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DM - ARC's page

1,643 posts. Alias of Aiunder.


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Initiative Order:
Julian 23
Alpha Worg F 21
Jediah 20
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

With a foe now directly before him Jediah slips back and slices with a quick one-two slash that finds the creatures hide with the first but the large Worg's body slips out of the way of the back swing. Anastasiya unleashes a fiery ball of flame at the four worgs that remained with the two larger worgs catching the two in the centre fully while the two farthest apart avoid the brunt of the blast. The two worgs that rushed off in the direction of the horse scent earlier come charging out of the darkness fangs barred. The first one manages to catch Sunfire (DC26 ride to avoid 9 damage on Sunfire) off guard while the second ones leap is too shallow and its fangs snap shut on empty air. Three of the worgs burned by Anastasiya move to surround and bring down Jediah, their teeth unable to pierce his armour while his glaive severs the first ones head and pierces the seconds heart. The fourth burnt Worg rushes straight for Anastasiya but manages to only get close enough by moving all out. Zethyris moves up to flank the large Worg with Jediah as he draws his new blade. Seeing the erupting chaos unfold the large Worg that talked quickly tears the old mans throat out before he can run away. Thorvald brings his mighty wintersbane done upon the Worg harassing his mount slashing away at its haunches before stabbing downwards and severing the beasts spine killing it instantly. Rutilux is forces to change tactics wi a Worg so close so he and Sunfire sidestep away from it and Rutilux stabs twice with his lance. The first blow darts in wide above its head while the second finds purchase in its shoulder wounding it. Skallagbiorn brings forth a spectral weapon that slashes and dart about as it tears into the closer of the large worgs.

Okay, 1 Worg (normal) on Rutilux, 1 normal and one large worg on Jediah with Zethyris flanking the big one. 1 normal Worg adjacent to Anastasiya and the second big one 100ft away from Skallagbiorn, Ana, etc. Jediah is 20ft ahead and Zethryis is 30ft ahead. Julian is 40ft to the right of the first large Worg and hidden. Worgs have base 50ft speed and high athletics to allow them to close the distance so quickly.


reflex save vs fireball: 1d20 + 6 ⇒ (16) + 6 = 22
reflex save vs fireball: 1d20 + 6 ⇒ (3) + 6 = 9
reflex save vs fireball: 1d20 + 6 ⇒ (2) + 6 = 8
reflex save vs fireball: 1d20 + 6 ⇒ (19) + 6 = 25
Worg attack vs Rutilux: 1d20 + 7 ⇒ (19) + 7 = 26Damage roll: 1d6 + 4 ⇒ (5) + 4 = 9
Worg attack vs Thorvald: 1d20 + 7 ⇒ (10) + 7 = 17roll: 1d6 + 4 ⇒ (2) + 4 = 6
Worg vs Jediah: 1d20 + 7 ⇒ (4) + 7 = 11roll: 1d6 + 4 ⇒ (4) + 4 = 8
Worg vs Jediah: 1d20 + 7 ⇒ (5) + 7 = 12roll: 1d6 + 4 ⇒ (2) + 4 = 6
Worg vs Jediah: 1d20 + 7 ⇒ (11) + 7 = 18roll: 1d6 + 4 ⇒ (3) + 4 = 7
Jediah AoO 2: 1d20 + 11 ⇒ (20) + 11 = 31roll: 1d10 + 7 ⇒ (1) + 7 = 8
Jediah AoO 3: 1d20 + 11 ⇒ (18) + 11 = 29roll: 1d10 + 7 ⇒ (2) + 7 = 9
crit confirmation roll: 1d20 + 0 ⇒ (18) + 0 = 18Bonus crit damage: 2d10 + 14 ⇒ (10, 9) + 14 = 33
Thorvald attack: 1d20 + 11 ⇒ (3) + 11 = 14Damage roll: 1d10 + 5 ⇒ (9) + 5 = 14
Thorvald attack : 1d20 + 6 ⇒ (20) + 6 = 26Damage roll: 1d10 + 5 ⇒ (10) + 5 = 15

Sorry for the absence. We had a family scare that turned out to be a false alarm that had us waaaay outta town.

Considering distance it's probably better to hold back prayer until you've reached melee but you can start with it up if you wish
Initiative Order:
Julian 23
Jediah 22
Alpha Worg F 21
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

Despite being able to see the worgs clearly Julian isn't close enough to target any vitals so he cautiously advances closer as he lines up a better shot. Jediah moves forward to draw the Worgs away from Ana, Zethyris and Julian. One of the two larger worgs rushes headlong at Jediah who skillfully levels his glaive between him and the Worg. The glaive slices I long gassy in the Worgs face and neck but it keeps coming and bites down on Jediah's armour. The hardened plates hold out and the Worgs teeth find no purchase.
too be continued...


AoO Jediah: 1d20 + 11 ⇒ (13) + 11 = 24damage: 1d10 + 7 ⇒ (3) + 7 = 10
alpha Worg power attack: 1d20 + 14 ⇒ (9) + 14 = 23damage: 2d6 + 22 ⇒ (5, 3) + 22 = 30

The large Worg turns back onto the old man snarling, "You're people aren't the only ones here!" the Worg turns to face towards the broken ground where most of you are hiding, "Come out now. If you surrender I promise not to feed you to my pack mates."

Spellcraft DC 18:

When the large Worg turns around it casts or activates an ability similar to the Displacement spell which grants a 50% miss chance

Considering that your enemy are Worgs you've probably tried to stay back at least 100 feet to minimize the chances that they smell you.

(Old man)"Huh... H, horses? What do you mean? Wait! Some soldiers came by questioning us about travellers before leaving. I don't know who they were, I didn't recognize them."
(Worg)"Soldiers? Where did they go?"
(old man)"west, back the way they came."

with an in audible command several of the worgs move of towards the west.

(worg)"I trust you humans managed to complete your task?"
(old man)"Yes"
(worg)"Good, She will begin the hunt tonight at dusk make sure none escape beforehand."

The large Worg begins turning away but stops and lifts its muzzle to the sky sniffing excitedly.

Well you're more than welcome to hop back in if you'd like.

Within minutes Gnasher and a few more kobolds are rapidly dragging the dead off to the warrens while casting wary glances at the humans. At the same time the surviving trappers set out continuing their work, or at least to outwards appearances, ensuring that the Wargs will find their task done.

Less than an hour before dawn when the sky is just beginning to lighten you hear the sounds of snarling. Peering into the fading darkness you can barely make out the shapes of animals moving across the ground. You hear the sound of several large animals snorting and sniffing as well as chuffing to each other before a form as large as a horse slips into view. The dark eyes glow red as the moon and star light catches on it, illuminating a black muzzle and bright white fangs, as it walks right up to the old man and snorts loudly in his face, (A low, deep reverberating voice)"Human, where are the other men that came with you? She will not be pleased if they ran off."
(the old man)"they, they didn't run off. Kobolds took them. I, I swear."
(the worg)"Hmmmm, kobolds you say?" the horse-sized worg slowly begins making circle around the man while licking its lips, "then why do we smell horseflesh?"

Glad to see you're well.

Aside from letting the trappers continue are you doing anything else before the wargs show up. If not then that'll happen tomorrow night

"So if we leave these people then we get to trap the witch in her own trap? Alright but you better keep your word. What do you need from me?"

All the while that you plan and discuss, Gnasher hides from the locals nearby and every time you look in his direction he levels a toothy scowl. He obviously looks displeased about this turn of events but he hasn't stepped out into view and hasn't attacked the ones that have surrendered, yet.

"The Lady will arrive tomorrow. She will set up her camp somewhere out on the plains north of here, wherever her whim decides, and then she will start her hunt tomorrow night whether we are prepared or not." he pauses for a moment as if deciding on whether to say something but continues, "Redjyr will usually arrive first with his pack, probably before dawn to make sure everything is prepared. Redjyr is a warg that serves the Lady, with a reddish black coat and terribly smart. If he suspects anything is amiss he and his back will attack and warn Lady Verrise."

When Anja appears all of the people captured see her and immediately drop to the ground and grovel, including the old man. "Lady. We serve the lady Verrise but we're not soldiers. We are hunters, trappers to be honest, we only served her lady ship by preparing the hunting grounds and her quarry for her. Lady Verrise's soldiers are terrifying wargs and cold blooded killers. If you intend to fight her I don't want my men to be in the way. We've surrendered and won't resist any more and I'll take responsibility for our actions tonight."

You can read a mix of weariness and concern a swell as obvious fear while confronted with Anja

Yeah Julian's smack talk never fails to amuse.

After witnessing the prowess and powers of all of you and Thorvald, and now Skallabiorn's demands for surrender. The few remaining men and women carefully lower their weapons and raise their arms. More surprisingly, several groups of individuals that you hadn't seen or you assumed had fled once the fighting started stand up to surrender as well. In total there are roughly forty surviving people spread throughout the area, several far enough away that had they not stepped forwards to surrender could most likely have escaped.
One older, one eyed, man steps closer to Skallagbiorn, "The Lady Anja Aelana has powerful men sworn to her service. Has she come to these hills in a bid to claim these lands for her own?"

Everyone is free to interact. This combat is concluded and there's more than enough time for everyone to gather together in time for this dialogue.

Sorry for your loss Rutilux. I wish you and yours a safe trip.

Cavalry initiative:
Jediah 17
Archers 14
Skallagbiorn 11
Rutilux 7
Ambush initiative:
Ana 17
Trappers 12
Hunters 9
Zethyris 8
Gnasher 6
Julian 1
Thorvald 1

Those on horseback refrain from pursuing the two into the broken ground, allowing them to get to cover.

Ana stands back and let's Thorvald deal with the two men while one of the men near Gnasher fires his crossbow but it flies over the kobold's head. The three men firing at Zethyris reload and fire again but their bolts and arrows ricochet against the rocks nearby as Zethryis drops his bow and makes his way closer. Gnasher rushes towards his assailant but comes up short. Julien continues moving in silence towards the men firing at Zethyris. Thorvald runs up to the two men and cleaves through the man on the right before pointing a meaty finger at the other other man and yelling for him to yield causing the man to drop his crossbow, and probably soiling himself as well, as he stares back at the towering beast of a man that Thorvald is.


trapper attack: 1d20 + 5 ⇒ (1) + 5 = 6damage: 1d8 + 1 ⇒ (6) + 1 = 7
hunter attack: 1d20 + 7 ⇒ (9) + 7 = 16damage: 1d8 + 1 ⇒ (7) + 1 = 8
hunter attack: 1d20 + 7 ⇒ (1) + 7 = 8damage: 1d8 + 1 ⇒ (1) + 1 = 2
hunter attack: 1d20 + 7 ⇒ (11) + 7 = 18damage: 1d8 + 1 ⇒ (4) + 1 = 5


Cavalry initiative:
Jediah 17
Archers 14
Skallagbiorn 11
Rutilux 7

Ambush initiative:
Ana 17
Trappers 12
Hunters 9
Zethyris 8
Gnasher 6
Julian 1
Thorvald 1

Jediah twists his glaive and stabs the wounded archer with his blade, ending his misery before turning his mount after one of the men escaping into the terrain. The man facing off against Skallgbiorn drops his weapon, trading it for a hafted axe that ricochets off of Skallagbiorn's calf guard as he growls in frustration. The last remaining man eyes the rough terrain and the horses before dropping his weapon and brandishing a sword as he moves to strike at Skallgbiorn, but the priest's armour deflects another strike. Skallagbiorn, guiding his well trained mount with his knees drives his great sword down in a fierce thrust that fells the axe wielder, burying its point deeply in his chest. Rutilux turns away from the fleeing pair and kicks Sunfire towards Skallagbiorn as his lance finds another target, punching effortlessly through the man's leathers.

Ana reacts quickly and hurls a mighty blast of mystic energies at the three revealed men which manifests itself as a fiery sphere of destruction that crashes into their midst and burns all of them to ashes. Thorvald continues to run run towards the two other men while Julian moves to flank the archers firing at Zethyris. Two of the arrows fired at Zethyris manage to find their way past the outcroppings and his own guard as their arrows pierce the skin (3&7 damage) but Zethyris' return volley is fouled by the rocks between them.

[ooc]Two archers are roughly 180 ft away from the chargers and less than sixty feet to the start of the broken ground. Three men are firing at Zethyris from behind some cover and spaced out. The two men who originally came with Ana and Thorvald are twenty five feet away from Thorvald and just under two hundred from Ana.


Skallagbiorn attack: 1d20 + 8 ⇒ (12) + 8 = 20damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11
archer attack: 1d20 + 5 ⇒ (7) + 5 = 12damage: 1d6 + 1 ⇒ (6) + 1 = 7
archer attack: 1d20 + 5 ⇒ (7) + 5 = 12damage: 1d8 + 2 ⇒ (8) + 2 = 10
hunter attack: 1d20 + 7 ⇒ (18) + 7 = 25damage: 1d8 + 1 ⇒ (2) + 1 = 3
hunter attack: 1d20 + 7 ⇒ (18) + 7 = 25damage: 1d8 + 1 ⇒ (6) + 1 = 7
hunter attack: 1d20 + 7 ⇒ (3) + 7 = 10damage: 1d8 + 1 ⇒ (2) + 1 = 3
Zethyris attack: 1d20 + 7 ⇒ (9) + 7 = 16damage: 1d6 ⇒ 2

Skall, alignment channel only woks against outsiders

Cavalry initiative:
Jediah 17
Archers 14
Skallagbiorn 11
Rutilux 7

Ambush initiative:
Ana 17
Trappers 12
Hunters 9
Zethyris 8
Gnasher 6
Julian 1
Thorvald 1

Jediah leads his mount towards one of the four archers standing their ground and stabbing downward manages a nearly fatal wound upon the archer who steps back and fires his crossbow point blank but the quarrel fails to find its mark as it shatters on Jediah's enchanted plate. The other three fire at Skallagbiorn and Rutilux missing wide or shattering arrow and quarrel against armour. Skallagbiorn attempts to ride another one down but the man has his wits about him and he ducks under his great sword. Rutilux spurs His companion forward in a burst of speed to overtake another archer as he attempts to reload his crossbow. Three feet of steel plated wood punch through the mans chest dropping the man dead instantly.

As the two men run closer their lanterns bob and bounce in the night until Ana's spell targets on which erupts in a brilliant burst of light seen for miles around as it cuts the darkness of the night with its fiery red glow. The two men are startled by the light but hurl the lantern away as they shield their eyes. Most of a group of three men that you hadn't seen before are bathed in light and two of them clutch their eyes but the man laying the parcel looks up as the light fades from sight. Meanwhile Zethyris is forced to duck and weave as several men from farther away attempt to skewer him and Julian with arrows. Out of nowhere Gnasher appears nearby and jumping out from an outcropping severs a man from his neck to his ribs hissing and grinning as he looks for more. A little farther away Julian ducks down and disappears amongst the cracks and crevasse that surround all of you. Thorvald rushes towards the two men nearby his axe glowing in the moonlight


Will save: 1d20 + 3 ⇒ (20) + 3 = 23
Will save: 1d20 + 3 ⇒ (14) + 3 = 17
Will save: 1d20 + 3 ⇒ (5) + 3 = 8
Will save: 1d20 + 3 ⇒ (12) + 3 = 15
Will save: 1d20 + 3 ⇒ (1) + 3 = 4
Archer attack: 1d20 + 5 ⇒ (6) + 5 = 11damage: 1d8 + 1 ⇒ (3) + 1 = 4
Archer attack: 1d20 + 5 ⇒ (3) + 5 = 8damage: 1d6 + 1 ⇒ (4) + 1 = 5
Archer attack: 1d20 + 5 ⇒ (16) + 5 = 21damage: 1d8 + 1 ⇒ (2) + 1 = 3
Skallagbiorn attack: 1d20 + 8 ⇒ (4) + 8 = 12damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9
Trapper attack: 1d20 + 4 ⇒ (2) + 4 = 6damage: 1d8 ⇒ 1
Trapper attack: 1d20 + 4 ⇒ (10) + 4 = 14damage: 1d8 ⇒ 6
Trapper attack: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d8 ⇒ 8
Hunter attack: 1d20 + 7 ⇒ (12) + 7 = 19damage: 1d8 + 2 ⇒ (7) + 2 = 9
Hunter attack: 1d20 + 7 ⇒ (5) + 7 = 12damage: 1d8 + 2 ⇒ (1) + 2 = 3
Gnasher attack: 1d20 + 12 ⇒ (20) + 12 = 32damage: 2d8 + 10 ⇒ (3, 8) + 10 = 21

The man has only a moment to contemplate Ana's comment before turning to stare at Thorvald's axe bearing down upon him and the next two halves of the Irrissian man hit the ground with a sickening splotch sound. Thorvald looks about for others while Ana stares down at her ruined shoes now red and sticky.

Zethyris pops around from behind the rock he hid behind and buries his arrow in the man setting the traps. Unfortunately at this distance he wasn't able to hit anything fatal and the man stares from the arrow to Zethyris in shock.

Rutilux, Jediah and Skallagbiorn crash across the flat ground towards the archers. The crash of their armour and the beating hooves silenced by Gorum's blessing as the mounts and riders barrel through three men and the riders' weapon silence three more, halving the their number in mere seconds. Everything is going fantastic until one of the men farther on, beyond the blanket of Skallagbiorn's magic, yells out in alarm after seeing three riders appear out of the darkness and trample his comrades. Two of the remaining six turn and start running in separate directions towards the broken ground and more men.

Julien quickly buries his own arrow in the trappers throat before he can let out his own warning.

"Guests? No the Lady usually hunts alone but sometimes other nobles join her when they are looking to gain favour. We brought extra hands this time because we had a little trouble on the last hunt. One kobold managed to fight through and killed a few of my lady's prized worgs. We don't want a repeat of that mistake. Um, begging your pardon ma'am but how much farther?"

Im leaving it up to everyone to initiate battle, these men won't dare starting a fight with a Jagwidja.

"Yes ma'am, the Lady Verisse arrives tomorrow for her bi-annual hunt of the local kobolds infesting these hills. Indeed we are making preparations to smoke the lizards out of their tunnels. That's what the bags are. Filled with something her chemist thought up to flush me out and make them more vicious, my Lady gets bored hunting regular prey.."

The three men continue on behind but leaving enough room to ensure that they are following rather than walking with you. As well as giving the large bodyguard plenty of room.

The fourth man, Hoed, finishes up with the package he was storing in the nearby crack and starts moving farther along the trail unknowingly right towards Julian.

Slightly to the side Zethyris can see Gnasher crouched amongst the rocks staring bloody murder at the three walking past him as he wrings his hands on the hilt of his sword.

The men staring out towards Ana's direction but in the darkness can't make out too man details. Looking at each other quickly they hurriedly lower their weapons. "B. Begging your lady ships pardon. We had no idea someone of your stature was out here so far from the world. Hoed, you finish up here while we help the lady." as three of the men move towards Ana and Thorvlad while the fourth remains behind finishing whatever task they are doing.
"If I may be so bold lady, have you come to join our Lady Verisse's hunt? Or was your drive unfamiliar with the land?"

Meanwhile several of the archers have noticed the distraction/commotion but the man left behind waves them off.

Sorry for the absence. I've been up to my eyeballs in in-laws and the dreaded High CR monster in law has invaded after the return from the hospital. Between them, work and helping my wife recover I haven't had any chance to check in.

Thankfully everyone has finally left me and mine alone so I hope to get the ball back on track.

I'll be sorry to see you leave Jediah. Message me any time if we're still going or if I've got another bout of creative diarrhea splatter on these boards.

I also apologize for the way this game has gone from consistent to sporadic at best. I'm up for trying to update more often but if at any time everyone feels that we're going nowhere I'll help end it with a bang or twenty.

Rutilux, Jediah and Skallagbiorn return to their mounts and begin carefully traversing the broken ground towards the open plains with each rider keeping an eye out for each other the passage goes smoothly until Rutilux misguides Sunfire to veer right too far and his hoof slips on some loose gravel twisting Sunfire's leg painfully. The injury isn't lasting but it slows him down. If it wasn't for the enchanted shoes he could never keep up on the charge but even injured his shoes allow him to keep pace. (Sunfire's speed is reduced by 1/4 for the next 24 hours) Waiting just beyond sight range the three wait patiently for Anja's distraction before barrelling down silently upon the row of archers.

From hidden vantage points both Zethyris and Julian wait patiently arrows trained on the nearby group as Anja's voices rings out in the night.

The men stand up suddenly for their work and weapons are hurriedly readied as Anja and her bodyguard step closer in the darkness. "Hey, who's out there? Announce yerself or my 'bow will do the talkin next."

The chargers are within charge range and the sneakers are within sixty feet of the first group. The men addressing Anja and Thorvald are wary and armed with a short bow, a light crossbow, a short spear and a short sword over seventy five feet away. You can wait for Anja or start attacking. The archers on the plain are aware something is happening but are still clustered together and unaware of their peril. Initiative as well please


Rutilux ride check: 1d20 + 10 ⇒ (2) + 10 = 12
Rutilux aid another Skallagbiorn: 1d20 + 10 ⇒ (11) + 10 = 21
Rutilux aid another Jediah: 1d20 + 10 ⇒ (9) + 10 = 19
Jediah ride check: 1d20 + 2 ⇒ (13) + 2 = 15
Jediah aid another Skallagbiorn: 1d20 + 2 ⇒ (10) + 2 = 12
Jediah aid another Rutilux: 1d20 + 2 ⇒ (11) + 2 = 13
Skallagbiorn aid another Jediah: 1d20 + 2 ⇒ (12) + 2 = 14
Skallagbiorn aid another Rutilux: 1d20 + 2 ⇒ (14) + 2 = 16
Sunfire acrobatics to avoid injury: 1d20 + 5 ⇒ (3) + 5 = 8

the archers are on better ground for horses but it'll take time to make your way back to them then around to a position for a charge. I'll just a assume that everyone else waits for an agreed upon time before Ana or Anja steps out to terrify the men.

Jediah, Skallagbiorn and Rutilux move off carefully to return to their horses and begin making their careful approach to the open field.
(I'll need ride checks DC16 or 20 without dark or low light vision to safely maneuver the mounts into place)

Julian and Zethyris move off on their own keeping low and to the outcroppings looking to avoid detection.(stealth checks please)

During this time Gnasher scurries off with Rat back to the warren.

The Adventures and perils of Rat the rat (part1):

Moving quickly back to the warrens beside the large kobold Rat can sense several things, excitement and eagerness as well as that predatory feeling that Rat is quite familiar with.
Inside the entrance several smaller kobolds run up and eagerly chatter with Gnasher staring openly at Rat and licking their lips, "qjen mdjrhi skiiun aiejgry dyus irtidj retsj?"
(Gnasher)"Nweit! Skiiun wiys nweit retsj. Skiiun deirun. Siehd iidjd neigh dijehj akwjjqj kdirnjc." the last words emphasizes by Gnasher drawing his blade an inch from the sheath which causes the kobolds to panic and step back cowering. Gnasher then pats Rat's head. "All good. You no get eaten now." he then wraps a small belt around Rats neck. "proof yours safe. Clan won't eat girlies pet, they scared of group. But don't tell them. Kay?"
With that Rat is free albeit not terribly willing to rush throughout the kobold territory without being eaten by the kobolds ate least... He hopes.

There's no sign of a chariot or carriage or any large wolves. Only several groups of hunters dnd trackers. Moving closer you can see that the men are all armed with short swords and either light crossbows or short bows. They wear medium or light armour and are placing what appear to be smaller bear traps, rolls of spiked netting and other items probably to limit the kobold's option for escape or to wound and slow them down.

"Not chief, Gnasher. And you all too big for warrens. Get stuck. Especially you green skin, you're way too big to fit." he listens to Ana for a bit, "Sometimes, but they hard to find all and men usually wait to ambush us. What good will rat be?" then he notices Rat hiding behind Ana, "Oh! Big rat! Juicy... Er nice rat, yeah that might help but I need make sure tribe doesn't eat it first."

When Skallagbiorn begins laying out his plan Gnasher's lips curl up wider and wider in a sinister smile until the last part which causes it to turn to one or confusion, "Wait you eat other men's hearts?"

"Witch hag comes two.. Twice per year? For three days and nights each. Just arrived today. Hag won't be out tonight. No, no no. Just her trackers and beaters. They come and hunt for warrens then tomorrow she comes and they burn us out. Last time she brought..." he fiddles with his fingers then holds up all ten for a moment then seven. "That many. This time probably bring more since I'm here now. She doesn't like me, I kill her dogs."

A few seconds later his ears twitch and he sinks lower, waving his hands for everyone to follow suit before peeking over the lip of a rocky patch and hissing lowly.
"More... Many more."

Peering over the edge you can see a group of four armed hunters sneakily moving about less than three hundred feet from your spot. Carefully scanning the ground and placing something in nooks and gaps throughout the range. Beyond these four you can see the subtle signs of movement of several more groups moving through the rocky, broken earth while a dozen archers and crossbowmen watch from the unbroken ground farther away.

Okay... Hopefully this doesn't jinx me like last time.
We had to go back to the hospital that night but we've been home now for two days and medicine seems to be helping this time. Loong awaited update will be tonight even if I have to post from a waiting room"

Sorry. Medical complications. We're just getting home today so I'll post updates tomorrow.

Yu don't remember hearing about a specific family member who does that but in a family with nearly absolute power and control over the nation and a wicked and cruel streak it doesn't sound all that crazy that one of your kin hunts sentient lizards for fun.

"She comes from North. Makes camp in people town nearby when she hunts. Too too many peoples there. We stay much away."

Based on the lay of the land and the kobold's story it sounds like the witch/princess or whatever she is stays north where the ground is less broken and lets her men flush the kobold out on the flatter land. While there's plenty to hide behind here the area beyond leaves everyone very exposed.

"Eruw en Spear," as he mimics what is most likely drawing a bow and a throwing action, "Witchie rides in tiny cart behind big wolves chasing us." he pauses, "first man men," pointing in general to the group, "come and use smoke and fire to make us flee caves then cut off escape so hag can... Um play? She giggle and laugh like we sport or toys." the whole time he's spending just as much effort flailing his hands around mimicking motions or action as he's talking.

"hag spawn hunts scales. You hunt her. You kill her. No more talk. Act now. Follow me or leave.". The kobold then hops off of the ledge into your midst and marches right past you back the way you came and out of the cave without even giving you a chance to reply.
With the kobold so close you can see several features not visible from the ledge. He is easily a foot taller than normal kobold and built much heavier with thicker, scarred scales. The scars crisscrossing his body mixed with his natural white scales give his hide a natural camouflage. The sword on his back, most likely a bastard sword from the size, is sheathed in what looks like troll hide.

He waits at the edge of the cave with a rough hide cloak pulled tightly over his face watching the exit

The two larger kobolds look at each other and exchange whispers amidst a flurry of minute body movements before the armed one returns to look down at you, "Soft skin. Smooth tongues. No trust. Need proof. Prove trust. Smooth skins hunt hunters. Smooth skins kill princess."

its easy to tell that they're more afraid of you than anything else. But creatures and people protecting their homes are most dangerous

When you stand your ground and start asking questions several look at each other before another larger kobold muscles his way to peer over the edge. Despite his size he carries a standard sized scabbard on his back. Pointing down at you a broken version of common rasps past its lips, "Youz doggies of dat Hag. Yur Queen not rule ere. Leave or we eats Youz!"

Shuffling and clambering down the passage after tracks too well disguised to reveal their cause you come to a slightly larger opening about eighty to ninety feet in. The passage opens up and reveals several more passages, most are far too small for humans to pass in any way more than crawling upon your bellies, and a large ledge four to five feet above your head.
Your presence does not go unnoticed as you hear the sounds of movement all around you and from most of the holes small little reptilian faces, complete with gnashing teeth, and long crude spears mass near the edges of the many tunnels. These creatures stay in the tunnels but stab outwards threatening from within.
Above you a whirring sound begins. Looking up reveals a dozen more white scaled reptilian humanoids standing at the ledge spinning slings over their heads. Amongst the 'slingers' steps out a slightly larger reptile covered in garlands of tiny animal bones.
"Detrysl ehj dorv nukopsr. Qo li furwg nanues tshw lihesg. Wsshy nigw debir kloziw."


"Halt servants of the frigid queen. These are our lands. Trespassers must be punished."

there are twelve creatures with slings above you with the speaker. Around you there are another seven or eight creatures in the tunnels around you.

knowledge local OR nature DC12:

The creatures surrounding you are kobolds

While moving about the area searching for ambush and signs of "life"? Several times one of you point out odd marking in the snow. They're not footprints but it looks almost like something was dragged across the snow in places.
Its Skallagbiorn's woodcraft that notices first a cave, little more than an opening between two slabs of rock, with well hidden signs of passage. Peering inside you can see that the cave runs downward slightly for quite some distance before opening up. The passage is tight but easy to progress through even for fully armed and armoured ulfen and half orcs.

The cave doesn't match what the journal described but its obvious someone or something is using it.

Travelling through this area will be challenging. There are so many gaps and breaks in the ground that it requires a keen sense of vigilance on where you place your feet as well as your surroundings.
How are you going about searching the area, are you checking each opening or something else?

(Anyone searching or on e lookout should make perception or survival checks)

Less than an hour after turning your horses aside and choosing to give the town a wide berth you can see silhouetted against the horizon a line of soldiers, maybe two dozen strong, marching towards the town from the east. The procession is led by two men on horseback, a thin man in heavy robes and a muscular man almost as big as Savol, who appear to be arguing but you're much to far away to hear anything.

The next four days and nights consist of riding and skulking about avoiding patrols and habitation until you finally reach the rough area the notes talked about.

Spread before you is a large range of broken ground covered in rocky hills and gullies for at least two leagues up to the foothills of the mountains. From your vantage point you can see a dozen openings or shadows that could easily be caves within a few hundred feet of you and you can't shake the feeling that there are eyes upon you, countless eyes watching your every moves.


You're reminded of something from your childhood, during a family outing to inspect some distant holdings you remember the locals call this area 'Warren Rock', it had been so long ago that it had slipped from your memories. If you recall correctly the locals named it that because this range used to be home to a large population of "Little White Biters" which were probably goblins or something similar that were wiped out by the Jagwidga almost a century ago.


For the past two nights you've been troubled by odd dreams. You don't remember much when you wake up aside from scattered and fragmented images of a samurai in deep green and yellow armour and ashigaru (armoured foot soldiers) battling Skald barbarians at the foot of a mountain that looks disturbingly similar to the ones south of this range.

The cave provides you a safe albeit unpleasant location to rest for the rest of the night and late in the morning after everyone has a chance to rest you make ready to move on. There is still no sign of the wraith from last night and come dawn the light of the morning leaves the cave feeling more natural than the night before.
The day's ride is quite boring and uneventful as you ride through a tundra that seems to become more and more barren the farther you get from the border. By the time nightfall hits the land surrounding you is devoid of any growth, no grass or bushes and rarely can be seen a strange dead or withered looking tree with the bark peeled off of the trunk.
Crossing a rise in the landscape you can see a large town in the distance probably less than an hours ride.

You still have several hours before the sun is gone so you can look for somewhere to camp or get a look at the town.

The presence lingers but very weak. You can tell that it hasn't been completely destroyed but you also know that ghosts and wraiths are notoriously difficult to destroy completely. It poses no threat until it can reform itself which will take a long time. It could be days or even years before it gathers enough strength to manifest in the real world again.

Littered amongst the cave are the old bones of several humans. Some appear ancient while others could be no more than a few months old. By where they fell and the conditions of their bones it looks as if most of them took refuge within the cave and were ambushed by the wraith. Most of the armour present sits near the edges or has been casually discarded. Everything metal is little more than rust but you can see several different weapons, some appeared to have be of high quality, and old Linnorm styled armours.

Initiative spread:
Zethyris 23
Julian 20
Jediah 17
Skallagbiorn 16
Wraith 15
Anastasiya 13
Rutilux 6
Thorvald 5

Sorry Zeth you took the full damage, the save was to avoid the con drain I just typed it out wrong

Zethyris aims again and strikes true as his silvery blade pierces the wraiths body. Out of the darkness flies an arrow that pierces the wraith and flies through it. Soon after Jediah's glaive strikes out and slashes two matching arcs in its torso. Skallagbiorn steps back and calls upon his gods divine energies to shield his allies from the wraiths corruption. The wraith turns against Thorvald and even without a weapon lashes out. Its claw-like hand digs deep into Thorvald's chest pulling away some of his vital life force (5 negative energy damage and DC17 fortitude save to avoid 6 con drain/ DC15 reflex save to avoid rust against your armour). Seeing the wraith attack Thorvald Anastasiya draws forth more arcane energies and fires off a trio of force bolts that tear the wraith form apart before its shadowy body begins to dematerialize with a howl of fury.


attack: 1d20 + 6 ⇒ (17) + 6 = 23damage: 1d6 ⇒ 5Con drain: 1d6 ⇒ 6

Initiative spread:
Zethyris 23
Julian 20
Jediah 17
Skallagbiorn 16
Wraith 15
Anastasiya 13
Rutilux 6
Thorvald 5

Zethyris rushes in, diving headlong past the wraith and coming up behind it with his new blade, Clarisse, point to bury itself in the wraiths back. Julian takes a few steps back away from everyone and fades into the night. Jediah concentrates and quickly his flesh changes, hardening and shifting into rock. Skallagbiorn prays for righteous fury from his god and his blade answers him, erupting into a greyish white flame, as he steps up and delivers a vicious horizontally disembowel to the wraith. Zethyris follows this up by stabbing his own blade into the wraiths back. The wraith answers in kind by swinging its sword down in a savage slash that seems to bypass most of his armour and he can feel some of himself torn away by the attack (7 negative energy damage DC17 fortitude to halve it/DC15 reflex save to avoid rust effect on armour). Anastasiya concentrates and wills a dense mass of mystical energies to coalesce hurling it at the wraiths great sword causing the weapon to fracture into millions of rusty flakes and shards of steel. Rutilux moves up to Skallagbiorn's side and swings his flail through the creatures shoulder. Thorvald let's loose his primal fury and stepping up slashes the wraith with a two handed swing with Wintersbane, a blow that would bisect a man.


The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect.

Now melee is in range to full attack if able


touch attack: 1d20 + 6 ⇒ (16) + 6 = 22damage: 1d6 + 5 ⇒ (2) + 5 = 7con drain: 1d6 ⇒ 3
will save vs shatter: 1d20 + 6 ⇒ (3) + 6 = 9

Yay I have my inter webs back. (Provider went down last night. Guess that's what I get for subscribing to cheap internet)

No, there are no magic auras in the cave. (Please list save DC when casting spells for me)
Current initiative spread:
Zethyris 23
Jediah 17
Skallagbiorn 16
Anastasiya 13
Rutilux 6
Julian ?
Thorvald ?

Yes you sense an evil radiating out of the cave.

While everyone stands nearby and several argue vocally about the issue a strange event occurs that is almost missed by everyone and it is only afterwards that you realize that something happened at all.

Slowly the shadows and darkness hidden within the various sockets and crevasses about the cave slide together, pooling in the centre like a black tar that piles itself up upon itself again and again slowly condensing from a large puddle spread across the floor of the cave into tall thin mass of shadows so dark you can't see the cave behind hit. Once it reaches roughly human height the upper portion takes the rough shape of a head and torso with two glowing red eyes the only feature present. From the ground the shadow creature lifts a rusted brown weapon that was probably a great sword centuries ago hefting it with one limb while pointing at Skallagbiorn with another, the shadows rippling rapidly and almost slapping against the ground like tendrils. "I smell Iron on you. I will feast upon you and your comrades and you bones will adorn this cave."

The creature is slowly gliding out of the cave as its weapon is raised high above its head ready to cleave someone's helm in two.

Initiative and prospective actions please...

knowledge religion DC 15:

Standing, or floating before you is a wraith, a terrifying spirit of hatred and evil.

knowledge religion DC 18:

Standing, or floating before you is a wraith, a terrifying spirit of hatred and evil. They are known to drain the life force of their victims and anyone who dies by them will rise as a lesser form of it.

knowledge religion DC 22:

Standing, or floating before you is a wraith, a terrifying spirit of hatred and evil. They are known to drain the life force of their victims and anyone who dies by them will rise as a lesser form of it. Wraiths don't usually carry or wield items since they're incorporeal and this sword looks solid despite the solid layer of rust coating the entire blade

Stealthily making your way to the cave you notice several odd stones near the entrance, round in shape and pale yellow in colour. Upon closer inspection you can see that they are human skulls with visible "chew marks" from sharp teeth. None of the skulls, and other broken bones, appear fresh and there aren't many of them but this is or was obviously the den of some predator which isn't here now.


The cave seems cold, slightly more so than the outside and you can't tell what it is but there appears to be something metallic glinting faintly near the back.
(Clarisse)"No one's home but is it abandoned or are its owners out hunting?"


Approaching the cave you feel an almost unnatural mix of concern and hatred fill you. You can sense that something nearby is anathema to you and your god.

okay, you've got three modified masks. Ana can tell you that there is risk in using them but they are an almost guarantee that any Jagwida, noble or ranked officer will leave you alone rather than risking the queens ire

definition #2: a tangled mass of fallen trees and brush.

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