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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 (12,678 including aliases). No reviews. 1 list. No wishlists. 22 Pathfinder Society characters. 13 aliases.


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

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


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+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 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+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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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald calls upon his divine magic and touches Tailwind's bloody flank. "No Saman fall while I still stand. Not even furry ones!"

Spontaneous Cure Light Wounds (in place of cause fear): 1d8 + 2 ⇒ (6) + 2 = 8

Technically, if Tailwind was exactly at 0 hp, he wasn't down yet, but rather disabled.

Disabled:
When your current hit point total drops to exactly 0, you are disabled.
You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying .
Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.
You can also become disabled when recovering from dying . In this case, it's a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).


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I think you mean Marascar. I forget it myself, but the regional map linked at the top has notes and city names. :)

"I can get you there." The Fire Tender replies to Teena. "But we should discuss the crook first, in a place more suitable for private conversations."


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To Stroud, the red-haired man smiles and grips his hand with his own. It radiates warmth unnatural for a human. "Well met Stroud. I am called the Fire Tender."

"The people of Cairllen's Crossing would not treat Tenzekil well, despite his change of heart. He has talents, and the forest speaks to him, so I will take him on as an apprentice for the time being. I will inform the elders of the town of it."

No one was killed in the attack on the town.

As you relate your adventure in the Fellnight Realm, a lengthy task when performed by Shane, he leads you down the hill to where a few fey and unicorns lie waiting in the grass. Among them you recognize the the unicorn Palombier, the pixie Lielaera, the satyr Maligorn and his nymph consort Aripha, and Vinroot the treant.

"You have our gratitude, mortals." The unicorn Palombier says as he approaches and bows his horn low. "As a boon we offer one more ride." Reaching back with their teeth, each unicorn pulls a long silky hair from their tail, handing one to each of you. "Our magic only exists within the boundaries of the Feralwood, but at your call, one of us will seek you out to repay the debt."

Unicorn Hair: (1 use) summons a Unicorn that will take you anywhere within the Feralwood.

"I must say, I didn't think expect you to succeed." Aripha comments, eyeing you like an upstart rival, and perhaps with a little respect. Maligorn chuckles, though the sound is not quite friendly. "Let them have their victory, love. Rowan could not have arranged this invasion without help in the mortal realm. When it comes time to pay the piper, I will be happy to stand to account after them."

"Well, let's give them a fighting chance, hmm?" Lielaera chimes in as she flies around you. Swooping over to Stroud, she holds out a small pouch. "This contains magical dust that can confuse your enemies. Apply it to an arrow, or simply blow a pinch in someone's face."

Pixie Dust (5 doses): Apply to arrow or blow it directly upon someone with a ranged touch attack within 10'. Will save vs DC 20 or be confused as the spell for 8 rounds.

"I... Am... Sorry...." Vinroot says. "I... Am... Grateful... But... I... Have.... Nothing... To... Offer... You... Except... For... My... Friendship." He pauses, and you think he might be done, but then continues. "Perhaps... My... Name... Will... Earn... You... Respect... From... Others... Of... My... Kind."


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

I think I just found a perfect character portrait for Kraygan.


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At Troxell's suggestion, Myhm drops the head. Gathering around, Teena begins channeling the powers of the crook. Shadows form into a twisting doorway before you and the magic of the crook tugs Teena toward it. Stepping through you find yourself on a strange reflection of the rooftop of Rowan's Palace. Here, color seems bleached away from not only the land around, but from you and your possessions too. Sounds are muffled, and the air tastes stale. Guided by the crook, Teena leads you down through the castle. Walls shift with every step you take, and shapes rise and fall like shadow puppets in a play. Leaving the castle you enter a forest of trees. Around you the silhouette of creatures come and go, passing just beyond sight like the shadow of actors cast upon stage curtains.

Eventually you notice a flickering light ahead, dancing like a candle in a soft breeze. Approaching source of the light, you climb a hill and find another wavering doorway suspended in the air before you like a mirage. Stepping through the doorway, you suddenly find the living sounds of the Feralwood around you and a warmth upon your skin, cast by the sun breaking through clouds above.

Sitting on a rock nearby is the Fire Tender. Pulling the hood back from over his fire-red hair, a smile spreads upon his scarlet face. "You have done it! Congratulations! The mists have dispersed, and the Army of the Fellnight has gone with it. I see you have captured Tenzekil, and recovered the crook. Very good. And this is..?" He pauses upon consideration of Stroud.


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

@Tektite: I think we were all busy. Personally, I spent my New Years poolside at this place in Palm Springs. Unfortunately, my wife got stuck at work and couldn't join me there, so I was a single parent with my daughter, who has no idea that you aren't supposed to race around a lazy river like it's the Indianapolis 500. I came back needing a vacation from my vacation.

Regarding the Orc navy army: I didn't expect that plan to work nearly half as well as it did. Excellent narration of the event Tyr.


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Earlier...

Kraygan looks to the boxed lunch coffin, then to the fast food yaks, then at america the manticore. "Look here. These are trained war yaks. Ye decide they look tasty and they'll probably put their horns up yer arse."

Kraygan leads Haggis over to the coffin and gives him a command in dwarven. Haggis assumes an aggressive stance and gives an ear-piercing shriek.

***

Now...

"I got this." Kraygan wastes no time on stealth here and barrels past Vanderhoff and right up the stairs.

"AAAAaaaarrggghhh!"


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A Half-Orc

Knee deep in weeds, The Gardener pays no heed to Master Suun's approach. His large fist slowly pulls long reeds free from a rose plant gripped firmly in his other. Sharp thorns press into his palm, but the scar tissue is too tough for them to draw blood.

He wasn't being intentionally rude, and he wasn't ignoring the Master. Before coming to this place he was a man of few words. A few too much at times, which has given him cause to speak even fewer.

Early in his employment as a keeper for the grounds he had let Suun wait for nearly half an hour before offering him advice. "The plants need my eyes and touch. They don't often speak, these less than others, and rarely in a way anyone would need ears to understand. Say what you came to say, Master Suun. I'll hear you."


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Taking no chances, Myhm collects Rowan's head. Having discerned the way to the roof, the party then steps atop the magic disc and rises up the the top of the Prince's fairy palace. There you find a magic circle that Teena recognizes as the focus needed for the crook of Cildhureen to open, or close, the portal to your world. Reversing the ritual takes about a quarter of an hour, and though you spot the occasional plant-like gargoyle flying in the distance they seem unwilling to challenge those who defeated their master.

Upon completion of the closing ritual a mass of dark shadows rise from the forest in the direction from where you know the portal to be. The shadows spiral into the sky and twist through the trees, spreading out in all directions. Most vanish into the distance, but a few descend within sight of the palace, coalescing into the shape of spriggans that look about in confusion.

Teena:
You know you have successfully closed the portal. You also know that you can use the crook of Cildhureen to shadow walk yourself and your companions back to your world.


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Heh, I'm going to Palm Springs, CA to visit family.


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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

@Craag (and everyone): bugbears qualify as goblinoid for the dwarven hatred trait +1 bonus to hit.

"Uk, hold forth your weapon!" Gyrdwald calls upon the blessings of Clangeddin to add holy power to Uk's strikes.

@Uk - accept for a Good Blessing: Holy Strike
Effect: Gyrdwald 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 Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald's eyes dart around, catching sight of the bugbears closing in. "They are trying to surround us!" He calls to his brethren as he stomps back around the boulder separating Bower from the group. "Form a perimeter on me! Bower, withdraw!"

"Clangeddin, I call upon your might to cure the wounds of battle!!"

Gyrdwald's hand glows with holy light as he reaches toward Bower.

Move action, then ready to heal Bower with my fervor ability when he steps back.
Fervor Healing on Bower: 1d6 ⇒ 6

Sovereign Court

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Human Gentleman | AC 20 FF 19 T 13 | HP 78/79 | F +15 R +13 W +13 | Init +1 | Perception +5

A minute ago...

"Curiouser and curiouser..." Maximo mutters as he studies the resting Thorgrim. "What dreams would a sleeper in the World of Dreams dream of? Is there perhaps a World of Dreaming Dreamers?" He stands up and looks off toward the darkness, then back toward the light. "What if the world we call home is but a daydream of some other reality?"

Maximo's eyes widen as he suffers a lucid moment.

"With each plane it would seem the laws of logic and reason unravel. If ours is not the highest plane, then such laws would become inexorable! Laws of social dynamics and thermal hydraulics! No place for a four-armed gorillas in the Mwangi Expanse!"

*Smack!!*

Nikomedes blow to Latheas startles Maximo back to reality, tenuous as it is at the moment.

"Oh, I have had this dream before!"


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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

Don't worry Curtis, you're doing fine.

By the way, this is Bob. Long time no see! Welcome to the game!


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Reading yourselves, you push open the double doors and enter a magnificent chamber. Flowering vines decorate the area hanging from thorny columns that rise into archways supporting a vaulted ceiling. Songbirds flutter within small, golden cages dangling from these vines. Adorning the west wall, twin tapestries depict a setting sun and a rampant moon over a primal meadow.

In the middle of the room a wind howls and whirls in the shape of a large dark shadow with vaguely humanoid face and arms.

To the east, a carpet of woven summergrass leads to a polished mirror before an ebony throne. Standing before the throne is a man in fine dark silk embroidered with silver brambles twisting about upon it. He has bushy black hair and green skin with thorn branches sprowing from his brow like a crown. In his hand he holds a twisted and gnarled black oak staff.

"Challenge me in my own realm, will you?" the Fellnight Prince sneers. "The Second-born know their doom has arrived and you’re the best they could send?" She gestures toward the mirror before her throne. "Look there, if you dare," he taunts. The mirror shows images of a raging battle between the good creatures of the forest and her Fellnight army, as well as the citizens of Bellis huddled in their homes, frightened as mist and shadow close around them. "This prison can no longer hold me. Your sad tale ends here, your minds shattered and souls cursed for all eternity."

From behind you strange howls herald the arrival of plantlike winged creatures arriving to the parapets. Quickly they descend upon Tenzekil and Xerexis with horn, claw, and teeth!

ROLLS:

PERCEPTION
Myhm: 1d20 + 8 ⇒ (12) + 8 = 20
Troxell: 1d20 + 18 ⇒ (16) + 18 = 34
Shanee: 1d20 + 13 + 20 ⇒ (1) + 13 + 20 = 34
Stroud: 1d20 + 11 ⇒ (16) + 11 = 27
Xerexis: 1d20 + 11 ⇒ (1) + 11 = 12
Tenzekil: 1d20 + 8 ⇒ (13) + 8 = 21

INITIATIVE
Myhm: 1d20 + 2 ⇒ (5) + 2 = 7
Teena: 1d20 + 3 ⇒ (10) + 3 = 13
Troxell: 1d20 + 4 ⇒ (7) + 4 = 11
Shane: 1d20 + 6 ⇒ (2) + 6 = 8
Stroud: 1d20 + 6 ⇒ (3) + 6 = 9
Xerexis: 1d20 + 6 ⇒ (1) + 6 = 7
Prince Rowan: 1d20 + 3 ⇒ (10) + 3 = 13
Topiary Gargoyles: 1d20 + 6 ⇒ (14) + 6 = 20
Tenzekil: 1d20 + 3 ⇒ (15) + 3 = 18

Claw on Tenzekil: 1d20 + 7 ⇒ (6) + 7 = 13
Claw on Tenzekil: 1d20 + 7 ⇒ (7) + 7 = 14
Bite on Xerexis: 1d20 + 7 ⇒ (6) + 7 = 13
Gore on Xerexis: 1d20 + 7 ⇒ (7) + 7 = 14

Both manage to avoid injury.

"Everyone inside, quick!" Tenzekil shouts, stepping to the doors.

INITIATIVE
Topiary Gargoyles
⇒UP Tenzekil, Teena
Prince Rowan
Troxell, Stroud, Shane, Xerexis, Myhm


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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

Rules stuff:

1. Acrobatics doesn't normally help you move quicker (though using it to leap the fire would probably be a shortcut in this instance). In fact, if you are using Acrobatics to avoid Attacks of Opportunity (AoOs) but move at half speed for any squares in which you use it in this way.

2. Bower charging the goblin shouldn't normally provoke an AoO (unless the goblin has a reach weapon like a longspear).

3.Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.
-Moving: Moving out of a threatened square usually provokes attacks of opportunity from threatening opponents. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.
-Performing a Distracting Act: Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Table: Actions in Combat notes many of the actions that provoke attacks of opportunity.

Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.

Regarding the Combat Map: I can't move my token. You need to allow access for us to edit it.

Gyrdwald turns to regard the goblin and blinks in surprise as Bower leaps to attack it.

"Clangaddin's beard! Where'd that little monster come from?"

Hefting his axe, Gyrdwald stomps forward to do the world and favor and silence the ugly little nuisance.

Mwk Battleaxe: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald looks at the rune, his thoughts turning to his religious training. Offering a simple prayer for Clanggedin's guidance, he traces the symbol.

Knowledge Religion + Guidance: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23


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They say "don't quit your day job", but in Sindarintol's case they would probably make an exception.


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Dwarf Warpriest 3 | HP 30/30 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +3 Will +7 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Well look what the cave rats dragged in." A voice grumbles from the door. Standing there, bedecked in the holy vestments of The Father of Battle, a silver helm tucked under one arm, is another member of clan Ironfist - Gyrdwald Wise-Eye.

Bald like Bower, he wears a steel patch over one eye, the surface engraved with the dwarven rune for wisdom.

Also like the monk, he spent time away from home training and serving with the Warpriests of Clanggedin. It was during that time when he lost his eye, though he never speaks of the circumstances. He returned a couple years ago to stand watch at the temple and has spent many a night at Kayber Shieldhammer's table.


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Emerging on the far shore, Kraygan rides Haggis up behind the battle to find it already over.

"Balls!"

***

As the group tends to injured yak and dwarf Kraygan checks the dead for anything of note. Plucking out his arrows, he calls to Wren. "Grab yer arrows. Let's make this look less like an attack, and more like a giant temper tantrum." He then takes a couple javelins from the orcs and sticks them in the giant, and takes the giant's club and smashes a couple orcs.

"Torgan, Jorgan, think ye could cover our tracks?"

In response to the question of infiltrating the fort, Kraygan offers an idea. "Maybe we could build a wooden yak filled with kegs o' beer. They bring it inside the fort and get good and drunk. But what they don't know is that we're hidin inside the yak too, and at night we jump out and hack 'em all to pieces!"


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Dwarf | HP 81/81 | AC 19/22 T 10 FF 19 | CMD 26 | Fort +15 Ref +6 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Watching more dwarves and yaks herd onto the bridge, Kraygan looks to the sky and swears to all the gods he can think of. Looking at the stream, he decides to cross the hard way.

"H'yah!!" He kicks Haggis and sends him galloping at the water. At the shore he gives the command to jump. "C'mon Haggis! Yes! YES!"

Haggis Acrobatics + magic saddle bonus: 1d20 + 11 + 5 ⇒ (2) + 11 + 5 = 18

"NOOooooo...!!" Dwarf and yak vanish below the edge of the bridge about halfway across. A giant splash rises in their wake.


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Stroud Zayiin wrote:
How does the group divvy up treasure?

Like most groups: one or two grab items, then the rest is forgotten until after a situation in which they would have been useful.

Opening the door you look into the armor. It lies dusty and seemingly unused, but racks of weaponry—some rusted, others unaffected by the passage of time—hang upon wooden racks lashed to the thorny walls.

Most racks contain weapons sized for small creatures but there are a few sized for those of normal height. Some appear of masterwork quality or perhaps enchanted.

There is another door at the far end of the armory, which according to Tenzekil leads to a parapet.


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Shane hears nothing.

Wait... A flea just farted somewhere.

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