Difference between revisions of "Hökaland IPO"

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Will change the name of this page when we have an official campaign name.
:'''''Status: Inactive-ish >2018 (66 sessions since January 2015)'''''


This campaign runs [http://paizo.com/pathfinderRPG Pathfinder].
This campaign started in January 2015, This campaign runs [http://paizo.com/pathfinderRPG Pathfinder]. This is also a good source: [http://www.d20pfsrd.com/ D20PSRD].
{{TOC}}
 
== Current Members ==
* Aerik Ulriksson, the "barbarian" [https://www.dndbeyond.com/characters/57963079]
* Alfgar, the Inadvertent Demon Slayer [https://www.dndbeyond.com/characters/57979014]
* Aimee Ashmore, the sniper [https://www.dndbeyond.com/characters/57963941]
* Arnos Mahlinor, the elven wizard
* Domon of the Hunter, the Sickle war mage
* Fizzgig, Master of Alchemy [https://www.dndbeyond.com/characters/58311195]
* Jorg of Gwennport, the specialist [https://www.dndbeyond.com/characters/58023724/8sWWhf]
* Lomduin, the Mercenary [https://www.dndbeyond.com/characters/57910756/IQQEhM]
* Malkor Conradin, the fighting spiritualist
 
 
=== Important characters ===
* [[Nemrab Arthorn]] - Elderly father of the Arthorn house, abstained from leadership. Interested in books and dwarven history.
* [[Hariteikhartz]]- The young red dragon.
* [[Denwell]] - Man obsessed with erradicating demonic influence.
* [[Thorn Pepperbug]] - Pixie who likes Aerik, thorns and alcohol. Not necessarily in that order.
* [[Blossom of Southshore]] / Cecilia of Highcross - Courtesan who followed party out of Southshore.


== Get started ==
== Get started ==
Line 10: Line 30:




== House Rules used ==
== House Rules Used ==
Mind you, some bits may be outdated, so if anything is unclear: Ask.
{{:House rule}}
 
* Flaws - Are ok. Almost all of them, but you have to check with me first.
* [[Damage Conversion|Damage Conversion (AC)]] - Armoured characters take less lethal damage, as in Unearthed Arcana with a small alteration.
* [[Hero Point]]s are introduced at lvl 3.
* [[Damage and healing]] - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
* ALL MAGIC IS x4 COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is four times as much as usual.
* [[Masterwork]] - Though there is a lack of magical weapons, there are artisan craftsmen and they can make non-magical items that packs a punch!
* [[Environment]] - Rules for sleep deprivation and hunger/thirst
 
=== Extra reading ===
* [[Hitpoints]] - Brief article about my thoughts behind the healing/wound/shock/death rules.
 
== Timeline ==
''' Day 1 '''
* '''Session 1'''
* Arnos gathers party
* Minor socialising
 
''' Day 2 '''
* Party sets out in morning (about 6 day's to Wellbarrow)
* 1 day's travel
 
''' Day 3-5 '''
* 3 day's travel
* Aeric mostly provides food by hunting


''' Day 6 '''
* Ambushed with magic, Malkor injured
* '''Session 2'''
* Met Stripes
* 1 day's travel


''' Day 7 '''
== [[IPO Timeline]] ==
* 1 day's travel
:''See the full '''[[IPO Timeline]]''' for more information.''
* Arrive at Wellbarrow in evening
* Stay at Snorting Bull owned by Bernard


''' Day 8 '''
{{:IPO Timeline}}
* Talk to Mayor Baronet Tred Arthorn
* Tred's father Nemrab more interested
* Nemrab joins party, pays a fee
* 1/2 day's travel
* Meed Petre Hills
* Finds hidden staircase
* Walking dead attacks Aeric, who is wounded
* '''Session 3'''
* Close floor and rest


''' Day 9 '''
* Opens Korhaldrum
* Octagonal rooms!
* Finds a zombie dressed as Petre
* Several pathways have collapsed
* More recent inhabitants have vandalised art
* Hub connected to a freezing room and armoury, among other things
* Find frozen room, black iron sceptre with "ice pearl" embedded in metres of ice
* Closed in zombies in additional rooms
* Few traps, heading up the corridor
* '''Session 4'''
* Big lizard zombie
* Finds untouched living quarters. Books!
* Big bugbear zombie
* "Chrrrr" sound. Sound stops after ~3min.
* Frozen room melted and sceptre gone
* Race after, aeric tries to row to the departing boat
* Dragon! "Hari" explains the Petre mystery, restores him.
* The ice pearl was left by the thief, Arnos keeps it insulated in wagon
* Dragon tries to catch thief
* Gives Aeric potion, 3 drops/day for 5 days
* Travel during night to Wellbarrow
* 1/2 day's travel


''' Day 10 '''
* Arrive at Wellbarrow before dawn
* '''Session 5'''
* Sells stuff at Jorg's contact, Aeric orders armour job (7 days)
* Stay at Pissing Unicorn owned by Marcela
* Taken by guards, come willingly, Jorg sneaks off
* Accused of kidnapping Mayor's son, father, some boy and stealing a barrel of salt
* Nemrab requested but doesn't come
* Jorg finds Nemrab in his house, guarded
* Sneaks to jail to get friends free
* When Mayor Tred arrives, they are freed
* Shadows offers money to find this out
* Checks murder scene (Aurelius dead)
* Captain Waltom dislikes outsiders
* Wait til evening with Marcela
* Murder probably on salt barrel, contaminating salt, murderer leaves
* Rumour says Rakvin is gay
* Contemplate going to the morgue
* Nifty says Aurelius owed Nicolas money. The two has a friend called Rosalba (religious)
* Talk to Mayor and baker for clues
* '''Session 6'''
* Party reconvenes and split up to look for clues (22:00)
* Arnos/Malkor go back to Nemrab for research on rituals like human sacrifice
* Aimee goes canvassing
* Aeric/Jorg search alternative routes, like water disposal system
* Gets in to entrance hut after 1 hour
* Long dark corridors in natural or mined caves ~4 metres down
* Find tracks, leads to 3 men in capes outside a door; 1 leaves through door
* Jorg attempts charm, turns violent and the "men" are some sort of monsters:
** 1 crustacean. 1 shadow/invisible.
* Jorg bit injured (and sprayed with black goop when crustacean died)
* Shadow man fled when (heavily?) injured
* Leader's name probably Trangin
* Two teenagers attempt to overpower Aeric/Jorg, failing miserably
* Find candles and empty salt barrels
* Hidden door, wine cellar at mayor's house
* Jorg sneaks up and asks Nemrab down (01:00)
* '''Session 7'''
* Arnos and Malkor are given book bound with human skin about sacrifices and summoning by Nemrab
* Human sacrifices, especially children, can be used for exceptionally powerful summonings
* Arnos rests after 2 hours
* Aimee canvases taverns (4 hours) for information of strange people moving; finds out some people have been leaving town to go westward


''' Day 11 '''
{{Roleplaying}}
* Nemrab speaks to Aeric and Jorg in basement, Arnos hears voices where he is sleeping, goes to check
* They compare notes and decide to go to Pissing Unicorn to reconvene, they bring Nemrab in his night gown
* Jorg picked up the book Arnos researched about sacrifices and gave it to Arnos
* At Pissing Unicorn, Marcela is out, Emarns is on the night watch, they have some vegetable soup (01:30)
* Aimee arrives and shares her information
* A young woman in one of the rooms, Kelly, awakes from noise downstairs and come down to observe
* Party wakes one of the unconcious boys to interrogate, very confused, tries to lie, but he obviously knows of Trangin, boy's name is Aldano; other boy's name is Henrik.
* The boys joined as a sort of anti-religious cult, implied for slightly richer kids
* Part of initiation is a tattoo under right arm. Boy mentions the rune is called "inhademanius" or something; Henrik's is called "ditekrim" or the like (03:00)
* The party convinces the boy that he is in danger and they need to find Trengin; Kelly, sitting in the bar, interjects and say she wants to come
* Kelly touches Aldano's tatto rune: a black flare knocks Kelly and Aldano backwards, Aldano is red bruised around the tattoo
* No reaction when Arnos or Aeric touches
* Checks it with Detect Magic in Kelly's room, no aura but Cure Light Wounds is "sucked in" to it
* Aldano is panicking and crying; is cutting tatto away the only option?
* Party is exhausted and decide to sleep; Aldano and Henrik stays with them in suite
* Wake at 12:00; lunch; sunchine today as well
* Decide to head down via Mayor's basement to avoid weird looks; leave Henrik at his parent's house
* Finds a second room in sewers (Aldano says they were initiated there); leads to a store room with casks of ale and other things; leaves it be
* Reach third sewer room (14:00), Arnos opens; it's trapped, stung by a little needle, falls to the floor unconcious (Aeric catches him)
* '''BONUS ENCOUNTER!'''
* Jorg opens the lock and they enter; nothing interesting except coded scrolls the party leaves
* Hidden door leads to some shop, leaves it be
* Head up through corridor, finds "natural caverns", ends up in barn outside city (10 min walk)
* After discussion Kelly goes to town to get horse and saddlebags and anything else people may have left. Will buy antitoxin to deal with the poison (15:00)
* Arnos wakes up (15:15)
* Kelly catches up (15:45)
* Party decides to buy some turnips, onions and potatoes from local farm; there has been people moving past here in the past week (just yesterday night was the last)
* The party decides to keep marching for the additional 6 or so hours to get to Skull castle
* 19:00
* Kelly spots a grup of goblins in the distance, near a grove of trees
* With stealth, force and magic, the goblins are defeated, but party is a bit injured and two suffer allergic reactions to the goblin "dog"
<div style="float:right; margin: 0 0 5px 5px; padding: 5px; border:1px solid black; font-size: 80%;">
* The party finds on the large goblin:
** Longsword (best anyone has ever seen!), given to Aeric.
** Handaxe (very nice), kept in the saddlebags of Kelly's horse.
** Silver dagger (nice), given to Kelly.
** Worth noting that all of these items have pagasi engraved on the hilts.
** An amber stone and a red stone
** A vial (found out to be antitoxin).
** A brass mug with green stones inlaid.
* The party finds on the smaller goblins:
** 286 silver pieces (total)
** A lock.
</div>
* There is now still about 3 hours travel to the Skull Castle unless there are more goblins abound
* '''Session 8'''
* 19:30
* Jorg's acid wounds are taken care by Nemrab and Aldano. The three of them protected by Malkor
* 23:00
* Arriving close to the castle. Aimee scouts.
* Invisible creature stalks Aimee, she shakes him, kills him and hides the body
* Aimee climbs up wall on opposite side of castle, sees 7 figures in cloak
* Figure appears behind party. Denwell, who can ensure these cultists' deaths do not empower their dark lords join the group aftera brief discussion
* 23:45
* The party ctealths closer together. 500 meters from the castle, 3 cloaked men come out, looking for the party
* The three are despatched and Denwell's ability is made apparent
* One turns into a swarm of locust-like dark shapes that is killed primarily by Arnos' fire magic
* Four more figures (with sword and shield this time) come after the party at the gate
* The four try to attack Aeric, mostly, but are overwhelmed by the party
* A sniper appears in the tower. It hides after being shot by Aimee
''' Day 12 '''
* 00:00
* Party enters castle, finds the dying sniper on an upper floor who kills herself before giving any information
* The top room in the tower seems to have been Trangin's bedroom/study where Kelly picks up a handful of scrolls with odd runes
* The party then heads to the cellar, finding empty cells and torture chamber
* After some searching, finds a secret door that leads to another flight of stairs, downwards...
* ''' Session 9 '''
<div style="float:right; margin: 0 0 5px 5px; padding: 5px; border:1px solid black; font-size: 80%;">
* Note that no loot has been gathered, besides some scrolls
* Also note that Denwell's process seemed to burn most of that away...
</div>
* ''19:30 (Day 11 throwback)''
* ''Jorg is helped by Malkor.''
* ''21:00''
* ''Jorg seem ok. Nemrab and Aldano comes with closer to Skull Castle.''
* 00:15
* Aldano and Nemrab are left a few kilometres from Skull Castle.
* Find Kelly's horse, head in over the wouthern wall.
* Finds no resistance, checks up in tower and down in dungeon. Finds party.
* 01:15
* Party defeats two sentry cultists in room next to stairs. Hears drums.
* 5 figures in larger room. Lady in Red, "Trangin"(?), and three lesser cultists, one dressed as nobleman, rest cloaked.
* Big black orb channellign energy through a sceptre into "Trangin". Lots of shadows and red light/lightning.
* Party attacks, downs cloaked figures close to door quickly. "Trangin" turns to demonic. Shadowy wall comes up, some run around.
* Attacking Lady in Red, who doesn't seem to mind.
* Wall comes down, Aeric etc charging demonic appearance.
* Lady in Red steals sceptre, orb goes ballistic, starts pulling demon in.
* Demon tail swipes, Aimee down.
* Demon is dragged in to orb, tries to drag sarcophagus with him. Kelly and Malkor stops it, Arnos reduces the demon's size.
* Demon disappears with guttural howls.
* Find a 10-year-old boy in there.
* Aimee is helped.
* 01:45
* Checks rest of rooms and bunkers up to let party rest.
* 02:15




[[Category:Campaigns]]
[[Category:Campaigns]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]

Latest revision as of 20:35, 5 April 2022

Status: Inactive-ish >2018 (66 sessions since January 2015)

This campaign started in January 2015, This campaign runs Pathfinder. This is also a good source: D20PSRD.


Current Members

  • Aerik Ulriksson, the "barbarian" [1]
  • Alfgar, the Inadvertent Demon Slayer [2]
  • Aimee Ashmore, the sniper [3]
  • Arnos Mahlinor, the elven wizard
  • Domon of the Hunter, the Sickle war mage
  • Fizzgig, Master of Alchemy [4]
  • Jorg of Gwennport, the specialist [5]
  • Lomduin, the Mercenary [6]
  • Malkor Conradin, the fighting spiritualist


Important characters

  • Nemrab Arthorn - Elderly father of the Arthorn house, abstained from leadership. Interested in books and dwarven history.
  • Hariteikhartz- The young red dragon.
  • Denwell - Man obsessed with erradicating demonic influence.
  • Thorn Pepperbug - Pixie who likes Aerik, thorns and alcohol. Not necessarily in that order.
  • Blossom of Southshore / Cecilia of Highcross - Courtesan who followed party out of Southshore.

Get started

  1. Read the introduction, it briefly explains the setting and what races are available.
  2. Handy guide for character creation.
  3. Some help to make the actual character background.


House Rules Used

[ edit ]

  • Traits - Maximum 2.
  • Flaws - Maximum 1. Almost all of them are ok (including third party stuff), but you have to check with me first. That link is just one (good) example.
  • Damage Conversion (AC) - Armoured characters converts some lethal damage to nonlethal as in Unearthed Arcana (with a small fix).
  • Hero Points are introduced at lvl 3.
  • Damage and healing - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
  • ALL MAGIC IS x2 COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is higher.
  • Masterwork - Partly added to make up for a lack of magical weapons. These non-magical items packs a punch!
  • Environment - Rules for sleep deprivation and hunger/thirst.
  • Starting above lvl 1: Max 50% of wealth on 1 item.
    • Recommend: Weapon 25% - Armour 25% - Other magic 25% - Consumables 15% - Ordinary/coins 10%

Extra reading

If Anything is Unclear

  • Ask


IPO Timeline

See the full IPO Timeline for more information.


  • Session 16 - Looking for Work
  • Party does various things around town until evening (17:30).
  • Aerik approached by Zigil. Wants help from Ulfang the assassin from the Shadows from Southrealms (described as "grey"). Offers 1000g.
  • Aimee sends letter. Aerik provides pheasants (19:00).
  • Party talk to Tobo (bowyer and woodcraftsman who can also make crossbows).
    • Party died in Westwatch. "Perhaps you can help?" An aristocrat was behind it. "Perhaps later; Mayor first."
  • Tobo also approached by Zigil. Ulfang from Northrealms. Jorg tells how a hit would be from Shadows. Odd.
  • Aerik & Arnos heads to Hark. Brings beer (21:30).
  • Hark tells of Heron dagger. Owner of equipment was Thrar Quickhand. Sword name: Flesh Eater. Was once magical.

Day 21

  • Kelly wakes people (06:00). Breakfast.
  • Borrows horses from mayor. 17h travel. 10h/day planned (tiring). Leaves (07:30).
  • Comes across ghouls. 8 ghouls, 1 ghast (15:30). Party attacks.
  • Session 17 - Camping With Pixies
  • Finish up after combat. Jorg makes necklace of the ears (15:40).
  • Talk to scared village (16:00). Ulf Asmundsson is elder. Offers food & Lodging.
  • Leaves village (18:30).
  • Aerik starts hunting, Jorg starts scouting (21:30), 1h. Then bed (22:30).

Day 21

  • Aerik starts fire and breakfast (05:00). Jorg puts ghoul ears in Aerik's sleeping bag.
  • Party moves on. Aimee scouts (06:00).
  • Aimee finds a wild boar. Tries to kill, climbs tree (11:35). Party helps. Cooks meat + saves lots.
  • Keeps going (13:30), goes for another 2.5h (16:00). Finds camp (17:00). Poles, traps & caltrops.
  • Kelly returns; charmed an eagle that will help (18:00).
  • Starting to go to bed (20:30). Massive goblin appears and screams (21:00). Party attacks full force.
  • Aerik falls through gobling "Wow! Great! You did a GREAT job this is exciting!"
  • Thorn: I am so sorry, I will make sure they don't get to you." ... "ONE two three four!"
  • Session 18 - The One That Got Away
  • BACKDATE: Malkor - Helps Wellbarrow Mayor to protect prep for spring solstice. Gets someone for Villa Clara. Heads off to Southshore.
  • Buys horse from Rive with promise buy it back if needed. Also saddle.
  • Party falls asleep with Thorn guarding (21:10).
  • Malkor arrives close to camp (23:00). Hears a weird "ONE two three four". 3 shots: sleep.

Day 22

  • Party wakes up. "I got one!" (06:00) ..."That is Malkor. You know him, come on!" Thorn is ashamed.
  • Thorn scout? "Yes, sure! But... I know that when patrolling you say 'one two three four', but what do you say when scouting?"
  • Party moves.
  • Finds a patrol (2 mutant, 1 ranger, goblin dog & small). Discuss plan of action (09:30).
  • Ambushes patrol, is crushed. Malkor curb stomps goblin. "Save the ears!" Moves on.
  • Jorg sees another patrol (2 mutated, 1 druid, 1 companion), quite far away. Party prepares (10:10).
  • Attacks (10:20). Little bit of a fight (not really) druid gets away.

2016

  • Session 19 - Bravely Ran Away Away
  • Heads back to horses, Jorg scouts behind. Moves towards camp (10:40). Reach camp (11:20).
  • People hear screaming from away: "They are 50!" Jorg is running. Party heads towards Prijpe.
  • Hounds catch up (11:50). Kills them. Malkor almost dies.
  • Quick loot and continue onwards (12:00).
  • Session 20 - Negotiations
  • Painful forched march to Prijpe. Arrives (17:30). Rane Ulfsson in charge.
  • Talks & tactics. Malkor treated by Linda (healer). Runners to neighbours & Southshore.
  • Fortifies and Jorg, Aimee & Robin scouts. In total, 13 men, 7 women and 12 "children".
  • Aimee returns (20:30). Goblins are 30 min away. Jorg comes 15 min after: They are 40 (incl 4 mutants) and 4 hounds.
  • Aerik shoots 1 goblin, Thorn makes large golem and Krixlin speaks. They are made to regroup.
  • Party SLEEPs (21:00).
  • Awoken as Krixlin & 2 mutants come from East side (23:00).
  • Negotiations. Krixlin wants BigBoss dead. Promise to not attack towards Prijpe or Southshore.
  • Aimee & Jorg is to assassinate a number of goblin scouts (loyalists), then going to BigBoss and ambush tomorrow.
  • A mutant goblin left as hostage to calm villagers.
  • "We disagree but in this case I think we can trust each other." "Well, you are interesting." (23:59)
  • Session 21 - Assassinations
  • Aerik tells situation to party (23:59). Decide to kill BigBoss.

Day 23

  • Aimee & Jorg kills 20 goblin loyalists (04:30) and rest of party attacks/scares them off (08:00). Pursuits.
  • Sets up camp 3 hours from goblin camp (14:00). SLEEPs 8 hours (22:00). Travels rest of the way.

Day 24

  • Jorg scouts ahead (01:00). Finds single goblin. Deals with. Talks to Krixlin about plan.
  • Jorg informs party and all set up ambush (02:00).
  • Ambushes BigBoss with lots of other goblins. Krixlin happy.
  • Loot and leave (02:15).
  • Session 22 - Back in Southshore
  • 02:15 (Day 24)
  • Heading home (02:15). Moves 3 hours, SLEEPs 8 and then 6 more. Arrives in Prijpe (19:15).
  • Explains what happened. Festivities with beef. Malkor sent to Southshore to stop any army.

Day 25

  • Farewells include Kelly giving 15 gold to the village for stuff. Party leaves for Southshore (10:00). Arrives at 18:00.
  • Exchanges ears for money at Mayor Nicholaes Van Herdt. Told of pact. "But where are they coming from"?
  • More socialising. Nicholaes mentions the Karhun Ruins, but there is no interest within the party. Aerik tries to get him to treat villagers better - "scouting resource".
  • Nicholaes wants help get family artefact back (mirror). Pay "a lot" for its return, and a small farm. Suspects: De Geloes and De Tolna.
  • Aimee snoops house while Aerik talks weapons with Nicholaes. Finds prepped windows lock.
  • Good night (22:00).

Day 26

  • Party wakes after 8h SLEEP (08:00).
  • Aimee speaks to Jorg and Arnos about the mirror. They decide to investigate further. Aimee "investigates" bedchamber with Butler Robert. "Finds" the pin.
  • Session 23 - A Wild LEATHER Appears!
  • BACKDATE: Jorg - Visited by Jantina. Warning from Reen. Head of De Goeles family to die.
  • Jorg scouts (wrong) house but doesn't risk it.
  • Jorg has a "final warning" from Reen. Needs to kill De Goeles head for free.
  • Breakfast (08:00-09:00). Nemrab suggests diplomacy. Robert to book lunch and tea bookings to check out De Goeles & De Tolna.
  • Arnos, Jorg & Nemrab to De Goeles (12:00). Jorg sneaks around but is caught by Leather (Richard) and disabled (13:00).
  • Meanwhile, Aerik and Aimee to Pilgrim's pub looking for clues. Aerik heads to Blossom. She is evasive. Promised work at Villa Clara (15g/month for 5 months) and anonymous move.
  • Blossom explains intrigue (14:00). De Goeles and De Tolna each want mirror. De Goeles has it. Key around neck.
  • Aerik & Arnos reconvenes at mayor's (14:45). Tells of Jorg/mirror. Butler Robert says Nicholaes will be a bit late.
  • Time to head to the afternoon tea with De Tolna (15:30).
  • Session 24 - Threats of Violence
  • BACKDATE: Kelly & Aimee. "Henry" wants Kelly to come with to help dryad Idaise with Sapanon. "Villa Clara in a few days."
  • Jantina tells Aimee De Tolna paid to steal mirror. More guards.
  • Aimee pisses off Rive of Pilgrim's Pub.
  • Domon appears. Is pointed out by Rive. Comes with to Mayor. Is a bit rude, generally.
  • Arnos, Aerik & Domon talks of freeing Jorg (not his name though).
  • Mayor is assaulted on the way home (18:30).
  • Discussions. Arnos, Aerik, Domon & Richard (Leather). Mirror stolen. Talk of using Jorg as a specialist.
  • Aimee finds out about Mayor (20:15).
  • Robert is informed about Mayor and enrages (20:45) and heads to Burt. Party decides to protect De Goeles and De Tolna.
  • Aimee, Aerik & Domon towards mob. Arnos to De Goeles.
  • Aimee halts mob. Domon enlarges Aerik. Intimidate.
  • Arnos manages to get stolen mirror. De Goeles flees. Presents it to Burt ("DE-TOL-NA!"). Diplomatically gets them to stop. Look in woods.
  • Aimee warns De Tolna (21:05). De Goeles is then on a wagon out.







House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork