
GM Fiendish |
2 people marked this as a favorite. |

Recent history
Tar-Baphon, The Whispering Tyrant, has finally broken free from his confinement. It was all the forces of good had feared for so long, and so much worse than their darkest nightmares.
His freedom has been centuries in the making. Cultists worked unceasingly, infiltrating every echelon of society, every corner of the civilised world. Then on one fateful Harvest Day they struck. The cultists came out of hiding, conducting sacrifices and rites so dark they had never seen the light. A magical plague was released, blanketing the land with necromantic energy so strong that it began causing the dead to rise throughout the entirety of Golarion. In the blink of an eye, the entirety of that necromantic power suddenly focused on Tar-Baphon's prison, shattering the seals that had long held him in stasis. Immediately the Gods came to do battle, but in that moment the mortal world lost sight of the divine. An opaque curtain of blackest evil coalesced across the planes, locking the material plane away from all others and blocking any attempt to contact the pantheon. Many clerics and other divine casters lost their connections and associated powers, which only increased the ease with which Tar-Baphon's forces began to conquer and destroy the living.
In a few quick months the armies of the dead had broken and destroyed the hastily formed forces resisting them, leaving the landscape behind them a blasted ruin of broken stone castles, pillaged towns and desolate villages. Pockets of survivors scrape a living clawing raw vegetables from the frozen ground, fear permanently etched on their faces.
There is no hope that things are going to change any time soon.
Where do your characters come in?
This campaign is set 6 months after Tar-Baphon's release, and will concentrate at least initially on the aftermath of the necromantic plague that has ravaged the land.
Your character survived the night of Red Harvest (such has become the common name for the night the dead began rising) and has seen with their own eyes the devastation that has been caused, their previous way of life destroyed forevermore. They have spent the last few months on the run from one fragile refuge to the next, watching friends both old and new fall time and again to the everpresent undead.
You have managed to make your way to yet another shelter, a weather-beaten though mostly-intact inn whose identity is now lost to history. Rusty chains rattle in the wind where a proudly painted sign once hung. You are in a small group of survivors, immigrants to this tiny abandoned town, the name of which you read from a fallen post on your way in. Once upon a time they called this place 'Sandpoint'...
Themes
If it wasn't already apparent, this campaign will be heavily 'survival horror' based. This means constant danger, limited resources and even more limited shelter. If your character ends the day with 1 more trail ration or arrow than they started with, that's a win. Getting a new weapon or map to a possible refuge or supply cache is a great day worth celebrating with that single bottle of ale you found last week, shared with your party of course. In other words, anyone looking for a grand monty-haul dungeon crawl should move along.
The campaign will contain horror themes. I don't mean 'slasher' or 'shock', Saw or Hostel style. I mean themes that might make you squirm a bit, feel a little uncomfortable, push you out of your comfort zone. Your character may have to make choices where there is no immediate right or 'good' path, and have to live with the consequences of their decisions. Again if that doesn't sound fun or challenging, then this isn't the campaign you're looking for. But if what you've read thus far has got your mind whirling, if you've already got a concept or two banging to get out of your skull, then you *should* apply!
The differences in the world today
Clerics and other divine magic users are understandably more valued in this new world than ever before, but are also fewer in number due to the difficulty of maintaining contact with their sources of divine power. As such, there will be a maximum of 1 divine caster in the party. As the first of many difficult choices you may have to make, will you try to create a party member that will be sorely needed and have more competition with other players for the slot? Or will you try a different concept and have a greater chance of succeeding with your application?
Obviously this will be an undead-heavy campaign, but that's not all that you'll be running in to. By all means take favored enemy and other anti-undead abilities, but don't make your character so specialised they'll struggle with other challenges. Also, every character will be mixing it up in combat at some point. This is not the campaign to try out your knowledge-focused librarian cleric build. That guy got eaten real quick (but at least he got a high enough skill check result to realise he'd be coming back ;)
The nuts and bolts
Aside from the nitty gritty day-to-day survival, there will be plot arcs, but no grandiose rail-roading. For the most part what happens will be driven by you in your search for survival. Will you try to put down roots in a defendable location or live as nomads moving from cache to cache?
There will be a small intro scenario, following which you'll advance to level 2. After that, a new level will be your reward for surviving the 'season'. So...plan for a build that works straight from the get-go.
Point buy: 15 - stats no lower than 8 and no higher than 18 AFTER racial adjustments
Races: Core races get an automatic pass, others will be considered but it would be a good idea to have an interesting concept.
Classes: no gunslingers, summoners or playtest classes. Archetypes allowed but must be approved. It would pay not to focus on having a mount as such are few and rare in these times. Nom nom nom.
Alignment: no evil
Traits: 2 - none that increase wealth. I'll handwave reflavored campaign traits if you have a good idea.
Skills: You might want to invest in some craft or profession skills. There are no handy shops to buy arrows, food or camping gear, let alone potions and the like.
HP: max 1st level, average rounded up for every subsequent level (d8 = 5, d10 = 6 etc)
Starting gold: 50 gp and I recommend spending it all. Shops don't really exist beyond the occasional barter, and gold will just weigh you down when you're running from the horde...Yes it is a miserly amount, but it represents having been on the run for 6 months when you couldn't always grab your gear before heading out. To make things a little more bearable, you'll get a useful (minor) magic item for free that I'll select individually for you.
Source material: Paizo only, no 3PP
Posting frequency: Once per weekday minimum please
A nice backstory that gets me excited about your character will go a long way towards getting you a slot. Fluff is more important than crunch! I don't need a novel, but a couple of paragraphs of backstory plus description as a minimum please.
Questions for your character to answer to get you thinking:
Where were you and what were you doing on the night of Red Harvest?
Have you had to do anything you regret in order to make it this far?
Have you got family out there or just a strong desire to survive? What gets you through?
For those creating divine casters... what makes you special that you still have a connection to your powers?
There are 4-5 slots available, submissions accepted till 12 noon on Sat 15th March GMT, which gives you a week to get something together. Roster will be posted within 24 hours of deadline. Best of luck to all.

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@Algar - Bards and alchemists are considered arcane, though alchemists are not actually considered casters.
@Dalgar - A necromancer wizard was my first thought as well.
@Fiendish - Before putting something together, I'd like to ask about the probability of the PCs finding stronger items as they go along. Is it going to be very scarce resources all the way through, relying on good builds to power characters? Or will they likely find a convenient +1 Flaming Longsword for the sword & board fighter, a handy AoMF for the monk, a surprise Pearl of Power for the wizard, etc?

GM Fiendish |

@Algar - good point, let me clarify. The '1 slot only' classes are:
Cleric
Druid
Inquisitor
Oracle
Paladin
More to do with the flavor of being connected to a divine power than having divine spells on your list.
@Dalgar - prejudice would be strong against anyone seen practicing necromancy, and power over the already undead would never be guaranteed, think of a control spell having to beat the plague's caster level etc. Still, interesting idea :)
D-Kal- the PCs will encounter magic items from time to time to power up their capabilities, but never anything that makes their situation trivial. A well built character is your best bet.
Good questions all :)

Larma |

Well I built Larma here (juju oracle) for a different campaign that never got off the ground. I would personally say that a campaign like this really needs a channeling cleric, but if none appears, I could always bring in Larma.
In the meantime, I'll be working on a Ranger build on the assumption that a channeling cleric will eventually appear.

Lloyd Jackson |

Challenge accepted Larma! Might as well go all in on this one.
Safak
Male Aasimar Cleric(Sarenrae) 1
Str 12
Dex 13
Con 10
Int 10
Wis 16
Cha 16
Feat: Extra Channeling
Traits: Dim Seer, Touched by Divinity(WotW campaign trait)
Domains: Sun, Glory
Skills: Heal +7, Perception +9(11), Diplomacy +9
(Okay, this may look like a bunch of cheese, and it kinda of is. However, with so many clerics losing connection to the divine, why would a particular cleric, particularly one so low level, keep his? Answer, he is bonded by blood. This was inspired by the Touched by Divinity and associated sub-plot of WotW. Aasimar seemed the best fit to represent this deeper connection.
That explains why he kept the connection. Now, why isn't he dead? Luck and skill. Luck in that he wasn't in a populated area during the red harvest, and skill in that he can bring and keep people together, diplomacy, help keep them alive, healing, and his weapons, channel, are more effective than most against the undead, domains.)
Safak has always known he was special, that he was touched by the Dawnflower in a deeper way than more priests could imagine. He just didn't realize how dangerous being special could be.
When the Red Harvest came, Safak was already in Varisia. Having just graduated from a prestigious seminary in Qadira, he thought to travel the world for a time, both as a vacation and to spread his goddess' healing light.
In the months since, that light has saved his life, and nearly lost it, more times than he cares to recall. Survivors he helped have tried to murder him, certain that his powers would bring the undead upon them. Others, out of fear and jealousy, say he must be in league with Tyrant, why else would he retain his powers when they did not?
Constantly gnawing at him is the gap between where he is, and where he needs to be. Yes, he can heal wounds, but he cannot raise the dead. Yes, he can vanquish the walking dead, but he cannot defeated the more powerful spirits.
What most troubles him though, are those who died so that he might live. Friends who took the rearguard, groups he abandoned once the murmurs began, and those he never joined.

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Presenting
Cedric Targayrian
Male Dawnflower Dervish Bard 1
Medium Fetchling / Outsider (Native)
Init +4; Senses Perception +3, Darkvision 60 ft, Low-light Vision
==DEFENSE==
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 9 (1d8)
ER Cold 5, Electricity 5 Fort +0, Ref +6, Will +1
Armor Hide Shirt, Light
Defensive Abilities Shadow Blending (PFBty2 123), Shadowy Resistance (PFBty2 123)
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar +4 (1d6+4) 18-20/x2
==STATISTICS==
Str 10, Dex 18, Con 10, Int 10, Wis 8, Cha 16
BAB +0, CMB +0, CMD +14
Feats Arcane Strike (PFCR 118), Armor Proficiency (LIGHT) (PFCR 118), Dervish Dance (PFCaS: ISWG 286)
Skills Acrobatics +5, Bluff +7, Diplomacy +7, Knowledge (religion) +4, Perception +3, Stealth +7
SQ Bardic Performance [10] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Courage (PFCR 37),
MC Battle Dance (PFUC 33), Deity (PFCaS: ISM)
Traits Maestro of the Society (Social: Bard) (PFCh: FcGd 63), Sacred Touch (Faith) (PFAPG 329)
Languages Common
-----
Fluff
Cedric is a slave refugee. He unfortunately wasn't captured slaved for too long (under a year) but still it has left his mark. He had drifted a an other year from place to place trying to find some port of call to attach himself. That is when he landed in Korvosa. He enjoyed the freedom of the city.But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.
Hurting Children is the one thing completely unforgivable to Cedrec. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.
So when he has heard word that Gaedran Lamm might be heavily in the children slavery business, Cedric know he had to find out the truth and do something about it, if it was.Character goal:
Goal- To become an Arbiter or maybe, just maybe Cedric would dream to become a minor noble.
Contacts
Dengaro Hes a drinking buddy of yours He works as an Instructor at Orsini's Academy. An Academy showing the finer arts of swordplay. He's been telling you for years to join and let him and Orsini make a better swordsman of you, but you have declined up to this point (its besides the point its expensive ;) )
Grau Soldando , a Former student at Orsini's and a Former Guardsman Now a drunk. Occasionally he joins you and Dengaro, though it always ends up in a disagreement with how he's wasting his life.
Ariana Summersault (13 y/o) 2-3 years ago ariana family has been killed during an otyugh escape. When cedric found her she was the sole survivor. The city official placed her in an orphanage but cedric came to visit often in the beginning. Not only did he feel for the lone child but he also took a liking to her. He even help finance her tuition and school's expense. Fortunately ariana was a bright mind and even though she always complain about the orphanage she considered herself lucky. It has been a few years since they have know each other and more often then not he thanks the gods for giving him a purpose in his immediate life.
Cecile Fanguard is a clerk in the arbiter's office and is the go to person that handles the legal and administrative paperwork involved in dealing with the problems caused by escaped otyughs. For some reason when cedric's boss sends him to take care of the paperwork it always goes smoothly, while not so much with any one else.
John Cripteron is now Cedric's partner as an otyughs enforcer. Cedric found the old teenager about a year ago in a pool of his own blood in a shady alley. Left for dead cedric managed to save his life. Nursing him back to health the only thing john told him was that he used to be called Stickyfinger and that he was part of underground thief gang The Drudgespades. He had wanted to leave and that was how he ended up in that alley stabbed. His old accomplice thinking that john was dead he was able to resume his goal of making an honest living, and so cedric helped him to get an interview.
Where were you and what were you doing on the night of Red Harvest?
Cedric was on a mission outside of the city. more otyughs needed to be captured as the there had been lots of casualty in the local population
Have you had to do anything you regret in order to make it this far?
Abandoning people to hurt or to weak that could make it forward
Have you got family out there or just a strong desire to survive?
Cedric wants to survive and find if any of the people he cares about have made it.
What gets you through?
The belief that Sarenrae will welcome all those who died.
The overwhelming desire to survive

Brooklyn85 |

Dotting for serious I-wanna-decaptitate-some-zombies interest.
Really awesome idea! I love the nostalgia factor of using a decrepit Sandpoint as the starting base. Initial thought is a displaced Shoanti who's the sole survivor of his tribe... but I'll give it some more thought. Be back with a character soon.
Sounds like whoever gets selected is going to have a brain-splattering good time.

Azmerai |

Dotting for interest. Thinking about a Half orc - Barbarian, maybe invulnerable rager.
Where were you and what were you doing on the night of Red Harvest?
I was in jail. Big misunderstanding. Meant to get a few coins. Didn´t know hu-man breaks arm so easely. Had enough coins for some rotgut. Was good rotgut. Just stupid to drink in a hole so close buy.
Have you had to do anything you regret in order to make it this far?
Regret. Don´t know. You do what you have to do. Have found new tribe. That´s good. Some children. But that´s ok, I do like children. And they like me.
Have you got family out there or just a strong desire to survive?
No family, but new tribe. And am strong and tough. So I hunt and scrounge. For others.
What gets you through?
Don´t understand question. Am good at breaking things. Like arms or skulls.

Fabian Benavente |

Really interesting setting and it looks like you've put quite a bit of thought/work on it, which is always a sign of good game.
As always, fluff before crunch so a couple of questions.
What happened in the Red Harvest? Was it 'recent dead' rose (i.e., zombies), was it 'old dead' rose (zombies, skeletons, etc.)?
Do people that die since the Red Harvest turn into zombies?
The premise of the planes being cut off reminds of the Midnight setting (great setting BTW). As such, I'll probably honor the setting and come up with a 'snow elf', not sure about class yet, thinking either a ranger or magus.
Thanks for your time,
Fabian

Phillip0614 |

Dotting for definite interest! If you don't mind, I have a question about your most recent comment. You say that bites are associated with a death sentence, but at what point in the HP damage do you consider a bite to have taken place? I'm assuming that any HP damage period is not considered a bite-wound, but is there a particular threshold you have in mind? Or is it going to be if you're taken into negative HP, you've been bitten?

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Wait, so, all bites have a disease/curse? Like, without a save? Can it even be cured magically?
This could make things considerably more difficult.
@Fabian - If you're going snow elf anyway, why not a winter witch?
@Fiendish - How would you feel about a custom race? Say, 10RP? I was thinking something Dhampir-like, but instead of half-vampire, half some other undead (skeleton even?). I'm not married to the idea, but I thought it might be fun.

Fabian Benavente |

I'm assuming the BITE will probably function like a ghoul bite but with a quicker onset. Maybe saving against the BITE means he didn't quite 'bite' you.
@D-Kal, I don't really care for witches; I like magi and rangers. In any case, one of my main pleasures in this game is coming up with 'cool' character fluff. So even if I don't get picked, it is still worth my time.

GM Fiendish |

You have concluded correctly, the bite will be treated like a particularly nasty magical disease.
@D-Kal - I'm wary of a custom race, especially a half undead one, unbalancing things but what the hey, worst i can do is say no. Go ahead and stat the race and we'll see what happens.
I don't mind peeps submitting chars from other places, but please re-fluff them to fit this campaign.
Thanks!
Edit: changed mind on custom race

Polonius Fynch |
1 person marked this as a favorite. |

Fiendish - I am really interested in this game. It seems like a cool concept that should be pretty intense!
I have some crunch stuff to fix like adding traits but I'm nearly there. With his background I have tried to include a lot of the Golarion lore on Gnomes to make him as grounded in the setting as possible.
Unnamed Hero
Male Gnome Alchemist (Chirurgeon) 1
CG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0; +2 bonus vs. fear and despair
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20) and
dagger +0 (1d3-1/19-20)
Ranged bomb +4 (1d6+3 Fire) and
sling +3 (1d3-1)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—flare (DC 11), prestidigitation (DC 11), produce flame
Gnome Spell-Like Abilities (CL 1st; concentration +2)
1/day—dancing lights
Alchemist (Chirurgeon) Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Brew Potion, Point-Blank Shot, Throw Anything
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +4, Heal +4, Knowledge (nature) +9, Perception +4, Survival +4, Use Magic Device +5; Racial Modifiers alchemy
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Sylvan
SQ eternal hope, mutagen
Other Gear lamellar cuirass, dagger, dagger, sling, sling bullets (10), backpack, bedroll, chalk (5), fishhook, formula book, inkpen, spell component pouch, survival kit, 1 gp, 3.5 sp, 5 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
When someone finally sits down to write about what happened, to tell the story of the Red Harvest and years that followed, they’ll say it was the end of the world.
But they’d be wrong. At least in Polo’s case. His world ended long before that fateful day...
Like most of his kind, Polonius had a gift for magic. But whilst other gnomes concerned themselves with tricking the bigger folk with figments or phantasms, he had turned his keen intellect to the enigmatic relationship between magic and materials. He was fascinated by a type of magic he had stumbled across called chymistry – the study of the composition, structure, properties and manipulation of matter. He was soon obsessed and found he wanted nothing more than to know what made the world tick.
As he entered adulthood he turned his obsession into his profession, buying a modest shop in Magnimar, with what savings he had mustered, from which to sell his alchemical creations and potions. But then she came along. And his world changed.
Polonius was 39 years old, barely out of childhood himself, when he met Amelia Starfall. He had never seen anything as beautiful as her pale, silvery skin and fiery red hair. Their courtship was swift and passionate and within two summers they were married. Within another 4 she was with child and all of a sudden Polo had a family of his own. In the early years nothing brought Polo more joy than his family. Watching his son grow and learn was an experience unmatched by any other in his life and during those years father and son were inseparable. Polo nurtured his son’s gift with fire magic, delighting in his growing talent. The first time Benvolio set the house on fire (accidentally of course), Polo laughed louder and longer than he had in years.
During that time, he was shocked to notice the initial symptoms of the Bleaching in his wife. It started with her already pale silvery skin losing a shade. Then as the years passed it gradually discoloured her hair and eyes and he was horrified to realise she was suffering from ‘The Quicks’ - a rapid, degenerative disease that increased the Bleaching process ten-fold.
He was aware of the sickness and its incurable nature but his obsessive nature simply did not allow him to accept that. Over the next 35 years he changed the focus of his studied from chymistry to chiurgey in a desperate attempt to find a cure. As well as devouring every shred of knowledge he could gather on the treatment of the sick, he spent as much time beside Amelia and Ben as he could, trying desperately to introduce her to new experiences in order to delay the Bleaching process. They were both the best and worst times of his life. In a bitter irony, the stimulation he sought served only to gradually enhance his own colouring, making him more active and virile than even in his tweenage years. All the while his wife’s pale skin grew ever more translucent – she was fading away before his very eyes.
Every spare moment was spent pouring over ancient tomes of lore and meeting with any gnome he could find who displayed evidence of Bleaching. His search for a cure, or even a means to slow the process, was met with nothing but bitter disappointment.
Eventually he stumbled across the name of a gnome who was said to have beaten the Bleaching and rolled his years back before the sickness ever took hold. Dubious and doubtful, Polo felt he could leave no opportunity unexplored and set out to find this gnome – nearly half a world away in Brevoy.
Polo said goodbye to Amelia and Ben, promising to return soon and forever. She gave him the amulet she had worn on the day they met - For luck, she said. It was a plain gold locket but inside there was a tiny chip of rock that radiated a pale, green glow. She had always said it was a piece of a falling star and the reason for her family name as it had been passed down through generations, supposedly since the gnomes first crossing over to Golarion from the First World.
Sadly, he could not keep his promise.
After months chasing rumours and coming up empty, he decided to return home. But to his eternal regret he was too late and Amelia had passed by the time he returned.
Ben had nothing but fury for his father. He accused him of so many irrational things, wanting her dead, deliberately staying away, putting his obsession before his family.
Ben ran away the next day. He left Polo a note at least, explaining that he would search for a region in Varisia where the veil between Golarion and the First World was thin, in hopes of bringing her back. You failed as a husband and a father but I will succeed as a son were his final bitter words for his father.
With the loss of his family – Polo’s world ended.
It wasn’t long after that, that the Shroud, as Polo called it, settled over the world – an oily blackness that washed over everything and even blocked out the sun for a time. The end came so suddenly that no one saw it coming. The priests could no longer commune with the gods and the wizards had no explanation for it. The dead began to rise from their graves, clawing their way to the surface and in their inexorable and inexhaustible way began to swarm the towns like a plague of locusts.
Polonius realised that the amount of citizens in Magnimar made it a nightmare place to be, the infection was spreading so fast! He gathered what he could and fled.
He has spent the last lonely months wandering the wilderness, doing what he can to survive and all the while searching desperately for his son. He had no means of substantiating it but despite everything Benvolio was alive – he just knew it!
He tried his best to avoid the towns. Zombies were drawn to them for their promise off fresh meat but over the past few weeks he has grown desperately short of food. Risking just a short incursion into the dead town of Sandpoint, he went carefully from house to house gathering anything that could be useful or that his small arms could carry.
To his surprise he found the inn to be barricaded from the inside – perhaps a final stand. But he was able to squeeze his small frame into a hole in the basement window. But the barricade wasn’t a final stand – but rather the attempts of a small group of disparate survivors to protect themselves from the horrors without. A group that he know counted himself amongst – at least until he could find Ben anyway.
Polo is a charming and confident man but understandably the loss of his family and recent events temper his humour somewhat. He can be extremely obsessive and is most at home when expounding at great length on some new discovery.
He once dressed in bright, gaudy colours like most gnomes but clearly now does his best to stay out of sight although he has retained his love of hats, the bigger the better.
He is charismatic and confident but very keen to protect those who are close to him. He already feels like he lost his family and anyone he builds significant relationships with become surrogate children.
Polo has a decent array of skills including craft alchemy which will be good in this campaign where resources will be scarce. His chirugeon abilities with healing will make him almost as useful as a cleric in that regard but not take the divine slot.
If you have any questions or feedback please let me know :)

GM Fiendish |

@rorek55: the paladin/monk immunities will remain the same, they are far enough up the levels to warrant being immune or to at least have a major save bonus where another class would not. Don't forget the pally would be aiming for the sole divine slot though...
yes to alt racials, though i reserve the right to nerf cheese...
@polonius: glad the campaign appeals, thanks for your submission :)
@all of you: I have to say I've been pleasantly surprised at the interest, thank you to all of you that have posted :D

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Half-Undead (5 RP)
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.
+2 Dex, +2 Cha, -2 Int: members of this race are supernaturally graceful, but their minds are eroded by the infection.
Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Shadow Magic (2 RP): Prerequisites: None; Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level.
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Toxic (1 RP): Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype; Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Kaars Aarden |

Kaars scraped the dirt off some bugs he had managed to extract from their homes in the ground. The last few months had been alot of this scrounging. Trying to find enough food to keep moving, supplies to keep his alchemy experiments going. He needed to find more formulae, or discover them. The insects tasted bland, but still nourished his body
enough to make it another day. Another day to search for a safe place on this forsaken planet. Could there be anywhere that didn't stink of rotting corpses and powerful necromancy? Go west they said. In Varisia are answers. Go south others had said, Absalom has not yet fallen. He had travelled with other groups. Safety in numbers is what his people had alwasy believed in. He could hear the rumbling of several undead nearby, time to move on. He started running again, just like he had done on the day everyone seemed to call the red harvest.
'He had been trading in Andoran, his wife with him. Their usual trade route buying and selling miscelaneous treasures along with alchemical items he created. It was the last thing he ever would have expected to see. They must have come from the graveyards first. They overwhelmed alot of the village before anyone could react. Most were not even capable of defending themselves. They tried to leave, barely getting out with their horse and cart and most of their possessions. Wherever they went people were running or dead. No where seemed to be safe. Several weeks after they were ambushed by another group of survivors who took their horse and left them for dead. The damaged cart still
held all his equipment and a few scraps of food. He had to leave alot of it behind when some more undead found them.
They ran, staying away from others at the beginning. Desperation caused most people to do things they wouldn't usually do in more normal situations. Some groups wanted to help everyone survive. These lasted weeks at best. Not many they came across were very well equipped to survive. A few broken weapons, limited food. Until they came. A military group from Cheliax. They took everything and those who didn't join them were left with nothing. Those who did became prisoners. The Cheliax were using people for experiments. Trying to find ways to stop the plague or find a way to resist it and become immune. Some were immune to disease, but this plague seemed to ignore such restrictions. They were going to use him next when an unexpected attack occured. Nightmarish creatures larger and more dangerous than any revived dead. In the confusion he was able to escape and rescue his wife Kenaraa.
Months later they got through Cheliax and into the mountains north. Supposing that the heights were to be less populated by undead that the rest of the country. It turned out to be a huge mistake. Anything that hadn't been was still alive and dangerous. Moreso by the limited food sources. Running through tunnels trying to get off the mountains, one minute he was running, the next falling through the ice and into the freezing water of a river. There was no time to react, the water was fast and cold. Miraculously one of his potions was in a pocket and not crushed. Without a thought he pushed the opening of the vial to his mouth and sucked the contents out. Instantly he felt warmer. He would not die of the cold. Perhaps instead be dashed againt a rock or the ice. Indeed he was knocked out and woke up on the edge of a lake. Kenaraa was no where to be seen. He was unable to search far, having to run when confronted with more undead. His potion of endure elements had saved him. Perhaps Kenaraa hadn't been able to drink hers, or it was broken in the fall, or the water had killed her some other way. He ran, praying that by some crazy chance that she had survived and been left somewhere else.
He made it to Korvosa, where they had originally intended to go and waited for her but after a month she had not returned and he was forced to move on. He joined a group that intended to head to Magnimar and find a boat. They hoped that there was an island somewhere that had been untouched by the plague. He only went along because heading
that way had been their plan before. Always holding out hope that his wife was out their, maybe even already waiting for him there. All they found in Magnimar was burnt out husks of ships, nothing usable or fixable with the resources they had. They headed out up the coast. Sandpoint wasn't far. There they found a boat, too small to carry everyone and Kaars was one of the first ones to be voted out of the group, being the only nonhuman in the group.
Nowhere to go and nothing that he cared for left in the world he stayed in sandpoint and waited to be overwhelmed by the hordes of undead. Months later he was still alive and something forced him to keep going, recover supplies and find a way to keep going. She wouldn't have wanted him to give up.'
With his sack over his shoulder he walked back into town. There were others here.
Kaars is a Vivisectionist/Beastmorph Alchemist. He will be trying to find ways to study or understand the disease. If there is any weakness or way to protect or reverse it he would be the one to find it. He doesn't know if his wife is dead or alive. It would work as a interesting plot device to find her. Dead or alive is up to the DM.
Stats are under construction, this alias will be edited. Hope you like. :)

GM Fiendish |

Ok I can see where you're going with this, I have the following suggestions:
+Dex plus slow speed doesn't work thematically, I'd prefer to see +con or str. These are the usual half-decayed corpse types rather than quick moving rage zombies.
Shadow-magic feels 'tacked on' and doesn't flow with the rest. How about Shadow Resistance or Natural Armor instead?
I like the bite, venom and carrion sense, they fit nicely :)
@Kaars: Thanks for the submission, and for the extensive background :)

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Please note its rather long, I hope you enjoy it. I think I may have left out a bit too much, if you have any questions just ask. I wanted to keep it to a sane amount :3.
Crunch will come tomorrow, or Monday, hopefully
A typical day, just like any other, the monasteries garden was as beautiful as ever, The lake in the middle glimmered golden as the noon sun struck it perfectly. Serene, calm, the perfect environment for meditation and training. The monastery to Irori, sarenrea, and Iomeade was the largest building in the town of Spero (hope). Cedric Lorell was training under the guidance of the head weaponsmaster of the monk order, The Emerald dragons. Cedric was the top of his class, strange, as he was a foreigner in this kingdom, a babe found in the woods one morn. The Sensei took him in, and cared for him as a son. A stronger bond had formed between them now, one of great value, and love. In the shade of the cherry blossoms they meditated. Then from off in the distance a great rumble began. The air grew heavy, and dark. The sensation of all the hair on the back your neck rising came over Cedric. He looked to his master, who now wore a look so horrid, he was afraid to ask. Clerics began murmuring as they discussed what this foul energy was.
That’s when they heard the distant ringing of the alarm bells, the town was in trouble, with not so much as an explanation Mater Wu charged off towards the town, soon after a caravan was following him, a paladin by the name of Derick lee lead the company. Soon they lost sight of Master wu as he ran further ahead. The trip to town was short, no more than 5 minutes, but when they came to the last hill, they saw smoke, there was a foul smell in the air and screams could be heard off in the distance. Cedric raced ahead to try and find his master, when he crested the hill his heart dropped. Looking down, he saw hordes of undead, and off in the distance on the road leading to the town gate he saw his master fighting them as he kept moving forward. Off he raced, determined to aid his Sensei for the first time in real battle. He cared not whether his foe was human or monster, zombie or skeleton, These beings were attacking the town he had friends in, loved ones, He WOULD defend it. He finally managed to catch up with his master, who yelled for him to return to the monastery, for the first time in his life. He disobeyed his master’s words. For the first time in his life, the master was glad he did.
They fought their way to the gate of the town, where could be seen the archer militia dutifully holding off the hordes. But something wasn’t right. That’s when the saw, the militia that got bitten fell and then arose as one of the dead. They raced to the town center, gathering as many villagers as they could, When Cedric looked back, he saw the caravan overrun with the dead, what clerics were left alive fled back to the monastery. Soon, the horde was inside the town, making their way towards the largest center of people, the middle. It was here that Master wu, Cedric and what few guards remained made there stand. It was here the people, the guards, the children, all were slain. Save one. Master wu, in his death throes, was somehow able to fight his way out of the horde carrying Cedric. Into the woods they fled, to the last sacred place, as by this time, the beautiful monastery and its serene gardens where lost. A wooden Temple, simple, yet enchanted with powerful magic from the deities it once served. No undead could enter there. Not yet. It was here, that Master wu, performed the treatments to Cedric, where he saved Cedric life, it was when Cedric awoke, days later, that a weary master finally, smiled, and bid his young student, hid adopted son, no, his son, farewell.
"To you, I give my strength. To you my student, my son. My final task for you,(deep exhale) is for you to.. liv-" are the last words he speaks.
Cedric shouted in despair, everything he had known, his life, his friends, his family, all was gone in a matter of an hour. He cried out in anger, anguish, despair, and defiance He shouted and cried for those that could not. It was here, on the holy ground to the gods Iori, Iomeadea, Sarenrea, That he would not rest, He would not fall, until he had righted the wrongs wrought upon the land. He would rebuild, after slaying those who caused this, he would build again a society, a stronger society. He took a vow a truth, so that all would never doubt his word. This was his duty, his responsibility, he would not fail, not again…
He sat in meditation for several days after, preparing himself, mind, body, soul, for the trails he would soon face. At the end of this meditation, he set out. He went and gathered all he could from the monastery, (the 50gp) Slaying any undead along the way.
Description, 6’2”, Black hair, has grown out some, Muscular, Green eyes, wears no shirt, and only pants. Sometimes dons a widebrimmed hat in the fashion of his master, whose loss has never stopped stinging.
Personality- He inherited his master’s serious nature, but has an outgoing side when around those he trusts, He will protect any of his friends showing little mercy to those who threaten or harm them. He is disciplined, though has moments of spontaneity, He seeks true companionship, perhaps even a disciple of his own someday. Through all the hardships he has endured to date, he is still a kind, and gentle man to most.
Human, Male, Age 21, LG (can he be NG?) worships Irori, also follows Sarenrea and Irori.

Kaars Aarden |

All fixed up. 15pt buys are tough. Kaars will be mostly natural attacks if he has to fight. Adding the beastmorph mutagen at lvl 3 to get a few more.
Leather armour - 10gp - 15lbs
Tail Blade - 11gp - 0.5lbs
Alchemy Crafting Kit - 25gp - 5lbs
Dagger - 2gp - 1lbs
Rope(50ft) - 1gp - 10lbs
Rations(2 days) - 1gp - 2lbs
total = 60gp
weight = 33.5lbs
Kaars Arden
Ratfolk Alchemist(Vivisectionist/Beastmorph) 1
CG Small Humanoid(Ratfolk)
Init +3; Senses Perception +7; Dark Vision 60ft.
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Defense
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AC 16, touch 14, flat-footed 13 (+3 dex, +2 armour, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
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Offense
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Speed 20 ft.
Melee 2 Claws +1 (1d4)x2
Melee Tail -4 (1d2)x2
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Spellcasting
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1st level formulae DC 14, 1+1 per day Crafter's fortune, Cure Light Wounds, Reduce Person, Shield, Expeditious Retreat.
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Statistics
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Str 10, Dex 16, Con 12, Int 16, Wis 13, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats: Throw Anything, Brew Potion, Sharp Claw.
Traits: Slippery, ?.
Trained Skills: 1 Craft(Alchemy) +9(+1 to create an alchemical item), 1 Nature +7, 1 Perception +7, 1 Spellcraft +7, 1 Stealth +11, 1 Survival +5, 1 Use Magic Device +5.
Languages: Common, Dwarven, Draconic, Orc.
Other Gear
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Special Abilities
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Weapon and Armour Proficiency/Familiarity Alchemists are proficient with all simple weapons and bombs and light armour.
Small Ratfolk are small and gain a +1 size bonus to their AC and a +1 size bonus to attack rolls. -1 to their Combat Maneuver checks and to CMD, and a +4 size bonus on stealth checks.
Slow SpeedRatfolk have a base speed of 20ft.
Dark Vision Ratfolk can see in the dark up to 60ft.
Rodent Empathy Ratfolk have a +4 racial bonus on handle animal checks made to influence rodents.
Swarming Two ratfolk can share the same square and are considered to be flanking.
Tinker Ratfolk gain a +2 bonus on Craft(Alchemy), Perception and Use Magical Device.
Sneak Attack +1d6 A Vivisectionist gains sneak attack as the rogue skill.
Alchemy(Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Brew Potion(Ex) An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything(Ex) You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Mutagen(Su) When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Formulae Book 1st:Crafter's fortune, Cure Light Wounds, Reduce Person, Shield, Expeditious Retreat.
Favoured Class Bonus(1/6 discovery) +1HP or +1 skill point or 1/6th of a discovery.
Sharpclaw You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Garron |

Here is my submission, a Crossblooded Empyreal/Undead Sorcerer.
Male Human Sorcerer (undead/empyreal) 1
LN Medium Humanoid (Human)
Init +3 Senses Perception +5
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DEFENSE
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AC 11
hp 12
Fort +2
Ref +1
Will +4
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OFFENSE
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Spd 30ft
Melee -1
Dagger -1 1d4-1
19-20/x2 piercing or slashing
Morningstar -1 1d8-1
x2 bludgeoning/piercing
Ranged +1
sling +1 1d4-1
x2 bludgeoning
50 ft. [20] bullets
Space 5 ft.; Reach 5 ft.
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STATISTICS
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Str 8
Dex 12
Con 14
Int 10
Wis 10
Cha 18
Base Atk +0
CMB -1
CMD 10
Feats
eschew materials
toughness
light armor proficiency
Traits
Poverty stricken
Arcane temper
Skills
Knowledge (religion) +4
Perception +5
Survival +9
Total Points: 3
Languages Common
Combat Equipment
Sling
20 bullets
dagger
morningstar
Other Possessions
6 gp
4 sp
haramaki
backpack
bedroll
tent
50 ft. of silk rope
signal horn
flint & steel
traveler's outfit
(10) torches
8 days rations
(2) waterskins
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SPECIAL ABILITIES
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Undead/Empyreal bloodline arcana
Heavenly fire
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SPELLS
----------------
Spells per day
1 - 4
Spells Known
0 - detect magic
daze
disrupt undead
1 - sleep

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Stat sheet, I would like to keep if as a rough, as I may want to change something here and there later. But for the most part this is the monk.
human, dual talented. core monk +qinngong
Str:16
Dex:12
Con:14
Int:10
Wis:16
Cha:8
Traits- Wisdom in the flesh (acrobatics)Quin martial artist,
Drawback-
Feats- scorpion Style, Great Fortitude.
Saves
Fort: +6
Ref: +2
Wil: +5
AC:14
HP:10
Skills
acrobatics-1
Perception-1
Survival-1
Swim-1
Climb-1
gear
Temple sword-35g
backpack-2g
bedroll-4sp
Flint and steel-1g
Rope 50f-1g
Sack-1sp
waterskin (2)-2g
torch (10)-1sp
Grappling hook-1g
hammer-1sp
Rations (20)-1g
belt pouch-1g

Olo Green |

Olo Green Halfling Rogue(Survivalist)
Olo spent his days as a petty thief and gang member buy protection where he could and stealing pawning whatever he could steal for gold. He was actually starting to make a name for himself on the fateful day. Spending the night in the dungeon after getting caught for filching food by a gaurd, there was a comotion outside the keep and then he was alone, for days he saw no one, the gaurds didn't feed him and hunger drove him to attempt escape. Looking out of his dungeon cell window, a task that took some doing for the three foot halfling, he watched in horror as the townsfolk devoured one another. Escaping the cell he found himself pressed to survive.
Always the optimist, Olo decided to look at it this way, this leveled the field, he no longer had to climb the societal ladder, all he had to do was own the most rescources and he would be richest in the land. He has had to steal some things from people who probably died there after but hey survival of the fittest, it bothered him a little though. Survivning alone he made his way to an abandoned inn...

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I also changed the stats from +2 Dex, +2 Cha, -2 Int, and went with +2 Str, +2 Con, -2 Int. Strong, tough, and dumb. I think it's much more thematic that way. Less vampire/skeleton, more shuffling undead.
Half-Undead (5 RP)
Half-undead have the darkvision 60 feet racial trait.
Half-undead gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Half-undead take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
Half-undead creatures are harmed by positive energy and healed by negative energy. A half-undead creature with the fast healing special quality still benefits from that quality.
Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
+2 Str, +2 Con, -2 Int: members of this race are strong and hardy, but their brains are rotted by the infection.
Plagueborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Fell Magic (3 RP): Prerequisites: None; Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the user's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the user's Wisdom modifier.
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Toxic (1 RP): Prerequisite: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype; Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
If you think the race is too OP I can trim it down. It's higher RP than most core races, but it's comparable to Dhampirs (at 11) and less than Aasimar and Drow (at 15 and 14).
I like this arrangement much better. It's more thematic and it's also more viable for this type of campaign (since a bonus to Charisma mostly helps paladins, oracles, and clerics, which are scarce, and samurai/ninjas/cavaliers, which don't make much sense as half-turned).

Logandi Velos |

This is the background to my character, you said you'd consider other races so I'm wanting to be an Ifrit but I can always change to something more common.
Thanks for considering me!
He fled the tribe at a young age when they passed within a hundred miles of the city Sothis in an attempt to find a place to fit in. He didn't.
Life in a city was just as hard, if not harder, than life in the tribe. Lo was tricked traded and imprisoned time after time. He eventually became adept at not getting caught. This earned him the attention of a small group of thugs who needed a disposable person. Lo was made an offer he couldn't refuse, join the team and be accepted, all he had to do was kill a man.
The plan was to use Lo as a scape goat so the rest of the group could get away. Turns out Lo was too quick and quiet to be caught by the guard. Realizing they came out with an extra person on hand the band of thugs kept Lo on staff as a spotter. Years of playing sniper for the thugs honed Lo's skills and made him a cold killer.
When the group started to fall apart due to money percentages and drinking Lo found out about the true reason they brought him to "The team" and slaughtered his fellow thugs, he was ruthless and evil and now he had no one.
He knew how to kill and he knew how to hide. This made his next life choice simple. He appointed himself as a hit-man and went to work. With bow in hand Lo made a life out of death. Traveling from town to city damning souls with practiced precision.
Six months ago he was on a job like any job. In a bar on a river in the city of Magnimar there was a cheating husband, with a jealous wife, who had to be extracted from the earth. The plan was to take him out while he was on his way home in a drunken stupor, knocking him into a watery grave that would send his lifeless body down river never to be seen again.
With his shot lined up and his target on his way the deed was about to be done. There he was right on the bridge, right... where... he...
*Boom!* The shock wave of the spell came over Lo and the drunken man toppling them both. The man fell into the water where undead sprouted from the river bottom immediately grabbing him and devouring him. Lo looked on in astonishment until something grasped at his feet. As he turned the moans and growls of the undead filled his ears along with the cries of the city's inhabitants.
Lo thought he was evil but after seeing the death and mutilation brought about by the vicious undead he was changed. It took months of crawling through piles of gnawed bone and walking corpses to get out of Magnimar. It was time to end the killing, time to start helping out, time to give back what he took. Seeing the people you impassively killed consume each other makes one see life differently.
After escaping the city and living in the wilderness while traveling down the river to Sandpoint Lo has reached the now decrepit town hoping to find some supplies and maybe find an old Varisian tribe of people. Their resourcefulness would be invaluable .