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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. 9,311 posts (11,121 including aliases). 10 reviews. No lists. No wishlists. 1 Pathfinder Society character. 14 aliases.


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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.

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

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1 person marked this as a favorite.

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. :)

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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

1 person marked this as a favorite.
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.

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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*

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

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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.
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*waiting intensifies*

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

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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.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Round 3:

The party endures the hot cloud of choking smoke and continues the combat, but your lungs burn from the effort. You've all successfully avoided Con damage from breathing the smoke. At this point you can hold your breath to avoid any further saves while in the cloud, but every round of action reduces the time you can continue to hold your breath.

Auric's strike cleaves into the eel as Kalaya's hex takes hold of it. Jon's fist again glances off its hide. The eel lunges at Auric, but its needle-like teeth snap closed on nothing but air. Then Stilgar's spiritual hammer slams down on its head and the eel falls flopping to the deck.

Altering the remainder of Stilgar's action to fit the course of the combat.

Stilgar stumbles out of the cloud in time to see Magnus disappear down into the hold, another smoke eel hot on his heels. A large finned shaft is embedded in the eel's side, and the broken remains of a ballista sits near the rail. Stilgar sends the spiritual hammer after the other eel with a gesture, it's presence distracting the eel from pursing the gnome down into the hold.

The Exchange

Pathfinder Bestiary wrote:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam).

From the section on natural attacks in the Bestiary. Emphasis mine. Also, if you look at the rules for spells that provide claws, they typically have a line that specifically states that you cannot use a claw attack on a hand that is holding a weapon.

The Exchange

1 person marked this as a favorite.

Wow. Negan made a big impression right off the bat.

The Exchange

Would it be possible to put in a fix where someone wanting to post an event would first have to enter their Pathfinder Society member number first before proceeding? Not too big a hassle for existing members that have accounts here, because that info is easily found on the "My Account" page.

The Exchange

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


Whoops. In my haste to get the post done, I forgot to have you unleash the hex when it was in range. You did. Save was successful, but the rerolls did not affect the outcome of the round, unfortunately.

Urgh. I really need to reread my posts slowly before hitting the submit button. Save against the hex was not successful.

Round 2:

Auric, Jon, and Stilgar quickly close in on the eel, bringing down blows on the creature. Jon's wooden fist glances off its hide, but Auric's sword puts two slices into the thing, one rather deep.

When Stilgar's hammer thuds into its body, it releases Kalaya. From its bloody jaws issues a thick cloud of hot smoke and cinders that envelops the eel and those around it. 2d6 ⇒ (2, 4) = 6 hit points of fire damage to Auric, Jon, Kalaya, and Stilgar. Fortitude saves from everyone.

From somewhere outside the smoke, you can hear Magnus' voice. "There's another one! It's coming in from the other side of the ship! Oh, hang on, I think I can use this..." Then there's a loud sound similar to the sound of a crossbow firing, along with the sound of a rope snapping. "I hit it!" exclaims Magnus, "But now this is broken, and it's still coming. Also, it sees me."

Kalaya is up, then to the top of round 3 and actions from everyone. The eel is still visible to those of you in the cloud, as it hasn't moved, but anything beyond 5 feet is obscured.

The Exchange

Shadowborn wrote:
** spoiler omitted **...

Omitted the traits line. Let's try that again.

Voice of the Outer Darkness:
She has lost her sight, but gained a vision beyond the myopic views of her people. There are gods; that is the awesome certainty which threatens to crush her psyche. These are not gods of distant heavens or hells. They exist here with us, in the dark places between the stars, in strange dimensions beside our own, pushing against the ever-weakening barriers between, striving to reach us. These gods will not be denied, and Alahazra will provide a taste of their mind-shattering presence to the world before their inevitable arrival.

Mirror Universe Alahazra CR 4
XP 1,200
Human oracle 4
CE Medium humanoid (human)
Init +4; Senses darkvision 30 ft.,; Perception +1
----- Defense -----
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 29 (4d8+8)
Fort +2, Ref +3, Will +5
Defensive Abilities cloak of darkness (4 hours/day, +4 armor, +2 Stealth)
Weaknesses oracle's curse (clouded vision)
----- Offense -----
Speed 30 ft.
Melee mwk quarterstaff +4 (1d6) or touch of the void +3 touch (1d6+2 cold)
Ranged +1 light crossbow +6 (1d8+1/19-20)
Special Attacks brain drain 2/day (4d4 damage, 100 ft., Will DC 16), touch of the void 7/day
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—dust of twilight, oracle's burden (DC 16) 1st (7/day)—cause fear (DC 15), cure light wounds, doom (DC 15), entropic shield
0 (at will)—bleed (DC 14), detect magic, detect poison, read magic, resistance, spark
Mystery Dark Tapestry
----- Tactics -----
Before Combat When expecting battle, Alahazra enacts her cloak of darkness and casts entropic shield.
During Combat Alahazra prefers to stay out of melee combat. She uses oracle's burden to hinder enemy archers or spellcasters and cause fear and brain drain to deal with any melee opponents. If forced into hand-to-hand, she uses her touch of the void ability before relying on her staff.
Modified States With her preparatory spells and abilities in place, Alahazra has the following stats: AC 18, touch 14, flat-footed 15; Defensive Abilities 20% miss chance vs. ranged attacks; Skills Stealth +4
----- Statistics -----
Str 10, Dex 14, Con 13, Int 12, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Abundant Revelations (brain drain), Dodge, Extra Revelation
Traits Erratic Malefactor, Scholar of the Great Beyond
Skills Diplomacy +13, Intimidate +10, Knowledge (history) +11, Knowledge (planes) +11, Sense Motive +10, Spellcraft +10, Stealth +2
Languages Aklo, Common, Osiriani
SQ revelation (brain drain, cloak of darkness, touch of the void)
Combat Gear liquid ice (2), potion of gaseous form, scroll of darkness, scroll of protection from energy, wand of ray of sickening (10 charges); Other Gear masterwork quarterstaff, +1 light crossbow and 20 bolts, ring of protection +1, backpack, ivory and obsidian necklace worth 75 gp, scroll of eagle's splendor, silver holy symbol, spell component pouch, 56 gp
----- Special Abilities -----
Brain Drain (Su) Alahazra can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 4d4 points of damage. After successfully attacking with this ability, Alahazra may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim's skill bonus. The randomly stolen thoughts remain in her mind for 4 rounds. Treat the knowledge gained as if she had cast detect thoughts. This is a mind-affecting effect.

Cloak of Shadows (Su) Alahazra conjures a cloak of shadowy darkness that grants her a +4 armor bonus and a +2 circumstance bonus on Stealth checks. She can use this cloak for 4 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Touch of the Void (Su) As a standard action, Alahazra can perform a melee touch attack that deals 1d6+2 point of cold damage. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

The Exchange

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

It should automatically be affected this round whether it made the save or not actually. Forgot Mythic Hex:Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. Which means it'll also affect the save.

Unless of course this thing is mythic...in which case, never mind

Whoops. In my haste to get the post done, I forgot to have you unleash the hex when it was in range. You did. Save was successful, but the rerolls did not affect the outcome of the round, unfortunately.

The Exchange

Dacryphilia wrote:
Really liking what I'm seeing here actually! Can hardly wait. If there ever is a hard cover version, I am likely to buy it. Depending on how long it is.

Thanks! We're doing final edits on the character creation chapter now, and working out some of the kinks of explosives and golem mechs with in-house playtesting. Once that's done, we move to final layout phase.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Initiative Order:

Auric
Kalaya
Magnus
Jon
Smoke eels
Stilgar

Round 1:

Auric shouts his warning as he draws and loads his crossbow.

Whisperwing dives down, spreading wings at the last second to brake and land on Kalaya's shoulder as she prepares to unleash her hex upon the creature.

Magnus casts a spell and promptly disappears from sight.

Jon casts his spell, his skin becoming gnarled and hardened.

The creature moves in, following its initial prey. As it closes, you see a large gray-black eel, some 15 feet in length, sporting a mouth full of needle-like teeth. Its form is hazy and indistinct, much like the smoke in which it was concealed.

As it descends, Kalaya throws her hex, but it has no effect on the eel, which continues its charge towards her. The eel's teeth sink into her (17 hp damage) as Whisperwing gives a sympathetic shriek. To her horror, the beast keeps its jaws locked on her midsection. Kalaya is currently grappled.

Stilgar casts his spell, and the floating warhammer swings at the creature, which writhes its sinuous form swiftly out of the way.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Jon brings the party's attention to a large, serpent-like form that seems to swim through the air. Its form blurs at the edges, seeming to bleed into the smoky air around it, allowing it camouflage which might be more difficult to spot were it not zeroing in on the owl.

Initiatives and actions, please. The creature is currently at a distance of 40 feet from the party and airborne, about 15 feet from Whisperwing's current position in the air.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Jon:
While interested in the creature in the water, Jon's attention is drawn to unusual movement in the smoke, as he notes what initially seems to be a stream of smoke moving against the breeze. He sees a sinuous, serpent-like form moving through the haze, its form difficult to define as its edges seem to bleed into the smoke around it. It also seems to have taken a predatory interest in Whisperwing, as its circling motions are bringing it closer to the airborne owl.

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1 person marked this as a favorite.

:(

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7 people marked this as a favorite.

This is why there are otyughs in dungeons.

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Joana wrote:
Sissyl wrote:
CS was set in the sixties. What is next? Eighty year old Indy discovers whatever in the eighties? Indy was born in 1899...
Harrison Ford will be 77 on release date, which puts them in 1976 for the Bicentennial! How about a crossover with Nicolas Cage and the National Treasure franchise? ;D

If they push it ahead by a year, they can have a scene where Indy drives by a theater marquee with Star Wars on it and talk about how it'll never be popular...

Seriously, Spielberg, pass the torch already. I love the character, but I want to see his adventures in his heyday, not when he should be enjoying his retirement and cursing himself for all the aches and pains lingering in old body from all that adventuring. Chris Pratt looks pretty dapper in a fedora, just sayin'.

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Male Human(ish) Level 3 RPG Monkey

All right. You rest yourselves from your expedition while the crew sets about crafting the lumber needed for the major repairs. The following morning a boat is lowered containing the group, Mister Thorne, and Lars the crewman, and you depart on your expedition.

You hug the shore of the small island, careful not to venture to far from what seems to be one of the few somewhat stable formations here in the Shards. The going is tense, as strange phenomena abound. At times large bubbles of air and other gasses erupt from the water. At certain points the water is noticeably hot, steaming, and sometimes nearly to the point of boiling.

Once, there's a large shadow in the water, and something passes beneath the boat, sliding its bulk beneath you. The boat actually rises a foot or more from the water before splashing back down in the thing's wake. However, whatever it is seems uninterested in you and your craft.

Finally, after what seems like a day, but probably no more than half an hour, you come around a point of land and see the half-moon inlet with the wrecked ship impaled upon its spire. The air is thick with smoke from the fumaroles in the cliffs above you.

Lars drops anchor near the port side of the wreck, which sits some twelve feet above you. With Kalaya and Magnus' assistance, the party makes it up to the main deck, or what's left of it. Shards of rotting wood lie everywhere, and the black basalt of the spire has replaced the main mast--now long gone--in the center of the ship, about ten feet around at this point, and rising into the smoky air for another thirty feet to its jagged tip. There is no sign of the ship's former crew. Doors lead into the fore and aft castles, and a partially broken wooden grate blocks the cargo opening into the hold.

Perception checks from everyone, please.

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mbauers wrote:

Well, I thought last week's episode was above average compared to the previous few, but I'm still mad at their "tactics" and the choices that they make.

I watched this episode with my 6 (soon to be 7) year old daughter. It was interesting that I could teach her about how people were intolerant in the past of interracial marriage and homosexuality (though I still think that when you are trying to "blend in", you don't have your backstory be an interracial couple in the 50's, especially when the wife is the one that Savage wants to find and kill).

Anyway, as my daughter was watching the show and she saw Snart blast a guy with his gun, she was like: "Wait, that guy has a freeze gun? Why don't they just have him shoot Savage?" Indeed.

I mean, they were a little bit more tactical, but they had the knife, knew where Savage was living, and had the element of surprise. "We need to figure out what Savage is up to at the hospital". Why? Your mission is to kill him, not to dick around with all of his little plots throughout history.

Give Cold's gun to Ray, have him hide in Kendra's pocket at least during the meeting. Pop out, freeze his legs, blade to the heart. Game over.

...

o_O

She's absolutely right.

Well, that's it then. If a first grader can find the problem in your story, then you've pretty much bottomed out on your writing. Time to pack it in.

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My latest peeve is with the intro. "I gathered an elite team of heroes...".

No, Rip, no you did not. The Avengers are an elite team of heroes. The Justice League is an elite team of heroes. You gathered a terrible team of heroes, because they rarely work well as a team.

If the line said "I gathered a team of elite heroes," I'd give it a bit more leeway. Where the emphasis lies now is wrong.

The Exchange

Wow. Yeah. I suppose I can stomach the passing of that period of time, since I was a teenager when that movie was released.

I'm a little skeptical of the part of their plan where

Spoiler:
they get the stand-in zombie head. How long did that take them?

"Okay, here's the plan. We're going to wander around and attract walkers. If you see any that look like the guy we supposedly killed, cut off their heads and bring 'em back to the meeting spot. We'll have Jesus pick out the one that looks most similar and use that. Try to only bring back the fresher ones if you can, because these guys might be stupid, but they probably have at least average eyesight and a sense of smell."

I mean, it worked but having the weakest part of your plan be the start of it just doesn't seem like a good strategy.

The Exchange

Those Andy Warhol versions of the Legion of Doom were annoying. I'm glad they're dead.

Meanwhile, Blue Morpho!!!

The Exchange

Male Human(ish) Level 3 RPG Monkey

Captain Wilde nods. "I'll send Mister Thorne to row you. She's tough as nails and can handle herself in a scrape."

He turns to his first mate. "Mister Thorne, pick a crewman to accompany you." The woman nods, motioning to a barrel-chested, bald fellow with drooping mustaches. The proceed to ready the longboat.

The Exchange

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That lady on the walkie-talkie seems nice. I'm sure they'll all talk out their problems, make friends, and then go home for some of Carol's cookies.

The Exchange

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Ermagherd! Germ of Threrns!

Seriously, I'm looking forward to seeing the clash between the Sparrows and Gregorstein. Also, Jon Snow has a lot of screen time for a totally dead and not coming back guy.

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