Pathfinder giant slayer pdf download






















After reading and practicing the principles of this book, you will see giants falling at your feet through your faith in God. When problems arise, if you don't go into intercession mode giantslayer mode , you might find yourself in the enemy's camp cheering with the devil.

Here we see the beginning of David's giant-slayer story. It seems his brothers were Several new monsters, an overview of the most infamous graveknights to walk Golarion, an exploration of the giant organizations of the Inner Sea, and Clinton J. Boomer's Pathfinder Journal round out this volume of the Pathfinder Adventure These inner walls are designed to allow citizens to retreat to the higher town in the event that the main palisade is breached, and having a gate at either end of the slope allows defenders to better choke the invaders and turn the whole ramp into a killing ground, firing arrows down from the walls and cliff above.

House of Wonders: Most visitors looking to purchase spellcasting or trade in magical items are surprised to be introduced to Agrit Staginsdar. The only daughter of a long line of warriors who left Janderhoff and came to Trunau for undisclosed reasons, she disappointed her family greatly when, after only a few years of studying the arts of war, she insisted on turning her attentions to arcane magic. Its owner, Councilor Sara Morninghawk, is the daughter of a Shoanti woman who arrived in the town already pregnant and uninterested in talking about her past.

Mountains have an important terrain element, the rock wall, that is marked on the border between squares rather than taking up squares itself. Cliffs taller than 80 feet take up 20 feet of horizontal space. When traveling through the mountains, keep in mind the dangerous conditions you might encounter.

Hone your skills, bring the right gear, keep your eyes open, and consider the following environmental rules—reprinted here to provide quick and easy reference, but originally found in the Pathfinder RPG Core Rulebook. Hills Terrain A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills.

Hills terrain often serves as a transition zone between rugged terrain such as mountains and f lat terrain such as plains. Steep Slope: Characters moving uphill to an adjacent square of higher elevation must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill moving to an adjacent square of lower elevation must succeed on a DC 10 Acrobatics check upon entering the f irst steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail by 5 or more fall prone in the square where they end their movement.

A steep slope increases the DC of Acrobatics checks by 2. Light Undergrowth: Sagebrush and other scrubby bushes grow on hills, although they rarely cover the landscape. Light undergrowth provides concealment and increases the DC of Acrobatics and Stealth checks by 2. If you add a stream or streambed, remember that water always f lows downhill. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge 14 Chasm: Usually formed by natural geological processes, chasms function like pits in a dungeon setting.

It takes a DC 15 Climb check to climb out of a chasm. Light Undergrowth: This functions as described in Forest Terrain. The DC of Stealth checks increases by 2 if the scree is on a slope of any kind. Dense Rubble: The ground is covered with rocks of all sizes.

It costs 2 squares of movement to enter a square with dense rubble. Rock walls are drawn on the edges of squares, not in the squares themselves. Cave Entrance: Found in cliff and steep slope squares and next to rock walls, cave entrances are typically between 5 and 20 feet wide and 5 feet deep.

A cave could be anything from a simple chamber to the entrance to an elaborate dungeon. Other Mountain Terrain Features: Most alpine meadows begin above the treeline, so trees and other forest elements are rare in the mountains. Mountain terrain can include active streams 5 to 10 feet wide and no more than 5 feet deep and dry streambeds treat as a trench 5 to 10 feet across. Particularly high-altitude areas tend to be colder than the lowland areas that surround them, so they might be covered in ice sheets.

Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.

The DC of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not per 10 feet. Cold becomes extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors.

Acclimated Characters: Creatures accustomed to high altitude generally fare better than lowlanders. Any creature with an Environment entry that includes mountains is considered native to the area and acclimated to the high altitude. Characters can also acclimate themselves by living at high altitude for a month.

Characters who spend more than two months away from the mountains must reacclimate themselves when they return. Undead, constructs, and other creatures that do not breathe are immune to altitude effects. Low Pass lower than 5, feet : Most travel in low mountains takes place in low passes, a zone consisting largely of alpine meadows and forests. Travelers might find the going difficult which is ref lected in the movement modifiers for traveling through mountains , but the altitude itself has no game effect.

Low Peak or High Pass 5, to 15, feet : Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. They would stand their ground and live free, no matter the cost. For the last couple centuries, the people of Trunau have held to this oath, and its a matter of great pride that despite catastrophic raids and the rigors required by life in hostile territory, the town has never fallen.

Even more important to some, however, is that unlike Freedom Town to the northa. The Giantslayer Adventure Path begins in the town of Trunau. Trunau One of only two non-orc settlements in Belkzen, Trunau is a predominantly human community of sturdy farmers and resolute warriors adrift in a monstrous sea of orcs who would as soon kill them as trade with them.

Its people survive. While many have come to Trunau over the years looking to escape shadowy pasts, Trunau accepts no dead weight; only those who are willing to work and contribute to the community can share the safety of the town walls. When the orcs come, every man and woman, regardless of wealth or profession, is expected to aid in the defense. Those who acquit themselves well and conduct themselves with honor find that Trunaus residents care little about who newcomers may have been in their lives beforeonly who they seek to be now.

Notable People in Trunau The following are some of the more well-known citizens of Trunau. Life In Trunau Living under constant threat, the people of Trunau have come to embrace death as simply another part of life. This doesnt mean that all of the inhabitants are totally at peace with their own mortality, but simply that they recognize theirs is a dangerous existence, and thus strive to live their lives to the fullest without worrying unduly about which raid or unfortunate accident may f inally claim them.

Perhaps the best symbol of thisand certainly the one that most captures the imagination or outsidersis the tradition of the hopeknife. Carried by every resident of Trunau, a hopeknife is a small sheathed dagger, usually worn on a chain underneath ones clothes, though young adults recently come of age often display theirs ostentatiously.

The tradition of the hopeknife comes out of Trunaus understanding that capture by orcs is often far worse than a quick death, and thus all residents need to be prepared to take their own lives or offer mercy to the wounded in the event of capture. Ironically, what was originally a grim necessity has become a symbol of adulthood and independence, and many children wait impatiently for their twelfth birthdays, on which theyre presented with their own hopeknives and shown which arteries to cut should they or their loved ones fall into enemy hands.

Hopeknives are always kept well sharpened, and never used for anything but their intended purpose, though spouses often trade knives as part of a marriage ceremony.

After defense, and with water already handled by the Hopespring, food is the biggest issue in Trunau. The town maintains many f ields, with border patrols and guards posted in temporary watchtowers at their edges, and focuses on crops that can be stored for long periods, allowing them to maintain extensive stores so as to be ready in case of a siege.

Since fields are easily burned, however, the town also relies heavily on its hunters and trappersduring periods of more active conf lict with the orcs, these often join with. Perhaps most important to the towns survival is the siegestone. Early on after Trunaus decision to stand and fight, the town leaders recognized their vulnerability to starvation and made a decision to pool resources in order to find a magical solution.

A trading group was sent east to Ustalav with most of the towns easily carried valuables, and they returned with the siegestone, a huge cauldronlike altar that in times of trouble can produce gallon upon gallon of tasteless porridge, keeping the residents from starving completely. The stone resides in the Longhouse and is never used except in direst need both out of fear of exhausting its magic, and because no one in town is eager to taste the f lavor of desperation during peacetime.

Folk in Trunau are independent by nature, yet all bow to the wisdom of the Council of Defenders. Chosen from the peoples own ranks every 2 years, these six individuals devote themselves to managing the towns logistics and defense, making sure that laws are obeyed and no one endangers the community. One of the six councilors holds the title of Chief Defender, who has the final say in all matters relating to the towns safety and is commander of the people in times of crisis.

Outside of that, the six councilors are theoretically of equal power in matters of the towns prosperity, laws, arbitration, and so on. For the last 20 years, the position of Chief Defender has been held by Halgra of the Blackened Blades. A Trunau native, Halgra left the town at a young age to become an adventurer, f ighting and raiding her way from the Skittermounds to the Broken Shore and beyond, up into the Realm of the Mammoth Lords.

She finally returned at the age of 42 with a veritable throng of children in tow, all from different fathers, and settled in to spend the rest of her life defending her home. Though Jagrin Grath now guides the patrols and raiding parties, Halgra is still a mountain. Their bases are driven no one can honestly challenge her fitness to lead. Though far wall is encased in a rough but sturdy stone foundation. Also incorporated eager for the valuable salvage the townsfolk still pull from into the palisade are several rock outcroppings that rise abandoned settlements as well as the inf lated prices even higher, forming the bases for several wooden the merchants know they can demand from such watchtowers, including those on both sides of the gate.

Most common among Past the gate, the town rises up a steep switchback these traders are caravans of ethnic Varisians in the cliff face to an exposed stone plateau 40 attempting to cross the Hold of Belkzen, or Shoanti feet above the rest of the hill. These cliffs are the raiding parties come east from Varisia to prove towns true defense, as even a handful of defenders themselves against the orcs or the chitinous can easily pick off any invaders attempting horrors of the Skittermounds.

Trunau to scale the sheer cliffs, allowing the also sends its own caravans to Lastwall, townsfolk to concentrate the bulk of trading valuable information on orc their defense on the lower palisades.

As Trunau knows what horrors orcs perpetrate on inside the walls, to be used only during orc attacks. The siege those they capture, and with Halgra herself having two fee is a set rate established by the Council of Defenders in children from half-orc lovers during her adventuring years, order to discourage profiteering.

Main Gate: Trunau has only a single gate, as anyone Trunau is a hardworking community, but also one that needing to exit or enter during a siege could simply use understands the value of celebration and taking comfort a rope ladder dropped down from the cliffs at the towns wherever it can be found.

Families are tightly knit, with most higher end. The gate is built to overlap the stones to either families at least mildly related by marriage at some point side, allowing the rock of the hill to reinforce it against over the generations.

Residents are encouraged to find love battering rams. Atop each rock stands a wooden watchtower wherever they can, and there are few social or sexual taboos large enough for a dozen defenders to fire bows or pour as long as residents respect the freedoms of others. Perhaps boiling water down on attackers from relative safety. Both the best example of Trunaus philosophy is the holiday of to intimidate the orcs and to guard against fiery arrows, Holdfast, commemorating the towns first victory over the the towers sides and roofs are armored with the shields orcs, which begins with a solemn recitation of remembrance and breastplates of orcs whove assaulted the walls and died, and the burning of a wicker sword, followed by games, their various clan symbols prominently displayed.

The dancing, ale, and more than a few romantic liaisons. The most immediately visible feature of the town of 2. Originally, the palisade was a hastily Hall was originally festooned with the skulls of the most constructed fence of sharpened branches, but over decades ferocious orc champions and chieftains felled in Trunaus of strife, the Trunauans have built it into something first siege, their hollow eye sockets mute testimony to both considerably more lasting and deadly.

Ten-foot-high tree the constant threat under which Trunau exists, and to the trunks, their tops sharpened into wicked points, surround residents unwavering commitment to surviving it. Today, the hall gets its name from than to try and guide wagons and livestock through the the brilliant white of its walls, and serves as the home of towns steep and narrow streets, and now the vast majority whoever is Chief Defender.

Halgra puts the manor to good of local trade occurs at the Barterstones as well, with use, allowing several of her grown children to house market days coming twice a week and more often their own families in its many rooms. The only part when traders arrive. Plague House: Before the fall of the clan is the Meeting Roomwith commanding Hordeline, this was a small church of Iomedae views of the surrounding countryside, she uses serving the local farming communities.

Flame of the Fallen: Trunauans are fortified walls, confident that Iomedaes all too familiar with the orc practice of wrath would strike down any raiders who gathering the bones of slain foes and dared to come for them.

To honor the fallen dead and church was burned to the ground almost deny their enemies the opportunity immediately by the rampaging orcs, and all to turn them into skeletal mockeries, three of its residents were slain.

The church Trunauans go to great lengths to retrieve stood as a burned-out husk for decades, then HALGRA the body of any citizen slain in battle. Those 50 years ago was hastily reconstructed as a place recovered are burned in a great pyre along the cliff at to hold those aff licted by a plague sweeping the the towns crest, their light and smoke traveling up into the town.

Though removing the sick from inside the town walls endless freedom of the sky. During times of siege, the beacon doubtlessly saved many, the plague house burned down in is kept burning day and night to hearten the defenders and a mysterious fire only a few nights after its completion, challenge to the orcsthough some cynics say that its kept taking with it a score of patients and healers.

Whether the lit to keep townsfolk from noticing and despairing every fire was an accident or the work of an arsonist attempting time a new corpse is added. Commons: The central feature of Trunaus community proposed building on the site again. By day, the Commons serves as Trunaus the Plague Houseis left alone, save for the occasional training ground, upon which its residents engage in childrens dare to stand in the center of the blackened beams martial training under Jagrin Grathdepending on at sunset.

However, lights have recently been seen moving their primary role in town, some dedicated warriors train about in the church at night, but even the best trackers nearly every day, but even those more valuable in other unable to find any evidence of tracks there the following capacities are expected to train at least 1 day per month.

The whole town buzzes with wild speculation By night, however, the Commons transforms into a place after each new sighting. Sanctuary: A year after the loss of Trunaus old church, hopeknife ceremonies for their youth or indulge in any missionaries from the church of Iomedae arrived and began other cause for festivity.

Childrens school lessons are often constructing a new house of worship to honor their goddess conducted on the rows of tiered seating, the stage is used for and minister to the people of Trunauthis time wisely announcements and the occasional theatrical performance, building it inside the towns walls.

The new sanctuary houses and in general the Commons represents a pleasant outdoor half a dozen clerics and paladins who, in addition to helping meeting point for all residents. Barterstones: While Trunau hosts some more of respite where the wounded can be tended after battle.

Originally, the see their presence here as helping maintaining diplomatic market was only used for trading with orcs and suspicious ties with the outpost until the border can be expanded outsiders who hadnt yet earned the peoples trust enough once moreno one is willing to actually turn away such. The current matron of the sanctuary is a young cleric named Tyari Varvatos, the younger sister of the Second Sword Knight of the Sancta Iomedae in Vigil. Speculation abounds as to why she toils here in Trunau instead of alongside her prominent sister, with most presuming shes out to create her own name rather than live in her sisters shadow.

Her staunchest ally is an errant paladin named Brantos Calderon, formerly stationed at Castle Firrine, who forsook his post to pledge his blade and, rumormongers claim, his heart to the resolute young cleric who toils on this harsh frontier. The sanctuarys longest-standing resident and patient is a gnarled old half-orc named Katrezra. Raised among the Empty Hand tribe, he suffers from a terrible aff liction of the lungs and weeping sores on his face and arms, gained when his jealous chieftain sent him to the Brimstone Haruspex to experience painful visions of the future.

Fed up with the barbarity of the orcs, he managed to convince Halgra to grant him sanctuary, and has since found rebirth in the light of Iomedae, and proven his loyalty time and again on the towns walls. He still occasionally has visions, and though many write them off as hallucinations or attention- grabbing, Tyari has begun privately recording them on the chance that they may point toward some important revelation. Ramblehouse: Before its founding as an independent town, Trunau had little call for an inn, and for many generations after, the towns rare visitors would stay wherever there was space.

Nearly 30 years ago, however, a handful of escaped half ling slaves from Molthune f led north all the way to Trunau, determined to start new lives. Once they've broken the ranks of the giants in the camp outside, the heroes venture into an icy crypt to defeat their undead leader, learning that the best graduates of the training camp are sent on to an elite military academy run by fire giants.

Several new monsters, an overview of the most infamous graveknights to walk Golarion, an exploration of the giant organizations of the Inner Sea, and Clinton J. Rey Mysterio is one of the most popular Superstars in the WWE, known for his high-flying moves and signature mask. Fans will love reading all about the Masked Superstar's rise from a young rookie to a World Champion in our page 8 x 8! Her life is forever changed when the king is pressured into reducing her influence in the king's court.

Feeling snubbed in her own kingdom her decision to travel to the Land of the Giants puts her life in untold danger. Her skill with a sword, however, is noticed by Prince Dellgon of Condinmire who pursues her romantically. Unfortunately the prince is betrothed to another. When his future wife learns she has a rival, things turn ugly. Lady Shilight's relationship with the prince is further threatened when Lady Shilight is unable to reverse a witch's curse.

Upon hearing her home in Dovonshar is under attack from the cruel and unyielding Giants, Lady Shilight attempts to save her homeland by rallying help from two distant kingdoms. Gino the Giant Slayer is the first in the Gino series of children's books. It is an illustrated child's tale of an ordinary boy who succeeds in conquering an extraordinary situation. In so doing, Gino demonstrates self determination, courage, honor, problem solving, brotherhood, and leadership.

His adventure inspires a strong sense of community and a willingness to go the extra mile to accomplish goals or to sustain an ideal. The story has universal appeal with the caramel-complexioned Gino and rural mountain community setting. The story may alternately be presented in a primary grade teaching environment with the use of a variety of props, as an animated tale for mass viewing, or as a bedtime story with no props at all.

The central character is introduced in the first five frames. The story develops in the next twenty pages, with the climax spanning three illustrations, and the epilogue containing five pictures.

The tale will hold the attention of children from ages three to nine years. She travels the land working for the king. Unaccustomed to taking orders from a woman the men bristle with anger, and the king reduces Lady Shilight's standing with the court. Feeling snubbed in her own kingdom, Shilight travels to the Land of the Giants. A dangerous place that puts her life in untold danger. Add a copy to your collection Record information Record a play.

Giantslayer Interactive Maps Set Average Rating: 0. Browse 7 Images » wrong image? Publisher: Paizo Publishing. Year: View Corrections Link Image.

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