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1,876 posts. Alias of Aiunder.


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Outside Group
The two guards look at each other for a minute before shrugging and walking to the gate. (Ulfen)"Um, þar er Karfan þín ?" both men are standing roughly one foot inside the gate, one is resting his hands on it while the other just leans in slightly. Neither has reached for their weapons or look menacing.


"Um, where's your cart?"

The two guards wait a moment for a response before one laughs me shakes his head, "Utlanders, I thinken you'd lost your cart. How can you's be delivery wit no cart? Forgot where you's parken it?"

Inside the building
The man pauses and thinks about your comment before sighing. He waves over a boy in vest with the same symbol and says something quietly. "Follow the boy, he'll take you to one of our meeting rooms. I'll take your request to Master Svarggt."
The boy takes you past the desk and through a door, up a flight of stairs and past three other doors before unlocking the fourth room and ushering you inside. The room is simply furnished with a large polished table and six chairs as well as paintings and other decorations to make the room more inviting. The boy waits outside the doorway while you settle in and a serving girl brings some refreshments in the form of biscuits and water before leaving the three of you to wait.

Make a diplomacy check Aizubike to convince him (with a +3 bonus)

"Master Svarggt doesn't run a museum. His property isn't here for every eager eyed ragamuffin to come in off the street and gawk. Why should I show you those coins when I've turned down dozens of others?"

Group in behind the the building:

The back of the building leads onto an alleyway with a small gated off area most likely used to receive deliveries. There are two guards inside that look uncomfortable, almost like they don't want to be there or maybe they're afraid to be there.

Use here to plan characters and out of game chat

This is a closed game for old friends to get together and play again after a while

As the three of you make your way into Sven Svarggt's establishment you find yourselves in a waiting room with a grouchy looking older man, possibly varisian, standing behind a desk sorting papers and lineup of what appear to be farmers and labourers waiting to speak with him or sitting on a bench against the wall. A minute or so after you step in he looks up and spotting you amongst the locals and says in common, "You three. Yes you. Do you have business here?"

Svarggt's establishment is dominated by a large sign with a bag of coins spilling out around wheat and corn stalks. The building appears better maintained and built than the rest of the town you've seen so far. The lower portion is brick while the second floor is painted a dark brownish black colour. It is quite busy as lesser merchants and villagers can be seen coming in and out of it.
One particular patron catches your eye as a short yet hulking ulfen exits the building and heads left at a quick pace. The man wears a greenish cloak with the hood hanging low over his blond hair and thick beard. Underneath his jerkin you can see he wears scale armour and has a heavy round shield strapped to his back while a bearded axe hangs from a loop at his belt; but the most notable feature is the twisted red braid of thick leather hanging over his left.

Nella comes out with furs and blankets for everyone and clears space around the central hearth. The room would be nice and cozy if not for the two wolf hounds sleeping at the foot of the stairs occasionally growling or chuffing in your direction.

The next morning Haymitch and Nella take you into town, a brisk walk about two hours away. The town is little more than a built up village or hamlet with a rough stone wall surrounding it at chest height. Dozens of small wooden buildings sit crammed between larger stone ones, sometimes even touching, with a variety of simple signs painted on the doorways or for the more prosperous hanging overhead. Signs for a needle and thread, boots, horseshoes, bushels of fruits and many others crowd your vision as various merchants stand nearby or walk the streets in gaudy livery hawking their wares and deriding their competition. Nella eagerly points out several stores to avoid and many more to try while Haymitch keeps to himself, only pointing out a few buildings as likely places to check into. He also recommends talking to the local Huntsmen, when he says it is sounds more like a title than an occupation, and the town elders before bidding farewell and turning Nella back towards home.

Quietly, enough so that Nella doesn't seem to hear him, Haymitch has one final warning. Avoid the men wearing red braids on their shoulders and absolutely don't fight them. He seems like he wants to say more but he stops as several locals are looking at him and at all of you so he shakes his head and turns to catch up to Nella.

(Haymitch has suggest you check out Lowry's Iron, a local smith known for his skill in edges weapons. Sven Svarrgt, a money lender and farm owner believed to have traded the platinum coins for silver and gold. Pollux's an unsavoury inn and tavern the adventurers stayed at and frequently partied. Last Herrod's Emporium, where they were seen frequently bartering for supplies from before their windfall.)

Braids are frequently used by the Ulfen people to show status as warriors. Coloured braids like Haymitch was describing are probably a way of showing warriors who belong to a particular warrior society or culture. Unfortunately, you're not familiar with any warrior societies from where you grew up that used a red braid on their shoulder. A warrior society to Ulfen is a form of brotherhood more than an organized group. Warriors with similar ideals or styles come together to both prove their methods are effective and to establish a form of social standing based on skills rather than birth.

Yay. Paizo finally loads for me. I've been getting errors trying to log into Paizo for the last three days. Fingers crossed it stays fixed.

That could be a Lacedon, Draugr, Mummy of the deep or possibly a form of wight

(This is a very small and remote community so your exploits aren't likely to be common knowledge here but in the larger town she talking about someone may have heard of you Raznarr)

"I don't know what they are but they're not lycanthropes. The tracks are wrong, too light and small. More humanoid and then there the salty smell. I swear their tracks smell like the sea or salt water and every time in investigate a sighting they alway start and stop near water, even frozen ponds and such.". He pauses as he searches for something then pulls out a rough drawn map of the area forty kilometres around the farmstead. Laying it out and pointing to several spots along the river and one near a pond. "The sightings I know about and have been able to check out were around here, here and here. If these are connected to the coins you'll have a hard time getting anything outta the adventurers they're worried someone else will find something so they're keeping where they got them to themselves."

1 person marked this as a favorite.

"Oh I don't have any of them. If you wanted to see the coins and talk to someone about it you'd be better to head into town in the morning and talk to the merchants, probably old Garm first since he runs the local smithy and more than likely tended to their gear while they were in town. That or one of the ale halls."
A short while into the conversation you all hear the door open and as you turn you hear deep growling from a pair of throats. Stepping into the hut is a man in dark furs carrying a long bow and followed by two angry and threatening wolf hounds. The man pauses for a moment before patting the wolf hounds on their heads, which causes the growling to die off, and resting his bow on a stand near the door. "Nel, I see we have company. No wonder the lads were so put off."
"Well, I couldn't let them just sit in the barn and freeze could I? Besides these folks claim to be here on account of the trouble of late."
"Nel. You're going to get yourself in trouble one of these days."
"With who? Cobb? The twins? You know that they're all talk and beside my father always keeps an eye on me when you're out ranging.
"Fine, I give, I give. You'll just do what you want anyways so there's no point in arguing"
Haymitch then turns to all of you as he sheds his many outer layers, "So you lot think you can pick up the pieces and fix whatever those other dolts messed up? Well good luck. I've been tracking on these lands for over a decade and I can tell you what I can. Who knows, maybe you'll figure this mess out and fix it."

Two gruff looking Ulfen reveal themselves and take possession of your relinquished weapons before they store them away inside a storage shed and tie the door shut against the wind (Should you choose/need them, you can force the wooden door easily, cut the ropes or use disable device). While the two men are taking your weapons a young woman comes up to you and offers you a chance to stay out of the cold with her. She takes you to a larger hut and leads you inside. The hut is sparsely decorated in the main room, little more than a trio of benches, a wide hearth with a roaring flame, a cozy kitchen tucked into the far side and a steep set of stairs leading to a second level below. The air in here is somewhat heavy with smoke but comfortably heated. "Warm yourselves by the fire while I get you al some broth to drink." As she points to several pegs at the door where she leaves her own coat before shucking off her fur boots and slipping into satin slippers. She then busies herself in the kitchen area nursing a cooking flame back to life under a cast iron cauldron.
By the time you've made yourselves comfortable the ulfen woman is coming around with wooden mugs full of warm broth. "Please don't bear the others any ill will. They all believe the troubles we've had lately have been caused by adventurers like you. Not that they're wrong mind you but I've a more open mind, after-all I married one. Haymitch was quite the adventurer, hunting monsters and raiding ruins, before he settled down with me of course. Now he protects this farmstead and its fields from wolves and bandits more than anything else" she pauses to see if anyone wants more before continuing her idle chatter. "'Course that was afore all the troubles lately. Strangest things. A couple o' weeks back another group of adventures, more troublemakers than anything else, show up in town gloating about a long lost treasure and start buyin up everything with these square white coins. Haymitch said they were platinum and the money lenders and merchants were eager to take 'em. Next thing we know, farmers and such are seeing strange men wandering through their fields late at night, sniffing the air like dogs and scaring the bejesus outta everyone. Everyone says those adventurers woke up something unwholesome and now us regular folk are paying for it but I dunno how much is true."

Happy Father's Day to my fellow fathers. I'll have an update ready tonight

"Bah, fleiri ævintýramenn. Þú ert góður munt ekki finna velkomnir hér en við munum ekki snúa þér í burtu til að frysta til dauða. Þú getur haft skjól fyrir nóttina ef þú samþykkir að fara vopn utan."

You can hear a bit of rustling atop one of the lookout towers and more behind the barricade.


"Bah, more adventurers. You're kind will not find welcome here but we won't turn you away to freeze to death. You can have shelter for the night if you agree to leave your weapons outside."

Allowing the native Raznar to lead the way you find yourselves walking towards a small encampment. There is a small collection of low buildings build of a mix of hardened mud, rock and wood, all surrounded by a picket of sharpened stakes. There are a trio of watch towers surrounding the buildings but inside the perimeter. The small lights that attracted you attention seem to be coming from braziers dotting the area and the odd bit of light through a partially open window. As you approach, less than a hundred yards from the pickets someone calls out to you. "Sem fer þangað? nefna þig eða bragð minn stál?"

"Who goes there? Name thyself or taste mine steel"

The ground before you is frozen and covered in a light dusting of snow, not enough to leave visible footprints but enough to crunch beneath every boot step. Behind you, where the Mouring Maiden used to be, a wide twisting span of frozen river cuts off stable directly south. The river's water is so cold you can already see the broken ice and slush hardening and covering over the exposed water. A little over an hours walk North can be seen several faint spots of light or you could follow the river east or west... Or try crossing the waters and heading south.

the free masterwork item I let everyone start with cannot be sold. Richard can enchant items provided you leave it with him for enough time. Basic enchants that take less than a day can be done between adventures while more powerful ones may require you to Leo without for a mission

After a short farewell to Alain the Mourning Maiden sets off north to the frozen lands of the Linnorm. Long before you arrive you can already feel the cold winds frosting the ship's planks and chilling any exposed flesh. If not for the winter grabs you all secured from Richard you know your bodies would be shivering and aching from the frozen temperatures.
A mild lurch catches everyone's attention as you look down to find the prow of the Mourning Maiden cutting its way through sheets of ice and soon, without word or warning, the ship slows then stops and the crew lowers the gangplank onto the ice.
Clutching your brooches, empowered to last roughly five days by your reckoning, and closing your collars to the cold you set forth.
The first few steps are precarious and slippery but you quickly find yourselves able to move unhindered if you keep to less than half pace. After a hundred paces out from the Maiden you find yourselves alone, the ship has faded from sight or possibly returned to the realm of the dead.
Dimly in the distance through a light dusting of snow, swept up by a lateral wind, you can see several points of faint light.

You can purchase cold weather clothes for the standard price or potions of endure elements since Richard keeps a healthy stock of first level potions and scrolls

(Once everyone is done leveling and tending to merchant needs)

The next morning Alain is waiting for everyone outside Shaeleila's door. "Good morning everyone. I wanted to tell you all that you did a good job last time rescuing those people and stopping that cult. I think you all have what it takes to be great Lantern Bearers and I wish you all the luck in your future missions. As for me, it's time for me to move on, the ship will be letting me off in Andoran soon and from there I'll be heading home. Captain Sturne and Shaeleila will take good care of you, just like they took care of me. Now I know you've only just begun so I've taken the time to find a few tasks that should be no trouble for you and Shaeleila will be able to point them out to you. Take care of yourselves and remember this, martyrs don't wars, it's the men and women who survive and fight on who do so be careful." with that Alain shakes everyone's hands and pats a few shoulders before stepping out on deck to watch the sky.

Shaeleila explains to you the three locations that Alain has suggested for you.

Spot one:

A wide dim grey area that spreads over roughly one hundred miles of the frozen tundra within the Linnorm Kings

Spot two:

A small dark spot nestled in the side of a mountain quite close to a very large stretch of fertile farms. According to Shaeleila, Alain suggested caution with this one because it may be too much of a challenge.

Spot three:

A small grey area with a dark black spot near the centre that appears to be in the countryside of Taldor

That spell is fine Anator

(you guys have all the mundane stuff from the gnoll's still. I'll give everyone until tomorrow night to update and spend then I'll move on to the next adventure)

(So you are sacrificing the shield and the sacrificial blade and keeping the spear, greataxe and flail)
1d100 ⇒ 55
1d100 ⇒ 3

As you hurl the blade and the shield into the pool the the waters rush up into the air to consume them and their silhouettes quickly disappear into the depths.
Shortly thereafter Shaeleila rises from the waters bearing two items. "We have received your offerings and by the ancient laws of balance I shall gift you with items lost to the currents of time within the flow of souls. Here is Eyi Feng, it served in ancient days as the weapon of a warrior priestess in the lands of Jade where her legend is still told. Carry it with pride and it will serve you well." as she hands over a lavishly polished red and gold short bow. "And this, Myori's Torch. This mace, though incomplete now was a favoured weapon of Myori, a champion of virtue, who used it to guide his way through the darkness in the darkest days of Ustulav's history before a companion betrayed him by dousing its light and he met his end against the Whispering Tyrant." she hands over a steel light mace polished to a silvery sheen. It's head is forged like a torch with an opening to place a burning coal or a candle and several silver chains jut out from the pommel and guard, all broken with whatever at the end Long gone.

(Alain)"Alright, let's go see Richard. Thank you for your time Shaeleila."

Once you finish in Shaeleila's domain Alain takes you towards another door and after knocking twice he enters right away revealing a small room dominated on the far side by a window with iron bars across it forming a small kiosk. Soon after you enter the windows wooden shutters open revealing a well kept man in spectacles.

(Eyi Feng is a +1 composite Short Bow set to a +1 strength modifier. Myori's Torch is a +1 Light Mace that counts as silver for the purpose of bypassing DR)

Ouch. No worries. I haven't been able to even get on paizo Anyways.

Boons are back up and show this time

We're being invaded by a Game Master everyone hide your cards and checkers lol

Dwarven crafted greataxe. Style and design only. Its flavour text

"The priests were sacrificing those people to Lamashtu, body and soul, that's probably why they looked so malformed."

(Oops. Looks like I the Boons didn't save so I'll have to re add them when I get home)
The spear, greataxe, heavy flail and shield are all +1. The dagger/short sword is a +1 unholy blade dedicated to Lamashtu.

You're given the chance to enjoy yourselves for the day as the town throws an impromptu celebration for the returned and for their saviours.
That night the Mourning Maiden returns for you all and you quietly slip away while everyone in town sleeps soundly.

Once back aboard the Maiden, Alain leads you back under decks and again into Shaeleila's domain.
(Shaeleila)"Welcome again Lantern Bearers. Your actions have already begun to show." she waves her hand and the map appears again. This time the dark spot that Alain had chosen before has begun to shrink and isn't as dark as it was. "As time flows the damage will heal and the river of souls will once again traverse those lands. Your actions have pleased The Lady and as such she bids me to grant to the full blessings as her Lantern Bearers. Alain, please explain everything to them before you depart."
When Alain nods Shaeleila dissolves back into her pool and Alain turns to address you.
"Congratulations everyone. You've managed to pass the final test and prove your ability. Now you can make use of other powers that this pool has aside from acting as a gateway to enter the soul flow. One of those powers is the ability to cast unneeded or unwanted magical items into the pool and in exchange you will receive another item long lost or you can receive a boon from Shaeleila. Why don't you try it out? Unless you'd prefer to hold onto them or sell them to the quartermaster, Richard Aldsworth. I'll introduce you to him later."

All wounds and negative effects are removed. And level up.

How the pool works:

Between adventures when you are on the Mourning Maiden you can give up a magic item in exchange for another magic item. Just tell me you're discarding the item and roll a d100 (I have multiple lists depending on original GP value as well as certain items will have special lists of their own). Alternatively you can discard a magic item to gain the benefits of a boon listed on the campaign tab depending on the GP value of the item.
The pool also restores all wounds and eliminates all negative effects between adventures excluding curses

"Yes, it's probably best to dispose of the corpses and probably a good idea to put out the flames afterwards. I doubt the town will have to deal with these gnolls for a long time. They tend to scatter when their leaders are gone or confronted with a more powerful foe. Let's collect what we can then escort those people back to town."

You all gather what you can before heading out and spend the rest of the night taking the captives back to town. You arrive just after dawn to a crowded street as news of your sighting seems to have spread like wildfire. Dozens of people are screaming names many joyous but some not.

I'll just leave this here

Loot in the cavern:

Three crude longswords
Six crude battle axes
Four daggers
One heavy ritual dagger (treat as short sword) *
Fourteen suits of leather armour
One barbed spear with ribbon adornment *
One heavy flail *
One square dwarven greataxe *
One heavy wooden Ulfen shield with Raven emblem *
* denotes magical aura

PCs don't critically fail. I'm tough enough on them already

Anator waits for an opening and then lashes out with both blades, the first slips in his hand causing him to almost drop it but the second finds purchase. The hardened steel slips between the monstrous gnoll's ribs and it can do little more than to grab at Anator as it collapses dead.

(congrats on wiping the final boss in one round. 48 damage in one round and you were worried.)

As the body settles you all look towards the passageway it came out of and the remaining gnolls. A few brandish their weapons threateningly but one turns and runs causing the rest to break and flee after it.

You find yourselves in a now empty cavern with a raging bonfire and eight dead gnolls, plus another six or seven at the entrance to the passage. The prisoners are fleeing into the open air and the adrenaline from the battle is draining from your limbs.

Initiative Phase 1
Initiative phase 2
Gnoll monstrosity
Initiative phase 3

Using her magics Eilianne disappears from sight and not even her footsteps can be heard. Meanwhile Camas charges the gnoll monstrosity and with a fast arcing slash steps in underneath the monsters shield to cut a bright red line in the monsters right side just below its ribs. Kestra meanwhile takes aim and her arrow blooms in the monsters lower left shoulder holding the flail.
The monster roars in anger and frustration as it swings its flail in a punishing hook to come crashing in towards Alain but the swing crashes into Alain's shield and rebounds back.
Aizubike reacts swiftly after the monsters swing as he steps in buries the first few inches of his slender blade in the creatures thigh. Raznar then steps up beside him and with a mighty haymaker drives his axe blade past the monsters outstretched arm buries itself in its shoulders. Alain attacks the creature as well but his strikes fail to connect and are knocked aside by the creatures shield.

Anator hasn't acted yet. The creature seems pretty wounded, especially by Raznar and his critical axe.


cleave: 1d20 + 5 ⇒ (13) + 5 = 18damage: 1d10 + 3 ⇒ (10) + 3 = 13
cleave: 1d20 + 5 ⇒ (11) + 5 = 16damage: 1d10 + 3 ⇒ (9) + 3 = 12
Alain: 1d20 + 11 - 3 ⇒ (6) + 11 - 3 = 14damage: 1d8 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Alain: 1d20 + 6 - 3 ⇒ (10) + 6 - 3 = 13damage: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11

The captives are in the process of escaping but will probably need at least three rounds to get out and luck to keep it from following them. Don't worry this is only a CR3, maybe 4 if you stretch it.

Initiative Phase 1
Initiative phase 2
Gnoll monstrosity
Initiative phase 3

Alain, Anator and Raznar slowly step back farther into the clearing as the loud stomping gets closer. Soon a monstrous gnoll, almost half again as tall and several inches bulkier than the rest, covered in scabrous, scaly skin steps out of the passageway. It raises its muzzle and roars, shaking a pair of massive curled Rams horns jutting from its skull as it spreads four arms out wide threatening and goading you all. The remaining gnolls flee back down the passageway as fast as possible. In the monsters meaty fists it clutches a wide round Ulfen shield decorated with a black raven, a long barbed spear with a bright red silk ribbon hanging from the hilt, a massive flail and a heavy square dwarven styled axe. Lashed crudely across its belly is a black iron disc held by a thick hide belt and a chain shirt and leggings protect it below the waist.

Raznar and Anator move to aid Alain, who steps back slightly to allow you both to help him while keeping the gnoll's penned in.

Eilianne, Camas and Kestra move towards the other passageway and can see a smaller pit covered over with a wooden lattice and locked with a crude rope. The knots are complex and tight but Eilianne sets to work with a blade and quickly begins pulling the knot apart. It doesn't take long to remove the lattice and help the prisoners out of the hole.

Meanwhile at the other passage the gnoll's stop pressing the attack at the sound of a large angry snarle from deeper inside. The gnoll's seem to part to allow whatever was snarling to get through

This takes place over a few rounds so if anyone wants to cast or do anything while the prisoners are escaping and the snarling creature shows up you may



Bob is down at -4, Jill casts stabilize on him.
Bob is stabilized at -4
Jill then casts CLW for 5. Because bob is stabilized his new HP is 5
If he wasn't stabilized first his HP would only be 1
Bill is down at -4 as well. Jill casts stabilize on him.
Bill is stabilized at -4. Before Jill can cast CLW a goblin hits Bill for 2. Now Bill is no longer stabilized and down to -6.

Does that help?

Basically is someone is stabilized when you heal them you ignore whatever negative HP they have and heal them from zero.

(Whichever you'd prefer Anator. I was just assuming you'd use spontaneous to swap one out. Also to Clarify for everyone a house rule I forgot was a house rule... When someone is healed from stabilized they treat themselves as starting at 0 HP but if they are wounded again before they are healed they act from wherever their negative HP actually is... Basically add extra healing equal to whatever the target is in the negative for.)

Raznar moves to help Camas and Eilianne with Kestra as they both draw upon divine intervention to knit wounds (Camas is at 1d8 ⇒ 4 HP, Eilianne is at 1d8 ⇒ 2 HP) meanwhile Anator takes a moment to restore Aizubike to fighting form as well (now at 1d8 ⇒ 1 HP)

(Okay... feel free to reroll those yourselves)

Checking in, are people still around?

Initiative Phase 1
Eilianne (stabilized)
Camas (stabilized)
Initiative phase 2
Initiative phase 3
Aizubike (-2)
More gnolls (currently blocked off by Alain)

While several of the party lie on the ground the remaining gnoll raises its crude sword threateningly over Anator only to find an arrow head bloom from its chest as Kestra fires her bow. The gnoll slumps to the ground.
Alain remains at the passageway trading blows with several gnolls but keeping them out of the main chamber. You can see several small cuts but he seems to be handling himself pretty well. "Everyone okay back there?"

[ooc]there are several gnolls being held back by by Alain. The old man rescued by Camas is now standing up and making a run for the exit

Both are a five feet away from you. You can step in and Attack the gnoll or sidestep and help Aizubike without provoking.

Since Kestra didn't declare an action I npc'd her to cast stabilize last round

Initiative Phase 1
Eilianne (stabilized)
Camas (stabilized)
Initiative phase 2
Gnoll guards
Initiative phase 3
More gnolls (currently blocked off by Alain)

Eilianne and Camas continue to lie still while Kestra continues to tend to them.
Alain continues to battle the gnolls at the passageway but he seems to be holding his own for now. "Hurry up with those two and help me here. I can't keep this passage blocked off for long."
Meanwhile Anator continues his battle with the gnoll, exchanging feints and parries before Anator finally manages to slip his blades past the gnoll's guard disembowelling it in the process. The remaining gnoll slashes at Aizubike and opens a small furrow in the man's thigh (6 damage).
Raznar takes the moment to restore some of his life force. Aizubike responds to the gnoll and stabs viciously but the blade scratches only armour.


attack: 1d20 + 4 ⇒ (20) + 4 = 24damage: 1d8 + 3 ⇒ (3) + 3 = 6
attack: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d8 + 3 ⇒ (4) + 3 = 7

slice and dice to your hearts content

not without an acrobatics check

there are just the two gnoll guards left, both wounded. Plus the gnoll's that Alain is holding back that haven't reached the cavern yet.

Initiative Phase 1
Eilianne (stabilized)
Camas (-3hp)
Initiative phase 2
Gnoll guards
Initiative phase 3
More gnolls (currently blocked off by Alain)

Eilianne and Camas lay there blood pooling around them possibly considering whether Pharasma's offer was really such a good deal.
Kestra panicking and unsure of what to do finally remembers the prayers she was taught long ago and moves to Eilianne's side a pray of mercy on her lips as she as Pharasma for the power to hold Eilianne within the land of the living for a little more. While Kestra was panicking the two gnoll guards move toward Anator and Aizubike but their heavy swords are unable to bypass their guards.
As the high priest makes to cast another spell Anator is already there and viciously twists his knife, cutting off any magic and dulling the light and life in its eyes.
Raznar's next swing shatters the priests defenses and finishes it off. At the same time Aizubike moves to fight off the two gnoll guards and slips his blade carefully past the gnoll's defences and wounding it.


attack: 1d20 + 4 ⇒ (8) + 4 = 12damage: 1d8 + 3 ⇒ (6) + 3 = 9
attack: 1d20 + 4 ⇒ (4) + 4 = 8damage: 1d8 + 3 ⇒ (5) + 3 = 8
attack: 1d20 + 4 ⇒ (9) + 4 = 13damage: 1d8 + 3 ⇒ (4) + 3 = 7

Nope, I'm Canadian so it's way too far for me. Have fun, But not too much

Initiative Phase 1
Camas (-2hp)
Initiative phase 2
Gnoll guards
Gnoll high priest
Initiative phase 3
Gnoll priest

With Camas lying on the floor bleeding out Eilianne has no one to distract the gnoll's and her strike is met by the prepared guard of the guard.
Seeing Camas collapse, Kestra moves closer to the fallen half elf and fires her bow at the high priest but her boot heel slips at the wrong time on a puddle of old blood and her arrow shatters on the floor. Alain moves towards the other passage way cautiously, arriving just in time to find himself face to face with another gnoll entering the chamber. "We've got company! I'll try and hold them off while you guys finish the priests off." his words punctuated by the hammering of a heavy blow against his shield.
The first gnoll guard turns to the now alone Eilianne and swings its heavy blade but Eilianne manages to deflect the blow but the second gnoll takes the opportunity and with a vicious upwards swing opens Eilianne's back wide open (21 damage!) causing her body to fly forwards a few feet and slump to the ground, her life's blood quickly draining. The high priest continues chanting as it moves towards Aizubike, suddenly a long serrated dagger flashes out from the concealment of its robe sleeves and plunges into Aizubike's stomach (9 damage). Anator rushes towards the high priest, leaving himself open to the other priest for a moment as its dagger finds its mark (7 damage), before burying his own dagger in the high priests stomach, causing his chanting to falter.
Raznar swings his heavy axe at the other priest but he misses his mark as sparks and shrapnel bounce off of the creature. Aizubike swings his sharp tipped blade at the high priest but gods of luck seem to have abandoned him. The priest squares off against Raznar and swings its dagger, catching the edge of his throat and opening a wide and bloody wound (13 damage).

The dice gods really seem to hate you...3 criticals in a row


50/50: 1d100 ⇒ 62
AoO attack: 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d4 + 3 ⇒ (4) + 3 = 7
gnoll guard 1attack: 1d20 + 4 ⇒ (6) + 4 = 10damage: 1d8 + 3 ⇒ (8) + 3 = 11
gnoll guard 2 attack: 1d20 + 4 ⇒ (20) + 4 = 24damage: 1d8 + 3 ⇒ (7) + 3 = 10
confirmation roll: 1d20 + 4 ⇒ (16) + 4 = 20damage: 1d8 + 3 ⇒ (8) + 3 = 11
high priest attack: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d6 + 3 ⇒ (1) + 3 = 4
Confirmation roll: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d6 + 3 ⇒ (2) + 3 = 5
priest attack: 1d20 + 3 ⇒ (19) + 3 = 22damage: 1d8 + 3 ⇒ (3) + 3 = 6
Confirmation roll: 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d8 + 3 ⇒ (4) + 3 = 7

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