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Bag of Holding

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5,253 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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The hobgoblin shakes her head. "Vos is a soldier, but one with ambition. His woman, Elessia, is the spellcaster. She disappeared below into the death trap that lurks below this place a few days ago. She told us nothing about any strange dungeon here. We expected to assault an enemy stronghold, not slaughter Vos' own troops. We were lied to. And we're done with this contract. Pay us and we'll be gone, hopefully to a better employer next time, one with honor."


Risbeth smashes into the monk-wight, who stops moving. The other wight is dispatched through Sonny and Caesare's attacks and the square goes quiet....

Out of combat... for now.


Wight Reflex!: 1d20 + 10 ⇒ (3) + 10 = 13 The wight suddenly loses her footing and falls!

Behind her the slowed wight finally stumbles in painfully slow motion to stand beside his mistress.

The wight on the ground seems unfazed by her fall and lashes out at Risbeth!

Unarmed attacking!: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 for 1d8 + 4 ⇒ (1) + 4 = 5 damage!
Unarmed attacking!: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12 for 1d8 + 4 ⇒ (4) + 4 = 8 damage!
Unarmed attacking!: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for 1d8 + 4 ⇒ (2) + 4 = 6 damage!

Risbeth, Caesare and Sonny are up!


"I am leader. All of them shall leave upon my orders. All that remains is the lying human who hired us, Pavo Vos. He lurks in his quarters to the west there." She points toward the west wing of the second floor.


Not sure what would have provoked an AOO, Cesare. Can you elaborate?

The wight monk slides slightly to the left, dodging Caesare's spear easily.


The hobgoblin woman stares at you for a moment and nods. "I forget others are not as we are. I withdraw my challenge. I am Fethi Ken-Shakkas, captain of this band." She bows deeply.


Wight Will Saves: 6d20 ⇒ (13, 12, 9, 13, 20, 8) = 75
Special Wight Will: 1d20 + 7 ⇒ (20) + 7 = 27

One wight and the special one cringe as the others explode into white-holy fire! Risbeth smashes twice into the wight monk, but she doesn't bring her down and the wight merely smiles, her dead lips stretching across rotten teeth!

Caesare is up for round 1 and the Professor is up for round 2!


Hobgoblin society, you recall, is based upon a hyper worship of honor, specifically personal honor. (Think Klingons from Star Trek.) You realize that this woman gave you a deal and by asking how you could trust her, you inadvertently implied that she has no honor and can not be trusted. You also remember that Hobgoblin mercenary companies are built on achievement, merit and honor; meaning that in offering you a deal counter to her current contract, she is implying that you seem more honorable then her current contract and therefore she is able to break her current contract and offer you a deal. However, in order to keep her honor, she must be able to secure a price equal to the one she is giving up by breaking her contract. Lastly, hobgoblins see nothing wrong with being stealthy. By calling you a sneakthief, she is merely assigning a name to your role (gathered, you guess, by the fact that you were hiding behind a door with a weapon drawn when she entered the room). She does not seem to mean to offend, but rather since no one has introduced themselves, give you a label to identify you by.


"This one is a child? Hmm, perhaps you are correct. Children are allowed to be foolish until they are old enough to learn better. It is their prerogative."


Knowledge Local checks, please, to understand Hobgoblin culture!


The hobgoblin shakes her head. "If you believe me unreasonable, you are ignorant of honor. He has impugned my honor. Either he apologizes or he fights. There is no alternative. An insult cannot be borne."


The hobgoblin woman stops stretching. "He must apologize for impugning my honor. Or else he must pay with blood. My honor demands it."


Wights Will Saves: 6d20 ⇒ (14, 19, 18, 13, 9, 11) = 84
Special Wight Will: 1d20 + 7 ⇒ (14) + 7 = 21

All save two of the creatures and the leader seem affected! The slowed creatures lurch forward, while the unaffected ones charge!

Wight slam vs Risbeth: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 for 1d4 + 1 ⇒ (1) + 1 = 2 damage!
Wight slam vs Caesare: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for 1d4 + 1 ⇒ (2) + 1 = 3 damage!

Wight punch, stunning fist vs Risbeth: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 for 1d8 + 4 ⇒ (2) + 4 = 6 damage and Fort Save DC 15 or stunned for 1 round!

Risbeth, Caesare and Sonny are up!


The hobgoblin woman points to Mikail. "You impugn my honor, fool. I challenge you to single combat. Make your preparations to die." She begins to stretch and limber up in preparation for a battle, but she does not attack.


"The cost is 500 gold. No less. And if you wish to impugn my honor, sneak-thief, then I demand satisfaction. A duel should suffice." She says, looking hard to Mikail.


The wight stands impassively as you speak. "If you will not leave, then you will die. Kill them all." She speaks in an almost bored voice to the wights, who slobber and snarl like feral creatures!

Prof Init: 1d20 + 11 ⇒ (20) + 11 = 31
Risbeth Init: 1d20 + 5 ⇒ (3) + 5 = 8
Caesare Init: 1d20 + 1 ⇒ (9) + 1 = 10
Sonny Init: 1d20 + 1 ⇒ (2) + 1 = 3
Foe Init: 1d20 + 9 ⇒ (2) + 9 = 11

Round 1:

Professor
Wights!
Risbeth, Caesare and Sonny

The Professor is first!


She steps inside, seeming at ease. "I accepted the contract to take this fortress on certain information. Information which has proven to be, shall I say, less than honest. Therefore I am ill-inclined to stick around. However, my remaining men and the families of the slain require payment. If you and your band will pay 500 gold pieces, we will leave this place forthwith, no more violence offered against you. Furthermore I will divulge all the information I have before we leave. Agreed?"


Standing outside the door, at apparent relaxed attention, is a Hobgoblin woman. She has a military bent to her appearance, with a Captain's insignia on her shoulder. She wears no melee weapons, but she does have a quiver with several javelins on her back. She peers past you, Ferabras, to the bodies on the ground and makes tsking noise.

"I see you overcame my men. Secret passages, I take it? This fort seems to be riddled with them. Regretful, really. May I speak with you?" She inclines her head, toward the balcony upon which you stand. Behind her you can see a half dozen hobgoblins, standing ready to move, their weapons out. She notices you spotting them and nods. "I have given my men orders to hold fast unless I order them to attack. If you will consent to speak, I will not give that order."


There is a sudden knock from the double doors to the north! A polite rap, as one would on a front door.


Open to the sky, this rampart looks out across not only the keep’s main gate, but also the river valley below and dark forest beyond. A large iron grate, ten feet by twenty feet, has been installed in the center of the rampart’s tiles near a large cauldron placed over a fire pit. The cauldron contains traces of a viscous, oily substance, but is otherwise empty.

Three exits grant access to this rampart: two trap doors on either side of the grate lead down, while a set of solid double doors stands to the north.


They're wights!


With help, Ferabras cuts down the last hobgoblin, leaving the room silent for the moment!


Caesare's spear reaches almost impossibly far and stabs the necromancer, who stumbles until the Professor's fire hits him, briefly illuminating his wide eyes and scream of pain before he falls to the ground, followed by the burnt remains of his minions.

On the far side of the ruined village square sits two buildings, close together. One is clearly a keep, rising high above the squat buildings around it. Strange chanting is coming from inside, but the other building seems to be a squat armory, and it from there that your next adversary comes. The door opens and a pale clearly undead woman steps out, flanked by six similarly dead creatures, but in a much more feral state.

"Children. You interfere with workings set in motion countless years ago. You meddle with forces ancient and terrible. I offer you a chance to walk away, to abandon a foolish path of ruin and despair. The Whispering Way has no quarrel with you. Begone and we shall not pursue. Stay and your corpses shall serve us."


Hoshiko swings again! BB: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 6 ⇒ (3) + 6 = 9 damage! She's having a devil of a time landing a blow! Zolarus once again aids Ferabras!

The cornered hobgoblin swings again at Ferabras! Short sword: 1d20 + 4 ⇒ (4) + 4 = 8 for 1d6 + 2 ⇒ (1) + 2 = 3 damage!

Round 3: heroes are up!


Mikail's sudden appearance causes the archer to drop his guard and he falls with a gurgling noise as Mikail's rapier punctures his lungs.

Zolarus and Hoshiko!


Risbeth steps up and smashes into the last necromancer, but even with most of her hits landing, he still lives. Though he does look incredibly frightened!

Round 2: Professor and Caesare are up! 2 skellies and a battered necromancer remain!


Ferabras steps out and cuts one archer down. Mikail disappears, while Zolarus sets up Ferabras' next shot nicely. Hoshiko (NPC) steps forward and slashes at the hob! BB: 1d20 + 10 ⇒ (3) + 10 = 13 for 1d8 + 6 ⇒ (6) + 6 = 12 damage! She misses, but startles the hob!

The hob to the north drops his longbow and draws a short sword. He chops at Ferabras! Chop: 1d20 + 4 ⇒ (10) + 4 = 14 for 1d6 + 2 ⇒ (6) + 2 = 8 damage!

The hob to the south, having no idea Mikail is close, tries to fire at Zolarus! Attack of Opportunity from Mikail! Archery!: 1d20 + 5 ⇒ (9) + 5 = 14 for 1d8 + 2 ⇒ (7) + 2 = 9 damage!

Round 2: Heroes are up!


And all the skeletons explode.

No, none of them provoke unless you have longer than normal reach.

Round 2!


Risbeth smashes into one of the necromancers, causing him to explode into viscera!

The remaining necromancer screams "KILL HER!" as the skeletons turn and attack! Seven skeletons attack! Attacks: 7d20 ⇒ (10, 8, 2, 1, 11, 5, 6) = 43 Scrabble as they might, none can get through to deal any damage! The necromancer scrambles back and launches her scythe through the air at Risbeth, propelled by an invisible hand! Hand o' the Acolyte!: 1d20 + 10 ⇒ (18) + 10 = 28 for 2d4 + 4 ⇒ (3, 4) + 4 = 11 damage!

Sonny is up for Round 1, then Prof, Caesare and Risbeth for round 2!


Mikail moves to the secret door he can clearly see from this side, and slowly opens it. On the other side, he barely has time to spot a glimpse of the sky before he spots three hobgoblin archers aiming at the spot where his door opened!

Open to the sky, this rampart looks out across not only the keep’s main gate, but also the river valley below and dark forest beyond. A large iron grate, ten feet by twenty feet, has been installed in the center of the rampart’s tiles near a large cauldron placed over a fire pit. The cauldron contains traces of a viscous, oily substance, but is otherwise empty.

Three exits grant access to this rampart: two trap doors on either side of the grate lead down, while a set of solid double doors stands to the north.

Readied Attack: 1d20 + 5 ⇒ (5) + 5 = 10 for 1d8 + 2 ⇒ (7) + 2 = 9 damage!
Readied Attack: 1d20 + 5 ⇒ (8) + 5 = 13 for 1d8 + 2 ⇒ (3) + 2 = 5 damage!
Readied Attack: 1d20 + 5 ⇒ (7) + 5 = 12 for 1d8 + 2 ⇒ (4) + 2 = 6 damage!

Three arrows plunk into the door around Mikail's head, nearly outlining him!

Initiative:

Ferabras: 1d20 + 1 ⇒ (8) + 1 = 9
Hoshiko: 1d20 + 5 ⇒ (9) + 5 = 14
Mikail: 1d20 + 5 ⇒ (4) + 5 = 9
Zolarus: 1d20 ⇒ 1
Archers: 1d20 + 3 ⇒ (12) + 3 = 15

Round 1:
Archers
Heroes

The archers nock new arrows and fire again at Mikail!
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 for 1d8 + 2 ⇒ (8) + 2 = 10 damage!
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 for 1d8 + 2 ⇒ (1) + 2 = 3 damage!
Attack: 1d20 + 5 ⇒ (3) + 5 = 8 for 1d8 + 2 ⇒ (7) + 2 = 9 damage!

Heroes are up!


My ruling is this: normal unintelligent undead will ignore you, unless directed to attack you, at which point you become a valid target to them.

Caesare's limbs lengthen, while the Professor gets into the excavation business! Reflex: 4d20 ⇒ (19, 18, 16, 14) = 67 Two of the skeletons manage to leap aside, but two others fall in and land with a crunching sound!


GM snores and makes grunting noises.

I need to read over the dhampir racial information. I expect to do so over this weekend. Work week's been busy.


A few more swipes and the armor falls, clattering to to the ground in a pile of armor.

End of combat!


There is a sudden shift in the air and from everywhere you can see spectral images, fainter than ghosts or even the haunt you witnessed, of soldiers dragging corpses to the center of town and tossing them into a large pit dug directly in front of where you stand. You see one of the 'corpses' begin to struggle and a soldier calmly crushes its skull before throwing it in.

As the image fades, you see a pair of men stepping out of the shadows, wearing prominent medallions made of a gagged skull. They spot you as you see them and they clutch their medallions as skeletal remains suddenly rise from the churned earth, dripping mud and rotted viscera! From the buildings around you, you can see movement as other things seem to come to life within.

Prof Init: 1d20 + 11 ⇒ (2) + 11 = 13
Risbeth Init: 1d20 + 5 ⇒ (12) + 5 = 17
Caesare Init: 1d20 + 1 ⇒ (20) + 1 = 21
Sonny Init: 1d20 + 1 ⇒ (2) + 1 = 3
Foe Init: 1d20 - 1 ⇒ (9) - 1 = 8

Round 1:
Professor, Risbeth, Caesare
Horde of smelly undead
Sonny

Risbeth, Caesare and the Professor are up first! I'll have a battlemap up shortly on the linked site.


Zolarus aids!

The remaining suite of armor attacks Hoshiko!
Slam vs Hoshiko: 1d20 + 5 ⇒ (2) + 5 = 7 for 1d6 + 3 ⇒ (4) + 3 = 7 damage!

Round 4: Heroes are up!


Hoshiko's blade hits, but cannot seem to penetrate the thick armor!

Zolarus?


Moving out of the candle-maker's shop, you can see the small town is mostly ruins with some intact buildings remaining. You get the sense of being watched as you move outside but can spot no watchers.

In the center of town the ground is churned and muddy, and you spot what looks to be a hand sticking out of the ground...


Ferabras smashes into it once more, knocking it to the ground where it seems to lose all animation and lays in a helpless pile.

Hoshiko and Zolarus!


Slam vs Mikail, Misfortune roll: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d6 + 3 ⇒ (3) + 3 = 6 damage!


Ferabras nearly misses the suit of armor, but a last moment aid from Zolarus guides his blade! Mikail hits as well, but his rapier is having a hard time penetrating the steel. Hoshiko's strike sends electricity rippling through the suit of armor and damages it!

Akre steps up and swings at the suit to the north! Attack: 1d20 + 4 ⇒ (20) + 4 = 24 for 1d8 ⇒ 8 damage!
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 for 1d8 ⇒ 2 damage! He swings, but the armor deflects his attacks!

The suits strike back! Slam vs Ferabras: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d6 + 3 ⇒ (2) + 3 = 5 damage!
Slam vs Mikail: 1d20 + 5 ⇒ (20) + 5 = 25 for 1d6 + 3 ⇒ (4) + 3 = 7 damage!
Slam vs Mikail, crit?: 1d20 + 5 ⇒ (3) + 5 = 8 for 1d6 + 3 ⇒ (1) + 3 = 4 damage!

Round 3: Heroes are up!


Risbeth can hear the low distant calls of wolves. In addition, she senses a tingling on her skin, a feeling she associates with the presence of the mindless undead. The feeling seems strongest when she faces closer to the town square.


Zolarus's blessing fills the hearts of his companions as sounds of battle ring out! Ferabras smashes into his, doing half of the damage he would expect, while Hoshiko strikes hers, but does no damage at all! Belring emerges from below, drawing his sword once he's up!

The suits of armor attack, trying to smash into Mikail and Ferabras!

Slam vs Mikail: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d6 + 3 ⇒ (4) + 3 = 7 damage!
Slam vs Ferabras: 1d20 + 5 ⇒ (15) + 5 = 20 for 1d6 + 3 ⇒ (2) + 3 = 5 damage!

Round 2: Heroes are up!


It shakes its head sadly, points to the village square and fades away, leaving only the scent of burned hair and candle wax to show it was there.

An hour passes. You hear the sounds of howling in the distance and growls and snarls much closer to you and a few times, think you spot hulking furry forms moving in the darkness just beyond the range of your sight.

Risbeth's newly minted wolf hunts himself to near exhaustion under her tutelage. She brings him back covered in sweat and reeking of the wild, and immediately upon entering the candle shop, he passes out in the corner.


Hoshiko moves in, with Mikail just behind her, but before anyone can do more than glance around there is a clattering sound as 2 suits of full plate mail spring to live and move to attack!

Initiative:

Ferabras: 1d20 + 1 ⇒ (18) + 1 = 19
Hoshiko: 1d20 + 5 ⇒ (18) + 5 = 23
Mikail: 1d20 + 5 ⇒ (20) + 5 = 25
Zolarus: 1d20 ⇒ 17
Animated Plate: 1d20 ⇒ 4

Round 1:

Heroes
Plate Mail

Heroes are up!


Sonny calls upon his Goddess as the chandler is thrust headfirst into the boiling wax and a matching wave of heat rushes through the room. The holy energies save you from the heat and the image of the ghostly figures fade into nothingness... All save, the wax-covered candle-maker, who seems to be staring at you through his wax-covered eyes... The pale, ghostly figure points toward the center of the small village, wax pouring from his eyes like tears.


The ladder goes upward into the second story. In the blackness, Ferabras can see racks of armor, mostly heavy armor and shields all covered with a layer of dust.

Second floor map is now uploaded.


Doh, sorry! In my defense, work has been a bear and I usually post during my quiet moments at work.

Belring shrugs. "There are ladders upstairs, into some sort of armory I think. I never went up there before I was injured and well, afterwards I was too hurt to make the climb."


Belring shakes his head. "This and the pantry are the only exits into the Keep I know of. There are stairs to the north, but we have to get to them somehow."


I am sorry, I got busy at work and neglected to update this game. Let me try again...

The translucent man is clearly a haunt, as Sonny and Caesare realize. As they do, they also realize that such haunts rarely leave the viewer safe or unscathed...

As you watch the door explodes open and the terrified man stumbles backward from armed soldiers with drawn weapons, who seize him and drag him toward his boiling hot vat of wax... Actions?


Sounds at least five-six sets of four booted feet moving in step. They seem to be taking positions up around the interior of the keep. I'll mark the ones you can discern on the map.

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