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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,249 posts (1,642 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 3 aliases.


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Qadira

Warehouse - Round 2 continued
Maudrill calls upon one of his fire spells, summoning a flaming strike to rise up at the creature's feet to consume it. But no! The demon, for surely it must be some despicable demon of the Abyss, beats back the flames and steps away, unharmed. Sorry, despite the wait, no luck with the spell resistance.

In contrast Zaghigoth summons forth water, to rain down on the roof of the warehouse, putting out the fires. The two rooftop arsonists stop in surprise, torches in hand. They seem surprised to see the flames from their alchemist's fire go out so quickly. They stand and debate, whether to put their torches to the roof again or to flee instead.

Warehouse - Round 3
Lani continues to cower in fear, not able to edge around the Freemen to get away from the creature. It continues to terrorize the Freemen, one lop of its spear nearly taking off a Freeman's head from its shoulders, another strike dealing out a massive wound - the man looks like he can barely keep his feet. His club eaten by acid, the Freeman tries to back away. His two comrades on the roof decide to make a tactical withdrawal.

But not so fast! Quinta begins the incantation for a summoning spell, while Rowena keeps trying to pick off the escaping arsonists. It's a difficult angle, so the half-elf hustles down the alley between warehouses in order to get a clean shot at one of them.

Krolmnite charges forward with his sword held high. Distracted, the demon fails to notice the gnome until he is right there, plunging his blade in deep. As he hacks into the creature, bits of skin and acidic slime go all over, even burning Krolmnite. 19 points of damage to the demon. Also Krolmnite receives 7 points of acid damage, as its protective coat goes all over you.

Ok, Yekskya's move up next, along with Maudrill and Zag.

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

-------

GM rolls:

Maudrill caster 1d20 + 4 ⇒ (11) + 4 = 15
attack 1d20 + 12 ⇒ (13) + 12 = 25
damage 1d6 + 5 ⇒ (5) + 5 = 10
attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 5 ⇒ (3) + 5 = 8
attack 1d20 + 7 ⇒ (2) + 7 = 9
init 1d20 + 3 ⇒ (17) + 3 = 20
Krolm Reflex 1d20 + 3 ⇒ (5) + 3 = 8
1d8 ⇒ 7

Qadira

Round 2 continued
Floating behind Arven, Batango extends an arm to place a hand on the undine's back, gifting him with healing power as he tries to escape the hooks binding him.

Round 3
A'vandira tries to help Arven as well by targeting the grindylow facing him with a coruscating, enervating ray. It seems to wither a bit under the spell's effects. Casts ray of enfeeblement, the grindylow losing 2 Strength after failing a Will save.

Quara takes up her inspiring melody, firing your hearts as you battle the guards. Inspire courage in effect!

Atajay tries to daze the other grindylow to halt its attacks, but it seems to escape the worst of the spell's effects. Grindylow made its Will save with a natural 20, unfortunately.

Penta tries to stab the same creature, hitting it but unfortunately her weapon doesn't penetrate its rubbery skin. Very nearly a successful hit.

Still snagged by the fishing hooks, Arven nonetheless is able to fence with the grindylows. With expert use of his cutlass, he knocks a grindylow's spear out of the way, slices off several tentacles, then skewers it through its black heart. Then with a burst of strength the undine barbarian breaks free of the troublesome hooks. Yes, a Strength check is easily enough to break fee of the hooks, as would an Escape Artist check. You realize that in future you can either avoid them by swimming above their reach or by taking the time to clear them away. It was almost a pity to use that great critical hit against just the one grindylow, as it was well more than enough damage for it.

The lone grindylow remaining awake makes a desultory stab at Penta and starts to back away from the fight when a deep cry comes from behind the group. Looking back, you see another patrol of eight grindylows approaching from another cavern. As they spew out of the tunnels and swarm at you, one tries to gut Quara but with a powerful kick she is able to move out of the way.

Updated Map - Of the first shoal of grindylows, only one is still on the go, with four more in magical slumber.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira touch attack 1d20 + 3 ⇒ (18) + 3 = 21
grindylow Will 1d20 + 2 ⇒ (1) + 2 = 3
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow Will 1d20 + 2 ⇒ (20) + 2 = 22
grindylow attack 1d20 + 3 ⇒ (2) + 3 = 5
grindylow attack 1d20 + 3 ⇒ (7) + 3 = 10

Qadira

Having rounded up the escaping hobgoblins and taken them into custody, you have an opportunity to secure the stockade. Opening the gates, you make sure that the road is open once again.

You also question the captives. The two soldiers happily talk, but the only information you can glean from them is that they are louts and that the reason they were stationed to such an out of the way outpost was as a punishment. The sergeant on the other hand is more close-mouthed. Between Helaku's influence and Ambrose's intimidating presence, he becomes more willing to share what information he knows.

"Wyrmlord Saarvith? Our commander; a goblin and legendary amongst our tribes as an archer, even his pet eagle is feared. He has business in the ruined human city, he's hatched a plan with the lizardfolk and a dragon of the fens. He'll be there with Nurklenak, a hobgoblin with powers of the mind.

"Wyrmlord Kharn? I've heard of him, but never seen him. He's a hobgoblin. And Tyrgarun, I don't know who that is, I swear it!"

Qadira

Sorry folks, laptop had crashed, and it ended up being more time than I expected to get back to things:

Warehouse - Round one continued
The unnatural looking, skeletal creature lays into the Freemen with a bestial ferocity. With a left-handed lunge, it spears one of the kidnappers, the spear's point biting deep. Then, drawing the blade out and taking an almost casual backward step, it skewers the already injured Freeman in the chest, killing him. The third, standing a bit too close, has his ear taken off with a nasty bite. All of the Freemen are still standing, but those three are in a bad way.

The Freemen have bows, but their only melee weapons are stout clubs. These they hold up in defense. One, braver than the others, tries to strike the creature. But the thing is too quick, and just dances away. The others swing about wildly, more from a desire to make room so that they can make a mad dash for freedom. One manages to hit the thing, but his club doesn't seem to make an impact against the creature's tough skin. In fact, as the club hits its body, acid from the creature's body starts to eat away at the club. The man drops the already disintegrating club in fright.

The other two Freemen, up on the roof, look terrified at the fight happening down in the lane. They each cast a flask at the warehouse roof, and with a blast each erupts into a fireball. The fire catches quickly on the roof.

Quinta rounds the corner and drops into a roll, ready for anything. When she sees the creature however, she skids to a stop. The spellcaster in her reacts quickly, hurling an ear-piercing scream at it. But the spell fizzles, as if it had hit a wall between the sorceress and the creature. Her hand strays to her whip. Ooh yes, it has spell resistance.

Mercantile instinct taking over, Rowena decides to protect the goods inside by targeting one of the Freemen with her shortbow. This time she hits one of the insurgents, a great shot as he tries to retreat. 6 points of damage to the thug.

Krolmnite skids around the corner, just behind Quinta. He's huffing and puffing in his armor, but spoiling for a fight, and Lani looks frightened and vulnerable there in the midst of the combat. It wasn't a full move to get around the corner (15ft), so you can still take an action as well.

Maudrill up too, Yekskya's still with the hounds, Zaghigoth I've got your action unless you want to change it. How fun!

Updated Map - The warehouses are just on the edge of the map I was using for your last encounter with the dogs, hence the gridlines run out halfway along. Basically there's 20 feet between Quint and Krolmnite and the two Freemen still fighting the thing.

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

=======

GM rolls:

thug 1 attack 1d20 + 2 ⇒ (1) + 2 = 3
thug 2 attack 1d20 + 2 ⇒ (2) + 2 = 4
thug 3 attack 1d20 + 2 ⇒ (13) + 2 = 15
Quinta caster level 1d20 + 3 ⇒ (5) + 3 = 8

Qadira

Warehouse - Round 1 continued
Maudrill sprints ahead after Lani's captors, outdistancing Krolmnite and Quinta. As you run you mentally prepare a spell, you are surprised by the sight that greets you as you round the corner. You find the Freemen holding Lani beset by an emaciated, red-skinned figure that looks like a horned human skeleton smothered in a bone-tight hide of slimy leather. You catch a fetid whiff of brimstone on the air as it battles furiously with the men while brandishing a longspear. One of the thugs looks badly injured, and Lani trying to back away from everyone. A double move would get you around the corner and line of sight of the fleeing enemy, so I can apply effects from the spell next round.

DC 16 Knowledge (nature or planes) check:
The red-skinned creature looks like a type of demon known as a babau. It is highly dangerous, with immunities to electricity and poison and resistance to most effects. It's skin exudes a layer of acidic slim that protects it.

Updated Map

I'll need to finish the update tomorrow evening.

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

========

GM rolls:

1d20 + 5 ⇒ (8) + 5 = 13
attack 1d20 + 12 ⇒ (10) + 12 = 22
damage 1d8 + 7 ⇒ (2) + 7 = 9
attack 1d20 + 7 ⇒ (11) + 7 = 18
damage 1d8 + 7 ⇒ (1) + 7 = 8
attack 1d20 + 7 ⇒ (13) + 7 = 20
damage 1d6 + 2 ⇒ (4) + 2 = 6
thug 1 1d6 ⇒ 3
thug 2 1d6 ⇒ 2

Qadira

Concerned that the ogre might soon escape the pit, Aleste and Helaku move to put an end to its struggling. Alchemist and sorcerer rain down explosive bombs and rays of fire on to the ogre, incinerating it. It didn't stand a chance. 52 points of fire damage to the ogre, and that's one captive you won't be questioning! That was a deadly confirmation on the ray spell.

Meanwhile Ambrose and Shaylar are able to chase down the fleeing hobgoblins using their magical flight. Once the hobgoblins realize that they aren't going to escape, they reluctantly surrender. It seems you have captured a sergeant and two warriors. They act tough, but with a bit of intimidation they readily talk. This crew were stationed at the stockade several days ago by Wyrmlord Saarvith. They've killed a few travelling merchants and pilgrims and some refugees who sought to escape to the north, but traffic along these roads has been relatively light of late.

Any further questions for your friends before moving on? I'm working on a list of NPCs met so far, should have it on the campaign info thread soon.

Qadira

Round 2 continued
The grindylow hit with Quara's ear-piercing scream failed it's Fortitude save, so it is also dazed for a round.

Atajay slings a similar spell at one of the other grindylow warriors, in hopes of confounding its thoughts. But the creature shakes off the effect and snarls as it jets through the water. This one managed to make a successful save.

Penta and her double swim over to help Arven, angling in on the grindylow that Quara had dazed with her sonic spell. The two warpriests stab and pierce the grindylow several times with a dagger. They are vicious blows, and leave the grindylow dying. 6 points of damage to the grindylow, and it's out.

Meanwhile Arven tries to fend off the other grindylow with his cutlass. The hooks hold him fast to the kelp, but he has enough freedom of movement to drive his blade home in his opponent's chest with a great slashing blow. Even with damage from slashing weapons being halved, Arven does enough damage to put the grindylow into minuses, it was the same one suffering under Batango's evil eye. The hooks hold you fast, you can escape their clutches either with a successful DC 10 Escape Artist check or by breaking free with a DC 10 Strength check.

The four warriors that Atajay put to sleep continue to drift on the current, sinking down below the fight. The two remaining grindylows come on and stab at Arven and Penta with their spears. One of them manages to get a lucky jab in Arven's side, spilling some of the undine's blood. 2 points of damage to Arven from the grindylow.

Over to Batango and Tabook next.

Updated Map

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

=======

GM rolls:

grindylow 4 Will 1d20 + 2 ⇒ (13) + 2 = 15
Penta Reflex 1d20 + 4 ⇒ (18) + 4 = 22
grindylow 3 attack 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylwo 4 attack 1d20 + 3 ⇒ (11) + 3 = 14

Qadira

Grindylow Guards - round 1 continued
Batango fixes his evil eye on the grindylow closest to him, putting it off its attack against Arven. For that grindylow, the grotto darkens as doubt and fear creep in from the edges of its field of vision. The grindylow made its save, but the for the next round it is evil eye'd

Round 2
A'vandira swims up above your group so as to get a clear shot of the enemy. She tries another ray of frost and this time hears a satisfactory thump as a cap of ice slams into the grindylow's chest. 3 points of cold damage to the grindylow.

Quara unleashes one of her trademark ear-piercing screams, and one of grindylows throws its hands over its ears in a vain attempt to block out the sound. 3 points of sonic damage to the second grindylow.

Rest of update to follow tomorrow!

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

=======

GM rolls:

grindylow 1 Will 1d20 + 2 ⇒ (15) + 2 = 17
A'vandira ranged touch 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d3 ⇒ 3
grindylow 2 Fort 1d20 + 1 ⇒ (13) + 1 = 14

Qadira

Asgrid dispatches the sleeping bandit with reluctance. She is a bit concerned by Kronek getting away from the group as he chases down the fleeing human bandit. So rather than finishing off the remaining two slumbering forms she leaps over the bodies and moves up, trying to secure the area.

Move 10 feet west and 10 feet south to look in the doorway of the room south of us, trying to make sure we're not flanked. Peek through the doorway, but not going in. If it looks clear Asgrid will move on.

Perception check: 1d20 + 2 ⇒ (20) + 2 = 22

Qadira

Warehouse - Round 1
Yekskya reluctantly takes the time to put down each of the dogs in the pack, concerned that they may attack others if left to their own devices. The dogs that had been hypnotized by Quinta were more resting than sleeping and unconscious, but Yekskya is able to make short work of them with well-placed arrows. You are able to ensure none of these dogs will attack anyone else, but it will take some time. Yekskya arrives at the warehouse. So, Yeskya can enter the fray outside the warehouse on Round 3.

Krolmnite and Quinta run ahead, trying to catch up to Lani and her captors. From around the corner you hear a gnomish scream and shrieks of surprise and fear.

Quinta:
Don't worry, haven't forgotten about our hooded friend. Watch this space! I would think, given the confusion of the fighting, you may have temporarily lost sight of the stranger.

Rowena brings up her shortbow and takes aim at one of the insurgents on the roof. The arrow skitters across the rooftop and misses.

Zaghigoth moves forward and casts another spell to create more water. The deluge washes over the two Freemen atop the building. Afterwards, they look like drowned rats, but their fires have gone out.

Ok Maudrill, you're up next.

Initiative
19 - Lani
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

------

GM rolls:

Lani init 1d20 + 3 ⇒ (16) + 3 = 19
1d100 ⇒ 22
1d20 + 12 ⇒ (16) + 12 = 28
1d8 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (3) + 7 = 10
Rowena attack 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d6 + 1 ⇒ (5) + 1 = 6

Qadira

Elemental master looks like a great choice for Maudrill. The other archetypes looked pretty interesting too.

Qadira

Update to come tomorrow!

Qadira

Sure Maudrill, go ahead and make the changes. I've been curious to see how the arcanist finally turned out in comparison to the playtest version. It may be a wee while before I get that sourcebook, so if there's anything new I may get you to explain it for me.

Qadira

Sorry guys, wrote an update on Sunday, but it seems to have been eaten by grindylows. I'll try to recreate it here, but I won't redo all the rolls.

Water Breathing Potion: Yes, you had measured out the water breathing potion found to the whole group. For one person the potion should last for five hours. To split it between the six of you, you should get 50 minutes each. If Penta is taking a 2 hour's dram, then the rest of you get 36 minutes each. If Batango and Quara are making use of the water lung hex, they get a minute's extra use of air; let me know if that is incorrect. I don't know that it's normal to split up potions, but I'm willing to make an exception for this type, and I think you could all use it. All the more reason to find your friends and get out of there!

Grindylow Guards - Round 1
Seeing the grindylows gather for the attack, A'vandira responds by hurling a ray of frost at them. It's a bit more difficult to do underwather, and the ray is more a stream of freezing water that streaks towards one of the creatures. With a flick of its tentacles, it easily moves out of the way. The frozen ray breaks up into small chunks of ice drifting to the surface. Cast ray of frost.

Quara readies to defend by drawing her sword. As she does so, she begins calling out in a haunting tune that bolsters your confidence. The song is made all the more haunting by the strange harmonics of the flooded cavern. +1 inspire confidence effect now in use.

With a wave of his hand, Atajay sends a wave over the grindylows, compelling them to sleep. Some of them manage to shake off the effect, but four of the grindylows succumb and slumber, their bodies drifting on the strong current.

Penta calls upon the divine power of Calistria for aid. She also summons a copy of herself. The two Pentas look and act like two mirror images of each other.

Arven gulps a deep breath and swims back down. As he swims towards the grindylows, he senses the thick fronds of seaweed clawing at him in an unnatural way. It seems someone has seeded the thick pelt of seaweed in this area with metal hooks that snag at clothes and skin. Arven could you make a DC 10 Reflex check please to avoid become entangled in the hooks.

The grindylows sense that the young undine could be in trouble, and mass to attack. While the barbarian works at trying to free himself, two of the grindylows attack with their spears and one of them manages to score a painful jab on his opponent. 7 points of damage to Arven from the spear attack.

Updated Map - Grindylows shaded purple are currently sleeping.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira init 1d20 + 8 ⇒ (12) + 8 = 20
A'vandira ranged touch 1d20 + 3 ⇒ (2) + 3 = 5
grindylow 3 1d20 + 3 ⇒ (12) + 3 = 15
damage 1d6 + 1 ⇒ (6) + 1 = 7
grindylow 4 1d20 + 3 ⇒ (7) + 3 = 10

Qadira

@Aleste - Thanks for clarifying; with alchemists I still have troule keeping track of all the bomb effects.

Blockade - Round 4
Hovering beside Aleste, Helaku rains down fire on his enemies below. The two warriors, gathering near their leader, take the flaming missiles in the chest and are horribly burned for their efforts. Both lay dying. Only one of the sergeant leaders is on the rooftop at the moment, and with Aleste's smoke bomb I think Helaku's view of the other one would be obscured. Also please forgive artistic license to redirect the strikes at the two soldiers rather than the sergeant, to allow for Ambrose's post. Either way, between the two of you I think the result is the same.

Ducking underneath the hobgoblin's swing, Ambrose comes up with his sword ready. In a voice cold as his blade he issues a challenge; the two champions clash blades. The hulking hobgoblin is good, but Ambrose is better. Three quick cuts by the cavalier finds the hobgoblin cut to shreds, dead at his feet. You can disregard the damage from the acid bomb, Aleste was applying the precise bomb effect to protect you from the acid. Otherwise, great rolls from the both of you - what's happened to my hobgoblins?

The hobgoblins still seem to be milling around downstairs. As you wait, Shaylar alights on the edge of the watchtower, arrow at the ready to launch at any hobgoblin brave enough to climb up that ladder. You think they might be struggling in the smoke to find the remaining ladder up to the rooftop, when you hear the gates at the far side being pushed open with a loud clatter. Two remaining hobgoblin soldiers burst out, running pell-mell down the road as fast as their heavy armor can carry them. Their leader emerges a moment later, trying to catch up. The ogre continues to struggle, trying to find a way out of that pit. Obviously the morale of these guards is a bit lacklustre.

Ok Aleste, over to you. No combatants left on the rooftop, just the ogre still in the stockade and the three hobbies that are legging it.

Updated Map

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeant
7 - Aleste
6 - ogres

------

Spoiler:

hobgoblin 5 1d100 ⇒ 36
hobgoblin 6 1d100 ⇒ 54
sergeant 1d100 ⇒ 8
ogre Climb 1d20 + 7 ⇒ (6) + 7 = 13

Qadira

Round 2

Your words do indeed have an effect on the dogs..

Quinta's soothing words start to have an effect on the dogs. At first they seem very irritable, even rounding and snapping at each other, chops frothy. Every so often one of them gives a whine that turns into a growl. But eventually, the four dogs that were captivated by Quinta lie down and rest. Even if they don't understand her words, they understand the soothing tone of her voice, and it eases their torment. The dogs are hypnotized for 3 rounds but after that could go back on the rampage, possibly attacking other people or even turning on the other dogs in the pack who will still be blinded and stumbling at that point.

DC 10 Heal or Knowledge (nature):

This lot of dogs seem to be a mix of wild Mwangi hunting dogs and feral mongrels. You reckon they've been brought into Eleder and released, rather than living loose in the town already. What's more worrying, they all seem to be showing the early signs of furious rabies, which is making them even more irritable and aggressive.

The disease could have been introduced into the dogs by someone, but more probably one of the dogs was a carrier and being crowded together it was quickly spread to the other dogs. One of the symptoms of rabies is hydrophobia, a fear of drinking water despite being very thirsty, as eating or drinking causes painful spasms of the throat.

Zaghigoth calls upon the nature spirits of this place and conjures a volume of water that he sends raining down on the dogs. It has an unexpected effect on the dogs affected by Quinta's spell. Unlike most dogs that would lap up the water, these dogs shrink away from wet, and it sends them running away down the street away from you. Leaving only, the two dogs still lying unconscious from Maudrill's spell.

You move on towards the warehouse, concerned by the tendrils of smoke rising into the sky from that direction. The posts indicated you wanted to check on the warehouse. Let me know if or what else you might want to do with the dogs. It takes a minute or so to shuffle through the streets to where the warehouse is situated. There seems to be a lot of confusion in the streets, and from what you gather there seems to be a violent insurrection trying to grip the city. Members of the Freemen's Brotherhood have risen up in various parts of Eleder and are openly attacking slave traders and looting foreign-owned businesses, who they see as abetting and encouraging the trade of slaves.

You reach the warehouse district and all is chaos. Guards employed by the Pathfinder Society to guard the expedition's supplies lie dead in the street. On the roof you see a pair of Freeman thugs with torches and flasks hurriedly trying to set fire to the warehouse building. What's more, you arrive just in time to see Lani Rocklobber, Krolmnite's lady friend, seized by three insurgents and carried kicking and screaming around the far corner of the warehouse. It looks like she's in trouble, and yet if the fire catches on the roof of the building, all of the expedition's preparations could go up in smoke!

We'll keep same initiative values - if anyone wants to spend a round to refocus, they can reroll initiative for the following round. The thugs have just taken their turn, so the rest of you are up. The position of the three thugs with Lani is approximate, it's just to show which direction the took off with her in tow.

Warehouse Map

Initiative
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

=======

GM rolls:

2d4 ⇒ (2, 1) = 3
init 1d20 + 2 ⇒ (11) + 2 = 13

Qadira

Hi Penta, by any chance have you gotten the Advanced Class Guide now that it's out? I was just curious about how much the final product if at all from the playtest version of the warpriest. I plan to get it myself, but it might be a while.

I've also recently gotten Inner Sea Gods, and have been reading up about Calistria. Definitely some interesting options there for her faithful.

Qadira

You swim on, deeper into the caverns. The tunnel leading into this tidal natural cavern is decorated with the jawbones of numerous frightful-looking fish, resembling the throat of some hideous aquatic creature. It's high tide just now, so the caverns are nearly entirely flooded apart from a few tiny air pockets above some of the deep caverns. Otherwise, the cavern complex is completely submerged. The waters are pretty murky because of the endless tidal forces, with a visibility of 10 feet. The seaweed grows pretty thick as well, growing as tall as 5 to 8 feet in many places.

You find the tunnels far from empty. Rather, you find swimming towards you a shoal of grindylows! Eight of the small goblinfolk swim towards you brandishing spears. At least one of them wears a tricorne hat, while another has a clay pipe tucked away against its side. They are swimming towards you, and they don't look very happy!

Go ahead and roll initiative. Anyone with a result of 13 or higher can also post an action. The tunnels and cavern are submerged, so refer to the rules for underwater combat in the core rulebook. Anyone not using magic to breathe water can find some air pockets at the top of the cavern, but keep track of how long your character is holding their breath for. Is anyone using the water breathing potion you found?

Initiative

13 - grindylows

Grindylow Attack

======

GM rolls:

init 1d20 + 2 ⇒ (11) + 2 = 13

Qadira

The Blockade - Round 3 continued
Aleste - thanks for the confirmation re smoke bombs. I thought that was the case, but the APG doesn't make it clear. I'll apply splash damage to those who would have been caught in the blast. Aleste, Helaku, and Shaylar are all still in the air, and spell is still in effect for all of you. I had map tags indicating your altitude, but I see they've wandered about a bit. At an elevation of 35 feet, you are 15 feet above the top of the stockade tower and those standing there. My previous description did make it sound like one of the hobbies was standing next to you. :)

Aleste circles around and throws another bomb down on, this time at the hulking hobgoblin leader. The flask erupts in a great arc of green acid, biting into the hobgoblin's flesh. Ambrose tries to take a step back but 15 points of acid damage to the hobgoblin. 7 points acid damage to Ambrose as he failed Reflex save to move out of splash range.

The ogre trapped in the pit continues trying to climb out, but for all the progress it makes it just slides down the steep sides to the bottom again.

Ok, Helaku back up to you.

Updated map - Leonar, you still there? We'll get you back in the action with the others soon.
Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

-----

GM rolls:

Ambrose reflex 1d20 + 2 ⇒ (8) + 2 = 10
ogre Climb 1d20 + 7 ⇒ (7) + 7 = 14

Qadira

Round 1 continued
Maudrill readies a color spray spell and Zaghigoth is still, hoping that the dogs will turn away before there is a slaughter. Four of the dogs sit entranced, wimpering with their tongues hanging out while flecks of saliva drip down from their chops. The other two dogs, though, are still running at you, growling wildly.

As the two dogs approach, Maudrill releases his prepared spell. A cascade of color washes over the two hounds. At once the two dogs drop down as if dead, though they are only unconscious. I read your action as a readied spell, as even with 5ft step it looked like the two dogs wouldn't be in the spell effect. In any case, as the dogs drew closer they came within range and both are now out for the count for 6 rounds, then blinded and stunned for 3 more rounds, then stunned for a further round.

The other dogs see the color effect but are not dazzled by it, instead eagerly waiting to see what happens next. Many of the dogs seem to be suffering, uncomfortable with their own skin - it seems to be making them irritable, though Quinta's hypnotic effect has calmed them.

In the near distance, you see a curl of smoke rising into the sky. It looks like it's coming from warehouses situated nearby. In fact, it looks right in the direction of the warehouse where your expedition is being assembled!

Map - The dogs tinged in blue are those hypnotized by Quinta. The other two within Maudrill's color spray effect are, well, color sprayed. What do you want to do with 'em?

Initiative
22 - dogs
9 - Quinta
9 - Rowena (held action)
9 - Krolmnite (held action)
9 - Yekskya (held action)
5 - Maudrill
3 - Zaghigoth

------

GM rolls:

dog 5 Will 1d20 - 1 ⇒ (16) - 1 = 15
dog 6 Will 1d20 - 1 ⇒ (15) - 1 = 14
2d4 ⇒ (4, 2) = 6
1d4 ⇒ 3

Qadira

Round 3 continued
Keen to detach himself from the stirge hungrily feasting on him, Batango clumsily tries to stab it with his knife. He misses, but Tabook has more success as the otter jumps on the tiny magical beast. His attack stuns the stirge, which flops down into the water below Batango. 1 point of damage to the stirge, now unconscious after previous lethal and nonlethal damage taken.

Quara shimmies down the rope next to Atajay, followed by A'vandira. Arven swims over and ensures that any of the stirges in the water are truly dead. Penta reminds the group about the stirges' nest above.

From this point forward, I'll assume everyone has a means of breathing underwater and so will jump forward with the next section. Just let me know how you are going to breathe underwater and the duration. Also, if anyone does intend to climb back up to try to get at the stirges' nests, please roll Climb check (DC 15 unless you climb back up the rope and retie it somewhere so you can use it to climb down to the nests) and see spoiler.

Stirge Nests:

It is rough going trying to reach the stirge nests. They certainly made efforts to nest somewhere out of reach from predators. However, you eventually make your way over to the ledge where the nests are only to find, alas, no treasure! These nearly mindless creatures have no real interest in treasure, just blood.

Alone in the bowl of the cove, you can feel the pull of the currents grabbing at you. It seems there are two exits from the bowl; one a submerged tunnel leading to the west that leads out to open sea, and to the east another submerged tunnel leading deeper into caverns. Either way, you find yourselves in a long, narrow tunnel nearly 100 feet long. The ocean churns in this narrow place, making it difficult to swim. In fact, you realize that the currents seem to be pushing you towards patches of deliberately shaped bladed stone lining the walls of the tunnel.

Please can everyone make a Swim check against DC 15 to avoid the currents driving you onto sharp rocks. Otherwise take 2 points of damage from the rocks. Which way do you want to go next? Left (west) or Right (east)?

Riptide Cove

------

GM rolls:

1d3 ⇒ 2
1d20 + 4 ⇒ (16) + 4 = 20

Qadira

Hi if you are still looking for an additional player I would like to audition for the role with a character recently created.

Ebon Darkstrike
Ebon is a Lawful Neutral inquisitor devoted to Law. A Chelaxian native of Westcrown, Ebon is a champion of law and order, something he sees little of in his home city, with its bickering noble houses, thieves, and worse. He also disapproves of the current regime, seeing the House of Thrune's alliance with devils as part of a long slide into chaos and anarchy. Gods forbid! As he sees it, the rightful ruling family should be a descendant of the last emperor, and they should be reinstalled on the throne. So Ebon has chosen at last to make his stand against the powers of Chaos (whether or not they are actually Chaotic in alignment). Who knows where his divine powers come from - perhaps he has garnered a bit of dead Aroden's power, or is being sponsored by some other god or powerful force for order? Who knows? Ebon is not sure himself, rather he sees his powers as just another tool in his struggles to defend justice and order.

An interview with Ebon Darkstrike

1. Why are you in Westcrown? "Westcrown is my home and I promise, it shall be restored to its former glory!"

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government? "Who are these petty nobles who squabble amongst themselves? True nobility is those who would organize the populace so that it reaches its true potential. Let us bring back the imperium!"

3. What will you be able to contribute to the group? "My mace, crossbow, and magic are at your command. Words are my weapon as well. Unlike the hellknights, I do not believe in subjugation through intimidation. Much better to inspire people to join your side."

4. How do you expect the character to develop roleplay wise? Mechanically? Roleplay-wise, I've never played a character with such an extreme alignment slant, so thought it'd be an interesting challenge. I think the original inspiration for Ebon came from RL issues at the time making life very chaotic for a time, and I was wishing I had the power to lay down the law. It will be interesting to see him interact as part of a group, especially as I suspect the existing party might not all hold to the same philosophy. Whether he sticks to his ideals or softens somewhat in his outlook would be interesting to see.

Mechanically, Ebon is a straightforward inquisitor, designed for melee combat but with spells at his disposal and also able to interact in social situations too. With GM's approval, I was also considering multiclassing as cleric, mainly out of a desire to be able to blast foes with a plethora of spells of Divine Law. However, I thought the inquisitor build best suited his outlook.

5. I'm a Hellknight about to lay some police brutality down on you. What do you say to stop me from breaking off my spiked greaved boot in your butt? "Remove thyself, miscreant! What law says you can lay a hand on me? Lay a hand on me and I will realign your spiked boot until you see those spikes gouging out your skull." Ok maybe need to work on the bombast.

That's basically the flavour of the character, but can post the stats too if desired. It looks like the game is progressing about as fast as my own online AP games. I take it that material then from the Ultimate books is fair game?

Qadira

Glad that PaizoCon went well, sounds like it was great, Deevor.

I'm back and getting things rolling again. Should hopefully have an update for you guys tomorrow, managed to write half a post before I left town but didn't manage to complete and post it. So just need to pick up the threads and write it out - let's put an end to those pesky stirges!

Qadira

I'm back! Commonwealth Games were great, enjoyed helping at the diving events. Glad to have you back Aleste, hope you had a good break and honeymoon too ^^

Look out for an update in the next couple days as I get the grey cells going again. I'll try to up the tempo of GM posts, but even so Helaku shouldn't miss too much if we NPC him for the next week or so.

Qadira

I'm back! Had a busy couple weeks and have been out of town as well. Just working out a few campaign details tonight, should have update up this time tomorrow and we'll get things moving again. Thanks for your patience!

Qadira

Deevor, glad you're back. How was PaizoconUK? Couldn't go this year due to CW Games, am really gutted that they fell on the same dates. Hoping to be back down next year.

Qadira

My posting is going to be a bit spotty over next week and a half, am volunteering at Commonwealth Games as well as being out of town. I will do my best to keep updates coming while I still have access to computer, but after the weekend it will be week of 11th august before I'm back posting regularly again.

Apart from that, I'm doing my best to up the frequency of updates, but for now RL is conspiring against me. Thanks for being patient so far, I'm excited about where these games are going and intend to keep going as long as we still have active players.

Qadira

My posting is going to be a bit spotty over next week and a half, am volunteering at Commonwealth Games as well as being out of town. I will do my best to keep updates coming while I still have access to computer, but after the weekend it will be week of 11th august before I'm back posting regularly again.

Apart from that, I'm doing my best to up the frequency of updates, but for now RL is conspiring against me. Thanks for being patient so far, I'm excited about where these games are going and intend to keep going as long as we still have active players.

Qadira

1 person marked this as a favorite.

My posting is going to be a bit spotty over next week and a half, am volunteering at Commonwealth Games as well as being out of town. I will do my best to keep updates coming while I still have access to computer, but after the weekend it will be week of 11th august before I'm back posting regularly again.

Apart from that, I'm doing my best to up the frequency of updates, but for now RL is conspiring against me. Thanks for being patient so far, I'm excited about where these games are going and intend to keep going as long as we still have active players.

Qadira

Round 2 continued
With Ambrose busy hauling up the ladder from the hatch in the northern corner, Aleste hurries over to hatch in the south-eastern corner. He dodges the three hobgoblins that have managed to reach the top of the tower, fortunate that holding their bows they aren't effectively able to threaten him. Skidding to a stop, Aleste drops a flask down one of the hatches. A moment later it explodes, sending up a blast of smoke and splinters. As everyone braces for an explosion, they are surprised when instead it creates a thick haze of dark smoke that obscures the ladder and hatch for those hobgoblins still below.

Across the blockade, the ogre tries to lever itself out of the coarse stone pit created by Helaku. It heaves itself up, higher and higher as it gains purchase, but then slides down. It curses in giant with a loud and grating voice.

Round 3
Hovering over the stockade, Helaku flings down another spell. This time he targets the remaining ladder, causing the rungs to grow slick and greasy. As the hobgoblins below stumble about in the fog, you hear shouts as they run into the ladder but are not able to climb up it.

Ambrose closes in on the hobgoblin closest to the hatch. With a running start he hurls himself at the enemy, who turns out to be one of the hobgoblin leaders and a huge representative of his race. The hobgoblin is shocked as the cavalier appears right before him and bowls into him. However, despite Ambrose's great strength and the element of surprise, bull rushing this hobgoblin feels like running into a brick wall! This warrior is huge, and built solid. An evil grin spreads across his face as he looks down at the human in front of him. I agree with Helaku, I think you could apply the bonuses, but apart from the evils of rolling a 1 it wasn't quite enough to beat the hobbie's CMD.

The hobgoblins retaliate. One drops his bow in favour of his sword and moves in to swipe at Aleste, but the alchemist evades the attack. Another hobgoblin on the rooftop moves backward and continues to shoot at Aleste. Fortunately the shot goes wide. Shaylar tries to respond with an attack of his own, but his aim is off as he tries to shoot around allies locked in melee.

The big, hulking hobgoblin in front of Aleste tries to plant a fist across Ambrose's face, but the Lion of Brindol easily dodges the attack.

Ok, back around to Aleste!

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

ogre Climb 1d20 + 7 ⇒ (17) + 7 = 24
hobgoblin 3 attack 1d20 + 4 ⇒ (6) + 4 = 10
hobgoblin 4 attack 1d20 + 3 ⇒ (10) + 3 = 13
hobgoblin 5 1d100 ⇒ 78
hobgoblin 5 Reflex 1d20 + 1 ⇒ (2) + 1 = 3
hobgoblin 6 1d100 ⇒ 49
hobgoblin 6 Reflex 1d20 + 1 ⇒ (8) + 1 = 9
Shaylar attack 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d8 + 1 ⇒ (5) + 1 = 6
hobgoblin sergeant 1 unarmed 1d20 + 7 ⇒ (7) + 7 = 14
damage 1d3 + 3 ⇒ (3) + 3 = 6

Qadira

Round 1
Rowena and the others hold their attacks, as Quinta outlines her plan. You stand resolutely as the dogs draw close, confident in the opera singer's magic. The dogs draw closer, tearing and racing towards you, howling and slobbering.

Quinta begins to move rhythmically, languorously. As she does so she starts chanting a droning, ululating pattern. The dogs stop, for the moment totally mesmerized by what she is doing. Four of them are completely enchanted, but two members of the pack continue to growl and look ready to leap past their pack mates.

Ok, four dogs are indeed entranced by the spell. The other two are still on the attack. The rest of you with held actions are up, dogs are now only 15-20 feet away.

Initiative
22 - dogs
9 - Quinta
9 - Rowena (held action)
9 - Krolmnite (held action)
9 - Yekskya (held action)
5 - Maudrill
3 - Zaghigoth

------

GM rolls:

dog 1 Will 1d20 - 1 ⇒ (15) - 1 = 14
dog 2 Will 1d20 - 1 ⇒ (13) - 1 = 12
dog 3 Will 1d20 - 1 ⇒ (13) - 1 = 12
dog 5 Will 1d20 - 1 ⇒ (8) - 1 = 7

Qadira

Round 2 continued
Batango looks down on the stirge feasting on his blood, and turns its evil eye towards it. The stirge cringes, but keeps feeding. Unnoticed, Tabook creeps up on it. The otter pounces on the stirge, biting with sharp teeth used to cracking open shellfish. However the stirge is unperturbed. Despite failing its save and minus -2 AC due to Batango's hex, Tabook's bite doesn't quite beat its AC.

Casting about for a foe, Quara digs into the rock face and climbs up beside Penta, kicking out at the stirge gripping on to her. It's an awkward angle, but she bashes the stirge. 2 points of nonlethal damage to the stirge, Quara is up beside Penta on the cliff.

Arven treads water beneath in the cove, watching for any more stirges to show themselves.

The two stirges keep gorging themselves, their color deepening to a dark, scarlet hue. 1 point of Constitution damage each to Penta and to Batango.

It's difficult to target the two stirges left without the risk of hitting either Penta or Batango, so A'vandira puts up her crossbow and starts shimmying down the rope. For a sorcerer, she's not bad at climbing!

Round 3
Penta jabs her knife in and skewers the stirge on her. The thing rolls off and tumbles down to the water. Penta follows close behind with a perfect swan dive. 2 points of damage to the stirge, along with the lethal and nonlethal damage it already received is enough to disable it. The fall down into the cove is likely enough to kill it.

Atajay sends another electric jolt, this time at the one attached to Batango. The witch feels a buzz as the jolt hits the stirge, slightly sizzling it. He continues to climb down the rope, reaching the water. 2 points of electricity damage to the remaining stirge, it's still attached.

Updated Map - Arven, Penta, and Atajay in the water; Batango hovering about 10 feet up, Quara and A'vandira further up still. Batango, Quara, and Arven are up.

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 4 Reflex 1d20 + 1 ⇒ (11) + 1 = 12
A'vandira climb 1d20 + 1 ⇒ (13) + 1 = 14

Qadira

Blockade, Round 2
Helaku chuckles softly as extends a hand towards the ogre reaching for a javelin. Just as it reaches for the javelins stacked in a barrel, the ogres eyes widen as the earth beneath its feet peel back, opening into a gaping pit. The ogre almost looks comical as it suddenly finds itself tumbling into the pit. 8 points of damage to the ogre, excellent spell choice.

Ambrose has a crafty plan and heaves on the ladder at the hatch beside him. Summoning all of his strength, he hauls the ladder up to the top of the tower. The hobgoblins within lunge for the ladder but are not quick enough to hold on to it. They peer up, trying to see their adversary, but cannot see anyone! Yes, I think it would be a full-round action to haul it up.

Hobgoblins start pouring through the other hatch, onto the top of the watchtower. Their counterattack is somewhat hampered by Ambrose's quick thinking, and only a few are able to come up through the hatch (this round), a couple soldiers and one of their leaders. However, once up top they grab their bows and target the spellcasters hovering above them. Their shots miss, though one arrow rips through Aleste's scarlet cloak. For the description, I just lumped the sergeant in with his troops.

Shaylar sends a deadly rain of arrows down on the ogre still on his feet, just as he is pulling another arrow out of his hand and trying to swat out the fire from Aleste's bomb. The death from above spells the end for the ogre, peppered with arrows. It goes down in a heap, it's body still smoldering. 15 points damage to the firebombed ogre, and it's is dying.

Aleste, sure you can drop a smoke bomb down either of the hatches, neither is covered.

Updated Map - ogre on the left is 10 feet tall, in a pit 20 feet deep. And the hatch in the north-west (top-left) corner has had its ladder pulled up.

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

ogre 2 Reflex 1d20 ⇒ 9
Ambrose strength 1d20 + 4 ⇒ (7) + 4 = 11
hobgoblin 3 attack 1d20 + 3 ⇒ (2) + 3 = 5
hobgoblin 4 attack 1d20 + 3 ⇒ (6) + 3 = 9
hobgoblin searg 1 1d20 + 8 ⇒ (9) + 8 = 17

Qadira

No problem Aleste, sounds like a busy life! Will GMPC you as needed.

Qadira

Yekskya, have just been wondering: as a former slave, how does Yeks feel about the Freeman's Brotherhood? Having come from Mwangi/Sargava, I think he'd be at least aware of them, though during the time that he was a slave they would have been known more as an underground network helping slaves and stealing from colonials than the insurgency operating today.

Qadira

I've been thinking that with all the characters you've encountered so far, especially with all these factions getting into the action, there are a lot of NPCs to keep track of. So I've updated the campaign info thread with a dramatis personae of characters met so far. Let me know if there is anyone important that I've missed!

Qadira

At last! A chance to post.

Thugs & Dinos Addendum Quinta, you are easily able to trip up one of the thugs and keep him pinned down. Soon enough members of the Sargavan Guard appear on the scene and take custody of your prisoner. They confirm that the thugs were members of the Freeman’s Brotherhood, an alliance of ex-slaves. Apart from other criminal activities such as thefts, muggings, and arson, they prey on foreigners, merchants, and others who they believe stand behind the slave trade. The guardsmen also intimate that of late the Brotherhood has turned more and more to terror tactics, ever since a man named Umagro took over the leadership. Spurred on by his incendiary words, they have become more of a violent insurgency.

Expedition Exposition
Despite your best efforts to rush things along, organizing an expedition as large as this intends to be takes several days to put together. Food supplies need to be sourced, tools and weapons bought for the dangerous trek through unknown jungle, and transport made ready. You have been helping with the procurement, as well as making your own preparations. The Pathfinders’ expedition leader, Amivor Glaur, is very pleased to have you onboard and he and his advisors invite you to take part in planning the route and provides maps of Sargava and the southern Mwangi Expanse, to go along with your notes as to the location of Tazion. As it is, the plan is for the six of you to travel ahead of the main expedition along with a guide, to act as trailblazers for the rest of the expedition which will travel a few days behind them. The first leg is to travel overland to the city of Kalabuto, where the Pathfinders once had a lodge and still have allies in the area. Skirting the Bandu Hills and Laughing Jungle, you should travel light and restock in the city before moving on. From there, the plan is to travel upcountry following the Upper Korir River, traveling north into the Screaming Jungle. Once you reach the northeastern arm of the Bandu Hills, you’ll turn west towards the Mwangi Jungle. Somewhere there under the jungle canopy lies the Azlanti outpost of Tazion, which should show the way to the lost city of Saventh-Yhi.

Let me know if you wish to make any more purchases before leaving Eleder.

Expedition Map Eleder to Kalabuto

Expedition Map Kalabuto to Tazion

Quinta:
Quinta, as you are going about Eleder making preparations, you slowly become aware that you are being followed. Following at a discreet distance is a figure in a green cloak with a deep cowl, holding a spear. It’s difficult to tell any distinguishing features, but the person looks tall and brawny, and moves gracefully. Whenever you turn to face in the figure’s direction, the person disappears into the shadows, or a shop.

Before setting out, Amivor urges you to find a local guide who can help you to navigate the harsh terrain you will encounter, as well as deal with local tribes. He recommends you seek out an aged, mystic priest of Gozreh called Nkechi, known locally as the Tempest. He is very knowledgeable and is a seasoned tracker and guide, but by reputation he is temperamental, much like Gozreh in fact. The holy man lives alone in a cave atop a jagged seaside cliff face several miles north of the city, known as the Pallid Bluffs.

You are just preparing for this journey, deciding whether to go by boat or by foot as you return to the warehouse the Pathfinders are using to organize the expedition. Suddenly, from down the street you hear a commotion up ahead, and terrified screams. Moments later, a panicked mob tears down the street, rushing past you. Many of them shout out to you – “Run!” You grab hold of one terrified woman to ask what is going on. Before she jerks her arm back and runs off, she blurts that the Freeman’s Brotherhood have set loose vicious packs of wild dogs upon the town.

On the heels of the fleeing crowd, a howling pack of dogs rounds the corner. Frenzied by the cramped city streets and the screaming people, the wild dogs snap at anything in their path. They are lean and bedraggled, foaming at the mouth. In the near distance, you see a tendril of smoke rise from the warehouse district.

More animals on the streets! The pack of dogs are about 80 feet away from you and heading in your direction. Ignore the grey circles and whatnot on the map, I've just recycled it from elsewhere but it works for this encounter. The pack is a mix of mongrels and Mwangi spotted hunting dogs, about the size of a Doberman. I've taken the liberty of rolling initiative, so you can jump straight into the action.

Battle Map

Initiative
27 - Rowena
22 - dogs
16 - Krolmnite
9 - Yekskya
9 - Quinta
5 - Maudrill
3 - Zaghigoth

------

GM rolls:

1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 6 ⇒ (19) + 6 = 25
Dogs init 1d20 + 2 ⇒ (20) + 2 = 22
Cat init 1d20 + 10 ⇒ (17) + 10 = 27
Krolm init 1d20 ⇒ 16
Maudrill init 1d20 + 3 ⇒ (2) + 3 = 5
Quinta init 1d20 + 2 ⇒ (7) + 2 = 9
Yeks init 1d20 + 5 ⇒ (4) + 5 = 9
Zag init 1d20 + 1 ⇒ (2) + 1 = 3

Qadira

Blockade
Still hovering, Aleste rains down more death from above, hurling a flask of fire at one of the ogres, the one Shaylar had just hit with an arrow. The flask bursts against the ogre's chest in a fiery explosion. 16 points of fire damage to the already wounded ogre.

The ogre on fire flails about uselessly, eventually bursting through the door in its part of the stockade and heading inside the watchtower. You can hear its growls of agony. The other ogre is still trying to heave itself to its feet, beginning to reach towards a barrel stocked with javelins.

Ok, Helaku, you're up!

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Aleste attack 1d20 + 9 ⇒ (19) + 9 = 28
damage 4d6 + 3 ⇒ (5, 5, 2, 1) + 3 = 16

Qadira

Round 1, continued

With the fighting down below, Arven decides he can be of best help down in the water. He takes a leap and dives down into the cove. With he whoosh he hurtles past those of you dangling from the rope and the hovering stirges. He enters the water in a perfect dive, splashing Batango.

The remaining three stirges swarm around you. Atajay ducks and beats one away, but another attaches to Penta and another succeeds at attaching to Batango. The stirges dig in with their six barbed legs, gaining a strong hold on you as they jab their proboscis into your flesh. You can feel the blood being drained as their coloring begins to change from a pale pink to a deeper reddish-brown. Penta and Batango each take one point of Constitution damage. You can attempt to dislodge your guests, essentially a grapple check or Escape Artist check. Penta to move things along I'll post the action you've posted so far, but if you want to change your action in light of the attack just let me know.

A'vandira, still at the top of the cliff, looks for a way to help. She snatches up her crossbow and shoots at the one stirge still flitting around, circling Atajay. It is a clean shot, and the bolt hits the stirge straight through the middle, sending it tumbling out of the sky. 8 points of damage to the stirge and it's history.

Round 2
Penta tries to strike the stirge that's clamped on to her with her dagger, but it's awkward to say the least and she misses.

In the clear for the moment, Atajay tries to help dislodge the one feeding on Penta, sending an electric jolt at it. It is an expert shot, sizzling the stirge, though Penta only feels a buzz of electric current. 2 points electricity damage to the stirge latched on to Penta.

Two stirges left, latched on to Batango and Penta. Batango up next, and Quara do you want to revise your action, as there are now no stirges near to you?

Updated Map

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 1 attach 1d20 + 7 ⇒ (7) + 7 = 14
stirge 2 attach 1d20 + 7 ⇒ (3) + 7 = 10
stirge 4 attach 1d20 + 7 ⇒ (16) + 7 = 23
A'vandira attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 ⇒ 8

Qadira

Leonar

Ervath Helmbreaker runs an appraising eye over the gold. "Ogres? Dragons? An army? Well lads, it looks like we have some killing to do! But first, let's get this guy some food, and ale. He's come a long way and certainly has a tail to tell." . The dwarven mercenaries welcome you to their hold.

Congratulations on securing the support of the Shining Axe mercenary company. They will be fierce fighters. Feel free to return to the others, we'll get you back into the action once the others have taken care of the blockade, I think they will make short work of the defenders.

Qadira

In that case, you've brought the Pathfinders onboard. Through your diplomatic efforts, you've also managed to negotiate better cooperation between the Pathfinder Society, the pirates, and the Sargavans. You should also be able to carve out opportunities for the six of you independently.

When you inform Slicingsong of your intention to side with the Pathfinder Society, he smiles warmly. "Great thinking, tchameks. This is going to be an adventure to be telling our children about, and our children's children. I'll make sure of it." True to his word, the Shoanti bard arranges for each of you to be given a wayfinder (assuming you would like one) as a gift from the Pathfinder Society as a token of their appreciation and commitment to working together. He informs you that it will likely take another week for the Pathfinders to outfit an expedition, plenty of time if you are wanting to make any preparations yourselves. Incidentally, if anyone is interested in using the benefits presented in the Faction Guide, if any of you are wanting to become active agents of the Pathfinders you can progress as part of that organization.

Wayfinders:

Aura faint evocation; CL 5th
Slot none; Price 500gp; Weight 1 lb.
A small magical device patterned off ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. A badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can use a wayfinder to shine (as the light spell).

A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are gitted into a wayfinder, at the GM's discretion.

Eleder is abuzz with rumour and speculation about the different factions preparing their own expeditions to Saventh-Yhi, racing to be the first ones to arrive. When you explain to the Shackles Pirates and to Jask Derindi your intentions to help the Pathfinder Society rather than the Sargavan government, your ties to the two factions stand you in good stead. The three factions won't be actively working together, but they agree not to hinder each other or sabotage each other's work.

The Red Mantis assassins are not as impressed. And oddly, you fail to hear back from Dargan Etters about joining up to the Aspis Consortium.

Knowledge (local) DC 15:

Rumour has it that Dargan Etters has gone and gotten himself killed. It could have been at the hands of the Freemen - he had recently stormed one of their safe houses to retrieve some magic items they had stolen off him. Or, it could have been an inside job, there are plenty of ambitious agents within the Consortium who would uses this as an opportunity for career advancement. The word is that his replacement has already arrived in Eleder, a human spellcaster from Cheliax named Seoghal.

Qadira

Hmm, well there is a follower of Smiad in the group! Not sure about the rest of the group, but Erastil would probably strike a chord with several of you, especially Yeksyya. I'll look out for any holidays or festivals coming up.

Qadira

Just a hatch with a wooden ladder leading down. No cover, but you think they must have something nearby that they can rig up so as to keep out rain.

Round 1 continued
Both the hobgoblin sentries down, Shaylar quickly turns his attentions to the two ogre scrambling to get up. He launches one arrow and hits the ogre, the arrow piercing its hand. 7 points of damage to the ogre.

Ambrose can see that the two lead warriors are struggling to get everyone into armor and lead a counterattack. It looks like it will take them some time.

Ok Aleste, it's your shot. Any more flasks raining down?

Initiative
25 - Helaku
20 - Ambrose
18 - hobgoblin regulars
15 - Shaylar
8 - hobgoblin sergeants
7 - Aleste
6 - ogres

------

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (6) + 11 = 17
damage 1d8 + 2 ⇒ (5) + 2 = 7

Qadira

Clinging on to the rope, Penta spies one of the droning stirges homin in on her and so tries to strike it with a snap of her whip. The scorpion whip leaps out with a loud crack and a metallic tang as the razor blades hit against each other, but the strike falls just short, the stirge darting out of the way just in time.

Atajay and Quara provide some covering fire with a volley of ear-piercing screams at two of the stirges. Atajay's hits, but the nearly mindless creature ignores the stunning effects of the spell, continuing to zero in on the sorcerer. Quara's spell is more successful, causing a great deal of hurt and stunning the dazed stirge out of the sky. It spirals down to splash in the water near where Batango hovers. First stirge makes the save against Atajay's spell by a whisker. The other stirge takes 6 points of damage from Quara's spell which puts it in the minuses, and fails the save as well.

Batango mutters an incantation and beseeches his fathomless guide, his hand wreathed in a grayish light. As one of the stirges draws closer, the witch reaches out to try to wrap it in the glow of the draining magic. But again, the tiny creature dances away. Touch attack did fail, stirges are small and quick so difficult to corner.

Arven you are still perched at the top of the cover, are you wanting to take an action?

Stirge Attack!

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

stirge 2 Fort 1d20 + 2 ⇒ (18) + 2 = 20
stirge 3 Fort 1d20 + 2 ⇒ (9) + 2 = 11
stirge 4 Fort 1d20 + 2 ⇒ (5) + 2 = 7

Qadira

Well, the date depends on whether we go with the action of Serpent's Skull happening in the present year (4714 Absalom Reckoning) or the year that the adventure path was published (4710 AR, I think). I'm happy to call the current date 15 Erastus, 4714 AR, but if you think that has implications for any other in-game events you want to tie in with, let me know.

Will update later tonigh, hopefully we'll hear from Zag and Cat by then and have a decisive vote regarding the factions. Also note that you could try going it on your own without joining a faction. Certainly, a smaller team could move faster, but given that it's a large, dangerous expedition requiring lots of resources, having the extra help could make the difference.

Quinta, please could you make a Diplomacy check? This would be to see if you an convince two or more of the factions to work together. The rest of the group can make Diplomacy checks as an aid another action to assist. Which factions are you wanting to unite? Sargavans and Pathfinders? Pirates and Pathfinders? Some groups are mutually exclusive, like the PFS and the Aspis Consortium.

Qadira

Ropes - rope vastly improves your chances of climbing down safely. In essence, it reduces the DC for Climb from a 15 to 5, so everyone who has rolled climb checks so far has made it down, though it may take some time to climb down.

Arven looks on, steadying the rope as the rest of you climb down. It's slow going, but the rock face provides plenty of footholds, and rope helps you keep secure. Batango, meanwhile, activates his flight hex and floats gently down, waving to the rest of you as he passes.

When you are only about twenty feet over the churning water, you see a rocky overhang to your left. Perched on a narrow ledge directly beneath the overhang are several nests. Strange buzzing, warbling sounds are coming from them and you see a flurry of wings at your appearance. Finally, several figures take flight, four in all, swarming around you. Each looks like a cross between a mammal and a large insect, with two pairs of bat wing, a tangle of thin legs, and a needle-sharp proboscis. Their nests disturbed, they are swarming to attack!

For ease I'm assuming you each of you climbing are sharing the same rope. The four stirges are going after Batango, Quara, Atajay,and Penta. Arven, due to events I still have you at the top, but save your roll for when you do climb down

Initiative
23 - Penta
20 - Atajay
18 - Batango
18 - Quara
15 - Arven
14 - 4 stirges
13 - A'vandira

------

GM rolls:

Arven init 1d20 + 2 ⇒ (13) + 2 = 15
Atajay init 1d20 + 2 ⇒ (18) + 2 = 20
A'vandira init 1d20 + 8 ⇒ (5) + 8 = 13
Batango init 1d20 + 1 ⇒ (17) + 1 = 18
Penta init 1d20 + 6 ⇒ (17) + 6 = 23
Quara init 1d20 + 1 ⇒ (17) + 1 = 18
stirges init 1d20 + 4 ⇒ (10) + 4 = 14
A'vandira climb 1d20 + 1 ⇒ (14) + 1 = 15

Qadira

Looking back through the recent posts, I've missed out on a few things you've all asked. I'll try to catch up on everything here, but if I've missed something or if you have other thoughts just let me know in post.

Thugs & Dinos

Quinta - yes, you do manage to hook the thug with your whip and he skids to the ground. What do you want to do with him?

Ruminations

Maudrill - Detect Magic:

Idly giving pirate captain Kassata Lewynn the once-over through the insights of a detect magic spell, you discover the following items are magical. The longsword slung loosely at her side radiates faint magic. So too do the three flasks at her hip, obviously potions.

Krolmnite - dragon hunting:

You had asked whether the dragon sighting and Lani's mine would be anywhere near where you are going. You are easily able to determine that the route to find Tazion would take you through the Bandu Hills where Lani's mine is situated. If it's not directly on the route to Tazion, neither is it far away. Though actually finding the dragon's lair is another matter.

Cat - parley with pirates:

Aerys seems to brighten at your words. "I'm glad you've taken it so well," she says. [b] "When I met up with Kas, well, we've lost track of time a bit. I have to confess, I confided in her about what we found in the temple. I couldn't keep it from her. But I didn't tell anyone else, I swear it".

Quinta - In audience with General Havelar, you skilfully scoop up the dangling ring and tuck it back into your bodice. You see a quick look of surprise cross his face as he sees the engraving.

Your meeting with General Havelar and Jask Derindi goes very well. The two are intrigued by your ideas, and consider them thoroughly. It may be possible to bring the Free Pirates onboard with either the Pathfinders or the government.

I'm not sure which faction you intend to go with. of course you can try sticking out on your own, but what will the pirates ask for in return? At the moment, looking through all the posts the balance of opinion is to side with the Pathfinders, with the Sargavan government and the pirates not far behind.

-------

GM rolls:

1d20 + 27 ⇒ (9) + 27 = 36
K 1d20 + 6 ⇒ (3) + 6 = 9
M 1d20 + 8 ⇒ (10) + 8 = 18
Q 1d20 + 4 ⇒ (16) + 4 = 20
Havelar 1d20 + 4 ⇒ (14) + 4 = 18
Jask 1d20 + 3 ⇒ (7) + 3 = 10

Qadira

Riptide Cove

Gagging from the stench from inside of the shack, Arven heed's Quara's growled advice and backs out closing the ramshackle door. From within, you can hear the impotent screams of the ghast as it tries to break free. As you closed the door, you could see that the collar was holding it fast as the undead swung from the ceiling. In order to escape, the ghast would need to grab hold of something - one of your paralyzed bodies perhaps - and use it to lever itself up to where it could unhook the collar from the ceiling. You leave the undead to its fate.

Moving on along the ridge south of the shack, after some time you come to the cove where you could see the grindylows cavorting through the spyglass affixed to the stockade.

Riptide Cove

The cliffs around the cove vary in height from 40 to 80 feet. The cove is deep, nearly 50 feet in places, and the tidal waters churn considerably.

Knowledge (geography) or Profession (sailor) check, DC 10:

With your expertise, as you look down into the cove, you notice that the cove's dark waters indicate the absence of rocks below the surface. You could dive into this cove; it'd be dangerous, but only if you bellyflop.

Climbing down the cliffs requires DC 15 Climb checks. Alternatively, you could jump or dive in. This requires either a DC 15 Acrobatics or Swim check (DC 20 if you leap from more than 50 feet above the water.

Due to the churning tidal forces, swimming within the cove requires a DC 15 Swim check.

So, what were your plans?

Qadira

Arven doubles over and wretches, overcome by the stench. It is at that point that the corpse's true nature is revealed, as it suddenly reaches out, trying to grab the undine. As it swings, you realize it's trapped by the collar contraption around its neck.

Quara:
Your knowledge of religion, including undead horrors such as this one, lead you to believe that this is a ghast, a more powerful type of ghoul. Quite a sad case, really, as you would surmise that the young man had tried to hang himself but wasn't particularly successful. Instead he must have succumbed to ghoul fever, but though risen as a ghast was unable to effect his own escape. In any case its only instinct now is to rend flesh and eat you all.

Quara:
The flies buzzing around the interior of the shack appear to be biting botflies. Your moving inside must have spooked them, and they are swarming around looking for someone else to bite.

The undead shouts gibberish as it tries to break free from the chain.

Updated Map of Bonewrack Isle. - I've annotated the map to show the main points you all have discovered so far.

Initiative - If you want to enter the shack, go ahead and roll initiative and let me know what you want to do. If you choose against entering, let me know what you plan to do instead.

Qadira

@Yekskya: Chivane flicks a wisp of dark hair over a slender pointed ear. "Do you not read of the legends of Saventh-Yhi? They hint that the city holds an ancient temple to Achaekek the Mantis God. It is our sacred duty amongst the Red Mantis to find this temple. I care not for other groups searching for the city, except to promise that we shall find it first. We will ensure the Shackles pirates do not sack the city, and we care not for the Pathfinders, those meddlesome fools. And the Aspis Consortium can only be trusted if profit is involved."

A Final Offer
The following day you make your way to the Baron's Palace, the seat of power in Sargava. As it happens, Baron Utilinus, the Grand Custodian of Sargava, is away hunting. But you meet with several of his senior functionaries instead. Amongst them is Jask Derindi, newly restored to his position within the government. He looks utterly transformed, resplendent in expensive robes denoting his rank as a government minister and as a priets of Nethys. With him is General Rotilius Havelar. He nods to Quinta and Krolmnite, and offers a crips handshake to Maudrill.

"Oh jolly good. I had hoped you would take me up on the offer of serving with us. Jask here says your friends are good in a pinch as well. Right, well I think you all know why you've been asked here. You've found clues to something rather interesting, and lots of groups are scrambling to find this fabled city. The Sargavan government has an interest in finding the city first. It is only right it should fall under Sargava's protection. And should all these legends of a golden city come true, why that would help us throw off this crippling tribute we're forced to pay the pirates of the Shackles."

"What say you? For the purposes of the expedition, I'm willing to give you all field commissions within the Sargavan Guard, and you would have your own squad of men, along with our scout, Grym. I think you are acquainted with him? Additionally, assuming we manage to secure the city first, I am authorized to promise that each of you will be granted a noble title, and a tract of jungle as your domain. Jask, do you have that contract? We could settle it right now!"

That is the last of the groups vying for your attention. So, what is the verdict? Are there any who stand out from the others?

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