Lich

Traber's page

223 posts. Organized Play character for Dax Thura.


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Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"In either case, let us be done with this place."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber tries to stop Enora from healing Phlegos. "It will be easier to transport him if he is unconscious. If he is awake, he will undoubtedly attempt to escape. Wouldn't you?"

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

You bloodthirsty bastards! Let's kill them all.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10
Traber wrote:
Traber casts Blindness/Deafness (DC 18) on Jirandiel trying to blind her.

Did Jirandiel make her save?

Reluctantly, Traber will cast Stabilize on Phlegos.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber casts Blindness/Deafness (DC 18) on Jirandiel trying to blind her.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

A minute sounds reasonable to me.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber goes upstairs with the others.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber heals Malark and Falania.

Malark Wand of Cure Light Wounds: 1d8 + 5 ⇒ (6) + 5 = 11

Falania Wand of Cure Light Wounds: 1d8 + 5 ⇒ (3) + 5 = 8

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber delays.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber will move closer to the door and red gets to save against Hold Person (dc 17).

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Well then Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

I'm totally lost. Who was caught in the trap?

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber enters into the main hall and looks around.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber goes in and cast Silence on the table.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"I do have a spell of Silence that I can cast."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Sorry I wasn't around to offer healing. Slept all day today (not feeling well) then went to work.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber moves up the pier and casts Cause Fear (DC 16) at the creature.
If successful, it lasts Rounds: 1d4 ⇒ 1

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Of course. Nothing can ever just be easy."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber is ready and eager to get going.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"It is best we make haste to our target. He will surely be warned by an injured party of our impending arrival." Traber pointedly looks anywhere but at Enora.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10
Enora, Level 7 Pregen! wrote:

"Draklor, we are Pathfinder Society agents tasked to bring a known corrupt member of our organization back to justice. At times it is not enough to chronicle the deeds of others. A times action is required. To do nothing in the face of this corruption is to be complicit with it, and thus gives us a weak leg to stand on when our mandate demands that we be the dispenser of justice towards one of our own.

In other words: how can you bring back Phlegos to justice for being a slaver if you willingly ally with slavers along the way, in the name of taking the easy way out? Justice is paramount, and it goes beyond borders if we are to truly believe the universal mandate and goals of the Society. To accept the blindfold of local slavery laws as an excuse for justifying slavery is to be myopic in the extreme. I personally don't know how a Pathfinder can wake up in Absalom one day, after all the slaves were freed there a few years ago, and go to bed in Sedeq while accepting the continuing enslavement of a potential informant and collaborator... not to speak of going to bed after handing Greet out as a slave to a despicable man such as Corvius Vayn..." finishes Enora, looking at Traber to gauge his reaction.

Traber casually dismisses Enora's words. "It is not for the Society to mandate the morality of nations. Your feelings on slavery are clear. Mine are different than yours. I am not willing to make an enemy of one such as Vayn for an entity that means nothing to me." Traber looks at Khanauur. "My objection would be removed if I could be assured that Vayn would not come to worry me at a later time." If that assurance isn't given, then Traber just shakes his head in disappointment once the efreet is freed.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Greet has agreed to a term of servitude, not slavery. Like a butler, maid, or coachman. Don't make this into your own personal crusade."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Wait!" If he can, Traber will prevent Enora from using the Chime just yet. "You will push us out of Sedeq. He will hunt us down and, if we're lucky, kill us. And not just us, all of the Pathfinder Society. Your actions have consequences for me and I don't want him as an enemy if I can help it."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

If Greet has agreed to the terms, we don't need to free the efreet and create an enemy."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber thanks Khanurr for his hospitality. "Well then, how did you come to be in Corvius' service?"

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

In his haughty way, Traber introduces himself, "I am Traber of Cheliax."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

True, but that's probably not something you want to force them to do. Intent matters in magic."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber declines the boon.

"No suggestions? Well perhaps we should go speak to the man and find out what we can."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Any suggestions on where we could find something unique and interesting for this slaver?"

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Knowledge (planes): 1d20 + 6 ⇒ (9) + 6 = 15

"Do not fret over the condition of the genie. It is a powerful denizen of the planes fool enough to be made a slave yet weak enough for Corvius to keep it one. Corvius keeps it by his side as proof of his power and to let you know what will happen to you if you were to cross him."

"I urge care in dealing with the slave. It is probably commanded to reveal any dealings or double dealings to its master and could even be forced to resist release with all its power."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Any more you can tell us of the traitorous Phlegm?" I know his name is Phlegos.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber is wrapped full body in bandages. He wears a heavy cloak and gloves, leaving only as little of his face he needs to interact with the world visible. Despite that, he walks straight and proud and has an arrogance about him. "Greetings, Pathfinders." He says with an obvious, perhaps even exaggerated Chelaxian accent. He finds a place to sit, making it obvious that he is too good for this establishment.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Player: Dax Thura
Character: Traber Avernus
PFS: 33973-1
Track: Regular
Day job: none
Faction: Dark Archive

Dark Archive

I've a level 6 oracle looking to get into some trouble.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber will try Neutralize Poison on himself until it works then try to use it again for Dijjit (three more times max). If he's not cured, he'll go with saves after that, using Lesser Restoration to keep himself alive first before helping Dijjit.

Neutralize Poison: 1d20 + 6 ⇒ (10) + 6 = 16
Neutralize Poison: 1d20 + 6 ⇒ (7) + 6 = 13
Neutralize Poison: 1d20 + 6 ⇒ (12) + 6 = 18
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Fort: 1d20 + 4 ⇒ (2) + 4 = 6

Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 2
Lesser Restoration: 1d4 ⇒ 1

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Fort: 1d20 + 4 ⇒ (5) + 4 = 9

Traber tries to help Dijjit.
Neutralize Poison: 1d20 + 6 ⇒ (10) + 6 = 16

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Traber yells out in pain. Twice. He only sees the creature briefly as he moves to defend himself.

Knowledge (nature): 1d20 + 4 ⇒ (18) + 4 = 22 (immunities or resistances)

Morningstar +1 disruption: disruption (dc 14), 2 handed to hit
1d20 + 7 ⇒ (5) + 7 = 12 damage 1d8 + 4 ⇒ (6) + 4 = 10

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Looks like. Let's keep moving."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber takes his new morningstar and tries to smash one of the undead with it.

Morningstar +1 disruption: disruption (dc 14), 2 handed
to hit 1d20 + 7 ⇒ (17) + 7 = 24 damage 1d8 + 4 ⇒ (4) + 4 = 8

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

If no one else wants the mace, Traber can use it. Though that is absolutely not what he does.

Knowledge (nature): 1d20 + 4 ⇒ (2) + 4 = 6
Knowledge (religion): 1d20 + 6 ⇒ (4) + 6 = 10

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Of course Traber will cast Guidance for Tarael. He'll complain about it, but he'll do it.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber lights a sunrod.
"Let's not keep our host waiting."

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber has wand, will heal. Let me know how many charges you use.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Bless

Traber casts Blindness (Blindness/Deafness DC 18) against the kelpie. "We look for Marigana. Where can we find her?"

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber Channel Positive Energy DC 19: 3d6 ⇒ (4, 1, 2) = 7 a second time to hurt undead.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber steps away from blue and Channel Positive Energy DC 19: 3d6 ⇒ (6, 2, 1) = 9 to hurt undead.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Bless

Traber casts Bless and puts away his crossbow.

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

Traber fires at yellow.

Lt Crossbow:
to hit 1d20 + 6 ⇒ (12) + 6 = 18 damage 1d8 ⇒ 1

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"What sort of creature is this Marigana? A hag?"

Dark Archive

Oracle (Life) 7| HP 45/45| AC 19 (22) T 12 (15) FF 17 (20)| Fo +4 Re +5 Wi +5; +4 v disease| Init +2| Percep +2| Lvl 3- 5/5 Lvl 2- 7/7, Lvl 1- 8/8, Orison at will| Channel Energy 10/10

"Of course."
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7

It's nothing of any consequence.


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Complicated puzzles, simple encounters!

2/5

Perhaps I missed something, but I've gone over this one a few times and I just cannot understand how you are supposed to run the puzzle encounter towards the end. As others have said, predrawn maps will help tremendously (I ran mine on a virtual tabletop with the images directly pulled from the PDF) but other than the puzzle encounter, this one goes pretty quickly.

The first encounter is laughably easy, but it is kind of supposed to be so that's no problem. The second encounter was infuriating for my players because of the creature's tactics and abilities, but it's ability to actually harm them was almost nil. Mostly it was just chasing this thing around and failing to hit it while being subjected to sleeps and charms and other enchantments.

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3/5

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1/5

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5/5

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A Fantastic Swashbuckling Resource!

5/5

This handy little PDF features a boatload of new feats and abilities to spice up your swashbuckling campaign! No more will the lightly armored agile fighter be a less-than-desirable character concept in the d20 system!


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Fantastic!

5/5

After seeing that Vic Wertz himself had given rave reviews to this product, I had to see it for myself! I'm so glad I did, too, because the rules given in this PDF are truly amazing and versatile. Highly recommended to anyone, player and DM alike.


An Instant Classic!

5/5

This movie is fabulous if you can get past the cheesy low-budget special effects (not a problem for my group of die-hard B-movie fans).

After showing it to my gaming group, it has rapidly become the most quoted movie at our gaming table, even surpassing "Monty Python and the Holy Grail!"


Cooooool!

4/5

This book provides a lot of interesting options for Mage players as well as a couple of "left-handed" paths designed for antagonists and the Storytellers who love them. Every Watchtower gets at least a few Legacies to choose from in this book, adding a great deal of diversity to player character options.

My only complaint? There aren't enough of them in this book. The Werewolf Lodges book contained 22 Lodges, yet this book only offers 13 Legacies for the same price.


Werewolves of the World?

3/5

While this book does contain a few Lodges who dwell in places like Poland and Japan as the preview states, I was somewhat disappointed to discover that they were among the minority. Many of the Lodges within were largely decentralized and could be easily dropped into any culture or location. Generally, this is not a bad thing, but I was really hoping that this book would focus specifically on Lodges with a strong "foreign" theme since the other Lodges books provide more "general" ones that are designed to be dropped into any setting.

Still though, the book is useful and the foreign Lodges that it does contain are well-written and are certain to see use in a future campaign.


Very useful, but not quite what I hoped for.

4/5

This book features a wide array of archetypes and powers with which to construct your very own changing breeds in the Storyteller system, either as PCs or NPCs.

While I found the process somewhat complex at first, after a second read-through it made sense. However, I was honestly hoping for more focus on "established" changing breeds (like the Bastet) to show how they fit in to the natural order and, more specifically, the political environment of the World of Darkness. As it is, the various breeds seem to be very fractious and happenstance. Granted, there's no reason a Storyteller couldn't just make something up for them, but seeing some more solid, established backstory that ties them into the world would've been nice.


Fantastic Resource!

5/5

This book is positively amazing! Never before have I seen any RPG product from any company focus on the Roman era and this book does it well. Providing plenty of deep information on the political atmosphere (both mortal and Kindred) and detailed descriptions of many areas of importance both in and under Rome, this book does everything I hoped it would and more. I'm really looking forward to running a game set in this era now!

(Oh yeah, and the artwork is mind-blowing!)


Fantastic Sci-Fi Game!

5/5

Written as the future of White Wolf's "Aberrant" storyline, Trinity has the players assuming the roles of special humans who have been gifted with psionic powers to battle to return of the Aberrants who once tried to take over the world centuries before.

This is a fantastic game that combines technology, aliens, and awesome psychic powers! What more can you ask for?!? This is easily my favorite game in the genre, even better than Shadowrun.


So Cool, But So Tricky!

4/5

The leading leg of this mini is a separate part that must be glued into place. I'm not sure why, but it was a huge pain in the ass. The leg must be wedged to fit between the hip socket and the base and, in my case anyway, the final result left a small but noticeable gap between the leg and the hip which I had to fill in with super glue. I was very disappointed with that fact, but I'm no pro miniature assembler either.

Still, this is one of the coolest looking minis I've seen so far, so I can't give it less than 4 stars, despite my difficulty.


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Big!

4/5

Getting this mini together was a little tricky because the axe and the hands holding it are all one piece that must be aligned and glued onto the wrists of the main figure.

The mini is heavy! It's quite large, too. The base fits into a standard 5' square on a battlemat but any adjacent minis with parts that extend even a little bit over their bases might not fit next to this behemoth.

This mini definitely captures the terrifying power of a half-orc barbarian, though, and the detail is incredible!


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Cool!

5/5

This mini is just plain awesome. Also, to those who may be thinking "my paladin uses a shield, though," fear not! This miniature has a shield on his back, held on by a pair of very detailed belts. Overall, a very cool mini.


Small Shield, Big Mini

3/5

This mini comes in three parts: the shield (and hand holding it), the sword (and forearm), and the main body.

The shield is much smaller in real life than it appears in this photo, almost comically so. While not a big problem, I do wish the shield was a little larger.

This mini is big and heavy. The base of it is ever-so-slightly larger than a stadard 5' square on a battle mat and it's arms extend into adjoining spaces, making positioning it somewhat tricky. If you're not using squares on a mat, this mini should be fine. It does look very cool, however, and my tank players look forward to using him to represent their characters in future campaigns!


Cool Looking, but Tricky Assembly

3/5

Maybe it's just me (I'm pretty new to the whole miniatures thing), but the arm with the shield is very difficult to attach to this mini. There doesn't seem to be any good fit for the piece on that side of the body. Perhaps my mini was damaged or imperfectly cast in some way, but I ended up gluing it in a potition very different from the one demonstrated in the photo presented on this site. It stayed together, but I have that feeling of "I did something wrong" when I look at it.


WOW! Eastern Immoren at last!

4/5

This book is incredible! It details the entirety of the continent of Immoren beyond the borders defined in the IKCG and describes the Skorne Empire as well as the Bloodstone Marches in great detail. The monster section at the beginning of the book covers some of the unique creatures that roam these lands and provides the usual amount of amazing IK detail in it's descriptions.

My only complaint? I'm not sure why they decided to incorporate the lands beyond Western Immoren into a Monsternomicon. They should have called it "Beyond the Iron Kingdoms" and detailed the additional setting material in the first part, then added the monsters in the back as an appendix. Still, as a hardcore IK fan, this book is extremely cool!


Nice to Have, But Hardy Crucial

3/5

This book is largely filled with roleplaying information regarding the various paths of magic. It details the events that typically surround a given path member's Awakening and provides a few additional merits and legacies for the various paths.

I was surprised (and somewhat disappointed) to discover that the book does not provide information on how the different Paths approach the same types of magic. I was hoping to see some information on how an Acanthus' conjuration of a weapon differs from, say, a Moros mage. Still, the book has lots of information regarding the attitudes that the Paths have towards many things and provides an excellent roleplaying guide for Mage players.

If you've got a tight budget and want only the books that will enhance your gaming experience the most, however, this book can probably wait.


The Bad Guys

5/5

This book identifies everything anyone would ever need to know about the Pure. From tribal heirarchies to unique Gifts, from rituals to philosophies, this book breathes life into the Pure and provides excellent information for anyone who seeks to employ the Pure as a prominent part of their campaign.

The main Werewolf: The Forsaken book does little more than mention the Pure, but this book fleshes them out as much as (if not more than) the Forsaken are detailed in the main book. Their methods for recruiting new members, their tribal philosophies, and their unique (and powerful) Gifts are all detailed within. Additionally, character creation rules are presented for making NPCs to battle your Forsaken troupe with or, if you're feeling adventurous, you can use the same rules to create Pure PCs! The details for running such a campaign are mentioned in the same area and rest assured that the differences are quite distinct.

This is a very useful book if you plan to use the Pure as antagonists or want to provide your troupe with a new angle on the Werewolf game.


Useful and Spooky

5/5

This book brings the terrifying realm of the Shadow closer to home. Full of tales of hauntings, evil spirits who possess people, and all manner of spiritual anomalies, this book is certain to be useful to anyone who wishes to explore more of the unseen world that lies behind the Gauntlet.

The contents of the book, besides the wonderfully chilling stories, include dozens of sample spirits to drop into your campaign, expanded information on loci and how they form, and additional rules regarding the Spirit-Urged and Spirit-Claimed. The book also contains a new vampire Discipline that allows interaction with the spirit world, a handful of werewolf rites and fetishes, and a few rules for dealing with non-supernaturals who attempt to consult the spirit world by ritual.

This book is highly recommended for any game in which the spirit world will be involved, even if it won't take center stage. The information and descriptions provided by this book will ensure that your players never forget their visit to the 'Other Side.'


Most Useful Suppliment Yet!

5/5

Whether you're an old-school WoDer like me who is still trying to figure out the new clans and systems or someone who's jumped into the Requiem from the onset, this book brings phenomenal clarity to the vagaries of Kindred existance.

The book contains systems for the effects of torpor on a Kindred's memories, more detailed information on how the Kindred body heals, the properties of Vitae and how it can be used, and much much much more! If you buy no other book to compliment the Requiem core book, get this one!