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You're the only other one that knows that we have the real orb. Those were the fated words that befell one of the guardians of the Orb of Night right before his tragic end. Now the orb is missing, stolen by the thief Three-Fingers. Its loss will herald a war like none seen for over seven hundred winters. A war of sorcerers and magic. Of violence, terror, and death. All of this will happen, if no one stops Three-Fingers in time. His path has led the adventurers to the booming trade town of Agot, where a WILD TIDE looms on the horizon, threatening to engulf the town in madness and flames. Can the adventures find Three-Fingers, retrieve the Orb of Night, and survive the crushing torrent of THE WILD TIDE? Or will they be swallowed in the maelstrom, like so many others before them? This adventure path includes: - "The Wild Tide" is a Pathfinder RPG adventure for 5th level characters, by Jay Erickson and J.P. Strohm. - An exploration into the world of Kuldarr and the popular Blood Wizard Chronicles book series, by author Jay Erickson. - The introduction of a new base class- the soul-manipulating conduit - New feats, abilities, and nearly forty unique spell-weaving techniques called benisons, such as bleedback, and soul bomb, for the new conduit class. - A new exotic race, the verstag, with complete rules for use as player characters. - The introduction of the Wilder, a monster pulled from the very pages of Stormwind: A Blood Wizard Chronicles Novella itself. - Level adjustments built in, so that "The Wild Tide" can be enjoyed at 1st level for those that like to be punished. - Bonus sample story, Repercussions, to further expand on the world of Kuldarr, by J.P. Strom - A full map of the world of Kuldarr. - AND MUCH, MUCH MORE