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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 (12,331 including aliases). No reviews. 1 list. No wishlists. 22 Pathfinder Society characters. 13 aliases.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 18/18 | F +4 R +2 W +3 Init +1 | Perc +4, SM +4 -- Samaeon HP AC 14 [T 12 FF 12] HP 33/33 | F +5 R +3 W +2
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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 2 | HP 21/21 | AC 20 T 12 FF 18 | CMD 15 | Fort +5 Ref +2 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 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.

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

"Allow me to aid your future attempts at humor Master There Grim." Maximo replies. "There are many versions of that joke, but my personal favorite is 'Make like a fey prankster and get the Puck out of here!'"


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With a 57 you could hear a flea fart at 20 paces.

With his enhanced senses Shane's ears feel the tortured screams like needles in his eardrums. He also heard some laughter.

Moving through the door you pass down a short hall before coming to a room bedecked with torturous implements, including a rack, a set of stocks draped with several well-used whips, and a table housing a complicated pulley system for driving thorns into victims from multiple angles. Two punctured corpses lie upon the floor, but a living victim is strapped to the table. Human, he has the dark olive skin and hair of the Ascari people from Marascar and the Lostlands, and it is he who is doing all the screaming.

Standing around the rack are two large spriggans, their hands poised upon winches. A Satyr watches from nearby, a cruel smile on his face that twists into anger at the sight of your group interrupting his work.

Rolls:

INITIATIVE
Myhm: 1d20 + 2 ⇒ (16) + 2 = 18
Teena: 1d20 + 3 ⇒ (7) + 3 = 10
Troxell: 1d20 + 4 ⇒ (8) + 4 = 12
Xerexis: 1d20 + 6 ⇒ (10) + 6 = 16
Shane: 1d20 + 3 ⇒ (8) + 3 = 11
Tenzekil: 1d20 + 2 ⇒ (14) + 2 = 16
Victim: 1d20 + 6 ⇒ (18) + 6 = 24

Spriggans: 1d20 + 3 ⇒ (2) + 3 = 5
Satyr: 1d20 + 2 ⇒ (11) + 2 = 13

INITIATIVE
⇒ Victim, Myhm, Xerexis, Tenzekil

Satyr
Troxell, Shane, Teena
Spriggans


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan chuckles at the young dwarf's reaction. "Heh. When I was young my Pa used to call me Bloody Torag, Dang Dranngvit, AAhhhrgradd! God's-damed Gorum, and sometimes Cayden Getmeanother."


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Heh.

Despite the snark, you make an interesting observation.

Sense Motive DC 7:
Kraygan has benefitted from a certain "ignorance is bliss" existence, but recent circumstances, and limited stores of alcohol, have made him more self reflective, and less confident.


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Back from my camping trip. Should be able to post more regularly now.


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Nectanebo, yes. And just FYI, what you are asking is actually spelled out in the rules - though somewhat hidden in the combat section.

Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.


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As Shane completes his spell and reaches out to touch the Fire Tender, the red red-skinned man gets a startled look on his face. "Oh cinnamon sticks..."

A literal spark flashes where Shane makes contact. His eyes roll backwards and his body convulses. He nearly falls, but the Fire Tender grabs his arm and holds him upright. "If I had known he would cast that spell I might have reconsidered." He mumbles with a concerned look on his face.

Meanwhile, Shane's head is bombarded by powerful visions as his spell seeks specific knowledge. Most pass through his mind so fast that they are indecipherable, but a few remain...

***

A perfect chord of music comes from the mandolin cradled in the handsome man's hands. "The Queen has many minions, and powerful children, Prince and Princesses born of Eldest lovers. All are exiled away in their own realms and cannot return to the First World. But the ways into the mortal realms are not so secure. There are stories. Zuddiger's Picnic for instance..."

***

An old man sits near the fireplace in a small cabin. A worn book rests in his wrinkled hands, open to a page depicting a smiling woman handing a grinning young man a spoon and a crow in exchange for his sword. Only a few words are written on the page.

So I traded my sword for a spoon and a bird.

"She was no mere woman." The old man mumbles. "I brought back the first seeds. The Blooms are my fault..."

***

"The Queen nearly escaped once." A soft female voice comes from a glowing pool within a lush forest grotto. "A son, called the Fellnight Prince, opened a breach to the mortal realm with the aid of the cyclops and began to grow First World Blooms. The elves and fey of the Feralwood stopped him, drove him back to the Fellnight Realm, and convinced the Eldest to seal the breach with waystones..."

***

Around the lake the forest grows before your eyes, leaves spreading, vines crawling, flowers blooming in colors not found in nature. A whirlpool spins in the lake itself, and black swans fly in a wide circle above. In the space between a vision begins to manifest of ruined towers and shadowy creatures lumbering among them.

The Fire Tender raises his hands and and a storm of flames bursts from him, racing outward through the trees. All around him the world is turned to smoke and ash. The swans disperse, the whirlpool subsides, and the vision over the lake fades...


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Flying out of the mists, Troxell spots Tenzikil lurking just inside the trees, glaring at the group as they begin to make their escape. Summoning a sphere of flame it appears right behind the traitor, who screams in pain as it sets his cloak on fire.

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

Before Teena can use the wand on Xerexis he has run and lept from the falls.

Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 5d6 ⇒ (6, 5, 4, 2, 3) = 20

While the others fly down, Xerexis drags himself from the water. Though battered and bruised, he mounts up on the unicorn behind Shane.

***

Fleeing through the forest you manage to escape Tenzekil’s army, and are soon escorted to a glade unaffected by the strange mist that seems everywhere else. Instead, faerie lights illuminate the clearing, dancing between the trees. Several creatures look up at your arrival—a host of centaurs, satyrs, sprites, and a few treants, including Vinroot—all part of an encampment clearly armed for war. With them is the Fire Tender.

"You did it! Good good!" The Fire Tender congratulates you on the success of your mission with boyish excitement. "I am still working out how we are going to reset them, and I think it best you keep them safe for now. As you can see I have gathered some... Folk.. I'm not sure I would call them all friends and allies yet. More will arrive soon, and we will hold a conclave tomorrow. I suggest you get some rest tonight."

Everyone can safely get a night's rest and raise to the next level!


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Hah!" Kraygan laughs at Torgan's comment. "I think I could take 'em with one hand! Someone hand me a beer!" Holding his axe in his right hand, he reaches back, gesturing for one with his left.

Grand Lodge

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Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

A old gnome enters the Lodge. Short, even by the standards of his race, his eyes are oddly mismatched with one slightly larger than the other. He wears a simple hooded hanfu made from a material of the deepest black that contrasts strikingly with his white beard. By the look on his face, he's either very angry or something down at his level stinks terribly.

He stalks the common room, his eyes darting about, looking for something...

"Aha! Found you, I have!" Reaching under a table he pulls out a white monkey and shakes it about. A druid nearby gasps, but the gnome shoots him a dirty look. "This is Pu. My monkey. Summoned with great magic. If I want to spank it, that is my business!"

Turning back to said monkey, he grumbles. "I send you to post recruitment, not get drunk! Bah! Shu do it himself."

Moving to the public boards, Shu tacks up a notice...

Rumors of an ancient settlement and its priceless treasure locked beneath Irrisen’s perpetual ice have reached the Society’s ears. We are recruiting a group of Pathfinders to set out to the Land of the Linnorm Kings with a precious cargo of trade goods to buy their way into the witch-ruled nation and recover the relics within.

Content in “From Under Ice” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Grand Lodge and Scarab Sages factions.

Greeting all! DM Rah here. I am recruiting a table for Scrnario 6-18 From Under Ice (Tier 1-5) for Gameday 4. I have added it to my sign-up sheet. First come, first served.


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The rules for identifying spells are lame.
Also, the cross hallway is 15 feet down, and so not really available to "jump into". Regardless, no spell effect comes immediately rushing down the hallway. You can readjust your positions if desired.

Giving Culsar and Skip a chance to react before moving on.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan moves closer to the edge of the boat where everyone is gathering to rescue whichever cousin of his is testing the depth of the river.

"Torag's flamin' beard, it's a monster stew down ther!!" He cries upon seeing crocodiles and tentacles thrashing about. "This ain't no time fer tree-singin!" Kraygan yells to Jorgan, having no idea what that the brewer is actually helping.

*THUMP!!*

"What..." He looks over at the sound of Wren arriving to the main deck. "Good idea!" Kraygan throws himself to the deck as well and spreads out his arms and legs to get the most traction. From that position he wraps his rope around his arm and offers the grappling hook to anyone nearby.

"Throw this to 'em and I'll pull 'em out!"


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"I can see you are conflicted about what questions to ask." The Fire Tender says as Troxell goes silent. "Since this particular spell is not a druid secret, let us summon your companions."

***

Those loitering about the cabin notice a white rabbit scamper into the area. "The master desires your company!" It says before turning and hopping back in the direction Troxell and The Fire Tender went earlier.

***

Once the rest of the group has arrived, you are all given a short summary of the knowledge gained through nature, and offered the chance to ask simple yes and no questions of the Shalm.

Ok, everyone join in!


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Will: 1d20 ⇒ 16

Wren wrote:

"Well, the 'Axes of Trunau' sounds much better than 'Wren's Brigade'..."

"I dunno.." Kraygan says, giving big exaggerated blinks as his sight finally returns. "I liked it. Seemed approp'rit. I mean, when th' battle started it were you tha' Kurst came lookin for, and he put th' Steelkeg's under yer command. But if yer donnae wan' the glory, I 'spose that's ok."

Wren wrote:

""There is an elven saying..."

Kraygan looks thoughtful a moment after listening to Wren's elven saying.

"I think I heard a Dwarven sayin' thas' sim'lar... 'A courageous general leads the charge. A good one directs it from afar.'" Still thoughtful, he adds, "Though I also heard it said 'A glorious general leads his army. A livin' one leads from behind.' ... not sure which o' those was said first."

With a huff that blows his mustache out, Kraygan looks at Wren with bloodshot eyes. "Like it or nae' I think yer the Capt'n of the Axes. Torag knows it ain't me - back in Janderhoff, they always said I weren't officer material. Cannae even get me cousins to follow commands..."

Wren wrote:

"let's get you home..."

"I think I can make it." Kraygan groans as he clambors to his feet. "Jus' point me in th' righ' direction and..."

*Kraygan's eyes roll up and he crashes face first to the floor*

"I think I'll jus' sleep 'ere."

Though it seems he's passed out, he manages to get a few last words out. "Sorry for th' axe... had it made 'fore I heard ye dinnae like..." His words drift off into a snore.

Looking at his gift, Wren notices two words carved into the haft: Wren's Brigade.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Despite exhaustion and serious wounds, Kraygan is determined to rejoin his companions in the fight and staggers on through Trunau.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Bloody boll@cks! Not the Ramblhouse!!" Kraygan cries as a boulder rocks his favorite place in the town.
"Torag damn them!" He calls out again when the blacksmith takes one too.
Being so close he wonders if the place is stocked with anything they could use to defend the town... but his thoughts are soon silenced by a call to arms from a surprising source with surprising conviction in his tone.

Kraygan's beard bristles in a secret smile of pride at Wren's words. It was a speech worthy of a Dwarf Lord, and the challenge he makes sets his heart burning as if he'd just drank a mug of strong dwarven spirits. With a laugh, he offers the elf a dwarven salute, then vaults atop Haggis...

Quickmount: 1d10 + 9 ⇒ (1) + 9 = 10

...and promptly goes right over the other side. Cursing his poor innocent yak, he is dragged a dozen feet before he manages to pull himself upright.

Once seated properly, he raises his axe and gives a battlecry.

"Baruk Trunau! Baruk Ramblehouse! Baruk Wren!"


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan turns purple at Wren's words, his grip throttling the handle of his axe. As the elf walks aways he turns to go over the half-orc's gear, but continues to grumble loudly.

"Yer lucky I don't have a 10' pole, cause I'd introduce it to yer arse! Oh.. nice belt."

Before heading into the next room he checks the bloody gash the troll gave him, then looks to his cousins and notices most of them also bear wounds. "Hoff, ye got any more healing prayers? If not, someone should probably take that potion."

Unless someone else is able to check out the magic belt I'm willing to throw it on and experiment.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Kraygan's about to offer a noodle-armed elf. :)


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Your grumpy old leatherman class intrigues me.

Regarding character development - I feel like everyone hit the ground running in this campaign, and feel inspired by the effort being put into it. I'll admit I didn't have the clearest concept for Kraygan at first, but I was fine with that. Roleplaying for me is one part alchemy and another part divination. Characters and events are mixed within an environment, each with the potential to act as catalysts to spark change. The random chance provided by dice is a sort of cleromancy, where the degree of success or failure can sometimes influence a catalyst and the future path a character might choose. I often work up a character, consider a path for him or her, then adapt and improvise based on this "alchemy and divination".

As far as personalities, goals, and purpose, I feel like most everyone has basic concepts befitting a normal resident of the town. Is that enough? Probably not for a heroic campaign, but I feel like we've laid good foundations to build upon. Wren apparently has a dark past, but obviously that will be tricky to reveal to the dwarves, whom he just met, and seems annoyed at being saddled with. The OOC insight provided by his internal dialogue is great though, and even if we never learn IC about his motivations, the story is better for it. I like using internal dialogue as well, but Kraygan just isn't very self-reflective.

In Kraygan's case, he is a trained soldier, but untested. He came to Trunau looking for action, but arrived in a time of relative peace and has become a drunk instead, thanks to his cousins and their excellent beer. His mettle has never truly been tested before now and I feel like these events are what will ultimately define him. He's a bit of a cliche, but I'm aware of it, and the one thing I do plan on is breaking that stereotype. How that happens, and when, remains to be seen.


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Dwarf | HP 26/56 | AC 19/21 T 10 FF 19 | CMD 20 | Fort +12 Ref +5 Will +1 (+2 poison/spells/SLA) | Init +2 | Perc +4

Will: 1d20 ⇒ 19

"Har! Someone left an illusionary prank in here!" Kraygan calls from the room he's in. "Gave me a good case o' the goblies!*"

Moving to rejoin his cousins, and Wren, he finds Vanderhoff in the hall outside the far doors. "Hey Hoff, I found somethin funny..." He stops short upon seeing the arachnids of unusual size. "Torag's steel buttcheeks, those spiders are GIANT!"

Double move up next to Vanderhoff.

*The goblies: a sudden scary feeling, named for easily scared goblins.

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