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A storm over Tethyr

Game Master JohnLocke


3,251 to 3,281 of 3,281 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 sense motive


Female Aasimar Monk1/Sorceror3

At the mention of the name "Shiang," Nijena's eyes narrowed, briefly. But that was all the emotion she showed. That, and taking a sip of her tea.

There was more to this story, but now was not the time for her to speak. Instead, she merely glanced at Kevkas, then back to their... "host."


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

Davin scowled. He could remain quiet, no longer.

"Well, aren't you so very noble and righteous" he said scathingly. "Going after the murderers of the folks you wanted murdered simply because you detest the way they were murdered, has truly got to be a whole new level of hypocrisy."

"And, please, do not dare speak of honorable deaths. If you think letting a farmer have a go at you with his pitchfork is true combat, you're being delusional."

-Posted with Wayfinder


My code of honour is the code of nature, lad. The strong thrive, so long as they are tested. The weak are cast aside, killed. Does the Otter bemoan nature's will as the Wolf's jaws close over his throat? Some are born predators, and others, prey. I gave these farmers, and their mercenary guards, the chance to prove they were stronger. I gave them the chance to prove that they could master the wild forest. They failed. But they had a chance - more than these cultists gave them. I do not ask you to understand. For most of you have the smell of civilization upon you - civilization that stymies the strong, shields the weak. Our codes will bring us into conflict.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

You speak of a code...you speak excuses that is all. The order of druids know more about protecting nature than you or I ever will and they have cast you out as a monster. You are a murderer, not better than those you hunt. You say you gave them a chance, a chance to what? We all know that they stood no chance against you. I might as well let an ant attempt to bite me through my boot before I step on it. What you did is worse. You gave them hope before you killed them.


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

Davin chooses to stay quiet. He was still a stranger here, after all, and felt that the group should make their own decision on what to do about Kane.

But he agrees wholeheartedly with the ostracized man's words. Their codes would indeed bring them into conflict. Of that there could be no doubt.

So instead he stared hard at Kane, and bid his time.

-Posted with Wayfinder


Female Sun Elf Rogue 4

Janiries sighed audibly, and took another swig of her hip flask. She had heard the civilisation vs nature argument all her life, and now these humans were about to start it up again. Still, Kane was right in that these cultists were more dangerous than him at the moment, especially if that Drow was with them.

"We can debate the merits of civilisation and your ethics some other time. Right now you can tell us what you know of the cultists, and how we can track them and put them down."


Kane smiles grimly at Hezar. The code of the hunter needs no excuses, archer. I gave everyone of them a choice - walk away, defiling the woodlands no more, or defeat me in combat, thus proving their worthiness. That is the way of nature - constantly testing one's worthiness to survive. They failed, and I continue.

Kane takes a sip of tea. As for the druids you venerate - they were they very ones that showed me the harm the settlers were doing, that pointed me in their direction. They only hired you to kill me once I broke with their orders and opted to hunt the demon worshippers instead. Yes, your benign, tree-loving friends would still have me attacking farms and slaying settlers. My speaking publicly about their duplicitous natures is what prompted them to try and silence me. Kane smiles as the effect of his words sinks in.

Your druid friends have been lying to you.


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21

-Posted with Wayfinder


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

perhaps we hubt these cultists. Then you and I can settle the matter. Or you can walk away.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Sorry for the sparse posting - sickness and crunch time have united to fight crime flatten me.

Scarcely able to believe the evil being spouted by this man in his deluded defense of murdering the settlers, Matthias tried to grasp the depth of truth in his words about the druids.

DM, can I use that Sense Motive roll I took earlier? Otherwise:
Sense Motive: 1d20 + 11 ⇒ (2) + 11 = 13 SIGH. OK, dicebot, I get it, you hate me.


Male Half-Orc Battle Oracle 4 [HPs: 28|40 - AC: 18|10|18 - For:+4 | Ref:+2 | Wil:+4 - Per:+4 (Darkvision) Init:+1]

Kevkas, perhaps not surprisingly to Nijena, nods along with Kane's justification. Tempus's own philosophy was similar. If he was telling the truth, Kane had given the farmers the opportunity to kill him and they hadn't been able to. Fair enough.

But the cultists hadn't afforded them that opportunity. "So what can you tell us about these demon worshipping mercs, then? Names, numbers, arms, and locations."


Female Aasimar Monk1/Sorceror3

Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21

"ll not violate the sanctity of guest-host obligation," Nijena said, carefully, in a soft voice.

Indeed, I would encourage cooperation in tandem destruction of a common, purely evil foe. However I would have words with Shang, when the time is appropriate."

She gave a small nod of her head - not quite a bow- over her teacup.

diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23 Plus an additional 1 for anyone non-lawful, and another for non-good. Those bonuses stack. As an attempt to convince folks to observe the lawful truce, and do good in cooperating to go after the demon cultists.


Sure, Matthias, use the earlier roll. Let's defy those dice Gods!

Anyone with a sense motive roll of 20+:
Kane appears to be telling the truth - or is a very accomplished liar.

Diplomacy roll success! Kane studies Nijena for a moment, before nodding his head. We should combine our efforts, yes. Doing so will allow us to cover more ground, giving us a better chance at these cultists. Kane shakes his head. I should have suspected, from the very beginning, that Sander would be tied into demonic powers. Drow are corrupt to the core; Sander claimed to be an exile, and an apostate from Lolth. He was truthful on both points. He was indeed exiled from his city, but for the forbidden worship of a demon lord - Orcus. Ammus, too, is corrupted by demons. He passed himself off as a worshipper of Talos, when in fact he is another slave of Orcus.

I know they had at least three more allies, humans, I believe - one is a dark priest, and the other, an anti-Paladin. All members of the cult are covered in tattoos. Before our parting ways they boasted of having agents deployed elsewhere in the region, and of infiltrating bandit groups, for the purpose of clandestinely gathering subjects for sacrifice.

Upon their breaking with Shiang and myself, I slew one of their number - a warrior woman named Marta - but the others escaped my grasp. They now prey upon the very settlers I once challenged. The irony of my situation has not escaped me.

At our last meeting, they were successful in summoning something with their ritual - a demon of some sort - which fled before Shiang, my sylvan brothers, and myself descended upon them. It flew off towards Port Kir - I do not know its purpose.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

Hezar wracks his brain to see recall if any of the bandits with Belina were tattooed


Female Sun Elf Rogue 4

Snorting derisively, Janiries' voice took on a rather mocking tone.

"Who'd have guessed that not killing a Drow on sight would lead to problems."


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

It galled Matthias to admit it, but they had a much better chance at capturing the cultists with Kane's aid. But he WILL answer for his crimes - and the druids as well, if what he tells us is true.

"An alliance, then. Let us find the cultists and destroy the cult as quickly as we may. Then we will have another discussion on the crimes you have committed," Matthias said.

"Do you know if they will remain here, sacrificing more innocents, or if they will follow the demon to Port Kir? Will the wood elves aid our hunt?" He glanced at Janiries as he said the last; perhaps a request from another elf might sway them?


Kane nods. I have a plan to that effect, though I suspect you will not like it. We need to set a trap for the cultists. We will require the aid of a settler family, to serve as bait. The other settlers in the area must be temporarily driven off. The cultists will have no choice but to set upon the remaining inhabited farm, if they are looking for subjects to sacrifice. And then ... we shall have them.

Looking at Matthias, Kane says steadily: The wood elves will defend their lands, but cannot be counted upon to help once we leave the woods. All we can count upon is your numbers, Shiang, and myself.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

absolutely not. We can set up as a family. We can be the bait


Female Sun Elf Rogue 4

Janiries looks around the group for a moment. "Well, I suppose some of us could pose as a settler family. That's a pretty solid plan really. The other settlers can gather together and stay under guard, to avoid attack."


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"If we could convince the settlers to gather, they would make an attractive target in themselves," Matthias pointed out. "They would be in less danger if we could convince them to leave entirely for a time. Unfortunately, I can't really imagine what argument might make them do so. They're clearly willing to risk death to stay put. In that case, maybe our best bet would be to gather them together and be the ones guarding them. The cultists would have to go through us to reach them. The only alternative I can see for them is to be picked off one family at a time... unless Hezar can track the cultists down. Then we could take the fight to them without risking the settlers, and pick them off one knot at a time."


Male Half-Orc Battle Oracle 4 [HPs: 28|40 - AC: 18|10|18 - For:+4 | Ref:+2 | Wil:+4 - Per:+4 (Darkvision) Init:+1]

Kevkas frowns. "How many other settlers are there? How long will it take to drive them off or gather them all together? I'm for anything that will bring these demon worshipers to one place at one time, but these both sound like they would take a long time to do. Even if we split up, riding out and convincing each family to do either thing will take time."

He shakes his head and looks at Hezar. "Do you think you could track them down more quickly?" The big half-orc looks at Kane. "Can't your elf friends track them down out there in their woods?"


Female Aasimar Monk1/Sorceror3

Nijena said little. She did not know these cultists, nor the elves, nor any of the farmers. What she did know of Kane and Shiang... That, there was no purpose to speak of, since the truce had been agreed to.

She could see no distinct advantage of one plan over another, except that it would take time to enact any of them.

"And meanwhile," she suddenly said, in her quiet but firm voice, "the demon thing is on its way to Port Kir, unopposed, and without warning to whoever it has targeted. We must hurry to slay the summoners, in hopes that their deaths will banish the demon. I fear that we will be too late, no matter our choice, but whatever the choice, we need to make it swiftly, if for no other reason than the hope that we may limit the number of innocent victims."

After a moment, she seemed to have another idea. "Could we attract their attention with that thing we took from the pool?"

That's about the extent of her strategic thinking. She's no general, after all. But as for me, I'd submit that tracking them could lead us on a merry chase, while the Demon kills folks in Port Kir. It's also possible that setting an ambush could backfire, with them just waiting for the Demon to kill whoever it's supposed to kill in Port Kir. Tactically, setting an ambush is the more sound strategy, but I suspect the time pressure necessitates the "track and attack" (and likely trigger an ambush ourselves), unless we're going to accept as read that whoever the Demon is after is doomed no matter what we do, or unless damaging the amulet could somehow bring them running. I'll leave that for the more tactically-minded PCs to consider and discuss. Nijena doesn't have a preference herself - she's pretty sure all the options are bad ones, but that that's what happens when the enemy is forcing you to react to them, instead of the other way around.


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

"I think Miss Osuki's got the right of it. Better to track this thing down, than watch over a farmhouse waiting for something that might not happen anyway."

"Besides I can't help but notice that a big part of this plan involves you doing his dirty work for him in getting the settlers out. As much as I hate to admit it, the elves here are a better option. They'll have priests that can at least point us in the right direction, even if they won't lift a finger to help us out otherwise. Corellon Larethian isn't precisely known as a god sympathetic to demon worshippers."

-Posted with Wayfinder


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 26; Blunt 18,[/spoiler]

what is more dangerous the demon or the cultists?


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"That depends on whom you ask. The demon is certainly going to wreak havoc, while the cultists' true intentions with all this summoning is still unknown, but unlikely to be good news. Each foe embodies different dangers. But I think Miss Osuki might be on to something. If we kill the summoners, does that banish the summoning? Or does it merely free the demon? In any case, there's no way we can reach Port Kir in time to stop the demon if it was indeed flying. I say we try to hunt down the cultists if possible. They might even come to us if they knew we have the... idol." Matthias was uncomfortable even discussing the unholy relic, but since they didn't have the means to destroy it, it might as well be of use.


Female Sun Elf Rogue 4

"Well, how long ago was this demon summoned? It could be half way to Port Kir by now, and well beyond our reach. It could even be in Port Kir."

Considering a moment, Janiries starts putting together a plan.

"We can do both. Have the Elves here and Kane make enough noise to drive Sander and Ammus out of the woods, while we wait at a settler's estate for our pray to arrive. Marius' group can watch over a gathering of settlers, to keep them safe."


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

"Can the elves here send a warning to Port Kir, at least? I've heard of spells like that before."

We could pay for a Sending spell.

-Posted with Wayfinder


Female Aasimar Monk1/Sorceror3

Nijena nodded. Even if we went after the demon, and caught it, it would just leave time for the cultists to summon more. We must slay them, and hope that the damage is minimal. But sending a warning may help - assuming we knew who to warn."


Stats:
HP 38/43, NL 0 | AC 22, T 12, FF 20 | CMB +6, CMD 20 | F +7, R +4, W +2; +2 vs Enchant. | Init +3, Dex 14 | Perc +13, SM +5 | Longsword +8 (1d8+11); Longbow +6 (1d8/x3), (20/20)
Male Half-elf Fighter 4 (Tactician) | Effects: None

Knowledge Local maybe? Unless someone here knows someone from there with some sway. I have Knowledge Nobility, but I have no idea if that would help. Here's a roll, just in case.

K. Nobility: 1d20 + 6 ⇒ (4) + 6 = 10

-Posted with Wayfinder


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

In case it helps, here's Matthias' roll too:
Know: nobility: 1d20 + 6 ⇒ (20) + 6 = 26

Okay, now I'll be kinda disappointed if it doesn't help. ;)

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