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So far we have sent the characters phentermine 2015, half drowned them and made them fight under water against a new and buy generic phentermine 37.5. Today, it is apt to make their day go from bad to worse!

The river they have been careering down so far has been randomly generated and designed to make it virtually impossible to swim out of or row out of.  anyone reaching the shallows would be facing swimming rolls at something like -90 and taking krush criticals should they fail.

Now, I suggest giving them a bend in the river that has formed a bit of a calm pool. The river widens here and the rate of flow slows and the characters get a chance to reach the bank.

Finally, staggering to the bank it is time to reintroduce the Orcs that we had start this whole thing off in the first place. These have been tracking the river down stream assuming the characters will be killed in the rapids and their bodies washed up in this pool or another one further down stream. This is easy pickings for the orcs which is why they hand out near here in the first place.

This pool is also the domain of a huge lamprey. Once upon a time the orcs attacked a group of adventuring heroes just like the characters now. That party included an alchemist who was adept at making potions and the group regularly enhanced themselves with these. A perfectly normal lamprey fed off of one such magically enhanced hero and in drinking the hero’s blood also consumed a potion of Enlarge designed and dosed for a human. The same thing happened again with its second victim. The second potion was one of Extension used by the hero’s magician to extend the duration of his defensive spells. The final victim of the lamprey was the monk who had cast Strength III on himself. The combination of all this magic infused blood on the poor fish turned it into a huge monstrosity and trapped it in this pool. It now spends most of its time lurking in the mud at the bottom of the pool waiting for a victim of sufficient size to satisfy its hunger.

So returning to a current party they have just escaped or slain the freshwater merfolk and ended up in this pool where they can finally emerge from the river. As they do so they will be confronted with a band of orcs in front of them who have arrived at the same time. There should be just enough orcs that the party should not be certain of the outcome. I will not be specific as this is largely dependent on how the river run went, that could easily have broken many bones on its own and the fight against the merfolk.

The orcs know full well what lurks in the pool and will not go too close. They would prefer to use slings and spears to hold the characters off. They know full well what is coming next.

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Lampy The Lamprey, victim of mixing too many potions.

Warning: The image at the bottom of this post is really disturbing! It is a real, but dead, lamprey. It is just to give you a sense of how horrifying a lamprey is. That is a real one, we are dealing here with a fantasy 30′ one!

Behind the characters rising out of the water is Lampy the Lamprey. This is a 30′ long, 3′ diameter blood sucking fish.

Level 8
Base Rate 90
Max Pace/MN Bonus Run/0
Size/Crit Huge/LA
Hits 90
AT (DB) 3(0)
Attacks 110 HGr 100/Special ✓ *
Enc 1
Special Attack Lampreys suck blood. If its grapple attack delivers a critical it will suck 3-30 hits of blood per round, starting the round after the critical was delivered. Ripping the lamprey off yourself or off someone else will deliver 4 ‘A’ slash criticals to the victim. Fire or eletricity may (Very Hard maneuver roll) cause the lamprey to release its prey.

So as the characters face off the orcs, out of the water behind them rises the giant lamprey intent on attacking the person most in the water. It will attempt to grapple and latch on to the victim and drag them back into the pool and down to the bottom. As soon as they are dead i.e. drained of blood it will return for the next victim.

If the body is not too laden down with equipment it will just be left to float back up. As the death is probably going to be from loss of hits if enough concussion hits can be restored before the soul departs then the character can be revived without the need for life giving. That does make it rather important to finish off the orcs quickly!

This ‘misadventure’ is a potentially interesting way of weakening a party or even bringing low a very powerful party. It is unrelenting, the river is extremely difficult to fight but can deliver real harm to the characters. The orcs are do not need to be particularly numerous or high level. Many partys will almost discount an encounter with half a dozen orcs but in this case the orcs are just the trigger at the start and by the time they are encountered at the end they may be significantly more dangerous!

The fresh water merfolk and the Lampy are not things the characters are ever likely to have met before and tucked in the middle there was a Naiad. I have given the Naiad an additional power. She can rescue some of the characters by casting waterlungs on the characters. The mechanism for doing this is actually via another of the alchemists potions. The ‘drowned’ characters will not have known this at the time but the naiad had taken a draft of the potion and delivered it using a ‘kiss of life’ type action.

The anatomy of a story metaphor that we started with was put the characters up a tree, throw stones at them and then get them down again. Over the past three posts we have done the up the tree and thrown the stones. The getting them down again is the perfect time to throw the characters an adventure hook. Right now they are God knows where, beaten and bloodied. Now is a good time to kick them into a different direction.

Scroll down for the scary Lamprey photo!









A real lamprey
A real lamprey

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All this talk about channelling got me thinking. There was also a thread on the forum of someone wanting plug and play adventures.

The problem with plug and play rolemaster adventures is that no published adventure can ever know what options are in play and which aren’t. As a rule of thumb you could optional rules relating to character creation in the companions made PCs more powerful, not less. If you accept that premise then any adventure written against the core rule books would be varyingly under powered when used with characters created with optional rules, spells and skills from the companions. As an example the core RMC core rules has no option for two weapon fighting styles which in many games are extremely common. Stunned manoeuvre is another skill that can have a huge impact on the outcome of a fight.

Any adventure where the PCs had twice the attacks and could shrug off stun results would have a huge advantage over adversaries who didn’t and couldn’t.

So bearing that in mind I am not going to give you any actual stats as you will have to build the enemy to fit your game and challenge your players characters. What I want to do is suggest what to me seems at first an unusual choice of villain.

This little adventure is completely off the top of my head, untested and unplayed. You should use it for inspiration only!

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At first thought Healers would not necessarily seem the natural choice for an evil mastermind or villain. I think the prejudice comes from the idea that healers do good things to people and most people don’t want to piss off their healer. If anyone was going to coerce a healer and force them to do bad things, they are more likely to bad people themselves so a vengeful healer is most likely to be still on the side of ‘good’ or at the very least an anti-hero. Or that is what I was thinking until I stopped thinking of the healer as a one dimensional, personality free cliche.

Separate the person from the profession and  there are a multitude of reasons why you can justify an evil healer. Think how many stories there are based around experimenting on people or animals or even individuals that can get a twisted pleasure from being around the suffering of others or even their own.

For this adventure idea I want to think along the lines of having a whole ‘party’ of terminators after the PCs. What made the movie Terminator so cool was his unstoppable nature. In this little adventure at the heart of it is a simple band of brigands lead by an evil healer. The brigands have become incredibly successful as they are almost impossible to put down. Their leader can just put them back together and back on their feet again.

The healer will need the healing base lists including transference but I also  suggest adding Symbolic Ways, Light’s Way and Calm Spirits.

Back when this band started out the Healer assumed control buy using Calm Spirits to completely disarm literally and figuratively the original band of brigands and an crossbow bolt to the back of the head dispatched their former leader.

The current band is made up of two warriors, a thief and a monk. The skill level of each is up to the GM and the party that wander across this place.

The band’s hideout is littered with stones inscribed with magical symbols (using Symbolic Ways) that provide the band with a number of magical effects. Some are used as traps such as stones in the floor that when stepped on cast Calm spells. I will leave the level, number and position of these to the GM as having a single character ‘Calmed’ may be a big problem to a 1st level party but a Calm III may be more of a challenge to a higher powered group. As the brigands have been here for years any and every stone that is suitable has been enchanted to give the brigands every advantage. There are stones that will heal, protect and so on. All of these are well known to the brigands and they will use them to their best advantage while keeping them a secret if they can.

The band’s ‘lair’ is an old and now abandoned mine building. The stairs in the top left lead down into the collapsed mine tunnels. The rest of the rooms were once store rooms, workshops, dormitories, kitchens and all the other supporting services for a working mine.

The GM can dress this place as they see fit.

Much of the complex is still unused.

  1. This hall is used as both kitchen and mess hall. The corridor leading off of here ends in a natural chimney that draws the smoke from cook fires away.
  2. The centre of this room is set up for sparring and martial training. Around the periphery are assorted weapons, shields and armour that the band have accumulated over the years.
  3. These are the private quarters of a warrior.
  4. This is the groups main living area. Along one wall is an odd assortment of stolen furniture that is used for storing non-cash loot.
  5. This is the healers private quarters.
  6. These are the private quarters of a warrior.
  7. This room contains barricades and wall shields the group could use to defend their home should they ever need to. Invaders would be permitted to get this far and no further.
  8. unused
  9. unused
  10. The entrance hall is serving as little more than a tack room for the bands saddles and tack. The actual mounts are kept outside in a corral that is hidden from easy discovery.
  11. This room is piled high with junk. There is a way through but it is difficult to spot. The intention is to make it easy for band members to pass through but create the impression that the way is blocked to the untrained eye. The sort of thing they have done is lean bunks and pallets over the openings so there is no line of sight.
  12. This has been turned from a workshop into a gym for the Thief and Monk to hone their skills.
  13. The private room for a monk.
  14. This is the private chamber for a scout or thief.
  15. The thief’s walk in wardrobe.

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The players should meet the brigands outside of their lair. They [the brigands] will attempt to size  up the party before deciding if they are a good target or not. If they decide to rob them then they will wait until the party are a long way from the nearest town or village and then try and steal their horses in the night. If the party look too tough then if they cannot steal them then they will kill them. Once the party are stranded then the brigands will try and pick them off. They never fight to the death. They know that as long as they can get home they will be healed up and can try again. Nothing is worth getting killed for.

The brigands can and will come back night after night and grind the party down if they have to.

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There are times when what you want is a world saving adventure and there are times when you just want to kill something. This little adventure is of the just kill something variety. This is really intended to be used with a beginning party of 1st  to 3rd level characters.

In many of the games I have played in it seems like Orcs get used almost as the default bad guy in beginning adventures. This time it is their weaker cousins the Goblin that is going to take the beating.

The entrance to this cave should lie on the parties route of travel and should offer some shelter from the rain or from a storm. As goblins are nocturnal the earlier the party decide to camp the more off guard the goblins will be. There are many lessons to be learned in this little side adventure, not least that it is sometimes better to run away to fight another day. The goblins operate at -75 during daylight so they will be very reluctant to chase a fleeing party. Mind you come night fall they will be out for revenge.

I have included far more goblins than any single party should be able to handle. The idea of charging in madly will probably get you killed but stealth can be your friend. The goblins are not good at coordinating but the players should be working as a team. Low level magic can work well against these 2nd level foes such as Sleep V and even projected light will give the characters the advantage.

You should remember that these round–headed imps  wear clumsy, stone clogs which certainly doesn’t help when they are trying to move quietly.

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  1. Sleeping area: this area is where most of the warband sleep. They have nests made up of bits of cloth and vegetation such a furns. The goblins tend to sleep close to the walls as they feel less exposed and are not particularly trusting of their fellows. There are sleeping nests for twelve goblins here.
  2. SPARTAK’s sleeping ‘nest’: this area is where SPARTAK and his harem of five goblinettes spend their days doing whatever it is that goblin warlords like to do.
  3. Communial ‘Council’ Area: This area is not realy used that often. The goblins prefer to be further away from even the little little daylight that reaches here. What this is used for is pre-night raid prep talks. If there are disputes to be settled then the group will gather here sort it out the in a sort of no holds barred wrestling match.
  4. SPARTAK’s bodyguards: There are four burly Goblins here who like the rest are probably sleeping on duty or else slacking off. These are the body guard for the goblin leader. They have decent cured leather breastplates (AT9) and spears that they are wielding two handed. There is a flat topped rock in the centre of this area upon which are many flat pebbles and a leather cup. The goblins entertain themselves during the long summer days couped up in here trying to flip pebbles into the cup. The body guards names are RUSLAN, PETRO, OLGA and OLEK. If they are attacked they will try and form two ranks of two with their spears to the fore. If any of them fall then they will break and flee back to (13) below.
  5. Mess area: Small smoothish boulders have been scattered around here to serve a stools or seats. This is where the goblins come to eat and the northern wall is splattered with left overs flung from bowls and the floor to the north is covered with small bones and scraps.
  6. Work Area: This is where the war band are fixing armour, making weapons, fixing nets and even making shoes. Goblins love machines and as such mastered using leavers (wooden beams) to raise and drop stone blocks to cold forge metals (just poundng out the shapes). Stone hammers are in abundance.
  7. Dressing Chamber. SPARTAK has his armour (rigid leather 10) hung up on a T shaped wooden dolly. Beside it is his woolen cloak (no more than a cape on anyone else) and to the other side a low table holding his weapons (a dagger, short sword and light crossbow). He likes to make a big show of having his body guard ‘dress him for battle’ thinking it impresses the goblin minions.
  8. This area is fenced off using a crude home made corral just inside the narrowest point. Inside the corral is a young mountain lion cub. The goblins are planning on training it into a war cat.
  9. Entrance Guard Post:There are a pair of goblins here that have of course fallen asleep during their watch. They have light crossbows (Goblins love machines of all sorts) and halberds but nothing is loaded or to hand. These goblins are not brave and would rather raise the alarm and flee than die. They are called VSEVOLOD and WOLODYMYR.
  10. Kitchen: Such as it is. A large flat stone serves as butchery block and counter. There are basic rough made kitchen impliments suh as a stone club for use as a tenderiser, an old axe used for seperating joints of meat and cauldron style cooking pots and buckets for water. There is no designated cook, it is just whoever is bottom of the pecking order at that time.
  11. Weapons Store: The goblins are trying to make and stockpile spears, halberds and crossbows. The product of their labours are stored here in piles of shafts, piles of stone spear heads, a few halberd heads and so on. There are very few completed weapons as these are being handed out to the war parties members as soon as they are ready.
  12. Treasure Chest!:Out of sight behind this natural pillar is a small stone coffer holding the war bands loot. Currently standing at 14bp, 9sp and some pretty stones that hold no value to non-goblins.
  13. This area serves a dual purpose. It is SPARTAK’s and his body guards latrine and it is the fall back point for his body guard. The narrowing of the cave walls means it is easier to defend but also the buckets of urine can be thrown to put out torches. The goblins much prefer total darkness.

The total warband amounts to 19 goblins. En masse they will almost certainly kill any party but their leader is no genius. He has visions of crafting a phalanx out of them where a mass of spears and halberds will make them unapproachable. Their love of machinery draws them to the light crossbow and Spartak envisions ranks of crossbow goblins marching forward in regimented fire, reload,  and advance lines protected by a forest of spears and polearms. As it is the crosbows are slow to reload and these long weapons mean goblins struggle to parry and do not carry shields.

If the party enter the cave by day many of the goblins will be sleeping, one or two may be in the kitchen area. As evening falls they ecome more active with weapons being repaired and new ones being made in the workshop area. After night fall they will take a meal in the mess area. Late at night a patrol will be sent out of five or six goblins being three spear bearers and three crossbow goblins.

Each goblin is carrying just 1d10 bronze pieces as treasure. The four bodyguard goblins have have an additional d10 copper and Spartak has an additional d10 silver. That may not sound a great deal of treasure but this is only meant to be a minor distraction. Spartak and his crew are a breakaway group from a larget goblin tribe who have visions of world domination but are probably note going to realise those dreams.

If the players attack and then withdraw the goblins will try and harry them for days. Spartak will initially want to kill all bar one of the players. If they all die then no one will be able to carry the news of his victory and spread his fame. If the losses are too great on his side, say more than four or five actual fatalities then he will just try and drive them off and count that as a victory.

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