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Spectral Dragon

DM-Camris's page

4,739 posts. Alias of Camris.


1 to 50 of 4,739 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Round 4______________

Players take their turn in order of posting, enemies will go last.


Round 3______________

Bryson Deepwinter______
Bryson attacks the mage.
But his first feeble attack missed wide.
His second was closer, but also missed.
His third hit hard, wounding the sorcerer.

With a chirpy giggle Sunny simply waltzes across along the top of the yard arm easily getting to the pirate's ships mast before seeming to vanish into thin air.
Vanishing trick as a free action to finish closing the gap on the person at 'M-19'
Move action etc to walk across and be in a position to interact with the person at 'M-19' next round.

Burian Faldaeral______
Burian levels his left palm at the two nearby pirates as he steps toward them, mutters a few words, then fires a wide blast of silver glinting shards.
The cone of silver darts shred the two pirates, and they disappear in a red mist.

Ghirrak Ironfist______
Ghirrak wordlessly opens up with a series of rapid strikes at the first enemy pirate he encounters.
Unluckily missing wide with many of his attacks, he nonetheless managed to hit the pirate once, wounding him.

Marius Hawk______
Trusting the crew to deal with any lingering flames, and with Bryson now engaged, Marius shifted to distraction tactics, sending a streamer of light corkscrewing upwards to detonate in the mage's face.
The sorcerer flinched as the Snapdragon Fireworks detonated in his face, but he simply blinked as he resisted fire and turned a nasty grin in Marius’ direction.


The Sorcerer turned to Bryson and blasts two Scorching Rays at him.
Ranged touch attack 1 vs. Bryson: 1d20 + 4 ⇒ (9) + 4 = 13 for a possible 4d6 ⇒ (1, 4, 3, 6) = 14 elemental fire damage.
Ranged touch attack 2 vs. Bryson: 1d20 + 4 ⇒ (1) + 4 = 5 Critical fumble! The Sorcerer's left hand exploded in octarine sparks, covering that hand in ice. He screamed in horror and tried to shake it off.

Burian’s area was cleared of enemies, except for a pirate that dropped down on him to attack.
Cutlass attack: 1d20 + 4 ⇒ (10) + 4 = 14 for a possible 1d6 + 3 ⇒ (3) + 3 = 6 slashing damage.

Ghirak also takes an attack from his opponent.
Cutlass attack: 1d20 + 4 ⇒ (19) + 4 = 23 for a possible 1d6 + 3 ⇒ (2) + 3 = 5 slashing damage.
But to Ghirak’s left, his crew ran into a swarm of pirates and are being pressed back!

Round 6_____________

Cynara slides around the remaining drow, trying to set up a flank for Nakoda or Sylvianna before attacking. That is, 5' diagonal step to end up due west of the drow.
She lashed out, but the drow parried.

As her swing is successful, she sings even louder, reveling in the joy of combat.
5ft. step downwards to further flank the drow
She hit, wounding the drow.

As Nakoda vacates her previous spot, Sylvianna charges in, thrusting with her drowbane blade.
Sylvianna’s charge hit home on the Drow Lieutenant, dealing serious damage.

Zephram Taranis______
Zephram drifts in toward the lieutenant, coming in at an angle to take advantage of the distraction of his companions, taking up a flanking position with Sylvianna as he strikes.
He hit, dealing minor damage.

(npc) Zane______
Zane sees the siege ballistae ready to fire and judges it is time to finish this fight. He unloads on the Drow with a flurry of Magic Missiles.
Caster level check: 1d20 + 7 ⇒ (7) + 7 = 14 Hit! for 1d4 + 1 ⇒ (2) + 1 = 3
Caster level check: 1d20 + 7 ⇒ (13) + 7 = 20 Hit! for 1d4 + 1 ⇒ (2) + 1 = 3
Caster level check: 1d20 + 7 ⇒ (2) + 7 = 9 Fizzle.

The drow jerked twice and finally collapsed.

The battle is over.

Your turn guys.

Round 2_________________

Players take their turn in order of posting, enemies will go last.


Round 1______________________

Thetin Dorvas______
standard action: use a lay on hands to activate shared defense (give +1 to AC, CMD and saving throws to all adjacent allies for 3 rounds).
move action: move forward up stairs. AoO on difficult terrain.
As Thetin moved forward, the minotaur saw the movement and lashed out at him with its greataxe.
greataxe AoO: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 for a possible 3d6 + 9 + 1 ⇒ (4, 4, 4) + 9 + 1 = 22 slashing damage.

Carilain Riveroak______
Carilain draws on all his, and Grimstar's arcane energy to maximize his power. Then he moves in, over the rubble and up the stair, to attack.
Carilain surged up the stairway and lashed out with Grimstar, scoring it with a wound.

Kyra Greenstar______
Kyra quickly casts a spell upon the minotaur's weapon in hopes that it might slip free from its grasp!
Standard Action - Casting Grease upon the axe. Reflex DC 14 or it immediately drops the weapon and must attempt a new saving throw every time it attempts to pick up the weapon.
Vs SR17: 1d20 + 4 ⇒ (1) + 4 = 5 Magic fumble!
There is a rising whine, then a burst of sparks and smoke explode out of Kyra's hands. She takes 1d3 ⇒ 1 frost damage.

Kankai the White______
Switching to dragon stance as her full round action.

Kelden Sunblade______
Sanctuary Will save DC14 if a fail the minotaur can not attack me.
He moved forward closer to the beast. Moving to C 10?
He cast Sanctuary and moved closer.

(npc) Alorah______
Alorah fired her crossbow at the minotaur.
Heavy Crossbow: 1d20 + 4 ⇒ (3) + 4 = 7 for a possible 1d10 ⇒ 4 damage. The bolt hits, but sticks in, doing no apparent damage.


The Minotaur bellowed and turned his blazing red eyes towards you!
greataxe attack vs Thetin: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 for a possible 3d6 + 9 + 1 ⇒ (5, 2, 3) + 9 + 1 = 20 slashing damage.
greataxe attack vs Carilain: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 for a possible 3d6 + 9 + 1 ⇒ (3, 6, 4) + 9 + 1 = 23 slashing damage.
bite attack vs Thetin: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 for a possible 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12 piercing damage.
gore attack vs Carilain: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 for a possible 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10 piercing damage.

DM Only:

Deradnau: 46, DR5/M, SR17

The scouts pressed into town, followed by Company C.
They reported back that the town was deserted. It looked like half the town populace were killed immediately during the assault, the rest fled or taken.

A messenger rode up at sunset with a message for Arthas.


"General Arthas;
"Your request is granted of course. But you do know you are in command there now, and need no permissions from me? Especially since we will be out of contact when you cross the river until you are successful. Your command will be entirely independent.
"May the Grace of the Gods and the Luck of the Devils go with you.
"Yours, Galfrey."

Jokum wrote:
Jokum (if at all possible) spends the march north working with Anevia and her scouts.

Jokum is surprised to get a close look at the scouts as they report to Anevia. It is hard to tell with them muffled up and wrapped in linen, but they are mostly all Mongrelmen Rangers, sent by Chief Sull of Neatholm Below in honor of your agreement.

From your examination of the traces, it seems to you that the town was overrun by the demonic horde the same day as Kenabres was about a week ago. You think a couple dozen people fled the town, scattering into the hinterlands and have not returned. It does not look like the demons lingered. The most recent tracks are five days old.

Jokum wrote:
"Let us go and look for other ways through the fields--I do not want us to draw more attention than necessary."

You see no problem skirting the town if needed, with only an hour or so delay.

The space directly above the minotaur is about another ten feet above its 12 foot height. The height of the stairway space is only 10 feet, until it opens out where the minotaur is.
You can climb the walls/ceiling, but you won't be out of reach of the big guy.

Hey guys, if you're not sure what to do next I can shove things forward.

Next morning the Knights of Kenabres march to war!
Passing the larger Host of Queen Galfrey, they marched proudly; pennons flying, walking their mounts in perfect order, singing a stirring hymn to war. As they passed the Queen, each unit saluted her and she saluted back.
Humans for the most part, of every color and every land in Avistan; but there was a strong contingent of Dwarf Paladins as well, riding ponies or even armored sows with their tusks capped with sharpened steel. There were even a small contingent of elven paladins from Kyonin, bearing longbows as well as lances; able to put a smite on some unfortunate demon from up to a third of a mile away.

Leaving the city by the main gates, the army turned north.
Avoiding a long loop of the Stellan river, the army cut up the side of the escarpment, across the upland and down into the valley again as the sun started to set. Much time was saved as Lord Horgus left all wagons behind, using beasts of burden to carry all cargo.

Valas’s Gift lies northeast of Kenabres, a small town surrounded by surprisingly fertile lands. Once one of Kenabres’s primary sources of food and grain, Valas’s Gift has been destroyed by demons, and its citizens have scattered into the surrounding hinterlands.
When you arrive, Anevia rode up and shook her head as she made her report. The village is a smoking ruin.


Later that evening, rooting through old city records, you came across a broadsheet news article that is around the right time.
Sir Belnir Stoutrock, a dwarf knight out of Zirak known for zelotry and firey speeches, had assembled a score of like minded dwarven crusaders and had set out to recapture the dwarven fortress of Drezen. It was noted that Sir Belnir was once a devoted acolyte of Torag, and despite his considerable talents in leadership had been twice convicted of insubordination. The headquarters of the Fourth Crusade released a statement that they had expressly forbidden such a suicidal action, and that they disavow any actions by Sir Belnir may take in such a fruitless quest.
A sketch artists’ picture of Sir Belnir making a speech before his followers show him standing atop a wagon and waiving an axe who’s outline jolted you with its familiarity.

Round 1______________________

Players take their turn in order of posting, enemies will go last.

The stairway is Difficult Terrain.

At you all felt a rumbling through your feet.
Straight through the weakened wall on your left at the top of the stairs crashed a ten foot tall, ten foot wide looking half bull, half man, and all feindish creature.
Charging through the wall, obliterating the Dancing Lights ghost, he hit the exterior wall on your right with a tremendous crash! Hard enough to push one of the one ton blocks out an inch.
Growling demonically, the bull-man wrenched his horns free from the wall and turn his bloodshot eyes down in your direction.

You note that he has the superior position, fully blocking the top of the stairway and able to attack down the stairs. You also realize he's also holding a Large Greataxe.

Round 6_____________

Players take their turn in order of posting, enemies will go last.


Round 5_____________

Zephram Taranis______
Zephram, now quite sure he's mastered the drow's combat pattern leans in, trying to draw his opponent out of position before quickly driving his rapier into this foe.
Zephram’s feint drew the drow’s eyes away for just the moment needed to slide his blade through his enemies heart. Blood fountaining from his chest, the Drow fell silently off the tower.

Cynara advances up the stairs, and then when she has the majority of the party in range channels to heal, excluding the drow captain.
Channel energy: 3d6 ⇒ (2, 4, 2) = 8
The party all heals 8 points.

Double moves up to the tower top.

Flicking the blood off of her blades, Sylvianna stalks her way up the stairs.

(npc) Zane______
Zane double moves up to the tower top with the others.

The Drow Lieutenant, frustrated at Zephram just out of reach, turned and charged Sylvianna.
rapier charge attack: 1d20 + 9 + 2 + 2 ⇒ (17) + 9 + 2 + 2 = 30 for a possible 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 piercing damage.

DM Only:


Round 3______________

Players take their turn in order of posting, enemies will go last.


Round 2__________________

Marius Hawk_______
Marius cut loose with what he sincerely hoped was overwhelming force, conjuring a bolt of lightning which lashed up from his post on deck to strike at his opposite number.
Casting lightning bolt on the enemy mage.
damage: 6d6 ⇒ (5, 6, 3, 1, 1, 5) = 21 DC17 Reflex save for half
Ref save?: 1d20 + 3 ⇒ (11) + 3 = 14 Fail, the Sorcerer is seriously damaged.

'Sunny' ______
Sunny leapt from the Savage Kraken main foreyard to the pirate ship's and started making her way across.
Ahead of her, she can see several pirates also moving among the rigging, crossing over to engage some of the Nixie crew who were shooting down into the melee on deck.

Acrobatics check please.

Bryson Deepwinter_______
Bryson casts Faerie Fire on the caster.
The pirate caster lights up in a yellow/green aura.

Burian Faldaeral______
Burian helps set the aft-most boarding plank, and positions to be first across it.
crossing over at row 30

(npc) Ghirrak________
The Captain leads his section over the boarding planks.


The pirate mage, revealed under the Faerie Fire to be a heavily tattooed Osirian Bloodfire Sorcerer, snarled at Bryson and a ball of fire grew in his hands. But Marius' lighting badly distracted him, so he threw the fireball down at Marius.
The fireball exploded on deck, and Marius will take 6d6 ⇒ (2, 4, 3, 5, 4, 6) = 24 fire damage, Ref save DC17 for half.

The other enemies only just now realize the Savage Kraken crew has entered the fray; they look around, the turn and face you.

Doctor Habe is still out cold, but stabilized at the moment.

What do you do next?
*Search the rest of the Sanitarium?
*Heal and question the good doctor?
*Something else?

Through the west doorway you find a horror of several human corpses in the middle of a necromantic processing, almost ready to be animated as artificial zombies.

Through the east doorway you find the bedroom of the Necromancer himself.
This is a relatively stark room that features a simple bed, a study table, and a plain wooden chair.
His spellbook sits atop the desk— you discover inside the cover that the Necromancer was named CAIZARLU ZERREN.
This book contains:
3rd—displacement, gentle repose, halt undead, stinking cloud, vampiric touch
2nd—acid arrow, blindness/deafness, command undead, false life, ghoul touch, mirror image
1st—cause fear, chill touch, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement
0 (at will)—bleed, detect magic, light, mage hand, prestidigitation
There are also quite a lot of notes in the spellbook concerning ancient Thassilonian traditions of magic, including a few drawings of the Sihedron rune.

You also find a Bank of Cheliax armored pay chest. Within you find:
• Gem: Garnet (80 gp)
• Gem: Hematite (11 gp)
• Gem: Ivory (25 gp) (unworked: DC 12 for 2d4 *5)
• Gem: Malachite (5 gp) (unworked: DC 10 for 2d4)
• Gem: Rhodochrosite (8 gp)
• Gem: Turquoise (8 gp)
• Gem: Turquoise (9 gp)
• Jewelry: crown of silver (600 gp)
• Jewelry: finely wrought gold bracelet(70 gp)
• Wondrous Item: silversheen
• Potion of Arcane Mark (Sell for 12.5 gp)
• Potion of Arcane Mark (Sell for 12.5 gp)
• Potion of Enlarge Person (Sell for 25 gp)
• Potion of Hide From Undead (Sell for 25 gp)
• Potion of Light (Sell for 12.5 gp)
• Potion of Sanctuary (Sell for 25 gp)
• Potion/Oil: potion of cause fear (CL 2)
• Scroll of Burning Hands (Sell for 12.5 gp)
• Scroll of Mage Hand (Sell for 6.25 gp)
• Scroll of Mending (Sell for 6.25 gp)
• Scroll of Shard of Chaos (Sell for 75 gp)
• Magic Armor: +1 darkwood buckler
• Magic Weapon: +1 Small kukri
• 284 cp
• 204 sp
• 124 gp

Searching the room:
This large room combines the features of a wizard’s laboratory and a catacomb— several tables bearing bodies covered by drapes dominate the room, while tools ranging from shovels to dissection implements sit on shelves against the wall.

Knowledge:Arcana DC15:

A DC 15 Knowledge (arcana) check confirms that this is a necromantic laboratory.

Spellcraft DC12:

You realize that the bodies have been preserved via a spell. Gentle Repose to be precise.

Perception DC20:

Searching the room, you discover the Wand of Gentle Repose (17 charges) used by the Necromancer for these preservation efforts, hidden in a slot in a table leg.

The only other item of interest here is a map of the Sandpoint hinterlands that the Necromancer's notes and margin scribbellings indicate he has been using to track what he calls “ghoul activity.”
The necromancer gathered this information over the past several days,
and has noted in particular that there’s been an increase in ghoul sightings around the southern farmlands and along Foxglove River. Other research notebooks indicate his current research is concerned with developing a method by which one could track a ghoul’s lineage back through several “generations” of ghoul attacks. His research has stalled, and he’s hoping that Grayst will succumb soon so he’ll be able to dissect the body to gather more data before it rises as a ghoul and becomes much more difficult to study. One takeaway from his notes is the very strong possibility of what he calls a “ghoulish source” having
risen to prominence in the region.

You all reequip yourselves.

Idril's equipment:
smoke pellet[APG];
Other Gear
+1 chain shirt,
masterwork bladed scarf[ISWG],
pocketed scarf[UE],
reinforced scarf[UE],
backpack, bedroll, belt pouch, candle (2), chalk, flint and steel, ink, inkpen, journal[UE], mess kit[UE], mirror, perfume/cologne[UE], piton (4), pot, reversible cloak[UE], silk rope (50 ft.), soap, thieves' tools, tindertwig (10), torch (10), trail rations (5), waterskin,
wrist sheath[UE],
10 pp, 5 gp, 2 cp

Korbin's equipment:
Monk Kit
Amulet of the Mighty Fist; Bonus +1 enchancement with Natural Weapons and Unarmed Attacks
Familiar Satchel; An armored sealed bag, capable of storing King Crab, the familiar of Korbin. It has been modified, allowing it to hold an aquatic creature. Utility Total cover to King Crab.
Potion of Cure Light Wounds x7.
Potion of Mage Armor x5
Armbands of the Brawler; Bonus +1 competance to grapple checks.
Ioun Torch; A small orb that glows constantly. It floats above the head if taken out.
Traveler's Any-Tool; A foot long iron bar. Seems notched with spikes and able to be bent. Utility It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors. Counts as Masterwork
Sun Rod; An small iron wand, tipped golden at one end. It feels warm. Utility Creates 6 hours of light.
Gold x408
Foot-Length Rope A rope that is the length of someone's footprint. Whose is it? Who knows! Quest
Deputy Pin A star shaped pin for the Deputies of Sandpoint. Though small and light, it is weighted in authority. Quest "I am the Law now."

Searching the body of the Necromancer you find:
potion of cure moderate wounds,
potion of gaseous form,
wand of false life (29 charges),
wand of identify (15 charges);
ring of protection +1
masterwork dagger with glowing black opal (soul bonded),
key ring, sanitarium
11 pp, 4 gp, 14 sp

Searching Doctor Habe's person you find:
potions of cure light wounds (2);
+1 padded armor,
masterwork dagger,

Round 1_____________

Players take their turn in order of posting, enemies will go last.


...And Sirusk is shocked as he comes face to face with the dessicated face of the walking dead!
It lashed out at him with a bony claw...
slam attack: 1d20 + 4 ⇒ (6) + 4 = 10 for a possible 1d6 + 4 ⇒ (2) + 4 = 6 bludgeoning damage.

Another one came out from behind a curtain to attack Cerastes!
slam attack: 1d20 + 4 ⇒ (17) + 4 = 21 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 bludgeoning damage.

With an eerie silence, several other forms shamble out from behind curtained doorways towards you; the only sound the slight scuff of their slippered feet.

Round 5________________________

Players take their turn in order of posting, enemies will go last.


Sick bay is Difficult Terrain due to waist deep fire suppressant foam.

Round 4________________________

Notorious Flynn Ryder
"Well . . . That sucked."
Seeing himself in difficult terrain, Flynn launches his spear at the drone
"But, for my next trick---catch!"
Flynn’s spear was well thrown and struck the ‘bot squarely; but he could only look on as the spear bounced away, unable to penetrate the armor.

Cheshire Silvanshee______
Cheshire looks about and at the metal in his hand. Seeing the mess on the floor he eclaims, "I leave for just a sec . . ."
He rushes forward and climbs up into the bed next to Fuzzles.
Fuzzles again tries to aid Lilly.
Fuzzles scrambling attacks distracted the ‘bot’s attention away from Lily for a moment.

Celest Slysword______
"Try and move it closer to me!" She called out.
She readies an action.

(npc)Doctor Rhaym______
Doctor Rhaym was ready to heal if needed, but makes no offensive action.

(npc) Variel______
Variel fired another shot from his shortbow, but the arrow glanced away from the ‘bot’s armor.

Lily tried to escape the ‘bot’s grip, but failed.

The flying ‘bot aimed an underslung rod at Lily, which then glowed red briefly before emitting an earsplitting shriek. Lilly flinched, then sagged in the bot’s arms, unconscious.
The ‘bot’s arms opened up, and Lily fell into the foam and disappeared.
It whirled around and tried to bat Fuzzles away.
Arm Attack vs Fuzzles: 1d20 + 5 ⇒ (6) + 5 = 11 but Fuzzles ducked out of the way.

DM Only:

Collector Robot:15


Exploring the farmhouse, you discover that it had been occupied by a family of four, including a child of six or so. One of the rooms had walls that had been written on with a child's hand.
It had not been looted either; all signs point to it having been cleared out in an orderly fashion.


You study the flow of the aether and the aura of this farmhouse feels moderately haunted. That Wraithspawn was probably at fault. It feels strongest in the departed family's youngest child's bedroom.

Knowledge:Religion DC15:

That creature... now that you have time to think, it was a Wraith Spawn.
A creature killed by a Wraith arisen again in undeath as a lesser member of it's type, enslaved to its masters will.

Knowledge:Religion DC20:

A Wraith Spawn is only created by a full Wraith; which... might still be around!

Round 4___________________

Rafael Morganis______
As the Necromancer slipped free and stood up, Rafael clipped him expertly, but with minimal damage.
Rafael attempts to grapple the necromancer again...
But failed.

Brindolfin Cloudcap______
Brin dodged much of the Burning Hands, taking only 5 fire damage.

Alkaid also dodged much of the Burning hands, taking only 5 fire damage.
Alkaid does a Channel She heals her teammates 10 damage.

Brindolfin Cloudcap______
Brin swings a might toppling strike at the necromancer after healed and stepping up to him. Midori's inspiration hangs in the air.
Moving quickly around the table, Brin swung sloppily; but he still caved in the Necromancer’s head. He hits the ground, very dead.
Brin smiles gratefully at Alkaid.

[npc] Midori_______
Midori grabbed her crossbow and leveled it at Doctor Habe.
Crossbow attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for 1d8 + 1 ⇒ (3) + 1 = 4 piercing damage.
Midori shoots Doctor Habe down, but he's still alive, only unconscious.

The Battle is over

You can recover your equipment (as well as Korbin's and Idril's) from the crate on the benches to the north.

Ghirrak and Bryson spot that with the toppling of the pirates mizzenmast, a number of figures plunge to their deaths in the sea or hitting the deck. One who does not seems to hover in place sixty feet over the pirates aft deck, turning and lobbing a fireball into the Savage Kraken's fore ballistae. It exploded, flinging burning crewmen overboard.

The loaded pirate pinnace veers to one side and stops approaching the Blue Nixie's blind side. Some crossbows are fired at Bryson, but miss.

Here is the pirate ship with a number of pirates still aboard. You may start your movement at any left side railing square.

Bryson's flight took him to the pirate arcanist, but missed.

If you want to board by crossing the yardarms, you'll need to make a climb check, then an acrobatics check.

I've sent an IM to Marius, no reply yet.

I think I confused people about the ships, I'll correct that in a few minutes.

Round 5_____________

Players take their turn in order of posting, enemies will go last.


Round 4____________________

Cynara manages to tag the one that hit her, but her defense is weak.
Cynara runs the Drow through, and she drops.

The drow having been weakened, Nakoda struck with her pick, laughter coloring her Warchant.
Nakoda hit the last enemy on the ground floor, dealing serious damage.

[npc] Sylvianna_______________
Sylvianna stepped into flank and attacked Red 4.
Drow Bane Shortsword: 1d20 + 12 + 2 + 4 ⇒ (11) + 12 + 2 + 4 = 29 for a possible 1d6 + 1 + 2d6 + 4 ⇒ (4) + 1 + (4, 6) + 4 = 19
Shortsword: 1d20 + 10 + 2 + 4 ⇒ (18) + 10 + 2 + 4 = 34 for a possible 1d6 + 1 + 4 ⇒ (1) + 1 + 4 = 6 damage.
Drow Bane Shortsword: 1d20 + 7 + 2 + 4 ⇒ (6) + 7 + 2 + 4 = 19 for a possible 1d6 + 1 + 2d6 + 4 ⇒ (2) + 1 + (2, 5) + 4 = 14
And Sylvianna absolutely tears Red 4 into bloody chunks.

[npc] Zane_______
Zane backed off and examined the ancient desk, but found it had been looted clean long ago.

[npc] Zephram _______
Zephram swung just out of reach of the drow Captain and attacked Red 2 again.
Rapier: 1d20 + 11 + 3 ⇒ (1) + 11 + 3 = 15.
...Fumble confirm?: 1d20 + 11 + 3 ⇒ (9) + 11 + 3 = 23 Ordinary Miss.


Red 2: Jumped up on the narrow parapet and Attacked Zephram again.
Rapier attack: 1d20 + 5 ⇒ (8) + 5 = 13 for a possible 1d6 + 2 ⇒ (4) + 2 = 6 piercing damage.

Red 1: The drow Captain stepped up onto the parapet to attack Zephram again.
Feint (Bluff vs Zephram's Sense Motive): 1d20 + 11 ⇒ (18) + 11 = 29

DM Only:


OK, before we kick things off, is this about where everybody is?

The presence of Radiance seals the deal for the assembled headquarters personnel as well as the Company Commanders.
Arthas is acclaimed as General Arthas, Commander of the assembled army of the Knights of Kenabres (assuming he accepts).

To compare:
Irabeth has Charisma 14
Mathis has Charisma 15
Friedrich has Charisma 14
Voren has Charisma 12
Karthak has Charisma 5
Danua has Charisma 7
Jokum has Charisma 10
Arthas has Charisma 15

R1 is down. I marked it in black with a white outline because the flares are still burning, glowing dully through the suppressant foam.
R2 is flying about the six foot level. The foam is covering everything to about the four foot level.

Which square do you want to be placed?

Ship on the left is the Savage Kraken where you start from. The ship on the right is the the Crimson Pirate enemy ship, The Devil's Shout. Off of map to the right is the Blue Nixie, where the bulk of the fighting is.

Round 1____________

Players take your turn in order of posting, enemies will go last.


Bryson, what do you look like?

Bryson kicks things off by calling a lightning bolt on the tillerman, who has no chance to scream before he is vaporized in an actinic flash.
Even in the scrum of the fighting amidships, this attracts attention.
From the Fighting Top of the Devil's Shout come a cluster of flashing blue Magic Missiles, slamming into Bryson for a total of 4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16 force damage.

Still 20 feet away from the beam of the Devil's Shout and closing with agonizing slowness, Ghirrak shouts a command and the crew opens fire on the pirate ships fighting top. A difficult target because at this angle the planking offers total cover and concealment.
Ballista 1: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Miss.
Ballista 2: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Hit! Dealing 6d6 ⇒ (1, 5, 2, 3, 2, 2) = 15 damage.
Ballista 3: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Critical Hit! Dealing 18d6 ⇒ (1, 5, 6, 3, 1, 5, 1, 6, 3, 1, 5, 6, 4, 4, 5, 3, 4, 4) = 67 damage.
Two big hits blast all the way through the planking, creating big holes and degrading the protection. You see two guys fall out, blood spraying.
The last hit, well, it went all the way through the planks and burst through the mainmast as well. With a slow groan and the screams of the men falling away, the maintopmast topples over onto the deck of the Blue Nixie!
You don't see any obvious spellcasters among the half dozen figures you can glimpse up there.

The ships are still too far apart for boarding, but the yardarms are just touching. A bunch of the crew decide to charge across the yardarms or swing across on ropes. This is safer than it might otherwise be with the pirate crew mostly involved on the other side of the ship.
Anyone who wants to cross to the Enemy ship right now must make an Acrobatics check DC15. Success means place yourself on the other ships railing wherever you like. Failure means I place you.


You can't see any particular senior crew in all the fighting.
Looking at the enemy crew, you don't see any who look press ganged or enslaved, but there might be down belowdecks; sometimes the pirates chain prisoners to their oars.
You see nothing particularly 'Odd' or monstrous aboard the enemy ship.

Here are your current army stats using the mass combat rules in Ultimate Campaign.

LG Medium army of humans (paladin 4)
hp 16
DV 18; OM +8 ranged
Tactics expert flankers, standard, withdraw
Resources improved armor, improved weapons (mwk cold iron), mounts, ranged weapons (longbows)
Special aura of courage, channel positive energy, divine health,
lay on hands, mercy, smite evil, spellcasting
Speed 3; Morale +1; Consumption 5

At this time you should choose among yourselves who’ll serve as their army’s commander—it could be one of you, or it could be an NPC you’ve befriended. Irabeth Tirabade would make an excellent commander, for example.
The commander should be someone with a high Charisma score and ranks in Profession (soldier) or the Leadership feat, but these are not requirements for command.

Also while your army is currently called the "Knights of Kenabres", you are free to rename them to whatever they wish. Remember to adjust the army’s Morale check as appropriate for its commander’s Charisma modifier and Profession (soldier) ranks or Leadership.

Queen Galfrey and her personal guard escort you to the camps just outside of Kenabres’s northern wall, where her armies wait.
She leads you to a group of crusaders outside a Headquarters Tent at the northern edge of the camps, and as they approach, the knights there quickly fall into line, standing at attention.

She turns to you.
”These knights have all volunteered to aid you in retaking Drezen, and that their loyalty and devotion are true.”
She starts walking along the line, gesturing to each individual crusader in turn.

“First, this is Sir Sosiel Vaenic, Pastor of the church of Shelyn in Kenabres. You Chief of Clerical support and Battalion Hospitaller.” The Queen stated.
Sosiel is a dark skinned male human who projects a sense of calm and serenity. He is tall, impeccable in appearance in his clerical vestments and well-worn gear, and inspires those around him by his very appearance. On the battlefield he is very imposing with his tall frame and spinning glaive. A crystal medallion with the embossed image of Shelyn’s thrush always hangs from his neck against his chest under his armor, taking on an iridescent sheen in the light of the sun.
He bows to you.
”I am honored to make your acquaintance my Lords and Ladies.” He said in a rich speaking voice. ”I hope to be of aid and assistance to everyone in our army on the campaign.”
His faith and inspiring attitude grants the army a +1 bonus to its morale—(this bonus is included in your Army stats.)

“Next, we have Lady Nurah Dendiwhar, Master Bard. Your Chief of Inspiration and Communication.” The Queen said, gesturing down this time.
Nurah is a short blond haired Halfling with a brilliant smile and bounces with suppressed energy. She is informally dressed, and while she mostly uses percussion instruments, she also carries around a horn almost as big as she is.
”Hi! Pleased to meet ya!” She waives at you cheerily in a clear and chirpy voice.
Her skill at bolstering courage and lightening spirits grants the army a +1 bonus to its OM—(This bonus is included in your Army stats.)

“Next we have Sir Mathis, Captain of Company C. The Queen said.
This huge human male looks like a stereotype. Blond, bright white smile, shining plate armor. He gave you a huge smile as he bowed deeply.
"And may I say, you're an inspiration to us all Sir Arthas!" He said, grabbing Arthas' hand in addition to bowing. "With Radiance in your hand and your faithful..." He continued before the Queen without apparent effort cut him off and swept you all along to the next Crusader.

“Next, we have My Lord Horgus, Count Gwerm, your Quartermaster and Chief of Supply.” The Queen stated.
Even the most expensive robes ever made cannot prevent Horgus from looking like a dumpy middle aged clerk. His face fell as he realized who his new commanders would be.
“WHAT?... Oh no.
"Your Majesty! … Them?”
He said incredulously, pointing at you.
Irabeth looked at you with a raised eyebrow.
“What exactly did you do to him down in those caverns?” Muttered Irabeth to you under her breath.
The Queen threw her arm around Horgus companionably.
“Now now Horgus, we have discussed this. THIS is an important mission! These heroes are the ones for the job, and YOU are going to help make it happen. There is no one else capable of doing this job but you; which is why I am entrusting you with it. Right?” She asked persuasively.
Reluctantly, Horgus nodded.
“Yes. Your Majesty.” He said grudgingly.
“Good man!” She said cheerily, then moved to the next soldier.
His support reduces the army’s Consumption score by 2.

“This is Sir Freidrich, Captain of Company B.” The Queen stated.
This very distinguished looking human male bows with great piety. He wears very nice formal plate armor with a crest denoting that he is an heir of a very old Sarkoris noble family. He bowed and knelt with great formality.
"YOUR Majesty!" He intoned in an a florid, almost archaic accent.

“This is Sir Aron Kir, Tactition and Siege warfare engineer." The Queen stated.
This sandy haired human male is barely thirty, but he looks older because of his lined and weathered face. He wears practical and relatively inexpensive plate/mail. He salutes crisply, but makes no other comment.
His skill at tactics grants the army a +1 bonus to its DV—
(This bonus is already included in your Army stats.)

“This is Sir Arles, Captain of Company A.” The Queen state.
This human male with graying hair looks like a hard bitten veteran of many conflicts. His armor, though cleaned and polished, has scratches and dents no armorsmith can buff out. He merely bows at you with no comment, looking skeptical of your abilities.

“Next, we have Master Aravashnial of the Riftwardens, Head of your Arcane magic support. The Queen stated.
The tall male elf smiled down on you before bowing gracefully. He looks very different now that his eyes have been regenerated. He looks much more handsome, self-confident and alert now; holding his staff with less of a death grip.
”We are well acquainted Your Majesty. Well met again!” He said smiling.
He grants the army Spellbreaker as a bonus tactic, increasing the army’s DV by 4 against armies with the spellcasting ability.

“Lastly, we have Madame Anevia Tirabade, Head of your Scouts.” The Queen stated.
Anevia smiled and bowed to you all as Irabeth made a sound like she was choking on her own tongue.
”We’ve met.” She said, smiling and bowing. She blew a kiss at a stunned Irabeth as soon as the Queen turned back to you.
Her reports help gain your army battlefield advantage,
increasing its OM and DC by 2.

The Queen says; “I’ve never been one for unneeded ceremony, and you’ve a lot of work ahead of you—I wish you luck in your mission, and hope to hear of your triumph soon!” She nodded at you and left you to your own council.

At the sight of Radiance and the stirring words of Arthas, the assembled Crusaders go nuts cheering and stomping their feet in approval.
After a minute the more religious among them start a discordant noise of a Iomedaen Hymn versus a Torag battle chant; and the queen stepped forward to break it up and called them back to attention.

With the sickening effect, Red 2 JUST fails to confirm the crit.

Round 4_____________

Players take their turn in order of posting, enemies will go last.


Round 3_____________

Zephram Taranis______
He drifts gently toward the nearest drow, studying his as he does, then quickly strikes with the rapier in what he hopes to be an unexpected blow.
Move: Studied Combat; 5' step (er, fly); Standard: Attack
His rapier easily beat the drow’s parry, striking for modest damage.

Zane Argentus______
Still invisible, Zane moves forward, casting a spell as he reaches out to touch the drow.
Trial of Fire and Acid: 1d20 + 4 ⇒ (8) + 4 = 12
He easily touched the distracted Drow.
caster level check?: 1d20 + 7 ⇒ (9) + 7 = 16 Success!
Zane appeared, doing unpleasant energy damage to his victim.

Cynara winces in pain at the deep stab, and her next attack is thrown off badly.
She missed.

Taking a single step forward, Sylvianna's movements are a blur as her swords flash out at the drow behind Nakoda
And she utterly destroyed Red 5.


Red 6 attacked Cynara.
Rapier attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for a possible 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage.

Red 4 turned to attack Zane.
Rapier attack: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 for a possible 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage.

Red 2: dropped his crossbow and drew his sword to attack Zephram.
Rapier attack: 1d20 + 5 ⇒ (19) + 5 = 24 for a possible 1d6 + 2 ⇒ (2) + 2 = 4 piercing damage.

Red 1: The drow Captain charged across the roof to attack Zephram.
Rapier attack: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 for a possible 1d6 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11 piercing damage.

DM Only:



As Thetin stood up from administering what blessings he could to the dead and headed up the stairway, and Kankai cleaned the font, something caught your eye...
As you sluiced out the horrid dregs befouling the font with a helmet full of water, you see through the turbulence and pinkish brown fluid to see a vision.
You see Thetin cautiously climbing the narrow stairway. As he gets to the top and peeks around the next landing, your viewpoint shifted around to the other side of the opening.
You realize that the wall around which Thetin was peeking had been deliberately weakened on the other side.
Suddenly you see a massively muscled bull headed man charge into view. Crashing into the wall, he bullrushed the wall section AND Thetin across the top of the stairs and into the opposite wall of massive external masonry blocks. There is an explosion of blood as Thetin disappeared...
And you jolt back to reality. The vision is gone.

The title makes you a low noble. It gives you permission to lead armies and rule lands.
You are allowed to fly a Knights Pennon, and you may be addressed as Sir (or Dame as you prefer).

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