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Goblin Pirate

Dread Captain Devon's page

399 posts. Alias of PirateDevon.


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Pfarna and Shaso RE: Harrigan:
Barnabas Harrigan is bad news. He subscribes to the "yell loudly and murder everyone in my way" school of diplomacy and is known to press gang folks into his care. Most don't live, and the few that do are usually turned as cruel and mean as he is. His particular fame is that he is a brutal warrior but that he has a cadre of substantial warriors at his beck and call notable a wizard and a master of arms of particularly effective ability. Most don't survive hostile confrontations with him and he tends to push most interactions into hostil confrontations.

Shaso Re: Pegsworthy:
Pegsworthy on the other hand subscribes to the "piracy is a fun family affair" school of diplomacy. Still a pirate, he tends to ransom when he can, leave survivors (with supplies) and in general tends to pick on folk his own size. He shares loot, only invites his crews and has a strong following amongst a certain strain of smaller pirate groups who prefer his laid back attitude to other captains throughout the region. He epitomizes that "free captain" notion of the Shackles; his is a life lived on his terms. Sometimes he needs to take some things to move on but he doesn't tend to hold a grudge unless you try to kill him. Harrigan has tried twice. That Pegsworthy has escaped perhaps speak volumes or indicates a supreme amount of luck.

Yeah Shaso you will come to discover that Quillin's sudden ownership of a boat is not without a bruised ego or two...Luckily they killed most of the people who would be mad about it. (Only really get to put that as a positive spin in a pirate game, lol)

Also you can roll a Kno:local check to see what either Shaso or Pfarna know about him...

Free men you say?

The man considers your group for a second and the smiles broadly. Excellent! The man clearly moves his hand from his weapon and instead reaches out offer it to Quillin. Free Captain Merrill Pegsworthy! I know the lines of what is soon to not be the "Man's Promise" I ran into her not too long ago. Harrigan is looking for that one. Fumin angry he is. But that pox ridden son of a whore can look in the Maelstrom itself before I ever let on what's become of it!

The man nods with that mixture of confidence and bravado that most pirates need to survive if they aren't outright tyrants, Aye a new paint job... And I suspect a bit of a change in the layout to keep others off their scent...Chelaxians you say. I'm gonna guess you aren't one of Harrigan's creatures. The man's hand hasn't moved but a bit of a tight lipped smile hides the obvious intensity of his question.

A bit of an exchange yet before SM will kick in.

At Quillin's question the captain shrugs slightly with a bit of a grin, Oh you know, resupply...a bit of line work. Been a bit of a toss around for my group and were are at net one ship with more friends than we care to have...

The human looks at the gnome and then seems to convince himself to press his luck a bit, I'm noticing that the dock might not be ready for me and mine though...another ship bein dealt with...yours?

Yeah could've been better but ya know, is what it is. See Eric posted about posting later then hasn't...hope that is all okay, we didn't lose the first DM THAT fast, lol

The lot of you approach in a gaggle, mist cloud slinging, shooting position finding and gnome captain yelling as you make your way to the newcomers.

Sooty finds a reasonable position though his approach is exposed and clearly seen by the group of 5 that are pulling up to the dock. While Shaso is able to place the mist over the majority of the lines though it is hard to tell if anyone got a good look before the cloud does its work. Pfarna fidgets and Quinn slows her step to be a half foot behind Quillin, pulling on her coat and chain to be sure she is presenting her "credentials" properly.

The group climb out of the longboat warily, the four sailors behind the captain clearly as worried of your approach as you are of theirs. Their captain, a tall and modestly round fellow with a thick brown beard and black coat, approaches unarmed and waves as his group climbs the dock and your group approaches.

Ho there! Can we approach without a tussle or did I miss the wasps' leavin and fly right into the nest?

As the man moves his right hand in the wave it is clear that his left hand rests on a handle or pommel sticking from his waist. There is no "threat" there, almost lazy confidence.

Quinn snorts as the group walks, Aye we would all take a tough bite out of Chel's thats why they avoid the Shackles like a pox. You rarely see those lot out here and when you do it isn't long...

The group winds its way through the complex's grounds and see people emerging from various hiding spots as it becomes clear the attack is over. Most people move slowly but as you approach the dry dock you see more than a little commotion.

In the early days Hake merely used the cove off the water with his compound to hide whatever ship he was working on. The narrow land at either end made it easy to keep others out while he made his magic on changing lines. But greed outpaced good judgement and more recently Hake has relied on a dry dock setup to pull the current ship while allowing no more than 2 or 3 other ships to provision up or use the places as a waystation. (Obviously sending potential "clients" back on their way to return under cover of dark when the dry dock is available so that it isn't clear who is actually using the service. The higher traffic aiding the confusion on what ships are different versus merely stopping by for other things.)

That said the dry dock is still vulnerable from the southern approach in that whoever comes in that way can guide their ship close enough to the land to see the line change at the dry dock. Bad news for folks who want the former owners to remain "in the dark" about the whereabouts of their ships.

As the group approaches Hake's distress is clear. He simply points to a ship off the southern approach that seems anchor still while a longboat carrying a group is rowing right to the drydock approach, meaning if they haven't seen the soon to be rechristened Man's Promise already they will when they hit the dock off the approach.

I have a man on the approach who was meant to lookout. I don't know if it was wasps or something else but he never rang and the ship approached clean. Those bastards land on that dock ain't friends we are all in trouble. I change lines, its what I do. But the princes and what not leave me be because they can't prove what I change to what. Harrigan finds out we are all going to pay...

Hake offers a sharp nod in the direction of the south dock and the longboat that approaches.

Smashed phone, overlong conference, crummy hotel with crappy (read horrid) internet and flights up and down the west coast I am...

Sorry for the delay, I will get us a solid update tomorrow. Glad to be back.

Sorry that I didn't post yesterday, work has been a bit *AAGGH!*, also I will be heading out of town for a conference tomorrow so my posting will be spotty through next friday. I should still be able to get in fairly regularly but I wanted to give a heads up.

Shaso indicates that Pfarna is right and the lot of you open the door and escape the oppressive hot of the make shift storeroom for the slightly less oppressive hot of the open midday air. Like you, a few stragglers emerge from various nooks and crannies around the bar and you all see that the bar and the surrounding area have been somewhat torn asunder. There are no victims, you note. Only survivors.

As you stand and get your bearings a half-orc (Pfarna remembers him and his friends from yesterday) runs to the group, The old man needs you. He says now. The pirate shrugs having conveyed the message and starts to hustle back to the main complex.

Sounds like door! All clear!

In the interest of time and so forth.

Pick, stab, boom, stab, whoosh.

There is a harried activity in the next few seconds as the lot of you deal with the present threats of lingering wasps and each of you cram yourselves into the narrow space of the makeshift bars storage/work space. You are able to hold doors at either end and the cacophony of buzzing and screams passes and seems to die to down after another 5 minutes.

The small space smells of spilled liquor, stale sweat and is overwhelmingly hot as this day proves to be as scorching as the last.

Quinn looks back at the lot of you, Seems quiet. Should I open it up?


GM Screen:

1d20 + 6 ⇒ (9) + 6 = 15

Sayniek draws the ghouls attention and is missed. Kithian charges the caster and lands a powerful blow. Wounded but not dead the caster withdraws up the stairs, taking it out of everyone's line of sight but Kithian who then sees the caster disappear, though clearly wounded.

So NOW it is everyone's turn.

That will do the job....and then some.

Sorry for the delay, major screw up at work yesterday and it had me running around like a mad man....

Sooty quickly makes his deft motions and mixes and lobs a bomb of pungent gas and fire. The bomb flies true and lands off to Shaso's side catching the warpriests wasp full on and the other wasp in the blasts outside edge. Shaso's screams as it erupts in a horrible conflagaration, the bomb finishing the work of the warpriest mere moments before, which is timely as Shaso withdraws and heals himself.

Mel, Pfarna and Quillin's elemental poke at the other wasp (which is freshly singed but otherwise unaffected by the bomb) but the creature proves to be quite hearty and very agitated by all the attention. Quillin winks out of sight as Pfarna steps 5' towards the bar.

Quinn for her part holds her sword at the ready and continues to motion to you to move as she kick boxes and bottles out of the way. There is a door here and the back is closed! If we get in I think we can keep them out!

GM Screen:

v Pfarna: 1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 6 ⇒ (13) + 6 = 19
dam v Pfarna: 1d6 + 6 ⇒ (4) + 6 = 10
dam v Quinn: 1d6 + 6 ⇒ (3) + 6 = 9
For Quinn: 1d20 + 4 ⇒ (19) + 4 = 23

The harried wasp between most of the group keeps up with Pfarna lashing out with its stinger and catching the slayer with a sharp jab of its tail 10 dam, DC 18 fort or 1d2 ⇒ 2 Dex Dam

The third wasp which seemed headed toward the area indeed flies in almost crashing over the bar, opting to pass the flickering corpse of its hive mate and the mass of resistant prey and going to for Quinn and Sooty behind the bar. The insect settles on the cleric and promptly stings out at here, a blow which it lands as Quinn cries out in anger.

Slow walking melee with one wasp, one more "on" the bar. Shaso is almost to the bar, Quillin, Pfarana, Elemental and Mel are about 15/20 feet away sharing real estate with a wasp. Sooty remains unengaged. Have at it.

Right now two in the bar, another seems headed in and a full on swarm over the grounds...maybe 30-40?

No problem on changing the summon to small air.

Shaso and Mel take to shooting and the wasp in question is appropriately poked but remains angry and buzz buzz buzzing.

Another closes to Quillin and Pfarna, the later who interposes herself and lands a blow against the angry buzzing horse sized insect.

Quinn also swears and dives for the bar stopping to cast a [i]Bless[/i[ spell, she starts yelling at the lot of you, Damn fools its a swarm of these bastard things, let em take the slow and get inside!

Sooty quaffs his mutagen.

Beyond the bar chaos continues as you can hear ever louder buzzing and yelling and barely the sound of the alarm bell.

[spoiler=GM Screen]
V. Shaso: 1d20 + 6 ⇒ (19) + 6 = 25
1d8 + 6 ⇒ (6) + 6 = 12
V. Pfarna: 1d20 + 6 ⇒ (11) + 6 = 17
1d8 + 6 ⇒ (3) + 6 = 9

The wasp facing Shaso and Mel seems to think that the little extra added "shock" is enough to warrant horrible violence as it closes the gap to the warpriest. The sword sized stinger is rather terrible and the Mwangi sailor is lanced quite thoroughly. Shaso takes 12 (Ouch!) and need to pass a DC 18 Fort save or suffer 1d2 ⇒ 2 Dex damamge

Pfarna fares better having landed an opening blow and then turning away her own wasp's attempt to turn the half-orc into a kabob.

Group is up. I'll bot Voodoo if he isn't back once others have posted.

3 days but event oh events....Score to beat is 23 to raise infamy and you folks squeak by with some aid. I am going to give you +1 for the Naga/Halfling situation as well so the group total is now 2. I will look back over Quillin's proposed alternatives for Disrepute and will hammer out how that will look since its now on its way to relevance.

BORING! (mostly)
2nd — create treasure map, fox's cunning, locate object
1st — alarm, color spray, feather fall, keep watch, mount, shield, shocking grasp, silent image, sleep,

Having successfully boasted their way into the small encampment's good graces the group triumphantly trades words at the open air cantina where Quinn and other new members of your crew work to exhaust the stores of the now departed halfling and your captain works his way through the halfling's spellbook.

The general din of laughing pirates and drink induced arguments takes a strange tone suddenly as a bell starts ringing from elsewhere on the grounds and one of the pirates standing on the edge of the cantina points out over the jungle as a dark wave of large creatures emerge from the tree line.

Gozreh protect us! a random voice shouts as horse sized wasps break through the trees and make their way over the compound.

Screams of Run! and Find cover! punctuate the air as the various folks start running every which way, including into the narrow "bar" which does have enough room for 7 or 8 people with a narrow opening that either would be inaccessible to a wasp or at least bottle neck them. The back door to that area is firmly locked as Quinn didn't want sneak so and so's robbing your group of their...well not hard earned but well stolen liquor.

A random passer by further on the path to the main building takes a wasp stinger to the back and falls convulsing on the ground as another one moves to gather him up.

Round One.

Act in the order you post.

Its about twelve hours until anything significant happens. Masthead installation/blessing can't happen for 60 more hours or so. Anything folks plan on doing in the mean time? Chime in with a yay or nay and I will turn the "time dial" when I've heard from everyone.

Hake waves off Shaso, I was your folks who said it not me, I don't think it is... At Pfarna the man sneers, Triple timing my crews, free upgrades and the masthead is enough I think. You need happy crews to do your work...

Indeed it radiates magic, ranging in the minor to moderate range. Divination, Enchantment and...Abjuration?

In the interest of speed Quillin KNo:ARc: 1d20 + 10 ⇒ (15) + 10 = 25

While seeming to have the divination effects that Hake noted it also appears to have a Freedom of Movement effect that can be activated to for a few minutes a day. Clearly tied to a cleric of Besmara are all the effects.

Aye aye, set gnome to "auto"

Gnome to "Auto"

Taking that as a prompt Hake gesture for the lot of you to follow. Lanterns and torches litter the estate as Hake guides you out of the main manor house over to a series of small sheds and warehouses near the dry dock. Pulling out a key ring the old man works at a large well oiled lock that bars a set of thick double doors on one of the smaller sheds.

Within Hake pulls a tinderwig and lights a lamp hanging nearby. The space can barely hold the lot of you and its few shelves and one large mass in the center covered by an oiled tarp. the shelves are realtively barren save for a few large jars and boxes, all covered or otherwise obscured.

Approaching the middle of the shack Hake pulls the tarp and reveals something a bit more fearsome than he initially described:

In the flickering lamp light the masthead looks almost like ink on stone, a fearsome skeleton dressed in long swashbuckler's coat with no shirt but instead exposed ribs. A fashioned chain of silver highlight's Besmara's sigil and it "hangs" from the skelton's neck almost like how Quinn's hangs from her own neck. The piece is almost melded into the wood and cannot, on casual inspection seem to be removed.

The skeleton seems almost to be rising from a carved wave of sorts, the section which holds the hardware and appointments needed to attach the head to the ship. It almost looks as though the skeleton rises from the wave, one hand cast out beyond pointing to "somewhere". Around the skeleton's neck is a scroll case held by a thin red cord which Hake slips off and promptly hands to Quillin.

I know nothing of curses but it seems to me a strange affair to make a cleric do the work only to burden her crew...I would think twice of kicking the Besmaran off your ship though.. The old man cackled at the jest.

Gesturing to the scroll he continues, Give that to your cleric, its what she need to do and say as I understand it. I am off to talk to my crew...

Hake gestures at the pitcher as a prompt as he looks to shoo the lot of you out, firmly convinced your conversation is done...

Hake greedily licks his lips and nods absently, Yes yes of course...the uh...shapely pretty one. Hake's eyes drift to Pfarna before he turns his head back to Quillin. I have a masthead, a fearsome thing carved from ebon wood and shaped like a skeletal figure that points a hand to sea.. I have been told that if a true representative of Besmara blesses it when a ship is set to sea anew, it will lead the captain of that ship to new sources of treasure. The Pirate Queen's own eye pointing you to fortunes! Besides that it will give your new lines a fearsome completion, perfect for a new crew to make their name... Hake cackles and looks at the gnome to be impressed.

Hake's eye bug out slightly as he hushes the lot of you and looks around as he motions for you to give the decanter to him, Properly hydrated my men can work much would take say...3 days before you could leave? This would of course include smuggler's compartments and... Hake looks about to be sure he isn't being overheard. You have a proper Besmarite on your ship do ya not?

Hake looks dubious at the gnome and scrunches his face, Unless you brought me a mermaid or a fountain that spits gold I'm not sure how much more exciting water can get but you've already done a step above what I intended so tell me what you have...I'll be fair with ya to a point.

Hake drags from his mug and motions at Quillin to get on with is "pitch".

The lot of you wind your way back around the estate and find Hake holed up in the "bar", not having moved too far from where he was. Unlike before however there are teems of sailors here who were apparently too daunted by your activity or Quinn's attitude to loot good liquor and came here to pay for bad instead.

The place reeks of stale sweat and is easily hotter inside than not but alcohol does wonderful things for the sense and games and conversation go on unabated.

Hake sees Quillin and yells out, So shut him down entirely! Not what I had in mind, trading him to a damn Naga but its one less about MY problem?

Sorry for my lack of posting, I haven't been able to get onto the site until now? Anyone else having that problem?

To Hake then? Or are you going to ignore the resident dwarf? :p

A trained tug here, a trained push there and a hidden panel reveals the real "reward" of selling cold water in a heat wave. A flat box reveals a solid heft of mixed coinage, a quick rummage says probably 5-600 gp. You would need to sort it and count it to be sure.

The halfling continues to be quiet as you take him to the water although his face clearly marks him as "confused" about the proceedings until a few minutes later the naga emerges from the water. She emits a of sort self satisfied hiss and the halfling practically loses his mind and begins thrashing about trying to get out of Parna's grasp.

For eases sake:

Pfarna Str: 1d20 + 1 ⇒ (13) + 1 = 14
Half Str: 1d20 ⇒ 19

Pfarna is caught off guard and the halfling manages to thrash himself right off the half orc and into the water; a bad siuation for a bound up halfling.

The naga slithers forward in the water with incredible dexterity and casts a spell on the halfling and he promptly stops moving. Scooping up the limp cater the naga looks to Quillin, One week.

Unless anyone tries to stop her she moves to leave.

Wand is of the spell Stumble Gap and has 27 charges left. Ring is a ring of sustenance. The spellbook is coded, you will need some time to work through it.

The halfling (as he is being trussed up by the half orc) sneers at the gnome but can't seem to come up with anything worth saying in direct opposition to the chain of events.

You are working on the start of the sunset when you return from the jungle, most of the sailors having dispersed save for a plainly relaxed Sandar Quinn, sitting in a stool with her legs propped on the table as she swigs from a bottle and laughs at a ragtag group of sailors.

The heat remains oppressive though not quite as searing and whatever "hot" has left is being replaced with a muggy humidity.

As you approach Quinn lifts the bottle, Your brave display filled our crew captain! It is also cleared this little slip of paradise. I raided the supplies and I see you caught a halfling! Huzzah! She offers a laugh and continues to drink.

Sooty socks the halfling in the jaw who keens like a bird but quickly quiets down with all the menace and blades and what not.

Quillin gets a magic ring, a wand, a component pouch, a spell book, and a small pouch with about 50 gp in coinage and a small key.

The halfling pretty much glowers but doesn't speak as he is stripped of his possessions.

Okay, lets try that again, should be okay.

The halfling screams, yells, seems properly intimidated, injured and unable to move, he pretty much gives up at this point.

The panther, for its part, shakes its head and realizes its situation and attempts to withdraw, however it positions with the cleric and swashbuckler ganged up on it makes escape a risky proposition...

Mel and Shaso get AoO on the panther, then you are all free to act again. The halfling is pretty resigned, it doesn't seem like he will try much now that he is glued down and got stabbed.

The halfling sneers at Khuzdac and as the colors fly elsewhere he merely says, Good idea!

The halfling raises his hand and douses Sooty in his very own spray of colors. Sooty is ready though and throws the bag in response...

GM Screen:

1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14

The halfling cries out as he becomes glued to the rock face of the overlook, struggling to move after getting the jump on the alchemist. Sooty DC 14 Wil or blinded and stunned for 1d4 ⇒ 4 then stunned for one more round...

And now next round...

The cat seems almost awake when Shaso buries both of his picks into the cat who offers half a grunt in its impaired state. Quillin scrambles away and casts his protective magics...

Pfarna, Mel and Sooty have actions this round.

Dammit people are getting ahead of me, I need Sooty's last round hold up because depending on what he does it may change things...

GM Screen:

Save!: 1d20 + 2 ⇒ (9) + 2 = 11

Pfarna charges at the large cat and its engrossing activity with Quillin presents an opening (it loses its dex and its a big cat...its AC is a little compromised when eating people...) The half-orc lands a solid blow which open a heavy gash on the creature.

Get it off! A shocking display of color erupts from the gnome and panther in question promptly drops the wizard on his ass as the creature seems stunned.

Shaso follows up with good measure and sinks his pick into the stunned panther. Despite all this the creature is alive and standing but seems incapable of responding though it is already shaking its snout as though to clear the "cobwebs" from its senses.

Mel's bolt goes wide despite the sudden de-escalation of events.

Its a new round so Sooty you need to tell me if you are setting the same readied action or doing something new, its my turn but I'll be nice ;p

Too funny. I will try to be more explicit in the layout, regardless I'm sure it will all work out...

Mel stalls a moment as Shaso, Pfarna and Sooty approach and draw weapons on a very surprised and obviously chagrined halfling. He seems almost ready to contemplate a response when the large panther rushes through the brush right at Quillin...

GM Screen:

1d20 + 8 ⇒ (20) + 8 = 28Crit
1d20 + 8 ⇒ (12) + 8 = 20Confrim
1d20 + 12 ⇒ (15) + 12 = 27Grapple?
2d8 + 10 ⇒ (3, 4) + 10 = 17

Good news, terrain means no charge, which means no pounce. Bad news is a crit on the bite...

The panther closes the distance in a blink of an eye, the large jungle cat issuing a snarl as it bounds to the wizard and promptly snatches him up with powerful jaws. The gnome is practically lifted of his feet as knife sized teeth dig into his torso and the cat thrashes him down with a heavy thud, clearly uninterested in letting the wizard go. Quillin takes 17 and is grappled.

Group block is up.

Quillin wrote:
Actually, if everyone was tracking at half speed, I should be able to keep up.

Fair, and likely as the halfling isn't exactly "Mr Marathon"

Gm Screen:

1d20 + 10 - 8 + 2 ⇒ (13) + 10 - 8 + 2 = 17

It is plain to everyone at this point that Quillin just pegged a large black panther. It seems unamused, and uninterested in leaving...But the rest of you go first.

The group heads along the trail for some 10/15 minutes until Shaso brings the group up short as the various jungle fauna starts to thin into a rock ridden flat that seems to lead to a short cliff. The sound of water rushing obscures the groups movement. All of you see the halfling in question kneeling at the lip of the river, seemingly contemplating his next exhausted move.

Khuzdac, Mel and Quillin:
You are not alone in watching the halfling as a panther, easily the size of Mel, stares at you and looks at the halfling. Its tongue licks at its muzzle as it contemplates the current state of affairs.


Quillin Init: 1d20 + 3 ⇒ (6) + 3 = 9
Mel Init: 1d20 + 3 ⇒ (3) + 3 = 6
Sooty Init: 1d20 + 3 ⇒ (20) + 3 = 23
Pfarna Init: 1d20 + 6 ⇒ (12) + 6 = 18
Shaso Init: 1d20 + 2 ⇒ (17) + 2 = 19
Villian Block: 1d20 + 6 ⇒ (2) + 6 = 8

Group block is up. No surprise.

Shaso and Pfarna give me one more Survival check please. Perception checks from the lot of you. Marching order as well. Terrain is rough, will support single file or two abreast with ease.

Oh my this is going to be fun...both in the immediate and the long haul, I like the personalities...

The naga looks around at the few remnants of sailors scattered on the beach and up at the bar's overlook, I will return. Bring the halfling to the beach and I will be here. With that she dives into the water.

Assuming no one follows her...

The group makes its way back up to the bar, its rundown shack of a building, and the area around it...

Shaso and Pfarna:
Slippery? Yes. Subtle? Not so much. The halfling has apparently decided that tromping into the woods at full tilt is the best way to handle things and this makes him easy to track. He is also little so you can get to him faster, assuming you break away from your smaller companions. Bad news is a jungle cat of some size has also noticed, and seems to be following as well.

Wet tracks and unsubtle running are easy enough to spot and the trackers seem to catch those tells too. What the young woman catches that others don't, however, is the false wood panel at the base of the bar.


Smudge can see the jungle near where the "bar" is but can't see too much movement at the moment. [Not the best perception check this time around] I'm not sure its clear that the halfling is running (not sure Pfarna/Sooty have mentioned it per se) but Smudge can't see him, for now.

The naga narrows its eyes at the apparent confusion in the ranks and the willingness to simply "delay" the situation...

In very clear common she counters, I want the halfling now. If I return to my people empty handed I will not get a second chance.

GM Screen:

1d20 ⇒ 7

I want to see what Shaso says before I give a reaction from the creature...

"Snack" creature, LOL. Snake. Editing for the win!

A flurry of flying bolts, snapping Sorry *lobster like* not crab claw strikes and other chaos erupts in...conversation? As Shaso get hands on the creature and starts talking and it becomes clear that no matter how powerful she is, she is severly outnumbered the snack creature goes slack in Shaso's grip.

My people's. We traded for that a generation ago and then we found it stolen after a group of sailors came to trade with us. The elders said it was not important but the heat has dried up our fresh water. I thought if I acted strong, I could get it back.

Syntax is off, and the voice is "high" something you only would catch if you knew the way Aquan normally sounded. She might be youth, or at the very least, very young.

You can at this point reveal she is a Naga as you got your roll to identify her but weren't close enough to see her at the time.

The snake creature's head darts noticing that it is being boxed in by half-orcs, cross-dressed duelists, warpriests and giant crabs. Despite this its gaze falls on the crockery in Pfarna's hand and the snake hisses words in the language of water.

The water we need. Stolen from us!

GM Screen:

1d20 ⇒ 1
1d20 ⇒ 2

Wow...just wow

As it hisses the kelp entangles the snake as it attempts to cast a spell, an act that despite its' obvious skill, fails to take in account the foes surrounding the snake creature.

AoO's from Shaso and Reefclaw, then regular actions, Mel and Pfarna can close this round (but no charge as the water is rough terrain)

Mel makes her way down to the beach and pulls her sword butcannot reach the surf where Shaso faces the snake creature. The.creature.for.its part tries to bite at the.warpriest and slam with its no avail.

Quillin's magic summons a fierce looking.crab ceature that snaps ineffectualy...

Party up, minus the gnome obvsiusly..

I will bot Mel if I don't see a post before I leave work.

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