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THE JOURNEY SO FAR

"We are strangers in a strange land, wanderers in a vast and unknowable universe."

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Bethil

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Baru

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Cassius

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Korredae

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Zoeya

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+1 CHA

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+1 CHA

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+1 INT

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+1 INT

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+1 CHA

BOOK I: THE ONCOMING STORM

Strangers drawn together by the threads of fate gather in the city of Almas. There, they become embroiled in an investigation into a serial killer, and then must investigate a murder of one of their own friends, leading to a revelation about their own origins and portentous destinies. With the murders solved, these fated few are drawn into an expedition of a retired pathfinder to find a castle lost to history. But within the Castle of the Storm King they find only more questions when an old adversary returns and forces them to flee into the unknown...

Book I Rewards

Choose a bonus feat from the list below. Bonus feats shaded gray were not unlocked and cannot be claimed.

Defender of the Innocent

Prerequisite: Save Miala Vileen and Nadira Basu-Sani from the Demon of Almas.

You may spend 1 point of Fate as an immediate action to grant a single ally within reach a dodge bonus to AC equal to your base attack bonus against one attack.

Diplomatic Savant

Prerequisite: Successfully integrate Wiirn into Almas society or successfully shield the Aspis Consortium from prosecution by the Almas government.

You may spend 1 point of Fate to re-roll a Diplomacy check even if the circumstances do not align with your Aspects. Additionally, you may spend 1 point of Fate to make a Diplomacy check to Influence Attitude, Make a Request, or Suggest a Course of Action as a Full-Round action rather than 1 minute.

Seeker of Truth

Prerequisite: Uncover the correct identity of the Surgical Killer or discover the identity of the White Hand.

You may spend 1 point of Fate to re-roll a Sense Motive or Perception check even if the circumstances do not align with your Aspects.

Blade of Righteousness

Prerequisite: Rescue the prisoner from the Aspis Consortium headquarters.

You may spend 1 point of Fate as an immediate action to turn a successful melee or ranged attack into a critical hit. This ability only works on evil-aligned creatures. If you use this power against a non-evil creature you gain no benefit and the Fate point is still expended.

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