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Sovereign Court

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I was going to play in this game as it has players I know from eons past, but with GM Frost's game only having 3 players, I think it's best to transfer to that game.

Anyway after years away from the Paizo boards, hope you have a great game and Hi to any that might remember playing in any of my games.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

With such a fine meal and rest after the fight with the boars, Albrecht is able to not only cook a fine roast, but has time to think. As he takes a look around, he finds a lot of boar tracks, but mainly the same two animals. There are times where another animal has been chased away, but it seems the larger of the boars had made this their territory. A place she could forage and keep her offspring safe, a territory she could defend.

Meanwhile, with Bonnie's head clearing of the fog of alcohol's haze, she starts to converse coherently with Mary about their times on board her ship, piracy and bat guano...

The mood is light, though the stomachs heavy as the group continue their journey through the forest of trees for an hour or so. The light gets lighter and the gentle sounds of water lapping against the land gets louder.

The thick forest begins to thin before the trail opens onto a long stretch of a coarse gravel beach, the shining blue waves of the Inner Sea rolling beyond to the south. A cliff rises along the beach’s northern edge. The largest building is a wooden house built on weathered stilts with a porch wrapping around the south and east and doors along the west, east, and south walls. A raised outbuilding to the east shares the main building’s porch, while three smaller outbuildings stand to the west. A drying rack and drying table stand near these western structures. Near the porch sits an old rowboat and weathered oar, pulled high to avoid the tide, and a pile of dirty fishing nets.

You have arrived at the abandoned Fishery, but it is late afternoon and soon the sun will start setting, going from twilight to darkness, lit only by the stars and the prospect of a waning moon.

Sovereign Court

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My good lady had me doing a lot of stuff over the weekend, going out tomorrow night and work will be crazy til the end of the month. Hope I'll keep you with me ...

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

@Bonnie, happy with the focus point return, RP when you feel like it and it feels right, but otherwise fine you get it back in 10.

OK, you have 3 healers, Albrecht being the most likely to succeed, so he's a 65% success rate ... whilst other can help, so lets go for ... 10HPs per hour per person ... nice round figure ....

Or 20HPs if you go for 1 hour from one healer, so a max of 3 characters can benefit from that, although the healer will also be bound to the action for an hour. However given the rolling that would happen, if you do this for three characters, Flory will have to roll.

That way we don't need to worry about rolling unless, there's a threat around in the next hour....

Unless you want to use heal spells and potions in which case you will have to roll and use the resource.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

With the accuracy that comes from sewing button holes and hems, Arity darts her short sword with a stabbing motion into the boars eye socket, straight back into the boars brain. The force of the strike shatters the skull, sending blood, bone and gore flying all over the three women surrounding the dead animal.

Combat over ... and I almost thought that poor little orphan might just have survived to get another attack in!!... I was going to hand wave this round, as it only had to be struck three times to go down, It started the round. on 1 HP... It did very well!!

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Seeing the boar, in such a state, blood, gore and bones brings Bonnie's breakfast to her throat. She keeps it down, but that clearly puts her off her stride as she is unable to hit the weakened boar.

As Mylos creeps around with great care.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

The cloak's hem digs deep into the boar's side, leaving long red wounds, through which you see the white bones of its ribcage. Miraculously the animal is standing. With the bushes and undergrowth baring a clean shot at the boar, both of Albrecht's bolts dig deep into the wooded stems of the evergreen bushes.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Mary's blade runs through the small boar, as it slips out, the wound pumps blood over Mary's shoes and legs. The strike must have gone straight through the boars heart, but it still stands, evading Mary's second strike with ease. The rogue wonders how this small boar still stands, the will to live must be found deep in the creature's very being.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Bonnie's sudden appearance by the large boar would normally have caused the boar to react with surprise. But in it's current half dead state, the boar is a sitting duck for the magus'deadly assault and it falls to the ground well and truly dead. With the terrible beating it has taken, it is doubtful its hide is of mush use.

The smaller boar squeals a sound of great pain, as it watches it's mother fall at Bonnie's hands.

Mylos continues to use his healing powers to close Arity's wounds.

The small boar, charges through the undergrowth at Bonnie, who dealt the last blow to the maternal sow. It tries to gore the woman's stomach, Strike 1 1d20 ⇒ 2, but the emotions of the moment, it cannot find the target. It tries once more Strike 2 - 1d20 - 5 ⇒ (17) - 5 = 12 damage 2d6 + 2 ⇒ (5, 1) + 2 = 8HPs

Disturbing Lunch - Round 3 All to go.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Mary tries several times to out manoeuvre the boar, but with the taste of Mary's blood still in its mouth, its eyes never move off her. Despite that she still gets her rapier to pierce the hide and dig into the sow's flank.
A blow that would kill any normal animal, but somehow the wild pig still stands, its eyes bloodshot and full of frenzy.

Flory is on hand to magically sew Arity's wounds and stop the bleeding.

With the boar in a frenzy of pain, it bucks high in the air, just as Arity was in midair leaping. She crashes into the creature and both land plum on the ground next to one another. Arity is quick to react and stick s the animal with her short sword, slicing its artery. Yet the boar still survives, with its blood spilling from the deep wound to the throat.

Meanwhile Albrecht chases a better position to snipe at the younger boar with his crossbow. Finding an ideal shot, he uses a lightly leaved bush to disguise the flight of the bolt, leaving the little boar no time to get out of the way. The bolt lodges in the animals shoulder with a loud thud, as the buries itself in the boar's flesh. It doesn't fall, although it looks unsteady on its feet.

The large boar next to Mary and Arity, 1d2 ⇒ 2 , turns on Arity, the last of the foes to leave a deep wound on the beast and so it starts to gore the woman. Strike 1 1d20 ⇒ 7 but it's fury seems to be waning with it's strength. But the die is cast, it continues to turn on the Swashbuckler. Strike 2 1d20 - 5 ⇒ (18) - 5 = 13 9 HPs damage Arity's pink and red flesh, hangs from the creatures tusks, she has large gore wounds open up again. The creature tasting her blood continues the assault. Strike 3 1d20 - 10 ⇒ (17) - 10 = 7 despite her wounds, Arity just manages to dance out of the way of the attack.

Words in the narrative are descriptive not always real, so bleeding or bleed is not the game 'Bleed' condition. You will see conditions below.
Disturbing Lunch - Round 2 Bold to go
B -19
Albrecht
Arity -19HPs
Mary -10HPs
Flory
A -40
Bonnie
Mylos -11HPs

GM Screen:

A2 - 2d6 + 4 ⇒ (1, 4) + 4 = 9
[.ooc]B 16/20[/ooc]
[.ooc]Albrecht AC 26 - 18/18[/ooc]
[.ooc]Arity AC19/20 - 10/32[/ooc]
[.ooc]Mary AC19/21(R) - 14/24[/ooc]
[.ooc]Flory AC16/17 - 20/20[/ooc]
[.ooc]A 0/30 - W2[/ooc]
[.ooc]Bonnie AC 19/20 - 26/26[/ooc]
[.ooc]Mylos AC18 - 11/22[/ooc]

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Bonnie readies for the sport ahead, circling around to find her quarry.

Mylos still smarting from the sudden injury, tries to send a bolt of deadly force at the small boar, but with the agony in his leg, cannot steady himself enough for an accurate shot.

The smaller pig, hearing her mother fight for her life, joins the clash and attempts to bite Arity. Strike 1 [color=green]1d20 ⇒ 20[/color] - Critical Hit - 22 damage Arity unused to aggressive animals, finds that it tusks are more deadly than she every thought possible, as they rip into her midrift. It continue to use its tusks as it attacks again, Strike 2 [color=green]1d20 - 5 ⇒ (10) - 5 = 5[/color] but it too misses. The young boar, takes it's chance to move closer to it's mother for protection.

Disturbing Lunch - Round 2 Bold to go
B -11
Albrecht
Arity -22
Mary -10HPs
Flory
A -27
Bonnie
Mylos -11

GM Screen:

[.ooc]B 16/20[/ooc]
[.ooc]Albrecht AC 26 - 18/18[/ooc]
[.ooc]Arity AC19/20 - 10/32[/ooc]
[.ooc]Mary AC19/21(R) - 14/24[/ooc]
[.ooc]Flory AC16/17 - 20/20[/ooc]
[.ooc]A 18/30[/ooc]
[.ooc]Bonnie AC 19/20 - 26/26[/ooc]
[.ooc]Mylos AC18 - 11/22[/ooc]

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Mary springs into action, drawing her weapons one in each hand as she surprises the pig with her speed. It squeals in terrible pain as both her blades dig deep into its flesh.

Arity moves into help Mary, offering her verbal support as he draws her weapon.

Albrecht's of anticipating the pig's movements works a treat, as he shoots an deadly projectile into the small pigs flank, making it too squeal and feel agony.

Whilst Arity sends a stone with unerring accuracy at the large pig.

Enraged by the intrusion into their domain and the pain of the strikes against them, the pigs attack the nearest creatures. The big pig attacks Mary hoping to gouge out her lower body. Strike 1 1d20 ⇒ 13 - reaction Nimble Dodge - 10 damage she sees the mouth open and dart towards her, she is quick to skip away, but as she does, her foot gets caught in the foliage. Unable to get out of the way it's teeth bit into her and the tusks gouge into her body. Boyed on by it's success it tries twice more to bit into the woman. Strike 2 - 1d20 - 5 ⇒ (6) - 5 = 1, Strike 3 1d20 - 10 ⇒ (1) - 10 = -9, but the nimble elf easily dances out of the way, now that her feet are free of obstructions.

Disturbing Lunch - Round 1 Bold to go
B -11
Albrecht
Arity
Mary -10HPs
Flory
A -27
Bonnie
Mylos -11

GM Screen:

A - Strike 1 2d6 + 4 ⇒ (2, 4) + 4 = 10
B - Strike 1 2d6 + 2 ⇒ (3, 6) + 2 = 11
[.ooc]B 16/20[/ooc]
[.ooc]Albrecht AC 26 - 18/18[/ooc]
[.ooc]Arity AC19/20 - 32/32[/ooc]
[.ooc]Mary AC19/21(R) - 24/24[/ooc]
[.ooc]Flory AC16/17 - 20/20[/ooc]
[.ooc]A 18/30[/ooc]
[.ooc]Bonnie AC 19/20 - 26/26[/ooc]
[.ooc]Mylos AC18 - 22/22[/ooc]
The smaller pig, hearing her mother fight for her life, joins the clash and attempts to bite Arity. Strike 1 1d20 ⇒ 20 - Critical Hit - 22 damage Arity unused to aggressive animals, finds that it tusks are more deadly than she every thought possible, as they rip into her midrift. It continue to use its tusks as it attacks again, Strike 2 1d20 - 5 ⇒ (10) - 5 = 5 but it too misses. The young boar, takes it's chance to move closer to it's mother for mutual protection.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

As you walk towards a pleasant glade ahead, seeing streaks of weak sunlight streaking lines towards the glistening green grass. Such tranquillity is broken by the sound of branches breaking and footsteps stamping. Bursting out from the side of the undergrowth drawing your attention is a small wild pig. It comes from the west, but the sounds of another animal come from the east, it bellows loudly a call to it's family.

Out from the bushes, it's hide covered in brambles. leaves and branches, the wild pig finds itself besides Mylos. With it's way blocked it tries to bully its way past Mylos. Strike 1 - 1d20 ⇒ 16 It's teeth dig deep into the sorcerer's thigh, ripping out a chunk of pink flesh and blood, leaving the man biting his lip to stem the pain. The creature not having found the way clear, scurries off into the undergrowth again towards the centre of the woods and the loud bellow.

It the forest, creatures get cover from range.

Disturbing Lunch - Round 1 Bold to go
Orange - ◆ Stride, ◆ Strike, ◆ Stride
Albrecht
Arity
Mary
Flory
Yellow
Bonnie
Mylos -11

GM Spoiler:

Strike 1 damage 2d6 + 2 ⇒ (4, 5) + 2 = 11
[.ooc]B[/ooc]
[.ooc]Albrecht AC 26 - 18/18[/ooc]
[.ooc]Arity AC19/20 - 32/32[/ooc]
[.ooc]Mary AC19/21(R) - 24/24[/ooc]
[.ooc]Flory AC16/17 - 20/20[/ooc]
[.ooc]A[/ooc]
[.ooc]Bonnie AC 19/20 - 26/26[/ooc]
[.ooc]Mylos AC18 - 22/22[/ooc]

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||
Bonnie Anne wrote:


Are we heading northeast?

Yes, I knew I'd forget something ...

You can roll secret rolls like Recall Knowledge in spoilers that you don't open.
I will on the whole answer secret rolls in spoilers too, so you can decide how much or how little of things other characters know.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

I've placed your characters in a group, but you can place yourselves in or around that area of the path, Current Slide Use the Current Map or Current Slide for battlemaps, do not use the same slide if it's in the main list of slides, which are really theer as a record of what's gone on....

Dense undergrowth of the forest at the sides of the path is difficult ground. Light is normal level.

The indications of camp fires on the map are just normal ground.

Normally I'll place you on the slides, but for this once, you can have a little choice...

During encounters I will roll the D20s without any modifiers so if you wonder why a roll of 10 hit your AC of 18, it's because the modifier was at least 8...
You will see multiple strike adjustments, so 1d20-5, etc...

GM Screen:

Bonnie Anne, Scout: 1d20 + 5 ⇒ (10) + 5 = 15
Albrecht Jaeger, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Mary, Avoid Notice: 1d20 + 11 ⇒ (10) + 11 = 21
Mylos Knaven, Investigate: 1d20 + 5 ⇒ (3) + 5 = 8
Arity Bell, Search: 1d20 + 5 ⇒ (19) + 5 = 24
Flory Bunzer, Detect Magic: 1d20 + 6 ⇒ (14) + 6 = 20
*
*
*
A 1d20 ⇒ 11
B 1d20 ⇒ 17
Order
[.ooc]B[/ooc]
[.ooc]Albrecht AC 26 - 18/18[/ooc]
[.ooc]Arity AC19/20 - 32/32[/ooc]
[.ooc]Mary AC19/21(R) - 24/24[/ooc]
[.ooc]Flory AC16/17 - 20/20[/ooc]
[.ooc]A[/ooc]
[.ooc]Bonnie AC 19/20 - 26/26[/ooc]
[.ooc]Mylos AC18 - 22/22[/ooc]

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

The night in the Otari Fishery as Tamily's guests passes with the group loosing their tongues under the influence of the convivial atmosphere and the alcoholic beverages. Until eventually they one by one either leave to walk back to their own beds, or climb the stairs in the Fishery to a few guest rooms, which are to be honest, mere mattresses laid on the bare wooden floors. Two or three of you share a room together and sleep soundly under the cover of darkness and the clouds of boozy haze, in the safety of your hosts generosity.

The morning breaks, not with the sun breaking through or the sounds of birds chirping their songs, no with the sound of loud deep throated shouts, the sound of brooms clicking and clacking as they clean the floors in the Fishery. The only redeeming feature is the clean water in barrels for washing and the smell and sound of sizzling bacon as it cooks below.

You hear the cheery sound of two female voices below, Tamily and the newly arrived and refreshed Flory after her night at home. "Yes of course I will." "Do you want eggs?" "No, no not here you fool!" ]"Aaah, warm bread and butter."

As for those upstairs, for some the fog of the night before hangs over their head's, for others their eyes open slowly as sleep holds onto their eyes and minds for as long as possible.

Slowly this strange group of friends have the hearty breakfast made ready for them and begin to respond to the day ahead. The trip to the market, which is eagerly anticipated by Mary and others wanting to buy that last little something for the excitement of adventuring.

It is a little later that the ragtail group of adventurers set out off along the road out of Otari, the adventure all had wanted, with the possible exception of Bonnie, has begun. after 20 minute easy going along a main trackway, the map shows a smaller pathway leading off towards the abandoned Fish Camp.

Overhead the sun makes pathetic bids to break through the clouds above, but the continued dampness of the foliage gives off that green smell of ferns and trees. Under the canopy of the forest, the dull light from above breaks through the boughs and leaves of the tallest of the trees. Birds sings warning calls to one another as you walk by. The sound of wings beating and the undulation of branches give away the position that just moments before held the flying balls of feathers, vivid colours flash through the air.

Leaves wet with the mists of the morning touch your arms, your head, your cheeks as they brush you on your way along the path. Brambles, tall grass, primulas and flowers take their turns to accompany the pathway...

So as you leave town you each have 1 hero point.
Now is the time to let me know what you are doing as you travel this pathway, describing your exploration activities...

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

I don't know what happened either, let's hope your token doesn't go walk about like the last one... :)

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

If you haven't added your tokens please do so, the current slide is here for you to add them.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

I just TPK'd my RL party when the barbarian refused to make any will saves against being controlled, and the stupifed cleric forgot how to heal.

-- The Slithering --- got to send out a rescue party.

I'll post tomorrow.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Any more questions for Tamily will be answered at breakfast...

Please go to the current slide and add your character tokens, Ta

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||
Mary wrote:

"Sounds like an interesting proposition you've got there Tamily. Just how far outside of town are we talking here? It's not halfway to Absalom, is it? And who or what is this Blue Finley you mentioned that we shouldn't worry about?"

Before leaving the table, Tamily answers Mary. She produces a map from a

pouch at her side, unrolls it, and shows Mary the camp’s location. “It’s right here, about six miles down the road. Probably take you 3 hours to get there, as the paths aren't in the best condition.”

“Oh, Blue Finley, they’re harmless,” Tamily says, waving her hand vaguely. “They’re a ghost. They were there when I bought the camp way back when, and they just keep to themselves, so I’ve left them alone. So long as you don’t bother them, you’ll be fine.”

Before she returns to her customers in the Fishery.

--------------------------------------------------------------------------- ------------------

Tamily seeing the group of people gather around her friend Mary, Tamily quickly scuttles over, she calls a young boy "Here Tarrond, help me here!" Smiling at Mary she notices Arity, one of the local seamstresses as one of the gathered. "Oh Arity, how nice to see you here and you know Mary. Has Mary asked from your aid in providing some dresses, I know it would make a good commission. Let me set your tables together." With a click, Tarrond sets the two tables together, even with the 'help' of the 'Capn'.

"Flory, you're here as well, so you were with Arity, I didn't realise you both knew one another. How's your trade been in the market? Anytakers for your ointments and potions. I doubt it, since Mary and her friends removed an infestation of kobolds that threatened the town, not so many need to have protection. Well enjoy a drink and a game if you want."

Tamily smoothly puts her arm around 'The Capn''s waist, pulling her towards the table and setting her down into a chair, as she gently says, "Please sit and let me bring you some more liquor, it might calm your demeanour. I will bring chairs for this gentlemen, so that you can converse more easily and quietly."

Tamily welcomes the two strangers, from their dark corner, offering them not only the chaors but snack and drinks, as they appear to be friends with Mary. "As friends of Mary, please enjoy our hospitality, are you adventurers like her? She is so brave and helped Otari so much before. I have rooms available if you need them?"

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Loving the interactions between you guys.

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

Hoping Flory will enter into the gamethread soon.....

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

It was a dull day, a grey day, clouds obscuring the sun, rain falling lightly, but incessantly. A day that demanded those who could, would warm themselves with a whiskey or brandy at Otari’s Fishery tonight. At the very least Tamily’s smile, would bring a little bit of sunshine to each and every customer’s heart. The sounds of chatter and laughter spill from the Otari Fishery’s open doors alongside warm and welcoming lamplight. Within, a few dozen locals and a few strangers gather around rough tables with cards, dice, tokens, and other game pieces scattered among them. Today the fireplace shines with the warm orange glow of a fire, warming the cold and wet limbs of Tamily’s clientele. She and her bar staff, welcome those souls who ventured into her establishment, protected by it’s strong wooden walls, it’s beams that hold the 2nd floor above the wooden tables and chairs, the weather outside is soon forgotten.

The sound of dice rolling, interrupts the chatter and noise, as money is won and lost on a variety of games, cards fall on tables, all taking place in the hall. Hot fish stew, flavoured with red spices and served with either potatoes or rice, is once more on offer to fill the bellies of the local fishermen, sailors and others wanting some cheap entertainment and convivial atmosphere to spend their time.

Amongst the hustle and bustle, jollity and laughs, Tamily spots one of the heroes of Otari, one of the ‘Dragon Slayers’, her friend and Otari’s friend Marysiel. Tamil spots her sitting at the table, a bowl of stew steaming in front of her. Beside her is another woman, with whom she is deep in conversation. Tamily’s smile widens as she makes her way over, wiping her chubby little hands on her off white apron, a friendly and freckled human woman pops up and grins in greeting—Tamily Tanderveil. Her peg leg, a red-and-white striped affair with a bright blue bow at the top, thunks against the floor as she hurries forward. “Marysiel, I’m so glad you’re here! Welcome! Can I get you something to drink? Some of our finest snacks? And your friend?”

Hardly waiting for an answer, she gestures over Rosie, one of her pretty young waiters and with a flurry of clattering activity, she sets out bowls of fried vegetables, a platter of sausage rolls, plates of cookies, and mugs of frothy ale. Tamily lifts her mug in a toast to the heroes under Otari, and Marysiel in particular.

In a quiet and shadowy corner of the gaming hall, sit two men, one dressed well and the companion he arrived with. The former sits awkwardly, looking like he has some sort of deformity, whilst the other seems happy to stay in the darker corners, as they eat their meals, discussing the journey over to the island of Kortos from Sandpoint, the last port in the overland journey from Ustalav.

Albrecht and Mylos Perception DC=12:

You overhear the whole of the conversation between Tanily and Marysiel

Close to the table at which Marysiel is sitting, a couple of women a chatting loudly and discussing the art of needlepoint and crochet. Both seem to be discontented, as they moan at the lack of coin in their endeavours and work they perform. One, the young girl is wanting adventure and reward, whilst the older lady, just needs some gold to enable her to look after her children. Selling her wares in the market, does nothing for her health, making her bones ache. If only she could have somewhere warm and dry with enough room to bring up her children.

Arity and Flory Perception DC=10:

You overhear the whole of the conversation between Tanily and Marysiel

After several minutes of pleasantries and introductions between Marysiel, the ‘Capn’ and Tamily, the freckled faced woman puts an arm gently on Maryseil’s shoulder and says in a voice your can hear over the chatter, ”It’s good that you’ve come back, I’ve another interesting little job that needs doing. It might no be the most lucrative, but it might provide you and your friend with an opportunity.. I own an old fish camp I used to run not far from here, in fact just up the road that way.” she points vaguely out of the village.

She continues ”I haven’t been using it since I opened this place up, and I owe you something big. If you want it, it’s all yours! Just be careful when you check it out, since it’s been empty for a while, okay? No telling what’s holed up in there since we left. Oh, and don’t mind Blue Finley—they’re harmless.” she says in a helpful way, before adding, ”Though I would take a few more adventurous companions with you, like you did when you defeated the dragon. Then I am sure you’d easily make the building safe. Afterwards, if you want you can keep it, everyone knows that a good adventuring team needs a base of operations, right? Your hideout! Headquarters! A place to sleep that doesn’t charge by the night, right? And I have just the place for you—an old fish camp I used to run, right up the road from here. I haven’t been using it since I opened this place up, and I owe you all something big. If you want it, it’s all yours! Just get a group of you to go and make the building safe.”

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

How we doing Albrecht Jaeger?

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||

OK, time for a roll call of readiness ....

I hope we'll be starting Friday, as I'm the one that has to get ready ....

Sovereign Court

Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) | || Current Map ||
Watery Soup wrote:


GM, can we clarify that we're either using 30 gp lump sum or Level 1 item plus 20 gp?

Yep, that's what I'm going with.

Mylos Knaven wrote:


Going to finish Mylos' equipment later. Could he have travelled to Otari at the same time as Albrecht, when the latter returned?

I don't have a problem with this on principal, but will have to go over a few bits before I confirm it. Should be able to do it tomorrow.

Just a heads up, I run a RL game on Tuesday nights and sometimes might have difficulty posting then, when we get going...

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I like the idea of the stowaway, it was kind of what I imagined, but having crewed for a short time before is OK. However I assume Maryseil will know Tamily Tanderveil, the owner of the Otari Fishery, from the Beginners Box adventure.

Arity, Albrecht would know Tamily as well, being resident in Otari main town.

No hurries, we have time to sort stuff out.

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Hopefully sorted the macro and the slides.

All Games slides should allow you to enter your tokens.

The Current Map with my avatar and posts should also take you to the current slide/map/picture.

I'm thinking Bonnie and Marysiel might know one another, as both have some background of the sea ... pirate & stowaway ....

I leave that for you two to have a discuss.=, when Marysiel gets on-board.

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So the considerations are:
and I'd like to say it's really difficult cos I like some of the combinations a lot and considered running a second table, but don't have time for 2 tables.

Preselected:
* Bpnnie - Shadow Magus
* Arity - Swashbuckler

Select from:
* Maryseil - Rogue
* Halgur's - Investigator
* Mr Tea - Sorcerer
* Bowrf - Wizard
* Mitch - Witch
* Ekatn - Battle Oracle
* Elbow - Barbarian

Selected:

* Bonnie
* Arity
* Maryseil
* Rosie - Mitch's witch
* Halgur's - Investigator
* Mr Tea - Sorcerer

Will the selected players kindly make their way over to the discussion thread and dot into the gameplay thread. Gameplay won't be starting until the backend of next week at the earliest.

2nd table, possibly
Elbow's Barbarian
Battle Oracle
Wizard
Atae's pregen or the monk

The second table I really like the sound of, if you are still interested in April/May timeframe, when I may have more time I'll contact you if I can get the second table going.

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No more submissions, time to look at everything. And liking lots.

But Matt's monk and the battle oracle, you can still be considered if you put a background in, why you're in Otari and a little bit about the intended character.

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I'm a bit busy with things, so won't add any more notes, (I thought I might). But I had a blast with some of those encounters and various things you guys/gals got up to. I'll archive the thread by next weekend, unless any need it around any more

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OK, I'm going to look through stuff tonight ... been a bit washed away this weekend.

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Matt Morris wrote:
I'd be interested. Thinking of playing a monk, but I'm flexible with the needs of the party, and what you would like to allow.

As with everyone else, happy if you want to play a monk, just get a background and reason for being in Otari.

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Mr Tea wrote:
I'm really interested in this. I know you don't want guns/gunslingers, but how do you feel about rare backgrounds or ancestries?

If you have a background that fits and you give me a chance to see if they fit with the game, might give you one rare background or ancestry, It's difficult to say yea or nay, when I don't have any details.

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Do you want to try again now Shayla

Certs are here

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Find initial certs here

Let me know if you have any issues.

I may personalise the certs later, if I do I'll let you know, I normally do like to do that to add to the fun.

Thanks for hanging in there, the game went longer than I anticipated, but loved having all of you along for the ride.

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Recruitment thread for Troubles in Otari is found here

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You start at level 2

Pathfinder Adventure: Troubles in Otari wrote:


Players who play through Troubles in Otari as well as GMs who run the adventure, can apply the adventure’s Chronicle Sheet to any of their Pathfinder Society Organized Play characters. Players and GMs must decide which character to apply credit to when they receive the Chronicle Sheet. The Chronicle Sheet gives 12 Experience Point(s), 12 Reputation with one faction, and 30 Treasure Bundles appropriate to a character of their level, applied in batches of 10 Treasure Bundles at each 4 XP interval. It also grants 24 days of Downtime. This adventure is not repeatable, therefore an individual may earn a chronicle once as player and once as GM for the adventure.

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I need all your day rolls and downtime activities so you can get a little extra gold... and I can complete the certs.

Reported to Paizo .... so you should have your achievement points etc.

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ElbowtotheFace wrote:
Would a crossbow using gunslinger be allowed?

Not gonna say no yet, because I haven't got the rule book with gunslingers in, so let me have some time to read up about it and decide.

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Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

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Congrats on getting to the end, this is one of the endings in the scenario, in fact it is the most likely ending, I think there's only a 30% chance to get out. Thought you would finish a bit earlier but you had a couple of critical successes which turned took you through.

Chronicles will be available soon ....

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In the smoke, eyes water making it even more difficult to see anything, the smoke thickens as dust and rubble get mixed with smoke bellowing out from the scones under the statues. The statues themselves start to crack as the pressure of the moving earth bares down on the corridors. The party start to feel rocks and earth start to bounce off their shoulders. A warning maybe that their progress is being slowed. The sparks fly through the like small flaming darts, the grow in intensity. As their paths are interrupted by the roots now falling down through the ceiling, the roots flare in intense heat and sudden explosions.

It is too late as the party fumble through the corridor as with one last loud crack the world falls on the party, burying Rangi, Iustanus, Jak, Webny, Pooka and Shayla under falling rocks earth and trees that blck and bury the collapsed corridor. With earth and spittle in their mouths, each of the Pathfinders find themselves buried alive, but the gods look down of them with compassion, rather than finding their life's blood squeezed and crushed out of them, each of the party is separated for the others, each in their own grave, each in a pocket of smokey air. Each now in their own pocket of blackness, each feeling the inky blackness of unconsciousness take them closer to the end, to a meeting place with Pharesma in her judgement.

........................

How long the party were underground, they did not know, but as eyes opened and pain was felt, rather than Pharesma's realm, they found themselves looking up at the flapping canvas of the Pathfinder camp. The canvas of one of the medical centre, where clerics used their gods powers to magically heal injured Pathfinders. Bandages, some soaked in blood, bind your legs, arms and bodies.

Everyone is in the field hospital of the Pathfinder's camp where you get your wounds and diseases treated and later to recuperate for a bit. After everyone has been seen to, Eando visits, looking to debrief you. He listens with rapt attention to everything the you have to say, and though the tone of his voices is severe, he reassures you that you did an excellent job. Your findings will shed new light on the situation, which for now, has raised more questions than answers.

Before leaving, Eando gives everyone a firm handshake and thanks them for risking their lives for the Society. Daana and Jaci come to visit a bit later, concerned about how you are doing after the great catestrophic collapse of the building into flames, which means their teams of archaeologists have slow and painstaking work ahead of them.

After a couple of days you join the hustle and bustle of the camp as you rejoin the Pathfinders work and activities. Soon you are ready for the next mission, hopefully with less danger than this.

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Please dot in here

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For all your out of character discusson

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This game will give PFS credit, but you play campaign characters not PFS characters, although I will ask for your PFS details to be able to credit a PFS character. Characters do not have to be in the Pathfinder Society.

Please include a small background for the character and a reason why you are in Otari. If the character is continuing on from the Beginners Box adventure, then include that in the background.

I don't particularly like guns in Pathfinder play, so gun wielding murder hobo characters are not being allowed and neither are their guns.

Can't think of anything else at present, but will discuss with any characters that want to join Troubles in Otari.

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Bot Webny - 1d20 + 6 ⇒ (7) + 6 = 13
Hero Point
Bot Webny - 1d20 + 6 ⇒ (18) + 6 = 24

With Webny, Iustanus and Jak's instructions, they direct Rangi and Shayla through the what remains of the Library, they pull Rangi through the door of the Library, just as the ceiling collapse seals the temple complex from the exit. As the party draw their breath, they continue their escape only to find the corridor, where they passed the statue full of smoke and flying sparks. Anger and hatred assail your minds, but you must go now or it will be the end of you all.

The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor from the carvings that are part statue and part relief, as if the statues are escaping from the wall. The life-size depiction of the cyclopes, dressed in robes with fire motifs with each holding a bowl in their raised hands. Flames and sparks in the bowls casting billows of smoke into the corridor.

Thievery to swat sparks aside
Survival to protect oneself from the sparks and smoke

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With Outpost starting soon, I am planning to start up the adventure Troubles in Otari around 19th March. The adventure is sanctioned for PFS credit. The recruitment thread will be open for applications from Sunday March 6th, by which time I will have everything sorted for character creation.

There are 2 spots reserved for a couple of characters, so I can take another 2-4 campaign characters.

I don't particularly like guns in Pathfinder play, so gun wielding murder hobo characters are not being allowed and neither are their guns.

New characters start with wealth according to Table 10-10 Starting Wealth for Level 2. Either Gold and item, or Lump Sum.

I will add further details about character creation and stuff before Sunday 6th in the recruitment/campaign thread.

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See details in Cottonseed PFS PbP (2E) Recruitment Thread.

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