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Zokar Elkarid

Big OM's page

1,860 posts (3,436 including aliases). No reviews. No lists. No wishlists. 18 aliases.


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Day 2
The grace of Mitra illuminate your just path as the small group makes its way to the town of Aldencross at the feet of Watchtower Balentyne. The town is humming with activity from the numerous smiths, merchants and other villagers. Most of the population seems to be humans with a few dwarves and halflings. Once you reach the unwalled outskirts a few members of the constabulary greet you: "Good morning travellers what brings you to Aldencross?"


The infernal magic grips his mind and renders the poor man unable to flee any further. Zull first closes the distance and deals him a minor wound, Erodin unprepared for the man sudden stop miscalculates and his speed propels his blade paste its target. Randu is however deadly accurate and focuses the gathered momentum at the tip os his sword piercing the chest and aorta of the last ranger.

All save the captain is dead.

Dices:

Saving vs. Forbid Action: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Dex Damage: 1d20 + 3 ⇒ (17) + 3 = 20


Any more in character or should we move on?


Randu I failed to specify that one also charged you but missed, I'll resolve your attack against him.

Once again Asmodeus smiles upon you and while the captain remains preoccupied his men are slaughtered. Zull's spear pierces a man heart, Erodin plunges his blade into the chest of the man before him, Randu delivers a severe cut to another rangers upper thigh and Drogans evil energy washes over him increasing the bleeding forcing him to the ground. The remaing ranger realises he is out of his league and tries to flee towards the horse. (Using a withdraw action)

Dices:

Saving vs. CDG: 1d20 + 3 ⇒ (12) + 3 = 15
Saving vs. Channel evil: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Channel evil: 1d20 + 3 ⇒ (18) + 3 = 21
5 Rangers dead


Saving vs. Hold Person: 1d20 + 3 ⇒ (11) + 3 = 14

The infernal magic takes hold the alert ranger, the unseen chains of the nine hells binds him in his place. Zull sees his opportunity and close in for the kill. Both Erodin's and Randu's charges are devestating each cutting a man down where they lie.

Saving vs. Hold Person on own turn: 1d20 + 3 ⇒ (9) + 3 = 12

Alas the poor man struggles in vain and the chains still bind him. The screams of pain and singing steel awakens the final heavy sleeping ranger, while his remaining comrades grab their swords and charges. These men are among the finest combatants in the service of the watchwall and both Erodin and Drogan learn this the hart way as their parries and armour are soon bypassed by the swordsmanship of the defendants.

Erodin 14 damage, Drogan 8 damage.

Dices:

Charging Erodin: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Charging Randu: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Charging Drogan: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Confirming crit vs. Erodin: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage Erodin: 2d8 + 4 ⇒ (2, 8) + 4 = 14
Damage Drogan: 1d8 + 2 ⇒ (6) + 2 = 8
2 Rangers dead


have you decide on how you want to approach?


The charge of both hidden members of the knot is devastating to the rangers, before they fully understand what is happening two of them lie dead on the ground.

Drogan just to be certain what was your surprise action? Hold Person on an awakened ranger?


Lets get this going.

The roused ranger calls out and the loud shout causes all but one of his sleeping comrades to wake. He scrambles to his feet sword drawn. Surprised he looks to his captain fascinated by Vex.

Your surprise actions please.

Dices:

Ranger Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Ranger Perception: 1d20 + 5 ⇒ (17) + 5 = 22


I missed that you had chosen to be more than 10 feet away during setting up camp.

The way I read the surprise and perception rules 2 rolls are not required.

On another note anyone awake even though not aware are not helpless at least not the way I read the rule on d20pfsrd.

But I agree, lets move on during this encounter. We just need to clear things ahead of next encounter. I am not going to use maps, I don't have the skills or time for that.


Drogan I do not agree with your assessment of me ruining your tactics. Should we talk this through during this combat but before the group plan the continued assault.


I am not sure about that. Why do you receive a free surprise action when someone beats your stealth? I would think that the surprise action is in initiative order, then in initiative order?

More over as I wrote initially Erodin and Randu is to far away to just perform a standard action to attack.

So to sum up
You perform stealth
2 rangers beat the DC
1 ranger spot you
He takes the first surprise action then you
Now initiative order and round 1 begins.

Comments?


One of them made their perception in the game thread. I rolled the highest initiative for the Rangers and Varning so I believe he has the action needed to call out.


Perception to notice: 1d20 + 5 ⇒ (7) + 5 = 12
Perception to notice: 1d20 + 5 ⇒ (17) + 5 = 22

One makes it. My intention would be to continue with former initiative of 20. Giving him a possibility to awaken the others.


Drogan I don't agree with your interpretation of events. My suggestion would be to roll two perception checks for the awaken Rangers and see what happens. I believe they have a small fire going so it is not complete darkness.


@Drogan I chose to roll initiative together for all as they have the same modifier. The captain will not act until he's able. I am not going to have many different initiatives that is going to kill the pace. With the correct +10 modifier 2 rangers make their check and aren't helpless. Crying alarm awakens the others making them not helpless. Let's move this to the discussion thread.


With everyone safely save Stanislav standing on the shore, the Frosthammer is soon guided to deeper waters and with an axe Stainslav opens a fatal hole in the bottom of the ship. It quickly takes in water and begins sinking. True to his word Stanislav expertly makes his way back to shore his powerful strokes takes him there quickly.

With the boat and crew safely tucked away in the depths of Lake Tarik you are ready to make you next leg of the journey.

It is still night on day 1, how do you wish to proceed?


Only one steath rolls is needed, I will check against Drogan's as that is the lowest, 13.

There are 6 Rangers and the Captain. It is a mistake if I wrote otherwise earlier on. But you have enough CDG to go around should, they fail to notice you.

At first the night covers both sight and sound as you close in on the sleeping rangers sleeping tightly, believing that their fascinated captain is watching over them. Unfortunately for you they are all very light sleepers and Drogan stepping on a dry twig is just enough. Seeing first Drogan moving around and then Erodin and Drogan the men cry alarm and scramble for their weapons.

This is enough to cancel and CDG options but you have a surprise round, keep in mind that only Drogan is close enough to make a normal attack. Drogan I assume that you want a different action than Hold Person?

Round 1
Initiative:
Capt. and Rangers 20
Drogan 12
Vex 11
Erodin 8
Randu 6

Dices:

Ranger Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Ranger Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Ranger Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Ranger Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative Capt. and Rangers: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Randu: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Drogan: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Erodin: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative Vex: 1d20 + 2 ⇒ (9) + 2 = 11


At first Capt. Varning merely follow your curves with his eyes but as the tempo picks up and the shadows cast by the flames weave around you his attention shifts from lust to fascination.

Save vs. Enrapturing performance: 1d20 + 5 ⇒ (11) + 5 = 16

I am unsure what you expect the others to do during the 15 rounds?

Save vs. Charitable Impulse: 1d20 + 5 ⇒ (15) + 5 = 20

I'll do a write up when more has posted.

Anyone sneak around please remember to roll stealth.


No problem, they don't detect alignments, none are paladins or clerics.


Finding no traces of magic, Vank and Robert wades to shore and begins their half-circle scouting for potential witnesses. The mild night along lake Tarik would have made for a pleasant walk, but the more nefarious purpose gives way and you return certain that no one is in the immediate area. You can not be sure how far away the pyre will be visible though.


Evening becomes night and night becomes early morning when the captain gently awakens Vex. "It is time for our watch," he says with a smile. Seeing the two Zull eagerly pulls in Drogans ear. He whispers: "Master, master. It is time the captain is alone wit your companion."

All the rangers are sleeping, the captain is awake. it is early morning.


Interesting I'll see which classes spark an interest.


You are right the seal skins are still there I forgot how many you captured.

You are close now. Just a few miles from here sits the small market town of Aldencross and less than a mile from there is the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.

Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Mitran sheep. This is that moment. This is the turning point. After this, there is no going back. Any one eager for redemption?

I thought not. Come, my friends. We have work to do. We must burn Balentyne.

Remember this is still night time on your first day.


Charmed by the interest Vex shows Varning takes the watch in the early hours of the morning alone, letting his men sleep.

Plan


I am going to end this combat here, the rest is pointless.

The flames engulf the grouped sailors and those who don't fall immediately to the heat of the fire suffers so horrendous burns that they will surely perish in the days to come.
While the precious cargo of the Frosthammer was unloaded in Sakkaroth's camp it still carries a few treasures, most importantly Odenkirk's personal sea-chest. While locked a quick search of the body produces the key. Pushing his flee infested wardrobe aside you find a wooden box with 6000gp, the payment from Thorn. 115gp is furthermore found, properly Odenkirk's personal fond and a statue of a naked mermaid (appraise 50 gp). By chance you stumble upon crate labelled "emergency rations" containing 6 bottle of fine whisky (appraise 6x10gp). Should you prefer Odenkirk's master-crafted great axe still lies on the deck.

Dices:

Save vs. Fire: 1d20 ⇒ 6
Save vs. Fire: 1d20 ⇒ 1
Save vs. Fire: 1d20 ⇒ 4
Save vs. Fire: 1d20 ⇒ 15
Save vs. Fire: 1d20 ⇒ 6
Odenkirk Dead
2 Sailor Dead
1 Sailor Fatigued and 15 damage
1 Sailor 11 damage
2 Sailor 7


Nadine's swarm skitters down the deck towards their next target, one of the less well of sailors. While he is still reeling from Roberts earlier attacks he manages to stay calm and strong against the swarm. Seeing how he comrade prevailed he to withdraws to the relative safety of the group. Vank brutally slays the captain who falls to the deck dead as dead can be. He is soon followed by a sailor unfortunately enough to meet the business end of Stanislav's glaive.

Robert have I missed your action for this round?

Status:

Odenkirk Dead
1 Sailor Dead
1 Sailor Fatigued and 10 damage
1 Sailor Fatigued and 8 damage
1 Sailor 4 damage
Save vs. Poison: 1d20 + 4 ⇒ (12) + 4 = 16
Save vs. Distraction: 1d20 + 4 ⇒ (18) + 4 = 22


Divine or perhaps more correct infernal luck is shining upon you as the rangers search yields nothing. Walking towards the poorly hidden Randu one stops just short his boot mere inches from him. Satisfied with their search they return and begin setting up camp. Sattisfied with his men Varning give Vex, Drogan and a slices of cured meat his full attention.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


I am considering an oracle of Heavens


You are right, it did. Notice that the sailor is no longer attacked by the spiders, he withdrew.


Stanislav's weapon bites deeply into Odenkirks chest blood gushes forth but he remains standing. The mortally wounded Odenkirk presse on and follows Stanislav with bitter determination. Alas he is weakened and his throwing axe glances harmlessly of the armour.

Dices:

Attacking Stanislav: 1d20 + 9 ⇒ (4) + 9 = 13
2 Sailors Fatigued and 8 damage; 1 Sailor 4 damage
Odenkirk 56 damage

Next Round.


There are several places to hide, not anyone very close to the camp site, none on the rock itself you would have to be in the forest souround the rock. The rangers like it for a reason.

If you still hide, please roll or take 10 on a stealth.

I will update the rangers quick search once you decide.

Varning smiles, both compliments go down very well. "I am not sure this is the best place to so. While we camp here we do have patrols to complete." Pausing before continuing: "You look like an able man, but without training this is a dangerous place, perhaps a few years in the army would be a good idea before going adventuring." Vex's charm hasn't gone unnoticed and once Varnings had made his suggestion to Drogan he focussed fully on the woman. "Brave of you to follow him outhere. Are you also considering adventuring?"


Stanislav am I missing your action this round?

Vanks blade once again take its toll on the health of the good captain Odenkirk. His back is now a bleeding mess of torn clothes and muscles. Most admirably he presses on and with an iron will excludes the entangling suggestions of Roberts magic. Also an honour to the Norse are the simple sailor struggling with Nadine's conjuration, While the small pests steadily steals his health he remains cool and does his best to step away from them. This calm has its rewards and he moves along the railing as far away as he can.

Dices:

2 Sailors Fatigued and 8 damage; 1 Sailor 4 damage
Odenkirk 36 damage
Save vs. Murderous Command: 1d20 + 9 ⇒ (17) + 9 = 26
Save vs. Poison: 1d20 + 4 ⇒ (17) + 4 = 21
Save vs. Distraction: 1d20 + 4 ⇒ (16) + 4 = 20


Nice save.

"You are right my good man," Varning relents easing the grip on his weapon, but while his men now seem mostly at ease the captain still rests his hand gently on the pommel. "What brings you out here?" he inquires while he gestures for his men to scout the location and begin setting op the camp. They swiftly comply.

I forgot is anyone trying to hide?


I am considering a caster, something arcane or an oracle.


Puzzled by the not the presence of adventures but your words Varning inquires: "But my lady, it is us that asks your permission to set up camp here." His eyes narrow and his hand rests more tightly on his longsword while the other arm inches his shield forward just a little.

Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15


I miss read the table, you are right no AoO.

So as it stands now Odenkirk is flanked between Vank and Stanislav and he is standing close to both i.e. in the square between them.

There is limited space on the boat and at some point you will run out of places to move Stanislav.

Now the rest of this rounds action please.


I just can't get a good background together for my character, so the best of luck to everyone, peace out.


Stanislav, how can you use the glaive-guisarme on someone adjacent to you?

Vank's attack cuts deeply into the back of Odenkirk, but the enraged captain barely notices the gaping wound. More attentive is the unlucky sailor that finds himself covered in the swamp of spiders Nadine called forth. Admirably he keeps calm and tries to remove as many spiders as he possibly can. The rest of the crew members moves closer to you trying the find their way on the poorly illuminated ship.
Drawing a throwing axe from his belt Odenkirk lays into the source of his ire and thus to commited and fails to even hit.

Odenkirk provokes an AoO drawing a weapon from only Vank I believe as Stanislav can't use his weapon up close

Dices:

Spider swamp: 1d6 ⇒ 1
Save vs. poison: 1d20 + 4 ⇒ (20) + 4 = 24
2 Sailors Fatigued, Stunned and 8 damage; 1 Sailor 1 damage
Odenkirk 21 damage
Attacking Stanislav: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13


The ear-shattering thunder Robert conjures leaves the two unfortunate sailors stunned while Odenkirk merely has a nose bleed. Stanislav's masterful attempt to deprive the man of his axe succeeds and the axe falls to the deck besides Odenkirk. Angered he hastily secures the weapon and clutches it tighter. "You want to take my ship, do ye? I killed my own brother to take her and I'll kill all of you to keep her!" he shouts just before his eyes glances over and loses their humanity. He closes in on Stanislav. Once again pale Greymist finds his mark and the greataxe drops to the deck. Angered Odenkirk continues his advance and very close to Stanislav.

Dices:

Odenkirks save vs. Sound Burst: 1d20 + 8 ⇒ (16) + 8 = 24
Odenkirks save vs. Sound Burst: 1d20 + 4 ⇒ (14) + 4 = 18
Odenkirks save vs. Sound Burst: 1d20 + 4 ⇒ (2) + 4 = 6
[dice=Attacking stanislav]1d20+
2 Sailors Fatigued, Stunned and 8 damage
Odenkirk 4 damage


Providing you have no more preparations.

Day 5
Having spend almost a day at Fremann's Rock Zull approaches you late in the afternoon "7 men on horses approach from the south east," he eagerly shares before flying off in the indicated direction.

Perhaps half an hour later you hear the horses as they make their way to grassy land just beneath the rock. A few minutes later the Ranger appear, let by the Capt. presumably. "Greetings fellow travellers," he calls out but the stature of the men betrays their merry greetings, they are on guard.


I am considering a gestalt druid barbarian.

GM What is your understanding of raging and shapeshifting. Is it possible to shapeshift if raging?


Post what you intend to do and we will see how it plays out.


@GM Any restrictions on the bonus feat?


@alientude That would be fine with me. I have only read little about the witch and their guards, but I imagine that he would be a native to Irrisen sworn to her service. Have you decided on a patron yet?


I am currently playing around with a few ideas. A two-handed fighter, a bloodrager or a ranger - perhaps going Witchguard.

@Alientude how is your witch coming along and would a witchguard fit in with your character?


4d6 ⇒ (4, 6, 2, 6) = 18 = 16
4d6 ⇒ (1, 6, 5, 4) = 16 = 15
4d6 ⇒ (1, 5, 4, 6) = 16 = 15
4d6 ⇒ (3, 4, 6, 1) = 14 = 13
4d6 ⇒ (6, 3, 5, 5) = 19 = 16
4d6 ⇒ (3, 6, 1, 5) = 15 = 14
4d6 ⇒ (2, 1, 3, 5) = 11 = 10
4d6 ⇒ (1, 6, 5, 6) = 18 = 17

17, 16, 16, 15, 15, 14 Amazing stats, now what to choose?


I'll allow Nadine and Robert to cast their spells as a surprise action, then we go to initiative Stanislav and Robert you are up.

While Robbie whines his approval in Nadine's ears his magic is to weak to catch the mighty will of the Frosthammer's captain and Odenkirk quells the weakening grip. Alas Robert doesn't fair any better with the captain, however the hooded lanterns that provided what small illumination there was go extinct and the last light shine on the two closest men, who loose some of their determination. The only source of light is now what little light the new moon provides.

Odenkirk at -2 save this turn, Two sailors are fatigued and the light is reduced to low-light conditions? I think it is called? You need dark or low-light vision to not suffer penalties.

Initiative order:
Stanislav 22
Robert 11
Odenkirk and men 10
Vank 9
Nadine 7

Dices:

Initiative, Nadine: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative, Robert: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative, Vank: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative, Stanislav: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative, Odenkirk and men: 1d20 ⇒ 10
Save vs. Evil eye: 1d20 + 6 ⇒ (11) + 6 = 17
Save vs. Dust of Twillight, Odenkirk: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Save vs. Dust of Twillight, Men: 1d20 + 4 ⇒ (4) + 4 = 8


Just so we are clear they have not arrived yet, you came before them.


Odenkirk will let you leave, but I guess you have other plans. Do you want me to roll initiative or do you have another devious plan. I am open to creativity here.


Ladies and gentlemen you have arrived, your plans?

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