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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,395 posts (1,854 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 4 aliases.


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The Exchange

Sorry guys will get this game updated. In the meantime, here are maps of the commons area. The rats that have gathered are forming two swarms, with the cat-munching gremlin in the center. The others in the commons have either drunk themselves senseless or are staggering in a stupor - they won't be much good in a fight. Penta, you might be disappointed that there are no bordellos at Rickety's Squibs, but certainly you can find private rooms where you can ply your trade. There are not a few workers who might be tempted to sample Calistria's favors, and Hake himself threw several looks your way. If you are going to be present in the commons though, post up an action as your initiative roll was highest.

Commons - Lower level and mezzanine

Commons - Upper Level

Initiative
20 - Penta
19 - A'vandira
11 - gremlin
9 - Quara
9 - Arven
5 - Atajay
2 - Batango

======

GM rolls:

gremlins initiative 1d20 + 3 ⇒ (8) + 3 = 11

The Exchange

Here's a map of the gallows tree for planning your moves - if anyone wants to amend their actions feel free, I'll update with results in my next post. It's not pretty, but should show where everyone is in relation to each other. Watch out for fireballs.

The Gallows Tree

The Exchange

Yeah that does skip a lot of rounds. I didn't see much objection when I threw the idea out there, and I thought you all might find endless rounds of rowing and prepping frustrating and boring. I also had the assumption that even with Ambrose flying into a fight with your new foes, he might choose to wait until the rest of you were a bit closer to provide support. Still, it's reasonable to me that your characters will be making as many preparations as they can as they near the town hall so I've no problem resolving any combat rounds if you're all flinging spells at the ogres.

For now, let's play out Leonar's flaming sphere attacks, and you can put your other spells into effect too. If anyone else was wanting to cast spells/attack during the skipped rounds, post now. Also bear in mind if you have any spell effects from before that might have expired, as it is nearly three minutes lapsed.

Dipping a wing, Leonar stoops over the crumpled stone of the town hall. As he does so he conjures a flaming sphere and sends it whizzing down amongst the ogre guards. The first ogre to be hit doesn't is immolated immediately, to the horror of its comrades. Once the ogre has been reduced to a pile of ash and seared flesh the rolling ball of fire jumps at a new target. The ogre leaps out of the way, but that does nothing to save the ogre standing just behind him, as he is burnt alive before the spehere rolls out of existence.. Six of the seven strikes hit, first three hits dealing 31 points of fire damage to the first ogre (lovingly named ogre #3) and the last three strikes dealing 35 points fire damage {to Ogre #1].

[ooc] BTW, Leonar the eagle still hits you. I'll wait a bit to see if anyone else wants to take any actions as you near the foe, then post now. Otherwise I'll update in a couple days' time.

========

GM rolls:

ogre 3 Reflex 1d20 ⇒ 6
ogre 3 Reflex 1d20 ⇒ 2
ogre 3 Reflex 1d20 ⇒ 7
ogre 2 Reflex 1d20 ⇒ 19
ogre 1 Reflex 1d20 ⇒ 3
ogre 1 Reflex 1d20 ⇒ 13
ogre 1 Reflex 1d20 ⇒ 3

The Exchange

I can do a map for you all. I was looking through the pre-made maps that I had to see if one fits, but nothing doing so you'll get a more abstract one of my own design. Should do the trick though.

The Exchange

Yekskya surveys the scene and walks forward to the ring, crouching down to look at the ring and tracks. Quinta frowns and speaks a warning to keep the archer from approaching any closer. She then casts a spell to allow her to see any magical auras. Ssss curls protectively around her neck.

Yekskya:

Your survival training and knowledge of tracking allow you to interpret the hanging tree as a symbol of a country at war. This grisly trophy has the hallmarks of the Mzali, a local tribe. Their warriors create these gruesome monuments to instil terror in the hearts of their neighbours. Also the fact that the victims are all Sargavans probably indicates this was an attempt to scare off Sargavan settlers in Kalabuto.

Quinta:

The whole area resonates with necromantic energy, especially the bodies on the ground and in the tree. It looks like numerous applications of animate dead have been used.

As Yekskya approaches, the warrior is engulfed by a gruesome stench that elicits a wave of nausea. Even more terrible, the bloated and rotted bodies on the ground begin to jerk and stretch as eight corpses rise from the ground. Sensing life, they lurch forward to consume it. They grasp at Yekskya. Above, the bodies hanging from the tree branches twist and writhe, trying to break free of their nooses. Their bodies look malformed due to decomposition and rot. Horrified, Nkechi examines your foe. "Zombies! Don't let them touch you!"

Yekskya please can you make a Fortitude save against DC 15 to avoid becoming nauseated for 3 rounds because of the smell.

Has everyone had a chance to level up? You easily spot the zombies as they lurch to their feet, so no surprise round. Nkechi is delaying for the moment, as he observes the enemy.

Plague corpses

Initiative
22 - Nkechi
19 - Yekskya
19 - Krolmnite
18 - Maudrill
17 - Rowena
13 - Quinta & Ssss
12 - Hskoro
12 - zombies
10 - Zaghigoth & Oshok'arr

------

GM rolls:

1d4 ⇒ 3
Bluff 1d20 ⇒ 2
Krolm S.Motive 1d20 + 7 ⇒ (5) + 7 = 12
Maudrill S.Motive 1d20 + 10 ⇒ (3) + 10 = 13
Quinta S.Motive 1d20 + 4 ⇒ (11) + 4 = 15
Rowena S.Motive 1d20 ⇒ 11
Yekskya S.Motive 1d20 + 2 ⇒ (12) + 2 = 14
Zag S.Motive 1d20 + 3 ⇒ (15) + 3 = 18
zombie init 1d20 ⇒ 12
Krolm init 1d20 ⇒ 19
Maudrill init 1d20 + 6 ⇒ (12) + 6 = 18
Quinta init 1d20 + 2 ⇒ (11) + 2 = 13
Rowena init 1d20 + 10 ⇒ (7) + 10 = 17
Yeks init 1d20 + 5 ⇒ (14) + 5 = 19
Zag init 1d20 + 3 ⇒ (7) + 3 = 10
Nkechi init 1d20 + 2 ⇒ (20) + 2 = 22
Hskoro init 1d20 + 3 ⇒ (9) + 3 = 12

The Exchange

Quara Sher wrote:


DM CrazyHedgehog, how great is the penalty from pseudo-touch of gracelessness?

Penalty is -3 Dexterity. You also gain the sickened condition.

The Exchange

Ok, to put you within 200 feet of the town hall looks like it will take an average of 27 rounds, so we'll pick up the action at Round 34. Ambrose for one will be glad to have a break from rowing. If you have any spells in effect check to make sure they have not expired.

Rhest - Round 34
You row and row, trying to close the distance to the town hall with the ogre guards. More ogres have joined the ones you saw earlier, so that there are six ogres hurling challenges and curses at you. They brandish javelins, and just seem to be waiting for you to come within range before striking. One of them below on a wooden walkway is pounding on the wall of the building with its club, likely alerting someone inside of your approach.

This time rowing at least gives you time to plan a strategy. Comparing magical strength and available spells, Aleste offers as he grunts over the oar. "I can cast fly on a couple of us, as well as invisibility. I also know a few tricks that could either allow someone to increase the range of their arrows or increase their speed. We've got a bit of time, I can cast if someone takes over the blasted rowing."

Shaylar spends the time restocking his arrows and taking a turn at the oars. The dugout speeds along as Shaylar lends his strength to the work.

Saving his remaining spells for now, Helaku swoops down to offer a flying spell to Ambrose. Meanwhile, Leonar calls down one more lightning bolt, striking the same ogre again. It looks completely fried, but is still on its feet, just. Failed save, took 13 points electricity damage.

Something is happening on the roof of the town hall as two figures emerge. One is a hobgoblin clad in a chain shirt and holding a warhorn, the other shorter, a goblin with a dark-feathered eagle at its shoulder. The hobgoblin turns to the ogres and shouts a rallying cry that seems to ignite the fire in their veins, driving them on to a terrible rage as it then raises the warhorn to its lip and sounds a note that cries for battle.

The goblin in contrast moves slowly, methodically. At a command the eagle springs into the air. Swiftly it circles up, seeking out Leonar. As it sweeps past it briefly tussles with the druid and plucks away some feathers with its beak before breaking away. The eagle hits with a bite attack for 3 points damage. At the same time, the goblin takes a bow off its shoulder, draws an arrow, and tests the wind. It sights at the group of you in and around the boat and lets fly. At a range of 200 feet the goblin easily hits Helaku. An arrow in your side, for 4 points damage.

The ogres seem so full of rage now and eager for the upcoming fight that they are slavering and their eyes look wild and untamed.

Trellara starts up her inspiring song again. Aleste responds to the attack on Helaku by casting cat's grace on the sorcerer. Ambrose prepares for battle and swigs a potion of protection from evil that he had been saving for just such a time as this.

The surviving hobgoblins are still contained on the bell tower roof. The lizardfolk are still converging on the city but are hanging back.

Okay, we'll start at the top of the next round. Helaku if you still want to cast fly on Ambrose then it can be this round.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
14 - ogres
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

========

GM rolls:

enemies init 1d20 + 3 ⇒ (11) + 3 = 14
ogre 2 Reflex 1d20 ⇒ 15
eagle bite 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d4 + 2 ⇒ (1) + 2 = 3
Saarvith 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
damage 1d6 + 3 ⇒ (1) + 3 = 4
1d6 ⇒ 2

The Exchange

I'm going to move things on, but feel free to continue with any roleplaying or dividing up the treasure. Are you planning to take everything with you?

The Gallows Tree

Once you have added up your newfound gains and licked your wounds, you find your way back to the Kalabuto trail. Several more days across the savannah, thankfully without incident. Nkechi points out predators of the land, raptors and prides of lions are especially to be feared. Fortunately (or disappointing in Krolmnite's case) you see no further signs of dragons. You are also aware that the other expeditions are out there somewhere, but this is big country. It is hot work, trekking with the sun beating down on you mercilessly, the countryside mostly dirt and grass with few trees to provide shelter.

After ten days of travel the harsh savannah softens into gentle plains. You are nearing the city of Kalabuto. Trees become more and more plentiful, and here and there you even see signs of habitation. Then, standing alone in a clearing you find a tall and leafles boab tree, its wood burnt black. Over a dozen human bodies hang from the branches, making grisly silhouettes against the blue sky. Sargavans. All of them. Settlers, most likely, plus a few who were maybe soldiers or warriors. More bodies lie on the ground at the base of the tree, frayed ropes still around their necks. A circle of tiny bones surrounds the tree.

The smell here is horrendous.

The Exchange

Hake looks around at the rest of you, then extends a hand to Quara. "It's a deal! Well then Captain, let's get your ship kitted out. Your crew are welcome at our station. Boys! Let's get her towed into the harbour."

Infamy & Disrepute:

As much as skill with a blade or spell, pirates earn the respect of other pirates and sailors by developing a fierce reputation. The rules for Infamy and Disrepute are actually discussed in "The Wormwood Mutiny" rather than the player's guide as I thought, but are also updated in Ultimate Campaign if you have access to that.

You and your crew have two scores, Infamy and Disrepute. Infamy represents your level of notoriety in the region, as tales of your exploits are spread widely. Disrepute will start off the same but represents means by which you can trade on your reputation to get what you want or get people to do things for you. As such, your Disrepute score will probably go up and down throughout your career.

To earn Infamy points, you need to impress people with your exploits and convince them you are not people to be messed with. Do what you feel is appropriate, but in game terms this is represented by attempting a Bluff, Intimidate, or Perform check - the DC for these skills is currently DC 17. You earn points depending on your degree of success. You can earn a maximum of five points in any one port at any one time.

Ship's Weapons:

There are a number of different weapons that can be installed on board. A ram can be installed for 1,000gp. For a sailing ship it would be more common to attach it to the prow of the ship above the waterline, but could perhaps be hidden underwater as well.

Ship's Weapons

Firedrakes are a bit like cannons but fire gouts of alchemist's fire. You can also invest in cannons, but they cost a blinding 6,000gp apiece plus ammunition. Hake doesn't have the capacity to forge them himself, but would send as far away as Bloodcove for them.

Grendel's Children

Hake's folk lay into the Rabbit Prince with alacrity and gusto. For those of you who have grown attached to the Rahadoumi ship it's disconcerting to watch as they hack at her lines and railings.

It doesn't take long to get to know the surroundings. A pair of docks reach out into the muddy estuary. Three dinghies are moored there beneath canopies of wooden poles and dried palm fronds. Nearby is a boathouse with two piers extending out to the river, with Hake's boat tied up there. The commons is a once-grand building with broad wings extending from its ground floor, its octagonal dome topped by a cupola. It was obviously a fine villa in its day but time and the harsh sun and rains of the Slithering Coast have faded its paint and cracked its boards. It is now a gray ghost of its former self. A painted board above the veranda names it as "Rickety's Squibs". Smaller, less grandiose hovels and sheds clapped together from flotsam and jetsam surround the larger building and merge into the jungle behind it. There is a dry dock where Hake's workers can access all areas of the Rabbit Prince . And up above, along the ridge looking out to sea, is a watchtower. It is manned by one-armed Lyle Godwin and his parrot Rotgut, who alerts Hake to the arrival of any ships. Cats and scraggy dogs roam everywhere, to keep the rat population down, though Hake notes that the rats have been taking over of late. Where do cats go when you need them?

Rickety's Squibs

A1. Godwin's Watch
A2. Docks
A3. Boathouse
A4. Commons
A5. Dry Dock

Despite the place's small size, there is plenty to keep you occupied. It makes a nice change to spend some time ashore in a place where the locals aren't trying to eat you. Penta Slaughter and Sandara are both in demand as clerics are a rare sight in these parts. Hake and his workers bring requests for healing and for small blessings. Batango spends time grinding up the etched skull and feeding the powder in an elixir to Tabook. The otter pulls a face at the taste but eventually laps it up. There are plenty enough pretty faces to keep Arven entertained, though A'vandira may have something to say about it later. For the rest, re-provisioning the ship is full-time work.

Things are better at night. Rum and beer ale flow freely, and the locals share gossip from the Shackles and stories of the denizens of the Slithering Coast - snakes of all types, nagas, and even more terrible monsters. In turn, Quara and the rest of you are able to regale the workers with expanded tales of your exploits.

Second night. As the evening wears on, most folk are in the commons. For those of you imbibing, it seems they've brought out their strongest stock tonight! The taste isn't anything to write about, but it seems to have quite a kick. One by one, Hake and his workers slip into a drunken stupor. It's so tempting to lay your head on the table and sleep. And it must be catching as well - even those of you who haven't been drinking anything alcoholic feel as if the room is reeling.

Suddenly a small shape skitters across a dark corner of the commons. A cat? Sure enough a moment later you hear a feline howl of terror. Looking over you see a small, humanoid creature with a pot belly, sickly green hair and orange eyes and needle-sharp teeth. Those teeth are busy shredding apart a dead cat and are dripping blood. It looks up at you and hisses. Now there is scurrying all around you as horrid dirty rats hop on the tables and dozing workers. And, larger shapes as well.

A mob of rum gremlins has infiltrated the commons! As long as you are within 20 feet of a gremlin you are effectively drunk and affected as if by the spell touch of gracelessness [APG]. Please make a Fortitude save against DC 12, with a -1 penalty for every drink you have had. A failed save means you also feel sickened. Also - roll initiative!

=======

GM rolls:

stealth 1d20 + 12 ⇒ (11) + 12 = 23
Arven Perc 1d20 + 8 ⇒ (14) + 8 = 22
Atajay Perc 1d20 ⇒ 19
A'vi Perc 1d20 + 1 ⇒ (2) + 1 = 3
Batango Perc 1d20 + 3 ⇒ (13) + 3 = 16
Penta Perc 1d20 + 6 ⇒ (13) + 6 = 19
Quara Perc 1d20 - 1 ⇒ (1) - 1 = 0
Tabook Perc 1d20 + 1 ⇒ (12) + 1 = 13
aura 1d6 + 1 ⇒ (2) + 1 = 3
Arven Fort 1d20 + 7 ⇒ (20) + 7 = 27
Atajay Fort 1d20 + 3 ⇒ (19) + 3 = 22
A'vi Fort 1d20 + 2 ⇒ (10) + 2 = 12
Batango Fort 1d20 + 3 ⇒ (18) + 3 = 21
Penta Fort 1d20 + 4 ⇒ (15) + 4 = 19
Quara Fort 1d20 + 3 ⇒ (11) + 3 = 14
Tabook Fort 1d20 + 2 ⇒ (14) + 2 = 16

The Exchange

Rhest - Round 7
There is a lull in the fighting as Ambrose and Aleste continue to pull the dugout forward, though at Ambrose's suggestion the boat starts turning towards the town hall and surrounding buildings. Shaylar checks the arrows remaining in his quiver. Trellara ceases her inspiring song for the moment, resting her voice.

Zipping here and there Helaku focuses his attention now on the ogres gathered on top of the town hall. A couple of the ogres are hefting javelins, looking for an opportunity to use them. Helaku flies close and energizes a spell; suddenly one of the ogres finds the javelin in his hands glowing white hot. It quickly drops the javelin to the rooftop, and it rolls away. Failed its save, 9 points fire damage. The spell description says the range is close, so maximum 40 foot distance from the hobgoblins.

As Helaku's spell heats things up for one of the ogres, the others watch the spellcaster hungrily. One of them hurls a javelin at Helaku. The distance is long but it wings him. 8 points damage to Helaku. The ogre smiles at its success but a moment later grimaces in pain as a bolt of lightning pummels it from the sky. 9 points electricity damage.

Ambrose keeps pulling at the oars, Aleste helping. The boat inches closer all the time. Still quite a distance to the town hall building - 800 feet. I'm proposing to jump ahead with to place the dugout at only 200 feet out rather than play out each round. Let me know if your characters are taking advantage of the time to prepare anything. Helaku and Leonar of course can keep acting during the intervening rounds.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

======

GM rolls:

ogre 4 Reflex 1d20 ⇒ 6
ogre 2 attack 1d20 - 1 ⇒ (16) - 1 = 15
damage 1d8 + 5 ⇒ (3) + 5 = 8
ogre 2 Reflex 1d20 ⇒ 5

The Exchange

Great, interesting level-up choices. Can't wait to see them in action, maybe I could throw another dragon your way...

The Exchange

In the end, with the death of the dragon Khlorphraxus, the aftermath is somewhat of an anti-climax. The dragons stink, and an unhealthy vapour hangs about their carcases. You heal your wounds.

You were right to be concerned about traps. When you get to the bottom of the sinkhole you find that the scum covering the pond conceals two shambling mounds protecting the lair's entrance. Between Nkechi and Zaghigoth, you are able to convince them to move on.

The next obstacle is the deep pond itself. An exploratory swim reveals that the dragon's lair lies at the end of a hundred foot passage. It's a tough swim, leaving you gasping for breath at the end of it. The air is stale and loathsome.

The reward, however, may have been worth the dangers. The watery tunnel rises up to a complex of large dry caverns. You can see why the first dragon, Malagitoryx, chose this location for its lair, also why the second dragon Khlorphraxus sought to take it for its own.

There is treasure, certainly. A great, bright pile of coins lies at the centre of the main chamber, with a smattering of intriguing looking gemstones scattered around. You also spot a gold seal ring, engraved with the emblem of a griffon killing hyenas. A heavy steel shield rests against one wall, near a finely made composite shortbow. Both items are decorated in a style favoured in Katapesh. Nearby is a ruined quiver but many of the arrows are still intact. At your feet rolls a small black sphere, appearing like a dull, ebon pearl. An amulet of treated rhino hide rests near to a brass tube. Inside you find five scrolls on dark vellum. A leather bandolier holds several potions. A willow wand and an oddly intact purple velvet pouch filled with fine silver dust. Finally, you discover two jagged, brilliant white javelins buried under the coins.

You gather up the items and discuss what to do with everything. Alas that there is no clue to where Khlorphraxus had its own lair. Perhaps that can be a mission for the expedition home.

Well, where to start, treasure or experience? Once you've catalogued everything, you find that you have:

1,300 gold pieces
7,700 silver pieces
93 platinum pieces
7 gemstones (worth 45gp each for a total of 315gp)
1 gold seal ring (worth 500gp)

Knowledge (local or nobility) DC 15:

The symbol on the gold ring represents the merchant house of Ashtavedri in Katapesh. You had heard that the family had been involved in blazing a trade route from Katapesh to the Sargavan coast, but disappeared some years ago after reaching Kalabuto to great fanfare.

potion of rage
potion of beast shape I
potion of fox's cunning
potion of spider climb
bead of force
divine scroll of heat metal
divine scroll of flame blade
divine scroll of endure elements
divine scroll of cure moderate wounds
divine scroll of greater magic fang
wand of mage armor (24 uses)
1 bag of storyteller's dust
rhino hide amulet of natural armor +1

2 javelins of lightning
+1 composite shortbow
15 normal arrows
+1 heavy steel shield


Also, you each have gained a level. Defeating the two dragons brought you just a few points shy of 5th level, so go ahead and update your characters, you earned it. The succubus, sadly, has escaped for now to nurse her wounds.

The Exchange

Dragon's Doom - Round 11 continued
As the dragon pulls away the air elemental tries to buffet it again, but the dragon dismisses it as just a blast of hot air. Krolmnite too retaliates, and as he is lifted from the ground he buries his greatsword to the hilt in the dragon's chest. The dragon's features look surprised, so surprised as the blade reaches its heart.

The problem comes as the lifeless dragon falls back to earth, taking the gnome with it. Quinta urges Hskoro to help, and the nagaji leaps forward to catch the gnomish knight. The two collide and roll down the slope of the sinkhole. The dragon is no more!

Congratulations the field of battle is yours!

==========

GM screen:

dragon Reflex 1d20 + 7 ⇒ (15) + 7 = 22
3d6 ⇒ (6, 4, 3) = 13

The Exchange

Rhest - Round 6
Shaylar keeps the hobgoblins pinned down with well-placed arrows. One of the archer ducks down as his shots clatter against the railing of the tower roof.

Choosing to focus his powers on the hobgoblins, Helaku swoops around and summons a spell. A second pit opens up under the feet of one of the archers and the body of his comrade who had been struck by lightning. The hobgoblin leaps and just manages to cling onto the railing as the stones beneath him fall away into the extraplanar space of the pit. Jammy hobgoblin just made his Reflex save.

Leonar circles in lazy loops over the tower. Calling down another lightning strike, it fries the remaining archer still on his feet. The burned corpse, crumples over the side of the tower, tumbling down to the water with a splash. Failed save, 18 points electricity damage does the trick and finishes it off. Only the two hobgoblins stuck by the pits remain. The one clinging to the railing makes his way along to the edge of the pit, while the other tries in vain to climb out.

Ambrose and Aleste pull at the oars, while Trellara attempts another sleep spell. The hobgoblin that had just avoided Helaku's pit spell staggers, yawns, and pitches over. Standing in the narrow space between the two pits, he hasn't escaped it for long as he rolls down to the bowels of the pit.

The bell tower draws near, now only sixty feet away. All of the hobgoblin lookouts have been killed or incapacitated. The ogres over by the town hall are very excited now, roaring challenges at you.

Back up to top of the round - what do you do next?

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

Sorry folks, got really swamped this past week, and the evenings when I did claw back some free time our broadband connection seemed to be on the blink.

========

GM screen:

Shaylar attack 1d20 + 13 ⇒ (4) + 13 = 17
damage 1d8 + 3 ⇒ (5) + 3 = 8
Shaylar attack 1d20 + 8 ⇒ (4) + 8 = 12
damage 1d8 + 3 ⇒ (7) + 3 = 10
hobgoblin 6 Reflex 1d20 + 3 ⇒ (15) + 3 = 18
hobgoblin 4 Reflex 1d20 + 3 ⇒ (3) + 3 = 6
hobgoblin 2 Climb 1d20 + 3 ⇒ (6) + 3 = 9
hobgoblin 6 Will 1d20 + 2 ⇒ (3) + 2 = 5
3d6 ⇒ (1, 3, 3) = 7
Ambrose Strength 1d20 + 4 ⇒ (11) + 4 = 15
Aleste Strength 1d20 + 1 ⇒ (8) + 1 = 9

The Exchange

Khlorphraxus - Round 10
Zaghigoth completes his summoning spell and brings forth an elemental spirit, a swirling vortex of living air. It sweeps towards the dragon and begins pummeling it with powerful bouts of wind. 4 points damage to the dragon. Watching the result, Zaghigoth draws his wand of healing and mends some of Oshok'arr's wounds. 5hp back from CLW wand.

Yekskya sends Nkechi off to help Krolmnite and then draws his bow to send two more arrows lancing off towards the dragon. Both hit, but only the first penetrates deep enough to strike a wound. The dragon has quite a few arrows piercing it now. First strike certainly hits for 13 point damage plus bleed damage.

Maudrill sends another arc of flame at the dragon, singeing away another layer of scales. Made a successful save, but takes 2 point fire damage.

Moving closer to the fight, Rowena draws an arrow of her own. Her aim is good, but the arrow snaps against the dragon's tough scales.

Quinta draws a bead on Khlorphraxus and pulls the trigger on her crossbow, before pulling Hskoro back from the fight. A pained bellow from the dragon informs her that she scored a hit. Quinta shoves the weapon into the nagaji's hand, indicating that he should reload for her. The monk looks ruefully between the singer and the crossbow, before complying. "What kind of protector am I? The kind that's going to let you get eaten by a dragon?" He reloads the weapon and hands it back to the woman. Just a five foot step to the south, so as not to raise suspicion.

Krolmnite briefly heals some of his wounds and then bounds back in, swinging wildly at Khlorphraxus. The dragon manages somehow to parry all his attacks, but it looks tired and injured now. At least the champion of Smiad is succeeding in drawing the dragon's attention away from the rest of the party. Looks like you also get a bonus from Quinta's inspire courage and a flanking bonus thanks to the air elemental, but nonetheless not quite enough to score a hit. Nearly though - and the dragon is now in single digit hit points!

Nkechi edges forward, drawing closer to the fight. He pauses briefly at the edge of the entanglement effect.

Round 11
The dragon Khlorphraxus is bleeding generously now from several wounds and is scarred from several burns. The green wyrm lunges forward, its long claws encircling Krolmnite. With a beat of powerful wings it launches into the air, clutching the gnome. "You will not be my undoing! I will drop you like a stone falling to earth." Dragon tries to grapple Krolmnite and fly away. It succeeds with the grapple check, but Krolmnite and the air elemental each get to make an attack of opportunity. Notwithstanding that, Krolmnite can try to break the grapple with a successful CMB or Escape Artist check. You are currently thirty feet off the ground, over the sinkhole.

Actually, despite not many hits you've done very well to fight two dragons and a demon and still have everyone standing at this stage. I've tried to vary the attacks but I've not pulled any punches, so well done.

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite
2 - Nkechi

Sorry folks, got really swamped this past week, and the evenings when I did claw back some free time our broadband connection seemed to be on the blink.

-------

GM's Screen:

Khlor Reflex 1d20 + 7 ⇒ (14) + 7 = 21
Rowena attack 1d20 + 8 ⇒ (9) + 8 = 17
Hskoro Stealth 1d20 + 10 ⇒ (18) + 10 = 28
Khlor grapple 1d20 + 15 ⇒ (5) + 15 = 20
Khlor Fly 1d20 + 7 ⇒ (1) + 7 = 8

The Exchange

If Hake has any qualms about a tiger-faced tiefling wrapping her arms around him, he doesn't show it. Indeed he pulls you a bit closer so that you smell his fetid breath. "Well, we're pretty creative, what modifications did you have in mind? Have ye any plunder to sell? We can give you a fair price. And any slaves? It's a rare Rahadoumi ship that has no slaves. I'll tell you what. I like you, Captain Sher. If you would take me on as a major stakeholder in your ship, I'll help underwrite your costs for refitting the Prince. Your next few voyages, you find plunder, bring it back here, I take a third as my cut, and we'll have the work paid off no problem. Normally in such circumstances I would up the price by fifty percent as interest, but for a comely captain such as yourself I'll only ask a third extra." As Hake is effectively gambling on your successful future voyages to recoup the costs of the work to be done on the ship, you sense this is not such a bad deal given the circumstances.

Have a look at the Skull & Shackles Player's Guide for a list of possible ship modifications, Hake's crew can install any of the modifications apart from those that need to be added in the original build. For example, you might consider adding additional ship weapons, a decorative figurehead, or replacing the missing ship's boat (some of original crew escaped on one of the two boats when you took the ship). Hake's offer takes into account Quara's Diplomacy check.

Hake flashes Arven a sly smile. "Ale we have. Main building yonder's got a taproom, it's not ambrosia but we like it just fine. In fact our latest brew's pretty potent, can't quite figure it out. As for wenches, it's just me and my workers here, and their families, but for the right coin some of the ladies might be persuaded to negotiate their virtue."

Side Note: If you're after hiring extra hands, you have three options with associated skill rolls: you can try to trick them aboard (Bluff check), impress and convince them to work onboard freely (Diplomacy), or pressgang 'em (Intimidate check). Consider though that while you are Hake's guests and he is refitting your ship it might be bad form to steal away all his workers. In any case it's against a DC 20 roll. Also have a look at the Skull & Shackles player's guide rules regarding infamy and disrepute - Rickety's Squibs might be an opportunity to enhance your reputation.

Sorry folks, got really swamped this past week, and the evenings when I did claw back some free time our broadband connection seemed to be on the blink.

The Exchange

Truly said! Truly said, Captain...er, apologies I didn't quite catch the name there. Well, we'll see if we can fashion her into a ship that befits her captain's sense of style." He walks around the deck for a few minutes, examining everything appraisingly. As he does so he explains that you are welcome to lay over regardless of what you decide to do. There's not much in the way of services, but there is a chow hall and what passes as a tap room here. Finally, he turns to you, rubbing his hands. Right. I can refit her, it'll take about eight days, and it's going to cost you 2,000 gold. More if you're wanting any additions. I can fit in some small smuggling compartments into the bulkheads if you like. That'll cost 500 gold extra." Hake smiles, a friendly smile but it shows the many gaps in his rotten teeth. "If gold's a problem, I'm sure we can come to some alternative arrangement."

======

GM rolls:

1d4 + 4 ⇒ (4) + 4 = 8

The Exchange

Round 5
Shaylar keeps throwing arrows at the archers on the tower, trying to keep them pinned down. His first arrow pings off the shoulder guard of one warrior, but his second arrow strikes it full in the chest, sure to be a grievous wound. Full attack, second arrow a critical hit for 20 points damage.

Helaku chases down the fleeing hobgoblin, shooting fiery bolts at it. The first zings past it, but the second hits it dead on. The burned hobgoblin is blasted out of the sky, plowing into the lake below and sinking without even having drawn its sword. The four ogres on the roof of the town hall watch the proceedings intently, excited at the prospect of a fight. Second bolt hits for 13 points fire damage, enough to put the hobgoblin bladebearer out of commission.

Turning on the wing, Leonar sees the hobgoblin go down and turns his attention back to the bell tower. Another lightning bolt hurtles down from above, striking the center archer. The blast lifts it off its feet and it's thrown over the tower's edge. It's dead before it touches the waters below. With your target down Leonar I hope it's alright that I moved your attack to another hobbie, it was either that or the ogres and they are still some distance away. I didn't bother rolling save, as it had been hit before and was going down even with a successful save.

Ambrose and Aleste continue to pull on the oars, keeping up a brisk pace as the boat nears the tower. There must be less than one hundred feet ow, and that's a good thing with the hobgoblins raining arrows down on you.

Trellara is still singing her martial song, buoying up your resolve. She summons the magical energy to hurl a surge of power back at the tower. It explodes with a thunderous clap that rocks the top of the tower. The hobgoblins are shaken, but don't seem too troubled as they draw more arrows to attack. Inspire courage still in effect. Casts sound burst, both of the two archers take one point of sonic damage each but are not stunned.

The two hobgoblin archers to continue fire at you. One splashes the water near to Shaylar, while another arrow hits Trellara. Second arrow hits Trellara for 3 points damage.

The hobgoblin in the pit continues to try to climb out, to no avail.

Back up to top of next round.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

======

GM screen:

Shaylar attack 1d20 + 13 ⇒ (5) + 13 = 18
damage 1d8 + 3 ⇒ (6) + 3 = 9
Shaylar attack 1d20 + 8 ⇒ (20) + 8 = 28
damage 1d8 + 3 ⇒ (6) + 3 = 9
confirm crit 1d20 + 8 ⇒ (18) + 8 = 26
crit damage 2d8 + 6 ⇒ (3, 2) + 6 = 11
2d6 ⇒ (3, 3) = 6
Aleste Str 1d20 + 1 ⇒ (15) + 1 = 16
Aleste Str 1d20 + 1 ⇒ (20) + 1 = 21
hobgoblin 2 Climb 1d20 + 2 ⇒ (9) + 2 = 11
Trellara sound burst 1d8 ⇒ 1
hobgoblin 4 Fort 1d20 + 7 ⇒ (19) + 7 = 26
hobgoblin 5 Fort 1d20 + 7 ⇒ (12) + 7 = 19
hobgoblin 4 attack 1d20 + 7 ⇒ (19) + 7 = 26
1d4 ⇒ 3
1d8 ⇒ 3
hobgoblin 5 attack 1d20 + 7 ⇒ (5) + 7 = 12
1d4 ⇒ 1

The Exchange

Khlorphraxus - Round 9 continued
Zaghigoth releases the gathered power of the earth, and begins drawing power from the spirits to manifest a new spell, a summoning spell. Oshok'arr honks loudly at the dragon, nasal cavities amplifying the sound and adding to her intimidating posture.

Yekskya launches two more arrows at the dragon, both smacking off its tough armor. The arrow that did go through still niggles though. Just the 1 point damage this time.

Maudrill reappears as he unleashes an arc of flame that burns the dragon at its shoulder and wing, creating gaping holes in the skin of the wing. Dragon takes 6 points fire damage.

Running through the bush, Rowena draws a bead on the dragon with her bow and lets fly. The arrow falls short of hitting the wyrm.

Quinta makes a dash for Hskoro and lays a hand on the nagaji. She summons healing magic and channels it into him, giving the martial artist a new lease of life. Hskoro is grateful and rises to his feet, and takes a defensive stance in front of Quinta. The determination on his face suggests that he would give his life protecting the Chelaxian singer.

Krolmnite charges forward, swinging his sword with all his might. Just as the champion is about to impale the dragon, one wicked claw blocks the blow and shoves the gnome away. The dragon then pounces on Krolmnite. Teeth grind armor. Weight crushes. Claws rend. You are able to get a charge, but even so not quite enough to finish it off. In exchange the dragon focuses a full attack on Krolm for a total of 39 points damage for successful bite and claw attacks. Yikes!

Yekskya hears a rustling in the underbrush nearby as Nkechi suddenly appears. He looks a little sheepish. The hermit looks over at the archer: "I wasn't going to intervene and let Gozreh decide your fate, but something called me to help anyway. Come! Let us draw closer." He slaps Yekskya's shoulder before bounding through the jungle towards the fight, but as they make contact healing energy flows into the archer, healing some of his wounds. Cure moderate wounds effect for 11 points healed to Yeks.

Back to everyone for Round 10!

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite
2 - Nkechi

========

GM screen:

dragon Reflex 1d20 + 7 ⇒ (1) + 7 = 8
dragon bite 1d20 + 13 ⇒ (17) + 13 = 30
damage 2d6 + 7 ⇒ (5, 5) + 7 = 17
dragon claw 1d20 + 13 ⇒ (18) + 13 = 31
damage 1d8 + 5 ⇒ (7) + 5 = 12
dragon claw 1d20 + 13 ⇒ (5) + 13 = 18
damage 1d8 + 5 ⇒ (5) + 5 = 10
Nkechi CMW 2d8 + 5 ⇒ (4, 2) + 5 = 11

The Exchange

Rickety's Squibs
With little ceremony you consign Scourge to the sea. The pirate does surface, clinging to the plank. He curses you with fervor from his bobbing plank as you sail away. His voice soon fades, and soon you can see him no more. The denizens of the sea seem to have left him alone as you watch, but you can see the fins of sharks beginning to circle. It's not a far distance back to Bonewrack Isle, it's possible he could make it there. You consider whether his fate was a mercy or a death sentence.

A couple days' sailing brings you alongside the Slithering Coast. Following Kroop's suggestions, you scout carefully - the estuary where you might find Rickety's Squibs is well concealed by a tall headland. At last, with Raven's help you spy the likely place. Rounding the tall headland reveals a hidden cove at the mouth of a wide jungle river, its sluggish brown waters staining the waters of the blue sea like an ugly bruise. A series of docks has been built upon this estuary, with buildings concealed beneath the overhanging limbs of the jungle beyond. A wooden watchtower stands upon the promontory of the headland, carefully concealed among the trees to provide a clandestine view of the seas.

As the Rabbit Prince sails past the headland, a checkered flag of yellow and read is raised above the tower on the promontory, and an answering flag of blue is hoisted upon a yardarm at the docks ahead. A number of humanoid figures emerge from the shaded buildings and gather on a pier. A small, single-masted longboat soon sets out from the boathouse on the estuary to meet the ship, and the boat's crew hail you. They request that you drop anchor so that they may parlay with you.

Soon a short, stoop-backed old man with a leathery, weatherworn face requests permission to come aboard. He has watery blue eyes and a halo of frizzy white hair. He is followed half a dozen men armed with nought but dirks at their belts. When the man comes aboard, he runs an appreciative hand along the wooden railing and stomps hard on the deck. "Nice lines, this one. Rahadoumi, is it? See the teak working on the prow? Straight out of Azir. Well, yes. If you're looking for Rickety Hake, well you've found 'em. Where you sailing from, and what yer business be?"

DC 15 Knowledge (local):

Rickety Hake is a retired buccaneer and a former mate on the bearded wench under Free Captain Ella Gurnett (who fed the kraken at the Battle of Nolis Point). He receives a lot of business from the Free Captains looking to refit captured vessels. If he's lightly defended it's because he can afford to be. Harming Rickety Hake would anger a lot of pirates.

The Exchange

Dragons - Round 8 continued
Zaghigoth summons another fistful of fire to hurl at the dragon. As he does so Oshok'arr hovers nearby, giving guidance and encouragement. It helps the druid to find his target, and the fire burns the dragon's cruel face. 6 points fire damage to the dragon.

Yekskya perseveres in peppering the dragon with arrows. Two more find their target, one bounces off the dragon's steely hide but the other strikes true. The hits are starting to tell on the dragon. Second arrow hits for 14 points plus the bleed damage.

Wounded, Maudrill hurriedly finishes the words of his incantation and summons a third celestial eagle to the melee. The conclave of eagles swoop round and round to make sure the demoness is truly gone then turn on the dragon. They attack with fury and heart, but their claws aren't able to do much more than distract it. One of the eagles did get a successful aoo against Mellistra, for 2pts damage. She still escaped. Maudrill then invokes another spell, done quick before the dragon can respond with another attack. The aasimar vanishes from view, moving back towards Krolmnite. The first dragon's entanglement spell is still in effect and is a real pest. Despite his invisibility the plants respond to the movement and grasp at his feet and legs and threaten to hamper movement. Defensive casting successful. Moving through the entangled area threatens to slow movement, if you can make a Reflex save against DC 13 to avoid gaining the entangled condition. The entangle effect is a natural ability of the dragon with a duration of 1 minute per caster level, so it's not going anywhere soon.

Rowena edges closer, still wary of the situation. At least the demon is gone and attention seems to be drawn back to fighting a dragon, albeit a different one.

Quinta continues to sing to inspire her allies, but as she does so she also readies her heavy crossbow for an attack.

Hskoro the nagaji turns to Krolmnite again. "Come, it is on the ground!" He charges ahead, too fast for the vegetation to take hold (and nearly barrelling into Maudrill in the process). With a flying kick he launches himself at the dragon. 6 points damage to the dragon, with successful save vs. entangle.

Krolmnite follows behind, charging with his shorter legs. The plants try to grab him, but he hacks them to pieces in passing. He looks happier than you've ever seen him. Entanglement still in effect. A double move this round brings you to the edge of the effect, so you can focus on the dragon next round.

Round 9
The dragon Khlorprhaxus is an implacable foe. It throws Hskoro off with a crushing bite then turns its attention to the eagles surrounding it. Catching one in its claws it tears it apart before your eyes, the eagle making a sad cry as it is torn in two. 16 points damage to Hskoro, 18 points damage to the eagle. The dragon's wings fan out batting the other two eagles from the sky. They are hit with such force that as they hit the ground they return to the celestial planes, wounded beyond recall. 7 points damage to second eagle and 11 points damage to the third with a successful critical hit, I think that puts all three into minuses. Plus I suppose they take falling damage as they fall from the sky. Lastly the dragon's tail whips out, striking Hskoro and flinging him into the air. He lands heavily, and struggles to get up. 13 points damage to Hskoro, putting him at 0hp.

The endgame?

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite (delayed action)

========

GM rolls:

Hskoro Reflex 1d20 + 7 ⇒ (11) + 7 = 18
Hskoro attack 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 3 ⇒ (3) + 3 = 6
Krolmnite Reflex 1d20 + 4 ⇒ (15) + 4 = 19
dragon bite 1d20 + 13 ⇒ (11) + 13 = 24
damage 2d6 + 7 ⇒ (4, 5) + 7 = 16
dragon claw 1d20 + 13 ⇒ (14) + 13 = 27
damage 1d8 + 5 ⇒ (2) + 5 = 7
dragon claw 1d20 + 13 ⇒ (14) + 13 = 27
damage 1d8 + 5 ⇒ (6) + 5 = 11
dragon wing 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 2 ⇒ (5) + 2 = 7
dragon wing 1d20 + 8 ⇒ (20) + 8 = 28
damage 1d6 + 2 ⇒ (1) + 2 = 3
dragon tail 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d8 + 7 ⇒ (6) + 7 = 13
crit confirm 1d20 + 8 ⇒ (17) + 8 = 25
damage 1d6 + 2 ⇒ (6) + 2 = 8

The Exchange

Rhest - Round 4 continued

The hobgoblin warrior fleeing by air to warn his fellows at the town hall raises concern. Helaku swoops in. The sorcerer appears to eyes as he blasts it with scorching rays of fire. The hobgoblin is nearly blasted from the sky, burned, blackened, but the hobgoblin myrmidon recovers and continues speeding towards the other building. The hobgoblin takes a blistering 28 points damage from the critical hit and the other ray.

Leonar spies the fleeing hobgoblin as well, and targets him with lightning. A bolt from above strikes down, and the hobgoblin is singed from the near miss. Will it reach the tower? Hobbie made its Reflex save, but still takes 4 points electricity damage.

Ambrose and Aleste keep hauling on the oars. The bell tower grows closer. Trellara dabbles her fingers towards the tower; one of the hobgoblin archers suddenly staggers and nearly collapses but recovers, shaking its head. Trellara turns to you with a worried look. "Sleep spell. Usually works a bit better than that though. These guys must be tough."

Those archers up on the tower continue to be a threat# Arrows continue to fall around you; one pings off the side of the dugout beside Ambrose, and another pierces Shaylar's thigh# Trellara takes another hit as well# #ooc# Shaylar takes 6 points of damage from arrow, Trellara takes 5 points of damage as well# #/ooc#

#ooc# Back up to top of next round, you're 120 feet from the bell tower #nearly there!# and the flying hobgoblin is 340 feet away from you but still has quite a ways to go to reach the town hall tower# And the lizardfolk are gathering apace# #/ooc#

#b# Initiative #/b#
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

=======

GM rolls:

Kolkuzan Fly 1d20 + 6 ⇒ (16) + 6 = 22
Kolkuzan Reflex 1d20 + 4 ⇒ (20) + 4 = 24
hobgoblin 6 Will 1d20 + 2 ⇒ (20) + 2 = 22
hobgoblin 2 Climb 1d20 + 3 ⇒ (2) + 3 = 5
hobgoblin 4 attack 1d20 + 6 ⇒ (20) + 6 = 26
1d4 ⇒ 3
damage 1d8 ⇒ 5
hobgoblin 5 attack 1d20 + 6 ⇒ (16) + 6 = 22
1d4 ⇒ 1
damage 1d8 ⇒ 6
hobgoblin 6 attack 1d20 + 6 ⇒ (8) + 6 = 14
1d4 ⇒ 2
damage 1d8 ⇒ 5
hobgoblin 4 crit confirm 1d20 + 6 ⇒ (4) + 6 = 10
crit damage 2d8 ⇒ (5, 3) = 8

The Exchange

Round 7 continued
Krolmnite moves forward and Hskoro heaves the plated gnome up into the air, quite a feat of strength. The paladin strikes hard, hewing through muscle and bone. The succubus Mellistra screams. A terrible scream, full of rage and pain and doom. You see that one of arms has been nearly shorn away, showering blood on those below. One of the celestial eagles cries as Krolmnite reaches apogee and falls back to earth. Not quite a crit, but still did terrific damage. She's hurtin'!

The succubus hurriedly beats her wings with fury, trying to gain more altitude. She hisses and spits the words "A curse on you!" - you're not sure if they are directed at Krolmnite or the dragon. Then, with a wave of her good hand, she teleports away.

Round 8
Have you ever seen a dragon smile? You're not sure if this qualifies, but the dragon Khlorphraxus seems mighty pleased to have disposed of the succubus as well. Now the wyrm turns his attention back to you. "Well, little ones, you have helped me ever so much. I may even let two of you live. Then again, it wouldn't do to have anyone know the location of my lair. So, run!"

The dragon swoops around and back again, coming in low and attacking Maudrill! Its dagger teeth close on the aasimar like a steel trap. Ouch! The dragon bites for 18 points damage.

Only one foe left! Top of the round starting with Zaghigoth and everyone.

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Krolmnite (delayed action)

=======

GM rolls:

Mellistra Fly 1d20 + 14 ⇒ (10) + 14 = 24
dragon bite 1d20 + 13 ⇒ (19) + 13 = 32
damage 2d6 + 7 ⇒ (6, 5) + 7 = 18

The Exchange

Rhest - Round 3 continued
As Leonar circles, another bolt of lightning falls from the heavens, striking the hobgoblin lookout trapped in the pit. He's been well cooked, and is just hanging on to life. Hobbie failed save, taking 10 points electricity damage.

Ambrose heaves at the oars with mighty strokes, willing the dugout to bring him within melee range of everything. It speeds along. It's moving apace, you're 135 feet away.

Trellara kneels in the canoe with bow drawn, ready to shoot at anyone else trying to aim at the dugout. Readied action to shoot at anyone trying to shoot at you.

Aleste works away at the oars too, but his earlier exertions seem to be tiring him out. He tries to summon the energy to keep going.

The hobgoblin in the pit cowers in one corner, afraid at being trapped and by being struck by lightning. For now it makes no attempt to escape.

You hear a commotion from within the tower and see emerge another three hobgoblin warriors. They look as if their armor has been hastily donned, and they are looking for targets as they take stock of the situation. Spying the dugout, the concentrate their fire your way.

Arrows start raining down on those of you still in the boat, two coming very close to hitting Ambrose and Aleste at the oars, falling just short of their targets. Trellara responds with an arrow of her own, but it bounces harmlessly off the top of the tower.

Another hobgoblin leaps up the stairs, wearing lighter armor than his comrades. An empty flask lies in his hands as he casts it away and takes to the skies! The hobgoblin, with the bearing of a true blademaster, whisks over the water towards the town hall.

The lizardfolk are still coming, but the one following your dugout is falling behind as you row faster.

Round 4
With the appearance of four more hobgoblins along the tower, Shaylar draws three arrows and takes aim. Quick as Leonar's lightning the arrows hit home, the three arrows puncturing the archer's chest only a finger's width between each of them. Good hits even at this distance; 33 points damage total.

Okay, Helaku and company up next. Dugout is about 135 feet away from the tower, with the flying hobgoblin about 120feet away.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

=======

GM rolls:

hobgoblin 3 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Trellara attack 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d8 ⇒ 6
Aleste Str 1d20 + 1 ⇒ (6) + 1 = 7
hobgoblin 4 1d20 + 6 ⇒ (1) + 6 = 7
hobgoblin 5 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d8 ⇒ 5
hobgoblin 6 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d8 ⇒ 7
3d4 ⇒ (3, 2, 1) = 6

The Exchange

Cogward looks decidedly uncomfortable to be asked to say a few prayers for the departed. Still, he mumbles a blessing over each form as it his heaved over the side to the ocean's embrace.

Once the ship is underway, Jake, Lonegan and Fipps are quick to give their assurances that they will put body and soul into their duties and not cause trouble. More than can be said for Scourge. Sullen, humiliated, the man looks up at you in challenge, though he directs his words to the new captain. "I have nothing to say to you. I promise you, you will regret this." He offers no resistance to being strung up.

Kroop agrees to help with what he knows. He looks surprised to see the rum bottle in his hand. "This? Heh, this is just for the cooking see, a marinade."

The Rabbit Prince Stats:

Sailing Ship
Colossal ship
Squares 4 (30 ft. by 105 ft.) Cost 10,000 gp
DEFENSE
AC 2; Hardness 5
hbp 1,620 (sails 360)
Base Save +6
OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 3
Cargo/Passengers 150 tons/120 passengers

Rabbit Prince's Crew
Quara Sher (female tiefling) - captain
Arven (male undine) - first mate?
Penta Slaughter (female human) - boatswain and disciplinarian? I wasn't sure what Arven or Penta's title would be.
A'vandira Silvermane (female human) - navigator
Batango (male human) - ship's mage
Atajay (male human) - ship's mage
Sandara Quinn (female human) - ship's chaplain
Crimson Cogward (male human) - master of arms
Ambrose "Fishguts" Kroop (male human) - ship's cook

Aretta Bansion (female human swab): a bad tempered ex-harlot with big ears.
Fipps Chumlett (male human swab): a fat, pushy bully with a shaved head.
Jaundiced Jape (male half-orc swab): a humorless, greedy half-orc mute.
"Slippery" Syl Lonegan (male human rigger): an unhinged murderer who f led to sea to escape the gallows.
Kenya Bloodblade (female human gunslinger and swab): tough pirate fascinated with the possibilities of black powder.
Owlbear Hartshorn (male Shoanti human): simple-minded but loyal brute.
“Ratline” Rattsberger (male Halfling rigger): a rat-faced halfling with long arms and three missing fingers.
Rosie Cusswell (female Halfling swab): foul-mouthed tough who plays a mean fiddle.
Tilly Brackett (female human swab): a tough joker who likes her rum.

Plunder = A shorthand for all the items, trade goods, and valuables taken in a pirate raid. One point of plunder is equal to 1,000gp. It can be sold in port, and a canny pirate can try to earn more coin when converting it to money.
Infamy & Disrepute = As you engage in piracy, you start to build a reputation for yourselves. When in port, make a group Bluff, Perform, or Intimidate check. With success your reputation grows as people hear about your exploits. Infamy represents the total score for your reputation, while Disrepute indicates the extent to which you can cash in on that fame, providing you with tangible benefits. Your group's current Infamy rating is 2.

The Exchange

Dragons - Round 7 continued
Zaghigoth holds fire, literally with a glowing orb of fire resting in his hand. He waits to see the outcome of the parley with the dragon, though it doesn't stop him inching towards the succubus to get a closer shot should she become the next target. Oshok'arr lopes along behind him.

Yekskya decides to play along with the unfolding drama and transfers his aim to the dragon. He shoots two cold iron arrows at her, one of which hits. She really doesn't like the cold iron, and a hint of worry flashes across her face. One hit, 14 points damage to the succubuss.

Stymied as he realizes the demoness understands draconic, Maudrill completes his summoning spells, calling forth another golden-winged eagle from the celestial planes. The two eagles stoop and harry the succubus, driving down towards the ground.

Krolmnite tries to get at the demoness, but the canny succubus is hovering just out of reach. The nagaji Hskoro cups his hands together and looks up at her malevolent form. "Gnome! Have your sword ready! I will give you a boost!" He indicates for you to place your foot in his cupped hands so that he can throw you at her. Basically she is hovering about 10 feet above you, not sure if with your greatsword you would be able to reach her. But help is at hand! Go ahead and make an attack roll.

Arriving back on the scene Rowena stops for a moment to take in the situation. It wouldn't do to attack someone who turns out to be an ally! Welcome back!

Quinta creeps closer, doing her best to conceal herself amongst the jungle underbrush but continuing her ode to the dragon newcomer. It hovers with powerful beats of its wings, basking in the flattery. "You speak pretty words, human. I will likely eat your friends, but I will let you live. Mellistra! I have what I want, and I grow weary of your tricks. Begone!" Quinta you are now 30 feet away from the succubus, getting closer.

I'll wait to get Krolmnite's attack (assuming he does want to be a flying gnome) as it will impact on the rest of the round. Progress is being made!

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Mellistra

========

GM rolls:

Lani fly 1d20 + 14 ⇒ (9) + 14 = 23
Hskoro Strength 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

Chapter 4: Hiding Evidence

Your celebrations continue long into the night, as you tell and retell your individual exploits during the fight. You also regale the rest of the crew with your encounters on Bonewrack Island. Afterwards, few are keen to set foot on the cursed isle.

One discovery that casts a shadow over your celebrations is finding the body of Jack Scrimshaw, the young swab you rescued from hungry reefclaws. Since that event the lad had been a firm ally, and it looks like he had been cut down at the bottom of the ladder leading up to the main deck. He died from multiple sword wounds and it was likely he was cut down by Jaundiced Jape, Aretta Bansion, or Shivikah - perhaps even all three. Well liked by most, his death casts a pall over the proceedings, but most are just keen to put recent events behind them and move on. The promotion of several to ship's officers helps ease the tension as well.

As you discuss what to do next, Fishguts Kroop chips in: "Harrigan is not one to forgive a slight easily, and he will be sore wroth that a ship's been stolen under his nose. Even if we hadn't planned to do the stealin'! Seems more and more likely to me now that Plugg was making for the Slithering Coast. We're not far off. There's an estuary, a few folk live there, and I reckon we should look up Rickety Hake. He's got a business turning vessels into squibs - changing their lines and rigging so they appear as another ship. He makes a pretty good living off of Shackles pirates."

Kroop starts to wander off, having purloined a rum bottle off passed out Tilly Brackett. Then, he turns around, something having occurred to him. "Seems to me, the sooner we can build a reputation for the Rabbit Prince and her crew, the better. An unknown ship sailing these waters is quickly going to attract the attentions of other pirates. They'll see us as prey." He takes a long swig of the rum and smiles as he smacks his lips and wanders off.

Searching the ship does turn up something positive. As a prize vessel, the ship was still carrying the Rahadoumi merchant's cargo, a collection of spices, exotic timber, dyed cloth, and other trade goods. In addition you also find Plugg's share of the booty, again it looks like he had kept the most expensive trade items for himself. Altogether you reckon it could fetch at least 2,000 gold in port (or 2 points of Plunder, to be explained in the next post).

Wow, seems you all have put a crew together in no time! Quara, as captain can I nominate you to make an Charisma-based check on behalf of the crew. Basically you can make either a Bluff, Intimidate, or Perform check (your choice) - the DC to beat is 21. I'll try to get the next post up later tonight, but if not it will be in the next day or so.

Batango: In theory, yes you can pulverize the skull and create a beverage that Tabook can imbibe to learn the spells. It's quite a few spells engraved on the scroll - are you thinking to try learning all of them?

The Exchange

Sorry guys, I dropped the ball a bit with this game, though I've only just realized that I've lost a post that I put up last week. I must have hit preview button instead of submit post. Let's see if we can catch up and see what there is to see in Rhest.

Bell Tower - Round 2 continued
Leonar gestures towards one of the hobgoblins trapped in the pit. A bolt of lightning hurtles down and blasts one of the hapless lookouts, leaving only a charred mess behind. 14 points electricity damage to the hobgoblin, leaving only one left in the pit.

Ambrose continues to pull at the oars, trying to close the gap so as not to just sit in the open. Trellara works away as well, until Ambrose grasps one of the oars from her. "You have a bow? Use it. I'll have a shot here." The rangy alchemist takes up the oars and bends to the work with a will, helping to drive the dugout forward. Ambrose between your roll and Aleste's you are able to increase the speed to 30ft for the next six rounds.

The remaining hobgoblin in the pit tries to back away from its fallen comrade and climb out. The stone sides are too steep and slick though, and it languishes in frustration. You can hear the sounds of orders being barked coming from the stone staircase at the top of the tower.

Lizardfolk are still closing in, but are a good distance away yet.

Round 3
Shaylar readies two arrows, nocking both to his bowstring. He prepares to attack any foe that dares to show themselves. Great rolls, but no enemies in sight from your perspective so why not hold your attack for the moment.

Helaku swoops lower around the bell tower. It looks like there should have been an entrance to the tower at ground level, but that has since been submerged by the waters of the lake. As he does so he swoops around Leonar and gives him an update, a disembodied voice directed at the eagle. Looking across at the other edifice that looked like a town hall you can see figures milling about, and starting to take an interest in the goings on here. The figures look bigger than the hobgoblins - ogres!

Okay we can get Leonar and Ambose's (rowing) actions, I'll get up NPC actions. The dugout is currently 165 feet from the bell tower, and about 800 feet from the town hall.

Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara (delayed action to be in step with Ambrose)
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

======

GM rolls:

hobgoblin 1 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Aleste Strength 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin 2 Strength 1d20 + 3 ⇒ (12) + 3 = 15

The Exchange

Khlorphraxus - Round 7
The dragon continues to circle around the lip of the sinkhole. It holds its attacks though, as it listens to both parties. The wyrm preens at Quinta's flattering words, and it does appear to consider Maudrill's exhortations. Its head swings around to the succubus. "Is this true, Demon? Do you seek merely to drag me to the hells?" Excellent poem, Quinta!

Seeing the threat, the succubus tries to stave off the dragon's anger. "Khlorphraxus, don't listen to them! You will be a great and terrible dragon, but you are still young. It merely serves my purposes to aid you along the way. But, if you don't wish to become master of this land, then I waste my time here!"

We'll move forward with everyone's actions, Maudrill I've got yours.

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

=======

GM rolls:

Khlor Wisdom 1d20 + 1 ⇒ (9) + 1 = 10
Khlor Fly 1d20 + 7 ⇒ (17) + 7 = 24
Lani Fly 1d20 + 14 ⇒ (4) + 14 = 18
Lani Diplomacy 1d20 + 19 ⇒ (12) + 19 = 31

The Exchange

Atajay wrote:

Also, DM, Sandara gave me her hat as I recall. Did you ever say what it did? I didn't wirite it down, if so.

But nevertheless, I doubt I could use it while wearing my Charisma boosting headband, so I might want to come up with a nice way of giving it back to her without hurting her feelings, if that's true.

I may have posted it elsewhere, but in either case here are the powers of the hat:

Besmara’s Tricorne
Aura faint transmutation; CL 5th
Slot head; Price 2,600 gp; Weight 1 lb.
DESCRIPTION
This black leather tricorne hat is weather-beaten and saltstained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.

Seeing as Sandara is the most significant follower of Besmara amongst the crew, it probably makes sense for her to hold on to it. I'm sure you'll find a way to give it back sweetly!

The Exchange

Well I'm impressed how quickly you all put together a chain of command! Next time I'll post up a bit more about your crew, so you can determine if you have enough to keep your ship seaworthy.

Anyone injured will also be able to get healing from Sandara, and Penta I presume though may have to wait until the following day when your divines can prepare new spells. Also, Quara at least is beginning to feel the effects of ghoul fever - Sandara should be able to remedy that as well.

This officially ends the first part of the Skull & Shackles adventure path - The Wormwood Mutiny. Well done! If you all are happy to continue then I'll start posting up the into the next chapter in your saga: Raiders of the Fever Sea.

The Exchange

Resolution - Round 4 continued

Jape and Lonegan glare at you murderously, but the effect of Atajay, a towering Arven, Quara, and Penta standing together over them is enough to make them lose heart. Fipps Chumlett looks positively frightened. A'vandira and Batango join you, and already your allies are cheering your victory, as your last foes throw down their weapons and surrender. The day is yours!

None of your crewmates contest Quara Sher as the new captain of the Man's Promise. and are more than pleased to see the harsh Mister Plugg gone. As predicted, sharks are always ready for a feast and are quick on the scene. All you can see of his remains is a spreading pool of blood in the water.

In the meantime, apart from Scourge, the other pirates who opposed you are happy to throw their lot in with you after the conflict. For some, fear of punishment was enough to keep them allied with Plugg; others perhaps aligned themselves with the first mate more readily. Everyone agrees though that it's better to serve a new captain than be marooned on some monster-infested flyspeck of an island.

Congratulations, the ship is yours! What do you plan to do with her next? What do you want to do with Scourge? Discipline him, or something more permanent? And the bodies of Conchobar, Narwhal, Badger, Aretta, and Shivikah?

Apart from having possession of the sailing ship, this encounter is pretty light treasure-wise. During the fight Plugg cast down his masterwork cat-o-nine-tails, but the rest of the gear he was wearing went overboard with him. In Plugg's cabin you find a leather drinking cup and a stash of 100 gold pieces and 200 silver. If you disposess Scourge of his gear, you recover the following: medium suit of leather armor, punching dagger coated with black dagger venom, masterwork handaxe carved with notches for the number of Scourge's kills, a shortbow with a leather quiver with a buttoned shutter to protect them from the elements (by Scourge's bunk), whip, potion of blur, potion of cure light wounds, corked dark green bottle containing 8 doses of oil of taggit, a hefty waxed coat with many hidden pockets, a leather snuff box with a diamond stud containing 1 dose of dark reaver powder (the box itself could easily be worth 100gp), a silver wedding ring that might fetch 25 gold, 14 platinum pieces and 29 gold pieces. If you really want to know him around you discover that he has 6 gold teeth that could be worth 5 gold each.

You also receive a +2 bonus to your Disrepute and Infamy scores for the successful mutiny and taking control of the ship. I'll post more info next time about what those scores represent.

The Exchange

Penta Slaughter wrote:

you forgot my actions again:P

Oh no! Truly I am an accursed GM! :)

Mutiny -Round 4
Penta takes a wary step back from Syl and Jape, brandishing her whips. A quick prayer beseeching Calistra's aid heals her wounds. Then a flick of one of her scorpion tongues pulls Jape's feet out from under him, sending the half-orc hard to the deck. A second flick with the other scorpion whip sends Jape's cutlass spinning away from him just as he tries to grab for it. The warpriest fixes both sailors with a steely glare as she tells them what they can expect if the make another move.

With those words it Might be worth making an Intimidate check to cow them.

The Exchange

My bad Quinta, I missed that out of the post - will put it in the next update. "Lani" does indeed understand Draconic, though she chose to address the dragon in Common.

Is there a word for a group of eagles? Flock doesn't really seem to cut it. Eyrie?

Edit: a convocation!

The Exchange

Thanks for the update Maudrill. Everyone's got their own style, that's very well laid out.

The Exchange

Mutiny - Round 3 continued

Noticing Jape's attack, A'vandira turns on the hulking half-orc and sends a coruscating ray at the sailor. It hits him dead on and seems to drain most of his strength away. True to her word, his cutlass suddenly seems unwieldy and heavy in his hands.

Plugg's hesitation becomes more pronounced as thanks to A'vandira's magic Arven increases in size until he is towering over the man. Suddenly the stern officer doesn't look so powerful and haughty. Flexing his muscles the undine gives a powerful shove with the flat of his sword, a shove that sends Plugg flailing backward. "Tell the sharks, Arven sent you." The man hits the railing and pitches over the side, into the briny deep!

Crimson Cogward is still battling Badger Medlar, as Batango thrusts the dagger in his hand into Shivikah's throat. It's a terrible wound for the ex-slaver, all the more surprising coming from the sea-witch. 4 points damage to Shivikah.

Quara continues to sing away to spur her fellows on. All the while she trades blows with Fipps Chumlett until finally she bats his blade aside and runs him through with her longsword. It's not a killing blow, but a grievous wound nonetheless. He looks down at the blade in horror. 10 points of damage to Fipps, he's hanging on to consciousness but a mere thread.

There's a loud report as Kenya raises her pistol again and fires point blank at Narwhal Tate just as he's loading his crossbow for another attack. The shot hurls the dwarf back onto the deck, and looking down you see there's not much left of him. Rolled a critical hit for Kenya Bloodblade, with her pistol causing a x4 multiplier to damage for a total of 19 points. Narwhal's dead.

The battle seems to pick up as your allies swarm the remaining sailors that were loyal to Plugg and Scourge. The fight seems to have gone out of them now that Plugg is gone and Scoure is lying senseless on the deck. Badger Medlar goes down under a flurry of blows, and Owlbear comes to Batango's aid by smashing Shivikah's skull with his club. Aretta Bansion is also taken down by Sandara and Kroop with his frying pan.

There are only three adversaries still left standing: Syl Lonegan, Jaundiced Japes, and Fipps Chumlett. Top of the round, Penta and Atajay have actions before they make their next move.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=====

GM screen:

Jape Fort 1d20 + 4 ⇒ (1) + 4 = 5
Crimson 1d20 + 5 ⇒ (4) + 5 = 9
damage 1d6 + 3 ⇒ (3) + 3 = 6
Kenya attack 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 + 1 ⇒ (8) + 1 = 9
Sandara attack 1d20 + 5 ⇒ (9) + 5 = 14
damage 1d6 + 2 ⇒ (5) + 2 = 7
Kroop attack 1d20 + 4 ⇒ (12) + 4 = 16
damage 1d6 + 2 ⇒ (4) + 2 = 6
Rosie attack 1d20 + 8 ⇒ (2) + 8 = 10
damage 1d4 + 4 ⇒ (4) + 4 = 8
Owlbear 1d20 + 6 ⇒ (10) + 6 = 16
damage 1d6 + 4 ⇒ (5) + 4 = 9
Ratline 1d20 + 4 ⇒ (19) + 4 = 23
damage 1d6 + 2 ⇒ (1) + 2 = 3
Tilly 1d20 + 5 ⇒ (4) + 5 = 9
damage 1d6 + 2 ⇒ (4) + 2 = 6
Kenya crit confirm 1d20 + 5 ⇒ (15) + 5 = 20
damage 3d8 ⇒ (2, 3, 5) = 10
Ratline crit confirm 1d20 + 4 ⇒ (6) + 4 = 10
damage 1d6 + 1 ⇒ (6) + 1 = 7

The Exchange

Dragon Redux - Round 6 continued

Smarting from the blast of dragon breath, Zaghigoth looks up at the dragon, stone-faced and determined. He gestures forward with his hand, sending a blast of fire at the enemy. Despite its size, the dragon is agile, and twists away from the fireball. No sooner have the flames left Zaghigoth's hand then his hand begin to glow with flame once again. Ranged touch result just missed, I'm afraid.

From his position on the northwest side of the pool, Yekskya fires another pair of thistle arrows arcing toward the dragon and prays he has the same success with this one that he did with the last. Indeed, one of his arrows strikes true, burrowing deep into the wyrm's toughened hide. Second arrow hits, for 17 points and the bleed damage.

Maudrill finishes summoning an eagle from the celestial planes. Appearing near the succubus, it immediately perceives a mortal enemy and stoops to the attack. Swooping down it rakes the demoness with its beak, a resounding blow of good against evil. 4 points damage to the succubus. Meanwhile Maudrill speaks to the dragon in sibilant Draconic. The majestic beast cocks its head as it listens, darting glances back and forth between the aasimar and the succubus. He begins summoning another eagle. Sorry Maudrill thought I'd posted earlier - could I get a Bluff check from you?

Krolmnite charges ahead, hacking at the grasping plants in his path. He makes a beeline for the demoness and is ready to smite the creature of the pit. He waves the blade at the succubus and roars a challenge at her, hoping to goad her into a fight.

A rustle from the jungle to the east heralds the return of Rowena! She looks shaken but once more in command of her fears and ready to rock. Rowena feel free to post up an action this round.

A lilting song rises from the underbrush as Quinta summons another celestial eagle and inspires everyone's actions to greater glory. The eagle hurls itself at the succubus, all rending beak and tearing claws. Its strong beak rends the demoness' wing. Inspire courage in effect, the eagle's beak attack hits for 3 points damage.

Hskoro draws a set of nunchaku and bounds forward to make a great leap, flipping over Krolmnite's head. As he reaches the summit of his leap he reaches up to try to hit the demoness but she kicks him away. The nagaji lands lightly on the ground and tries to fend off the vegetation that instantly tries to entangle him. Attempts a jump to try to reach the demon. Doesn't manage to leap quite as high as her, but close enough to hit with an attack that ultimately misses.

The succubus focuses most of her attention on the foes that are truly posing a threat: the eagles. With her sharp claws she swipes at one that draws to close and plunges her other hand into the breast of the other bird, impaling it. The eagle winks out of existence on this plane. It brings a cool smile of satisfaction to her darkly beautiful face, disappearing quickly as she turns back to the dragon. "Khlorphraxus, these little beings lie! I can make you powerful! A thing to be feared across the region. Stop messing around and kill them already! Only, keep one of them alive. They have spoken of an even greater treasure - Saventh Yhi." 4 points of damage from claw attack to Maudrill's summoned eagle, but with her second attack she scores a critical hit on her attack against Quinta's eagle, for a total of 9 points damage and dispelling it.

I'll get Rowena's action and Maudrill's Bluff check, then post the dragon's response accordingly. This is fun! Will you be wanting to seek out more dragons after this?

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

========

GM Screen:

dragon SM 1d20 + 1 ⇒ (9) + 1 = 10
Hskoro Acrobatics 1d20 + 9 ⇒ (17) + 9 = 26
Hskoro attack 1d20 + 8 ⇒ (3) + 8 = 11
damage 1d6 + 4 ⇒ (5) + 4 = 9
Hskoro Reflex 1d20 + 7 ⇒ (6) + 7 = 13
Hskoro Acrobatics 1d20 + 9 ⇒ (16) + 9 = 25
Leionthwe Fly 1d20 + 14 ⇒ (17) + 14 = 31
claw 1d20 + 11 ⇒ (4) + 11 = 15
damage 1d6 + 1 ⇒ (3) + 1 = 4
claw 1d20 + 11 ⇒ (20) + 11 = 31
damage 1d6 + 1 ⇒ (3) + 1 = 4
confirm crit 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d6 + 1 ⇒ (4) + 1 = 5

The Exchange

Zaghigoth Stormbile wrote:


So, I was looking up some things on produce flame, and apparently there is a lot of uncertainty regarding how it functions...without getting into irrelevant things, I'm just wondering if I would still have it active after starting the cast of summon nature's ally. Usually, touch spells dissipate if you are "holding the charge" when you cast another spell, but the issues arise because produce flame isn't a touch spell in itself (range 0 ft), rather just allows you to make touch attacks. (Similarly, as I never actually cast summon nature's ally, it might still be in hand regardless). Your game, your ruling...apparently there are a bunch of threads debating the intricacies of this spell (well, particularly in regards too iterative attacks). If the produce flame would still be active, I'll use my turn to throw it at the dragon.

Hmm, this is a tricky call. When I first read the post I didn't see a problem with it, but as it's been a few days since I've been able to post the reply, the more I've thought about it the more I can see how it could be argued either way. I'm going to allow it, mainly as it's duration is 1 minute/level. I reckon any spell with a duration that long would expect that you would be casting other magic or taking actions in the meantime, so you must be able to hold the charge.

I expect to have next post up tomorrow evening GMT. I'm keen to see how this all plays out!

The Exchange

Krolmnite the Brave wrote:

Reflex versus Dragon Breath 1d20+4

Im not sure where the enemies are, DM. But the gnome will double move in the closest one's direction.

The succubus is 10 feet south of you, Krolmnite, just now hovering about 10 feet off the ground. The second green dragon is 30 feet away from you, hovering over the sinkhole so is perhaps more inaccessible.

The Exchange

Mutiny - Round 3

Penta Slaughter lashes her whips, and the bladed leathers wrap around Scourge's neck. He grapples with them in vain and his face turns scarlet as the whips constrict his breathing. Finally his breath gives out. The pirate's eyes roll back into his head and he collapses onto the deck, unconscious. I'm glad to have a player with an interest in using whips as a weapon, it's a chance to explore all the nuances involved in mastering them. 11 points nonlethal damage, just enough to render him unconscious.

Atajay draws nearer to the ongoing fight with Mister Plugg. Throwing his hands up as if he's about to blast Plugg to bits with an arcane bolt, he calls for the acting captain to surrender. Plugg looks startled by the threat, and certainly appears to expect Atajay to make good on it. He stays his hand and lowers his blade. Plugg has been successfully demoralized and is shaken for the next three rounds.

Unaware of Plugg's predicament, his allies fight on. Syl Lonnegan takes advantage of the warpriest's fight with Scourge to hack at her with his cutlass, a glancing blow to her arm. 4 points damage to Penta. Fipps Chumlett continues to trade blows with Quara Sher, another slash of his cutlass getting past her guard. 5 points damage to Quara. The others on the deck also fight on, not landing any telling hits.

Throughout the fight you are aware that not everyone is accounted for. Especially, Plugg seems to be missing some of his most loyal supporters. Then, you hear steps from below and three more sailors rush up the ladder to the main deck. One is Shivikah, the tall and burly Mwangi ex-slaver. Another is the human ex-harlot Aretta Bansion, along with the hulking half-orc Jaundiced Japes. Each of them have cutlasses to hand and immediately launch themselves into the fray by attacking you! Shivikah makes a thrust at Batango, who tries to dodge out of the way but not quite quickly enough. 4 points damage to Batango. Aretta attacks Sandara from behind, her blade punching through the protective force of Atajay's mage armor spell. The devotee of Besmara is surprised by the attack and grievously hurt. 7 points damage to Sandara. Jaundiced Jape leaps up and tries to slice Penta in two with his oversized sword, but she is able to nimbly dodge the overpowered attack.

A'vandira and Arven up next, basically Plugg has seven supporters left standing: Jape, Narwhal, Fipps, Aretta, Shivikah, Badger and Slippery Syl. Man, I didn't think it would take nearly so long for getting the next post up, otherwise I would have just given advanced warning that I'd be signing off for the holidays. It was good fun though.

BTW, totally agree with the success you've all had with winning your crewmates around. I think Quara's a key part of that success, but you've all done well with a combination of good Diplomacy rolls at key moments and good roleplaying. Keep it up! If you should manage to take the ship for your own, you may need those skills to hire new crew, and to keep them loyal to you. You wouldn't want a mutiny on your hands! ;)

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=========

GM rolls:

Badger 1d20 + 3 ⇒ (3) + 3 = 6
damage 1d6 + 1 ⇒ (1) + 1 = 2
Syl 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (3) + 1 = 4
Fipps 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (4) + 1 = 5
Tate 1d20 + 4 ⇒ (7) + 4 = 11
damage 1d8 ⇒ 6
Shivikah 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (3) + 1 = 4
Aretta 1d20 + 3 ⇒ (17) + 3 = 20
damage 1d6 + 1 ⇒ (6) + 1 = 7
Jape 1d20 + 4 ⇒ (5) + 4 = 9
damage 1d6 + 2 ⇒ (3) + 2 = 5

The Exchange

Bell Tower - Round 2
Shaylar continues to pepper the tower with arrows. The hobgoblin ringing the bell takes one final arrow in the back and collapses. His other two arrows find their targets as well. Each hobgoblin hit, the first for 15 points damage - with previous hits that's enough to drop it to -7hp. The second is hit for 10 points, and the third for 5 points.

Trellara heeds Ambrose's suggestion and takes up another pair of oars. She pulls with all the might she can muster and the boat lurches forward, matching Ambrose's own efforts. Her wild song continues to carry on the wind. Trellara tries with the assist, but while an agile fighter she only has a Strength of 8.

Helaku swoops down, casting a powerful spell under the feet of the hobgoblins. There's a rumbling sound and the top floor of the bell tower tumbles away to reveal a magical pit ten feet across. The two hobgoblins fall in, and the dying lookout rolls in as well. The two warriors look stunned and hurt. Both failed their saves and fell the 30 feet, taking 16 points falling damage.

Over to Leonar and Ambrose, unfortunately with the assist it wasn't enough to increase the boat's speed but you can try again next round.

Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

========

GM Rolls:

Attack, Composite Longbow: 1d20 + 16 ⇒ (19) + 16 = 35
Damage, Composite Longbow: 1d8 + 7 ⇒ (8) + 7 = 15
Damage, Composite Longbow: 1d8 + 7 ⇒ (3) + 7 = 10
Trellara Strength 1d20 - 1 ⇒ (15) - 1 = 14
Shaylar 3rd arrow 1d20 + 8 ⇒ (18) + 8 = 26
damage 1d8 + 4 ⇒ (1) + 4 = 5
hobgoblin 1 Reflex 1d20 + 3 ⇒ (8) + 3 = 11
hobgoblin 2 Reflex 1d20 + 3 ⇒ (3) + 3 = 6
falling 3d6 ⇒ (6, 6, 4) = 16

The Exchange

Post to follow, hopefully should be up tomorrow. I was hoping to get another post up this weekend, but got caught up in the festivities. BTW happy holidays to everyone!

The Exchange

Post to follow, hopefully should be up tomorrow. I was expecting to get another post in before the holidays, but got caught up in the festivities. BTW happy holidays to everyone.

Shaylar thanks for the update. From the description I thought it was a Manyshot, but when I checked your character sheet I missed it in your feat list - I do need to get my glasses checked! I will deduct damage from the second arrow accordingly.

The Exchange

Excellent! Sounds like fun. I think I'm at capacity for running games, so I might hold off on reading more and see if a new game is kicking off to play in.

I also came across another great new book - "The Martian" by Andy Weir. A bit of a cross between "Apollo 13" and "Castaway". I totally recommend it.

The Exchange

The Second Dragon - Round 5
With the demon-Lani flying away from him, Zaghigoth begins chanting, reaching out to the spirits beyond. Pivoting where he stands he drags the tip of his holly-and-mistletoe-tipped spear in a circle. Oshok'arr looks on with a knowing expression on her long snout.

Yekskya takes aim from the other side of the sinkhole, raining arrows on the new foe, former ally. One of the thistle arrows hits. It seems to do less damage than it should, as she shrugs off much of the pain. Still she looks across at the archer with an expression of pure malice and a near feline snarl. 4 points of damage to not-Lani. Unfortunately the bleed damage is cancelled out by her damage reduction.

Maudrill, still hidden from sight, tries to draw near to Krolmnite. Wary about giving away his position, he nonetheless shouts out the nature of your betrayer and tactical advice. As he tries to move through the entanglement area towards Krolmnite, the plants react to being stepped on and try to grasp their invisible prey. The aasimar's flaming sphere winks out of sight as he begins to draw power for a summoning spell of his own. The entanglement area is still in effect for a full munute (round 12), so to move through it to reach Krolm requires a DC 13 Reflex save to move normally, if you end your turn beside the gnome then you need to make a second save at the end for the end of your turn.

Rowena is still making her way back, hoping that her friends haven't yet been wiped out by the dragon.

With a shriek the celestial eagle summoned by Quinta tucks and dives at the demon, sensing a natural enemy. It attacks with razor sharp beak and claws. The demon fends off the attacks easily, and the eagle flies around for another pass. Meanwhile Quinta tries to find cover and concealment from view as she too draws power for a summoning spell.

With a mighty throw Hskoro hurls his spear at the demoness. Sadly it falls far short of hitting her.

The demoness turns on the eagle harrying her, ripping at it with needle sharp claws. She tears the eagle to shreds, sending it falling weakly to earth. Two claw attacks for 11 points total damage, plus 1 point of falling damage.

Round 6
A wailing sound comes from the north, building in power and fury until another emerald-scaled dragon comes screaming over the gully. At first sight it looks smaller than the one you've just defeated, but still larger than yourselves. It looks down at the dragon's corpse below then casts about for targets. It's head swings round towards Zaghigoth and Krolmnite and it hisses a noxious cloud of choking, burning gas. The cloud comes close to where the demoness hovers, and she shakes a clawed fist at the dragon. "Watch it, wyrm!" The dragon made a full move last round to reach the combat area, and opens up with a 40-foot cloud of acid gas. Krolmnite and Zaghigoth please can you make a Reflex save against DC 20, Zag if you could roll for Oshok'arr as well. Failure means you take 20 points acid damage, on a successful save you manage to dodge out of the way and only take 10 points of damage. The dragon hovers over the sinkhole, ready for its next attack. It speaks with a rasping voice. "What is this, demoness! You promised me they would be near death! They all look hale to me! What would your master say to that?"

Top of the round so I can get everyone's actions. The dragon is hovering over the sinkhole, about level with the edge and about 10 feet from the edge.

Updated Map

Initiative
18 - Khlorphraxus
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

======

GM rolls:

Hskoro attack 1d20 + 5 ⇒ (2) + 5 = 7
Lani claw 1d20 + 11 ⇒ (15) + 11 = 26
damage 1d6 + 1 ⇒ (3) + 1 = 4
Lani claw 1d20 + 11 ⇒ (12) + 11 = 23
damage 1d6 + 1 ⇒ (6) + 1 = 7
falling damage 1d6 ⇒ 1
dragon init 1d20 + 1 ⇒ (17) + 1 = 18
breath 6d6 ⇒ (4, 3, 2, 5, 4, 2) = 20
1d4 ⇒ 3

The Exchange

Same here! Hope everyone enjoyed the holidays. I'd hoped to get a post or two up before the festivities started, but my time's not really been my own recently. Just writing next post now, it should be up presently.

BTW, has anyone played or run the Emerald Spire megadungeon? I got the print book at Christmas, it looks very exciting.

The Exchange

Mutiny - Round 2 continued
With A'vandira's magic coursing through his body, Arven tries to get past Plugg's defences. The magic perhaps throws off his sword arm, and the pirate deflects his blow.

Batango uses the magic of the pearl to recall to mind one of his spells. Casting it again, he targets Master Scourge, commanding him to flee. The pirate's eyes suddenly widen, and he starts to back away from the sea witch. Scourge is under effect of the spell, will move on his next turn.

Quara's song does much to rally the crew to your cause. In the final days of your voyage aboard the Man's Promise, the crew had become polarized between their allegiance to yourselves or to Plugg and Scouge. The fight so far has shown that you've swayed many to your cause who were previously on the fence, such as Tilly Brackett, Ratline Rattsberger, and young Jack Scrimshaw.

Wondrously, Quara's singing even wins around those previously opposed to you. Crimson Cogward, who you wouldn't have called an ally and was keeping neutral in the conflict, suddenly draws his cutlass. He moves up and slashes at Badger Medlar, opening up a deep cut on her back. The half-elf screams in surprise and pain. 5 points damage to Medlar. Basically, you're earlier efforts at influencing the crew won most of them over to you, while those that weren't slid down the scale to become hostile as they were in turn influenced by Plugg and Scourge. The exception was Crimson, who saw you as rivals and became hostile but due to your making a special effort with him you had brought his status up to indifferent until now. Well done!

Meanwhile the battle rages all around you. Ambrose Kroop appears from the cabin at the end of the main deck, and brains Conchobar with a frying pan. The gnome drops unceremoniously to the ground, his head staved in. 6 points damage to Conchobar and he's into minuses. Rosie Cusswell takes advantage of Cogward's entry into the fight by taking down Badger Medlar with her axe. 7 points damage to Medlar, putting her into minuses.

Ratline Rattsberger stabs Scourge as he tries to withdraw, the halfling's slim cutlass slicing up into Scourge's abdomen. It's a deep wound. Critical hit, 10 points damage. Owlbear Hartshorn clubs Plugg again. 6 points damage. Kenya Bloodblade takes a step back to draw her pistol and fires it at the crossbow-laden Tate. He howls as the shot slams into his chest. 6 points damage.

Updated Map You're carrying the day so far. Well done that most of the NPCs are allies rather than adversaries, otherwise this would have been a much more difficult fight.

Back up to the top of the round with Penta and Atajay.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=======

GM rolls:

Scourge Will 1d20 + 3 ⇒ (3) + 3 = 6
Cogward attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 4 ⇒ (2) + 4 = 6
Kroop attack 1d20 + 4 ⇒ (18) + 4 = 22
damage 1d6 + 2 ⇒ (4) + 2 = 6
Rosie attack 1d20 + 10 ⇒ (14) + 10 = 24
damage 1d4 + 4 ⇒ (3) + 4 = 7
Ratline 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d6 + 1 ⇒ (5) + 1 = 6
Owlbear 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d6 + 4 ⇒ (2) + 4 = 6
Tilly attack 1d20 + 4 ⇒ (1) + 4 = 5
damage 1d6 + 2 ⇒ (3) + 2 = 5
Kenya attack 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d8 + 1 ⇒ (5) + 1 = 6
Ratline crit confirm 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d6 + 1 ⇒ (3) + 1 = 4

The Exchange

Bell Tower Blitz - Round 1

Shaylar, seemingly lost in thought, suddenly erupts into motion. The elf lets fly two arrows with eagle eyes trained on the distant hobgoblins. One of the arrows falls short, but the other strikes the hobgoblin clanging the bell. 14 points damage to the hobgoblin. In only saw one attack roll, so took the liberty of rolling the other, which didn't quite make it. At 210 feet away to hit the hobgoblins incurs a -4 penalty at the moment for you, two range increments away for composite shortbow.

Trellara starts up a song to inspire the party as she unslings her own bow. It is a wild, keening song, the cry of the Tiri Kitor. Inspire courage, all allies gain +1 on attack and weapon damage rolls, and +1 save bonus vs. charm and fear effects.

Helaku vanishes and while invisible hurtles towards the bell tower. He arrives and spies the activity at the top of the tower. A full round of flight will put you in the sky over the top of the tower. Please can you make a Stealth check? Remember bonuses for being invisible.

Helaku:

At the top of the castle you can see the three hobgoblin warriors readying arrows to use against you. A stairwell leads to lower levels of the tower. You can hear activity below - these hobgoblins have friends.

Leonar takes to the sky in eagle form, summoning the lightning storm. Roiling dark clouds begin to gather over the sunken city.

Ambrose pulls on the oars for all he's worth, trying to close the gap between the dugout and the tower. The bad news is, it looks to me the rowboat has a speed of 15 feet a round. I'd say a successful DC 20 Strength check would have a result that you could up the speed to 30 feet a round for a short burst. There are more paddles, if someone else wants to assist, that would provide a +4 bonus to your roll.

Aleste draws back his own bow and targets one of the hobgoblin lookouts. The powerful pauliel bow sends the arrow searing across, but the arrow bounces of the stone parapet of the tower a few inches away from the hobgoblin.

The hobgoblins respond in kind. Arrows start whistling down around you. Two plonk into the water either side of the dugout, but another arrow hits Trellara in the shoulder. 5 points damage to Trellara.

The lizardfolk warrior is still shadowing your progress. What's more worrying, the bell's ringing seems to have stirred up the various lizardfolk camps on the edge of the lake. Responding to the signal, you see several lizardfolk around the lake's edge taking to the water and making for Rhest.

The bell tower is now 195 feet away. The lizardfolk warrior is still 30 feet behind you. The other lizardfolk are quite a ways behind that.

Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk

=======

GM rolls:

Aleste init 1d20 + 3 ⇒ (2) + 3 = 5
Trellara init 1d20 + 2 ⇒ (18) + 2 = 20
Shaylar attack 1d20 + 12 ⇒ (4) + 12 = 16
lizardfolk init 1d20 ⇒ 2
Aleste attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d8 + 3 ⇒ (8) + 3 = 11
hobgoblin 1 attack 1d20 + 5 ⇒ (5) + 5 = 10
hobgoblin 2 attack 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 5
1d6 ⇒ 2
hobgoblin 3 attack 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Betrayal! Round 4
The change in situation prompts Zaghigoth to shout to Oshok'arr to focus her attention away from the downed dragon to the new threat. The iguanodon bounds through the trees towards Lani, or what looked like Lani. Zaghigoth follows closely behind, moving easily through the undergrowth. Oshok'arr moving 30 feet towards Lani, and Zaghigoth making a double move to get closer.

Yekskya is stunned at Lani's sudden transformation, while Maudrill reacts instinctively. With a brief crackle of energy, he vanishes from sight, but not before sending his flaming sphere hurtling at his former ally. It wheels across and surrounds the revealed figure, but the flames do not seem to touch her. Invisible, Maudrill ponders the nature of the creature taunting the group.

Maudrill:

You think this might be a succubus, a demonic creature from the Abyss. A succubus is an evil outsider capable of laying enemies low with sensual charms and subtle manipulation. They have numerous magical powers, including the ability to change shape. She must have fine skills, to be able to impersonate a particular individual. Succubi are difficult to defeat - aside from their magical powers they have strong defences to magic, including spell resistance and immunity to fire, electricity and poisons. They also have resistances to acid and cold effects.

Anger fuelling him, Krolmnite dashes towards Lani. Still inside the area affected by the dragon's entanglement powers, Krolmnite's charge is checked as the plants reach up and try to hold him fast. Entangled area is difficult terrain, but with a double move you make progress across it. Krolm please can you make a Reflex save against DC 13 to avoid getting entangled.

Slowing to a halt, Rowena gasps for breath as she tries to regain her composure. The fear of the dragon was overwhelming, but she tries to draw strength from deep within. Her friends need her! Technically, I think since you don't know the dragon's dead you're still under the effect of the frightful presence until the end of the duration, but in the interest of being able to contribute to the fight, I'd say with the dragon's demise you are able to overcome the fear and get a hold of yourself. Still, three rounds of running at full speed away means it will take three full rounds to return to the location. ;)

Quinta snarls at Lani accusingly, while Hskoro succeeds in wading through the entangling vegetation and breaking free. Free as well from the crippling dragon fear, he rushes towards the once-gnome and hurls two shuriken at her. She dodges them easily and they each bite deeply into the trunk of a tree.

The creature that was once Lani or at least was pretending to be Lani rises up in the air on her bat-like wings. She soars over Hskoro and Krolmnite. "Ha ha my dear enamoured gnome, what fun I had with you! When I heard your lady friend gushing about some champion of Smiad I knew I had found just the right group to help Khlorphraxus wipe out his rival." Her tail lashing, she produces a small stone and hurls it at Quinta. It falls short of the Chelish singer (terrible throw) but as it hits the ground it erupts in a loud boom. An answering roar echoes from not far away.

Back to the top of the round, so can get everyone's actions.

Updated Map Lani/creature is currently hovering near Krolmnite, about 10 feet off the ground.

Initiative
17 - Zaghigoth & Oshok'arr
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

-------

DM rolls:

Lani Reflex 1d20 + 9 ⇒ (1) + 9 = 10
Hskoro attack 1d20 + 5 ⇒ (3) + 5 = 8
Hskoro attack 1d20 + 5 ⇒ (8) + 5 = 13
ranged attack 1d20 + 5 ⇒ (1) + 5 = 6

The Exchange

Update to come tomorrow. I've had some computer issues this week - I think they're sorted now, but given the late hour anything I write now will probably be incoherent.

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