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GM Tierce's page

1,466 posts. Alias of Tierce.

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Struug:
No mistaking the voice you hear in your head. Not sure if it was real or a memory from the past, but you look around and see no sign of him


Struug:
As you start your watch, a nagging feeling ways upon your conscious. Your not sure, but the feeling of being watched feels more prevalent now.


GM rolls:

1d100 ⇒ 27
1d100 ⇒ 78
1d100 ⇒ 87
1d100 ⇒ 18

Lorelei, please roll Perception while on your watch


Quick note on languages, Gothic is the main language of Tyrene. It is essentially Latin. The only person that speaks it are Blink and Bjorn. Although Bjorn is probably not aware of that"


As you move around to the rear of the building, the sound of the furnaces begin to get even louder. The delivery entrance is locked, but it proves to be no barrier to your progress as Zelladania opens it with no difficulty.

As you open the door, the noise of the factory is deafening. From the door way you spot over a half dozen goblins playing in the factory. Most of which are taking melted glass and pouring it upon the bodies of two dead humans.

But on the far end of the factory, you can see a perfectly glass coated body of an elderly Tian man that you recognize as Lonjitsu. A horrifying piece of art.

Goblin's have not noticed you, so you may attempt a surprise round


Upon getting to the Glassworks, you can see that it is closed for the day. The normal Open sign in the viewing room is off. You can see that the furnaces are running from the smoke plumbing out of the smoke stacks and the constant "thruming" sound coming from building.

You can see two entrances from here, and are aware of a third delivery door to the rear.


Blink and Strung, you gather more then enough wood for a night's worth of a fire. As you gather though, you get an overwhelming feeling of being watched.

Bjorn, the barrel holds water and will make a fine vessel for Lorelei's casting.

Within a few minutes of gathering wood and getting water, you all hear an incredibly loud roar from off in the jungle, followed by several large trees crashing to the ground. It's still far off, more then a kilometre from here.


You are correct


As each of you searches, you find no other tracks in the immediate area. The only survivors you are aware of are the four of you.

Blink, as you search the wreckage, you and Bjorn find a few days of food still wrapped in oil cloth, however the barrels of fresh water have been smashed.

The sun is starting to set, and the temperature is quickly starting to drop.


Looks like we are missing some people, so I will either wait for them to post or wait for someone to head to the glassworks before we start that

Also! Congratulations you are all now level 2! Please level up your characters


Know: Local DC 10:
The Glassworks is a large factory down by the water here in Sandpoint. The Glassworks is owned and operated by the Kajitsu family and was built as part of the founding of Sandpoint. The glass from Sandpoint is well crafted and is much sought after in Magnimar and Korvosa.


The innkeeper takes the note and begins to read it to you,

"Hello, sis! I hope this letter finds you well, and with some free time on your hands, because we’ve got something of a problem. It’s to do with father. Seems that he might have had something to do with Sandpoint’s recent troubles with the goblins, and I didn’t want to bring the matter to the authorities because we both know he’d just weasel his way out of it. You’ve got some pull here in town, though. If you can meet me at the Glassworks at midnight tonight, maybe we can figure out how to make sure he faces the punishment he deserves. Knock twice and then three times more and then once more at the delivery entrance and I’ll let you in."

"In any case, I don’ t have to impress upon you the delicate nature of this request. If news got out, you know these local rubes would assume that you and I were in on the whole thing too, don’t you? They’ve got no honor at all a round these parts. I still don’t understand how you can stand to stay here. Anyway, don’t tell anyone about this. There are other complications as well, ones I’ d rather talk to you in person about tonight. Don’t be late."

"Signed.. Tsuto" The innkeeper hands you back the note.


With your combined efforts, one of the spikes cracks and falls off. You begin to hear more clanking and grinding noises and several more spike drill up from below the ship

GM Rolls:

1d100 ⇒ 2
1d6 ⇒ 2

The ship suddenly pitches wildly and before you realize it, you are tossed into the ocean. A shadow falls upon you as you see the capsizing ship overhead, about to crash on top of you...

Please roll Fort Saves DC 10 - Failure means you are fatigued when you wake up

You awake... soggy and wet and covered in sand. As you look around, you see several large pieces of wood that has washed up on the beach with you. A few more pieces of debris float down by the water. The sun is close to the horizon, just about to set for the day.

As you look around, it is clear you have made it to the island, but not as originally intended.


Fallen, if you think I'm Mary Poppins with Rise of the Runelords, you are in for some fun with this campaign!


Noro:
Noro knows Tian, not sure about Lou but it will be difficult to figure out

The innkeeper pipes up as she notices the writing on the note. [b]"That is Minkaian! That is Ameiko's home language, she's been teaching it to me, I could try to read it for you if you like."


Zoruk:
You do know a lot of languages, but all from this side of the world (Inner Sea Region). If you knew Tian, you would have been able to translate a small portion of it. Sandpoint has a small Tien community, so your sure you can find someone to read it.


Zoruk:
You recognize the dialect to be Minkaian, used primarily in the region of Minkai.

With your bonus of 8, taking a twenty will not translate the message. The dialect is just too different then anything you have seen before


The innkeeper looks a bit scared as you all crowd around her, "We can look in her room and I can show you what I saw..."

She leads you to Ameiko's room and unlocks the door. Sure enough, the bed is still made and unused from the day before, nothing indicates Ameiko was here last night.

Perception 10:
You find a note that has fallen under the bed skirt and rest just underneath. As you look at the note, it is written in an unusual language. If anyone is familiar with Tien, it is very similar in style, but you are unable to read it.


Blink, your unable to see anything at the front of the ship, just clear blue ocean.

Perception 10:
Your certain you saw something under the waterline move, but it was barely a blur

As the sailors swarm about the deck, checking everything, you begin to feel a vibration in your feet. Slow at first, it quickly changes to a rumble that violently shakes the ship.

GM Rolls:

1d100 ⇒ 67
1d6 ⇒ 2

Three large metallic spikes suddenly pierce through the ship at the main deck. Bjorn, you nearly get impaled as a spike pierces through the ship just a few inches from where you were standing.

An unusual grinding and clanking noise can be heard from below and the ship begins to teeter to the side. The sailors begin panicking and swarm about the ship! "Someone hack those spikes and get them out of my ship!" bellows the Captain


No need to apologize, everything will be here when your ready


Did you want to put this solo campaign on hold for a bit until your more active again?


While checking around for any of the staff, you notice an old Varisian woman peeking out from a doorway. You have seen her around as the house keeper. She looks timid as she comes out.

"I can't find Miss Ameiko, she's not in her room... and her bed is still made from last night..."


A small wave kicks up, rocking the boat slightly, and all the sailors adjust their weight upon their legs like practiced men, out for a stroll. But just as the small wave passes, another larger wave rocks the boat.

The Captain, Jorval Redbeard, a dwarf from Realania walks upon the mid-deck. He shouts down to his crew "What be going on down there in those wat....?" But before he can finish his sentence a loud crash is heard and the boat rocks violently to starboard.

Make a Reflex Save - DC 10 - To keep your balance during the upheaval.

Jorval stumbles down to the main deck, yelling at his sailors "That felt like we hit something! Why didn't we see it before we sailed over top of it? Hmmmmm?


Same, had a migraine since early this morning


Noro:
You and Tierce go for a nice walk along the dock, the rest of the night finishes nicely and you part ways before the night ends. Both you and Tierce need to rest up before you hurt yourselves

Zelladania:
Your sword is content with the evenings event. It recaps the night a few times before feeling like it's ready for more.

Roll a Will save

You quickly notice that Ameiko is not in the kitchens, in fact the stove is quite cold.


How's everyone's evening so far?

Kinda bored myself


That's what I would guess


Aldon and Havok nod as the get up from their chores and join you, Norbin looks around a bit before noding as well. Mierra looks a bit confused before she is dragged off by Norbin.

As you head down to the bilges and upon the door, the stink of stale salt water and oil assaults your nose. Various crates and debris float around in the salt water.

Roll Perception and let me know the marching order of your friends and yourself.


[spoiler=Noro]Tierce looks at Noro for a moment and smiles, "Sorry love, distracted by the appearance of the fountain. Nothing more, what say we get out of here?"

The Next Morning - Darius and Zella can keep going on their escapades or move it to PM, just spoiler it in this thread

As you make your way down to breakfast, the first thing that strikes you as odd is that the same candles from last night are still lite. The candles have almost burnt themselves out and remain as small pools of wax on the tables. The common room remains dark and the kitchen is empty.


Gameplay is up if you want to be early, but official game play doesn't start until tomorrow.


The fresh sea air feels good upon your senses as the ship you are on, Freedom's Blessing, continues it journey to the north west. You think back over the last few days, of your rank in the militia being officially stripped, and told to set sail to a land unknown.

A mysterious island had been spotted 10 leagues of the North West coast of Cross, and both the Realania and Tyrene governments were trying to stake claim. You however have been given the task of surveying the island as a "private" citizen of Realania, with nothing but your store bought weapons and a month's worth of food and supplies.

You begin to see the island appear upon the horizon. It will still be a day's sail before you arrive, but already you can see the dark clouds hanging overhead of the island. Clods of ash created by the single mountain upon the island, an active volcano.


Noro:
As you watch Tierce though out the night, he appears lost in thought from time to time, almost distracted.


You talk for most of the night, exchanging stores from your various homelands. Finally you head to bed, feeling rather lightheaded. As you get up the next morning, the sun is out and it feels like the start of a glorious day.

Just as your about to start your morning chores, one of the fellow swabs comes running on deck. He has several bite marks on his arms and neck. He runs over to Mr. Plugg and begins to explain himself. You overhear something about a creature loose down in the bilges.

Not long after, Mr. Plugg strolls over to you, "You! Take your friends and go down to the bilges, you have an hour to get rid of what ever is down there!"


It has gotten rather late, the time at the fountain must have taken longer then it seems as it is now well after twilight. As you get back to the Rusty Dragon, only a few candles have been lit to help you find the stairs to bed. The inn sits very quiet.


No clue ;)


Manifesting an evil invisible version of yourself


I'm picturing explosions and involuntary manslaughter


The fun is that I would then be on the same page as you instead of lost in the dark ;)


You could just tell me


No sir


Fallen_Mage wrote:
Well we're not likely to encounter Nemesis either, but you never know.

*Queue evil snicker*


No, nothing like that at all. I call Epiphany my magnum opus as I have been working on the setting for ever 15 years. Fun fact for those who have encountered Tierce Vraie, the Vraie family is originally from Epiphany, although you probably won't encounter them for this campaign


Sadly no


Stop saying ick to my magnum opus!


A bit of vengeance? I think you should make Struug overly confident on the surface, but second guess your actions after the fact mentally. And we can have Nemesis plague your nightmares


He's evil, doesn't have a soul and will eat babies.

That last one I'm kidding about...

Or am I?


Hobgoblins yes, Tengu are a bit too asian for the setting, but if you want to play one, we can move it in. If you take Dex as your focus, just switch out your focus and use the remaining stats for the rest

So that means your base stat line is

Str 13
Dex 18
Con 14
Int 15
Wis 8
Cha 13


I never wrote one, but I'm thinking that your character would never have met him and he was referred to as "The Nameless One". Its main goal was to reach undead godhood

One person you can certainly use in your backstory is the One Called Nemesis and his minion Hatred, a skeleton of considerable power. He is/was a follower of "The Nameless One" and would be in the Swamp from time to time. Although the original Darius met him in Realania while he was overseeing The Downfall


Noro:
The voice answers back, "Then don't be envious of anyone here, and I'm sure everything will be fine!"

Just as Gilly and Noro claim their weapons, the energy surrounding the pool dissipates and the entire Fountain disappears. Not a single trace of the fountain is left.

Tierce appears to stare at the place where it was and grabs a book from inside his belt and begins to write something. He begins muttering and walking back to the Rusty Dragon.

Give you guys a bit to discuss and talk before we move on to the morning


Excellent question, and here is what I was thinking. The Swamp of the Dead is defiantly an area of necromancy, in fact the one and only tower in the Swamp is home to a Lich. The area is unexplored and unknown currently, so I'm thinking the Dunaux could have just walked out of the swamp lands one day and the whole world was stunned by their arrival.

As for the other races, I was thinking the largest concentration would be Mabrin for the Majar has it that country is mostly Fey Folk and Caldin for the Velmoru as it's a desert and that seems to be the area they like

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