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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,704 posts (2,478 including aliases). No reviews. 1 list. No wishlists. 6 Pathfinder Society characters. 6 aliases.


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The Exchange

Before moving on you duck into the room with the sleeping mats. Eight simple mats of woven reeds lay along the southern and eastern walls. The walls themselves are hung with numerous stranges of large reptilian scales strung on leather strips, with colors ranging from white to green to blue to red to black. Teeth and claws of ominous size hang from strips of leather overhead, creating a menacing false ceiling seven feet up.

These adornments pale before the figure crouched in the northwest corner of the room. Here stands an intricate statue of a great five-headed dragon with a stinger-tipped tail. The statue is painted in glaring color, the dragon's heads and hues matching the colors of the scales on the walls. The statue reaches nearly to the ceiling, its long necks arching up and then back down to loom over a point just in front of its raised claws.

DC 15 Knowledge (religion) check:

This large statue is a masterful representation of Tiamat. This seems to be some sort of portable altar that has been brought here by the hoblgoblins of the Horde of the Red Hand. The rough artistry makes it valuable; however, though wooden and designed to be taken apart it must be very heavy and complicated to transport.

As you glance into the other room with the slab, you see the low stone slab of a table resting against the northern wall. Clotted blood and less identifiable bits of tissue cling to the tabletop, filling the air in here with a cloying stench. A stone shelf above the table is cluttered with jars, vials, urns, and stained surgical instruments. To the immediate right of the table, a square pit opens in the floor. More blood is spattered around the pit's rim.

DC 15 Knowledge (religion) or Heal check:

This looks to be some sort of dissection chamber - you've seen similar in some temples or healing communities. Here, organs and other body parts could be harvested, and what wasn't needed thrown into the pit beside it.

As you are examining the rooms, your alert senses begin to detect noises coming from the spiral stairs leading down. Was that the clink of armor? A muttered command? A low growl? You crazy people with insane Perception scores! :)

========

GM Screen:

Aleste percept 1d20 + 12 ⇒ (15) + 12 = 27
Ambrose percept 1d20 + 8 ⇒ (2) + 8 = 10
Harek percept 1d20 + 17 ⇒ (3) + 17 = 20
Helaku percept 1d20 + 2 ⇒ (17) + 2 = 19
Leonar percept 1d20 + 16 ⇒ (20) + 16 = 36
Shaylar percept 1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26

The Exchange

Round 4 continued

@Liliana - Yes, I think you could take a 5 foot step back and be out of reach of both of the charau-ka attacking you.

Liliana continues to slash the wounded charau-ka, and this time spits it on the end of her blade. The body slides off and slumps to the ground. Just enough to put your target into negative hit points. Another one down!

Without any foes immediately threatening him, Nkechi the guide lowers his trident and once more grasps his holy symbol of Gozreh. He summons his most potent spell, calling down a bolt of lightning on one of the charau-ka clinging to a tree overhanging Yekskya. The branch blasts apart, throwing the ape-man down against another branch. Casts Call Lightning, the charau-ka made its Reflex save so only took 6 points electricity damage as half damage.

Two more charau-ka howl and shriek; the cries seem to invigorate them and they attack with greater speed and ferocity than before. The others seem to be visibly slowing down. One of them still manages to get past Rowena's defences, while one of the speeded-up charau-ka manages to land one of several hits on Krolmnite. Those that hadn't engaged their shrieking frenzy talent do so now (all two of them still on their feet). Those that had been frenzying, are now staggered. 4 hit points damage to Rowena and Krolmnite.

Those of you in the center of the fray duck as one of the charau-ka flings rocks in your direction. Hskoro is a tad too slow, and takes another hit to the head. Similarly Yekskya is assaulted by two charau-ka clinging just out of reach. 3 points damage to Hskoro and 6 points damage to Yekskya with some lucky ranged hits by the charau-ka.

Quinta and Krolmnite up next.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM screen:

lightning 3d6 ⇒ (4, 4, 4) = 12
cha 12 Reflex 1d20 + 4 ⇒ (20) + 4 = 24
cha 1 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d4 + 3 ⇒ (1) + 3 = 4
cha 2 1d20 + 5 ⇒ (2) + 5 = 7
cha 3 1d20 + 5 ⇒ (9) + 5 = 14
cha 5 1d20 + 6 ⇒ (5) + 6 = 11
cha 5 1d20 + 6 ⇒ (17) + 6 = 23
damage
cha 7 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d4 + 2 ⇒ (1) + 2 = 3
cha 12 1d20 + 6 ⇒ (5) + 6 = 11
cha 12 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d4 + 2 ⇒ (4) + 2 = 6
cha 13 1d20 + 5 ⇒ (9) + 5 = 14
cha 14 1d20 + 5 ⇒ (1) + 5 = 6
cha 16 1d20 + 5 ⇒ (5) + 5 = 10
cha 17 1d20 + 5 ⇒ (14) + 5 = 19

The Exchange

Updated Map

The tunnel labelled "3" is the passage that you climbed up. The other tunnel is the new passage you just uncovered. Are you heading down the tunnel then?

The Exchange

The Welcoming Chamber - Endgame

Elf, Dwarf and Humans stand side by side as Shaylar turns his whole fury on the remaining hobgoblin monk closest to him. Before the hobgoblin can utter anything, Shaylar's longsword moves in quick succession, carving up his foe. The monk brings up warding arm to block which Shaylar lops off before neatly dispatching him. Silence reigns.

Not missing a beat, Harek goes around the chamber, decapitating the bodies and heaping up any items no longer needed by the enemy. Each had one of the strange dragon-headed chain weapons, though one at least seemed to prefer his unarmed strikes. Each also had a light crossbow strapped to their back along with a small quiver of bolts. They may have had potions too, all consumed as you find clusters of bottles nearby. Treasure amounts to three masterwork dragonchains, three masterwork light crossbows, three quivers with a total of 30 crossbow bolts.

Dragonchains:

This exotic weapon consists of a 6-foot length of weighted chain with a heavy striking head at one end cast in the shape of a dragon's skull and a chain loop at the other. A proficient wielder can use the dragonchain to disarm or trip an opponent; if the wielder is tripped during his own trip attempt, he can drop the dragonchain to avoid being tripped.
Constrict If the wielder successfully initiates a grapple while wielding the dragonchain (succeeds on the touch attack and beats his opponent's CMD), he can loop the weapon around the opponent. He constricts the opponent for 1d8 damage (Medium-sized weapon) plus 1-1/2 his Strength modifier. On subsequent rounds he can use the dragonchain to deal constriction damage with a successful grapple check. In addition, the chain provides a +2 circumstance bonus to combat maneuver checks to grapple opponents and deal constriction damage.
Stats Requires Exotic Weapon Proficiency; Cost 50gp; Damage 1d6 (Medium), 1d4 (Small); Critical 19-20/x2; Weight 10lb; Type bludgeoning.

You can easily spy through the doorways through which the hobgoblins tried to ambush you. Through the first doorway you are able to see sleeping mats and lots of large plates adorning the walls. Through the second doorway you can see a low stone slab set against the far wall. There is also the spiral staircase leading down and as you search, Shaylar, Aleste and Leonar spot something strange about one of the far corners of this chamber. Some examination reveals a switch that allows a panel of the wall to open to reveal another secret passage. It is shrouded in darkness.

=========

GM screen:

Shaylar Percept 1d20 + 15 ⇒ (14) + 15 = 29
Aleste 1d20 + 12 ⇒ (15) + 12 = 27
Ambrose 1d20 + 8 ⇒ (15) + 8 = 23
Harek 1d20 + 17 ⇒ (4) + 17 = 21
Helaku 1d20 + 2 ⇒ (19) + 2 = 21
Leonar 1d20 + 16 ⇒ (16) + 16 = 32

The Exchange

That was an amazing crit. I've run out of time to post a detailed update tonight, but suffice to say that strike takes down the last hobgoblin monk. I'll write up a proper post tomorrow night, but in the meantime feel free to post what your characters are doing next and I'll incorporate that into the update.

The Exchange

That's terrible news, hope the treatment is going well. Don't worry about the game, if you are still wanting to play then check in when you can we'll NPC things in the meantime. We'll be thinking of you.

Round 4 continued
Rowena shoves the charau-ka away, piercing it with her rapier. This one was going down. Actually with a roll of 18 your rapier's threatening a critical hit. Given the circumstances I hope you don't mind I rolled the confirmation check on your behalf, sadly it was just a regular hit.

Zaghigoth completes his summoning spell and a raging cloud of gnashing teeth and rending claws bursts forth and envelopes two of the charau-ka. One is eviscerated instantly, leaving only scraps of flesh. The other ape-man looks grotesque as its flesh is ripped away, astoundingly it's still on its feet, more by instinct than volition you would think. A horribly effective spell. The charau-ka tries to flee the swarm, but is blocked by Hskoro who roughly tosses it back amongst the teeth. They cut it to shreds. Zaghigoth turns his spear on the ape-man that attacked him, keeping it at bay but not landing a solid hit. One charau-ka was pretty wounded and that sent him deep into the negatives, the other's just hanging on. Hskoro put it into the minuses with two successful flurry attacks, but I thought it sounded more evocative if the teeth did the work.

Liliana up next. I need to finish this post anyway, so that will give time to post if you're wanting to Liliana, otherwise everyone I'll NPC and try to post up charau-kas' response same time tomorrow evening.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM screen:

Rowena confirm 1d20 + 8 ⇒ (3) + 8 = 11
Hskoro flurry 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d6 + 3 ⇒ (1) + 3 = 4
Hskoro flurry 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d6 + 3 ⇒ (2) + 3 = 5

The Exchange

Harek lashes out with two brutal axe swings at the hobgoblin monk on the stairs, attacking Ambrose. The hobgoblin has the high ground, but Harek's fist blow cuts him down at the knees and with the second he buries the dwarven waraxe deep into the hobgoblin's chest, striking stone. He spits on his enemy and turns towards his new foe. Wow, that was awesome.

The remaining hobgoblin, the one that had been stalking Shaylar is standing dazed by Helaku's spell. He's perhaps just realizing what a predicament he's in but seems unwilling to surrender. Still dazed.

Round 3
Everyone up! One gobo left.

Initiative
30 - Shaylar & Fang
23 - Leonar
20 - Aleste
20 - Ambrose
12 - Helaku
8 - Harek
3 - Hobgoblins

The Exchange

Krolmnite the Brave wrote:
CCH, since the priest failed his save and is dazed, I assume he can't have taken those two attacks against me. Is that correct?

Ach yes, Raogru should have been standing like a numpty. Disregard his movement and attacks. He's standing dumbfounded by the spell, but he'd sure pound on you with his heavy mace if he could. He's like that, you know.

The Exchange

Round 3 continued
Quinta focuses her magic against the evil priest Raogru. This time he seems to react to a shrieking inside his head, grabbing his temples as if his skull was threatening to burst apart. Failed his save, taking the 2 points sonic damage and dazed for this next round. Krolmnite follows up by pressing his own attack, landing several hits that break through the ape-man's defences. He then falls back for a moment to call on Smiad's blessing, regaining some of his vitality. Two more successful hits dealing 27 points damage.

Round 4
Yekskya has cut down two of his opponents, and now turns his blade on the charau-ka attacking Quinta. He swings but the ape-man darts away.

High Priest Raogru continues his frenzied attack against Krolmnite. The two combatants are about the same size. He moves so as to catch the Twice Blessed between himself and one of his charau-ka warriors. He lands two solid hits about the gnome's head and shoulders, pounding on the gnome's armor. Takes a 5 foot step to flank Krolmnite. Two hits on AC23+ for a total of 20 points damage.

Rowena, Zaghigoth, and Liliana up!

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

=============

GM rolls:

Raogru Fort 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Yeks 1d20 + 8 ⇒ (4) + 8 = 12
Raogru 1d20 + 13 + 2 + 2 ⇒ (10) + 13 + 2 + 2 = 27
damage 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Raogru 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23
damage 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

The Exchange

The Welcoming Chamber - round 2
Shaylar is alarmed to find his foe standing so close. His sword blade darts out as he yells an elven battle cry. He catches the hobgoblin in the side as Fang threatens to leap into the fray. First hit is successful, dealing a total of 12 points damage.

Leonar surprises the hobgoblin beating on Helaku by leaping on the unarmed warrior in his tiger form and pummelling the goblinoid with rending claws and bite. The hobgoblin goes down screaming but is quickly silenced. Three successful hits for a total of 41 points damage reduces this individual far beyond any hope of recovery, he's dead. Wow!

Aleste has his bow out and ready to fire at the hobgoblin threatening Helaku. When that enemy is taken down, he switches targets to the one lurking on the spiral stairs. He lets fly with two arrows, and one hits. First arrow hits, dealing 4 points damage.

Ambrose struggles against this hobgoblin as, despite the arrow strike, continues to choke the cavalier with his weapon. Ambrose strikes back through with two vicious swipes of his bastard sword. He nearly lops his opponent's arm off, but despite this the hobgoblin rallies with a holy mantra: "In pain I learn strength!" Two successful hit dealing out 26 points damage, almost enough to take it down outright.

Free of his attacker, Helaku pivots and catches sight of Shaylar in battle with another of the hobgoblins. He unleashes an ear-piercing scream that only the enemy can hear. The hobgoblin balks, clutching his ear and wringing his head. Casts Ear-piercing Scream. Hobbie fails save, taking 14 points sonic damage and is dazed for the next round.

Harek up!

Initiative
30 - Shaylar & Fang
23 - Leonar
20 - Aleste
20 - Ambrose
12 - Helaku
8 - Harek
3 - Hobgoblins

=======

GM rolls:

Fang 1d20 + 3 ⇒ (4) + 3 = 7
scream damage 4d6 ⇒ (3, 5, 5, 1) = 14
hob1 Fort 1d20 + 6 ⇒ (6) + 6 = 12

The Exchange

Round 3 continued
With Quinta released from the snake, Rowena changes tack and tries to battle her way to Krolmnite's side. She jams her rapier roughly into the side of one of the ape-men. 3 points damage inflicted on the one directly to Rowena's right.

Zaghigoth crouches as he raises his shield to bat away a couple hits. He calls out to the spirits, and they hear his cry.

Hskoro unleashes a flurry of punches, blocks, and kicks on his opponents. One's neck crunches sickeningly as he goes flying. Two successful hits with a flurry of blows for a total of 16 points damage, taking down one of the charau-ka.

Liliana furiously presses the attack against the two charau-ka blocking her from joining the rest of the fight. The one she wounded before seems sorely hurt, and she takes advantage of its slow response to wound it again. Successful hit for 4 points damage.

Nkechi lets his wooden symbol of Gozreh fall to his chest as instead he thrusts his trident into the chest of one of the charau-ka. It manages to back out of range, but not before taking a grievous wound. Successful hit for 6 points damage.

The charau-ka that Rowena stuck responds by biting at her face, tearing a strip of flesh away from her cheek. Just as another hasted charau-ka slides past Zaghigoth's guard to wallop him across the head with a club. One tries unsuccessfully to break past Krolmnite's defense, but another breaks off its attack on the champion of Smiad to leap on Quinta. It manages to beat her around the shoulders for a moment before she shoves it away. 4 points damage each to Rowena and Quinta, 7 points damage to Zaghigoth. Zag you may need to make a concentration check to avoid losing your spell, the DC will be 17.

With Hskoro the charau-ka are giving as good as they get, and the nagaji is taking a terrible beating from thrown rocks and club attacks. Nkechi is not faring much better, taking a punch in the gut with the butt of a club. Yekskya meanwhile is weathering a storm of stones thrown from charau-ka in trees above but seems to be holding fast. The fighter looks for an opening so he can break out his bow. 10 points damage to Hskoro and 5 points to Nkechi.

The human newcomer clothed in the vestments of a worship of Sarenrae fights off her two attackers, they're not able to land any lethal hits.

You're doing damage! Keep it up! Quinta and Krolmnite up, then we'll roll on to a new round.

Updated Map

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM rolls:

Hskoro flurry 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 3 ⇒ (4) + 3 = 7
Hskoro fluffy 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d6 + 3 ⇒ (6) + 3 = 9
Nkechi 1d20 + 3 ⇒ (11) + 3 = 14
damage 1d8 - 1 ⇒ (7) - 1 = 6
cha1 1d20 + 1 ⇒ (19) + 1 = 20
damage 1d3 + 1 ⇒ (3) + 1 = 4
cha2 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d4 + 3 ⇒ (4) + 3 = 7
cha3 1d20 + 6 ⇒ (1) + 6 = 7
cha5 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d4 + 3 ⇒ (1) + 3 = 4
cha 7 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d4 + 2 ⇒ (2) + 2 = 4
cha 8 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d4 + 3 ⇒ (3) + 3 = 6
cha 9 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d4 + 3 ⇒ (2) + 3 = 5
cha 12 1d20 + 5 ⇒ (8) + 5 = 13
cha 13 1d20 + 6 ⇒ (5) + 6 = 11
cha 14 1d20 + 6 ⇒ (2) + 6 = 8
cha 15 1d20 + 5 ⇒ (7) + 5 = 12
cha 16 1d20 + 5 ⇒ (5) + 5 = 10
cha 17 1d20 + 5 ⇒ (6) + 5 = 11

The Exchange

Thanks for the clarification, Aleste. That does change things significantly. Basically the exploding bomb erupts all around you, neatly avoiding burning yourselves but after a few moments begins to burn away the mist. This gives you a chance to see a bit more of the chamber, and your adversaries.

Apart from the hobgoblin that has just tried to put the punch to Helaku, you spot another that must have leaped through the far doorway, actually standing quite close to Shaylar. Another seems to be lurking up the spiral staircase, from where he can strike at Ambrose with his strange chained weapon.

Time for a do-over! I've posted an updated map below, with improved visibility.

Updated Map

The Exchange

Round 2 - continued

Zaghigoth's Calm Animal spell works like a charm, and Quinta is able to step away from the clutches of the overgrown python. Immediately she rounds on the charau-ka priest Raogru with an ear-piercing shriek. The snake-priest seems to have Ydersius' own blessing upon him, as he hardly seems to register any pain from the sonic attack. Quinta springs away from the snake. Raogru makes his Fort save, taking 3 points sonic damage.

Krolmnite covers Quinta's retreat by laying in to Raogru with his sword. The champion of Smiad smacks the acolyte of Ydersius, leaving two deep wounds and the charau-ka howling. His tribe howls in response. Both hits, for a total of 22 points damage.

Round 3
Yekskya continues to try to beat off a group of charau-ka trying to rush the party from the south. Some of the ape-men keep to the trees out of reach to pelt him with rocks, but he manages to spit one of them on the end of his greatsword. He takes one down with a hit dealing 13 points damage.

The snake-priest Raogru retaliates by launching a fierce counter-attack against Krolmnite. He knocks away the gnome's parries with his bloody, tar-soaked mace and bashes away at Krolm's armor. His strength seems to have been supernaturally enhanced. His pet serpent remains in pace, gently swaying back and forth. Two successful hits I believe for a total of 27 points damage.

Rowena, Zaghigoth, and Liliana up!

Updated Map

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM rolls:

Raogru Fort 1d20 + 11 ⇒ (14) + 11 = 25
Yekskya 1d20 + 8 ⇒ (16) + 8 = 24
damage 2d6 + 4 ⇒ (3, 6) + 4 = 13
Raogru 1d20 + 15 ⇒ (12) + 15 = 27
damage 1d6 + 8 ⇒ (5) + 8 = 13
Raogru 1d20 + 10 ⇒ (16) + 10 = 26
damage 1d6 + 8 ⇒ (6) + 8 = 14

The Exchange

Ah sorry Harek, just missed your post, thought your earlier one was your action.

Basically as the hobgoblin leaps in to attack Helaku, Harek springs to the sorcerer's defense. He swings in with his waraxe and the blade bites deep under the hobgoblin's arm. Ouch! Excellent hit for 20 points damage.

The Exchange

The Welcoming Chamber - round 1
Shaylar stands still with longsword ready, his keen elven ears trying to pinpoint the sounds of movement. Your adversaries are near silent, skilled a moving with stealth. However, you think if you can get close enough you might be able to target the foe with a magic missile spell. Ahh yes, there might be one over near the north-west corner of the chamber, where you can hear Ambrose holding his ground by a stone spiral staircase. Fang growls, ready. With the effects of the Obscuring Mist spell over the area, enemies more than 5 feet away from you have total concealment so can't be targeted by magic missile - you can't see your target. However, if you manage to get within 5 feet of the enemy they only have partial concealment so you can let your spell fly. Of course, Aleste's action may change the course of things dramatically! We'll consider it a readied action for now.

Enveloped in mist, Leonar transforms himself into a tiger. Whoever these attackers are, their in for a surprise!

Aleste carefully ignites one of his explosive bombs, mindful not to catch any of his allies in the blast. It has the benefit of burning away some of the mist around the alchemist, Helaku, Harek, and Leonar. It reveals a few surprises. One, where you expected Leonar to be standing you now see a sleek tiger. Second, beside Helaku is an open doorway with a cowled hobgoblin lurking through the frame. The bomb's fire effect burns away the mist in its area of effect, clearing a 10 foot radius. The obscuring mist covers a 20 foot cube (most of the chamber, or all of the chamber from your characters' current perspectives).

Ambrose grunts as he raises his shield to defend himself from any more attacks. Whatever it was that hit him, hurt! Staring over the shield rim, he looks around for the enemy. Shaylar is adjacent to you, so benefits from your Saving Shield AC bonus.

Seeing the hobgoblin lurking through the doorway, Helaku stumbles back, out of reach. He then raises a hand and utters an arcane word. The hobgoblin seems to freeze for a moment, but with iron concentration the warrior wills his muscles to continue moving as he assumes a fighting stance. Helaku looks a bit nonplussed. "Whoa! He shouldn't be able to do that!" Helaku takes 5 foot step back, casts Hold Person. Helaku was a bit of an expert in enchantment magic so he imposed a DC 21 for this spell, but unbelievably the hobgoblin rolled a 26 for his Will save!

The newcomer Harek is fully enclosed in steel plate and shield, and stumps closer to the rest of the party. He urges everyone to close together, waiting for further attacks.

Ambrose is ready for most conventional attacks, with shield raised and sword ready. However, he is surprised as the dragon-headed weighted chain snakes up from somewhere seemingly below and wraps around his neck. It instantly goes taut, squeezing the life from him. Opponent achieves a grapple against your CMD. Furthermore their weapon causes 7 points of constriction damage.

Shaylar is also ready for trouble, and his keen ears alert him to a presence suddenly looming beside him. He ducks as another weighted chain unfurls in the mist. His adversary is close, but having trouble finding the elf. Nearly a successful hit on Shaylar, but fell afowl of the partial concealment provided by the obscuring mist. Additionally, with your readied action you can make an attack against the fellow. Partial concealment still applies, roll a d100 and if the result is over 20% and the attack roll is a successful hit then you hit your target.

The hobgoblin that you've been able to identify perhaps feels that Helaku has tried to employ magic against him, so moves up to attack in retaliation. The cowled warrior moves in a blinding series of unarmed strikes, hitting the sorcerer again and again. Should he survive this, he's going to be a mass of bruises. Only belatedly the hobgoblin looks to the side and sees the snarling tiger form of Leonar. Three successful hits on Helaku causing a total of 20 points damage.

Back to the top of the initiative - everyone up!

Updated Map - Aleste's bomb cleared a 10 foot radius patch in the northeast corner of the chamber.

Initiative
30 - Shaylar & Fang
23 - Leonar
20 - Aleste
20 - Ambrose
12 - Helaku
8 - Harek
3 - Hobgoblin and 2 unseen attackers

===========

GM rolls:

monk 3 Will 1d20 + 8 ⇒ (18) + 8 = 26
monk 1 1d20 + 6 ⇒ (20) + 6 = 26
1d100 ⇒ 80
damage 1d8 + 4 ⇒ (3) + 4 = 7
monk 2 1d20 + 7 ⇒ (13) + 7 = 20
1d100 ⇒ 5
monk 3 1d20 + 5 ⇒ (17) + 5 = 22
1d100 ⇒ 66
damage 1d8 + 3 ⇒ (3) + 3 = 6
monk 3 1d20 + 5 ⇒ (14) + 5 = 19
1d100 ⇒ 72
damage 1d8 + 3 ⇒ (5) + 3 = 8
monk 3 1d20 + 5 ⇒ (10) + 5 = 15
1d100 ⇒ 68
damage 1d8 + 3 ⇒ (3) + 3 = 6

The Exchange

Round 2 - continued

The newcomer, a human woman, battles against the charau-ka as well. Two attempt to rake at her, and she responds by drawing her scimitar. They try to take advantage by bashing her with hardwood clubs, but she fends them off, slashing one of them with a deep gash across the chest. She yells a battlecry, a call to Sarenrae the goddess of healing. Liliana scores a hit for 3 points damage.

Your guide Nkechi the Tempest tries to repeat his earlier trick. The charau-ka he earlier targeted with a small stormburst still has a small cloud hanging over it, and the hermit waggles a finger to signal it to strike again. This time, the canny charau-ka seems to detect what's coming, leaping to the side a second before a small jolt of lightning zaps to the earth. The warrior leers back at the priest, but still seems buffeted by the winds and rain of his own personal storm. Unsuccessful storm burst domain ability.

The charau-ka press their attack, trying to encircle their prey. Many of them seem speeded up as they are emboldened by their continuous shrieking. Beating with their clubs and sharp rocks, they are scoring hits by sheer weight of numbers. A raft of successful hits by the various charau-ka on the party, dealing 5 points damage each to Rowena, Zaghigoth, and Krolmnite. 6 points damage to Nkechi, and 3 points damage to Yekskya.

Quinta and Krolmnite up!

Map - no changes from last post.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

=========

GM rolls:

charau 13 aoo 1d20 + 6 ⇒ (10) + 6 = 16
charau 14 aoo 1d20 + 6 ⇒ (4) + 6 = 10
Nkechi ranged touch 1d20 + 5 ⇒ (3) + 5 = 8
charau 9 aoo 1d20 + 5 ⇒ (6) + 5 = 11
charau 1 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d4 + 3 ⇒ (2) + 3 = 5
charau 2 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d4 + 3 ⇒ (2) + 3 = 5
charau 3 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d4 + 3 ⇒ (2) + 3 = 5
charau 5 1d20 + 5 ⇒ (7) + 5 = 12
damage 1d6 + 2 ⇒ (4) + 2 = 6
charau 6 1d20 + 6 ⇒ (3) + 6 = 9
charau 7 range 1d20 + 5 ⇒ (1) + 5 = 6
charau 8 1d20 + 5 ⇒ (9) + 5 = 14
charau 9 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d4 + 3 ⇒ (3) + 3 = 6
charau 11 1d20 + 6 ⇒ (2) + 6 = 8
charau 12 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d4 + 2 ⇒ (1) + 2 = 3
charau 13 1d20 + 6 ⇒ (9) + 6 = 15
charau 14 1d20 + 6 ⇒ (6) + 6 = 12
charau 15 1d20 + 5 ⇒ (1) + 5 = 6
charau 16 1d20 + 5 ⇒ (1) + 5 = 6
charau 17 1d20 + 5 ⇒ (13) + 5 = 18

The Exchange

Actually, liches can be any evil - Lawful Evil, Neutral Evil, or Chaotic Evil.

I'll have family coming to stay with us for a while, so my gaming opportunities might be more spotty than they usually are. I'll check in and post if I can, but otherwise I'll be back to regular gaming on the 25th. In the meantime feel free to keep roleplaying amongst yourselves, or plot how to take down the Ghostlord.

The Exchange

After a few moments you overcome your surprise at the arrival of the dwarf, Harek, and make his acquaintance. You note that, unlike the majority of dwarves that you have met from the Hammerfist Holds, Harek has the exotic accent of the Five Kings Mountains, far to the south beyond the Wyvernwatch peaks.

Just as you are settling in to conversation, you become aware of a weird droning sound echoing from one end of the room, nearest to where you found the stairs and another door. Hard to tell if that door is open now or not through the mist, but the air is filled with an odd droning sound. Suddenly a weighted chain with the head of a dragon's skull whips out of the obscuring mist and wraps around Ambrose's arm. its wielder pulls back, and Ambrose is nearly lifted off his feet: he feels his arm was very nearly dislocated. Ambrose peers into the fog filling the room, but struggles to find his attacker. The strange weapon hits Ambrose for 7 points bludgeoning damage, very nearly a critical hit.

The droning continues, tempo growing faster until another weighted chain darts out of the mist and narrowly misses Shaylar's face. The acoustics in this room are strange, the sound seems to be coming from all directions at once.

Just when your attention is focused on the unseen attackers at the far side of the chamber, the door nearest to where you entered from the stairs swings open and a figure steps through. A flurry of movement around Helaku is the only signal he has of danger, before a foot connects solidly with his solar plexus before melting back into the fog. Helaku hit for 8 points damage.

These guys were indeed laying a trap, and were able to get in a surprise round. Due to the obscuring mist hanging over this chamber, any adversary 5 feet away has concealment (20% miss chance on attacks). Any adversary more than 5 feet away have total concealment (50% miss chance.) And you'll need to find your opponents without using sight.

With their surprise round over, we'll go into normal initiative, the whole party is up before your attackers' next move.

Initiative
30 - Shaylar & Fang
23 - Leonar
20 - Aleste
20 - Ambrose
12 - Helaku
8 - Harek
3 - unseen attackers

======

GM screen:

Helaku init 1d20 + 7 ⇒ (5) + 7 = 12
1d100 ⇒ 85
dfm 1 1d20 + 9 ⇒ (20) + 9 = 29
1d100 ⇒ 23
dfm 2 1d20 + 9 ⇒ (4) + 9 = 13
1d100 ⇒ 44
dfm 3 1d20 + 7 ⇒ (3) + 7 = 10
1d100 ⇒ 62
dfm 3 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d8 + 5 ⇒ (3) + 5 = 8
dfm 1 confirm crit 1d20 + 9 ⇒ (9) + 9 = 18
damage 1d6 + 6 ⇒ (1) + 6 = 7

The Exchange

Excellent, your own artwork? Can't believe Halloween is nearly here already.

I'll be having family staying with us for the next several days, I'll check the game and post if I can but suspect it might be the 25th before I can get a chance to post the next update. You're making an impact on those charau-ka though, they won't know what hit 'em.

The Exchange

Round 2 - continued

Serpentfriend:
"Raogru knowss just what I like, lotsss of rodentss and monkeyss to eat! I don't think you will tasste as nice but I earn my keep."

In the midst of the fray Zaghigoth twists and sees Quinta being squeezed in the snake's clutches. He changes tack from the spell he was going to cast, and thinking quickly casts instead a spell to make the snake more docile. A nearby charau-ka tries to intercede, but th wily half-orc weaves out of the way as his spell takes effect. Immediately the snake seems to become more slack and Quinta is able to step out of reach. The giant serpent seems a bit woozy as its head drifts back and forth, bending towards the sorceress. An attempted attack of opportunity, but it failed. Likewise the snake failed its Will save.

Serpentfriend:
"Hmm, ssso sssorry, my missstake. You run along now, and have a nice day."

Hskoro lays into one of the charau-ka with a series of jabs, blocks and blows. Finally he knocks its head back with a sickening crunch as the body goes flying back against the stone wall. Two successful hits with flurry of blows and that charau-ka is out for the count.

Liliana up next - only 17 foes left! A dawdle! No map update but will have one up for the next post.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

======

GM Rolls:

charau 2 aoo 1d20 + 6 ⇒ (5) + 6 = 11
chu-tok Will 1d20 + 2 ⇒ (14) + 2 = 16
Hskoro flurry 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d6 + 3 ⇒ (3) + 3 = 6
Hskoro flurry 1d20 + 5 ⇒ (14) + 5 = 19
damage 1d6 + 3 ⇒ (5) + 3 = 8

The Exchange

Round 1 - continued
Krolmnite pivots forward so that he can bring his blade to bear on the charau-ka priest Raogru, pushing the lesser warriors away from himself in the process. Gnome and ape-man stare at each other eye to eye as Krolmnite calls on the power of Smiad to bring judgment to the vile priest of Ydersius. The charau-ka seems to be protected by layers of magic, but Krolmnite's blade slices in, once, scoring a deep hit on Raogru's torso. His blade slices in a second time, but this time the blade grates on the priest's snakeskin armor. 5foot step and a successful smite for 20 points damage.

Round 2
Yekskya valiantly tries to fend off the band of charau-ka trying to flank him to get at the rest of the party. He cuts down one with his greatsword, twisting so as to face his next opponent. Successful hit for 10 points damage and that charau-ka is down and bleeding out.

The priest Raogru responds to Krolmnite's painful attack by attempting to cast a spell. Clutching his holy symbol, he rattles off a prayer in Polyglot as he tries to dodge Krolmnite's blade. The paladin is too quick for him though, and Krolm's harrying causes him to miss-speak and lose his spell. Attempting to make a concentration check to cast defensively, failed - just.

Raogru's serpent companion tightens its grip on Quinta. Caught fast in its coils, the constrictor speaks to her as it begins to squeeze the life from her. Made a CMB check of 24 to hold the grapple, dealing 12 points damage.

Serpentfriend:
"I am very sssorry about this, but I can't allow you to kill my massster. Would you rather I ended it quickly by jussst eating you?"

Rowena tries to battle her way to Quinta's aid. Her slim rapier weaves a song of death as she skewers the shrieking, speeded-up charau-ka. It howls in pain and outrage! Successful hit for 5 points damage.

Zaghigoth and Liliana up!

Updated Map

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

=======

GM rolls:

Yeks 1d20 + 8 ⇒ (12) + 8 = 20
damage 2d6 + 4 ⇒ (2, 4) + 4 = 10
Raogru conc 1d20 + 9 ⇒ (11) + 9 = 20
Chu-tok grapple 1d20 + 15 + 5 ⇒ (4) + 15 + 5 = 24
constrict 1d6 + 10 ⇒ (2) + 10 = 12

The Exchange

The Welcoming Chamber
Trudging back up the stairs and into this new chamber, it is difficult to see amidst this roiling mist. It surely can't be a natural phenomenon, so you immediately begin to suspect a trap. Indeed, you hear a clanking noise coming up the stairs behind you! You draw your weapons as a dwarven warrior materializes from the darkness, axe and shield in hand.

Enter Harek!

========

GM rolls:

1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 10 ⇒ (6) + 10 = 16
init 1d20 + 2 ⇒ (1) + 2 = 3
Aleste init 1d20 + 3 ⇒ (17) + 3 = 20
Ambrose init 1d20 ⇒ 20
Harek init 1d20 + 2 ⇒ (6) + 2 = 8
Leonar init 1d20 + 8 ⇒ (15) + 8 = 23
Shaylar init 1d20 + 10 ⇒ (20) + 10 = 30

The Exchange

Hi Harek, welcome to the group. That sounds like a good way in for Harek to get in with the group. I've PM'd you with some further details.

@Shaylar: Boon Companion does look like a good choice for you and Fang!

The Exchange

DM and Johnnycat93, thanks for your submissions there, and everyone else too. I've discussed it with the other players and there were some intriguing choices, but we thought the best fit was psionichamster with Harek Ironshirt. Many thanks to everyone for responding.

When campaigns go on, we're bound to have players come and go. I might take a note of each of the players here, and if there's a gap in future I might PM to see if you'd still want to join our party, I find it easier than running a recruitment thread for only one or two spaces. If you'd rather I not include you, just post a quick note here to let me know, otherwise I might see you in another game in the future.

Thanks,
CrazyHedgehog

The Exchange

@Krolmnite - Apologies, thought map had been attached to last post, I'll make an updated version and tack it on to the end of this post. Krolmnite is five feet away from both Quinta and the charau-ka priest.

Round 1 - continued
Rowena draws her weapon and positions herself beside Hskoro and Zaghigoth. She points out the tar pits to Zaghigoth, as the half-orc unleashes his readied spell at a nearby knot of charau-ka warriors. A burst of acid-filled nettles explodes in their midst, showering them with tiny barbs. The jungle druid bellows out a call to Oshok'arr, from a distance you hear her answering cry. She must be fighting against her captors. One of the charau-ka made its save, taking 5 points damage. Two more in the 10 foot burst took full damage, and will take the acid damage next round.

Hskoro takes his cue and launches himself at the nearest charau-ka. The nagaji grabs the small ape-man and tosses him in a throw. The charau-ka lands heavily but rolls to its feet. Successful flurry of blows dealing 14 points damage.

Suddenly, in the midst of the unfolding fight you notice a human woman step out from behind the stone statue of an elephant. She has close-cropped hair and wears a painted red breastplate. She clutches at a symbol around her neck as she gestures at a group of charau-ka swinging your way. A fireball bursts from her hands and engulfs the little warriors, leaving them alive but scorched and sizzled. Quinta and Krolmnite, you recognise her as the woman that was following your group after you were taken by the charau-ka outside the walls of Tazion. Introducing Liliana! You were able to catch six charau-ka in your fireball, two took full damage but most were able to take half damage after phenomenal saves.

Beside you your wilderness guide Nkechi bends his focus towards one lone charau-ka straddling the bridge over the tar pit. A small cloud forms over the ape-man's head and as he looks up at it in wonder he is suddenly buffeted by winds and zapped by a small bolt of lightning. A storm burst effect, dealing 3 points nonlethal damage.

A loud, eerie cry rises up from the throats of many of the charau-ka assembled. A terrible, shrieking, cacophonous din that seems to pierce your ears and gives you pause. By contrast it seems to invigorate the charau-ka as they leap to attack, many of them now moving faster than you believed possible. Two rip past Rowena's guard and bash her with sticks and clubs. One thwacks her arm with such force it's a wonder that it wasn't broken! Another hits Zaghigoth upside the head, leaving his head ringing in pain as well as from the noise. Krolmnite is beset by two of the creatures, and one leaps on the paladin with blinding speed and beats on his head and shoulders. The charau-ka have a shrieking ability that gives them a limited haste effect, allowing for extra attacks at increased effectiveness. Rowena takes 13 points from two hits, including a critical hit. Zaghigoth takes 5 points damage. Krolmnite takes 10 points damage.

The three charau-ka that were hit by Zaghigoth's burst of nettles try to get at the half-orc, but Hskoro stands in their way. Two brandish clubs and one manages to get a solid hit on the monk, while the third lobs a large stone at the nagaji. It hits him square in the chest, ouch. A fourth ape-man, the one being followed by Nkechi's miniature storm burst, leaps across the bridges and hurls itself towards the throat of its nearest foe, Hskoro again. The little storm follows him. Three hits for 12 points damage.

The band of charau-ka hit by the newcomer's fireball split. Two of the charred ape-men rush at the woman, bashing at her armor with clubs. The other rush at the rest of you, but Yekskya stands in the way. Two hurl themselves at the archer, who tries to beat them away with his greatsword but they land vicious blows with sharpened stakes. Two others hurl rocks, one particularly large one clubbing the fighter. Three hits on Yekskya for a total of 27 points damage. One further hit on Liliana for 6 points damage.

Quinta remains bound in the coils of the great serpent. Unexpectedly, she reveals her fangs and bites down on the snake. It has tough scales though, and she fails to puncture its flesh.

Krolmnite up! It all hangs in the balance!

Updated Map As promised. The large circle shows where Liliana's fireball detonated, the second smaller circle Zag's burst of nettles, though many of the charau-ka have moved around since.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

==========

GM rolls:

charau-ka 6 Reflex 1d20 + 4 ⇒ (13) + 4 = 17
charau 7 Reflex 1d20 + 4 ⇒ (5) + 4 = 9
charau 8 Reflex 1d20 + 4 ⇒ (8) + 4 = 12
Hskoro flurry 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 3 ⇒ (5) + 3 = 8
Hskoro flurry 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d6 + 3 ⇒ (3) + 3 = 6
crit 1d20 + 5 ⇒ (6) + 5 = 11
Oshok'arr Percept 1d20 + 5 ⇒ (19) + 5 = 24
Oshok'arr claw 1d20 + 8 ⇒ (13) + 8 = 21
damage 1d6 + 6 ⇒ (4) + 6 = 10
charau 10 Reflex 1d20 + 4 ⇒ (3) + 4 = 7
charau 11 Reflex 1d20 + 4 ⇒ (16) + 4 = 20
charau 12 Reflex 1d20 + 4 ⇒ (19) + 4 = 23
charau 13 Reflex 1d20 + 4 ⇒ (19) + 4 = 23
charau 14 Reflex 1d20 + 4 ⇒ (2) + 4 = 6
charau 15 Reflex 1d20 + 4 ⇒ (16) + 4 = 20
Nkechi rt 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d6 + 2 ⇒ (1) + 2 = 3
charau 1 1d20 + 6 ⇒ (20) + 6 = 26
charau 1 1d20 + 6 ⇒ (2) + 6 = 8
charau 2 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d4 + 3 ⇒ (2) + 3 = 5
charau 2 1d20 + 6 ⇒ (2) + 6 = 8
charau 3 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d4 + 3 ⇒ (1) + 3 = 4
charau 3 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d4 + 3 ⇒ (3) + 3 = 6
charau 4 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d4 + 3 ⇒ (4) + 3 = 7
charau 5 1d20 + 5 ⇒ (9) + 5 = 14
charau 1 confirm 1d20 + 6 ⇒ (15) + 6 = 21
damage 2d4 + 3 ⇒ (1, 2) + 3 = 6
charau 6 1d20 + 6 ⇒ (16) + 6 = 22
damage 1d4 + 3 ⇒ (2) + 3 = 5
charau 6 1d20 + 6 ⇒ (3) + 6 = 9
charau 7 1d20 + 6 ⇒ (7) + 6 = 13
charau 7 1d20 + 6 ⇒ (4) + 6 = 10
charau 8 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d4 + 2 ⇒ (1) + 2 = 3
charau 9 1d20 + 5 ⇒ (11) + 5 = 16
damage 1d4 + 3 ⇒ (1) + 3 = 4
charau 10 1d20 + 6 ⇒ (5) + 6 = 11
charau 10 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d4 + 6 ⇒ (4) + 6 = 10
charau 11 1d20 + 6 ⇒ (9) + 6 = 15
charau 11 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d4 + 6 ⇒ (4) + 6 = 10
charau 12 1d20 + 5 ⇒ (9) + 5 = 14
charau 13 1d20 + 6 ⇒ (11) + 6 = 17
charau 13 1d20 + 6 ⇒ (10) + 6 = 16
charau 14 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d4 + 5 ⇒ (1) + 5 = 6
charau 15 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d4 + 5 ⇒ (2) + 5 = 7

The Exchange

Actually, I thought you were going to pull it off. Unfortunately Raogru's mind has been addled by his dabbling in worship of Ydersius, it was always going to prove very difficult to reason with him.

The Exchange

There have been a lot of great character ideas going on here. I think I'm going to wrap up the recruitment thread just now, give our current players a chance to chip in, and I'll respond in the next day or so with an answer.

One of our previous players that had to drop out has been in touch this week and will be able to rejoin the game, so I think we'll just be looking for one additional player to fill out the party, rather than two.

Just to summarize, it looks like we have:

psionichamster - Harek Ironshirt (dwarf fighter)
DM Grimshaad - Korignath the Unburnt (wyrwood pact wizard)
Arduino - Arduino the Lesser (human sorcerer with arcane bloodline)
Just a Mort - Turok (half-orc life oracle)
Quill - Quill (human arcanist)
Jovich De'vir - Jovich De'vir (drow rogue)
Yas392 - possible inquisitor or bard
JohnnyCat93 - possible skinwalker? inquisitor?
DM - ? (Starting wealth would be 33,000gp)

And possibly also a submission from DavianGrallus - sorry I missed your earlier PM.

The Exchange

Johnnycat93 wrote:

I'm looking at reprising another character that I ran RHoD with. We didn't get very far into it. It's a Bloodborne Hunter build. What rules do you have for firearms so far?

So far my requested sources are:
Reaper of Secrets

Skinwalker (Bloodmarked)

Creating New Weapons possibly.

@JohnnyCat93 - Again, it would depend on your character concept, but skinwalker and Reaper of Secrets could be used. Firearms haven't really featured in the game to date, but I wouldn't rule them out or gunslingers. Not sure if there is a need for creating new weapons though, I think there are plenty already available. Though it might be a character's focus in-play, perhaps.

The Exchange

Yas392 wrote:

Requests for approval...

Thundercaller

Monster Tactician

Words of Power

@Yas392 - Depends on your character idea, but yes I think all of those would be fine.

The Exchange

Update on the way. Calculating the results taking a bit longer than anticipated due to all the combatants, so have been doing it in instalments. Violence indeed. :)

The Exchange

Just a Mort wrote:
** spoiler omitted **...

The sourcebooks listed above I was just considering as core books for this game. Of course, if there are spells, feats etc. from other sourcebooks it's probably fine, just to run it past me so that I can look them up too. Fate's Favored, Burst of Radiance, and Shadow Trap are all fine - thanks for adding the links it does make it much easier to look them up. There are just too many sourcebooks out there to have listed them all.

The Exchange

DM. wrote:
I've GMed the first chapter of RHoD, but know nothing more of what happen in the rest of the adventure. would you have a problem with that?

I think as long as you feel comfortable enough to separate character knowledge from player/DM knowledge, it should be fine.

The Exchange

Burnscar wrote:
Would you allow crafting gear at character creation to increase wealth?

Probably not as part of character creation. Nothing to stop a character from taking item crafting feats for creating items during play, however so far the party's not really stayed in one place long enough to allow much time for item crafting. That could change though.

The Exchange

Burnscar wrote:
All right - I think I'll roll a sorcerer, probably of the draconic bloodline. Any tips on which energy type to go with, or would that be cheating?

It's a fair question, but can't really advise, I think any energy type would enjoy equal play in this adventure.

The Exchange

Hi, thanks for all the responses. I'll try to address each as far as I can.

The Exchange

Aleste! Welcome back. Our favourite alchemist has had a couple close scrapes as well. Yes, you're welcome to join back in, level up to 8th with 51,153 XP. We're hoping to get another player onboard soon, Helaku's player unexpectedly has gone missing.

We'll see when we draw closer to the end about how we want to end up the game, but for the moment I'm not planning for beyond the scope of the adventure as written.

The Exchange

Great summary, Ambrose! Leonar, yes any healing or buffs or actions you all want to do before returning to adventuring, go for it. You all get a night's rest, so you get 8 hit points back off the bat, and you can use your spells or wand for further healing. I'll go ahead and post the next part now so that you can move forward, but let me know of any actions you intend to take place beforehand.

Shaylar - Will Fang be moving forward with you, or keeping company with Smoke?

In the morning, things seem a bit calmer. The storm has dissipated, though the Thornwaste continues to labor under lowering clouds. You suit up and prepare your gear, expecting trouble ahead.

Taking down your barricade and opening the secret door, you make your way up the stone steps through the narrow corridor. Reaching the top, you check the end of the passage and find another stone door that opens outward. It too is crafted to be flush with the wall, well hidden. The door opens and you find a room empty of furnishings apart from a low stone bench against the western wall. Details are difficult to see as the entire chamber is filled with a thick, roiling mist. However here and there you spot carvings of undead lions on that wall loom over the bench, as if about to pounce on anyone foolish enough to sit there. A stone spiral staircase rises up near the northeast corner, and stone doors to the north and east provide additional exits.

Treat the room as covered by a fog cloud spell: all sight including darkvision is restricted to 5 feet. A creature within five feet has concealment (20% miss chance on attacks), creatures more than 5 feet away have total concealment (50% miss chance).

The Welcoming Chamber

===========

GM rolls:

1d20 - 1 ⇒ (10) - 1 = 9
1d20 + 2 ⇒ (9) + 2 = 11

The Exchange

So I've put up a thread on the recruitment boards to advertise for one or more players to join our group, we'll see if we can see Red Hand of Doom to its conclusion. The recruitment thread is here, we've gotten a couple hits already. I think I'll run the thread until the weekend and see what response we get, feel free to send any comments to me via PM.

The Exchange

Wow, great to have some responses already! Our elf, Shaylar, is a Ranger 7/Wizard 1.

I meant to add to my first post that we currently have a couple NPCs in the party leftover from former players, a human sorcerer and human alchemist. If we manage to recruit a couple new players, I'll probably take the opportunity to retire them from play.

The group have had some encounters with dwarves so far. Along with the other standard races, dwarves are scattered across the various communities of Elsir Vale. The party has also travelled to the Hammerfist Holds in the southern hills to attempt to recruit the dwarves to their cause. A regiment of mercenaries is marching to the Vale to join their allies, but our party is currently on their own in the nearby Thornwaste, hoping to prevent the Horde of the Red Hand from likewise recruiting a lich to their banner.

The Exchange

Having returned to the behir's lair, you are able to barricade the secret door. Shaylar provides some nourishing food, while Aleste settles into brewing tea from amongst his various alchemical ingredients. After the rigours of fighting the behir and the ghosts, Leonar falls into a deep slumber, as Ambrose oversees making the area secure. Helaku rests as well, spending time in meditation to recover his spell-power.

Fang and Smoke are certainly pleased to see you return, though there's no sign of the other horses. The storm is still raging and the wind is howling. Every so often if you watch closely you can see ghostly lions cavorting on the winds - are they keeping an eye on you? It's difficult to tell. Ambrose and Smoke see to dragging the behir's corpse across the bottom of the steps, to deter any patrols returning to the Ghostlord's lair.

Huddled over his tea, Aleste grumbles, "I know we're here to see the lich, but I'm really not keen on ghosts. Have we got a strategy for tomorrow?" Sorting through some of his gear, Helaku muses "I reckon those ghost lions might re-materialise, but not for a day or two. If so, I have a couple spells that might be effective against them, but they're a bit limited in the confines of that stairwell. More effective if we see any flesh and blood opponents."

Later in the night, the storm finally abates. In the stillness, you can hear scratching from the other side of the secret door as something or someone tests your defences, but the sounds fade after a few minutes, and morning arrives without further incident.

No night-time surprises means you get a night's rest and opportunity to heal and replenish spells. Back up the Lion's Path?

The Exchange

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Hi, we are looking to recruit one or possibly two players to join our ongoing play-by-post Red Hand of Doom campaign, updated from D&D 3rd edition to Pathfinder rules. Our group has been on the go for a good while and some of our players have moved on, but having come so far we’d really like to finish the campaign arc!

The game is lurching along at the moment, but the goal is to be able to update the game every few days.

The game is epic high fantasy. The lands and peoples of Elsir Vale are being overrun by an army of hobgoblins and their allies, calling themselves the Horde of the Red Hand. Our heroes have been attempting to stave off the horde’s advance through the Vale, enlist allies and find means to defeat the enemy. The gameplay thread can be found here.

If this sounds like fun, get in touch! At the moment I’m canvassing more for interest and character ideas than the builds themselves. I’m thinking to run this thread until probably this Saturday (8th Oct.) and see what response we get.

Just looking for character concepts at the moment, but as an aid here are the general guidelines for character creation:

1. 8th level characters, using high fantasy 20-point character builds.
2. Generally standard races from the core rulebook, though I wouldn’t say no to a character of another race with an intriguing background.
3. Classes can be drawn from the core rulebook, Advanced Player’s Guide, Advanced Class Guide, and magus. Samurai and ninja I’ll allow as well, though they might represent individuals who come from exotic lands far from Elsir Vale. Other classes I might allow as well by request, if there is a compelling character background.
4. Archetypes, traits, feats, spells etc from the above books, Ultimate Combat and Ultimate Magic are fine. Material from other sourcebooks are generally fine, just run it past me first.

Our party currently includes:
- Human Cavalier (emissary), a member of the elite Lions of Brindol.
- Human Druid (lion shaman), a devotee of one of the Old Faiths
- Elf Ranger/Wizard, from the mysterious elven kingdom

So, lots of scope for players to play other roles within the party. What’s your story gonna be?

The Exchange

Ack, I really thought it was only going to be a day or two between posts, but couldn't quite make it happen. I have family coming to stay for a couple weeks from the 14th onwards, so I'll try to fit in as many posts as I can before then, as I may not have opportunities to post after that.

This is unfolding in interesting ways. I thought you all might manage to avoid a combat, but at this stage it looks like we should roll initiative regardless:

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

The charau-ka priest Raogru and his tribe seem stunned by Quinta's words. The Gatekeeper? Raogru starts leaping around, and his eyes grow wild and frenzied as he tries to work out the theological implications. He switches to a roughly-accented Common. "Ydersius sends us another emissary? The first was Issilar. He tells us of the true ways of Ydersius. That is why he braves the ziggurat, to find power to lead us to victory! You know Issilar? Perhaps we take you to him. Though if you are a false prophet he will destroy you.!"

Yeksya rolls his eyes at the words and slides his sword a few inches out of its sheath. Quinta continues to speak to the large serpent.

Serpentfriend:

"Alas, I cannot betray my master. It was a pleasure to speak with you little one, it is a shame that you will have to die!"

The snake weaves from side to side, but with those words it suddenly attacks! It darts forward and its jaws clamp around Quinta with fangs that impale themselves on her flesh. Its muscular body meanwhile begins to coil around her. [ooc] 14 points damage to Quinta, and she is grappled by the snake.

Alright, Cat and Zaghigoth up next. Liliana I think I have your action unless you are wanting to change it, and Quinta and Krolmnite I'll get your actions and will try to post results for this round.

GM rolls:

Krolm init 1d20 ⇒ 5
Liliana init 1d20 ⇒ 9
Quinta init 1d20 + 2 ⇒ (4) + 2 = 6
Cat init 1d20 + 10 ⇒ (8) + 10 = 18
Yeks init 1d20 + 5 ⇒ (20) + 5 = 25
Zag init 1d20 + 4 ⇒ (11) + 4 = 15
Hskoro init 1d20 + 3 ⇒ (11) + 3 = 14
Nkechi init 1d20 + 2 ⇒ (6) + 2 = 8
charau-ka init 1d20 + 1 ⇒ (7) + 1 = 8
Raogru init 1d20 + 2 ⇒ (17) + 2 = 19
Chu-tok melee 1d20 + 10 ⇒ (4) + 10 = 14
damage 1d4 + 11 ⇒ (3) + 11 = 14
free grapple 1d20 + 15 ⇒ (2) + 15 = 17

The Exchange

You listen at the stone portal at the top of the stairs, but don't hear any sounds. However, you reckon you could probably retreat down as far as the behir's lair if you were in need of rest and healing. It's not very pleasant, but you could probably fortify the space against any patrols.

The Exchange

Raogru regards Quinta with an equal mix of suspicion and curiosity. He refutes her claims in his high-pitched voice:

Polyglot:

"No, no! It's not true! I am faithful to Ydersius, I am! Issilar has told us many things, kept our faith pure. And see - it has brought me Chu-tok!" he gestures towards the large snake. "We can make sacrifices to she whom you speak of though! What about that little man-thing over there?" He jabs a finger towards Krolmnite.

Whatever the mad priest is saying, he gestures wildly at the snake, then towards Krolmnite. The other charau-ka seem to be watching the interplay with interest, waiting to see how the situation unfolds. They also seem intrigued by Hskoro the nagaji, gazing up at his reptilian visage with awe.

The snake swivels to regard Quinta more closely, its emerald and gold scales glinting in the light as it hisses a reply.

Serpentfriend:

"Ha ha, only a few of the naughty oness. You are very polite. Truly, have you come here to worship Yderssiuss?"

As this is going on, Zaghigoth surreptitiously casts bull's strength on Krolmnite. The charau-ka don't seem to react - either they are too caught up in Quinta's and Raogru's conversation or they don't realize he is spellcasting. Emboldened, Zaghigoth readies another spell. Krolmnite can feel his muscles swell with great strength, and he keeps his sword loose in its scabbard for any eventuality. Glancing over at Yekskya, you see the big fighter's hand likewise stray towards his blade. He gives you the slightest of nods. Ready.

Krolmnite:

You scan the crowd of charau-ka, calling on Smiad's power to discern evildoers. The priest, Raogru, radiates a strong, evil aura. The other charau-ka don't seem to register. it's not to say that they don't have evil intents, but their wills aren't strong enough to register.

Rowena:

Scanning the area, the large tar pit looks like an effective barrier to keep reinforcements from joining the fray if a fight were to break out.

The Exchange

Linked below are a couple maps and images of the current situation. I'm gonna try something new and put them onto Dropbox, let me know if you have any problems with accessing the images.

Temple of the Snake Map

Serpentfriends Showdown Map

Charau-ka warriors

Raogru the Fanged One

Zaghigoth - Apart from Oshok'arr (I thought she might be too large to enter the structure), you have all your gear and weapons. The charau-ka themselves don't quite seem to know whether you're captives or not.

Quinta - You reckon the tar-cocoon shapes you see hanging up are actually captives, bathed in tar and strung up to hang above the pit of glowing coals.

The charau-ka stare at Quinta in shock at her serpent speech. The warriors that took you into their custody especially look dumbfounded and chagrined at her words, though to be honest now that they are amongst the rest of their tribe it's difficult to tell who's who. What's more, an enormous gold and green python comes out of hiding in nearby boab tree branches, curls close beside Raogru and regards the opera singer with great interest.

The charau-ka also shrink away from Zaghigoth, intimidated by his muscled frame. They don't seem to take much notice of Krolmnite's boasting.

Once the voices die down, Raogru stalks closer to Quinta. He responds in a high pitched Polyglot.

Polyglot:

"She Who Slithers In Life? Who is this is you speak of? You will hope she is powerful, to protect you for trespassing in our domain!"

=========

GM rolls:

Raogru SM 1d20 + 3 ⇒ (8) + 3 = 11

The Exchange

Ghost Dire Lion - round 3
Shaylar utters a plea to Sylvan Ehlonna as he sends a barrage of arrows at the ghostly lion. The archer's corded muscles bend effortlessly with arrow after arrow, and with a final roar the ghostly figure dissipates. Victory! You reach the top of the passage, and see that another stone shaped door opens outwards ...

The lion was just hanging on by a few hit points. I didn't intend to leave this sitting for so long, had wanted to see if Helaku would be returning and then have been playing catch-up with various things the past couple weeks. If you all are still keen to play I'm game to move forward. If so, we might look at recruiting one or two new players. If you all know anyone who would be looking for a game, you could pass on the word.

The Exchange

The charau-ka listen intently to Quinta before responding.

Polyglot:

"The Sundered God, yes! Praise the Severed One! You worship the Great One as well? We shall take you to Raogru, the Fanged One. He will speak words to you about these others that we have had dealings with."

You are led past a roofless area that has been cleared of rubble and its dirt floors swept clean. Strange and unnerving images of shedding serpents and burning bodies are smeared upon the soot-stained walls. In the center of the room three figures, sealed into hardened tar-cocoons, hang above a wide pit of glowing coals. Three clay buckets filled with tar sit to one side of the fire pit, next to a burning torch set into the ground. The greasy stench of burned flesh seems to cling to the very air.

Further on, you pass behind a towering elephant statue, across rough planks that splay across a small, dark pool, and into the ruins of one of the ruined outer cylinders. Beyond the tower entrance lies a single circular chamber. Its walls rise almost fifteen feet before arching inward to form a dome. Across the curved walls is the coiled sculpture of a massive, decapitated skeletal serpent formed from thousands of blackened bones pasted to the stone with tar. A single glittering eye winks from the serpent's severed head.

By this stage, a large crowd of the diminutive charau-ka have gathered around you. There must be fifteen warriors or so. Those that took you into their charge at the town's walls boast to their brethren how they bravely captured you. Voices hush though as a figure stalks out of the darkness towards the crowd. The figure is draped in the skin of a giant serpent, and holds at his side a bloody, tar-soaked mace. His eyes are wide and staring, betraying the glint of madness. In imperious tones he calls out, "Why do you disturb the Fane of Ydersius? Who are these, these captives?" In the distance, from outwith the ruins of this desecrated temple, you hear a roar - Oshok'arr?

Liliana:

You duck behind a boab tree as charau-ka skitter past, joining the horde gathered around those you have been following. A strange, hunched figure robed in the scaled skin of a giant snake seems to be haranguing them. From your vantage point, you hear the roar of the half-orc's dinosaur companion. The two charau-ka that had been left to free it from the trap seem to be trying to hobble it outside the temple.

Maps to follow!

The Exchange

Temple of the Snake

At Quinta's translation into Polyglot, the charau-ka jump up and down, whooping and chittering as they steal curious glances at Krolmnite. You come to the realization that they must be laughing. You are also aware that these guys give off a very pungent whiff. When Quinta shifts into Aklo however, she draws blank looks from the charau-ka. Had they not understood her meaning? Or what it simply a language barrier?

Zaghigoth veritably looms over the ape-men, and they listen intently and warily at what he says to them. Indeed, they stare with awe at his tattoo and the way Oshok'arr responds to his call. Despite this, he notices the charau-ka eyeing up the iguanadon with hungry eyes. Again, they don't seem to respond when the half-orc shifts from Polyglot to Druidic. It seems safe enough from him to converse privately with Oshok'arr in that tongue.

Liliana:

Intrigued by this party, you follow as closely as you dare. Calling on Sarenrae's guidance, you summon a spell to discern if any of them are evil. Apart from the paladin, you see a muscular half-orc who appears to have a pet iguanadon, a dark-haired Chelaxian woman, a sprightly half-elven female, a tall Mwangi archer, another Mwangi - this time some sort of medicine man, and a lithe reptilian humanoid the likes of which you've never seen before. It carries a spear with a wicked looking point. None of the party appear to detect as evil, even the Chelaxian woman in their midst. Neither do the ape-men, which is somewhat surprising. It could be that, as young warriors, they haven't yet fully committed their hearts to darkness like others of their tribe. Detect evil results in "nothing."

You are led up wide marble steps into the conical structures. The four charau-ka that have come out and joined your captors are arrayed in snakes skin cloaks, which they wear with pride and arrogance. They take you through a short foyer hedged by low, broken walls. The way is made treacherous underfoot by a gnarled boab tree that has erupted from the foyer floor, its powerful roots twisting through the surrounding flagstones and leaving them cracked and shattered. For now, the charau-ka take great care as they herd you through this section of the ruins, pointing out with rough grasping fingers how you should step to avoid the roots and broken flagstones.

You next cross a large pond that stretches through the center of the ruins, its water black and glassy. Crumbling remnants of walls rise from its surface, while huge slabs of salvaged granite form a makeshift foundations that supports crude walkways hewn from felled trees.

Liliana:

You follow the group as they enter the crumbled building. You're not sure how much further you can follow them without being spotted, this is growing dangerous. Being so close brings you good fortune though. You saw the care they took when entering through the foyer, and by stepping in just same places allows you notice above a devious rockfall trap planted by the charau-ka. If you had stepped on one of the broken flagstones, the rocks would likely have collapsed and brained you.

==========

GM rolls:

Liliana Percept 1d20 + 7 + 5 ⇒ (10) + 7 + 5 = 22

The Exchange

Spellsong
The charau-ka warriors look ready for a fight, but Quinta surprises them by reaching out and speaking them in soft, mellifluous tones. The effect is entrancing, and even the rest of you find yourselves being pulled in. The singer focuses on one warrior in particular. He looks like the largest of the group, though it's difficult to tell if he's a leader of any sort. He cocks his head and draws nearer to her, his rough hand reaching out for hers...but then he snorts, and the spell is broken. He grabs Quinta roughly but not violently by the arm, detailing two warriors to round up Oshok'arr while the rest herd you deeper into the city. The warrior holding Quinta leads his fellows on, speaking to them in a more guttural version of Polyglot. That particular charau-ka passed his Will save, but they nonetheless seem to have been influenced by the terrific Diplomacy check.

Polyglot:

"This way! We will take them to Raogru."

Krolmnite and Quinta:

As you are being led away by the charau-ka, you notice a human woman hidden in the jungle just beyond the city wall. She seems to be watching you. She has close-cropped hair and a painted red breastplate, in a style much prized in the lands of the Red Mantis. She seems to be stealthily trying to follow you.

DC 15 Knowledge Religion, Local, or Planes:

From the scraps of myth and legend you have heard concerning charau-ka, the majority worship a foul demon lord. These warriors however, seem to be obsessed with snakes. Patches of snakeskin have been strapped over their fur and armor, and they wear necklaces and wristbands hung with fangs. One has even attached what looks like the tail-end of a large snake to their waist, giving themselves a serpentine tail.

You are led deeper into the city. The charau-ka start making deep-throated calls, obviously alerting someone of your arrival. Many of the ruins are overgrown and have long since crumbled. Here and there you see large pools of muddy water, with a peculiar, acrid smell. After a time you realize that the water and mud is only a thin layer, covering pools of tar.

Near the center of the ruins stand the shattered remains of three conical cylinders connected by low, thick walls of piled stone. Boab trees burst from crumbling structures, their thick roots and branches devouring large chunks of ancient stonework. The walls surround an overgrown courtyard of toppled statues, weathered foundations, and a path of broken cobbles winding around more large, watery pools. Four more charau-ka emerge from the structure, responding to the calls of your captors. They mean to lead you inside.

========

GM rolls:

cha Will 1d20 + 1 ⇒ (16) + 1 = 17
Krolm Percept 1d20 ⇒ 16
Quinta Percept 1d20 ⇒ 19
Rowena Percept 1d20 ⇒ 7
Zag Percept 1d20 ⇒ 2

The Exchange

Krolmnite immediately applies himself to cutting Oshok'arr out of the barbed net, aided by Yekskya. Hskoro watches vigilantly for trouble. Soon enough, after only a minute or so a charau-ka patrol arrives to check on their camouflaged trap. A loping band of nine limber, upright shrieking humanoids with visages like enraged baboons approaches warily. They brandish stout clubs and rocks, and jump up and down in apparent glee as they consider what they are going to do to you.

You wanted to talk to the natives, here's your chance! If someone wants to make a Diplomacy or Intimidate check, and anyone that wants can make an assist. Or, we could roll initiative...

Also, forgot to mention in last post that Oshok'arr took four points damage from the barbs knotted into the net. Fortunately, they don't appear to have been poisoned.

=======

GM rolls:

1d20 ⇒ 1

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