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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,416 posts (1,890 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 4 aliases.


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The Exchange

That's a really novel approach, I'll have to remember that for my own characters. :)

The Exchange

Round 3 continued
Captain Quara continues her song as she raises her longsword over the rum gremlin frozen by Batango's command spell. She makes short work of it, ensuring it doesn't cause any more harm. Gremlin that was aon the barrel successfully coup-de-graced.

Arven wades into the swarm centered around Batango. He swings away with his cutlass, neatly lopping rats to bits, until few are left hopping out of the way of his blade. 4 points damage inflicted on the swarm.

Atajay tries to edge towards the door, but the rats seem to be swarming to either side of the chamber, concentrated quite near the door. He tries to think of what magic might harm the little beasties.

Batango holds the lantern up while he inscribes arcane gestures with his other hand. He makes a strange, agonised mewling sound as his voice seems to morph. Suddenly he is snarling and hissing like a cat, holding up his hand like a clawed paw. It wouldn't be enough to fool a person, but the rats seem deterred by it. They jump off your sleeping comrades and scurry towards the doors and any other bolt holes. Cast vocal alteration - not sure if the spell quite accurately mimics an animal, but ought to be close enough to fool animals with low Intelligence. A successful Intimidate check means the two swarms are shaken for one round.

Alright, let's see if we can wrap up this combat. Back up to the top of the round with Penta and A'vandira.

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

======

GM rolls:

Arven attack 1d20 + 7 ⇒ (14) + 7 = 21
damage 1d6 + 2 ⇒ (6) + 2 = 8
Batango Intimidation 1d20 + 2 ⇒ (15) + 2 = 17

The Exchange

Round 36
Shaylar changes tack and instead of trying to hit the little goblin archer tries to hit the ogres waiting on the wooden walkway. His first arrow hits one of the ogres in the gut, but his second arrow snaps as he draws back to fire. 7 points damage with the first shot.

Helaku swoops down, darting around the outlying buildings for cover. Once he's within range he takes advantage of the enemy's position to create a pit underneath them. One of the raging ogres immediately falls in. The goblin archer makes a heroic leap towards safety but it too falls down into the pit. The hobgoblin warchanter likewise totters on the edge, but manages to save himself. Ogre and goblin each take 10 points falling damage, enough to disable the ogre at least with 0 hit points.

Bolstered by his earlier success, Leonar hurls another ball of fire at the enemy eagle. This time the eagle pivots and the flame just misses it. The eagle responds by flying back around and trying to engage the druid in an aerial duel. Its talons rake at Leonar but his enchantments prevent the claw from doing any lethal damage. A near miss.

The goblin tries to climb out of the pit, but it would appear that its slight, compact frame is unsuited to climbing the steep sides of the magically constructed hole. Rolled a 1 for its Climb check.

The hobgoblin warchanter looks down the hole to see its leader stranded. It decides to draw out a potion vial and drinks its contents. It immediately turns invisible. You can still hear it chanting away though.

The remaining ogre on the roof tosses aside its javelin in order to draw its greatclub. There's a wild gleam in its eye. Stepping up to Ambrose it swings down hard, pounding into the roof. Another near miss.

Will update the map at the end of 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:

Shaylar attack 1 1d20 + 13 ⇒ (17) + 13 = 30
damage 1d8 + 3 ⇒ (4) + 3 = 7
Shaylar attack 2 1d20 + 8 ⇒ (1) + 8 = 9
damage 1d8 + 3 ⇒ (8) + 3 = 11
ogre Reflex 1d20 ⇒ 12
Saarvith Reflex 1d20 + 10 ⇒ (5) + 10 = 15
Nurklenak Reflex 1d20 + 3 ⇒ (16) + 3 = 19
falling damage 3d6 ⇒ (4, 1, 5) = 10
Saarvith climb 1d20 ⇒ 1
eagle attack 1d20 + 6 ⇒ (13) + 6 = 19
damage 1d4 + 2 ⇒ (2) + 2 = 4
ogre 1 1d20 + 9 ⇒ (3) + 9 = 12
damage 2d8 + 7 ⇒ (8, 3) + 7 = 18

The Exchange

Zaghigoth carves druidic sigils into the bark of the gallows tree, muttering supplications to the spirits all the while. Hopefully that will be enough to cleanse the evil taint hanging about the place. Kalabuto is overgrown enough to count as jungle terrain for your jungle guardian ability.

--------

The girl's eyes grow as large as saucers at the sight of Krolmnite's five gold pieces. She pockets them in a flash and hands over one of the trinkets for each of you. Her eyes widen again in wonder as Quinta uses a glamer to give the remaining trinkets the semblance of gold.

Quinta:

You are not sure of any cultural significance of the fetishes, but you're pretty sure there's no magic in these things. They don't seem to have any religious significance either that you can see.

The little Zenj girl jumps up and down at Yekskya's question. "Yes! I know who he is. I can take you to him. Follow me!" She takes the archer by the hand and leads you through the crowd. It is growing late, and the shadows are growing long.

Zaghigoth:

Kalabuto can be unsettling, especially in the fading light. In the dusk you look back and you think you notice a shaven headed Mwangi man following some way back. he definitely seems to be shadowing your group but makes no effort to draw closer.

The little girl, named Kibi, leads you to a tavern nestled on a stretch of riverside boardwalk wedged between an exotic hardwoods warehouse and a small copper foundry. A former warehouse, the tavern’s ground floor sits upon old stone ruins, while the remainder of the structure has a wood frame and plank walls.

Inside, customers crowd the dimly lit hall. A haze of smoke from guttering tallow candles fills the room, and on every table, dark-skinned dancing girls dressed in brightly colored veils work the house, occasionally dipping into the pockets of leering patrons. It is called the Shrunken Head Tavern. Kibi points out a brawny looking dwarf sitting across the way, joking with the other regulars.

Yekskya:
Observing the dancers, you recognise them as Kalabuta Once they would have been sacred spirit dancers, now they’ve been reduced to little more than exotic curiosities who make their money entertaining drunken foreigners by performing bastardized versions of their ritual dances on bar tables.

The Exchange

Rhest - Round 35(!)
Shaylar crouches in the prow of the dugout, shooting arrows at the goblin archer perched atop the town hall. It makes for a small target! The arrows shatter close to the goblin but neither is a hit. The elf curses as he draws another arrow.

Helaku holds tight, hovering out of range of the ogres and hopefully the goblin's bow. Having cast a flying spell on Ambrose, he watches to see what the cavalier does with it. How far out from the town hall are you going to stay?

Leonar pivots on powerful pinions, trying to gain the advantage of height on the other eagle. He calls to mind a produce flame spell and a flick of a wing hurls a ball of fire at the bird of prey. The eagle twists and turns, but the flame blasts it in the side, blackening feathers and burning flesh. The eagle wheels away in fright. Ranged touch attack hits for 11 points fire damage.

The goblin casts a shrewd gaze down at the canoe, particularly at the elf firing back at it. It considers for a moment, before gesturing and speaking some sort of phrase. It looks like it could be an incantation. It draws another arrow.

Nearby the hobgoblin "war-chanter" also considers its foe. It shouts a rallying cry to its allies again but its focus is on you. Its eyes roll back in its head as it gestures, as if calling the very stones to rise up against you.

The ogres shove and push each other, all anxious to rip you to pieces. The one that was disarmed draws another javelin, and the one that looked near to death now looks bolstered by the hobgoblin's cries.

Ambrose drives forward, bastard sword shining in the marshlight as he descends upon the ogre on the roof near the archer goblin and hobgoblin. It is the one that was just plucked up the javelin. The ogre throws its arms wide, inviting the little human to come closer. When Ambrose obliges, the big humanoid tries to use the javelin like a spear and stab him, but Ambrose is blindingly quick. Its stab misses and Ambrose's momentum propels him forward as he barrels into the ogre, driving it back and dealing a terrible blow to it in the chest. A cold pain spears near its heart. A great hit, deals 14 points damage plus the one point of cold damage. Misses on the aoo.

Trellara strains at the oars, trying to push the dugout faster. She continues her own rallying song, her voice dipping in to flowing elven.

Aleste looks up at the opponents above and mutters under his breath. "We've got to close in faster! If we give them a chance they'll blow us out of the water!" He downs an extract and takes up the spare oar, his arms rowing feverishly. Imbibes an extract of shield.

It was perhaps presumptious to roll attacks and damages, it was just to get things moving again. Didn't intend for such a big gap between posts, I'm starting to doubt the practicality of having three online campaigns on the go at once. At the least, it didn't help having all three games in the middle of combat when I went on hiatus.

Dugout is 85 feet away. The goblin's eagle has moved 80 feet away from Leonar. Here is an updated map of the town hall:

Town Hall Map

Go get 'em!

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

======

GMs rolls:

Shaylar ranged attack 1d20 + 12 ⇒ (4) + 12 = 16
damage 1d8 + 3 ⇒ (6) + 3 = 9
Shaylar second attack 1d20 + 7 ⇒ (11) + 7 = 18
damage 1d8 + 3 ⇒ (3) + 3 = 6
Leonar ranged touch 1d20 + 7 ⇒ (19) + 7 = 26
damage 1d6 + 5 ⇒ (6) + 5 = 11
ogre aoo 1d20 + 10 ⇒ (5) + 10 = 15
damage 1d8 + 6 ⇒ (6) + 6 = 12
Trellara Str 1d20 - 1 ⇒ (3) - 1 = 2
Aleste Str 1d20 + 1 ⇒ (7) + 1 = 8

The Exchange

Round 2 continued
Quara snarls and roars as she slashes again at the gremlin on the barrel, but it ducks its head and the tiefling's blade passes harmlessly overhead.

Having dived out of the way of the crashing wheel, Arven hacks at the rats swarming towards Batango. 4 points damage to the second rat swarm.

Atajay hurls a piercing scream at the gremlin clinging to the railing on the upper floor. It clutches its head in pain, blood running from its ears and nose. Having let go of the railing, it sways and falls, crashing on to the floor below, near to Arven. 9 points damage to the gremlin, plus 6 points falling damage - enough to finish it off.

Batango focuses his magic on the remaining goblin, perched on the barrel. A glazed look comes over its eyes, and it releases its grip and rolls off to fall flat on the floor. With the gremlin upstairs out of commission, I tried to interpret your command with this one, net effect is the gremlin is prone on the floor.

Round 3
Penta edges around a dozing Kenya Bloodblade and grabs up a lantern. She brandishes it, forcing some of the rats back.

A'vandira leaps over a wooden chair to stand near Quara. She throws another icy ray of frost at the gremlin sprawled on the floor. Its little body is whitened with ice. 2 points cold damage isn't much but it's enough to finish this one off.

The gremlins are dead or dying, but the hungry rats they rallied to their service continue to swarm. One lot swarm after Penta, while another group throw themselves at Batango. Somewhat depleted in number, they continue to scratch and bite. 1 point of swarm damage to Penta, but 5 points damage to Batango. Please also a Fortitude save against DC 12 to avoid contracting filth fever.

Okay, two rat swarms left. The first gremlin is sleeping, the third is dead, and the second is bleeding out. Quara up next.

Updated Map - Lower Level & Mezzanine

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

======

GM rolls:

gremlin 3 Fort 1d20 + 1 ⇒ (6) + 1 = 7
fall 2d6 ⇒ (1, 5) = 6
gremlin 2 1d20 + 1 ⇒ (8) + 1 = 9
gremlin 2 1d20 + 5 ⇒ (2) + 5 = 7
swarm 1 1d6 ⇒ 1
swarm 2 1d6 ⇒ 5

The Exchange

@Quara: Quite right, you and Arven both were missed out! As you tumble forward away from the rats, you lunge forward and take a jab at the gremlin balancing on top of the barrel with your longsword. It seems to ignore the painful stab and snarls back at you. The gremlin has damage resistance so only 2 points of damage taken, but with A'vandira's ray of frost you've nearly finished it off.

Speaking of Arven, I'll message Deevor again to let him know the game is getting back on its feet again. In the meantime, Arven escapes the falling wheel, misses on an attack of opportunity to drive off any of the rats, but with his regular attack he slices up several with his cutlass.

@Penta: I did have you move a bit closer, though it doesn't seem to have shown on the map. You successfully grappled the first gremlin, but it was put to sleep by Atajay's magic. Which seems to have also meant that it crept off the map. I'll move it back on.

Quara you want to take your next action before I post up everyone else's results?

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

======

GM rolls:

Arven Reflex 1d20 + 3 ⇒ (18) + 3 = 21
Arven aoo 1d20 + 6 ⇒ (7) + 6 = 13
Arven attack 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d6 + 2 ⇒ (2) + 2 = 4
Arven Fort 1d20 + 7 ⇒ (15) + 7 = 22

The Exchange

Resolute and efficient Yekskya plants arrows in each of the corpses hanging from the gallows tree. Several had stopped writhing when Nkechi had prayed and released a burst of positive energy. More now lie still after yekskya's arrows.

Once you are confident that no more undead are waiting to pounce you have a look around. Not much else to notice. It seems, that native Mwangi would normally shun the tree and its grim message. Despite a thorough search, you don't find anything of value around the area or on what's left of the rancid bodies.

I don't think anyone contracted filth fever as a result of that encounter. Feel free to keep roleplaying, but I'll move things on a bit here. You've all been at this encounter for a while now, it's about time I give you a change of scenery.

Kalabuto
Moving on from this grisly warning you make your way along the trails and after a fairly short time you come within sight of Kalabuto. Surrounded by pineapple fields and date palm orchards, the city perches atop a low hill overlooking the River of Lost Tears. An ancient pile of vine-choked, crumbling ruins, Kalabuto has existed since long before the arrival of the resident Kalabuta tribe, whom the Chelish colonists
discovered living in the ruins when they reached the Sargavan interior.

Finding a settlement seemingly readymade for them, Sargava's colonials took over the city after numerous clashes with the indigenous inhabitants. While native Kalabuta inhabit the majority of the city’s
ruins, a small minority of Sargavan colonials rule the city and have claimed the highest buildings with the best views for themselves. Racial tension is thus rife in Kalabuto. But the city also serves as Sargava’s first line of defense against the city-state of Mzali. In this role Kalabuto has suffered greatly, and has been sacked by the
Mzali forces on several occasions.

As it stands, the city appears to be overgrown by the jungle, with a large collection of shanties and warehouses along the riverbank. Kalabuto is a center of trade with the Mwangi interior, serving as a trade hub between foreign colonials, foreigners, and indigenous tribespeople. Over the years, overland caravans have declined in favor of more efficient river barges. To accommodate the increase in vessels, the city erected a snaking boardwalk connected to an elaborate tangle of docks. Warehouses make up the bulk of the structures along the water’s edge. Further inland, the ruins of the original ancient city begin, climbing up the hill to the more lavish private colonial residences. Dozens of small kiosks line the riverside boardwalk, while eager-eyed youths scamper about peddling wares. Most sell local products or services, while others ply the hospitality trade, entreating visitors to stay in their homes for only a few coppers, rather than in more expensive lodgings. The majority of the kiosks belong to native Kalabuta catering to incoming vessels. A few trading
companies own kiosks as well, though theirs tend to be larger, permanent structures in locations near their warehouses. Kalabuto is the last bastion of civilization before the wilderness of the Mwangi Expanse.

As you wander about, taking in the sights, you keep an eye out for your Pathfinder contact in the city, a dwarf named Cheiton. People crowd all about you, traders proffering goods, people offering a bed in their homes for the night, and beggars, lots of beggars. One, a ten year old Zenj girl, tries to sell you a few hand-carved, wooden fetishes for a handful of copper pieces each. She pleads, "Please, I need food. These are good luck charms - the tribes in the jungle will see them and know you as friends."

The Exchange

Rowena "Cat" Thennemen wrote:
I know I may not be making myself popular with this, but Nkechi can either kill the zombies in the tree or heal the party with his channeling (if that's what he is doing) but not both. Quoting PRD again "A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures." Same issue came up in my tabletop game where my cleric tried to do the same thing and a fellow player pointed out it's one or the other, not both :-(

Thanks for the call out Rowena, it's true. Now, was it 3rd edition that channeling positive energy did both, or am I just mistaken completely? Either way I'll need to do my homework, it's been a while since I've played a cleric, guess I'm a bit rusty! In either case, Nkechi's first move is to help dispose of any remaining undead.

The Exchange

Round 1 continued

Atajay backs up warily towards the south wall, creating a space between himself and the rats. The sorcerer begins weaving a spell that and casts it at the gremlin capering on the table. The gremlin totters, its eyes growing heavy, then topples to the floor. It is sound asleep. Several of the rats nearby also found asleep, and Rosie Cusswell dozing at the next table begins snoring loudly. gremlin just failed its save.

Batango bats rats out of the way as he moves towards the stairs leading to the upper level. He reaches for a lantern hanging on a hook beside the stairs.

Round 2
Penta kicks rats out of her way as she swiftly calls down Callistria's blessing on the group. Moving towards the gremlin perched atop the barrel, she snaps her whip. The corded leather wraps around the gremlin, holding it tight. Successful grapple, everyone is affected by a bless spell, +1 morale bonus on attack rolls and saves against fear effects for the next minute.

A'vandira ignores the biting rats to hurl a ray of frost at the gremlin bound by Penta's whips. Its face and hair become rimed with frost. 3 points cold damage to the second gremlin. The gremlin tangled in Penta's whip tries to struggle free, but to no avail. The big surprise is the appearance of a third gremlin that had been hiding in the gallery above. It clings to the balcony railing as it gnaws through a rope holding up a rather large wheel lit with candles. The rope breaks and the chandlier crashes down, with A'vandira and Arven and lots of rats below. A'vandira and Arven, please can you make Reflex saves against DC 10 to avoid being crowned by the falling fixture and taking 4 points damage. The rat swarms also were damaged.

The rats spring out of the way, swarming over Penta and Batango in their haste to get away, biting, scratching. They seem to be everywhere. 4 points of swarm damage each to Penta and Batango.

Updated Map Lower Level & Mezzanine

Updated Map Upper Level
The red circle shows the diameter of the falling wheel and candles.

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

======

GM rolls:

gremlin 1 Will 1d20 + 1 ⇒ (15) + 1 = 16
gremlin 2 CMB 1d20 + 1 ⇒ (6) + 1 = 7
gremlin 3 climb 1d20 + 1 ⇒ (10) + 1 = 11
gremlin 3 bite 1d20 + 5 ⇒ (9) + 5 = 14
damage 1d3 ⇒ 3
swarm damage 1d6 ⇒ 4
swarm damage 1d6 ⇒ 4
falling damage 2d6 ⇒ (1, 3) = 4

The Exchange

Round 2 continued
Zaghigoth enjoins Oshok'arr to the attack, and races forward. He's nearly within reach of the zombie when Oshok'arr pushes in front of him. The iguanadon rears up before the undead on its hind legs and punches the zombie with its thumb spikes. The attacks cut down the vile corpse, and it bursts in a mess of flesh and gore. 12 points damage to zombie's enough to finish it off. Zag, please can you roll a Fortitude save for Oshok'arr against DC 12, to see if she contracts zombie rot.

Warily you eye the tree. No more bodies are on the ground stalking you, but several of the bodies hanging from the tree twist and writhe as they try to reach out towards living flesh.

A cursory search of the area doesn't throw up any items of value. Nkechi ambles forward and waves his arms as he mutters a prayer for the dead. From him a burst of positive energy extends out, washing over corpse and the living alike. Several of the bodies still. 7 points damage to three of the four corpses in the trees. One of the corpses made its Fortitude save, but still takes 3 points damage. Those of you injured receive up to 7 points healing instead.

Krolmnite, Cat: Thanks for the call on paladin's protection against disease. Had meant to double-check that before putting up the last post.

======

GM Rolls:

Hskoro Fort 1d20 + 5 ⇒ (10) + 5 = 15
channel energy 3d6 ⇒ (1, 4, 2) = 7
zombie Fort 1d20 ⇒ 7
zombie Fort 1d20 ⇒ 19
zombie Fort 1d20 ⇒ 8
zombie Fort 1d20 ⇒ 4

The Exchange

Hey there, sorry to take so long to get back to this game. Getting my other games moving again after the hiatus was a bit more work than I thought, and this game I intentionally left until last as things had left off in a bit of a muddle and I wanted to get my head around where everyone was at before posting.

As a brief recap, your adventuring party had just recently journeyed down into Elsir Vale when you discovered that the nearby town of Drellin's Ferry was under imminent attack by goblinoid raiders. You soon discovered that the raiders were part of an immense army calling itself the Horde of the Red Hand that is bent on conquering the people of the Vale. You took steps to find out the extent of the threat, warn neighboring communities, and slow down the advance of the army. In the process you defeated one of the leaders of the horde, Wyrmlord Koth, a bugbear sorcerer. Now you have travelled to the ruins of the human city of Rhest, nearly wholly submerged under a lake, hoping to find out why the horde is so interested in this site. Having borrowed a large dugout canoe you rowed out across the lake, along with Aleste and an elf ally, Trellara. You took out a tower full of hobgoblin lookouts, and are now making your way towards the town hall.

Atop the ruined roof of the town hall were six ogre guards. Helaku and Leonar were able to take down two of the ogres with magic, while another ogre lies staggered (0 hit points). Another ogre is currently unarmed, having dropped its weapon when it was hit by Helaku's heat metal spell. After this attack, two more figures appeared at the top of the building, a far-sighted goblin with a bow and an eagle ally, and a hobgoblin who's echoing call is bolstering its allies.

Distance: For simplicity's sake, to move on my thoughts are to put you all at 100feet away from the building, including those still in the dugout and Leonar, Helaku, and Ambrose who have flight ability. That gives you a few rounds to move ahead to whittle down the foe without stretching everyone too far apart. You'll still be within range of the goblin and possibly whatever attacks the hobgoblin might have, but the ogres can't reach you yet.

The Fly spell description specifically says you can't take a run action, but consensus is that while you are hastened your fly speed would increase accordingly. Ambrose I'll rule that you can use your class ability to move as if more lightly armored.

Leonar I had that you are casting Produce Flame for your next action but if anyone wants to change their action feel free to do so.

Rhest - Round 35

Map of Town Hall - I didn't get a chance to post this up before we took a break, thought this might help to visualize things. One of the four ogres is on 0 hit points.

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

The Exchange

Round 1 continued
The spirits respond to Zaghigoth's summons, as an orb of nettles explodes behind the two zombies closest to Quinta and Maudrill. The flechettes rip apart the zombies' backs and create a cloud of rotted blood, gore, and pestilence. Both zombies hit by the nettles. One made its save so only took 4 points damage, but the first takes 8 points damage and will suffer the acid damage next round.

Round 2
Nkechi scampers close to Quinta and summons the power of the spirts as well. He calls down protection for Quinta, an aid to help her escape the clutches of the zombie. Casts guidance on Quinta, +1 competence bonus to a single saving throw, attack roll, or skill check.

Yekskya plants two more arrows in the zombies attacking Krolmnite. A man and a woman. The first tears open the dead man's throat and severs the man's spinal cord. Does a walking corpse need a spinal cord? Apparently as the undead collapses in front of the gnome. The second arrow punches through the woman's head and blasts her back and to the ground. Their wounds are messy and splatter decay all over Krolmnite. 17 points damage and 16 points damage to the zombies, plenty enough to finish them both off. Krolm, please can you make another DC 12 Fortitude save to protect against zombie rot - just the one roll will do for the two attacks.

Krolmnite squares up to the zombie beside him and hews it nearly in twain with his greatsword. The bloated corpse crumples, but again sprays Krolmnite and Hskoro with ichor and rotted flesh. 14 points damage to the zombie, bringing another one down. Krolmnite you'll need to make another Fortitude save I'm afraid.

Maudrill uses his arcane powers to slice through dimensions and step away from the zombies to a spot where he can target the corpse grappling Quinta without risk of harming the singer. He unleashes an arc of flame that chars the corpse, destroying it. Dimensional slide 30feet to the left and make flame arc attack against the grappling zombie for 13 points fire damage. Quinta please can you make another DC12 Fortitude save against zombie rot as well.

Rowena takes aim at the last zombie, hitting it with one of her arrows. The arrowhead buries itself into the man's chest, but doesn't seem to slow it down any. A good hit, but the damage was negated by damage resistance.

Quinta is able to make use of the distraction to tumble away from the undead. Once out of danger, she takes up a rousing song to bolster the party against this unworldly threat.

Hskoro follows suit, taking a step back away from the zombie to place himself between the foe and Quinta. The zombie continues to advance, scuffling with the nagaji as it tries to land a blow.

Zaghigoth up next, one zombie left!

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

=======

GM rolls:

zombie 7 Reflex 1d20 ⇒ 11
zombie 8 Reflex 1d20 ⇒ 17
Hskoro Fort 1d20 + 5 ⇒ (6) + 5 = 11
flame arc 3d6 ⇒ (5, 4, 4) = 13
zombie 7 slam 1d20 + 4 ⇒ (10) + 4 = 14

The Exchange

Quick Recap
Having been pressganged aboard the pirate ship Wormwood, you have spent the last few weeks learning the trade of buccaneers, under the eye of iron-fisted Captain Harrigan and his cruel and sadistic first mate, Mister Plugg. Your chance to escape came when the crew captured the Rahadoumi merchant ship Man's Promise and were named to its prize crew. Running aground amidst a storm on the undead infested Bonewrack Isle, you managed to return and lead a mutiny against Plugg's rule and win the ship for yourself. Now, to avoid Harrigan's wrath you have sailed the re-christened Rabbit Prince to the Slithering Coast, where Rickety Hake specializes in disguising captured vessels as squibs. Whereupon, while celebrating in the common room you were being stalked by malicious rum gremlins, and lots of rats...

Round 1
Penta heads down the corridor with a sense of satisfaction. The dock foreman had been much more of a challenge than she had expected from any of these roughnecks. Still she had shown him who was in control. Callistria would be pleased! It would be a while before the fool found a way out of his restraints and she would have to put him in his place again. In the meantime, her exertions had worked up a thirst.

Odd, she thinks, the common room sounds awfully quiet. I should be hearing one of Quara's songs, or the crew joining in a lusty tune. Penta feels strange too as she lays a hand on the doorknob, her head spinning as if she'd had a few cups of mead.

Opening the door brings and unexpected sight. Across the octagonal shaped common room, the workers and ships crew all seem collapsed in their cups apart from Batango, Atajay, Arven, Quara and A'vandira. Across the room, they are staring at a small figure with a rounded pot belly, orange eyes and sharpened teeth. It's holding what looks like a dead cat with its spine bitten out. Rats mass all round, hungrily eyeing those slumbering.

Penta draws her whips, moving towards the vile creature. She kicks rats out of the way and gets as far as the center of the commons, beside Atajay. Her whips snap out, her silver masterwork whip smacking the gremlin in the ear. It squeals loudly, surprised to have been caught so easily! First attack hits, but it shrugs off the damage.

A'vandira reacts just as quickly, sending a glittering ray of frost at the gremlin. Its face is rimed with a thick white mist. 1 point cold damage to the gremlin.

The gremlin tries to scuttle away. It leers though as it waves the rats forward, and the vermin leap at you! A'vandira, Batango, Quara and Arven are engulfed in a tide of rats, biting and scratching. Two rat swarms are occupying the center of the commons room. The four characters above take 2 points of damage each, but you each get to make an attack of opportunity against the swarms as they move into your area. Please also make a Fortitude save against DC 12 to avoid contracting filth fever. Swarms also have the distraction quality, so spellcasters will need to make another Fortitude check at DC 12 to keep the swarm from distracting their spellcasting.

Arven flinches as a tankard goes flying by. Across the room, another gremlin is hunched atop a barrel, reaching for more ammunition.

Updated Map Commons Room Lower Floor and Mezzanine

Updated Map Upper Level

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

=======

GM rolls:

swarm damage 1d6 ⇒ 2
gremlin 2 ranged 1d20 + 3 ⇒ (2) + 3 = 5

The Exchange

Update coming soon. Been working on it last couple days but have had a few interruptions.

The Exchange

For anyone else who needs a recap before we get the wheels moving again...
Brief Summary of Events Thus Far
Our Heroes, including Yekskya, Cat, and Zaghigoth, are aboard the ship Jenivere bound for Sargava when the ship founders off the coast of the dreaded isle of Smuggler's Shiv. They and a few other passengers and a castaway are the only surivors. They survive the island's monstrous and undead terrors and discover that one of their fellow passengers was a disguised serpentfolk and engineered the ship's demise in order to locate a hidden Azlanti temple dedicated to Zura, demon goddess of vampires and cannibalism. After defeating Ieana, our Heroes uncover clues to the location of the near-mythical city of Saventh-Yhi, rumoured to hold riches untold. They carry these clues with them to Eleder in Sargava.

Once in Sargava, our Heroes team up with another group of Heroes (Quinta, Krolmnite, and Maudrill) and contract with the Pathfinder Society to put together an expedition following the clues to the Azlanti outpost Tazion in the Mwangi Jungle, where they should find the final clue to locating the ancient city. Their advance party includes our six Heroes, Zaghigoth's iguanadon ally Oshok'arr, Quinta's nagaji bodyguard Hskoro and familiar Ssss, and their Mwangi guide Nkechi, an eccentric devotee of Gozreh. Having slain two dragons, they are approaching the far city of Kalabuto when come across a tree decorated with hanging bodies, a warning from a local tribe that outsiders are not welcome. The bodies animate and are reaching for the Heroes.

Round 1
Nkechi dances about, hissing at the zombies and moving his hands in a warding gesture. You're not sure what he's doing, but it doesn't look like he's casting any magic.

Yekskya bokes a bit at the stench, but manages to force down the bile rising in his stomach. He backs away and fires an arrow into the closest corpse. The arrow rips big gashes, and the zombie literally bursts as fetid pus explodes out of the punctures. 15 points damage to nearest zombie and it is down.

As the archer moves back, Krolmnite charges forward. The doughty gnome determines to release the undead's suffering by separating its head from its body. A tremendous hit, but not quite enough to decapitate it. 7 points damage to the zombie.

Maudrill steps forward between Quinta and Krolmnite, opening his mouth to spit a gout of flame at the oncoming zombies. The fiery breath catches two of the undead. One corpse, the one that Krolmnite nearly beheaded, is instantly incinerated. As it burns the skin bursts like a torn sack, spraying the paladin with foul ichor. The other corpse has been horribly burned and is still burning as it lurches towards the aasimar. 11 points damage to each of the two zombies, killing one and nearly finishing off the other. Kromlnite please can you make a Fortitude save against DC 11 to avoid contracting zombie rot. It was difficult to move Maudrill into a position where he could catch zombies in his breath's area of effect without inadvertently hitting Quinta or Krolm.

Rowena "Cat" Thennemen stops the advancing zombie with a well-placed arrow through the throat. The burning zombie drops, bursting in a shower of pus but fortunately far enough away not to cover the arcanist. 2 points of damage to the burning zombie, taking it down too.

Quinta casts a ray of positive energy at a zombie shambling towards Krolmnite. The blast momentarily forces the corpse backward, before it is borne on again by those behind it. She unfurls her whip with a snap of her wrist, ready for their attack.

Hskoro tumbles to a point in front of Quinta and Maudrill, spear brandished to keep the corpses well back. As some of the zombies draw closer, he attacks but it doesn't seem to faze the undead at all.

Two of the zombies try to mob Krolmnite. With his smaller size he is able to dodge their ponderous blows, until one gives a ringing slap to the side of his helm. 8 points damage to Krolm and please can you make another Fortitude save against DC 11. Two more zombies target Quinta. One reaches out for her and wraps its plague-ridden arms around her, the stink nauseating her. The other zombie eagerly reaches forward and gouges her torso, tearing at her flesh. 5 points damage to Quinta, please can you also make a Fortitude save. The last zombie, restrained by Hskoro, tries to attack the monk but the nagaji easily dances away.

Okay, Zaghigoth waiting to post and everyone else can post new actions too.

Updated Map Three zombies down this round, five left, having moved around the trunk of the tree to reach you.

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

=======

GM rolls:

zombie 3 Reflex 1d20 ⇒ 8
zombie 4 Reflex 1d20 ⇒ 14
zombie 1 slam 1d20 + 4 ⇒ (1) + 4 = 5
zombie 5 grapple 1d20 + 4 ⇒ (14) + 4 = 18
zombie 6 slam 1d20 + 4 ⇒ (15) + 4 = 19
damage 1d6 + 4 ⇒ (1) + 4 = 5
zombie 7 slam 1d20 + 4 ⇒ (8) + 4 = 12
zombie 8 slam 1d20 + 4 ⇒ (15) + 4 = 19
zombie 8 damage 1d6 + 5 ⇒ (3) + 5 = 8
Hskoro readied attack 1d20 + 7 ⇒ (2) + 7 = 9

The Exchange

Yeah, needed a break to catch up on RL stuff with work and then was on vacation for several weeks. Been keen to get back to this. I'll PM the other players to let them know. I'm about halfway through an update, should get in posted tomorrow.

The Exchange

Hi, I'm back and can RP again so wondering if anyone is still interested in this game. I'll post up a quick summary and update, and message everybody.

The Exchange

Hi all sorry game has stalled over last couple weeks. Work and family life have both gone a bit crazy and crowded out any free time. I did try to post a couple updates, but internet troubles said otherwise and then an update disappeared into the ether. I'm hoping to pick up the game, but I think things here are going to be busy yet for a few more weeks and then we are out of town (hurray!) for a few more weeks, so I think I need to call a halt to GMing duties until end of April. We'll have to blame it on michaelane's gremlins, but if you're all still wanting to play then I'll be back to pick up the game.

The Exchange

Hi all sorry game has stalled over last couple weeks. Work and family life have both gone a bit crazy and crowded out any free time. I'm hoping to pick up the game, but I think things here are going to be busy yet for a few more weeks and then we are out of town (hurray!) for a few more weeks, so I think I need to call a halt to GMing duties until end of April. It's not ideal to stop in the middle of a big encounter, but if you're all still here I'll pick up then. Really frustrating as I'm excited about the encounters to come and really want to give your characters a chance to throw themselves at it.

The Exchange

Hey thanks guys, it's been a lot of fun so far, and this has been my longest ever campaign (and GMing stint) so I'm really pleased. Ironic then that I'm needing to make an apology for my absence the past couple weeks and explain my dilemma. Work and family life seem to have conspired to leave me with no free time recently, and looking at my calendar I think it's going to continue for a few more weeks yet. Things should calm down, but then I'm going to be out of town for most of April. Now, as long as you all want to keep playing I'm happy to keep GMing Serpent Skull, but realistically I think I need to call a temporary halt until end of April as I can't see myself having many opportunities to spend the 1-2 hours to write a GM's post, as I'm quite slow at it.

Ideally I would have liked to wrap up the present encounter first, but not sure that will be possible. Any suggestions?

BTW, if any of you live in southern California, Texas, Oklahoma, or Arkansas, I might be out your way soon.

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

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