot square, prints fine at 100 DPI.

The Old Light (Hell Flume) GM reference -- much smaller

Here's a description of the areas:
General features: ceilings are 10 feet high in the corridors, rising to 15 feet in the rooms. The walls are made of magically-hardened masonry, per CRB.

T1 and T2: are pit traps (use plain, camouflaged or camouflaged and spiked as suits your player level). The trigger for these traps is magical. The hell flume's personnel carried tokens that identified them as authorized to pass in safety. Some of these can be found in a chest in B. Reset is manual; the pit needs to be closed again by one of the guardians (see G1 and G2).

G1 and G2: golems, faithfully patrolling the perimeter for intruders even after all this time. I used Clockwork Soldiers. Patrols proceed clockwise at a steady, even pace. It takes a golem 1 round to traverse 1 quarter of the circle, and their perception scores are poor. Sneaky players (and ones who don't charge blindly in) can easily wait for one to pass and then walk in behind it.

B: Barracks. Little remains. The few soldiers on duty here who survived the cataclysm of Earthfall stripped it of useful loot and departed millennia ago. As mentioned, pass tokens for the traps can be found in one of the chests.

M: Mess hall. Nobody cleaned up the dishes; they're still here, buried in drifts of ancient, dry dust.

K: Kitchen. The fire was not put out before the human complement fled, and something got knocked over into it. The resulting fire destroyed most of the kitchen. There's little left here but ash. Fortunately it did not spread to the rest of the complex.

L: Library/meeting room. (This could probably use a table.) The statue depicts Lissala. Most of the books are technical manuals pertaining to day-to-day operation of the Hell Flume, plus religious literature for Lissala, and a bit of light reading for the soldiers. All texts in ancient Thassilonian. One of the books is a roster of the personnel assigned to this station at the time of Earthfall. There were ten soldiers assigned (not including Xaliasa) at the time of Earthfall:

Mieli Tenris, lieutenant, 2nd in command (F)
Oskarin Valnia, 2nd lieutenant (M)
Maki Mustanen, chief arcanist (M)
Severi Belis, assistant arcanist (F)
Kal Benro, 2nd assistant arcanist (M)
Chelun Garvi, private (M)
Vialis Traven, private (M)
Ruusu Kivi, private (F)
Mirja Malkoinu, private (F)
Antti Beren, cook (F)

Every member of the Hell Flume's personnel at the time of Earthfall were human. Although I have given genders here, this information is not listed in the the roster.

C: The command center. The pool of water at the upper right is a minor artifact containing an incorporeal construct called an Adjutant (Str -, dex 13, con -, int 16, wis 10, cha 13, HD 15, Sense Motive +15, Perception +15, Lore (Hell Flumes) +15, construct traits, incorporeal subtype, constant True Seeing). It radiates an overwhelming aura of transmutation and illusion magic. When a creature approaches the dais, it flares to life, projecting an image of itself above the water. In my case, I settled on a female human in a trim military uniform with a neutral expression, but feel free to customize the Adjutant's appearance and personality. Its purpose is to assist the commander of the Hell Flume in operating the structure.

The Adjutant is intelligent, but still at base a construct, and it was slightly damaged shortly after Earthfall. Its conception of time is out of skew; every night around 2 AM, its perception of time skips, and it reverts back to the state it was in at the time it was damaged. As far as it is concerned, only a few hours have passed since the crew fled. When approached, the Adjutant demands identification. The PCs can attempt to fool the adjutant into believing that they are authorized personnel. Doing so requires possession of one of the trap-pass tokens from B, and giving a name known to the Adjutant (retrievable from the roster in L), followed by a Bluff check opposed by the Adjutant's Sense Motive. The Adjutant is aware of the race and gender of its crew; if the PC does not match, the bluff automatically fails. Disguise Self and similar magics are a dead giveaway that something is wrong: the Adjutant can see through such illusions via its True Seeing. Mundane disguises can work, as usual. In addition, the only language that the Adjutant knows is Thassilonian. It will not, however, notice a Tongues spell should the PCs happen to use one.

If a PC persuades the Adjutant that they are Mieli Tenris or Oskarin Valnia, the Adjutant will give a status report on the facility, and ask questions about the current state of affairs. If they can further persuade the Adjutant that those higher up the chain of command are dead, then command devolves to the PC, and the Adjutant treats that PC as their new commander. Becoming the commander gives the PC full control of what's left of the facility, via the Adjutant. Further, they can designate "new personnel" authorized to work in the facility (whom the golems will not attack). The adjutant can communicate telepathically with the golems in the facility to relay orders and new authorizations.

If a PC impersonates Severi Belis or Kal Benro, they can get detailed technical readouts on the entire works of the Hell Flume, but the Adjutant will not discuss other matters with them. The arcanists were not authorized to designate guests, and were not in the chain of command.

If a PC impersonates any of the privates or the cook, the Adjutant will demand information from the PC regarding the whereabouts of the rest of the personnel, and order them to go fetch Commander Xaliasa, Lieutenant Mieli, or Lieutenant Oskarin at once, as the structure has sustained severe damage. They won't get much more than that -- the Adjutant outranks privates.

If a PC attempts to impersonate Thassilonian personnel and fails, the Adjutant says: "Intruder detected. Human complement unavailable. Initiating secondary defense protocols." At which point, both of the two statues in the room come to life and attack (I used Caryatid Columns for this). As for the Adjutant itself, it does not have any offensive capability, but it can cast Force Cage around itself at will, and does so at the start of combat.

Of course, if the PCs return the next day, the Adjutant will have reset and forgotten their attempts to lie to it, allowing them to try again. If they manage to persuade it the they're the commander, it might be possible to repair its time sense, but doing so would require a series of difficult skill checks (UMD, Disable Device, Kn [Arcana]).

I: The central chamber is the Ignis Core, a major artifact. It contains an enormous, partially incorporeal ruby that channels energy from the elemental plane of Fire, hovering mid-air on a jet of white-hot flame. If a PC manages to enter, they take 1d4 points of fire damage per round unless they have suitable protective magics in place (such as Resist Energy). A DC 20 Knowledge (Planes) check allows them to realize that the ruby is the focus for a direct connection to the elemental plane of Fire. A DC 10 Knowledge (Arcana) check is enough to realize that messing with it is a Bad Idea. I leave to the GM the exact effects of removing or even misaligning the ruby; however, the resulting explosion should result in a crater large enough to wipe out at least a quarter of Sandpoint. Possibly more.

The Ignis Core itself is heavily warded against teleportation; the only way in or out is through the doors. Both of the two stone doors into this chamber are sealed with Arcane Lock spells, and guarded by Rune Guardians of the wrath school. The rune guardians stay nestled in niches on the face of the door until a creature approaches within 10 feet, at which point they pop out of their sockets and use their Burning Hands special ability, followed by making loud alarm noises to attract the other golems in the facility.

There is a ladder on the east wall leading up to the upper level; there's an Arcane Locked trapdoor at the top. Getting up there the PCs would discover a partially collapsed room full of broken arcane machinery, with no other exit. This is not mapped.

X: these are Commander Xaliasa's quarters. The PCs can discover his private journals from before Earthfall here. He does not speak directly of his treachery against Alaznist at first, but as he slowly grew less and less sane, the ramblings in these journals reveal his role as a double-agent for Alaznist and Karzoug, and finally that he had begun seeking something or someplace called "Runeforge".

Status Report on the Hell Flume:

The facility consisted of several levels. This is the base level, and the only one routinely accessed by most crew. The upper levels consisted of:

level 1: ignis core (status: operational)
level 2: two phase intensifier array (status: partially operational)
level 3: expansion coils (status: destroyed)
level 4: targeting mirror (status: destroyed)

When fully operational, the Hell Flume produced (essentially) a 20d6 fireball, disregarding the usual cap on the number of dice. Energy would be drawn from the Plane of Fire through the Ignis Core, fed through the intensifier array (Maximize, Empower), then optionally the expansion coils (Expanded, Enlarged), and finally directed towards its target with the targeting mirror (itself a minor artifact). The result was a blast of 180 damage at any area within a mile of the structure, targeting as precisely as a single 5-foot square, or as broadly as a 60-foot radius, depending on how the shot was configured. It could be fired once every 1d4 rounds.

My PCs asked if they could use this during the giant assault on Sandpoint at the beginning of Book 4. I told them No, because the upper half of the facility is totally destroyed, and recreating it would take years or decades of dedicated arcane research and crafting.


I just wanted to take a moment to say wow Tinalles. I LOVE this. Great work! I will totally be using this in my game at some point soon.


Thanks! ^_^

As mentioned, this was originally for a solo session -- it was tackled by just one player, with the assistance of Brodert Quink. The PC is an arcane trickster, so the area was designed to give the player an opportunity to do rogueish things -- sneaking around, dealing with traps, coming up with clever ways to defeat opponents he couldn't tackle in combat. That sort of thing. The opportunities for tricks-n-traps characters to shine are a bit slim in RotRL.

He stole the key for the two clockwork golems and waited for them to wind down a few days later, and lured the caryatid columns into the pit trap just outside command, after which they weren't a threat any more. He was greatly pleased, and is tinkering on one of the clockwork soldiers in his spare time to see if he can repurpose it as a combat buddy.

Scarab Sages

If people want a bit more permanent storage for their home made adventures: you can upload files to pfsprep.com
Its for more then just PFS, it has a section for the adventure paths and is maintaned by pathfinder players.


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Here's a redo of the Jorgenfist library using the Ultimate Intrigue research subystem:

The Therassic Library


Hi.
I've just started the adventure path and enjoy your help immensely. Thx a lot. I've just bought 200 sheets of old looking paper for my handouts. ..well, actual your handouts, thx again.
My problem is, for example tsuto's journal has a nice old looking background already but it looks stupid if i print it on my paper. Is it possible to undo the background and only have the text and drawings?
I can't do that in the PDF Format. Word would work i think.
Thx


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So! Ive been on the hunt for a while for some missing items that disappeared from the interwebs a while back. The wonderfully skilled Cinchbug created a whole bunch of amazing pictures and 3d maps for the boards many moons ago. Sadly the site those maps were hosted on fell off the internet at some point and most of those were lost. Well... I managed to track them down and they were nice enough to re-share them!

HERE is the gallery I set up on Imgur .

Check out those 3d models of the Misgivings! Pure awesome!

Liberty's Edge

Thanks


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A while ago, I posted some in universe myths and legends to help immersion and now I've got some more!

This next batch includes myths dealing with:
Shoanti myths concerning the Runelords and Thassilon,
Magnimar’s Arvensoar,
possible spawn of Rovagug,
Lamia mythology,
Mhar the Great Old One,
the dead gods Acavna and Amazen,
the Scarecrow,
and Skull Rippers.

Enjoy!


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Digital Mystic wrote:

Oops! I totally forgot to do my overlay. Here it is with my typical style of overlay. Ill do another with a full grid I suppose.

Edit :

Ok in doing the grid overlay I figured out what the issue was. There were a small border cut off of the left and right side of the map for some reason. I replaced it with white filler... hardly noticeable... but it should line up right now. Not sure How I managed to mess it up in exactly that way but... here are the fixed maps.

Sandpoint Cathedral w/ Grid by Digital Mystic

Sandpoint Cathedral with Overlay no grid by Digital Mystic

Oh...wow. I haven't hit this thread up in ages...come back to find that my extension of Cinchbug's Cathedral has turned into a fully detailed battlemap. Awesome work!


I would just like to take a moment to say thank you to everyone who has contributed to this thread. My first run of this AP came to a halt over a year ago, and at the time the digital maps were of little use to me. However, I am prepping to start a new run for my wife's teenage siblings, and I've changed my setup to include a 32 inch TV as my battlemap, so these maps are going to prove invaluable.


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I ran my players through the Chopper's Isle side quest presented in Wayfinder 7 with the addition of a slightly less deadly version of Chopper's Revenge at the end of it.

Recap:
Leading to an incredible scene where my players scrambled up the old light to the one surviving platform 50 ft up to get to a possessed Sheriff Hemlock tiptoeing precariously near the edge which lead to the party gunslinger shooting Hemlock in the knee to keep the Chopper from making him jump and taking him from full health to 2 HP in one shot and a particularly terrible will save on the Chopper's part leading to his death (also at the hands of the gunslinger, who fittingly, is the cousin of the Chopper's very first victim). They're currently arranging a donation pool to afford Hemlock a Restoration spell to get rid of his new limp.

And I wrote up a journal the Chopper kept that they found in his underground shrine that maybe gives some insight into his disturbed mind.

Chopper's journal:

Calistril (Feb) 14, 4679. Spent the last week in Sandpoint, a little town a few days from Magnimar. Been wandering so long it’s nice to have a quiet town to spend some time in. The people are nice and I’ve made enough money to stay at a decent little inn called the Red Dragon. The inn keeper was a little rude but the room’s a lot more comfortable than a tent.

Calistril (Feb) 26, 4679. I’ve made more coin here than I ever did in Magnimar or on that wretched farm. I’m thinking of renting a room for a while. This place is sort of growing on me. Everywhere I look I see a bird waiting to be freed by my hands.

Abadius (January) 24, 4683. Saw one of our old neighbors at the market today. He kept going on and on about how “a son should be there for his family” and how if his sons ever ran off like I did he’d ring their heads like bells. Blubbering idiot never even realized he DID ring my head like a bell. For YEARS. I’d been a moment away from throwing my carving knife at him when Father Tobyn noticed us and struck up a conversation with the old coot. I’d sooner go to all the layers of all the hells before I went back to that hellhole.

Sarenith (June) 24, 4687. I’ve decided to move to the isle north of town. The climb is treacherous but the birds there are so beautiful and so far from town they don’t even seem to notice me. Several people in town seem surprisingly supportive. Mayor Deverin even convinced Old Battlehorn to build me a set of stairs from the beach all the way to the top of the isle. We start construction tomorrow.

Erastus (July) 5, 4687. That idiot Battlehorn is an affront to talented wood-crafters everywhere. That fool was trying to use just any old wood for the door and rails and got testy when I insisted they use the best wood for carving. They’re called STOOTS for a reason! This is what I do and he presumed to tell me that I was being picky. Mayor Deverin managed to separate us before a punched him but only just barely. At least here I’ll be away from the idiots in town, alone with my art and the birds.

Rova (Sept) 19, 4687. I’ve done more carvings in these past few weeks than I did in almost all my time in town. I can hear the birds singing to me from all across the island. I’ve seen them in my dreams, beautiful, deadly hunters, swooping down to grab mice and rats from the fields before vanishing into the horizon.

Neth (Nov) 26, 4690. It’s been so many years but I still sometimes have nightmares about him. This time I was sleeping in the field, using my cloak as a pillow when he attacked me. He was choking me, punching me, and yelling about how I was lazy and useless and the reason mother left. I couldn’t fight him. My knife was too far away and he was on top of me. And then suddenly- he was gone. I looked up and a magnificent creature had snatched me away. It had the legs of an eagle and huge black eyes and two sets of magnificent eagle wings, each longer than twice my arm span. “He’s gone, child.” The creature told me. “He cannot hurt you here.” I thanked the creature and he smiled at me, hooting happily. “All I ask is that you free the spirits you find. They are so desperate to finally be free, like yourself.”

Pharast (March) 17, 4690. I’ve finally found it. The Bird King’s secret chamber has finally been reopened. He’ll be so pleased. The massive statue I found depicts him a little differently than I anticipated, but my nights have been blessedly calm and quiet.

Gozran (April) 3, 4690. Enderaki Sorn loaned me a book that regards the Bird King. He seemed surprised to see me but let me in all the same. When I looked at the Stoot I’d left on his railing it seemed to sprout a second pair of wings and turn to watch me as I walked in.

Desnus (May) 8, 4697. Lord Pazuzu has offered me a great gift. He says a great and powerful winged beast has been hunting in these lands lately and that he’d very much like to baptize this creature as his newest servant. He promised that if I succeed, he shall grant me the power to claw out my father’s eyes and rip his venomous tongue from his mouth.

Desnus (May) 24, 4697. The beast is smarter than I ancicipated but also utterly uninterested in my lord’s offer. When I pressed more earnestly the beast breathed a pillar of fire at me. I just managed to duck out of the way. Perhaps my lord will grant me another task, one less likely to get me killed.

Lamashtan (Oct) 19, 4697. Lord Pazuzu was most displeased that I’d not managed to secure him the servitude of the damnable mule. He promised that he’d grant me another task but that first I must complete the excavation of the rest of his temple.

Arodus (Aug) 28, 4699. Father Tobyn came to see me today. He complimented my birds but seemed surprised when he noticed the Bird King’s holy text on my table. He talked about how “demons are not to be trusted” and “we’re here for you, Jervis”. Oh yeah, like they’d been when I was a child, eh? When my father beat me blue and chased off mother? I’ve seen the way he hides away that daughter of his- he’s just the same. A controlling old bastard more interested in forcing his child down his own narrow path than actually listening to what they have to say. I slammed the door in his face after giving him a piece of my mind. I doubt anyone will be back soon.

Kuthona (Dec) 28, 4701. That damned town with their foolish holidays. I watched the dances and the bonfire from my bedroom window. I carved birds onto every building in that greedy little town and no one even knit me a pair of socks. They pass around that stupid Zon-Zon doll whispering forgiveness. Some things are unforgivable. The god of pain and loss should understand that.

Kuthona (Dec) 29, 4701. Lord Pazuzu has granted me a second chance. Releasing the souls of these idiot townsfolk will sufficiently power him to finally grant me the power to end those who’ve wronged me. I slipped into town under the cover of darkness. That idiot boy wasn’t even wearing his shiny armor. The knife sank through his heart soft and true. I left his body but brought his eyes and tongue back to my Lord’s table as a gift.

Abadius (Jan) 2, 4702. That fool Das should know the pain I’ve felt. He was always too loud, too arrogant, too happy. When I stumbled into his young wife on my hunt, I knew just the way to punish that bastard. I slit her throat neatly and didn’t even see the boy until she’d fallen, showering him with her blood. I smiled and almost giggled. Lord Pazuzu could always use new servants! I took the boy home with me. I’ve only given him some water. Soon enough, he’ll realize how generous Lord Pazuzu can be.

Abadius (Jan) 6, 4702. The boy learns quickly. His left arm is a beautiful pink array of crude but deep carved birds. Tomorrow I’ll bring him another plaything and we can decorate them together. For now at least, I’ve started feeding him. He’s quiet but I can see my Lord’s righteous fury in the boy’s eyes when he carves himself.

Abadius (Jan) 18, 4702. I’ve been so busy I hardly have time to write! My dear apprentice has learned so much so quickly. His quick little hands carve faster than mine, although not as neatly. He prays to Lord Pazuzu with me every night but still stares at his mother’s tongue rather than the idol of our god. I think warning him that his tongue could join hers might be motive enough for him to show his lord the proper devotion.

Abadius (Jan) 26, 4707. That damned Sheriff has been just around the corner for too many hunts now. I shall have to offer him up to my Lord as well. He is quick however, and handy with his sword. Bless my endeavors, Lord Pazuzu, ensure my safe return to your side and do not let me be struck down by the swords of my enemies. Soon, so soon I shall see my father’s eyes and tongue sitting next to those of the foolish idiots of Sandpoint.


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In my campaign the discovery of Thassilonian Library in Chapter 3 led to the involvement of the Aspis Consortium. So I ended up making the battlemap of the Bronze House in Magnimar.

Bronze House 28x36


I forgot something: for further description of the Bronze House see Pathfinder Campaign Setting: Magnimar, City of Monuments and Pathfinder Society Scenario #7–03: The Bronze House Reprisal


I'm starting RoTR next week and to all that create, gather, comment or really just spread and devellop all that great content for this AP. Thank you a LOT.

You are incredible.


My group is in the Skinsaw Murders now, and I was disappointed that I couldn't find any images of the Foxglove family crest. So, I made one of my own.

Feel free to use it! :)


FrugalToast wrote:

My group is in the Skinsaw Murders now, and I was disappointed that I couldn't find any images of the Foxglove family crest. So, I made one of my own.

Feel free to use it! :)

thank you. too late for my group, but nevertheless I took your concept and made

this


8 people marked this as a favorite.

I wanted a bit more depth for the six dwarven captives toiling in the armory of Jorgenfist. So here they are.

Following a dispute with some of the clan elders over what constituted acceptable pricing structure for weapons and armor sold to non-dwarves, the master dwarven smith Elda Girsidottir decided to move her family from Janderhoff to Ravenmoor. She sold off her stock and shop to bankroll a new shop in their new home, packed everyone up, and hit the road. In addition to her husband Myrthin Borinson and their two children (Gunnar Myrthinson and Aud Eldasdottir), she brought her long-time friend Hilda Aelfredasdottir (a cleric of Bolka), who officiated at Elda and Myrthin's marriage. Finally, an independent gem smith, Gisli Grimsson, asked to come along as he wanted to make new trade contacts with the human cities along their route.

The group was taken by surprise at night, shortly before they would have reached their destination of Ravenmoor. All of their worldly possessions were taken from them, with the exception of their crafting tools. Since then, they have all been branded with the Sihedron, and forced to labor at making weapons. All of them had at least a little previous experience with weapon crafting, except Gisli, who has learned what little he knows since reaching Jorgenfist.

Notes on individual characters, with stat blocks, follow. I gave a few of them max hit points (the squishier ones).

Elda Girsidottir (expert 3):

Elda Girsidottir is a master smith -- her single-minded focus on her craft has given superb skill at crafting weapons, armor, tools of all kinds, locks, and even stonework. Her fierce temper, tendency to short patience, and her one-minded focus on her craft can make her a difficult woman to deal with.

Her strong desire to see her work put to good use led her to lower her prices, a move which led the elders of Janderhoff to censure her. They preferred not to charge higher prices to non-dwarves, in order to ensure that the finest weapons remained in dwarven hands. In accordance with dwarven tradition, Elda dutifully raised her prices -- just long enough to save up enough to relocate. The dwarven elders were unhappy, but had no grounds on which to forbid her to leave.

Alas, Elda's plans were thwarted when one of Mokmurian's scouting parties of stone giants intercepted her convoy, taking it by surprise at night. Dwarven training notwithstanding, the small group was no match, and handily captured. The giants soon discovered that their captives had useful skills, and brought them back to Jorgenfist to make weapons and armor for their armies.

Elda Girisdottir CR 1
XP 400
Dwarf expert 3
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 25 (3d8+12)
Fort +4, Ref +2, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 15, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Alertness, Prodigy[UM]
Skills Acrobatics +1 (-3 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Craft (armor) +12, Craft (blacksmith) +10, Craft (locks) +10, Craft (stonemasonry) +10, Craft (weapons) +12, Knowledge (engineering) +7, Perception +8 (+10 to notice unusual stonework), Sense Motive +8, Spellcraft +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Elven, Halfling
Other Gear masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Prodigy (Craft [armor], Craft [weapons]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Myrthin Borinson, her husband (fighter 1/expert 1):

Myrthin Borinson is a simple man. He likes food, ale, and sharp business deals. He briefly served in the Janderhoff militia as a young man, but soon found that he was better suited to business, and mustered out after his term of duty finished. Soon after he and Elda were paired by the Janderhoff matchmaker -- a match that proved excellent. Myrthin provides a stabilizing influence on his more mercurial wife, not to mention a much more pragmatic business sense. True love blossomed soon after their arranged marriage.

Myrthin Borinson CR 1
XP 400
Dwarf expert 1/fighter 1
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 21 (2 HD; 1d8+1d10+7)
Fort +5, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 16, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Alertness, Ancestral Weapon Mastery, Weapon Focus (dwarven waraxe)
Skills Acrobatics +1 (-3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Craft (weapons) +3, Diplomacy +4, Handle Animal +4, Heal +4, Perception +7 (+9 to notice unusual stonework), Profession (merchant) +5, Sense Motive +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Halfling
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Gunnar Myrthinson, their eldest (commoner 1):

29 years of age (14-ish in human terms), Gunnar is very obedient son, but loves his father's stories of serving in the militia more than hammering out metal under his mother's stern gaze. He did not shrink from battle when the stone giants came, and managed to smack one pretty well in the shin with a hammer. They would happily have killed him, but Elda managed to persuade them that he was her most effective helper, and that she needed him if they wanted her to make the weapons they were after. That hasn't prevented them from mistreating him, however. He has been beaten heavily, and it is taking its toll despite healing from Hilda (and now his sister). In the event that he joins combat, he must roll twice on every attack roll and take the lower of the two.

Gunnar Myrthinson CR 1/4
XP 100
Young dwarf commoner 1 (Pathfinder RPG Bestiary 295)
LG Small humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 11 (1d6+5)
Fort +1, Ref +3, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 13, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Simple Weapon Proficiency (dagger), Toughness
Skills Acrobatics +3 (-1 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Craft (weapons) +5, Perception +4 (+6 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Halfling
Other Gear artisan's tools
--------------------
Special Abilities
--------------------
Beaten Must roll twice on every attack roll and take the lower of the two.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Aud Eldasdottir, their youngest (adept 1):

Aud is 22 years old (in human terms, about 10). Although her mother has begun teaching her the arts of smithing, she does not finding terribly interesting. She is far more impressed with Hilda Aelfredasdottir, and spent a lot of time talking to her on the journey. When they were captured by the stone giants, she hid, but was soon found. She is gaunt and tired after long days of forced work, and for the first two weeks of captivity cried herself to sleep; but then she had a dream, in which a dwarven lord with a shining golden beard welcomed her to a great feast, fed her the most delicious food she'd ever had, and promised that soon rescuers would be coming. She woke to find herself feeling full for the first time in a week; and after she made a prayer of thanks, found that she could cast a few spells to aid her friends and family.

(The dwarven lord was a servitor of Bolka; I gave her a level of Adept instead of Commoner, the Blessed feat, and added Crafter's Fortune to her spell list despite it not usually being on the Adept spell list.)

Aud Eldasdottir CR 1/4
XP 100
Female young dwarf adept 1 (Pathfinder RPG Bestiary 295)
NG Small humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Adept Spells Prepared (CL 1st; concentration +4)
. . 1st—crafter's fortune[APG] (DC 14), cure light wounds
. . 0 (at will)—create water, light, mending
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 12, Int 10, Wis 17, Cha 10
Base Atk +0; CMB -3; CMD 10 (14 vs. bull rush, 14 vs. trip)
Feats Blessed
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff +0 (+2 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Craft (armor) +2, Diplomacy +0 (+2 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +0 (+2 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Intimidate +0 (+2 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Perception +3 (+5 to notice unusual stonework), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
--------------------
Special Abilities
--------------------
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Gisli Grimsson, gem smith (expert 1):

Gisli Grimsson has no particular connection to any of the rest of the dwarves in his party. He was just looking for a convoy to travel in greater safety while making a loop of the human lands in order to establish trade contacts with other gem dealers. Alas, he chose the wrong group.

Gisli has not held up well in captivity. After the first few weeks of insufficient, rancid food, and being forced to craft weapons (a skill he had no training in prior to starting) he has given in to despair. He dully gets up in the morning and hammers weapons all day, dully eats whatever food is placed before him, and never says a word to anyone.

Gisli Grimsson CR 1/3
XP 135
Dwarf expert 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +1, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 10 (14 vs. bull rush, 14 vs. trip)
Feats Skill Focus (Craft [gemcutting])
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (gemcutting) +5, Craft (jewelry) +2, Craft (weapons) +4, Diplomacy +3, Knowledge (nobility) +4, Perception +5 (+7 to notice unusual stonework), Sense Motive +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear artisan's tools
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Hilda Aelfredasdottir (cleric of Bolka 3):
Hilda Aelfredasdottir was always meant to be a cleric of Bolka. The birthmark she bears on her left clavicle in the shape of Bolka's holy symbol marked her for that path from the day of her birth. Happily, it is one that suits Hilda just fine.

Hilda has been Elda's friend since childhood, and joyfully presided over her wedding. To her sorrow, Hilda herself remains unwed although she has been twice betrothed. The first betrothal lasted only a month before it became clear that Hilda and the young man did not suit one another. The second was much better, but her betrothed perished in a mining accident before they could wed.

Since being taken captive, Hilda has kept her clerical abilities hidden, using them quietly in the dark of night to bolster the bodies and spirits of her fellow captives. She is concerned that Gisli has given in to despair, but does not know what else to do for him. She is also greatly heartened by Aud's recent manifestation of faith (and magic). She believes Aud's stories of the angel who spoke to her, and waits patiently for the foretold rescuers.

Hilda Aelfredasdottir
Dwarf cleric of Bolka 3
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 29 (3d8+12)
Fort +6, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. charm and compulson
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks channel positive energy 4/day (DC 12, 2d6), hatred
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—calm emotions (DC 15), remove disease[D], silence (DC 15)
. . 1st—charm person[D] (DC 14), liberating command[UC], shield of faith, stone shield[ARG]
. . 0 (at will)—create water, detect magic, purify food and drink (DC 13), spark[APG] (DC 13)
. . D Domain spell; Domains Charm (Love subdomain), Healing (Restoration subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 16, Int 10, Wis 17, Cha 12
Base Atk +2; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Extra Channel, Extra Channel
Traits birthmark, grounded
Skills Acrobatics +1 (-3 to jump, +3 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (armor) +2, Diplomacy +5, Heal +7, Knowledge (religion) +4, Perception +3 (+5 to notice unusual stonework), Sense Motive +7, Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ adoration, restorative touch
Other Gear artisan's tools, 150 gp
--------------------
Special Abilities
--------------------
Adoration (6/day, DC 14) (Su) Target must save or lose one attack against you.
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Love)
Cleric Domain (Restoration)
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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