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Gabe

Samnell's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 3,682 posts (3,996 including aliases). No reviews. 2 lists. No wishlists. 9 aliases.


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Gay Male Inhuman
Theran, Clan Silverlight wrote:

Why did I only make 15? Half my speed is 20

Because I forgot. :) I'll fix the elevations when I resolve Abelard's action.


Gay Male Inhuman

Round 5
New Badguy AC: 17, T15, F16
Shaft Climb DC: 5

Steave invoked his divine senses. They reveailed no taint within the kitchen.

With him, Galin spotted a finely-made knife.

Loot:
Masterwork dagger.

Elevations: Everyone down below is at 0. Saito is at 40. Theran made it to 15 with accelerated climbing and a double move.

Abelard's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Gay Male Inhuman
Galin Solatar wrote:
Sorry, wifi was really spotty so I was posting when I could, which sadly wasn't very often. I'm back now though.

Bad wifi happens. No harm done. :)


Pathfinder Adventure Path Subscriber
Readerbreeder wrote:
Samnell wrote:
Finished Gallagher a couple of days ago.
For a second I thought you meant this Gallagher. Please, finish him; he needs to be put down.

I used to really enjoy him and, while I hadn't watched him or heard anything about him in years, had fond memories. Then, you know, he turned out to be a racist and homophobe. Was not really asking for a Cleveland steamer in that particular happy place.


Gay Male Inhuman

Round 5
New Badguy AC: 17, T15, F16
Shaft Climb DC: 5

Saito pressed his attack, putting all his strength into his strike. It proved too much strength for him to turn the blade when the wary cultist feinted and then parried the blow on the side of his cudgel.

Yridhrennor invokved the power of Terendelev's scale and rose to the top of the shaft on a billowing silver-white cloud.

Down below, Steave threw open the door on the south end of the dining chamber and found a kitchen. Old blood stained the floor. Barrels filled with scraps of fur and fat sat against one wall, emitting a foul stench.Two long, stone slab tables covered with skinning tools and piles of freshly butchered meat crossed the floor. Beyond them, two wooden racks held drying animal skins.

Theran began climbing the shaft's ladder, making good progress.

Theran's climbing doesn't really impact Steave's action in any way I can see, so resolving it here for simplicity...and so I don't forget about it. :)

Elevations: Everyone down below is at 0. Saito is at 40. Theran made it to 15 with accelerated climbing and a double move.

Remainder of Steave's action is next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Gay Male Inhuman

Round 5
New Badguy AC: 17, T15, F16
Shaft Climb DC: 5

Wounded, the cultist that had stood firm fell back on the door and reached to open it. The other threw open the door to the wider caves and darted through.

Rules Stuff:

He's taking total defense and opening the door. His AC hops up as noted above

Saito's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Gay Male Inhuman

Round 4 Recap
New Badguy AC: 13, T11, F12
Shaft Climb DC: 5

One cultist bolted but the other stood fast against Saito, hammering on him with a cudgel. Saito returned the favor with a slash across the cultist's chest.

Yridhrennor, Theran, and Galin, hearing the din of Saito's battle, started for the shaft to come to Saito's aid.

Worried about foes in closer reach, Steave and Abelard looked to the door to their south.

New Guys in a moment.


Pathfinder Adventure Path Subscriber
Krensky wrote:


There's a snarky quip about martyr complexs there somewhere, but I'm too tired to nail it down.

I see what you did there. :)


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Pathfinder Adventure Path Subscriber

Finished Gallagher a couple of days ago. Started in on Stampp's Causes of the Civil War. I saw it described years ago as essentially a book that presents every possible argument and asks you to pick one, but it actually appears to be a survey of the historiography of the question up to 1991 with major primary sources included. So that's neat.


Pathfinder Adventure Path Subscriber
Frank L. Owsley, "The Fundamental Cause of the Civil War: Egocentric Sectionalism wrote:
First, was the habit of the dominant section-that is, the section which had the larger share in the control of the Federal government-of considering itself the nation, its people the American people, its interests the national interests; in other words, the habit of considering itself the sole possessor of nationalism, when, indeed, it was thinking strictly in terms of one section; and conversly the habit of the dominant section regarding the minority group as factional, its interests and institutions and way of lie as un-American, unworthy of friendly consideration, and even the object of attack.

Frank Owsley wrote only in paragraph-long run-on sentences. And you thought I was bad. He's excerpted in Stampp's The Causes of the Civil War. If you take from this that Owsley was a wild galloping racist then you would be absolutely right. Even by the standards of his time (1890-1956) he was reactionary.

He's also the author of one of the seminal works on Confederate diplomacy and if you ever heard that the CSA "died of states rights," then you've heard someone quoting him.


Gay Male Inhuman

Round 4
New Badguy AC: 13, T11, F12
Shaft Climb DC: 5

Galin joined Yridhrennor and Theran at the bottom of the shaft.

Abelard's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Pathfinder Adventure Path Subscriber

Interested. Desperately interested. I have loved BR for as long as there has been a BR.

To answer the questions:
I would be most interested in the 3e/d20 conversion of BR. I'm not super-familiar with them (I think I read the file more than a decade ago.) but I remember the rules looking pretty good. I'm entirely ignorant of 5e, though if the group inclines that way I would go about remedying it. I could do 2e, but I'm really rusty and no longer very fond of it. I would also be up for something like using Pathfinder for everything except the BR-specific rules if that's easier to wrangle.

So far as sections of Cerilia go, I'm pretty flexible. Even just within Anuire one can get a lot of different flavor, but there's a lot of appealing diversity outside of it too. My preferences in descending order:

Tie between Khinasi (mainly the Docandragh and Island States) and Anuire (most interested in the southern and western coasts and heartlands between, but open to anywhere)

Brechtur (generally prefer the Basin States, but intrigued by Drachenward).

Rjurik Highlands (no internal preference)

Vosgaard (ditto, also always felt like there wasn't much room for PC realms)

And I have questions :)
1) Would players run existing domains? (I imagine yes, but you never know and there is space on the map to carve out new ones.)

2) Would we have the option of playing BR-canon regents? I remember some of the old domain sourcebooks cast the player as the regent from the books, but others went the other way and had you be the heir who had just inherited. Don't have anybody in mind here, just curious.

3) Would traditional adventuring also be involved, or mostly domain action?

4) Would all the PCs be regents? If so would you be looking for a more coordinated sort where we have complimentary/aligned domains or something more anarchic? I like both options about equally well, assuming we could manage the latter without hard feelings.

5) Would you be open to potential awnsheghlien/ersheghlien PCs? Again no specific ideas, just getting a feel for the concept space.

6) Assuming we're not playing extant NPCs or their similarly-blooded heirs, would our bloodlines and abilities have to be random or would we have some ability to pick, assuming we're not playing extant NPCs?

7) Would we be working in a fairly fragmented setting that suits sort of how the books were published (very little to no interaction between realms of different culture groups) or something more integrated as the contents of the books themselves sometimes suggest? Obviously this only matters much if we're near to a cultural border. :)


Gay Male Inhuman

Not sure if Galin's back yet or not. I'll give him a day and then bot if necessary.

Also I'm going to try to be better about saying when I'm waiting on something in particular rather than leaving everyone wonder if I've vanished on you. :)


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Pathfinder Adventure Path Subscriber
BigNorseWolf wrote:
Krensky wrote:
Yeah, but avoiding to the same source we're going to hell for wearing cotton-polyester blends.
Reading that part figuratively is how they justified the ban on interracial marriage.

There were also arguments along the lines that from the patriarchs' narrative they knew that Yahweh created separate types of people and separated them. They might all be human (though a minority of proslavery authors clearly thought in species terms and didn't see black people as human, the argument against them was essentially that it was unbiblical) but that didn't mean they should mix. The sin of Ham (actually Canaan, but they mostly thought it was Ham for some reason I don't know) and all that applied.

The peopling the world narratives do play into that kind of thing. They don't have the familiar racial categories, but they are very much in the vein of "these people are descended from this inferior ancestor and therefore we're better". The people in question happened to map really well to the political situation in the Levant at time of writing. In fact, that's one way we date them. :)


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Pathfinder Adventure Path Subscriber
Kirth Gersen wrote:
I understand the love for Pratchett, but don't share it. He relies on the same general brand of humor as Douglas Adams (whose novels I also didn't like) and, to some extent, Monte Python (whom I also don't think are all that funny).

I tried, but I detest the guy's work. Same with Adams. I can take Python in small doses, but every time I tried to watch a full episode I found the experience utterly tedious. Actually dozed off once.


Gay Male Inhuman

Conferred with Yridhrennor's player.

Round 4
New Badguy AC: 13, T11, F12
Shaft Climb DC: 5

Yridhrennor turned and headed back for the shaft.

Worried about additional threats, Steave moved for the unopened door to the party's south.

Theran joined Yridhrennor in heading back for the shaft.

Galin's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


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Pathfinder Adventure Path Subscriber

Since I had Eric Foner's Reconstruction open anyway:

Eric Foner wrote:

Some amendments, dealing with narrow, immediate concerns, can be thought of as statutes write large; altering one aspect of national life, they leave the larger structure intact. Others are broad statements of principle, giving constitutional form to the resolution of national crises, and permanently altering American nationality. The Fourteenth Amendment was a measure of this kind. In language that transcended race and region, it challenged legal discrimination throughout the nation and changed and broadened the meaning of freedom for all Americans.

On the precise definition of equality before the law, Republicans differed among themselves. Even moderates, however, understood Reconstruction as a dynamic process, in which phrases like "privileges and immunities" were subject to changing interpretation. They preferred to allow both Congress and the federal courts maximum flexibility in implementing the Amendment's provisions and combating the multitude of injustices that confronted blacks in many parts of the South. [...] Now, discriminatory state laws could be overturned by the federal courts regardless of which party dominated Congress. (Indeed, as in the Civil Rights Act, Congress placed great reliance on an activist federal judiciary for civil rights enforcement-a mechanism that appeared preferable to maintaining indefinitely a standing army in the South, or establishing a permanent national bureaucracy empowered to oversee Reconstruction.


Gay Male Inhuman

The dwarf is down. The only cultists left in play are up by Saito and out of Yridhrennor's sight.


Gay Male Inhuman

Whoops. Mistakenly said Yridhrennor's next. He's next after this post.

Round 4
New Badguy AC: 13, T11, F12

Saito's blow nearly fells the cultist, but the mongrelman pulls back just at the right time to spare his throat and instead take a great, bleeding gash across the chest.

Yridhrennor's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Gay Male Inhuman

Round 4
New Badguy AC: 13, T11, F12

The two cultists above wheeled on Saito. One bolted for the other door and escape, but the other stood firm and swung a heavy cudgel with bruising force.

Rules Stuff:

Badguy vs. Saito: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Now that your own battle is done, those below can hear the sound of Saito's fray.

Yridhrennor's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard.


Gay Male Inhuman

Round 3 Recap
Dwarf AC: 14, T10, F14
New Badguy AC: 13, T11, F12

Saito eased through the door. Its hinges creaked and the cultists wheeled on him. Seeing the time for stealth had ended, Saito charged forward. His huge blade swung, but as he ended his charge in front of the nearer cultist his foot slipped on some of the blood that the crusaders had shed on the floor. His blade slipped from his control for a moment, sparing the mongrelman from harm.

Yridhrennor chanted "Biotáille de na réaltaí agus farraige, dall ar mo foes le do cumhacht mhór," and a gentle mist flies up from the floor about the insane dwarf's feet.

Steve stepped up to the dwarf and aimed a kick at him again, dealing a painful blow to the cultist's shin.

Theran turned from the destroyed skeleton to the dwarf, but swung wildly and missed his mark.

Galin stepped forward, joining Steave in closing on the dwarf, and made a precise thrust of his blade. Somehow, despite his aching shin, the dwarf had the reflexes to throw himself back hard against the wall and clear of Galin's practiced attack.

Abelard, like Theran, turned on the dwarf. With a mighty stroke, he slew the cultist.

Round 4 actions in a post to come, as usual.


Gay Male Inhuman

I suppose it doesn't matter considering the roll, but the skeleton's out of commission; Abelard did it in. I forgot to take it out of the initiative order. :(

Round 3
Dwarf AC: 14, T10, F14
Badguy AC: 13, T11, F12

Theran swung wildly, missing his mark.

Galin stepped forward, joining Steave in closing on the dwarf, and made a precise thrust of his blade. Somehow, despite his aching shin, the dwarf had the reflexes to throw himself back hard against the wall and clear of Galin's practiced attack.

Galin's Attack: 1d20 + 6 ⇒ (4) + 6 = 10

Abelard's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Abelard, Dwarf.


Gay Male Inhuman
Samnell wrote:

Round 3

Dwarf AC: 14, T10, F14
Badguy AC: 13, T11, F12

I moved Yridhrennor so he could see the dwarf.

Yridhrennor chanted "Biotáille de na réaltaí agus farraige, dall ar mo foes le do cumhacht mhór," and a gentle mist flies up from the floor about the insane dwarf's feet.

Steve stepped up to the dwarf and aimed a kick at him again, dealing a painful blow to the dwarf's shin.

Steave's Attack: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Rules Stuff:

Dwarf Will save: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 no love

From Steave's attack, the dwarf bleeds 1d4 at the top of his turn each round.

Theran's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Ended up with a busy yesterday. I'll have resolutions out this evening.


Gay Male Inhuman

Round 3
Dwarf AC: 14, T10, F14
Badguy AC: 13, T11, F12

Forgot to move the new badguys. Done now.

Saito eased through the door. Its hinges creaked and the cultists wheeled on him. Seeing the time for stealth had ended, Saito charged forward. His huge blade swung, but as he ended his charge in front of the nearer cultist his foot slipped on some of the blood that the crusaders had shed on the floor. His blade slipped from his control for a moment, sparing the mongrelman from harm.

Rules Stuff:

Saito stealth: 1d20 + 0 ⇒ (5) + 0 = 5
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Saito attack with charge: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 miss

Yridhrennor's next. Order is New Badguys, Saito (up top), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Pathfinder Adventure Path Subscriber
Limeylongears wrote:


Ah, the 19th century, when the paragraphs were as well-upholstered as the bustles.

They were often paid by the word or page.


Gay Male Inhuman

Round 2 Recap
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Up above, Saito spotted the door through which the crusaders advanced not that long ago move curiously. He stole up to it and spotted a pair of retreating cultists.

Down below, Yridhrennor loaded his crossbow and tried a shot at the crazed dwarf cultist. The narrow window between the heads of his fellow crusaders and the side of the door between him and the cultist proved more than his aim could master. His bolt lodged in the wall to the door's side.

Within the room with the cultists, Steave tried to stomp the dwarf's foot. Wild eyed or not, the dwarf stepped back just in time to spare himself the harm. Galin followed in Steave's example, pressing the dwarf with his slim blade. The dwarf's mad luck held and his head twitched to one side, leaving Galin's thrust inches away from claiming his ear.

Theran pressed the skeleton, but its past injury saved it from present harm as his earthbreaker swept through where the skeleton's ribcage had been until destroyed moments before.

Making a dry hiss, the skeleton threw aside its glaive and flailed at Abelard with its claws. Its damaged spine bent in the wrong places at the wrong moments, sparing the crusader any harm.

His falchion gleaming with righteousness, Abelard swung with all his might and skill. The blade parted the skeleton's arm from its shoulder, split its spine, and cleaved through its hips. The skeleton fell in a pile of inert bones, the green fire in its eye sockets winking out.

"All will die! The Lord of Beasts claims all crusaders! Hosilla will take you! Hungry glaives drink all blood!" the dwarf shouted, laughing and gasping. He pressed his back to the wall of the cavern and incanted. The light twisted and bent about him, distorting his outline so the crusaders struggled to see where empty air ended and he truly began.

Saito's next. Order is Saito (up top), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Round 2
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Theran swung his earthbreaker at the robed skeleton, or what remained of it, but the undead abomination pulled back just in time and the business end of his weapon swept through the empty space where its ribcage had been.

Galin pressed on the other side of the fray, thrusting his blade within inches of the dwarf's ear.

Making a dry hiss, the skeleton threw aside its glaive and flailed at Abelard with its claws. Its damaged spine bends in the wrong places at the wrong moments, sparing the crusader.

Rules Stuff:

Claws for Abelard.
Claw1: 1d20 + 4 ⇒ (1) + 4 = 5
Claw2: 1d20 + 4 ⇒ (5) + 4 = 9

Need better monsters. :)

Abelard's next. Order is Saito (up top), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Round 2
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Saito only used a move, so he can open the door now and looks.

Saito peered through the door and saw a pair of mongrelfolk cultists with their backs turned, creeping away from him.

Yridhrennor took aim and fired, hoping for his bolt to slip past the edge of the door, clear of the other crusaders, and strike the ranting dwarf. Instead the bolt lodged firmly in the wall just to the door's side.

Steave tried to stomp the dwarf's foot, but missed his mark and pounded into the floor.

Theran's next. Order is Saito (up top), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Round 2
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Saito moved up to the door. As he approached, the door ceased its movement he heard hurried footfalls receding into the distance.

Yridhrennor's next. Order is Saito (up top on guard), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman
Yridhrennor Arahaelon wrote:

Knowledge check the hell out of the dwarf!

[dice=Knowledge Arcana]1d20+9
[dice=Spellcraft on spells]1d20+9

Yridhrennor doesn't recognize any spells currently in effect upon the dwarf. He's poised to cast, but it could be anything. He'd have to wait until the actual act of casting to know for sure.


Gay Male Inhuman

Round 2
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Up above with the party's three charges, Saito's keen eyes saw the western door move ever so slightly. With everyone well clear of it and no breeze to speak of beneath the earth, it had to be someone on the other side.

The door that moved a bit is one leading back the way the crusaders came, but Saito knows there's at least one unexplored room back that way. The plight of Yridhrennor's familiar drew attention elsewhere.

Saito's next. Order is Saito (up top on guard), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Round 1 Recap
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Yridhrennor threw open the door and withdrew a save distance, revealing a small cavern. A stone pedestal within supported a copper brazier that cast a ruddy light across the space. Against the western wall, an enormous pile of animal furs and thick quilts looked to serve as a bed. Sheathed weapons and stone carvings adorn the walls. The eastern half of the chamber holds a wooden desk and a long, thin iron lockbox.

Within the room stand a robed skeleton carrying a glaive, its eyes green pinpricks of hellfire, and a crazed-looking dwarf.

"You've come! You've come!" the dwarf said feverishly. "Millorn knew! I knew! Die now! Die!" He raised his hands, poised to work magic.

For its part, the skeleton stood mute as Steave raised his shield and forged into the chamber, rushing between the reach of glaive and dagger.

Theran came in Steave's wake, ducking and tumbling as the cultists tried to bring their weapons back to bear. But Steave's charge left them too out of position to wheel around and strike when Theran's guard momentarily dropped.

Galin followed, his slender blade dancing past the dwarf's guard and plunging into his chest. The dwarf coughed blood but remained upright.

The skeleton gave ground, making a papery rasp as it swung its glaive back into action. It swung with unnatural force, but Theran regained his bearings just in time to duck beneath the sweeping blade. He came out only a few hairs poorer.

Abelard invoked Reymenda and joined the fray, swinging his gleaming falchion through the skeleton's chest. Robe and rib alike tore away, laying the skeleton bare and staggering with only a few bits of spine and hate to keep it upright.

And moving to a separate post for the new round again. Look for it in a few.


Gay Male Inhuman
Theran, Clan Silverlight wrote:

Damn. I wonder what exotic resistance this skeleton has. Usually bludgeoning is enough.

[dice=Knowledge religion]1d20+4

From the green eyes and robes, plus that it seems to know how to use the glaive pretty well, Theran thinks he faces a huecuva. Priests who curse their gods sometimes come back as such creatures. He thinks that he needs magic or silver to have full effect on it with force of arms.


Pathfinder Adventure Path Subscriber
The Confederate War by Gary Gallagher wrote:
Writing before the full impact of Sherman's capture of Atlanta had become evident, this correspondent perceived a potentially disastrous lack of will above the Potomac: "The North can yield to fatigue; they the war would have served only to substitute a national hate for a political rivalry; and to ruin more profoundly the Union,"


Gay Male Inhuman

Some fine coordination over in the fight just now. Steave ate up all my AoOs. :)


Gay Male Inhuman

Round 1
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Steave raised his shield and charged between dwarf and skeleton. He caught the skeleton's glaive on his shield and rushed past the dwarf's dagger too fast for it to slide home in his flesh.

Theran came in Steave's wake, ducking and tumbling as the cultists tried to bring their weapons back to bear. But Steave's charge left them too out of position to wheel around and strike when Theran's guard momentarily dropped.

Galin entered third, his slender blade dancing past the dwarf's guard and plunging into his chest. The dwarf coughed blood but remained upright.

The skeleton gave ground, making a papery rasp as it swung its glaive back into action. It swung with unnatural force, but Theran regained his bearings just in time to duck beneath the sweeping blade. He came out only a few hairs poorer.

Rules Stuff:

Dwarf AoO: 1d20 + 2 ⇒ (18) + 2 = 20 miss
Skeleton AoO: 1d20 + 4 ⇒ (11) + 4 = 15 miss

Skeleton resists 5 of Theran's damage, takes 6

Skelattack: 1d20 + 4 ⇒ (12) + 4 = 16 miss

Abelard's next. Order is Saito (up top on guard), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


Gay Male Inhuman

Round 1
Dwarf AC: 14, T10, F14
Skeleton AC: 15, T12, F13

Yridhrennor threw open the door and withdrew a save distance, revealing a small cavern. A stone pedestal within supported a copper brazier that cast a ruddy light across the space. Against the western wall, an enormous pile of animal furs and thick quilts looked to serve as a bed. Sheathed weapons and stone carvings adorn the walls. The eastern half of the chamber holds a wooden desk and a long, thin iron lockbox.

Within the room stand a robed skeleton carrying a glaive, its eyes green pinpricks of hellfire, and a crazed-looking dwarf.

"You've come! You've come!" the dwarf said feverishly. "Millorn knew! I knew! Die now! Die!" He raised his hands, poised to work magic.

For its part, the skeleton stood mute.

Steave's next. Order is Saito (up top on guard), Yridhrennor, Steave, Theran, Galin, Skeleton, Abelard, Dwarf.


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Comrade Anklebiter wrote:
Comrade Anklebiter wrote:
Speaking of which, started in on Aptheker's American Negro Slave Revolts. S'alright.

Current events, alas, won't stay out of my reading:

Terrorist targeted historic SC church on 193rd anniversary of thwarted slave revolt planned by its founder

My immediate reaction was "JFC, white America. This s%#! again?"


Gay Male Inhuman

Yridhrennor?


Gay Male Inhuman
Steave Rojerz wrote:
Let me be more precise, Steave will delay until he can see, i.e the map is revealed, into the room.

Noted. With Theran's light it will be as soon as the door opens.


Gay Male Inhuman


Round 1
Badguy1 AC: 14, T10, F14
Badguy2 AC: 15, T12, F13

That takes us up to Yridhrennor. Assuming he still wants to open the door, he would have a move action left to spend as he will.

Yridhrennor's next. Order is Saito (up top on guard), Steave (probably coming back from his delay really soon), Yridhrennor, Theran, Galin, Badguy2, Abelard, Badguy1.


Gay Male Inhuman

Round 1
Badguy1 AC: 14, T10, F14
Badguy2 AC: 15, T12, F13

The crusaders ready themselves to assault the chanters behind the door. Theran prays and the spirits grant a glow to his earthbreaker, but as he prays the prayers from beyond the door cut off in midword, replaced by the sound of sudden movement.

At the top of the shaft, Saito remains innocent of the threat but ever-vigilant for others that might come at the crusaders' rear.

Rules Stuff:
Ok. This will be a potential surprise round. If the bad guys don't hear Theran's spell, you're golden. If they do, then regular fight ensues. Perc DC 10.

Badguy1: 1d20 + 5 ⇒ (13) + 5 = 18
Badguy2: 1d20 + 5 ⇒ (8) + 5 = 13

So much for surprise. The casting was to happen before Yridhrennor threw the door open, so I'll start from there.

Abelard: 1d20 + 2 ⇒ (5) + 2 = 7
Galin: 1d20 + 4 ⇒ (9) + 4 = 13
Saito: 1d20 + 6 ⇒ (14) + 6 = 20
Steave: 1d20 + 2 ⇒ (16) + 2 = 18
Theran: 1d20 + 0 ⇒ (17) + 0 = 17
Yridhrennor: 1d20 + 10 ⇒ (7) + 10 = 17 always acts in surprise
Badguy1: 1d20 + 0 ⇒ (2) + 0 = 2
Badguy2: 1d20 + 6 ⇒ (7) + 6 = 13

I think I have everyone arranged on the map consistent with your posts. Because the opposition heard the casting during prep, the door remains closed. Opening it will take a move action. You can still delay to have Yridhrennor take that action on behalf of the melee guys if you like, of course.

Steave's next. Order is Saito (up top on guard), Steave, Yridhrennor, Theran, Galin, Badguy2, Abelard, Badguy1.


Pathfinder Adventure Path Subscriber

Finished Varon, who will probably be the subject of Modern Monday this coming week. Started Gallagher's The Confederate War.


Gay Male Inhuman
Galin Solatar wrote:
Galin shrugs at their conversation, whispering a prayer to Arqueros as a golden glow envelops his blade. If possible, he would use his other blessing as well, would he have time before they opened the door?

He would have time. So far as the party can tell, the bad guys haven't heard them yet. Thus initiating hostilities is up to you. If someone starts screaming or so forth that could change, of course.


Gay Male Inhuman

Yridhrennor knows that Baphomet's cults are a diverse lot, as the Lord of Beasts imposes few stringent requirements upon them. He encourages them to breed beasts, which they raise as guardians and keep in their lairs. When they grow old, Baphomet dictates his faithful spare them the shame of aging and instead spend their lives in a sacrifice. After that, the faithful partake of the flesh and so gain their spiritual power. Beyond that, they are to remain secret and steadily gain more worldly power while waiting for the sign to rise up as one and restore the dominion of the beast. The preferred means to do so, among human cultists, involve corrupting the outwardly righteous.

More routine Baphomite worship entails chanting and sacrifice (often just an animal, but intelligent life is preferred) followed by an orgy. The sacrifice, whatever the circumstances, should bleed out slowly and might then be burned or eaten. Rituals usually include the perversion of a holy text with backwards readings followed by burning.


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Gay Male Inhuman
Abelard Lassmar wrote:

Oh my word...

Sounds like humanis policlub/Alamo 20k from Shadowrun meets Kafka! Yeesh.

The main human religion also had good points. It would have had genuinely evil antagonists from which it really did protect people as well as people who were more its victims...and victims who decided to take the fight back to them. But it would have been pretty hard to play a non-human in areas where it had cultural hegemony. I envisioned some halfling ghettos (since they're still half-human and might potentially be cured some day) but not much for other typical PC races.


Gay Male Inhuman
Theran, Clan Silverlight wrote:

Thran will kneel and pray to the moon-wolf. He will rise restored.

[dice=clw]1d8+1

Theran is up to 16/18 now.


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Gay Male Inhuman
Abelard Lassmar wrote:

That's what I thought - so these mongrelmen could well be Evil (and probably are, given their worship of Baphomet and evidence of blood sacrifice!), just low enough HD not to ping.

Samnell wrote:
What those results mean can vary character to character and religion to religion, of course. Knowledge (religion) checks can dig up official dogmas and relevant arguments on the issue.
I like it!

I'm a sucker for moral complexity. :)

My on-again, off-again homebrew project involved a world where every divine cast detect evil and it revealed a true and correct result...given the theology of the caster. So for most people it would ping the usual stuff, but also catch anybody anathematized by the main religion and/or practitioners of religious movements it considered evil even if the difference didn't involve something we'd usually see as an ethical matter.

Then I made most of the religions ethically diverse with a mix of makes-sense-to-us morals and more esoteric concerns that either only made sense in their particular frameworks or were clearly wrong or arbitrary by our standards. The dominant religion of the setting believed that only humans were ensouled and all else were a mix of monstrous beastman, devious fairies, damned infernalists, or divinely accursed. Halflings were the latter, imagined as humans who had through some ancient perfidy earned the eternal wrath of the gods. Thus they were marked, diminished, and separated from the fellowship of humanity for all their generations to come.

But that kind of thing is probably a bit demanding for a regular D&D/PF game, unless religious politics are the whole point. I like the idea, but I'm not totally sure I'd want to run Divinity School: The Boot Leathering. :)


Gay Male Inhuman
Steave Rojerz wrote:


He moves to the southern door and listens.
[dice=Perception]1d20+4
Perception take 10+4=14

Steave hears nothing beyond the southern door.

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