Leave no stone unturned

Bearly made it
Knott again.....

The party is summoned to Nef who takes on a different personality when in private. They are requested to privately take four crates of supplies to Lothor. The party enlists 8 bugbears from the previous adventure to assist them. Nef also wants the ledger from the dwarf encampment by any means necessary. This ledger contains information about Sithir’s trades; however, it seems more important than usual.

Everyone sells off the goblin goods from the last raid and Gillyn provides safe passage to the Lothor camp where they meet a typical paladin named Knott. Knott trades Demetri his armor in exchange for information regarding Sithir trading weapons to both Lothor and Nethul, both of which are currently fighting over the border between the plains and the swampland. Knott offers the party lucrative rewards if they promise to take any shipments intended to Nethul to the Lothor camp first.

On the ride back to Mola Anda without Gillyn, two undelivered crates are discovered with a packaging slip stating that it was intended for Lothor. A bear attacks the party in the middle of the night and based on the branding it appears Nethul and Krazier are aware of the party’s existence and that they gave Lothor supplies earlier that week.

The party rides west in hopes of finding someone from Nethul but Nethul’s scouts find them first. They are escorted to a camp filled with dark skinned halflings and the party dubs them “Blacklings”. The party makes the camp leader an offer of 20,000 gold for the two crates of undelivered goods and the leader says he will pay 25,000. The ledger in the crates had been written in dwarven and stated the crates’ value at around 90,000.

Not wanting to give up an opportunity, the camp leader offers the party a deal to deliver any future shipments to Lothor to Nehtul’s camps first so that they may be inspected. In exchange, the party will receive a pass through the borderlands between the plains and swamplands good for two weeks.

Also, during their escapades, a piece of meat and goblin leather armor had been reincarnated into a half-orc and bugbear; however, they each retain the mind of a cow.

Two weeks

1,800 xp
3,000 gold

If it can be blown up, it will be blown up
and it wasn't my fault

Heldur, a rugged elderly dwarf from the north mountain pass, arrives at camp with three siege weapons: two light catapults and one cannon. The group tests the weapons out on an unsuspecting goblin camp and make quick work of them.

The assault on the main goblin camp starts with the assassination of the goblins in watchtowers. The cannon, manned by Jonas, shoots at the wooden wall surrounding the camp while the two catapults lob boulders blindly into the camp. Ogre roars are heard inside and followed by an ongoing fight.

Meanwhile, a band of dwarves and bugbear save the captive bugbear in cages and Heldur’s dwarves push down a wall on the other side of the goblin camp. The bugbear return to the fight and attack an ogre only to die to the collateral damage of a light catapult.

The ogres make short work of the goblins in sight and begin to attack Demetri’s catapult. Demetri lights a torch and throws it at the catapult’s ammo crate which kills the ogre as well as ten dwarves that were being used to operate the catapult. The massive explosion also damages Jonas’ cannon.

In the distance, Vaughn casts spark at his catapult’s ammo crate and sets off several barrels of alchemist fire. The initial damage is not enough to kill the dwarves used to operate Vaughn’s catapult; however, the fire landed in the cannon’s ammo wagon and cannon balls and scrap metal fly everywhere killing all but one of the dwarves in the area. The lone survivor is killed by Vaughn.

Sidil is the only dwarf to survive the explosions. One of the surviving ogres summons a death worm which attacks the closest living objects. Jonas sets off a flare to alert Heldur’s dwarves but the troop sent over are quickly destroyed by the death worm. The party runs from the fight and returns later to scout the area.

A ledger, written in dwarven, is found in the camp and proves that a faction of Sithir had sold weapons to Krazier and Nethul’s factions which in turn traded them to the goblins in exchange for launching assults on Lothor’s advancements in the plains. It makes sense that a god of commerce is willing to sell weaponry to anyone willing to buy and that Nethul and Krazier do not want to directly dirty their hands. The goblins made a prime subject to persuade to attack Lothor. This ledger explains why the goblins had pristine leather armor and weaponry which is contrary to their usual inventory.

Jonas makes a copy of the ledger and hands it over to the dwarves back at camp. Tegnus arrives a few days later bragging about how Heldur’s men had pushed the goblins into the main building and then collapsed it in on itself killing those trapped inside. Tegnus makes mention that the main building was finely constructed, too finely constructed for goblins, and it is likely that it was built for them by someone else. No one is quite sure why the ogres were there.

Heldur sent in over 200 of his own heavily armored men and will most likely not appear back at the camp since his work is done and his siege weapons are destroyed.

14 days

Ledger detailing goblin trades with Nethul and Krazier for Sithir weapons to attack Lothor
random goblin loot

Back at the Forn Faction camp
what's the difference between an orc and a goblin?

Three bugbear remain after the assault and after being fed rations are more than happy to tell their story.

We are very weary of traveling to the camp but your kindness has eased our nerves. We are familiar with the hatred that dwarves hold for goblins and bugbears as we have been used to attack them. The goblins use us as their slaves and peons sending us into the fray of battle knowing that we won’t return alive.

There are many more camps like ours where the goblins set up post. We all came from a much larger camp where the caged bugbear outnumber the free goblins. We will be more than happy to guide you there if you promise to free our brethren.

Us bugbear know very little of you newcomers but we have heard the goblins speak of you in a bad manner. They feel you’re imposing on their land and pushing them away from their plains. The bugbear know that they were not the first race on the plains and will not be the last. In fact, their land was taken from other creatures and they simply claimed it as their own.

The bugbear of this land are not vicious by nature but are being trained to be so. Ensure the safe release of our people and we will pledge our allegiance to you and help with the extermination of the goblin infestation of this land.

The goblins and hobgoblins are a plague on this land. Recently we’ve seen orcs from the north visiting the goblins during the night.

A new page in everyone’s Sithir’s Tome gives off a faint glow. A new entry is written.

Greetings Adventurers!

News from the plains! Polurn’s followers are sending in more frequent reports of an unknown disease. The clerics of Asir have been very busy trying to make an antitoxin while Polurn wishes to see an extract of the disease instead. The goblin attacks on Dona’s Pass have also increased in frequency and deadliness. The scribes are busier than normal and require more assistance. Rewards for taking care of the goblins have been increased.

Talden’s Post has secured passage to Dona’s Pass thanks to Sithir’s Traveling Division. STDs are now fully operational and plan to expand routes between Evelyn’s Grove and Dona’s Pass. The job board has been updated appropriately.

Some faction wars have started on the west edge of the plains between Lothor, Krazier, and Nethul. Travel at your own risk! All three faction are requesting healers to assist them. Narwel, the lesser Goddess of Edo and master of war, is rumored to be instigating the hostile activity in the area. Blarek will not be sponsoring this event but the rewards are much higher than normal.

Another group of adventurers has gone missing near the volcanic activity to the southwest. That means only one group has successfully returned from the area.

Specific jobs are cropping up all over and will no longer be posted on the master job board. Please refer to your individual Sithir’s Tome for the updates. All ongoing and major jobs will still be posted. For your current ranking, please return to the main hall in Port City Mola Anda. Ranks are constantly changing.

Good luck and happy hunting!

Assault on Goblin Encampment
who needs darkvision when you have gupowder

Wulfgang is requested back to Blarek by the Brothers of the Seeking song to deal with a severe problem. He takes his leave from the party immediately and departs on a boat back to Mola Baena.

Nef points the party to the Horse Piss Inn, a run down tavern of lonely adventurers looking for groups, where they find Malavon. Malavon is a seeker of knowledge who has ties to the conjuration school of magic in Blarek. He is not affiliating himself with the Scribes of Dona or the Librarians of Asunduaei because his interests are in field work rather than being enclosed in a building all day.

Vaughn spends three days taking referee training while Jonas, Demetri, and Malavon secure horses and a wagon. They visit the Gnome’s Landing Inn but quickly discover the rumors about gnomes and their odd contraptions are true and they decide to stay stay elsewhere for the night.

Vaughn rejoins the party and they decide to return to Dona’s Pass and handle the goblin problems. They decide to work for Sithir’s Traveling Division, also known as the STD, and in the spirit of Sithir hold an auction to sell a one way escorted passage to Dona’s Pass. Vaughn attempts to persuade more people to come along but the crowd seems rather unimpressed. Regardless, a group from Kazier’s faction ends up paying 25 gold per person for the escort.

The trek to Dona’s Pass is uneventful and the party departs to the Dubratt Inn and find a group of dwarves leaving that evening for a camp set up by the Forn faction. It is located a few days southwest of Dona’s Pass and is a half day’s travel from a recently scouted goblin camp.

The dwarven camp welcomes all who share their natural hatred of goblins and encourage the party to come along a midnight sneak attack on the goblin camp. Everyone seems enthralled by Tegnus, a dwarf that wields a vicious looking greataxe that is probably more likely than anyone knows. Jonas makes friends with some dwarves working on massive artillery powered by gunpowder harvested by a nearby mine.

Casualties are high on both goblin and dwarf kind. During the encounter, it is revealed that the goblins have enslaved bugbears for slave labor but not every bugbear is complacent with the slave lifestyle. Several bugbears are released from their cages and ordered to assault the attackers but instead turn on their captors and assist in mauling the camp leader.

The party remains relatively unscathed throughout the encounter and manages to befriend the bugbears that the goblins had enslaved in cages. The Vaughn and Malavon convince the remaining six dwarves to allow the bugbears to return to the main camp not as prisoners but as possible allies because they know of the larger goblin encampments in the area.

On the walk back to the dwarf camp, the bugbears reveal that they have been bred by the goblins and their offspring are being raised as slave labor. The bugbears that resist the goblins are branded on the arm and caged unless they are used for work.

Seven days

1,500 xp
200 gold
Necklace of natural armor + 2
+ 1 Greatsword, goblin bane
+ 1 Longsword, shocking
Flawed Dark Blue Rhomboid (+ 2 competence bonus on Perception and Sense Motive and a – 1 penalty to initiative checks)
Cracked Mulberry Pentacle (+ 1 competence bonus on Bluff and Diplomacy checks)
Cracked Mossy Disk (+ 1 competence bonus on one knowledge skill)

Tip for week 2
Aid another

I’ve decided to post tips on the rules system for Pathfinder and with any luck plan to have you guys use them that week so we can test it all out.

This week’s tip: Aid Another

Skill checks

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you’re helping gets a +2 bonus on his or her check. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.


In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.

Additional notes

Aiding another as a swift action (one per round, on your turn) is a feat but isn’t available until you have a BA +6 and some other feats. Regardless, it’s a good use of a standard action when you aren’t sure what else to do or if you don’t want someone close to you getting hit as easily.

Skill checks I’ll just call it as I see it. Stealth may not be so useful with aid another unless everyone was super creative with how they are aiding. However, it may be beneficial to aid a bard’s perform check while singing…

Introduction and Dona's pass
we put goblin heads on a pike, it scares the other goblins

The party chooses to fly under the Sithir flag which represents the God of Commerce. Sithir maintains a neutral stance on travelers since there is coin to be made everywhere; one just has to look hard enough.

Sir Wulfgang Helstrom, Vaughn Tinglebeard, Demetri Slate, and Korvin arrive at Port City Mola Anda midday. Their first task was to stand in line to check in and seek their sponsor; however, Vaughn and Demetri decide to skirt the entire line and be served first.

Nef is Sithir’s main confidant and handles all newcomers to Mola Anda. The party finds him dealing with trades in the heart of Mola Anda and he tells them their first task is to find Gerrard, the mayor of Dona’s Pass, and retrieve Sithir’s Tome from him. Not wanting to wait, the party immediately departs on the two day travel to Dona’s Pass to the west. Nef barely has enough time to explain the job board and its relation to the contest to which the travelers are now enrolled.

The first night of camp, the party comes across a rogue band of goblins in the high grass and quickly executes them without question. Demetri takes the goblins’ heads and set them up on the side of the road.

During the second day, they come across a seemingly abandoned camp. The tents have sword marks through them and the group finds Elven bodies in the tents. They do not appear to be older than eight hours and the campfire still burns warm. The dead bodies are gathered in the center of the camp but the left hand of each Elf springs to life with its fingers propelling forth at great speed like a deformed spider. After the not so idle hands are defeated, each hand of the dead Elves is collected and added to the party loot. In an unusual case, the contest tattoos of the Elves are skinned off their bodies and also collected.

In the middle of the second night, a swarm of bats attacks the party without provocation. Hundreds of high pitched squeaks fill the air as they hungrily descend on the group with the intent to kill. It seems very unusual that a swarm of bats would attack randomly in the middle of the night. Most likely, their home cave was disturbed and they mindlessly attacked the nearest creatures. The weapons wielded by Wulfgang, Demetri, and Korvin were ineffective at harming the bats and while Vaughn played his instrument the notes struck forth in a shower of razor sharp crystalline shards. This harmed the swarm greatly as the others grabbed sticks from the fire and began swinging them at the bats.

The midnight bat disturbance did not distract the party as they continued their trek to Dona’s Pass. They arrive and visit the town hall to find Gerrard. He gives the party the tome that Nef requested and eventually hands them each a scroll that will return them to Mola Anda. This is all well and good but the party is concerned about the return trek to Dona’s Pass since it wasn’t the most pleasant trip across the plans between Mola Anda and Dona’s Pass. The party also learns of a common goblin problem but the mayor seems more concerned with his writings than directly dealing with the attacks.

Dona’s Pass has very little in the sense of permanent residential establishments and is instead cluttered with taverns, inns, scribing schools, and temporary camping locations throughout the city. The group visits the largest tavern in town and Demetri presents the skin of the tattooed Elf and earns free drinks for everyone. The group is intrigued by the local goblin problems and decides to strike at the heart of the issue rather than collect goblin heads and complete a job for the contest. Only one other group in the bar that had recently dealings with the goblins and explains that most of Dona’s Pass’s issues arise from the southern part of town and it is thought that the main goblin encampment is located to the southwest.

Even if the group were to handle the goblins, they do not have this “tattoo” everyone keeps asking about and the travel between Mola Anda and Dona’s Pass is still a problem. The same group that explained the goblin problems guesses that these travelers are new and explains the Brownhorse Travel System set up by a faction of Sithir. It travels night and day and can cut travel time down by a quarter; however, it is 5 gold per person or mount to use these services. Perhaps the group can coerce a discount since they also belong to the Sithir faction.

One of the adventuring party cannot read and returns to Gerrard to request a special scroll that does not require any reading to activate. Gerrad, although aloof, is familiar with individuals that are illiterate and hands him a special scroll to use.

The party uses the scroll and arrives at Sithir’s headquarters inside Mola Anda. There are other traveling factions of Sithir inside this large building that appears to be a safe rest house for everyone. Nef is outside and accepts the tome. He then explains the purpose of everyone’s tattoo is to keep track of the completed contest jobs. Wulfgang, Korvin, and Demetri get their tattoos while Vaughn heads to Mola Anda’s town hall and requests information about joining the contest referees.

He learns that the refs are unpaid and can travel with adventuring groups in order to obtain proof of completed quests. Referees must maintain the most neutrality and not interfere with what a group does but they also tend to be the last to die since even a single adventurer needs proof of his or her deeds. Refs are not allowed to participate in the contest after joining and Vaughn accepts their brand on his bare ass. It will take approximately three days to complete the training to become a ref.

Three days

1,000 xp
600 gold
Starting equipment from sponsor
Extra equipment personally bought
Bonded Scroll x4
Sithir’s Tome x3
Sithir’s Tome, Referee version x1

Before you arrive...

From your GM

Your sponsor is in Mola Anda and wishes to meet with you. It will not be hard to find its location once you arrive.

They expect you to explore the local city and gain some preliminary knowledge about the area before meeting. Your best bet is to spend some time in the local bars and make friends with the guards.

Basic supplies will be given out once per group and anything beyond that will be up to you to find and purchase. Your sponsor will have another group visiting their headquarters at the time of your visit and they have some hints and tips before you depart.

Be sure to stop by Port City Mola Anda’s city hall to get your first reputation tattoo. It will also be the place to turn in any completed jobs.

Sponsor given supplies

  • Backpack, common
  • Bag, waterproof
  • Bedroll
  • Blanket
  • Flask, empty
  • Flint and steel
  • Food – drink, coffee
  • Food – rations, trail
  • Lamp, common
  • Oil – lamp
  • Rope, hemp, 50 ft
  • Whistle

Before we start play, have a secondary character in mind. There will be ways to obtain a Resurrection and it won’t be easy or always the best option. Events in the world will happen whether or not you attend. Combat will either be too easy or too rough to start to gauge the party’s strength as well as my skills at being a GM.

I’m going to be lazy and just award flat amounts of gold per kill. Any loot, such as actual gold pieces, weapons, animal skin, et cetera, will be counted as actual inventory. Be careful not to carry too much.

Good luck and have fun!

Character creation
How to make your character

Rules for generating characters. Please attend the generation/introduction meeting for clarification. Some assumptions will be made about every character. We are using the Pathfinder books and rules for everything. No 3.0/3.5/4.0 in here!


High fantasy 25 points

Dwarf, Elf, Gnome, Half Elf, Halfling, Half Orc, Human

Pathfinder classes. Core rulebook, advanced player’s guide, ect. are able to be used.

Pathfinder only.

Pathfinder only.

Max HP first level. Roll 2 dice and take the better for each level gained afterwards.

Starting equipment
1,000g to buy equipment. Please ask before buying magic items and potions!

Any. Stick to restrictions per class.

Fast chart


Note the Attack of Opportunity and hindered movement tables have rules we have not used before. There is going to be a lot of terrain that is not easy to move over! Ranged characters cannot give or receive flanking bonuses naturally.

Taking a skill once means your character will that skill as a class skill forever! A lot of skills are not usable in the same way as before and have more opportunities. Make sure to know your skills before using it.

Local languages
Native languages cannot be learned by the use of Tongues, Comprehend Language, or other magical means. For the purpose of roleplay, players will have to decipher new languages and make friends with the natives. A lot of their communication is nonverbal. Be sure to take notes if you want to learn the new language.

Random encounters
These will mostly be handled by time such as morning, afternoon, evening, night watches, and the like. In a dungeon expect random encounters per section such as a 10 by 10 square area.

Hero points
Every character will start with 1 hero point and an additional point if a back story is written and posted online.
Hero Point Information Click Here


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