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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,219 posts (1,599 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 3 aliases.


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Qadira

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

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

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

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

------

GM rolls:

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

Qadira

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

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

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

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

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

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

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

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

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

------

GM rolls:

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

Qadira

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

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

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

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

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

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

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

------

GM rolls:

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

Qadira

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

Qadira

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

Qadira

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

Qadira

At last! A chance to post.

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

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

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

Expedition Map Eleder to Kalabuto

Expedition Map Kalabuto to Tazion

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

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

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

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

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

Battle Map

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

------

GM rolls:

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

Qadira

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

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

Ok, Helaku, you're up!

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

------

GM rolls:

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

Qadira

Round 1, continued

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

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

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

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

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

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

Updated Map

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

------

GM rolls:

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

Qadira

Leonar

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

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

Qadira

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

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

Wayfinders:

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

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

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

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

Knowledge (local) DC 15:

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

Qadira

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

Qadira

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

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

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

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

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

------

GM rolls:

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

Qadira

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

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

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

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

Stirge Attack!

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

------

GM rolls:

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

Qadira

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

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

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

Qadira

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

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

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

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

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

------

GM rolls:

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

Qadira

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

Thugs & Dinos

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

Ruminations

Maudrill - Detect Magic:

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

Krolmnite - dragon hunting:

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

Cat - parley with pirates:

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

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

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

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

-------

GM rolls:

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

Qadira

Riptide Cove

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

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

Riptide Cove

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

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

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

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

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

So, what were your plans?

Qadira

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

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

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

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

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

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

Qadira

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

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

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

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

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

Qadira

@Leonar: Brindol has reached an agreement with the Shining Axe mercenaries, but this is an opportunity for you to impress or otherwise influence the dwarves. On the one hand, they certainly weren't expecting their gold to arrive via a druid in the shape of an eagle. On the other, the dwarves like the personal touch and like to know who they are dealing with. The dwarfholds are pretty far south, and so probably aren't truly aware of the ravages of the Red Hand horde.

The Blockade

Round 1
Helaku winds up, summoning a snowball wreathed in misty vapour. He hurls it at the laughing hobgoblin, and the poor hobgoblin flat on its back as it rolls around in gales of laughter is suddenly flash frozen at the top of the guardtower. 18 points of cold damage to the hobgoblin affected by hideous laughter, and it's well into the minuses.

Ambrose flies over the wall, landing lightly on the top of the guardtower. The ogres have been roused by the sounds of spellslinging and dying hobgoblins, groggily rubbing their eyes and looking around in confusion. Each has a barrel of large spears nearby, but neither is holding any weapon at the moment.

Looking down one of the hatches into the guardroom below, several more hobgoblins are scrambling over themselves to grab weapons. Two officers seem to be shouting at four warriors, trying to establish some sort of order to the confusion as they prepare to meet the enemy.

Hobgoblins are spending their round getting ready, so Shaylar up next, then Aleste. Ambrose is still invisible.

Updated Map

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

========

GM rolls:

hobgoblin 1 Fort 1d20 + 5 ⇒ (10) + 5 = 15

Qadira

Hey guys, I've allowed this game to lapse a little bit, as I've been focusing on other games. I'm giving Skull & Shackles my full attention the next couple weeks, so will squeeze in as many posts as possible. There's a lot of exciting things coming up, just need to give you all the opportunity to find it!

The Shack
Arven shoves open the door of the shack, ready for trouble. Most of the rest of you crowd behind, though some of you like Quara prefer to wait outside. Eyes adjusting to the gloom, all you get is a better view of the body hanging from the center rafter, swaying gently in the breeze. You are also hit by a wall of stench from the desiccated corpse, a smell so powerful and eye-wateringly horrible it makes you want to gag and retch. Arven please can you make a Fortitude save against DC 15 to avoid becoming sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) by the smell for the next six minutes. Anyone else standing in the doorway or entering the shack also needs to make a Fortitude save to avoid the stench.

Flies also seem to be a problem inside, a great big cloud of them. The stench seems to have attracted a veritable horde of botflies, feasting on the rotting meat. As you push open the door they rise up in a great dark cloud, hovering in the shack and making a terrible din.

Arven:
You are about to enter the shack to have a look around, noting in the corner of your eye the swaying movement of the body in the breeze. Except, wait a moment, there isn't that much of a breeze as to make the body swing. And you notice the creak of movement against the collar suspending the body.

------

GM rolls:

1d20 + 11 ⇒ (10) + 11 = 21
1d6 + 4 ⇒ (2) + 4 = 6

Qadira

Leonar

Leading the druid down through subterranean tunnels, the dwarves finally lead Leonar to an area lit by everburning torches. Wide galleries and halls have been carved into the rock to create homes and dwelling places. The dwarves are gruff and dry-witted but friendly, and soon direct you to your quarry. You are pointed to Ervath Helmbreaker, captain of the mercenary Shining Axe Company. He is a burly, bald-headed dwarf who nonetheless has a braided black beard. when you meet him he is practicing throwing javelins at a target. There are several shafts buried in the target at its center.

"Well, what do you have for me? Speak up boy! We don't stand on ceremony here. What can I do for you?"

Leonar, you may want to make a Diplomacy check, there may be bonuses involved for roleplaying as well.

Qadira

Zaghigorth:
Asking around the city, you do find rumours that tribes of orcs and half-orcs can be found north of Sargava, into the jungles of the Mwangi Expanse.

Quinta:
Kassata Lewynn is an ambitious Free Captain of the Shackles. You've not heard any rumour or stories about her, but you've heard of some of her exploits. You get the sense that she'd be keen on finding treasure but also to increase her reputation amongst her fellow captains, even perhaps gaining enough prestige to by a place on the pirates' council. You also felt that she was pretty open to negotiation.

An Altogether Different Offer
Somewhat curiously, after your morning visit you receive two more visitors. The first is a messenger from the Baron's palace, bearing an invitation. The second is a young gnome lady, here to call on Krolmnite. It is a lady you know, Lani Rockbiter. It has been a while since you last saw her, she had been leaving to return with her sister to their mine in the Bandu Hills to the north.

She looks pleased to see Krolmnite again, and you notice the small tin symbol of Smiad hanging at her throat. "Krolmnite! I'm so glad to have found you, I didn't know if you would still be in Eleder."

"I have news that I thought you would be interested in. Miners in the hills have been stalked by some ceeature that lairs in the jungle north of the hills. A couple travellers caught a glimpse of it, how they escaped to tell the tale I do not know. They said that it was a dragon, with scales of dark emerald and a single piercing horn."

Offer #4
Throughout the afternoon, you are on edge, all the while expecting some faction or another to approach you with another offer, but it is not so. Instead you have peace to ponder which, if any, of the factiosn you might bring on board to help you reach Tazion.

Thus it is a surprise for Yekskya when he wakes in the night to find an armored figure pointing a sword at him! The armor and helm are stylized, making the figure look like a blood red praying mantis. The archer tries to back away, but the intruder's blade is insistent, keeping him from going for any weapons.

The figure takes a step back and removes her insectoid helm, revealing a lithe and beautiful, dark-haired elf. "You and your friends have found the clues to finding Saventh-Yhi, yes? I am Chivane. I wish to find this place, it may lead to the true temple of Achaekek! These other groups that wish to find the city are weak, and foolish. Help me, and the treasures can be ours! You use the bow, yes? I can leave you poison for your weapons, and antitoxin. You will find me a better ally than an enemy, human. Think on it." Chivane waits for a moment to see if Yekskya has any comments to make, then leaves, soundlessly.

Qadira

Thugs & Dinos

With a desperate lunge, Krolmnite silently swings his greatsword again. The smile on the thug's face, confident as he pulls back for a killing blow, freezes as Krolmnite's sword opens a second smile at the villain's throat. A second cut slices the man right down the middle, cutting him down. Krolmnite cocks his head to listen, but hears no further sound of battle. Woo! Well-timed with the crit, the man goes down dead. Do you three want to continue pursuing the other thugs?

Qadira

< Thugs & Dinos >

Round 5 continued
Maudrill is aware that the fight seems to be winding down. Confident that Krolmnite can take care of the sniper, the aasimar holds back. Likewise, outside his summoned eagle circles overhead, allowing the others to escape.

Round 6
Seeing one of the thugs slip down the side of a building in order to melt away into the side streets, Quinta sprints after him. As she runs she readies her whip. See map, a double move puts you at the place noted on the map. Running, Quinta could move a bit closer, but wouldn't be able to attack this round.

Krolmnite heaves his sword at the thug that keeps thumping him, but to no avail. The thug shows a wide smile as he perceives that he has the upper hand in this fight. He feints to the left, but with lightning speed his club comes swinging in from the right to give Krolmnite another drubbing. Krolmnite hit again for 6 points damage. This guy must be a champion, he's had a score of amazing rolls so far.

One thug is long gone, but the other is still trying to clamber down the side of the building and follow his comrade. Quinta's summoned eagle continues to harry the man tearing and biting, until the man leaps down the rest of the way. He lands heavily, turning an ankle, but still trying to get away. [ooc] 9 points of damage to the man from the eagle's attacks. [/b]

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

thug 1 attack 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 3 ⇒ (3) + 3 = 6
eagle talons 1d20 + 3 ⇒ (14) + 3 = 17 1d20 + 3 ⇒ (13) + 3 = 16
damage 1d4 ⇒ 3 1d4 ⇒ 2
eagle bite 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d4 ⇒ 4

Qadira

@Quinta: You can definitely tell that however much Dargan Etters appears willing to negotiate or compromise, he's really just looking out for number one. It is probably true that he is just looking for this city for profit.

@Krolmnite: Casting detect evil, you see that neither Dargan Etters nor his henchman Ishirou read as evil by alignment. Some of the other lackeys do, though.

Offer #3
The following morning brings yet another offer in the race to find Tazion and Saventh-Yhi. Surely news travels quickly in Eleder! You are enjoying breakfast in the common room of the inn where you are staying when the front door crashes open. In walks a middle-aged, human woman dressed in tooled leather and bright silks. Her hair is a mass of bright red curls, bound up under a blue tricorne hat. The salt scent of the sea hangs off her as she strides boldly towards you. A few figures hang about the doorway, looking like sailors. One however steps closer, and it’s a figure you recognize – half-elven Aerys Mavato, fellow castaway and epic writer. You can’t help but note the brand new pistol hanging at her hip, one of those new- fangled firearms. They aren’t cheap; she must have purchased it with her share of the treasure from Smuggler’s Shiv.

Your reverie is shattered by the bellowing voice of the woman in front of you. “Well there, my lovelies! Allow me to introduce myself. Kassata Lewynn, captain of the Last Hurrah from the Shackles. And I believe you know my associate, Aerys Mavato?” She grins devilishly but not unpleasantly. She takes a seat at your table and makes herself comfortable, propping her feet up and sitting languidly.
“Let’s cut to the chase, shall we? A little bird tells me you’ve found some mystic city made of gold out there in the jungle. Now I would like to find this little city of yours. It would add to my reputation and it would, ha, pay the bills. I have a crew to feed and a ship to maintain, you know. And I imagine you would like to find this place yourselves, am I right? Well, this is where we can help each other. You’re gonna need a crew to help you get there and claim all that lovely treasure. And my crew are keen to go, but they’ve not done many expeditions through the jungle, you know? They’d be, what’s the phrase – they’d be fish out of the water, they’d be. But Aerys here reckons you lot are good in a fight, and don’t mind trekking through the jungle neither. So I say we team up, I go with you and lend you my crew, and we split what treasure we find in a fair manner. What say you?” Kassata Lewynn is also willing to gift you five hundred to spend as you wish, or a team of buccaneers under your control.

Aerys leans in close to Rowena and whispers: “Sorry, Cat. I should have told you when I saw her ship had made port. Kassata and I, well, we go way back.”

Qadira

Thugs & Dinos

Round 5
Quinta completes her summoning spell, and another eagle appears and dives to attack the thugs. It harries the thug standing atop the building, raking him with its talons. 4 points of damage to the thug currently on the roof.

Krolmnite thrusts with his sword, hitting but his stroke is turned aside by the man's armor. "Lay down your club, ruffian!" The terrorist responds with a smashing blow to the side of Krolmnite's head. For a moment stars dance before his eyes and there is a ringing in his ears. Thug escaped your attack by a whisker, but he hits for 8 points of damage, very nearly landing a critical hit.

The other two thugs continue to effect their escape. The one climbing down drops to the ground and pushes through the crowd down the side streets of Eleder. He is quickly lost to view. The other, on the rooftop, puts his hands up to block the eagle's attacks as he moves to the side of the building. He quickly tries to scamper along the handholds down the building. Quinta I think your eagle gets an attack of opportunity against its opponent as he tries to disengage and run away.

Maudrill you're up next.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

Qeagle talons 1d20 + 3 ⇒ (2) + 3 = 5 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d4 ⇒ 1 1d4 ⇒ 4
thug 1 attack 1d20 + 8 ⇒ (20) + 8 = 28
thug 2 climb 1d20 + 5 ⇒ (6) + 5 = 11
thug 1 confirm crit 1d20 + 8 ⇒ (6) + 8 = 14
damage 1d6 + 3 ⇒ (5) + 3 = 8
crit damage 1d6 + 3 ⇒ (6) + 3 = 9

Qadira

So, what would you fine folks like to do next? Enter the shack for a look? Move on from the stockade?

Penta, you can have a look at the spoiler up above re the tree climbers, for adding the items to the loot list.

Qadira

Leonar
In eagle form Leonar swoops down and approaches the dwarves as they chat amiably amongst themselves. One of the dwarves points as Leonar draws near and shifts back to human form. The dwarves don't seem perturbed, watching with interest. Their hands don't stray far from their weapons, though.

"Greetings, friends. Thanks for helping me with that drake. Without you, I don't think I would have survived. I don't suppose you are the dwarves from the Hammerfist Holds, are you? If not, could you tell me where to find them? I have business to discuss with them."

The lead dwarf chuckles. "We thought it a bit strange that drake was so keen on hunting a little bird. I suppose that makes you some sort of druid then? And I'm guessing that lightning strike was your work as well?"

One of the other dwarves extends a hand. "We've fought that drake before, we're going to get him one of these days, too. My name's Gjulden Ironaxe. This is my brother, Boldren, and that there's Gislik. And we are wardens of the Hammerfist Holds. C'mon, we'll take you home. Usually we'd grill you a bit more about your business here, but I'm tired and you've proved your worth fighting that drake." The grizzled dwarf motions towards the camouflaged tunnel where they had been hiding.

Qadira

Blockade

Surprise Round continued

@Aleste: Absolutely. The two hobgoblin sentries had abominable Perception rolls, which is bad news for their comrades.

Shaylar comes screaming into the fight like an eagle, bow at the ready. He aims for the sentry on the left and plants an arrow in the shoulder of the surprised hobgoblin. It stops to pull out the shaft when Aleste appears directly overhead, dropping a flask of acid on the hobgoblin's head. The flask bursts, coating the sentry in burning acid. The guard goes down screaming until its vocal cords, then its lungs, are eaten away. 6 points of damage to the left of the two hobgoblins, 18 points of acid damage from Aleste and it's dying.

We'll start in with regular initiative, Helaku up first, I'll NPC Ambrose if he is still away, then the hobgobbies.

Attack on the Blockade - Ambrose hasn't attacked so is still invisible, have noted how high you all currently are. And you all are hastened as well? [/ooc]

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

------

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (8) + 11 = 19
damage 1d8 + 2 ⇒ (4) + 2 = 6

Qadira

Crin's eyes widen as he sees the black scaled dragon lumbers around the corner. He's even more surprised when Nikomedes shouts that it's an undead dragon. "By the Gods!" Crin gathers up the magical energies he was building up to throw at the demon, and aims it at the dragon instead. The gnome then moves back, not wanting to be caught between the demon and the dragon. He sees the rock pillar and moves for the far side, keeping it between himself and the dragon as he draws out his alchemist's fire - he didn't want to be caught in the open if that dragon still has its nasty breath weapon.

[ooc] Cast magic missile at the dragon. 5 points force damage. Then move 30 feet to get behind the pillar. Will draw alchemist's fire next round.

magic missile: 1d4 + 1 ⇒ (4) + 1 = 5

HP 7/7
Spells Cast
1st - reduce person, magic missile x3
0 - detect magic x2, acid splash x2, light
spell-like ability - speak with animals

Qadira

Blockade

@Helaku: Sure, your plan seems sound.

Surprise Round
You spend a good few minutes preparing yourselves for the ambush, casting spells, then quietly getting into position. Even with the invisibility and fly spells, you worry about giving the game away with every creak or jingle of armor, or the sound of weapons being drawn from their scabbards. But you needn't have worried. The two hobgoblin sentries look mesmerized with boredom, and one yawns loudly and scratches his belly as you approach. At last, you are ready to pounce. The two sentries had very miserable perception scores, which didn't even come close to the noisiest character's stealth check.

The two hobgoblins are talking lazily to each other when Helaku suddenly pops into view, hovering fifteen feet above them. The two fall about in panic before they turn to their training, brandishing their weapons at the floating sorcerer. Before they can do anything more, however, Helaku unleashes his spell. The hobgoblin on the right begins laughing uncontrollably, collapsing as he rolls around with big belly laughs.

Ambrose holds on for now, waiting to see any developments in terms of spellcasters or archers.

Rest of update to follow tomorrow, have been overtaken by other stuff going on and probably won't manage to write the rest tonight. The assault continues!

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

------

GM rolls:

Aleste stealth 1d20 + 30 ⇒ (3) + 30 = 33
Ambrose stealth 1d20 + 16 ⇒ (13) + 16 = 29
Helaku stealth 1d20 + 23 ⇒ (7) + 23 = 30
Shaylar stealth 1d20 + 35 ⇒ (14) + 35 = 49
Aleste init 1d20 + 3 ⇒ (4) + 3 = 7
Ambrose init 1d20 ⇒ 20
Helaku init 1d20 + 7 ⇒ (18) + 7 = 25
Shaylar init 1d20 + 10 ⇒ (5) + 10 = 15
Hobgoblin 1 perception 1d20 + 3 ⇒ (3) + 3 = 6
Hobgoblin 2 perception 1d20 + 3 ⇒ (3) + 3 = 6
hobgoblin regulars init 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin sergeants init 1d20 + 2 ⇒ (6) + 2 = 8
ogres init 1d20 - 1 ⇒ (7) - 1 = 6
hobgoblin 2 Will 1d20 - 1 ⇒ (15) - 1 = 14
hobgoblin 1 attack 1d20 + 4 ⇒ (12) + 4 = 16

Qadira

Offer #2

Still mulling over the offer from Slicingsong and the Pathfinders, you are later surprised by another visitation. Returning in the evening from the Sargava Club, you are vaguely aware of a carriage rumbling nearby. Suddenly a figure steps out of the shadows, a hand held up to halt you. You recognise Ishirou, the Tian rogue swordsman and fellow castaway on the Shiv. His other hand rests lightly on his katana, not yet drawn.

You are aware of other figures materialising from the nearby alleys, encircling you. None have drawn weapons yet. The carriage draws closer and A bald headed man steps, dressed in expensive white robes adorned with gold. Quinta, Maudrill, and Krolmnite recognise Dargan Etters, whom they have met previously. Ishirou indicates you should speak to them.

Dargan Etters offers you a well oiled grin. "Good evening, my friends. I see you have been very busy. For those of you who do not know me, I am Dargan Etters, a merchant of this fine city. Your friends and I have met previously - been finding much work?" he flashes a smile again at Quinta and Maudrill, though he looks askance at
Krolmnite, who had stomped off rudely when they were last introduced.

"I have a business proposition for you, my friends. I hear you have made a most startling discovery. My colleagues, the Aspis Consortium, would be very interested in discovering the city of Save th-Yhi, and gaining its long lost treasures for ourselves. I want to find this city myself, it would grant me considerable prestige amongst my peers. Help me. Together I know we can beat the other factions scrambling to put together an expedition. I am a spell aster of no small repute. I can offer you five hundred gold worth of magic, if you join my people. You would do well as agents of the Consortium, I can see it."

He heads back to his carriage, speaking just before the carriage moves off. "Think on it. But don't take as long as with my previous offer. My patience is not infinite. We leave soon.." As the carriage moves off, Ishirou nods at you noncommittal y before stepping back into the shadows. The other toughs melt away, leaving you alone in the street.

Qadira

On Smugglers Shiv

Shiv stays still for a long moment, basking in the sun and enjoying Zaghigoth's company and his scratching that itchy place on his scales. His toothy maw hangs open, and his tail swishes back and forth contentedly. Finally though, the great crocodile moves towards the jungle, several times to look back at the half-Orc druid. Then, he slides into the underbrush and disappears. Zaghigoth's returns with a heavy heart, but also a feeling that the act has brought some small alanine back to this tortured island. Shiv had become a dedicated undead killer under the half-orc's tutelage, and you feel the crocodile will continue to be a menace to the evil spirits of the island.

It was a difficult decision to make on Zag's behalf. In the end I hope this provides the most options, though I was inclined to have the croc stay with the party, he's become as much apart of the unfolding story as anyone. Certainly, should Zag ever return to the island, Shiv would be quick to return to his service. Incidentally, destroying the altar in the temple would have helped the undead curse on the island - perhaps a future adventure?

Qadira

Thugs & Dinos

Round 4 continued
Maudrill distracts his opponent on the stairs by completing his summoning spell that he had held in check. A golden feathered eagle springs into being. At a gesture from Maudrill it immediately focuses its attentions on the thug. It's difficult to flap its wings in the confined space of the corridor, but it can still bite and scratch with its claws. The eagle pecks at one of the ruffian's eyes. 1 point of damage to the thug.

With the thug distracted, Maudrill uses his sense to slide back outside. He hurls a small jet of acid at the one on the roof, but misses the man.

[ooc] Back up to Quinta & Krolmnite, Krolm I've got your action above so will add that in next post.

Qadira

Racing to Ruin

Rowena, Zaghigoth, Yekskya and their fellow castaways enjoy a couple weeks of relaxation in the Sargavan city of Eleder, far away from their privations on the island of Smugglers Shiv. You heal up, sell some of the treasure that you acquired on the island, and see to some of the tasks that brought you to Eleder originally. Along the way you make some new friends and allies. Krolmnite, a doughty gnome paladin of Smiad the Pitiless Dragonslayer, one of the empyreal lords. There is also the beautiful Quinta Wist-Thrune, a talented Chelish bard in her own right as well as a skilled magic user. And Maudrill Niramour, a scarred and burned aasimar arcanist with talents to seemingly warp the fabric of magic itself.

For a time you are able to enjoy a small amount of fame as Slicingsong and Gelik Aberwhinge tell of your exploits. Nearly everyone in Eleder has heard horror stories about the strange topical island, and they are impressed that you managed to survive there as long as you did and managed to come away again. Eventually though the public's interest in you dies off, mostly. Rowena spends time getting better acquainted with Aerys Mavato, until the half-elven fighter disappears. Yekskya buys some provisions, trading tales and arrows and sparring with a tall, wiry Mwangi named Baolo, where he learns some valuable archery tips. Zaghigoth takes in the sites of the city, his thoughts turning to whether he might ever find his father's people.

One item the three of you elect not to share with others is the revelations you discovered in the temple of blood on the island, along with Ieana's own notes. It takes a few days to work out all the details (the serpentfolk priestess was prone to elaborate and archaic phrasing), but once deciphered her notes are quite complete. They detail the birth of the cult of Zura, the demon queen of vampires and cannibalism. It charts the saga of the cult's birth in the fabled city of Saventh-Yhi, the cult's exile to Smugglers Shiv, and their planned return to the lost city. According to the notes, however, Saventh-Yhi was hidden behind powerful magical wards, preventing the banished cultists from simply returning home. Instead they planned to journey to a smaller Azlanti outpost called Tazion, wherein they could use something known as the "pillars of light" to finally make their way into Saventh-Yhi.

Thus, while the notes do not reveal the location of Saventh-Yhi itself, they do accurately describe the site of Tazion. This is very exciting, as not only does it indicated that the city of Saventh-Yhi is more than a myth, but suggests that it could actually be found with a bit of exploring.

DC 25 Knowledge (geography) check:

Ieana's notes are detailed enough that you can interpret Tazion's location to be found in the southernmost reaches of the Mwangi Expanse, north of the Bandu Hills, between the Upper Korir and Ocota Rivers.

Offer #1
You're not sure how word of your discovery came to be known to others, but you slowly become aware that your secret has become the talk of the town. Perhaps one of the other castaways gained access to the temple and its carvings. Perhaps one of your allies spied your notes. Could be when you visited the city's Colonial Archives to investigate some of the more obscure clues in the quotes, some of the scholars you consulted were able to piece together the importance of what you were seeking. Or, perhaps one of you let slip your discovery while deep in your cups - word can travel quickly across Eleder. I need to know if you tell Krolm, Quinta & Maudrill, or if they heard about it through the grapevine.

In any case, speculation grows as everyone suspects you of planning an expedition to find Saventh-Yhi. Such an expedition would be a logistical nightmare, requiring funds and resources to have any hope of trekking through the jungle and findint it. It isn't long before you are visited by an old friend, Slicingsong. He buys you a round of drinks at the Sargava Club; he has a few new tattooes, and you can't help but notice the wayfinder strapped at his waist, the symbol of the Pathfinder Society. He notices your look, and smiles grandly. "Hey, tchameks, good to see you. Do you like it? Gelik Aberwhinge gave me a recommendation, got me into the local lodge. The Pathfinders are good fun. And they are very excited about your discovery, very excited. In fact, since we know each other from Smugglers Shiv I was asked if I would speak with you."

"The Pathfinder Society would like to make you an offer. They want to find Saventh-Yhi. Think of all the lost knowledge to be gained, lost in the jungle for thousands of years. Think of the artifacts to be found, and the wealth! If you intend to find this place, you're going to need help. Provisions. People. The Society would like to work with you, help you on your way. If you share the notes with us, we can raise the expedition, and we can offer each of you one of these," he indicates the wayfinder. "I think there'd also be no problem getting you field commissions, once you reach the city. The Pathfinders want to explore, and they want to help you explore too."

Maudrill, Quinta, Krolmnite - feel free to post on this conversation as well, we'll be wrapping up the dino encounter and all of you will be together. In terms of timeline, this takes place a couple weeks after your encounter with the ankylosaurus and the thugs.

Qadira

Thugs & Dinos

Round 4
As mentioned before, but Quinta's action was at the beginning of round 4 rather than end of round 3 - Quinta is working on another summoning spell, with the dinosaur at her back, munching happily. The stall owner though, he doesn't look quite so happy but isn't about to go arguing with the big animal.

Krolmnite continues to spar with the man in front of him. Beating back his opponent's defences, Krolmnite drives his sword deep into the man, dealing a serious wound. Thanks for that Gerald, gotta stop trying to write the updates after midnight, my brain starts to shut down and I miss the details. Attack hits for 8 points damage.

Despite his wounds, the brawny troublemaker fighting with Krolmnite refuses to go down, though he does seem like he's looking for a means of escape. Apparently a veteran brawler, he whips an arm out and pummels the gnome's head again with his club. Thud! Crunch! This guy's been getting some terrific to-hit rolls. Hits for 8 points of damage.

The thug on the roof runs for the gap between buildings and tries to jump across. With a running leap he soars over, making it, just. The thug who already jumped across runs to the far edge of the building, and starts climbing down to the ground.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

thug 1 attack 1d20 + 8 ⇒ (15) + 8 = 23
damage 1d6 + 3 ⇒ (1) + 3 = 4
thug 2 Jump 1d20 + 3 ⇒ (16) + 3 = 19
thug 3 Climb 1d20 + 5 ⇒ (20) + 5 = 25

Qadira

Round 1 continued
Arven watches in bemused silence as the rest of the group makes short work of the two chokers. He watches the last one climb the tree, wondering which of his comrades will land the killing blow.

It might be Batango. The witch lines up a shot with his crossbow and lets fly. He thinks he may have hit the creature, but with the tree foliage and the creature's camouflage markings, its difficult to tell. In any case, it doesn't look like it did any damage. Bolt would have been a hit but for the choker's natural armor.

It might not be Quara. The tiefling swings her longsword in frustration as the choker climbs out of reach. She was ready to slice and dice, but the chokers were too quick for her this time. The beastbrood growls as she waits for the thing to come within reach again.

Round 2
It might be Penta. Your new ally moves quick as a flash. As the choker climbs higher, out of reach of her two scorpion whips, she decides to drop them in favour of drawing her longbow. Nocking an arrow, she shoots at the choker and definitely hits. The choker gasps, loses its grip on the branch, and comes crashing down to the ground, landing in a broken heap at Quara's feet. Even on the ground, unmoving, its green and brown mottled hide makes it blend with its surroundings. 9 points of damage to the choker, putting it into minuses. Coupled with a twenty foot fall from the tree as it falls unconscious, and it's dead.

Looking around the small stockade, you note a nest of sorts high up in the tree, about seventy feet above the ground. It must have belonged to the two vine chokers. There are plenty of branches, climbing up should be no problem. Beside the tree is a nice, clear stream, which looks like it could provide all the clean water you could want. You can take 10 on a Climb check, or if you want to roll looks like it would require 10 Climb checks against DC 10.

For any tree climbers:

Climbing seventy feet up the branches, you find the nest nestled between amongst the boughs. Amidst the detritus, you uncover a potion of water breathing, a trio of silver shoe buckles (might be worth 5 gold pieces each at the market), a ghoul's finger with a gold wedding ring on it (should fetch 50 gold), and a silver hatpin (probably worth another 5 gold pieces).

While Atajay and Quara are examining the tree, the rest of you note the weathered spyglass affixed to the top of the stockade, trained at the cove below to the north. Despite its weatherbeaten appearance, it still looks functional, and could fetch a good price - perhaps as much as 750 gold. As you appraise it, it occurs to A'vandira, Batango, and Penta that the spyglass has been fixed in that position deliberately.

Penta:
As you sneak a peek through the spyglass, and can see that it's indeed trained on a cove below. Two blue-skinned, goblin-like creatures with limbs that end in tentacles cavort in the waves. One of them is wearing a distinctive tricorne hat

There is also the shack. An inspection of the outside indicates that it is about 15 feet square and is mostly pieced together from planks and wood pilfered from a ship. The door too is stout and looks like it belonged in a ship's cabin. It is also ajar. Peering through the doorway, you see the inside is a single chamber crowded with a large amount of furniture, also looted from a ship. This includes a comfortable looking bed, a small writing desk, cooking gear, and several barrels of rotting food. The stench of rot is overpowering and flies swarm within the room. In the center of the room hangs a hooded corpse, swinging from a chain. A stool lies on the floor nearby where it was kicked. The stench of the corpse fills the whole room.

Layout of the Lodge

---------

GM rolls:

Arven Perception 1d20 + 7 ⇒ (5) + 7 = 12
Atajay Perception 1d20 ⇒ 2
A'vandira Perception 1d20 + 1 ⇒ (16) + 1 = 17
Batango Perception 1d20 + 3 ⇒ (13) + 3 = 16
Penta Perception 1d20 + 6 ⇒ (19) + 6 = 25
Quara Perception 1d20 - 1 ⇒ (2) - 1 = 1

Qadira

Update coming tomorrow, but it looks to me that the choker is dead.

Qadira

Rowena, Yekskya, and Zaghigoth

Having fun spending your coins? Hoping to update tomorrow, was hoping to finish up the combat the other group are in before moving on but you should all be in the same place soon enough.

Qadira

Eleder

Round 3 continued

Holding his summoning spell in check, Maudrill runs across the street into the building where Krolmnite disappeared. He enters to find a stairway leading up to upper level tenements and the roof. Krolmnite is on the stairs, bashing away at a tall, dark-skinned Garundi man holding a club.

Upset at losing her summoned eagle, Quinta concentrates on another summoning spell. The dionosaur continues munching contentedly.

Krolm up next.

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

Qadira

Blockade

So your plan as I see it is to have Aleste rain death from above while the rest of you assaulting from the front. Perhaps speeded up with aid of Helaku's spellcasting? Go ahead and roll initiative and attacks, and I'll post up the results.

Edit: Shaylar good to hear from you again. Don't forget you can level up to 7th.

Qadira

Leonar

Round 5
Another bolt out of the sky hits the drake, illuminating it in bright light. Not as bright as legendary dragons, the drake nonetheless begins to realize this isn't any ordinary lightning hitting it with such accuracy. It turns to call off its pursuit, choosing instead to head for safer hunting grounds.

At the same time, Leonar summons another spell. A swirl of stone and rubble rises up in a cylinder around the drake, pummeling it with stony force. The drake definitely doesn't like this, and it speeds off. 9 points of electricity damage from the lightning bolt, and 8 points of damage from the stone call.

The drake speeds away to the west, the direction from which it had come.
It casts a look back at the dwarves, who are a bit apprehensive about being out in the open in metal armor during a thunderstorm. Yet as it rapidly disappears into the sunset, two of the dwarves with reloaded crossbows shoot at it, but at this range they have little chance of hitting. [ooc] Drake makes a double move, putting it 120feet away from its last position.

With the threat gone, the three dwarves talk amongst themselves. They congratulate themselves on seeing off the drake, and for being able to sneak up on it. They also glance curiously at the eagle in the tree, having witnessed the drake chasing it. They look pleased that they were able to thwart the drake's plans.

Initiative
19 - Leonar
19 - flame drake
9 - dwarves

------

GM rolls:

drake Reflex 1d20 + 6 ⇒ (4) + 6 = 10
dwarf 2 attack 1d20 + 6 ⇒ (13) + 6 = 19
dwarf 3 attack 1d20 + 6 ⇒ (3) + 6 = 9

Qadira

Round 1
Penta laughs as she whirls her whips at one of the chokers. The first whip wraps around the chocker's torso, while the other wraps around its neck. With a pull the chocker is jerked out of the tree, to land heavily at your feet. It doesn't move. A total of 18 points of damage from the two attacks, rendering it in the minuses.

Atajay hurls one of his signature silent screams at the other choker. It holds its head in pain as its ears are bombarded with noise. It seems stunned. 1 point sonic damage, the choker is dazed.

While it is reeling from the pain inflicted by Atajay's spell, A'vandira brings up her crossbow and unloads a bolt into it. The bolt hits it square in the chest. 7 points of damage to the choker.

In pain, the choker tries to climb higher up the tree, to escape your reach. The small creature climbs up another 10 feet, blood spattering you below. [

Initiative
26 - Penta
16 - Atajay
16 - A'vandira
16 - vine chokers
13 - Arven
8 - Batango
5 - Quara

========

GM rolls:

chocker Fortitude 1d20 + 2 ⇒ (5) + 2 = 7
A'vi attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 ⇒ 7
chocker Climb 1d20 + 16 ⇒ (4) + 16 = 20

Qadira

Round 3
Quinta's spell comes into effect, and a golden colored eagle appears and circles around the buildings. It stares vigilantly for an opportunity to attack your oppenents. Then, the singer turns and moves towards the druid and dinosaur, speaking to it. The dinosaur grumbles contentedly as it crunches the produce, no longer concerned about the fighting.

Inside, the fighting is desperate as Krolmnite swings his sword at the first thug's midsection, cutting easily through armor and leaving a deep wound. The other two thugs are stunned to see the heavily armored gnome charging at them, and turn back towards the roof, intending to escape over the rooftops. As the first one emerges into the sunlight, there is a scream overhead as the eagle stoops to attack. It dives at one of the escaping thugs, but misses as the man ducks. His comrade grasps his club and beats the poor eagle, knocking it out of the sky and to the ground, where it disappears into motes of light as it is dashed to the ground. Thug hits the celestial eagle for 5 hit points, killing it. The thug who was attacked by the eagle keeps running, making a long jump across the space between one building and the other.

The third thug is still on the stairs, fending off Krolmnite. he strikes a ringing blow across the gnome's helm. 7 points of damage to Krolmnite from the thug's club.

Updated Map

Initiative
17 - Quinta
16 - Krolmnite
16 - druid
13 - thugs
8 - Maudrill
8 - dinosaur

------

GM rolls:

eagle attack 1d20 + 3 ⇒ (1) + 3 = 4
thug 1 attack 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d6 + 3 ⇒ (4) + 3 = 7
thug 2 attack 1d20 + 8 ⇒ (18) + 8 = 26
damage 1d6 + 3 ⇒ (2) + 3 = 5
thug 3 Jump 1d20 + 3 ⇒ (19) + 3 = 22

Qadira

Blockade
So, what's your plan of attack then? If you want to give me your initial actions, and make any appropriate rolls then go for it. Also, if you could make initiative checks as well, thanks.

Qadira

Leonar

Round 4
The building cloud cover rumbles overhead, as Leonar calls a bolt of lightning down to strike at the drake. The white hot bolt of electricity hits the drake in the flank, startling it as the drake flinches reflexively. 6 points of electricity damage to the drake.

The tree where Leonar hides out continues to burn as the drake turns towards the newcomers, the trio of dwarves. It swoops down and snaps at a dwarf with a dark beard and braid as it passes overhead, sharp jaws at the end of a long neck snaking down to grasp the dwarf by the shoulder. It shakes the dwarf like a terrier with a rat until it drops the dwarf, and it looks like it hasn't managed to penetrate the scout's armor.

The dwarf backs up a few steps and throws a small axe at the drake. It hits but skids off the drakes hardened scales. His fellows meanwhile crank back their heavy crossbows, loading new bolts.

Ground level map

Initiative
19 - Leonar
19 - flame drake
9 - dwarves

------

GM rolls:

drake Reflex 1d20 + 6 ⇒ (12) + 6 = 18
drake bite 1d20 + 10 ⇒ (3) + 10 = 13
Gislik attack 1d20 + 6 ⇒ (6) + 6 = 12

Qadira

Yeah, keep moving ahead. Asgrid on hand to patch Geedra back together when snowman turns out to be a bomb. :)

Qadira

Ah, the resist energy. Hold on, I'll recalculate - with energy resistance 20, Leonar avoids all damage! That should put a smile on the druid's face. :)

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