Tinalles's page

Goblin Squad Member. 1,623 posts (4,499 including aliases). No reviews. No lists. No wishlists. 10 aliases.


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Sorry. I've been on a two-day long road trip for work.

During the walk to the Count's estate, Mel used her Hat of Disguise to take on a new, previously unseen persona: Mala, formerly a diplomatic aide to a now-retired ambassador from Helm. The hat takes on the appearance of a headband taming a mane of black hair -- tinged here and there with a strand of silver. Grey eyes twinkle out from skin a few shades darker than her usual preference.

Mala laughs lightly. "Oh, yes. We have been exceptionally busy."

She quickly recaps their adventures in Bannerhold to date, including the recovery of most of the treasury, their dealings with Turick, the investigations into and downfall of Cust and Harcourt.

I'm curious as to what questions, if any, Count Aral has regarding those phases. I think we kept him tolerably well informed, but you never know.

"... and finally, we made contact with the 'Friends' -- a resistance group. Due to a series of misunderstandings, the circumstances of that meeting were highly unpleasant for Robin. I don't think the details are relevant here. Suffice it to say we made an uneasy accord with them. We're going to send a message to the Bishop of Helm on their behalf; beyond that, all we agreed to do is stay largely out of their way. They want to see Beaumont taken down just as much as we do. In exchange, their leader gave us some information about Beaumont."

She smiles slyly. "It's bad. Brace yourself. Pretend I'm telling a really funny joke."

After giving him a moment to ready a reaction, she leans forward, cups her hands around her mouth and whispers to him: "Duke Beaumont has been swapping state secrets with Amrynn Faedi, the Concordat's Magister of Divination, using a Book of Whispers."


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Quick recap:

We finished with Cust. He's in Turick's custody.

We began thinking about ways to investigate Beaumont.

Túrion (alias Janus) went to the brothel to talk to the Madame and possibly get some leads. He didn't come back.

The rest of us went to talk to the Madame and said "Hey, what? Where's Janus?" She reported that Janus attempted to purchase (?) Isabella, one of her workers, who agreed to go with him despite the fact that she was not any sort of bondservant and had no contract etc to buy out.

We did some moderately comedy-of-errors fail-forward tracking, and found evidence suggesting that Janus got clocked over the head and shoved in a pickle barrel. Further sleuthing led us to rumors about an elf falling from the sky wearing nothing but his underwear.

Just then we spotted Alexander Mumblethunder III, the gnomish bookstore owner from much earlier in the Bannerhold arc, headed for a warehouse and muttering about being roped into Isabella's organization despite everything.

We deduced that Isabella-from-the-brothel and Isabella-leader-of-the-non-human-resistance were one and the same. We followed, knocked on the door and asked to talk to Isabella about our friend who seems to be in a pickle.

She let us in and told us that she took Janus for some kind of law enforcement officer or agent of her opposition, intent on breaking her cover as a service worker at the brothel and bringing down her organization. So she captured him, interrogated him, and was trying to figure out what to do next when we came knocking. She claims not to have used torture or lethal methods, but says that Túrion has taken a strong personal dislike to her. I'm a little unclear on whether he threatened to assault her or her organization, but she clearly perceives him as a potential threat.

She seems willing to work with the rest of us, but wants some assurances that we're not going to be a problem, i.e. hurt her or prevent her organization from achieving its goals (chiefly, bettering the lot of non-humans in Iustia, and/or evacuating some to someplace less oppressive to them).


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I did get that Silence Dust off right at the very start, which probably helped with assorted other people noticing.


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Template for this post

MAP INDEX

General Sandpoint Maps:

1. BURNT OFFERINGS:

Festival and Fire

  • North Gate for Die Dog Die. By Digitalmystic
  • General Store Basement for Shopkeepers Daughter by Gr4ys.
  • The Boar Hunt by The Numerator
  • Trouble at the Rusty Dragon: Ground Floor, Ground Floor with Grid, Second Floor, Second Floor with Grid by Gr4ys
  • Monster in the Closet by Gr4ys
  • Desecrated Vault by Jarl11

    Glass and Wrath

  • Beautiful Sandpoint Glassworks map. by Tintagel
  • Glassworks Basement. by Tintagel
  • Catacombs of Wrath by Askren

    Thistletop

  • First Version of Thistletop by Unknown.
  • Bunyip Lair by Tintagel
  • Thistletop Dungeons 1 by Askren
  • Thistletop Dungeons 2 by Askren
  • Thistletop by hero339

    Maps that couldn't be linked to individually

  • Book 1 Maps by narchy
  • Book 1 Maps by Ceanmaps

  • 2. THE SKINSAW MURDERS:

    Murder Most Foul

  • Sandpoint Lumbermill Interior by Evil Lincoln (This one could use a rework. Does not match description in module.)
  • Sandpoint Lumbermill Interior and Exterior combined
  • Sandpoint Sawmill by hero339

    The Thing in the Attic

  • Habe’s Sanitarium by ThreeLite
  • Alternate Habe’s by TalesfromtheTabletop (not sure of Paizo Username)
  • Habe’s Sanitarium by Askren
  • Habe’s Sanitarium Second Floor by Askren
  • Habe’s Sanitarium Basement by Askren
  • Habe's Sanitarium Floor Basement by hero339
  • Habe's Sanitarium Floor 1 by hero339
  • Habe's Sanitarium Floor 2 by hero339
  • Habe's Sanitarium Floor 3 by hero339

    Walking Scarecrows

  • Farmlands 1 By Tintagel
  • Farmlands 2 By Tintagel
  • Farmlands 3 By Tintagel
  • Farmhouse By Tintagel
  • Farmland by day by hero339
  • Farmland by night by hero339
  • House and barn by day by hero339
  • House and barn by night by hero339
  • House, upper floor by day by hero339
  • House, upper floor by night by hero339

    Misgivings

  • Foxglove Manor/The Misgivings 1st Floor w/ surroundings by Tintagel
  • Foxglove Manor/The Misgivings 1st Floor by Tintagel
  • Foxglove Manor/The Misgivings 2nd Floor by Tintagel
  • Foxglove Manor/The Misgivings Attic by Tintagel
  • Foxglove Manor/The Misgivings Basement by Tintagel
  • Foxglove Manor/The Misgivings Caverns by Tintagel
  • The Misgivings by Ceanmaps

    Chasing the Skinsaw

  • Foxglove Townhouse by DigitalMystic
  • Foxglove Estate by hero339

    The Seven’s Sawmill

  • The Seven’s Sawmill by ThreeLite
  • The Sevens Sawmill and Foxglove Townhouse by Dom C
  • The Seven’s Sawmill by Ceanmaps

    Shadows of Time

  • Shadow Clock Tower and Roof by Dom C
  • Shadow Clock Roof by Tinalles
  • Shadow Clock Tower and Roof by barry lyndon

    Maps that couldn't be linked to individually

  • Book 2 Maps by narchy
  • Book 2 Maps by Ceanmaps
  • 3. THE HOOK MOUNTAIN MASSACRE:

    Many of these links are from the Hook Mountain Massacre Printable VT Battlemaps thread. I have linked the super high resolution versions. You may need to resize them to make them work for you, or you can download the lower res versions in the thread above.

    In the Hook's Shadow

  • Sunken Ship for the Paradise Barge by National Geographic
  • Ship Map for the Paradise courtesy of Zebbie
  • The Graul Homestead Ground Floor by BWatford
  • The Graul Homestead Upstairs and Basement by BWatford
  • The Graul Homestead Barn and Field by BWatford
  • Graul Homestead by Threelite
  • Graul Homestead at Dawn by Shoba

    Retaking Rannick

  • Hook Mountain Exterior and Caves by Digital Mystic
  • Fort Rannick 1st Floor by BWatford
  • Fort Rannick 1st Floor North by Riding Bull
  • Fort Rannick 1st Floor South by Riding Bull
  • Fort Rannick 2nd Floor by BWatford
  • Fort Rannick 2nd Floor by Riding Bull
  • Below Fort Rannick by BWatford
  • Below Fort Rannick by Riding Bull
  • Fort Rannick (116x88 Split into 4 parts, each 58x44) by threelite
  • Fort Rannick Level one, Level two, Basement except the outside (grid size 70x70) by Philly
  • Fort Rannick Level 1 by Shoba
  • Fort Rannick Level 2 by Shoba
  • Peet's Restructured Ft. Rannick Floor 1, see also Peet's post
  • Peet's Restructured Ft. Rannick Floor 2
  • Peet's Restructured Ft. Rannick Floor 3
  • Peet's Restructured Ft. Rannick Floor 4
  • Peet's Restructured Ft. Rannick Floor 5

    Down Comes the Rain

  • Saving the School Children (Just add boat) by Digital Mystic
  • Turtleback Ferry Chapel/Black Magga by Digital Mystic
  • Turtleback Ferry Chapel/Black Magga by Tinalles
  • Turtleback Ferry Chapel/Black Magga /w Grid by Tinalles
  • Turtleback Ferry Chapel/Black Magga by Miikka Autere
  • Top of Dam Ogre Fight by Digital Mystic
  • Skulls Crossing Western Caves by BWatford
  • Skulls Crossing Skulls Watch by BWatford
  • Skulls Crossing Grazulls Domain by BWatford
  • Ferry crafted from the shell of giant turtle by GustavoMalek
  • Skull's Crossing - Encounter with the Ogre Demolition Crew - 20x20 by GustavoMalek
  • Skull's Crossing: Skull's Watch - 20x20 by GustavoMalek
  • Skull's Crossing: Grazuul's Domain - 20x19 by GustavoMalek
  • Skull's Crossing Western Caves by Shoba
  • Skull's Crossing Skull's Watch by Shoba
  • Skull's Crossing Grazuul's Domain by Shoba

    The Haunted Heart

  • Mysterious Derelict (25x25 units, 70 pixels per unit) by threelite
  • Heart of Sadness by Digital Mystic
  • Heart of Sadness by Miikka Autere

    Harrowing the Hook

  • Hook Mountain Clanhold pt1 by BWatford
  • Hook Mountain Clanhold pt2 by BWatford
  • Hook Mountain Clanhold by Miikka Autere
  • Hook Mountain Clanhold - full map (72px - 106x68) by GustavoMalek
  • Hook Mountain Clanhold - divided in 2 parts of 53x68 each (better resolution) by GustavoMalek

    Maps that couldn't be linked to individually

  • Book 3 Maps by narchy
  • Book 3 Maps by Ceanmaps

  • 4. FORTRESS OF THE STONE GIANTS:

    Stones over Sandpoint

  • Sandpoint North Gate by Digital Mystic
  • Sandpoint East Bridge by Digital Mystic
  • Sandpoint East Bridge by Hytholodeus
  • Sandpoint Garrison and Town Hall by Digital Mystic
  • Sandpoint Garrison and Town Hall by Hytholodeus
  • Sandpoint Scarnetti Manor by Digital Mystic
  • Sandpoint Scarnetti Manor by Hytholodeus
  • Mill Pond - 32x30 by threelite
  • Two Knights Brewery - Beer or Death - 25x25 by threelite

    Journey to Jorgenfist

  • Ogre Cattle Rustlers - 35x35 by threelite
  • Storval Stairs by Digital Mystic

    Into the Valley of the Black Tower

  • Longtooth’s Lair by Digital Mystic
  • Wyvern/Deathweb Caves by Digital Mystic
  • Jorgenfist by Digital Mystic
  • Black Tower 1 by Digital Mystic
  • Black Tower 2 by Digital Mystic
  • Jorgenfist - One huge image, 78x96 by threelite
  • Jorgenfist - Split into 4, 39x48 each image by threelite
  • River Caves - 45x29 by threelite
  • Longtooth's Cave - 44x13 by threelite
  • Watchpost - 30x30 by threelite
  • The Black Tower - 16x31 by threelite

    Under Jorgenfist

  • Under Jorgenfist by Digital Mystic
  • The Pit and Caverns - Split into 4 for Roll20 upload limit. 46x34 each, 92x68 total by threelite

    The Ancient Library

  • The Ancient Library by Digital Mystic
  • Jorgenfist Library - 61x37 by threelite
  • 5. SINS OF THE SAVIORS:

    The Scribbler's Rhyme

  • Sandpoint Scribler's Lair Entrance by Digital Mystic
  • Lamashtu's Shrine by threelite

    Seeking Runeforge

  • The Scriblers Lair by Digital Mystic
  • Arkhryst's Lair - 59x22, did 2 maps; one showing the hidden ramp and another without by threelite
  • Arkhryst's Lair by Digital Mystic
  • The Sihedron Circle - 29x20 by threelite
  • The Sihedron Circle by Digital Mystic
  • Frozen Cathedral - 34x19 by threelite
  • Frozen Cathedral by Digital Mystic
  • Xin's Stairway - 29x23 by threelite
  • Xin's Stairway by Digital Mystic

    Runeforge and the Abjurant Halls

  • Runeforge - 52x33 by threelite
  • Runeforge by Digital Mystic
  • Ravenous Crypts - 30x22 by threelite
  • Ravenous Crypts by Digital Mystic
  • The Vault of Greed - 50x34 by threelite
  • The Vault of Greed - by Digital Mystic
  • Iron Cages of Lust - 69x44 by threelite
  • Iron Cages of Lust by Digital Mystic
  • Shimmering Veils of Pride - 49x33 by threelite
  • Shimmering Veils of Pride by Digital Mystic
  • Festering Maze of Sloth - 39x27 by threelite
  • Festering Maze of Sloth Drained - 39x27 by threelite
  • Festering Maze of Sloth by Digital Mystic
  • Halls of Wrath - 80x129 (rotated so that north is up) by threelite
  • Halls of Wrath by Digital Mystic
  • Halls of Wrath by Riding Bull

    Maps that couldn't be linked to individually

  • Book 5 Maps by Makin and Stump
  • 6. SPIRES OF XIN-SHALAST:

    Whew. It took nine hours straight to get that all sorted out. Apologies if I missed anything.


    24 people marked this as a favorite.

    It has been five years since we last had an updated index for this thread. And so, I have taken it upon myself to remedy this lack.

    I am profoundly grateful to GustavoMalek for having the foresight to record the raw BBcode for these posts. So to pay it forward, here is an updated template for this post.

    Many of the links previously marked "Unavailable" have been restored. A few of those were broken due to typos in the URLs. Others I found copies of, either elsewhere on the web or in the WayBack Machine. And a fair number were supplied by later posters in the thread.

    NON BATTLEMAP CONTRIBUTIONS INDEX

    CAST OF CHARACTERS

  • Illustrated Sandpoint's NPCs List v1.2 (pdf) by Yossarian

    TOWN OF SANDPOINT

  • Sandpoint Cathedral Interior by Chinchbug (Ross Lucci)
  • Sandpoint Player's Handout by Jacen
  • Sandpoint's NPCs google spreadsheet by Stepchild of the Sun
  • Spreadsheet of Sandpoint Residents by ?
  • Runelords timeline by Stepchild of the Sun
  • List of the Chopper's victims by Stepchild of the Sun
  • Varisian folktales, as told by Risa Magravi by Stepchild of the Sun
  • Sandpoint NPC Stats by platinumCheesecake
  • Father Abstalar Zantus Statblock by Pathfinder Comic Books
  • Sheriff Belor Hemlock Statblock by Pathfinder Comic Books
  • Sandpoint Cathedral = The heart of a sea-side town by Digital Mystic
  • Chopper's journal by Stepchild of the Sun
  • Sandpoint Grided Map (264 x 390 squares - 1 square = 5-ft) by GustavoMalek
  • The Hell Flume, a side quest by Tinalles
  • Travel to Kaer Maga with Vachedi, a side quest by Lawrencelot
  • The Pit, a Sandpoint Devil side quest by Lawrencelot
  • Maps for The Pit by Razcar
  • Escape the Ship, a side quest for the derelict ship in Book 3 by Lawrencelot
  • A Harpy's Curse, a complete script for a play by Gary Forrest

    GENERAL

  • Tokens/Counters for Burnt Offerings and Skinsaw Murders by tonton
  • Players map of Sandpoint Region by Russell Akred
  • Basic Golarion Calendar 4707 not sure who created this but it is from the Heroes of Golarion wiki
  • Hi-Res (600 dpi) Maps of Varisia & Sandpoint and mods for Google Earth by Tintagel
  • Thassilonian Runes Font by gryc_ueusp
  • Karzoug sound file thread
  • Chopper's Isle Sidequest by James B. Cline
  • Magnimar Map (with the Shadow by GustavoMalek
  • Rise of the Runelords Kingdom Building by James B. Cline
  • Cinchburgs (Ross Lucci) Runelords Maps compiled by Digital Mystic
  • Coat of Arms of the Noble Houses and Organizations from Sandpoint and Magnimar by GustavoMalek
  • Absalom Reckoning - Wheel of the Year (English and Portuguese versions) by GustavoMalek
  • Rise of the Runerlords Loot List Google Spreadsheet by GustavoMalek
  • RotRL datasets for DMs Familiar, Books 1 to 5 by DMFTodd
  • Rough map of the Sandpoint Hinterlands by Yossarian
  • Detailed map of Southwest Varisia by Yossarian
  • Alba Lilia Monastery by Yossarian
  • The Plump Goose by Yossarian
  • Loot List for all books by GustavoMalek
  • Harrow Card Reading Cheat Sheet by RumpinRufus
  • Index of Supplemental Content from the Pathfinder Comic Books by Sean Mahoney
  • PowerPoint presentations for RotRL by Gnutten
  • Handouts by Ckorik
  • RotR assets collected by kadance

    ARTWORK

  • Malfeshnekor by Russell Akred
  • Lucrecia in Lamia Matriarch form by TSRodriguez
  • Gogmurt by TSRodriguez
  • Stained Glass Windows from Foxglove Manor by Makin and Stump

    1. BURNT OFFERINGS

  • Burnt Offerings (Gamemaster Reference) useful for clarification, errors and background from Paizo
  • Unofficial Errata by ShadowChemosh
  • Tokens/Counters for Burnt Offerings and Skinsaw Murders by tonton
  • Wolves of Sandpoint Charter by one of Watchers players (credit where credits due)
  • Tsuto's letter in Minkai by Greg Volz
  • Tsuto's letter in common by Greg Volz
  • Tsuto's Journal by Russell Akred & Greg Volz
  • Pictures of Nualia for Tsuto's Notebook by Lilith
  • Project Blog to covert Burnt Offerings to 4th edition by Scott Betts
  • Nualia's Diary page one and page 2 by James B. Cline
  • Games for the Swallowtail Festival by Delthos
  • Goblin Song by Razorstorm
  • Goblin Song by Ivan Rûski
  • Something in the Attic by Ivan Rûski
  • The Toadstool Goblins, side quest to be inserted into Burnt Offerings: Local Heroes by Haladir
  • The goblin song by Teresake
  • Aldern Foxglove Statblock by Callum
  • Swallowtail Festival Speeches by Callum
  • Upgraded Nualia Statblock by Jam412
  • Nualia's Journal page 1 by Skaraker
  • Nualia's Journal page 2 by Skaraker
  • Nualia's Journal page 3 by Skaraker
  • Nualia's Journal page 4 by Skaraker
  • Nualia's Journal page 5 by Skaraker
  • Nualia's Journal page 6 by Skaraker
  • Prep work for the Swallowtail Festival by trik
  • Obstacles for Tsuto's tunnel chase scene by Haladir
  • Graphical Representation of the Tsuto's tunnel chase scene by Haladir
  • Handout 1-1 - Tsuto's Letter in Minkaian by GustavoMalek
  • Handout 1-1 - Tsuto's Letter translated into portuguese by GustavoMalek
  • Handout 2-1 - Tsuto's Journal translated into portuguese by GustavoMalek
  • Prayerbook of Lamasthu by Digital Mystic
  • Lyrie Akenja's journal by Kittenmancer
  • Nualia as Anti-Paladin Statblock by ghostofafrog
  • Prayer Book of Lamashtu by Yossarian
  • Stats for Brodert Quink by soulnova
  • Swallowtail Festival Scavenger Hunt by RumpinRufus
  • Disturbing dreams of Nualia's backstory by Gunderson73
  • Tsuto's Letter to his Father by GreaterPathMagi

    2. THE SKINSAW MURDERS

  • The Skinsaw Murders Gamemasters Reference useful for clarification, errors and background from Paizo
  • Unofficial Errata by ShadowChemosh
  • Players map for farmlands map without detail by tonton
  • Foxglove Manor Haunts Description document by rironin
  • Updated Magnimar maps by Paizo Publishing (Goes to a ZIP file!)
  • Clock Tower cut-away by Chinchbug (Ross Lucci)
  • Xanesha's List by James B. Cline
  • Bloody notes by Mearrin69
  • Foxglove Manor Haunts
  • Magnimar Encounters by loocsileinad
  • Haunts Descriptions for Foxglove Manor by Misroi
  • Blank Handouts for chapter 2 (Handouts 2-5, 2-6 and 2-7) by threelite
  • Altered map layout of Foxglove Townhouse by Peet
  • Prep work for Chapter 2 by trik
  • All Chapter 2 Handouts translated to Portuguese by GustavoMalek
  • Justice Ironbriar's Journal by Razcar
  • Foxglover Family Crest by Hytholodeus
  • Sandpoint Register - Newspaper for Sandpoint - Skinsaw Murders by wrmusall
  • Homebrew - A guide to the Plump Goose Restaurant in the Village of Orsova by Yossarian
  • Foxglove Family Genealogy by Zorgax
  • Foxglove Family Crest by Zorgax
  • Craesby's Key by Zorgax

    3. THE HOOK MOUNTAIN MASSACRE

  • The Hook Mountain Massacre (Gamemasters Reference) useful for clarification, errors and background from Paizo
  • Unofficial Errata by ShadowChemosh
  • Turtleback Ferry by Russell Akred
  • Turtleback Ferry by Salama
  • Hook Mountain Town Writeups by Byung Shin
  • Bitter Hollow map for MapTool by Byung Shin
  • Order of the Black Arrow Insignia Handout by Gustavo Malek
  • Handout 3-2 - Mokmurian's letter to Barl Breakbones in Giant by GustavoMalek
  • Handout 3-2 - Mokmurian's letter to Barl Breakbones translated to portuguese by GustavoMalek
  • Reworked floor plans for Fort Rannick by Peet
  • The Paradise Barge by Hytholodeus

    4. FORTRESS OF THE STONE GIANTS

  • Fortress of the Stone Giants (Gamemaster Reference) useful for clarification, errors and background from Paizo
  • Giants Watch Tower by Chinchbug (Ross Lucci)
  • Handout 4-1 - Writ of Entrance and Access to the Library of Thassilon by GustavoMalek
  • Scroll with enlightened ritual related to the worship of the Peacock Spirit by GustavoMalek
  • Sandpoint Raid Turn Chart by Digital Mystic
  • Handout - Thassilonian Runes in the Ancient Library Entrance (C6) by GustavoMalek
  • Handout 4-1 - Writ of Entrance and Access to the Library in Thassilonian by GustavoMalek
  • Handout 4-1 - Writ of Entrance and Access to the Library translated to portuguese by GustavoMalek
  • Handout 4-2 - Mokmurian's map of the Lost Coast region of Varisia with notes in Giant by GustavoMalek
  • Handout 4-2 - Mokmurian's map of the Lost Coast region of Varisia with notes translated to portuguese by GustavoMalek
  • The Therassic Library (Ultimate Intrigue variant) by Tinalles
  • Description of the Six Dwarves captives toiling in the armory of Jorgenfist by Tinalles
  • Mokmurian's assembled army by Tinalles
  • Stats for the commanders of the giant army by outshyn

    5. SINS OF THE SAVIORS

  • Sins of the Saviors (Gamemaster Reference) useful for clarification, errors and background from Paizo
  • Paizo web enhancement Magic of Thassilon (goes to ZIP file)
  • Card terrain pattern for final scene by Russell Akred
  • Scribbler's Rhyme Handouts in Thassilonian and in Portuguese by GustavoMalek
  • The Crucible of Sins, an alternative to tracking sin points by mousmous
  • Sin Tracking Spreadsheet by Thamyor

    6. SPIRES OF THE XIN-SHALAST

  • Spires of the Xin-Shalast (Gamemaster Reference) useful for clarification, errors and background from Paizo
  • Vekkers Cabin by Chinchbug (Ross Lucci)
  • Wendigo Standee Cutout by Russell Akred
  • The Horror Tree by Russell Akred
  • Pinnacle of Avarice - Alarm response map by Yossarian
  • Eye of Avarice - 3D view with measurements - normal size - 5-feet scale by GustavoMalek
  • Eye of Avarice - 3D view with measurements - double size -10-feet scale by GustavoMalek
  • Flowcharts of Karzoug and Viorian Dekanti's defenses by Tinalles, see also two posts lower for editable versions

    Unknown but cool

  • Pathfinder in french.
  • Photos of awesome 3D Eye of Avarice terrain by TomParker
  • Another Eye of Avarice terrain set by mousmous

    Permissions Issues

    The following links appear to exist but are not currently viewable by the public. I have sent private messages to their authors asking them to adjust the permissions. They may or may not work.

  • Sandpoint NPCs cards by Nynphaiel
  • Thassilonian Font by Gustavo Malek
  • Foxglove House Ledger by HangarFlying
  • Foxglover Family Crest by FrugalToast


  • 1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Back at the townhome

    "Chalk on the lamppost means the townhome isn't safe, pigeons means speak no secrets, and my favorite pie is peach. Got it."

    At Turick's

    Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17

    "Yes, my lord. We have several batches of papers, in fact. These came from the Reap base that Khaz and Fyrman raided." She passes over a folder. "They are written in code, but we deciphered it and have included notes on how to read it. The papers contain several pieces of information. First, they detail the drug smuggling ring on the Hill. Next, it seems the Reaps are extremely angry that we recovered much of the contents of the treasury, and are leaning harder on their compromised Council member in order to locate us."

    "And finally, they were looking for leverage they might use to blackmail other Council members. They had two leads for that. One was that Duke Beaumont has very quietly been subsidizing a couple of playwrights of strongly nationalist plays. Certainly not blackmail material in and of itself, but the secrecy with which he is doing so piqued their interest. Their other lead had to do with Count Harcourt; and it is a good thing, my lord, that we got to Harcourt first."

    She pulls out more papers. "These are the results of Janus' research in the legal archives regarding Harcourt's recent transactions." She passes over a second folder. "And these are a series of documents that I retrieved from a hidden compartment in the bottom left drawer of Lord Harcourt's personal desk." She passes over a third folder.

    "I am sure you will want to examine these in detail yourself. But allow me to give you the overview."

    "Some time ago, Lord Harcourt purchased several large groves of darkwood trees located in the Bishopric of Helm. He wishes to clear-cut them in order to realize the full profits of his investment immediately. But Helm has laws strictly regulating the harvesting of Darkwood: only a small number of trees may be cut each year, and they must be replanted afterwards."

    "He does not want to wait. And so, he embarked on a scheme to arrange for Iustia to annex Helm. Some 90 years ago, Charles II issued a hegemonic decree to annex the Feld Islands due to rampant piracy that Feld had shown itself unable -- or unwilling -- to curb. Harcourt sought to use that precedent to allow for an annexation of Helm."

    "Of course, Helm was not being used as a pirate haven. He needed it to be plagued by pirates. And so, he hired some, using one Lord Tyron Alabaster as his agent. In order to transfer the funds, he purchased several properties from Alabaster at vastly inflated prices. Alabaster then took that money and hired Captain Gertrude van Beem, a notorious pirate captain out of the Serpent Isles, to attack vessels in Bishopric waters. Although we have found no direct evidence of this among the papers, I suspect Harcourt and Alabaster may have fed van Beem information about which Iustian vessels carried the most valuable cargoes, so that her depredations would quickly become a genuine crisis, thereby forcing Iustia to act."

    "The endgame was meant to be something along the lines of the King calling Council to discuss the issue of piracy in Bishopric waters. Harcourt planned to point out the hegemonic decree of Charles II and suggest it as a model. His Majesty, acting on the advice of his Council, annexes Helm by decree, sending in the army to secure the place, and the navy to scour the seas free of pirates. With Helm absorbed into Iustia, Harcourt would be free to harvest his trees, which Iustian law does not protect. Harcourt seems not to have been troubled overmuch by the cost to Iustia in treasure and lives that would rise from absorbing a neighboring nation against its will."

    "We are uncertain how he meant to keep van Beem from blackmailing him. Perhaps he planned simply to continue paying her, accounting it a cost of business, and direct her piracy towards elven shipping instead. Or perhaps he had some agent on her ship with instructions to quietly sink it. Who knows?"

    "Unfortunately for Harcourt, his plan failed. According to Count Aral's sources in Helm, some of the Bishop's agents destroyed Gertrude van Beem's ship. They captured her and returned her to Helm, where she was put to the question, tried, convicted, and executed. With his cat's paw dead and the Bishop very likely aware that van Beem was working for Iustian interests, Harcourt's bid to engineer an annexation was dead in the water. Much of his assets are tied up in Helmian darkwood groves or sunk along with the piracy plot. He is likely skating on the edge of financial ruin, and anyone with knowledge of his actions would be in a strong position to blackmail him in order to influence the Council. And once he finds that his personal papers have been stolen -- which he is likely to discover this morning -- he will no doubt become even more desperate than he was before."

    "Beyond the papers, we have a lead on an opportunity to quietly abduct Tyron Alabaster from a brothel he is known to frequent. No doubt he would be able to corroborate and fill in details, either under threat of torture or if he were offered a reduced sentence in exchange for his testimony."

    "And, lastly, I note that there are four council members: yourself, Duke Beaumont, Count Harcourt and Baron Cust. The Reaps have compromised one of the Council. We know it is not you. And we know from the papers recovered from their base that they were interested in Beaumont and Harcourt, but had not yet found material for blackmail on either of them. That suggests that Baron Cust is the Council member who is currently compromised."

    Notes: Mel knows van Beem was getting targeting info based on earlier campaign events in Helm, but Melia is merely offering a speculation here because the papers don't document that fact and she doesn't want to tip that we know more about the plot from its other end. Similarly she is attributing her own knowledge of what happened on the Bishopric end to "Count Aral's sources in Helm", neglecting to mention that she and the party are those sources.

    Lastly, let it be noted that Mel has not told Turick about leaving that sign potentially implicating Beaumont for the theft of Harcourt's papers.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Infiltrators:
    Melia makes a whirlwind tour of stores in the area -- although she studiously avoids Alexander's, wary of showing up there after he saw through her disguise. After hours of shopping, she returns to the flat laden with three pairs of shoes, a variety of starched blouses, and eight dresses and skirts -- mostly in dark grey, though with the daring addition of one in deep navy blue.

    In addition, she has one book entitled The Four Pillars of Refinement, laying out a course of study aimed at the high class Iustian children. She had thought she might need to spend the evening rapidly scanning its pages to get an idea what other books a tutor might be expected to have -- but when she lay her hand on it in the bookshop, she briefly heard voices whispering to her, and learned that the Four Pillars are arithmetic, geometry, music, and arcana, which are built upon the Three Foundations of grammar, logic and rhetoric.

    Casting Kreighton's Perusal.

    With this information, she acquires separate textbooks on each of those topics.

    Despite having the outline, Mel takes further time that evening to rapidly scan through The Four Pillars. It differs considerably from her elven education, not least in that everything seems so dreadfully compressed. How, Mel wonders, Can anyone get a proper understanding of any of these in such little time? The Three Foundations would take at least a decade apiece to really grasp thoroughly.

    But she shrugs. Most of these at least overlap with things she has already studied. And I am so glad I had that job as a tutor in my senior decade at Etsi Paljon, she thinks, as she finishes perusing the book by the light of a late candle. Surely it can't be all that different.

    Man, I love Breadth of Experience.

    Weary, she crawls into bed.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Ah, the Kazador plan. ^_^


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6
    Quote:
    What are we hoping to get get out of Turick? We're just cementing an alliance so we can ask for help later? He has no other interest in taking down the Reaps, right?

    As far as I can tell, his interest lies in uncovering corruption on the Iustian council. I don't know that he's invested in destroying the Reaps as an organization, but they are part of that corruption. Which means he has to deal with them.

    His motives are less clear. I can think of several reasons why he might want to do what he is doing:


    • Political Power: taking down another house would create a power void for his own to fill.
    • Wealth: perhaps the corruption is interfering with his own private interests; removing it would improve his income.
    • Personal Animus: perhaps he knows where the corruption lies and hates the person/people behind it on a personal level, but needs evidence to destroy them.
    • Ethical Considerations: perhaps he is ethically committed to lawfulness, leading him to oppose corruption based on abstract ideals.
    • Loyalty to King Stephen: They were friends growing up; perhaps he is trying to save his friend from becoming a tool of corrupt elements on the Council.

    It could be any mixture of those. Or other things I haven't thought of.

    We have established a relationship with Viscount Turick, but he doesn't know a great deal about us. We show up out of nowhere, crack a case he's been working on for him, and take down a den of extremely dangerous criminals at his behest.

    He has to be wondering, at this point, who we are and what we want. Operatives of this caliber do not appear out of thin air. Who are we working for? One of the other nobles in Iustia? A foreign power?

    He is likely willing to use us to advance his goals. But at the same time he's got to learn more about us -- figure out how we fit into the broader picture of events in Iustia. If he fails to do that it could easily come back to bite him later.

    That's what he wants from us.

    As for what we want from him, I think you and I want different things out of this. Our goals line up, but we're approaching from different angles.

    Mel's primary goal is to prevent Iustia from starting a war. In order to do that, she has to figure out what's going on amongst the power players in the kingdom. Who is pushing for war? Why? What liabilities do they have that she could exploit to undermine their efforts?

    This whole elaborate scenario of infiltrating the Reaps, stealing their ship and then raiding their compound? She participated in that strictly in order to buy an in with Viscount Turick, who she believes can supply a whole lot of the information she wants, and perhaps serve as a useful ally in shifting the course of Iustia to a less warlike path. She doesn't like the Reaps, and if we happen to take them down along the way, great. But she wouldn't usually go out of her way to pick a fight with them. In this case, they got in the way of her broader goals.

    Meanwhile, Hal has a deep personal investment in taking down the Reaps -- partly for vengeance, partly to protect his family. I think you might say of Hal "If we happen to prevent a war in the course of taking down the Reaps, great. But he wouldn't usually go out of his way to meddle in the politics of Iustia."

    So I can see why Hal may not be super-enthused about the meeting. But for Mel this is the result of a lot of work. And she hasn't even met the man before!


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Having sailed back to Bannerhold with no particular difficulty, assuaged a dubious dockmaster about their invisible crew and paid their docking fees, Melia returns to the terrace on Rider Road, eager to reconnect with the rest of the crew.

    She unlocks the door and steps inside. "Hello? Fyrman? Janus? Khaz?" she calls. "We had a lovely time on our brief holiday, I can't wait to tell you all about it."

    Presumably with Hal in tow. Also, you can take it as read that Melia briefed Hal fully, start to finish, on the way back.


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    Today, at long, long last, I finished running Rise of the Runelords.

    The actual last fight was over a month ago on April 25th. I wrote up how our Karzoug fight went at the time. Today was the epilogue session, in which we wrapped up longstanding character arcs, and revisited a few favorite NPCs to see how their stories concluded.

    There's no particular reason any of you should care, I guess, but just briefly:

    Micah Valian Arneseph, half-elf ranger and the only PC to survive from level 1 to the end of the campaign, married his sweetheart Eri Valion at a fancy ceremony in Magnimar attended by all their friends (including Vernalia, a wyrmling copper dragon who did aerial cartwheels over the wedding party after the vows were exchanged).

    Zoe the android wizard reconnected with a former colleague, Kane of the Technic League, and returned to Xin-Shalast to conduct research on the now-ruined Leng Device.

    Wren Silver-Hand, the party bard, saved her family's tavern from being sold to pay off her father's gambling debts, and founded a bardic college of her own in a forest preserve outside Magnimar's walls.

    Skrag, the half-orc blood rager and cub reporter for the Urgir Herald, used his newfound wealth to buy full ownership of the paper just so he could re-assign himself from covering gossip in the human lands. Now he has returned home to Urgir, defeated his rivals in both the streets and the sheets, and become a prominent local newspaper magnate.

    Ronia, a cohort cleric of Ng, having managed to purge herself of her changeling ancestry and become a full human, is taking a long vacation to Aelyosos. She anticipates lots of swimming, tanning, and pool boys.

    According to my email Sent folder, I emailed links to the Rise of the Runelords player's guide to the group on May 20th, 2012. And now, nine years later (almost to the day!), we are finally, finally done.


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    I went looking for Tintagel's maps of The Misgivings recently and discovered that the site is off line. However, they're still available through the Wayback Machine on archive.org.

    The Misgivings, ground floor with environs by Tintagel
    The Misgivings, ground floor house only by Tintagel
    The Misgivings, Upper Floor by Tintagel
    The Misgivings, Attic by Tintagel
    The Misgivings, Basement
    The Misgivings, Caverns

    In related news, the Reddit user didido_two just posted maps of the Misgivings made in Inkarnate.


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    I think I'm done working on the defense flow charts. I just don't want to futz with them any more.

    However, here are the original, editable documents!

    Karzoug's Defenses Flow Chart (Draw.io XML)

    Viorian Dekanti's Defenses Flow Chart (Draw.io XML)

    I think releasing these is the way to go, so people can tweak them to taste. That's particularly important for Karzoug, because he's likely to get customized more than Viorian. For example, per the book he's got Spell Turning available. I didn't include it in the diagram, because dear god that would get complicated. But if somebody wants to, now they can.

    These were created using Draw.io, an online app for creating diagrams. You can just run it in your web browser, or there's a desktop app available if you prefer. In the web-browser-based version, you can go to File > Open From > URL and feed it the URLs above to open a new copy of the diagram. With the desktop version you'll have to download the file like any other and open it. When you're done just save your own copy somewhere -- either to your computer or to a cloud service.

    It's pretty straightforward to use. You can drag things around, draw new lines, etc. Go ahead and play with it -- if you mess up you can always load a fresh copy from the URLs above.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    The Siren:
    "All right," Melia says. "Here, as well as I can remember it, is the Tale of the Soldier's Soul."

    She rises and shuts the door, dulling the noise of the workers hammering and sawing and calling to one another. She sits once more, takes a drink to wet her throat, and begins speaking.

    The Tale of the Soldier's Soul wrote:

    Once there was a man who went for a soldier. He fought well and bravely. He made friends and lost them; but he lived through all his battles, until finally his heart grew weary of fighting. And so when they came with the paper for another tour and asked for his mark, he shook his head no, and was cashiered out.

    The soldier went walking the long way back to his home, dreaming of the green fields he had fled so eagerly as a youth. He had little enough to his name, for much of the small pay he had earned by his battles he had sent home to his mother, and the rest he had spent on his gear and food and entertainment. Indeed, he had just three pennies to his name; and a light purse makes a heavy heart.

    One day as he passed through a small town, he happened across a piper who was playing his flute for coins; and the soldier stopped and listened to him. The music lifted his heart and carried him away, until he found he was whistling along with him, not so well, but merrily. And when it was done, he said "That was a fine song, piper!"

    "Worth a penny, perhaps?" The piper asked.

    "By my beard, it is worth three!" the soldier cried. And so he upended his purse and tumbled the three slim pennies that were all he had into the piper's hand.

    "Most generous," the piper said. "I see that your purse is empty now. But I tell you, it shall not remain so; you have but to name it, and anything you can see shall fly into your purse."

    And the soldier laughed at this, but thanked him.

    The next day, the soldier had grown hungry. Coming across a lake, he observed three magnificent fish lazily swimming beneath the surface. On a whim, he pulled out his purse and cried "Hie you three fish, into my purse with you!" And swish, swish, swish! So fast you couldn't even see it, he had three surprised fish in his purse.

    Well, well! thought the soldier. And after roasting one fish for his lunch, he made his way to the next town. There he found an inn, and bartered the other two fish for a night's stay and a square meal.

    After dinner, the soldier overheard two locals talking. "Poor girl," one said. "I reckon she's done for. Her father was a fool to think he could bargain with a devil, he was."

    "What's this then?" asked the soldier.

    They told him that the local lord had foolishly bargained with a devil: seven years' fine weather, in exchange for the first thing to greet him when he got home. The lord had apparently thought it would be his dog; but instead, it was his daughter who ran to greet him. Seven years of fine weather they had had; and so the devil had come to claim his due.

    "Too bad," the soldier said.

    "Oh aye, but the young mistress is clever, she is," one of the locals said. "She had never agreed, y' see, and devils care about such-like, but she was also bound by her father's word. So she told that devil she couldn't stand to have a husband what wasn't lucky, and if he could defeat all comers at cards three nights running, she'd agree to be his bride, but if even one man beat that devil she'd marry him instead. The first contest is tomorrer night. I reckon many'll try, but devils are tricksy. You'd need the devil's own luck to beat that one, you would."

    The soldier rubbed his chin thoughtfully, and agreed.

    The next night, the soldier presented himself at the lord's manor along with the many other lads eager to try their hand at the cards. But unlike the rest, he did not step forward to play a match. Instead he sat in one corner, stroking his beard, and just watched. The young mistress herself shuffled and cut and dealt the cards, so that none could say the devil cheated.

    That first night he saw little of note -- aside from the young mistress herself, whom the soldier found passing fair, not to mention quite level-headed for a woman facing an unexpected marriage to a devil. Hand after hand, the devil won. Man after man sat down and lost, for none could seem to beat the devil at this game.

    The second night he returned and watched again. Once again the young mistress shuffled and cut and dealt the cards even more carefully than before, her brow wrinkled in worry. But this time the soldier watched the devil instead. And he saw that before each hand, the devil casually touched a small stone he wore about his neck like a charm. Hand after hand, the devil won. Man after man tried and lost; and the young mistress grew steadily more dismayed.

    The third night, the soldier returned a final time and watched as the other men played cards to free the young mistress of her foolish father's promise. As the last player began his hand, the soldier took his purse and whispered to it: "Hie, you table leg, into my purse!"

    And swish! One leg from the card table vanished into his purse, so fast you couldn't even see it. The table fell over, scattering cards hither and yon and sending the players jumping up in surprise.

    And while the devil was distracted, the soldier whispered "Hie, you lucky stone, into my purse!" And swish! Just like that, the stone was there. The soldier took it out, patted it for luck, and then tucked it away in his pocket.

    Once they restored the card table, the other player quickly lost his match.

    "Is that it, then?" the devil jeered. "No more challengers for me?"

    But the soldier stood and strode up. "I'll take your challenge, you devil," he said, and favored the young mistress with a wink. The devil reached up towards his throat. His hand groped at the space there -- empty.

    "Something wrong?" asked the soldier.

    "No no," the devil said. "Deal the cards, my sweet, and we shall be married this time tomorrow!" But he seemed agitated.

    The young mistress' hands shook as she dealt the cards, for it was clear that this was the last game. Back and forth the hands went, neither side gaining a clear advantage, until finally the devil smiled an evil smile and laid down a hand. "I call," he said, laying down his cards. "Straight flush."

    The young mistress went pale.

    But the soldier smiled, leaned forward, and fanned his own cards out on the table. "Royal flush," he announced.

    The devil stared at the cards a moment, and then he stood up roaring "Cheater! Cheater! You stole my luckstone!"

    "A luck stone, is it?" the soldier said. "Do you mean to say that you've been cheating this whole time? Not one fair game in the lot? Why, I'd say that it's only fair to have your own luck turned against you!"

    The devil roared and flung himself at the soldier. But the soldier just said "Hie, you devil, INTO MY PURSE!"

    And swish! So fast you couldn't even see it, that devil vanished into the purse, and the soldier began slamming it down on the card table over and over. The devil howled in pain with each new thump.

    "Let me go!" he cried. "I shall free the young mistress of her father's word!"

    "Offer more," demanded the soldier, slamming the purse down again.

    "Let me go!" the devil cried again. "I shall not seek vengeance on you or yours!"

    "Offer more," he said again, slamming the purse down with all the muscles built from years of hard fighting on dozens of battlefields.

    "Let me go!" the devil cried in desperation. "And I shall serve you faithfully, obeying your every command until such time as you free me!"

    "That'll do," the soldier said, and dumped a wounded, bleeding devil out onto the card table.

    The devil groaned. "I release you of your father's word," the devil said to the young mistress. "I have no claim on you."

    "Get out of my sight," the soldier ordered. "If I want you, I'll call you."

    And the shame-faced devil vanished in a puff of green, sulfurous smoke.

    The young mistress was overjoyed to be free, and true to her own word, she married the soldier, who thus became a lord, and quite wealthy. Time passed, and they grew happy together; they soon had a child, a son on whom the soldier and his lady wife doted as he grew from infancy into childhood.

    It came to pass that a message reached the soldier informing him that his mother lay dying of an illness, and that all she desired was to see her son once more before she passed. It was still many days' journey to his home village, and the soldier feared that he would not make it in time. And so he called out "Devil, come to me!"

    The devil appeared. "Yes, master?" he asked.

    "Transport me to my home village, at once," he ordered. The devil said a few words, and in the twinkling of an eye he stood just outside the bounds of his home village. The devil was nowhere in sight.

    The soldier hurried to his old home, and found his old neighbors gathered there. "You're just in time," one said. "She yet lives, though it cannot be for long."

    The soldier hurried inside to his mother's bed, where she lay dying. She was asleep.

    "Was there nothing to be done?" he asked his father, who sat by his wife's side holding her hand.

    "The doctors could do nothing," his father said. "The priests, even less."

    "Leave me with her a moment," the soldier said. "Let me see what I can do."

    And so they left him alone with his sleeping, dying mother.

    "Devil, come to me," the soldier whispered.

    "Yes, master?" asked the devil.

    "Is there anything that can save her?" he asked.

    "Let me look," the devil said. From a bag at his side, he pulled a ball of spun crystal and held it up, peering into it. "You're in luck," the devil said. "I see death here, but she is standing at your mother's feet. She will recover. It's only when death stands by their head that you know it's all up. Here we go." And the devil held the crystal ball up to the old woman's mouth, so that the fog of her breath blotted out death's visage in the crystal. Her face immediately regained some color, and she began to breathe more easily.

    "Will there be anything else, master?" the devil asked.

    "Give me that ball, to be mine free and clear," the soldier said, "And I shall release you from my service."

    "Done!" cried the devil, and handed over the ball at once before vanishing for the last time.

    The soldier's mother did indeed recover, and once more sat with her long-absent son, and heard all his tales of his travels, his wife, and son.

    "I am content," she told him. "And glad am I to have seen you again, my son. But you should return to your wife and son, for they must surely miss you as much as ever I did."

    And so he kissed his mother on her wrinkled brow, bid his father and neighbors a fond farewell, and made his way home to his manor.

    But on his return, he found the place in a state of subdued panic. "Oh, my lord, come quickly!" the steward said. "Your son fell ill, and is nigh unto death."

    The soldier rushed to his son's chamber, where they found the boy lying still and pale in his bed, barely breathing. "Out! All of you!" cried the soldier.

    And when the room was empty, he pulled out his lucky stone and laid it on his son's chest; and took his ball of spun crystal and looked.

    He saw death there. She stood by his son's head.

    "O death," he said. "We are old enemies, you and I. You took my comrades from me, again and again and again, while leaving me hale and hearty on the field. But not this time. Take me! Take me, and leave my son to grow into a man."

    Death turned its gaze to the soldier. "Three days," it said, its voice a grating whisper.

    The luck stone broke in half with a sharp crack. The boy gave a slight cough and began to breathe more freely; and then he sat up and wanted a cup of milk.

    There was much rejoicing that the young lord had recovered. His mother smothered him with hugs and kisses, and everyone marveled at his father's skill in the medical arts.

    The soldier rejoiced. He put his affairs in order; and on the third day, he sought out a quiet bedroom and lay down to wait.

    Soon death came for him. He saw her approach through his ball of spun crystal.

    "It is time," death said.

    The soldier smiled. "Hie, you death," he said. "Into my purse."

    And swish! Death vanished into the purse, faster than you could see.

    The soldier closed it tight, and put it inside a lead box lined with velvet, and buried that box in a secret spot deep in the forest.

    And oh, the world was different then. No one died of an unhappy accident; no disease could send a loved one to the grave. Every old person went to sleep knowing they would wake up in the morning.

    Armies fought great battles; but after a long day of swordwork and suffering, they were forced to disengage and wander bewildered back to their camps, for not a one of them had died. Duels fought at dawn drew on and on through the long day until the battered, bloody opponents gave up. And hospitals the world over filled slowly but surely to capacity and then to overflowing with all those were too weak to live, but unable to die.

    All of this the soldier saw; but what finally broke him was his mother, who grew weaker and weaker until she begged for an end.

    And so finally, the soldier knew what he had to do. He wrote out his will, gave some solid advice to his son (and also the daughter who'd come along a few years later), kissed his wife goodbye, and made his way to the forest.

    He dug up the box. Opened it. Pulled out his old purse.

    "All right, death," he said. "It's time you took me, and set the world to rights."

    And he upended the bag, letting death out into the world once more.

    ---

    They say that Pharasma sits on her ebon throne, judging each soul in accordance with the life it lived, and decreeing its final destination. Often she speaks but one word. "Heaven" she might say to one. "Hell," to another. "Nirvana" to a third. Others merit two words, such as "The Abyss" or "The Maelstrom." Usually, she takes but a glance to decide each soul's fate.

    But when that soldier got there, she studied him a long time.

    Tiny purple spirals swirled in her black eyes.

    She leaned forward and said not one word, or two, but three:

    "I withhold judgment."

    And then she looked away to the next petitioner.

    They say the soldier's soul carries a spun crystal orb that can see who shall live and who shall die; and his purse can capture anything he can see. But no one will take him in, for Pharasma withheld judgment. And so he is doomed to wander the planes evermore, homeless, alone, and ruing the day he thought to imprison death.

    Mel finishes. "That was one of my favorites when I was a child. The soldier was so clever! But in the end, dealing with that devil was a mistake. It cost him his place in the afterlife, whatever it would have been."

    "I've been thinking about that tale a lot, lately." She looks grave, the expression out of place on Melia's usually cheerful visage. "The soldier tried to put an end to death. But all he did was cause more suffering." She shivers. "For months now, I've been trying to stop a war. And I have to wonder ... have I become the soldier, striving to end something too big to stop?"


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    I'm running the fight against Karzoug tomorrow. One thing that makes high-level play difficult to run is that there's just so damn much to keep track of. In particular, I struggle to remember all the defenses of the monsters.

    And so, for Karzoug -- and a little earlier, for Viorian Dekanti -- I took the time to put together flow charts for their defenses. Just so I would not forget anything. Here they are:

    Karzoug's Defenses Flow Chart (PDF)

    Viorian Dekanti's Defenses Flow Chart (PDF)

    To use these begin at the top left box for physical attacks, or at the top-right box when the creature is targeted by (or in the AoE for) a spell. After that it should, I hope, be mostly self-explanatory.

    One thing worth noting, is that when dealing with miss chances, I tend to resolve those by having the player roll a d20 instead of percentile dice. In Viorian's flow chart, I have therefore made notes on resolving her 20% miss chance that way. If the PC rolls 1-4 on a d20, the attack misses. On a 5 or higher they have beaten the miss chance and can proceed.

    I find this is generally easier than reading percentile dice. And since we don't actually need the specificity of the full percentile -- a 17 and a 15 are both misses in this case -- we gain nothing from using them.

    The flow charts were made in Draw.io a very handy web site (also available as a desktop app) for making flow charts.


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    There have been a number of different spell search utilities released recently. Here is one more that I've been tinkering on for several years:

    Pathfinder Spell Facets

    The idea here was to use faceted classification to let you drill down to a subset of spells relevant to your interests. Are you playing an Eldritch Knight and desperately want a comprehensive list of Wizard spells that lack somatic components? Hit the plus button next to Wizard, and the minus button next to Somatic, then click the Search button. And boom, there you go: all the wizard spells that have no chance of arcane spell failure.

    Or perhaps your wizard has taken the arcane discovery Yuelral's Blessing, which grants +1 CL and +1 save DC to spells that appear on both the Wizard and Druid spell lists. Use the plus buttons to require both Wizard and Druid, then hit search. Tada!

    Occasionally you will see spells appear more than once in results. This is usually because it exists in multiple sources with slight variations. For example, the spell Brightest Light was printed twice, once in the Adventurer's Guide and once in Inner Sea Intrigue, and the two (AG version, ISI version) are not identical.

    It should work tolerably well on mobile, though I only have one phone to test it with. It is not compatible with Internet Explorer. If you are still using Internet Explorer, I urge you to move on to some other browser. It's time to let it go.

    I would like to acknowledge the hard work of Tyler Beck from PathfinderCommunity.net, whose painstaking work building a spreadsheet of all Pathfinder spells provided the raw data that made this possible. And also to Paizo, for making their work available under the Paizo Community License for this kind of thing.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    So a while ago -- 2014, I think? -- I had just made a wizard who had the arcane discovery Yuelral's Blessing, which gives you +1 CL and +1 save DC on spells that appear on both the wizard and druid spell lists.

    Great! ... but how do I figure out what spells are on both the wizard and druid spell lists?

    Rather than cross-referencing them manually, I located a spreadsheet full of spell data and sank a ton of time into writing a little web site that would make answering that kind of question trivial.

    I tinkered at it a bit here and there for years. Occasionally I've shown a few friends, but it was just running on a little server under my desk and not really ready for prime time.

    But at our illustrious GM's urging, I have finally put the finishing touches on it! I give you: Pathfinder Spell Facets.

    The idea here was to use faceted classification to let you drill down to a subset of spells relevant to your interests. Are you playing an Eldritch Knight and desperately want a comprehensive list of Wizard spells that lack somatic components? Hit the "require" button next to "Wizard", and the "Forbid" button next to "Somatic", hit the Search button and boom, there you go.

    This is a soft launch for this group because I want to get a little feedback before posting it in the main Paizo forums and the Pathfinder subreddit. Please take a moment to try it out and let me know what you think.

    I invested some time in making it work on mobile devices, but I have a limited number of those to test on (i.e. one) so it may be flaky on some mobile browsers.

    I also went ahead and used the CSS grid specifications for layout, including the grid-template-area and grid-area properties, which are not universally supported. As a result it will fail badly on Internet Explorer. And I do not care. If you happen to be one of the ten people who still use Internet Explorer, I urge you to move on to something else, because it is irredeemable.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Double posting on an unrelated note.

    I think I've figured out the three challenges in Aeschildr's closet. We only have two weeks left before the next live session, so I don't want to drag this out too much. Therefore they're pretty simple.

    The challenges were actually designed for her by three former adventuring companions: Ilvani, an elven ranger; Rhodos, a human fighter; and Hyram, a human cleric. She extracted her own memories of what they were after finishing the construction, stored them in a gem and cast it into the Astral Sea to float forever.

    Ilvani's challenge is: archery. She left her key inside a modified, permanent force cage, attached to a target. The force cage is suspended a couple feet off the ground, and the target hovers in the middle. A bow and a plentiful supply of arrows were left outside.

    When you hit the target, it knocks the key off, it falls down to the bottom, where it either falls out or is close enough that you can fish it out with your fingers. Teleportation, telekinesis, and all that sort of thing have been shut down since she can't cast spells. But even if you're not proficient with a bow, eventually you'll roll a nat 20.

    Ilvani left a note tied to the key. It says: "If you must. But no sooner."

    Rhodos, the fighter, really did not want Aeschildr to get that key. So his challenge is a bear. No literally, it's a bear. A big one, with the key tied around its neck. It too has a note attached. It says, simply: "My love ... don't."

    The final challenge, from Hyram, is not really a challenge at all. At the base of the mountain lies a marble cliff, which has been smoothed to a high polish. A peg has been driven into it, and the key hangs there. Above it the following words have been carved into the stone: "I trust your judgement. You would not be here if you were not sure. I shall see you soon, my friend."

    Aeschildr is going to accompany him in. She hasn't said anything, and the player doesn't know what's going on, but she's decided the time has come. She's going to send him back, and then she's going to put her house in order and go see one last sunrise.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Never mind, I think I worked it out. The "closet" was explicitly designed to hold her collection of planar tuning forks.

    Behind the doors lies a demiplane with a variant null magic trait. Spells cannot be cast within it; however, spells that were cast before entering remain active. Spell effects with a duration count down at double speed, while permanent effects (including magic items, etc) remain active.

    It is a broad, circular plane, with a great mountain at the center, cloaked all about with forests clinging to its rocky shoulders. The tuning forks lie at the peak of the mountain, within a chest of iron, locked with three platinum locks.

    The keys are held by three guardians scattered about the area. I haven't worked out the guardians yet, but they're going to be things that are difficult for a witch to face without her magic.

    Why this elaborate closet to protect some tuning forks?

    Aeschildr retired to the Astral Sea when she grew old, so as not to age any further. It has the timeless trait. Her body does not age.

    But for all that, age continues to accrue. And she knew, one day, she might decide she was ready to go. Back to a plane in the flow of time, to see a real sun again ... if only for a moment, before her time debt caught up to her ...

    And so she locked away her tuning forks, all of those that go to planes within the flow of time; and hid them in this place she designed to be hostile to her own skills.

    So that if that day came, she would not be able to reach them easily.

    So that when that day came, she would have to be sure that she was ready to seek her own death.

    And that is why Aeschildr's closet is full of complications.

    Now I just need to pick out three challenges that would be difficult but not impossible for a high level witch to accomplish with little or no magic.


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    This past summer, Spotify introduced a "Group Session" feature that lets multiple people with Spotify Premium accounts listen to the same music at the same time. That would be *great* for playing background music during remote RPG sessions.

    Unfortunately, it only works on the mobile app, not the desktop client, which is far more useful for remote RPG-playing purposes. There's a suggestion in their "Idea Exchange" to implement it for the desktop version, but the Spotify team apparently won't consider it until it hits 500 votes. As I write this, it's sitting at 134.

    So ... if you have a Spotify account, please take a moment and vote to bring Group Sessions to the Spotify desktop client! It will make our gaming sessions better.


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    I have just finished a new map of the Sihedron Temple from book 6. Here it is:

    Sihedron Temple, with grid

    Sihedron Temple, gridless

    The scale is 100px to the five-foot square, which should work tolerably well for VTT, and print nicely at 100 DPI.

    This area is not really detailed in the adventure beyond a couple brief paragraphs. If my players choose to venture there -- which seems likely to happen tomorrow, actually -- they will encounter the Immortal Ichor of Lissala and some yet-to-be-determined minions.

    Made in Photoshop with textures from textures.com, a few assets from dundjinni.com, and vector images I made in Inkscape for use as masks.


    1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    This Pack Empathy spell is great! I get to subject everyone to Mel's emotional states. >:-D


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    Ah ha! You are absolutely correct.

    minor War for the Crown spoilers:
    It's Lieutenant Fanalyx, an important axiomite NPC from book 5 of War for the Crown.

    Thank you, Rysky. My curiousity has been satisfied.


    1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    I am amused that taking a whiz on somebody's house is the equivalent of "stooping to anything to achieve his goals."


    1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    I find this all highly amusing.

    In other news, did you hear? Middle Earth Temporarily Bans Fellowships of More Than Five.


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    Here is a small adjustment that GMs could make to Tyrant's Grasp in order to offer PCs a more compelling reason for the final suicide mission.

    Arazni is a lich; and she was obliterated by the Radiant Fire. Twice, in fact. The first time she re-formed. The second time is unclear. Certainly she hoped to die a true death, but the adventure leaves it open as to whether or not she succeeded.

    When she prepared her spells for that final battle against the Whispering Tyrant, Arazni abandoned her protections against divination. It was at that point too late for her graveknight jailors to stand any chance of stopping her; and she would need every spell slot for the fight to come.

    Thus, when she went to face the Tyrant, she did so knowing that anyone at all might watch her doing it. Perhaps she even voluntarily failed her Will saves against scrying effects. Let them watch! Let them see that for all their posturing, she was the one taking the fight to the Whispering Tyrant! She was truer to her vows than all those fools who spent these last millennia condemning her for things that were never her choice!

    And so, when the Tyrant invoked the Radiant Fire and wiped Arazni away, one of Lastwall's strongest diviners saw it happen. They saw the faint smile of hope cross her face before the white energy washed over her. They saw her dissolve away.

    The diviner was struck by a thought: "I am watching the dissolution of a lich. Her phylactery must surely be performing its perverted task at this very instant. But that weapon ... it's so powerful ... I wonder if ..."

    And so, in that moment, they cast: Discern Location targeting Arazni's phylactery.

    And it worked.

    No one has ever been able to find Arazni's phylactery. Arazni herself doesn't know where it is, despite being one of the most powerful wizards in the history of Golarion, and having it bound intimately to her very soul. But the concentrated burst of positive energy resonated along the magic threads binding her tattered soul to her phylactery, and the sheer power of it momentarily disrupted the protections that have for so long shielded it from detection.

    The diviner noted down this startling information immediately. When he tried it again, less than a minute later, the spell failed, as it always had before. Perhaps the phylactery was destroyed. Perhaps its protective wards reasserted themselves. Regardless, what that diviner learned was that when the Radiant Fire strikes a lich, it can reveal the location of its phylactery -- even one hidden by extremely powerful magics.

    This did not seem terribly important. Arazni was gone from the battlefield. The location of her phylactery -- while certainly of great interest -- seemed moot. And the diviner couldn't really think of a good way to induce the Whispering Tyrant to vaporize himself with the Radiant Fire. Surely he would simply teleport away via a contingency, as he did when destroying Arazni.

    But then the PCs return, with the obols gleaming in their hearts, and the assurance that the feedback will turn the Radiant Fire's power back on the Tyrant regardless of whether he has teleported away or not. And suddenly it becomes very relevant indeed ...

    That is what the PCs are buying with their souls: information. The location of the Tyrant's phylactery. The hope that some day, someone might be able to destroy it and finally put an end to the vile lich who has warped millennia of Golarion's history.

    Now, I don't know a lot about 2e lore so far, but I gather it presumes that the Whispering Tyrant is still around. If continuity with 2e world lore is important to you, then you can't just assume that all the armies in the world converge on the phylactery's location following the PCs' heroic sacrifice. There has to be a reason that can't happen.

    Naturally any GM can invent reasons for this; I think, in my case, the reason that it's impossible for people to just go there and destroy it is that it's not on Golarion at all.

    It's on Eox, buried deep in the heart of an airless mountain guarded by a ton of powerful constructs and warded by about a thousand layers of spells, including some unique ones of the Tyrant's own devising. When he reforms there, he has to prepare Interplanetary Teleport to get back to Golarion. He thought many times about destroying himself in Gallowspire just to get out, but wasn't sure whether the wards his enemies put in place would trap his soul there and leave him disembodied forever. If he tried it and it failed, what would that do to his connection with his phylactery? Would it even still work? He opted not to find out.

    Once they know the location of the phylactery, the leaders of Golarion may not immediately launch an expedition to go deal with it, especially if the Tyrant goes and sulks on his island, as per the default outcome of the AP. A failed attempt on his phylactery would instantly alert the Tyrant that his secret got out somehow, after which he can just relocate the phylactery. He can put up more wards to conceal its location, and this time there's no more Radiant Fire, so their trick for finding out its location won't work again. They get one shot at it, and so they're not going to commit until they've done everything they possibly can to prepare. In the meantime, the Tyrant can continue doing whatever he does in 2e lore, and all is well.

    So there you go. This little scenario gives you:


    • A better reason for the PCs to sacrifice themselves.
    • A hook for a high-level campaign to destroy the Tyrant's phylactery.
    • Plausible continuity with 2e world lore.

    And it requires minimal adjustment to the AP as written -- basically, the addition of one high-level diviner NPC to cast Discern Location and later brief the PCs on just why it is that they're laying down their souls.

    I hope this helps future GMs.


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    I have long thought of this as the "too many cooks in the kitchen" phenomenon. Although they have gotten much better at managing it over the years, having as many as six authors working simultaneously on different parts of the adventure frequently leads to some jarring shifts in tone, awkward transitions, or occasionally continuity errors. I believe that the OP is correct in their assertion that such things are an inherent weakness of this production process. They can, and have, done a great deal to minimize it, but there's just no way to eliminate it altogether.

    That said, I would point out that the same process also offers some major strengths. For one thing, a single author necessarily thinks in just one way. Having multiple authors adds variety, and makes it more difficult for players to anticipate the plot overmuch. Also, it is invaluable to have other people to bounce ideas off as you are in the process of developing an adventure.

    There are other ways to produce adventures. The necessity of producing fresh content every month without fail or delay is a major factor in producing adventures in the way that they do. With a less driven time frame, you could produce an adventure using a process in which development takes a year or more and the entire thing drops all at once as a finished book-length campaign. That would likely make it easier to smooth out the transitions and make for consistent tone and so on. But it would also be risky. If you sink a year into developing a full-length hardback adventure and it sells poorly, well ... that could be a serious problem for the business. To make that model work, the stakes on any one product are a lot higher. You have to be Pixar, not Vogue.

    So Paizo has good reasons for using the process that they do. It offers them a more predictable revenue stream. It shields them, to some extent, from mis-steps: if one month's adventure is poorly received, well, there's always next month. For those reasons, it's baked into the core of Paizo's business model. At its heart, Paizo is still publishing a monthly magazine. Just as they were when they published Dungeon Magazine all those years ago.

    A tangent:
    As an aside, may I just remark that it is deeply weird to be in a hobby where you can't read most of the monthly magazine for fear of spoilers?


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 86/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    fOR MY PART, THE wARPRIEST LEVEL IS oH GODS MY CAPS LOCK KEY IS ON.

    Better?

    Better. Let's try that again.

    For my part, the Warpriest level is a single-level dip, partly for story, partly to boost Mel's saves (which were woefully inadequate before).

    After this it's straight back to Rogue.

    Oh, and I've decided what to do about my rogue talents.

    The Bullseye Shot that I've never used is staying, because it feels weird and meta-gamish to retrain it. (I've never been a big fan of retraining.)

    And as for the other talent, the Weapon Focus (longbow) that has been made redundant, I have decided to leave it unallocated for this level and gain no benefit from it. There is a talent I want to take in its place, but I haven't laid enough groundwork for taking it yet. So I'll just leave it hanging loose for now, and next time we level up I'll take that talent.

    EDIT: I've updated the stat lines for all of Mel's aliases. Her full statblock is available in the Melira Elenariel alias, and all of them are linked to one another.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    There's a brawler in my CotCT campaign who used saps from about level 3 to level 7, and he killed so many people with non-lethal damage that eventually we started asking him to just punch them instead, on the grounds that there was a better chance we'd get a prisoner out of it.

    He once punched a gazebo to death in one full attack. Ditto for that weird elephant statue construct thing.

    These days his schtick is punching through superior masonry walls in one or two rounds and yelling "Ohhhhhhh, yeahhhhh!" As he emerges on the other side.


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    So after the PCs defeat the Hidden Beast, a day or so later their new skulk friends find a hidden shrine and give them a Bag 'o Loot.™

    My PCs just defeated the Hidden Beast, and I've decided on a mild twist: the shrine was deliberately hidden by Mesmina, the prophetess who foretold the PCs' coming. She knew that it would be rediscovered when the time came, and so she left a letter for each PC. The letters will contain cryptic hints/warnings about things in Xin-Shalast.

    Except for one: our ranger, Micah, is about as shallow as you can possibly get. He has basically decided that everyone in the entire world who's taller than about 6' 5" deserves to die. He has Favored Enemy: Giant, and just cannot get it through his head that some of them are rather nice if you can refrain from eviscerating them. He's firmly in the "kill them all and let Pharasma sort them out" camp, and flirting with an evil alignment as a result.

    So his letter is going to be: "To Micah Valian Arneseph: the true measure of a person is not whether they are tall or short, but whether they are small-minded. Be a bigger man. -- Mesmina"


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    Hi, player here. My party just reached Castle Scarwall, and my GM has expressed a heartfelt wish for some kind of prop he can use to point out features rather than trying to describe it all. He struggles with description, which has at times in the past has led to some miscommunications and frustration when the players fail to understand the scene.

    Some quick googling revealed a YouTube video of a Castle Scarwall model from 2013, probably done in Sketchup. That's already very helpful and we will be using it, but I'm hoping to find the 3D model file itself so that I can print out a copy on a 3D printer (small; say, about 5 inches side-to-side). The creator shared a dropbox link to the model in the comments on the video, but it's long dead.

    Does anyone have a copy of that model kicking around? If so, would you mind sharing it with us?


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    For a while I've been trying to figure out: how is Karzoug feeding his army of giants? It's been established that it's really hard to get to Xin-Shalast, even by magic, and there's not exactly a lot of arable land, and giants obviously have to eat a lot because they're big. Plus it's cold so they burn a lot of calories just staying warm.

    I thought about maybe putting goodberry bushes in the Snarl, or introducing a bunch of giant druids whose job is just to cast goodberry over and over.

    I thought about giving them lots of sustaining spoons.

    But what I finally settled on was: they're having their food shipped in by Denizens of Leng, who are of course famed as traders (and slavers). When the Rune Giants go out to collect new tribes of giants, they also kidnap any humans/elves/etc that they find, and trade them to the Denizens of Leng in exchange for vast shipments of curious fruits and unsettling meats, all procured in the distant dreamlands and brought to Xin-Shalast in the holds of the black ships sailing the dream-oceans that touch every mortal shore.

    This gives me a way to introduce new PCs in the event of permadeath -- they were captured and brought to Xin-Shalast to be traded to the Denizens of Leng.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Mel pulls out her journal and jots down notes on the information Count Aral has given them thus far. She taps the pen against her lips, thinking. "I have a theory," she says, then stops with a wry smile. "Or rather, let's say a hypothesis, because my track record on theories is not great. In any case: Baron Cust is an arms dealer who recently came into a lot of money. That suggests a large sale of arms. To whom? And for what purpose?"

    "Meanwhile, Count Harcourt is a shipping magnate who does a lot of business with the Bishopric, and for some reason he is pushing very hard for seizing control of the Bishopric. Could he have sent those weapons somewhere? The Bishopric, perhaps?"

    "And Duke Beaumont apparently has excellent intelligence on happenings in the Concordat, and is a masterful politician."

    "Here's my hypothesis: Duke Beaumont got word of the Concordat operations that were intended to let them move troops into the Bishopric. He decided to turn those plans against them. He found some agents in the Bishopric, and arranged for a large shipment of weapons and supplies to them: enough to arm a rebellion. Cust supplied the weapons, making a tidy profit in the process. Harcourt shipped them. Once the Concordat made their move, Beaumont's agents would assassinate the Bishop and blame the Concordat for it. Then they would reveal that the Concordat was responsible for the raids they were ostensibly saving the Bishopric from, and use the tide of anger from the citizens to raise a rebellion against the elven invaders, arming them with the weapons."

    "Even with good weapons, a rebellion of farmers and craftsmen against crack elven troops would most likely fail. But that's the point: as the elves advanced on Helm, lo! The noble forces of Iustia land and charge to the rescue of their fellows in the Bishopric. The war has been kicked off. The Bishopric forces have whittled down the elven opposition a bit, and the Bishopric citizens most likely to resist Iustian rule die in the process. At that point, integrating the Bishopric into Iustia would be comparatively easy; at best, Helm might voluntarily ask to join the kingdom, which is ever so much tidier than conquest. None of it happened on Iustian soil, and now Iustia has a lovely staging area from which to press the attack on the Concordat. Iustia comes out of it looking like heroes, with some new lands added to the kingdom as a bonus."

    Mel looks like she wants to spit, but out of deference to the Count's lovely furnishings, opts to content herself with a grimace.

    "But it didn't work out that way -- because Brookside didn't fall, and the elven forces never moved in. Now there's a pile of weapons sitting somewhere in the Bishopric, and a bunch of agents who lack a convenient bogeyman to rebel against. Beaumont is fine -- it sounds as though he made sure to work through cutouts, making it hard to trace any blame back to him. Baron Cust is doing fine; all he did was sell some weapons, and didn't ask too many questions about where they were going or for whom. He's got a pile of shiny new coins, and has not even done anything illegal."

    "But Count Harcourt -- he's in trouble. If it becomes known that he shipped a bunch of weapons to the Bishopric under false documents, the Bishopric would immediately ban him from conducting business there, and probably seize all his business assets. He stands to lose a lot. He could be ruined. So he's pushing for some other way to get the Bishopric into Iustia. If he can make that happen, then all that goes away. I wonder if he funded Tyron Alabaster's piracy ploy?"

    "This is all conjecture," Mel finishes. "It fits the facts as we know them, but that doesn't mean it's right. And it doesn't account for everything. Viscount Turick is definitely the odd one out. It's puzzling that he would advocate for an alliance with people he is known to hate, and I am at a loss to explain how that would fit with the scenario I've laid out."

    "But we could start addressing it by finding out the answers to some questions."

    "First: Where did Baron Cust's influx of wealth come from? There must be people who know this. His bank might have records with information, for example. Warehouse workers who moved crates around, if it was indeed an arms sale. For that matter, the craftsmen who made the weapons would know what they've been making lately. We might be able to gather a fair bit of information indirectly."

    "Second: What trouble is Count Harcourt in that makes him so eager to absorb the Bishopric? It's a pity Brolin chose to remain in Helm, he knows Bishopric shipping in and out. He might be able to point us in a useful direction. I would love to be able to ask him -- or one of our other contacts in Helm," she says, delicately referring to the Bishop without naming him. "Túrion, are you capable of sending a message that far? If Harcourt's business in the Bishopric is in trouble, we can probably find out things from that end."

    "Third: How does Duke Beaumont get his intelligence on the Concordat? This one is more difficult; whatever or whoever it is that's getting this information to him, I've no doubt that that secret is closely guarded."

    "Fourth: what is Viscount Turick playing at? In that case, I suspect we have an in -- we have an actual Avinoan with us. Perhaps Túrion and I could present ourselves to him as a highly unofficial delegation from Avinoax, and indicate that we wish to explore the idea of an Avinoax-Iustia alliance. Kazador and Fyrtor can be presented as local bodyguards we hired. It's risky, but we might be able to get him to just tell us what he's up to."


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    In the sitting room, Mel admires the gracious appointments.

    When Fyrtor hesitates over her name, she smiles and says "Mel Elden; lately of Brookside, in the Bishopric of Helm."

    Once Fyrtor has said his piece, she nods and says "That is correct. We believe that both the Concordat and Iustia have undertaken covert operations designed to give each of them a plausible cover for invading the Bishopric of Helm. Each sees it as an opening move in a larger campaign between the Concordat and Iustia."

    Reaching into her haversack, she pulls out the receipt they had been given for the capture of Gertrude van Beem, and extends it towards the old Count.

    "You may find this of interest, sir," she says. "It is a receipt for the bounty we received upon capturing Gertrude van Beem, captain of the Serpent's Serendipity, a notorious pirate. Over the past few months, she engaged in a series of attacks on Bishopric shipping, unerringly targeted at ships bearing sensitive or confidential cargoes. Her targets were chosen based on information provided to her by the Hand of the Reaper, a criminal organization which gathered intelligence for her."

    "It was an elaborate operation, unusually well-executed for a mere pirate. Under questioning, van Beem confessed that she was not operating independently in this matter: she was hired by one Tyron Alabaster, a noble of Iustia. Her attacks on Bishopric shipping were intended to give Iustia an excuse to sweep into the Bishopric and 'rescue' it from her depredations."

    She smiles grimly. "Meanwhile, the Concordat has been engaged in an almost identical scheme. Their version involved provoking tribes of orcs and goblins to attack the southern reaches of the Bishopric, so that benevolent elven forces could march into the country to 'save' it from these terrible aggressors. The first bunch of orcs hit Brookside, a small village in the south western reaches of the Bishopric -- where they were repelled thanks to the courage of the villagers, some timely reinforcements from Astin, and a great deal of luck."

    "But not without cost." She drops her gaze to the floor for a moment. She thinks of Noln and his son dying in the darkened streets outside their own home; of Jonathan Golightly, who didn't deserve the arrow that took him; of Allen Dorner. She has a sudden, vivid memory of Perrin turning away in shame from Alice Dorner's weeping face as she buried the father Perrin failed to save despite his promises.

    She returns her gaze to the Count. "I fought in that battle," she says. "And in others since. Good people died there. Between them, Iustia and the Concordat could make of this continent an altar on which to pile up such sacrifices: to greed; to hubris; to ambition."

    "I want to put a stop to that war; before it even begins. My friends here want the same." She waves a hand broadly to indicate the group.

    "Can you help us?"

    She holds his gaze.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Step 2.

    Kn (Local): 1d20 + 15 ⇒ (20) + 15 = 35

    There you go, Fyrtor. ^_^

    EDIT: Man, I got ninja'd twice while I was composing this. XD.

    Step 3.

    Mel looks around with curiosity at the dwarven clanhold as they walk through it. The hallways run straight and clean through the stone, laid out in an orderly fashion. Every surface is decorated with elaborate carvings depicting dwarves at work, in battle, at home; a few, Mel recognizes as scenes from dwarven folk tales.

    While Kazador speaks, Mel drifts a bit to the side, studying one panel showing a dwarven woman hand-in-hand with a human man. Crowns adorn the heads of the stiff, formal figures. Beneath their feet, carven labels identify them as Brean Stonespinner, Queen Under Stone, and Henrik Lengacre, King Over Stone. Crowds of people stand behind them, humans and dwarves all mixed in together.

    Poor Kazador, she thinks. Poor Algric. Their home is gone. And though these are their people, Revan and Kazad Gravr had very different histories. I hope Algric can find a place here, despite its differences.

    She extends a hand and gently brushes her fingertips against the cold, rocky surface of Brean Stonespinner's shoulder.

    I hope I can find a place again, too.


    1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Done! Finally.

    In the last few days I re-read the entire campaign from beginning to end, and brought the Brookside NPCs spreadsheet up to date. It now lists every named NPC, giving their first and last names, gender, race, class, and notes on who they are. Unknown values are left blank, though in many cases I made an educated guess on things like race and gender.

    It's split into a whole bunch of different sheets: one for each major location (Brookside, Astin, Helm, The Sonder, The Serpent Isles, Kazad Gravr, and Bannerhold) plus one for PCs, the original Brookside NPCs sheet, and one for Miscellaneous NPCs.

    The Miscellaneous NPCs didn't fit elsewhere. Some are only mentioned and have not appeared "on screen", such as Lady Janvier Otranto, the Iustian noble who did the cartography for Mel's Geography of the World. Some are not strongly associated with a single place, such as the orcs who came from Kazad Gravr to Helm with us. Others are associated with PC backstories, such as Brolin's spirits or Túrion's dryad friend Balanos.

    There's also a sheet (the first one) called "Index of NPCs" which lists everyone from all locations (except the original Brookside notes, which don't follow the same format as all the other sheets). It's automatically updated. If you make a change in one of the other sheets, the Index will be updated to reflect that. Currently it's sorted alphabetically by last name. If you change the sort, it has a tendency to add a bunch of empty rows at the top for some reason; it's safe to delete those.

    I omitted "Duke Alton", Fyrtor's mistaken reference to Count Aral.

    Do we know if "Aral" is the Count's first or last name?

    Lastly, I noticed that when Kelian asked after his father and the Bishop scryed on Vors, the Bishop said that Vors was raising a barn with a couple of his dwarven friends. Kelian then sighed in relief and identified the dwarves as probably Hirda and Noln. This cannot be correct: Kelian would know that Hirda never returned to Brookside following our capture of Elrin Weh: she went into the hills to live alone (or possibly commit suicide, that was left ambiguous). And Noln died in the Battle of Brookside. So presumably they're two other dwarves, perhaps Hirda's nameless daughter-in-law (now widowed) and grandchild.

    Anyway, this has been a ton of work, but we really, really needed it. The first gameplay post dates to December 20th 2017, so we're coming up on its two year anniversary. In that time, we've invented quite a lot of imaginary people to keep track of! Specifically, 180 as of this writing.

    I think I got everyone, but it's possible I missed someone. If you can't find an NPC you know exists, please feel free to add them. Also feel free to update entries as we go along. Having good notes on who's who will make life easier for everyone, particularly now that we're headed for a more intrigue-like campaign where relationships between NPCs may be very important.


    3 people marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Mel purses her lips. "Whew! That's a lot of gold just to avoid some scrubbing. Maybe when I unexpectedly inherit a vast fortune from an uncle I never knew I had, hey? Anyway, now that you two know where to find Pippi, I'll leave you to it. I've got some other errands to run." Mel nods at everyone, and steps out the door.

    The streets of Helm: cobbled, spacious, and full of people. Mel makes her way through the area, stopping briefly at the potion shop run by Whisken de la Monega. "Your potions stood me in good stead, lately," she tells him. "Especially that one that lets you see in the dark for a few hours. Can't say I'm especially fond of the flavor, but there's no arguing with results!" She purchases another of those, plus one that wards off malign influences, and loads both of the tiny bottles into her wrist sheathes before even leaving the store.

    Her next stop is The Bravest Soul. The sign is unchanged; Mel pushes the door open and steps inside to find Laine Windfall sitting in front of a piece of tough leather lain flat across the wood counter. A variety of tools lie neatly lined up beside it, and Laine has many small pieces of metal spread across the scored surface of the leather. The tapping of her hammer echoes slightly as she puts rivets in place and checks her work.

    "Hello," Mel says.

    Laine looks up, a smile crossing her blunt, square face. "Oh! My pardon for not noticing you there. I was caught up in my work," she says.

    Mel looks curiously at the items on the table. "What are you making?" she asks.

    "Gauntlet," Laine says. "The joints take careful work. Many small pieces, and they all have to articulate perfectly, or it could bind up." She picks up the half-finished gauntlet and puts it on one hand, demonstrating how the tiny plates of metal smoothly slide past one another. "I remember you," Laine adds as she takes the gauntlet off again. "Sold you some leathers, what, a month ago or so?"

    "That's right," Mel says. "And they served me well."

    "But you're not wearing them now, I see," Laine observes.

    Mel shakes her head. "No. I ... had another altercation with orcs, and one of them had this." She shrugs out of her chain shirt and hands it over. "I don't think it's originially orcish work. It's not much like the last one I got from them."

    Laine inspects. "Indeed not," Laine agrees, inspecting the links. "My, this is fine work! Mithral, and ..." she pulls the chain up close to her eye for inspection. "... every link's been welded shut. Makes for excellent mail, but it takes a damned long time. That's elven work, or I'll eat my hammer. Nobody else has the time -- except maybe the dwarves. But if it were dwarven work the shirt would be much broader across the shoulders."

    "I thought so," Mel says. "Anyway, it's clearly also been enchanted, and although the leathers you made are excellent, I thought this might offer just a bit more protection."

    "You're right at that," Laine acknowledges without rancor. She sets it down again. "So, have you come to sell back the leathers, then? We'll buy 'em, provided they're in good condition, but don't imagine you'll get a full refund just because came across a nicer set a couple weeks later."

    Mel shakes her head. "No, actually," she says. "I plan to keep those. Partly to have a spare set, just in case; but really it's ... well ... here's my very first set of armor. See?" She reaches into her haversack and extracts a somewhat battered lamellar cuirass. "I bought it just for the journey to Brookside, in case of bandits. And then it stood me in good stead there, when the orcs came. Selling it would feel ... disloyal. So I kept it. And the same with your leathers. Perhaps I'll need them again some day; or perhaps I'll find someone else who needs them. Maybe it's foolish of me, but ..."

    Laine smiles broadly. "Nah, I can see it," she says. "You take care of the armor because it took care of you. So what if it's just a bunch of leather and metal? It's kept your back like a friend, for all that."

    "Exactly!" Mel says.

    "So what brings you here, then?" Laine asks as Mel puts the cuirass away once again.

    "I've two jobs for you," Mel says. "First, I want you to enchant this chain shirt further. Specifically, I was wondering if you could make it do what this cloak does." She lays out the Cloak of Elvenkind on the counter. "It tugs the shadows closer for me ... makes it easier to slip by unseen."

    Laine frowns. "You're not one of them Reaps, are you? We don't hold with that."

    Mel laughs. "Nothing like that, I assure you," she says. "In fact, I'm pretty sure the Reaps would be happy to see me dead. We've tangled a couple of times. No, I just ... I'd rather avoid battle, if I can. General Tullian wrote that the best fight is the one you win without fighting. And if it does come to a fight, I'd rather that I saw them coming before they saw me."

    Laine relaxes. "A fair answer. Yes, I think I can arrange that." They dicker over prices, settling on 3,750. Mel hands over the armor and the money. "Good then," Laine says. "Now, what's this other job?"

    "More leathers; but not for me. Hold on, let me get them out." She extracts Nelly's barding from her haversack.

    "What on earth?" Laine says, as the leather piles up further and further on the counter. "Barding, but ... there's no horse in the world that these would fit."

    "Not a horse at all. One of my travelling companions has a rather large wolf. She's very attached to him; and more intelligent than most wolves, I think. In any case, he outfitted her with this barding, and wants it enhanced to protect her better." She has a sudden, vivid memory of Túrion burning as he perished in the Magister's fire. "Though honestly he could do with some protection himself. But armor isn't really his thing."

    "Well! A wolf, you say?" Laine shakes her head in bemusement. "That's a new one. But sure, armor is armor. I can make this tougher -- lay threads of magic through the construction to let it absorb blows better. Should be the same as working on any piece of armor."

    They settle on a price, and Mel passes over the coin that Túrion gave her for the purpose.

    "All right then, this may take a bit," Laine says. "I'd guess four days for each of the two projects. So eight overall. I'll do yours first -- I want some time to study this barding before I start working on it. You're lucky, I'm between big projects at the moment."

    "I hope I'm not slowing down your gauntlet," Mel says.

    "Nah. Don't worry about that -- that's not a paid job anyway. Da told me to make a pair because he's not satisfied that I've really mastered the technique yet. I think he's just being persnickety at this point; but hey, practice never hurts."

    "How is your father?" Mel asks. "He was working the counter when I last came."

    "Healthy as a horse," Laine says. "He's visiting my sister today -- she's just had her third child, and everyone's gone gaga over the tike."

    "Well!" Mel exclaims. "Congratulations to her. And please tell Master Windfall I said hello."

    "Aye, I'll do that," Laine says.

    They chat a bit more, and then wrap it up. Mel takes a moment to duck into a fitting room and don her leathers before leaving.

    Her eye falls on the fat fox on the interior of the door as she leaves. The painted eyes seem to glitter at her. "Not today, Mr. Fox," Mel mutters. "And I hope, never."

    She pushes out through door and returns to the Cozy Badger. There, she reports to Túrion that his errand has been accomplished, and should be ready in eight days.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    After bidding farewell to Kazador and Fyrtor for the moment, Mel resumes the same room she stayed in previously, on the second floor of the Cozy Badger. She sets her bag down on the bedside table and sits on the edge of the bed, facing the window.

    For a moment, she simply stares out the window, which provides little enough for a view, facing another building opposite. The bustle of the street filters in: horses clopping their way along the cobblestone streets, the occasional call of a street vendor selling food. She can't make out any conversations, but undoubtedly there are people walking the streets on this fine day of early summer: parents remonstrating children, friends chatting, lovers holding hands.

    She flops backward onto the bed and stares at the ceiling instead.

    It seems unreal.

    "Tätä rakastat, Ostara." Mel whispers. "Pehmeät vuoteet ja rauha ja lämmin sää. Ihmiset kaikenlaisessa muodossaan. Eläminen ja haluaminen ja tekeminen ja ajattelu ja rakastava. Jokainen voi tehdä niin kuin haluaa, kunhan se ei vahingoita ketään muuta."

    "Ja puolustan sitä koko sydämestäni. Mutta se ei tunne ..." her voice trails off.

    "Minulla oli paikka Lywelasissa. Ja tein paikan yliopistossa, Etsi Paljonissa. Olin jopa alkanut löytää sellaista Brooksidesta."

    "Mutta täällä? Minulla ei ole todellista paikkaa täällä. Minusta tuntuu ... juurtumaton."

    She pauses a moment, marshalling her thoughts.

    "En ole kukka, joka voi kasvaa siemenistä kukkii muutamassa viikossa. Tarvitsen aikaa kasvaa paikkakunnalle."

    "Mutta en saa sitä tänne. Muutaman päivän kuluttua lähdemme Iustiaan, ja minä tulen taas siemenen tuuleen."

    Elven:
    "This is what you love, Ostara." Mel whispers. "Soft beds and peace and warm weather. People, in all their variety. Living and wanting and doing and thinking and loving. Everyone free to do as they please, as long as they don't hurt anyone else."

    "And I will defend it with all my heart. But it doesn't feel ..." her voice trails off.

    "I had a place in Lywelas. And I made a place at the university, in Etsi Paljon. I was even beginning to find one in Brookside."

    "But here? I have no real place here. I feel ... rootless."

    She pauses a moment, marshalling her thoughts.

    "I am no flower who can grow from seed to bloom in a few weeks. I need time to grow into a place."

    "But I will not get that here. In a few days we leave for Iustia, and I will be a seed on the wind once more."

    She goes quiet. The bed is comfortable -- so much more so than sleeping on bare dirt in the barrens, or the floor of the smithy in Brookside, or a hammock slung belowdecks on a ship. Thoughts of their recent expedition swirl through her head.

    Muse offering a meal of people to the sea serpent.

    Van Beem's ship exploding, a blossom of boards and nails and death.

    The pain of being shot in the darkened hallways of Kazad Gravr.

    Kazador, vanishing under a pile of orcs, his prized hammer taken from him.

    Túrion, lying so still and pale amongst thrashing tentacles while the Magister of Conjuration rained spells and curses upon them.

    Fyrtor, heedless of danger -- driven by guilt.

    The cloud of dust rising from Kazad Gravr to mark its grave.

    "Haluan vain, että tiedät hyväksyväni sen," she says. "Luotan sinuun. Jonain päivänä ohjaat jalkani johonkin paikkaan, jota voin kutsua uudelleen kotiin. Mutta toistaiseksi teen sen, mikä on tehtävä, jotta muut voivat pitää kotinsa."

    Elven:
    "I just want you to know that I accept that," she says. "I trust you. Some day, you will steer my feet to some place I can call a home again. But for now, I will do what needs to be done so that others can keep their homes."

    And with that, she heaves a sigh, sits up, and begins penning a note requesting an audience with the Bishop to report their activities, and noting the importance of clearing Fyrtor Smithson and Túrion Alagostor to participate, due to their important information and unstinting assistance.


    5 people marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Mel heals Fyrtor and the orc -- Grukkan -- after their sparring match, with no commentary.

    During the days, as the orcish hands become more familiar with the ins and outs of running the ship, she takes to spending long hours in the crow's nest, keeping watch for other ships. She tries not to look down too often; every time she does, she winces anew at the sight of one of her people's finest ships being crewed by orcs. Yet they have hurt me less, in some ways, than my own people, she thinks. Ostara -- may the sea wash away their hatreds. They too have suffered. Under their own hands, as well as those of other races. Not to mention their harsh land.

    But even as she prays for them, she knows that changing the culture of an entire race takes far, far longer than a few weeks aboard ship; and she doubts that such will come to pass even in her lifetime even should she live to see the rise and fall of kingdoms.

    When not aloft, she socializes with the rest of her group. She does not seek out the orcs; but in their inevitable encounters, she works to avoid showing any signs of weakness.

    In the late afternoons, or the long evenings when the sun sinks slowly into the amber sea, she works on her long-neglected journal: recording all of the events since Brookside, in as much detail as she can recall.

    She adds observations on her companions.

    Kazador and Algric:
    "I have known him less than a year -- no more than a couple months, in fact. He can be impetuous, brash, unforgiving -- of himself, more than any other. The same goes for Algric. They are hard. Hardened by the necessities of the secrecy that protected their home, so deep in hostile terrain. It seems to me that perhaps their people made a virtue of necessity for so long that they became inured to it, and slowly began to lose the capacity to distinguish between necessity and cruelty."

    "I have to wonder what the final destruction of their home will do to them. Their secrecy failed. The necessity -- and the cruelty it brought -- in the end, neither one accomplished what they were meant to. Kazad Gravr fell. Their families and friends lie dead; and buried, now, in a grave the size of a city. Of what use, then, were all their harsh measures?"

    "Yet, I believe Kazador has begun to have some new thoughts. I have caught him gazing out at the ocean a few times, evidently deep in thought. And though his temper can at times be fragile, I believe there is a core of strength there that will stand him in good stead in whatever lies ahead. His life in Kazad Gravr made him hard; but brittle, in some ways. May Torag grant that his trials leave him not hardened, but tempered: strong enough to bend when necessary, and not break."

    "I wonder what I would become, if in the end everything I strove for turned to death and ashes? I pray I never have to find out."

    Brolin:
    "Our captain, Brolin Muse. Gregarious; willing to assume the best of absolutely everyone; a passionate idealist. He reminds me of myself in some ways. Or at least ... he reminds me of myself as I was ... before."

    Mel pauses and stares at that phrase on the sheet for a while.

    "Well, bless him. I hope he can keep that idealism even when the world throws his ideals back in his teeth. It surely has a bad habit of doing that."

    Her lips twist and she stares at the entry again, then crosses out the last line with a quick, definitive slash.

    "Enough of that; this entry is about him, not me. Besides his personal qualities, his ability to conjure spirits ... well, according to him, not so much spirits as abandoned memories? I still find it disquieting in some ways, while intriguing in others. On the one hand, his disembodied ... friends?"

    She considers her conversation with Savvy.

    "His disembodied allies grant him amazingly broad abilities. On a moment's notice, he can be a warrior, a scholar, a magician or ... I don't even know what else he's capable of. It's really rather astounding. Part of me desperately wants to sit down just ask Legacy questions for weeks on end. There is so much history he knows from first-hand experience! I feel as though with a few minutes' conversation Legacy could clear up all kinds of historical questions that have occupied the attention of scholars for generations. Where did the various races originate? When did they first meet? What was the initial cause of the First Blackthorn War? It's so long ago now that none of our surviving records actually explain what they were initially fighting over. But I'll bet Legacy knows. He was probably there when it broke out."

    "Alas, Legacy seems to be rather close-mouthed. Perhaps I'll get a chance to ask him some questions some day, but I suspect the answers may just raise more questions. And that there is a distinct limit to how much Legacy might be willing to answer. Pity."

    "And on the other hand, it seems ... a decidedly uncomfortable existence, sharing your head with other people from other times who have agendas of their own. It's ... a risky path, despite the great rewards."

    "I wonder if there might be some other way to get the same information, though? Brolin said that there are fragments of memory all over: drifting through the air, ingrained into objects. I wonder if anyone else could learn to draw on that knowledge. Perhaps. Perhaps not. In any case, there are much higher priorities at the moment."

    "I haven't noticed any particular change in Brolin since Kazad Gravr. Perhaps he has, and is hiding it; or perhaps it all rolled off him, like water off an oilcloth. Time will tell."

    Fyrtor:
    "Of all my recent acquaintances, I feel as though I have the best understanding of Fyrtor. We are alike in our deep faith in our respective goddesses. He has a deeper reverence for nature than I do, I believe, as is only to be expected in a practitioner of the druidic arts. I sometimes wonder how he reconciles that with his blindingly pure faith in the Dawnflower; for it is an indisputable fact that nature is both beautiful and cruel. Sometimes more one than the other; sometimes in equal measure. The lion sheds no tears for the lamb -- yet the sun will rise just as beautifully over a scene of carnage."

    "The one thing about him that really puzzled me was his intense over-protectiveness. But now that he has shared his past with me, it makes a great deal of sense. From a certain point of view. I pray that he will find the redemption for himself that he so eagerly offers to others."

    Túrion:
    "As for Túrion, our Avinoan mage, well ... I barely know him. Two days in the madness of Kazad Gravr, followed by this sea voyage surrounded by orcs, has not afforded us a great deal of time to get to know one another."

    "He is clearly highly intelligent, and exceptionally well read, which I can only approve of. In the ordinary course of things, I would take him simply for a typical Avinoan mage. Yet ... there are strange things about him."

    "How, exactly, did he come by the undying loyalty of Laeg nél, the great wolf who follows him? Wizards' academies are not known for keeping large predatory animals around. When did they meet?"

    "Similarly, this token from his dryad friend ... my impression is that the fey do not lightly bestow such gifts. What was there between them, and how did that come to pass?"

    "Make no mistake, there are mysteries yet to come from Túrion."

    Perrin:
    "I hope Perrin is all right. Ostara, give him the strength to find a better path. It would break my heart to see his essential kindness broken and sullied by his foul master."

    Mel stares at the page and sighs. Carefully, she traces the symbol of Halcamora on the page, as if the act of drawing it there might direct that kindly deity's attention to Perrin, wherever he might be.

    Kelian:
    "Kelian is turning into a fine, upstanding young man. But he actually worries me in some ways. It's not ... normal to be so fearless! Fear is a terrible master, but a good servant. It can keep you from taking foolish chances. Yet he is totally fearless. I'm not sure when it happened -- sometime after Brookside, I believe. I must remember to point out to him that being free of fear is not always a good thing. He will have to be careful to bear in mind that without fear, he has no internal voice to tell him when he's in over his head."

    It takes time to adjust to the motion of the ship, and her handwriting is not so clear in the early entries; but by the end, she has learned to anticipate the shift of plank and water. In calm weather, at least. By the time they reach Helm once more, the journal is up to date.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Ah yes, gestalt -- a wonderful way to make yourself MAD. MAD, I say!


    1 person marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Mel allows the silence to stretch for a moment as Fyrtor puts away his powdered herbs. She leans both elbows on the railing, peering out into the night.

    "... and if by leaping to a friend's defense you give up your own life, that will atone for your failure. Is that it?" she says at last.

    She turns to face him, catches his eyes with hers.

    "Priest of Sarenrae, that is not a path the Dawnflower would bless. You have held this darkness in your heart; and it has brought you nothing but needless suffering. Take your sword and lay it at Brolin's feet. Ask him to conjure your father's spirit, that you may speak with him. Ask your father's pardon for this imagined sin; for it is clear to me that only your father can grant you the forgiveness you seek."

    She lays a hand on his shoulder. "This I ask you to do, in the Dawnflower's name, even though I am not of her faith."

    And with that, she gives his shoulder a squeeze and walks softly away, leaving him standing in the dark of night and looking for the dawn -- as he has ever been.


    2 people marked this as a favorite.
    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    And I've finished painting a mini for Mel that I'll probably never need because she's a PbP character.

    She turned out pretty well. I call this pose "Mel appeals to Perrin."


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    As soon as the tentacles slither back to whatever horrific pocket dimension they call home, Mel emerges cautiously once again.

    The wizard's body lies on the floor, covered with the wounds of their fight: burns, cuts, arrow wounds, and finally the constriction of the tentacles he himself conjured. That was Greater Invisibility, as he used burning arc and remained invisible. It was cast 1 round before the black tentacles, so he should become visible again moments before they vanish.

    She looks down upon him, feelings tumbling through her head and heart:

    Relief, to be alive.

    Sorrow, at Túrion's fate.

    Thankfulness, for Ostara's blessing during the fight.

    And that is all. She puzzles over this. It feels as though she is missing something. Something she should be feeling and is not; but it evades her, and after a moment she shakes her head, dismissing the concern.

    "Kelian, help me take him into the null magic zone, please," Mel says, gesturing to the wizard. "If the Council checks in on him with divination magics, I want those to fail. Let them wonder what became of him. Or even better, let them waste resources on an expedition to discover his fate, after we are long gone."

    Together, they haul him into the hallway where magic holds no sway, and leave him there for later inspection.

    Returning to the main chamber, Mel says "Laeg nél,Throid tú go cróga. Lig dom tú a leigheas ..."

    Sylvan:
    "Nelly, you fought bravely. Let me heal you ..."

    Approaching the great wolf, she takes out her healing supplies and begins binding her wounds, chanting a quiet prayer of thanks to Ostara under breath as she works, hands aglow with pale green foxfire.

    Heal: 1d20 + 18 ⇒ (3) + 18 = 21

    Nelly regains 5*HD hit point (25, I believe) and heals 4 ability score damage if any.

    The wolf keeps nudging at her as she works. "What's this?" Mel asks. She finishes, and reaches for the satchel Nelly was so persistently nudging at, opening it and examining its contents.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Don't worry. It's not the suspense that kills you; it's the wizard.


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    There's mainly one guy who just would not let go of 3.5.

    Well, and the other guy who still pines for the good old days (which he defines as AD&D). But he bowed out and has been running games for his family. I kind of pity their boy being raised on THAC0 ...


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    I am pleased to report that I finally persuaded my group to convert to Pathfinder!

    Specifically, to Pathfinder 1e from 3.5. Now I can finally quit converting between grappling systems in my head on the fly when running PF1 content for 3.5 PCs!

    ... Eh heh.

    The timing may be a bit ironic. See you all in another decade or so! ^_^


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    I am very glad to see the 1e bestiary added. I think that will smooth a good many ruffled feathers.

    Question: if you get the 1e bestiary, will it include stats for the companions detailed in the Companion Guide?


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    I'd just like to add a voice of support for incorporating Dudemeister's changes. They improve the adventure substantially.

    My Kingmaker experience lasted seven years. I started as a player in 2010, and the GM did not have the benefit of much added community material, because precious of it had been invented at that point. We made it to the end of Book 3 before the campaign fizzled (the GM developed a severe case of Real Life).

    About a year after that, one of the other alumni of that group decided to start a fresh Kingmaker with a new group, and I joined in. By that time, Dudemeister had invented the Monster Kingdom and a couple other modifications, which the new GM integrated, and they made the play experience much better (even though I was going through stuff I'd already done for the first half of the second playthrough).

    Later, I circled back and played out the remainder of the original Kingmaker campaign as the GM, for one of the other original players, finishing it as a part of a solo campaign -- though honestly, by that time it was so heavily modified as to only vaguely resemble the original campaign. I cherry-picked bits of Book 5, notably the Rushlight Festival; and ran a good bit of Book 6, but the plotting was drastically different.

    Lately, I've been listening to Sugar Fuelled Gamers' Kingmaker, an actual play podcast by a GM running the AP for a solo PC played his wife. He integrated a lot of Dudemeister's additions, as well as some of his own; it's far and away the best run Kingmaker I've seen.

    Anyway! Please consider integrating Dudemeister's modifications. They make the entire thing much better.


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    A really modular approach would be to remove the stat blocks from the main text of the adventure entirely and issue separate bestiaries for each supported system.

    Advantages:

    - The main text would be easier to read when it's not split up by stat blocks.

    - Having the stat blocks in a separate book would reduce flipping back and forth while running the adventure, because you could keep the adventure open to the encounter area, and the bestiary open to the relevant stat blocks.

    - You could have PF 1e, PF 2e, and D&D 5e bestiaries.

    Disadvantages:

    - It would definitely increase the costs of production and printing.

    - It might increase shipping costs, due to extra weight.


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    Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
    Skills:
    Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

    Well, it also says things like "The god of cities is stern, but rewards those who work hard and whose actions benefit others as well as themselves, though his morally ambiguous enough to recognize that not every person can benefit from every decision" and that his temples also serve "as a bank, currency exchange, and moneylender, which helps keep interest rates reasonable and consistent [...] The banker in charge of the temple watches the local economy and adjusts interest to stimulate growth, encourage investment, or help recover from a disaster."

    So they're less like Wall Street and more like the Fed. ^_^

    it'd be an interesting character development if Savvy turned out not to be a cleric of Abadar after all. Maybe Savvy has been lying to Brolin all this time, and actually serves someone else.

    Or -- and I think this would fit better -- Savvy genuinely believes she serves Abadar, but is actually self-deluded, and Savvy serves no one but Savvy, drawing her power from the one faith she holds above all else: her limitless, unwavering faith in her self.

    Oh, and Brolin -- I think you are very mistaken about one thing! You do have a copy of Inner Sea Gods. I'm quite sure if you double check your digital assets you'll find it's listed right there.

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