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Dorsera, Dirk, Let's get out of here. That things possesed and could kill us all, Deelin yells out to his companions still fighting in the hut. He continues to where Daegan indicated and says I'll try to bring him round.

Heal check to try to revive Binjion, 1d20 + 1 ⇒ (3) + 1 = 4


Round 5

Dorsera pulls back and swings her weapon upward, connecting near the top of the cauldron, forming a large impression on the pot and causing a crack down the the side. The cauldron fights back, leaping up and biting at Dorsera's head, but the clerics dodges.

Deelin attempts to wake up Binjion, but the unconscious individual remains asleep.

Dirk takes a step back as he considers his next move.

FYI, Binjion isn't dying.


Darkmoon Valer wrote:

Round 5

FYI, Binjion isn't dying.

Figured that but heal seemed like the most likely skill to bring him round.

Seeing his skills as a healer are sadly lacking, to Daegan he says, Binjion should be safe enough here, I'm going back.

Deelin gathers up his gear again and heads back to the hut determined to help his companions.

Darkmoon valer, see discussion thread

(Male Half-Elf Rogue 1)

Before Deelin gets too far, Daegan offers his rope. There was reluctance in his voice as the half-elf declined to join the fight.
"If you cannot destroy it, tie it down so that it does not harm the others. I will tend to the Caretaker from here."

[although its not listed in my inventory, some smelling salts or a curative herb or something would be ideal for Binjion. Not that I can roll Alchemy and have something spontaneously appear]


Dirk and Dorsera turn and run to catch up with the others, escaping the wrath of the animated cauldron. Meeting Deelin halfway, Dirk yells, "Let's get out of here, while the getting's good!" The cauldron, meanwhile, follows them out the cottage, momentarily getting stuck between the sides of the doorway, but still managing to squeeze itself through. It hops hurriedly towards the party as they run away from the cottage, following up until it reaches the edge of the clearing, where it stops. When the cauldron tumbles back to the cottage, leaving the party's view.


Breathing heavily and relieved to be away from such an accursed place Deelin utters we're going to have to rest for a bit till poor Binjion has regained his senses.


After searching for a some minutes, you finding a spot that looks relatively innocuous, and rest here. After an hour's rest, Binjion comes to (heal 1 hp non-lethal dmg).


If you're reading this, check the OOC thread.


Sitting down next to a tree Dorsera huffs, "I have never been attacked by a cauldron before, that was interesting. Thank Milani that is over." She then takes out her waterskin and a ration, beginning to eat.


Here's as good a spot as any, Deelin says as he drops his pack and slumps to the ground heaving a sigh of relief before pulling out some rations from his backpack.

Between mouthfulls he says to Dorsera, Well thats one for the ages alright, chased off by a feisty cauldron. Don't think i'll be getting too many ales bought for me when I tell that story.


"Yes, I have a feeling I won't be reciting that story any time soon." Dorsera says with a chuckle. "I have a feeling Binjion does not agree with our comical view of the battle though."


Deelin, Dorsera:
You rest for a bit and eat. After some minutes, Torillan speaks up. "I'm not cut out for this. This isn't for me. I'm heading back to the lumbering camp." Binjion, Daegan, and Dirk chime in with their agreement of Torillan's words. Daegan hands over the root, and then they leave, approximately

Half an hour later, well after the abandoners are out of sight and sound, you decide it's time to continue. Just as you head off, you both hear the sound of several approaching bipeds, coming from a similar direction as the others left in..

Althesia, Haunrar, Willard:
Following the map the woodsman gave you, you make for the witch's home. Almost an hour later, you spot two humans in a small clearing ahead.

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

A large hulking man strides into the clearing.

"Ho!"


Following closely by was an elf, watching them with great suspicion.

"You see two people in the middle of the Woods, right outside the witch's cottage, and you just say 'Ho?'" She asks, still standing near the tree line.


Taking cover near some brambles and knocking an arrow, poised to strike at signs of trouble, Deelin eyes the trio warily as they come into the clearing. Advance strangers, if you bear no ill will, He calls and raises a hand to show his location. As an aside to Dorsera he says, they're hardly stealthy hobgoblins, are they.


To his companions, "Mr. Rhoddam never mentioned any advanced party, but I think I've seen the heavily armored lady in town before. Willy, I think you should apologize." Nudges Althesia in the ribs and snickers. Shouts. "Sir, Mr. Rhoddam sent us here; maybe to help." A large half-orc armed with a giant curved blade at his hip steps out of the trees with hands spread out, palms facing the humans.


"Right, help." Althesia rolled her eyes, rubbing her ribs where Haunrar nudged her. "You might want to point that bow somewhere else before I even think of going closer."


shrugs shoulders

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

Althesia wrote:
"You see two people in the middle of the Woods, right outside the witch's cottage, and you just say 'Ho?'"

"What else I 'posed to say?" Willy replies in all seriousness.

Haünrar wrote:
"Willy, I think you should apologize."

"Fer what?"


shrugs again "Nuttin'. Bad joke."

Raises an eyebrow at the man with a bow, "Well. You going to lower that bow?"


...


Deelin looks accross at Dorsera and shrugs. Well if they were going to attack they would've by now. Then towards the group of strangers he calls while lowering his bow. Come forward.....friends?.... what brings you out here, especially if you've been talking to Milon.

As for ourselves, we're on an important quest, to save a town. He steps out into the clearing, shouldering his bow.


Smiles. "Ah, it is so much more relaxing not looking down the length of a shaft. I'm Haünrar. We have been asked to gather some items to help with the taint that has been spreading around town. It seems we may have the same goal. Looking for some rat's tail?"


Well thats a welcome relief. The names Deelin by the way. It so happens that we have already retrieved some of the items on the list. My friend Dorsera here is carrying them. Sorry, can't remember which items we have got as I wasn't tracking them.

The forest hereabouts is quite dangerous, we've already been ambushed by hobgoblins, pounced on by a... Tatzylwyrm, I think Binjion said it was called. And now we've just come from a witches cottage where things got a little strange, but the less said about that the better.


"Strange you say," the half-orc chuckles. "When we finish this task, ask me about dryads over an ale. As far as the items, we recovered some moss over by the clearing where I believe you dispatched wyrm-creature." Haünrar looks around, a look or slight confusion on his brutish features. "You mentioned three names, yourself, your lovely friend here, and a third: Binjion. Where might this fellow be?"


Would you believe me if I said he was swallowed by a cauldron,.... never mind, he says shaking his head. Suffice to say he got conked on the head one too many times and decided he'd had enough, he was pretty old after all. Oh, you might have seen him around town, he's the undertaker.

After a brief pause while consulting his map, Well, should we get going. I think we'd best skirt around that clearing, he says while pointing in the direction the strangers were headed.

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

"Swallowed by a what?" Willy looks confused, then "I'm Willy, from da Consort'um ta help y'all find da stuff fer dat herb lady. Let's go."

"Oh, did ya get da rat tail? And what happen to da witch?"


"The undertaker?" Althesia blinked, with a hint of surprise in her voice. "I've run a few jobs for the old man. Pays well. Surprised to see him this far into the Woods."

"And What's in the clearing that we should be avoiding, hmm?" She continued, looking at Deelin with questioning eyes.


Stepping into the direction Deeling indicated.

"That guy?" the half-orc says in surprise. "He comes into Jak’a’Napes all of the time. We have sung many a merry song over whiskey. I never thought him to be the heroic type. So what of these stranger up ahead?"


Haünrar wrote:

Stepping into the direction Deeling indicated.

So what of these stranger up ahead?"

sorry, probably wasn't too clear. I meant the direction that you guys (ie strangers to Deelin) were headed.

No,..no, you don't want to go that way, witches cottage, bouncing cauldrons.....all bad, he says with a shudder, trying to repress the memory. I'm sure we can skirt around it and still get to the next site without losing too much time. Consulting his map he then points and says Yes, this is the way, I'm sure of it

Knowledge Geography and Survival 1d20 + 5 ⇒ (17) + 5 = 22

1d20 + 5 ⇒ (17) + 5 = 22


"Allright. Let's get moving. The longer we wait, the longer the village suffers."


Dorsera pulls out the jar with the rat's tail in it and shows it to everyone, then remarks, "The witch was wrapped in burial linens."


Haünrar looks at the young cleric, raises an eyebrow. "Exsqueeze me?"


Taking care to avoid the clearing of the witch's cottage, you head in the direction of the last landmark, as drawn by the woodsman. Three hours later, in moderate light, you find this landmark. The fading light of the sun indicates that it's late afternoon or early evening.

Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

Just before the front doors sits a pair of old statues. While one of them is little more than rubble, the other relatively intact, standing 5 feet tall. Incredible worn, it can still be made out as dwarf holding aloft a great stone hammer.

Side view
Top view map - The red X is where you come out of the forest.


The convivial half-orc looks around the clearing, alert for trouble. Perception: 1d20 + 3 ⇒ (2) + 3 = 5 Not seeing anything, he puts on a complacent visage and makes a move towards the intact statue. "Neat."


Althesia gives the clearing a once over scan, just in case. Perception: 1d20 + 6 ⇒ (5) + 6 = 11. Looking at the crumbling edifice, she cringes in distaste. "We're going inside that aren't we?" she asks to no one in particular.

Sorry folks, will be away over the weekend. Sunday night I return. Feel free to control my pc in that period. Will put up Althesia's habits and probable actions in a fight on her profile in a bit.

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

"'Dat where da mushrooms are."

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Willy checks the ground before the entrance for tracks.

Survival: 1d20 + 5 ⇒ (17) + 5 = 22


Sorry about this but my previous attempt to dot this thread failed to show dots. I am trying this PC from another campaign to see if it works. Edit:Dot succeeds.


I'll check over here for tracks Deelin says to willard. assist with survival 1d20 + 5 ⇒ (11) + 5 = 16

Perception1d20 + 5 ⇒ (7) + 5 = 12

yeah, I think thats where the mushrooms are. Doesn't look too appealing does it Althesia.

After searching around the outside briefly with bow drawn he heads to the entrance. Well theres no time like the present.


You spot a few lone razorcrows on top the southeast tower. They begin to caw as you approach the ruin. On the ground, prints from the paws of four-legged mammals are easily noticable, as are those of two-legged reptilians.


"Hey, Dee. What do you think of those tracks?" The young half-orc asks as he brushes his whip with his fingers ,getting ready for action. He thinks, Boy I hope they didn't here me.

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

"Dey live in dere mebe. Lizards and wolfs."


Reptiles, two legs. Shows an intelligence. I have fought creatures similar to this and all they bring is destruction of the forest. They're a pest to be exterminated. A look of hatred crosses his features as he says this.

Casting a quick glance at Haünrar then the crows, Deelin says to all, it looks like our approach has not gone unnoticed. Be wary, there are also signs of animal predators. He looks cautiosly through the arched entrance from his position by the tumbled doors.


Tall grasses and stone debris cover the ground inside. A single door to the north exits into this area.

Map


Haünrar pauses for a second at the door, as if remembering something. Then he takes a look at the paw prints more closely. Knowledge (nature) 1d20 + 6 ⇒ (6) + 6 = 12

Afterwards, he draws his falchion and peers around the corner to the right of the entrance.

(Male Human (Taldan) Barbarian (Invulnerable Rager) 5)

Willy follows right behind him.


Five feet to the right of the entrance, a wall protrudes ten feet north.


Moving along the wall, the half-orc, falchion carried low makes his way forward, hugging the wall and keeping his eyes out for mushrooms. "Hey guys, I know a little bit about mushrooms, but does anybody know exactly what these things look like?"


I think i've got some idea, Deelin says as he moves up beside Haünrar and peers around the wall scanning the rest of the courtyard.

Knowledge Nature for mushrooms and perception for courtyard; 1d20 + 5 ⇒ (20) + 5 = 25

1d20 + 5 ⇒ (1) + 5 = 6


Off to one side of the room, a wooden stable has fallen into a mound of rotting timber walls and moldy straw. The outer wall on the east side has also collapsed, leaving a ragged hole. Two more exits from this yard come into view - a pair of double doors exits east, and single lone door leading into the tower in the southeast corner.

Map

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