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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. 9,292 posts (11,099 including aliases). 10 reviews. No lists. No wishlists. 1 Pathfinder Society character. 14 aliases.


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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?

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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.

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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.

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Had to be done.

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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.

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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.

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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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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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.

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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.

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

Meanwhile, Blue Morpho!!!

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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.

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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.

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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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Editing of material and an in-house playtest on other rules will be finishing up soon. Layout of the book begins this month.

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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 +2; 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 Stats 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 +7

----- Statistics -----
Str 10, Dex 14, Con 13, Int 12, Wis 13, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Abundant Revelations (brain drain), Dodge, Extra Revelation
Skills Diplomacy +10, Intimidate +10, Knowledge (history) +10, Knowledge (planes) +10, Sense Motive +10, Spellcraft +10, Stealth +5
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.

Clouded Sight (Ex) Alahazra's eyes are obscurred, making it difficult for her to see. She cannot see anything beyond 30 feet, but she can see as if she has darkvision.

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.

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Male Human(ish) Level 3 RPG Monkey

"I can get aboard and secure a rope for the rest of you," Magnus says with his usual confidence.

The sailors cut down the trees, trim the branches, and use ropes and canvas to fashion themselves makeshift sledges to drag their prizes home. Upon returning to the ship, the wood goes to the carpenters who begin making planks from them.

At the mention of the curious shipwreck, Captain Wilde's eyes light up.

"What a marvelous find! You can certainly use one of the longboats to explore it. I'd sail you around to it myself, but given the uncertain nature of these waters, I'd as soon leave the Flounder here with what shelter she has until the repairs are finished."

"Shall I spare you some rowers, or would you prefer to go it alone?"

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Mark Thomas 66 wrote:
The sidekick could be a feature of the Vigilante archetype that gives a variant leadership. At which point the sidekick is a living class feature like the Paladin's mount or Ranger's animal companion.

That could make for an interesting archetype.

Honestly, I'd really like to see the finalized version of the vigilante and give the sidekick another go-over afterward, but I suppose people can pick it apart now if they'd like.

Also, Louis, that link just takes me to the message board main page.

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I'd just like to point out that for $19, you get pdfs of the main adventures and ALL the side material.

For $49, you get print copies of the main adventures and ALL the side material.

That's less than half the projected retail price. You're saving quite a bit of money getting in on this now.

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Insane KillMaster wrote:
Also guessing, NO GESTALT!

Since gestalt rules aren't official Pathfinder material found in the books, I'm pretty sure that's a "no."

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So just to be clear, all that's wanted is the stat block. No alternative background or flavor text aside from the required Hell's Vengeance trait?

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Male Human(ish) Level 3 RPG Monkey

The group continues on its way after harvesting the ink and cleaning and storing the tree squid for transport. As Jon leads you through the jungle, you manage to find other foodstuffs here and there, taking the time to stop and harvest what you can. Eventually, you make it to the top of a rise that plateaus off. This level area sports a sizeable collection of tall, straight trees that one of the sailors say will be suitable for the wood you need.

The sailors put down their packs and grab up their axes, preparing to fell two of the trees for transport back to the Flounder. As the party mills around, glad for the rest after the trek, Auric wanders to the far side of the grove and spots a rather curious sight, calling for the others.

Here the land slopes sharply back to the sea. Below, rising from the waters, is a great spear of black basalt. Impaled upon the rock is the wreck of a ship, lifted at least fifteen feet out of the water, its wood weathered and its sails nothing but tatters. The waters crash against the cliffs below, and smoke hazes the air, rising from several fumaroles in the rocks below.

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Funded in the first half a day! Now the stretch goals start.

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Male Human(ish) Level 3 RPG Monkey

That will result in the loss of ink from one squid. Taking 10 on the rest will get you the equivalent of 8 vials.

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Male Human(ish) Level 3 RPG Monkey

You guys managed to find a small stream along the shoreline and filled the water barrels. Now it's suitable wood and any foodstuffs you can find. As for the squid, aside from having to remove the slightly tougher skin, they're just as edible as their seagoing cousins. A decent Survival check could also harvest the ink from them.

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Male Human(ish) Level 3 RPG Monkey

The sailors both have minor injuries. Now that they're free of their attackers, climbing back down to the ground is an easy task for them, being used to going up and down the rigging on board the ship. They're stained by the clouds emitted by the attackers, but it seems to have no ill effects other than making them look like well-used ink blotters.

Now that the party has time to study the dead ones at their leisure, they're surprised to find that these are squid. While not familiar to you landlubbers, Jon saw examples of them in the fish market of the village you shipped out from. These seem to have adapted, strangely enough, to life in the trees, and appear to use pack tactics when hunting prey.

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My comment wasn't meant to imply that Snart-2 is a good guy. I just think that with all their concern over the doppelgangers they know, you'd think they would show some alarm at having the entire city under Snart's direct supervision.

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Congratulations, folks! Good stuff all around.

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Male Human(ish) Level 3 RPG Monkey

Auric switches out to his crossbow, as Stilgar smashes his hammer into the last one in combat near the ground. Under Jon's command, a tree slaps into one of the ones grappling one of the sailors as Magnus' crossbow bolt grazes the other.

The two creatures release their prey, then each release an inky black cloud into the air, obscuring sight of both your attackers and the two sailors.

The clouds slowly disperse, falling like light mist to the ground. The creatures are gone. The two sailors hang from the branches overhead, their clothing and skin doused in an inky black, as are any plants and bystanders too slow to move when the clouds descend.

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I'm just wondering what made Earth-2 Barry become a CSI. Earth-1 Barry was driven to find his mother's real killer. Barry-2's mom is still alive and well. So why is he there? Why not a more upwardly mobile job in chemistry, or some other scientific field, since Barry is obviously skilled in more than one discipline (as we can see from his observations on Wally's engineering project.)

Also, something that bugged me from the prior episode. I realize Barry and Cisco were caught up with all the doppelganger nonsense, but shouldn't they have had at least some small reaction to the words "Mayor Snart?"

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I'd just like one of the supposed geniuses on the S.T.A.R. Labs team to address their complete lack of building security. Jay Garrick walking in on them I can see. They had a rift in the basement. Hard to fault them for that one. Still, how about some locks on the doors? Security cameras? Warning alarms? Personnel hired to keep people out? Something?

Worst secret lair ever. (Arrow comes in a close second.)

The Exchange

Male Human(ish) Level 3 RPG Monkey

Massive fail.

A shudder moves through the seemingly boneless creature, a sure sign that Kalaya's hex has taken effect.

Round 2:

Magnus fires, only to have his shot blocked by an intervening branch. Cursing, he reloads his weapon.

The creature on Kalaya grasps at her again with its tentacles, but she easily sidesteps the thing. Meanwhile, the one in the trees grappling one of the sailors continues to struggle with its prey, but makes no progress as the man struggles mightily. The other two, teamed up on the other sailor, pull him further into the tree, away from the reach of the sailors on the ground.

The dropped sailor gets to her feet this round and readies her crossbow. The other three drop their boarding pikes and likewise grab their crossbows, taking shots at the ones above. Two of them are on target, striking the already wounded creature, which releases the sailor and lies writhing on a branch.

Rest of the party is up. One within melee range, the other two are up in the trees, each with a grappled sailor.

The Exchange

Male Human(ish) Level 3 RPG Monkey

Auric's first swing is again evaded by the nimble creature, but then he lashes out with a sudden backhand slice that cuts through its flesh with ease, dropping it from the tree.

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