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Spectral Dragon

DM-Camris's page

2,549 posts. Alias of Camris.


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There is one passageway north winding deeper into the bluff. There is one passageway south, where you can hear someone muttering.

Perception:
You can smell a sea breeze wafting through, as well as rot.


Players take their turn in order of posting, enemies went first.


Ysabots hex: 1d100 ⇒ 90 Will save:1d20 + 7 ⇒ (4) + 7 = 11 Hex lands!
Ysabot knows that the creature is incorporeal, using negative energy to cause damage and bleeding. It's not turning solid at all, just the blood making it seem more solid.

Agrimar bleed: 3

Round 2___________________
The Loppers maniacal grin is turned towards Ereviss.
Incorporeal touch attack: 1d20 + 7 ⇒ (13) + 7 = 20
Incorporeal touch attack: 1d20 + 7 ⇒ (10) + 7 = 17 Hit! Ereviss takes a hit to his left foot dealing 1d6 ⇒ 4 negative energy hp damage and 1d6 ⇒ 1 bleed damage.
The blood still seeping from Agrimar (another 3 dam from bleed) as well as the 1 from Ereviss serve to heal the Lopper of some of the substantial damage Agrimar dealt it last round.


Rezol's rising strike seems to catch the shadow demon off guard, and this time feels like he caught a living creature. The slash seemed to almost tear the vile monster in half as it was flung away from Zane; incredibly, it seemed to continue moving.
It called down a Deeper Darkness and tried to withdraw to the north. But while it succeeded with Rezol, both Liz and Zephram got attacks of opportunity; able to target it even in the dark as it was backlit by the gems.
It collapsed into a pool of blackness on the floor, and as the Deeper Darkness dissipated, it seemed to evaporate along with it.
You have no sense of Evil in this area anymore.

Appraising the gems, you find that there are 89 of them, they are ornamental gemstones of various kinds each worth about 1gp.

Knowledge:Arcana DC14:
The gems are enchanted to provide Light, and are enhanced to +1; so they can be used as sling projectiles for 1d3+1+str damage. They are unstable however, and will evaporate in 1d24 ⇒ 7 hours.


SUBMISSIONS

Seth86
Druid. Lion Shaman. But instead a tiger.

Tyeal
“Teleran Zultrar” Elf Wizard (Transmutation specialist)

Darksmokepuncher
“Raziel of Mendev” (Demonspawn) Tiefling Ninja (Scout)

Gerald
“Ellena Lovain” Human Paladin of Iomedae

Anoirtrou
“Xantrius Kaleson” Demon-spawn (Pitborn) Tiefling Oathbound Paladin (Oath against Fiends)

heavydisking
“Deraev” Half-Elf Sorcerer (Infernal bloodline)

Awenydd83
“Awen” Tiefling Ranger 2/ Rogue 1

Edelsmyrge
“Morgrym Black” Human Bard 3

Dal Selpher
“Stalford Fain”, a dwarven hunter and his animal companion Soren .

Ira Kroll
“Gilbert the Grappler” Dwarf Monk1/Fighter 2

Bane88
“Sylas Porter” Male daemon-spawn tiefling slayer 3

GM Angel
“Moyra Steelheart” Human (varisian) paladin (warrior of the holy light, hospitaler) 3

tribeof1
“Curn Blackhand” (human slayer)

Professional Calvinball
“Silya Massi” Human, Wizard 3 (Rahadoumi)

CampinCarl9127
“Tiasar Auvrelth” Elf Wizard (Infernal Binder) 3 and his familiar Morde.

Tyeal
“Teleran Zultros”, Elven Wizard (Transmuter)

tieflingwizard
“Voren the Outsider” Male Tiefling Witch (Hedge Witch) 3

Corrections welcome.


Yes you can have an extra trait for a drawback.

20 point buy.

Hit point convention is to roll for hitpoints, but reroll if you get less than half+1.

Voren wrote:


1) Could you guys let me know where you are at? Are you out of the underground?
2) I was planning on making Voren into a Hierophant/Archmage. Is that okay?
3) Is my backstory okay with you guys?

1: We are out of the underground and safe at Defenders Heart at the moment after dropping off most of the NPC's across the remains of the city. The companions are about to be sent out to raid a suspected cult safe house.

2: I'm cool with that.
3: Yep.


OK, THIS RECRUITMENT IS NOW CLOSED TO NEW APPLICANTS!

Live RP and Christmas stuff this weekend, so probably decision late Sunday.


For a moment Commander Irabeth just stood and looked at you. You can feel the commanding aura radiating off of her, very similar to that of Thetin. Their eyes meet and they nod slightly to each other.
"...Thank you. Just... I am grateful you were able to rescue Anevia."
She dashed some tears from her eyes with a shaky hand. Then her eyes fell on Radiance as Thetin sheathed it.
"Yes. Well. I can tell you have an extensive story to tell. Please follow me." She said more formally. But she kept her hand in Anevia's as she strode ahead of you into the inn.

As the guards concealed themselves again, one replied to Alesie.
Sorry ma'am, but who you see here is all that we know of." He said apologetically.

Following her into the old inn, you come into a bustle of activity. Soldiers stride along everywhere, giving the inn a crowded marketplace atmosphere. Lights are everywhere inside, even though you saw no sign of habitation from the outside. Off in the common area, you got a glimpse of what had to be merchants, trading weapons, armor and equipment of all kinds. The smell of cooked food wafted from the kitchens, making you salivate at the thought of a hot meal.

Leading you into a back room parlor, you see the maps pinned to the wall and reports strewn across the table signifying this is a headquarters.
"No interruptions please." She orders an aide. He saluted and vacated the room, shutting the door behind him.
Irabeth gestures to the various chairs.
"Please. Seat yourselves. I suspect this may take a while. Now, tell me what happened."

You can either tell her your tale in your own words, or feel free to summarize.


Well, I don't know how to answer you in this. I just took over the game and don't really know how the players fight. Plus, with all the recruits, the dynamic will change again.

From what I've seen of the characters, I THINK they're set for melee. Beyond that your guess is as good as mine. Why not submit something you would LIKE to play?


Dal Salpher wrote:
I presume you've maintained the link between the traits and their associated mythic paths?

Yes; though i'm not married to it. If there is a good reason to uncouple the mechanics with the Mythic background, I'm willing to listen.

Professional Calvinball wrote:
How many members are you looking for?

I am looking to select two more players.


Has everyone checked out the recruitment section? See anyone you like the looks of?


(Oh thank god.)
Everyone, Arthas is a player I have invited directly, as we shared an epic adventure that has apparently died.
I am UTC -8:00, on the pacific coast of the US.

Arthas: You are currently in the city of Kenabres, which has been overrun by the demon hordes of the Worldwound. The demon armies have moved on, leaving the city in a kind of mad max world. You are a fortunate survivor of the battle now holed up in an old stone inn (The Defenders Heart), now the headquarters of the resistance.

You are in a meeting. You are being detailed by your boss, Commander Irabeth to go with a small team (our heroes) to raid a suspected traitors safe house.

On a sideboard, you see a fancy darkwood case, now open, and an ordinary looking longsword with an odd gold colored blade. Something about it draws your eyes...


Uh, are you building a... GOBLIN paladin?


No restrictions on race; but really, the more complicated the race the less likely to get in. And you can't build your own either.


Round 4___________________

There is enough room in the cavern to surround Zane, the shadow creature is medium sized and takes up one square next to Zane. No map for now.
The cloud of glittering particles dissipates, visibility causes a miss chance of 20% for everyone within 15' of the creature.

Players take their attacks in order of posting, the enemy will go last.


Round 3___________________

LizArdoc____________________
Liz retrieves a flask of holy water from her Handy Haversack, she splashes it against the creature. The water splashed through the shadow, but some of the spatters flashed a holy blue light and the creature hissed with sudden agony.

Rezol Born-in-Steel____________________
Finally overcome, Rezol keels over as the beast knocks him unconscious.

Zephram Taranis____________________
He spins the blade in his hand, Let's see if I can lure him into breaking his defense... We'll try Markov's gambit... , performing a well-memorized pattern to draw the demon's attention away from his true attack. He wins the bluff! Flat footed to your attack your blade slices through the shadow with little resistance. It is stung a little.

Zane Argentus___________________
Drawing on the power of his cane, Zane once again calls up the power to send pute arcane force darting towards the shadow demon.
Again the magic twists out of Zane’s control! 1d100 ⇒ 89 glowing gemstones explode out from Zane's hands, scattering through the chamber. Zephram, LizArdoc, and the shadow all take 1d6 ⇒ 1 magic and bludgeoning damage. The footing is difficult now as the gemstones roll around under your feet.

Nakoda__________________
Not possessing any weapons made of cold iron, Nakoda stepped back and prepared a spell, risking a hit from the demon as she stepped back into the fight to tap Rezol with her foot, delivering the spell.
Rezol's eyes flutter open as Nakoda's magics flow throw his body. From his prone position on the floor, surrounded and covered by glowing gemstones he tries to get an idea of what's going on.

Enemies____________________
The shadowy creature seems startled at the shower of gemstones.
It pounced at Zane, seemingly attracted by the show of power.
Claw attack 1 vs Zane touch AC: 1d20 + 11 ⇒ (2) + 11 = 13 1d100 ⇒ 96. Miss.
Claw attack 2 vs Zane touch AC: 1d20 + 11 ⇒ (17) + 11 = 28 1d100 ⇒ 82. Hit! Dealing 1d6 ⇒ 5 slashing damage plus 1d6 ⇒ 5 cold damage.
Bite attack vs Zane touch AC: 1d20 + 11 ⇒ (13) + 11 = 24 1d100 ⇒ 75 Hit! Dealing 1d8 ⇒ 6 slashing damage plus 1d6 ⇒ 1 cold damage.

dm:
19


As long as there is no mechanical advantage over the Lion, should be alright.


A couple of slots have opened up in this Wrath of the Righteous game; we're looking to recruit!

Our current team is made up of:

Ce-Eshna Lightfoot
Female Sylph (Native: Outsider) Fighter 2/Sorcerer(Arcane) 1

Jokum of the Breakbones
Male Aasimar Ranger (Shapeshifter)/3;

Karthak Ironbreaker
Male Dwarf Inquisitor 3

Pollux Wardroxan
Male Human Cleric 3

The characters are currently resting up in the old stone travelers inn, Defenders Heart, where the Kenabres resistance has its headquarters.

Build is the twenty point buy, two traits, one of them campaign.
Character Level three, 3000 gp to outfit yourself.
Just a brief paragraph as to your personality, appearance and how you would fit into the combat team. A detailed background can wait until you're selected.

I'm looking for a fast turnaround, so decision by Friday (hopefully).


Welcome back Ce-Eshna!

Radiance can shift it's substance to form itself into the Paladin's deity's favored weapon, if said paladin desires it. Sorry, paladin only. Anyone else handling it only has a +1 longsword (though pretty).

Also, Paladins are Lawful and Good. If you want to pursue the concept, the WarPriest is a decent substitute if you build it right.


Players take their turn in order of posting, enemies went first.
Tactical Overview.


Agrimar:
Concentrating further, you sense a concentration of Evil, more than you have ever experienced before; magnitude 7!
And it's moving towards you!

Agrimar's sharp intake of breath is just enough to give you warning.
No surprise round sadly.

Round 1__________________

From the inky depths of the oublette, a semitransparent figure rises with an acrobatic leap and a blood-curdling shriek.
Sight of the Lopper.
His maniacal grin stretches in a rictus across his face as he settled in front of Agrimar and swung his axe...
Incorporeal touch attack: 1d20 + 7 ⇒ (6) + 7 = 13Hit! Blood fountains in a cut over his ear, dealing 1d6 ⇒ 2 negative energy hp damage and 1d6 ⇒ 3 bleed damage.
Horribly, the blood gushing from his wound turns to smoke and drifts over to the Lopper, where it melds with his body, giving him a ruddy and more solid appearance.


Rezol:
Did your sword at any time have any kind of Good alignment?


Would you like to recruit before proceeding?


The soldiers look startled at the pure glow of Radiance and hesitate.

Anevia said "Silverstrong." And the soldiers put up their crossbows and started to crowd around. They looked as if they had seen a ghost.
As Anevia limped forward, she bapped Carilain and Thetin on the back of the head. "The password, remember?"

Suddenly, there is a half orc lady there in full plate, cloak and officer's insignia.
Anevia lets out a joyful cry and she is swept up in the half-orc's bone-crushing embrace. When Anevia squeaks, she is reluctantly released. Her face cherry red, she turns to you all and said; "I'd like you to meet my wife, Irabeth!"


Agrimar:
Well, to gain that information, you'll have to hold still and concentrate for one more round...;)


Setting out through the postapocalyptic remains of Kenabres, you evade a couple of minor demons as they poke through the rubble for prey, squabbling over things you probably don't want to know.

But you eventually return to the welcoming pile of stone known as Defender's Heart.
Challenged at the artfully arranged rubble surrounding the yard there, you give the password, hand off your prisoner and reenter the old travelers inn now the headquarters of the resistance in Kenabres.

Commander Irabeth is there to hear your report, the kitchen is open for those who require a meal, the merchants are open in the basement for trading, and your rooms are there for resting.


No response from the others so far.


With assurances that Klarah and her family would be here when you return, you continue your journey through the post apocalyptic city, dimly lit by the blood red overcast and the occasional fire.

Along the way you encounter a cloud of demonic giant flies; you destroy them, but sustain 1d8 ⇒ 7 damage each in the fight.

Finally you come into view of Defender's Heart.
The largest inn in Kenabres, it is a stout stone structure that appears to have survived the fall of Kenabres with ease. Though stone debris is scattered about the yard surrounding it.

As you approach, a crossbow bolt is suddenly fired over your heads accompanied by the shouted order "HALT!"
A half dozen guards appear as if by magic from cunning hides behind the stone debris. They point heavy crossbows at you and shout
"Drop your weapons!"


Detecting for Evil:

Opening your senses, you again sense the vaguely nauseating (ever present in Harrowstone) presence of Evil.
Maintaining concentration, you sense an even greater presence of Evil in your forward arc... and much closer.


Round 3___________________
There is enough room in the cavern to surround Rezol, the shadow creature is medium sized and takes up one square next to Rezol. No map for now.
The cloud of glittering particles interferes with sight, causing a miss chance of 50% for everyone within 15' of the creature.

Players take their attacks in order of posting, the enemy will go last.


Could everyone note any weapon special properties involving magic enhancement (the +), cold iron, or good when they use them? I look through your profiles, but I'm not sure I caught them. It could be important.

Knowledge:Planes or Religion DC17:

This creature is a Shadow Demon! The most important things to know at the moment are that it is incorporeal (so you need something magic to hit it), it has some kind of damage resistance (so you need cold iron or good weapons to bypass that, its immune to cold, poison and electricity, resistant to fire and acid, and moderately resistant to spells. They are VERY vulnerable to bright light effects of all kinds.


Round 2___________________

Zephram Taranis______________
Zeltyieli watches the beast for a moment, before striking out with his rapier again. Hit! But not much damage.

LizArdoc__________________
Liz slashes and strikes at the beast. Hit! But not much damage. (And no sneak damage.)

Rezol Born-in-Steel__________________
Rezol attacks the creature once more (standard action). Hit! Much damage is dealt, but more is lost to the creatures intangibility.

Zane Argentus_____________________
Zane again unleashes his magic shards of pure arcane energy; 1d20 + 5 ⇒ (1) + 5 = 6
But the magic resistance of the creature is too much and he loses control of the spell. The darts shatter into a cloud of glowing sparkly dust floating in the air.

Nakoda_______________
Nakoda moved up and attacked the beast as well. Miss. Though by rights you should have dealt damage, it looked like your blade just went right through the substance of his shadowy body.

Enemies____________________
The shadowy creature continues it's assault on Rezol. The cloud of glittery dust seems to be interfering with everyone's ability to see though.

Claw attack 1 vs Rezol touch AC: 1d20 + 11 ⇒ (18) + 11 = 29 1d100 ⇒ 3 Miss.

Claw attack 2 vs Rezol touch AC: 1d20 + 11 ⇒ (16) + 11 = 27 1d100 ⇒ 12 Miss.

Bite attack vs Rezol touch AC: 1d20 + 11 ⇒ (6) + 11 = 17 1d100 ⇒ 69 Hit! for 1d8 ⇒ 3 piercing damage plus 1d6 ⇒ 5 cold damage.

DM:

26


Sorry, had some power outages.


Xiavan is not coming back; he already deleted his character.


Jokum wrote:
Are the others still here? Did they lose the campaign tracking when it switched over to Camris, perhaps?

I've sent pm's to them; hopefully they'll respond.


@Carilain; That sounds good to me.


Moving right along...

With your help, Klarah manages to scavenge enough dried meat, vegetables and clean water from a nearby shop to last her and her parents several weeks at least. Their hiding place in their basement is well hidden and defensible by one person.
Kelden judges the parents are afflicted with little more than old age.


Stepping forward, you see the portcullis leading into this room is raised.

In your light source, several iron doors line the walls of this large, empty room.
In the middle of the room, a hinged ten-foot-square metal grating
lies over a dark pit in the floor. A thick rope has been tied to the
grating and dangles into the pit below.
You hear nothing over the sound of your own breathing.

Oublette Area overview.

Where do you go? What do you investigate?


There is no sense of time down here in the bowls of Harrowstone, no sounds or light from the outside world, but eventually you feel as rested as you are going to get in this oppressive atmosphere.

Before you leave, tell me if you're going to play with the winch or not.


Round 2___________________
There is enough room in the cavern to surround Rezol, the shadow creature is medium sized and takes up one square next to Rezol. No map for now.
Those without darkvision will take a miss percent chance of 20% attacking this thing.
Players take their attacks in order of posting, the enemy will go last.


Round 1___________________

Zane Argentus_____________________
Zane extends a hand, sending 3 shards of pure magical force slicing into the shadowy bat creature. Hit! The missiles sparkle brightly blue-green as they tear through the shadowy body.

Zephram Taranis____________________
Zephram draws his rapier and measuredly stacks the strange creature, keeping up his defenses. He feels something as his blade tears through the shadowy body.

Rezol Born-in-Steel__________________
Rezol uses Fervor to spontaneously cast Cure Moderate Wounds on himself (swift action, expending lesser restoration) then attacks the bat-like creature (standard action).
The great blade slashes deeply into the shadowy body, producing a hiss of pain from the shadow demon.

LizArdoc_________________
Liz rolls to get behind the creature and aid others with their blows.
She then stabs at it with her short sword. But missed.

Nakoda________________
Opening her hand, Nakoda let the light from her spell cast on the coin illuminate the area, tossing it so that it is closest to Rezol. She looking around at the now-illuminated area for any other threats.
With the other light sources, the light coin does not add anything to the light level here. From her position, Nakoda hears a voice through the southern opening, which appears to lead to a corridor/tunnel leading south.

Enemies____________________
Enraged now, the Shadow demon continues it's assault on Rezol.
Claw attack 1 vs Rezol touch AC: 1d20 + 11 ⇒ (17) + 11 = 28 Hit! for 1d6 ⇒ 1 slashing damage plus 1d6 ⇒ 1 cold damage.
Claw attack 2 vs Rezol touch AC: 1d20 + 11 ⇒ (13) + 11 = 24 Hit! for 1d6 ⇒ 5 slashing damage plus 1d6 ⇒ 6 cold damage.
Bite attack vs Rezol touch AC: 1d20 + 11 ⇒ (8) + 11 = 19 Hit! for 1d8 ⇒ 1 piercing damage plus 1d6 ⇒ 3 cold damage.

DM:

39


When you look through the door, you see that within stands a table surrounded by a few rickety chairs, along with a pair of moldy but serviceable cots. There are no other exits out of here.

There is a winch affixed to the north wall. It looks like it raises and lowers the portcullis that allows entrance into area north of the hallway. Now that you know it's there, you can see the teeth of the portcullis just barely protruding from the ceiling. It seems to be currently in the raised position.

The hallway extends north into the darkness.

This is actually a safe place to rest.


@Carilain:
OK Carilain, clearly I've messed up with your black blade. Tell me how you'd like this fixed. Find a way to break the 'curse' on it? Find a new black blade somewhere? Where do we go from here?


The fallen crusaders each have; a breastplate, a heavy wooden shield, a cold iron dagger, a longsword, a heavy crossbow with 10 bolts, a potion of cure light wounds, an alchemist's fire, two flasks of oil, a healer's kit (2 uses left), a bedroll, two tindertwigs, a whetstone, a wooden holy symbol and thirty silver pieces.

Under Thetin's grim pronouncement, the crusader pair can only grovel and say 'yes sir!'.

The girl is refreshed by the healing.
"Thank you, thank you for rescuing me!" She said. She bounds to her feet. "My parents! I was out trying to find food for them, they are too sick to move!"

She is clearly about to run off. Do you prevent her? Go with her? Let her go and go on about your quest?


Poking about, Idril realized that some coins in the stacks making up the pillar seem to be missing. Messing about by putting a slug in to various places caused a *click* and the pillar ground noisily into the ground, revealing a darkened cavernous hallway beyond.


What do you do next?
Return to base at Defender's Heart?
Check out the enemy safe houses mentioned in your captured papers?(Nyserian Manor, Topaz Solutions, and the Tower of Estrod.)
Something else?


With a gasp, the librarians recognize Aravashnial. They rush to him crying 'Master!' and 'Riftwarden!'. The librarians cling to Kenabres’s last Riftwarden and beg him to stay with them to protect them. He nods and bows his head at the loss of so much, but he does so.
"Thank you, my... friends." He said, as if unused to the word. "Thank you for helping me come home, even in the bowls of the earth, when you might have been safer to abandon an old blind elf. If ever you need my aid in the future it is yours."

The girl, Fenna and the surviving librarians thank you all profusely for saving them.
After the fires are put out; they can point out a burn damaged, yet still intriguing spellbook. They give it to you as a reward for the rescue.

Damaged wizard’s spellbook.:

The few legible remaining pages contain the following spells:
alarm,
dismissal,
dispel magic,
magic circle against chaos,
resist energy,
versatile weapon (APG).

The spellbook is worth 700 gp if sold.
In addition, a parchment scroll of dimensional lock is folded up and tucked into the book’s pages.

The dead tieflings each had a set of studded leather armor, a short sword, a light crossbow with 15 bolts, 20 gp, 30 sp, 15cp, and a haunch of dwarf.

The knight is a cavalier named Sir Chaleb Sazomal, a man of no particular fame.
From what the librarians described, his plan was to commit the foulest crimes imaginable to attract and impress a demon lord enough to sign on with the winning side.
When searched, you find two potions of cure light wounds, a set of banded mail, a light steel shield, a +1 heavy mace, and 29 gp.

The librarians also tell you that Blackwing was destroyed by a horrific abomination—a man made of worms who used magic and enslaved demons to smash the structure down.
They suspect that the worm took several treasures from the ruins before he left, but are unsure what specifically he took.
Looking through the rubble turns up a half-dozen leathery gray strips of what appears at first to be flesh, but that, upon closer examination, looks to be dried worms of some sort about as long as a human finger.

They such see no reason to keep the secret that this location was a Riftwarden stronghold, since they know that all the Riftwardens who were stationed here are dead. They do know that the head librarian, a man named Quednys Orlun, was up near the Cathedral of Saint Clydwell at the time of the disaster. They haven’t heard from him since, but there’s a chance he may still be alive.
Fenna said; "Be careful! I heard from the tieflings that the witch Areelu Vorlesh is planning on coming to the city soon to claim it as a trophy!"
One of the other librarians, Holtan, said; "Don't go! Some of those immense demons who ravaged and destroyed the city are still lurking amid the ruins!"
So anyway, the librarians would rather remain here for now to guard the remaining books—the main hall is a strong and safe place as long as
they don’t open the doors for anyone else.

This is a safe place to rest.


Round 1___________________
There is enough room in the cavern to surround Rezol, the shadow creature is medium sized and takes up one square next to Rezol. No map for now.
Those without darkvision will take a miss percent chance of 20% attacking this thing.
Players take their attacks in order of posting, the enemy will go last.


Something black and terrifying unfolded from the wall of the cavern and pounce attacked Rezol! Only the shadowy teeth and claws of this bat winged shape have any sense of physicality to it, the rest is lost in the shadows.
Claw attack 1 vs Rezol touch AC: 1d20 + 11 ⇒ (4) + 11 = 15 Hit! for 1d6 ⇒ 3 slashing damage plus 1d6 ⇒ 6 cold damage.
Claw attack 2 vs Rezol touch AC: 1d20 + 11 ⇒ (18) + 11 = 29 Hit! for 1d6 ⇒ 5 slashing damage plus 1d6 ⇒ 4 cold damage.
Bite attack vs Rezol touch AC: 1d20 + 11 ⇒ (12) + 11 = 23 Hit! for 1d8 ⇒ 5 piercing damage plus 1d6 ⇒ 3 cold damage.


Sunny:
There in an abundance of wildlife to play with, many kinds of little fish, catfish, gar, hermit crabs and crayfish in the water. Tall wading birds, egrets and flamingos; those birds who hover in the air looking down, then diving into the water to nab a fish whose name I cannot remember at the moment; even a crocodile or two, though those tend to just vibrate their throats menacingly before submerging and swimming off.

Spinnaker Jon reached the helm and started ringing the ships bell in alarm.

On the beach the bonfire kept the fog from encroaching, leaving the area clear for the shore party celebrants.
At the moment the bell rang in alarm, the bonfire exploded in burning sparks and smoke, causing people to scream and shout. Adding to the confusion, Olman screaming joins the cacophany.

Bryson:

Lifting off the deck going up, you can see that the fog is some twenty feet high when you break out of the cloud, the masts of the ship sticking out like trees above a mountain lake. You can see No-eyes Bellamy in the crows nest swiveling about, trying to make sense of the noise.
The fog is definitely unnatural, sitting directly over the campsite something like a mile or so in diameter. It is perfectly clear above you, the strange stars sprinkling the sky. Some torch and lamplight can be seen dimly through the fog.

Now is the time for the initiative rolls!

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