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Ikrimah

DundjinnMasta's page

871 posts. Alias of Arcmagik.


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Rolen & Alaric manage to take out a pair of the Hobgoblin reinforcements. Rolen killing one of the Hobgoblins engaged with Dracon, and Alaric killing one of the hobgoblins fighting Kristophe.

4 Hobgoblins remaining. I also had to look back and there was only 6 Hobgoblins remaining so that one that I described heading down the road to engage with the Hellhound does not actually exist. There was just the six that engaged Kristophe, Dracon, and Alaric.

The Hellhound growls and snaps at the air towards Endia, but remains upon the more serious threat. The dwarf, Brokr, whom has already managed to land a blow upon the beast and is center to his attention.

Behind the Curtain:

Hellhound vs Brokr: 1d20 + 5 ⇒ (2) + 5 = 7

Teeth and fire come at Brokr, but the dwarf manages to twist its head away from him. The fiendish mutt snaps at the air. MISS

Endia Livet (13), Alistair Orm (12), Kristophe Kristophson (7), Brokr Stonegullet (5) may GO!


Behind the Curtains:

Gnobby's Find Trap 35%: 1d100 ⇒ 46

Gnobby can not discern any traps with the stone block. Koross manages to get on top of the stone block as he lays himself down to thrust the torch through the opening and peer beyond.

Koross:

You gain a decent view of the hallway beyond, and are able to make out a handful of alcoves marking the walls of the tunnel at regular intervals. The space between the top of the arch and the stone block would be nearly impossible to squeeze through unless you were small or quite nimble (Delicate Task).


Two Hobgoblins close on Kristophe and another two Hobgoblins close on Alaric while the remaining three split against Dracon and the last one follows the party down the road to engage with the Hellhound.

Behind the Curtain:

Attacks vs Kristophe: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (5) + 3 = 8
Attacks vs Alaric: 1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (4) + 3 = 7
Attacks vs Dracon: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (16) + 3 = 19

Alaric manages to fend off both Hobgoblins, but Kristophe is not so lucky as he takes the first blow from the creature before avoiding the second blow from the Hobgoblin's blade. 12 damage to Kristophe Dracon is even less lucky as the pair of Hobgoblin's lay into him with mighty blows using each other to great effectiveness,24 damage to Dracon but the Dragonborn manages to get ahold of one of the Hobgoblins as he sweeps him into bear hug and just begins to squeeze while the Hobgoblin struggles.

Rolen & Alaric may GO!


Endia misses with her bow but continues to taunt the hellhound. Alaric turns his attention away from the Hobgoblins that are preparing to surround Kristophe and himself to fire a shot at the nightmaish dog but the attack does not make its mark. Kristophe attempts to gore another hobgoblin, but is unable to make his movements work in his new form the hobgoblin easily avoids his attack.

Repost of Initiative for New Page:

Uth-lar: 1d20 + 2 ⇒ (18) + 2 = 20 E
Hobgoblin Regulars: 1d20 + 1 ⇒ (17) + 1 = 18 E
Dracon: 1d20 - 1 ⇒ (17) - 1 = 16 A
Zarr: 1d20 + 1 ⇒ (15) + 1 = 16 E
Rolen Philandril: 1d20 + 4 ⇒ (11) + 4 = 15 A
Alaric Morguhn: 1d20 + 6 ⇒ (9) + 6 = 15 A
Hell Hound: 1d20 + 1 ⇒ (14) + 1 = 15 E
Endia Livet: 1d20 + 3 ⇒ (10) + 3 = 13 A
Alistair Orm: 1d20 + 2 ⇒ (10) + 2 = 12 A
Miha Serani: 1d20 + 3 ⇒ (8) + 3 = 11 A
Kristophe Kristophson: 1d20 + 1 ⇒ (6) + 1 = 7 A
Brokr Stonegullet: 1d20 + 2 ⇒ (3) + 2 = 5 A
Kellin Shadowbanks: 1d20 + 2 ⇒ (2) + 2 = 4 A


Koross, just to make sure you are going to climb to the top of the slab to extend the torch into the tunnel beyond to see what you can see?


Had a rough night last night with my 6 year old. So fair warning I don't know if I will be able to think enough to post long and elaborate posts today. So if they seem short... or don't happen at all than you know why.


Had a rough night last night with my 6 year old. So fair warning I don't know if I will be able to think enough to post long and elaborate posts today. So if they seem short... or don't happen at all than you know why.


The cylinder doors open when it stops moving again.
The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads, or anything else easily hacked off by long-absent tomb robbers.

About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.

The stone block is roughly 10 feet wide by 2 feet deep by 8 feet tall, and nearly seals off the passage to the south. A large niche about the same size as the stone opens in the ceiling 10 feet above.

There is a thin layer of dust covering the room.


@Alaric

That was simply to inform everyone else about the time frame of moving things forward. I was aware that you were already on vacation and may not be around to post. No worries.


If Alaric doesn't post tomorrow I will bot him based on Kristophe's actions for now. (Kristophe stayed in the fight, Alaric stayed in the fight, etc.)


Brokr:

By core there is not a Charge Action. There is the Dash (Double Move - No Attack), and there is the Charger Feat (allows you to take a bonus action to do a melee attack at the end of your dash - it has some other benefits too making it a viable feat).

Rolen takes advantage of Kristophe's failed attack and the distracted opponent in order to deliver a terrifying blow that drops the Hobgoblin in a single arrow. 6 Hobgoblins Remain (1 is Wounded)

Alistair unleashes the barrage of glowing bolts upon the Hellhound that causes him to take a step back before he shakes himself and bares his teeth. Brokr charges into the fiendish mutt in that moment to deliver a decent blow before the Hellhound can react, but the second blow leveled upon the creature by the dwarf fails to hit its mark.

After reviewing the rules... Ready Action is not exactly clear about what happens when your action rolls over into another turn. (Just that you can only do a reaction once per round). That being said... Alaric & Kristophe should still be able to get their standard actions for the round unless I am missing something... either way I am going to give them the standard actions and investigate further.Endia, Kristophe, and Alaric GO!


The cylinder returns about half-way through the ten minutes. It opens as usual... and Koross is inside.


I was vastly amused. While I had planned on posting at lunch anyways... It would have motivated me to post!


Alaric & Kristophe remain behind in the road with Dracon as the rest of the group rushes forward for the clearing that Brokr has identified for them. Meha & Kellin follow the rest of the group as they make for the clearing area. Rolen manages to end the life of one of the sleeping hobgoblins before he makes for the clearing.

Six additional hobgoblins plus the one that fled (Seven) burst from the foliage on the north side of the road. Kristophe charges one of them but doesn't hit his mark while Alaric fires upon a hobgoblin from his longbow as the creature appears, The arrow catches the hobgoblin right in the side of the throat nearly killing him, but after a moment of swaying the Hobgoblin appears to have recovered from the surprise of the attack. (9 damage to Hobgoblin)

Dracon attempts to grab another Hobgoblin again but the warrior shrugs him off.

I did a bot on Alaric since he is on vacation and did not respond yet leaving him with his charge (Kristophe)

Party sans Alaric & Kristophe:

A small dirt road cuts off the main road and goes back about 60 feet beyond the foliage you see the abandoned farmhouse that you caught sight of beyond the trees before the ambush.

Slowly the inhuman growls become low then near the clearing a monstrous dog appears from the foliage about feet from the party. It claws at the ground and smoke rolls from its mouth as it bears teeth at the party.

Round 3. Hobgoblins acted on a 18. Alaric used a readied action when they appeared on their 18. Kristophe used a readied action when Hobgoblins appeared on a 18. Dracon acts on a 16. Hellhound moves in on 15. Everyone else can act now.


I see what you did there.

Koross:

The stone slab is blocking the passage beyond which leaves the only way to investigate being to climb up on top of slab to peer through the limited space between the top of the slab and the top of the passageway.

Further investigation in this room will reveal a hand-sized stone that can be pressed into the wall near the cylinder.


Alaric & Endia?


@Rolen It is essentially a coup de grace, but I am not going to bother looking up the issue they are at your mercy. However... You will only be able to get a single one dead during the lull in conflict. (1 round)

@Brokr There is a small dirt path and open area about 90 feet up the road to the right.

Kristophe can make out the distinct sounds of multiple types of creatures... several voices using the guttural tongue of goblins and the deeply disturbing growls of another creature. They are rushing forward and will be upon the group in a matter of seconds... 1 round


Sorry about the unexpected away this weekend. We will move any rules discussions to the OOC Discussion Thread. I am not going to get hung up on it right now. I am going to let the Crit stand and finish off a hobgoblin.

Brokr and Rolen both down a Hobgoblin with devastating attacks. It leaves the final Hobgoblin that beats a retreat back into the bushes to the north of the road with some guttural shouts that are answered by several more shouts and disturbing growls. There are more Hobgoblins on the way it appears...

You have two sleeping Hobgoblins on the ground. Several more likely in the woods about to descend upon you from the North. There is heavy foliage to each side of the road on the North & South. What do you do?


Closing the doors results in the cylinder descending once again.

Koross:

The cylinder doors open when it stops moving again.

The walls here are covered in bas-relief images similar to the slender figure upon the sarcophagus lid in the chamber above. Nearly a dozen androgynous, hairless humanoids stand in poses of deference, almost as if they are paying homage to the viewer. Many extend their hands in adoration, their faces awash in adulation. Several of the statues lack hands, arms, heads, or anything else easily hacked off by long-absent tomb robbers.

About fifteen feet to the south, a dark passage extends from an elaborately carved arch. Only a little of this hallway is visible, however, as a large stone block obscures most of the passage.

The stone block is roughly 10 feet wide by 2 feet deep by 8 feet tall, and nearly seals off the passage to the south. A large niche about the same size as the stone opens in the ceiling 10 feet above.

There is a thin layer of dust covering the room.


Had an unexpected away this weekend. I will post first thing in the AM from work though!


Had an unexpected away this weekend. I will post first thing in the AM from work though!


We will play it like this to clear up the confusion. 1 Hobgoblin on Brokr, 1 Hobgoblin on Rolen (Disengaged), 1 Hobgoblin on Kristophe, and the last two on Kellin are now sleeping. That should clear up the confusion.


Hmm... I appear to be kind of rusty at this. I did not post the misses for Rolen and Brokr. Yes, you were missed. Yes, the Hobgoblin is right in front of you now.


Behind the Screen:

Wis Save: 1d20 + 0 ⇒ (20) + 0 = 20

The hobgoblin doesn't seem affected by the string of insults that comes from Endia. Natural 20

The slumbering spell that Alistair unleashes upon the hobgoblins causes a pair of them to slump to the ground with growling snores admitting from them.

Alaric misses his mark as he fires upon one of the hobgoblins that remain on their feet.

Miha Serani takes up a place behind Dracon as she looks over Kellin critically for a moment. "Stay out of the conflict." She says flatly.

Brokr & Kristophe can GO! Rolen can still GO until the round ends.


I am sorry. I appear to have confused you guys with my initiative rolls to make it clear... the only opponents are the ones that I described in the above post: The six hobgoblins. The other creatures that I rolled initiative for (Hellhounds, Zarr, Uth-lar) have not appeared in the conflict yet. I will describe their appearance when it happens please refer to only the described opponents thus far.


The cylinder returns as before as the thin doors slide open once again of their own accord. The waterskin is laying on the floor of the cylinder where Gnobby put it.


Behind the Screen:

Attacks against Kellin: 1d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (14) + 3 = 17 12 damage; 12 damage HIT; HIT
Attack against Brokr: 1d20 + 3 ⇒ (13) + 3 = 16 12 damage MISS
Attack against Kristophe: 1d20 + 3 ⇒ (16) + 3 = 19 12 damage HIT
Attack against Rolen: 1d20 + 3 ⇒ (12) + 3 = 15 12 damage MISS

Dracon's Attack: 1d20 + 6 ⇒ (7) + 6 = 13 MISS

The ambusher manages to drag his blade into Kristophe's flesh despite the barkskin using the advantage of being close to the other ambushers against Kristophe. Martial Advantage; 12 damage

Kellin takes a nasty looking pair of wounds from his attackers as they work against him in unison. The wounds Kellin to go wide-eyed and white-faced but he remains on his feet. Martial Advantage; 24 damage

Dracon roars in fury and charges the ambusher that wounded Kellin but doesn't get a good hold of them as he tries to grab at his armor bare-handed.

Alaric Morguhn, Alistair Orm, Endia Livet, and Rolen Philandril may GO!


The website went down on me before I edited the combat post. I will be posting a new one.


Kristophe's cries alert the ambushers of their failed attempt to remain hidden as they resort to rushing out of their hiding places in an attempt to waylaid the slowest of the group to react! They appear to be fierce warriors-tall, hairy humanoids with wide mouths and flat faces-wearing chain mail while wielding a sword and shield. Six of them charge into the road to engage the party.

Kristophe casts Barkskin
Alistair casts Mage Armor

Rolen manages to down one of the ambushers before they get cleared of their hiding places.

Initiative:

Allies
Alaric Morguhn: 1d20 + 6 ⇒ (9) + 6 = 15
Alistair Orm: 1d20 + 2 ⇒ (10) + 2 = 12
Brokr Stonegullet: 1d20 + 2 ⇒ (3) + 2 = 5
Endia Livet: 1d20 + 3 ⇒ (10) + 3 = 13
Kristophe Kristophson: 1d20 + 1 ⇒ (6) + 1 = 7
Rolen Philandril: 1d20 + 4 ⇒ (11) + 4 = 15
Kellin Shadowbanks: 1d20 + 2 ⇒ (2) + 2 = 4
Miha Serani: 1d20 + 3 ⇒ (8) + 3 = 11
Dracon: 1d20 - 1 ⇒ (17) - 1 = 16

Enemies
Hobgoblin Regulars: 1d20 + 1 ⇒ (17) + 1 = 18
Hell Hound: 1d20 + 1 ⇒ (14) + 1 = 15
Zarr: 1d20 + 1 ⇒ (15) + 1 = 16
Uth-lar: 1d20 + 2 ⇒ (18) + 2 = 20

The remaining five ambushers descend on the party quickly as they seek targets among the group. They seem to have a particular dislike for the shorter folks as two of them attack Kellin and one of them targets Brokr. The remaining two going for revenge against the men that ruined their ambush and downed one of their comrades: Kristophe and Rolen.


As soon as Gnobby manages to shut the doors the metal cylinder drops into the floor and stone the rose atop of it seems to rest flush with the floor now. Time seems to tick by and nothing happens again...


The road crests a small rise and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through the trees, stands on one side of the road. You've passed a dozen spots much like this one already today.

Alistair Orm, Kristophe Kristophson, Alaric Morguhn:

...but this one feels wrong. Then you glimpse the glint of mail through the brush by the side of the road. Fierce warriors-tall, hairy humanoids with wide mouths and flat faces-are lying in wait.


Things are flowing pretty well. Though Alaric, Endia, and Rolen may have stuff to add the conversation when they are available. I actually forgot most of my material at home so it is good to see the RP still going!


The cylinder appears to have arisen from the ground itself. It seems completely flush with the ground and you can not determine how it functions except the doors appeared to open unbidden. A light tug on the thin doors suggest that they do go back into place if someone is inside.


Miha slows as she glances back from Kellin, "You are a fool as always, Kellin Shadowbanks." She said in a haunting tone before she turned her attention to the road. "I warned you that doom was in the cards. You called me a charlatan and doomsayer." Miha spoke with an annoyed tone.

"Are you still upset about that, Miha?" The Halfling seemed surprised, "No wonder you have been so grumpy. Well... you hear things on the road and in the seedy taverns that I prefer to frequent. So much character..." He flashed a smile to Brokr, "Well, my fellow vertically challenged man, rumors are that more and more raids are occurring. They say Overlook has even stopped their caravans altogether... goblins and hobgoblins on the roads... dragons in the skies... you know the wild fancies of the men upon the road for weeks on end with no woman in sight." He thumbs to Miha and Endia with a grin, "That is why I keep them around for looks... keeps the road crazies away." He offers a sagely nod.


"You know the stories... they are up there in the mountains... just waiting to descend upon misbehaving children! You hear the occasionally rumor of a raid on some caravans that comes over from Overlook or down from the north." He says as he darkens his voice for a moment, "I have heard disturbing rumors, of course..." Kellin's serious expression turns to a grin, "but who knows if some merchant isn't just trying to scare his competition!" He pats Dracon on the arm, "That's why we keep this big lovable lug around."


The Halfling, Kellin, waves his hand dismissively, "Who cares why we find ourselves sharing the road to Drellin's Ferry!" The Halfling man says merrily, "Why not just enjoy the company of the road for now. We are all civilized folks... I don't see any goblins or hobbies here!"

The Dragonborn gives a toothy grin with his snout, "Dracon, civilized." He says happily as he poofs up his chest with pride. "Dracon likes new friends!"


The moment after Alistair began his rant about magic the woman smiled and tapped her nose. "Right on the nose, darling. You have made my point quite well. Wizards are feared for their powers and I am loved for my parlor tricks. Useful in my line of work." The woman turned her attention from Alistair.

"Why do you have to goad the man, Miha?" The halfling groaned as he came to the side of Alistair, "She isn't fond of being called a fake and takes every opportunity as you can see to needle her words at a man brave enough to do so. Otherwise... she is as sweet as she is mysterious!" He whistled at Miha who offered a sway of her hips in response. "So important mission, you say... are you coming from Brindol? Is it something that we should know... heard some rumors in the city before we set out but I just assumed it was the same as always in these parts. Goblins, orcs, and ogres, oh my!" He chuckled a bit as he eyed the Wizard to see if he could pry the information from him.


After the initial shock wore off and party began working their way through the caverns they were forced to fight quite a few carrion crawlers (my own additional for the infestation angle as opposed to the bugs being as they are also "vermin"). They cleansed the temple but failed to intervene in the argument between Hogrus and Anevia which caused Hogrus to try to sneak away despite being unarmed and ill-equipped, but the party went after him as soon as they discovered this.

They initially feared that he got grabbed by something but after there was no evidence of this... they chased him down the tunnels (he didn't get far without a light source). They convinced him to come back and that they wouldn't delay any longer than they had too.

Afterwards they got moving again and ran into another pair of carrion crawlers and a strange wizard that kept hitting them with magic from beyond the range of their torch light... finally they managed to close on the crazed dwarven wizard but he escaped with a combination of potions.

Thus ended the session... they meet again tomorrow night.


Let's just say that the party did not prove the innocence of the Crusaders... instead they managed to start a riot after convincing the town that the sheriff was a vampire by way of illusions after assuming the entire town was a bunch of idiots because all the evidence was circumstantial at best and the inquisitor heard the "voice" of a god.

Both the sheriff and Inquisitor ended up dead in the aftermath but the party is convinced they discovered "cultist activities" which they reported to the Crusade.

The party was basically given a "Warden" (new character which was a Paladin) to be their moral compass and make sure they don't cause such big problems again and they were sent to Kenabres for the Festival...

And thus began Wrath of the Righteous


"If you wish." The woman says in response to Alistair's comment. "People prefer the illusion of magic to the real thing. It is safe... it is a taste of the fantastical without the danger. Don't you think it is better to be loved than feared?" The woman says with the alluring sway of her hips as she turned to Alistair for the first time. The piercing blue eyes taking him in near as critically before she smiles. "But then I know nothing about the affairs of Wizards; I am just a conjurer of parlor tricks."


The Dragonborn eyes the other suspiciously and looks to the other performers for his cue. "Dracon, smash?" He asks in a slow and guttural voice.

The Halfling shakes his head, "No, Drac." He grins with utmost confidence as if he had known the additional people on the road for years, "We are all friends here, right friends?" He asks with a calculating eye on the outsiders. He gestures to Alistair, "We are traveling to Drellin's Ferry. Putting on a couple shows and moving back up the road on tour until we reach Dennovar." He pats a hand against the Dragonborn's arm, "Drac is here to dissuade any rough types from interfering with that. I am Kellin Shadowbanks, and this is Dracon, or as I prefer Drac."

The alluring woman seems to ignore most of the conversation behind her until Kellin finishes. "Miha Serani." He says in a voice as sweet as her look. "Weaver of stories, fortunes, and magics." She offers with a mysterious air in kind with Kellin's introduction though she offers no glance backwards to the other people on the road.


A moment passes as Artemis moves to leave the room to check upon the tunnels outside when a circular stone at the end of the yellow lantern tunnel rises eight feet into the air, pushed up by a 5-foot-diameter metal cylinder that seems to have arisen from the ground itself. Seconds after it comes to a rest, two thin doors slide into the sides of the cylinder, revealing a small empty chamber that could fit a single person.


My apologies if I didn't make it clear, but the post that I made out of spoilers at 9:49 pm.

DundjinnMasta wrote:

The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale along the Dawn Way to the west of Brindol are starting to grow monotonous, with seemingly endless line of dusty flyspecks of towns. The town of Drellin's Ferry lies miles ahead of you; named after the ferry that carries travelers across the river. It was the destination of choice for the groups of travelers that found themselves sharing the road.

In additional to the strangers and not-so-strangers (PCs) is a trio of entertainers. A stunning and alluring sorceress, Miha Serani. The halfling confidant and gamesman, Kellin Shadowbanks. Lastly the intimidating but seemingly slow-witted dragonborn, "Dracon".

Share the road. Introductions... re-introductions since some of you started out from the same places.

The above is the opening post. You are welcome to spoiler RP if you had a partner in the plot hooks for the brief time before you find yourself on the road with everyone, but try to keep both going at the same time if possible.

If you have any questions, let me know.

@Brokr
I will keep that in mind for you.


A yellow lantern hangs from the chain at the end of this tunnel. When the arrow platform at the center of the chamber points at this tunnel, a great rumbling from below the chamber can be heard.


The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale along the Dawn Way to the west of Brindol are starting to grow monotonous, with seemingly endless line of dusty flyspecks of towns. The town of Drellin's Ferry lies miles ahead of you; named after the ferry that carries travelers across the river. It was the destination of choice for the groups of travelers that found themselves sharing the road.

In additional to the strangers and not-so-strangers (PCs) is a trio of entertainers. A stunning and alluring sorceress, Miha Serani. The halfling confidant and gamesman, Kellin Shadowbanks. Lastly the intimidating but seemingly slow-witted dragonborn, "Dracon".

Share the road. Introductions... re-introductions since some of you started out from the same places.


Traveling Entertainment (Endia Livet):

You do not spend more time in Brindol than you have too given that you once satirized noble whom is not want to forget the insult. You found the road to be a lonely place and have taken up with a small team of entertainers.

Another storyteller and magician, the beautiful (and tantalizing as she would make the crowd believe) Miha Serani.

The halfling rogue and confidant, able to swindle just about everyone into believing his games, Kellin Shadowbanks.

And finally the less than intelligent, but intimidating "monster" of the group whom breaths fire, the red-scaled Dragonborn, Dracon.

It will be the start of a tour from Drellin's Ferry up the Dawn Way to end in Dennovar.


War Drums in the Hills (Alistair Orm & Brokr Stonegullet):

Based on the Sage Background... and the fact that Alistair enjoys a good mystery... I have somehow mentally associated him with a Sherlock Holmes style persona. Thus I have assigned him to this plot hook...

Lord Jarmaath of Brindol has heard rumors from travelers that the goblin and hobgoblin tribes have banded together under a charismatic warlord. This has caused some concern for Jarmaath so he has quietly hired the wizard Alistair (a man that enjoys a good mystery) to investigate the validity of these rumors. Along with the Wizard the noble has tasked one of his allies with providing support for the Wizard upon the road. This protection comes in the form of the dwarven noble and fighter, Brokr Stonegullet, of Hammerfist Holds.

Lord Jarmaath has instructed you to bring proof to validate these rumors back to Brindol with all haste.

I have currently run out of time. I will be adding Endia Livet's hook which will roll her into Alistair & Brokr's journey. After that I will add the opening scene which will put everyone on the road to Drellin's Ferry together.


Omens of Doom (Alaric Morguhn & Kristophe Kristophson):

In the village of Witchcross just at the ford of the Witchstream, the ostensibly governing body of elders make no descisions without consulting a circle of Witchwood druids known as the Keepers of Eth.

Adranna the Young, the Eth Speaker, has been plagued with nightmares of recent that has drawn her attention far away from Witchcross. She has spoken with the circle of Druids at length about these nightmares… omens of coming doom she calls them. She has related this powerful vision of war descending on Elsir Vale under the banner of a clawed red hand to the circle.

Many of the eldest druids are unmoved by these visions and argue that they are not the concern of the natural world. War comes and goes… governments change… the circle has endured.

Adranna the Young, Speaker of the Eth, is not convinced by their arguments. She has called upon the druid, Kristophe, to travel to Drellin’s Ferry to avert the foreseen disaster. Assigned to help and protect the druid is a member of the Witchwood rangers that serve the Circle of Eth, Alaric Morguhn.


Vault of Vraath Keep (Rolen Philandril):

Regarding your history… not really sure what group of elves would fit that would have the brutality as described. Are you familiar with Dragon Age? Groups of elves that live in an alienage in the city that are treated as nearly second-class citizens whom cling to the old ways as much as possible. We could go that route and that will remove the need to figure out how you got to the city of Brindol from one of the borders. Being worked over by an elven “Crime Boss” who took Rolen into his crew as repayment after the death of his father might be a good angle that keeps most of the conceptual history together.

Things had gotten hot in Brindol. It was time to make yourself scarce until the heat died down. The job was supposed to be simple with a big pay out, but things did not work out that way. There was no treasure on the carriage… just a map… several guards ended up dead and the crew scattered into their hiding holes. You would have delivered the map to your patron, but a contact warned you away. The failure had been put on your head… the city guard and the boss was looking for you.

It was time to seek some fortunate elsewhere and the map suggested the location of a hidden vault containing a great treasure in the old Vraath Keep in the Witchwood. It was far enough away that you could even just make up a living in Drellin’s Ferry, a small town on the river near enough to the Witchwood, while you scouted out the keep.


Game Thread created for dotting. I will be posting plot hooks as well as the beginning scene momentarily. Afterwards you can use the discussion thread to work out what you know about the other people in your group (or not).

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