[PF] Age of Woe OOC

Mark Chance

Boingy! Boingy!
Welcome to Westcrown! Remember to Behave. You're Being Watched.
For eight centuries, Westcrown was a bastion of civilization and a symbol of national strength in Chelish eyes. As the city served as the center of Aroden’s faith, all Cheliax deemed the City of Nine Stars to be Aroden’s next home in the mortal world. Westcrown rivaled Absalom as a destination of pilgrimages during the Age of Enthronement. Yet, with Aroden’s unexpected death, the once shining City of Nine Stars became the City of Twilight as Chelish citizens lost hope. Decades of bloody strife followed, and the only direction out of the chaos seemed to be the orderly tenets of diabolism. A city that once symbolized a people’s power now projects a people’s disappointment and despair. Hope has dimmed in the city, and shadow beasts walk the streets instead of Aroden’s clergy. Westcrown remains influential in its mercantile and military might, but also humbled by its lost faith and tarnished reputation. One of the most varied and sophisticated cities of the Inner Sea, Westcrown is an enigma. By day, this city reminds many of any city or country they know, either because of the varied architecture or because people from all across Avistan and Garund now call Westcrown home. The many religious sites, whether active or debased, continue to draw the pious, the curious, and the devious. Even the ruins of the northern city draw interest among those looking for less-than-legal materials or rare treasures amid the dangerous rubble. But once the sun sets, only the foolish walk out of doors in Westcrown, for the shadow beasts prowl every darkened lane and waterway.

Bumping in the Night
Westcrown's Age of Woe began in Rova of 4676 ar. What started as stories of strange creatures slinking through the shadows became a citywide panic as Wiscrani began disappearing off the darkened streets. Rumors spread quickly of a return of the White Plague or a resurrection of the infamous Council of Thieves, but these tales were soon replaced by reports of a shadowy calamity at Delvehaven, the local Pathfinder lodge, and sightings of dark and insubstantial beings hunting the streets. After months of ignoring or dismissing the problem, the government eventually launched a campaign to seek out and put an end to what they downplayed as an infestation of giant rats, goblins, and goblin dogs. Yet the dottari proved ill equipped for these midnight hunts, and the office of the mayor offered only empty promises. Growing fear and anger led to scapegoating and suspicions of insurrectionists from Nidal, which culminated in a mob’s daylight burning of twin Nidalese coasters. Finally, for the populace’s protection, a curfew was enacted throughout the city while a small army of dottari and experienced mercenaries were commissioned to deal with the shadowy curse that had afflicted the Wiscrani night. Numerous raids and hunts were conducted in the Dospera and ancient city sewers, only to result in the loss of many hunters with little apparent gain. Thus, the nightly curfew remained in effect for more than 30 years, with the unwary risking their very lives.

Today, with the dying of every day’s light, businesses hurriedly close and respectable homes light lanterns outside their doors. Members of the dotarri light pyrahjes, man-sized torches, throughout the Parego Regicona and in the major plazas of the Parego Spera, patrolling between such islands of light in groups of seven. Taverns, festhalls, and similar establishments maintain sleeping rolls for those who stay after dark, collecting a customary 2 silver fee for boarders soon after twilight. Those forced onto the street after dark typically carry halorans, 7-foot-tall hooked staves hung with bright lanterns, made publicly available along the city’s most traveled avenues. Despite the city’s adaptation to the nightly scourge, specifics of what the creatures are, where they came from, and their intentions remain the stuff of rumors, with every Wiscrani having his own wildly varying theory. Most residents have accepted and adapted to the deadly curfew, which is frequently broken in the Spera and even more often on Westcrown Island, where few attacks take place. Dottari who catch residents out after curfew can enforce up to a 5 gold fine, but more commonly hurry such scofflaws along their way. Weekly, though, new tales arise of deadly attacks on curfew breakers, assuring that the nightly ban is widely maintained. Several times a year the lord mayor makes a show of decrying the plague of mysterious hunters stalking the city’s streets, promising renewed efforts to put an end to the menace, but little has changed in the three decades since the creatures’ mysterious appearance.

A Secret Meeting in an Abandoned Building
Vizio's Tavern. It's easy enough to find, standing sadly on a corner of the eastern Rego Scripa. The tavern is commonplace in this part of Westcrown, the kind of place where merchant guards go to relax, gripe about their employers, and look for more work. Or at least, it was until several months ago, when the Vizio patriarch passed away, and the surviving family moved out of Westcrown to go live with kin in distant Corentyn. Today, Vizio's stands apparently empty, its windows grimy, its overhead sign in need of a fresh paint job. A wooden placard stands in one splintered window frame, the words 'Reopening Soon' scrawled upon it in dark paint. The afternoon sun in the sky above marks the time as nearly 4:00. The hour of the Westcrown Adventurer's Guild meeting is at hand.

The PCs
I like Elite+6 for stats. Everyone starts with 15, 14, 13, 12, 10, 8, arranged to taste, plus 6 points for customization.

8 to 13 costs 1 point
14 to 15 cost 2 points
16 to 17 costs 3 points

So, raising an 8 to a 10 would cost 2 points. Raising a 13 to a 15 would cost 3 points (1 to get to 14 plus 2 to get to 15).

Maximum hit points. Average starting gold. Pick two traits. Everyone starts with 300 XP.

Download the Council of Thieves Player's Guide.

The Set-Up
The PCs share a concern about the situation in Westcrown. The isn't unusual. Surely everyone is concerned. The PCs, however, are willing to do something about it. At the secret meeting in an abandoned building, they meet to discuss a plan of action.
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Am I still invited?

starting numbers:
str:10 Dex:15 con:12 Int:14 wis:08 Cha:13
6 point custom ization:
str:12 (2 points) Dex:16 (2 points) con:12 Int:14 wis:10 (2 points) Cha:13
Human Bonus: +2 to Str

Marcus Dubois

32_House-Jeggare-Noble.jpg


notes:
Blood line: Taldan father, chelish mother
Father: minor noble

Code:
  Name: Marcus Dubois   Age: 17,000 Years old
 Class: Fighter         Height: 35' 6"
  Race: eradusian           Weight:  19,000 lbs
  Size: Medium          Hair: orange and black flames
  Gender: Male            Eyes:blood red pinpoints
 Align: neutral         Skin: dark red with black bat 
                           wings and spiraled horns
 Deity: self

[work in progress]
(neutral good) Human Fighter 1



Code:
  Name: Marcus Dubois   Age: 17 Years old
 Class: Fighter         Height: 5' 6"
  Race: human           Weight:  190 lbs
  Size: Medium          Hair: black 
Gender: Male            Eyes: dark brown
 Align: neutral         Skin: pale
 favored class: Fighter

Str: 16 +3 (2p.)     Level:  01   XP:  300/2000
Dex: 16 +3 (2p.)     BAB: +1      HP:(1d10+1) 11/11
Con: 12 +1 (0p.)     CMB: +3      ACP: -1
Int: 14 +2 (0p.)     CMD: 16      Dmg Red:  0/anything
Wis: 10 +0 (2p.)     Speed: 30'   Spell Res:  None
Cha: 13 +1 (3p.)     Init: +5     Spell Save:  NA
Ability adjustments: +2 str (Race)

   AC:  Base  Armor  Dex  Misc
          16   +3    +3    +x

            Touch AC: 13        Flatfooted AC: 13
*A/C improves when fighting with two weapons

Studded Leather: bonus: +3  Max dex: +5  Acp: -1  


               Total  Base   Mod  Misc   Special
Fort:            +3     2    +1          
Ref:             +3     0    +3         
Will:            +0     0    +0     


Weapon        Attack  Dam   Crit      Rng  Type 
Rapier          +5    1d6+2 18-20/X2  ---   P
Dagger (Thrown) +4    1d4+2 20/X2     10'  p/s
Dagger (Melee)  +4    1d4+2 20/X2     ---  p/s
Short Bow       +4    1d6   20/X3     60 '  P

Full Round attack:
Rapier/Dagger [attack:+3/+2]  [Dam: d6+2/d4+1]

Languages: Common, 

Human traits:+2 to str; med size; 30' base speed; 
+1 feat @ lv 1; +1 skill rank / lv; Language: commen

Fighter traits:  bonus feat at level 1
 
[b]Feats:[/b]
[u]Human:[/u] 2 Weapon Fighting (base -2/-2 attack)
[u]Fighter 1:[/u] 2 weapon Defense (+1 Shield bonus)
[u]level 1:[/u] Weapon focus (Rapier)

[b][u]Traits:[/b][/u]
Conspicy hunter (campain trait) +1 Knowledge:
     local/class skill
Reactionary +2 to inititive (basic combat trait)

Skill Points: 2(Base)+2(Int)+1(Race)+1 
(fav class)/ level = 6

Skills                Rank CS Abl Misc Total
Craft* (Int)           1   3   2    0  +6
(Paper making)
Handle Animal* (Cha)   1   3   1    0  +5
Knowledge  *(Int)      1   3   2    0  +6
(Engeneeering)
Knowledge *(Int)       1   3   2    1  +7
(Local)
Profession* (Wis)      1   3   0    0  +4
(Scrivner)
Ride* (Dex)            1   3   3   -1  +6
(Cs= class skill and gets a +3 bonus)

Money
PP:   GP:  SP:   CP: 

Equipment                 Cost    Weight
Well Made Attire         30 Gp*
Studded Leather Armor    25 Gp    20 lb
Dagger                    2 Gp     1 lb
Rapier                    2 Gp     2 Lb
Short Bow                30 Gp     2 Lb
Arrows (20)               1 Gp     3 Lb
Back pack                 2 Gp     2 Lb  At home
wine, bottle(fine)       10 Gp     1.5 Lb  At home
Rope (Silk, 50')         10 Gp     5 lb at home
Belt pouch (2)             2 Gp     1 lb
  Flint & Steel           1 Gp   
sunrods (3 )              6 Gp     3 Lb  
     Total Weight:  40.5  lb ; carrieing : 32.0 Lb

total spent: 121 GP  (start 175)

*Cost of clothing is that of a cortier's outfit, 
to show the fine workmanship of the cloth and make. It is not as 
fancy or showy, just simply well made!

            Lgt  Med   Hvy    Lift    Push
Max Weight: 33    66  100  300  500
x
x

Feaat Ideas:
Deadly defense (comp scoundral)

[sblock=History/background]It is hard to be the son of a minor noble. It is even harder to be a bastard child. What is harder still is being a bastard child of a minor noble. There is no one to claim you and care for you or to learn a trade from. There is always the fact that the children of the actual wife if the noble might come hunting you down to make sure you dont try to bid for the faimly seat of leadership. You are stuck fatherless and without a heritage.

His mother is a beatuiful woman, the daughter of a minor successful merchant and she was able to aquire a few skills for him, things like an apprinticeship in the scrivner's office and a place in a local fencing school. It is here that destiny found him. He learned to deal with bullies, as the other students woud tease him about being a normal, a human. Even more so was the fact that he was teased amoung the humans as a bastard. When competitions were displayed, only his mother showed usually. Very rarely would his his grandparents show up, though they were always impressed with his skills when they did
.
It is here that he learned resolve. It is here that he learned to fight with intellegence and skill, not brute strength. But destiny was not finished with him with just yet. His mother told him from his young years who his faather was and why he could not see him. But armed with the knowledge of who his father was he tried his best to live a good standard... a flawed gentleman. It was with this forknown knowledge with destiny that he was asked to scribe copies of a document that had his father's name on it that destiny called loudest. it was just a minor document, but it was a sign of who he was. it was a letter of greeting to a small insignifcant meeting between potential business associates, but it was also a chance to actually see who his father was and what he did.

The document was scribed in excellent penmenship and he asked to deliver them in person. he hoped to be able to see his father... hope. upon completion of the task and permission granted to hand carry them back to the home, it was here he was to learn who his extended family was. The wife of the man opened the door. he was granted entrence, though she looked at him strangely, like she recognized him from someshere. he waas led to the office, and it was here that it was confirmed. ti was looking at himself, but older. He and his father were the spitting immage of each other. they stared at each other for many secoinds. finaly his father asked for the document and he told him in a hushe voice that he should go. he was also promised to be seen again. soon. since the man knew where he worked, he knew where to find him.

He hurried back to the office, face flushed with the effort. The day had no other duties, so he hurried home, to strap on his weapons and hurry to sword practice. He looked like his father, so he needed to bring pride to the family name. What did his father do? Are there siblings? What do they look like? Will they be hostile? These questions ran like a regulare drone in his still and practiced mind. It will be done with in the law. But he might need some help knowing what the way was.He was always told his father was a good man. so he will try to be a good man.

As he is usually without the aim a father would nomally give, he seemsed to find more then a few seedey persons, though that has been a great help unto it self. He has learned much of the city and the ways behind the unbending law.
[/sblock]
[/work in progress]

[sblock=wish list] deadlY defense
You are at your most dangerous when forced to protect
yourself .
Benefit: When fighting defensively, you deal an extra
1d6 points of damage with any light weapon or with any
weapon to which the Weapon Finesse feat applies (such
as a rapier, spiked chain, or whip) .
This feat’s benefit applies only when you are unarmored
or wearing light armor and not using a shield .
Special: If you have the Combat Expertise feat, you also
gain the benefit of Deadly Defense when taking a penalty
of at least –2 on your attack roll from that feat .
A fighter can select Deadly Defense as one of his fighter
bonus feats (PH 38) .

Combat Expertise (Combat)
You can increase your defense at the expense of your
accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack
rolls and combat maneuver checks to gain a +1 dodge bonus
to your Armor Class. When your base attack bonus reaches
+4, and every +4 thereafter, the penalty increases by –1 and
the dodge bonus increases by +1. You can only choose to use
this feat when you declare that you are making an attack or a
full-attack action with a melee weapon. The effects of this
feat last until your next turn.

[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
I think that is all of us accounted for. as for this:
Feat Ideas:
Deadly defense (comp scoundral)
it is a possible idea for a feat in the near future. it is in the 3.5 book complete scoundrel . just thoughts running through my mind is all.
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Are you saying you have never heard of the 3.5 book complete scoundrel, or are you informing me that non-pathfinder material will not be used?
 

SelcSilverhand

First Post
I think I am going to keep using Mero from the old game. Here is how I did his stats:

Str 8 +4 points
Dex 13 +2points
Con 12 +2 race
Int 14
Wis 10
Cha 15 +2 race

[SBLOCK]
Code:
[B]Name:Merotabahn "Mero" Trabant[/B] 
[B]Class: Sorcerer[/B] 
[B]Race: Gnome[/B] 
[B]Size: Small[/B] 
[B]Gender: Male[/B] 
[B]Alignment: Neutral[/B] 
[B]Deity: Shelyn[/B] 

[B]Str:[/B] 10 +0 (04p.)     [B]Level:[/B] 1        
[B]Dex:[/B] 14 +2 (02p.)     [B]BAB:[/B] +0         [B]HP:[/B] 8 (1d6+2)
[B]Con:[/B] 14 +2 (00p.)     [B]CMB:[/B] 0 [B]CMD[/B] +12
[B]Int:[/B] 14 +2 (00p.)     [B]Speed:[/B] 20'      
[B]Wis:[/B] 10 +0 (00p.)     [B]Init:[/B] +2        
[B]Cha:[/B] 17 +3 (00p.)              

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +1    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +2    +0    +2
[B]Ref:[/B]                       0    +2    +0    +2
[B]Will:[/B]                      2    +0    +0    +2


[B]Weapon                  Attack   Damage     Critical[/B]
Club                       +1     1d4         20x2
Melee Touch                +1                 20x2
Ranged Touch               +3                 20x2
Blowgun                    +3     1           20x2


[B]Languages:[/B] 
Common(Chelaxian), Gnomish, Sylvan, Draconic, Dwarven


[B]Abilities:[/B] 
Race : Ability
Gnome : +2 Cha, +2 Con, -2 Str
Gnome : Favored Class (Sorcerer): +1 skill point per level
Gnome : Keen Senses: Gnomes receive a +2 racial bonus on Perception
Gnome : Illusion Resistance: Gnomes receive a +2 racial bonus to Will Saves vs illusion.
Gnome : Gnome Magic: If a Gnome casts an Illusion spell, the DC to resist that spell receives a +1 racial bonus. 
        Gnomes with Charisma scores of 11+ can cast dancing lights/ghost sound(DC14)/prestidigitation/speak with animals 1/day each. 
        DC13 on Gnome Magic spells.
Gnome : +1 on Attacks, AC. +1 vs reptiles and goblinoids. +4 AC vs Giants
Gnome : +2 on Craft Skill (Bartending)

Sorcerer
Eschew Materials : No material components for spells except those greater than 1gp.
Bloodline : Fey Arcana - +2 to DC of Compulsion Spells.
Bloodline : Laughing Touch - Melee touch attack causes target to lose its action this round. 

Traits
Gifted Adept : Charm Person is cast at +1 Caster Level
Conspiracy Hunter : +1 trait bonus to Diplomacy, class skill. 

[B]Feats:[/B] 
Feat - Location - Description
Level 1 - Spell Focus (Enchantment)

[B]Ideas for Future Feats[/B]
Level 3 - G. Spell Focus (Enchantment)
Level 5 - Spell Focus (Illusion)
Level 7 - Metamagic Heighten Spell
Sorc  7 - Dodge
Level 9 - Mobility
Level 11 - Spring Attack
Level 13 - Great Fortitude
Sorc  13 - Improved Initiative
Level 15 - G. Spell Focus (Illusion) 
Level 17 - Metamagic Maximize
Level 19 - Metamagic Quicken

[B]Spells[/B]

0st Level / DC13 4 Day : Disrupt Undead, Mage Hand, Detect Magic, Acid Splash
1st Level / DC14 3 Day : Charm Person(DC15, CL2), Color Spray(DC15), (Entangle at 3rd level)


[B]Ideas for Future Spells[/B]
2nd Level / DC15 1 Day : Touch of Idiocy, Gust of Wind, (Hideous Laughter 5th)
3rd Level / DC16 1 Day : Suggestion, Slow, (Deep Slumber 7th)
4th Level / DC17 1 Day : Charm Monster, Bestow Curse, (Poison 9th)
5th Level / DC18 1 Day : Dominate Person, Mind Fog, (Treestride 11th)
6th Level / DC19 1 Day : Mass Suggestion, Freezing Sphere, (Mislead 13th)
7th Level / DC20 1 Day : Insanity, Mass Hold Person, (Phase Door 15th)
8th Level / DC21 1 Day : Mass Charm Monster, Greater Shout, (Irresistable dance 17th)
9th Level / DC22 1 Day : Dominate Monster, Weird, (Shapechange 19th)


[B]Skill Points:[/B] 03        [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Acrobatics                  0    +0     +0   +0
Appraise                    0    +0     +0   +0
Bluff                       1    +3     +3   +7
Climb                       0    +0     +0   +0
Craft                       0    +0     +0   +0
Diplomacy                   1    +3     +4   +8
Disable Device              0    +0     +0   +0
Disguise                    0    +0     +0   +0
Escape Artist               0    +0     +0   +0
Fly                         0    +0     +0   +0
Handle Animal               0    +0     +0   +0
Heal                        0    +0     +0   +0
Intimidate                  0    +0     +0   +0
Knowledge (arcana)          1    +1     +3   +5
Knowledge (dungeoneering)   0    +0     +0   +0
Knowledge (engineering)     0    +0     +0   +0
Knowledge (geography)       0    +0     +0   +0
Knowledge (history)         0    +0     +0   +0
Knowledge (local)           0    +0     +0   +0
Knowledge (nature)          0    +0     +0   +0
Knowledge (nobility)        0    +0     +0   +0
Knowledge (planes)          0    +0     +0   +0
Knowledge (religion)        0    +0     +0   +0
Linguistics                 0    +0     +0   +0
Perception                  0    +0     +0   +0
Perform                     0    +0     +0   +0
Profession (Bartender)      0    +0     +3   +0
Ride                        0    +0     +0   +0
Sense Motive                0    +0     +0   +0
Sleight of Hand             0    +0     +0   +0
Spellcraft                  1    +1     +3   +5
Stealth                     0    +2     +4   +6
Survival                    0    +0     +0   +0
Swim                        0    +0     +0   +0
Use Magic Device            0    +0     +0   +0


[B]Equipment:               Cost  Weight[/B]
Club                           --   1.50lb
Blowgun                        2gp     2lb
20darts                        1gp
Bedroll                        1sp  1.25lb
Entertainers Outfit	       3gp     2lb
[B]Total Weight:[/B]00.0lb      [B]Money:[/B] 63gp 1sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              30.00  31-60  61-90  90   450

[B]Age:[/B] 40
[B]Height:[/B] 3'00"
[B]Weight:[/B] 50lb
[B]Eyes:Red[/B] 
[B]Hair:Green[/B] 
[B]Skin:White[/B]

Appearence
Mero stands at a respectable 3' tall. His skin is a pale white that contrasts starkly with his bright green hair and beard. From his time exploring Cheliax, his eyes have turned a reddish tint as he is influenced by the life around him. He wears simple cut cotton clothes dyed in obnoxiously bright reds and yellows. When traveling he wears a massive floppy hat almost the size of an umbrella. He disdains walking, and longs for the day when he can afford a riding animal or, in his dreams, a flying carpet.



Backstory
[SBLOCK]
Mero grew up in the Shay Citadels of Irrere with an idyllic life. His days were carefree and spent either in his fathers shop or working for his mother. His father was a alchemist, part-time brewer, and professional prankster. His mother owned a tavern called the Feast Hall. His father could create the most fantastic potions and even finer drinks from the strangest substances. Sometimes his father would try to get Mero to drink his newest concoction that would "put hair on your chest and a spring in your step". Mero wised up after one potion actually DID put hair on his chest, like an animal, earning him more than a few nicknames. His mother was a kind woman and a splendid cook who greeted everyone with a smile and a fresh loaf of bread. She could cook up a feast quicker than you could finish your first pint and her health was toasted often in the halls. Mero kept himself busy cleaning up dishes and pans, as well as swiping abandoned mugs of liquor. While both of these daily tasks were pleasent, his greatest joy was his frequent trips to visit his grandmother who was always eager to teach him the ways of magic. His studies were painfully frustrating. He lacked the discipline of mind to become a real wizard. Despite her best efforts, he was never able to master more than the most basic of magics. Despite his lack of progress, she continued teaching him in hopes he would someday master the arcane. Age took her life far too soon and while he tried to continue his studies, he found he lacked the motivation.
Not long after losing his grandmother, his parents left for another town to visit a fair. They never arrived at the town and no remains were ever found. Their fate is still a mystery to him, driving him to renew his studies in order to find more powerful magics so that one day he can create a divination that will reveal the truth. In the meantime he continued to run his mother's tavern, making a good living selling the finest alcoholic drinks for miles around.
One day, Mero passed a mirror and was startled to see that his visage had changed significantly. His normally vibrant hair and skin had begun to fade abruptly. The Bleaching, an affliction that catches up with all gnomes had finally come upon him. Once immortal fey, the gnome race had become weakened by the transition from the First World into the Material. Without a constant influx of new experiences the gnomes lose their vitality, minds, and eventually their lives. Knowing that his only hope was to reinvigorate his life, he decided to radically change his lifestyle. He sold his tavern and traveled to every city in the region seeking new experiances.
He has finally reached Westcrown, the bleaching halted for now. This town had sunk into decadence. there was danger, mystery, and exotic sights to be found throughout the city. The perfect place to keep his needs in check.

Through his numerous contacts in the city, Mero learned of a small group of like-minded individuals who wanted to see things change. There were too many dangers here, too many people going missing. He could sense something sinister lurking in the shadows. It was time to take a stand and drive back the blackness that was swallowing up the city. He was no crusader, he knew, but he could still make a difference.
[/SBLOCK]
[/SBLOCK]
 
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