Halfling

Quillin's page

876 posts. Alias of voodoo chili.




Is this available through Paizo or just SJG?


Some of you grognards may remember this sweetie: leucrotta

They creeped me out in the day and now I have this to give me new nightmares:

Roboleucrotta


Is there any estimate on when this is going to ship?


I just noticed that it is being shipped to the wrong address. Damn. Would you notify me if it gets returned? :(


Well, real life has depleted our little snarl and we need one or two more brave and cunning kobolds to join our merry war band.

Current line up:
Drahlneep- savage technologist (Barbarian)
Jeji- trap breaker (Alchemist)
Perrik- lore Oracle

We are near the climax of book 1 which means the cool tech weapons are within reach! so there's that.

Character creation: 2nd level, 20 point buy, 2 traits, lets go with average starting wealth for gear.

Kobold PCs
–2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
Small: kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: kobolds have a base speed of 30 feet.
Darkvision: kobolds can see in the dark up to 60 feet.
Natural Armor: kobolds gain a +1 natural armor bonus to AC.
Crafty: kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: kobolds begin play speaking Draconic.


A unique take on Iron Gods AP: think "Mars Attacks!" with touches of "Paranoia". You won't be saving the world for the humans, you'll be taking it from them with BFGs. If you live long enough to recover the tech, that is.

This is an ongoing game looking to replace 2 players lost due to RL attrition.

Team Blightscale's current line-up:
Jeji- alchemist
Reep- spellslinger (gun wizard)
Drahlneep- savage technologist (gun barbarian)

we lost an inquisitor and cavalier. No 3pp other than the kobold book mentioned in the crunch.

About the Blightscale Kobolds (crunch):

Kobold PCs - umbral kobolds
–2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
Small: kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: kobolds have a base speed of 30 feet.
Darkvision: kobolds can see in the dark up to 60 feet.
Natural Armor: kobolds gain a +1 natural armor bonus to AC.
Crafty: kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: kobolds begin play speaking Draconic.

20 point buy, 2 traits, start at second level w/ first level avg. starting gold.

Kobold Rules (fluff)
1. Survive!
2. The Tribe over everything else (but see #1)
3. Know your place in the hierarchy
4. Survival is easier with superior numbers and tactics. Ambushes and Traps are the best defense.
5. Remember where you came from- We're DRAGONS, who the F* are you?


So, just started and 2 players flaked. That's where you come in. This will be a very unique take on the AP. Think "Mars Attacks!" with touches of "Paranoia". You won't be saving the world for the humans, you'll be taking it from them with BFGs. If you live long enough to recover the tech, that is.

Current Line up:
Team Blightscale
Sahrahthenal- High Inquisitor of Gakzara(=radiation spewing demi-god)
Olp- Violet-scaled draco-scamp (feral ftr)
Reep- Wiz-bang (gun wizard)

we lost a ranger and rogue. both trappers so those would be good starting points. I'm not really interested in trying out ACG classes yet, but Core, APG and Unchained should be OK.

About the Blightscale Kobolds (crunch)
Slightly stronger and even more cunning than most kobolds, they use the following racial ability modifiers (-2 Str, +2 Dex, +2 Int)

L1, 20 pt buy, standard bestiary kobold gear + special item upon approval.

Kobold Rules (fluff)
1. Survive!
2. The Tribe over everything else (but see #1)
3. Know your place in the hierarchy
4. Survival is easier with superior numbers and tactics. Ambushes and Traps are the best defense.
5. Remember where you came from- We're DRAGONS, who the F* are you?


1 person marked this as a favorite.

Long have the Blightscale kobolds claimed the eastern Echo Wood on the border of the River Kingdoms and Numeria. Long have they survived and thrived under the depredations of both the trolls of the Loric Fells and humans of the Dagger River (as the monkeyspawn call the Dragontongue River). The dangerous, but stupid trolls were something of a boon honestly, since they purged the east and south of both dwarves and goblins and were easily kept from the tribal Snarl with clever acid and fire traps.

The humans and their ilk of the River were another matter however. Fortunately, they were not too many in number and most often fought among themselves: the tricky Black Marquis opportunists of the west kept in check by the Blood Gar barbarians of the north. All that has changed with the discovery of ancient ruins and treasures near Thornkeep in the western Echo Woods. Now adventurers are spreading like a disease throughout the woods, driving pernicious goblin bands east to plague the kobolds and presenting a very real threat to tribal lands. Now meddling monkeyspawn have infiltrated the main Snarl ruining clever traps, killing the trained guard trollhound and slaughtering most of the tribe!

Only those in the deepest, darkest corner of the Snarl remain. Among those few that survive are the tribal oracle and egg warden, Yammarayk. With the king slain, the oracle of Gakzara is now First Horn or leader of the tribe. He immediately promotes his protégé and special wards, the strange outcast kobolds that have resulted from his secret experiments which included exposing eggs to the mutagenic waters of the Dragontongue River filtered through blightburn veined caverns. Only two eggs hatched and the koboldlings were sadly not accepted by the tribe due to their most un-dragonly purple hue. Yammarayk, himself more yellow than green, took pity on the unorthodoxly colored young and now they receive high promotions along with the Oracle’s own protégé and the most promising young trapmaker.

-Olp, blight blessed with wings, becomes First Claw of the warrior and miner-caste.
-Reek, the closest kobold to an alchemist or sorcerer left with his strange sling tube, becomes First Scale of the arcane-caste.
-Sahrahthenal, the bold black-scaled inquisitor, becomes Second Horn.
and ambitious, but bullying red-scaled Ipmerk becomes Second Fang of the trapper-caste behind his surviving master, Ketzek.

Before the grumbling of the more numerous green-scaled survivors can begin, Yammarayk makes another pronouncement: these newly promoted will leave the Snarl at once on a dangerous, but necessary mission. The gleam of ambition once again sparkles in the green-scaled kobolds’ eyes as they realize their newly-minted superiors are as good as dead.

Yammarayk explains, the eggs still remain and a few females to provide more eggs. He will stay to guard the eggs with the First Fang and the lesser ranked green-scales. The "Chosen Ones" will be the tribe’s instruments of revenge and journey into the blasted lands of the north for the Oracle has seen a great gout of violet dragonfire erupting from a mountain not far from the source of Dragontongue River. The Chosen Ones shall go forth and unleash the ancient power there to purge all inferior and meddling races from the Dragontongue River so that the Descendants of Dragons may once again claim the blighted waters and lands once ruled by their glorious forefathers before the monkeyspawn!


and so it begins...


Anyone know if there's any info on who the Aspis Consortium higher-ups might be in Bloodcove?


...and a powerful artifact found.

This is an ongoing highly modified Legacy of Fire PbP looking for 1 to 2 new players. We just finished the second book of the AP and characters are 6th level.

Line-up includes a currently deceased archer (possibly to be raised), a rogue swordsman, and a conjuring wizard. So a healer type would be nice.

Standard 20 point buy, 2 traits, 8000gp seed money. Everything in the Core Rule Book and Advanced Player’s Guide is fine. No 3pp and I'll consider other books on a case-by-case basis, but I do try to keep a tight rein on things.

NOTE: I run things a little lower powered. This is a 3.5 AP though I'm running it with PF rules. I've found that it is easier to keep things pulled in a bit rather than allow it to become an arms race.

Please be able to post an average of once a day.

This AP is set in Katapesh and I'd like PCs that fit in and make good use of the Arabian Nights flavor.

Game is HERE
Please feel free to post any questions.


...and a powerful artifact found.

This is an going highly modified Legacy of Fire PbP looking for 1 to 2 new players. We just finished the second book of the AP and are 6th level.

Line-up includes a currently deceased archer (possibly to be raised), a rogue swordsman, and a conjuring wizard. So a healer type would be nice.

Standard 20 point buy, 2 traits, 8000gp seed money. Everything in the Core Rule Book and Advanced Player’s Guide is fine. No 3pp and I'll consider other books, but I do try to keep a tight rein on things.

NOTE: I run things a little lower powered. This is a 3.5 AP though I'm running it with PF rules. I've found that it is easier to keep things pulled in a bit rather than allow it to become an arms race.

Please be able to post an average of once a day.

This AP is set in Katapesh and I'd like PCs that fit in and make good use of the Arabian Nights flavor.

Game is HERE
Please feel free to post any questions.


So I've recently had a PC pass their expiration date for raise dead and will need to be resurrected. Problem is that they'll need to find a 13+ level cleric just to cast it on them and those are truly hard to find.

The party is in Katapesh so they could buy a scroll in the markets (though without a cleric and only at level 6, they'd still have to find someone capable of using it.) I found a thread for high level clerics in Varisia, but wondered if anyone knows of any uber-clerics in Garund.

Other than the Pharaoh of Osirion that is. He seems pretty selective on who he resurrects.


Howdy!
Please cancel my module subscription.
Thank you!


2 people marked this as a favorite.

Looking for some input.

I like the concept of Infamy, but I think it missed the mark. The disrepute/impositions system is overly complicated and I really don't like granting supernatural effects for a mundane ability. In my opinion, Infamy should stay on the social skills end of things. So here's what I'm working on:

One of the main benefits of Infamy in the pirate world was that your prey would roll over and give up the gold without a fight. All you had to do was 'Raise your Roger' and intimidate merchants into surrendering. Your Infamy did all the work.

My crew are big fans of Intimidating everyone (and everything) they see. Unfortunately, the Intimidate skill only allows you to demoralize one adversary at a time. So why not put Infamy to use by allowing it to boost the number of individuals that you can demoralize with an intimidate check.

The party can make a single intimidate check to demoralize that applies to as many adversaries as their Infamy Score. Of course, I'll have to lower the maximum Infamy score to something more reasonable like 2x Average Party Level instead of 4x.

I think Infamy should also be of some benefit for other social interactions as well so additionally, The party gains a bonus equal to 1/2 their Infamy Score on a single diplomacy/bluff/intimidate check dealing with crew morale, recruitment, parlaying with other pirates and selling plunder.

That's it, just keeping it simple. I'm happy with the means of winning infamy so no changes there. I think these benefits are a bit more alignment neutral compared to the impositions as well. Any comments are appreciated.


Chris Pramas has announced that the next edition of Freeport will advance the timeline by a year. I'm just wondering if anyone has been playing in Freeport the past few years and has anything notable occurred?

I've been running a great group on the PbP boards here for over two years. Among other things, the crew attracted the attention of the Blackened Knot gang which led to the burning of the Broken Mug by the racist vigilante group in an attempt to kill them and get rid of a non-human owned business near Scurvytown. The dwarf owner of the Mug has since turned over a new leaf and opened a soup kitchen on the border of The Docks and Scurvytown to better race relations and perhaps get word on the Blackened Knot which has gone underground.

In other news, merfolk ghosts are haunting the docks with dire warnings and Doctor Altanish of the Chambers Asylum became something other than human perhaps due to the lingering influence of the Yellow Sign cult's past presence there. The doctor was unfortunately killed in the resulting purge leaving the asylum's fate once more up in the air.


I'm looking for 3 more reliable players to continue my Zolurket campaign.
We currently have an elf alchemist (crypt breaker) and an elven wizard (transmuter). our dwarf barbarian and cleric have gone missing. The campaign is currently just a few days out from the mines. Characters are at 3rd level.

Here's the background if you aren't familiar with this infamous haunted mine in western Katapesh:
In 4121 AR, the desert dwarves sealed the famed Tar-Urkatha mine abruptly saying that one of the richest platinum mines in history had played out. Nearly six centuries later, gnoll traders appear in Katapesh City selling dwarven goods and platinum bars they claim came from the Zolurket mine. If this is true why did the dwarves walk away from a fortune in platinum and precious minerals and then lie about it? And why is Tar-Urkatha now known as Zolurket, the Kelish word for Dark Death? Only the bold will find the answers in the Horror and the Hunger of Zolurket!

All Core and APG rules are fine. Characters use 20 point buy and have 3,000 gp for gear. Keep in mind this adventure will be mostly underground and undead heavy. So I’d like to see a cleric in the party and dwarves may have an advantage with darkvision and a good fort save.


When I go to record my event most of the sheet is missing?? I have the fields for GM info and 1.5 characters and I can't scroll down at all.
?????


Three days travel from the capital of Katapesh, beyond the bleached bone pavilion of Palace Mortalis on the edge of the region of blowing sand that lines the lower Elemion River and the border of Nex, stands the Sueda Lodge. Founded fifty years ago, the current caretaker is a dwarf named Var Pindevren, an enthusiastic explorer and historian of the region who splits his time between the lodge and expeditions to various Ancient Osiriani ruins occasionally uncovered by the Trackless Storm.

Named for the Ancient Osiriani hieroglyph for discovery, Sueda Lodge is a one-story block structure holding six guest rooms, a kitchen, dining hall, and library. Besides the lodge there is a small caretaker’s residence, poorly maintained garden, well, corral, and graveyard within the eight-foot tall mud brick walls of the compound. As is the custom of the land, all travelers are offered hospitality, but few journey to this barren and dangerous region.

This night the lodge is nearly full with a group of wanders and acquaintances of Var’s that have been made welcome to this distant place. You gather in the dining hall before supper as Var inspects the grounds and locks up the iron gate for the night. A heavy ironwood table dominates the rustic room and is long enough to seat ten. The stuccoed walls are covered with historic maps, sketches of Osiriani ruins, and swaths of indigenous textiles. Several display cases hold clay and copper pots and other minor historic relics that Var has recovered and proudly displays although you have heard these are nothing compared to the wonders he has shipped back to the Grand Lodge in Absalom.


A spot to kindle the flame and pray for your souls.


One Zolurket campaign is off and running so I thought I'd check and see if there is still interest in another take on the dark depths of this infamous haunted mine.

In 4121 AR, the desert dwarves of the Brazen Range sealed the famed Tar-Urkatha mine abruptly saying that one of the richest platinum mines in history had played out. Nearly six centuries later, gnoll traders appear in Katapesh City selling dwarven goods and platinum bars they claim came from the Zolurket mine. If this is true why did the dwarves walk away from a fortune in platinum and precious minerals and then lie about it? And why is Tar-Urkatha now known as Zolurket, the Kelish word for Dark Death? Only the bold will find the answers in the Horror and the Hunger of Zolurket!

All Core and APG rules are fine. We will start at first level with 20 point buy and average gear. Keep in mind this adventure will be mostly underground and undead heavy. So I’d like to see a cleric in the party and dwarves may have an advantage with darkvision and a good fort save.

The campaign will start at the Sueda Lodge in southern Katapesh. So post your questions and characters.


Many believe the month of Neth is the best time to be in Katapesh. The summer heat has finally subsided. The torrential monsoon rains have passed. The temperature is perfect and you can linger in the myriad bazaars for which the city is famous. Absalom may be the cultural center of the Inner Sea, but Katapesh is the commercial center. Any desire or need can be fulfilled there for a price; from the fabulous, but mundane Tian silks, Andoren wines, and dolls from Irrisen to more illicit goods like slaves, demon summoning, and the omnipresent pesh.

On this beautiful day in Neth, you find yourself at the Golden Net, a café on the border of Tian Town near the docks. The owner, Almaq “Mac” Jalool, is a neighborhood institution. He’s a friendly figure of average height with a thick bushy moustache that although imposing, can’t cover his huge smile. Mac always has some interesting news or fantastic tale and claims to have been a childhood friend of the legendary Lucky Farouq. Although half the establishments in the area seem to have some tie to Farouq, Mac’s tale of how they once stole Zulran’s prized stallion, Gassurat, for a ride through the city is a perennial favorite.

Although the Golden Net serves no alcohol, it is renowned for its fine Qadiran style tea and delicious seafood fresh from the nearby docks. It also attracts many foreigners due to the number of talented performers that Mac books from all over Golarion. The café is fairly large with a stage and tables crammed throughout the main room. Mac is usually found behind the counter greeting customers with a broad grin when he’s not engaged in swapping stories.


A bit of respite from the road. Swap lies, tell tales, plot your next venture... whatever floats your ship of the desert.


Due to popular request, I’ll be running a more sand-boxy version of Legacy of Fire. So I’m looking for explorers, sand devils, desert rats and assorted dust bunnies for a trek across Katapesh and beyond.

Standard 20 point buy (18 max score), 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Ultimate stuff is upon GM approval (please cite source on character sheet- UC or UM, page #).

I definitely like flavor, but don’t require a novella for a character background. Unfortunately the Player’s Guide for this one isn’t free, but just think Arabian Nights style adventure.


Hopefully we'll get an in depth article in the Skull and Shackles AP, but has there been any background info on Besmara. Is she an ascended mortal? an unexplained interdimensional raider? what's her nationality? just wondering.


I just saw this in the three books series on the NPR website:

NPR Story


2 people marked this as a favorite.

Freeport. Mid-Sarenith. Dusk.

The sun sets quickly in the west as you make your way through the Eastern District. The streets are surprisingly empty as you’ve hit the magical hour when the more honest tradesmen are eating their dinner and the rest have either hit the bars or are waking up to a night of nefarious deeds.

As the sea breeze slows, the muggy heat settles over you bludgeoning you with the scent of cooking food punctuated by the chamber pot contents that you step around now and then. It’s still enough that occasionally you hear your own boots scuff on the uneven cobblestone as you reach your destination and see a few dark figures ahead.

Obviously, you weren’t the only one to be approached on the dock by the fat red faced man with a superior attitude. He offered a couple coins and the opportunity to make something of yourself for an honest night’s work. You are well aware that ‘an honest night’s work’ is a contradiction in Freeport, but it seemed worth checking out as the man’s airs seemed to imply he might have some noteworthy contacts, who might at least put in a good word to get you back on a ship.

As you approach the meeting place you see the others gathering in front of a non-descript row house. It might have been a business, but the shingle has been removed. The solitary ground floor window has been boarded over and a few rough boards are nailed across the door…

The red faced man hasn't appeared yet, but go ahead and meet your mates.


For discussion and sedition. Bring your own Grog. Mutineers will be keel hauled.


**THWACK!!**
“Now wake up and swab the deck or I’ll throw ya to the sharks!”

This is how sailors are usually acquired in Freeport, but seeing as I want a crew that won’t try to jump ship at the next port of call, I’m looking for credentials. So give me a concept for a swashbuckler or salt that you would like to play: standard 20 point buy, 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Please be able to post an average of once a day and be prepared for adventure by land and sea!

If you ain’t familiar with the Freeport Setting, it’s Green Ronin’s rollicking port of pirate-flavored horror and humor that’s been around since the early days of 3rd Ed. I’m plopping the Serpent’s Teeth Isles just north of the island in the Shackles known as The Smoker.

Campaign Traits:

Home Port- You either grew up in Freeport or spend much time there when not at sea. It has become second nature for you to keep a sharp eye out to find your next mark or to avoid the press gangs. You receive a +1 trait bonus to Knowledge (local) and Perception rolls and Knowledge (local) is always treated as a class skill for you.

Bar Fly- You know that taverns are where the action is and you’ve spent an inordinate amount of time sharing a drink and a yarn in a wide array of Freeport’s dives. You gain a +1 bonus to Fortitude saves against intoxication and the sickened condition and a +1 trait bonus on Diplomacy checks to gather information in a bar.

Able Seaman- You have spent years aboard ships and earned recognition as a competent sailor. You gain a +1 bonus to Acrobatics, Climb, Swim, Survival, or Profession (sailor) and that skill becomes a class skill for you.

I’m also using Boarded in Mediogalti, and Boarded in the Mwangi Expanse from the Serpent’s Skull AP.

Questions welcome and thanks for your interest.

Cap’n Voodoo


I came up with the concept for this creature a couple of years ago working in Alaska and seeing as it has reached international recognition as the mascot for the 2010 winter olympics, i thought i'd pass on my PF update for the monster of the moment:
V
V

Inukshuk
N Medium Construct CR 3
Init +1; Senses Darkvision 60 feet, Low-light vision; Perception +0
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 31 (2d10+20)
Fort +0, Ref +1, Will +0
DR 5/adamantine; Immune construct traits, magic
OFFENSE
Speed 40 ft
Melee 2 slams +4 (1d6+2)
Ranged rock +4 (1d6+3)
Special Attacks predator’s howl, rock throwing (20 ft.)
STATISTICS
Str 15, Dex 12, Con--, Int--, Wis 11, Cha 1
Base attack +2; CMB +4; CMD 15
ECOLOGY
Environment cold hills and plains
Organization solitary or gang (2-8)
Treasure none
SPECIAL ABILITIES
Immunity to Magic (Ex) same as stone golem
Predator’s Howl (Su) Three times a day as a standard action, an inukshuk may emit a bone chilling cry that is a sonic mind affecting fear effect. Creatures within the 30 ft. cone of effect must make a DC 11 Will save or become frightened for 2d6 rounds. This fear effect is often used to herd prey toward a kill zone where tribal hunters await.

Inukshuk belong to a special category of construct known as a demi-golem, more than a mere animated object, but lacking the power and elemental animus of a True Golem. Other members of this category include caryatid columns, scarecrows, and tomb shabti.

Inukshuk were developed by powerful tribal adepts on the tundra of the far north. They are simple in construction consisting of a rock cairn stacked in such a way as to resemble a medium-sized humanoid. These figures are often placed on ridges or mounds where they appear to be vigilantly watching for intruders. When active, the stones of the inukshuk levitate slightly while staying in relative position to each other granting the heavy rocks an uncanny nimbleness which allows them to move quite quickly.

Construction is the jealously guarded secret of a few tribal shaman and is only passed down directly through oral tradition.

Variant Inukshuk:
Some inukshuk are capped with the skull of an animal such as an elk, bear, or wolf. These constructs gain an additional secondary gore or bite attack and give credence to the theory that these constructs are animated with the spirits of great beasts. Traveler’s tales tell of immense inukshuk bearing the form and skull of mammoth and dire rhinoceros in the Realm of the Mammoth Lords.


Anyone know WHY elves are immune to ghoul paralysis exactly?
my only guess is that 1st ed. elves lived like 1000+ years so weren't likely to be paralyzed by fear of the grave if that's what a ghoul's touch conveys???


so the description of his purple rubberiness says that he is 'wielding a staff of red hot metal'. what is this exactly? am i missing something or was it changed? a rod of metamagic is listed under his gear. but that doesn't sound like the staff he's wielding...?


I just picked up the latest WotC hardcover (wait, maybe not the latest, i've lost count?) Anyway, picked up Dungeonscape and actually found some useful bits. Including the rot grub swarm and hivenest monster template.
I was looking for an alternative mechanic for the egg trap in EaBK and thought the SoLS wormswarm was too tough. I ended up with something similar to the rotgrab swarm and wish i had this earlier. i definitely like the infestation (and death hazard) SA better than the poison of the wormswarm. once a PC is infested, the INT damage would be as normal for Kyussspawn worms.i may throw in a Kyussworm hivenest mummy instead of the mohrg under the Greyhawk Arena just to try these suckers out. they may actually turn out tougher than the wormswarms in SoLS, but who cares? it sounds like SoLS is a TPK anyway >:{ mwu-ha-ha.


does anyone have a good source for dealing with bayonets in d&d? any precedent for crossbow bayonets? the only thing i've seen (other than the cool pic of the whisper gnome in races of stone) was the gun article in Dragon #321 and it doesn't give damage that i could see?? any info or thoughts are appreciated.


This is a basic question, but i'm just wondering how folks play it. The PHB says all loot can be resold for half price. Is this just for mundane gear or also magic gear? I've always allowed my players full market value for magic stuff, but I had tight control over what they got to begin with. I'm currently playing under another DM on the adventure path who only allows us to sell for half price and it seems we are falling behind the expected wealth on the Character Wealth table in the DMG. Part of it might be we have 5 players and dead characters lose all gear. Just wondering how other DM's handle magic loot. thanks.


What happens when characters take massive amounts of non-lethal damage? Specifically, I'm thinking of the brown mold dealing 3d6 non-lethal but what happens once a character is knocked unconscious? Do they just keep taking non-lethal damage and stay unconscious until they are pulled out or die of thirst? Does non-lethal damage turn lethal at some point? What happens when the mold doubles in size from a careless flame and is now covering the character? I'm just wondering how other DMs have handled this in game. Thanks in advance.


I was just wondering what other published material either from Dungeon or other sources DMs are using with Age of Worms. For example, other threads have mentioned that "Devil Box" (#109)could easily be connected to The Emporium in Diamond Lake as could "The Menagerie" (#126) I imagine. Someone suggested connecting "The Styes" (#121) with the Free City Docks investigated in HoHR.

I recently got a copy of 1st ed. Baltron's Beacon (I-7)and was amazed how well it could fit in the AP b/n TFoE and EaBW with a little work. I'm going to drop the Vecna section of TFoE and send the FO and Theldrik to investigate the Beacon (relocated to Mistmarch) leaving a 'skeleton' crew (ha ha) of undead and cultists at the Temple of Hextor in a stand off with Grallak Kur. Theldrik's journal mentions that he and FO have gone to investigate the rumored worm zombies in the Mistmarsh which would lead the party to Baltron's Beacon where I'd replace the BB baddies in the Gatehouse and Manor with Theldrick, FO, and Co. Just switch the Vitriolus potions with Slow Worm potions and viola! BB already has angry lizardfolk, a son of kyuss in the crypt and mentions mated black dragons. there's even a teleportation pad that could connect to the Spire of Long Shadows for later use.
So I'm wondering if folks have any other suggestions for published material that screams to be used with AoW??


I really enjoyed reading Spire of Long Saguaros (arizona joke)-great atmosphere. Unfortunately, our group is still working on SCAP so I won't be running AoW for a while.(anyone make it through Spire yet? i haven't seen much discussion). The visions were a nice change up for getting background info instead of the standard ask Mr. Wizard. I was kind of bummed to learn Kyuss' patron was Nerull though. C'mon now, whatever happened to Incabulos?? you know- God of pestilence, disaster, and nightmares. you'd think he be up to his green eyeballs in green worms... I think of Nerull as more the jack-the-ripper type. Incabulos is more the black plague type.
Aside from a cameo in The Stink, Incabulos gets very little love. He's been a favorite of mine since the original Deities of Greyhawk articles in Dragon Magazine.
In short, Incabulos is Fabulos. My question is, does it really matter to the plot of AoW who Kyuss served or is that just flavor?

Full Name

Kenza Bloodborn

Race

| HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8

Classes/Levels

| Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None

Gender

Female Half-orc Monk 4

Size

Medium

Alignment

LN

Location

Sothis

Languages

Common, Osiriani, Ancient Osiriani

Occupation

Pathfinder

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 14
Charisma 10

About Kenza Bloodborn

Statistics:

PFS # 276820-8
Faction Sapphire Sages
Experience 9
Fame 16, Prestige 16

Kenza Bloodborn
Female Half-orc Monk 4
LN Medium Humanoid (human, orc)
Init +2; Senses Dakvision 60 ft., Perception +9

------------------------------
DEFENSE
------------------------------
AC 17, touch 16, flat-footed 14 (+0 armour, +2 Dex, +1 dodge, +1 monk, +1 natural, +0 shield, +2 Wis)
hp 30 (4d8+8)
Fort +7, Ref +7, Will +7
...+2 vs. enchantment spells and effects
...+2 vs. hot weather
...+1 vs. disease, poison
Defensive Abilities: Evasion

------------------------------
OFFENSE
------------------------------
Speed 40 ft.
Melee unarmed strike +7 (1d8+3 magic bludgeoning)
…flurry of blows +9/+9 (1d8+3 magic bludgeoning)
...dagger +6 (1d4+3/19-20) (slashing or piercing)
...+1 sai +7 (1d4+4) (bludgeoning)
...sai +5 (1d4+3) (bludgeoning)
Ranged sling +5 (1d4+3)
…dagger +5 (1d4+3/19-20)

------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 19
Traits Ancient Historian (linguistics), Honoured Fist of the Society
Feats deflect arrows, dodge, improved unarmed strike, iron hide, maneuver training, still mind, stunning fist (DC 14), weapon focus (unarmed strike)
Skills Acrobatics +9 (4R), Climb +10 (4R), Intimidate +8 (3R),Knowledge (history) +4 (1R), Knowledge (religion) +4 (1R), Perception +9 (4R), Stealth +8 (3R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities AC bonus +1, evasion, fast movement +10 ft., flurry of blows (+2/+2), intimidating, ki pool (magic, 5 points), orc blood, orc ferocity, slow fall (20 ft.), still mind, stunning fist, unarmed strike, weapon familiarity
Languages Common, Orc, Osiriani, Ancient Osiriani

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Deflect Arrows You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Ki Pool Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier (+1 from trait) = 5 points. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
...By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
...The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Stunning Fist You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier=DC 14), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack a number of times per day equal to your monk level, plus one more time per day for every four levels he has in classes other than monk, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
...At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear dagger (4), +1 sai, sai (2), sling, sling bullets (20), acid (5), alchemist's fire (3), holy water (8), potion of cure light wounds (4), potion of cure moderate wounds, potion of mage armour (4), potion of neutralize poison, potion of lesser restoration (3)
Possessions cloak of resistance +1, hot weather outfit, charcoal (2), journal, monk’s kit (backpack, belt pouch, blanket, flint and steel, rope, soap, torches (10), trail rations (5), waterskin), tinder twig (2)
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 41 lbs.
Money 1,304 GP 8 SP 0 CP

Temporary Gear:

Boons:

[] [] [] [] Gremlin’s Token: While Bujune may have inflicted years of torment on poor Stuinvolk, you were able to see the inner nobility of the fungal gremlin. The tiny fey has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.

Debt to the Scarred Sage As a representative of the Jeweled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threats to the organization. Whether this will ultimately be to your benefit or not remains to be seen.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NP, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Formidable Renown: Word of your defeat of the cultists of Lissala and your tenacity in the face of a relentless onslaught of summoned outsiders had quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

Magnimarian Debt: The many wealthy and influential attendees of the auctioneer the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving—or restoring. When you would pay for the casting of raise dead, resurrection or true resurrection, you may call upon this favour to reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon cross it off the Chronicle Sheet.

Heroes of Magnimar Thanks to your action in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.

Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 prestige point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.

Resisting the Gossamer King Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against diseases and poisons.

Secrets Beyond Sight: You know that there's more to understanding history and your surroundings than sight alone. You can cross this boon off your chronicle sheet to gain one of the following benefits:
[] As a standard action you cast object reading as a spell like ability (CL 5th)
[] As a swift action you gain the scent universal monster ability for ten minutes.
[] As a swift action you gain blind sense to a range of 10 feet for one round per character level.
[] As a swift action you gain tremor sense to a range of 20 feet for one round per character level.

[] [] [] [] [] Ulfen Ally: Your journey with the Ulfen skald Stuinvolk Hundrakson has earned you a lifelong friend in the Pathfinder Society. At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of the boxes that precede this boon equal to the spell’s level. These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on Use Magic Device checks to activate a scroll acquired from this boon.

[] [] Whispers of the Amberhollow: Your exposure to the mysterious amberhollow has imparted a tiny fragment of the King of Biting Ants’s power. You may check a box next to this boon as a standard action to gain the benefits of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

Completed Scenarios:

#39: The Citadel of Flame
#35: Voice in the Void
Special: Race for the Runecarved Key
---
#9-04: The Unseen Inclusion
#6-10 : Wounded Wisp
Feast of Ravenmoor
---
"
"
#10-02: Bones of Biting Ants
---
IN PROGRESS - None

Background:

Kenza was born in an Osiriani pyramid—cut from her mother’s stomach as she died from an ancient trap. She shouldn’t have been there—not while pregnant—but when did a Pathfinder ever rest? Kenza’s father never really knew what to do with baby—and certainly wished it had been is wife he left the pyramid with instead of the green-skinned mewling babe. When they got back to the city he decided there was really no way to prove the child was his, so he dropped the baby off with the caretaker’s at the Sothis Lodge, and left her care to them. Without her father’s protection she came to be known as Kenza Bloodborn—the half-orc who killed her mother while coming into the world.

To his credit, her father tried to reconnect with Kenza when she was a bit older. But he was a scholar, and she didn’t take well to his tutelage. Why learn about a tree when you can climb it and examine the real thing yourself? Finding little in common with the fidgety child her returned her to her caretakers in the Sothis Lodge and returned to his studies.

Kenza was born and raised to be a Pathfinder and indoctrinated into the Sapphire Sages beliefs young. She knew she was never going to be as clever as the other children around her, but she honed her body and resilience—intending to be a useful tool for the Society she considered her family. When she came of age Kenza joined the Pathfinder Society officially and was inducted into the Sapphire Sages. She is proud to serve the Society in whatever manner she can and—most importantly—hopes to prove to her mother’s spirit that Kenza was worth dying for.

Appearance and Personality:

Kenza is a solidly built half-orc woman with pale green skin tattooed with ancient osiriani sigils. She wears her long black hair tied back, and has rather large teeth protruding from her mouth. She is stoic, brave and unbending—willing to go to any lengths to protect her fellow Pathfinders and make her parents proud.