Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Recruitment   Play-by-Post   Play-by-Post Discussion  
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

PaizoCon 2013!

Search

Links
Shop
Messageboards

Overhand Chop and Jotungrip, by RedDogMT

How does Dreamshaper work?, by Speaker for the Dead

Simple explanation on casting magic, by DM_Blake

Character optimization is useless!?, by AbyssLord

Flurry of Blows on non-monks, by lemeres

What about Golarion bugs you?, by "Devil's Advocate"

Pathfinder Player Companion: Champions of Purity, by Shalafi2412

Monks and Attack Ratings, by Ravingdork

Rise of the Runelords Anniversary Edition Errata, by wraithstrike

Pat Robertson Confirms D&D destroys lives, by Malachi Silverclaw

Determining Caster Level, by Nahpax

Is R’lyeh on Earth?, by Evil Midnight Lurker

Paizo has guilds on World of Warcraft, by Talonhawke

Pathfinder Campaign Setting: Chronicle of the Righteous (PFRPG), by Shalafi2412

>>Ask *John Kretzer* ALL your question here¡¡ <<, by John Kretzer

Online Campaigns

Tales of Agartha: The Avalon Chronicles Discussion Thread, by Damiani

DM Rah's "Rescue at Azlant Ridge" PFS, by Shel Whispertongue PFS

Serving the Master (Gameplay thread), by Zexil Blackheart

PFS First Steps: I, II, & III (Group 2) Gameplay, by Tessara Omelion PFS

Kingmaker: The Stolen Lands, by Fizzwiddle Glockenfleffor XXII

GM Burglar's 4-20: Words of the Ancients, by Taurus-Strong-Like-Bull

PFS 03.25 Storming the Diamond Gate, by Shan Pangu

PbP PFS game, by Shel Whispertongue PFS

Here be dragons! A Discussion on how to kill adventurers., by Min Classified

For the Glory of Icathia Gameplay, by Skaar

PFS 03.25 Storming the Diamond Gate, by Shan Pangu

GM Tektite's PFS #04-19 The Night March of Kalkamedes, by Aod the Witchchild

Post-Apocthulhu Pathfinder RAW, by Koran "The Hammer"

GM Endless Forms' Shattered Star, by Edrebertil "Bert" Blackwillow

GM Armadillephant's Fallout OOC, by Gergg

Paizo / Messageboards / Online Campaigns
RSS RSS Facebook Twitter Email


WotW: A Knot of Thorns The Second Parchment
Game Master Xzaral

Way of the Wicked by Fire Mountain Games
Battlemat



Search Thread
Search this Thread:
2,201 to 2,231 of 2,231 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>

Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

It is.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"As it happens, there is a process by which feelings of anger and frustration and helplessness at the prospect of defeat, if focused at the time of death, can result in spontaneous animation. The soul becomes bound to a corporeal Shell, usually a suit of armor."

"The resulting creature is a self-willed spirit who wears a physical skin in much the same way your soul currently wears your body, or even in the way that you wear Teon. It would be a process you are already quite familiar with."

"The lore of such creatures dubs them 'Graveknights', but neither knighthood nor burial is necessary for the transformation. All it takes are the proper conditions, and the same emotions which have shaped the course of your entire life."

"Essentially, you would shed your body and inhabit a suit which would be a symbolic defense. Your psychological armor becomes manifest in the physical."

"Interestingly, the weakness usually inherent in such a transformation, the possible destruction of the Shell during battle, would be significantly reduced because of your bond with Teon. When you are him, the Shell, which would be the essence of you, would merge with his form and would not be subject to any potential damage so long as he is present."

"So long as the Shell exists, you would be immortal. So long as Teon exists, the Shell would be unbreakable."


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

And how does this differ from the vampire you were describing to Gwyn


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"Vampires are riddled with weaknesses. It is the price paid for the ability to naturally blend with their prey and the ability to continue to feel the sensations of life. Sunlight, running water, garlic, religious symbols, the constant thirst for blood. All these things are problems for those afflicted with vampirism."

"The Graveknight possesses none of these problems. They are hindered by little and hunger for nothing. They possess a basic elemental weakness that is usually a reflection of either how they were created, or a property of the Shell. This is easily overcome by simple magics."

"The primary concern for you would be the sudden inability to feel. You would no longer eat, sleep, or breathe. Most physical sensations would be muted at best. Pursuits that once brought joy and satisfaction would suddenly become hollow. For many, the loss of these things, coupled with the boredom that often comes with the sheer amount of time you no longer need to spend in pursuit of such things, can sometimes drive a person mad."

"If this is a pursuit you wish to undertake, I recommend training your mind in preparation. A Ring of Sustenance or an Ioun Stone to reduce the need for sleep will help you decide if you truly want that sort of change. If you are unable to find satisfaction from more cerebral or emotional endeavors, you may want to seek a different path."


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

It is something to think on. Which would make me more useful for the group and expand my skills beyond simple combat?


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"I am sure the stories of a vampire's abilities are well known to you. Charm, domination and shapeshifting being primary."

"The vampire's special talents suit their natures. The graveknight's nature is not so much a predator as is is a force of destruction. They have no need to feed, and therefor no need to hunt."

"The connection with the negative energy plane that sustains them also bolsters other nearby undead creatures, potentially allows control over them, and also severely hinders the channeling of Positive Energy nearby. Most graveknights are able to summon a powerful servant as well. These tend to be manifestations of the subconscious echos of a pet they had in life, a knight's mount or a huntsman's hound, for example. Whatever the case, the form of your servant would be shaped by your needs."

"Vampires create groups of human thralls to sustain them. Graveknights need no such herds. Instead their servants are simply animate tools brought forth for a specific purpose, much like the creatures you are already able to summon."


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I will think on it. The graveknight might be a step further than I should take. I will think on it. A part of me relishes the idea of being a predator. And I think that I would have more interest in dominating the living rather than the undead. Thank you for your time. I will let you know my decision.

Fargo once again notices the prepared satchels. You said you had prepared things for our attack?

I do not want to take up any more time on just Fargo. I figure moving forward, I can PM Xanos and Mark.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"Indeed. One for each of you. I had not anticipated this Alaric. He will have to do without."

Basically it's a bag of Alchemical trinkets and small magic items. I had enough time to make whatever you want, up to about 1000 gp of alchemical stuff and whatever small magic items you chose from the list I put up in the discussion thread a while back.

Just remember to deduct it from your funds.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Then I say farewell for now.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

Xanos nodded and went back to his work.


Other than doing what ever jobs Bis'marek asks of Abell, Cain spends the next day or so sniffing around town (with Alaric) for the scent of the other lycanthrope. (That's mostly just fluff, to prompt this:) Not uncovering anything new, he finds a time to quietly deliver a warning to Fargo. It's a simple message, meant for the group. There's another lycanthrope somewhere in or around town. If you don't have a way of fighting one, get something.

Other than that, I'm not sure what our next move is (other than someone giving Gwyn and Jakes their new orders – which i assume should come from Fargo given our covers).
.
Xanos needed a few more scrolls, it sounds like. Did you have a specific list you were looking for? Is Spider Climb on the list? :D
.
Someone needs to plant the story of the officer's wife's affair, both in town and in the keep (Fargo and Price, maybe Alaric could pull it off?).
.
If we have a few days, Cain could still get us some soldier outfits by inviting those three guys for a hunting trip, where we could kill them and take their stuff (and their identities, if we need to). Given Alaric's skill-set, this may be a good opportunity to vet his capabilities in-character.
.
Other than that, what do we lack? And how many days do we have to accomplish this before Price delivers the doctored meal and kicks off our plan?


King of Talingarde
1 person marked this as a favorite.

As far as the doctored meal, it's delivered on Moondays. The Bugbears won't be in position until the 31st of Pharast, the next Moonday being the 2nd and 9th of Gozran. Today is the 20th of Pharast if anyone is concerned.

Several items can be handled fairly easily. 3rd level divine and 4th level arcane spellcasting services are available in town, finding a scroll of Spider Climb is mostly just waiting for them to be scribed.

If you like, we can do a montage type scene, just provide me a list of what you'd like to accomplish and anything that can be easily resolved we can do that way.

Calendar Link


King of Talingarde

Just to get this out of the way

With the aid of Bis'marek, Gwyn and Kalina are each given a bag of gold colored red. As each is given one, they both appear to hear a voice no one else can hear, seemingly relaying directions. Kalina has a predatory smile come over her face as she listens to the words, where as Gwyn goes pale as a sheet. Each respond that they have been given a new mission from Thorn, but one that must be kept secret for now.

What you do learn from them is tomorrow a messenger will come for Talli bearing a note of a relative's passing. He is to bring her back for the reading of the will. During this time, he will hire Kalina to help guard them, his own abandoning him in the last town. From their, they will have a new task.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Mark, Xanos wish list of scrolls is below. I am sure infernal healing and animate dead are illeagel (though correct me if I am wrong). What about the rest? Animate rope seems harmless (hehe) charm person is propably illeagle in a place like Talingaurd. Create treasure map, I am not sure. Spider climb could be treated like locksmiths tools. Glitterdust is probably fine. Anyway, please tell me which of these will set off alarms if I ask about them.

Infernal Healing
Animate Rope
Charm Person

Create Treasure Map
Spiderclimb
Glitterdust

Animate Dead


1 person marked this as a favorite.

Sorry, wrong thread... moved post to Discussion.


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

On the morning of Pharast 21 Fargo returns to Master Regis' and presents him with a list of scrolls he would like to buy, or have made if they are not immediately available.

The List:
Animate Rope
Charm Person
Create Treasure Map
Spider Climb
Glitterdust


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

That evening, on the way to his rooms, Bis'marek makes sure the hall is empty and then taps on the good father's door.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10
1 person marked this as a favorite.

The door opens, seemingly of it's own volition and shuts again as a gentle, unseen force ushers Biz'marek inside.

Father Locke is sitting at his table, as he has been for days, meticulously working.

After a few moments, he exhales a great breath and mutters something in a very old tongue. He looks over his shoulder and gives a small, self-effacing smile. "The flesh has such humbling limits."

Standing and turning around, he stretches and rolls his neck. "It is always an interesting challenge to see how long one can ignore the pathetic mewling of ones own joints and muscles. It seems my current limits are just short of a week at the moment. I am a pitiful creature indeed."

Behind him on the desk, Xanos' spectral hand continued to work, carefully holding and manipulating a half-assembled spiked gauntlet. Beneath it, laying on it's back, was another hand. This one solid. Severed. Obviously Xanos' own. The skin was expertly pulled and stitched over the bone to create a sealed stump. It held a pair of riveting clamps and was working on the gauntlet it's spectral brother held.

"What can I do for you, Fargo?"


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

Fargo sets down the bag of scrolls.

Here are the more inoculus scrolls you wanted. You should be careful if you are going to ask for the others. If the charm spell fails, he will know you tried something.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"Yes. I think it would be best if you accompany me, and Shulme as well. If he resists the spell, we will likely need to kill him quickly."


Male Half Elf (AC: 15|11|14 - For:+4 | Rex:+3| Wil:+5- Per:+2Init:+3)

I suggest that I am already there when you arrive. The less that connects us all the better.


HP 31/31, AC 12, CMD 15, Fort +0, Ref +1, Will +5 Per +1 Channel 9/9, Grave Touch 8/8, Shirt 1/1, Slippers 10/10

"A sound plan." Xanos says gesturing toward the bag. It opened and the scrolls lifted free, drifting to Xanos' good hand. He leafed through them and nodded.

"I should have these committed to memory by tomorrow. Thank you."

Turning back to his desk and opening his thick spellbook with a wave of his hand, the implacable necromancer went back to work.


King of Talingarde

All right, Varning Ambush. I'm making some assumptions here, so let me know how it all works out.

Cain, Shulme and Alaric are able to cross the border and make contact with Sakkarot's forces. You are asked to remain outside the camp proper, but Sakkarot sends a messenger to meet with you. Forces and a plan is arranged. By Varning's path, you are able to find a suitable site. Some of Sakkarot's men will attack the horseback men, sending them running down the only available path. A path down which a few more of his men and you three will be waiting. The only trail accessible by horseback, rocks to the south and heavy foliage to the north will prevent them from running, with reinforcements coming from the rear to block their path.

You are given only a few hours to prepare for them to come.

Battlemap

Notes on the map. Squares that are more than 50% grass count as difficult terrain. Off the map south and north are inaccessible by horseback, so they can't go that way. Getting too far off the map to the right means they escape and have a good chance of getting back to Aldencross. You have about 8 hours of prep time in case you want to do anything else to prepare.

In addition to you three, you have 4 bugbears and an ogre. The other PCs can feel free to control them (you all can decide how to split it up). They're stock versions from the PRD, which I'll link. After you all get set up and I get an okay from everyone that you're ready, I'll get the inish rolls up and place the Talireans on the map.

Bugbear
Ogre


Male Human Lord of Darkness Antipaladin 4; HP 47/47; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

I'll take a moment to say that is the coolest map I've ever seen. I moved the bugbears and myself up into cover so that we can stealth. Who's interested in doing the classic ACME trip wire? Hold a rope up to de-horse them as they run by?


LOL… love the ogre icon. :)
And I agree on the map, very nice.

How are the bugbears/ogre armed? And from which direction will Varning be coming? I would have assumed, if we're placed to cut them off from heading back towards the keep, that they'll be coming from the east and heading west. is that correct?

I'll probably do my usual Enlarge thing for this fight. I can't find a reason why it wouldn't' work, so I'm thinking I'll enlarge, then were-wolf out, then use the circlet to look like an Ogre. (both of which he'll try to time to do last-second to get the most out of the Enlarge pot. (I have one extra Enlarge pot if either of you two guys want it.)

The de-horsing idea is a good one. Cain has some rope he can string between himself and the ogre, then pull it taut as the horses get right up on it. We can even try to disguise the rope on the ground to not give us away.

Then I'd think it's a matter of the three of us focusing down Varning while the bugbears and ogre create mayhem. Then we all do mop-up, with an eye towards making sure none escape if we can help it.

Do we want to see if we can dig some kind of pit about 15 feet past the rope as a secondary precaution? If a rider or two makes it through the rope thing, hopefully they'll get stuck in a hidden trench. Maybe the horses will fall and throw the riders… I don't know. Thoughts?


Male Human Lord of Darkness Antipaladin 4; HP 47/47; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

I think that sounds great. Have the ogre and bugbears dig the pit and then perhaps go down about sixty feet, where the ambush point can't see the road up ahead, and fell a tree in the path if we can. Have to make sure that if one person turns into a superhero that we make sure they can't get away.


So, King Mark, is Varnibg coming from the left or the right? And do the bugbears have shovels and an axe?


King of Talingarde

Varning is coming from the left of the map (there should be a note to indicate that, I'll check when I get home). Assume some basic equipment like that.


D'oh… I completely missed your note on their entry point. Sorry.
.
Okay, all considered, heres' what I'm thinking… combining what I hope is the best of the ideas that have been tossed out.

Step 1) The ACME trip-wire (Alaric System's Trademark Ranger Dehorsing Solution):
We run the rope across the road between Cain and the Ogre, disguising it with dirt and debris so they hopefully won't see it until they're being de-horsed. The ogre will already have the rope in-hand. Cain will pull it taut at the last second. This should take five or ten minutes tops to prep.

Step 2) The hidden trench:
Then we want to dig a trench and try to disguise it. To make the most of our time, and try to give ourselves the best shot at the horsemen not seeing it (at least until it's too late), let's use the curve of the road to our advantage. There looks like a cook-pot thingy north of the road between Shulme's token and that big rock formation in the very top-right. Go two squares straight south of that. We dig 4-foot deep in that square, and then the one to its direct south, east, and south east (making one big 4-square hole right in the middle of the road), it should be masked from their view until they come around the bend. At that point, they'll just have had the rope thrown up in front of them and will be under ambush on both sides, hopefully holding their attention. Then, we just cut a bunch of brush from all that greenery on the south-east corner of the map, drag it into the trench, then cover it with cloaks and clothes, and then cover that with dirt. Hopefully, it will look enough like the ground around it that the distracted riders won't even notice until their horse are shattering their front legs in the 4-foot drop. If we assume it takes 30 minutes for a single digger to create a 5x5x4 (deep) hole, the combined efforts of the bugbears should be able to knock it out in under an hour. Then we give it another 30 minutes for filling it with greenery and another five or ten to disguise it. So we're done in an hour or so (on the long side).

Step 3) The Kryptonite Log (also of Alaric Systems IP):
Lastly, for any Superman riders who dodge the rope and somehow avoid the trench, We have the ogre hack down one or three sizable trees and lay them across the road on that very far right edge of the map (stacked up, if possible, to create a fence). Heck, if we have time, we dig another trench right after that. If our Superman tries to fly, their horse hits an unexpected, additional 4' fall that was hidden in the east side of our Superman fence. Let's assume it takes the ogre a (supervised and assisted by one or two of our villains) few hours to find, chop down, and stack the trees into our Superman fence. By this time, the bugbears are done digging the other trench, so they duplicate their efforts 5' behind the fence. So, all combined, this one takes no longer than 3 hours… maybe a bit more.

Anyone see any flaws or issues with this setup? (Players or Mark) If not, are my time estimates close enough to be useable, Mark? I figure if we do it this way, then we're 4 hours short of our 8 hour allotment, so if the plan gets short-sheeted (by an early arrival), we're in the clear.
.
So a few last-minute suggestions. First of al, one of us should be on watch during all this. Cain's got the best skill mods for the job, but I'm also fine with him doing the work. Anyoen that wants to volunteer for the lookout job, just speak up. Otherwise, Cain'll do it.
.
And lastly, Cain has 8 tanglefoot bags. I'm going to keep 2 with Cain, but the other six should be distributed to everyone else (except the Ogre)… the instructions should be that the tanglefoot bags get used on any horse that gets past the rope-trick. THat should make it less likely that any one of them should be able to make it through the gauntlet without getting slowed down and mauled.
.
Phew… thoughts? ANy additions/modifications? If not, then I say were good to go. :)


Actually, one more thought on the trip-wire. Cain will use his climbing kit (which should include some pulleys/pitons) in conjunction with a stubborn nail or two to up the DC required for the horses to break through our held rope. :D


Male Human Lord of Darkness Antipaladin 4; HP 47/47; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

I'm ready and rarin'!

2,201 to 2,231 of 2,231 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / WotW: A Knot of Thorns The Second Parchment All Messageboards

Want to post a reply? Sign in.

Recent threads in Play-by-Post

DM Rah's "Rescue at Azlant Ridge" PFS
Serving the Master (Gameplay thread)
PFS First Steps: I, II, & III (Group 2) Gameplay
Kingmaker: The Stolen Lands
GM Burglar's 4-20: Words of the Ancients
For the Glory of Icathia Gameplay
PFS 03.25 Storming the Diamond Gate
GM Tektite's PFS #04-19 The Night March of Kalkamedes
Post-Apocthulhu Pathfinder RAW
GM Endless Forms' Shattered Star



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.