TEXT: 1
  Vathak
  Times
  Vol. 1 Issue:2 Shadows over Vathak - Septembrie 16th, 2012
  Published by Fat Goblin Games: Jason Stoffa and Rick Hershey
  Your no. 1  source for all 
  news on the
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  Vathak Weather
  This week expect a cold chill in 
  the air with a high chance of rain. 
  Harvest season is coming to an 
  end, looks to be a hard winter 
  around the corner.
  From the Front Lines
  My name is Wilfred Vartusia, 1st Lieutenant of the 
  Dorna’groth Seven, elite unit of Filth Reaches Scouts.
  This is our third month in the underground with 
  no contact to the surface world behind the occasional 
  messenger or supply wagon. The men are tired and 
  sometimes the darkness can drive them a little mad. . . but 
  the snap out of it when it’s time to work. 
  We’ve been mapping several large caverns and the many 
  tunnels that intersect the area when we can across a strange 
  plant. We first noticed it growing in small stagnant pools 
  that had collected on the cave floors, but didn’t really begin 
  to study them until the flowers blossomed on this small, 
  thinly branched weed with blue-greenish twigs. 
  A sparse cover of elliptical, green-white leaves that 
  alternate along the stem grows along with small furry buds 
  that glow with an inner phosphorescence. 
  Each bud and flower gives off faint light, with the 
  flowers being slightly brighter. The phosphorescence 
  provides no practical light, but it is easily noticeable in the 
  dark up to a distance of 30 feet for a single bud or flower. 
  The most common color of the phosphorescence is green, 
  but blue and violet also occur.
  Not only has the soft light brought comfort to my scouts 
  and reminded them of the lands above, often we use these 
  buds to mark locations, or provide them to merchants and 
  other topside visitors to wear them on their clothes when 
  traveling in a large groups at night.
  We have named the flowers Heaven’s Rose, as they 
  truly are the light of the One True God and have brought 
  hope to this small band of scout’s serving Vathak.
  Samples of the flower have been packaged and sent 
  topside with this field report, along with extensive notes 
  taken of the exact environment they grow. We hope the 
  Ministry of Alchemical Study find them useful.
  1st Lieutenant, Wilfred Vartusia
  Demonstration at 
  Dragomir Factory 
  and Academy
  The one and only “Cannon King” had an assortment of 
  nobles on hand at a recent tour and demonstration event in 
  EisenStrat. These monthly tours are typical for recruiting 
  new patrons and securing cadets for the elite rifleer units.
  The highlight of this months event was the marksmanship 
  of young rifleer, Hirst Velgerstein. During a routine target 
  shooting demonstration, cadet Hirst wowed guests by 
  shooting out the eye of a raven flying overhead. Being called 
  out as just “luck” and not an actual talent, Hirst raised 
  his rifle and performed the trick a second time. Dragomir 
  Delthsmith announced that Hirst was the top of his class, 
  and upon finishing his mandatory enlisted time in the 
  vindari military, he’d been offered a teaching position at the 
  academy.
  New  Trick Shot
   EYE SHOT
  If this attack hits, the struck foe must succeed on a 
  Reflex save to avoid permanent eye loss. On a successful 
  save, the opponent suffers as per the Blinding Shot Trick 
  Shot. A failed Reflex save and the opponent permanently 
  loses the use of a single eye. Losing an eye inflicts a  -4 
  penalty on all Perception checks and Ranged Attacks. A 
  rifleer must be at least  8th level before selecting this 
  ability. 
  Activation Time: 1 standard action
  
  2
  NEWS  ACROSS  THE  LANDS
  Gyorok: Local merchants have reported a large 
  murder of crows that seems to target their merchant 
  wagons, attacking and killing everyone in the caravan. 
  No other travelers have reported similar encounters 
  with the birds, giving rise to the belief that the crows are 
  under the control of outside forces.
  Valencourt: A recent storm has revealed a previously 
  unknown temple off the coast. Although initial 
  exploration has been minimum, it looks as though the 
  passage leading down into the temple is dry (even though 
  the structure has barely broken the ocean surface).
  Zanderhorn: A group of vindari scientists are 
  securing cambion slaves to partake in an experiment 
  involving the Zavor River. It is unknown the exact details 
  of the experiment, but the group heads to the region 
  early next month.
  Delfshaven: A group of engineers have patitioned 
  the Church of the One True God for financial backing 
  in the construction of a “railroad system” based on 
  design plans claiming origins from the old country. If 
  the Church proves unfruitful, the group will proceed in 
  trying to secure private investors.
  Mavska: Reports from the region indicate that recent 
  mining discoveries have garnered a lot of attention of 
  late, and might turn around the cities ailing economy. 
  Although this area has been successful in mining 
  for generations, recent years have seen a decline in 
  production.
  Forest of Alder: Local officials have reported the 
  grizzly murders of 45-75 known romni travelers in the 
  region. Originally believed to be the work of bhriota 
  tribesman, and then (after eye-witness accounts) a 
  family of cambion, it has now been reported the family is 
  actually of vindari blood. Scholars and law officials have 
  discovered the residence of cannibalistic vindari living 
  in the woods, inbreeding, and apparently holding strong 
  to the belief of racial purity. Several members of the 
  family were killed in an altercation, and it is unknown 
  how many members are still alive and in the vast Forest 
  of Alder.
  Baruza: Officials have reported at least three recent 
  cases of citizens spontaneously erupting in flames and 
  perishing. The first two victims died in the privacy of 
  their homes, and foul play was suspected. The third 
  victim died in front of a dozen witnesses in a public 
  market. It is unknown what is causing these reactions.
  Kirschner Theatre Company 
  Play going to Auction
  by High Librarian Uther Vanderhaus
  The original play and notes of Reginald Kirschner 
  are being auctioned off by Sir Demyan at the Theater of 
  Night in Delhain.
  Reginald Kirschner was an up and coming romni 
  playwright on the cusp of stardom. This all ceased when 
  his fiancé was raped and murdered by bhriota tribesman 
  while travel to their next performance. Reginald fell into 
  the depths of despair and was basically unheard of for 
  nearly 10 years. News travelled fast when notice was given 
  that he had a new play. With a packed house, the play was 
  elaborate with a complex script of despair and loathing 
  that kept the audience engaged to its melancholy beauty. 
  It wasn’t until the final act, where Reginald committed 
  suicide in front of the audience, that panic struck the 
  theatre. This book is his original hand written notes on 
  the play.
  The leather-bound book is decorated with a series 
  of dancing skeletons, flying skulls, and a crescent moon 
  symbol all on the front cover. The spine bears a second 
  crescent moon symbol and 8 stars, while the back cover 
  is completely blank. The pages inside are of varying 
  degrees of quality, ranging from poor paper to expensive 
  vellum. The higher quality pages have been bound into 
  the book after its initial construction and the spine shows 
  where it was cut and widened with a piece of calf skin.
  Protection: none
  Examination Period 1 week; Knowledge (Arcana) 
  DC 15; Sanity Loss 1d4
   Value 597 gp
  Spells
  2nd —calm emotions, enthrall, sound burst, tongues
  1st —charm person, cure light wounds, expeditious retreat, grease 
  0 —ghost sound, light, lullaby, mage hand, resistance, summon 
  instrument
  Preparation Ritual: none
  
  3
  Sir Timothy Charles’s Emporium
  Sir Timothy Charles has just arrived to the shores of Vathak from distant lands, the No.1 importer and exporter of exotic 
  goods, premium artifacts, and amazing wares is now located in the city of Hunstanvania, the Colonies!!! Stop by for all the 
  latest fashion, arms, periodicals, and curiosities from lands afar! This weeks sales are:
  Dhampir Character Feats
  Often persecuted for their strange appearance and 
  unnatural mannerisms, most dhampir disguise their nature 
  or are forced to live on the fringes or underbelly of civilized 
  society. Although a few dhampir manage to overcome their 
  ancestry and remain good and trustworthy individuals, many 
  follow the dark urges which pull at them.
  Shadow Stalker [Combat, Dhampir]
  Your pale skin and hair blend with the shadows, making 
  you difficult to spot within the sheltering darkness.
  Prerequisites: Dhampir, base attack bonus +1, Stealth 
  1 rank.
  Benefit: You gain a +2 bonus on stealth checks made 
  in dim illumination and a +5 bonus to Stealth checks made 
  to snipe from within dim illumination. Creatures that might 
  see you using darkvision ignore these bonuses.
  Special: A dhampir fighter may select this feat as one of 
  his bonus fighter feats.
  Dark Talents: Dhampir Feats on sale now!
  This supplement provides new feats specifically 
  designed for such dhampir characters; for those who 
  desire to dwell between light and dark, take and shape 
  the shadows around them, and master the  powers of 
  both creation and destruction.
  http://www.rpgnow.com/product/105820/Dark-Talents%3A-
  Dhampir-Feats-for-Shadows-over-Vathak
  Tattoos Amongst the Romni
  by Vathos Darvinious
  Tattoos are common among the romni, though not 
  all tattoos are created equal. Abstract tattoos, formed 
  of patterns, stylized images, script, runes, or geometric 
  figures, are cheaper as they are easier to make. The DC for 
  an abstract tattoo is equal to 10 + size modifier. Masterwork 
  tattoos and multiple colors increase the DC by +5 each. 
  Tattoos featuring actual images of people, creatures, 
  places or things increase the DC of the tattoo by another 
  +5.  Romni take pride in showing off their tattoos and the 
  higher the quality the better. Several tattoo shops have been 
  established in Vathak, but most tattooists travel across the 
  lands in romni caravans.
  Tattoo Cost and DC Modifiers By Size
  Tattoo Size
  Tattoo Size
   Cost (x DC)
   DC Modifier 
  Fine
   0.5” by 0.5”
   7 sp
   +4
  Diminutive
  0.75” by 0.75”
   13 sp
   +3
  Tiny
   1.5” by 1.5”
   25 sp
   +2
  Small
   3” by 3”
   5 gp
   +1
  Medium
   6” by 6”
   10 gp
   —
  Large
   12” by 12”
   20 gp
   —
  Huge
   24” by 24”
   40 gp
   —
  Tattoo Kit: This kit contains steel needles and ink 
  for the purpose of making tattoos. Without such a kit, the 
  tattoo artist must use improvised tools (-2 penalty to Craft 
  checks). A kit contains enough ink for 2 medium tattoos. 
  Cost 25 gp. Ink refill 5 gp.
  Bhriota Razor Whip
  This martial weapon is a variation of the standard whip utilized by the bhriota.
   Unlike a standard whip, the razor whip does normal damage instead of subdual damage.
  The corded braid of the whip has sharps pieces of bones and stones weaved within it, 
  as well as a bone spike at the whips end.
  Type: Martial One Handed Melee Weapon
  Cost 5 gp; DMG 1d6/2d4; Crit x2; Range -; Weight 5 lbs.; Type S or P; Special trip, disarm, reach
  
  4
  Masked Ghoul
  The beautiful romni girl you’ve been drinking and 
  talking with all night suddenly begins to age, her skin 
  decaying before your very eyes.
  MASKED    GHOuL  
   
   
  CR 3
  XP 800
  NE Medium Undead
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 16; touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +3, Will +8
  Defensive Abilities channel resist +3, undead traits
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +5 (1d4+2 plus disease and paralysis), 2 claws +5
  (1d6+2 plus paralysis)
  Space 5 ft.; Reach 5 ft.
  Special Attacks laugh, paralysis (1d6+3 rounds, DC 15)
  STATISTICS
  Str 15, Dex 15, Con -, Int 16, Wis 18, Cha 16
  Base Atk +3; CMB +5; CMD 17
  Feats Improved Initiative, Skill Focus (Bluff)
  Skills Acrobatics +9, Bluff +10, Climb +14, Knowledge
  (nobility) +7, Perception +11, Stealth +9, Swim +6
  Languages Aklo, Common, Draconic, Elven
  SQ change shape
  ECOLOGY
  Environment any
  Organization solitary pair, or court (4-8)
  Treasure standard
  Change Shape (Su) A masked ghoul takes on the 
  appearance it had in life during daylight hours. Once 
  darkness falls, it reverts into its true form. It may resist the 
  change by making a DC 20 Will save, with a cumulative 
  +1 to the DC for each hour the masked ghoul remains 
  in its mortal form. A masked ghoul in humanoid form 
  retains all its abilities and traits, and may make a Will save 
  to resist any means of being detected as undead as a free 
  action, even if they are unaware of the effect.
  Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 15; 
  onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid that dies of ghoul fever 
  rises as a masked ghoul at the next midnight.
  Laugh (Su) When a masque ghoul attacks living prey, it lets 
  out a hyena-like cackle. All living creatures that hear the 
  laugh must make a DC 15 Will save or be shaken for 1d4 
  rounds.
  Masked ghouls infiltrate the world of the living, the 
  better to feed upon them. While the sun shines they appear 
  and act as they did in life, and are often respected members 
  of the community in which they have inserted themselves. 
  Masked 
  ghouls 
  are 
  lazy 
  creatures, 
  frequently 
  impersonating nobles, even if they were simple farmers in 
  life. They live posh lives during the day, and slip away into 
  the dark, to raid graveyards or hunt the living.
  Masked ghouls use more tactics then their feral kin, and 
  try to hunt in ways that do not threaten their daily lives. They 
  often restrict their feeding to robbing fresh graves, although 
  they crave feasting on the still living. Some masked ghouls 
  have hunting parties of typical ghouls, kept on leashes or in 
  feeding pits.
  Liches, vampires, and other powerful undead often 
  employ masked ghouls to infiltrate important positions in 
  cities that they are manipulating. These pawns play politics 
  and promote their masters’ agendas.
  
  5
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  Vathak Times issue 2. Copyright 2012, Fat Goblin Games. Rick Hershey, 
  Jason Stoffa.
  
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