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Man in Mask

DM Alexander Kilcoyne's page

7,295 posts. Alias of Alexander Kilcoyne.


1 to 50 of 7,295 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Your Humble Narrator

Marcus' magical missiles shattered the vampire's form, weakened as it was by Lara's arrows- it's hold on the Thane broke in mere moments as it faded away into a gaseous mist; also fleeing east.

???: 1d100 ⇒ 3

Barak fired an incredibly accurate bolt at the Lich, catching him just where his breastplate ended, exposing his bones and utter lack of flesh. Barak's bolt seemed entirely superficial; except for the fact that it had been perfectly placed to lock the joint.

Stepping up to assault the vampire the Thane had released, Arachiel's heavy blade arced high then descended on the spawn in an overhand chop that nearly severed the spawn's left arm at the shoulder. It hung on by a scrap of flesh, utterly useless- but the spawn lashed out at its comrade, clearly obeying instructions from the now revealed force watching the battle unfold- King Kroma himself.

The released spawn immediately caught Lara's gaze and attempted to impose its will upon her. Weary and shocked by the presence of the near-legendary dwarf King Kroma, her guard was not up and her eyes glazed over as she received instructions, the vampire holding her gaze as if focusing on a message to her alone.

Lara Will: 1d20 + 8 ⇒ (2) + 8 = 10

I will control Lara this round unless Telurion can destroy this vampire.

Telurion is up.

Your Humble Narrator

Their survival instinct riled, the plantoids and their remaining, devoted servitor fought back against the invaders. With their mossy tendrils able to reach out over ten feet, the physically quite frail floating extraplanar creatures lashed out, although the quickness of the tendrils did little to disguise the lack of force behind the blows. Kieran's agile defence and his darting sword more than matched the strange being for swiftness and his armour was never even brought into play as he parried, dodged and weaved around the tendrils as he fought.

Tendril VS Kieran: 1d20 + 3 ⇒ (13) + 3 = 16
Tendril VS Kieran: 1d20 + 3 ⇒ (3) + 3 = 6
Tendril VS Kieran: 1d20 + 3 ⇒ (8) + 3 = 11
Tendril VS Kieran: 1d20 + 3 ⇒ (8) + 3 = 11

The plantoid attacking Jakob was far more agile and while two if its tentacles were warded off by the spear-wielding warrior, two briefly made contact with his flesh as they slapped hard against it. In both instances, Jakob felt his mind begin to give in to the urge to defend the noble plants; to serve their every whim and lay down his life for them... But as the tendrils failed to maintain their physical grasp upon him, the compulsion passed as suddenly as it began. The sensation was quite unnerving.

Tendril VS Jakob: 1d20 + 3 ⇒ (8) + 3 = 11
Tendril VS Jakob (Hit, Crit Threat): 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Jakob Will Save (Fail): 1d20 + 4 ⇒ (7) + 4 = 11
Grab Attempt on Jakob (Fail): 1d20 + 6 ⇒ (11) + 6 = 17
Tendril VS Jakob: 1d20 + 3 ⇒ (2) + 3 = 5
Tendril VS Jakob (Hit): 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Jakob Will Save (Fail): 1d20 + 4 ⇒ (7) + 4 = 11
Grab Attempt on Jakob (Fail): 1d20 + 6 ⇒ (2) + 6 = 8

At the southern door, the servitor Akirra fought was bloodied, but not broken. The thing came at him with in force, bashing his greatsword aside for a moment with one arm and slugging him across the face with the other, the heavy fist colliding with his cheek. Spitting blood and staggered for a moment, Akirra recovered his posture in time to see the zombie leaning in to bite his exposed neck; and subsequently brought his hilt up in the close quarters to shove the zombie back into strike range.

Slam (Hit): 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Grab Attempt (Fail): 1d20 + 4 ⇒ (6) + 4 = 10
Slam (Miss): 1d20 + 4 ⇒ (4) + 4 = 8

Revealing its position to everyone obscured in the bushes, the thorny bush within fired its cluster of thorns at Kieran; all the man's considerable skill in evading blows worthless against a foe he spotted too late. Fortunately for him, the plant's aim was poor and the thorns scattered harmlessly against the far wall, just above Jakob.

Attack VS Flat-Footed: 1d20 + 4 ⇒ (4) + 4 = 8

No time left tonight for a full round update- the party is up!

Round Two Map

P.S Tebati is in N64 as specified. The map lies.

Your Humble Narrator

Knowledge is power? :)

Your Humble Narrator

Your Humble Narrator

You wouldn't get to use that ship for space on that phase essentially, as it will be in low orbit providing orbital bombardment. You pick a location and drastically reduce the numbers of the Ork's in that particular place (can also be used to assist Offensive Operations) (on my end, equating to added strength). System ships are not particularly good at this as their macrocannons are quite weak. They are about half as effective as any of the named vessels in this capacity.

"Lend expertise to the space battle" is a bit too generic. "Iago will provide provide tactical assessment throughout the battles in space, using his keen expertise with the augurs in order to predict enemy movements" would be a fluffed out version of using your Scrutiny skill to contribute.

Note the system ships are equivalent to Raider class vessels, with no warp engines. They are light ships, but likely able to hold their own against Ork vessels of a similar size.

Your Humble Narrator

Will wait for Ioneyse's total before making that change.

Spotting the typo's and mis-sentences in my last post 3 hours later. I hate the 1 hour editing window.

Your Humble Narrator

Jakob's continued belief in his own lack of combat proficiency despite every indication of the contrary continues to deeply amuse me :).

Your Humble Narrator

With the plantoid blocking the door, i'm using Kieran's acrobatics roll to move through its square.

Darting into the room, Kieran tumbled over the slower zombie, sticking his blade into the back of its neck as he acrobatically rolled over it and immediately bringing the weapon up to defend himself from further threats. Qhude finished the zombie off by beheading it with his guisarme. Moving into the room, Jakob displayed his usual level of expertise with the longspear by stabbing it one of the two floating, moss covered creatures. Withdrawing it, he was relieved to see that it least he had definitely hurt it, as hot ichor hissed angrily upon the metal of his spearhead

Throwing open the door to unleash an ancient Mwangi with arrow nocked, Ansha fired off a conjured lance of violent acid at another of the plantoids, covering moss and tentacles alike with burning fluid. The Mwangi archer found that combat came back to him despite many centuries of no practice; his skills as sharp as they were when he took his "nap" so long ago. Two arrows thudded into the plant man's abdomen and he swiftly brought his sword to bear and stepped in to follow up on his advantage. The tough servitor was almost downed by the arrows, but was still dangerous until it fell, fighting utterly without morale or a sense of survival for its plantoid master.

Tebati, still delaying while the plants act?

Your Humble Narrator

Inspecting the body closely, Casimir does not find anything else. The knife, however, still has flesh upon it. This man died fighting something and certainly cut a large chunk out of it before himself being cut down. Based on the size of the wound, Casimir suspected one of the zombie cyclops they had encountered.

Your Humble Narrator

If it ain't obvious to all- final battle for this hilltop is upon you (barring random encounters :) ).

DMG- I have read your PM and will reply in due time, i'm incredibly behind on many, many things right now but wanted to acknowledge it!

Your Humble Narrator

Telurion can't charge through all those allies and objects in the way so I will have him double move to engage melee, avoiding the obviously dominated Thane.

Not sure either. As its essentially akin to Hold Person with a circumstantial awakening i'm going to rule each is separately affected and thus you can target them one at a time.

Lara's arrows both struck the vampire, the projectiles doing little to the potent Undead but the magical flame they carried searing flesh and cloth certainly gave pause to the spawn as it hissed in anger that matched the sounds of its burning form.

Held by the chains of white-light, the vampire spawn had no chance against two of Durin's massive blows. The first hammer blow shattered the spawn's back and the second instantly reduced it into its gaseous form as the corporeal body brought into being by the Undead spirit shattered under the force of the blow.

DM Only:

Will Save: 1d20 ⇒ 2
Init Off: 1d20 ⇒ 2

Thane Fenris moved quicker than those under his command, their confusion apparent although they clearly understood what had happened as their leader stepped closer to Gorrak, Romni and Thulbine- his twin weapon flashing with swift cuts through the pre-dawn light as he combined an assault on two of his warriors with a quick slash directed at the held vampire behind him- releasing it suddenly from its bonds. Fenris planted his feet and assumed an intense stance as he summoned all his strength and formidable toughness to fight as directed by the vampire controlling him. Romni fell instantly, Fenris' axe slashing him across the shoulder as he began to try and restrain him and Thulbine nearby suffering a nasty gut wound as Fenris swung the weapon and plunged the spear-end through his chainmail, withdrawing it savagely as blood streamed from the wound. Showing great loyalty, Thulbine tried to leap upon the Thane to restrain him but a second savage swing of the Thane's axe cut him open in mid air and sent him tumbling to the ground with a second, more severe abdominal wound. The Dwarf hit the ground hard and did not get back up.

Fenris Attack: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 7 ⇒ (1) + 7 = 8

Fenris Attack: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Fenris AOO: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

The more learned Gorrak understood that if he was to destroy the spawn controlling him, Fenris would be immediately released. The old warrior-priest joined Telurion and began to press the spawn into the corner of the hilltop with steady axe swings, one connecting and leaving a deep gash on the spawn's arm as it leapt back a little too slowly. He was joined by Kargesh, whose own axe-blow lacked the strength to do the Undead any real harm.

Gorrak Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Gorrak Damage: 1d10 + 5 - 5 ⇒ (4) + 5 - 5 = 4
Gorrak Attack (Miss): 1d20 + 6 ⇒ (4) + 6 = 10

Kargesh Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 - 5 ⇒ (2) + 1 - 5 = -2

The other three Dwarves bore down on Fenris even as he brought low two more of their brothers. Knowing full well his great strength, prowess and respectable agility, Glomi and Ragnar tried to grab his weapon arms while Bruitt attempted to get a solid hold on the warrior. Unfortunately, the three Dwarves were completely out of their league. The ruddy-cheeked, immovable warrior shook their efforts off with ease, freeing up his arms to strike down more of the enemy for his master. His eyes were glazed over; by all appearances he was likely hallucinating.

CMB VS AC10: 1d20 + 4 ⇒ (17) + 4 = 21
CMB VS AC10: 1d20 + 4 ⇒ (2) + 4 = 6
CMB VS Fenris CMD: 1d20 + 6 ⇒ (15) + 6 = 21

Even as the ambush began, gasps of shock and awe came from the gathered Dwarves (with the exception of Thane Fenris) as three more figures walked into range of the magical lights scattered around the hilltop. The figure was obviously Dwarven in physique; this much was obvious as it strode into view. It bore an ebony black-handled heavy flail- and it was obviously Undead- a short, stocky specimen for Dwarven kind with a full, gray beard descending from its skull-like head. One of its eyes was a burning point of light that took in the scene before it, and the other was a dull iron orb inset in the eye socket. It was garbed in ancient armor; a breastplate of midnight black, with bones adorning it as tokens, and tattered finery. Atop its brow was a distinctive golden battlecrown.

King... Kroma... H... How? Gorrak whispered, immediately recognizing the crown; and the beard of the creature that wore it. The source of the relentless assaults on the hilltop had finally revealed itself; and two Wights flanked the figure as bodyguards as the ancient Dwarf rasped the words to a spell, a shimmering sense of power briefly filling the air around the spellcaster the only visible effect as to its nature.

King Kroma (no flail in this pic)

Spellcraft DC19:

The ancient king cast Divine Power.

Knowledge (Religion) DC21:

King Kroma is obviously a lich. You know a little of the lore of these ancient Undead creatures, but they are invariably, unspeakably evil and they were always powerful spell-casters in life.

The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.

The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane.

Knowledge (Religion) DC26:

Desperate for lore you have read that indicates weaknesses of these creatures, you recall that magical, bludgeoning weapons such as clubs and maces are known to pierce the potent, both physical and magical defences that being a creature made of death and bones provided. Liches are also utterly immune to cold and electricity.

Knowledge (Religion) DC31:

An innate talent all Liches have is to paralyze even the strongest of men with a simple touch. While it is possible to resist this paralysis, only the toughest of men can shrug it off. The very aura of these unspeakably evil and powerful entities also causes most men to simply flee its very presence; even great heroes and mighty creatures can still be shaken by its presence.

Knowledge (Religion) DC36:


The Final Fate of King Kroma-

Round 2-

Ordered Initiative-

Marcus- 23
Barak- 17
Arachiel- 16
Vampire Spawn- 12
Telurion- 9
Lara- 4
Durin- 3
Fenris' Party- 2
King Kroma & Wights- 1

Active Effects-

Thane Fenris is Dominated
Held spawn is denoted in yellow.

Map Link (I23)



A sense of shock and anguish filled the air as the Dwarves saw what had become of their long-lost King, but with their still living Lord cutting down his own men, they focused on the task at hand- releasing Fenris from the spawn's control, one way or another.

Marcus, Barak and Arachiel are up.

Your Humble Narrator

Ionseye and Casimir, do you affect starting PF and/or ship points in any way?

Your Humble Narrator

No problem.

Silas your second was Irena.

And your Enemy (background) was revealing himself, but thats on hold now your not an NPC any more.

Have added you on Facebook.

Your Humble Narrator

Note Ludicus' roll was by far the most appropriate and carried the greatest + to the type of roll; thus he ended up with more degrees of success than either Iago or Kavro.

The two military men and the Venatorii continued to discuss the plans for a time, placing representations of the proposed deployment upon the holo-map that had been generated for their use. Without knowing the full extent of the Ork forces, they were to some extent theory-crafting a solid defence that could allow for last minute changes without an area being overrun. Each of them agreed on many points, but it was ultimately Ludicus' keen sense of strategy and tactics that began to dominate the planning phase, in the man's rather unassuming way.

Forgive me if it sound's like i'm spoon-feeding you the following; its actually just the result of some ridiculously good rolls.

The setup they scrutinized was as thus-

1. "Damaris City Walls (Plains West)": One Infantry Battalion (Damaris)
2. "Damaris City Walls (Forge North)": One Infantry Battalion (Damaris)
3. "Damaris City Walls (Main South)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)
4. "Damaris City Walls (Sphinx East)": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans), One Armoured Artillery Company (Highland Wardens)

5. "Outer Industrial Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Lady Orleans)
6. "Outer Planetary Infrastructure": One Infantry Battalion (Damaris), One Company of Mustered Armsmen (Blitz)
7. "Shard’s Forge and Manufactoria": One Infantry Battalion (Damaris), One Company of House Troops (Blitz), One Cohort of Skitarii
8. "Levy Bunkers and Outposts": One Infantry Battalion (Damaris), One Company of House Troops (Lady Orleans), One Cohort of Skitarii, The Gelt-Guns

"Offensive Operations": Two Armoured Tank Companies (Sphinx Heavy Guards), Platoon of Storm Troopers (8th Calixian Storm Trooper Company), and Ludicus Marleno (a unit unto himself!)

"Inner Industrial Infrastructure": One Magistratum Enforcer Cadre, One Magistratum Suppression Cadre
"Inner Planetary Infrastructure": One Magistratum Enforcer Cadre

In summary, the three were confident that every location had the potential to hold against an initial assault. The wall that would likely be the easiest to pull a unit from and deploy elsewhere with minimal effect would likely be the southern wall; Ludicus judged the forces there to be excessive in number. In addition, the west wall was the most likely to be hard-pressed in the defence; although the forces deployed there seem to be numerous enough that it would likely scatter the initial Ork assault with minimal losses.

The two areas of largest concern where Shard's Forge and Offensive Operations. The former had more infantry there than it could likely meaningfully support and as the Forge Island was essentially the most defensible location upon the entire planet other than the Command Bunker underneath Damaris' Palace. While offensive operations were likely to be successful with the tank force and Storm Troopers, as Varius had pointed out it could certainly use more infantry. As a final aside, Ludicus noted that the amount of men in the Levy Bunkers was most likely excessive, although he did stress the importance of other, more disciplined infantry fighting alongside the mercenaries.


While most at the table debated the infantry deployment, Trien (and possibly some others) mused over the space formations and galaxy maps, the Navigator himself frequently wandering over to a small table set aside for him; with a large, ornate silver bowl filled with raw meat; the insides of the bowl likely ruined by the dripping blood of freshly slaughtered animals. The bowl had been refilled once already and one of the villa servants kept a keen eye on its volume, stood respectfully to one side and waiting to quickly have the next bowl brought in when it was necessary.

Forsellis System Map

The Forsellis System was all but surrounded by ice fields, a treacherous, ever-shifting expanse of ice asteroids the size of moons that ring the system like a wall. Warp Navigation would be the only way in; or a truly legendary pilot. The Ork's themselves were fully capable of warp travel, so the defence was not as formidable as it sounded. The ice fields, known colloquially as The Frozen Reaches, remain largely unexplored due to their treacherous gravity tides and the ever-shifting ice. What little is known about them revolves around the super-massive gas giant Skadi that broods at the outer limits of the Reaches, holding close any secrets it may possess.

Damaris itself was the only habitable planet and the fleet would essentially circle Damaris in order to prevent the Ork's from landing with as much strength as the force could muster. The three planets orbiting close to Forsellis are known as the Burning Ones; Ignus, Aestus, and Aduro. These small, lifeless rocks have been blasted clean by the immense heat and radiation produced by Forsellis. They have trace atmospheres made of toxic gasses and where their surfaces aren’t parched, super-hot deserts, they are covered in seas of molten lead and copper.

While they have been surveyed from space numerous times, few people have bothered to set foot on their hostile surfaces. It is assumed that they are rich in precious ores and other resources, but the cost and danger of extracting them from the planets has kept the Burning Ones largely unexploited. For now, Damaris is content to mine its own surface. However, if an enterprising individual or organization came along with the Thrones and technology to mine the worlds, it might be worth a great deal.

Standing at the edges of the Forsellis System like a wall millions of kilometres thick is the treacherous ice field known as The Frozen Reaches. A dangerous, ship-crushing maze of vicious gravity tides and numerous other navigational hazards, the Reaches are largely unexplored and assumed to be uninhabited. Composed of countless ice boulders ranging in size from a few inches to hundreds of kilometres across, the Reaches stretch to the limit of sight in every direction, the ice glittering in the wan blue light of the distant star like precious stones on black velvet. What lies hidden in that cold fastness remains a mystery, as even the brave sailors of Damaris’ Flotilla refuse to take their patrol ships in for a survey. Those who have entered the Reaches and returned to tell the tale, mainly Rogue Traders, pirates, and madmen, report only one item of interest, the massive gas-giant Skadi.

Hidden deep within the ice fields of the Frozen Reaches lies the mysterious planet called Skadi, a super-massive gas giant more than one hundred thousand kilometres across. Those who have seen the reclusive planet say it’s a dark cobalt-blue colour that seems to glow with a mellow internal luminescence. Some report vast multi-hued rings, others a constellation of moons of varying size, and still others say it doesn’t exist at all. Despite the varied reports, what all agree on is that the mysterious planet is almost willfully erratic, never in the same place twice, is nearly impossible to reach, and quite possibly an open gate into the Warp. The truth is difficult to separate from rumour when it comes to Damaris’ retiring neighbour, as no more than a handful of men have actually seen it with their own eyes and lived to tell the tale.

Silas, at no point are you split up. In addition to the main, somewhat abstract war you will be performing mandatory and optional missions as a group together; as well as meeting the first wave of the space battle on your ship!



You are well on your way to meet your old enemy for the duel when your ship receives an message via its apprentice Astropath.

The message details that your rival has been held up by "unanticipated difficulties" and that the duel would have to be postponed "assuming the dynasty lives through what is coming to Damaris". You are assured that "he will be watching".

I'll introduce you a little later in the current game day, no posting IC until I do please.

Your Humble Narrator

Triple post- new players also need to define their Ship Roles (Into the Storm) as well as give me a default ship action in case I need to bot you in ship combat due to a lack of posting.

Your Humble Narrator

Right, i'm going to provide a little clarity.

According to the contract you signed, your pay grade will be higher with more locations intact. So while you may decide the outer infrastructure is not something you can save, it will bear a financial cost to you in terms of a lower payout. Just worth mentioning.

Secondly, what is worth mentioning is that the deployment of the troops and where they are stationed is the main thing you need to decide. The IC talk of what are essentially tactics rather than strategy is fantastic fluff for individual efforts during the phase.

As an example, your talking about deploying a single unit to the Outer Infrastructure in IC right now.

On my end, I know the strength value of that unit and I know the strength value of the Orks assaulting it.

But if Ludicus wants to fluff out the deployment and spend HIS personal action during the first phase of the war essentially adding his personal expertise, leadership and tactics to that zone he is able to inflate that area's strength value with a successful roll- it might make all the difference between that location holding and the location and unit posted there taking severe losses.

So- your first of all figuring out your total deployment, and then eventually I need a declaration of where everyone's individual effort is going to be focused. I don't want rolls for this individual effort yet.

Your Humble Narrator

Radavel where did you go? No, its not too late but I've had to move the game on after you didn't respond to the game coming back from hiatus so you'll need to bear with me somewhat.

Please read the IC and catch yourself up. Your en route to fight a mysterious duel and have named Iago as your heir in the case that you do not return.

Ioneyse, with that happening our void-master isn't changing careers after all. Could I be an absolute pain and ask if you have any interest in Seneschal or Astropath Transcendent?

Your Humble Narrator

Space is an overall abstract, single location (essentially on my end i'm comparing strength values). Unless you are using a ship in a given phase for orbital bombardment, its assumed to add its value to that strength.

You will also meet the first thrust of the invasion directly manning the Aeternus.

Varius- Will do, frantic week at work and i'm severely behind on my PbP as a result.

Iago can you vet new character's and make sure they confirm to my original recruitment guidelines. Also to our new void-master: i'd personally have Agility as a higher stat as all your piloting functions off it (and lower ballistic skill) and many of your core skills revolve around it.

Large update today or tomorrow including a map of the galaxy.

Your Humble Narrator

I'd rather the characters already be affiliated with the dynasty, simply because even a Rank 1 Rogue Trader character is pretty exceptional and already highly valued, in many cases having to claw their way from faceless millions to reach that position. I'd rather they were promoted from within in some manner.

Also helps with my sense of verisimilitude to be honest. There is so much reshuffling of the senior officers due to player dropout already.

Your Humble Narrator

Swiftly disengaging as the vampires took a moment to regain their senses after becoming incorporeal, Marcus was already muttering the words to a spell and reaching for a component as he moved to a position of safety. With a pinch of sulfur produced from a small compartment and a small clove of garlic to follow it (the irony was not lost on the Wizard) he channeled positive energy into powerful chains that sought to keep three of the spawn immobile...

GM Screen:

1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 5 ⇒ (9) + 5 = 14

Marcus' spell was a powerful one, and fueled by his intellect the chains instinctively followed the spawn's unnatural movements, holding three of them firmly in place. His eyes narrowed in concentration as he saw to it that the Necromantic spell had bound all three of his targets.

Barak wasted little time in unloading three bolts into the closest non-held spawn. Two bolts pierced the vampire's tough skin and tore through undead flesh, but the creature did not fall.

At least, not until Arachiel stepped in and severed the spawn's arm with a hefty slash with his heavy blade. Having barely materialized, the spawn evaporated into mist once more in a puff of ashen smoke, which began to flee towards the east.

Showing not the slightest bit of fear; for even the group's weapons could slay the spawn without giving chase to their gaseous forms, the vampire spawn's ears pricked up for a brief moment before its gaze settled upon Thane Fenris.

Sense Motive DC20:

The spawn seemed to be receiving unspoken orders from another- perhaps through telepathic means or some kind of foul bond.

GM Only:

1d20 ⇒ 11

The seasoned adventuring group recognized what had transpired even if their Dwarven allies had not- Thane Fenris's will had been dominated by the spawn and it was now following its telepathic commands...

Its domination magic now in effect, the spawn retreated to the edge of the camp, away from the dangerous adventurers and their focused efforts.

Map Update

Forgot to move Arachiel pre-map update but its done now.

Telurion, Lara and Durin to act.

Your Humble Narrator

Only in the last couple of weeks.

Your Humble Narrator

Even with Barak's warning which prevented the enemy getting the drop on the group, time did not permit anything more than for the group to steel themselves and react in time as the clouds of mist swiftly descended upon the camp, breezing over those gathering on the northern edge of the barricade in a mystical blur and shifting once more into corporeal forms; tall, gaunt, silver-haired humanoids far too pale for the dawn soon to come- more vampire spawn had descended on the camp, claws pulsing with negative energy and a sinister domineering quality to their eyes... The Dwarves cried out in shock and alarm as the enemy appeared among them with such disquieting alacrity.


Descent Of The Vampire Spawn-

Round 1-

GM Screen:

Arachiel: 1d20 + 1 ⇒ (15) + 1 = 16
Durin: 1d20 + 2 ⇒ (1) + 2 = 3
Telurion: 1d20 + 2 ⇒ (7) + 2 = 9
Marcus: 1d20 + 10 ⇒ (13) + 10 = 23
Lara: 1d20 + 3 ⇒ (1) + 3 = 4
Barak: 1d20 + 5 ⇒ (12) + 5 = 17 (Favoured Terrain Desert +2)
VS: 1d20 + 1 ⇒ (11) + 1 = 12
KK & W: 1d20 + 1 ⇒ (15) + 1 = 16
D & D: 1d20 - 1 ⇒ (3) - 1 = 2

Ordered Initiative-

Marcus- 23
Barak- 17
Arachiel- 16
Vampire Spawn- 12
Telurion- 9
Lara- 4
Durin- 3
Fenris' Party- 2

Active Effects-

Map Link (I23)



So swift was the assault that only Barak, Arachiel and Marcus were able to start their attacks before the enemy did, despite their weariness in yet another fight in this hellish night. Marcus noted with discomfort that three of the vampires had clearly sought to quickly cut him off...

You 3 are up!

Your Humble Narrator

With brutal, repeated force Qhude smashed open the stone door, and those gathered saw what had clearly once been a well maintained, if extremely exotic, garden. Crushed fences and restraints had been thoroughly broken over time by vines, roots and vegetation. The internal walls of the large room were near-covered in different varieties of moss, vine and fungus. The floor was coated in rich, thick soil that served as a home for hundreds of different kinds of plants and trees, of various sizes. It was not immediately obvious how these plants were provided water, or how the soil was kept full of nutrients.

It was clear that this room was once well segregated, with space used efficiently to keep the various plants contained and separated from one another. However, it seemed that it had now been shaped to the designs of something else.

That something else could only be the two man-sized, floating spheres of tentacled moss staring back at the group with red eyes spaced almost randomly across their plant-like, spherical forms. In addition to the two spheres, two shambling, green-skinned zombies each had a pair of the same glowing red eyes and they seemed to have been waiting for the door to be burst open. The extra-planar plants and their two mindless servants immediately moved to attack...

Extraplanar Garden

Round 1-

GM Rolls:

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 0 ⇒ (7) + 0 = 7
1d20 + 0 ⇒ (2) + 0 = 2
Ansha: 1d20 + 1 ⇒ (15) + 1 = 16
Qhude: 1d20 + 2 ⇒ (17) + 2 = 19
Akirra: 1d20 + 4 ⇒ (14) + 4 = 18
Tebati: 1d20 + 2 ⇒ (18) + 2 = 20
Kieran: 1d20 + 8 ⇒ (14) + 8 = 22
Jakob: 1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 13 ⇒ (3) + 13 = 16

Ordered Initiative-

Kieran- 22
Tebati- 20
Qhude- 19
Akirra- 18
Jakob- 17
Ansha- 16
Plantoids- 11
Plantoid Servitors- 7

Active Effects-




Akirra/Ansha behind a closed (but unlocked, unbarred) door.


With the door smashed the open, the quick-witted and agile party were upon the plants first, taking advantage of their momentum to strike first!

Perception DC19:

You spot a hidden threat skulking in the bushes at M59- another hostile, moving plant mixed in with the foliage. It is small sized and looks like a small mound of brownish-green leaves. From its trunk sprout several thick branches, each covered sparsely with leaves, and each sporting rows of needle-like thorns. The leaves have small pale buds of gold and purple.

Your Humble Narrator

Kalev could see no obvious threats and thus moved over to inspect the fallen man. Bones were scattered upon the floor of the obviously disturbed, looted crypt. The man was Ulfen in ancestry, an explorer or tomb robber judging by his garb. A hunting knife lay on the ground beside him, his life ended by one hideously powerful slashing cut- likely from an especially large axe by the looks of it.

Your Humble Narrator

Alright, lets keep moving. I will narrate any actions by Arannis and Yosarni for now. Iago, let your recruits know the game has slots to fill.

Your Humble Narrator

You are able to form companies by sacrificing crew population on your ship but your star ship is likely to be just as crucial to the defense as ground troops, if not more so. Its also likely to take both direct damage and attrition.

You can split the companies etc.- if there are two of something you can split them, i.e. the tanks, house companies etc.

The Magistratum are ideally suited to inner city locations which doesn't include Outer Infrastructure.

Once you have a full deployment, Ludicus can make a Scholastic Lore (Tactica Imperialis) roll to assess its defensive potential.

Deployment is actually "set" per phase. I might allow a difficult command check to make one hasty redeployment but once the Xenos start pressing on the city your not in a position to change your orders until theres a lull in the fighting (aka the next phase). I will allow a few modifications to your plan on Day 1 of the invasion once you have a slightly better idea of what you are up against.

Please note the levy bunkers and outposts are an abstract location, not limited to the east wall.


Everything you have heard about Ork tactics in war suggests there isn't a single wall they won't assault. However, you surmise that the infrastructure [i[outside[/i] the walls will attract them to make their heaviest assaults on the East and South walls, with a sizable force also assaulting the West.

Ultimately, you lack the intel to assess much beyond that.

Also note every location has its own defense score so leaving a given wall unmanned isn't the same as having it undefended (half of the PDf infantry have been held back and spread out to man the walls as per the information detailed above).

Your Humble Narrator

Not trying to put pressure on you Mark but with Navis walking I suspect i'm done too.

Every time I try to run Rogue Trader i'm seeing players drop like flies including my "regular" crowd. The blame lies chiefly with myself for the long hiatus period but it takes an incredibly large amount of my time to run this game in what is the busiest period of my life. I worked 200 hours last month on contract with an additional 91 hours of overtime. I run three other games that i'm trying to update daily once more.

I had a post half-finished with answers to Iago's questions and a suggestion that rolls using Scholastic Lore (Tactitae) would be most appropriate to determine the expected viability of any given plan. I'm going to hold off on that for the moment while I chew this over.

Your Humble Narrator

Kind of expected this to be honest. No worries Castor.

Iago does have two players lined up who are keen to play so doesn't effect us too much going forward (and the Astropath is arguably easiest to NPC or replace)

Your Humble Narrator

Finishing a map, will be posting up tomorrow.


I think that is covered by the -4 to ranged attacks for its duration. Its vague as hell but if torches are only "flickering" i don't think that's sufficient force implied to auto-deflect. Wind Wall is a horribly written legacy spell too. I'd be reluctant to have a level 1 spell shut down archery with such ease (note i'd personally have Wind Wall be a level 3 spell lol).

Your Humble Narrator

Linked to campaign, cheers.

Your Humble Narrator

Moving through the group of wounded Dwarves, Arachiel healed some of the wounds from each of them. The tough warriors' collective life force was strong, however, and not one of them was fully healed by the wand's bright burst of positive energy; although each was grateful for the healing nevertheless.

Mark off nine wand charges please.

Mere moments after the healing was performed, an unnatural pre-dawn mist began to rise- and Kirilarien had not yet returned from her reckless exploit.

It seemed that the night would never end. Mists rose from the ground in the predawn darkness cloaking the Desolation in an ethereal blanket. You nervously watch the mists for any disturbances that would indicate something creeping along beneath its cover...

GM Screen:

Arachiel: 1d20 + 2 ⇒ (14) + 2 = 16
Durin: 1d20 + 11 ⇒ (12) + 11 = 23
Kirilarien: 1d20 + 13 ⇒ (10) + 13 = 23
Telurion: 1d20 - 1 ⇒ (18) - 1 = 17
Marcus: 1d20 + 10 ⇒ (14) + 10 = 24
Lara: 1d20 + 13 ⇒ (20) + 13 = 33
Barak: 1d20 + 15 ⇒ (19) + 15 = 34 +2 in Desert (Favoured Terrain)

Barak and Lara:

Your keen eyes note something easily missed in the vapors of the rising mist- several small clumps of the mist breaking from and rising up over the north slope of the mound and into the camp itself...

Your Humble Narrator

Navis went on to create a data-slate consisting of the full roster of forces and specifically, he detailed to the other senior officers of House Tyr the mercenary company that was rapidly arriving to Damaris, with the mercenary's hefty fees being financed by the dynasty. They were known as the "The Gelt-Guns" and they hailed from the closest Hive world outside the Koronus Expanse. They had something of a dubious reputation but simple grunt infantry work was their main forte, essentially lacking enough specialization to be of use in other roles. They were also the only mercenary company close enough to answer the call- and even the formidable negotiator Navis Yosarni could not bring the price down much in what was essentially a captive market.

• 1 Mercenary Company "The Gelt-Guns"

A notoriously mismatched group of around two thousand mercenaries (many ex street toughs hailing from a nearby Hive world) answered House Tyr's hasty call for forces in time to help defend Damaris- with a mixture of solid projectile weapons, and an abundance of heavy stubbers. With mismatched weapons and little discipline or loyalty, they bring additional firepower to the fray for their fee but cannot be trusted to defend a location alone. Ideally, these troops are best placed in a supporting role beside troops made of sterner stuff. Their numbers and the weight of their primarily automatic and semi automatic weapons will (hopefully) take its toll on the massed Ork attacks.

All forces listed for your convenience in the "Campaign Info" tab.

In addition to the eight key locations to defend (assuming that none of the walls were to fall- if even one wall was compromised, an undefended inner city could be swiftly overrun), House Tyr was keenly aware that offensive operations would help to turn the tide. Whatever landing craft and bases the Orks set up on Damaris, mashing through the main battle with tanks, storm troopers and infantry would potentially pay dividends by sending the Ork's into retreat and disarray, even if only temporary. Such offensive operations would also reassure the people and perhaps have a chance of giving them something that felt like a true victory.

In addition to the locations detailed on the map, you may assign troops to Offensive Operations. Not a true location, per se, Offensive Operations represents units being detailed to strike back against Ork positions, conduct spoiler assaults, raids and destroying landing craft; details of how the Ork's planned to put troops upon the planet's surface are not available with current intel but tough landing craft is a near-certainty based on any lore of the foul Ork Xenos.

With the forces listed, the dynasty turned their attention to the map and began to discuss troop deployment. The defense council, likely Reynolds in particular, would have their own ideas, priorities and advice to give. While none of the defense council were present at this initial planning phase, the Tyr Dynasty would need to present their deployment plan for the scrutiny of the other Council members.

Damaris City Map

Map added to links for the campaign- always at the top of the screen.

The senior officers of House Tyr also represented some of the finest talent in the Imperium, even if their potential was even greater than they yet knew. In addition to their overarching plans, each would have their chance to use their wide pool of skills in leadership, strategy, lore, charm, commerce and other, less noble talents in order to contribute directly to the war effort in ways few people had the position, authority and talent to do so.

You can personally, during every phase of the war, test an appropriate skill (you can be inventive!) to bolster the defences of a single location. Alternatively, you can help to restore the fighting form of a particular unit by reducing its losses, perhaps by personally supervising medicare to treat wounded officers rapidly back to health or utilize knowledge of tech-use to repair tanks or artillery in a mechanized unit. Examples of this (successful rolls!) from the book (which by no means are you limited to) include-

• Command: Through leadership and personal inspiration, the Explorer takes charge of a location, issuing orders, directing troops, and giving instructions to subordinates. Even when he returns to the Command Bunker, he leaves a well-oiled military machine in his wake.

• Charm: The Explorer boosts morale with his charisma, wit, and personal bravery, inspiring those around him to ever-greater feats of bravery.

• Scholastic Lore (Tactica Imperialis): The Explorer is a brilliant strategic thinker, considering every contingency, coordinating forces and arranging events with such precision that when the greenskins attack, they simply act out the moves in a performance the Explorer directed long before they arrived.

• Forbidden Lore (Xenos): Knowing the habits of the vile alien, the Explorer instructs the soldiers under his authority to set traps and ambushes that anticipate their instinctual behaviour, ensuring the Orks’ very nature is their undoing.

• Commerce: An army fights on its stomach and by the number of las-clips it possesses. The Explorer sets up clear supply lines, depots, and stockpiles of arms, ammo, and armour, so that when the battle begins, the soldiers present want for nothing.

• Tech-Use: The Explorer sets up defences using arcane war-systems such as automated Tarantula sentry turrets, minefields, jamming beacons, and localised void shields.

You have the tools. Begin the planning phase.

Your Humble Narrator

Remember to mark all acquisitions on your character sheets in a separate section.

Could someone recreate the profile of the Aeternus in a new profile they control and provide me with a link?

Your Humble Narrator

At this distance, the body is impossible to examine properly. However, wary of their diminishing resources, the Guardians hesitated to venture into the long crypt...

Your Humble Narrator

Think so. Updating tonight.

Your Humble Narrator

As the Lord-Captain Tyr had previously discussed, the key to defending Damaris was space superiority. But it was common knowledge that an Ork force will almost never be truly held off in space. By limiting the amount of landing craft, whatever they might be, that reach the surface of the planet and directing them to land outside of the city of Damaris and be unable to assault the inner city, the Lord-Captain proposed the defence of eight key sections, to which you are advised by the members of the Defence Council to position the ground forces.

1. "Damaris City Walls (Plains West)"
2. "Damaris City Walls (Forge North)"
3. "Damaris City Walls (Main South)"
4. "Damaris City Walls (Sphinx East)"

5. "Outer Industrial Infrastructure"
6. "Outer Planetary Infrastructure"
7. "Shard’s Forge and Manufactoria"
8. "Levy Bunkers and Outposts"

With the troop dispositions now made available to you, it is clear that General Dante and your other allies have not made every single unit available to you. Dante is keeping back the bare minimum necessary to man key stations upon the wall and its clear that the brunt of the assault is inevitably going to be on those walls. While the outer infrastructure holds little strategic value and has very little intrinsic defense, Shard's Forge is utterly critical to the war effort. Exposed as it is upon an island, it is nevertheless highly defensible and Shard has kept back some units of Skitarri Tech-Guard despite making much of his forces available to you n order to provide it with a bare level of defense.

Situated outside the city on a walled island, the Forge of the Adeptus Mechanicus provides much of Damaris City’s technology and manufacturing base. The Master of the Forge, Magos Shard, has hundreds of Skitarii Tech–guard to oversee the defence of his domain. Keeping the Forge intact is vital for the planet’s defences as the main power reactor for the entire Damaris settlement is located in the Forge. Though the settlement has various backup generatoria and power systems, these haven’t been tested since their placement and only provide power to a small area. Should the Forge fall, the city and surrounding locations will be without power, shutting down the defence laser emplacements and other vital systems; leaving the walls, in particular, vastly reduced in defensive capability.

Situated around the main settlements and countryside, the Levy has established numerous bunkers and outposts in anticipation of an attack. Each of these bunkers is equipped with firing ports and turrets for heavy weapons, and has enough food and supplies to sustain a platoon of troops for several weeks if need be. Each bunker and outpost is connected to the city and to one another by a network of underground tunnels constructed centuries ago. This system allows the Levy defenders to move troops from one location to the next without exposing themselves to the enemy. Valuable as fortifiable defensive positions in of themselves, the bunkers and outposts would serve to sap the strength of forces assaulting the walls, providing easy flank lines and opportunities to mow down hundreds of Orks and their ilk.

Available Forces-

With the reports and various scans made of the forces available to the defence, Yosarni began to slowly recount and list the available troops and ships- placing them as transparent tokens upon the interactive holo-map embedded into the war table.

Lady Orleans-

Lady Orleans brings her ship, Starweaver, and its compliment of House Troops. In addition, she directs Jeremiah Blitz and his formidable cruiser, Ordained Destiny, along with his compliment of House Troops.

• 2 Companies of House Troops

Orleans and Blitz can each contribute one company of roughly two hundred House Troops to the defence. These soldiers are loyal, well-trained veterans, and equipped on the same level as the Levy. However, they are light infantry without heavy armour or anti-tank weapons, and cannot hold positions unaided for long.

• 4 Companies of Mustered Armsmen (three from Orleans, one from Blitz)

Mustered Armsmen: Orleans and Blitz are willing to dispatch several thousand crew to the surface to aid in the conflict. Poorly armed and armoured, these men are not trained to fight a ground war, and their attrition is likely to be high.

• The Starweaver: Space Unit

Elizabeth’s ship is a Tempest-class Strike Frigate. Although it is a relatively small vessel compared to Blitz’s Ordained Destiny, Elizabeth uses her ship with cunning and skill. In addition, the Starweaver is equipped and trained for war in a way that the gilded and ostentatious Ordained Destiny is not, which makes it far more effective in combat than its size would suggest.

• The Ordained Destiny: Space Unit

Blitz’s vessel is a cruiser, but its combat effectiveness was significantly reduced before Blitz got his hands on it. The massive statues that run the length of the vessel and the gilt hull look extremely impressive, but make the ship harder to manoeuvre and weaker in a straight fight. In addition, Blitz is likely to be tentative when committing his ship to combat, avoiding situations likely to see him killed.

Captain Locke-

While Elizabeth Orleans and Jeremiah Blitz provide ships and troops, and General Dante provides a generous amount of planetary defence force troops, Captain Locke provides her ship, Aegis, and herself— a formidable tactician trained by the best Imperial Navy instructors. The Aegis is a capital ship–of–the–line and has won many battles and honours. In addition, Captain Locke is also very capable of commanding and deploying a fleet of ships; something the Dynasty admittedly has little experience in.

• The Aegis: Space Unit

A Dauntless Light Cruiser, Locke’s vessel is an Imperial Navy warship through and through, and combined with her decades of tactical training is easily the most dangerous warship in Damaris.

• 1 Platoon of Storm Troopers (from the 8th Calixian Storm Trooper Company)

There are less than 40 of these highly-trained veterans under Locke’s command, but their effectiveness should not be understated. They are equipped with Valkyrie Assault Carriers with two Vulture Gunships for support, and if tasked with offensive raids and attacks they can do a great deal of damage. They should not be committed to operations alone, however.

General Dante-

General Dante commands the Damaris planetary defence force. In addition, there are numerous bunkers and outposts that have been established over the centuries to ensure the safety of Damaris City and Kapak Memorial Spaceport; each of which is outfitted with various defences of their own. As the Levy consists of thousands of troops and armour, the amount directed by the Tyr Dynasty is not the total military strength. The main reason for this is that General Dante needs to ensure that the other settlements across the planet are protected and that his myriad bunkers and outposts are manned. In addition, troops must man and maintain the various anti–aircraft weapons and defence laser stations scattered across the globe, and ensure that supply lines and reserves are maintained. While he knows that the Orks will strike for Damaris City and the surrounding area (since it is both the seat of government and the largest population centre), he has an obligation to protect the lives and families of those living elsewhere on the planet.

• 8 Infantry Battalions (four each from the 1st Damaris Highland Levy Regiment and 2nd Damaris Highland Levy Regiment)

Each of these regiments consists of roughly four thousand soldiers, with some light armour and artillery support. They are trained and equipped to the level of the Imperial Guard, and have the numbers to absorb heavy casualties. The 3rd and 4th Darmarin Levy regiments have been deployed to defend the walls and outer settlements of the planet, and are not available to deploy.

• 2 Armoured Tank Companies (from the Sphinx Heavy Guards)

The Sphinx Heavy Guards is Damaris’ only tank unit. Equipped with a core of forty Leman Russ pattern tanks and supported by eight Demolishers and a dozen Sentinels, it is Damaris’ only real option for offensive attacks, and likely wasted in defensive operations.

• 2 Armoured Artillery Companies (from the Highland Wardens)

This is Damaris’ sole concession to mobile artillery, as the planet has had little need of it until now. The Wardens are equipped with twenty Basilisk Tanks mounting the fearsome long-ranged Earthshaker cannons, and have three Griffons with short-range mortars. They are ideal in combination with a strong infantry force for the purposes of defence.

• 4 Damaris System Defence Vessels

Transport vessels with some macrocannons and no warp capability, the system ships of Damaris are no match for true warships, and best used in supporting roles only.

• The Bulwark

The Bulwark is extremely powerful and deadly. However, because it is an orbital installation and cannot move under its own power, it must wait for enemy ships to come within range of its guns. Therefore, its effectiveness for the defence is limited.

Additional Forces-

From Marshal Solaria Thrace-

• 2 Magistratum Enforcer Cadres

Magistratum officers are hardly equipped to fight a full-scale war, but armed with shotguns, riot shields, and a small number of heavy stubbers, they can give a good accounting for themselves in urban locations.

• 1 Magistratum Suppression Cadre

The Suppression Cadre is a small unit intended for riot suppression and operations against armed cults. It is equipped with Rhino and Repressor tanks, giving it a surprisingly powerful punch. Like other Magistratum units, it is best deployed to defend urban areas.

From Tech-Priest Hadron Shard-

• 2 Skitarii Cohorts

Shard only has two companies of these fearsome warriors at his disposal, but their augmented frames and powerful Mechanicus weaponry means they are quite effective in all situations.

Will repost map tomorrow, ran out of time.

Your Humble Narrator

Standing at the front of the group and scanning the room with various deity-sanctioned powers, Malthir and Ricter sense nothing amiss.

Your Humble Narrator

For the sake of plot convenience, you all gather at roughly the same time.

The next day, the group woke up at various points of the morning and convened early as per the Lord-Captain's instructions. However, the Rogue Trader and his sister were notably absent from the strategy table, although the reports Yosarni had requested were present along with a detailed map of Damaris City. Commander McKie cleared his throat in order to speak for the absent leader...

Your Humble Narrator

Not got enough time to clarify the acquisition modifiers so hope Yosarni can.

The reason i'm only allowing you "personal" acquisitions (single item or single supply- such as ammunition, if you acquire a personal supply we assume you generally have an in-flow of it sufficient to keep you equipped provided its just you that its equipping) is because acquisitions of a greater nature than that, are actively taking away from the war effort, which isn't really possible right now with the Orks looming.

Your Humble Narrator

One wand charge per wounded Dwarf then? May as well check as I won't have time to update until tomorrow.

Your Humble Narrator

1d100 ⇒ 61* Nope.

*Roll entirely arbitrary, refer to terms and conditions of Slumbering Tsar Player Disclaimer for details.

Your Humble Narrator

Just glossed over Durin's crit, his base damage one kit kills them anyway :P. Kargesh had to roll that 20 to take one out. Still, i'm never sure if my descriptions are any good or not so the fact that your clamoring for special attention to your crit might be a good sign :). So your only wand is with Kiri- moving forward on that assumption, correct me if wrong.

Looking carefully over the graveyard and following up abundant theory alongside application of a few minor cantrips, Marcus ascertained that the Dwarven Undead had actually been animated many hours ago- possibly even days. This meant that whoever was commanding them had chosen that precise moment to unleash them on the camp.

DM Screen:

2d8 + 4 ⇒ (5, 1) + 4 = 10
1d8 + 4 ⇒ (2) + 4 = 6
1d8 + 4 ⇒ (8) + 4 = 12
1d8 + 4 ⇒ (4) + 4 = 8

Gorrak spent the last of his magic healing his comrades- but although every single one of them was up on his feet by the time his energies were exhausted, every single one of them still bore wounds, varying in severity. With Telurion beginning to bandage Romni's cuts and set his bones, Gorrak saw to Kargesh; the two warriors arguably the worst off from the exchange.

Durin sat down and began to catch his breath while the Dwarves who fell began to move back to the encampment, Romni and Kargesh escorted by their respective medics.

Barak and Lara up to anything?

Your Humble Narrator

Which door? Rough positions please in either case.

Your Humble Narrator

Although initially the stairs the group found themselves traversing led down, they sharply turned upwards once more and they climbed a full two flights of stairs as they ascended at least 40 feet into the stack. Clearly, flooding was not going to be an issue anymore.

Having ascended, the corridor led to two stone doors at the end of the hallway. One led left and one right, resulting in a T junction. Taking the left door, the Guardians found themselves in a narrow, long chamber. Sending their lights in first, they stood near the door and peered inside.

This crypt stretches into darkness. The floor of this crypt is strewn with rubble and the filth of opened graves. Sprawled on the floor is a fairly fresh corpse of a middle-aged Ulfen man, no more than a week or two old at the most.

Your Humble Narrator

Inspecting the network of bunker tunnels, Ludicus found himself quite impressed. The tunnels were remotely seal-able as well as lined with demolition charges and even if a force were to try and force its way through to the city via the network, their numbers would be almost meaningless in the hundreds of bottlenecks. Without control of Inner Damaris itself, the tunnel network would be almost useless as an attack avenue for the Orks, but would prove invaluable in providing relief to the walls.

Ludicus' general impression is that despite their lack of combat testing, Damaris' forces had done everything in an extremely professional manner. With the lack of experienced men, it was clear to Ludicus that General Dante was an extremely canny tactician and organiser with exceptional attention to detail.


Listening to Commander McKie's debrief inside the villa, Silas and his sister took in the situation for some time, the former seeming quite distracted and often gazing out of the window after the report was made, looking up at the stars. Without sufficient context of the forces at their disposal, the map of the city was of limited use, ultimately.

The Lord-Captain called an end to discussions quite promptly and announced his intention to get an early start for the morrow. Before slumbering, Yosarni made sure to make various requests for information on the forces that made up the planet's defense, both in terms of space and land warfare. He was given assurances by the agents of all parties that he would have full reports delivered to the villa by morning.

Iago McKie:

Always a light sleeper, you wake instantly as the door to your personal chamber begins to open. Suspecting the worst, you begin to reach for a weapon when Silas Tyr softly announces himself. He is fully equipped and armored and clearly leaving. He raises a hand and orders you to listen to what he has to say. He is carrying a huge sheaf of banded paperwork which he dumps onto your desk, before taking a seat.

"Commander Iago, my friend- your efforts have brought Locke into the fold and formed the triumvirate the Governor speaks of by forcing Dante to the table. We're on the verge of fielding a united force to defend this fine planet- and House Tyr is the one to lead its efforts! I am proud of your efforts and I am certain you can lead the dynasty to success in this endeavor. My sister and I... we have received a message from an old enemy. One I am now certain was behind the destruction of our lost flagship and the murder of my father. One that has followed us into this system and thrown down the gauntlet; I have received a duel challenge from one Rogue Trader to another and I will meet this man- a rival of my fathers from over seven decades ago. Governor Kapak has granted me the use of one of his personal star ships- its absence will not be noted in the battle to come, but it permits me to meet this challenge to our honor upon the ground my enemy has chosen- another planet in this star system. Irena is to act as my second... and I will not brook this insult, even in the circumstances of this coming war. This has not been an easy decision; but the competence of you and the other officers has convinced me."

Silas placed a hand on the hilt of his sheathed sword.

"You know that I have never lost a duel, my friend. Nevertheless- certain... legalities, have come to light. I have been outplayed; financially. Indirectly, our enemy controls much of our debts- exactly how much, I am uncertain. The necessary inquiry to ascertain the extent to which he has us over a barrel would take many months- if we fail in this endeavor though, I am certain his dynasty would absorb our own. We need the Damaris venture to succeed. Without a male heir of my own, my enemy may come to possess what is left of this House, should I fall. I cannot let this come to pass. I've spent the night consulting with Governor Kapak's personal arbitrator and its been agreed that the definition of "male heir" in the various contracts has been left loose enough that it does not differentiate between a natural heir and an adopted one. It is an unusual step, almost unheard of... but there must be a contingency in the case that I fall. Therefore, I must ask two things of you, McKie. Neither are going to be easy. Firstly... lead our dynasty if I do not return. This has been fully stipulated in the sealed, signed documents I leave here. I expect to come back to you with my enemy's head in a sack, but I must not let my confidence overwhelm the need for contingency. Secondly... I must ask you to become my adopted son, to bear the name Tyr and to act as my heir, until such time that I bear my own. If that latter event does not come to pass or ... I... expire... the dynasty passes to you and yours. I hope you understand the potential responsibility and difficulties that may lie ahead if this does come to pass. Will you embrace this responsibility and opportunity- and join my family?"

Silas held up a quill and produced two separate pages from the sheaf's of documents- one that stipulated you as his adopted son and another that placed you as his heir. The dynasty's Warrant of Trade also lay upon the desk, sealed in a transparent, airtight container.


Everyone: just waiting for a response from Iago and then i'll set the stage for the next day- you'll have a huge amount of planning to do. You may also make rolls to gain two acquisitions (personal ones only) each so you can start to plan those in OOC with Yosarni and rolling for them!

Your Humble Narrator

Reading the plaques gave the pair no indication as to what the Third Treatise might be or refer to.

Your Humble Narrator

I think both are accounted for (Navigator is a friend of mine).

Just trying to work out a decent medium to put the map of the city on, want it to be interactive so you can place armies in locations!

Your Humble Narrator

I'll show a new update here- Link

The unexplored area is the plant room.

Your Humble Narrator

In a surge of arrows, axe, blade, hammer and a particularly effective volley of crossbow bolts from Barak, the last of the former members of Thane Fenris' expedition finally fell. Exhausted and badly wounded, the Dwarves assisted in stabilizing their comrades and bringing their stable forms back into the hilltop. Only then did many of them begin to quietly weep in anguish, pain and fatigue as the sheer anathema and horrifying ancestor desecration that had obviously taken place took its toll on their already shaky morale.

Thane Fenris himself took a watch during this activity, his lip quivering in fury as he stared out across what little he could see of the Dead Fields. The leader himself bore few wounds, but it was clear his confidence and purpose in being here had taken a mighty blow.

Old Gorrak, meanwhile, began to use the last of his divine-granted magic for the day in order to restore the Dwarves to fighting form once more. With no further positive energy to channel, he simply converted prayers and spells into healing magic- completely expending his magic in the process.

I can do the math on my end if Telurion is going to act as a magical healing amplifier? What is everyone else doing while these few minutes pass?

Your Humble Narrator

This was the last all-encompassing map. You've now entered every room except the one with plant infestation and this room, with stairs leading down visible. You might recall the descriptions of both rooms-

DM AK wrote:

Throwing open the door revealed a statue-decorated, rectangular room. The ceilings matched almost every other roof you have seen in this ancient place; a little under 20 feet high; but in this case, the roof was smooth metal- like in the very first level of the structure. The room led through to a small corridor, which in turn seemed to lead to the next stairs leading down.

The floor of the chamber consisted of embossed iron. Set into the floor of the room, two tall metal poles, almost fifteen foot in length, pointed up at the ceiling, set evenly and perfectly spaced apart in the chamber. The only deviation from the symmetry of the room was the fact that the eastern edge of the room extended a little further than the west.

With the doors thrown open, an ancient contingency was triggered. A totally monotone voice emanated from the south side of the room, speaking in Azlant. It seemed to come from one of the statues on that side of the wall. These statues were depicted in greater detail than those in the corridors outside, and seemed to be more distinct and varied. Nevertheless, the theme of the statues remained unchanged, although there was clearly greater honor imparted to the individuals depicted.

DM AK wrote:

Throwing open the door, Ansha saw what had clearly once been a well maintained, if extremely exotic, garden. Crushed fences and restraints had been thoroughly broken over time by vines, roots and vegetation. The internal walls of the large room were near-covered in different varieties of moss, vine and fungus. The floor was coated in rich, thick soil that served as a home for hundreds of different kinds of plants and trees, of various sizes. It was not immediately obvious how these plants were provided water, or how the soil was kept full of nutrients.

It was clear that this room was once well segregated, with space used efficiently to keep the various plants contained and separated from one another. However, it seemed that it had now been shaped to the designs of something else.

That something else could only be the two man-sized, floating spheres of tentacled moss staring back at the Elf with red eyes spaced almost randomly across their plant-like, spherical forms. In addition to the two spheres, two shambling, green-skinned zombies each had a pair of the same glowing red eyes and they seemed to be tending the garden.

As Ansha's eyes took in the lush colors set against the presence of something clearly sentient and quite alien to Golarion, a small plant twenty feet from the doorway spat thorns at the Elf from their respective mouths, punishing the Elf's haste to peer inside. Perhaps the plant was intelligent enough to understand the concept of a "warning shot", but it was not clear what it had been intended as. Nonetheless, Ansha cried out in pain as several thorns, like miniature arrowheads, pierced her stomach before she could throw herself against the wall by the door, out of sight.

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