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Chaos Beast

DM Bigrin's page

3,017 posts. Alias of bigrin42.


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mechanics:

1d4 ⇒ 3
1d4 ⇒ 1

1d20 + 3 ⇒ (17) + 3 = 20

b: 1d20 + 11 ⇒ (1) + 11 = 12
1d6 + 3 ⇒ (4) + 3 = 7 + fire: 1d6 ⇒ 6
b: 1d20 + 6 ⇒ (3) + 6 = 9
1d6 + 3 ⇒ (3) + 3 = 6 + fire: 1d6 ⇒ 6

l: 1d20 + 11 ⇒ (18) + 11 = 29
1d6 + 3 ⇒ (3) + 3 = 6 + fire: 1d6 ⇒ 6
b: 1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 3 ⇒ (4) + 3 = 7 + fire: 1d6 ⇒ 3

Lefrik hacked again at the nearest brimorak, taking a few burning wounds as the thing's fiery blood splashed out. Bruendor also connected with a decent strike, taking only a small bit of fire damage for his trouble.

Kelendra tried to hypnotize the other brimorak, though the creature simply shook its head and attacked the nearest target. Both demons pulled identical longswords, which lit with flame immediately. Lefrik took a pair of burning slashes, but Bruendor managed to dodge out of the way of the cuts aimed for him.

Calla's arrow slammed into the wounded brimorak, sending the flaming goat man to the ground. The lone brimorak stood in the road, bleating curses in a demonic tongue.

Round 1-2:

Lefrik was hit twice for 13 physical and 9 fire damage[/dice].

Initiatives:
[b]kelendra 22
bruendor 21
lefrik 20

enemies 19
anklebiter 14
calla 11

Kelendra, Bruendor, and Lefrik are up

Here's the map

current combat hp status:
kelendra -0
bruendor -0
lefrik -21
anklebiter -0
calla -0


Yep, flame retardant grease in PF. And Mariana, that is a great decision!

mechanics:

1d20 + 5 ⇒ (6) + 5 = 11
1d4 + 4 ⇒ (1) + 4 = 5

The entire group ran to Sara's aid as Storn confronted the remaining orc. The big man and the orc traded blows with no real effect, other than a lot of grunting and swearing. In the back room, Mariana used a spell to coat Sara with a thin layer of magical grease. With everyone lifting together, and Quill pulling under Sara's shoulders, they managed to get the blacksmith free. The ashen look on Sara's face looked grim, and her chest was indented on the left side, likely from crushed ribs.

Round 4-5:

Initiatives:
Yelena 9
Quill 7
Mariana 6
Molly 21
Storn 19
Sander 17
orcs 10

Everyone is up!

Here's the map

current combat hp status:
Yelena -0
Quill -0
Mariana -6
Molly -10
Storn -6
Sander -0


Anyone heard from Jakscar or Zaphomil this week?


mechanics:

nitiatives:

anklebiter 1d20 + 2 ⇒ (12) + 2 = 14
kelendra 1d20 + 2 ⇒ (20) + 2 = 22
bruendor 1d20 + 2 ⇒ (19) + 2 = 21
calla 1d20 + 6 ⇒ (5) + 6 = 11
lefrik 1d20 + 0 ⇒ (20) + 0 = 20
enemies 1d20 + 7 ⇒ (12) + 7 = 19

Chanting as quietly as she could, Kelendra blessed the party. As soon as he felt the spell take hold, Lefrik leaped from hiding and charged, covering the sixty feet or so of ground between him and the brimoraks in great, bounding strides. As he neared, a pair of magical missiles flew past him to strike the lead creature. The demon looked a little surprised at the pain. The surprise turned to a grimace as Lefrik's axe came crashing down, nearly severing its left arm. Meanwhile, Calla cast a spell on herself in preparation of joining Lefrik in the fray.

Round 1:

Initiatives:
kelendra 22
bruendor 21
lefrik 20

enemies 19
anklebiter 14
calla 11

Kelendra, Bruendor, and Lefrik are up

Here's the map


Trying to, yes. The beam is very heavy and is wedged against one wall, so even your combined efforts are barely enough to keep the beam from crushing Sara further, though not enough to actually get her out yet.

mechanics:

S: 1d20 + 5 ⇒ (12) + 5 = 17
2d4 + 4 ⇒ (1, 1) + 4 = 6

Storn crushed the last orc in the doorway and moves to help Molly. The witch gave her opponent a nasty cut across the chest, then rolled out of the way. The orc, in fast pursuit of Molly, came up against Storn instead. The furious swing barely made it through the warpriest's defenses, opening a wound in Storn's left forearm.

In the back room, Quill continued to try and pull Sara free, making some headway as Yelena lifted on the beam. Still, the weight of the beam and its position made progress slow. They really needed another pair or two of hands on this job.

Round 3-4:

Storn takes 6 damage

Initiatives:
Yelena 9
Quill 7
Mariana 6
Molly 21
Storn 19
Sander 17

orcs 10

Everyone is up!

Here's the map

current combat hp status:
Yelena -0
Quill -0
Mariana -6
Molly -10
Storn -6
Sander -0


You have 24 hours to post surprise round actions


GenCon??? *le sigh*


I am leaving for a family "vacation" (read that as traveling halfway across the country to visit my wife's family and go to our niece's wedding) tomorrow and won't be back until Monday, whereupon I immediately leave for a 3 day business trip. I should have plenty of internet to post 1-2 times per day, but I won't be as constantly on as I am normally (when I get bored or stuck at work I tend to just refresh the paizo forums every few minutes). It shouldn't impact my ability to post daily, just letting you know in case the worst should happen (no internet, yikes!) Also, I probably won't be able to make map updates, so we'll just have to use our imaginations...maybe.


I am leaving for a family "vacation" (read that as traveling halfway across the country to visit my wife's family and go to our niece's wedding) tomorrow and won't be back until Monday, whereupon I immediately leave for a 3 day business trip. I should have plenty of internet to post 1-2 times per day, but I won't be as constantly on as I am normally (when I get bored or stuck at work I tend to just refresh the paizo forums every few minutes). It shouldn't impact my ability to post daily, just letting you know in case the worst should happen (no internet, yikes!) Also, I probably won't be able to make map updates, so we'll just have to use our imaginations...maybe.


I am leaving for a family "vacation" (read that as traveling halfway across the country to visit my wife's family and go to our niece's wedding) tomorrow and won't be back until Monday, whereupon I immediately leave for a 3 day business trip. I should have plenty of internet to post 1-2 times per day, but I won't be as constantly on as I am normally (when I get bored or stuck at work I tend to just refresh the paizo forums every few minutes). It shouldn't impact my ability to post daily, just letting you know in case the worst should happen (no internet, yikes!) Also, I probably won't be able to make map updates, so we'll just have to use our imaginations...maybe.


mechanics:

will: 1d20 - 1 ⇒ (15) - 1 = 14

1d20 + 5 ⇒ (1) + 5 = 6
2d4 + 4 ⇒ (4, 2) + 4 = 10

1d20 + 5 ⇒ (15) + 5 = 20
2d4 + 4 ⇒ (4, 2) + 4 = 10

As Yelena saw the damage caused by Storn racing off, she ran in and grabbed the beam. She was able to help Agrit take most of the weight off of the half-orc, but Quill was still not able to pull the woman free.

In the one room, Storn leveled his opponent with a haymaker swing, laying the orc out on the burned wooden floor. Sander, his little morningstar at the ready, brained the first thug that came through the door. Literally brained. Gray matter coated the wall and floor as the orc slid to the ground. The other stopped short in the doorway, cautions about getting near the feisty halfling. He tentatively swung his falchion at Sander, but it was easily avoided. Molly sent a minor hex at her opponent, who just blinked at her stupidly and came on. She lifted a hand to ward off the blow, but the orc slapped it aside and drove his blade through her abdomen.

Round 2-3:

2 down!

Molly takes 10 damage

Initiatives:
Yelena 9
Quill 7
Mariana 6
Molly 21
Storn 19
Sander 17

orcs 10

Everyone is up!

Here's the map

current combat hp status:
Yelena -0
Quill -0
Mariana -10
Molly -10
Storn -0
Sander -0


Gong to post tonight as soon as I get the chance, with or without her


Anklebiter:
Brimoraks have substantial defenses against all energy types (immunity to fire and electricity, resistant to cold and acid). They also have substantial physical protection that can only be bypassed by cold iron or good weapons.


The giant turnkey demon halted in its passage, sniffing the air for a moment. It turned towards you and took a few steps before bending down to rip a hunk of meat from one of the dead drow. It tossed its head back and the head jerked up and down as the demon swallowed the chunk of meat whole. It continued on its pacing.

A few minutes later, another demon appeared, walking in the same direction as the vrock. This one was small, maybe 3-4 feet tall, and looked like a cross between a goat and a man with smoke and fire wreathing its features. A moment later, a second one appeared, walking beside the first.

K. Planes DC 15:

These creatures are brimoraks, fire loving demons that are well-suited for ranged support of the demon hordes. They are dangerous in close melee as well, with their proclivity towards fire and the choking smoke that wreathes them.

Here's the updated map


Partially waiting on you, and partially waiting on me to get time freed up to make another combat post.

mechanics:

construct: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d4 + 6 ⇒ (2) + 6 = 8

slam, AoO: 1d20 + 7 ⇒ (12) + 7 = 19
1d8 + 3 ⇒ (4) + 3 = 7

slam: 1d20 + 7 ⇒ (20) + 7 = 27
1d8 + 3 ⇒ (8) + 3 = 11
slam: 1d20 + 7 ⇒ (20) + 7 = 27
1d8 + 3 ⇒ (1) + 3 = 4
slam confirm: 1d20 + 7 ⇒ (11) + 7 = 18
1d8 + 3 ⇒ (4) + 3 = 7
slam confirm: 1d20 + 7 ⇒ (11) + 7 = 18
1d8 + 3 ⇒ (3) + 3 = 6

People moved quickly into the light, trying to maximize Jakscar's combat potential and reduce confusion. Except, that is, for Angelica, who raced in to make an opening for the catfolk to withdraw. Her hasty movement cost her, as one beefy arm caught her a hard blow. She retaliated, ripping parallel furrows across the stitching holding most of its chest together. The beast roared in fury, then smashed the rogue into the wall a couple of times, making her see stars in the magical darkness.

Round 9-10:

Angelica takes 3 hits for a total of 22 damage and must make me a Fort save.

Initiatives:
Shabezz 7
Harbug 5
Zaphomil 20
Jakscar 19
Angelica 16
enemies 8

everyone is up!

Here's the map
The dark area is the spread of the darkness effect. Unless you have darkvision, you cannot see in here.


I need to check that character sheet again, you munchkin! 72 AC at level 2?


Busy, busy weekend!

Sander - How are you getting the sling to do 1d6 damage? Or is it a sling staff?

mechanics:

f: 1d20 + 3 ⇒ (8) + 3 = 11

s: 1d20 + 5 ⇒ (3) + 5 = 8
2d4 + 4 ⇒ (4, 1) + 4 = 9

mo: 1d20 + 5 ⇒ (4) + 5 = 9
2d4 + 4 ⇒ (2, 1) + 4 = 7

ma: 1d20 + 5 ⇒ (20) + 5 = 25
2d4 + 4 ⇒ (3, 3) + 4 = 10
confirm: 1d20 + 5 ⇒ (9) + 5 = 14
2d4 + 4 ⇒ (4, 2) + 4 = 10

SM: 1d20 + 5 ⇒ (11) + 5 = 16
SM-5

Storn dropped the beam and rushed to defend against the orcs. The beam crushed Sara once more, and a sizzling was clear in the air as fresh blood met with the fire on the beam. Sander flung a stone at the approaching orc, taking it right in the forehead and raising a huge welt. The welt turned green almost instantly as whatever the alchemist had coated the bullet with went to work. To his rear, Molly hastily fired off a shot that went wide, then slammed her bayonet home and prepared to defend the door.

The orcs attacked clumsily, as if not sure what to do against determined defenders. All but the one facing Mariana. That one, a hulking brute with a missing ear, slammed its falchion down on her left arm, hard enough to shatter the bone. The damage was almost too much for the archaeologist, who swayed uneasily on her feet.

Round 1-2:

Mariana takes 10 damage, which puts her at 0, I believe.

Initiatives:
Yelena 9
Quill 7
Mariana 6
Molly 21
Storn 19
Sander 17

orcs 10

Everyone is up!

Here's the map

current combat hp status:
Yelena -0
Quill -0
Mariana -10
Molly -0
Storn -0
Sander -0


mechanics:

1d20 + 7 ⇒ (16) + 7 = 23

Black cat did not save you this time!


Oops, totally missed that feat. Carry on


Storn - I believe the war min blessing is a standard action, not a swift one. Waiting for clarification before I post next.


Harbug, with that second save, you are no longer poisoned. Congrats


mechanics:
Mariana 1d20 + 3 ⇒ (3) + 3 = 6
Molly 1d20 + 1 ⇒ (20) + 1 = 21
Quill 1d20 + 3 ⇒ (4) + 3 = 7
Storn 1d20 + 2 ⇒ (17) + 2 = 19
Vashta 1d20 + 2 ⇒ (12) + 2 = 14
Yelena 1d20 + 1 ⇒ (8) + 1 = 9
orcs 1d20 + 0 ⇒ (10) + 0 = 10

As Storn and Yelana moved forward to take their places on teh beam, Quill put his bow away to grab Sara's hands and pull her out as the others lifted the heavy, and burning, piece of wood. The choking smoke is thick in the room, and breathing becomes difficult. The beam is wedged firmly against the wall, and though everyone strains, it barely shifts. Finally, after a goodly amount of pulling, the beam moves up an inch. It's not enough to free Sara, but at lease progress is being made.

Sander, Molly, and Mariana keep an eyes out the door for trouble, and unfortunately it showed up. Four orcs loped their way. One of them pointed, and the group split up. A pair of orcs rushed Mariana at the door, while the other two leaped through holes in the walls to attack from the sides.

Round 1:

Initiatives:

Molly 21
Storn 19
Sander 17

orcs 10
Yelena 9
Quill 7
Mariana 6

Molly, Storn, and Sander are up!

Here's the map


mechanics:

1d20 + 7 ⇒ (4) + 7 = 11
1d8 + 3 ⇒ (4) + 3 = 7
1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 3 ⇒ (8) + 3 = 11

1d6 ⇒ 5

Harbug moved in a circle, getting behind the last derro and driving his spear through her back. The creature gasped in pain, her eyes rolling up into her skull as she collapsed to the ground.

Jakscar went on full defense mode, still flailing about in the dark and trying to avoid the golem's attacks while the others moved back and out of the magical darkness. One of the golem's blows snuck through, delivering a crushing blow to Jakscar's chest. The catfolk had the wind knocked out of him, and tasted something nasty in his mouth as he gasped for air.

Round 8-9:

Jakscar takes 11 damage and must make me a Fort save.

Harbug must make a DC 15 Fort or take 5 cold damage and be staggered for 1 round.

Initiatives:
Shabezz 7
Harbug 5
Zaphomil 20
Jakscar 19
Angelica 16
enemies 8

everyone is up!

Here's the map
The dark area is the spread of the darkness effect. Unless you have darkvision, you cannot see in here.


Navigating the barricade was difficult, as it should be, and the flames and smoke made it difficult to make out who was who in the darkness. Still, you managed to get to the house. Now everyone can hear the cries for help coming from inside. Peeking in, you can see that the house is on fire. In the main bedroom in the back, you can just see Councillor Agrit Staginsdar's soot streaked face as she lifted on a fallen beam. Trapped under the beam was the unconscious form of Sara Morningstar, a large wound on her forehead bleeding profusely.

Agrit called, "Please, help me! I can't lift this off of her, and if we don't get out of here soon, she'll burn to death!" Smoke roiled through the house at her words, and she began to cough. You also feel the tickle in the back of your throat that signals smoke inhalation.


Searching through her mind for the repositories of demon lore, Calla finds one that seems to match the creature before them. It is a vrock, capable of summoning its own kind and all but invulnerable to elemental damage. It's natural armor provides heavy protection against all but good-aligned weapons, and it is severely resistant to magical attacks. The sound of its screech can cause its enemies to halt in their tracks.

Calla, mechanics:

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20

Stunning Screech (Su) - Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.


Looking inside the building, Quill could see that it had been abandoned, most of its furniture likely going into the barricade outside. The buildings directly to the north had been badly damaged by falling boulders, and were on fire. A voice screaming for help came from that direction...from Sara Morninghawk's and Agrit Staginsdar's residence!


mechanics:

1d100 ⇒ 65
1d100 ⇒ 38
1d100 ⇒ 99
1d100 ⇒ 89

Once everyone's gear has been attended to, you make your way back into the northern part of Celwynvian, following the paths that you had taken the previous day. You quickly reached the area where you had fought the babau the day before, noting that the bodies were gone. The tramping of boots on dirt alerted you to an incoming drow patrol, and you took cover, watching as the 10-drow patrol, accompanied by a handful of dretches, moved past, quickly heading towards the sounds of the nearest battle. Wisely, you refrained from attacking, knowing that even with surprise, you were unlikely to be able to defeat that many without losses.

You moved on, finding a pile of dead drow, six in all, stripped of their gear and lying to the side of the road in an untidy heap. As you looked through the pile, you heard a noise coming from down the road. Everyone leaped into the bushes and hid as a large demon stomped into view. It looked like a giant humanoid turkey, and a cloud of something swarmed around it. It's razor-sharp beak pivoted back and forth in the air as it turned its head from side to side, searching for prey.

Spoiler:

Here's the map should you decide to attack. remember that you don't have to fight every battle, and some you would not fare well in.


The barricade here is approximately three feet high and 5 feet thick. The western part has been shattered by a large stone that still lies in the midst of the wreckage. The house that it butted up to on that side was destroyed as well. The acolytes and clerics of the town have their triage station set up and are working feverishly to tend the wounded. As you watch, a group of survivors carrying a litter move past you to the gate area, and the portcullis opens just enough to allow them to pass before coming down with a thunderous crash once more.

Directly ahead, you can see the Inner Quarter well. Around it lies bodies of all kinds - orcs, humans, other races, male and female, young and old - scattered across the cobblestones where they fell. An orc stands near the well, his axe raised high. Suddenly, an arrow sprouted from his chest, just below his throat. The orc looked down in surprise, then fell to the ground.

You know that the next beacon is through the Inner Quarter to the west, past another set of walls and gates. Getting there will not be easy, as flames and choking smoke block the path. Small groups of orcs, evidently the vanguard, can be seen through moving through the smoke, entering houses as they came.

Here's the updated map
I apologize for not fleshing out the building interiors more. time ran away from me.


Shabbezz recognizes the creature as some form of carrion golem, and relays that information to the others.

You know it's a carrion golem, which gives you all the construct traits


There IS no beacon here any more.

Quote:


From the gate you can see that the lighting the beacon will not be an easy task, as the wood has been scattered and the beacon itself destroyed. On the other hand, the orcs have set enough buildings to burn that the lack of the beacon's light will not be a problem.


mechanics:

construct: 1d20 + 6 ⇒ (3) + 6 = 9
1d4 + 6 ⇒ (1) + 6 = 7

c: 1d20 + 5 ⇒ (14) + 5 = 19
1d6 ⇒ 4

1d6 ⇒ 4

Despite the fact that Angelica and Harbug have no problems seeing in the darkness, apparently their minds are fixated on the fact that a globe of magical darkness surrounds them, for they both miss their strikes against their opponents. Jakscar, is blinded anew by the pair of glowing blue-white missiles that flash by him to strike the derro before him and Angelica. Closing his eyes, the catfolk strikes where he remembered the creture's head to be. His blades cut into the derro's neck, and he smiles a feline grin as he hears the thud of a body falling to the stone floor.

The construct tried to slam the female derro to the ground, but the agile figure twisted away and hit it with her club, deepening the dent in its back.

From around the corner came a roar as a hideous creature stumbled into view. Stiched together from multiple creatures, it looked like a combination of troll, troglodyte, spider, and dwarf, with a few other parts thrown in for good measure. The stench rolling off of it made everyone gag as it shambled into the darkness to confront you.

Round 7-8:

Harbug must make a DC 15 Fort or take 4 cold damage and be staggered for 1 round.

Everyone must make a DC 12 Fort save or be sickened for 1 round.

Initiatives:
Shabezz 7
Harbug 5
Zaphomil 20
Jakscar 19
Angelica 16

enemies 8

everyone is up!

Here's the map
The dark area is the spread of the darkness effect. Unless you have darkvision, you cannot see in here.


1 person marked this as a favorite.

Together, the group managed to reach the gate in the curtain wall between Upper Trunau and the Inner Quarter. A loud crash was heard, and someone shouted that the Bloodmarch tower was fallen. Shouts and screams from the Inner Quarter rose and fell, and through the portcullis, you can see flames flickering and the sight of many figures in various stages of combat, life saving, and fire fighting.

One of the men at the gate said "You going through? Right, then, be quick about it. The portcullis comes back down as soon as you are through, and we aren't likely to open it if there's any orcs nearby." He looked up at the top of the wall to signal someone above.

Following his gaze, you also look up the 20-foot high wall to see the crennelated top, interspersed with 30-foot high guard towers. The walls and towers bristled with archers and crossbowmen.

As you looked about, Kurst Grath appeared, with a squad of militiamen in full gear. He is splashed with blood, and has a grimlook on his face as he says "Kristoff, get that portcullis open! The Inner Quarter is under assault already! Damn orcs got through the main gate with hardly any losses. I'm going to push back the main contingent, and destory whatever it is that's sending the boulders down on us. I still can't believe the orcs got a siege weapon in so close without any of our scouts seeing signs."

Turning to Yelena, he said "Yelena, secure the Inner Quarter as best you can, and get those last two beacons lit. Get any non-combatants to the Longhouse, and clear out any orcs you find along the way. It isn't going to be easy, but you have my faith. You all do."

As he finished speaking, the portcullis lifted with a shriek of metal on metal, and he and his men trotted through. Kristoff, waved you through, shouting "GO, GO, GO!"

As soon as all of you had passed through the portcullis, it came back down with another squeal and a resounding crash.

The Inner Quarter is in complete disarray. Rubble covers the ground as many buildings have been shattered, or partially destroyed. From the gate you can see that the lighting the beacon will not be an easy task, as the wood has been scattered and the beacon itself destroyed. On the other hand, the orcs have set enough buildings to burn that the lack of the beacon's light will not be a problem.

Dark is now fully upon Trunau, and the smoke from the fires diffuses the light from the fires so that it is difficult to see.

Immediately in front of the gate, about twenty feet or so, a hastily erected barricade has been constructed. Made primarily of carts, furniture, and sharpened poles, the barricade is already covered in the spilled blood of raiders and defenders alike, and still bodies attest to the ferocity of both. Many victims of the bloody fight lay screaming or whimpering in pain as the clerics of Iomedae triage the wounded and tend to the wounds as best they can.

Kurst, already across the barrier with his squad, called back to you, "Bring any survivors you find here, and the clerics will see to their injuries and that they get into the upper city. Forget the Inner Beacon, just help clear the Inner Quarter." With those parting words, he and his squad disappeared into the smoke.

Inner Quarter:

The smoke makes it difficult to see. Dim lighting is now in effect. 20% miss chance unless you have darkvision or low-light vision.

Here's the map
I won't be putting in all the figuers you see unless you are actually in combat to keep MapTool from choking.

Explore/defend/rescue/attack as you will, just give me enough description to know where you are going - "I walk up to the barricade and demand to know how I can help, or "We sweep the buildings on the east side to clear them of any raiders".


mechanics:

1d100 ⇒ 37
1d100 ⇒ 43
1d100 ⇒ 28
1d100 ⇒ 85

The bolts are available, but the light mace is not.

The rest of the day passes uneventfully, as Bruendor keeps watch over the slumbering goblin and the others go out to do their daily business. The sounds of the battle for Celwynvian rise and fall, and it is clear that this campaign will not be won or lost in a single day.

The next day dawns much like the previous, with a messenger asking for you to attend Eviana. The elven commander looked you over with a critical eye, assessing you for the day's activity. "I would like to thank you for dealing with the babau yesterday. They are among the enemy's most dangerous servants, as you can likely attest, and their loss effected a grievous blow to the drow. Today, if you are willing, I would like for you to patrol the same area, dealing harshly with any of the enemy you encounter. The northern district is almost completely in our hand snow. Let us do all we can to try and keep it that way. If all goes to plan, then tomorrow we shall take the southeastern district, and prepare to assault the center of the city, and the heart of the drow occupancy."


Storn:

The powers imbued in dagger you hold in your hand open themselves to your arcane sight. The hopeknife is now a +1 dagger. 1/day the bearer can grant the weapon ghost touch for 1 minute. During this time, the dagger shines light equivalent to a daylight spell and the wielder gains a +3 sacred bonus against disarm and sunder attempts directed at the hopeknife.


At Storn roar, even Baseil quailed. Nervously he looked behind him to find his close compatriots already departing with haste. Looking back, he glared at Brinya one last time and then bolted, leaving behind a confused and chagrined pack of people who suddenly found better things to do during an imminent raid.

As the mob dispersed, the sounds of the orc horns grew louder, and flaming boulders crashed into the town, knocking over buildings and setting some on fire. Whatever war machines the orcs had secretly brought to bear were devastating.

With the crowd gone, Brinya rushed Storn and hugged him, clinging to the big man, still sobbing. "Thank you, oh thank you! I didn't know what to do. That bastard has always been hateful to me, but I never thought...not in Trunau...not like this..." Brinya broke into more sobbing.

As Storn uncomfortably held the woman, Yelena took the pragmatic action of lighting the Commons beacon with a nearby torch. The oil-soaked wood blazed high, lighting the area around you with a warm yellow glow.

Seeing the fire, Brinya pulled the now-black hopeknife from her cloak and pushed it into Storn's hands. "Take this. Roddy's still watching out for me, it seems. And, when the time is right, he will watch out for you as well."

As she finished, she stepped back, cuffing the tears from her cheeks. "Go! Finish what you started. I'll get the children to the Longhouse. Go!" And with that, Brinya turned into the darkness, calling out for anyone not headed to the walls to make their way to the Longhouse.

Looking down, Storn saw that the dagger was flat black along the blade, but the edge seemed sharper than any dagger he had held before. Plus, it seemed that there might even be something magical about it.


Baseil didn't back down at Sander's words, but more of the crowd slipped away. In moments, less than half of the original mob still stood around Brinya, and other than Baseil and his backup squad, the others looked very uncertain.


Cold iron arrows are easily available


As Mariana and Ssander talked, some of the crowd began to move away, their shame at their combined actions evidenced by how fast they tried to distance themselves from the ringleader. Baseil himself looked a little taken aback, his attitude shifting from obviously hostile to something more uncertain. Of course, when Yelena raised her hammer at him, his spine stiffened once more.

"Don't you threaten me, you dwarf whelp! You talk as if you are a watch captain instead of a girl child still living under her parents' protection. Your own family is in danger because of the orcs and their half-breed kind. And you have the gall to threaten me? I say toss her and all the other half-breeds over the wall and see how much danger we are in after! We can't be safe until all the orcs are removed from this city's walls."

As he spoke, two other men and a beefy woman stepped up behind him, glaring at you with stout clubs in their hands. Apparently, the threat of violence was enough to cause some in the crowd to take a stand.


You are way past bluff here. Only intimidate, diplomacy, or Storn-diplomacy is likely to work.

The mood of the crowd grew uglier as Storn and Quill pushed their way through, knocking more than a couple of "true Trunauans" on ther behinds as they did. Quill's drawn weapon and Storn's obvious anger made Baseil gulp slightly, but the growls from the others in the mob pushed his spine straight again.

"Would Rodrik have wanted her kind to betray us? We know watchmen got their throats cut by her kind, in preparation of this raid. Caleb saw the bodies! you think you know better? Maybe you want this town destroyed so you can loot it with the orcs? Maybe you ain't caring what happens to regular folk around here? You an orc lover Sander? That it?"

The crowd noise began to grow with every word the man spoke. Things looked grim.


You would have to push your way through the crowd, as they are surrounding Brinya. It is possible, I am just making sure you have the scene in mind.


The Commons beacon was indeed the closest, and still in the upper city, so it was naturally the first one to move towards. As you follow Sander around the bend in the road to the beacon, you can see a mob of citizens surrounding the beacon and two figures standing in the center.

From your slightly elevated position, it is easy to to see that one of these figures is Brinya, the half-orc woman sobbing with a terrified look on her face. The other is a merchant banker by the name of Baseil Sabask, one of the most racist citizens of Trunau. As you approach, you can hear his tirade as he gesticulates wildly at Brinya.

"...her other orc kind have been systematically weakening Trunau for years as they prepared for this attack on our homes! But we won't stand idly by and let you get away with this! You and all your other half-breeds will be strung up and dangled over the walls as a warning to any who would help the orcs. True-Trunauans will not stand for this! We will no longer put up with the corruption of your kind breeding with our men and women to dilute our strength. You think we will simply bow down to your orc brothers as they try and take this town? You, and them, are animals to be put down, mongrels and curs! And we True-Trunauans are a proud people, and a strong one, ready to fight. Right?"

This last call was echoed by many in the crowd, and more than a few glints of light flickered from metal as daggers and cooking knives were raised into the air. Brinya's pleas went unheard as Baseil roused the mob to greater heights of fury.


mechanics:

construct: 1d20 + 6 ⇒ (17) + 6 = 23
1d4 + 6 ⇒ (1) + 6 = 7

1d20 + 5 ⇒ (7) + 5 = 12
1d8 ⇒ 2
SA: 1d6 ⇒ 4
poison: 1d6 ⇒ 6

1d20 + 5 ⇒ (14) + 5 = 19
1d6 ⇒ 5

1d6 ⇒ 1

The darkness continued to stymie your efforts as all attacks on the spear wielder missed. The derro cackled and thrust out at Jakscar, but the blundering cat somehow managed to avoid the blow. Angelica's construct pushed forward and slammed into the female derro, delivering a battering blow, but taking one from the woman's club in return, the ancient armor now dented badly. Harbug managed to gain some relief from the wound in his side, though the cold poison still spread through his body.

Round 6-7:

Harbug must make a DC 15 Fort or take 1 cold damage and be staggered for 1 round.

Initiatives:
Shabezz 7
Harbug 5
Zaphomil 20
Jakscar 19
Angelica 16

enemies 8

everyone is up!

Here's the map
The dark area is the spread of the darkness effect. Unless you have darkvision, you cannot see in here.


Yes


As the sun sinks to the horizon and the sky is just darkening above, the peaceful evening is interrupted by the sound of a single blast from a horn. Shouts and screams from the town's lower quarter sounded out, drowning the lone horn. That horn was replaced by dozens of others, and a loud crash as an airborne boulder slammed into the southern tower of the lower city. Trunau is under attack!

The noise of the assault was overridden somewhat as Jagrin Grath began bellowing orders to the members of the watch standing nearby. "Omast! Get to the main gates and find out why the alarm wasn't raised earlier. And take anyone you find who is armed with you. I want these invaders repelled, and I want it done yesterday! Conal, get the youngsters and noncombatants to the Longhouse for shelter. Everyone else, grab your weapons and get to the walls!"

"Not you, Kurst! You get the beacons lit. Use this lot to help you, but get it done! Those damned greenskins can see in the dark, but our men'll need the light from the beacons to manage our defense. Go!" With that, the older man took off, heading for his office where his weapons and armor hung.

Kurst turned to you and said, "Look, I know not all of you call Trunau home, but most of you do in some form or fashion. For me, your part in investigating Roddy's death makes you militia, whether you took the oaths or not. I need your help. Those beacons need to be lit, and the people in the lower levels need to be brought up here to safety. I know it's a lot to ask, but right now, every hand must pull its own weight. You have proven yourselves capable, and I have faith in you. Are you with me?"

Before anyone can respond, a man ran up to Kurst and saluted. "Sir! Most of the watch on the towers and walls are dead, sir! Throats cut. It was an inside job!"

Kurst cursed, then turned to you. "Can you handle this on your own? It looks as if I have something else that demands my attention. Remember, the beacons are your priority. If you come across any citizens, send them up here to the Longhouse, but get those beacons lit! You got that Yelena? Get the beacons lit!" Not waiting for a response, he took off running, the militiaman by his side.

Beacons:

The three beacons that must be lit are the Commons beacon (J), the Inner Gates beacon (K), and the Hopespring beacon (M).

According to this map.


1/8" diameter. I ordered some last week. They should be in by next weekend.


No. Hell, Sara probably makes you pay for both the materials and your own labor to make things o_0


So, last week I saw a $150 magnetic dice tower made by Wyrmwood, and just had to see if I could make my own. Magnets are still on order, but here is a test run with everything held together by painter's tape. I can't wait for the magnets to get here so I can stain it and take it to my next RL game!


So, last week I saw a $150 magnetic dice tower made by Wyrmwood, and just had to see if I could make my own. Magnets are still on order, but here is a test run with everything held together by painter's tape. I can't wait for the magnets to get here so I can stain it and take it to my next RL game!


So, last week I saw a $150 magnetic dice tower made by Wyrmwood, and just had to see if I could make my own. Magnets are still on order, but here is a test run with everything held together by painter's tape. I can't wait for the magnets to get here so I can stain it and take it to my next RL game!


It depends on what you are looking for. Standard items (like the magic light shield in your example) are available. Anything out of the ordinary would have to the "ordered" for the next supply shipment.

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