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The Sand Sage

Kobash's page

Goblin Squad Member. RPG Superstar 7 Season Star Voter. FullStarFullStar Pathfinder Society GM. 418 posts (13,001 including aliases). No reviews. 1 list. No wishlists. 22 Pathfinder Society characters. 13 aliases.


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A Half-Orc

The Gardener watches the tournament with a thousand yard stare. For one who has survived the Arena, such theater holds little interest to him. His mind keeps turning back to the day before, and the meeting with Suun.

Was it a coincidence that the old man summoned him for that meeting?

He suddenly catches sight of the odd man who arrived with the blue-skinned celestial-spawn. He's seen magic used in combat, and he is almost impressed with the clever application used by him against his opponent. When the man performs a second clever trick of spellcraft he has to admit that at least one of them seems capable.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald sets the trailing group of dwarves at a steady pace with 2 hours of forced marching.

I'm healing Nonlethal damage surffered in the first hour of forced march. Any Nonlethal suffered in the second hour will easily recover by the next morning. At 20 miles a day this gets us there in just over 8 1/2 days.

Day 1
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (12) + 3 = 15
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (13) + 3 = 16
Craag vs DC 10: 1d20 + 4 ⇒ (15) + 4 = 19
Craag vs DC 12: 1d20 + 4 ⇒ (9) + 4 = 13
Bower vs DC 10: 1d20 + 2 ⇒ (16) + 2 = 18
Bower vs DC 12: 1d20 + 2 ⇒ (19) + 2 = 21
Rao vs DC 10: 1d20 + 2 ⇒ (4) + 2 = 6
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Rao vs DC 12: 1d20 + 2 ⇒ (15) + 2 = 17

Day 2
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (12) + 3 = 15
Craag vs DC 10: 1d20 + 4 ⇒ (19) + 4 = 23
Craag vs DC 12: 1d20 + 4 ⇒ (14) + 4 = 18
Bower vs DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
Bower vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
Rao vs DC 10: 1d20 + 2 ⇒ (13) + 2 = 15
Rao vs DC 12: 1d20 + 2 ⇒ (13) + 2 = 15

Day 3
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (1) + 3 = 4
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (14) + 3 = 17
Craag vs DC 10: 1d20 + 4 ⇒ (18) + 4 = 22
Craag vs DC 12: 1d20 + 4 ⇒ (8) + 4 = 12
Bower vs DC 10: 1d20 + 2 ⇒ (11) + 2 = 13
Bower vs DC 12: 1d20 + 2 ⇒ (7) + 2 = 9
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Rao vs DC 12: 1d20 + 2 ⇒ (10) + 2 = 12

Day 4
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (6) + 3 = 9
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 2
Gyrdwald fervor healing: 1d6 ⇒ 2
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (5) + 3 = 8
Craag vs DC 10: 1d20 + 4 ⇒ (11) + 4 = 15
Craag vs DC 12: 1d20 + 4 ⇒ (11) + 4 = 15
Bower vs DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 6
Bower vs DC 12: 1d20 + 2 ⇒ (6) + 2 = 8
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Rao vs DC 12: 1d20 + 2 ⇒ (12) + 2 = 14

Day 5
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (20) + 3 = 23
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (15) + 3 = 18
Craag vs DC 10: 1d20 + 4 ⇒ (19) + 4 = 23
Craag vs DC 12: 1d20 + 4 ⇒ (12) + 4 = 16
Bower vs DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 3
Gyrdwald fervor healing: 1d6 ⇒ 1
Bower vs DC 12: 1d20 + 2 ⇒ (4) + 2 = 6
Rao vs DC 10: 1d20 + 2 ⇒ (11) + 2 = 13
Rao vs DC 12: 1d20 + 2 ⇒ (3) + 2 = 5

Day 6
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (2) + 3 = 5
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 5
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (17) + 3 = 20
Craag vs DC 10: 1d20 + 4 ⇒ (3) + 4 = 7
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 5
Craag vs DC 12: 1d20 + 4 ⇒ (11) + 4 = 15
Bower vs DC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Bower vs DC 12: 1d20 + 2 ⇒ (16) + 2 = 18
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 4
Rao vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20

Day 7
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (14) + 3 = 17
Nonlethal damage: 1d6 ⇒ 3
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 6
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (16) + 3 = 19
Craag vs DC 10: 1d20 + 4 ⇒ (2) + 4 = 6
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Craag vs DC 12: 1d20 + 4 ⇒ (3) + 4 = 7
Bower vs DC 10: 1d20 + 2 ⇒ (6) + 2 = 8
Bower vs DC 12: 1d20 + 2 ⇒ (9) + 2 = 11
Rao vs DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Nonlethal damage: 1d6 ⇒ 1
Scroll of cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Rao vs DC 12: 1d20 + 2 ⇒ (16) + 2 = 18

Day 8
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 5
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (19) + 3 = 22
Craag vs DC 10: 1d20 + 4 ⇒ (16) + 4 = 20
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 5
Craag vs DC 12: 1d20 + 4 ⇒ (5) + 4 = 9
Bower vs DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Bower vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
Rao vs DC 10: 1d20 + 2 ⇒ (2) + 2 = 4
Rao vs DC 12: 1d20 + 2 ⇒ (20) + 2 = 22


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A Half-Orc

Though he doesn't show it, The Gardener is thankful for Suun's timely rescue. Women were a mystery to him, and experience had shown it was dangerous to get close to them. Riyoko's smile may have been genuine, or it may have her way to manipulate him, but it didn't matter.

Love. Fool me once, shame on you. Fool me twice, shame on me.

The second interruption by Suun's servant was unexpected, but that was not the reason that The Gardener's eyes narrowed.

A Guvner.

He didn't like rules-lawyers from the Fraternity of Order. Their laws, and the loopholes in them, were an affront to his own philosophy.

He observes quietly from a few steps behind Suun, his scarred arms crossed over his big chest, black eyes staring at the blue-skinned man as he makes his introduction. Polite and courteous, he guesses him to be the offending Guvner.

His gaze shifts, passing over the irrelevant guide to the second man gaping around at the festival. He doesn't know what to make of him, and that makes him suspicious.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

So I'm a fan of the Order of the Stick comic, and I have at times created my own stick characters for both players and NPCs. I was inspired to do so for our Giantslayers. Behold.

Giantslayers!

Giantslayers with Companions!

Note: these are pretty easy to edit, so if there are details you'd like changed, just let me know. I could also make individual pictures with pets with or without a background.

PS - I'm tempted to add a summoned horse for Wren.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

For the first few days at Minderhal's Cathedral Kraygan was fascinated by Wren's labors in the forge, but his interest waned when one of the first items to come from the flames was a crude amulet in the shape of a hand making a rude gesture. Figuring it was the elf's blunt way of telling everyone to sod off, Kraygan left him to it without bothering him again. Every few days something new would appear outside the forge doors, and he celebrated a little more when one of them was his requests.

After that time seemed to fly by, or perhaps it was the magical effect ale has on memory when one drinks as much as two dwarves. He'd never blacked out before, but there were definitely things he couldn't recall during this binge - like Vanderhoff's name and two missing braids. After that he cut back on the drink, much to everyone's relief.

Once on the road he started rationing his supplies, and thus is mostly sober as the group considers the giant camp.

"Aye. A wooden yak and Wren's fart clouds got us inta Redlake Fort. Could we try that again?"


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Wren finds Kraygan at the forge, apparently using it as a BBQ for meat taken from the giant's larders. Three days drunk, he's fallen asleep at a rotisserie, a crude thing he must have used he forge to craft, and the meat has burned down to little more then charcoal nuggets.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"I have fire, but not enough to do more then blacken a few." Gyrdwald moves to grab the magical weapons his spell detected.


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"I need to find some people as well." Xerexis says as the group prepares to head for the Devil's Tale. The elf has always been a being of few words, even before his death and strange resurrection in the First World, and preparing to talk takes a few moments as he considers his words.

"As I said before, there are two factions of Celestial Elves. One led by Irovetti, the other by a Cabal of Adepts. In my memory both were seeking the recovery of the Grimoire in order to recover the Ark, lost upon our arrival to this world. One side wished to use it to return to our people, but the other has no such intentions, and would use the Ark to extend their power here." Looking around at Marascar, he frowns. "I don't know if all that holds true now. Everything is different, my memories are twisted like reflections in a cracked mirror. I had a couple close friends here. I am hesitant to seek them out, but I think I should. Perhaps they could help me understand."

***

Leaving the Threeroads Inn, you follow back streets that parallel Trader's Road, making your way through the infamous slave markets of Marascar. Stroud then leads you south across the road into the dockyards, giving wide birth to a fortified barracks near the center of the city. Staying in the shadows of warehouses you make your way to a back door to a an old two-storied old building of patched stucco. Inside is a dimly lit labyrinth of corridors and small chambers divided by tasseled curtains. Music from a kamancheh filters through a pungent haze in the air from the tobacco of qalyān water pipes smoked by patrons of the tavern.

Stroud soon picks out Rupi from among the curtains. Dark haired like most Ascari, she has green eyes that might indicate some other heritage in her blood. With a smile she waves you into a private chamber piled with cushions around a low table bearing two qalyān.

"Wine, shisha, or women, effendis?" She asks.


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Shanee slips downstairs and entertains the other guests of the Threeroads for the evening. Though he is a bit rusty, he's skilled enough to sound good even when his voice is suffering from road and warehouse dust. Asking discreet questions when the opportunity arises, he learns the following:

Alesan is a Nexus Adept in the Company of the Star. It is said she is a specialist in alchemical weapons and is part of Irovetti's inner circle.

Zir is a slave trader who owns a stable of gladiators. (Stroud knows this much, but not the following) He has operated in Marascar for decades and was once a gladiator himself, but bought his own freedom after performing well in the arenas. He is part of no house, and holds allegiance to no one.

Stroud goes through his list of friends in Marascar...

Aratak - in jail...
Hesea - untrustworthy...
Habob - out of town...
Faadin - dead...
Gefen - a ranking member of the House of Forturi, the closest thing Marascar has to a Thieve's Guild. He could be useful, though Stroud owes him 300 gold.
Rupi - a bar wench at the Devil's Tale with a good ear for rumors. For a really good tip she can sometimes find information.


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Stroud adjusts his disguise, somehow making it worse than it was before, and the party heads off by the way of side streets and alleys. Having spent the last couple months travelling the Feralwood, the city assaults you with mind-numbing noise and awful smells that grow stronger the closer you come to the docks. The Threeroads Inn stands on one corner where the main road meets three others leading southwest to the port harbormaster's warehouse, north to the city barracks, and northeast to merchant's row.

The Threeroads Inn is an old building, but a fine one, and well-maintained. It has three stories circling a peaceful inner courtyard that holds a bubbling fountain and climbing jasmine reaching to the upper floors. The Innkeeper, and aging woman who introduces herself as Sidura, makes an excellent pretense of not noticing the dust of the road, or the debris and ash from the warehouse that fell on your heads, and accepts your money with a bow.

Safe inside a rented room you dive into the words and numbers in Aimen Noor's Ledger. After a day and a half you learn two things.

First, Aimen Noor accepted payment for having the Crook of Cildhureen delivered to the Feralwood by Stroud from a person named Alesan.

Second, Aimen's last business transaction was with a slave trader named Zir.

Knowledge Local checks available now. Also, you can make a Diplomacy check to Gather Information, but that will require going out into the city and spending a few gold.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Nothing here that deserves the notice of Clangeddin." Gyrdwald notes, then gestures for Craag to lead the way to the whistling heard earlier. Taking up his shield, Gyrdwald stays at Craag's shoulder, ready to heal or aid him.


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Android | HP 32/35 | AC 20 F 20 T 14 | F +4 R +10 W +3 | Init +3 | Perc +10

"An animal? In here?" Richard looks around curiously. "I wonder how it would have gotten in. Maybe there is another entrance somewhere."

Great job on the creepy atmosphere GM!


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Look around and you might see five good reasons." Gyrdwald replies to Rao. "Still, drow do not usually form true alliances. My guess would be they hold leverage over the orcs. Or bags of gold in front of their snouts."

Though he would like to say that these new weapons were junk as well, Gyrdwald was wise enough to respect competent craftsmanship. The drow were good at magic as well, so he called upon a blessing of Clangeddin to see such things.

Detect magic


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"It appears we've found a garbage chute." Gyrdwald snorts at the orc-made weapons. Hefting his battleaxe, he moves on. "Let's see who the collector is and give them a close-up look at true craftsmanship."


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald cares nothing for stealth and marches ahead.


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Kingdom Administration - Farwander, 27DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size 44 + Number of Districts 4): 68
Stability: 61
Economy: 57
Loyalty: 51
Consumption: 19
Treasury: 28 BP
Heironeous Treasury: 2 BP

~UPKEEP PHASE~

Step 1—Determine Kingdom Stability:

Someone make a Stability Check vs Control DC 68


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

As the fish churn the water into a bloody steaming froth Kraygan continues his own battle against Mother Nature.

Swim!: 1d20 - 2 ⇒ (12) - 2 = 10

Im aware of the water breathing, and Kraygan is too, but it's just too unnatural for him to trust.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

An underwater fart joke! LOL!

Kraygan makes his way through the water to the giant skeleton and pulls its golden headband free. Turning, he holds it aloft like a winning player in a caveball tournament.

"GOABLBLBLLLL!!" Bubbles burst from his mouth for a brief moment before he realizes that he's giving up precious air.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

A cloud of silt presses forward into the cave, the tip of a lance protruding to lead the way. Within the cloud Kraygan is determined to hold his breath as long as possible, hoping he can do so until he returns to the yaktanic.

The thought hadn't occurred to him yet that, loaded down with two-elf's weight in armor and weapons, swimming back to the surface might be impossible.

Kraygan is taking the lead and moving as quickly as walking along the floor of the lake allows. He is literally trying to hold his breath the whole time.

Holding Breath:

Any character can hold her breath for a number of rounds equal to twice her Constitution score (32 rounds for Kraygan). If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. (Kraygan has the Endurance feat which gives him +4 bonus to this check.)


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A Summary of Events

Troxell came to the Feralwood on a pilgrimage with other druids from the elven forests of the far north. In the gnome village of Bixen's Grotto, he met Auchs, a large man with great strength with the intellect of a child, yet possessing the magical talents of a Mehnir Savant.

Troxell spent some time trying to understand Auchs, but the man’s mind, seemingly damaged sometime in the past, made the process very difficult. One day, as he was talking about Auchs' past, Auchs recalled a friend of his named Dovan. Saying that he missed "his bestest good friend", Auchs promptly stood up and walked away.

When Auchs didn't return Troxell went to seek him. At Oleg's Trading Post he met Teena, who was looking to hire a group to help her track down a missing explorers called the Brigand's Brigade and their leader, an Ascari man named Dovan. Myhm had come to Oleg's to look for Auchs as well and joined the group because he knew Auchs was friends with Dovan. Xerexis joined on claims he was simply in it for the gold but has since revealed that he is a member of a faction of elves opposed to the machinations of Commander Irovetti of the Company of the Star. He was sent to find Dovan and recover a magical crystal believed to be in his possession called a Glass Grimoire, which he believes holds information that can be used against Irovetti.

Background on Dovan:
Dovan was once a lieutenant of the Stag Lord, an infamous leader of bandits in the Greenbelt region of the Feralwood. After the Stag Lord's defeat by the new Chartered Lord, Baron Bronin, some of his men, including Dovan, offered fealty to him. The Baron placed many of these reformed bandits under Dovan's charge, which lead to them being called the Brigand's Brigade. Tasked with exploring a dangerous area in the northern reach of the Greenbelt, the Brigand's Brigade have gone missing.

The Glass Grimoire:
This magical crystal, about the size of an eye, that contains valuable knowledge of unknown nature. It can only be unlocked by a passphrase. The Grimoire was at one point in Dovan's possession, but he had Auchs hide it to prevent it falling into the hands of the Stag Lord. After the fall of the Stag Lord Doven swore fealty to Baron Bronin, but when he was tasked with taking the Brigand's Brigade north, he took them instead to Bixen's Grotto to find Auchs with the intent to get him to help recover the Grimoire. Auchs, however, couldn't remember how to recover the Grimoire and was unwilling to leave Bixen's Grotto because his brother Myhm had told him he was coming to visit.

For a time Dovan had the Brigand's Brigade hold up in abandoned mines once used by the Sootscale Kobolds, but at some point they left the mines and departed the Greenbelt.

Auchs eventually went in search of Dovan, following him to the Sootscale Mines, then north to Candlemere Tower. There Auchs somehow entered the First World, and was captured by unknown fey and imprisoned in an enchanted castle.

The party followed Auchs' trail to Bixen's Grotto, down into the Sootscale Mines, across the Greenbelt, and eventually to the First World where Xerexis was killed by a shadow hound. After reaching a place called the Witchmarket they bargained with the fey hag Agryss.

The Witchmarket Compacts:
Settling back into her cart, Aggys closes her eyes. "To the Sorceress of Kragis'Aer, Blood is not the favor you ask. You seek to find Brigands. I can tell you where to find them. The price for this shall leave you lost until they are found."
"To the Druid of Alandril. You seek not Blood or Brigands, but knowledge. The price for such will be knowledge of your own."
"To the Firedancer. You wish to become a hero. For this you must sacrifice the name of your tribe."
"To the Ent. Your Blood is here, safe in the Realm of the The Thrice-Tenth Kingdom. You may see him, but to bring him home alive, you must first bring home the dead." Her hand raises and points a long finger bearing an emerald studded ring at the body of Xerexis still held in Myhm's arms.
"Do you accept?"

Aggys nods. "Then our pact is made."
The light within the clearing seems to intensify, the colors of everything growing more brilliant until the scene is too powerful to observe...

Teena:
You find yourself in a clearing surrounded by wagons and tents. You have no memories of your past, not even your name. A half-elf stands next to you, along with a red-scaled kobold. Across from you a tall woman sits in a cart. Words fill your mind, and you get the sense they come from the woman, though she does not speak. "To recover what you have lost, seek Dovan in the city of Marascar."

Troxell:
You feel strange, as if you have forgotten something. But you have gained strange understanding of the First World, the inhabitants there, and the power of ley lines.You have lost the ability to speak and understand Elven, as well as the rank you have in Geography. You have gained 2 ranks in Knowledge (planes), which is considered a class skill for you now. You have also become a Menhir Savant Druid Archetype, with the following exception - you may keep one ability normally lost (nature sense, wild empathy, woodland stride, or trackless step). Menhir savant Archetype

"Huh?" A red-scaled kobold says, looking around. "Where the Ent go? I thought you said you give us wishes!" He points an accusing claw at Aggys. His eyes dart to his hand, then his arm, then looks down his body. "Argh! You turn Mikmik red!"

"The Ent is with the Ox." Aggys replies. "You will see him again soon."
"As for the Celestial, his life has already been bartered for, and the price has been paid. Behold," Aggys' hand sweeps away to point toward the tents and wagons at the edge of the clearing. "He returns."
Stepping from among the fey doing business in the Witchmarket is Xerexis. As he approaches your group you notice a difference in his appearance. He seems thinner and walks with a limp, and his eyes are changed, bearing a color more brilliant than normal among elves or humans. Troxell recognizes him as fey-touched.

Myhm:
Finds himself atop a high tower, perched on the slope of a maintainside overlooking a vast rolling plains below. At the far edge of the plains is a thick treeline. "Myhm!" Brue's (aka Auchs) voice calls out in excitement and he turns to find his brother sitting on the stone nearby, his crude toys arrayed around him in mid-battle. The brothers talk briefly and Auchs produces the Glass Grimoire and gives it to Myhm.

Myhm wanders the castle for a time, and confronts a witch who appears to inform him that Auchs will remain at the castle until Myhm returns the Glass Grimoire to Dovan. Myhm tries to fight the witch but is magically sent back to his companions in the Witchmarket.

After making a few more deals in the Witchmarket, the party makes its way back to the Mortal World, but is attacked by a Cold Rider at the portal in Candlemere Tower. They fight to a standstill whereupon the Rider convinces the party that another, greater threat has its eye on the Feralwood. The party listens and agrees to capture and question the next creature that comes through Candlemere from the First World. A few days later a woman arrives through the portal and is quickly subdued. Upon surrender she claims to be a healer and witch from the Wildlands and tells you her name is Hadera. She tells you that Cold Riders thrive on corrupting the good and offers to aid you in escaping it and guide you part of the way to Marascar. Taking up her offer you travel north into the Wildlands under the protection of invisibility spells.

A few days later you arrive at the town of Cairllen's Crossing where you find a wedding celebration in process. Hedera leaves you at the edge of town as you enter the town. There you soon find yourselves wrapped up in an invasion of fey from the First World led by the powerful sidhe lord Prince Rhowan. With the aid of magical
creatures, local fey, and a powerful Druid called the Fire Tender, you enter the First World again, sneak into Prince Rowan's Palace, free Stroud from his dungeon, defeat Rowan himself, and reset magical wards intended to protect the Feralwood from First World incursions.

Now you have finally arrived in Marascar, where you hope to track down Dovan, restore Teena's memory, rescue Auchs, and perhaps solve the mystery of the item at the heart of everything - the Glass Grimoire.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

NPCing Jorgan. Also, should there be a break in the initiative still for the surprise round?

Jorgan nods in approval as he watches Wren's inferno light up the cave ahead. "Yup, looks like you have this one handled... Wait.." He notices the trolls back out of that fire. "May have spoken too soon. Was that part of your clever plan?"

At the front of the group Kraygan flails about. "Clever plan? Since when has the elf ever had a plan that didnae end with us all dead?" Pointing at the fire, Kraygan shouts to Wren. "What is that, some sort o' fire illusion? Doesn't seem to have done much to 'em. Is it safe for us t' jump through?"

Even Haggis seems unimpressed, and has turned his yak head to stare accusingly at Wren with one big dark eye.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Around the campfire...

No one would ever accuse Gyrdwald of being fun. While his battle brothers had spent time their youth playing pets, or weapons of wood, or breaking wood with their fists, or stealing ale, he spent his in the church, first as an altar boy, then as part of the marching choir, then a helmet-bearer, followed by a shield-bearer, and eventually as an axe-wielding priest. The faith is all he knows, and his personal additions to the evening conversation consist almost entirely of parables about the Father of Battle, Clangeddin.

Everything considered, he's the stoic kind of priest that makes one want to sneak a stiff drink into church.

The next morning...

"I will follow Craag." Gyrdwald says, standing from his morning prayers. "Stay within reach my brothers so that I may protect you with my shield or heal you with Clangeddin's grace."

Gyrdwald picked up the bodyguard feat this level.

Bodyguard:

Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes .
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC (by +4 due to Gyrdwald's kin guardian trait). You may not use the aid another action to improve your ally's attack roll with this attack.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

At the end of the Chimera fight...

Kraygan comes crashing out of the trees, twigs and leaves in his beard, looking like a mad scarecrow. The battlecry on his lips dies and resurrects as a crestfallen groan.

"Balls..."

Though disappointed in the fight, he is cheered by the monster's treasure horde and claims the magic longsword when no one seems particularly interested in anything from it. "This would be useful against any more trolls we come across."

In the morning...

Kraygan casts a skeptical gaze at Wren when he displays his new magical powers of flight. At first he finds the "trick" amusing, but after circling him, and passing his lance under the elf, then over, then under and over, he backs away and shakes his head. Rogzul's comment about it makes him chuckle, nervously.

On the path...

As the group presses further into the mountains, Kraygan entertains himself by testing the corrosive edge of the sword, leaving a trail of "K"s acid-etched into rocks and trees.

In the cave...

Kraygan takes the lead with Torgan, but holds up the group for a question. "Do we ride with lights, and make ourselves obvious to anythin lurkin about, or lead the yaks in the dark?"

GM: Let me know if the caves get too small for riding.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Ale." Kraygan adds, uncorking one of his kegs and taking a deep drink. "Real church should be able to fill ye with the holy spirits."

He offers to pass the keg around.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald heals Bower. Fervor healing on Bower: 1d6 ⇒ 4

He then passes his hand over the items with a prayer to his God. Detect magic

"Let us rest before exploring this." Gyrdwald suggests.

can we assume that we rest so that all abilities/spells are restored? It would make leveling up less complicated.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Hey lizard, how'd ye like my magic sword!"

Kraygan taunts the beaten drake. Then, in both insult and victory, he grabs the dragonbane horn and blows it in the thing's spiky face.

BAAWWWOOOOOOOO!

As Wren makes to head out, Kraygan offers strong advice.

"Let's heal and rest up this time before explorin, eh?"


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald kneels and offers a prayer of thanks to his God. When he stands he looks to the corpse, then to the cave it came from when alive. "Let us search both the body and the lair."

Do you have a tally of xp earned? I'm not sure what I had before this.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan ponders, trying to think. "Hmm. We gotta find this cathedral. Do ye think ye can make it back to Shinnerman's Fortune?" He asks the piddlespotted villager.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4
Torgan Steelkeg wrote:
Torgan takes the necklace and dons it. "What do ye think? A fair treasure fer a brilliant prophet!" he says haughtily.

"Riiight." Kraygan grumbles. "If yer lookin for somethin disturbing enough to draw attention away from yer unnatural lack of a beard, ye succeeded."

Kraygan questions the villagers, "Did the giants here have some way o' signaling the dragon?" Then to his companions, "Might be we could set a trap fer it."


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

"We don't want t' blow up the villagers." Kraygan looks sharply at Wren. "Oh, you mean now up the ogres? Yeah, that would be good. I say you do that." Kraygan grins, not really believing the old elf capable of blowing up a respectable fart, much less one of magical destruction.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Unfortunately, most dwarves can only move 4 squares...


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

With a tired sigh, Kraygan chases after his cousins to see what's happening above. Huffing and puffing, he emerges and spots the "army".

"Wha's this? Jus' one orc plus a bird that looks older 'n ours." He thumbs at Wren.


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Stroud:
I missed that last knowledge local check. Here is some information that you may want to share.

Marascar has been going through many changes since the Kor Empire withdrew from governing it 25 years ago. Since then Marascar has functioned as an independent city-state run by a council of merchants. Then, about two years ago, the Company of the Star entered the scene under the employ of one of the wealthiest merchant princes of Marascar. Shortly after there was a dispute on payment and Commander Irovetti, the elven leader of the Order of the Star, seized that merchant's assets and established the Company as a ruling house of the city. Many believe it is only a matter of time before Irovetti declares himself King of Marascar.

The presence of Soldiers on this caravan, and the lack of obvious goods, gives you the notion that the Company of the Star is taking a more active role in securing Marascar and the lands around it. This could mark the beginning of plans to expand its realm of control.

Regarding the Syrascari Nomads: this group looked pretty well armed and organized. The leader matched the description of a man named Kashim Duuar, who is the leader of a tribe called the Ajai. This setup may have been an attempt by the Comoany of the Star to capture or kill him and weaken his tribe.

Leaving the raiders and soldiers behind, you soar off north again towards Marascar. Less then an hour later you spy the walls of the city ahead. Sprawled outside the southern gates is a district of ramshackle buildings and piers occupied by fishermen, traders, farmers, and others too poor to find a place within.

Two roads lead away from the southern gates, one follows the coast south towards the Wildlands, and a second, less traveled one, stretches off east into the Lostlands.

Stroud and Shanee know that there is another, less used, gate in the northern wall of the city.

Fly over the walls or land outside?


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Survival: 1d20 + 5 ⇒ (1) + 5 = 6

Kraygan casts a sideways glare at Wren's comment. "Watch it elf. Nargrym was a great dwarf and talkin ill of him is fightin words."

Turning away, he heads to the next door.


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As you close distance you get a better look at the riders in wait. Dressed in linens that blend in with the environment and protect them from the sun, they are lightly armored and carry curved scimitars, javelins, and composite longbows.

You are not close enough to make out many details about the caravan.

Knowledge Local DC 15:
The horsemen are nomads from the Lostlands to the Northeast. The caravan appears to be one typical to Marascar. However, the politics of the region are complicated and things are not always as they seem.

A bit of relevant history:
Centuries ago Marascar had a sister city called Syrascar, which was sacked during an ancient war with cyclops. In the time since the Ascari of Syrascar formed nomadic tribes in the Lostlands, while the Ascari of Marascar formed a merchant run city-state known for its gladiatorial arena, slave markets, and a thriving black market. The Marascari often prey upon the Syrascari, in conflict over limited resources and oasises along trade routes in the Lostlands. In response, the Syrascari raid the Marascari for resources or vengeance.

Baron Bronin of the Greenbelt is a member of one of the strongest Syrascari tribes. He won his land charter with the hope of uniting his people to rebuild Syrascar, but the chartered lands were assigned at random and he ended up with the Greenbelt instead of the Lostlands. The ruins of Syrascar were claimed by Baron Meagar Varn as his capital, and he renamed it Varnhold.

While some Ascari nomads have traveled to join Bronin in the Greenbelt, many have remained in the Lostlands, stuck between the ruthless Marascari and a Baron who is more interested in looting the land of lost treasures then building a prosperous nation.

Changing back from mist form will take about a half minute, and will be hard to accomplish near to them without being noticed as the riders are on alert. The caravan is about 2 minutes from reaching a point where it will be confronted by the horsemen.

Grand Lodge

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Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

Thanks for jumping into the GM seat Feral!

Regarding moving on after this, I say we put the Spire on hiatus.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan woke in the stables beside his faithful yak, Haggis, awash in unpleasant smells, tastes, and aches, and a hangover pounding in his head like war drums.

He smiled.

It was a small price to pay for a really great night.

Things Kraygan remembers:
-Celebrating at the Ramblehouse by naming drinks after The Axes of Trunau.
Kraygan's Dwarven Catapult. A dry dwarven stout, bombed with a shot of whiskey mixed with yak milk.
Jorgan's Trunau Yak. A full keg of Steelkeg's current brew.
Vanderhoff's Tall Lady. A Lastwall blonde ale in a tall glass.
Wren's Piddlespot. Red wine vinegar (or any old wine) in a shot glass.
Torgan's Beardslayer. Ether, set on fire.
-Nearly burning his beard off with a Beardslayer.

What Kraygan somewhat remembers:
-Employing a bar bench propped on a barrel, aided by two big orc patrons as a counterweight to reenact his famous flight over the wall in the Battle of Trunau.
-Mistaking a neighbor's shed for the Ramblehouse privy.
-Chasing Ingrahild around the Ramblehouse with the threat of a kiss.

What Kraygan doesn't remember:
-Mistaking a neighbor's shed for the Ramblehouse privy twice.
-Chasing Umlo around the Ramblehouse with the threat of a kiss.

***

When Jorgan enters the stable and begins readying Spirit for departure Kraygan drags himself from the straw and dumps himself a few times in the water trough. He then puts on a somewhat fresh arming coat, straps on Uskroth's armor and Gorum's Thorn, saddles Haggis, then loads him up with weapons, ale, and other supplies. With the exception of the trough bath, the process had become routine after the last few weeks on the road and he did it without really thinking.

***

He chuckles when Spirit opens Wren's door, but his mind finally catches up as Jorgan officially declares his intent to leave town again so soon.

"Wait, we're leavin'?"


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Drinking a lot leads to a lot of trips to the privy. Struggling to button up his trousers after one such trip, Kraygan hears the ranting shouts of his cousin coming from the street. "Balls. Izzit this flamin beard stuff again?" He gives himself an elven facepalm, then grimaces at his hand. "Gah! Piddled on m'self!"

Shaking his hand dry a thought occurs to him. A drunken, wicked, foolish thought.

***

As Torgan continues his tirade, thumping steps herald the arrival of a giant shape suddenly looming in the shadow beside the inn.

"Ware the wrath o' th' GIANTSLAYER! All tremble and FEAR the BEARD!!"

Taking a swig of hard spirits better used for cleaning then drinking, but cheap at twice the price it goes for at the Ramblehouse, Kraygan holds out a torch and breaths out a fireball!

Perform - Firebreathing: 1d20 - 2 ⇒ (13) - 2 = 11


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Meanwhile, over at the Ramblehouse...

Kraygan treats Umlo to a night of hard drinking he won't soon forget.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Will: 1d20 + 7 ⇒ (11) + 7 = 18 +2 if this is considered a spell-like ability

Gyrdwald stands firm against the Worg's howl. Moving to Craag, he touches his shoulder. "Steady now! Don't give in!"

War Blessing on Craag.
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Reminder for Rao: he has the Good Blessing still active (if he hits). +1d6 holy damage.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan is distracted as the group returns to the chapel and destroys the last of the cursed bones. He chuckled like everyone else at Wren and Torgan's jokes about the ogre's headband, but he can't ignore the effect it has on an ugly yak like Malt. Kraygan's never been called handsome, not even by his mother. Stout, burly, bristly, but never handsome.

"Ain't gonna be outshined by a yak." He grumbles, pulling the headband off Malt and tying it around his own. Almost instantly he notices an unpleasant smell. "Balls! Is that comin from me?"

After the ghost vanishes and Wren begins raving about beards again he takes a breath and tries to talk some sense into everyone. "Look 'ere now, while tis true dwarves grow the most magnif'cent beards, we ain't the only race that kin do it. Take a look at some o' the art Grendlshek has here and ye might notice some o' the giants got 'em too. And giants 'ave been behind the recent attacks on Trunau."

Crossing his arms, Kraygan adds, "Now let's clear out the rest of the fort so I kin take a bath... and maybe brush me teeth."


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Oren, if you are flanking you should get to add sneak attack damage too (though just once as it isn't doubled in a Crit).


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Rao! Your weapon!"

Gyrdwald holds forth his hand to touch Rao's axe and imbue it with holy power.

Good Blessing: Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

Resting under the haunting gaze of a ghost didn't exactly put Kraygan at ease, but he faced the challenge armed with the best protection at hand - a keg of liquid courage and one of his favorite drinking songs.

"When I came home on Moonday night, as drunk as drunk kin beeeee...
I seen a yak outside me door,
Where me own yak should beeee.
So I called the wife and I says to her,
Will ye kindly tell to meeee,
Who owns the yak outside the door
Where my own yak should be."

"Ooooohhh
Yer drunk yer drunk, ye silly old fool,
Alas ye cannot seeeee
That's a lovely goat that me mother sent ta me.
Well tis many a day I traveled,
A hun'red miles o' more,
Yet a saddle on a goat sure I ne'er seen before."

Kraygan holds out his keg to the shaven dwarf. "C'mon Umlo, sing it with me now!"

"Aaaaannnd, when I came home on Toilsday night as drunk as drunk kin beeee..."

Drinking from his keg at every refrain, and topping off the cups of his cousins and Umlo, Kraygan belted out the rest of the verses until drunken slumber put him to bed.

***

In the morning Kraygan is up early, puking in an old donation bin.

Dark Archive

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Zahaz AC 17 [T 11 FF 16] | HP 16/16 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 40/40 | F +5 R +3 W +3
Chrysalis Black wrote:
"Children should be neither seen nor heard when they look like you." she says before taking a sip.

"No one has ever called me child." The Hellknight replies to Chrysalis with a rasping growl. Instead of being offended he seems amused by the confrontation.

Chrysalis Black wrote:
"Fine, fine!" the Mother says as she waves off Marcos' words. "We will be prim and proper until our blades need feel the warmth of blood on their steel."

"Yes..." The Hellknight muses. "I agree with the old man in the dress."

Diplomacy (Dark Archive): 1d20 + 9 ⇒ (18) + 9 = 27

"Master Zahaz..."
The servant steps close to his armored shoulder, stretching on his toes to whisper something.

"Do you think me deaf Samaeon?" Zahaz growls at the wretch, causing him to cower. "This one here has already said as much." Zahaz gestures at Hironaki with a clawed gauntlet.

Turning with an irritated sneer, the armored knight makes to leave. "Let us go, before I decide a punishment is in order."


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4
Wren wrote:

Dude! Don't tell them that! I've been working really hard to keep theme from becoming too full of themselves with all their awesomesauce.

Ignore the elf. Tell us again how awesome we are.

GM Tyranius wrote:
My GM portrait is already mostly my head so it can't grow any bigger.

I got a HUGE pillow to go to sleep on.

Antonella Schiavo wrote:

Mirror Image stuff...

Fighting blind to improve your chances against the spell seems a little cheesy, but I don't think a GM could forbid it in PFS, particularly since the spell specifically illustrates how it doesn't work against a blind attacker.

I'm on the fence about how to deal with it in a home game. On one hand, it seems to improve your chances of a hit, but it also makes this spell effectively, albeit briefly, as powerful as displacement or blindness. I would rule that closing one's eyes also makes you unaware of the images, so I wouldn't remove an image upon a near miss (reminder: the spell has an often overlooked clause that rules attacks that miss by less than 5 remove an image). It also potentially leaves the attacker briefly flat-footed, which could be exploited by clever foes.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Watching Oren sneak off, Gyrdwald makes a hmph sound and takes a more direct route and stomps towards the opening of the cave.

"Come out monster!"


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Dwarf | HP 100/100 | AC 29 T 12 FF 28 | CMD 28 (30 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Jus' keep in mind that when it runs out o' rocks it might start throwin' turds!" Kraygan offers.

He might be joking.


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A Half-Orc

The Gardener continues pulling up weeds for a few silent moments before stopping to survey his work. In that brief respite he half-turns to Suun and gives a slow nod of acceptance.

It could have been a nod of thanks for a compliment of his work, or a sign of interest in the tournament, but it was neither. It served as a reply that could serve any subject, but was intended only for one. Suun needed thirteen bodies, and The Gardener had one to spare.


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Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

After his morning prayers, Gyrdwald tends further to the wounds of the Saman, restoring them nearly entirely.

Prot from Evil converted to Cure Light Wounds on Bower: 1d8 + 1 ⇒ (2) + 1 = 3
Fervor healing on Gyrdwald: 1d6 ⇒ 6
Cause Fear converted to Cure Light Wounds on Uk: 1d8 + 1 ⇒ (3) + 1 = 4
Fervor healing on Uk: 1d6 ⇒ 4

At Rao's question, he replies, "I dislike the idea of a barghest lurkin about the roads near Thax, and I think it our duty to rid the land of it. Are we in such a hurry that we cannot at least try to track it down?"

If we don't have anyone skilled at tracking, Gyrdwald can be convinced to let it go, but would hope to take a day to leave warnings at a way station or with other travelers.

Updated HP totals, after 2hp healed from rest + healing spells and fervor.
Bower 19/20
Craag 28/28
Rao 21/22
Gyrdwald 21/21
Uk 27/28
Tailwind 19/20

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