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Dark Archive

I shall get my application in tonight.

Dark Archive

I'd be tempted to throw in a Paladin (mind sword).

Dark Archive

Ooh definitely interested! Bearded Devil wrasslin'!

Dark Archive

Where do I find the statblock for the ship?

Dark Archive

Corvus, they didn't. The dottari did. Two crits in one round dropped him.

Dark Archive

How shall that affect the later books (that I've yet to pick up)?

Basically, the party (which is slightly larger at 6-7 members) rolled the rumour for the prison and decided to free everyone. What follows is a lengthy session where they slaughter every prison guard, Sabo and the kyton.

Result: a heap of notoriety and the resultant dottari ambush outside the Shrine of Saint Senex. Two characters killed (one being reincarnated, the other remaining dead), one character being arrested (for public excruciation), two survive and one wasn't present. However, what ensues is that the dottari search the shrine, find the tunnel and arrest the seers when they refuse to open up. They get the key, open up and head down to find the Lictor. Combat begins and the Lictor loses (double crit, ouch, and it was looking good for him to begin with).

So what affect shall this have for the furthering campaign?

Dark Archive

Making it a full divine team is an interesting idea. However, one would be Urgathoa and the other two Zon-Kuthon. Not sure it fits thematically.

Dark Archive

As I've mentioned elsewhere on the forums, I'm adapting Kingmaker for an evil party who are sponsored by Geb (unbeknownst to the Swordlords, of course) and I'm crafting a trio of dhampir who will act as either allies or a "gentle reminder" to the party of where their true loyalties are supposed to lie.

I suspect that the trio I have come up with may be a touch on the strong side (although the players are good at min-maxing) and I'd appreciate another view.

Chancellor Kemnebi's Fighter CR 5
XP 1,600
Dhampir fighter (polearm master) 6 (Pathfinder RPG Advanced Player's Guide 106, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dodge)
hp 62 (6d10+12)
Fort +6, Ref +4, Will +2; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
Speed 30 ft. (20 ft. in armor)
Melee +1 lucerne hammer +11/+6 (1d12+6)
Special Attacks pole fighting, polearm training, steadfast pike
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead
Str 16, Dex 15, Con 12, Int 8, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 22
Feats Cleave, Cleaving Finish[UC], Combat Reflexes, Disruptive, Dodge, Intimidating Prowess, Power Attack
Skills Acrobatics -4 (-8 to jump), Bluff +4, Intimidate +10, Perception +2, Swim +4; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain
Combat Gear potion of bull's strength; Other Gear +1 half-plate, +1 lucerne hammer[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 276 gp
Special Abilities
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive +4 DC to cast defensively for those you threaten.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Polearm Training +1 (Ex) +1 to hit and damage with polearms.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Chancellor Kemnebi's Inquisitor CR 5
XP 1,600
Nosferatu-born dhampir (ancient-born) inquisitor (sanctified slayer) of Urgathoa 6 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 89)
NE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 44 (6d8+6)
Fort +4, Ref +4, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
Speed 30 ft. (20 ft. in armor)
Melee +1 scythe +9 (2d4+7/×4)
Special Attacks bane (6 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—doom (DC 10)
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—bleeding touch (3 rounds)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—desecrate, hold person (DC 14), howling agony[UM] (DC 14), hunter's lore
. . 1st (5/day)—abadar's truthtelling (DC 13), cause fear (DC 13), disguise self, tireless pursuit[APG]
. . 0 (at will)—create water, detect magic, guidance, read magic, resistance, sift[APG]
. . Domain Death (Murder subdomain)
Str 18, Dex 14, Con 8, Int 12, Wis 15, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Cleave, Outflank[APG], Power Attack, Precise Strike[APG], Toughness
Skills Acrobatics -1 (-5 to jump), Bluff +8, Climb +3, Disguise +8, Intimidate +11, Knowledge (nature) +5, Knowledge (religion) +5, Perception +7, Ride +4, Sense Motive +14, Stealth +8, Survival +13; Racial Modifiers +2 Climb, +2 Survival
Languages Common, Necril
SQ monster lore +2, resist level drain, solo tactics, stern gaze +3, track +3
Combat Gear potion of bull's strength; Other Gear +1 scale mail, +1 scythe, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Urgathoa, 802 gp, 1 cp
Special Abilities
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch (3 rounds, 5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Inquisitor (Sanctified Slayer) Domain (Murder)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Chancellor Kemnebi's Cleric CR 5
XP 1,600
Moroi-born dhampir (svetocher) cleric of Zon-Kuthon 6 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89)
LE Medium humanoid (dhampir)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +2
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
hp 44 (6d8+6)
Fort +5, Ref +1, Will +7; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
Speed 30 ft. (20 ft. in armor)
Melee +1 heavy mace +7 (1d8+3) or
. . mwk spiked chain +7 (2d4+3)
Special Attacks channel negative energy 4/day (DC 14, 3d6), death's kiss
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—obscuring mist
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—touch of law
Cleric Spells Prepared (CL 6th; concentration +8)
. . 3rd—animate dead[D], prayer, speak with dead (DC 15)
. . 2nd—death knell (DC 14), ghoul touch[D] (DC 14), hold person (DC 14), muffle sound[ACG] (DC 14), summon monster II
. . 1st—bane (DC 13), bless, cause fear[D] (DC 13), murderous command[UM] (DC 13), summon monster I
. . 0 (at will)—bleed (DC 12), detect magic, enhanced diplomacy, vigor
. . D Domain spell; Domains Law, Death (Undead subdomain)
Str 15, Dex 8, Con 10, Int 14, Wis 15, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Command Undead, Selective Channeling, Toughness
Skills Acrobatics -6 (-10 to jump), Diplomacy +12, Heal +9, Knowledge (religion) +9, Sense Motive +9, Spellcraft +11; Racial Modifiers +2 Diplomacy
Languages Common, Necril, Osiriani
SQ dhampir cleric, resist level drain, variant channeling (undeath variant channeling[UM])
Other Gear +1 lamellar (steel) armor[UC], mwk heavy steel shield, +1 heavy mace, mwk spiked chain, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Zon-Kuthon, 527 gp
Special Abilities
+6 to caster level of any channeling feat used to affect undead. Add +1 to the caster level of any channeling feat used to affect undead.
Cleric Channel Negative Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Cleric Domain (Undead)
Command Undead (DC 14) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Kiss (3 rounds, 5/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Undeath Variant Channeling Enhanced healing for Undead
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Some may query the decision to include two divine classes but I personally think it fits for this trio. As I said, they are intended to be allies (if the party is going as Geb expects) or foils if not.

Any criticism/ideas would be greatly appreciated.

Dark Archive

Hello everyone,

I'm looking for some advice. At the moment, I'm adapting Kingmaker to fit an evil party. They are tied together as they have been summoned by Chancellor Kemnebi of Geb after he has used his contacts to secure one of the charters from the Swordlords (with no tie back to Geb, naturally). The party are to secure the Stolen Lands for Geb, with a long-term plan of providing materials, both mortal and mundane. Of course, the party can (and probably will) revoke that along the way but that's for another day.

What I want to do is to stat out Chancellor Kemnebi. It is unlikely that the party will ever do combat with him, but I think it'll be an interesting exercise. The problem is that I've never statted out someone like that.

What I have so far:

Level 12 Wizard (necromancy specialist) as that much is known. I have applied both the Vampire and Noble Dead templates as they seem to fit thematically.

While mortal, he was a Khelish Wizard (to get up to the 5HD requirement for Vamp) and gained significant power before then (Noble Dead applied at level 10) before rising to Chancellor.

With regards to Arcane Bond/Familiar, I have gone with Bond. I think it fits more thematically although I am open to persuasion.

As he's one of the big movers and shakers, I'm toying with him getting PC WBL rather than the paltry 21k he'd normally get.

So, anyone want to help? Especially with spell selection. Hero Lab statblock below!

The Boss:
Chancellor Kemnebi CR 13
XP 25,600
Human vampire (Keleshite) necromancer 12 (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Bestiary 270)
LE Medium undead (humanoid, human)
Init +6; Senses darkvision 60 ft., life sight (20 feet, 12 rounds/day); Perception +11
AC 18, touch 12, flat-footed 16 (+1 Dex, +1 dodge, +6 natural)
hp 87 (12d6+48); fast healing 5
Fort +7, Ref +8, Will +9; +2 racial bonus vs. hot climate, +2 racial bonus vs. poison or distraction abilities of swarms
Defensive Abilities channel resistance +6; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Melee slam +9 (1d4+4)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 19)
Arcane School Spell-Like Abilities (CL 12th; concentration +19)
. . 10/day—grave touch (6 rounds)
Necromancer Spells Prepared (CL 12th; concentration +19)
Str 16, Dex 14, Con —, Int 25, Wis 12, Cha 17
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Combat Reflexes, Command Undead, Dodge, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness
Skills Bluff +11, Diplomacy +5, Perception +11, Sense Motive +11, Stealth +4; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Ancient Osiriani, Azlanti, Common, Infernal, Kelish, Necril, Osiriani, Thassilonian
SQ arcane bond (object), change shape (dire bat or wolf, beast shape II), gaseous form, heart of the sun, noble dead, power over undead, shadowless, spider climb
Other Gear 108,000 gp
Special Abilities
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +6 +6 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Command Undead (DC 19) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 19) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Grave Touch (6 rounds, 10/day) (Sp) As a standard action, touch shakes living foe 6 rds (frighten 1 rd if already shaken).
Heart of the Sun +2 save vs. hot climate & 1 step less severe, +2 vs. poison/distraction abilities of swarms/vermin.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (20 feet, 12 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Noble Dead (Su) +2 on all Diplomacy checks, +4 against another undead creature
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Dark Archive

For filth fever, that is correct.

Dark Archive

I'd be interested in putting forth an Alchemist but it'll probably be tomorrow until I can get the crunch done. Would that be acceptable?

Also, where do you stand on the subject of the Rich Parents trait? It'd be used to represent the trappings of a lavish noble-born lifestyle, but different GMs have different views on the subject.

Dark Archive

The fire burns the jelly, causing a serious amount of damage.

Effluvium jelly: 3/46

Shelai Attack (greatsword): 1d20 + 7 ⇒ (20) + 7 = 27
Shelai Damage (greatsword): 2d6 + 6 ⇒ (1, 5) + 6 = 12

Fortitude Save 1: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude Save 2: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude Save 3: 1d20 + 8 ⇒ (19) + 8 = 27

Not only does Shelai slay the effluvium jelly, she also manages to completely avoid any disease.

Onwards, ho!

Dark Archive

Theoretically, because the ooze is large, you could.

Zrair, most encounters have battlemaps. At the moment, there are no adjacent squares that are not in sewage.

Filth fever onset: 1d3 ⇒ 2

Two days shall pass before you suffer the full effects of filth fever. It can be removed through conventional means or two consecutive saves shall get rid of it too.

Effluvium jelly: 13/46

Dark Archive

Yeah, I found the thread at work and only skim read it. With the stats rolled, I can apply them to anything. What's most required for Team Good?

Dark Archive

No map, as it doesn't exist.

Virtus throws an alchemist's fire and burns the jelly! Captain Johnson vaults past the creature and slices a good portion of it into the river of sewage!

Effluvium jelly: 24/46

Dark Archive

I've had some interest in playing a Cleric with the Crusader archetype for a while, and this could be a fit. I'm thinking that he would be going for the Hierophant mythic path.

Dark Archive

4d6 ⇒ (5, 2, 1, 5) = 13
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (5, 2, 5, 4) = 16
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (6, 6, 6, 1) = 19

Stat array: 18, 18, 14, 13, 12, 10

With those stats, I am thinking an overly courageous, upbeat Paladin with the Empyreal Knight archetype. An Angel-Blooded Aasimar (+2 Str, +2 Cha).

Final stats of: Strength 20, Dexterity 10, Constitution 14, Intelligence 12, Wisdom 13, Charisma 20.

"Onward ho!"

I'm thinking a Paladin who steadfastly refuses to kill any intelligent beings as he is convinced everyone can be redeemed of their ills. Undead, demons, oozes, etc, get splatted though. Either that or an overly enthusiastic Paladin who smacks around anything that detects as evil.

"Die, evildoer!"

Are we using the default Golarion pantheon?

Dark Archive

I am currently GMing this on the Paizo boards, and I have to admit that although it has a very lethal feeling, it also feels balanced.

I wouldn't consider running this from first level unless you are sure that your party are going to a) consider the threats carefully and b) are experienced in the system. The party barbarian (and leader of the party as they are members of The Shining Blade, a mercenary group contracted by the Guild of Streetsweepers and Lamplighters to clear out an otyugh in the sewers) rolled a 1 on his reaping sickness Fortitude save and ate 6 points of Constitution damage.

As we come into the second encounter, I feel that this has the potential to become one of those "oh my god, how did we survive this" adventures. Heartily recommended if your group are in for that kind of thing!

Dark Archive

Strength: 4d6 ⇒ (2, 5, 5, 4) = 16
Dexterity: 4d6 ⇒ (3, 4, 1, 4) = 12
Constitution: 4d6 ⇒ (5, 1, 3, 5) = 14
Intelligence: 4d6 ⇒ (6, 6, 6, 5) = 23
Wisdom: 4d6 ⇒ (4, 5, 4, 6) = 19
Charisma: 4d6 ⇒ (2, 2, 4, 1) = 9

Strength: 14
Dexterity: 13 (11 + 2 from Elf)
Constitution: 11 (13 - 2 from Elf)
Intelligence: 20 (18 + 2 from Elf)
Wisdom: 15
Charisma: 8

I think that with rolls like that, I'm either looking at an Alchemist or a Wizard. In fact, I'll gun for a Wizard with the Scroll Scholar archetype, a bookish man who has spent so long in libraries, he is scarcely able to remember his social skills.

Yes, an Elf Wizard (Scroll Scholar) who has resided in Westcrown for decades. I'll swap out the weapon familiarity and low-light vision racial traits for Arcane Focus and Darkvision racial traits, symbolising his life-long pursuit of the arcane arts, and a sliver of drow heritage that has resulted in his being ostracized by his clan and resulting in his move to Westcrown.

Dark Archive

Horatio watches as the others attempt to figure out this particular magical puzzle. With magic not being his strong point, he idly wanders around and looks at things before settling himself on the floor, cross-legged.

"So any ideas how we move forward then?" he asks finally, "What about pushing some of those glyphs and runes?"

Horatio jumps up and moves quickly to the square and looks at it to see if he recognizes anything from the door outside.

Dark Archive

Virtus, you are sickened for as long you remain within 30 feet of the effluvium jelly.

Virtus Kn (dungeoneering):
Aside from what has already been mentioned above, you are aware that the jelly is vulnerable to fire damage but immune to acid and cold damage.

What is your action?

Dark Archive

Virtus Kn (dungeoneering):
Aside from what I mentioned OOC earlier, you are aware that the effluvium jelly is vulnerable to fire but immune to both acid and cold.

Virtus, you are sickened for as long as you remain within 30 feet of the effluvium jelly.

Dark Archive

You know that the effluvium jelly consumes its prey by paralyzing them and then draining them of blood. You are aware that it is vulnerable to fire, but immune to both acid and cold damage.

Virtus, you are sickened for as long as you remain within 30 feet of the jelly.

Dark Archive

I'm with this suggestion. I've got a few bits and pieces I'd like to pick up.

Dark Archive

As Shelai makes her way down the walkway, followed by the rest of the party, a pile of refuse, sewage and other detritus suddenly rises up and slams her!

Shelai, I need three seperate Fortitude saves. One is DC 12 to prevent contracting filth fever, the second is DC 19 to prevent being overwhelmed by the stench and becoming sickened and the third is DC 19 to avoid being paralyzed. Everyone else needs to give me one Fortitude save at DC 19 to prevent behind overwhelmed by the stench and becoming sickened.

Party initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Effluvium jelly initiative: 1d20 + 1 ⇒ (4) + 1 = 5

The party gets to go first. You can drop into the sewage to get around the jelly and attack, but it shall require a DC 12 Fortitude save every round you are in the sewage to prevent contracting filth fever. You can also use a DC 18 Acrobatics check to vault past Shelai and over the jelly to flank. As with most oozes, it is immune to critical hits and flanking, and does not take additional damage from precision-based attacks such as sneak attack.

Nasty combat number two!

Effluvium jelly: 46/46

Dark Archive

Okay, Shelai make a Perception roll. The rest of you may Aid Another as I assume you would all be looking for trouble. DC to beat is 31.

Dark Archive

So Shelai first? I also love how you're all so paranoid at the moment...

Dark Archive

I'm still looking to present a Spellslinger. I'll cover all questions surrounding how he got into firearms, etc. His background should provide some interesting hooks.

Dark Archive

The door to the sewers has been forced open from the sewer-side; obviously the caster and her cronies had their work cut out getting in. Beyond the portal, the sewers are ancient and yet appear well-constructed. A five-foot wide walkway leads to both the left and right from the doorway, and there is a ten-foot wide culvert of quickly flowing sewage beyond that. The roof rises to approximately fifteen-feet in height and every hundred yards or so, the main sewer line branches off into ten-feet or even five-feet wide tunnels.

The path is clearly indicated on the crude map, and you'll be able to follow it relatively easily.

In the interests of expediency, I'll forge ahead. Any remaining roleplaying can be done in spoilers.

After navigating the foul smelling sewer-ways of the Maerh-Varzan underworld for the better part of an hour, the reek of the sewers suddenly becomes almost overpowering. Your eyes water and your throats clench in protest as you look about for the source of the dreadful odor.

Mysterious GM Roll: 1d20 + 18 ⇒ (13) + 18 = 31

Can I get a marching order please?

Dark Archive

Remove Sickness will impart no benefit for this disease. And yes, the spoilers can be considered fair game once you've made the check.

It is plainly obvious that taking the fit outside would be a dangerous manoeuvre. Shall the party brave the streets or take to the sewers?

"The Scythe Mother may take me and make me part of her will," the fanatic answers. He knows nothing, over and above what you already know. He was essentially muscle to protect Tieranda.

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As Captain Johnson speaks, there are suddenly a number of shrill cries from outside the inn; muted through the door and probably distance as well.

From the quick studies made, it would appear that while the disease might not actually spread from person to person, exposure to the disease is very likely to infect anyone with fifty or sixty feet of the outbreak.

If anyone looks out the door, they'll see armoured men battling cultists and robed casters much like you have just done. More worryingly, people who are lying on the floor dead suddenly reanimate and pull themselves to their feet; a desperate hunger shining in their eyes. It becomes evident that getting to the Sheriff might be very dangerous.

The cultist is securely bound, and with both Vasaro and Basila watching over him, it should be safe enough to leave them.

Zrair Heal check:
From your studies, you are able to surmise the following:

The Reaping Sickness
Type supernatural disease; Save Fort DC 20
Onset immediate; Frequency 1/day

Effect 1 point of Con damage; those who roll a natural 1 on the initial Fortitude save instead take 2d6 points of Con damage and another 1 point of Con damage each day. The Con damage cannot be cured
while the victim is still diseased. A successful DC 20 Fort save means the victim does not lose a point of Con that day, though they remain infected.

Symptoms A creature afflicted with the reaping sickness immediately feels lethargic and weak from the Con loss, their eye-whites turn a soft shade of pink, and they begin to run a high fever. Whenever the creature sneezes or coughs, they expel trace amounts
of bloody mist.

Zrair Kn (geography) check:
Although you can identify that one end point of the path on the map is the Stirge and Hammer, you're unable to figure out where the other is. Going by the commotion outside, it is liable to be safer to travel through the sewers rather than above ground.

Spellcraft checks:
Virtus is unable to identify either item. Zrair identifies the sickle as a +1 sickle but is unable to identify the cloak.

Virtus Kn (religion) check):
You recall the unholy symbol as being that of Maramaga, an evil goddess. Feel free to summarise the following information:

The Queen of Rot, the Scythe Mother, the Midnight Plague
Areas of Concern disease, decay, death, harvest, sacrifice, vengeance
Domains Air, Chaos, Decay, Death, Destruction, Plant, Water
Alignment CE
Favored Weapon Sickle
Symbol A two-headed vulture, staring in opposite directions

Maramaga was once a mortal teen. After a particularly horrible drought and the looming threat of starvation, the druidic priests of her ancient tribal culture decided that restoring nature’s balance necessitated a youthful blood sacrifice. Maramaga was bound to a fertility totem and flayed over the course of weeks as she wept for mercy and release from pain. Just before dying from her terrible ordeal, Maramaga spat an angry curse at her people. Yet the tribal elders, well satisfied with their efforts, collected and spread her mortal blood over the scorched summer crops in hopes that it would bring the long-absent rains. Instead, some dark power sympathized with her long and tortured suffering whilst hearing her final curse.

It granted her black divinity so that she might exact the vengeance of her dying words. She eventually brought the sweet summer rains her people had so long sought, but not without price. After the miracle of her rebirth, Maramaga installed herself as the de facto harvest goddess over the multitudes. She began her rule by taking the blood of those who murdered her, the tribal elders, then demanded the sacrifice of the old, the infirm and the weak. Her hatred for the elderly and those dependent on others knew few bounds. When these were gone, she would eventually demand the sacrifice of young animals and children by the same twisted logic. In return for bountiful harvests, she continually demanded blood sacrifice, coming to value only the strong and the virile, which formed her new priesthood.

She also commanded the construction of tens if not hundreds of bizarre log ziggurats. In these, she ordered the composting of the dead, as well as living victims, heretics, criminals and infidel defilers, along
with the common unwanted refuse of the many tribes under her onus. She also drew vermin, vultures and insects to her as divine servants, ending them as punishment for any demands left undone.
Also at her direction, her priests prepared an incredibly accurate solar calendar marking the passage of the seasons. She prophesied the final decadence and decay of the future world on this weird triangular calendar, coinciding with the end the calendar itself. She secretly prophesied her own death and eventual rebirth before the calendar’s end, sharing this information only with her most trusted inner circle of young priests, the Deadwood Circle.

At the height of her frightening power, she visited crippling disease, decay and infestation on those who failed to answer to her divine will, even the primitive peoples of neighboring human and humanoid tribes. Ironically, it was the conquests of foreign soldiers from a more advanced nation, bringing new diseases with them, which eventually helped end her dark and bloody reign. Her people died by the thousands to new disease as well as military conquest for the exquisite gold and jade treasures crafted by her culture. Taking advantage of her weaker state from less worshippers, the famous explorer-knight Jhalian and his paladins eventually destroyed and burned her immortal body, putting an end to centuries of blood sacrifice, the ravages of pestilence and, ultimately, unsatisfied divine retribution.

Most of the world has all but forgotten about Maramaga. Meanwhile her burned husk, the dead remains of her divine form, have long awaited rebirth. Her priests secreted the shriveled husk into the underworld long ago though Maramaga never imparted how to proceed from there. Yet knowledge of her divinity has been passed on to modern generations of lone clerics, druids, and oracles, and her religion is still very much alive. And beginning to spread once again.

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The cultist awakes and simply laughs in Kirzon's face.

"The Scythe Mother shall claim you all for her charnel throne!" the man begins to laugh maniacally. It quickly becomes evident that he was likely a simple minion for the robed caster.

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Fine by me.

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Who is rousing Sleeping Beauty from his slumber then?

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Virtus and Zrair Knowledge checks:
With 27, you know all there is to know about otyughs. Feel free to read the d20pfsrd resource for them.

As for the disease:-
Knowledge (nature): You can figure out that the disease is a supernatural afflication of some sort, and that it requires powerful magic to cure it. However, a skilled healer might be able to stave off its effects for a short period of time (a successul Heal check will give +4 to the Fortitude roll).

Knowledge (arcana/religion): You're aware this disease is tied to a powerful magical artifact of some sort. Possibly this Scythe Mother that Tieranda mentioned?

Vasaro and Basila rise from behind the bar counter, Vasaro with a loaded crossbow. They take stock of the situation and then leans heavily against the bar.

"Praise be to Erastil, you've defeated them," Vasaro breathes heavily, a sickly sheen on his face. Basila appears to share the same affliction.

"Please, you need to find a cure for whatever ailment they've infected us with," Vasaro whispers, his eyes fearfully darting to his daughter. "I'll pay you 500 gold pieces and offer you free room and board for a month if you do."

A search of Tieranda's body reveals a second glass vial, similar to the one that she smashed on the floor. After a few moments of study, Virtus comes to the conclusion that it contains 'the reaping sickness', an obscure magical disease. She also carries an unholy symbol. Knowledge (religion) to reveal what god it is dedicated to. DC 15.

A search of the cult warrior fanatic reveals a poorly rendered, filth-stained cloth map of what appears to be a sewer system. Upon the map is a crude path in red ink. Knowledge (dungeoneering, geography or local) to identify the points on the path. DC 20. DC 30 shall identify exactly where the end point is, although this shall take considerable time.

Captain Johnson Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Zrair Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Shelai Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Virtus Perception: 1d20 ⇒ 13
Kirzon Perception: 1d20 + 9 ⇒ (12) + 9 = 21
R!KKtik Perception: 1d20 + 8 ⇒ (4) + 8 = 12

You all notice muddy tracks leading from where the enemies ran up from the cellar below the inn.

Tieranda: a sickle, breastplate, cloak, vial of reaping sickness. Both the sickle and cloak are magical. DC 16 Spellcraft to identify them.

Cultist Warrior Fanatics: two sets of iron lamellar armor, two scythes. None of their equipment detects as magical.

Kobolds: three sickles. None of their equipment detects as magical.

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Round 2 Summary
Zrair's mace cracks off her armour, bouncing off without causing so much as a scratch. The warrior cultist is still asleep from Virtus' spell.

Acid Damage: 1d6 ⇒ 3

Round 3
Sensing her impending doom, Tieranda turns to flee back the way that she came. However, in doing so she leaves herself open to attack from her adversaries.

In the interest of keeping gameplay flowing, I'll roll for the AoOs.

Zirkon AoO (greatsword, bless): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Zirkon Damage (greatsword, bless): 2d6 + 6 + 1 ⇒ (5, 2) + 6 + 1 = 14

Zrair AoO (cold iron light mace, bless): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Zrair Damage (cold iron light mace, bless): 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Shelai AoO (greatsword, bless): 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Shelai Damage (greatsword, bless): 2d6 + 9 + 1 ⇒ (4, 2) + 9 + 1 = 16

Zrair Crit Confirm: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Zrair Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

With a combination of R!Kktik's acidic bomb and Zrair's deft strike as Tieranda turned to flee, she falls to the ground lifeless.

Tieranda: 0/31, dead
Warrior 1: 0/20, dead
Warrior 2: 15/20, asleep
Kobold 1: 0/4, dead
Kobold 2: 0/4, dead
Kobold 3: 0/4, dead

Party exp: 13600/30000. Once you hit 30,000 exp then every shall level. What do you want to do with the sleeping warrior? What is your next action?

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The warrior's cry of pain is cut short as he falls lifeless to the floor, the greatsword slicing open his chest and spilling his lifeblood.

You'd have to double move, Zrair. You would be able to charge the Tieranda though.

Tieranda: 11/31
Warrior 1: 0/20, dead
Warrior 2: 15/20, asleep
Kobold 1: 0/4, dead
Kobold 2: 0/4, dead
Kobold 3: 0/4, dead

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Warrior 1 Will save: 1d20 + 3 ⇒ (14) + 3 = 17

The warrior's focus begins to drift but he quickly snaps back to attention and snarls at Virtus.

Fear this guy's willpower!

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The remaining kobold collapes in a bloody mess, the floor gore-slick from entrails and what blood is left to pump out of the wound.

Kirzon charges Tieranda, his greatsword slicing through the air to connect with her side in a grievous show of force.

Tieranda: 11/31
Warrior 1: 15/20
Warrior 2: 15/20, asleep
Kobold 1: 0/4, dead
Kobold 2: 0/4, dead
Kobold 3: 0/4, dead

Shelai, there is now room to move up to the square in front of the warrior and diagonally to his right. The square in front of him will allow you to attack Tieranda and/or the warrior while the one diagonally to his right will only permit attacks on him. This close, Kirzon can see that there is a crazed look in the warrior's eyes as though he has no intention in giving up. For a brief moment, there is fear in Tieranda's eyes.

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Round 1 Summary
Captain Johnson moves as close to the enemy combatants as possible. R!Kktik launches an acid bomb at Tieranda. Kirzon calls upon the blessings of Gorum and moves towards the enemy combatants. Shelai charges one of the kobolds holding a smokestick.

Attack (greatsword, charge, Power Attack):: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (greatsword, Power Attack): 2d6 + 6 ⇒ (2, 2) + 6 = 10

She messily eviscerates the kobold from gizzard to gut and it falls to the side lifeless, its smokestick burning on the ground beside it. Virtus begins to cast sleep directed so that it might catch Tieranda and her two bodyguards. Zrair unleashes a smooth stone at Tieranda and catches her cleanly in the shoulder.

The cultist warriors hold back, obviously keen to protect to protect their mistress. One of the kobolds tosses its smokestick into the midst of the party and the second tosses the bag at Shelai. They then draw their sickles.

Attack (tanglefoot bag): 1d20 - 3 ⇒ (11) - 3 = 8

The tanglefoot bag harmlessly strikes the table adjacent to her and covers the tabletop in sticky glue.

Captain Johnson AoO (greataxe): 1d20 + 6 ⇒ (12) + 6 = 18
Captain Johnson Damage (greataxe): 1d12 + 4 ⇒ (9) + 4 = 13

Captain Johnson attacks the kobold throwing the second smokestick and neatly lops its head off.

The smokestick imparts 20% miss chance when within 5' and total concealment outside that range, and an attacker can't use sight to locate the target.

Round 2
Tieranda calls out to the Scythe Mother and a sudden wall of wind appears in front of both her and the cultist warriors.

"The Scythe Mother shall raise in you in glorious undeath!" she proclaims loudly to the party.

Tieranda Will save: 1d20 + 10 ⇒ (13) + 10 = 23
Warrior 1 Will save: 1d20 + 3 ⇒ (15) + 3 = 18
Warrior 2 Will save: 1d20 + 3 ⇒ (3) + 3 = 6

Victus finishes his sleep spell but only one of the warriors succumbs to his magical effect, with Tieranda and the other warrior shaking it off.

Party Initiative is up!
Captain, there is a kobold in front of you, 10' away. The rest of you have movement that you would be able to move in and engage the remaining cultist and Tieranda.

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For further details on the disease, you may roll Heal or Knowledge (nature) checks to understand the disease and Knowledge (arcana) or (religion) in order to understand the source, although I would suggest mangling the bad guys first! Also lesser restoration shall not heal up the ability loss until you have removed the source.

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So remember where I said that this adventure was really harsh?

Tieranda Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18
Warrior 1 Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Warrior 2 Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Kobold 1 Fort Save: 1d20 + 2 ⇒ (17) + 2 = 19
Kobold 2 Fort Save: 1d20 + 2 ⇒ (6) + 2 = 8
Kobold 3 Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16

All but the first warrior suffer 1 point of Constitution damage. Due to this, all three kobolds have lost 1 hit point.

Constitution Loss (Captain Johnson): 2d6 ⇒ (2, 4) = 6

Captain Johnson immediately feels weakened and his gear suddenly seems to weigh several factors heavier. R!Kktik also feels weakened although not to such a great extent.

Captain Johnson suffers from temporary loss of 6 Constitution, simply down to rolling 1 on the the Fortitude save :( R!Kktik suffers a loss of 1 Constitution. This is a supernatural disease and cannot be removed until such point as the artifact that created it is destroyed or nullified. Anyone who fails the save is afflicted with 1 point of Constitution loss. Saving means you are still infected but do not suffer the Constitution loss. You must make 1 save per day. Please factor this into current and maximum hitpoints.

Despite his suddenly weakened state, R!Kktik still manages to toss his bomb right at the robed woman, covering her in acid. She screams in pain, joined by her warrior bodyguards as they suffer from the splash back.

Tieranda suffers 5 points of acid damage, the warriors each suffer from 5 points of acid damage.

Tieranda: 26/31
Warrior 1: 15/20
Warrior 2: 15/20
Kobold 1: 4/4
Kobold 2: 4/4
Kobold 3: 4/4

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Due to the set up of the tables, you won't be able to reach them first round but I shall move you as close as possible with a double move. None of you will be able to close with them in the first round, if that makes a change to your action. For those with splash weapons, the optimum target is the robe wearer who is 55' away from you, flanked by the warriors.

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You can use spoilers in the header field, if that makes it easier.

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As Captain Johnson begins to converse with Vasaro, the city bells chime the midnight hour. The flames flicker across the inn's fieldstone walls, which are adorned with dozens of hunting trophies and war mementos - including a collection of two dozen gnoll heads mounted over the large twin fireplaces and the well-preserved body of a snarling gnoll chieftain clutching a rusty and dented axe.

Suddenly, before the Captain and Vasaro can begin to converse they are interrupted by a rush of footsteps and a series of high-pitched yips and growls. This noise preceds the appearance of three small reptilian humanoids, followed by two armored men wielding scythes and a woman in dark, blood-red robes.

As you quickly come to your senses and move to defend yourselves, you see that two of the reptilian humanoids carry smoking wooden batons and the other carries a small bulging cloth bag. As the creatures prepare to throw their items at you, the robed woman draws a glass vial from the folds of her robe and shouts an order: "For the glory of the Scythe Mother! Kill them all!"

Party Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Kobolds Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Cultist Warriors Initiative: 1d20 + 0 ⇒ (13) + 0 = 13
Tieranda Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Vasaro and Balisa Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Initiative Order - Round 1
Tieranda - 23
Party - 17
Cultist Warriors - 13
Vasaro and Balisa - 8
Kobolds - 2

The robed woman stands triumphantly and tosses the glass vial into the room. It sails over the heads of the kobolds and cultists to land between the two parties of combatants and shatters into several pieces. A sickly looking cloud rises from where the vial shattered and appears to disperse throughout the room.

"Onwards, minions, kill them all!" she crows, pointing at the party.

I can't upload the battlemap until later tonight, however the kobolds are currently gathered around the table nearest the entrance, with the robed woman and two cultists flanking her just where the tap room opens up. Party initiative is up, so whoever posts first will act first. I also require Fortitude saves from everyone. Let the games begin!

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Vasaro nods at each of you in turn, and you get the feeling that each of you are being measured. Zrair, R!Kktik and Victus in particular can feel the scrutiny of Vasaro's gaze but as the moments pass, he evidently comes to the conclusion that you mean no harm and are unlikely to cause trouble.

"Welcome to the Stirge and Hammer. The Guild sent along payment for your lodgings and food in advance; always prompt with the payments, so they are. I've also been briefed on your mission; you are to hunt down and slay an otyugh in the sewers of the city. You'd think the Guild would train their own warriors but every time something like an otyugh moves in then they open the purse strings and hire some mercenaries for the job," Vasaro says.

Sense Motive 18:
You get the impression that Vasaro isn't an enormous fan of mercenaries from the way he said the word. He doesn't seem to be particularly hostile about it, however.

"Here are your drinks," Basila says with a sweet smile, the hem of her dress twirling slightly as she moves. Although obviously only in her teen years, it would appear that Basila has a firm grasp of the way a woman can spin a crowd to her tune. She expertly places a mug of Old Blind Stirge in front of each of you, with an exception for Victus who gets water as requested. "I'll bring your food up in a moment." Vasaro gives anyone whose eyes linger on Basila a hard stare.

"A representative of the Guild shall be here in the morning to lead you to the nearest entrance to the sewers that the otyugh was seen," Vasaro says. "Until then, please feel free to relax; I know how hard the life on the road can be."

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Welcome one and all.

R!KKtik and Zrair; I have no problem with that. You can assume that before you set off you had time to prepare.

Can everyone use the following format for your profile headers (enter the following text with relevant changes pertinent to your character) in the Race/Class field in your character profile:

Human Ranger (Righteous Sentinel) 3 | HP: 20/26 | AC 19 (Armor, Dex, Shield) (ff 16, t 13) | Fort +6, Ref +7, Will +4 | Init +3, Perc +7 | Longbow +6 (1d8/x3), +1 Handaxe +6 (1d6+3/x3), Greataxe +5 (1d12+2/x3)

This allows me to keep the flow moving in combat/dungeon crawls. Also, you don't need to bold speech in the gameplay thread. Any thoughts should be in italics.

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Your arrival in the city of Maerh-Varza has gone unheralded and without incident. Led by Captain Johnson, you have arrived at the Stirge and Hammer Inn in the Market Hill district; an area of the city reserved for the working class and the occasional wandering adventurer. As you have arrived at the behest of the Guild of Streetsweepers and Lamplighters, your board and meal has been pre-paid, although any alcohol purchased is to be paid from your own pocket.

The Stirge and Hammer Inn is run by a man in his early 50s by the name of Vasaro. He is possessed of hawk-life features, greying curly black hair and a twisted beak of a nose. He seems completely at home speaking with you, as he spent over twenty years serving in the King's Rovers; guarding the city within a range of 100 miles, protecting the outlying villages and keeping the roads free of bandits.

Assisting him is his lovely daughter, Basila. She's only recently turned 17, but upon instantly speaking to her, you can tell that she is far from your average serving wench, with an excellent head for numbers and a warm, caring personality. It is obvious from the way that Vasaro watches her that he loves her deeply; unsurprising once you learn that he lost his wife and son in childbirth almost twelve years ago.

For those of you drinking, the Inn serves only one beverage; Vasaro's own beer, Old Blind Stirge, which he brews in part of his stable. It's a heady stout with a deep taste. Whilst perhaps not the best ale in the land, it is certainly a fine way to spend the evening.


The Stirge and Hammer Inn

Captain, which table are you and your fellow mercenaries going to sit? No one else is in the Inn aside from yourselves, Vasaro and Basila. At this point in time, feel free to chat amongst yourselves, engage Vasaro or Basila in conversation or just generally enjoy the ambience. It is currently around 9pm at night.

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Discussion thread for The Reaping Stone. Please place any OOC discussion in here.

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So this hasn't been very easy, with the quality of applicants who have come forward. However, I'm taking the following based upon character interactions I can foresee:

- R!Kktik
- Zrair
- Captain Johnson
- Kirzon
- Shelai Stahit
- Virtus Indici

Thanks to all who applied, please feel free to keep an eye out for the thread in future in case of any dropouts.

To those chosen; I shall create the discussion and gameplay threads shortly and we'll begin tomorrow night. For those of you still to create aliases, please do so as soon as possible.

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