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Shalkeshka

Shadowborn's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Society Member. 9,333 posts (11,150 including aliases). 10 reviews. No lists. No wishlists. 1 Pathfinder Society character. 14 aliases.


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The Exchange

Male Human(ish) Level 3 RPG Monkey

Jon:
You cast your spell and catch three of the toughs on the left side of the semicircle, who cry out in pain as they are wrapped in the growing vegetation. Grint manages to jump clear as thorny vines erupt beneath his feet, but is caught in the area of wild growth. The other three draw daggers, but back away rather than rushing forward. Pliska seems surprised, watching things play out with a wide-eyed fascination. Grint curses and raves, spouting threats, but pushes backwards away from the two of you rather than forward. Following his lead, the three free toughs likewise back away, skirting the area of your spell.

Kalaya:
You notice nothing over the inviting sounds and light from the tavern, but Whisperwing puffs up on your shoulder, feathers ruffling, head swiveled toward a dark alley across the road from the inn, where the yellow light of the lamps does not reach. Talons grip more tightly on your shoulder as you share your familiar's sense of warning and danger.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
The guards nod as you pass through, the snik of the bolt after the gate closes gives a sense of finality your passage. Beyond the gate, the city looks different. Here the buildings rise high, often leaning out into the street and choking off the moonlight. There is more trash in the streets, and also more sound. Those here do not fear the night as much, or perhaps you hear the ones that you were told to fear.

The Charred Barrel is found easily enough. A large building on the left side of the street sports an iron brace on the wall. Hanging from it by chains attached to its top and bottom is a large barrel. The side of the barrel nearest the ground is blackened, as if exposed to a large fire, then rescued before completely burning. The familiar sounds of a tavern full of people come from beyond its closed door. Perception check.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Jon:
It's an open market square, with mostly frameworks for cloth vendor's stalls standing around. There is a rather scraggly looking tree growing in a walled off area. Two of Grint's "dogs" are standing in front of it.

Moonlight catches Grint's teeth as he gives a smile that's more of a snarl. "Got us a big man don't know how to hold his tongue. Might maybe we'll hold it for ya. Tell you what, Pliska. You give us your ferry to play with, an' you walk on out. No toll. We'll have him." At this the other six men begin fingering visible dagger hilts, or moving hands beneath cloaks, probably to weapons unseen.

Pliska shoots a glance at you, scowling. She spits on the cobbles. "Got a rep to keep, Grint. If'n I drop my ferries, ain't no job as a tout for me."

"S'fine, girl. I got work you can do for better clink, won't have you roughin' up yer feet stompin' the cobbles like. Savvy? Easy work on your back, eh?"

Stilgar:
At the sight of the coins, the boy's eyes widen and his face breaks out in a huge grin. "Thankee, sir! You need anythin' else, just call for me. Name's Boyce."

Auric:
Given their similarity of dress, you first mistake them for perhaps some type of guardsmen, but you see no obvious weapons on them. However, the reaction of those that notice them makes you recall when dwarven soldiers come into human inns and taverns in the Marches. People try very hard not to be noticed. Whoever these four are, they make people nervous with their presence.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric:
"Please, call me Hansi. I'll send a girl over. Relax for a time. I'll be by to speak with you later." His attention is drawn to a group coming in the door. Four figures in mustard-yellow hooded cloaks walk in. The innkeeper notices their arrival and excuses himself. He greets the group and escorts them back to the door through which you entered the common room. Sense Motive check.

Stilgar:
The boy gives you a blank look. "This is Fardusk," he says simply. He lingers a moment, looking at you, then turns to leave with a slight sigh.

Kalaya:
The female guard's look softens slightly. "I recommend entering the doorway of the first one you see after you pass through the gate," she replies.

"The Charred Barrel is just down Tradesman's Way," adds the other guard. "They should have space, at least in the common room." He unbars the gate (which you note bars this side of the city from the other) and moves to open it.

Jon:
The man looks at Jon with a bit of surprise, almost as if he'd forgotten you were there. Then he grins again. "He can't see you, my dogs. Let 'em hear you." At that, the circle of men begin a raucous chorus of howls and barks.

Pliska's grip on her staff tightens, but her voice loses its edge, taking on a persuasive tone. "Go easy, Grint. Ferry's pay on delivery. Let me get gone, I'll double back right quick with some clink once job's done, eh? Or I can make a stop and bring a skin fer you an' the boys, what hey?"

The man she called Grint stands quiet a moment, staring at her. "Seem pretty clutchy with that bag fer one wit' no clink, girl. Might be yer givin' a gamon ta leave my boys hungry. Bad play. Toss over some clink, or I let 'em off leash to root around for what they can take."

The Exchange

Male Human(ish) Level 3 RPG Monkey

Stilgar:
Creed takes your coins, taking a moment to look them over, before biting one and accepting them. He hands you over the key and gives you directions. The room itself is small, with barely enough room for the cot and its straw-ticked mattress, and a small table bearing a pitcher of water, a bowl, and a candlestick. A small, shuttered window sits on the wall above the head of the cot, opposite the door. A young boy arrives a while later with a bottle of ink, pen, and several sheets of paper.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
The two guards stand staring at you for a moment, then one, a rather square-faced woman with short-cropped hair, lets out a barking laugh. "I'll say you did! You're near halfway across the city in the wrong direction!" Her face loses its humor as she considers this. "How'd you get halfway across town without thinking about it? Not to mention into the Red Eaves. Not exactly the part of town for folks that frequent the Six..."

Meanwhile, her partner, a long-faced fellow with a scraggly beard, eyes you as well. "Hey, Marta, she looks like one of them...what do you call 'em? Soothsayers! Yeah, that's it. Even got an owl. They say them birds is a sign of wisdom." His fellow guard seems unimpressed.

"Whatever she is, she's no business in this part of town. We'll let you through the gate to the Merchant's District, but you'd best find yourself a place to kip until the night's over. There's a lot of ground to cover to get where you want to go, and some of it you don't want to be crossing in the night, trust me."

Auric:
Reef stares down at you, unblinking, from wide-set, hooded black eyes as you describe your companions. He stands quietly for a long second before giving a single nod, then striding off towards the door you used to enter the common room.

"No worries there. Reef is a vigilant fellow," says Master Mancino. "If your friends are about, he'll collect them soon enough. In the meantime, let's find you a table and see about getting you fed. I'll start a tab for you and we can settle up in the morning once you've had time to rest. What will you have to drink with your meal?" He sits you at the end of a bench on a long trestle table with several other individuals, many of whom he knows by name. The innkeeper makes introductions, but it's hard to keep the names straight. Most are dressed similarly to the sailors aboard the Flounder while others strike you as laborers. A large window has its shutters open to the night, allowing a bit of coolness in the hot and crowded room. You can look out at a large wooden sign that hangs over the front door of the place, seeing that it bears nothing more than a strange figure that's been burned into the wood. Sign of the Six with Eight Tails

Jon:
You follow Pliska as she moves down the street, then turns off onto another. Then through an alley, across a square, and down another street. She keeps a lively pace. After a while you note the position of the moon and figure you've been walking now for near half an hour, probably more. She avoids people on the street, though for the most part she keeps to lit areas except when cutting through the occasional alley, though all of them are wide and open to the sky.

You reach a small postern gate in a wall that cuts off this section of the city from another. Pliska moves up and exchanges quiet words with two bored looking guards at the gate. She reaches into her bag and hands one of them something, possibly coins, and they open the gate allowing the two of you to pass through. The gate shuts behind you and there is the pronounced snik of a bolt being drawn as you continue on your way. A few minutes later you pass through another square. As you do, there's a sharp whistle that stops Pliska dead in her tracks. You see figures move out of the eaves of a nearby building.

"Oy, Pliska! Watcha got 'ere den? Bit o' warm fer de bed den?" The speaker, a humanoid figure in a hooded cloak, chuckles. The six other figures with him echo his laughter.

"Ferry," replies Pliska shortly, shaking her staff so the blue rag tied atop it shakes. "Bit o' hurry. No time to jaw," she says, making to move around the group, but the figure steps into her path.

"Toll," he says, holding an open palm and pointing into it with his index finger.

"Sod off! I'm under flag," she replies, shaking the staff again.

"Not my flag, morsel. Not your flag's cobbles, neither. Toll," he says again. "Hard or soft, your choice, but me n' the dogs are hungry." More laughs from the others, who have moved into a half circle in your path, but the humor does not seem to reach Pliska, or your ears, for that matter.

Stilgar:
"Right enough. Got a private room upstairs. I can send up the paper and such," says Creed, producing a key. "That'll come to four Drakes."

The Exchange

2 people marked this as a favorite.

Quatloos.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Stilgar:
The barrel-chested fellow mops at his bald head with a rag, raising bushy brows at your statement. "Why, this here is the Brazen Bull. Finest tavern and inn in the Trade District. No riff-raff allowed in here, only honest, upright folk. If'n you've lost your way, I'm sure I can help set you straight. Get you a guide at first light to lead you where you need to go. As for your friends, if they wander in here, you could always leave a message for them, and for the right price I'll see it delivered."

The Exchange

Male Human(ish) Level 3 RPG Monkey

Damn it. That second Jon spoiler is for Auric. This next one is actually for Jon.

Jon:
She watches you dump the coins and assorted chits into her bag, stands there a moment, just staring at you, then blinks slowly and smiles, shaking her head.

"All right then, Jon. If that's where you want to go, we'll get you there. It's a bit of hike from here, but at least it's all downhill. Just stick by me." She settles her bag, grabs up a staff leaning against the wall that has a blue scarf tied to one end, and begins to stride off, using the staff as a walking stick. She doesn't look back to see if you're following.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Stilgar:
5 pieces of copper later, and you have your ale. It's not bad, a little hoppy for your tastes, but it helps settle your nerves. When you ask the server about a guide, she frowns. "Most people get a guide at the docks when they disembark, or after coming in one of the gates. Have you been wandering around lost since you got here? It's a wonder you haven't been robbed. If you'd walked into the Shades after dark... Well, not my business. Check with Creed. He's the big, bald fella at the bar. He might know someone. You'll be wanting a room, or a spot on the floor. He can help you with that too."

Jon:
The figure steps out into the light. She's lean. Short, but wiry. A small pair of horns crowns her brow, above eyes that seem fixed on the pile of coins and chits in your hands.

"Aye, I'll do it. You'll need to tell me where it is you want to go. I'm a tout, not a mind-reader. Though if that's what you need, I can take you to one."

She takes hold of the bag slung over one shoulder and opens it. "Just go ahead and put those in here and we'll be on our way. You'll have my services until the sun comes up, should you need them that long. Name's Pliska," she says, smiling to reveal rather long, pronounced canines.

Kalaya:
Whisperwing glides down off the rooftop and settles on your shoulder. You note a light in one of the other windows on the second floor of the house you just left, indicating it is not completely empty. The street, however, is at the moment, though you can hear noises from further off--the echo of hooves, a shout, faint singing--coming from various directions. This appears to be an area of residences, as there are many houses similar to the one you just left, all large and fairly fine, though they look a bit old.

You wander down the street for several minutes, meeting several cross streets that cut through the lane you're on. The street continues to weave downhill, until it reaches a wall. The wall stands some 12 feet high, with crenels along the top. Another street parallels the wall. There is a gate here where the street you followed ends. Two guards, both human, stand leaning against the wall, passing a wineskin between them.

Jon:
At your words, Master Mancino's smile grows even larger, and he moves close, patting your back. "Ah! A juicy story! Don't fret, I'll keep your confidences, and call me Hansi. I am familiar with Captain Wilde. Quite the character. Now, Darendahl was a wealthy man, and paid well to have that room and his magic circle kept quiet and private. However, it has been locked up since the Captain last left port, and only he and I have keys to that door. So if your friends arrived, they either had the Captain's key, and locked up after they left, or they haven't been here. However, I shall do my very best to assist you."

As you pass through the rather crowded common room, patrons shout the innkeepers name. He favors them with a smile, a few words, and the occasional handshake. At one point a rather stout woman, squeezed into a dress that has much of her pushed out the top of it, red hair shot through with streaks of gray piled in a mighty tower atop her head, moves into your path. Hansi Mancino has no smile for her. She, however, bares her teeth as she eyes you up and down, much as if you were a hot meal just brought to the table. "My...who is your new friend, Hansi?"

The innkeeper rolls his eyes. "A traveler in need, and I am attempting to set things to rights so he can enjoy the rest of his evening. Once things are sorted, I'm sure you'll find the time to make his acquaintance," he says, steering you around the woman and towards a door. "My wife, the Madame Mancino."

You reach the double doors and not an immense figure in the shadows of an alcove nearby. At first, you think it standing, but then it rises and steps forward. The fellow must be seven feet tall, with the broad build of a dwarf. His skin is appears jaundiced, and his square-jawed face is broad and flat, with black eyes framed by lank, black hair. The innkeeper addresses the hulking brute.

"Reef, I need you to search the lower halls. We may have lost guests. This man will describe them to you. If you see anyone that matches his descriptions, bring them to me. Be polite. They are guests."

The giant fellow nods, then reaches back into the alcove and retrieves a club, a stout, squarish thing with three iron nails driven through one side of it. He tucks the weapon into a loop on his belt and strides away, the crowd of people parting for him as he crosses the room.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
Kalaya transforms and heads out the window after Whisperwing. She finds the owl perched atop a wrought iron piece affixed to the roof of the building she just exited. It appears to be a house, though it is the largest house she's ever seen, made of stone and timber with a walled garden behind it.

By the light of the half-moon in the clear sky above, the stunning view is another sight the witch has never seen. Buildings, as far as the eye can see, with hardly a stretch of open space anywhere other than the roads that meander between the structures. Lights are everywhere, from lamps on posts lining the streets to the twinkle and glow from windows and doorways from what must be thousands of buildings.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Jon:
Well, if he'd gathered up the coins that I mentioned were scattered on the ground where he showed up after the teleport, he might... ;-)

The Exchange

Moya, Talyn, and the Heart of Gold.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Stilgar:
You walk down the side of the building and turn the corner, finally seeing a set of double doors. Hanging above them is a rather ornate sign done in brass of a rampaging bull. As you reach the doors you notice a wooden sign hung on a nail stuck in the right door that says "NO DEMONBLOODED BASTARDS ALLOWED."

The doors open onto a large common room that must hold 120 people, possibly more. The crowd is not boisterous, but there is a bit of a din as they all talk whilst eating and drinking. There's a clatter of plates and mugs as servers move about delivering orders or cleaning tables. A form looms to your right, leaning against the wall as you walk in. It bears distinctive orcish features, but is too short to be full-blooded. The creature gives you a once-over with its bloodshot eyes, then a nod, then ignores you as it moves its attention back over the crowd.

Kalaya:
Whisperwing gives a low hoot of agreement, then sidles through the window and takes flight, moving up and to the left of the window, quickly disappearing from sight.

Jon:
Jon quickly finds that most of the people on the street are extraordinarily rude. Most don't even deign to speak to him. Others give non-committal answers or nonsensical grunts and keep walking. Many blocks later and no closer to finding your goal, a sharp whistle draws your attention. A form, lean but short, stands with its back against the wall of a nearby building, legs crossed in front of it, arms folded across its chest. A low but feminine voice calls out to Jon. "You lost there? Need a guide? If you've got the coin, I can getchu where you need ta go."

Auric:
Mancino nods knowingly. "Of course, of course. Only the finest for my guests. I'll put word with the help to keep an eye and ear out for your friends or any messages from them. Just follow me, please," he says, taking the time to lock the door before leading you away. At the request for news, his eyes sparkle and he smiles.

"Ah, you're speaking to the right man, of course. Many bend my ear when they come to the Six with Eight Tails, and I've a mind for gossip like a steel trap! I can get you caught up on current events sure enough. Of course, a fair bit of exchange will be in order. I'd certainly like to hear how the dear Captain met his demise...so I can properly inform friends and acquaintances, of course. No point in letting his long absence formulate any wild rumors."

What he said about losing your way is true, as there appear to be many corridors here, and doors, and no real way to tell direction. Occasionally the corridors meet in small rooms, each with a circular hole in the floor filled with water. Eventually you make your way to a stairway up, and can hear the sounds of talk, laughter, and singing.

The Exchange

1 person marked this as a favorite.
Ambrosia Slaad wrote:
Ambrosia Slaad wrote:

More casting news...

Sean Harris as Mad Sweeney

Harris has apparently stepped down for personal/family reasons; Pablo Schreiber is now cast to play Mad Sweeney.

And the new goddess, Media, will be played by... Gillian Anderson. (Yay!)

Huzzah for Gillian Anderson, but this is the only face that comes to mind when I imagine Mad Sweeney.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
You gather up a total of 36 cp and 21 sp, as well as 32 of the ceramic chits. You also find a tightly rolled piece of parchment, a bit waterstained and rumpled, but with a ribbon and wax seal still holding it shut. After collecting the fallen goods, you move to the door and try it, finding it locked.

Jon:
You step out of an alley and move toward a man wearing laborer's clothing making his way along the street. He tenses visibly at your approach, a hand reflexively reaching toward a stout cudgel worn on his belt, then relaxing slightly as you ask your directions.

"'At's a funny name fer a place. Can't say as I's heard o' it. Lookin' fer a room? The Oxen's Stable down the road a piece might still have--" He trails off momentarily looking you over quickly. "--some spots inna common room left. Or are you lookin' fer a job? 'Cause my cousin has a foreman's job over at a warehouse inna Merchant's Quarter could use another back haulin' goods ta get to the docks afore the mornin' tide. Pay's decent."

Auric:
You collect a total of 31 cp, 22 sp, 1 gp, and a bronze key. There are also 21 of the ceramic chits.

The man beams at being recognized and complimented and offers you an exaggerated bow. "I am he. Friend of the common person, and the not so common, as such is my lot to rub elbows with all stations of life. This is indeed the Six with Eight Tails, of which I am proprietor, though you're in a bit of a back corner. I have many private rooms on the lower floor like this one. The Captain pays to keep this one private all the time, so I accommodate him. And I can certainly understand your misgivings. I certainly wouldn't want to travel in such a manner. I trust my own two feet, or a wagon if it's to be a long journey, though I hardly have the time."

"This is the first I've had any visitors through this room in some time. Only reason I found you at all was that I'd just escorted a party to another private room and was returning when I heard you. Though I suppose it's possible. The Captain did have a key to the door, and if it was given to another of them they could have used it. We'll check once we get back to the common room. I can get you a bowl of stew. Fresh sausage, just cased this morning! Discount on account of your hazardous journey and in memory of the lost Captain Derendahl. Just follow me. The halls wind a bit and you could lose your way otherwise."

The Exchange

Male Human(ish) Level 3 RPG Monkey

Since it has been many pages and nearly a year since this last came up, I'll repost information your party received about Fardusk during the early part of your voyage.

Fardusk:
Captain Wilde scratches idly at his beard as he ponders the question. "Aye, Fardusk. It's a most civilized place, it is. A regular bastion of civilization. Now, if you know anything about civilization, you'll know that's just a fancy way of sayin' that the place will chew you up and spit you out, but it will use a napkin to clean its mouth afterwards and thank you for the meal. My crew have standing orders never to venture out of the docks district. That's where most of the uncivilized foreigners stay and do their business. Safest place in the city. If someone wants your purse, they'll show you the knife and make their demands known clearly. Man knows where he stands in the docks. Could get knifed elsewhere in the city, or burned to ash, without so much as a how-do-you-do or a reckoning as to why. Still, should be able to fetch a pretty pile o' coin for your box of frozen milk."

Thorne's thoughts on the place are a tad more helpful, if no less bleak. "It's a s%#%hole, but you can get good drinks there. Just don't expect things like charity, well-meaning, and honesty while you're there. Fardusk is a hard place, full of hard people. Watch your fellows' backs, make sure they watch yours, and you may get out with your hides and souls intact."

An old salt called Gabby, one of the friendliest of the crew, has a different take. "Sure, it can be a dark and scary place, if'n yer not used ta it, but there's good folk there yet. Got a place I like to go when we're in port, good inn. It's right near the docks, with hot food and decent drink at reasonable prices. Odd name, so it's easy to remember: the Six with Eight Tails. Owner of the place, Hansi Mancino, he's a good guy, very accommodating and always looking for new business. You need a place to stay while you're in town, look him up and tell him Ol' Gabby sent you. He'll fix you up right, anything you need."

Jon:
Going airborne, you realize just how staggeringly huge this settlement is. Streets wind crookedly through blocks of closely crowded buildings. The air above the city is a pall of smoke from chimneys and occasional open fires. Lights sparkle in windows and along the streets like jewels in a brooch of black iron. The buildings range from massive stone constructions to wooden shanties. A great wall encircles most of the city, except where it touches water, presumably the Tindal. There docks creep out into the water from shore, and a veritable forest of masts crowd the water.

Despite clear skies and a bright half-moon, the night-shrouded city gives you little sense of where to go. With so many people, finding one individual, or four, is the proverbial needle in a haystack.

Stilgar:
Up the ramp you find a bar on the doors that's easily removed. Throwing them open, you see they lead out onto a cobbled road. A weak pool of yellow light illuminates the area from a lamp on a post nearby. You note that you can't see the land around you. All you can see is building after building, up and down the street, as far as the eye can see. A bright half-moon in the clear sky above and lamps set on posts along the streets allow you to see those passing by. You see several humans. A group of goblins, nattering loudly to each other, walks past without so much as a glance at you, except for one that catches you staring and gives you a leer as they go by. A large window with oiled paper windows sits in the wall of the building you just exited. Judging from the shadows and the sounds coming from within, it is some type of public house.

Auric:
The fellow takes on a sympathetic look and clucks his tongue. "Ah, no. You don't mean to say good Captain Derendahl has met his end? That is a sad piece of news, if that's the news you bring. He was a valued customer and, if I may be so bold to say, a cherished friend. His wife will want to know, of course, but it's late. You'll not want to call on her until morning. I'll find you a room here. As a crewman of the good Captain, there will be a discount, of course. Let's collect your fallen coin and see to your needs. I'm Hansi Mancino, proprietor of this fine establishment."

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
Most of the tomes appear to be chart books and almanacs, with information about sea routes, tides, weather, currents, and other things nautical. Others appear to be recent copies of old histories, specifically dealing with civilizations that existed prior to the Wounding.

Outside the window, there is a nearby lamp on a post providing light for what appears to be a cobbled road. The window actually contains glass rather than a shutter, and it is surprisingly clear, if a bit blurry. Occasionally the form of a horse or person moves past on the road. A latch allows the narrow window to be opened. It is much too narrow to fit a person, though Whisperwind could leave by it if needs be.

Jon:
After your transformation, you are astonished at the sheer number of scents around you. It takes some time to sort them out, and you're certain that if your friends were nearby or had been here recently, you'd detect them. However, you catch no familiar scents related to Auric or your other companions. There is a definite scent of a large body of water coming from downhill.

Auric:
The key turns in the lock and the door creaks open, leaking a more steady light into the room. "Hello? Captain Derendahl? Is that you?" calls a voice, male, perhaps containing a hint of fear. "If you're not the Captain and have come from elsewhere, my bully boys and their pikes are hear to tell you you're not welcome."

The light gets stronger as a human of average height takes a tentative step in. He's dressed well, though the clothes have spots of grease and wine on them. A golden sash covers an ample waist. He holds a dagger gripped tightly in one hand, a lantern in the other. He quickly takes in Auric with a gasp, then raises his bushy eyebrows, clearly not expecting who he has found.

"Erm...hello. Wasn't expecting this room to be occupied. Are you one of the Captain's fellows then? Haven't heard from him in some time. Hope he's well." His eyes move constantly, taking in you as well as the room itself. "Er...you seem to have dropped your money. Shall I help you collect it?"

Stilgar:
The switch pulls down and a four foot section of wall pivots, allowing egress from the room. You immediately note the smell of alcohol. The room beyond is full of barrels, and a rack on one wall holds ceramic bottles. You can make out the murmur of many voices as well as the creak of floorboards above. You're fairly certain you're in a basement level room, judging from the temperature and the walls. A set of steps leads up out of the room to one side, and a ramp rises to a pair of doors angled against one wall to another.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric:
Listening at the door, you find no obvious sounds coming from beyond the portal. You slip the pry bar between the door and frame and attempt to leverage the door open, but the lock holds. Before you're able to try again, you're aware of faint sounds on the other side of the door, then the definite sound of a key in the lock.

Jon:
You make your way along the rows of stalls, marveling at the size of stable. It must service an inn of some size, or perhaps a barracks of soldiers, though dwarves tend to prefer smaller, shaggy mountain ponies for mounts. As you slip out the door, you're stunned to see a wide street, paved with stones, that sits just outside. You note quite a bit of light, despite the dark sky above. There are lamps on posts, one just outside the stable, another across the street, and others lining the road as it curves away in either direction, headed downhill in one direction, uphill in the other. You can't see the land, as there are buildings packed side by side against one another along the entirety of the road, except for small gaps here and there. Below you, down the hill, a sea of lights. More lamps, torches, light shining from what must be dozens, no hundreds, perhaps even thousands, of windows and doorways. Despite the night, there are people moving along the street, more than you've seen in any one place barring festivals. Quite a few of them seem human.

Stilgar:
The only magical aura comes from the circle inscribed in the floor. The cloak on the wall appears to be oilskin, with a deep hood. Now that you're closer, you're fairly certain that the switch opens a door in the wall. Fairly obvious from this side.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric:
You put your shoulder to the door and find it doesn't give. It appears to be locked.

Jon:
The horses all nod their heads in unison. "There was a bright flash of light that woke us. When it was gone, you were there." neighs one of the horses. Several others nicker in agreement.

The Exchange

My first, casual pass shows the awesomeness I've come to expect from Wayfinder. Looking forward to digging later when I have time. I'll also need to find something to order so Paizo can send along my contributor copy.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Kalaya:
As you run your fingers across your companion's head, the owl totters slightly, seeming as out of sorts as you are feeling, but without any lasting injury. Your spell illuminates the room further. The furniture is indeed fine, well-crafted and maintained. The chair in front of the desk sports a quilted cushion on its seat. To the left of the window a bookshelf mounted to the wall holds several volumes bound in leather. A light layer of dust on the surfaces indicates the room has not been visited in some time. A wooden door, carved with maritime scenes, sits opposite the desk and window. The floor is indeed scattered with copper and silver coins, as well as several of the ceramic chits.

Stilgar:
Your calls receive no response. Noting an ache in your palm, you unclench a fist you had not realized you were holding. The two rings sit in your palm, clutched so tightly that there are marks in your palm. The chest has a hasp but no lock. Seeing nothing untoward, you open it and see a pair of swash-topped boots, well polished and maintained. There is also a neatly folded stack of clothing. A cloth bag sitting on the top of the pile turns out to be a fully stocked healer's kit.

The Exchange

"Allen, you can't mess with the timeline. The more you change, the more the ripples will affect the current time and you can't predict what...

Yeah. Never mind. Just do whatever it is you're going to do. I don't know why I try to explain anything to you. I probably won't even remember this conversation after you've screwed up the timeline, if I even exist at all."

Plus, if he was going to go back in time, why go all the way back to his mom? Why not go back a day or so and save his dad?

The Exchange

Male Human(ish) Level 3 RPG Monkey

Stilgar removes two rings from a skeletal hand, one silver, the other tarnished bronze and heavy, like a signet. Auric begins scooping up coins and the odd ceramic chit. Jon secures the box of spices while Kalaya sits upon a keg, idly tracing part of the inlay with her foot, as she and Whisperwing watching as the gnome's hands trace over the designs on the circle while he quietly murmurs to himself.

Suddenly, the light in the hold increases as a glow rises from the circle. "Yes!" cries Magnus, but then the planks begin to rattle and shift as the whole shipwreck shakes. "No...nononono...too much damage and it's not just--" The rest of the gnome's words are lost as the room is filled with a blinding light and each of you is overcome with a horrific wrenching sensation, as if your body were being pulled a hundred different ways at once. A moment of tremendous pain, then it all goes black.

Stilgar:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've awoken in your chapel after falling out of bed. As you push yourself up, you can see that there is no light here. The room is stone, and inlaid in the floor is a circle similar to the one on the ship, this one fully intact. It takes up all of the floor but the corners.

In one corner sits a small table with a ewer and bowl upon it. In another is a small chest. The other corners are empty, but the floor is strewn with debris. after a moment, you see that some of the objects scattered on the deck were brought here with you, including a scattering of coins and ceramic chits. One wall has what appears to be a cloak hanging on a peg. Next to it is a fairly obvious switch. There are no apparent exits or windows. You see no sign of your companions.

Kalaya:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've awoken in a dwarven cell after being captured by inquisitors. A soft hoot and brush of feathers as Whisperwing nuzzles your ear. As you push yourself up into a sitting position, you find yourself in the midst of another circle, this one inlaid into a stone floor. The circle sits in the corner of a room filled with fine furniture, including a large desk with numerous drawers. The only light comes through a narrow window above the desk. The sounds of horse hooves on stone, footfalls, and voices are heard through the opening.

There appears to be only one exit from the room, a sturdy wooden door. As you shift position, you push something on the floor. You can see that some of the various objects that were on the deck of the ship have arrived here with you, including a scattering of coins and those ceramic chits. You see no sign of your companions aside from your faithful familiar.

Jon:
You come to in the dark, straw and earth beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've fallen asleep on one of the altars to the Green hidden in the woods of the Marches. As you push yourself up, you see that you lie in the corner of a large stable. The snorts and whickers of dozing horses come from several stalls on both sides of this long building. A few chickens scratch here and there among the straw in pools of light left by lanterns hanging from the posts in the center of the building. You can see several objects from the floor of the ship's hold here as well, scattered around you, including the grinning skull from the remains. You see no sign of your companions.

Auric:
You come to in the dark, cold stone beneath your cheek. Your body aches, but you don't seem to be seriously injured. For a brief, disoriented moment, you think you've fallen asleep by the forge back in Three Oaks and start guiltily, hoping to relight it before Master Azryn notes your mistake. As you push yourself up, you see that you are not in Three Oaks, nor anywhere familiar. The sight of the faintly glowing circle inlaid in the stone beneath you reminds you of the shipwreck and your last known location.

The faint radiance from the circle allows you to see a torch cresset on the wall above you. You are able to get it lit with your flint and steel and get a look at your new location. The room is made of stone, and empty save for a wooden table and four chairs that take up most of the room aside from the floor where the circle lies, and an open pit of water that smells of the sea. You can see that some of the objects from the hold have made it here with you, including a scattering of coins and some of those strange ceramic chits. A single door appears to be the only exit. There is no sign of your companions.

The Exchange

Male Human(ish) Level 3 RPG Monkey
Kalaya wrote:

While the others speak Kalaya studies the circle intently, seeking to fathom its use.

[dice=Spellcraft]1d20+9

Magnus does appear to be correct. This would be a circle used to magically transport creatures and/or objects within its bounds to another location. You seem less certain of its usefulness, given the warping of the planks and general damage.

The Exchange

Male Human(ish) Level 3 RPG Monkey
Auric Ironwright wrote:
I'm going to be away from home in a cabin all weekend, so wifi access will be spotty to nonexistent. Feel free to have Auric do a lot of heavy lifting in my absence.

I shall not steer you wrong. Well, no more wrong than the rest of the party is about to go, but you know what I mean.

The Exchange

Apparently there will be no season 3. Suits me fine. Loved the first season, but I couldn't bring myself to finish season 2.

The Exchange

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I'll see if Jason will add that in on a future update.

I'm always up for discussing any aspect of gaming, from design to play. :)

The Exchange

N. Jolly wrote:
Jason Nelson wrote:
Thanks for the review, Master Jolly! Hopefully Shadowborn will find it useful!
No problem, most of it could be fixed with another edit run or additional content, so there wasn't anything major of which I had issues.

Yes, thank you. I'm glad you enjoyed it. After the bullet hexes and deeds, trying to come up with an original spell list for this one would have drained the life out of me. (Now, perhaps a future supplement of new spells, bullet hexes, maybe a new patron or two, hmm...)

Given the nature of the bullet hexes, most of them did not need a "no more than once on a given creature in 24 hours" rule, unless they were existing witch hexes. Since those hexes are there, however, there was a need for the Accursed Bullet Hex feat, since the witch has such a feat available for her hexes.

That said, thank you again for the review, and I wish you many hours of happy gaming with this class!

The Exchange

Male Human(ish) Level 3 RPG Monkey

"Can't be certain. Best guess is that it connects to another circle on the shore of the Tidal Sea. Perhaps an island. It would be somewhere safe. These are permanent magics--very powerful, and very valuable. Might have been a pirate. Seems a clever way to keep a hold open for more cargo. Just send it home while you're still on the water. Doesn't look like it helped much when the ship wrecked though." The gnome licks his lips, looking with great curiosity over the inlaid designs.

"There's coins scattered here as well, and these little ceramic tiles, whatever they are. I think the skeleton is still wearing rings and a chain as well. No magic, but they could be worth some coin."

The Exchange

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Male Human(ish) Level 3 RPG Monkey

"Not lost, but suppressed," Magnus responds, giving Stilgar an arch glance at the last word. "Magics to conjure things from beyond are expressly forbidden. This is similar, but as you say, it is meant to take people and things from place to place in an instant."

"Only things in the circle can be transported, likely to a linked circle at the destination point. I'm thinking that rock came up out of the sea through the bottom of the ship. Whoever this is likely died before the circle could be activated. Powerful magic. Whoever owned this ship had power and influence."

The crates appear to contain trade goods--linens, furs, clay, nails--and the barrels have mostly sprung and leaked their contents, though there are three intact barrels of beer and a cask of brandy. One box holds candles, and another an array of small, clay jars that hold spices, some unknown to even Jon.

The Exchange

Male Human(ish) Level 3 RPG Monkey

The group makes its way down the stairs carefully, as the tilt of the ship and the buckled planks make for an ungainly descent.

Auric's torch reveals the cargo hold, its port side a pile of crates and barrels. Most of the floor is clear except for debris and the massive shard of rock punching up through the floor below and continuing through the deck above.

Dancing lights hover over the far end, where Magnus crouches among a strange collection of objects, the strangest being an elaborate circle of runes and lines of silvery metal laid into the deck, reflecting the gnome's magical light. Strewn across the deck both in and out of the circle are coins, equipment, and what appear to be ceramic chits, square in shape, with markings etched into their surfaces. Some appear glazed, others not. Most prominent among the mess is a skull and many bones, some still attached to one another, that appear to come from a single human body.

"I think," Magnus begins, chewing his lower lip as he scrutinizes the circle. "I think this is some type of powerful magic, possibly used in transportation. With a little work, I might even be able to get it working."

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric slashes at the eel, forcing it back away from the hatch. Jon bashes it across the snout with his wooden fist. It snaps at him, but Kalaya's hex continues to foil it. The eel decides to seek easier prey, whipping around and flying off. Stilgar gives it encouragement by thumping it once more with his hammer as it flees.

For a few moments the party collects itself, coughing from the remnants of the smoke, wiping grime from their faces, and catching their breath. Then Magnus' voice comes from below deck.

"I found something! You may want to see this... Mind your step, the stairs are a bit warped."

The Exchange

phantom1592 wrote:
I'm sure he was looking for an opening... Zoom is too fast just to rush in

How about when Zoom let go and raised his hand to dramatically drive it through Henry's torso? That would have been a good time.

The Exchange

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Metahumans all over Central City. Havoc and destruction all over the news. Not a single sign of the military. They were all over the place in the first season chasing after metahumans. You'd think maybe the mayor would put in a call to the President and ask for some help.

I also really wish the end of the episode hadn't been Barry just standing there and watching it happen. He should have done something. Tried to rush Zoom. Tried to take him out before it happened. He knows Zoom is a psychopath. You can't appeal to his better nature. He doesn't have one.

The Exchange

Hey folks,

There's a contest going on over at Kobold Press. Five finalists have been selected and voting for the winner is open to the public. Each is a 5e magic item take on an actual blade forged by Todd Gdula, KP's resident smithing expert. Give the link below a click and vote for your favorite creepy cutlass. Polls close May 23rd.

Real Steel Contest Finalists

The Exchange

SmiloDan wrote:


What are The Wacky Races?

Wacky Races

The Exchange

Definitely incorporate 5. However, it could be that whatever is chasing them stopped long ago. Religious fervor/tribal legend has hyped up the thing to ridiculous proportions. Not only is the thing chasing them unstoppable, it will roast their souls in its belly for millennia. The central mythology of the tribes could evolve to say that not only is there something chasing them, but there is a place of safety, a paradise for the tribe that reaches it first.

The Exchange

I've been trying to use the bestiary index today, and the filters don't appear to be completely functional. Neither the creature subtype nor the climate & terrain filters are having any effect on the list of results.

The Exchange

During Barry's chat with his father at the cabin...

Spoiler:
Barry mentions Jay Garrick, and his dad mentions that Garrick was his mother's maiden name. I'm thinking that wasn't just a throwaway line. Might have to do with the man in the mask.

The Exchange

Jason Nelson wrote:
Come and play Mr. Hex Hex Bang Bang!

Yes, please do! When you're through, a review of the product would be much appreciated. :)

The Exchange

Male Human(ish) Level 3 RPG Monkey

*bump*

The Exchange

Ugh. They could have cast a piece of dry toast as Jonah Hex and that episode would have been no less interesting.

The Exchange

phantom1592 wrote:

GAHHHHH.....

** spoiler omitted **

Spoiler:
My guess is that this new "explosion" will be a controlled event, rather than the massive blast of the original accident. It will almost certainly not turn out the way they expect, but they'll likely keep it confined rather than having it rip through the city like the last time.
The Exchange

*waiting intensifies*

The Exchange

I'm getting the same notice from Firefox whenever I try to navigate to another link from the home page.

The Exchange

The hand regeneration was worse considering the med-bay's track record thus far. Couldn't save the professor, who was shot using what the med-bay should consider contemporary technology. Couldn't save Hawkgirl from the bits of Savage's dagger floating around in her bloodstream. In fact, the med-bay has been next to useless for the entire show until Snart's hand. Then suddenly it's full of futuristic modern miracles because it had a prior DNA sample on file?

The Exchange

Just finished episode 10. Argh. This team is constantly defeated by their own shortsightedness and ill-preparedness. Then the bad writing fumbling around with the whole "go back in time and kill Hitler" question. I'm only going to continue watching to see Jonah Hex.

Oh, and a little research shows that H.G. Wells once visited Ellis Island in 1906, but that's it. No trips to the Wild West, which really wasn't all that wild by the beginning of the 20th century.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric, Kalaya, Magnus, Jon, eel, Stilgar

Auric stumbles out of the cloud, managing to keep his feet despite tripping over unseen debris in the cloud. He closes with the eel and swings his sword. Attack: 1d20 + 6 ⇒ (20) + 6 = 26; Crit confirmation: 1d20 + 6 ⇒ (3) + 6 = 9; Damage: 1d8 + 9 ⇒ (5) + 9 = 14 The strike carves a slice into the smoke eel's dark flesh.

Kalaya unleashes her hex, subjecting the creature to misfortune.

Magnus is nowhere to be seen, having headed below deck.

Jon swings his oaken fist at the eel, but it writhes out of the way of the strike, before turning and snapping its needle-like teeth at Auric, who manages to avoid the bite.

Stilgar's spiritual hammer thuds into the beast, snapping its head down to nearly bounce off the deck. He charges in, but his swing goes wide, cracking the railing around the steps into the hold instead.

The Exchange

Had to be done.

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