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DM Grey's page

654 posts. Alias of Lloyd Jackson.


1 to 50 of 654 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>


1d20 + 4 ⇒ (10) + 4 = 14

1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (2) + 1 = 3
1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (2) + 1 = 3
1d20 + 5 ⇒ (18) + 5 = 231d10 + 3 ⇒ (2) + 3 = 5

1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 1
1d20 + 2 ⇒ (17) + 2 = 191d4 ⇒ 2
1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 2
1d20 + 2 ⇒ (19) + 2 = 211d4 ⇒ 1
1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 3


1d20 - 1 ⇒ (1) - 1 = 0

Round 4

The dying man drops clasps hands to his throat, trying desperately to stem the flow. Suddenly a warm glow envelopes him, and the fountain of blood stops.

Enraged two of the goblins slash at Torvald. One manages a minor slice, but the other doesn't come close, to consumed by frustration.

Kent's feet slide on the slick ground, but manage to find enough purchase to power a solid blow that claims another goblin.

The barkeep brings his mallet down on the goblin's head, early a decent cut in the process, but crushing his opponents skull.

The two other knife fighters make room for their friend to fall back while moving forward to bleed the goblins still standing.

Seeing themselves alone, the remaining three goblins, one bent over and struggling for breathe, move backwards toward the stage, where an open area has formed as people have managed to flee the scene.

Goblin: Unconscious
Goblin: Staggered: Withdrawing
Goblin: Unconscious
Goblin: Injured: Withdrawing
Goblin: Injured: Withdrawing
Goblin: Unconscious
Goblin: Unconscious
Goblin x : Unconscious
Kent: 5hp
Torvald: 13 - 2 = 11hp
Townfolk: Injured
Townfolk: Injured
Townfolk: Uninjured
Barkeep: Iinjured
Spell Effect: Grease


As Mary tries to ready her weapon again, events continue.

As the lone goblin tries to back away looking pathetic, the old woman stalks forward speaking sharply before thrusting out her hand to produce a overwhelming burst of light and color. The goblin keels over in thrashing spasms. The woman grimly pulls out a small fishing knife and moves closer.

The mounted goblin runs the whimpering dog through, as it's mount lunges forward to clamp down on a ruffle clad arm.

Joy: Badly injured Injured
Goblin: Unconscious
Goblin: Dead
Goblin: Unconscious
Goblin x: Uninjured
??: Uninjured
Human ?: Injured
Dog: Unconscious
Old woman: Injured


As the bodies start to blacken and the scent of burning meat rises into the evening sky, Tsakua looks around the formerly peaceful festival.

As quickly as things started, they seem to be dying down. A few furred bodies lie motionless on the ground. Here and there people help those injured or in a few cases cradle unmoving bodies. The man who was at the podium when this all started rushes from one person to the next. Sometimes immediately moving on, other times, especially with those unmoving, stretching forth a hand that glows with blue and white light.

Quite a few goblin bodies lie strewn about. A lean fellow bends down over one to pull a couple knifes from the corpse, after stabbing down hard to be sure.

The only remaining pocket of activity seems to be directly across from the podium. A knot of men contend with several goblins. As one of them staggers back, another limps over to bathe him in a warm glow like evening fire.

Tsakua: 9hp

I agree! And thank you, the effort you guys make in bring your characters to life is making this really enjoyable.

I will be saying goodbye to the Cascades tomorrow, so no post friday evening or saturday, probably. I'll be able to update Sunday and possibly Monday morning, then it's off to the Oregon coast. Probably be back Wednesday. Thursday begins the great migration to that hot and humid... I'd call it a hole but it's too flat for that. ^_^

I have no idea when I'll be able to post or how long it will take. I might update everyday, or you may not hear from me for about a week. I really don't know.

Hopefully we can get combat finished before then and into a situation where everyone is able to meet and socialize. That's my goal anyway.

Yes, just waiting for Kent.

Tsakua wrote:
Torvald Ragnir wrote:
If you have debt from school, also don't be afraid to live cheaply for a year or two and use the money you save to pay down that debt. Doubling or tripling your payments for a couple of years can save you tens of thousands of dollars in the long run. 35-year-old you will appreciate today-you's sacrifice. This also lets you get a better feel for the city to decide where you'd really like to live.
Ditto this. Living within your means is one of the best things you can do, no matter what your circumstances.

Definitely. This should be pretty easy as I'm used to frugal student mode and don't have a family to worry about. Plan is to be debt free within the first year. It'll be tight, but I'm lucky enough to have finished with a single small loan and a minimum of other debts.

Thanks for the advice on housing Torvald. Thus far my only criteria for housing have been cost and closeness to campus. I don't really know what I'd actually enjoy in a place.

Mary wrote:

From what I read of Texas, you might want to be careful there if you are anything but a white man. But aside from that, you should be fine.

As a someone who looks like a prospective member of the Hitler Youth, I should be fine. ;)


1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 3
1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 1
1d20 + 2 ⇒ (18) + 2 = 201d4 ⇒ 4

1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (1) + 1 = 2
1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (5) + 1 = 6
1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (3) + 1 = 4

1d20 + 5 ⇒ (20) + 5 = 251d10 + 3 ⇒ (1) + 3 = 4
1d20 + 5 ⇒ (7) + 5 = 121d10 + 3 ⇒ (1) + 3 = 4

1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 1
1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 4
1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 1
1d20 + 2 ⇒ (8) + 2 = 101d4 ⇒ 2

1d20 + 2 ⇒ (17) + 2 = 191d4 ⇒ 4


1d20 + 10 ⇒ (15) + 10 = 25


1d20 + 4 ⇒ (13) + 4 = 174d6 ⇒ (6, 2, 4, 2) = 14
1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 2

Round 3

A chain shirt is fine against human foes, but the goblin blades strike below Kent's armor, carving into flesh once, then twice, again as he rushes toward the goblin holding itself back from the fray.

His fist strikes true however, dropping the goblin from it's perch. It will sing no more.

The other bar patrons don't fare as well. The nimble goblins dive under their knives while retaliating with their own. One of the pair who dispatched a goblin just moments before recieves a shallow slice on his arm. His companion is not so lucky, blood fountains from his throat as goblin blade gives him a second smile. He will be dead in seconds.

The barkeep's mallet has more success knocking back one of the goblins facing him and Torvald. None of the creatures pay much attention to the smith. The glowing man and sharp knives demand their attention.

Goblin: Unconscious
Goblin: Staggered
Goblin: Injured
Goblin: Uninjured
Goblin: Uninjured
Goblin: Unconscious
Goblin: Uninjured
Goblin x : Unconscious
Kent: 17 - 8 = 9 + 7 - 4 = 12 - 7 = 5hp
Torvald: Uninjured
Townfolk: Injured
Townfolk: Injured: Bleeding
Townfolk: Uninjured
Barkeep: Uninjured
Spell Effect: Grease


Watching Tsakua cave in the helpless goblin's chest. The fire-throwing goblin pauses a moment on the burning logs. The building flames don't seem to bother it, but the two dead goblins does. Leaping off the wagon, away from the half-orc, it flees east. Toward the narrow ledge between cathedral and cliff that leads to the cemetery.

The fourth goblin, the one Tsakua struck first, is nowhere to be seen.

With immediate threat gone, Banny's attention focuses on his rescuer. No. Not really, but we'll do. Right now we need to find Katrine's family and make sure they're alright. Then I need to make sure the bastards aren't trying to burn down the mill.

He holds out a delicate looking, but calloused hand, the other remains tightly around his girl, before heading in the direction of Ven's stall. Thank you. If I can do something for you, just let me know.

Goblin: Staggered (Whereabouts unknown)
Goblin: Unconscious
Goblin: Dead
Goblin x : Injured (Fleeing)
Banny: Injured
Katrine: Injured
Tsakua: 15 - 2 = 13 - 4 = 9hp


Mary's musket rises and steads on the goblins. The hammer falls with a burst of sparks... and nothing. The two goblin's races on headless of another shouting voice in all the din.

As their toy cowers behind the old human, the goblins gleefully change their focus. As the first lunges forward with its knife, the sorceress's hand darts forward, swift and light as a bird. Lightning races up the goblin's arm and the scent of burned flesh fills the air. Wisps of steam or smoke rise from the corpse as it falls.

The other goblin draws a little blood, but quickly backs away eying its comrade. It's ears droop and the maniacal grin turns apologetic.

The mounted goblin embeds it's blade in the dog's chest. Leaving it to shuffle back to its master whimpering.

Joy: Badly injured Injured
Goblin: Unconscious
Goblin: Dead
Goblin: Uninjured
Goblin x: Uninjured
??: Uninjured
Human ?: Uninjured
Dog: Badly Injured
Old woman: Injured

Thanks everyone. Do any of you know much about the Dallas area? That's where I'll be moving to, and I've only spent about a week there.

Also, tips for when you're moving for a career position? I'm fresh out of school, and this is really the first time I've had to seriously consider things like permanent housing.

@Mary, yep. If it's like the blackpowder misfires I've seen, it will be spectacularly unexciting.


1d20 + 3 ⇒ (5) + 3 = 81d4 + 1 ⇒ (1) + 1 = 2

1d20 + 4 ⇒ (15) + 4 = 19
1d20 - 1 ⇒ (13) - 1 = 12

1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (13) + 2 = 15

1d20 + 5 ⇒ (18) + 5 = 231d4 + 1 ⇒ (1) + 1 = 2
1d20 + 5 ⇒ (13) + 5 = 181d4 + 1 ⇒ (1) + 1 = 2

1d20 + 5 ⇒ (7) + 5 = 121d4 + 1 ⇒ (1) + 1 = 2

1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (3) + 1 = 4
1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (4) + 1 = 5
1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (3) + 1 = 4

1d20 + 5 ⇒ (3) + 5 = 81d10 + 3 ⇒ (1) + 3 = 4

1d20 + 2 ⇒ (5) + 2 = 71d4 ⇒ 1

1d20 + 4 ⇒ (15) + 4 = 191d6 + 3 ⇒ (6) + 3 = 9

1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (2) + 2 = 4


You never did learn all that much about the creatures that maimed your father, except they were vicious and damned sneaky. People always said to be careful with your refuse or garbage piles. They attract goblins like flies. Only these flies like to make knives from your bits of scrap, hide in the compost heap, then cut your throat when you go to turn it.

As Kent begins to rage, smiting the goblin to his left, the older smith's magic mends most of the deep punctures in his legs, helping him to fight on. The goblin being bludgeoned swipes futilely at Torvald in an attempt to stop the magic. The creature's rusty blade doesn't even touch the man's clothes.

The goblins to the front and right take advantage of the companions' divided focus, leaving bleeding cuts on arm and leg.

The townfolk are not idle either. A goblin dodges under the barkeeper's mallet, but two of the patrons team up to gut one attempting to move behind Torvald.

The singing goblin watches the scene with frustration before stamping it's foot and singing a different note. Suddenly the ground becomes slick, covered in a greasy layer that smells like rancid fish. Everyone manages to keep their feet, except for the goblin Kent is attacking, it falls to the ground prone and severely concussed. The ground remains slick.

Goblin: Unconscious
Goblin: Staggered
Goblin: Uninjured
Goblin: Uninjured
Goblin: Uninjured
Goblin: Unconscious
Goblin: Uninjured
Goblin x : Uninjured
Kent: 17 - 8 = 9 + 7 - 4 = 12hp
Torvald: Uninjured
Townfolk: Uninjured
Townfolk: Uninjured
Townfolk: Uninjured
Barkeep: Uninjured
Spell Effect: Grease


Tsakua's foot catches the goblin as it tries to roll away, snapping it's arm like a twig. The creature screams and thrashes beneath the half-orc's boot. The other stands, earning a kick to the head that leaves it twitching in the dust.

Suddenly a burst of fire and pain as the goblin who ignited the wood hurls something that explodes against Tsakua's chest. The fourth goblin remains out of sight.

Banny pulls Katrine away from the fire and fight, beating out the smoldering patches left by the compound as best he can.

Goblin: Staggered
Goblin: Unconscious
Goblin: Unconscious
Goblin x : Injured
Banny: Injured
Katrine: Injured
Tsakua: 15 - 2 = 13 - 4 = 9hp


I think a full-round action is more appropriate for the drawing and uncovering. It sounded like it was wrapped/tied fairly securely. I haven't been able to find anything that gives a good estimate for this. This should still allow Mary to fire next round correct? Move to load, standard to fire?

As Mary shrugs off and uncovers her musket, the two goblins eagerly chase after the girl, leaving a new red line across her back. Joy runs behind the older woman, who readies herself like a fishermen about to seize a catch with his bare hands. The lightening in her fist crackling eagerly.

Further off, the mounted goblin slashes while the dog lunges for the rat thing's neck. Neither is able to connect with their foe.

Joy: Badly injured Injured
Goblin: Unconscious
Goblin: Uninjured
Goblin: Uninjured
Goblin x: Uninjured
??: Uninjured
Human ?: Uninjured
Dog: Uninjured

Sorry everyone! I got the job I was applying for!

New gameplay post will be here this evening. There will be a week I'll be moving sometime in near future, exact date TBD, so there will probably be a disruption in the posting then.


Looking forward to seeing what everyone will do.

*Edit. Just in case it wasn't clear. Your actions have been resolved and the goblins have had their turn as well. It's round 2, and everyone needs to post the new round's actions.

Glad you're understanding about the initiatve changes. To answer both your questions. Check the new gameplay post!


1d20 + 3 ⇒ (9) + 3 = 121d4 ⇒ 1
1d20 + 3 ⇒ (14) + 3 = 171d4 ⇒ 2

1d20 + 7 ⇒ (14) + 7 = 21

1d20 + 5 ⇒ (10) + 5 = 151d4 + 1 ⇒ (3) + 1 = 4
1d20 + 5 ⇒ (6) + 5 = 111d4 + 1 ⇒ (2) + 1 = 3
1d20 + 5 ⇒ (16) + 5 = 211d4 + 1 ⇒ (3) + 1 = 4

Mary, the goblin is currently prone.

Tsakua, you have it right. Normally beating the perception dc would have given you a partial round, a single standard action, in addition to your regular round. If you had not met the dc, the goblin would have gotten a 'free' strike in against the two npcs. Since you beat the dc and the goblin was prepared, the round just proceeds normally, with your higher initiative meaning you go first.


Round 1


You've heard about the goblins of Varisia. Although there are a few scattered groups around the Inner Sea, they aren't particularly common.

Goblins are small, extremely fecund humanoids with a penchant for arson. They delight in a torturing and eating anything smaller or weaker than themselves, or that they can catch unaware. They have little concept of self-preservation or common-sense. Places to find goblins hiding. Woodpiles, under beds, and inside ovens.

They fear and hate dogs and horses, and will attack to the exclusion of all else or run in terror. It is not understood why.

While capable of inflicting tremendous harm, see the Goblinblood Wars of Isger, goblins are hyper-active, disorganized cowards. Attacks involving groups larger than a half-dozen or any kind of settlement should be considered abnormal and worthy of consideration. Goblins often act as 'coalmine canaries' for disturbances in the region.

With a swift draw and full-bodied thrust, Mary pins the goblin to the earth. As its life leeks into the ground, it stares up in hapless confusion.

Glancing around, she sees the girl she met earlier, Joy, fleeing from a pair of goblins. Blood from a cruel slash soaks the back of her right leg. The goblin pursues its quarry single-mindedly. An old woman limps towards the girl, perhaps Joy is trying to reach her, her hand enveloped in a crackling ball of electricity.

A bit further away, perhaps some 80-100 feet, a finely dressed man cowers against the wall of a building while a fox hound faces off against a goblin mounted on a horrible creature that looks like a mix of dog and hairless rat. The goblin wields it's pole-arm like weapon with competence.

Joy: Injured
Goblin: Unconscious
Goblin: Uninjured
Goblin: Uninjured
Goblin x: Uninjured
??: Uninjured



Banny looks up in consternation, then alarm at the sight of the charging brawler. He moves in front of the woman, Katrine, you assume, and raises his hands to fighting position. As a green fist sweeps past his head, and a squak of outrage comes from the wagonbed, he looks over his shoulder and spot the goblin, quickly grabbing Katrine and putting her behind him. The girl, her cheeks flushed and blouse partially open, stares about with confused and slightly scared eyes.

Tsakua's fist connects solidly. Not quite enough to put the goblin down, but another strike should do it, and it's attention is thoroughly refocused now.

The tarp begins to move again, and three more goblins pop up, knives and unlit torches ready. One holds a ceramic jar overhead with both hands and sports a truly insane grin.

As it smashes the jar on the stacked wood, a sticky substance sprays out and bursts into flame as it hits the air. The oiled f##*~!s in the wagon begin to crackle and smoke. Spatter of the sticky flame hit the goblins, Tsakua, and the young couple.

The two with knives and torch, now ignited by the flame, leap at Tsakua, heedless of the burns they've received. One misses and belly-flops on the hard ground. The other slashes its knife across Tsakua's chest, drawing blood.

The goblin Tsakua punched has a burning glob land in its eye and tumbles off the wagon.

Goblin: Staggered
Goblin: Injured
Goblin: Injured
Goblin x : Injured
Banny: Injured
Katrine: Injured
Tsakua: 2 points of damage


Torvald and Kent

The steady orange-golden light of a forge begins to dimly glow, then grow in strength, as Kent charges forward. The goblin tumbles away to lie crumpled in the dust. The blacksmith recognizes the feeling of bones crunching.

As Torvald raises his weapon overhead, the patrons of the tent rise with it. The foreign has it right! Several pull out belt knives, while the barkeep lifts a heavy mallet meant for tent pegs. They begin to follow Kent, the exit, and whatever waits outside.

To the right of the Two Knights, a band of goblins pours from a supply wagon. A high pitched voice is singing at the top of its little lungs. The half dozen goblins around it rush towards Kent. Two of the goblins move to either side and stab their knives deep into his thighs, while a third menaces him from the front.

The other three rush around, to either attack from behind or cut off help.

Goblin: Unconscious
Goblin: Uninjured
Goblin: Uninjured
Goblin: Uninjured
Goblin: Uninjured
Goblin: Uninjured
Goblin: Uninjured
Goblin x : Uninjured
Kent: 8 points of damage.

1d20 + 6 ⇒ (5) + 6 = 11 Kent
1d20 - 1 ⇒ (4) - 1 = 3 Torvald
1d20 + 3 ⇒ (17) + 3 = 20 Mary
1d20 + 3 ⇒ (10) + 3 = 13 Tsakua

There you go. Thanks for the reminder Kent. Please post your full-round action. For this first combat the party is considered to have higher initiative than the goblins, so it isn't much of an issue really. People don't need to wait for those with higher initiative to go first, otherwise things get very slow. Initiative will only be a concern, for this combat, in determining which PC actions take priority.

Usually for combat I divide it into three groups. PCs that beat the NPCs' roll, NPCs, and PCs whose initiative is lower than the NPCs. NPCs, monsters, act as a single group. Since all PCs are higher than the goblins in this combat, it's a simple, party turn, monster turn. In other combats, initiative will be more important. People will still post when able, but higher initiative determines whether you have strike before the monsters, or your comrades, do.

For this combat we are going theater of the mind. I haven't had time to get a good google map worked out, and maps of crowd scenes are a pain anyway, and don't know how to use Roll20. I'm open to either one in the future when I have time to get something ready. I'll have to look into learning Roll20. It seems to be popular.

This sound alright to everyone?

And... we're off!


1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 0 ⇒ (2) + 0 = 2
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 6 ⇒ (17) + 6 = 23

1d20 + 4 ⇒ (1) + 4 = 51d4 + 1 ⇒ (3) + 1 = 4

As he shakes Tsakua's hand and gives him another pastry, Ven's face takes on a odd expression that's half gratitude and half uncertainty. Oh, I imagine he's probably looking over the wagon with wood for tonight's bonfire. Over by the center stage there. Gesturing towards the cathedral. Excellent place to... meet someone. Very dark and private right there in the corner.

Locking eyes with his new... friend? Be careful. Nothing illegal and don't break him. I still want my daughter to speak to me, and be able to sleep at night.


As the evening winds to a close, people begin gathering in for the closing celebration. Abstalar Zantus, priest of Desna and caretaker of the new cathedral, walks to the podium. A tremendous noise, like a nearby clap of thunder, breaks over the crowd. The talking quickly dies. Zantus raises his hands to speak, when a scream erupts from the crowd. Soon the scream is joined by shouts of alarm and cries of pain. Something is wrong.


The smiths are sitting in the Two Knights pavilion, their seats providing an excellent vantage point for the closing speech. As confusion and dismay sweep over the crowd, something catches Kent's eye. A small dog that had been eagerly begging for treats moments before lies unmoving in a growing puddle that appears in the failing lights as an inky blackness. A small humanoid, about the size of a child, with an oversized head like a squashed melon stands over the dog. A maniacal smile splits it's head, literally, from ear to ear. Goblins!

Kent you made the perception check. That gives you a partial action in addition to your regular turn. It might be advisable to warn Torvald, so he can be aware of the threat as well. Torvald, post your action as though he was aware of the threat. After Kent takes action, whatever it is, I'm pretty sure you'll have an idea what's happening. Goblin is perhaps 15 feet away.


Her peaceful evening, and sack of roasted nuts, ruined by the peal of thunder, Mary is put further off balance by the sudden cries of distress. Looking around for the disturbances' cause, she feels something run into her leg.

A goblin lies sprawled at your feet, eyes widened in surprise as it's scrapyard dagger flies off to vanish beneath the crowd's feet. Yep. You nat 1'd the perception check, and it nat 1'd the attack role.


Moving purposefully through the crowd. Tsakua finds the wagon Ven mentioned. Pilled high with firewood, a tarp covers the load. Sure enough, in the pocket created by the wagon and stage, two passionately embraced figures lean against the vehicle. You recognize the young man Ven called Banny.

The two ignore the noise in favor of each other, but immediately after you see the tarp shift. A small figure crouches above the lovers, wicked knife ready to pierce and tear. You're 50ft away and charging is possible. You'd be able to reach the goblins on top of the wagon from the ground. You made the perception check, but the goblins were waiting, so you go at the same time. You don't get a extra attack, but they don't get a free stab at Romeo and Juliet.

That's what I figured Tsakua, thanks. ^_^

Kent, no worries.

@Mary, I like it. As Torvald says, those skills will be useful. And as there isn't a wizard, rogue, or bard in the party each character's skills become more valuable. Also, don't hesitate to use skills that you wouldn't normally think of, but that make sense. Found an unusual sword? Use Craft(Weapon) or Profession(Smith) to try and learn something about it. That sort of thing.

Everyone, I really like how the characters are shaping up. Good job.

Is there more that people would like to do here, or would it be alright to move things forward? If you'd like to spend more time here, that's fine. Your characters are moving into good positions for what happens next though, and I'd just thought to double check. Everyone needs to be in the vicinity of the central podium/stage of the festival at sundown.

Torvald and Kent, if you are ready, please give a description of how you pass the time to sundown. The Two Knights pavilion is in a prime location in front of the stage, giving you good views of performances happening throughout the day and plenty of company and drink to enjoy them with.

Mary, I was thinking to start the next scene just as you are beginning to enjoy the festival again?

Tsakua, how would you feel about your conversation with Ven happening towards evening? Catching up with our unwelcome suitor at sundown would work out nicely. Also, just to double check are you wanting to know where Danny likely is now, the location of the lumber mill where he works, or where the Scarnetti's manor is? I'm a little sleep deprived at the moment.

Apologies for no post this morning.

Lore Warden is certainly worth looking into. You'll need to balance that against delayed access to Gun Training, but the flavor fits Mary well, and the fighter bonus feats can be very handy.

Daviren nods slowly. Yes... I believe so anyway. Quint studies the ruins in this area. Pointing to the upper part of town where a ruined tower about 20 feet high looms from the cliff-face. I've heard him mention Thassilon and Azlant in connection with the Light and Thistletop. You'd really need to ask him about it. Usually you can find him at the Curious Goblin, but right now he should be at the celebration with everyone else. I'll be heading that way myself once it gets a little closer to sunset.


Ven nods his head. And the logging company. And the flour mill. If you want wood or flour you have to go through him. Every time someone else decides to build their own it 'mysteriously' burns down just after they've got it finished. He's tight with the Jubrayl Vhiski, leader of the Sczarni thugs here. They do all the dirty work so none of it sticks to him.

Turning aside to spit on the ground. What do you expect, Sandpoint was started by four families for profit. Anything gets in the way of that. He draws a finger across his throat.

So, what's a father to do? I have no proof of anything, and Danny runs Scarnetti's most profitable business.

Hope you don't mind me tweaking your trait a bit Mary. The reward will just be slightly delayed.

Some general information on guns in the world of Pathfinder. Torvald basically has the right idea. At least, this is my own understanding for sources and how I usually run it. The Ducky of Alkenstar has a pretty firm monopoly on firearm production in the Inner Sea. They actually have secret agents that hunt down people who try to smuggle excess guns out of the country or produce them independently. This is part of the reason why prices are so high.

As a result, and Alkenstar's location, guns are uncommon in the cosmopolitan cities of the Inner Sea, and vanishingly rare in places like Varisia, the Linnorn Kings, or Brevoy. You've probably, though not necessarily, heard stories about like, much like you've heard stories about dragons sleeping on golden hordes, and clerics summoning angels from the heavens.

This also means that Mary's weapon is essentially irreplaceable, at least for the near future.

Gunpowder on the other hand, because of the trade route to Tian Xia, can be found relatively easily in Varisia, if you know where to look. The recipes aren't quite the same, but with a bit of experimenting it should work well enough, and lead isn't difficult to find.

^_-A helpful stranger points down the hill, and you come to a barn whose sign shows a goblin being trampled by a horse. Several bits of leather seem to have been nailed above the lintel. After calling out, a lean man steps out of the barn. Mary Morrickson?

Looking you over carefully, he holds out a hand. Pleased to meet you. I knew your uncle Robert. He helped me with a difficult goblin problem a number of years ago. I was sorry to hear that he passed. Mouth tightening, he lets go of your hand. I'm more sorry not to be able to fulfill his request. I was supposed to have Beznă here for you. He's a beautiful stallion from Robert's own Nox. Unfortunately, the merchant who was contracted to bring him hasn't arrived yet. I have the rest of his gear in the barn though, and will let you use one of my own in the mean time. Again I apologize for the embarrassment.

Finally looking at the horseshoe token, he gives a crooked smile. Ah. You must have come from Hemlock's knife contest. The prize was supposed to be a week's stay and a thorough grooming of your horse. Under the circumstances, I'll see what we can do.


Holding it sideways to keep the filling from spilling out. Ven begins to work on his own piece of the blackberry pastry. I appreciate it. Gesturing with the pie. You sir, are damned strong. No one has beaten me like that since I left the sea.

The smile that Ven returns is tired and bitter. It's not the ones without manners that keep me up at night. It's the ones with too many. Banny may be a sneak and ignore me telling him to stay away, but you're right. He's willing to face me and be honest about what his intentions are, and that might be enough if Katrine really does love him, but I will not have my daughter beholden to the Scarnetti's. If he really cares so much for her, he can leave that band of murdering 'gentlemen'. Then we'll talk.


1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (2) + 3 = 5

Grump gestures toward a wagon with slats added to form a mobile pen. In 'ere. Ye can git 'er from Chod tomarra. Gesturing down the hill to the river. 'At's da Turandarok, most call it Turn. Jist take yerself down an wash a bit. As fer drink, he turns an points right to the center of the stalls and bustle. 'Ere. Two tall an fluttery flags. Blue an White. 'At's a Two Knights. Best 'ere is.

As Kent stows his prize, 'Ank you kindly fer sayin' so. Long as 'ere's been pegs, 'ere's been Grumps to raise 'em, an we're right good at it. I usually keep a few runts for the festival. Looking over Torvald carefully. Still a few yearlin' left if'n yer interested.

Hands tighten and with a mutual nod, the two mens' muscles strain. The store-keeper starts off strong, almost pushing the younger man's hand to the wood. There's more to such a contest than brute strength though, and when he senses an opening, Tsakua surges back to pin his opponent in a single move.

Shaking out his arm once again, perhaps a bit more gingerly this time, Ven reaches back for a pastry the size of two cupped hands. Setting it on the counter, Seems you left your manners with the caravan. If you're going to stick around here, might want to work on that. You've got good arms though. Looking Tsakua in the eyes, As for Banny, I don't like thugs and criminals, and I don't want my daughter involved with such.


Lanalee points further into the crowd. You're looking for the one with the funny symbols on the top. That's the Glassworks.

The glassworks has a large set-up with two guards standing nearby. Foreign characters are emblazoned on the silk banner overhanging it. Two Tian men stand in front of a display case showing a array of blown and spun glass vases, bowls, and other items. Some are clear or jewel toned, but most have lines and swirls of color. A few of the pieces remind you of trees or sprays of water.

One of the men takes your token and hands you a carefully wrapped bird done in smoky glass. Thank you for visiting us.

The stall is decorated to look somewhat like a gypsy wagon, complete with drapes of fabric and startling color choices. A young woman just starting to blossom into herself sits on a stool leaning animatedly towards a boy about her age, who hurriedly steals a kiss before stepping back to look very nonchalant. As you introduce yourself, the girl blushes and calls to the rear curtain of the stall. Mom! Someone's here with a goblin's head from Hemlock! before turning back. Hi! I'm Joy! So you came for the festival?! You've missed most of it, but still had a good time I guess. Where are you from?! She almost vibrates with energy.

Before you have a chance to really answer, a woman with the same olive skin and curling black hair bustles out from the curtain holding a pumpkin a bit larger than a head on a wooden platter. Here you are! Risa's Goblin Head. Setting it down on the counter, she pulls off the top. Steam wafts from the inside along with appealing scents. The pumpkin has apparently been cooked with a stuffing of apples, raisins, oats, nuts, and various herbs or spices. I'm Lanalee. She says while leaning across to kiss your cheeks.


Bacon's squeals take on a frantic pitch as she is... maneuvered. The strategy works however, and wrestler and prize arrive at the gate. Grump stares for a moment before starting to laugh, and laugh, and finally collapse on the ground howling. Wiping his eyes. Ser, 'at peg is yers. Good and truly yers. Now, what would ye liek to do wit 'er? I ken keep 'er 'ere, or take 'er to Chod fer butcherin if'n ye liek?


1d20 + 12 ⇒ (4) + 12 = 16
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 4 ⇒ (8) + 4 = 12

1d4 + 3 ⇒ (3) + 3 = 6
1d4 + 3 ⇒ (3) + 3 = 6
1d4 + 2 ⇒ (1) + 2 = 3

Grump laughs heartily. Sure! Usually I grease 'er again first, but since 'ere's as much on yew as 'er, seems enough. He waves his hand for the wrestling to continue.

The peg does it's best to burrow through Kent into the mud beyond. Alas, there is a lot of him, and it's difficult to dig through. Play on!

As the contest resumes, the older man turns to the newcomer. So's, sounds like yer not from around 'ese parts. What brings a Ulfen to da Sand? And how ye know our mucky fella?

The first knife thunks solidly into the goblin cut-out's comically sized head, the second embeds deeply in the harpy's gut, the third doesn't strike as hard, almost looking like it might fall out from lack of depth, but remains stuck in the winged horse's throat.

The fellow manning the area claps his hands and bows. Ladies and gentlemen! Our gallant stranger has slain the goblin, the harpy, and the devil itself! Handing over three wooden tokens Take the goblin's head to Risa's, the wings to the Glassworks, and horseshoe to the stables for your prizes. Sheriff Hemlock will find you with the special prize. Helpfully pointing out each location's place at the fair.


Ven shakes his arm out and clasps hands with the half-orc. Though age has put on a fair layer of blubber, old and substantial muscle tightens beneath it. Friendly is as it does, 'Friend'. And I haven't seen you making much of an effort either. But that's what this is about. Let's see which of us really wants that pie. I'm feeling a little hungry myself. Simple strength check. Beat him twice to win, or lose twice for it to go the other way. You can either do several rolls at once, or post out each one.

I'm going to be traveling again tomorrow afternoon/evening, so there may be only one post.

I will remember that in the future.


1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 4 ⇒ (6) + 4 = 10

Thanks for the reminder. It'll be good to remember that in the future. The pig escapes because it's gets to use it's escape artist check against your cmd rather than cmb. Nice showing though!

The wrestling continues on for another half minute or so, and by the end blacksmith and pig are thoroughly covered in muck. After an initial success, the pig managed to slip away while Kent was attempting to pin it. After that the wrestling continued, with Kent's strong arms always able to grab hold, but the slippery pig wriggling free immediately after. When Farmer Grump calls it time, Kent has once again managed to grab hold of the pig and is reading to trying pinning in down again. Whell ser. Grump says looking down at the pair. 'at was right impressive. Most spend the whole time just chasing 'er, but 'at the closest anyone got. Let ya have another go if ya want? a smile crinkles his face. Seeing 'ow ya already in there. If not, might want to 'row yerself in da Turn.


The man running the knives looks the newcomer over. Certainly! A cooper a try! Three knives, three targets! The knifes appear to be ordinary knifes meant for fighting or throwing. Three wooden targets are lined up behind the counter at 10', 30', and 50'. A goblin, a harpy, and a fanged horse dancing on it's hindlegs. A board to the side indicates that aside from the ones further out being worth better prizes, there are also prizes for combinations, three of a kind, or one of each. Ranged attack rolls with a dagger, use any applicable feats you have. Just tell me which target you're aiming for with each attack.


After pinning his opponent's arm to the counter, the stall owner looks up Tsakua. Price? We're just playing for fun. Eh, Banny? As the loser stalks off clenching his fists, and the winner glares after him, it certainly doesn't seem friendly.

Turning back to his guest, the man holds out his hand. Ven Vinder. I'm just minding the store while my wife looks around. Looking Tsakua up and down carefully, Tell you what. Beat me at arm-wrestling and I'll give you one of Solsta's pies. No cost, just friendly contest. To be straight with you though, I'd give plenty to figure out a way to be ride of that jackass. Sneaks around with my daughter at night, then has the gall to come to me and try to make it all nice and proper. Not likely!

Interesting. Why that particular mix of class levels?

While we may not quite hit that level, should be close.

Also, nice job on the posts so far, I knew would have suspected pig wrestling could be so exciting. ^_^ Everyone is doing a nice job on their posts. Good interaction between Kent and Torvald. If we can keep this up, things will be awesome.


1d20 + 12 ⇒ (4) + 12 = 16

Despite its best efforts, and the liberally applied lubricant, the blacksmith's arms keep a firm hold on the pig, though not as firm as the wrestler would have thought. It would only take a little more ingenuity for the prize to wrestle free. Caught it and kept it! Good job, feel free to continue as you are, or do the next four rolls together.


As the half-orc moves to the where the crowd is thicker, he notices the crowd parting for him slightly. It could just be the natural parting for a large person they don't know well, or something more. Hard to say. The most prominent half-orc in town Gorvi, head dung-sweeper and one of the more obnoxious drunks, hasn't done much to disprove stereotypes though.

Most of the games and stalls are purely for fun, or those with coin to spare, either on household items or luxuries, but you see a fleshy, balding fellow arm-wrestling with another man across the counter of his stall. The word 'Vinder's' written in chalk on the top board. An assortment of pies, candies, twine, and other sundry goods people usually want from a festival.


Heading up the hill, the pathfinder moves toward the crowd and celebration. The crowd looks like a gathering of townfolk, farmers, and merchants, much like such things are anywhere. This may be your best chance to purchase some of the less common supplies you might need. This place is far removed from the cosmopolitan Inner Sea. There also appear to be a number of entertainments to be had. A knife throwing competition that might be worth checking out, and there appears to be a genuine Varisian Harrow reader, possibly a member of one of the wandering caravans that roamed this land long before the Cheliaxian colonists arrive.

A persistent rumor on the way north was that a notable scholar of Thassilon makes his home here.

Makes sense. Runelords Anniversary says players should reach lvl17-18 by the end, so if anything we'd end up slightly higher than that. I can't think of any content that I'd be likely to cut. You should, assuming all goes well, be able to reach that level even with multi-classing.

Yes, sorry. This a private game and we are full at this time. Sorry Deko, I didn't want to advertise in the other thread but for some reason couldn't PM Taskua at the time.

Just checking, are you wanting Mary to arrive the evening of the festival or the day before. Either works, you won't miss the main event, so I'm currently going with her arriving in the late afternoon an hour or two before sunset. Correct me if wrong.

Walking across the bridge into the south end of town, the place is mostly deserted. After a minute or two you spot a boy of around 10 with a mop of unruly black curls. "Uhhh... probably. he mumbles while looking slightly confused. "The Dragon is right here, pointing to the large, rusty-red building next to him and the Deer is up there next to the church. pointing up the small slope that divides the town into two sections. But everybody is up there right now for the festival, so... you'll probably have to talk to them there. Yep. Okay bye. and dashes off between two of the building.

It seems like most of the town is up the hill for a celebration of some kind, and one of the inns, and both inn-keepers it seems, are in that direction too.


A weather-beaten fellow on the far side of middle-age leans against the pen's railing. "I'm maester Grump, and she's ma peg. 'ree shields silvers for a go." looking you over carefully, Don't 'ave a name, 'ough ye can problee call er bacon." He says this last with a smile that turns his face into a maze of lines and straw-colored beard.

The 'peg' glares at you suspiciously from beady eyes. It's hide glistening with grease. For all that it's a young pig, it still must be near a woman's weight.

To win you must make 5 cmb checks, grappling, 3 of which must be successful and consecutive in order to grapple, pin, and drag your target to the gate. The pig will not attack, but will take an action to attempt escape each round.

I don't have a set level I'm aiming for. By default, it will probably be to about the level given in the AP, but that really just depends on where the campaign goes. It's possible, though I'm certainly not planning on it, that it may eventually become mythic. Nothing is off the table.

Mary, sounds good.

Kent, I'll think about it. Since you can't get them now anyway, I'll mull it over a bit more.

Alright everyone, I'm off to bed, but please continue on!

Yes. There are several events in the open that might interest Tsakua, or you could try finding something a little less... public.

Alongside the ring tosses and knife throwing are several events that look up your alley. The first is simple enough: Greased Pig. For a few coins you get to jump into a pen with a greased yearling pig. Pin it and drag it to the gate in 30 seconds and the pig is yours. Not a bad looking pig either.

There's also the plank. Springy board over a tub of water graced by the Hagfish's own Norah. Two opponents stand on the board, lock hands, and try to knock each other in.

No signs for a fight that you can see, but you haven't heard anything forbidding it either. Probably ought to find a likely opponent and get Sheriff Hemlock's approval. Gloomy fellow like that probably takes exception to people having fun without his say so.

Yep! Though who knows, Torvald might have a bit more magic in him than he thought, Mary's already a scholar of esoteric secrets, and is there really that much of a difference between sneaking up behind someone and stabbing them or sneaking up behind them and crushing their skull like sparrow's egg?

For now though, Hammer and Tongs, Smoke and Blood, let's show those puny runelords where real strength lies. In iron and blood.

@Kent, link/send me so I can take a look at them. Generally I say no, but can't say for certain until I take a look.

@Kent and Tsakua, I'm not too concerned about you guys overlapping. If you'd like to change a few things or discuss how each is going to grow though, go for it.

@Torvald, plenty. Kent has a background as a smith as well, and Mary has to craft her ammunition as there isn't anyone to buy from in Sandpoint. As the adventure kicks off, you probably won't have time to do any major crafting until the threat to the town is dealt with. This first section is pretty tightly put together and has a timer. After that though, there will opportunities to craft and do other activities using the downtime rules in ultimate campaign if you're interested, much easier to stretch out and play with events.

@Mary, that's fine, just be reasonable and consider what she would actually want to carry around with her. If you think she should be encumbered, play as such, if not, don't.

That reminds me of something. Everyone! You're at a festival in town. How would you feel carrying around a loaded gun, and bullet-proof vest and sundry equipment, at the county fair, and how would you feel about someone else doing it? I'm not forbidding it, just think about it and know that NPCs will react to you differently if you do, and perhaps be prepared to explain yourself.

As for party balance, you four were who I had in mind, and I think I'd like to keep it that way for now. It's not a traditional party, but I kind of like that.


@Mary, I'm not going to be checking and am not a stickler for exactness. However, it does matter. If Mary suddenly seems to be carrying three different muskets and moving at full speed, I'll notice and give a withering stare. Basically, be reasonable but don't stress.

@Tsakua Sounds good to me. Steel-breaker fits. Your lack of equipment because of backstory was part of the reason I reached out to you. Just a FYI, slavery isn't particularly common in Varisia, and limited to those regions under Korvosa's sway, or Riddleport's. So, Sandpoint is a safe place for a trouble-maker such as yourself, but don't be expecting to run into any slavers or slaves anytime soon.

Gameplay and discussion are up, so have fun!

The discussion forum is now open for discussions.

"Welcome to Sandpoint! Please stop to see yourself as we see you!"

Those were the first words to greet you as you entered the town of Sandpoint. Painted in white on a sign made of rough board with a small metal mirror nailed above them. The sign is usually the only guard for the wooden bridge which crosses the Turandarok river into the southern side of town. Though occasionally someone is fishing from the bridge, or children are diving from it, despite the warnings of the parents.

What was once a larger-than-normal Varisian camp site in the shadow of an ancient ruined tower has become the Lost Coast's largest town. Nestled among the cliffs where the Turnadarok meets the Varisian Gulf in a natural harbor some 50 miles northeast of Magnimar. Though nominally beholden to the larger city, those living in Sandpoint and the surrounding farms handle their own affairs. Aside from the occasional goblin, there usually isn't much to worry about. The area is currently in that strange spot of too big yet too small, too distant and yet too close for larger and more deadly troubles to come their way.

It's a nice place, combining the vigor and ambition of Magnimar's Chelaxian merchants with the welcoming and unhurried pace of the native Varisian nomads.


Today is a special day. After five years, the new cathedral is finished and ready to be dedicated during this year's Swallowtail festival. Residents and travelers have all gathered for the celebrations. That the locals inn will be providing a free lunch, and that there will be no market fees certain hasn't hurt. The turnout for the opening speeches is quite respectable, and the four keynote speakers each deliver short but well-received welcomes to the festival. Mayor Deverin's friendly attitude and excitement prove contagious as she welcomes visitors to town and jokes about how even Larz Rovanky, the local tanner (and notorious workaholic) managed to tear himself away from the tannery to attend, much to everyone's amusement (except Larz's). Sheriff Belor Hemlock brings the crowd down a bit with his dour mood, his reminder to be safe around the evening's bonfire, and his request for a moment of silence to remember those who lost their lives in the fire that claimed the town's previous church several years ago. The next speaker is scheduled to be local nobleman Lonjiku Kaijitsu, but a sudden illness has prevented him from attending the ceremony. Sandpoint's own showman Cyrdak Drokkus is more than up to the challenge ofbringing the crowd's mood back up with his rousing anecdotes. He delivers a not-completely-irreverent recap ofthe long process the town went through to finance and construct the new cathedral. He throws in a bit of self­-promotion at the end, as is his wont, inviting everyone to stop by the Sandpoint Theater the following evening to check out his new production of "The Harpy's Curse," revealing that the lead role of Avis era the harpy queen will be played by none other than the famous Magnimarian diva Allishanda! Finally, Father Zantus steps up to give a short speech thanking everyone for coming before declaring the Swallowtail Festival underway.

This a festival filled with all manner of things to buy, do, or see. Have fun!

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This is a private game

Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple.

Level 1
Max hp for level 1
HP gain upon leveling TBD whether averaged or rolling

20 point buy
Final ability scores no higher than 18, and no lower than 8

150gp for all classes

2 Traits, 1 strongly encouraged to be campaign. All traits must be incorporated into the character's backstory/personality.

No custom races

All paizo classes, archetypes, races, etc allowed, so long as they fit the character and don't unbalance the party.

Background skills from unchained are recommended. For those who don't have the book, you get 2 bonus skill ranks (per level) that can only be used in the following skills: Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering, Geography, History, Nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand. Use these to help flesh your character out.


There will be changes to the Adventure Path. That's the nature of role-playing games. I tweak this, you save instead of slay, and pretty soon our campaign doesn't look quite like anyone else's. Don't fight it, embrace it.

Content in my games tends to run a bit mature in places, especially in a game like Runelords where you face ancient and monstrous evil. I don't try to be shocking or gratuitous, but entrails are spilled, people get naked, and the terrible things that can happen to the helpless don't always take place conveniently off-screen. This isn't to everyone's taste, and I wanted to let you know.

I will DMPC your character if the party is waiting on you, generally this will be after ~24hrs, but it will really be a more a matter of feel once we're familiar with everyone's posting schedule. This usually only occurs in combat, and role-playing someone else's character is awkward. Speaking of which...

PbP has some... quirks. On the one hand it's much easier to be in character and get some serious role-playing done. You have time to really think about what to do. On the other, turns are often a day long, with posting order and character actions tumbling all over each other. So, at the end of each round of combat I will be posting a summary of the official version of what happened, and reserve the right to change character actions so everything goes smoothly. This works quite well, and the changes are usually on the order of, 'Slew goblin z instead of y because [Other Character] killed y first.' So, when you post your action, feel free to give me some alternative actions or what he wants to accomplish in the fight. i.e '[charname] is going to take out the bodyguards first. Or [charname] will heal rather than attack if someone goes down.

If a conversation starts up between a single character and a npc, we will probably continue it in spoilers rather than holding up the whole party while you harmlessly flirt with the bar-maid. Same goes for 'small talk' conversations within the party. These are one of the most enjoyable parts of role-playing, and so I want to encourage them, but an ongoing dispute over who is the worst cook probably isn't going to drastically change anything, unlike, say, a conversation about whether we kill the prisoner or not. That does need to be resolved before moving on, and don't feel the need to rush it. If it takes a week to figure out what to do with the BBEG, that is OK.

I plan to have traps, poisons, diseases, puzzles, etc to further enhance the game beyond "I kill all the things!" There will be different ways to accomplish an "encounter", be it by combat, diplomacy, intrigue, sneaking, etc.

There will be time for crafting, professions, artistry, and performances

Metagaming, spoiling the game, harassing players, and verbal abuse are all serious. Please play respectfully. I will eject players that are jerks. Also, 'It's what my character would do!' is usually not a good enough reason for disruptive behavior.

Posting expectation is 1/day. If possible, more posting is good, especially in combat, the bane of many pbps, where all you really need to type one or two sentences and enter a dice sequence. However, if you can't post for a couple days, I understand. Though a head's up is always nice, I won't kill you off just because you got sick or had a test. Likewise, if there is an usually long silence on my end, don't panic, role-play.

Final thing, The world in the game will continue on without you, but the game itself will not. Your character does nothing if you don't type it. Your character feels nothing if you don't type it. When possible, don't give us, your fellow cast members, 'Charge Goblin in L4, power attack with longsword.' or 'I flirt with deh w3nch.' I recommend these two guides for ideas. Doomedhero's guide and Building a better Doomedhero

Tsakua wrote:
Congrats all! Hope to play with you in future games.

I may be able to help with that...

I was interested in what I saw of your posting and character, if you'd like trying in playing him in a Runelords game run by me. I'm just getting back into pbp after a fairly long hiatus and thought I'd go with a classic I've always been interested in.

I'll be keeping creation rules and such essentially the same, and get a actual recruitment page set up soon, but thought I'd reach out to some people first.

Something to think about. Content in my games tends to run a bit mature in places, especially in a game like Runelords where you face ancient and monstrous evil. I don't try to be shocking or gratuitous, but entrails are spilled, people get naked, and the terrible things that can happen to the helpless don't always take place conveniently off-screen. This isn't to everyone's taste, and I wanted to let you know.

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Your company departs early the next morning. As you load your relatively meager belongings onto the ranger's packhorses, the rising sun illuminates a sea of fog covering the bay and surrounding valleys. The higher hills, such as the one the ranger's camp is on, rise from the mist like islands. Diorn warns to keep a favorite weapon or two handy. The way we take is usually safe, but things have become unsettled since the king's death. Keep your eyes open for ambushes. There are some who would welcome a chance to strike down those who keep the peace.

Diorn provides Athene with three simple, but well made, copies of a book. One in archaic elvish, the ranger's language, and the common tongue of the kingdom. Though there aren't enough to provide copies for all of you, one or two additional books could be loaned to anyone interested in either the ranger's language or common.


You descend into the misty valley, and follow a twisting trail through the hills to your east. You descend to the valley floor around noon. The morning fog has burned away, giving you clear view of an area much more populated than any you've seen yet. A simple stone keep stands watch on a small mound just below the where the trail enters.

Patchwork fields cover the valley with similar keeps dotting the edges. A league or so to the north a true castle with curtain walls anchors a bustling town near the middle of the valley.

As your horses pass the keep a youth watching from the battlement waves and shouts greeting, which the rangers return.

A low wall surrounds the town, which looks to hold a couple thousand, and carts and wagons make a steady stream in and out. The townsfolk and those in the field surrounding look much like those you've seen before. A melting pot of the northern inner sea. The men mostly wear loose trousers and shirts, sometimes with a tunic or vest over. Unlike what you've seen before, the women are all clothed in long bodiced-dresses with a white underdress beneath and cap or hat. Almost everyone wears an armband or other piece of black clothe.

Your group receives plenty of attention, mostly positive, with many offering bows or curtsies. A, relatively, brief lunch is taken within the great hall of the castle, which flies the grapes quartered with the red eye at half mast. The lord of the castle is well into his middle-age, well-dressed in somber black. Though he greets you courteously, his attention is focused on Mary, Ritva, Ian, and Ingolf. Apparently there is a great deal to discuss. Several small packages and packets of letters are exchanged, mostly added to your saddlebags.

With no more than an hour or so spent, you once again head west. Climbing out of the valley, you pass a earthen dam, a hundred feet high or a little more holding back a medium sized lake. Another keep watches over the dam and the valley below.

Once more traveling through winding hills, you spend the night camped in the pasture of a fortified manor/keep resting in a small valley tucked between the folds of the earth. The minor lord provides dinner and breakfast and suggests making your way quickly to the outpost that is your next day's destination.

You make good time the next morning. The road gently winding south through a valley that shows signs of once being inhabited before turning sharply north into a maze of narrow valleys. Abruptly the valley you are following jinks and as you round the bend becomes a narrow lake.


The valleys are now all shadowed as you round another bend from where a bone of the valley juts out into the water. The road has been sliced into the hillside and the grade slopes steeply up both above and below you.

In the evening quite of birds and insects, you hear several sharp cracks, followed by the crashing, crunching rumble of stones sliding down the mountainside. It's a landslide, and it's heading straight for you!

Perception DC20:

A small something, a dislodged stone or flicker of movement, catches your attention and you suddenly notice several humanoids concealed in the brush above you. You are not caught off-guard and may act in the surprise round.

Should have a gameplay post up late monday.

So currently, we have one abstention and one vote for stay together and head north.


Though you aren't likely to brag, religion is a bit of a specialty, and you're more familiar with obscure beings than most. Still, there isn't a lot to work with. It might not be a bad idea to have a solid discussion about the faiths, among the many other things, of this place as you, hopefully, travel north.

The first, the Star-Kindler, is obviously Desna, if a bit more focused on good and evil, and less on luck and travel than is typical.

The second is harder, but either Gozreh or the Green Mother seems most likely. Halcamora is another possibility, though more from the name than anything. There aren't too many divinities with a focus on trees or fruits. If you had to pin it down, probably Gozreh. Not many beings are interested in worlds where trees are new.

Andoletta seems the best fit She Who Weeps. Though usually considered quite stern, Grandmother Crow is always ready to point out the proper path to someone who has strayed, which usually involves both hope for the future and grief for past mistakes.

Rest is tough. Desna is typically regarded as the goddess of dreams and sleep. They could be worshiping different aspect as separate beings, though that doesn't seem likely. Perhaps a differently gendered Lalaci?

The Weaver sounds like one of Pharasma's Ushers. Alas, you don't know much about them aside from being roughly equivalent to empyrial lords and tending to have a particular focus or interest. Not many mortals understand the psychopomps or their hierarchy.

Beauty is usually associated closely with Shelyn, and the bit about birds, flowers, and love certainly fits. Though the reference to the hunter and forests is unusual, and the sun is almost always with Sarenrae.

Young doesn't sound like any being you are familiar with. Rowdrosh has lordship over herd animals, but isn't a young frolicking dancer. Ashava is the dancer, but isn't associated with animals.

Overall, it seems likely that the rangers worship a mix of full deities and various outsider lords. Also interestingly, it seems that several of the female divinities are paired with another entity. The judge, hunter, and valiant. Paired worship is relatively uncommon.

If you think there are others that would be better fits, by all means have Athena use those instead. I don't know all the divine beings of pathfinder.

During the feast you get the feeling that every action you take, or don't take in the case of the pig, is being watch, analyzed, and debated. You're pretty sure someone lost a beat because of which drink you chose first.

As the evening, and impromptu language sessions continue, you think there may be something to what Diorn said. No one middle-aged seems to have have any elvish traits, but as age decreases, you notice eyes that are most slanted than most humans, eyes with uncommon hues, ear that start to point. The reverse of what happens to the descendants of half-elves that mate with humans.

Though it is clear singing isn't Athene's strongest talent, the rangers are appreciative.

The archery demonstration goes over less well. No throwing fruit by any means, but you can tell they are a bit disappointed.

Glad to have you back. Any of the new books you'd recommend?

The Postination has been doubled!

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Diorn, through Athene, tries to answer as best he can. "No. This house is not dedicated to any of the powers. Collecting his thoughts for a moment, "I will tell you the names by which we know the powers. Perhaps you will recognize who you worship by a different name. However, this Calistria does not sound like a form of the Powers I know."

The Queens of the Empyreal Lords are seven. Greatest is the Sublime. Who we call Star-Queen, Star-Kindler and the Ever-White. From the beginning she saw the darkness of the Enemy and hated him. She hold dominion over the stars and light, and so the servants of the Dark cannot stand her name or presence.

The Giver of Fruits is Queen of the Earth. She created all green things which grow in the earth, and gave life to the trees.

She Who Weeps is the source of grief and hope, for they are twins who never part. She offers solace when none other will, and teaches compassion and pity.

Rest heals the wounds and weariness of the world. She gives us the night that in her sleep our souls may be renewed.

The Weaver's storied webs cover the halls of the Judge, recording the story of all that has come to pass.

Beauty dwells in the forests of the Hunter. At her passing flowers bloom and birds sing. It was her love that caused the Sun to blossom from the golden tree.

Young forever dances over the fields of the blesssed realm with The Valient. She watches over deer and all other things which run upon the earth.



1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 7 ⇒ (7) + 7 = 14

1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 7 ⇒ (4) + 7 = 11

1d20 + 10 ⇒ (19) + 10 = 29
1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 7 ⇒ (8) + 7 = 15

The audience looks on and whistle appreciatively at Staveon's performance, particularly his display with the dueling sword, but it is the offering of a friendly duel that really perks their interest. After some good-natured jostling and cat calling, a tough-looking woman steps forward. Perhaps a few years older than Staveon, her scarred arms indicate she's used to the clash of melee.

Nonetheless, this is Staveon's dance. One-on-one, especially in front of a crowd, is what the Aldori style is meant for, and it shows. The first round is clearly in Staveon's favor, but the second see him nearly dropping his sword after trying a particularly fancy maneuver. His opponent begins to laugh at the spectacle, but it was all a clever ruse. In the blink of an eye, her sword is gone and the swordlord ends with a flourish.

The performance earns wild applause from the rangers. Mary and Ritva roll their eyes and mock shudder, but clap with the rest.

Pavo grins as he comes forward. Thanks for setting the bar so low.

Though he doesn't challenge anyone, he puts on an impressive display of tumbling and juggling with his daggers, seemingly making them appear and disappear from improbable places.

This is also greeted with enthusiastic applause and offers of wine. These are martial people, and skill earns their respect.


Discussing travel plans makes it clear that the five leaders and those who will be accompanying them had planned to leave before the met you. Mary tells you, via Diorn. It was by chance that we were finishing some matters with the Bearkillers when you arrived. We have only stayed this long to ensure matters are settled and preparing here. Now we must head north for the funeral and war councils, though we would not object to your presence. Perhaps I should not say chance. There doesn't seem to be such a thing where Powers are concerned. Your arrival at this time could not be anything but fate.

Nevertheless, you are not part of this kingdom, and so we have no authority over you. If you feel it would be best to stay and investigate what brought you here, we understand.


As you are discussing the matter Pavo offers his opinion. I think maybe we should split up for a bit. With a wide grin, Not that I don't like you guys, but right now there are a lot of fish we need to catch, and all of our lines are in the same spot. And it's not as though it'll be hard to find each other again. We just ask where the aliens are.

Mulling things over, I'm with Staveon, I could go either way. Here and there both seem good.

That's fine. We'll move things forward as people are able.

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Your hosts pay close attention as Diorn translates Athene's description of your arrival and initial fight, and are interested in any additions others are willing to provide.

Once the details of the fight are covered, Mary and Ritva examine the map of the planets Therin and Athene have sketched. They aren't identical by any means, but do seem quite similar. If you switched out Verces and Eox for their belt of pebbles, the first six planets would be identical, Liavara's rings and all.

The slightly awkward four-way conversation continues for a while longer, but as the shadows lengthen Ingolf indicates the it is time to bring things to a close for now.

Diorn leads you down one wing of the building to a set of richly furnished bedrooms. There are enough beds of everyone, and the embroidered quilts and shimmery sheets indicate a night of luxurious decadence waits. Diorn informs you that the rest of your gear will be brought here once it's finished being cleaned.


Dinner is a communal affair. Family and friends sit on chairs or the ground together. Mary, Ingolf, Ritva, Ian, and Diorn likewise wander from group to friend and back again, with little to distinguish them from the rest. The atmosphere being generally relaxed and amiable. The conversations themselves are curiously animated, with gestures and hand signals seeming to play as large a role as voices. Platters of bread and bowls of raw vegetables and fruits cover long tables, along with pitchers of cool water, wine, and milk.

The centerpiece of the meal is a large boar who was probably a few hundreds pounds before the cooking started. Apparently the favored method of here is to stuff it with vegetables and fruits, cover in herbs and salt, then bake slowly in a pit over the course of the day. It is delicious.

Throughout the meal you all get plenty of long glances and outright stares, though Athene continues to be main focus. Occasionally someone, usually younger, will approach and attempt a stilted conversation in the archaic elvish, but most seem to content to call Diorn over and leave the speaking to him.

After everyone has had time to eat and chat, Ingolf moves to the center and get's everyone's attention. Individuals stand a give reports, questions, or whatever else seems to be their concern or purview.

Once this is finished Ingolf gestures for you to come forward. After a short speech he sits back down. Diorn tells you that it is customary for new arrivals or guests to give a short introduction or demonstration. It isn't mandatory, but appreciated. Apparently Diorn's mother, one of the founders of the group had a penchant for drama and showmanship.


Once dinner is over, the night ends. Most of your gear is waiting for you in the rooms, and the only thing left is to rest and face the new day.


Do not be concerned over those you slew. They were servants of the enemy, or at least friendly to those who are. There are those who, while they have not changed as much as the bringers-of-fear, have still been twisted. Many of these are given strange powers to tear and peer into the minds of others. If would show us anything else you took from them, and where you were on a map, it would be most helpful.

We have heard of the pathways through and between the world, but the stories say they were all closed long before the third age.

Your question does not offend me. Indeed, as best we know you are the first elf to be seen in several ages, many, many centuries at the least. Nor were there any half-elves, as you have called me. What blood of the eldest and the west remained lay dormant, perhaps a hint of eye or body in those who it was particularly strong, but nothing more.

Since the Change, it has begun to quicken, and call those who share it together. Every year more children are born who bear a physical symbol of our ancestry. We know not why. The common thought is that as the enemy wakens and struggles to break free, he calls and wakes the blood of his servants. And so the Lord of the West and Lady of Stars calls to what remains of the firstborn that we may contend with him as we have always done.

Your map/understanding of the solar system isn't spot on. I rolled and geusstimated what people might know, and I figured someone would know the inner planets and the two big gas ones. Anything else, probably not.

This end point can be anything you want, including nothing. Sing/dance/magic/swordsmanship/etc. People are entertainment, and new faces are a plus when you live in a small community.

Something for people to be thinking about. Our five leaders you've gotten to know will be leaving tomorrow, heading north towards the center of the kingdom. Will you go with them, or stay here? Either way there should be some action, i.e. killing and dying, soon.

One-eyed blonde is Mary. Her husband, the man with her when you met at the bridge, is Ingolf. Ritva is the other blonde. Her husband is Ian.

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The stars are aligned, and shockwaves from a momentous event wake the sleeper. It is the return of Eye-thulhu!

Not nearly as awesome as having a baby.:

Brief explanation. New semester started and I found out that it would be possible to graduate a semester earlier than anticipated. This would be possible by dropping all fun classes and packing the next two semesters with courses of doom. I chose doom. It felt very Kirk-like. "I don't think you can take it." "I can take it!"

Plus side is I get to graduate in time for the summer market, which is good, and have a couple of promising offers for jobs/labs. This all seemed like such a good excuse, only to find out that other people are posting while having children.

Athene, golden princess is good. I just wish the rest of the series was out.

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