The Rusty Flagon Inn (Inactive)

Game Master Nightfiend

Maps

Completed Scenarios

Found Journal:
Entry Eleven: The track down the Sellen River was unbearable. Although Captain Shearwart did his best to accommodate our clergy, the trip was tedious. Luckily, we didn’t encounter any of the river patrols that we thought might come across our path. Once we reach Cassomir, we should be boarding a sea vessel large enough to accommodate our trip to Korvosa. We haven’t heard anything from our contacts from that regen for quite some time but the shipping lanes in that area are flush with potential. I suspect, after greasing the wheel a bit, we can pick up a few extra girls Korvosa. After resupplying, we will head to Magnimar, where Jonavan has arranged for four new girls. The pickup should be smooth, considering the area is well off the beaten path. From there, we will head to Sandpoint and meet with Gidra. Her and her crew should have a solid number for us.

Entry Fourteen: We have brokered a deal with the curator of the Quarterfaux Archive’s Darrick Humphry. He heads one of Caliphas’s underground gangs, which governs the city’s sewer system. The oversized system should take us directly to the temple without having to navigate through the city with the girls.

Entry Twenty-Three: We have collected fourteen girls in total, which should be enough to justify this trip. Adding these girls to our total should please Lord Eastabon. Assuming he doesn’t eliminate any of them, we should have enough to attempt the Gulden Ritual. If the ancient text is correct, this could free Tar-Baphon.

Entry Twenty-Seven: After investigating a disturbance that took place late last night, we have concluded that Sandpoint is aware of our operation. This could undermine our plans if they choose to pursue things further. I have decided, at no small expense, to attempt an old ritual called the awakening. If successful, it will leave Sandpoint with enough on their plate to keep them occupied for quite some time.

Entry Twenty-Seven: is the last entry within the journal.

Copied Ledger Note:
“Lost Minimum Wage Guy:” On the seventh page, second entry: The curator of the Quarterfaux Archive’s Museum, which is a subdivision of the archive, is requesting help locating a missing assistant. The contract offers round trip accommodations aboard a merchant vessel to Caliphas and four paid nights at a location of the group’s choice. The contract offers 1,000 gp on completion, with another 1,000 gp if the assistant is returned. The contract is sponsored by the Quarterfaux Archive. The listed contact is the museum’s curator Cynthia Nail.

“No More Squatters:” On the sixth page, first entry: A request to investigate and eliminate suspected cult activity north of Caliphas, in Ustalav, stands out as one of the higher paying contracts. The contract provides comfortable round-trip travel and accommodations at the Vodavani Lodge for the group’s entire stay. The contract offers 2,000 gp upon conformation of the cult and another 6,000 gp if they are eliminated. The sponsor for the contract is the Royal House of Ordranti. The listed contact is Lord Leopold the III.


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Times have been troubling across Golarion since the death of Aroden. The Eye of Abendego has taken a hefty toll across the western coast, which has induced powerful stormfronts everywhere. Further north, The World Wound’s chaos has spread, posing an immediate threat to all living things. The fourth Mendevian Crusade has recently come to anticlimactic end with rumors about a fifth Crusade quickly becoming the topic of the day. Inspired by the depletion of the world’s defenses, chaos and evil have taken a stronger foothold, leaving a wake of problems in their path. Cities, being freshly depleted of their military, have been forced to take a backseat approach to most complaints. In response, The Pathfinder Society doubles down on its independent recruitment of mercenaries and adventurers. A newly acquired alehouse, residing in Magnimar’s Dockway District, becomes the society’s primary hub for contracting. Requests, both fare and wide, are now channeled through that hub and then distributed amongst a variety of independent adventures from all over.

This recruitment is for a sandbox style (PF1) campaign, which will seat 4-6 players. The campaign is setup to evolve based on the choices made by the players throughout the game. The campaign will feature optional content that varies between something as simple as a one-off quest, to a longer more committed AP. I have set aside a number of modules ranging from older AD&D content, to more current Pathfinder scenarios. I have worked those into the campaign alongside a series of in-depth AP’s. The goal is to present a number of optional paths for the player instead of relying heavily upon a predetermined linear one.

Year: The Year is 4712 AR, “The Age of The Lost Omen”.
Starting Location: Golarion, Southern Varisia, Magnimar, The Dockway District, The Rusty Flagon Inn.
Starting level: 1st
Starting Stats: 25-point buy.
Starting Gold: Max.
Races: Basic races plus Aasimar or Tiefling.
Traits: (2) None-campaign traits.
Skills: Background skills are in play.
Hero Point: Begin play with (1)
Posting Rate: Once a day.
Recruitment: Closes January 25th, 2023, at 10:00 PM PST

Content: Core Rule Book, Advanced Players Guide, Advanced Class Guide, Pathfinder Unchained, Ultimate Campaign, Ultimate Combat, Ultimate Equipment, and Ultimate Magic. Note: If a character concept falls outside these resources, I’m open for discussion, but reserve the right to decline.

Background: Include the character's motivation for being an adventurer or the primary reason why they would be part of a mercenary / adventuring group. Also include where they are from.

Personality: I realize that many times a character’s personality is developed while in-play. As such, their personality is subject to change as the game progresses. Include a basic perspective on how you envision your character’s personality from day one.


Dot. Mulling over a few different ideas. Leaning towards something martially inclined.


Dot. Thinking about some thing bardish


I too have a few different ideas.

Question, I know you said no third party, but could I request Legendary Classes be allowed, as the allow for a lot more unique, varied builds?

If not, absolutely okay. Just figured since you mentioned you were open for discussing, I would ask. Especially since they aren't a whole different set of rules like psionics or Spheres.


Dotting! I think I'll build fresh, just gotta figure out my mood. Likely a spellcaster/support role.


Here's my submission Bryndís. She's a Half Elf Bloodrager (Arcane Bloodline) from Kalsgard who's gone south to seek her fortune after things got very weird in her hometown.

Everything is complete in her profile, but since I've converted an existing character I'll need to edit once or twice. It's easy to miss things when altering compared to building from scratch.

No, I can't say her surname in a single try either.


Oh, a question about languages. Brindis speaks Skald, her native language. In cases where a character doesn't have Taldane as their native language, do they get the ethnic(?) language, Skald, Hallit, Varisian, etc., for free or does it need to be gained through Linguistics?


I'm considering a background of a fugitive of experimentation from Nidal, built as a Dual Cursed Dark Tapestry Oracle. So although his powers are associated with Zon-Kuthon, he does not worship him and is trying to distance himself from that legacy.

Would something like that work for everyone?


Monkeygod wrote:

I too have a few different ideas.

Question, I know you said no third party, but could I request Legendary Classes be allowed, as the allow for a lot more unique, varied builds?

If not, absolutely okay. Just figured since you mentioned you were open for discussing, I would ask. Especially since they aren't a whole different set of rules like psionics or Spheres.

I'm going to go with no on this. It doesn't look overly concerning at a glance, but I really don't have the time to go through it.

Bryndís Raelyosradinsdóttir wrote:
Oh, a question about languages. Brindis speaks Skald, her native language. In cases where a character doesn't have Taldane as their native language, do they get the ethnic(?) language, Skald, Hallit, Varisian, etc., for free or does it need to be gained through Linguistics?

"In Pathfinder, each race starts with some given languages, usually Common and its own racial language. Characters with more Intelligence can have additional starting languages, but only taken from a racial list. Languages: Dwarves begin play speaking Common and Dwarven."

I think the above quote sums it up. So, in order to maintain an even balance, I would say a human begin play with common and one native language of their choice. In your case it would be Taldan or Skald for free with the option to take the other one with a high intelligence or advancement in linguistics. I can completely visualize how someone of a specific origin could be more familiar with a different language depending on their life scrips. So, within reason, I would say the free choice could even be something not expected based on the character's background.

Wrong John Silver wrote:

I'm considering a background of a fugitive of experimentation from Nidal, built as a Dual Cursed Dark Tapestry Oracle. So although his powers are associated with Zon-Kuthon, he does not worship him and is trying to distance himself from that legacy.

Would something like that work for everyone?

I could work with that as long as you realize, in the beginning, the god would simply find your lack of participating in darker dealings to be a minor irritant, but as your grow in power, you could invoke more attention from Zon-kuthon, which could present itself in a number of different ways.


Okay, to make sure I've got that right...

Starting: Skald, Elven (Bryndís is a Half Elf)

+1 INT gives her Taldane/Common

+1 Linguistics gives her Varisian

I'd already paid for it, but wasn't sure whether I was at the right number or shorting myself by 1 language.


Not that it matters at the end of the day, but BY THE BOOK she gets Elven and Common, then the second human language, then the third.

Common being defined by region/location. In MOST non-Tien cases, Common is Taldane.

At the end of the day, since you want to know both likely choices for your regional Common, it really doesn't matter which is which.


Before we get to fare into it, I would like to offer a healthy welcome to everyone applying to the game.

Bryndís Raelyosradinsdóttir wrote:

Okay, to make sure I've got that right...

Starting: Skald, Elven (Bryndís is a Half Elf)

+1 INT gives her Taldane/Common

+1 Linguistics gives her Varisian

I'd already paid for it, but wasn't sure whether I was at the right number or shorting myself by 1 language.

Starting would grant Common and (Skald or elven or Taldane). Pick one, your choice.

+1 intelligence would grant another language.

(1) point spent in Linguistics would grant another new language.


Just a point of order, but Taldane is Common in Golarion, at least in Avistan. So RAW, Bryndis gets Taldane/Common and Skald or Elven. She then gets to pick 1 language for having a high intelligence and 1 language for a rank in linguistics.

So, she should have Taldane/Common, Her choice of Skald or Elven, then 2 more languages.

That said, I don't think letting her start with Common, Skald, and Elven for free is going to break the game. Just my two cents, for what it's worth.


Taldane=Common in Avistan so we're on the same page I believe, both counting a total of 4 languages.

Skald is native. Her Elven is clean, also native, but a little odd since it's the Ilverani (Snowcaster) version. More Southerly Elves would surely notice.

Bryndís speaks both Taldane and Varisian with an absolutely atrocious accent.

No Nightfiend, I don't intend to write in the accent. :p


The difference is that humans get Common and an ethnic language if not Common, but Half-Elves get Elven and Common. It's in the racial attribute write-ups. Half-Elves, like humans, can pick any non-secret language for their Int bonus languages.


AdamWarnock wrote:

Just a point of order, but Taldane is Common in Golarion, at least in Avistan. So RAW, Bryndis gets Taldane/Common and Skald or Elven. She then gets to pick 1 language for having a high intelligence and 1 language for a rank in linguistics.

So, she should have Taldane/Common, Her choice of Skald or Elven, then 2 more languages.

That said, I don't think letting her start with Common, Skald, and Elven for free is going to break the game. Just my two cents, for what it's worth.

This is correct. I should have included Taldane as common and not added it in the selection. So Common/Taldane plus Skald or Elven.

hustonj wrote:
Half-Elves get Elven and Common.

And after checking, I find this is also correct.

Everything weighed in, (4) starting languages.


Morrolan of the Ghost Griffons

Description:

5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of showing a symbol of Desna (a butterfly).


Demeanour:

He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.

Background:

Somewhere in the heritage of the Ghost Griffon tribe (a failing sub-tribe of the Wind Clan of the Shoanti), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Morrolan was a aasimar. That was 152 years ago…
He was raised in typical tribal fashion (heal, handle animal, perception), with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership (Flagbearer feat) and dispute settling (diplomacy skill), through to the history and magic of the tribes (spellcraft, K History). He spent many years with the Ghost Griffons.
His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to his tribe. He is very thankful that the spirits were wise enough to send him a spirit guide that could match his longevity – an Ioun Wyrd – otherwise he would be very lonely indeed. As it is, he longs for company. He keeps pets, but does not become too attached (due to his relative longevity).
Intellectual curiosity has brought Morrolan to Magnimar where he has learned some civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and his Ioun Wyrd is with him always. His intellectualism has led him to fall in with the Pathfinders. Now he’s nursing an ale in the back of the Rusty Flagon...


Stats:

Morrolan
N Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft
Hero Points: 1
Defense
AC: 17 = 10+2 (dex) + 4 (armor)+1 Natural Armor (familiar)
HP: 11 = 8+2 Con+1 FCB
Fort +3 = +0 Shaman 1+2(Con) +1 trait
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net, +2 vs Death effects
CMD : 12 =10 +0 (bab) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.
Offense
BAB : +0
Melee: +1 Longspear (1d8+1) +0 Spiked Gauntlet+0 (1d4)
Ranged: +2 Sling (1d4)
CMB : +0 = +0 (Bab)+0(str)
Spells Prepared
L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1): ???
Current Hexes: ???
Stats
Str 12 = 12 (2 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 18 = 15 (7 pts) +2 Racial+1 age (middle aged)
Cha 16 = 13 (3 pts) +2 Racial+1 age (middle aged)
Feats : Flagbearer (1st), Healing Hands (3ed), Signature Skill – Heal (5th), Accursed Hex (7th)
Traits :
Seeker (Social), Lonely (Drawback), Mathematical Prodigy (Magic), Birthmark (Faith)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (+7 = 1 rank +3 trained +3 cha),
Spellcraft (+6=1 rank +3 trained +2 int),
Perception (+9 = 1 rank +3 trained +4 wis,+1 trait)
K Arcana (+7 = 1 rank +3 trained +3 cha+1 trait),
K Planes (+6 = 1 rank +3 trained +2 int),
Heal (+8 = 1 rank +3 trained +4 wis)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+7 = 1 rank +3 trained +3 cha)
K History (1, +8 = 1 rank +3 trained +2 int +2 racial)
Languages : Common, Shoanti, Draconic,

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.


Equipment (180 gp):

Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)
Armor (60 gp): Lamellar Leather (60gp)
Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),
Guard Dog (Self-Trained, 8.333 gp), Chain mail collar (reflavored Haramaki Barding) (6gp), Small pack saddle (5 gp), 10 sling bullets (1 sp)
Leather Familiar Barding 10 gp
3.9 gp.

Spirit Animal:

Morrolan’s spirit animal is an oddity, an Ioun Wyrd,
Ioun Wyrd, Sage
N Tiny Construct
Init +2; Senses blindsight 30 ft.; Perception +2
Speed 0 ft., fly 30 ft. (average)
AC 18, touch 15, flat-footed 15 (+2 Dex, +1 Dodge, +2 size+1 Natural Armor+2 armor)
Hp 5
Fort +2, Ref +4, Will +4
Immune construct traits
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Feats Dodge
Skills:
Fly +10 (1 rank +3 trained+2 dex+4 tiny)
1 additional ranks (1*{2-1int, min 1})
K(Nature) +2 (1 rank +3 trained-2 int+0 Sage Knowledge)
Special Abilities
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Equipment: Leather Familiar Barding


Morrolan’s Dog:

Morrolan’s has a pet dog, Khaavren,
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 natural, +1 size+1 armor)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Tricks: attack, defend, down, guard, track, watch.
Equipment: Chain Mail Collar (reflavored Haramki Barding), small sized pack saddle, 10 sling bullets


Presenting Fortunino, the failed(?) Zon-Kuthon experiment.


Thinking about building a Musetouched Swashbuckler (Inspired Blade).

My first pass at Traits and Feat planning found me looking at things online outside the listed sources, though. Fencing Grace is really nice for instance, but I don't know if it would be acceptable or not. Use Dex for damage with rapiers (Weapon Focus (rapier) pre-req). Bunches of others, of course.

WAY too many nice things to choose from. Many are core, of course.


@Bryndís Raelyosradinsdóttir: Character looks good with a healthy back story. The only question i have for you would be clarification about your very so wonderful mother. Is she still alive?


Would a duergar be allowed? I have a concept with a monk that I have been wanting to figure out for awhile.


@Pad300 | Morrolan: I'm open to the showman build and it looks like you Put a lot of effort into the build. Everything looks solid after a first run-through, with the exception of the Ioun Wyrd.

Ioun Wyrd: The cost to create an Ioun Wyrd is 1,500 gp + the cost of the ioun stone. In your background you stated that it was gifted to you by the spirits. I have enjoyed the build concept and if the character is accepted into the game, I will want to apply some GM shenanigans in order to allow such a valuable item at first level.

First: The construction material, gemstones, loadstones, and granite, Will need to be justified. In this reguard, I'm thinking that you need to give up one of those JUCY traits and take rich parents. In your case, the rich 900 gp value, would be dedicated to the sones. In other words, that's what the spirits made the Wyrd out of. Your parents never seen the value of gold or silver, but instead valued precious and simi-precious stones.

Second: The construction requires an Ioun stone. All but one Ioun stone is VERY valuable. Well....(Raises an eyebrow)....that leaves us with the one that isn't. Your Wyrd would have been created out of a Dull Gray ioun stone. Because the sone had ZERO power, your Wyrd turned out quirky. It only does what you want it to do 70% of the time (Percental roll to control the Wyrd). And because it is intelligent, it sometimes does things you don't want it to do. (GM discretion on a failed percentage roll).

Aside from that, I actually appreciate the amount of effort you put into this character. Well done.


Herkymr the Silly wrote:
Would a duergar be allowed? I have a concept with a monk that I have been wanting to figure out for awhile.

I'm going to side with no on this.


GM Nightfiend wrote:
@Bryndís Raelyosradinsdóttir: Character looks good with a healthy back story. The only question i have for you would be clarification about your very so wonderful mother. Is she still alive?

Oh yes, and she's the thing Bryndís fears most in the world (given that Bryndís hasn't seen all that much of the world really). Bryndís took off something like a year and a half to two years ago. Not that much time has passed really.

On the one hand she figures her mother has more interesting things to do than come looking for her. On the other hand she does worry that pure spitefulness might be more of a motivator than she gives it credit for.

Just to be safe, among some other reasons, Bryndís changed her name. Then, to be extra careful she doesn't really use that full changed name. Mostly she's known as Bryndís the Magpie.


hustonj wrote:

Thinking about building a Musetouched Swashbuckler (Inspired Blade).

My first pass at Traits and Feat planning found me looking at things online outside the listed sources, though. Fencing Grace is really nice for instance, but I don't know if it would be acceptable or not. Use Dex for damage with rapiers (Weapon Focus (rapier) pre-req). Bunches of others, of course.

WAY too many nice things to choose from. Many are core, of course.

Specifically, fencing grace would be acceptable. You are sacrificing a feat to gain that advantage. It's a fair tradeoff.


Did this for my own benefit, and thought I'd share.

Character Submissions
AdamWarnock - ???
Smiles-a-lot - Bard(ish?)
Monkeygod - ???
Wrong John Silver - Fortunino Dark Tapestry Oracle(Dual-Cursed)
rdknight - Bryndis Raelyosradinsdottir Half-Elf Bloodrager
pad300 - Morrolan of the Ghost Griffons Aasimar(Scion of Humanity) Shaman
hustonj - Aasimar(Musetouched) Swashbuckler(Inspired Blade)
Herkymr the Silly - ???


Fortunino wrote:
Presenting Fortunino, the failed(?) Zon-Kuthon experiment.

The character looks good on a first read through. If accepted into the game, I can see some stigmas due to his extreme appearance. I'm assuming that would be expected.

Is he endlessly on the run from the Black Triune? Does he struggle ethically with his split patronage? I'll be curious to read his personality when its Compleat.


@AdamWarnock Thak you. I'm of the mind that the tracker has respectfully become your signature. Looks good.


GM Nightfiend wrote:
@AdamWarnock Thak you. I'm of the mind that the tracker has respectfully become your signature. Looks good.

Don't give me too much credit. This is only the second one that I've done for a game I'm not running. Still, I humbly accept the compliment.

Looking over it, I'm leaning towards an arcane caster. I'm thinking a blaster-caster.


AdamWarnock wrote:
GM Nightfiend wrote:
@AdamWarnock Thak you. I'm of the mind that the tracker has respectfully become your signature. Looks good.

Don't give me too much credit. This is only the second one that I've done for a game I'm not running. Still, I humbly accept the compliment.

Looking over it, I'm leaning towards an arcane caster. I'm thinking a blaster-caster.

Could have sworn I've seen the listing before. Anyway, it's helpful and appreciated. I look forward to viewing your caster.


It's normally others that do it. I just started because I need some help figuring it out what to submit.

By the way, I'm going to be submitting Talienda here. She was originally in a Hangman's Noose game. We finished the module and I'd like to incorporate that into her backstory, if that's okay.

By the way, are drawbacks on the table?


Talienda Blackhorn wrote:

It's normally others that do it. I just started because I need some help figuring it out what to submit.

By the way, I'm going to be submitting Talienda here. She was originally in a Hangman's Noose game. We finished the module and I'd like to incorporate that into her backstory, if that's okay.

By the way, are drawbacks on the table?

Assuming she meets the basic requirements, and the experience is primarily fluff, sounds great. And yes, a drawback can be taken to gain a third trait.


Oh, definitely going to be fluff. It'll help explain why she's moving form Absolom to Magnimar. I'll work on getting that done over the next day or so.


Talienda Blackhorn wrote:

It's normally others that do it. I just started because I need some help figuring it out what to submit.

By the way, I'm going to be submitting Talienda here. She was originally in a Hangman's Noose game. We finished the module and I'd like to incorporate that into her backstory, if that's okay.

By the way, are drawbacks on the table?

OK, I looked through the crunch and it looks solid. I'm looking forward to reading the fluff.


GM Nightfiend wrote:
Fortunino wrote:
Presenting Fortunino, the failed(?) Zon-Kuthon experiment.

The character looks good on a first read through. If accepted into the game, I can see some stigmas due to his extreme appearance. I'm assuming that would be expected.

Is he endlessly on the run from the Black Triune? Does he struggle ethically with his split patronage? I'll be curious to read his personality when its Compleat.

I've added the personality (and a couple extra details in appearance and background).

I've deliberately left a few details not fully fleshed out specifically as campaign hooks you're more than welcome to fill in. Since this is a sandbox, I figure giving you things to play with is a good idea. So, it might be the Black Triune behind his treatment, or it could be a splinter group. The split patronage is more that he does not know what he believes, or what divinity he's drawing power from. If you want it to veer into Zon-Kuthon trying to influence Fortunino, go right ahead. If you want it to be two deities fighting for his soul, that works, too. Although his desire for freedom is very much a Desna thing, he probably wouldn't be comfortable feeling like he should be serving Desna, either. He just wants to be free to choose his life for himself.

And yes, I wholly expect him to have a bunch of stigma from his appearance. That's a big part of the reason I chose the Wasting curse for him.


Are we allowed to use alternate racial traits for the aasimar and tiefling? If s o do we pick or roll? I think I would prefer to roll and add the randomness if I go with either class. Also are we able to take alternative racial abilities for all races?


I've added a 3rd trait and a drawback. I'm also still tinkering a little with Bryndís's BAP sections.


Bryndís Raelyosradinsdóttir wrote:
I've added a 3rd trait and a drawback. I'm also still tinkering a little with Bryndís's BAP sections.

Sounds good. Let me know what you decide.

Fortunino wrote:

I've added the personality (and a couple extra details in appearance and background).

I've deliberately left a few details not fully fleshed out specifically as campaign hooks you're more than welcome to fill in. Since this is a sandbox, I figure giving you things to play with is a good idea. So, it might be the Black Triune behind his treatment, or it could be a splinter group. The split patronage is more that he does not know what he believes, or what divinity he's drawing power from. If you want it to veer into Zon-Kuthon trying to influence Fortunino, go right ahead. If you want it to be two deities fighting for his soul, that works, too.

This all sounds good. I will read through his background shortly. An interesting spin for sure.

Herkymr the Silly wrote:
Are we allowed to use alternate racial traits for the aasimar and tiefling? If s o do we pick or roll? I think I would prefer to roll and add the randomness if I go with either class. Also are we able to take alternative racial abilities for all races?

Because I have limited the access on race, I am going to say yes to both. You may pick or roll depending on your preference.


The 3rd trait is the "Arcane Temper" magic trait.

The drawback is Pride.

I'm not changing BAP so much as trying to make it a bit more organized for the sake of consistency. I have decided Bryndís is a Briggs-Meyer ESTP.


. Ohh! My initial character concept is a caydenite cleric.


TheWaskally wrote:
. Ohh! My initial character concept is a caydenite cleric.

Sounds good. I look forward to seeing it.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Dotting while I assemble a character!


Morrolan of the Ghost Griffons (revised familiar)

Description:

5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of showing a symbol of Desna (a butterfly).


Demeanour:

He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.

Background:

Somewhere in the heritage of the Ghost Griffon tribe (a failing sub-tribe of the Wind Clan of the Shoanti), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Morrolan was a aasimar. That was 152 years ago…
He was raised in typical tribal fashion (heal, handle animal, perception), with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership (Flagbearer feat) and dispute settling (diplomacy skill), through to the history and magic of the tribes (spellcraft, K History). He spent many years with the Ghost Griffons.
His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to his tribe. He has outlived a dozen spirit guides, letting them return to the wild and the spirits as they aged. The latest councillor his ancestors have sent is a hare, that he has named Daymar. Although Daymar is there for him, he longs for company. He keeps pets, but does not become too attached (due to his relative longevity).
Intellectual curiosity has brought Morrolan to Magnimar where he has learned some civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and Daymar’s counsel is with him always. His intellectualism has led him to fall in with the Pathfinders. Now he’s nursing an ale in the back of the Rusty Flagon...


Stats:

Morrolan
N Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)+4 familiar
Speed 30 ft
Darkvision 60 ft
Hero Points: 1
Defense
AC: 16 = 10+2 (dex) + 4 (armor)
HP: 11 = 8+2 Con+1 FCB
Fort +3 = +0 Shaman 1+2(Con) +1 trait
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net), +2 vs Death effects
CMD : 12 =10 +0 (bab) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.
Offense
BAB : +0
Melee: +1 Longspear (1d8+1) +0 Spiked Gauntlet+0 (1d4)
Ranged: +2 Sling (1d4)
CMB : +0 = +0 (Bab)+0(str)
Spells Prepared
L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1): ???
Current Hexes: ???
Stats
Str 12 = 12 (2 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 18 = 15 (7 pts) +2 Racial+1 age (middle aged)
Cha 16 = 13 (3 pts) +2 Racial+1 age (middle aged)
Feats : Flagbearer (1st), Healing Hands (3ed), Signature Skill – Heal (5th), Accursed Hex (7th)
Traits :
Seeker (Social), Lonely (Drawback), Mathematical Prodigy (Magic), Birthmark (Faith)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (+7 = 1 rank +3 trained +3 cha),
Spellcraft (+6=1 rank +3 trained +2 int),
Perception (+9 = 1 rank +3 trained +4 wis,+1 trait)
K Arcana (+7 = 1 rank +3 trained +3 cha+1 trait),
K Planes (+6 = 1 rank +3 trained +2 int),
Heal (+8 = 1 rank +3 trained +4 wis)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+7 = 1 rank +3 trained +3 cha)
K History (1, +8 = 1 rank +3 trained +2 int +2 racial)
Languages : Common, Shoanti, Draconic,

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.


Equipment (180 gp):

Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)
Armor (60 gp): Lamellar Leather (60gp)
Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),
Guard Dog (Self-Trained, 8.333 gp), Chain mail collar (reflavored Haramaki Barding) (6gp), Small pack saddle (5 gp), 10 sling bullets (1 sp)
Leather Familiar Barding 10 gp
3.9 gp.

Spirit Animal:

Morrolan’s spirit animal is a hare named Daymar
Hare, Sage Archetype
N Tiny Magical Beast
Init +2; Senses blindsight 30 ft.; Perception +2
Speed 0 ft., fly 30 ft. (average)
AC 17, touch 14, flat-footed 14 (+3 Dex, +2 size+2 armor)
Hp 5
Fort -1, Ref +3, Will +3

Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5
Feats Run
Skills:
Stealth +15 (1 rank + 3 trained +3 dex + 8 size);
Racial Modifiers +4 Stealth in snow
1 additional ranks (1*{2-1int, min 1})
K(Nature) +2 (1 rank +3 trained-2 int+0 Sage Knowledge)
Special Abilities
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Equipment: Leather Familiar Barding


Morrolan’s Dog:

Morrolan’s has a pet dog, Khaavren,
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 natural, +1 size+1 armor)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
Offense
Speed 40 ft.
Melee bite +2 (1d4+1)
Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Tricks: attack, defend, down, guard, track, watch.
Equipment: Chain Mail Collar (reflavored Haramki Barding), small sized pack saddle, 10 sling bullets


pad300 wrote:
Morrolan of the Ghost Griffons (revised familiar)

I see you decided against the floating gem bag familiar. Now my thieves, cutthroats, and brigands are going to have to look for different low hanging loot.)

The build looks good and thank you for the submission.


With everything else going on (looking at work and the grandkids), still working on my Swashbuckler. Sketching out my initial thoughts for advancement and covering everything initial but gear (and thus combat stats) to date, only Fencing Grace looks to be a source exception through the expected life of the character. Yes, my current placeholder feat for level 20 would be an exception, but, seriously? Level 20? If that ever matters, I'll be able to pick something else. There are other feats in those last few levels I don't know if I'll want to swap out or not. <shrug>

Still here. Still moving forward.

Oh, and a Trait bumped his Diplomacy to +10, too. <evil grin>


hustonj wrote:

With everything else going on (looking at work and the grandkids), still working on my Swashbuckler. Sketching out my initial thoughts for advancement and covering everything initial but gear (and thus combat stats) to date, only Fencing Grace looks to be a source exception through the expected life of the character. Yes, my current placeholder feat for level 20 would be an exception, but, seriously? Level 20? If that ever matters, I'll be able to pick something else. There are other feats in those last few levels I don't know if I'll want to swap out or not. <shrug>

Still here. Still moving forward.

Oh, and a Trait bumped his Diplomacy to +10, too. <evil grin>

Curious, what placeholder level 20 feat are you considering?


THink i about have a monk tiefling devil heritage built and equiped just a few more tweaks as the story comes together


Thinking small aasimar angelkin that looks like a hobbit.

I think Tomkin was a similar build.

Obviously have to bring him back to level 1. Shining knight paladin riding a dog if the party comp allows a paladin.

Alias shows his progression at 9.

Fey foundling (feat) with a fascination for all things magic (dangerously curious trait) and the Chaldira reroll save trait.


Tomkin the Doughty wrote:

Thinking small aasimar angelkin that looks like a hobbit.

I think Tomkin was a similar build.

Obviously have to bring him back to level 1. Shining knight paladin riding a dog if the party comp allows a paladin.

Alias shows his progression at 9.

Fey foundling (feat) with a fascination for all things magic (dangerously curious trait) and the Chaldira reroll save trait.

If accepted, I could work with this character. That's assuming it's reverted to 1st level. Fey foundling (Feat) is acceptable. Dangerously curious (Magic) trait is acceptable. I can work with Lessons of Chaldira (Religion) trait. You could also consider Second Chance (Religon) trait as it does the same thing and doesn't require you to study Chaldira Zuzaristan’s exploits and it allows you to reroll after you find out you failed vs before the results are known.


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Game Teaser - The Rusty Flagon Inn:
The Rusty Flagon Inn, known by the locals as the Red Room, got its name do to its rich cedar trim that lines the building’s interior. At night, when the place is illuminated, the walls take on a deep crimson hue that reflects heavily off the water that surrounds Magnimar’s docks. Over the years, the establishment has fallen on hard times and has since deteriorated, leaving only its unique interior as a testament of its glory days. To this day, the inn’s crimson light still shines into the bay giving it a warm and inviting feel.

Over the last year, the Pathfinder Society has begun renovating the Inn, rendering its seaside view open to the elements. Its recently constructed roof now sits halfway between the remains of the building and a series of reinforced pylons that allow it to serve as a patio that leads deep into the inn's cozy interior. Although the establishment is currently under construction, it remains open to the public and ready to serve.

The relentless rain beats down on the old planks that make up Magnimar’s docks. Meanwhile, streaks of color occasionally flicker in the distance as the rain cascades past a series of covered lanterns that light the dock’s walkway. Curled up next to a large hearth, that runs the length of the Flagon’s patio, sits a young woman holding an old leather-bound book. Its bindings, riddled with deep tears and darkened spots, testifies to the texts true age. While nestled tightly in her arms, the light from the hearth’s fire allows for only a quick glimpse of the book's exterior declaration. “The Pathfinder’s Ledger,” flashes into view as the flames dance quickly about causing the room's illumination to shift. The woman sits quietly, watching the rain, as a large ship drifts slowly towards the docks. Before long, heavy wooden planks drop from the ship’s deck and land firmly onto the dock’s ridged surface. Without hesitation, a number of the ship’s hands leap from the side of the ship and begin securing it.

From deep within the Flagon’s dimly lit interior, a shaky voice interrupts the silence. “Sheila, that’s the third boat of adventures tonight. Are you sure were ready for this?” The old voice asks, just before fading back into the darkness. In response, the young woman shifts and then glances back into the inn’s main room. “More than ready. I have enough requests here to keep them occupied for a long, long time. We should probably get things ready. I doubt this group will be able to secure lodging for the night.” After taking a moment to enjoy the last of the night's peace, she gets up and moves back into the "RUSTY FLAGON INN".

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