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3,500 posts. Alias of Mug.


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So let it be written...

With the group agreed on their next course of action, they set out back to the Defender's Heart, arms and packs full of loot, and steps light with their success. The newest member of the group seems to be doing quite well despite the close run-in with opportunistic bandits.

Irabeth is very pleased with the news of success thus far and encourages the group to clear out the one remaining cultist safehouse known to you. After stowing their newly acquired gear, the group sets out to the south to the Nyserian Manor, again moving cautiously through the streets.

GM screen:
1d100 ⇒ 67

As the party progresses, they hear a loud buzzing, some shrieking and a urgent battering sound as if wood were breaking. Wendaug peeks around the corner then heads back to the group, "Five possessed people-flies trying to get into a shop of some sort, at least one person inside. It's smartest to let them get inside then move past. We do have a mission petling." The last part is directed towards Verim. In the background around the corner the screaming renews as the battering sounds pick up in tempo.

On to the Nyserian Manor?

That is both handy and awesome. Makes my job easier too. Thanks! So Tjip saw the suspicious paste on the holy symbols as well, and likely reported it. :)

@Verim - Either auto-make it or you can roll play a little 30 seconds of silliness, no lasting effects.

Yeah, that's true. Those were 3 good hits, all in round 1. I'm used to a little more drawn out battles, which I'm sure will come. But I also think just playing the game straight out of the PDF will result in a lot of encounters like the one we just had. Maybe, maybe not, but that's my worry.

Maybe you guys like encounters similar to this! I want to do what's fun too.

Looking in the chest, Tallina notices that all five holy symbols have been coated with a dried paste.

The thrush, always nearby Mia, notices something is odd about the symbols of Iomedae.

I see Tjip has an Int of 8, I'm not totally familiar with... familiars. How much does he know and understand? Is it basically a human/player? or does it just look through the eyes of a smarter than average thrush?

You guys are a freaking hard-hitting group. I knew that... but seeing it in action is more impressive. Things will get more difficult and I figure out what's a challenge for y'all. I'm going to try to ramp things up gradually so you don't suddenly face a TPK in a random encounter because I'm overcompensating for your badassery. lol, 3 dang hits!

Open/search the chest:
Five holy symbols of lomedae are stacked under a note that reads, "We don't need these anymore, but figured if you survived our surprise, it would be just plain rude to leave behind an empty chest for your troubles!"

Clearly you seem to be the butt of some fanatics idea of a joke.

Roll me a perception check please.

GM Screen:

B Rapier: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 2 ⇒ (1) + 2 = 31d20 + 8 ⇒ (3) + 8 = 11
L Rapier: 1d20 + 8 ⇒ (6) + 8 = 141d4 + 2 ⇒ (1) + 2 = 3
R Rapier: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 2 ⇒ (4) + 2 = 6

Round 1 - Part 1
Lucianna quickly moves into a better position and seems unaffected by whatever was released from the bottle.

Verim slashes powerfully with his glaive, slicing a small chunk of threaded green hide from the creature.

Bianca follows suit, thrusting her weapon into the creatures skin, clearing making it uncomfortable. She shrugs off the bottles contents as well.

The creature, identified by Mia, is a Mandragora. This plant creature is vulnerable to supernatural darkness, has a poisonous bite which causes confusion and fatigue, and has a powerful shriek attack to go along with it's regular attacks and ability to grab it's victims as it drains them of blood. Having been badly battered already, the mandragora snaps it's wide, tendril-filled mouth at Maxwell, and lashes out with long appendages at Bianca and Verim. It's bite finds a chink in Maxwell's armor, scraping down his arm. The left tendril slams down at Bianca, but she dodges the attack. Verim is unable to dodge, the tendril swatting him hard across the head and a sticky green residue is left behind on Verims skin, seeping into his skin.

If touched/hit by tendril attack:
DC 15 Fort save for 4 rounds or confused and fatigued.
Fatigue - Character can neither run nor charge and takes a –2 penalty to Strength and Dexterity.
Confused - Roll 1d100 and act out affects. Link here

Maxwell lunges forward and smashes the wounded mandragora into the ground, turning it into so much pulp.

Combat is over! Max took -3hp and Verim took -6hp. Plus Verim has approx 24 seconds of confusion and fatigue.

Mia's body twitches spasmodically as it's hit with a powerful annoying jolt of electricity. Mia takes 1d6 ⇒ 1 of electricity damage.

Results of your 1d8 roll if you failed the Fort save:

1 = 1d6 points of acid damage.
2 = eyes glow red for 2 hours, during which time it gains darkvision out to 30 feet.
3 = 1d6 points of fire damage.
4 = develops wheezing, labored breathing for
2 hours, which imposes a -2 penalty on Stealth checks.
5 = 1d6 points of cold damage.
6 = develops a persistent nosebleed, taking 1d4 points nonlethal damage every 10 minutes for the next hour.
7 = 1d6 points of electricity damage.
8 = experiences a persistent adrenaline rush. For the next 2 hours, subject receives a +2 bonus on Initiative checks but takes a -2 penalty on Dexterity based skill checks due to uncontrollable trembling.

Mia attempts to ferret out any traps by tossing bits of wood and plaster about the room, with decent skill. However, if there is a trap present, none of her attempts to set it off are successful. Then Verim decides to investigate and walks right up to the table, poking around with his glaive. As he approaches the image of the goat's face on the wall appears to start speaking "Ahh ... I hope you are among Iomedae's slaves ... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!" Almost simultaneously the humidity in the basement raises as the little statue swings an arm down to smash the bottle on the table and everyone begins to feel an unpleasant tingle. From the southwest pile of green rubbish a creature emerges.

DC14 Fort save everyone. If you fail roll a 1d8 please.

GM Screen:

Mia 1d20 + 2 ⇒ (1) + 2 = 3
Verim 1d20 + 2 ⇒ (16) + 2 = 18
Lucianna 1d20 + 1 ⇒ (18) + 1 = 19
Maxwell 1d20 + 5 ⇒ (4) + 5 = 9
Tallina 1d20 + 1 ⇒ (7) + 1 = 8
Bianca 1d20 + 2 ⇒ (14) + 2 = 16

Baddies 1d20 + 0 ⇒ (13) + 0 = 13

    Initiative - R1
  • Lucianna
  • Verim
  • Bianca

  • Baddy

  • Maxwell
  • Tallina
  • Mia

There are some bits of wood and plaster on the stairs when Mia still stands, which she retrieves to engage in some target practice.

Where are you attempting to throw things? "things that look like a jump-scare?"

I have no idea what rules you're referring to. I clearly had written runes the entire time and you're just going crazy. No proof! No proof I tell you!!

Mia can't see the runes well enough to determine if they're spelled or just decorative. Perhaps if she were closer...

Step onto my web, said the spider...

LOL, slaughtering and 'much more brutal' things is Verim capable of, but giving people nightmares is not his style. Bwahahaha! That's pretty funny.

The air in this basement is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, sixarmed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue. A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat's face is painted on the wall above the table.

Knowledge (Religion) DC20:
You're able to identify the image above the table as one of Baphomet's symbols one favored by his human worshipers rather than his demonic and monstrous ones.

*Map updated*

Tallina's observation reveals the hidden door, and a set of steps leading down to a dark basement.

Does the group descend? Also did anyone pickup the loot? I ask more for you than for me as I'm not really into tracking the party loot myself. Does the group have a designated loot tracker? In reading the story up till now I don't recall seeing one.

Lol. I LOVE seeing 32 gameplay posts waiting for me. Quick update folks, I've in the process of moving, have been for the last week or so. We moved out of our house today and had a wedding to attend... it's been a shiz-storm of exhaustion. Driving from Utah to Washington state in the AM, so tomorrow posting will be sparse/nonexistant. Loving the RP, and I'm gonna try to throw something up tonight or in the morning if I pass out before I post.

Thanks y'all!

Hey I never got confirmation from you on the 1/post day commitment during the week, but weekends are just post if possible. Obviously you've been out a bit this last week, but moving forward is this something you're comfortable committing to? Let me know. I should mention that if you're gonna be out for any amount of time, just let me know and of course I'm understanding about RL getting in the way of the game. Look at me this weekend.

Round 3

Bianca cuts the last bandit down with an expert strike of the chakram, and the battle comes to a close.

Combat is over.

In a large sack is a large collection of items;

  • 118 gp
  • 418 sp
  • Set of silver cutlery (worth around 125 gp)
  • brass goblet (worth about 15 gp
  • Portait of a young man, cut from it's frame and rolled (worth about 55 gp)
  • 1 flask of acid
  • 1 flask of alchemists fire
  • 3 vials of holy water
  • 3 bolts with a magical aura
  • a flask of unknown liquid
  • 1 potion of barkskin, clearly labeled

Bandits Round 3:
The bandits eyes are wild now, darting around the room like the devil is after him. He holds his shield in a white knuckle grip and bolts for the door.
Everyone gets an AoO on him except Max, go ahead and roll if you choose to take them. He'll end his movement outside the door slightly... if he makes it that far.

Yeah... there's really no "Surmising Damage" in the PRD. Free action makes sense to me too. Editing the R2 recap post slightly. Done.

GM Screen:
1d20 - 1 ⇒ (7) - 1 = 6

Bianca Koserra wrote:
So my weapons are in the square with the red bandit then is that right?

I think I missed this. You are correct.

Round 2
The bandits have lost their taste for this fight and beg to be released. They assume defensive postures behind their shields as they wait for your response.

Tallina quickly surmises her first foe has perished with a professional glance, it's pretty plain to see no one could survive that kind of hit.

Lucianna attempts to persuade the bandits to turn themselves in, but her words lack a certain conviction. Surprisingly the bandits seem quite amicable to the idea, giving each other a quick look, "Uhh... Why of course my lady. Very merciful of you, we cannot wait to turn ourselves in for proper justice!" His words seem to lack a certain conviction however.

Heeding his own counsel, Verim decides to answer by stepping up to the orange bandit with vicious shield bash to the side of the head, and the man drops like so many potatoes in a sack. From the remaining bandit comes what can only be described as a whimper.

Mia delays for the moment before turning a crazy-eyed gaze towards the last bandit. The mans eyes, already darting around the room, seem drawn, almost dragged to Mia's for an eternal moment. The mans starts to visibly quake at the knees as Mia's hex takes hold.

Bianca's feelings are clear as she fully frees herself from her restraints and kicks out at the last bandit, but his panicked defense is too quick and he dodges the trip. "No, no! Of course not miss! I meant... they are welcome to... uhh... help you! Yes! Help you, is what I meant!" and gives a slightly hysterical bark of laughter.

Botting Maxwell clambers over the counter to land sound of the bandit, but doesn't immediately attack, letting this play out.

Please post for Round 3!

    Initiative - R3

  • Bandits

  • Tallina
  • Lucianna
  • Verim
  • Mia
  • Bianca
  • Maxwell

Whats the RAW on a heal check during combat? I usually just treat it as a free action, which means you still have actions in Round 2 Tallina, unless someone knows differently?

Tallina Kapok wrote:
... The one I hit, was he dead or still alive? I guess I'd need a heal check.

The bandit you attacked is quite dead.

Bandits in Round 2:
The bandits have clearly had enough of this battle, and toss down their weapons, each taking a few steps away from the group members nearest them (both 5' step NW from their respective positions). The blue bandit, previously firing arrows, pulls out his shield and holds it before him in a completely defensive posture, "Please! You're welcome to the woman and the shop, and whatever goods we've found. Please just step aside an we'll be on our way!" The other bandit, also clinging desperately to his shield, nods emphatically along in agreement with the remains of his little band.

GM Screen:
heavy flail: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 181d10 + 4 ⇒ (10) + 4 = 14

Round 1
Maxwell delays for the moment.

Three of the bandits, hearing Verims words, all rush the warrior with rapiers drawn, cutting and thrusting with their weapons. Each blow is turned aside by the Fighters skillful footwork in his armor and the tilt of his shield. Verim manages to severely wound one of the bandits as he fends off their rush with his glaive.
The two bandits behind the counter lift bows and fire at Verim, but the press of combat obstructs the shots too much for the shots to land, though one surely would have had the field been less crowded. The third bandit hops up onto the counter, pulling the bow as he moves, and launches an arrow at Maxwell, but the shot goes wide.

Tallina moves towards the green bandit, swinging the scythe with gusto and rends a gaping wound from shoulder to hip, blood shooting onto the walls and those behind at the western wall. Another bandit out of the fight.

Lucianna's finishes off the already injured bandit with an angry ease that is frightening to behold. The other bandits look on, horrified as the tables turn so quickly against them.

Verim doubles over the orange bandit with a shield bash to the abdomen, but his cestus strike, meant to be the finishing blow, barely clangs off the bandits armor, saving the reeling bandit from succumbing to his mounting injuries.

Mia bolsters Maxwell's defensive capabilities with a quick hex.

Bianca takes the yellow bandit completely by surprise, the blood gushing from the archers neck mingling with Bianca's own as she cuts herself in her swift attack.

Maxwell, watching the battle unfold, charges west at the bandit on the counter, heavy mace swinging upward with great force. The charge gives him the added momentum needed to connect, and the mace slams into the side of the pink bandit and something gives with an audible *crunch*. His eyes roll up into his head and he topples backward behind the counter, out of the fight.

Bandit post coming for Round 2!

    Initiative - R2

  • Bandits

  • Tallina
  • Lucianna
  • Verim
  • Mia
  • Bianca
  • Maxwell

Tallina Kapok wrote:

Sorry, I can't see the field, can Tobongo swing his fist through the door? Applying cover of course.

Yes he can, but the closest bandit was 10' away, but Tallina just destroyed that target. The next closest bandit is 20' away from the door.

Ooo he dead.

Mia the ward hex will be used in Round 1

The bandits all have bucklers on hand, all three facing Verim have them equipped. Those shooting bows are not using the buckers at the moment obviously. They all have studded leather armor in various shades of disrepair.

I'd encourage everyone to post their Round 1 actions. I think it'd make the most sense to move Max to the end of the initiative since he hasn't posted in a few days. Then no one is waiting on him or unsure of their Round 1 action. Everyone else may go.

Verim's furious attacks with the glaive have the approaching bandits dodging as best they can. But his second attack, against the red Bandit, comes with truly expert force and precision. Only a last second parry while simultaneously throwing back his head keeps the glaive from running him right through his face. Instead it merely gashes the man deeply into his forehead, causing blow to flow quickly and freely down the side of his head. "By the gods! This one's as bad as the woman!" the injured one cries, eyes wide with panic. He's the red one on the map, the middle of the three facing Verim.

Sounds good, thanks for confirming that. Hey when you're a walking ball of weapons it's good to know for sure. I'll assume he's starting combats with the Glaive till posted otherwise.

Verim that method sounds fine for Combat Reflexes. It didn't come into play here as they moved into range when they attacked... unless you had a reach weapon. I assumed you did not since you initially attacked with the shield. Maybe I should have everyone add their equipped weapon to their stat bars.

*EDIT* I see you did have the Glaive equipped, and the +7 is because you're raging instead of the +5 you'd normally have? Am I tracking that correctly?

GM Screen:
BanditO Rapier: 1d20 + 3 ⇒ (9) + 3 = 12
BanditR Rapier: 1d20 + 3 ⇒ (12) + 3 = 15
BanditG Rapier: 1d20 + 3 ⇒ (10) + 3 = 13
BanditP CLongbow: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 231d8 + 1 ⇒ (3) + 1 = 4
BanditB CLongbow: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 151d8 + 1 ⇒ (8) + 1 = 9
BanditY CLongbow: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 61d8 + 1 ⇒ (3) + 1 = 4

Round 1 - Start
Maxwell pending

Bandits Round 1 actions:

The Bandits, hearing Verims words all rush the warrior with rapiers drawn, cutting and thrusting with their weapons. Each blow is turned aside by the Fighters skillful footwork in his armor and the tilt of his shield.
The two bandits behind the counter lift bows and fire at Verim, but the press of combat obstructs the shots too much for them to land, though one surely would have had the field been less crowded. The third bandit hops up onto the counter, pulling the bow as he moves, and launches an arrow at Maxwell, but the shot goes wide.

GM Only:

Mia 1d20 + 2 ⇒ (4) + 2 = 6
Verim 1d20 + 2 ⇒ (6) + 2 = 8
Lucianna 1d20 + 1 ⇒ (14) + 1 = 15
Maxwell 1d20 + 5 ⇒ (14) + 5 = 19
Tallina 1d20 + 1 ⇒ (16) + 1 = 17
Bianca 1d20 + 2 ⇒ (2) + 2 = 4

Bandits 1d20 + 2 ⇒ (15) + 2 = 17

    Initiative - R1

  • Maxwell

  • Bandits

  • Tallina
  • Lucianna
  • Verim
  • Mia
  • Bianca

Gonna give Maxwell a little time to post, as well as post the Bandits actions in a spoiler here soon since they're before most in Init. You can post/repost your actions once you know what the baddies are doing then I'll sum it all up in a Round Recap type post.

Taking a few liberties with movement here.

As Verim, Luci, and the others burst into the room while six Bandits gather their wits at the sudden intrusion into their safehouse and fun. Their eyes go from panic to just a general wariness as only five of you enter (Tobongo is still outside), and one of you appears to be a child. The quick glance you take about the room shows shelves full of smashed herbs and broken glass. Liquid stains of strange colors line the walls, as if someone was having fun throwing oddly colored bottles against the walls. Three bodies lie haphazardly around the middle of the room, bandits all, one with a Chakram embedded it his neck, and the second with a bec de corbin going up into his jaw and coming out the top of his head, with the last having a longsword thrust through his belly. None of the standing bandits are completely free from injury either, all sporting cuts, scrapes, deep scratches and more than one bloody bite mark. The bandits stand around a tall counter on the west side of the room, surrounding a beaten but furious looking woman being held on the top of the counter.
Surprise Round movement was to get you all inside. Current map is updated at the top of the page.

The biggest one manages to gather himself enough to get a word in, putting a hand to his rapier, the others similarly ready to snatch at their weapons. "Oi! We found her first, and we've looted this place out. Come back in 20 minutes and we'll be cleared out, though I doubt you'll find we've missed anything." He does his best to look menacing.

You've just worked your hands free, unbeknownst to the bandits, but your weapons are 3 squares to the east, still stuck in the bodies of those you killed. You are at half HP.
Perception DC25:
Looking through the press of bandits you can see the woman on the counter has already worked the bonds on her wrists loose, and seems to be just biding her time before taking action.

Your perspective gaze also notices the wall in the northwest corner of the room juts out oddly and can already see where a hidden door might be on that wall.

Google docs. I'm just going to edit/use the Current Map link already in place going forward

GM Screen:
1d20 - 1 ⇒ (14) - 1 = 13

Since you're focusing and basically know what to listen for and are a bit closer, I'll forgo additional Perception checks.

The group approaches cautiously, then stops so as to not get too close the conversation does indeed continue inside - they don't seem to have heard you.

1 - "...thout killing her! I mean look what she did to our mates! I say we kill her, then take our leave on her. Wouldn't be the first time!"
2 - "Ah Strev! It aint no fun that way, I thought we was done with... that stuff."
3 - "Hold on! She's good and tied up now, beaten bloody, gagged to keep her teeth out of the equation this time. If Rorm and Theln hold her arms, Matty and Bran her legs, and Pete her head... I should be able to get in there without killing her! Then it's just a simple matter to swap around when I'm done!"
1 - "Whoa whoa whoa! Who's gone and decided you'll be going first!"
3 - "Don't you play dumb on me!! Everyone's already had a chance to go first 'cept me, Nemir and Bran. Nemir's dead there on the floor and Bran there already traded me his turn for my turn with the crone yesterday!'
4 - "Let's not get too far afield here... the question isn't who's goin first. It's if we need her dead before we get started or not. Cost three men already, and we need to make sure things go right."
2 - "That's what I've been saying! It aint no fun unless they're squirming a bit."
1 - "She don't respond to threats, maybe she don't speak out language, but after the beating we gave... that usually calms em down right quick. Least till we start having our way with em. Not this one! For the love of your life look at her, dislocated arm, broken fingers, battered face and still staring at my like she'd like to be ripping my bones from the inside out! Too risky says I."

They continue their debate, neither side making any immediate headway with the argument.

GM Screen:
Wendaug perception 1d20 + 9 ⇒ (17) + 9 = 26

Wendaug takes up a position nearby the door, behind an overturned cart, and whispers, "Several voices coming from inside, they sound male. I'll take up the lookout position here, in case we get unwanted company."

1d100 ⇒ 56

The party moves out, the still-flustered Wendaug maintaining forward scouting -occasionally shooting irritated glances back at Mia and Verim. You pass burned out homes, smoldering piles of bodies, mutilated and torn, with pockets turned out and shoes missing. Scavengers scurry everywhere it seems, casually glancing the parties way as if the devastation was just another day in Kenabres. Faint screams can be heard in the distance, and sometimes hideous roars and the vibrations of distant pounding boots seem to spring from the stones, echoing all around and yet coming from nowhere at the same time. With Wendaugs guidance, doing remarkably well as a scout with never having been in the city, using only the mental image of Irabeth's map for directions. Several times she holds up a hand for stillness, peeking around a corner or through recently opened gaps in once-solid walls, before leading everyone forward once more.

Soon enough you arrive at your location. A wooden sign above the door bears a carving of a bundle of orange herbs and flowers hovering over a beaker filled with smoking orange liquid. The building's windows are tightly shuttered, but the front door hangs halfway off its hinges.

Perception DC22 (hearing):
There are a handful of voices coming from inside the building, all sounding male.

Wandaug's skin around her neck and face slowly deepens and darkens in color, her eyes flash furiously as Verim and Mia have their conversation. "I.. It's... For dancing you blithering fool! I need my strength for dancing- Never mind! I'll be on lookout till you idiots decide where we're going, hopefully before we're ambushed and die miserable deaths." The last two words are hissed with exquisite venom and a death stare directed towards Verim. She stalks off to a nearby corner and keeps a furious watch, careful not to look back in the groups direction.

So will it be M=Nyserian Manor to the south, or L=Topaz Solutions pretty close to the north?

Thanks Bianca!

Some of the nuances of these NPCs personalities will take a little while for me to get into the proper mindset... or as close to it as possible. Well Wendaug said 1 to 2 minutes away, kept it kind of vague, which is why I though y'all were being given an escape window. If Nightbringer was having them come to ramp up the difficulty I'll have to kind of feel my way through adjusting the difficulty level as we go. Rolling our way onward and upward!

Gotcha, but hey that's still some pretty cool layover locations!

That's so awesome you're in Singapore!

You are free to try! :) Or seek other possible Knowers of information perhaps.

Wendaug smiles at Verims gusto, but suggests an alternate plan, "While I love the bloodthirsty attitude slave-to-be, the more strategic move might be to move on to the other safehouses before they show up. We don't know the strength of these reinforcements, or if they're the only reinforcements coming. We've got a lot of killing to do today and I need you to keep your strength up. I have needs you know." She says the last with a sly smile.

Nightbringer ad-libbed the dozen or so incoming reinforcements --I'm guessing as a way to hurry the group along to the other locations. You're more than welcome to stay and fight, but standing and fighting would be more along the lines of a Survival game with an ever increasing difficulty level than a Story/Adventure game. :)

DM Nightbringer wrote:

*Contents of Chest*

An elegantly written letter to Faxon

If you read the letter to Faxon (Knowledge Local/History/Planes) DC 20:
Minagho is the demonic ruler of the ruined city of Raliscrad in the Worldwound, and Vorlesh is the woman rumored to have helped open the Worldwound in the first place.
If you read the letter to Faxon (Knowledge Local/History/Planes) DC 35:
Nahyndrian crystals are said to be the crystallized fragments of a murdered demon lord's life force, though what use such an object could be put to is unknown.

Thanks Verim, for those details and the combat line.

Lucianna, vacations and known slow times are a different story and as long as you let me know they're happening then there'll be no issues. The daily posting is just our normal/default posting rate. Thanks!

Maxwell, Lucianna and Bianca I do still need the updated combat line next to your avatar.

Maxwell & Lucianna, I don't believe I ever heard back from you on the daily posting requirement. Will you be able to fulfill that? Bianca, will a minimum 1/post a day work for you as well?

Also Bianca, I had posed a question about the source of one of your Traits, Second Chance. I couldn't find the reference for it, where's this version from? Thanks!

Excellent! Glad to have you joining the group! We're now at the full 6 and the worlds at our feet. I'll keep an eye out for that backstory.

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