
Miss Mattie |

Hi everyone. Spring is here and the kids are staying up later. I'm out for longer hours. I am finding it very difficult to keep up with posting in so many threads and I have to cut down. If it's OK with all of you, Mattie will settle down in Sandpoint for a while. Keep up the good work everyone. It is a fine adventure so far. Perhaps she can step in one day an ally for the group in the Sandpoint area. I can see her becoming a horse trader and resourceful contact or something like that. She will drop in from time to time at the Rusty Dragon...if that's OK. Thanks AJD!

![]() |

And this is my PC, all stats built, just filling out the last of his equipment.
A full background will follow, but the short version, known by anyone local, is that Tregar is a hunter, who prefers to wander the surrounding countryside, with occasional trips to town to offload his surplus meat and skins.
He's known to be a clean-living, pious man, and during his visits, he does not throw his money away on strong drink or loose women, but stays a short while before declaring the town too loud and distracting.
He is believed to have family in the area, but they, too, live outside the town.

A J s Dad |

Ensu - Male gnome cleric of Nethys
Ezren - Human wizard (Taladn)
Gallus Domitus - Human Fighter (Chelaxian)
Galstok - Human Barbarian (Shoanti)
Kendrick Loreseeker - Bard (Falcons Hollow)
Tok - Male dwarf Monk
Harlynn Quinn - Male human Wizard (Chelaxian)
Tregar Quill - Male human Inquisitor (Varisian)
Drexel Morrow - Male human Rogue (Chelaxian)
Thats it!

A J s Dad |

I am considering starting another game and was wondering if my current players would like first chance at playing in it before I anounce it on the forums.
It would be based on the Tomb of Abysthor from Necromancer games.
Characters would begin play at 3rd level. 20 point buy. max HP. Max possible money for a 1st lv character plus I will give some magic items out to the pcs.
It would be assumed that all characters are familiar with each other apart from one.
This character would be a Paladin of Muir.
The other characters would have assumed to have adventured together though the Crucible of Freya adventure.
They will join the Paladin on a quest to enable him/her to become a Justicar of Muir, ( a new prestige class) but need a specific artifact to allow him/her to be ordained as one, as there are now no surviving Justicars in the world.
I would be looking for a good party mix i.e. a fighter, cleric, wizard ,thief and one other class as well as the Paladin.
The world would be that of Necromancer Games own, and I would like to use the adventure as a lead in to the Slumbering Tsar adventure.

DarkOne the Drow |

DarkOne the Drow wrote:I would be interest as mentioned in email. Druid is what I am interested in. What game system you planning to use?I would probably use 3.5 rules as this is what the adventure was written for, but at a push I could also use Pathfinder. (prefer 3.5)
I am fine with either D&D3.5 or PFRPG. When you ready for us to generate characters let us know.
Also any information we can use to build backgrounds.

DarkOne the Drow |

True Xzarf, I am shifting over to PathFinder from 3.5 simply due to that many problematic issues that exists in 3.5 is actually fixed completely or to a good degree compromise.
The only major issue for our DM will be translating the encounter creatures to use PathFinder if we end up using PathFinder.

Xzarf |

I have seen even here where people allow a hybrid game of sorts and without fail the ones that lean towards the 3.5 side of things are stupid powerful. I am not saying that Pathfinder might at some day get broken like that but for now it is fairly controlled.
The other option is limiting the allowable resources.
If the game was converted to pure Pathfinder I would be keen.

A J s Dad |

Your offer tempted me again but then I went and looked at d20srd site and I just can't do it. After having played pathfinder and gotten used to it I just don't think I can take that step backwards.
How hard would it be to convert to pathfinder? Creatures shouldn't be that difficult to adjust.
You drive a hard bargain. Very well ....Pathfinder it is. Seriously though, I dont think it will be that difficult. However I am limiting it to just the Pathfinder main rules. No traits will be allowed either.
Anyway, here is a bit of background to be going along with. I will probably start a new discussion thread for this as well in the next few days as well.
Background
In ages past, two vast temples to Thyr and Muir were erected in Bard’s Gate at the founding of that great city that still stand today. The priestly followers of these noble gods erected smaller duplicates of the twin temples in a small secluded valley to the north of the city, adjacent to a lake of crystalline clarity. This valley became known as the Valley of the Shrines. In the nearby hills they also carved burial halls to house their fallen heroes and worshipers. For years the worship of Thyr and Muir thrived, producing heroes and paladins of legend, some of whom are entombed in the burial halls.
But new gods came, replacing the older gods. And the worship of Thyr and Muir— both demanding deities—waned in favor of the more liberal gods of song, craft and commerce. Unable to maintain both the twin temples in Bard’s Gate and the complex in the Valley of the Shrines, the priests of Thyr and Muir sealed the northern shrines in the valley and returned their worship to the temples in the city. Abandoned, the burial halls still remained sacred places and small groups of pilgrims continued to make treks to the sealed temples to pay respect to their fallen predecessors and to peer into the crystalline lake.
As the years passed and the worship of Thyr and Muir declined further, the shrines in the northern valley fell further to disuse and ruin. Only a handful of devoted priests, led by the high-priest Abysthor, were left to continue the elaborate rituals of their gods. Even the great twin temples in Bard’s Gate began to deteriorate. Despite Abysthor’s devotion, his temple and the worship of his gods waned. In his final years, Abysthor spent many hours in the main temple in Bard’s Gate in commune with his deity.
Declaring he had received a great vision, he traveled alone—aged and infirm—to the Valley of the Shrines claiming he would return soon and that the glory of Thyr and Muir would be restored. Abysthor never returned. Some said he had gone there to die and that he had done so alone because no other priest could cast the spells necessary to consecrate him properly. Many groups of priests followed after him, though none could brave the corruption that had infested the burial halls since they had been abandoned.
It has been some 20 years since Abysthor disappeared. Only a handful of lesser priests remain in the temples in Bard’s Gate, their cavernous temples falling to ruin, empty of worshipers.
Thyr and Muir
Some familiarity with these twin deities will be helpful for you as player characters as you descend into the Burial Halls.
Thyr: Thyr is the god of wise and just rule. He is normally depicted as a wizened king seated on a great throne holding a rod of kingship in one hand and a chalice of peace in the other hand. His principles are Justice, Order and Peace. He represents proper and traditional rule and as such was once worshiped (at least with lip service) by all human royalty. He is the embodiment of the enlightened human caste system where each person fairly has their place in a lawfully ordered society aimed at the good of all people. His priests wear white robes trimmed with silver, purple or gold, the colors of kingship. His symbol is a silver cross on a white field, symbolizing the upturned cross-haft of his sister’s sword, which he thrust into the earth to end the god’s war. Upon seeing the blood of so many gods shed, Thyr foreswore the use of swords and his priests, for this reason, may not use bladed weapons. Many favor reinforced rods, similar to light maces, modeled after Thyr’s own rod of kingship. The noble eagle and lion are his sacred creatures.
Deity: Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Law, Good, Healing, Knowledge, Protection
Typical Worshipers: Humans, Royalty
Favored Weapons: Light Mace
Muir: Muir is the sister of Thyr. Thyr represents Law and Peace, she represents the martial valor necessary to make peace a reality. As such, she is the goddess of paladins. She is often depicted as a dark-tressed maiden warrior in shining mail with an upraised (often bloodstained) sword. She is noble and single-minded of purpose.
The tenets of her worship include Honor, Truth and Courage. A great order of paladins, known as the Justicars, are sworn to her service. She expects self-sacrifice, humility and charity as well as unswerving loyalty. Her standards are extreme and she quickly turns her back on any who fail to live up to them. Those who maintain her standards, however, may become Justicars—a prestige class of paladins dedicated to truth and imbued with even greater holiness. Her symbol is a blood-red sword on a white background, symbolizing her endless fight against evil. Her worshipers must be lawful good, and only clerics of Muir may ordain Justicars. The falcon her sacred animal. She is the tireless foe of all evil creatures and undead, demons and devils in particular are her sworn enemy.
Deity: Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longsword or Bastardsword