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Keep on the borderrrrrlaaaaand  
 
Keep on the borderrrrrlaaaaand  
 
[https://forum.rpg.net/index.php?threads/pathfinder-kotb.852452/ IC Thread]
 
[https://forum.rpg.net/index.php?threads/pathfinder-kotb.852449/ OOC Thread]
 
 
===MAP===
 
===MAP===
 
[[File:Kotbgrid.png]]
 
[[File:Kotbgrid.png]]
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Heavy armor only exists as lamellar or other bulky lower tech forms.
 
Heavy armor only exists as lamellar or other bulky lower tech forms.
  
==The Cult of Joboth: setting lore and the story so far ==
+
===Characters===
 
+
Zilisha
 
 
-The chapel at the Keep is currently occupied by 'good' druids.
 
 
 
-When Greyclaw and Zilsiha went into the basement of the chapel they found fungusy dead bad druids who had been worshiping a weird god
 
 
 
-After making the discovery the leader of the good druids confessed that his forerunner had been a bad guy, Wondertree1 who worshipped Joboth, a 'god of monsters'
 
 
 
-Wondertree1 (and presumably Joboth) respected all forms of life, good and evil, not distinguishing between wholesome 'good' life and evil and chaotic forms
 
 
 
-Wondertree1 was expelled by the Castellan. He went to the Caves of Chaos to set up a temple to this god of monsters, called Joboth.
 
 
 
-It makes sense that the Dry Ones's 'King of Life'  is Joboth
 
 
 
-This is what Soilchild4 said after G and Z discovered the evil shrine under the chapel:
 
 
 
Then he offers an explanation for their bizarre find. His circle of druids , he relates, were called to the Keep by a powerful Druidic master, Wondertree 1. Wondertree 1’s group did not
 
distinguish between the pure, natural life of the wholesome earth, and the perverse vitality of the corrupt forces stirred by the magical apocalypse. All were one, he taught. Soilchild 4 was
 
ordered to the Keep by the high circle of druids to moderate and report on Wondertree 1’s heresies.
 
 
 
When Soilchild 4 arrived with his circle they found that Wondertree 1 and his followers had moved on. The castellan had expelled them, sensing an unhealthy interest in monstrous life and
 
encouraging, not checking the wild things that stalked the borderlands. The castellan had closed off the lower chambers of the chapel building, which remained unexplored til today. He was
 
reluctant to accept druids again to the Keep until he was given assurances that they did not follow Wondertree 1’s creed , but obeyed the more conventional teachings of druidry.
 
 
 
 
 
 
 
Soilchild4 believes that the druids discovered in today’s mission were a remnant of Wondertree’s cult. As for Wondertree himself, he moved on to the Caves of Chaos to establish a high temple. A high temple dedicated to Joboth, god of monsters!
 
 
 
==Marching Order==
 
 
 
 
 
 
 
{| class="wikitable"
 
|-
 
! Point
 
| Zilisha, Corwyn?
 
|-
 
! Frontish
 
| Abbin
 
 
 
|-
 
! Middle
 
| Beetle
 
 
 
|-
 
! Tail end charlies
 
| Greyclaw and Midnight
 
 
 
|-
 
 
 
 
 
|}
 
 
 
==Zilisha==
 
 
Female Tiefling  
 
Female Tiefling  
Bloodrager (Abyssal Bloodline) 3
+
Bloodrager (Abyssal Bloodline) 2
 
CG
 
CG
 +
  
 
Str 16
 
Str 16
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Skills (6/level):
 
Skills (6/level):
Climb 2:8 (5)
+
Climb 2:8
 
Craft (Armor) 2:6
 
Craft (Armor) 2:6
Diplomacy 3:8 (11 with Badlanders)
+
Diplomacy 2:7 (9 with Badlanders)
Intimidate 3:8
+
Intimidate 2:7
Knowledge Arcana 1:5
+
Perception 2:6
Knowledge Planes 1:2
 
Perception 3:7
 
Spellcraft 1:5
 
 
Survival 2:6
 
Survival 2:6
  
BAB: +3
+
BAB: +2
 
Fort 5
 
Fort 5
Ref 2
+
Ref 1
Will 2
+
Will 1
+2 vs spells from me or allies
 
  
 
Speed: 40’
 
Speed: 40’
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HD: d10
 
HD: d10
HP: 24/24 (30/30)
+
HP: 16 / 16 (20 / 20)
 
AC: 17 (15)
 
AC: 17 (15)
Claw x2: +6, 1d4+3, (+8, 1d6+5), Whetstone
+
Claw x2: +5, 1d4+3, (+7, 1d6+5), Whetstone
Planson: +7, 1d10+4 (+10, 1d10+7), B or P
+
Planson: +6, 1d10+4 (+9, 1d10+7), B or P
Chakram: +4, 1d8+3, 30’, Whetstone  
+
Chakram: +3, 1d8+3, 30’, Whetstone  
  
 
Feat:
 
Feat:
 
Improved Natural Armor: +1 natural armor
 
Improved Natural Armor: +1 natural armor
 
Additional Traits
 
  Trifler: Prestidigitation as spell-like ability 3/day
 
  Arcane Dabbler: 2 non-harmful arcane, 1/day each - Spark, Mending
 
  
 
Traits:
 
Traits:
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Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
 
Claws: At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
  
Bloodrage: 10 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds  
+
Bloodrage: 8 rds, free action to start, +4 Str & Con, +2 Will save, -2 AC, fatigued 2x # of rds  
 
A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.  
 
A fatigued character can neither run nor charge and takes a –2 penalty to Strengthand Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.  
 
  
 
Fast Movement: +10’, not carrying a heavy load
 
Fast Movement: +10’, not carrying a heavy load
  
 
Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her.
 
Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dexteritybonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feintaction against her.
 
Blood Sanctuary: +2 vs spells from me or allies
 
 
  
 
Medium harness (reqs med arm prof)
 
Medium harness (reqs med arm prof)
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2 bullets, 6 tin pieces, 8 tin bits  
 
2 bullets, 6 tin pieces, 8 tin bits  
  
 +
Potion: Cure Light
 
52 bullets
 
52 bullets
150b (necklace sales)
+
Jasper: 75 b
  
 
three ordinary cure potions  
 
three ordinary cure potions  
 +
two potent cures
 
potion of strength making
 
potion of strength making
pot of antivenom
 
powerful healing potion
 
  
Masterwork harness
 
  
 
+
Contact: smith at Keep  
 
 
Contact: Zorn, smith at Keep  
 
  
  
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Appearance:
 
Appearance:
Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate.
+
Zilisha’s a big girl. Her skin is brick-red with little scales, her shoulder-length hair is black and wavy, and she has little horns on her forehead. She has undersized bat wings, and a tail that sways when she walks. Her fingernails are long, sharp and immaculate.  
 +
 
 +
 
 +
'''
  
 
== Greyclaw ==
 
== Greyclaw ==
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'''Skills'''<br/>
 
'''Skills'''<br/>
Acrobatics 6:10<br/>
+
Acrobatics 1:8<br/>
Climb 6:7<br/>
+
Climb 1:5<br/>
Diplomacy 6:5 (6 with Druids/Rangers)<br/>
+
Diplomacy 1:3 (4 with Druids/Rangers)<br/>
Disable Device 6:10<br/>
+
Disable Device 1:8<br/>
Handle Animal 6:5 (7 with dogs)<br/>
+
Handle Animal 1:3 (5 with dogs)<br/>
Heal 5:8<br/>
+
Knowledge(nature) 1:6 (8 with regards to dogs)<br/>
Knowledge(nature) 4:6 (8 with regards to dogs)<br/>
+
Perception 1:7<br/>
Perception 6:9<br/>
+
Sleight of Hand 1:8<br/>
Sleight of Hand 4:8<br/>
+
Stealth 1:8<br/>
Stealth 6:10<br/>
+
Survival 1:8 (1 point comes from Heart of the Wilderness)<br/>
Survival 6:9 (1 point comes from Heart of the Wilderness)<br/>
 
 
Sense Motive 0:2 (Due to Eye for Talent)<br/>
 
Sense Motive 0:2 (Due to Eye for Talent)<br/>
 
'''Saves'''
 
'''Saves'''
Fort: +3<br/>
+
Fort: +2<br/>
Ref:  +7<br/>
+
Ref:  +6<br/>
Will: +4<br/>
+
Will: +3<br/>
 
'''Feats'''<br/>
 
'''Feats'''<br/>
 
Huntmaster<br/>
 
Huntmaster<br/>
Outflank<br/>
 
Boon Companion<br/>
 
Bonded Mind<br/>
 
 
'''Racial Traits'''<br/>
 
'''Racial Traits'''<br/>
 
Heart of the Wilderness<br/>
 
Heart of the Wilderness<br/>
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== Abbin Mec ==
 
== Abbin Mec ==
  
Male Human Cleric Level 3, HP 16
+
Male Human Cleric Level 2, HP 13
  
 
Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16 <br/>
 
Str 10 Dex 10 Con 11 Int 14 Wis 18 Cha 16 <br/>
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Diplomacy 2:10 (11 with Clerics)
 
Diplomacy 2:10 (11 with Clerics)
 
Heal 1:8
 
Heal 1:8
Knowledge: Arcana 2:7
+
Knowledge: Arcana 1:6
Knowledge History 2:7
+
Knowledge History 1:6
Knowledge: Nobility 2:7
+
Knowledge: Nobility 1:6
Knowledge: Planes 2:7
+
Knowledge: Planes 1:6
Knowledge Religion 3:8
+
Knowledge Religion 1:6
 
Linguistics 1:6
 
Linguistics 1:6
 
Perception 1:9
 
Perception 1:9
 
Sense Motive 1:8
 
Sense Motive 1:8
  
Speed 20' Fort +4, Ref +2 Will +8
+
Speed 20' Fort +3, Ref +0 Will +7
AC 18, BAB Melee 2 BAB Rng 2
+
AC 18, BAB Melee 1 BAB Rng 1
  
 
Traits
 
Traits
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Extend Spell (Spell duration is automatically doubled)
 
Extend Spell (Spell duration is automatically doubled)
 
Persuasive (+2 to diplomacy and intimidate rolls)
 
Persuasive (+2 to diplomacy and intimidate rolls)
Selective Channeling (Ability to not affect up to 3 targets from channeling)
 
  
 
Languages:
 
Languages:
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Spells (unless otherwise noted)
 
Spells (unless otherwise noted)
 
Level 0
 
Level 0
Detect Magic
+
Mend
 
Stabilize
 
Stabilize
 
Light
 
Light
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Aspect of the Nightingale
 
Aspect of the Nightingale
 
Divine Favor
 
Divine Favor
Shield of Faith
+
Remove Sickness
Bless
 
 
 
Level 2
 
Shield Other
 
Protection from Chaos, communal
 
Spiritual Weapon
 
  
Wealth 2047 Bullets, 7 Tin
+
Wealth 47 Bullets, 7 Tin
  
 
Equipment # Cost Weight
 
Equipment # Cost Weight
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|-
 
|-
 
! Class
 
! Class
| Fighter 3
+
| Fighter 2
 
! Age
 
! Age
 
| 22
 
| 22
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|-
 
|-
 
!HP
 
!HP
| 34/34
+
| 23/23
 
! Temp HP
 
! Temp HP
 
| -
 
| -
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| +2
 
| +2
 
!Speed:
 
!Speed:
|30 feet base
+
|30 feet base, 20 feet in armour
 
|}
 
|}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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|-
 
|-
 
! Reflex
 
! Reflex
| +3 || = || +1 || +2 || -
+
| +2 || = || +0 || +2 || -
 
|-
 
|-
 
! Will
 
! Will
| +5 || = || +1 || +2 || +2
+
| +2 || = || +0 || +2 || -
 
|}
 
|}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! BAB
 
! BAB
| +3
+
| +2
 
! CMB
 
! CMB
| +7
+
| +6
 
! CMD
 
! CMD
|19
+
|18
 
|}
 
|}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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! Weapon !! Attack !! Damage !! Critical !! Type !! Range
 
! Weapon !! Attack !! Damage !! Critical !! Type !! Range
 
|-
 
|-
| S+2/W+1 Spiked Shield, Heavy Steel || +9 || 1d6 + 5 || x2 || Piercing || Reach
+
| S+2/W+1 Spiked Shield, Heavy Steel || +8 || 1d6 + 5 || x2 || Piercing || Reach
 
|-
 
|-
| Armour Spikes || +7 || 1d6 + 2 || x2 || Piercing || Reach
+
| Armour Spikes || +6 || 1d6 + 2 || x2 || Piercing || Reach
 
|}
 
|}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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! Armour !! Armour Bonus !! Max Dex Bonus !! Check Penalty !! Spell Failure !! Weight
 
! Armour !! Armour Bonus !! Max Dex Bonus !! Check Penalty !! Spell Failure !! Weight
 
|-
 
|-
| Spiked Medium Harness || +7 || +5 || -3 || 20% || 40 lbs
+
| Spiked Medium Harness || +7 || +4 || -3 || 20% || 40 lbs
 
|-
 
|-
 
| S+2/W+1 Spiked Shield, Heavy Steel || +4 || - || -1 || 5% || 20 lbs
 
| S+2/W+1 Spiked Shield, Heavy Steel || +4 || - || -1 || 5% || 20 lbs
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! Skill !! Total !! !! Class !! Ranks !! Ability !! Armour !! Misc
 
! Skill !! Total !! !! Class !! Ranks !! Ability !! Armour !! Misc
 
|-
 
|-
| Climb || 7 || = || Y || 3 || +4 || -3 ||
+
| Climb || 5 || = || Y || 2 || +4 || -4 ||
 
|-
 
|-
| Diplomacy || 4 || = || Y || 3 || -2 || || +1 if Warrior/Caravan Guard
+
| Diplomacy || 3 || = || Y || 2 || -2 || || +1 if Warrior/Caravan Guard
 
|-
 
|-
 
| Handle Animal || 2 || = || Y || 1 || -2 || ||
 
| Handle Animal || 2 || = || Y || 1 || -2 || ||
 
|-
 
|-
| Perception || 9 || = || Y || 3 || +2 || || +1 from Observant
+
| Perception || 8 || = || Y || 2 || +2 || || +1 from Observant
 
|-
 
|-
| Sense Motive || 5 || = || N || 3 || +2 || ||
+
| Sense Motive || 4 || = || N || 2 || +2 || ||
 
|-
 
|-
| Survival || 8 || = || Y || 3 || +2 || ||
+
| Survival || 7 || = || Y || 2 || +2 || ||
 
|}
 
|}
 
'''Class Features'''
 
'''Class Features'''
 
*Bravery +1
 
*Bravery +1
*Armour Training 1
 
 
'''Feats'''
 
'''Feats'''
 
*Simple Weapon Proficiency (all)
 
*Simple Weapon Proficiency (all)
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*Power Attack
 
*Power Attack
 
*Weapon Focus (Spiked Shield)
 
*Weapon Focus (Spiked Shield)
*Iron Will
 
*At Level 4 - Combat Reflexes
 
*At Level 5 - Advanced Weapon Training
 
*At Level 6 - Weapon Specialization (Spiked Shield)
 
*At Level 7 - Double Slice
 
*At Level 8 - Improved Two Weapon Fighting
 
*At Level 9 - Greater Weapon Focus (Spiked Shield)
 
*At Level 10 - Shield Slam
 
*At Level 11 - Shield Master
 
 
'''Equipment'''
 
'''Equipment'''
 
*Spiked Medium Harness.  40 lbs.
 
*Spiked Medium Harness.  40 lbs.
 
*S+2/W+1 Spiked Shield, Heavy.  20 lbs.
 
*S+2/W+1 Spiked Shield, Heavy.  20 lbs.
 
*Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs.
 
*Fighter’s Kit - a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. 29 lbs.
*211 bullets
+
*5 bullets
*Chakram of lesser slaying
 
  
 
'''Physical Description''': Tall, blocky and grim-looking. Numerous scars across his face, arms and torso.  Constant four o'clock shadow.  Tanned, rough skin.
 
'''Physical Description''': Tall, blocky and grim-looking. Numerous scars across his face, arms and torso.  Constant four o'clock shadow.  Tanned, rough skin.
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HD: 1d6
 
HD: 1d6
  
HP: 13
+
HP: 10
  
 
Hit Dice: 1
 
Hit Dice: 1
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*Charisma 12 (+1)
 
*Charisma 12 (+1)
  
Reflex: +1
+
Reflex: +0
Fortitude: +1
+
Fortitude: +0
 
Will: +5
 
Will: +5
  
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*Appraise (Int) (1: +8)
 
*Appraise (Int) (1: +8)
 
*Craft (Int) (1: +8)
 
*Craft (Int) (1: +8)
*Diplomacy (Cha) (2: +6)
+
*Diplomacy (Cha) (1: +5)
*Knowledge (Arcana) (Int) (3: +10)
+
*Knowledge (Arcana) (Int) (1: +8)
 
*Knowledge (History) (Int) (1: +8)
 
*Knowledge (History) (Int) (1: +8)
 
*Knowledge (Religion) (Int) (1: +8)
 
*Knowledge (Religion) (Int) (1: +8)
 
*Linguistics (Int) (1: +8)
 
*Linguistics (Int) (1: +8)
*Spellcraft (Int) (3: +10)
+
*Spellcraft (Int) (1: +8)
*Sense Motive (Wis) (3: +5)
+
*Sense Motive (Wis) (3: +6)
 
*Survival (Wis) (2: +4)
 
*Survival (Wis) (2: +4)
  
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'''Feats:'''
 
'''Feats:'''
  
''Spell Focus: Earth''
+
Spell Focus: Earth
 
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
 
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
  
 
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
 
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
  
 
+
Minor Spell Expertise: Shield
''Minor Spell Expertise: Shield''
 
 
You are able to cast a 1st-level spell as a spell-like ability.  
 
You are able to cast a 1st-level spell as a spell-like ability.  
  
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Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
 
Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
  
''Scribe Scroll (Item Creation) (bonus)''
+
Scribe Scroll (Item Creation) (bonus)
 
You can create magic scrolls.
 
You can create magic scrolls.
  
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Languages spoken (+2 bonus):
 
Languages spoken (+2 bonus):
 
*Common
 
*Common
*Fiendish
+
*Abyssal
*Vegepygmy
+
*Infernal
  
 
'''Earth School'''
 
'''Earth School'''
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*Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free.
 
*Wild: fey creatures, plant creatures; allows limited communication with intelligent animals like crows, apes, dogs, felines. Druids get this for free.
 
*Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code.
 
*Wanderer: a cant spoken by human wanderers, only partially comprehensible by those who know Common. Includes a mark language like hobo code.
 
==Waldburg==
 
The city watchmen shiver in the pre-dawn chill. Snow dusts the cobbles of the alley,
 
 
 
To the North, white mountains glimmer coldly in the starlight. Here, in a narrow alley that runs near to the city's southern walls, the murmur of the Long River can be heard. Owls hoot from the forest on its opposite bank.
 
 
 
At last the captain arrives, a stooped halberdier too old to accompany the Duke's army.
 
 
 
"Another kill?" the greybeard notes, looking at the sprawled and mangled body. "Torn to pieces like before. I've seen wolves-and werewolves-take a human apart like this before. But such a beast would have seen crossing  the bridge yonder into the city. "
 
 
 
He kneels close to the body.
 
 
 
"The fellow is another cat-burglar, as last time. Look, his loot untouched."
 
 
 
The body is placed on a litter of twigs and carted off.
 
 
 
"Come back to the gate with me young watchman, I'll ask you to carry a letter once I've penned it. Two letters in fact..."
 
 
 
"You are going to write to the Archbishop , too, sir?"
 
 
 
"No, you'll place the second copy in the old Circle Box on the corner of [] and [] street."
 
 
 
"A note for the Circle, sir? The Circle has not existed for generations they say."
 
 
 
"Perhaps, but we might hope that in these strange times the Circle might reappear. Such letters might  bring about their resurgence..."
 
 
 
A cockrel crows in a back-alley garden. The dawn is coming. Waldburg begins to stir.
 

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