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1,708 posts. Alias of Aiunder.


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The lone rider continues to slowly ride towards the camp, one hand raised to the side the other holds a pole with a white flag on it outwards while the base sits in the stirrup.

A trio of warriors move up to stop the man and warily circle him as he dismounts. The man is clad in bronze coloured plate shaped to look like corded muscle. His face is covered in a mask of the same metal, shaped into a featureless human visage, that rises over his forehead and sweeps back over his sandy brown hair. Hanging from his hip is a longer than usual thin sword. That handle and pommel of the blade appears to have been wrapped and bound shut.

The figure stands a but short for an ulfen but of average height elsewhere in the world but seems unperturbed that three armed ulfen town over him. He looks around, possibly searching for a particular individual, before speaking loudly in a gravelly baritone. "I've come to speak to your war chief or leader. I am alone and have come peacefully. I news that he will want to hear." he looks about as he speaks but his gaze stops abruptly when it comes to rest upon Anastasiya and you can see obvious surprise in his body language, "Hello Annie? What are you doing here?"


You recognize that armour.
Back when you were sent off for some solo missions you had to battle a man controlled by a cursed blade of Gorum that required you to shatter it. That armour was nearby watching the battle amidst a coven of Jagwidja witches.


You don't recognize the voice or the armour... But there's something familiar. From your childhood... Annie? No one calls you Annie... Except... Theo?
Theo was one of your cousins, younger than you and pure blood Jagwidja. He was close enough to be considered for the throne. If he wasn't a boy and if he wasn't such a kindhearted and weak person. Theo spent much of his life being picked on by the rest of your family for taking care of abandoned or abused animals and helping commoners.
How could this soldier be Theo when he obviously is a skilled warrior

"I doubt the man who fled and Savol's quarry are the same unless your man had two hundred footmen with him. Savol took a hundred swords north a few hours ago, you can't miss the trail." she turns away and starts pointing roughly north west but before she can even turn back you all hear a commotion from up in the rock formation.
"Lone rider coming in from the east!
(Ursue)"What? Is it one of ours?" she turns, blocking the sun from her eyes and scans the horizon.
(Sentry)"Don't think so. Heavily armoured and carrying a banner... No a flag. A white flag!?!"
(Ursue)"Now what in the blazes is is going on." she turns back to you all, "If you'll excuse me. I need to deal with this, whatever it is. You mounts can easily catch Savol if you follow the trail, otherwise your welcome to stop and wait for him here."

With that Ursue turns away and walks in the direction of the eastern edge of camp unless you stop her.

"I don't know why the Kodiak puts so much trust in so many foreigners. He was waiting here for you lot to arrive since yesterday but he moved out this morning when reports came in about one of the queen's generals being spotted nearby. He was hoping to catch them before they could reinforce the border. Speaking of which, why did he send you all ahead of the army?"

(Post eaten by forum goblins again)

Julien moves ahead carefully and with confidence knowing that he can easily approach this encampment unawares but he stops when he reaches a point that allows him to better see the tents and inhabitants.

To everyone's surprise he stands up and waves everyone to join him. Which shocks both yourselves as well as the sentries that had missed his careful approach until now.

The camp is full of Savol's men, under command of one of Savol's distant kin "One Eye" Ursue. A grumpy and bitter woman with a harsh tone and an even harsher glare.

She doesn't look overly pleased to see you and makes no attempt to hide it as she strides out to meet you at the edge of camp, "Yer late. Savol already left. He took the majority of his people this morning."[/b]

Moving out and around the camp takes you quite a bit out of your way but you manage to avoid detection by any scouts.

Much later, a short time before dawn you stumble upon a small group of Irrissian scouts taking refuge in a gully near a frozen stream. Unfortunately for them they were no match for a group of battle tested adventurers and quickly fell to your blades.

Stopping for a short respite to heal both your own and your horses wounds and to catch up on some sleep costs you much of the morning but by mid afternoon you manage to find your destination.

A lone stand of rocks just over eighty feet high slightly twisting near the zenith. The ground around it for several miles is flat and void of any real breaks in the terrain.

Aside from that you can see a few tents hidden amongst the base of the Tor.

In preparation for the final leg of this campaign everyone prepare to level up to 8. There's one last hurdle you've got first but then it'll be straight into the jaws of death again.

Since many of you wish to move on at night...

The party makes their way in a general northward directionled by Jediah's keenly adapted senses to avoid the majority of the hazards of the trip. It isn't long before you can see two lit dots in the distance which slowly spread out into two clusters of smaller motes of light on the horizon. One far enough away that you need not worry much over their scouts while the second camp sits very close to the direction you're heading. If you detour out of your way you should be able to avoid all patrols but it will cost you a lot of time. Otherwise you can skirt the camp and attempt to avoid detection by scouts (stealth checks)

The is an old tower north west of here quite some ways that falls inside the area you think but your not sure exactly. Unfortunately to get there from hear will require you to skirt carefully between two enemy territories and if something goes wrong you'll be stuck between two large military groups.

People can make knowledge history or nobility or geography to see if they remember the name

Sorry forgot about a trade school exam so I've been studying.

Hidden underneath a bounty of blankets, robes and cloaks Anastasiya whispers words of power over one of her rings slowly coaxing a tiny light out of the gemstone. Before unrolling the two pieces of parchment.

The first is a tiny map with several areas marked with red Xs and blue Os. One O has a check mark inside it.

The second note has tiny scribbled writing from someone not used to writing so small or in common. The border is a mess avoid at all costs. We provided a map with current known enemy positions. Head for Barren Tor if you can. If not head for another encampment. Stay safe.

Giving the camp a wide berth as you ride through the dead of night slowly and purposefully west for as long as the moon light gives you light to travel until even its pale light is blinded by shadowy clouds forcing everyone to stop for fear of their horses. Jediah's naturally attuned eyes manage to locate a small gully nearby providing enough cover from the winds and prying eyes to allow everyone a chance to rest after the long day of riding.
Some time after midnight Zethyris whose turn it is on watch hears an odd yet familiar bird call shortly before an obviously weary fae-bird swoops down to rest near Rutilux's sleeping form. The bird then chirps and squawks until Rutilux wakes. Tied about Herald's legs are a pair of thinly rolled pieces of paper.

The night is too dark for even darkvision to discern the writing without some form of light but do you dare illuminate you camp, even slightly, deep in enemy territory?

When Julien and Zethyris exit the cave and carefully make their way out across the broken grounds theyloom about carefully intent on signs of anything that doesn't quite fit but the only thing they spot amongst the broken ground is a lone Kobold crouched amidst the rocks watching the cave. Gnasher sits their anxiety or impatience obvious in his body language as he fidgets about and his tail flicks rapidly. Content that everything is save for the time being Zethyris and Julien wave the rest of the party out.
You collect your horses and Gnasher leads you back the way you came. Finally after a ways he points to a collection of fire lights in the distance to the north west, "There's your kind. Remember the broken lands are off limits." and with that he turns away and starts to slink back into the darkened cracks and fissures that make up this region.

Just got in front extra long shift so I'll update when I get up tomorrow.


Your mending spell begins to work, restoring the inner leather cap and harness and causing rust to fall off the rivets mounting the leather to the helm. No matter how hard you try your magic doesn't penetrate the helms iron body or reach the teeth. You can tell however that despite the age there is a faint flicker or glimmer of energies remaining from someone able to command divine energies slightly stronger than your own. Inside the helm across the forehead area you can feel rather than read old runes. You would have missed them if not for recognizing the feel of Gorum's mark amidst them. The helm still doesn't resonate or display as being magical through which means it may be the remnants of a dormant blessing rather than a spell.

The only magic auras upon Jediah are his own gear and the faint glow of elemental energies he's carried with him since everyone rejoined each other.

you feel a pressure like a headache begin to form but you shake it off and it disappears.

When Jediah lifts the helm from the skeletons brow the motion causes the skeleton to crumble and fall over. A sound almost too quiet to hear escapes the cave like a quiet hiss but nothing else happens.


When you lift the helm you can just make out a voice hissing, "The crown is mine"
Please make a Will save for me versus a mind controlling affect

Attempting to lift the helm from the skeleton fails due to the helm weighing more than five pounds. The prestigitation spell does remove the grime and cobwebs. To fully restore the helm will require a mend or similar spell.

Despite the macabre location, there are no discernible undead entities revealed by Skallangbiorn's spell but there is a lingering aura implying that this cave may still be haunted.

The helm/crown's craftsmanship is buried under layer upon layer of rust and cobwebs but the fact that it has held up for so long intact is a good sign of the workmanship and quality of materials. The teeth or claws are not from any natural creature living in the north. More likely they are from some great mystical beast. A large one too considering the size of many of them. More detailed investigation would require time, good light and tools to work away at the material marring its surface.

No worries. Take your time and you have my condolences.

Both items are magical. The suit of armour is +1 Mithril full plate and the hammer is a +1 earth breaker. Using prestigitation removes the previous occupant easily but the armour is still tarnished leaving it a mottled blackish grey colour with bits retaining its silvery sheen.

The skeletons are all scattered about the cave requiring careful steps to avoid stepping on bones. The cave is barely ten to twelve feet wide at its largest but goes in about twenty feet. Ana and Skall can both detect a vague and faint magical aura on the helm but it's faded almost to the point of being gone leaving no clues at to what enchantment are or were laid upon it.

Zethyris slashes at the unnaturally animated decomposing body piercing its back deeply and severing the spine. With a snarl and a gasp the creature drops its hammer and futility tries to grab at the last wound as its form rapidly decays and crumbles into a mix of putrefied and petrified parts vaguely resembling a human body.
Just as the bone dust settles a dim light escapes from the body and you think you see an afterimage of a string ulfen warrior floating away for a moment before the light fades leaving behind the creatures remains and discarded gear:

A suit of incredibly light, tarnished silvery, plate mail and a masterfully crafted earth-breaker that are both magical

Venturing inside the cave you can see several skeletons littered about the cave but one in particular catches your eye. Sitting alone at the back of the cave is a skeleton much older than the rest lying about. The left of its rib age is shattered and a broken spear head lays upon the ground nearby and a dull looking but heavy half helm sits atop its skull. Ringing the helm are over a dozen yellowish teeth angled and positioned to mimic a crown and a single deep blue gem adorns the centre just a above the brow.

Initiative Order=
Zethyris 25
Anastasiya 21
Rutilux 19
Thorvlad 18 (2)
Jediah 15
Undead Ulfen 14
Julien 12
Skallangbiorn. 7
Shaken rounds in brackets for those affected
And yes you're right Rutilux, I saw your hp and misinterpreted it as hp before that rounds punishment

With Rutilux keeping the creature's attention, Zethyris rolls in and stabs at the creatures back but it moves and all he manages to do is slice off a thin layer of dead tissue. Anastasiya continues her barrage of force bolts which slowly blast sections away piece by piece. Rutilux hammers at the creature but it keeps inter posing its hammer between it and Rutilux's deadly weapon. Thorvald comes charging in to regard his pride and honour as he recklessly swings a vicious haymaker that shatter the creatures guard and would have disemboweled a living thing. Jediah follows suit as he adjusts his position slightly and slashes two deep furrows in the dead creatures hide. The undead ulfen shifts his grip on his hammer and swings mightily in a huge arc aim for Thorvald>Rutilux>Zethyris but Thorvald parries both the swing as well as the second swing following shortly afterwards. Julien then pops out of the rocky outcroppings as he fires an arrow that pierces the creature chest, quite probably through its useless heart or lung. Seeing Rutilux wounded but continuing the battle Skallangbiorn switches his Prepared spell for healing as his prayers knit a lot of of Rutilux's wounds.


power attack cleave: 1d20 + 10 - 3 ⇒ (8) + 10 - 3 = 15damage: 2d6 + 6 + 9 ⇒ (4, 2) + 6 + 9 = 21Thorvald
+power attack cleave: 1d20 + 10 - 3 ⇒ (7) + 10 - 3 = 14damage: 2d6 + 6 + 9 ⇒ (2, 4) + 6 + 9 = 21Rutilux
+power attack cleave: 1d20 + 10 - 3 ⇒ (2) + 10 - 3 = 9damage: 2d6 + 6 + 9 ⇒ (1, 4) + 6 + 9 = 20Zethyris
power attack cleave: 1d20 + 10 - 3 - 5 ⇒ (12) + 10 - 3 - 5 = 14damage: 2d6 + 6 + 9 ⇒ (2, 1) + 6 + 9 = 18Thorvald
+power attack cleave: 1d20 + 10 - 3 - 5 ⇒ (8) + 10 - 3 - 5 = 10damage: 2d6 + 6 + 9 ⇒ (1, 3) + 6 + 9 = 19Rutilux
+power attack cleave: 1d20 + 10 - 3 - 5 ⇒ (10) + 10 - 3 - 5 = 12damage: 2d6 + 6 + 9 ⇒ (2, 2) + 6 + 9 = 19Zethyris

Thorvald, skall is the bottom of the round so you dont get truestrike but you still hit

Gonna give the rest a chance to post

Skall, you may wanna heal Rutilux, I think he's down for the count

Initiative Order=
Zethyris 25
Anastasiya 21
Rutilux 19
Thorvlad 18 (3)
Jediah 15
Undead Ulfen 14
Julien 12 (1)
Skallangbiorn. 7
Shaken rounds in brackets for those affected

Regaining some of his composure Zethyris turns around to rejoin his allies and moves back. Anastasiya hurls a trio of force bolts that hammer into the undead creature. Rutilux swings his weapon in a mighty arc smashing into reanimated flesh. Pulling back Rutilux backhand is batted away with a large hammer head. Thorvald's shame burns inside him lighting a fire in his heart and gives him the courage to turn back and rush back to his friends aid. Jediah swings his glaive in a long, lateral arc but the dead Ulfen's instincts cause it to bring the haft of his hammer up to parry the blow. The creatures reaction is too slow the second time and Jediah capitalize's on it by twisting the blade and turning the slash skyward as it opens grey, sickly tissue. The undead refuses to falter as it hammers brutally away at Rutilux's shield arm, every swing numbing it and bruising everything beneath (causing 17 and 14 damage). Julian carefully sneaks close enough to sneak attack next round unseen. Skallangbiorn draws upon his energies and with Gorum's blessing wraps both Zethyris and Rutilux with energies to bolster their resolve.


power attack: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28damage: 2d6 + 6 + 9 ⇒ (1, 1) + 6 + 9 = 17
power attack: 1d20 + 12 - 3 ⇒ (16) + 12 - 3 = 25Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

Initiative Order=
Zethyris 25 (5) *
Anastasiya 21
Rutilux 19 (3)
Thorvlad 18 (4) *
Jediah 15
Undead Ulfen 14
Julien 12 (2)
Skallangbiorn. 7
Shaken rounds in brackets for those affected
* frightened

The creatures appearance combined with its unholy wail turns Zethyris' inside to ice and his feet move before he can realize what he's doing, which is heading back the way he came, leaving his friends in his dust. Anastasiya, never a woman to be cowed, glares needles at the disgusting creature and with a flick and a snap of her arm draws forth a mighty fireball from the sky to burn it to ash. His hands still shaking from the the creatures wail, Rutilux raises his Morningstar brandishing it at the creature "Hello abomination, in the name of all that I serve, I challenge you." before moving to engage it up close. His opening swing smashes the zombie creatures cheek as it tries to pull back from the blow but fails. Thorvald fighting his own ulfen warrior spirit can't stop himself from backing away despite the presence of his allies and friends. Jediah, unaffected by the creatures cry walks forward and draws upon the strength of the earth to reinforce his form. The undead Ulfen raises his mighty hammer over his shoulder and swings at Rutilux with a strike obviously intended to smash clear through his shield and take his head off in one blow but Rutilux's skills with his shield exceed the creatures might as the swing is deflected harmlessly over his head. The creature shifts it weight unexpectedly as it redirects the blow a second time but this strike is easily batted away by Rutilux's morningstar. Julien, possibly out of fear or instinct, dives headlong to the side aiming for the concealment of a cluster of high boulders. Skallangbiorn calls upon his god for aid in battling this abomination and calls forth energies designed to bolster everyone's defences as he casts Protection from evil, communal

Rutilux is adjacent the the undead. Zethyris and Thorvald are 80 feet away. Jediah in 10 feet away. Julian is 30 ft away. Anastasiya is between 20 and 40 feet away. Skallangbiorn is 20 ft away. The area is mostly open but close to the rocks the ground is littered with broken earth and thus difficult terrain


reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
attack: 1d20 + 12 - 3 ⇒ (15) + 12 - 3 = 24damage: 2d6 + 6 + 9 ⇒ (3, 2) + 6 + 9 = 20
attack: 1d20 + 8 - 3 ⇒ (12) + 8 - 3 = 17damage: 2d6 + 6 + 9 ⇒ (1, 3) + 6 + 9 = 19

Sorry I missed this line...
Everyone else is shaken for 1d4+1 rounds

And your protection from evil will occur this round Skallangbiorn

Skallangbiorn and Jediah are unaffected. Thorvald and Zethyris are frightened for one round then shaken for 1d4+1 rounds

Stepping out of the cave before you is a monstrous ulfen man in ancient grimy clothing and rotten away before your eyes. Clenched tightly in its grasp is a savage looking serrated great axe. From deep inside its empty sockets glows an eerie blue-white flame.

Initiative and first actions please

As the party makes their way the last few hundred feet towards the cave entrance everyone begins to slowly feel the area getting colder. This chill in the air isn't due to the cold winds or the volumes of ice, this chill has an almost unearthly feel to it. The unnatural chill seems to seep into the core of your being drawing away your warmth and vitality as it eats your resolve.

Moments before you reach the entrance a piercing shriek bursts violently from the cave shaking the ground and nearly toppling everyone over.

Everyone please make a will save with a -2 penalty

The spell and thus the ioun stone can't decipher codes

Sometimes I hate how hungry this forum is. I posted that last night. Thankfully I saved it.

With a barely audible click Zethyris manages to bypass the lock and carefully insert one of his picks between the lid and case then slowly lifts the lid as the pick holds up a spring designed to damage a piece of parchment with a mystic rune emblazoned on it. Inside the case are several letters and correspondence written in some form of code that will take time to decipher.


Gnasher leads the way whether you leave your horses or not. The route is dangerous and slippery but manageable. Aside from fending off a group of hungry ice spiders and one shelf collapse you manage to arrive safely at your apparent destination. Bringing your mounts with you added an extra couple of hours but no further danger.

Gnasher points to an area a little farther south, deeper into the broken lands, there is a small cave entrance no one managed to see until Gnasher pointed it out, nestled between two great chunks of stone. "There it is. The cave that wails. Whatever you find inside I don't know but better be ready for a fight."

It's well past noon leaving several hours before dark.

(Ana, you had to use identify spell three times)

magic items:

Clear Diamond = Eastern Star
Spider circlet = Circlet of Persuasion
gold and Silver ring = Ring of Mind shielding
Steel finger ring = ring of strength sapping
Crystal wafers = 3 first level pearls of power and 1 second level pearl of power
Black hide short bow = +1 humanoid (reptile) bane huntsman composite short bow (+2 STR modifier)
Body suit = +2 (dark leaf cloth) leather armour

Nothing else is magical

Zethyris examining the box you indeed can tell that there is a trigger mechanism built into the lock. You did well enough to tell that should you fail to open the lock something will happen but there are no signs of outward danger (like needles or similar hazards)

The food and drink are completely free of poisons, toxins and other maladies as well as being fit for the wealthy there's quantity as well.

(Is there anything people want to finish at the camp before leaving with Gnasher? Like spellcraft rolls for the items, etc)

(Missed pasting this part yesterday)

Stealth and Perception DC 20:

Late in the night you hear a a trio of voices talking in hushed tones inside one of the tents. You seem to have missed most of the discussion but some of their words catch your ears...
"What are we gonna do? We can't continue now that Verisse is gone."
"Aye, this new Jagwidga is an unknown commodity and I don't want to find myself under the scrutiny of her priest, he scares the willies out of me."
"Calm down. We've waited years for this, we can wait a little bit longer until we've got this one figured out. What bothers me though is why she has so many foreigners."
"Either way, there's nothing to be done until we figure out this Anja Aelana and whether her presence helps our plans or hinders them."
"Yes. Did we trade one Royalist for anoth.."

The rest of the conversation is cut off when a group of house guard move past the tent on patrol chatting quietly amongst themselves and when they're gone the conversation and the speakers are gone. The tent lies empty aside from supplies.

Lady Anja is kept busy by the nobles and the wealthy as they discuss the area, their lands or business and trade but time and again attempts to draw out information about their household guard or anything else related to direct conflict is expertly deflected. Eventually Anja is forced to dismiss them and bid them good night to give herself time to rest for what surely will be another day of struggles.

The servants spend the time cleaning the camp of bodies and debris as well as organizing the late lady Verisse's possessions and storing them for the Lady Anja's servants or attendants.

Lady Verisse's possessions:

Six chests (mildly burnt) containing dozens of dresses varying from noble to extravagant quality. Undergarments, shawls, cloaks, gloves, and riding leathers matching the quality of the dresses.
A small locked chest (easily opened) containing odd, extremely tight fitting dark leather garments fitted for various men and women, several whips and torture devices as well as vials of oils and waxes.
A large chest containing over one hundred shoes and boots.
A small steel case closed with a very strong and complex lock
Six burnt tapestries
A large map of Irrissen burnt and water logged
A chest containing four thousand gold Irrissen minted coins, six large platinum ingots with an odd, possibly dwarven, sigil minted into them. Two thousand silver coins in bags of one hundred and one lone diamond approximately one quarter inch round and flawless.
Seventy bows (both long and short) in designs from all over the world, most damaged horribly in the fire.
On a table are set several items covered in blood and ash:
A circlet shaped like spider legs coming from the back ending in points that press into the forehead
A gold and silver spun ring
A steel finger ring with a razor's sharp point with nine matching rings in silver
Four crystal wafers with dimly glowing runes
A composite short bow wrapped in black hide
A partially burnt body suit woven from some form of leaf or foliage

(The next morning)

When you awake the Irrissian are all shut in their tents aside from the servants who beg for forgiveness as their masters "are not used to mornings" but have taken the liberty of preparing an earlier meal as soon as you were heard stirring.

Waiting for you at the edge of the broken ground stands Gnasher, still adorned in his piecemeal armour and man sized bastard sword as well as a walking stick and a crude sack. "The cave lies half a days march through these lands. Some parts are full of loose rocks and sinking sands so you may want to leave your horses."

Okay here goes...

I've been ran over by a bus ( a cold actually but it feels like it)
As soon as I'm feeling more coherent and less medicamated I'll continue

After a very thorough search the only signs of the armoured man are found several hundred feet from the camp. A small section of snow trampled down by hobnailed boots with no trail leaving or entering. The closest signs of travel to the clearing are almost eighty feet away and probably too light for a human in armour.

Meanwhile back at the camp...

Those who remained behind to question the survivors learn several facts.
-Lady Verisse was in charge of this area but resides several days away in a mansion on the outskirts of the city of Blue River.
-There is another Jagwidja noble, lesser ranked than Verisse, who oversees this area from the town you passed earlier, Lady Annah and her two male siblings
-the servants and commoners, and even to a lesser extent the wealthy, seem more concerned with your presence and despite pretending not to listen as the nobles and the ostentatiously wealthy quickly move to get in your favour seem keen to know who you are
-the nobles take little time to recover, almost as if this kind of thing has happened before, and are quick to smother praise and declarations of usefulness to Lady Anja

As you gather the survivors together and the kobolds leave you cannot mistake the fear and apprehension on everyone's faces. Noble, wealthy and servant alike stare but try to avoid eye contact with any of you. When "Anja" makes her speech and Skallangbiorn steps up to aid her those who weren't already on the ground prostrate themselves before you crying, "We live to serve! We exist to serve!" some in a monotone while others earnestly cry out. When mention of the dark armoured man comes up they all to quiet. Two or three nobles look at each other. Exchanging glances (probably deciding amongst themselves who has to say something that none of them want to talk about) an older woman in her mid forties, but dressed and trying to look in her twenties, finally raises her head to respond, "Mistress. We know not who that man was. He arrived earlier today bearing the markings of the Royal Army and strode right into the lady Verisse's tent without her leave."

That sounds more like an intimidation roll so I'll use your intimate total instead

At Anja's raised and commanding voice most of the kobolds stop and Gnasher, who was mid swing, snaps his head in Anja's direction but afterward doesn't continue. "All right human. Deal was for the dead witch. She's dead so I'll take you where you want to go. But these people aren't part of deal." he raises his sword and points at a group of nobles herded together. " You want us to spare them then you need to make sure no one comes to broken lands. Broken lands our territory humans stay out, humans stay safe. Human don't stay out then we start hunting humans." after cleaning his sword on one of the human tabards hanging nearby he sheaths the blade. (provided there are no drawn weapons or aggressive moves from the party)
"We will return to broken lands. Rest now. Tomorrow I'll lead you to cave."
At Gnasher's signal the kobolds stop and leave the camp moving cautiously back towards the broken lands watching for any sign of pursuit.

If I remember right Julian's a RL teacher so it's back to work time for him.

So, so true

So two fireballs and an arrow critical took out the baddie, maybe I should start giving them a bit more health.

initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Zethyris' resolve and faith in Cayden Cailien's ways steel his body and soul, preventing Verisse's foul curse from striking him low. Zethyris then responds with a skilled shot that pierces her arcane defences and buries itself in her flesh causing her to scream out in pain. Ana then takes the opportunity that Verisse's flight gives her to unleash a fireball that won't harm her allies or any of the surroundings, consuming the witch in a fiery explosion in the air. Below, a short distance away, Jediah swings his huge fists at the armoured man but with practiced skill he parries each and every swing. "Foolish woman. What did you expect to achieve by exposing yourself like that." the man sheaths his blade a wraps himself in magic as he vanishes.
All around you there are still battles being fought between the kobolds and the remaining soldiers and other people in the encampment.

Spellcraft DC19:

He cast Dimension Door

That seems to happen a lot.

Oops forgot this

spellcraft DC18:

She's using a spell like ability to duplicate the powers of 'fly'

spellcraft DC18:

she cast the spell Feast of Ashes

initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Zethyris rushes out of hiding and headlong towards the witch, lashing out with Clarisse as he reaches her but she easily avoids the blow. Ana turns her gaze to the woman who must be one of her cousins. Drawing deeply upon her magics she hurls a score of force bolts at her but the bolts crash helplessness against an invisible barrier inches away from their target. Verisse deftly avoids Zethyris' blade and draws upon whatever dread energies that fuel her powers causing her to lift up high into the air (50 ft up) before pointing a sharpened black finger at Zethyris, "Fool boy, you dare try to touch me with your unworthy self. From this day forward hunger and despair. No food or drink may you consume, all shall turn to ash in your mouth, may your insides claw and tear at you for your appetite shall never falter."(DC19 fortitude save to avoid her curse). Jediah's massive fist comes crashing down upon the armoured man hammering his shoulder but his return swing misses as the armoured man ducks beneath the swing. The armoured man retaliates, quickly chanting arcane words and running his free hand across his blade which crackles and hisses with electricity before the man slashes across Jediah's large abdomen (5 damage+16 electrical damage). Skallangbiorn calls upon Gorum's intervention again creates a spear of pure light that he hurls at the witch but her defensive powers and arcane energies cause the spear to bound off of an invisible barrier. The formost of the kobolds with Gnasher hurl themselves at the camp, attacking anyone within reach while the remaining soldiers and survivors turn to fend off the savage little creatures. Gnasher rushes headlong towards the armoured man and with a jumping slash that tears viciously into the armoured man causing a deep, deep wound in the man's left shoulder and turning his armour bright red. Rutilux skirts around the fog and carefully leads Sunfire through the camp stopping near the charred remains of the tent while drawing his bow. Standing below the witch he challenges her on his honour as a Thane and a champion of the north and fires an arrow that pierces. Julian ducks inside one of the larger tents and disappears from sight. Thorvald rides closer, out of the cloud and fires his bow at the floating witch but again the attack bonuses off of her .


concentration: 1d20 + 13 ⇒ (14) + 13 = 27
miss chance: 1d100 ⇒ 55
attack: 1d20 + 9 ⇒ (16) + 9 = 25damage: 1d8 + 2 ⇒ (3) + 2 = 5
concentration check: 1d20 + 10 ⇒ (20) + 10 = 30shock damage: 5d6 ⇒ (3, 6, 2, 2, 3) = 16
Gnasher power attack vs Armoured man: 1d20 + 13 ⇒ (19) + 13 = 32damage: 1d10 + 14 ⇒ (6) + 14 = 20
Gnasher confirm vs Armoured man: 1d20 + 13 ⇒ (7) + 13 = 20damage: 1d10 + 8 ⇒ (7) + 8 = 15
shot: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 6 ⇒ (4) + 6 = 10
Thorvald arrow: 1d20 + 9 ⇒ (6) + 9 = 15damage: 1d8 + 3 ⇒ (2) + 3 = 5

initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Worgs 14
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Seeing the armoured man within his now much wider reach, Jediah charges through the camp scattering small but of debris from his way to sink his glaive into the armoured man whose enchantments fail to protect him as the stone blade strikes deep. The armoured man steps in, taking another serious wound from Jediah whirling stone weapon, but fails to pierce Jediah's armoured hide. Skallagbiorn finishes off the Worg near him and then moves out of the clouds effects, closer to the encampment. The remaining Worg attacking Rutilux tries to jump up and pull him from his saddle but he manages to bring his shield up in time to deflect the strike. The last Worg finally arrives from the far side of the camp and leaps at Julian who ducks and rolls under the attack. Gnasher and his group split and move to encircle the camp . Two soldiers that manage to recover from the flash fire at The giant half Orc (one manages 2 damage). Rutilux finishes off the Worg harassing him and begins moving to attack the witch. Julian sidesteps and seems to vanish from sight before he reappears a few feet to the left and buries a pair of arrows in the Worg that attacked him, killing it. Thorvald moves up to attack the armoured man next round.

No, your helm allows you to ignore, darkness, fog, concealment, etc but this is a displacement effect. You can't see invisible either.


blur miss chance: 1d100 ⇒ 33
AoO vs armoured man: 1d20 + 12 ⇒ (12) + 12 = 24damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17
Armoured man vs Jediah: 1d20 + 9 ⇒ (6) + 9 = 15damage: 1d8 + 2 ⇒ (7) + 2 = 9
worg: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 4 ⇒ (6) + 4 = 10
soldier vs Jediah: 1d20 + 4 ⇒ (18) + 4 = 22damage: 1d8 ⇒ 2
soldier vs Jediah: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d8 ⇒ 6

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