Download Pathfinder Adventure Path: Shattered Star Part 3 - The by James L. Sutter PDF

By James L. Sutter

The quest for the seven shards of the Shattered famous person keeps, with the heroes following the path around the face of Varisia and into the infamous urban of Strangers - Kaer Maga! There, the heroes stumble upon unusual enemies and stranger allies as their quest for the traditional Thassilonian artifact embroils them within the politics of Varisia's such a lot unique urban. What secrets and techniques lie hidden in the dead of night and lethal geographical regions deep below Kaer Maga, the place issues most sensible avoided from day's mild and sane minds lie in wait? Will the heroes continue to exist their descent less than, or will the darkish Rider declare their heads for his ever-growing assortment? carrying on with the Shattered famous person experience direction, The Asylum Stone is a Pathfinder Roleplaying online game experience for 7th-level characters. The Asylum Stone contains a number of brief, bonus, city-based encounters and side-quests and a glance on the unusual factions of Kaer Maga. New monsters fill the Pathfinder Bestiary, whereas invoice Ward (Return of the Sword) keeps a brand new novella within the Pathfinder's magazine.

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Pathfinder Adventure Path: Shattered Star Part 3 - The Asylum Stone

The quest for the seven shards of the Shattered big name maintains, with the heroes following the path around the face of Varisia and into the infamous urban of Strangers - Kaer Maga! There, the heroes stumble upon unusual enemies and stranger allies as their quest for the traditional Thassilonian artifact embroils them within the politics of Varisia's so much unique urban.

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Extra info for Pathfinder Adventure Path: Shattered Star Part 3 - The Asylum Stone

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She fears a possible scandal, and is desperate for someone competent to fix whatever's gone wrong. The PCs give her hope-if they can delve into the chambers beyond the secret door, find out what happened to the team the librarians sent down there, ensure that the caulborn emissaries haven't been harmed or otherwise betrayed, and then continue the mission to retrieve the fragment from the Dark Forest, she agrees to let them keep whatever treasures they find in the chambers below, including the so- called Runelord's Shard.

This c h a m ber is bare save for a s i n g l e orn ate, h i g h - backed wooden c h a i r aga i n st the wa l l . In the room's center, a head­ sized blob of co ndensed purple fluid s l owly p u l ses a n d warps, l i ke a d rop of h eavy oil suspended u n d e rwater. B2. PASSAGE This long stone hallway is only 5 feet wide, and curves frequently as it leads steadily downward, at times turning into a staircase. The passage extends for hundreds of feet before finally reaching a stone door similar to the one in the spire, hanging open and leading into area B3.

LURKERS IN LIGHT 3 XP 1,6oo each hp 44 (Pathfinder RPG Bestiary 2 18o) CR 5 B12. DROWNI NG CHAMBER CCR 9) A p a i r of l a rge a rchways p rovide access to this circu l a r roo m, its recessed floor cove red i n two feet of clear sta n d i n g water. G l owi n g runes adorn the wa l l s j ust above the water- l evel . N e a r the m i d d l e o f the r o o m sta nds a m e t a l cage. Creature: Karzoug sometimes found it useful to have an aquatic environment for his experiments, and rather than leaving one constantly flooded, he captured a grodair, a species of intelligent, fey fish from the First World.

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