Lizardfolk

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Gooday

Has anyone done or toyed around with the idea of a massive invasion?

An example in fiction could be the Riftwar Saga by Raymond E Fiest.

One side would have a huge cabal of wizards and open a portal for their troops to invade the other side.

They would start somewhere remote to enable them time to gather geographic staging points for the later large invasion.

I thought if it was the Tian-Xia vs Taldor they could start near Maheto or for Varisia they could start invading near Kaer Maga.

This could also be used to spice up an area that you feel is underused (Nex, Rahadoum or Druma).

On the flipside they pcs could be Tian Xia clansmen defending from some Cheliax infernal cult or Shackles Pirate raids encouraged by Serpentfolk.

Thoughts?


Well the game progresses along my plan of Temple of Elemental Evil followed by Against the Giants in Nex.

The temple is set in a scrub filled valley on the edge of the Mana Wastes. The moathouse was converted to a 1 level dungeon ruin a full day north of the temple in sandy desert.

The PC's heard about the 'Grand Nexus of elemental power' from papyrus scroll notes in the moathouse.

This is the third time I have ran the TOEE in my 22 years of gaming, it this time it has started rather differently -

- Here's an except from my game journal about what happened -

Wandering through the overground courtyard and straight up to the entrance of a massive grey building lined with stained glass windows and gothic arches.

'We can renovate this place along with the gnome ruins once we take over' declared Byson the Minotaur Druid.

Petal the Elven Dervish smiled seemingly pleased with the idea, but the others were less sure.

Argotz the Magus used magic to read some glyphs imprinted on the massive double doors. Immediately he felt pain in his mind and felt a great need to stay away from this place.

Petal was in tune with the dramatic music in her head and started to climb they large bricks and imbedded gargoyles up onto the roof. She was thrown a rope to secure and soon the rest of the group joined her on the roof all except Mubutu the lion, who decided to have a good nap.

Making their way across the roof they found a 20ft wide stained glass skylight. Should they sell it intact they could make a good 1000 gold pieces however instead they decided to lasso a gargoyle statue and drag it to the skylight to drop through it. Just before it dropped through Ronwen weaved gnomish tricksy magic to make the statue glow with light.

The glowing gargoyle statue smashed through the skylight and kept going down into the well beneath it. It kept going into the darkness, so our heroes figured it was pretty deep. As the group cautiously climbed down ropes some hyena-folk known as gnolls started firing arrows at them.


After searching for an area less developed by adventure paths, I settled on Nex.

One messageboard post mentioned using Expedition to Greyhawk Ruins in Nex, and I liked the idea of using older modules.

So my campaign plot will go like this -

Temple of Elemental Evil - Replace the moathouse with a desert ruins. Place the temple itself on the edge of the Mana Wastes.

Instead of Zuggamatoy I will use one of Rovagug's many spawn.

After the temple they will be requested to aid villages in the western savannah from giant raids, leading into Against the Giants.

Not sure how I will link that to Greyhawk Ruins south of Quantium but i'll figure something out by then.

- During the 'moathouse' initial ruins the PCs ran into some scorpion-gnomes I call Ninazu. These were created by Nex as soldier-workers, but they were too obsessive so he banished them far beneath the surface years ago.

Hundreds of years later they have clawed their way to the surface and infect people with their eggs when they attack. They are subject to the Bleaching if they stop reforging the world into their amber-catacomb nest.

As the heroes travel and explore they will find a rising number of these Ninazu infestations and must deal with them, so they are the recurring foe and my reason why Serpentfolk haven't made a huge comeback in this areas underdark.

I may have the giants start raiding people as their own lands are under attack by the gnome-scorpion Ninazu.

So that's the short version, is all this feasable?


Gooday

I was planning on a witch/dragon disciple build.

Say I go Witch 1st-5th giving me 1st-3rd spells.

Then take 3 levels of Dragon Disciple, giving me 2 lots of +1 existing, taking me to 1st-4th level spells.

THEN I go back to Witch for multiple levels.

At what Character level do I get 5th level witch spells?

eg do i go through 2 levels of more 1st-4th spells after the DD levels, or get 5th spells on my first witch level after the dd levels?


Gooday

This may have been done before but I couldn't find anything so here goes -

In many online games such as WOW and Everquest there are combination items, where each item has powers but if you have several items in a set you gain additional powers.

Here's what I had in mind -

Celestial :
Celestial Crown : Detect Evil 60ft Radius. 2 Pieces = Protection vs Evil 60ft Radius. 3 Pieces = Daylight and Holy Smite at will. Must be Good aligned to use.
Combination Items : Celestial Armour and any Holy Weapon as Corebook.

Dwarves :
Moradin Battle Axe : +2 AB vs Goblins, Giants and Orks. 2 Pieces = Keen. All 3 = Tremorsense constant & Detect Evil 60ft radius constant. Must be a Dwarf or Dwarfling (Halfling/Dwarf crossbreed) to use.
Combination Items : Dwarven Plate and Belt of Dwarvenkind - As Corebook.

Elves :
Bow of Corelleon, +2 AB vs Abherations & Magical. 2 Pieces = Double Range. All 3 = Speak with Plants and Detect Snares/Pits constant. Must be an Elf or Half Elf to use.
Combination Items : Cloak of Elvenkind and Boots of Elvenkin : As Corebook.


Gooday

When I try to do a search in the messageboards it fails.

I start here - http://paizo.com/paizo

enter a topic, change search to Messageboards, then press Search.

It goes to here -
http://paizo.com/search?q=greyhawk&x.x=0&x.y=0&includeUnrated=t rue&includeUnavailable=true&what=messageboards

then after 10 seconds it goes to here

http://paizo.com/cgi-bin/WebObjects/Store.woa/wo/guest/46.LongResponsePageS enderID

All other websites, email and online games are fine for me so I know it is not a problem with my connection.

Yes I have tried flushing my temporary files, using automatic and manual DNS in my modem.


Okay so the party are a group of musicians travelling the former lands of the Great Kingdom in Greyhawk, with a secret mission to help the commonfolk, preserve lore and remove the influence of evil.

So far they have raided a Zilchus (wealth, corruption) merchant caravan while disguised as Hextor (war, massacres) cultists.

Then they travelled to another city and raided a Nerull (murder, underworld) temple and burnt a large chunk of it while disguised as Hextor cultists.

In both places they have spread rumours of Hextor cult attacking Zilchus and Nerull temples. Two of them have rolled well with ventriloquism and disguise rolls. The other two have not disguised themselves much.

I should point out they are in the capital of the Northern Aerdy Kingdom, where Hextor is the state religion. They have avoid many patrols of Hextor thugs in the city so far.

However on the way back from the Nerull temple raid they ordered four 44 gallon barrels of oil and had a bunch of peasants carry it back to their tavern along public streets...

Now it would be easy for the Nerull cult to summon some undead thing to track them down and slay them. Likewise the Hextor guards could find out where these oil buying travellers are staying and arrest them.

However I don't want to kill them even though they've been clumsy. I'd rather throw them an interesting curve ball or two that may allow them to escape if they use their opportunities.

Perhaps the Hextor cult admires their chutzpa and tells them to raid another enemy temple or be banished/arrested?

Ideas anyone?


We liked a character in a game so much we decided to use the name in other games.

The first Dekland was Satyr rogue-fighter.

Dekland always talked in the third person, eg - Dekland likes shinies!

Deklands achievements were as such -
- NPC's would at first not understand who Dekland was talking to, thinking he was referring to someone not there. This happened atleast once per session.
- Starting a fight with frost giants for referring to the giants as 'sissys' for having braided beards.
- Party slayed a Black Dragon. Dekland put its head in the guild ran by the Black Dragon's sister, a Red Dragon (both children of Jormungand, World Serpent)
- Learning to play magical panpipes while skipping around people trying to talk about serious stuff.
- Trying to take the Red Dragons loot, setting off a Meteor swarm trap. Dekland made every roll to avoid damage. Everyone else and the building was totalled.
- Finding a flying cauldron. Which he would play panpipes in while circling people trying to talk about serious stuff.

The odd thing was he was very good in combat, dual wieling and good with traps. He disarmed three seperate Chamber of Blades traps after other people stumbled into them.

The group enjoyed this character so much, we decided to put a Dekland in every game. Each of them is... not all there...

Another former Dekland was baboon familiar of the parties Witch.

- Due to some fantastic rolling, the party gave Dekland a crow bar to bash enemies with, because the party kept getting caned.
- Due to some even worse rolling, the party gave Dekland bandages to stop them bleeding to death.
- A bunch of wild Baboons threatened the party, Dekland stood up and acted fierce to challenge their leader, the party acted like Baboons bowing down to Dekland to reinforce his position. It worked.

Another current Dekland is a bard-singer.

- His priorities are socialising with women, singing, adventuring. In that order.
- Sometimes he spends entire combat rounds just admiring himself.
- He always talks in a suave voice and dresses in formal clothes.

Another current Dekland is a Tengu female, reincarnated from Dwarf male.

- He was found marooned on an island living in a large crab shell, he's been there for years and the local monkeys frequently threw coconuts at him.
- This Dekland does talk in the third person. And refers to Elves as Skinny Dwarves and Gnomes and Little Dwarves.
- This Dekland makes cunnning suggestions like 'let's put the ocean to sleep so it dreams and forgets to make us wet so we can get off this island'
- Later he became a witch, made peace with the monkeys and took one as a familiar. He then spent some exp to make it see invisible and have wings.


Gooday

I was tossing around some ideas for the hidden non-human history of Greyhawk. What the other beasts and humanoids were up to before the big Baklunish, Suel and Oeridarian migrations.

Comments, thoughts, suggestions welcome as always...

-

Centaurs – Small villages within Furyondy, Shield Lands & Nyrond. Centaur ruins are 1,000 to 3,000 years old. Records of Fighting vs Duergar (Furyondy) & Bubgears (Nyrond)

Dwarves – Lairs and Ruins 500-800 years old. Separate kingdoms in Crystalmist Mountains, Griff Mountains, Yatil Mountains, Onwall. Fighting vs Frost Giants (Griff Mountains), Fire Giants (Crystalmists), Sahuagin (Onwall).

Elves – Lairs and Ruins 300 to 5000 years old. Celadon Forest, Adri Forest and Celene. Fighting vs Yuan-ti (Celadon), Kobolds (Adri Forest), Bugbears (Pale).

Gargoyles – Rakers, Yatil Mountains. Separate kingdoms. Gargoyle ruins are 1,500 to 3,500 years old. Alliance with Dwarves (Yatils), Fighting vs Frost Giants (Rakers).

Lizardmen – Wild Coast to Dreadwood. Tribal kingdoms. 3,000-20,000 years ago. Vandrheim. Records of Fighting vs Drow (Hellfurnaces), Centaurs (Furyondy).

• Demon - Tanar'ri allies – Drow, Fire Giants, Hag (Any), Minotaur, Red & Black Dragons.

Drow ruins are 500 to 4,500 years old. Spider symbols and designs throughout. Records of fights vs Lizardmen (Pomraj), Surfaces raids vs Elves (Celene) and Suel Imperium (Sulhaut Mountains).

Fire Giant Kingdom of Brennaheim was 1,000 to 10,000 years old. Flame and Destruction symbols and designs throughout. Records of fights vs Dwarves and surface raids vs Humans. Alliance with Drow (1,000-4,000 years ago). Lairs within the Crystalmist & Jotens Mountains

• Devil - Baatezu allies – Aboleth, Duergar, Frost Giants, Medusa, White & Green Dragons.

Duergar ruins are 1,000 to 6,000 years old. Slavery and War symbols and designs throughout. Records of fights vs Dwarves (Rakers), Elves (Cairn Hills), Surface raids vs Kobolds (North Kingdom).

Frost Giant Kingdom of Kaldrheim are 1,500 to 10,000 years old. Ice and Winter symbols and designs throughout. Records of Alliance with Duergar (Rakers, 2,000-4,000 years ago), Fights vs Dwarves (Griff Mountains) and surface raids vs Ogres. Frost Giant lairs within the Griff Mountains & Rakers Mountains.

• Mind Flayer Empire - Illithid often have Bugbear, Hook Horror & Umberhulk minions.

Bugbears – Ancient Kingdom from Duchy of Tehn to Theocracy of the Pale areas. 2,000-20,000 years ago.
Records of fights vs Centaurs (Nyrond), Elves (Pale).

Mind Flayer-Illithid ruins are 3,000 to 30,000 years old. Slavery and darkened sky symbols and designs throughout. No light sources throughout. Capture slaves for food and work force. Fights vs Yuan-ti (Bright Desert). Original empire from Lake Quag to Lortmills to Rift Canyon.

• Yuan-ti Empire – Yuan-ti often have Kobold, Mephit, Naga & Sahuagin minions.

Kobold ruins in Ahlissia from 3,000-15,000 years ago. Records of fighting vs Duergar & Elves.

Sahuagin ruins are 1,000 to 20,000 years old. Rough cut caverns half or all filled with water. Carvings to sea beasts. Records of invading Aboleth (Lordship of the Isles), Fighting vs Dwarves (Onwall), Yuan-ti alliance. Sahuagin lairs within the Sea Barons, Azure Sea, Aerdi Sea.

Yuan-ti empire was from Hepmonaland to the Bright Desert to Adri Forest. Ruins are 10,000 to 30,000 years old. Serpent & feasting symbols and designs throughout. Aztec pyramids, bladed weapons, transmute prisoners into warped beasts. Records of invading Elves (Celadron Forest), Mind Flayer (Bright Desrt). Yuan-ti lairs in Amedio Jungle, Beneath Ahlissia, Hepmonaland, Vast Swamp.


Gooday

I always though Gargoyles were under used and would make a good elder race for a fantasy world. So here's what i've used in the past -

Gargoyle
========
Menacing bat-winged humanoids with stone-like skin and horned heads.
N Magical Humanoid (Earth)
Speed 40 ft., fly 60 ft. (average)
Senses: Darkvision 60 feet, Low-light vision.
Languages Common, Dwarven, Terran.
Environment any.
Organization solitary, pair, or wing (3–12).
Treasure standard.

Gargoyles were created long ago by the Dwarves as guardians against their many foes. Over time Gargoyles left and formed their own lands but sometimes ally with Dwarves against Dragons and Giants. Gargoyles never ally with Dragons or Giants, and care little for religion.

Gargoyles are Wizards. Level as per Hit Dice. Gargoyles have skin in all shades of rock and stone. Their eyes glow when they show strong emotion. Gargoyles can eat anything and are just as active during night or day. Gargoyles are often overconfident and love collecting objects. They capture intelligent foes for information and to practice their magics on.

CR 5 : 2(D10)HD Small 4ft,
Attributes - 10 Str, 14 Dex, 10 Con, 12 Int, 6 Wis, 4 Cha.
BA +2 / +2 Claw/Claw D4 / Fort +3, Ref +5 Will --
DR 3/Magic, Silver, Holy. SR --
Feats - Flyby Attack
Skills - Fly 2 (+4), Knowledge Arcana 2 (+3), Perception 0 (-2), Spellcraft 0 (+1), Survival 2 (-2)
2 Wizard levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement.

CR 8 : 5(D10)HD Medium 6ft,
Speed 40 ft., fly 60 ft. (average)
Attributes - 14 Str, 12 Dex, 10 Con, 14 Int, 8 Wis, 6 Cha.
BA +5 / +7 Claw/Claw/Horns D6+2 / Fort +4, Ref +5 Will +1
DR 6/Magic, Silver, Holy. SR 10
Feats - Flyby Attack, Hover
Skills - Fly 4 (+6), Knowledge Arcana 4 (+6), Perception 4 (+3), Spellcraft 4 (+6), Survival 4 (+3)
5 Wizard Levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement. Hideous Laughter, Invisibility, Scare, Web. Stinking Cloud & Ray of Exhaustion.

CR 13 : 8(D10)HD Large 8ft,
Attributes - 18 Str, 10 Dex, 10 Con, 16 Int, 10 Wis, 8 Cha.
BA +8 / +12/+7 Claw/Claw/Horns D8+4 / Fort & Ref +6, Will +2
DR 9/Magic, Silver, Holy. SR 20
Feats 4 - Flyby Attack, Hover, Multi Attack, Improved Initiative
Skills - Fly 6 (+6), Knowledge Arcana 6 (+9), Perception 6 (+6), Spellcraft 6 (+6), Survival 6 (+6)
8 Wizard Levels : Typical Spells are Color Spray, Grease, Obscuring Mist & Ray of Enfeeblement. Hideous Laughter, Invisibility, Scare, Web. Stinking Cloud & Ray of Exhaustion. Black Tentacles & Stoneshape.

In Golarion, they were guardians of the Tar Taargadth empire. And as the Empire broke appart they seized atleast three of the flying citadels. Many Gargoyle clans can be found within the mountains and tunnels of Druma, Galt, Kyonin, Molthune & Nidal.

In Greyhawk, they were guardians of the Suel Empire. And as the Empire fled the Invoked Devastation, they seized some of the portals and fled to the eastern lands. Many Gargoyle clans can be found within the mountains and tunnels of Crystalmists, Griff Mountains and Yatil Mountains.


3 things have always struck me about Monsters in gaming...

1-Some of them seem duplicants of others, eg troglodytes and lizardfolk, both reptile humanoids hostile to all others, really could just be the one race.

2-People rarely play the long lived and smart creatures well, eg lich or illithid should have plans, back up plans, minions, allies, back up bases and not just be slain in a random encounter.

3-Most of the monsters all live in a vaccuum and have no interaction with any other creature until the PCs rock up to bash em and naff their loot. Really there should be alliances, enmities, wars, and trade pacts between some of them atleast. Eg the pcs could be treking on a quest and find gnolls fighting hobgoblins. Nothing to do with their plot but it shows its a wide world and not a character focused vaccuum.

My house rules I have used many times in the past for -

1 = Use Sahuagin/Skum instead of Kuo Toa.
Lizardfolk instead of Bullywug & Troglodytes.
Kobolds instead of Xvarts.

2 = Always have minions and traps wear down the pcs several adventures in a row before the PCs work out what they are dealing with, this includes PC race agents in the area. For lich, vampire, illithids and especially dragons. This does not mean the big baddy knows everything, but they should atleast be reasonably informed of local events. Naturally if PCs capture and minion and figure this out, they can use that against the big baddy, and that's cool.

3 = Alliances, or atleast non aggression pacts.
• Mind Flayer Empire - Illithid often have Bugbear, Hook Horror, Gargoyle & Umberhulk minions.
• Yuan-ti Empire – Yuan-ti often have Kobold, Mephit, Naga & Sahuagin minions.
• Demon - Tanar'ri allies – Drow, Fire Giants, Hag (Any), Minotaur, Red & Black Dragons.
• Devil - Baatezu allies – Aboleth, Duergar, Frost Giants, Medusa, White & Green Dragons.

Further to add flavour -

Seelie : Fey creatures – Not united. Encounters with them are accompanied by Time and Space distortions. Determine randomly when and who is effected, including the Seelie themselves.
• Brownie, Dryad, Leprechaun, Nymph, Pixie, Pseudodragons, Satyr, Treant.

Unseelie : Fey creatures – Not united. Encounters with them are accompanied by Light and Temperature distortions. Determine randomly when and who is affected, including the Unseelie themselves.
• Barghest, Ettercap, Goblins, Hag, Jack-o-Lantern, Lamia, Needlemen, Quickling, Trolls.

thoughts, comments and suggestions welcome as always.


Gooday

Regarding Astral and Ethereal -

Always wondered why have two 'travel' planes?

Why not have just One plane that links to all other planes.

This transient plane can still have whirlpools or border areas that link to the other planes.

This astral-ethereal mix would have no gravity, be timeless, infinite in size, have nighthags, ghosts, even githyanki if you like

it would be made up of every thought, dream, nightmare, emotion that every sentient being ever had, and the longer that being existed the larger the area, so perhaps demi planes or even outer planes were spawned here eons ago?

any item or magic that involves astral or ethereal would still work, but that it's dealing with the same plane.

thoughts/comments/suggestions?


Gooday all!

Just got pdf of Advanced Players and GM guides

Awesome artwork.

Before I read each Pathfinder book I screenshot each pic and edit the text out with windows paint so I can slap the pic my screensaver directory.

Great books both of them for content too.

Every single pic in each pathfinder book has given me an adventure or encounter idea.

I'd have to say the pic on page 231 APG is the best, Lizardmen are the best!

Keep up the good work Paizo!


Two more, Nichav and Viveru -

Nichav – (ni-chav) Insect Hunters
---------------------------------
Description - Pangolin bipedal humanoids of the southern lands, 12 to 18 inch long tails. Black claws, Black, Grey or Brown scales (lighter scales on underside) cover their entire body and limbs. Snouted mouth, 4 digits on each appendage. Excellent olfactory powers, Nichav have equal proportioned torso & legs. Drinks & Eats 50% more than humans. Nichav have no teeth, instead they maul insects or other foods in their claws and slurp up the remains with their long tongues.

Nichav do not eat fish but will eat any insect or arachnid of any size. A field of termite mounds is like a smorgasbord for a Nichav. Insect-Hunter is a respected profession within Nichav society. Nichav curl up into a ball when frightened. Nichav enjoy climbing and figuring things out. They are very curious in nature.

Male first names - Asheru, Bakt, Djan, Henenu, Inarus, Jarha, Khafra, Mokhtor, Necho, Pamu, Ramesu, Samut, Unis. / Female first names - Ahware, Baktre, Dedi, Enehy, Hapu, Inet, Karem, Maya, Nyla, Peshet,
Sadeh, Tama, Yuret. / Surnames – Ahmed, Essa, Hadad, Isa, Khalil, Mazin, Najjar, Omar, Rashid, Yaseen. Si = son of, Sit = daughter of. Example – Asheru Si Inet = Asheru son of Inet.

• Attributes - +1 Dexterity, +1 Wisdom.
• Size : Small. Speed : 20.
• +4 to AC from hard skin.
• +4 to Perception for Tracking.
• Excellent olfactory-sense of smell.
• Skills : +2 to Climbing, Knowledge-Geography, Knowledge-Nature and Escape Artist.
• Limitation - Narrow Focus – Dogmatic, only think of two options, not good at lateral thinking. See all situations as black and white.
• Proficient in Spears, Kukri & Flail.
• Languages – Nichav and Common.

Height : 120cm, Weight : 50 kg. Base Age : 12+D8, Max Age : 60+D20. Gestation is for 6 months. Attribute mods -. Personality; Curious, Dedicated, Instinctual. Preferred Class : Paladin. Motivation/Fame – Furthering cause of religion & society. Enhancing and enriching culture. Lineage – Patriarchal. Primary Allies – Elves. Least contact with Dwarves and Viveru. Motivation/Fame – Skill, prowess in ones chosen focus, be it combat, crafting, religion.

In Golarion Nichav are found in Geb and Katapesh.

Culture and Views - Nichav worship Sphinxes as creators of life in their pyramids. Hierarchy of society is Sphinxes, Shamans/Sorcerers and then Warriors/Workers. Most Nichav follow spirit guides or totems instead of the gods. Bear, Boar, Cat, Horse, Jackal, Otter, Owl, Raven, Salmon, Snake, Stag & Wolf. Nichav males strive to perform well everyday or towards large set goals in their lives, in order to be chosen for breeding.

Nichav culture revolves around the concept of five parts. Plays and Tales = Tragedy, Comedy, History, Informative, Prophesy. Music = Violin, Drums, Flute, Singing, Dancing. Food and Drinks = Each tavern only offers five types of food and drink. Military – Five people per Claw, Five Claws per Scale, Five Scales per Eye.

Five rites of Passage - Travel, Marry, Learn/teach magic, Leadership, learn/teach war. Architecture - Forts are five buildings that meet in the middle and have tower at the end. Buildings have sections of 5 rooms each. Plans always have 5 stages - start, hunting, finding, capture, finish. Mounts – Moa or Llamas.

Nichav often establish large communities along side humans or integrated with them. Taverns and gathering places are always in the side of hills or in woodland. Nichav wear tunics, belts and packs. Meditate for 6 hours for rest. Nichav are mammals and typically have one to three children per birth. They work towards defeating all evil with a Nichav empire. Nichav change breeding partners three to six times during their lifetimes.

Viveru – (viv-heir-oo) Children of the Moons
--------------------------------------------
Description - Bipedal Wolf race. Most lives in rural or wilderness areas. Two hands, two feet, two eyes, fur all over but less on stomach and underside of hands and feet. 5-10cm long snouts, 7-12cm tall ears, 25-40cm long tails. Some have Fox features, others have Tasmanian Devil features. Viveru can eat vegetables and cereals, but prefer meat and fruit. Viveru speak with noises, facial and tail movements. Examples are their head down for sadness, ears back for relaxed, growl for warning and hiss for annoyance.

Male names – Bryant, Connor, Evan, Flynn, Kyrian, Maddox, Rekkr, Sean, Tiernan, Valdyr. / Female names – Annabelle, Birkitta, Evelyn, Frekki, Isolde, Loraine, Melvina, Rada, Shayla, Teresa. / Surnames : Drepa, Haust, Kelda, Krellyr, Mani, Reykr, Sumar, Vardi, Vedr, Vetr.

• Attributes – +1 Strength, +2 Constitution, -1 Intelligence.
• Size : Medium. Speed : 30.
• Excellent sense of smell-60ft.
• Racial Memory – See below.
• D4+2 damage for claws or bite.
• Skills : +2 to Knowledge-Geography, Perception & Stealth.
• 120ft Low light vision.
• Proficient in Maces, Hand Cross bows and Daggers.
• Languages – Viveru and Common.

Racial memory - At birth all Viveru gain some memories and skills from their ancestors. They simply ‘know’ how to do some things that their ancestors learned or experienced. They know of places & things because of ancestor’s knowledge. Not everything, but a few things not experienced in their own lifetimes.

Height – 50+2D10 Inches. Weight – 90+5D20lb. Age – 12+D8. Maximum Age – 60+2D12. Gestation – 6 months. Lineage – Varies. Primary Allies – Dwarves. Least Contact with – Elves and Nichav. Personality; Loyal, Social, Tenacious. Preferred class – Ranger. Mounts – Llamas.

Motivation/Fame – Honouring ancestors by furthering their causes/goals. Over eager – Enjoy new stimulation constantly. Sights, smells, sounds, tastes and touches. Viveru prefer rural or wilderness areas. They are persistent and enjoy hunting down difficult prey/problems. Most children of the moons are not keen on heights. Most Viveru will prefer to fight large foes and engage in vigorous mating behaviour. Viveru usually mate in autumn but can choose to mate anytime.

Viveru in Golarion are in Varisia, Ustalav and River Kingdoms.

Culture and Views - All Viveru live by the Viveru Pact–First meeting between Viveru, neither party will engage in hostilities. Some Viveru practice ancestor worship. They have a duty to protect the society. They are wary of Lizardmen and Nichav who simply seem more odd and different to them. One in four Viveru follow spirit guides or totems instead of the gods. Bear, Boar, Cat, Horse, Jackal, Otter, Owl, Raven, Salmon, Snake, Stag & Wolf.

Although Viveru can operate in daylight they are more comfortable at night. Viveru hate solitude and usually share meal, rest, hobby and work time with others. Viveru have not eaten Dwarves, Elves or Humans for several hundred years. Viveru view the damaging or destroying of cairns and cemeteries as the worst crime against their kind. The guilty are tracked down to have their eyes and tongue removed.


Below is some notes I have for adventure locations, orignally created for my own world (http://www.users.on.net/~blake_ryan/Ishuka/Ishuka.html) I have adapted them for use in Golarion.

I hope people find them useful.

Happy gaming!

- -

Mysterious Places of Golarion
-----------------------------
These are the Mysterious places of Golarion. Most inhabitants of the world have heard from them at some point in there life, but most of their knowledge is rumour and legend. Very few have ever seen one, let alone more than one of the monuments.

Some of the places and ruins were constructed recently or far in the past, others are magical Phenomenon native to Golarion, others still are from other places entirely...

Note – This information is for Game Masters, players are advised to experience these locations throughout the game. Minotaurs and Trolls are used more than once, if you have your own favourite bad guy critters then simply swap them for these creatures.

Format :
Country - Specific Location - Name of Mysterious Place

Galt – Boarhood forest – Kemsamora (3,200 years old)
Rumours - Strange noises from the caves for each full and new moon. Elves stay away warning of vicious beasts roaming the caves at night. Magical river and pool within caverns as source of the beasts strength.
Facts – Crafted by Minotaurs, now a large troll lair. Nine large rock pinnacles with caves and huts throughout the area. Carvings about Dead in tomb in desert near water (Tomb of Tavkor). Magical pool rumour is spread by Agent of the Dragon to get people to clear out the trolls.
Interested Parties – Scanlon Merchant House, Elven clans, Agent of a Dragon who’s master wants the lair.

Isger – Western mountains – Salumbara (1,500 years old)
Rumours - Old Dwarven fort complex, now inhabited by goblinoids. Many levels deep, riddled with caves and tunnels. Great reward offered by Dwarven lord for cleaning out their goblin enemies.
Facts – Over 20 levels deep this fort was massive and well made. Raided by Fiends summoned by Asmodeus cult 280 years ago. Two Spear tribes raided 20 years ago. Reward from Dwarven lords is status an eternal alliance. Some Dwarven warriors may assist you as henchmen.
Interested Parties – Asmodeus cult, Dwarven clans, Local barbarian tribe (two spears), Pathfinder Society.

Molthune – Southern mountains – Xagafell (30,000+ years old)
Rumours – Elven city lost in a valley within the mountains. Ancient treasures and lost lore lie within.
Facts – Rumour is spread by Naga who want the ruins back from Morlocks within. Large collection of ruins built by Naga in ancient times, Morlocks have been here for over 3 thousand years. Hags are commanding the Morlocks to keep others out of the area. Complex of caves, trees and woven tunnels of plant matter over several hundred meters. Hags are using rituals to open portals to Shadow Plane.
Interested Parties – Elven nobles, Naga (in disguise as scholar-wizards), Church of PC member has a seer who is having visions of great darkness coming from the ruins.

Nidal – Eastern mountains - Warlord Statues (3,000+ years old)
Rumours – Every three years humanoids and giants come here to fight anyone for domination of the area. The area is considered cursed by human farmers as herd animals do not breed within 50 miles. Orks in the area believe Fenris will animate the statues and begin Armageddon.
Facts - Ogre Tribal Chief statues were built thousands of years ago. 100 feet tall. Sacred to Orks, Ogres, and Ettins. Frequent Ogre raids into Nidal for the statues. Any one who does not follow an evil god touching these statues will be petrified. Statues are immune to magic. Lizardmen keep watch over the area and the statues and will actually assist people for fear of Ork and Ogre domination. 7 years ago an Ogre clan captured the area and were besieged for 3 months by Dwarven warriors.
Interested Parties – Lizardmen tribes, Ork tribes, Dwarven clans.

Numeria – within Echo Woods - Ice Basilisk (Ruined-5,000+ years old)
Rumours – Those touching the basilisk are mutated, physically, mentally and/or spiritually. Halflings consider the area cursed and will not go there. Druids have a prophesy that the Ice Basilisk will turn into a five headed dragon and lead a forgotten race to defeat its enemies.
Facts - 60 ft tall and 120 feet long, Indestructible basilisk shaped Ice structure. The Ice Basilisk radiates cold for 150 feet. Good priests are captured by cultists and sacrificed to this monument. The entire area is unholy. Ice Basilisk has been cracking since 650 years ago. Mutation rumours are true, consider the statue evil, so the more good you are the more you get mutated.
Interested Parties : Cult of Lamashtu, Halflings clans in the area, local Druidic circles.

Osirion – Eastern coast - Khemab Caverns (discovered in the last 1000 years)
Rumours – Legends say they are haunted. No one ever returns. Even pirates don’t go here. Giant dragon eggs are within.
Facts - Half underwater, over 1100 feet deep in total, many 60-80 feet diameter caves. Sea Giant caverns. Lower half of the caverns are completely underwater. Merfolk, Sea Serpents, Sea Giants and Dragons dwell in some areas. Eggs will hatch if Five headed dragon ever comes to the world.
Interested Parties – Nethyr church restricts access to the caverns. Visitors must prove loyalty, by some deed or gift. Merfolk tribes will seek allies against dragons and giants within the caves, Pathfinder Society.

Rahadoum – within the Eastern mountains – Verlassen (2,900 years old).
Rumours – Verlassen is the Ancestral home of Gargoyles. There are several tunnels to hill entrances. Generations of Elven slaves exist within the ruins. A great Jistka fortress hides magical armoury.
Facts – Ruins are a huge area. Original Inhabitants were Gargoyles and are still here. There are stone carvings, statues and sculptures everywhere. There are several tunnels to hill entrances, all of which are lined with non-magical traps. Elven and other slaves are within. There is a Jistka armoury here, but the legions did not count on medusa and many statues are Jistka warriors as stone.
Interested Parties – Centaur tribes, Elven clans, the Pure Legion.

Thuvia – in the Barrier Wall mountains - Tomb of Tavkor (2,300 years old).
Rumours – Tomb of a great Necromancer is there, when used the dead minions would raid nearby farms and towns. Church of Sarenrae closed the tomb and banished Tavkor. Much treasure remains hidden within.
Facts – Large tomb that was original a fort crafted by minotaurs. Minotaurs are still there and Tavkor is a sacred ancestor. Many of the minotaurs practice necromancy and both corporeal and incorporeal undead exists within the tomb. Oskar Irving a great champion of Sarenrae & Tavkor fought here circa 1,620 years ago and records of this exist within Pashow. Carvings about rock caverns in woods far away over water (Kemsamora).
Interested Parties – Descendants of Oskar Irving, Sarenrae Church, Necromancer cults.

Ustalav – northern Shudderwood – Shudderwood Caverns (2,700)
Rumours – Lair of demonic bats and vampires. Hundreds taken over the last millennia to be corrupted in their kind!. Bats are controlled by magical crystal balls within the caves with demon guardians. Some nobility have these crystal balls and summon the bats for their nefarious purposes.
Facts – Large cavern complex with in the woods, now inhabited by all sorts of bats and trolls. Hanging vines everywhere. Thousands of bats in upper caverns. Very dark throughout. Several different troll tribes within the caverns. Part of these caverns were originally Sakoris sacred caverns, tribal burial caves long from long ago.
Interested Parties – Militias from several Ustalav counties, Iomedae church.


= = Part Two = =

(Introducing - Aornis, a Dwarfling female Monk of Akadi, Lady of Winds)

The party watched the courtyard to see what the zombies inside were doing. Four zombies starting shambling towards them, so Detrius and Delilah stood ready in the gateway while Dexter and Hugh prepared missile fire from behind them.

Dexter threw a flask of oil over his comrades and it smashed all over one of the zombies. At the same time Hugh crouched and shot a zombie in the hip with his trusty bow. Delilah smashed a zombie in two with Mr Heavy Mace and Detritus knocked another zombie to the ground with his sacred morning star.

Dexter conjured a small flame and threw it at the oil covered zombie, igniting the zombie who slowly waddled around on fire and then fell to pieces. The third zombie was beheaded by Delilah as Detritus took out it's knee. Unfortunately a forth zombie smashed Detritus to the ground, who fell unconscious and bleeding. Hugh stabbed at the zombie with his short swords until it fell.

Dexter managed to bandage Detritus and they paused to watch the courtyard again. Our intrepid heroes noticed a zombie in the centre of the courtyard who appeared to be dancing. Although the dancing was jerky and alternated between slow and quick movements. The zombie was easy for Hugh to fire his bow at because it stood out from wearing a red jacket.

Hugh fired and the arrow sped towards its target, who let out a 'sshhhmmooooooonnnn' kind of wailing sound as it's chest was smashed to pieces by the sheer power of elven bowmanship. Once the jacket wearing zombie was slain, the other zombies in the courtyard wandered towards their graves for a long nap.

"Let's get that jacket!" said Delilah as she and Hugh sped into the courtyard to retrieve the red jacket, and returned to the party safely.

Meanwhile at the gateway, Detritus noticed a familiar perfume and noticed his half sister Aornis was walking towards them, from the direction of the woods.

"Greetings sister!" said Detritus.

Aornis scanned the area for danger before peering at the party. She knew her trusty ninja-like skills would be of great use to this group.

"Since you are Detritus sister, would you care to join us in rescuing the Baron of Mosstone from kobolds and removing these zombies from this area?" asked Dexter, brushing off his robe.

"I think I will" replied Aornis.

They slowly moved into the courtyard from the western gate. Within the courtyard were four stone single story buildings, a large tower to the north west and trees and disturbed graves scattered all around. Aornis leapt backwards into the tree (just like she was taught back at the monastary) to have a good look at the area. After seeing that nothing was moving in the courtyard she rejoined her comrades on the ground.

Checking the closest single story building they found the door slightly rotted and easy to kick down by Delilah. A huge bat screeched and launched itself out of the dark (and smelly) building towards Delilah. It racked its claws into her shield and she hacked at it's wing with Mr Short Sword.

Hugh and Dexter kept guard while Aornis kicked the giant bat in the other wing and Detritus smashed it's legs with his morning star. The bat fell to the ground and started to crawl away. Detrius caved it's head in with a morning star with a cry "For Tempus!"

Delilah was sad for the death of the bat and paused to flick some bat goo from her hair. Dexter keep scanning the courtyard while Aornis stood perfectly still just like she was taught at the monastary.

Rushing to the next single story building the party gasped as Detritus advised the door was not trapped, opened the door and was impaled by a flying javelin which pinned him to the ground some 15ft behind where he was standing.

Hugh stood guard while Dexter bandaged Detritus. Half of the roof had fallen in within this room, dust and mold lined the walls. Detritus channelled the power of his god and the wounds of Delilah, Hugh and himself were closed through magic.

Marching on towards the third single story building the party were much more cautious and listened before examining the door for traps or critters. This room was also empty much to the disappointment of avid searchers Aornis and Dexter. Hugh and Delilah checked their weapons were clean and ready before the group kept going.

As they walked towards the forth single story building a voice cried out - "oh here we go again, just like the other day, this geezer rocks up right and tries to attack me and take my stuff, I mean he's got bottle but what a clown eh? any way I killed him and took his stuff but I suppose you are here to avenge him eh?"

They turned towards the voice and saw an armed and armoured hairy humanoid (bugbear) walking towards them, weapons ready.

Hugh really didn't like Bugbears and charged at it with short sword shining in the sun. Actually it was overcast cloud cover that day but to Hugh the sun was shining and he just knew he looked impressive charging the bugbear. Detritus and Dexter kept watch for further danger and Delilah and Aornis flanked the bugbear.

The creatures spiked mace smashed into Hugh's arm and while crouched on the ground he stabbed it in the leg. Aornis ducked and weaved and managed to launch a karate chop at its throat but missed and slammed into its collar bone instead. Delilah bashed its skull in with an overhead heavy mace strike.

Detritus stopped the creature from bleeding to death while Dexter questioned it. The bugbear told them it had loot in the cave just to the east and that the rest of the main keep stank worse than gnome. It promptly threw some poo at the Gnome and Aornis kicked it in the head.

Just to the east they found a trapdoor which after carefully checking for trip wires or levers and listening for stuff on the other side, they opened. Aornis and Dexter cautiously went down the stairs while the others kept guard at the top of the stairs.

Black slime dripped down the walls from the roof and was collecting on the floor. Aornis quickly grabbed the large sack in the corner while Dexter held his trusty casting hand ready in case the slime should move towards Aornis. It did not and they rejoined the party. Within the sack was some jerky made of human flesh, some brandy and some coins.

Our intrepid heroes wandered towards the last single story building and Detritus lead the way in. Within the chamber was four large canopic jars. Aornis and Detritus searched the jars which were filled with mummified body parts while the rest of the crew ate some rations.

Since there were no exits from this chamber they decided to make camp and rest over night. Hugh, Delilah and Detritus dreamt of large battles against swarms of goblins, ending with them victorious. Dexter dreamt of finding lost scrolls and learning secret lore so he could fly above packs of bullette and slay them with vicious but clever spells. Aornis dreamt of many secret missions and martial arts fights which would lead to having her own ninja clan and then fighting harpies ending with her clan being victorious.

Once morning had arrived they bravely marched towards the main tower in the north east of the courtyard and were faced by two large brass doors. Delilah and Detrius used all their strength to force the door open and were greeted by the worse smell ever. Yes that's right, even worse than my socks.

Dexter and Delilah were vomiting profusely as the zombies inside the chapel room waddled towards the party with menacing stares and unnatural moans.

Hugh waved his shiny short sword threateningly while Aornis readied her best crane kick.

Detritus cried out "Tempus banish these souls to the far realm!" and light seeped out of his every pore and stung the zombies. The zombies who were only here for a holiday were upset as the sacred light of the battle lord blasted them to pieces.

Looking around they could see this was a temple and had been defaced. Fortunately they did not recongise the gods symbols so they looted the temple. The party gathered some more coins, some broken bits of furniture, a bow (which Delilah took) and scroll (which Dexter took). Aornis managed to gather some moth eaten, stained clothes from each room of the temple.

Aornis found some stairs heading down in one of the side room and the fearless group trotted down in search of The Baron of Mosstone, Things to Smash and Loot to Nick (not in that order).

Deliliah the Barbarian and Detritus the war priest skipped down the stairs into an empty cellar. The shelves, crates and barrels were all empty. Aornis took the opportunity to collect some dust from one of the shelves, perhaps from some secret ninja trick.

Dexter and Detritus searched the walls for secret panels, concealed doors etc and Detritus found a large moving section of the wall which concealed a downward sloping corridor. Aornis stealthly checked out the corridor and came back to advise the party it lead to a larger chamber ahead.

The large square chamber before them stank of mold and mildew. There were exits to the south, east and west. East and west led to some barracks with pallets, chests and weapon racks, all of which were rotted or rusty. However four skeletons marched towards the party from the back of the western room.

Dexter blasted two skeletons with his trusty casting hand and ray of acid spell. Despite trying the skeletons failed to strike at the heroes-it seems they must have been distracted from a long days counciling session after one of their members failed his end of year exam to become a wight.

Hugh Kept guard in case more skeletons came from elsewhere while Detritus, Aornis and Delilah smashed the skeletons to pieces with their weapons.

Searching the rooms they found some more stained, moth eaten clothes (which Aornis took) and many rusty weapons. Heading south they found a 23 yard tunnel leading to a large fourty by fifty food room.

The room was a large mess hall with long benches and long tables, all of which were smashed to pieces. A large door to the east was openned by Kobolds who cried out "Gaarrkk garrk garrk!" (which means Dinner is Ready) upon seeing the party.

Delilah, Aornis and Hugh stood ready to strike at the vicious (and hungry) Kobolds. Over twenty Kobolds were in the ajoining room though only four could get at the party due to the doorway blocking the view.

Detritus cried out "Tempus smite these heathens so that I may say cheerio to them!" and the power of his god rolled out like a wave and blasted all the kobolds to chunky salsa. Without the corn chips.

Dissapointed at the quick resolution of the battle, Aornis and Delilah ran into the ajoining room and found the a rough cut cavern with eleven prisoners. Ten of them were dead from starvation and torture. The Baron of Mosstone was shacked against the wall and had obviously been tortured and beaten.

The Baron introduced himself as Baron Davik Olisimar, and informed them his crew were travelling when they were attacked. They managed to slay many Kobolds but there were simply too many and were captured.

Our devious heroes and their noble guest scampered their way back to the surface and prepared for the journey back to Mosstone.


Gooday

I have two options before me -

1-Keep going with my homebrew RPG world, run it with the Pathfinder system.

2-Take the 'cool' bits from my world, places/races/groups/events etc and transplant them to Arcadia, as a continent west of regular Pathfinder world. Again run with Pathfinder system.

In the past I have run 2nd, 3rd and 4th edition games on my own world, Greyhawk, Forgotten Realms, Dragonlance and Darksun. The games went well but I found the settings abit rushed in their cohesion.

I can run adventures easily enough, but my own world has simply not taken off despite years of development and in-game play. By taken off I mean that no one in my group or in the larger gaming community has taken much interest in it.

If I abandon much of the work I have done then it feels like all the hours of effort will be wasted. On the other hand if I continue with my own world then I may be flogging a dead horse in a race that no one else is watching or competing in :P

I prefer a wider range of animal based races, such as Lizardmen and Tengu as PC race should I take option 2.

A brief summary of my world - middle plane of a world tree, like Norse mythos. Northern lands are ancient greek/celtic/norse mixture, inhabited by dwarves, humans, wolf-men, leopard-men, bat-men and raven-men. Southern lands are ancient egyptian with Edo japanese mix, inhabited by elves, humans, lizardmen, pangolin-men, bat-men, raven-men. Each land has a magical barrier around it which seperates each lands magical trait.

Am I wasting my time doing a homebrew world? I've put alot of effort in so far, but I am not sure if it worth doing more to get it to publishing stage and have a game world that others want to play in, or instead detail another continent and share it with you all.

Option 2 would require me to buy many of the Companions and other Paizo accessories, which is fine but I don't want to do that unless it is highly recommended, some clever boffin out there has another idea, or someone can give me a good reason to keep going with my own world.

More info on my world is here - http://www.users.on.net/~blake_ryan/Ishuka/Ishuka.html

No this is not a plug for my world/website, I would like the suggestions and opinions of my peers. (especially since my players don't seem to give a rats :P)

If there is something you want more information or clarity on in this post then by all means let me know.

Regards,
Blake Ryan