The new Pathfinder Battles miniatures previews are looking very promising indeed.
http://www.pathfinderminis.com/gallery29.htm

seen from Türkiye
seen from Mexico

seen from United States
seen from Türkiye
seen from China
seen from United States
seen from Belarus

seen from United States

seen from United States
seen from China

seen from United States
seen from United States
seen from Thailand
seen from United States

seen from Argentina
seen from United States

seen from Australia

seen from Saudi Arabia
seen from United States
seen from Poland
The new Pathfinder Battles miniatures previews are looking very promising indeed.
http://www.pathfinderminis.com/gallery29.htm
The entrance hall in the karak, only lit by the expeditions torch light, showed a massive domed ceiling and a ribbed vault supported by six ornamented pillars almost 13 meters, over 40 feet, tall. From the entrance only one other exit was visible. A staircase, broad enough for almost 20 people to ascend shoulder to shoulder, led up into a dark corridor with ornamented tiles in many shapes and colors, now faded.
The karak ground floor was mainly divided into three parts. The northern part housed the armoury, smelters and access to the deep mines beneath Fallan. The southern part was dedicated to food and water. Cultivating food underground is not easy, but jor’dnaga has created a strain of wheat that needs no sunlight in case of sieges. Deep wheat don’t taste good, and do not contain enough nourishment to sustain people for longer than a few months, but is good at keeping the hunger at bay.
The last part of the ground floor was the central eastern part. This was the central hall in the karak. Easily defendable with four towers built into the stone walls in each corner of the hall, a gathering place for all that shelters within the karak and the last defense for non-combatants. This hall led down through sealable corridors to the mines, to the sleeping halls for all refugees and soliders, to the control center for the karak doors, the memory of the Stone and officer apartments on the top floor and lastly to the smithy and quarters of Fallans runesmith.
While the rest of the expedition set up camp and a basic defense the party went out to explore the karak. Moving down the dark corridors the only sound were from the echo of their own feet. Everthing was silent and derelict until they entered the central hall. Littered throughout this hall was jor’dnaga skeletons, all killed violently. Stepping out on the central dias, from where all further routes began, sounds began pouring from the towers. Out from the darkness and into the torchlight skeletal jor’dnagas clawed, knuckled and ran towards the party.
Even though they were surprised, the party managed to destroy the massing undead by the entrance to the runesmiths quarters. While some tended to their wounds others tried to find out why there were undead in karak Fallan. The only sign was that the fallen bones had the name Jetna written repeatedly on every bone. Mesin’ha also found a secret door in the smithy. On the other side there was a room in the eight point star of the Stone and a runic circle covering the floor. On the walls, carved in, the name Jetna covered every inch.
Then the screaming started.
The screaming came from the camp by the main doors and echoed throughout the entire karak. Running the party entered the camp to find that several of the jor’dnaga soliders were dead or dying with long shafted dark arrows sticking out of their bodies. The party immediately spread out to find the culprit. Bosse was the first to go back up the stairs only to see to red eyes reflecting light in the darkness and then being hit by three arrows, punching through his armour. Rivera ran up to help only to be targeted by yet more arrows. Katla covered Roxanne and Hydar in the stairs to draw fire and try to find the enemy while Boram rushed up to help their fallen friends, just in time. Raining fire and spells into the corridor the party saw the outline of a humanoid creature vanishing into the darkness, grinning.
This creature was a dar’gafl. A terrifying monster that revels in torture and fear. It hunts down his prey relentlessly and kills it as slowly as it can. Sometimes driving the prey to suicide. Not much is known about these monsters other than a few of their physical and magical abilities. They are more than 2 meters, 7 feet, tall and strong enough to lift half a ton of stone over their head and throwing it 15 meters, 50 feet, with accuracy. They see as good in absolute darkness as normal people see in daylight and can produce magical darkness at will. Armed with powerful bows and crude swords they can lay waste to entire platoons of jor’dnaga warriors singlehandedly.
This was hunting the party!
WTH GERMANY YALL IS ON FIRE 5-0 IM TELLIN YOU THIS IS HYDRAS WORK