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About This Game

Players get the chance to stand up to the Thrice-Damned House of Thrune and wrest a not-insignificant chunk of Cheliax away from infernal control.

Game System

Pathfinder 1e

Detailed Description

This campaign is focused almost entirely on the city of Kintargo, and your characters are either natives of that city or those caught within its walls when a new lord-mayor, a powerful inquisitor named Barzillai Thrune, takes control of the so-called Silver City. As things grow more and more oppressive in Kintargo, the need for rebellion grows as well, and your PCs will be at the forefront of that rebellion! As a result, this Adventure Path works best with characters eager to see Kintargo’s freedom, or with characters eager to face off against the might of House Thrune and the sinister church of Asmodeus.

  1. What's new in this game
  2. MoondayMonday, 18th of AbadiusJanuary, 4715 AR Marra's 33 to Rabble Rouse You gain a +1 circumstance bonus on Charisma-based checks for the next 24 hours. You can stack more of that with more of the same activity (max +3). You also will be able to move more easily through the crowd at this protest--it will not be difficult terrain for you. Calvanna's 14 to Watch the Crowd You notice that the crowd's general mood is agitated and discontented, but not overtly violent. Artorius' 28 to Watch the Crowd/Search for a Contact There is no sign of your singly-gloved contact yet. He must be late to the protest. This is something you aren't really able to put words to, even in your own mind, but you get a sense that there is an unusual subcurrent in the crowd's movement, as if there were an organizing force among the people. OOC, know that this will grant you a +4 bonus to initiative when things kick off after a bit--but there's no more to learn from further attempts at Watching the Crowd. The crowd is growing slowly, new attendees arriving as time goes on. Though noisy, the protest has remained peaceful. The dozen dottari stationed in front of the opera house seem nervous, though. A scowling woman stands with the dottari, as well. She is definitely not one of Kintargo's existing dottari, in fact, she arrived with Barzillai Thrune. Image of scowling woman OOC/Instructions Choose your action for the 2nd round of the protest.    
  3. Magical Show-off Calvanna Blacksmith 1 AC 14  CMD 11 HP 13/13 SP 6/6 Fortitude +4 Reflex +2 Will +4 Status None Calvanna shivered against the chill of the wind, pulling her cloak tighter around herself.  She was feeling rather envious of those protestors packed into the center of the crowd, where the cold and the wind would be lessened.  The cold always made her shoulder ache, and today was no different. No, better to stay on the fringe.  All the better to keep an eye on things. Not like I could get through that crowd anyways. That said, sound judgement didn't keep her warm, so instead she relied on her magic, materializing a thick woolen blanket to drape over herself.  She sighed in contentment at the lessened chill, rolling her left shoulder to warm it up. "Note to self: Bring warmer clothes next time you attend a protest in the middle of winter." Looking back to the crowd, Calvanna let her eyes wander, curious if anything more interesting than a lot of people yelling and screaming was happening.  Even if there wasn't, at least it was more exciting than the Academy.  Or finding missing cats.  If nothing else, this whole business with the new lord-mayor had made life in Kintargo a Hell of a lot more exciting. OOC Calvanna is here to Stay up on Current Events.  She's gonna make a Perception check to Watch the Crowd.  
  4. Casting Tradition: Arcane FocusMagic Type: Arcane Casting Ability Modifier: Intelligence Drawbacks: Focus Casting (Ring), Mental Focus, Rigorous Concentration Boon: +1 SP per odd level in a casting class   Lvl Source Feat or Talent Choice 1 Origin Potent Specialized Training Origin Potent Specialized Training Origin Variation Inoperable Appendage (Missing Left Arm) Origin Utility Skill Familiarity (Perception, Sense Motive) Bonus Origin Potent Specialized Training Free Feat Toughness Specialized Training Feat Precision Bombardment Specialized Training Feat Combat Sphere Specialization (Sniper) Specialized Training Feat Enhanced Creation (Dual Sphere) General Feat Extra Magic Talent Unified Tradition: Skirmisher Mage Equipment - Huntsman Training Sniper Sphere Sniper - Push Shot Athletics - Run Package Creation Sphere Enhancement Sphere Blacksmith Combat/Magic Talent Creation - Created Momentum Spellforge - Creation Specialist Creation - Practiced Creation  Feat - Extra Magic Talent Enhancement - Greater Enhancement      
  5.   Calvanna Blacksmith 1 AC 14  CMD 11 HP 13/13 SP 6/6 Fortitude +4 Reflex +2 Will +4 Status None Acting. "Speaking." Thinking.    
  6. Artorius Verrucosus Striker 1 AC 17 CMD 16 HP 13/ 13 Fortitude 15 Reflex 14 Will 12 Status None Artorius scans the crowd, a slight frown on his face. Why this contact had insisted on meeting here, for all places on all days, was a mystery to him. But, his best friend growing up, Nalden, had been one of the people that went "missing" during the Night of Ashes. Artorius didn't get close to a lot of people, so he was going to look out for one of the few he trusted. Nalden had talked about the Ravens quite a bit and, while Art wasn't interested, if they could lead him to his friend, he'd seek them out. It was the least he could do for his friend, after all. The mercenery feels uneasy about the crowd. Things were volatile in the city, and having this many angry and/or scared people in one place was just asking for trouble. "Get in, find the person and what they know, then get out," Art tells himself as he continues his search. Apparently the frown on his face, along with his broad shoulders, causes more than a few people to step out of his way. One nice thing about the crowd: it cut down on the wind. It was still cold, and his armored coat could only protect him from so much of its wintry bite. He feels lucky his armor wasn't much to look at it; keeps him from drawing attention from the guards, what with the new proclamation about wearing finery. The last thing he needs is trouble from the "law". His lack of weapons also helps; most people underestimated someone walking around unarmed, and he liks it that way. Tends to make things easier. So the tall man continues to search the crowd for someone wearing only one glove on their right hand. "Couldn't make it something a little easier to spot fro a distance? Geez..." OOC Perception -  
  7. Marra Marra | HP: 13/13 | AC: 19 (14 Touch, 16 FF) | CMD: 11 FFCMD: 8 | Status: Normal | Spell Points: 2/8 | Formulae: Energy Bomb x6+5 to hit (touch), 1d6+4, 5 splash | 25 ft. range DC 14 Admixtured with Nether and Gloom Blasts (Demolitionist), Cherry Bomb (4/4)+5 to hit (touch), 1d4+4, 5 splash (max half initial) | thrown splash, 10 ft. range DC 14 Nether Blast applied (Demolitionist), Salve, Salve  It it hadn't been a good couple of days as far as Marra was concerned. Oh sure there was the unrest to worry about, the uncertainty, the worrying of what was happening and what was still to happen. But really it was making a lot of noise Marra didn't need, and a lot of distractions she didn't want. This was a long way from her Alabaster Academy days.   But the most pressing matter was money. The Opera House was closed and it didn't look like it was opening again soon. Assisting with the opera rehearsals wasn't a great source of income but it was something. And to say nothing of the pyrotechnics work that Huntress of Heroes would have required! Times like this the halfling rued how her particular field of research just had to involve the exotic and expensive. Grave dust. Ectoplasm. Bone Shards. Of course in Cheliax such things weren't completely unknown but these newfound prohibitions were causing supply issues across the board. Assuming they wouldn't be banned themselves for whatever godsforsaken reason, same as the rest. She needed those things to continue her studies!   Even the meager artists' accomodations in Jarvis End weren't letting her save enough to continue on much longer as she had been. No, she'd have to something something. Something artistic. Marra knew all the great speeches from memory. It was a training exercise from back in the Academy, to hone her mind and focus on concentration. Or so she was told. It always seemed like the sort of rote memorization she hated. She'd much rather focus on research, to innovate rather than iterate. But unrest was the mood and the dominant spirit of the day. You couldn't escape it in the artist's commune. Maybe if she could get a feel for the feelings on the ground she could use it to make some money at least. Recount the events. Try her hand at some satire again. It hadn't been that long since she'd done such. Again, those Academy days. But she wasn't going to see much unless she got to a more advantageous position, and considering her view now largely consisted of the backsides of the assembled, she'd need to maneuver around a bit. Mechanics  Marra is here to Stay Up on Current Events, so +2 to Perform and Diplomacy as part of the protest. She'll try a Perform check to manipulate the crowd a bit so she can get closer to where the action is. Being shorter than everyone isn't the best for crowd work.  
  8. Marra Marra | HP: 13/13 | AC: 19 (14 Touch, 16 FF) | CMD: 11 FFCMD: 8 | Status: Normal | Spell Points: 2/8 | Formulae: Energy Bomb x6+5 to hit (touch), 1d6+4, 5 splash | 25 ft. range DC 14 Admixtured with Nether and Gloom Blasts (Demolitionist), Cherry Bomb (4/4)+5 to hit (touch), 1d4+4, 5 splash (max half initial) | thrown splash, 10 ft. range DC 14 Nether Blast applied (Demolitionist), Salve, Salve  Words  
  9. MoondayMonday, 18th of AbadiusJanuary, 4715 AR The atmosphere in Kintargo is tense. The populace was already uneasy after the announcement that Jilia Bainilus was gone and Barzillai Thrune replacing her, but then there were the terrors on the Night of Ashes, and Lord Mayor Thrune's new proclamations a couple days later. Numerous minor protests against Thrune have popped up, only to be quickly dispersed by dottari, Hellknights of the Rack (freshly imported from the south), or the Chelish Citizens' Group (an emboldened local militia of Thrune loyalists). You've all heard the rumors surrounding the protest planned to take place in Aria Park, a protest that promises to be larger than any others so far. Now, the day has arrived. The morning's dusting of snow has given the foliage of Aria Park a thin white cover, while the cobblestones of Argent Avenue are wet where the snow melted as quickly as it fell. Dozens of Kintargans have gathered along the facade of the opera house to protest the city's new lord-mayor, Paracount Barzillai Thrune. He was proclaimed as such ten days ago, in the wake of the previous lord-mayor's sudden calling away from the city--an event that still has local rumormongers whispering furiously. Only five days ago, Paracount Thrune instituted martial law, a curfew, and seven outlandish and polarizing proclamations. These actions and more have called many of Kintargo's dissatisfied citizens here on this overcast morn. There's been no sign yet of Barzillai Thrune himself, and the opera house's doors remain tightly closed--as they have since the man chose the landmark as his new home--but judging by the growing sound of the protesters, he surely can't ignore the scene on the streets below much longer. OOC/Instructions The protest will go on for some hours (I am being deliberately vague as to how many), and your characters can each take some special actions here. Your first post should include as much description as you want to use in introducing your character, as well as the action you choose to take in the first hour of the protest. Please also make specific mention, in the OOC portion of your post, of which option you chose from the Reasons to Protest. Here are the special actions that can be taken during each hour of the protest: Listen for Rumors Anyone wandering the crowd can listen for rumors and learn more about what's going on in Kintargo's new political landscape. Roll a Diplomacy check to gather information or a Perception check to overhear something of note. Pilfer Criminal-minded characters can use the large gathering to line their pockets, lifting purses or goods from the street vendors by making a Sleight of Hand check. If you choose this action, roll a Bluff check at the same time, in case one is needed to deflect attention from a failed attempt. Potential benefits: 1d6 gp per successful attempt Rabble Rouse Persuasive characters may want to better organize the protest by attempting a Diplomacy or Perform check. Potential benefits: circumstance bonuses to CHA-based checks for next 24 hours, crowds at protest no longer counting as difficult terrain for you Dissuade Undesirable Elements There are several factions among the crowd, causing the message delivered by the protest to be a jumbled mess. Make a Bluff or Intimidate check to quiet the anarchists (who are just hoping this protest turns into a good riot) or the Chelish loyalist counter-protesters. Potential benefits: enhanced reputation for the Silver Ravens when you get things started a little later Watch the Crowd/Search for a Contact Roll a Perception or Sense Motive check to simply watch the crowd for anything unusual. For any character whose reason to protest is Meeting a Contact, a Perception check also serves as searching for your mysterious contact.      
  10. Wealday, 13th of Abadius, 4715 AR (5 days before the Aria Park Protest) Prelude Part 5: Lord Mayor Barzillai Thrune Makes His Proclamations It has been two days since the devastation that the people of Kintargo have begun calling The Night of Ashes. When all was accounted for, it was found that three buildings had burned to the ground and some people have found that their neighbors have simply disappeared. Confusion, fear and anger have spread amongst the people of the city. Questions are being asked and topics debated in the taverns, the academies, guildhalls and the streets. "Why was lord-mayor Jilia Bainilus sent to Anchor's End?" "What are Barzillai Thrune's plans for the city?" "What has become of the opera diva Shensen who disappeared?" "Why has the Order of the Torrent been so quiet and why is the Order of the Rack here?" "Where have those who disappeared two nights before gone?" "What is happening to the Silver City?" It is announced that Paracount Barzillai Thrune will address the city this afternoon. Not from Andos Hall, as was always done in the past, but from the balcony of the Kintargo Opera House, overlooking Aria Park. It is on a frigid afternoon under a crystal blue sky that people gather in the park. Looking around you see people huddled together in blankets, many looking resolute and defiant as they wait for the lord-mayor to make an appearance, but you count less than 100 people. The wintering park is eerily quiet. A gaunt, particularly unattractive woman stands on the steps before the closed door, surrounded by a squad of dottari. A murder of crows noisily alights from a nearby tree as you see mounted Hellknights close in from either end of the avenue. They reign their horses to a stop, about 100 feet away and seem to stand there silently regarding the crowd. Finally, the silence is pierced as trumpeters begin sounding from the windows of the Opera House. The March of the Thrice-Damned House Triumphant echoes across the park and the doors of the balcony slowly open to reveal an imposing, middle aged man, wearing an ornate breastplate emblazoned with the pentagram of Asmodeus and the cross of Cheliax. Smiling, he gestures with an open hand across the park, bowing to those gathered below. "My dear countrymen, thank you for braving these positively Cocytean temperatures to come and visit me so I might share with you my plan to combat our recent troubles. I will not lie to you. The fear engendered by the threat of zealots such as those of the Glorious Reclamation often pushes men to acts of depravity. We saw the results of this the night before last. Foul cultists of Rovagug burned down a beloved drinking establishment! Tiefling knaves sought to burglarize and destroy the home of a talented diva! Ungrateful and envious house servants burnt down the home of the noble Victocora family! Luckily for us all, the dottari of this fine city acted quickly and decisively with our gracious friends and allies in the Order of the Rack. Many of the blackguards were apprehended and many more falsehearted individuals have been taken in for questioning." He smiles widely as he leans over the railing. He raises a fist. "I have been sent by our Queen to guide you along a loyal path and guide you I shall!" "It has become clear to me that I must take an active hand in affairs to keep us safe before the march of the Glorious Reclamation and the chaos their very name engenders! Until I can be sure that you, my charges, are safe, I must enact martial law in this city. You must obey any official deputy of the state without question! Furthermore, as lawlessness can only flourish in the shadow of darkness, I am forced to enact a curfew from 9:00 pm until 6:00 am each night. Please assist us in protecting your homes and cooperate! I have also devised seven other proclamations. Take them to heart and you shall lead a more virtuous life." He regards the crowd for a moment and then, putting his hand to his heart, he declares: "Fear not my countrymen. I am a son of House Thrune who brought order to this land after the death of Aroden and who bends even Hell itself to our will! I speak for our Queen when I say we shall protect this land no matter the cost!" With that, he bows before the audience again and retires to the interior of the Opera House. The people are taken aback. Some mumble, some shout and curse. The Devil's Bells begin to toll while the gaunt woman at the door unfurls a scroll, reading from it Thrune's seven proclamations. When she finishes, the Hellknights part to let the people pass. Many tell each other this cannot be allowed to stand. Others proclaim that it's about time the hand of justice reign in this town's libertines. As the attendees see criers have already preceded them, spreading the news to the city, the feeling that a time of turmoil is brewing is unmistakable. Proclamations Proclamation the First: All slayers of city pests (hereby defined as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of 1 copper piece. Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Majestrix Queen Abrogail II. Said portrait must measure no less than 11 by 17 inches. Proclamation the Third: Anyone who captures, alive and unharmed, a feral dog of a weight exceeding 50 pounds is to be rewarded with a payment of 2 silver pieces upon transfer of the dog to the dottari. Such noble guardian creatures should find homes worthy of their kind! Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion. Proclamation the Fifth: Grain is life! Should grain be spilled in public, it must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined 1 copper piece per grain. Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed. Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed.    
  11. Fireday, 8th of Abadius, 4715 AR (10 days before the Aria Park Protest) Prelude Part 4: Lord Mayor Jilia Bainilus Disappeared It is another frigid Fireday in the month of Abadius, but the piercing winds are mercifully light today. It has been a week since the arrival of the man who the city has come to know as Barzillai Thrune. In that time, he has shown himself little to the people of Kintargo. He seems to have turned down several invitations from Pavo Alazario to inspect the Chained Devil Inn, causing the old patriot no end of consternation. Rumor has it that he has visited several noble houses in the Greens but which ones precisely have been inconclusive. Furthermore, he has been spotted several times in private prayer with High Priest Corinstian Grivenner at the Church of Asmodeus. It is said that he is a particularly religious man. The nobleman has made one rather large impression amongst the theater going public, however. For the past week, he seems to have taken up residence at the Kintargo Opera House, one of the city's most famous landmarks. Unfortunately, his occupancy has caused the cancellation of all upcoming performances, including that of the much anticipated Huntress of Heroes. Needless to say, the director and his cast were crestfallen, not to mention the public at large. No one has seen nor heard from Lord Mayor Bainilus all week, which is very much unlike her. Last Toilday's city council meeting was canceled as well. The citizenry are beginning to talk but by noon, criers begin circulating throughout the districts, bearing a message from the Lord Mayor that should reign in much of the speculation. A crier at a nearby intersection unfurls a scroll and reads in a booming voice: "Hear me, citizens of Kintargo! Lord Mayor Jilia Bainilus has written the following for your edification: 'My fellow Kintargans, it is with a heavy heart that I inform you that Her Infernal Majestrix has determined that my administrative talents are needed in our colony of Anchor's End. Governmental turmoil has arisen and the Queen believes a lord mayor of my experience is needed to put things to rights. I have been commanded to leave upon the H.I.M.S. Incubus which will have unfortunately already set sail by the time this message reaches your ears. In my stead, Paracount Barzillai Thrune shall hold stewardship over Kintargo at the Queen's pleasure. Please, extend to the Paracount all of the trust and cooperation you would give me. Show him that the Silver City is indeed a jewel in the crown of Cheliax. Until I return to you, best regards, Jilia Bainilus.' The proceeding was presented to you at the behest of Lord Mayor Paracount Barzillai Thrune. Asmodeus keep the Queen!" Upon his reading of the scroll, the Devil's Bells give a single, baritone peel and then fall silent.    
  12. Fireday, 1st of Abadius, 4715 AR (17 days before the Aria Park Protest) Prelude Part 3: Barzillai Thrune Arrives A frigid wind blows down from the north on Fireday. The streets along Veritas Plaza are hung with the flags of Cheliax, their red and black whipping in the wind. Despite the cold, many people have gathered to get a look at this visitor. At just past noon, a song can be heard upon the air. As it gets closer, all recognize the sounds of the official anthem of Thrune, The March of the Thrice-Damned House Triumphant. The Rust Gate winches up and the great doors are thrown open.   An honor guard of Thrune cavaliers ride at the forefront, bearing flags of Cheliax and House Thrune. Following the mounted warriors, the troubadours march along, playing their horns and drums. A column of Thrune household soldiers and sworn agents come next. Just barely perceptible over the din of the band, the tolling of the Devil's Bells seems to join in as a cadre of Asmodean priests makes their way through the gate. Wearing their rich crimson and ebony vestments, they swing censures belching out black and red clouds of incense which smells of sandalwood and brimstone. The priests stop in their procession to offer a few lucky bystanders of the faith maledictions against their foes.   Next, a baroque monstrosity of a carriage comes into view. Nearly too wide for the street and pulled by a team of twenty horses, it's a small wonder it fit through the Rust Gate at all. It is festooned in leering devil faces and cavorting gargoyles. In golden filigree on the side is emblazoned the sigil of House Thrune. Crimson velvet curtains are pulled aside and within you spy a man. As the crowd peers to see him, he seems to be surveying them as well. An imposing man, dressed in fine red, orange and black clothing, he is middle aged with short, dark hair. His eyes seem to take in much as he meets your gaze. You think he gives a wry, half grin and the slightest hint of a nod before drawing the curtain closed. Barzillai Thrune portrait Finally come the Hellknights. At the head of the column rides a woman with short blonde hair and hard blue eyes like dirty flecks of ice. To either side of her ride knights bearing banners with a spiked wheel. There must be at least thirty of them, and they are followed by nearly twice as many armigers. These knights look different than the Order of the Torrent that you are accustomed to. While the Torrent wear royal blue cloaks and their armor has a majestic, almost fanciful sea creature motif, these knights are different. Their armor is clearly designed to sow fear, making them look like flayed men cast in iron. Their cloaks, if they can be called such, look tattered at first. Upon closer inspection however, the cloaks are intentionally cut to resemble long strips of flayed skin. Each warrior carries a long sword on one hip and a whip on the other. Following this intimidating column is a long procession of seemingly unaligned free riders and foot soldiers, who may even be sell-swords. The parade continues north towards the Castle District and the music fades until you're left with only the song Devil's Bells.      
  13. Moonday, 29th of Kuthona, 4714 AR (20 days before the Aria Park Protest) Prelude Part 2: Kintargo Hears News of Barzillai Thrune's Imminent Arrival For a second time, the streets of Kintargo are abuzz with rumors and excitement. The Starday previous a party of outriders arrived at the Rust Gate. It was said they came bearing a message for Lord-Mayor Jilia Bainilus. While the content of that message was not public knowledge, what was known is that the outriders wore tabards emblazoned with the sigil of House Thrune! Word spread throughout the streets like wildfire that someone important was coming to pay the Silver City a visit. At the Chained Devil Inn, one of the most conspicuous buildings in Jarvis End and a hotbed of Chelish patriotism, it was said the proprietor, Pavo Alazario, was no longer satisfied with the large Chelish flags posted at each corner of his building. Thrune pennants now flew from every window of the building and the word was the old man was having an even larger painting of the Queen commissioned to replace the already sizeable one in his tap room. While many were proud to host a visit from a Thrune, even more were quietly pensive. It was always believed in Kintargo that no news from the Capitol was good news. Was House Thrune sending an actual member of the royal family to the city? They had always considered Kintargo a back water. What could they want with the Silver City? Town criers traveled through the districts announcing that the Lord Mayor would address the townsfolk that afternoon. At the appointed time, people begin making their way to the steps of Andos Hall. It is cold, but the sky is filled with fluffy clouds. As the sun sets over the Arcadian Ocean, the light filters through the clouds, bathing the cold dusk in warm orange light. Jilia Bainilus stands before her people in a blue-green cloak, flanked by Dottari. Her voice trembles ever so slightly as she speaks, but her bright blue eyes are as defiant as ever. "My countrymen, I address you today to inform you that Barzillai Thrune, a cousin to our Queen and Inquisitor of the Church of Asmodeus rides north from Menador Keep and shall be here within two days. He has been sent by the Throne to advise us regarding the Glorious Reclamation. I know some of you may feel concern over this news, but I urge you to take heart. For you see, I am Kintargo's lord mayor, yet Kintargo is not my city. Nor is it Cheliax's city. Kintargo belongs to no one person, but to all who live here and make it the greatest city in Cheliax. We call it the Silver City not only for the gleaming waters of the Yolubilis, but for its purity. Kintargo is unique in the nation of Cheliax in this way. We are not the nation's largest city, nor its strongest. We may not have Westcrown's history, Ostenso's naval superiority, Corentyn's trade dominance, or Egorian's power, but nor do we have Westcrown's decay, Ostenso's violence, Corentyn's slave markets or Egorian's damnations! Kintargo is our own, and as Cayden Cailean is my witness, I intend to do all that I can to ensure our silver shall never tarnish under Thrune's touch!" Many in the crowd cheer loudly at this, but these cheers are far from universal. The lord mayor withdraws to the interior of Andos Hall and the Dottari stand before the door. Tonight's city council meeting shall not be made open to the public.    
  14. Moonday, 22nd of Kuthona, 4714 AR (27 days before the Aria Park Protest) Prelude Part 1: Kintargo Hears News of the Glorious Reclamation As the sun sets on a frigid evening, the people of Kintargo gather at Andos Hall. Upon the stage sits a large rectangular table. Under a large painting of Queen Abrogail II Thrune, flanked by Chelish and Kintargan flags, a high seat is positioned at the center of the table. Three lower seats are placed to either side of the central chair. Oil lamps line the walls, illuminating the crowd of Kintargans. Rumors of the horseman from Kantaria and his startling news have flown through the city and the auditorium is filled to capacity. The noise of the crowd quiets as a city official mounts the stage. "Welcome countrymen, to your seat of government, Andos Hall! By the grace of Asmodeus and in the name of Her Infernal Majestrix, Abrogail Thrune, Second of Her Name, Queen of Cheliax, I call this meeting of the City Council of Kintargo to order!" As a handsome noblewoman with a resolute face enters the stage and takes the central seat behind the table, the official announces: "I present the Lord-Mayor of Kintargo, Her Honor, Jilia Bainilus." The noblewoman gives a warm smile and bows to thunderous applause before taking her seat. Jilia Bainilus portrait   Next, a severe looking older man with immaculately coiffed snow white hair and chest length goatee enters the stage. His red and black robes and ruby studded golden unholy symbol leave his identity unmistakable. "I present the high priest of the Church of Asmodeus, Senior Prelate Corinstian Grivenner." The man gives a flourishing bow before taking his seat to the mayor’s right to polite applause. Corinstian Grivenner portrait   A square-jawed man with close-cropped rust red hair and penetrating gray eyes, dressed in ceremonial armor with an aquatic motif enters the stage. "I present the commander of the Hellknight Order of the Torrent, Lictor Octavio Sabinus." The crowd applauds while the soldier salutes the portrait of the Queen before taking his seat to the mayor’s left. Octavio Sabinus portrait   Following the knight, a lithe elven women with bright crimson hair in a long braid enters the stage. She wears a black cloak over dark gray robes bearing a small unholy symbol in the shape of a skull. Oddly, she seems to be cast in shadow, despite being upon an illuminated stage. "I present the Umbral Archon of the Church of Zon-Kuthon, Aluceda Zhol." The representative of a foreign god gives a slight nod as she sits next to High Priest Grivenner, to subdued applause. Next, a well kept half-elven man enters the stage. His hair is dark but graying at the temples and kept in a short, tidy braid. His clothes are white, trimmed with gold and a large golden key hangs at his belt. "I present the Arch-Banker of the Church of Abadar, Mhelrem Gesteliel." The man puts his hands together and bows as the crowd gives polite applause; he sits next to the Hellknight. A clean-shaven younger man enters the stage. He wears finely tailored clothes with a brooch bearing the rainbow tailed bird sigil. He removes a brown tricorne hat with a rainbow hued plume in it, revealing brown hear and crystal blue eyes. "I present High Chorister of the Church of Shelyn, Zachrin Vhast." The man places the hat over his heart and bows to the crowd to loud applause, then seats himself beside the elven woman. Finally, a youthful looking half-elven woman in a sensible robe and woolen cloak enters the stage. She has alert hazel eyes and dark hair and upon her head sits a circlet with a butterfly motif. "I present the Chancellor of the Alabaster Academy, Professor Iylvana Desdoros." The woman takes a bow and then sits beside the Arch-Banker. The official leaves the stage as a Dottari officer in ceremonial armor emblazoned with the symbol of Cheliax and carrying a gilded spear enters the stage and rings a bell. She then stands at attention to the side of the stage. The Lord Mayor stands, addressing the audience. "Welcome, my fellow Kintargans. Thank you for coming out on such a frigid evening. I believe this is the largest number of people we’ve had in attendance at a council meeting in quite some time." She smiles. "No doubt your curiosity has been piqued by our visitor from the Archduchy of Menador to our south. He has come bearing some truly startling news and we present him now to you, so you can hear his words directly. Sir Morvius, please step forward." A weathered fighting man mounts the dais. He has a well-trimmed beard and wears a tabard bearing the sigil of House Nerikopolus and a longsword at his waist. He clears his throat and looks over the gathered crowd, who falls silent as he begins to speak. "Thank you, Your Honor. Greetings, people of Kintargo. I have ridden north from Kantaria to deliver the following news. A month ago, an army of Iomadean zealots calling themselves the Glorious Reclamation, laid siege to Citadel Dinyar. Against all odds, these warriors breached the Citadel and laid low the Order of the Godclaw! Some are even saying that several border villages have risen in revolt! It is unknown what their intentions are, but Her Infernal Majestrix is marshalling our forces. I have been bade by my master to warn you..." Suddenly the crowd's rapt silence is pierced by a commanding shout. "I have heard enough! Duxotas! Place this man under arrest!" The messenger turns to face the High Priest, who is pointing down at him from the table. The Dottari officer at the stage turns to follow the cleric’s order. Hellknight Sabinus snorts. Lord Mayor Bainilus says: "Hold, Duxotar Trex! Upon what grounds do you order this arrest, Senior Prelate?" The white haired priest looks supremely miffed as he turns to the Mayor. "This man has no writ from the Throne to carry these tales! His words will cause nothing but worry and derision in our citizenry. For all we know he very well could have been involved in this treasonous attack!" The messenger looks horrified as he interjects: "Your Grace, no! I am no Iomedean, nor was I there! I am a loyal man of House Narikopolus!" The Lictor speaks, his voice clear and loud: "Speaking as a Hellknight myself, our orders are not monolithic. Neither are we an extension of the throne. If these warriors have attacked the Order of the Godclaw, they have not necessarily attacked Cheliax!" The Lord Mayor next speaks: "Furthermore, Citadel Dinyar is in Isger. I would say that this currently falls outside of our jurisdiction to act upon. Although Sir Morvius bears no writ from the Queen, I certainly will not fault him for acting upon the command of Archduke Narikopolus. I see thin justice in it, Senior Prelate. He has my protection and I will not hinder him from traveling on to Vyre upon the morrow." Grivenner seats himself, looking rather vexed. "This is carelessness, Lady Bainilus. I will be forced to report this to my superior in Egorian." Jilia Bainilus clasps her hands. "But of course, Senior Prelate. Hm. There you have it, my countrymen. These are certainly interesting times, but I trust our Queen to keep us safe from any zealotry. I am going to call this council meeting to a close early. I fear this excitement will prevent us from accomplishing anything else tonight. Be safe and stay warm. Duxotar, if you will." With that, the Duxotar rings her bell and the meeting is adjourned. Dottari open the doors to Andos Hall and usher the people out into the frigid evening. The excitement is palpable. Many find it inconceivable that a Hellknight citadel might be attacked, let alone conquered. People begin rushing to find shelter and warmth. This is shaping up to be the coldest night in recent memory.      
  15. Modified from Khakhan and Bwatford's work.     Blacksmith 1 (Spellforge, Techsmith) Medium Humanoid Female (human), Chaotic Good Armor Class 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) Hit Points 13 ( 1d8 + 2 + 3 ) Speed 30 ft. Senses Perception +8 Languages Common, Infernal, Elven, Halfling, Strix, Ignan, Terran Base Attack Bonus +0   ABILITIES & SKILLS  (BASE: 10 ranks) Strength 8 (-1) Climb -1 | Swim -1 Dexterity 14 (+2)  Reflex Save +2  Acrobatics +3 | Disable Device +6 | Escape Artist +2 | Fly +2 | Ride +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Fortitude Save +4  No skills associated. Intelligence 18 (+4)  Appraise +8 | Craft +4 | Know. (arcana) +8 | Know. (dungeoneering) +4 | Know. (engineering) +8 | Know. (geography) +4 | Know. (history) +4 | Know. (local) +8 | Know. (nature) +4 | Know. (nobility) +4 | Know. (planes) +9 | Know. (religion) +4 | Linguistics +5 | Spellcraft +8 Wisdom 14 (+2) Will Save +1 Heal +2 | Perception +8 | Profession +2 | Sense Motive +9 | Survival +2 Charisma 10 (+0)  Bluff +0 | Diplomacy +0 | Disguise +0 | Handle Animal +0 | Intimidate +0 | Perform +0 | Use Magic Device +0 Grey italics indicates the skill is untrained and unusable/limited use.   PROFICIENCIES & ABILITIES  PROFICIENCIES Weapons All Simple Weapons, Atlatl, Bolas, Boomerang, Handaxe, Harpoon, Longbow, Net, Shortbow, Throwing Axe, and Tube Arrow Shooter Armors Light, Bucklers BLACKSMITH CLASS ABILITIES   RACIAL TRAITS   FEATS   TRAITS         WEAPONS WEAPONS Rapier +3 to hit for (1d6+1/18-20) piercing | Finesse Dagger +3 to hit for (1d4+1/19-20) piercing |  10 ft. range   MAGIC SPHERES         COMBAT SPHERES         EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (18 lbs.) Light 26 lbs. Medium 53 lbs. Heavy 80 lbs. Status: Unencumbered Penalty: None MONEY POUCH Copper: 0 | Silver: 0 | Gold: 230 | Platinum: 0   EQUIPMENT CARRIED (15 lbs.) Armor (15 lbs.) Leather Armor - 15 lbs. Weapons (0 lbs.) R Readied Items (0 lbs.) S In Backpack (0 lbs.) B EQUIPMENT STORED ELSEWHERE At Home    MAGIC ITEMS NON-ATTUNED   APPEARANCE Age 22 | Height 5' 10" | Weight 135 lbs. | Hair Dirty Blonde| Eyes Hazel Brown | Complexion Tanned     BACKGROUND BACKSTORY    
  16. Sheet Link until I can format my whole post all fancy-like.   I got bored halfway through making up my post, so I'll get back to this soon.
  17. Casting Tradition: AlchemistMagic Type: Arcane Casting Ability Modifier: Intelligence Drawbacks: Extended Casting x2, Material Casting; must take all the (Instill) drawbacks Boon: +1 spell point per level gained in casting classes. Lvl Source Feat or Talent Choice 1 Origin Potent Aptitude: Specialized Training (Extra Discovery, Sand Bomb) Origin Auxiliary Aptitude: Skill Familiarity (Perception, Craft: Alchemy) Origin Auxiliary Aptitude: Face Your Fears Origin Auxiliary Form: Darkvision Origin Utility Aptitude: Specialized Familiarity (Perform: Oratory) Bonus Origin Potent Aptitude: Specialized Training (Extra Combat Talent - Sniper) Free Feat Toughness General Feat Splash Weapon Mastery Casting Destruction Destruction - Gloom Blast Energy Focus Drawback (Negative) Destruction - Nether Blast Shape Focus Drawback Destruction - Energy Bomb Martial Tradition: Grenadier Equipment - Fast Draw Alchemy - Formulae (Salve) Barrage Barrage - Mobile Focus Expensive Chemicals Drawback Alchemy - Snap Toss Mana Chemistry Drawback Alchemy - Controlled Rupture Alchemist Bonus Feat Extra Spell Points Eldritch Infuser Combat/Magic Talent Destruction - Admixture Eldritch Infuser - Demolitionist Alchemy - Formulae (Cherry Bomb)            
  18. Modified from Khakhan and Bwatford's work. Eldritch Infuser Alchemist 1 Small humanoid female (halfling), chaotic good Armor Class 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 size, +1 shield) Hit Points 13 ( 1d8 + 2 + 3 ) Speed 30 ft. Senses Darkvision 60 ft.; Perception +6 Languages Common, Halfling, 5 more Base Attack Bonus +0   ABILITIES & SKILLS  (BASE: 12 ranks) Strength 8 (-1) Athletics -1 | Climb -1 | Swim -1 Dexterity 16 (+3)  Reflex Save +5  Acrobatics +0 | Disable Device +0 | Escape Artist +0 | Fly +0 | Ride +0 | Sleight of Hand +0 | Stealth +8 Constitution 14 (+2) Fortitude Save +4  No skills associated. Intelligence 18 (+4)  Appraise +4 | Craft (Alchemy) +11 | Know. (arcana) +8 | Know. (dungeoneering) +4 | Know. (engineering) +4 | Know. (geography) +4 | Know. (history) +8 | Know. (local) +8 | Know. (nature) +4 | Know. (nobility) +4 | Know. (the planes) +8 | Know. (religion) +8 | Linguistics +9 | Spellcraft +8 | Perform (Oratory)* +12  Wisdom 10 (+0) Will Save +0 Heal +0 | Perception +6 | Profession +0 | Sense Motive +0 | Survival +0 Charisma 10 (+0)  Bluff +0 | Diplomacy +0 | Disguise +0 | Handle Animal +0 | Intimidate +0 | Use Magic Device +4 Grey italics indicates the skill is untrained and unusable/limited use.   PROFICIENCIES & ABILITIES  PROFICIENCIES Weapons all simple weapons  Armors Light, Bucklers ELDRITCH INFUSER CLASS ABILITIES Champion Archetype StandardsCasting, Martial Tradition, Spell Pool, Blended Training Modifier: Intelligence Martial Tradition: Grenadier Spell Pool: 8 (1 class, 1 drawback, 4 modifier, 2 extra spell points) Blended Training: 1 talent per level Caster Level 0 (1 Destruction) | Extra Spell PointsReplaces Brew Potion | Throw AnythingAll alchemists gain the Throw Anything feat as a bonus feat at 1st level. An Eldritch Infuser adds his casting modifier to damage done with splash weapons, including the splash damage if any. | DemolitionistThe eldritch infuser gains the (formulae) package of the Alchemy sphere as a bonus talent at 1st level. When the eldritch infuser creates a formulae that deals damage, he may choose to apply any (blast type) talent he knows to it. This may change the damage type the formulae deals, but does not change any other effects the formulae may have. If he applies a (blast type) talent that would change the damage die size to a formulae that uses a die other than d6, treat a (blast type) talent that increases damage dice to d8 as increasing the damage die one size (1d4, 1d6, 1d8, 1d10, 1d12) and one that decreases damage dice to d4 as decreasing the damage die one size. This does not affect splash damage, and any creatures affected by splash damage do not suffer additional effects from the (blast type) talent, though the damage type might be changed. Any effects from a (blast type) talent that would affect a square, such as Crystal Blast, do not affect the squares affected by splash damage. He must spend any spell point cost for the (blast type) talent as normal when he creates the formulae. The eldritch infuser may still qualify for any discoveries that require bombs, in which case their effects apply to any formulae talents that deal damage. Any change to damage die from such a discovery stacks with that from a (blast type) talent. Discoveries are applied before the effects of the (blast type). Discoveries: Sand Bomb (DC 14)From Extra Discovery When the alchemist creates a bomb, he can pack the casing full of sand that explodes in an abrasive cloud on impact. A creature that takes a direct hit from a sand bomb is blinded for 1 round, as are any creatures in the splash radius that fail a Reflex save (DC = 10 + half the alchemist’s level + his Intelligence modifier). ORIGIN TALENTS Specialized TrainingYou gain a single feat of your choice as a bonus feat. You must meet the prerequisites for that feat. You may select this talent multiple times, each time selecting a different feat. Feat: Extra Discovery - Sand Bomb | DarkvisionDarkvision out to 60 feet | Face Your FearsRoll twice on saves versus fear and fear effects end 1 round sooner (minimum 1 round) | Skill FamiliarityChoose 2 skills. You gain a +2 origin bonus to those skills. You may take this talent multiple times, each time selecting two different skills. Skills: Craft (Alchemy) and Perception | Specialized FamiliarityYou gain a +4 origin bonus to Perform (Oratory) checks | Specialized TrainingFrom Campaign extras You gain a single feat of your choice as a bonus feat. You must meet the prerequisites for that feat. You may select this talent multiple times, each time selecting a different feat. Feat: Extra Combat Talent - Sniper FEATS Throw AnythingFrom Alchemist You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. | ToughnessCampaign Bonus Feat Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die. | Extra Discovery | Extra Combat Talent - Sniper | Splash Weapon MasteryWhen throwing a splash weapon, you act as if you had the Far Shot feat. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1.   TRAITS Gifted Satirist (Campaign)You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that! You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects. | Clever Wordplay (Social)Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Skill: Perform (Oratory)      WEAPONS WEAPONS Cherry Bomb +5 to hit (touch), 1d4+4, 5 splash (max half initial) | thrown splash, 10 ft. range Energy Bomb +5 to hit (touch), 1d6+4, 5 splash |  25 ft. range   MAGIC SPHERES Destruction: AdmixtureYou may either increase the casting time of your destructive blast by one step or spend an additional spell point to apply two (blast type) talents instead of 1. The resultant blast does half of its damage of each type and any additional effects of the blast types are applied normally. If the die size for the two blasts are d8 and d6, use d8; if d8 and d4 use d6; if d6 and d4, use d4. If two blast types have different caster levels, then use the lower caster level for determining the admixtured blast’s caster level. Special: You do not increase the casting time or spend an additional spell point when using the Admixture talent with two blast types from the same blast type group. | Energy BombAs a standard action, you may touch a small container of liquid and spend a spell point to instill a destructive blast inside it. This cost cannot be reduced to less than one spell point. As a standard action, this can be primed and thrown as a splash weapon. A direct hit deals the destructive blast’s damage to the target and damage equal to the minimum blast damage is dealt in a 5-foot splash radius. Any creature taking damage from either the direct hit or the splash must save against any additional effects of the blast type. An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food (in which instead of a splash weapon it affects the target who consumes it) but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action. Blast Types (DC 14): Gloom Blast (Negative)Your destructive blast deals negative energy damage. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Fortitude save or be sickened for 1 round. Undead creatures take no damage, but are instead blinded for 1 round on a failed Fortitude save. This bypasses the immunities of the undead type. | Nether Blast (Negative)You may change the damage type of your destructive blast to negative energy. Any creature struck by the attack or that failed their Reflex saving throw if one was required must succeed at a Will saving throw or be shaken for 1 round. A nether blast does not damage undead; instead, the undead must succeed at a Will save or become frightened for 1 round. This bypasses the immunities of the undead type.      COMBAT SPHERES Alchemy: Controlled RuptureWhenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it. If the splash weapon misses, this talent has no effect. | Snap TossYou may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it). Formulae (DC 14)You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot have more formulae prepared at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period. Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Total Formulae: 3 Formulae per 30/15 minutes: 1: Cherry BombDC 15 Crafting a cluster of cherry bombs counts as crafting a single alchemical formulae when determining the total number of formulae you can craft at a time and the total number you may have crafted at once. A cluster of cherry bombs has a number of bombs in it equal to your practitioner modifier. Cherry bombs are a splash weapon you can use as a ranged touch attack with a range increment of 10 feet, dealing 1d4 bludgeoning damage + 1d4 per 3 Craft (alchemy) ranks you possess to the target of a direct hit, and 1 point of bludgeoning splash damage per die of damage this weapon deals on a direct hit to targets 5 feet away from the point of contact (to a maximum of half the damage dealt to the primary target). If you can create formulae that inflict different types of damage (such as an alchemist’s fire dealing fire damage) when you create the cherry bombs you may have it deal that kind of damage instead. The damage can only be of one damage type at a time, but each separate bomb can deal a different type of damage. You can increase the Craft DC for this weapon in increments of 10; each time you do so, the Reflex save DC to avoid the splash damage increases by +1. Number of bombs per cluster: 4 Damage per bomb: 1d4 bludgeoning | SalveCraft DC: 15 You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier. You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5. Salve Healing: 1d8+4 Uses per Character: 5 Barrage: Melee ArcherYou gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft. Associated Feat: Point-Blank Shot | BarrageAs a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at 6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4. For every 5 points of base attack bonus you possess beyond 6, when expending your martial focus you may increase this penalty by an additional -2 to make an additional extra attack. Some talents are marked (blitz). You may apply a maximum of one (blitz) per extra attack to a barrage, but only if the barrage meets the prerequisites, including that attack (for example, if a (blitz) requires a target be struck twice, you can only apply that (blitz) to a target that has been struck twice. If he is struck a third time, you could apply a second (blitz) that requires at least two attacks to that target). Associated Feat: Rapid Shot | Mobile FocusWhenever you move at least 10 ft. but no more than half your total speed using a move action on your turn, you regain your martial focus Equipment: Fast DrawYou can draw a weapon as part of the action used to make an attack with it. This can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. Associated Feat: Quick Draw. Sniper: SniperPractitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot. | Deadly ShotAs a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack. In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon. Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.     EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (18 lbs.) Light 19.5 lbs. Medium 39.75 lbs. Heavy 60 lbs. Status: Unencumbered Penalty: None MONEY POUCH Copper: 0 | Silver: 0 | Gold: 0 | Platinum: 0   EQUIPMENT CARRIED (18 lbs.) Armor (12.5 lbs.) Leather Lamellar Armor - 12.5 lbs. Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. In Backpack (2 lbs.) Backpack - 2 lbs. EQUIPMENT STORED ELSEWHERE At Home    MAGIC ITEMS NON-ATTUNED   APPEARANCE Age 25 | Height 2' 8" | Weight 27 lbs. | Hair Brown| Eyes Brown | Complexion Fair     BACKGROUND BACKSTORY    
  19. Writing down the details, posting the templates
  20. Lvl Source Feat or Talent Choice 1 origin potent   origin auxiliary   origin auxiliary   origin auxiliary   origin utility   bonus origin potent   free feat Toughness general feat   casting     martial tradition         [class] combat/magic talent   [class] bonus talent          
  21. Personal Details Name: Artorius Verrucosus Race: Human Gender: Male Class: Striker (Barfighter) Age: 20 Birthplace: Kintargo One line description: Guard-for-hire with a love of drink and fighting Sheet Link  
  22. SURROUNDING AREA Map of Archduchy of Ravounel Map of Cheliax  
  23. CAMPAIGN TRAITS Child of Kintargo You had the fortune (or perhaps the misfortune, depending on your viewpoint) to be born into one of Kintargo’s noble families. Your experience growing up among the city’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With the new situation in Kintargo brewing, there is much concern about an eventual restructuring of the city’s nobility. Already, one noble estate has burned to the ground under what can best be described as suspicious circumstances, but whether the government or rebels were responsible depends on whom you ask. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in the Greens. If you want to be a member of one of Kintargo’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. If you take the Noble Scion feat, your last name is probably Aulamaxa, Aulorian, Delronge, Jarvis, Jhaltero, Sarini, Tanessen, or Vashnarstill; if you’re not human, you were adopted into the family. If you don’t take this feat, you can make up your last name. Diva in Training The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage! Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1. Ex-Asmodean You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church. Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils. Fed-Up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae —a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. If that means aligning yourself to a rebel faction such as the Silver Ravens, so be it. Note that this trait works particularly well for paladins or other characters who wish to venerate lawful causes but still oppose the government. Your GM should be open to allowing lawful characters to perform actions out of character for someone of lawful alignment, provided the end goal is a new and better government for Kintargo, but with this feat, characters tied strongly to law (such as lawful clerics, monks, or paladins) can hide those ties in ways that help them perform as rebels without giving up their actual convictions. You’re good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard-aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won’t radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you’re on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects. Gifted Satirist You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that! You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects. Historian of the Rebellion You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond. Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. Natural Born Leader Note: The first benefit does not apply to our game since we aren't doing the minigame. The second benefit is unlikely to be useful, because I think we'd all rather see the Leadership sphere be used than the Leadership feat. If you really liked the idea of this trait over all the others, talk to the GM to come up with a suitable benefit. Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of. You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat. Pattern Seeker There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells? You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. You increase the save DC by 1 for the effects of any of the following (light) talents: Disorienting Patterns, Hypnotic Pattern, Lure Light, Precious, Repelling Light, Visual Overload. You gain a +1 trait bonus on all saving throws against those same (light) talents as well as against all illusion effects. Star Struck Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself? Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to some day live a life like that you imagine your idol lives, or perhaps even to some day meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons will be revealed at some point during the Hell’s Rebels Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you! You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result. Jackdaw (sex and race unknown; Intelligence): A notorious folk hero or heroine (no one seems to know if Jackdaw is a man or woman) who helped defend Kintargo during the Chelish Civil War, and whom many believe still lives on today in the city’s shadows. Jilia Bainilus (female human; Wisdom): Kintargo’s previous lord-mayor was well known for her cutting insights into the political world. Few have fought harder to maintain Kintargo’s independence. Octavio Sabinus (male human; Strength): The Lictor of the Hellknight Order of the Torrent might seem an odd choice for admiration, but Octavio’s physical stature certainly lent him all the support he needed to command a room. Shensen (female half-elf; Charisma): Shensen’s performances as an outspoken force against the diabolism of House Thrune have won her nearly as many admirers as have her memorable performances on stage in the Kintargo Opera House. Strea Vestori (female tiefling; Dexterity): Strea is often regarded as the face of the slums known as the Devil’s Nursery. As Kintargo’s most outspoken and public tiefling citizen and leader of the Cloven Hoof Society, she has nearly as many admirers as she has political enemies in Cheliax. Urban Sleuth Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war’s resolution? So many mysteries, and who better than you to find the answers? Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result. Devil’s Bells: Knowledge (arcana) or Knowledge (planes). Local Dragons: Knowledge (arcana) or Knowledge (history). Professor Mangvhune: Knowledge (local) or Knowledge (planes). Silver Ravens: Knowledge (local) or Knowledge (history).  
  24. REASONS TO PROTEST The Hell’s Rebels Adventure Path begins with a public protest in Aria Park against House Thrune’s institution of martial law in the city. Your character needs a reason to attend this protest; several possible reasons are listed below. If none of these appeal to you, work with your GM to develop a different suitable reason to attend. Your preparation and eager anticipation for the protest grants you additional bonuses, depending on your reason for protesting. These bonuses are listed below, and only apply for the initial encounter of the campaign. Looking for Trouble You may or may not approve or disapprove of the way Lord-Mayor Thrune has handled the situation, but the thing that interests you the most about the protest is the fact that there’ll be a nice big crowd of people there. And that means you’ll have a chance to not only pilfer a few coins from unsuspecting pockets, but perhaps do a little something more! Kintargo could use a bit more public disobedience these days, after all! You gain a +2 bonus on all Bluff and Sleight of Hand checks made during the protest itself. Looking for Your Idol As a city built on arts and performances, it’s no surprise that many of the most famous entertainers and performers to come out of Cheliax rose to prominence in the city of Kintargo. Since Barzillai Thrune took over the city, though, Kintargo’s atmosphere has grown increasingly oppressive, and not just because the new lord-mayor closed down the opera house to make it his home. With a curfew now in place and guards patrolling the streets in greater numbers than ever before, catching a glimpse of a favorite idol has become difficult at best. In your case, you’ve long admired a specific famous Kintargan (see the Star Struck campaign trait for a sample list of famous Kintargans). This person’s been conspicuously absent from the public eye over the past week, so when you heard a rumor that the object of your infatuation (or perhaps obsession) might be in attendance at the Aria Park protest, you made a point of attending. You realize that this rumor is most likely a false one, but what if it’s not? You can’t miss the chance to see your idol in person! You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself. Meeting a Contact The Silver Ravens have long fascinated you. You might just agree with their politics for a free Kintargo, or perhaps you admire their spirit. Maybe you just like the idea of a secret society. You might know someone who was supposedly in the Silver Ravens; that someone might even be a parent, sibling, or lover. When House Thrune established martial law a week ago, though, the Silver Ravens went dark. Rumors that their leaders have all been captured or killed circulate, and no sign of the rank-and-file members can be found. Certainly, your friend or family member has gone missing. You’re starting to worry, and hope to find out what happened to the group. After doing a bit of research, you were contacted by a friend of a friend of a friend who claimed to know something about the Silver Ravens. You don’t know who this contact is or even his name, but you do know that he’s a human man, and that he’s arranged to meet with you at the Aria Park protest. You’ll know him because he’ll be wearing one black leather glove on his right hand and no glove at all on the left. You gain a +2 bonus on all Perception and Sense Motive checks made during the protest itself. Staying up on Current Events Public protests are a great place to gather inspiration and information alike, more so from those who are being protested against than from the protesters themselves. You’re heading to the Aria Park protest primarily to watch people, but also to make sure you stay up to date on current events. Things have a way of happening at politically charged public gatherings, after all, and you’d kick yourself if you missed the protest and something big happened. Beyond listening for rumors, it might be an interesting opportunity for you to rabble-rouse a bit, either by making a performance or simply using diplomacy to sway or guide the crowd’s frustration and anger. You gain a +2 bonus on all Diplomacy and Perform checks made during the protest itself. Tagging Along You hadn’t planned on going to the protest. Maybe crowds bother you, or you worry that it might get out of hand, or perhaps you’re just not political. But when you found out a close friend (one of the other PCs works best for this friend) was planning on going, you reluctantly agreed to come along, if only to make sure your friend stays out of trouble. You aren’t as interested in joining the protests as you are keeping alert for anything that might escalate the protest into something more. Someone has to watch out for your friend, and who better to do that than you? You gain a +2 bonus on all Perception and initiative checks made during the protest itself. To Protest the Government Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.  
  25. CITY OF KINTARGO Map of Kintargo Castle District The Castle District serves as the city's military headquarters, and is the seat of the city's government. C1. Castle Kintargo: The castle is currently controlled by the Order of the Rack. C2. Nidalese Embassy: This building is currently abandoned, as Nidal has withdrawn its diplomats during the current crisis in Cheliax. C3. Citadel Vaull: Headquarters to the Order of the Torrent, this bunker is apparently abandoned at this time. C4. Highwall Market: This small market caters to those who keep the city running smoothly. C5. Andos Hall: Kintargo's city hall, once the office of the lord-mayor, is currently boarded up and abandoned. The Greens The Greens is Kintargo's noble district. G1. Records Hall: This repository holds records for Kintargo nobility. G2. Whitegate Market: This affluent market specializes in artwork, gold, jewelry, and silver. G3. Greengate: Kintargo's easternmost gate is used primarily by nobility, but it is usually kept closed. G4. The Counting House: This squat building serves as a meeting place for the Court of Coin. G5. Lantana Park: This expansive series of cultivated parks is intended mostly for the nobility to enjoy. G6. Tanessen Estate: Led by Count Geoff Tanessen, this family's interests include armor and weapon crafting, city defense, and military supplies. G7. Delronge Estate: Led by Archbaroness Melodia Delronge, this family's interests include horse breeding, hunting, and mercantilism. G8. Victocora Estate: Once led by Baroness Porcia Victocora, this family's interests included fishing, literature, and poetry, but their estate was recently destroyed by fire. G9. Jarvis Estate: Led by Baroness Belcara Jarvis, this family's interests include architecture, carpentry, city planning, and stonemasonry. G10. Aulamaxa Estate: Led by Archbaroness Eldonna Aulamaxa, this family's interests include hunting, opera, and public opinion. G11. Vashnarstill Estate: Led by Baron Sendi Vashnarstill, this family's interests include Arcadian trade, fishing, and shipbuilding. G12. Jhaltero Estate: Led by Baron Canton Jhaltero, this family's interests include information, silver, and stone quarries. G13. Aulorian Estate: Led by Count Auxis Aulorian, this family's interests include magic, salt, and silver. G14. Sarini Estate: Led by Countess Urora Sarini, this family's interests include diabolism, entertainment, and the theater of the real. Jarvis End Jarvis End is the beating heart of Kintargo's nightlife. J1. Three-Legged Devil: This venue is Kintargo's oldest dance hall. J2. Crissali's Fine Tomes: This bookstore has a reputation for rare texts and magical arcane items. J3. Kintargo Opera House: One of Kintargo's most beloved buildings, it is now home to Barzillai Thrune. J4. Aria Park: This large, open park is a popular place for street performers and musicians. J5. Veritas Plaza: As Kintargo's original marketplace, it hosts daily farmers' markets. J6. The Silver Star: This ruined music store housed, until recently, a local cult of Sarenrae. Old Kintargo Old Kintargo is, as the name implies, Kintargo's oldest district. It is home to an eclectic mix of buildings. O1. The Old Harbor: These docks are used mostly for shipping building materials, food, and salt. O2. Salt Market: This market caters to masons, alchemists, architects, and builders. O3. Sallix Salt Works: This salt-packaging business is the largest and oldest of its kind in Kintargo. O4. Salt Gate: This gate is left open at all times, but it mostly just receives traffic from the Old Harbor. O5. Odde & Daughter Herbs: This abandoned shop is supposedly haunted. O6. Old Kintargo Cemetery: Though no longer in active use, this burial ground is periodically patrolled by the church of Asmodeus. O7. Lucky Bones: This burned-out gambling hall was never rebuilt. O8. Tooth and Nail: This quiet tavern is one of Old Kintargo's oldest establishments. O9. Olmer's Smithy: As Old Kintargo's last remaining smith, Olmer often has magic armor for sale. O10. Holding House: Once Kintargo's jail, this building was recently re-commissioned and put back into use by Thrune as a place to hold suspects before they are processed. O11. House of Truth and Clarity: What used to be Kintargo's courthouse is now used to house political prisoners and host the occasional public execution. O12. Iudeimus Tenement: This tenement building is the tallest structure in Old Kintargo. O13. Vespam Artisans: Magic items are often found for sale at this a guild of tinkers and metal artisans. O14. Rust Gate: Passage through Kintargo's busiest gate now comes with a 2 sp gate tax. Redroof The residences of Redroof possess a distinctive look compared to the rest of Kintargo. R1. Hocum's Fantasmagorium: This museum of strange and unusual oddities has been closed for many years. R2. Kelimber's Dry Goods and Supplies: This sprawling general store and post office serves many of Redroof 's daily needs. R3. Redroof Market: This market specializes in clothing and textiles. R4. The Devil's Threads: This business is arguably the finest tailor shop in Redroof. R5. Fair Fortune Livery: This abandoned stable is said to be haunted. R6. The Cloven Hoof Society: This ramshackle building is run as a hostel and advocacy for Kintargo's downtrodden tiefling citizens. R7. Devil's Nursery: This slum is primarily inhabited by tieflings. Temple Hill The slopes of Temple Hill are home to Kintargo's churches. T1. Shadowsquare: Kintargo's second-largest temple houses the local church of Zon-Kuthon. T2. House of Golden Veils: As a temple of Abadar, this church serves as Kintargo's largest bank and moneylender. T3. Temple of Asmodeus: Unsurprisingly, the grand Temple of Asmodeus is Kintargo's largest and most powerful church. T4. Temple Hill Gardens: These plots of lands hold Kintargo's active graveyards. T5. Humbert House: An old shrine of Aroden that once served as an orphanage, this building is now abandoned and reputed to be haunted. T6. Songbird Hall: The local temple of Shelyn continues to attempt to keep the peace in Kintargo. Villegre Villegre is Kintargo's scholastic center. V1. Lady Docur's School for Girls: Kintargo's second-largest academy is a finishing school for young women. V2. Villegre Park: This area is a popular place for students to relax and study. V3. Long Roads Coffeehouse: Villegre's oldest and most popular coffeehouse is a favorite spot of local students. V4. Alabaster Academy: Kintargo's famed university, renowned throughout the Inner Sea region for its expertise on medical and biological sciences, is now sadly in decline. V5. The Newt Market: This eclectic marketplace often has magic items for sale. V6. Nightways Gate: This gate usually sees traders or visitors from Nidal, but isn't otherwise used much. Yolubilis Harbor Yolubilis Harbor is the bustling merchants' district of the Silver City. Y1. The War Cage: Kintargo's largest weapons shop often has magic weapons for sale. Y2. Sunset Imports: Until recently, Sunset Imports coordinated most of the trade between Cheliax and Anchor's End on distant Arcadia, but it recently lost its contract and is now in decline. Y3. Vashnarstill Shipyard: Kintargo's busy shipyard sees many merchants. Y4. The Thrashing Badger: Yolubilis Harbor's rowdiest tavern recently burned to the ground. Y5. Clenchjaw's: This friendly tavern has lately gained an influx of new customers. Y6. Bleakbridge: Connecting northern and southern Kintargo, this bridge doubles as the city's busiest marketplace.  
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