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increddibelly's page

Goblin Squad Member. Pathfinder Society Member. 1,879 posts (2,253 including aliases). 4 reviews. 1 list. No wishlists. 26 aliases.


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Male Humong Propmaster 13 / Meatgrinder 7

Thank you guys. It has been awesome.

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Thanks Sara, fwiw I think your team are doing an excellent job <3

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Male Humong Propmaster 13 / Meatgrinder 7

Bah, I've been sick. Better now. But let's continue!

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Male Humong Propmaster 13 / Meatgrinder 7

It's OK Cala:

Cole Adams wrote:
There is someone behind the curtain. Artephius bomb the curtain.

There's not a lot of controlling to do. Artephius' software is doing that. Let's hope there aren't any bugs, mkay? ^_^

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Male Humong Propmaster 13 / Meatgrinder 7

The chained warrior writhes about in fear, as he finds himself unable to withstand the terrible chain's patient force. SE corner of R4!

Isn't it always the same with these guys? Nobody Ever Looks Up!
reflex save vs dc20: 1d20 + 10 ⇒ (5) + 10 = 15
The archer burns.

Artephius <---
Caladwhen
Vexor
Grumblejack

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Male Humong Propmaster 13 / Meatgrinder 7

new map is up

Artephius responds to Cole's voice commands. "Message received. Command published to Queue."
...Whatever that means.

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Hi guys,
order 3234402 was placed on october 4th; it's been a month and I haven't seen any change. Is everything OK?
thanks!

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Male Humong Propmaster 13 / Meatgrinder 7

I'll try and get the map updated this weekend.

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Male Humong Propmaster 13 / Meatgrinder 7

perception DC 25:
While Kyra's life fades away, the tiniest grunt of barely withheld frustration sounds from behind the curtain to the north.

Both bowmen at P shout in horror as Talon cuts their beloved cleric in two.
"By the light! Avenge her!"
"You will Dieee for this!"

The archers fire their bows as best they can.

full round, manyshot, good hope +2
#1
atk: 1d20 + 14 ⇒ (6) + 14 = 20 dmg: 1d8 + 6 ⇒ (7) + 6 = 13
atk: 1d20 + 14 ⇒ (11) + 14 = 25 dmg: 1d8 + 6 ⇒ (2) + 6 = 8
atk: 1d20 + 9 ⇒ (8) + 9 = 17 dmg: 1d8 + 6 ⇒ (5) + 6 = 11
#2
atk: 1d20 + 14 ⇒ (5) + 14 = 19 dmg: 1d8 + 6 ⇒ (2) + 6 = 8
atk: 1d20 + 14 ⇒ (4) + 14 = 18 dmg: 1d8 + 6 ⇒ (7) + 6 = 13
atk: 1d20 + 9 ⇒ (14) + 9 = 23 dmg: 1d8 + 6 ⇒ (2) + 6 = 8
Talon manages to dodge three of the arrows, but he catch the other three in his arms.

The warrior at Q steps behind Talon and makes one powerful slash at a vital area - cuttin deep at the base of his wings.
good hope +2. vital strike
atk: 1d20 + 15 ⇒ (6) + 15 = 21dmg: 2d8 + 8 ⇒ (2, 5) + 8 = 15

29 + 15 = 44 damage. Are you dead yet?

The fighters near Artephius busy themselves with the alchemy golem and score a critical hit, cracking the glass of one of his reservoirs.
Artephius remains mechanically dispassionate, but his emotionless error messages are an indication of his peril. "pressure drop detected in container #2. Emergency protocols initiated."

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Male Humong Propmaster 13 / Meatgrinder 7

Rygat sings lustfully as both clerics slide off the blade - yes, there are two clerics now. All of them are extremely dead.

Congratulations Talon - you've just killed Kyra!

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Male Humong Propmaster 13 / Meatgrinder 7

Most of my free time is spent prepping for the climax to book 3 for my tabletop party. It's a bad week for me to be in combat :-/
I'll try and keep things moving.

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Male Humong Propmaster 13 / Meatgrinder 7

That is an awesome story, Sindran; and the spell sounds awesome too...
At level 10 you can get the lesser version. Would you like to see if it feels overpowered?

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Male Humong Propmaster 13 / Meatgrinder 7

Vexor is not active in your range of sight, this turn. He is in fact making Grumblejack an offer he can't refuse along the lines of GET YOUR FOUL SMELLING BEHIND DOWNSTAIRS RIGHT F*(KING NOW
We'll move to round two.

round 2 initiative

Talon <---
Good guys
Cole
Sindran
Artephius
Caladwhen
Vexor
Grumblejack

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Male Humong Propmaster 13 / Meatgrinder 7

The Demon bites down on the unsuspecting cleric, and takes a mighty swing that would've taken te cleric's head clean off - but as it comes close, the attacks bounce off an invisible shield. The Demon recoils in horror and confusion.

The chain meanwhile crawls up the legs of the knight @ T4 and the knight topples over helplessly.

Artephius and Vexor are next.

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Male Humong Propmaster 13 / Meatgrinder 7

ah! that is cool, Cole. make the inferior creatures work and die for you.

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Male Humong Propmaster 13 / Meatgrinder 7

*increddibelly looks at alignment of Babau DEMON*
*increddibelly looks at alignment of everyone else*
*increddibelly has a bit of a WTF*
I'm going to find a way to make summoning creatures of 'wrong' alignments backfire...

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Male Humong Propmaster 13 / Meatgrinder 7

You got away with that Sindran ^_^
map updated with Cala's and Sindran's moves

working on that babau and chain now.

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Male Humong Propmaster 13 / Meatgrinder 7

this is the situation after Talon, NPC, and Cole have acted.

still to act in round 1:
Sindran
Artephius
Caladwhen
Vexor

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Male Humong Propmaster 13 / Meatgrinder 7

The archers at P2 and P7 are harassing Artephius, manyshotting, doing some (=average) damage.
The fighters at M and N nod at eachother and charge in - they are obviously applying some well rehearsed tactic on the construct. However, it seems they underestimated the length of Artephius' arms, teaching N2 a valuable: 2d8 + 8 + 1d6 ⇒ (7, 1) + 8 + (5) = 21 lesson, as he casually grabs the fighter by the neck and injects some acid from his reservoir into his throat.

To be fair, these fighters have never encountered an alchemy golem before (have you? yeah, I thought so.) so their first plan is to stick it with their swords... They learned something today.[/ooc]

The cleric speechlessly gasps for air as the sword slides back and forth inside her neck. Q3 responds by shouting (look at his icon! I may have been expecting this) well anyway he shouts "KYRA! NOO!" and chucks a big healing potion down her throat, helping her vocal chords to grow back.

The cleric meanwhile stumbles a 5ft step backwards, and channels her god's fire upon Talon. "Burn in hell!" is her heartfelt command to you.
flame strike (fire + divine dmg), reflex DC18 for half: 5d8 + 5d8 ⇒ (3, 2, 3, 7, 7) + (8, 8, 5, 4, 1) = 48

will save vs Sanctuary DC 19: 1d20 + 7 ⇒ (19) + 7 = 26
S wastes no time, and cleanly eviscerates our resident Oracle.
atk: 1d20 + 14 ⇒ (16) + 14 = 30
confirm: 1d20 + 14 ⇒ (5) + 14 = 19
dmg: 1d8 + 6 ⇒ (4) + 6 = 10
crit dmg: 1d8 + 6 ⇒ (7) + 6 = 13
He'll move so that neither Talon nor Cole receives an attack of opportunity. He needs to stay outside Cole's threat as well.
Once the orc gut runs free, he shouts "MORE! BEHIND US!"

This is what you'll soon be doing thrice a day, Sindran. How do you like it so far?

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Male Humong Propmaster 13 / Meatgrinder 7

The others spent a few rounds casting spells while you finished up. I assumed you'd all jump in as soon as you could.
Tldr, ritual completed.nuke the suckers. If you can.

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Male Humong Propmaster 13 / Meatgrinder 7

Thank you for the compliment! Most of these I already made for tabletop games, so the time now goes into extra sauce.
I'll remove you from the map then ;)

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Male Humong Propmaster 13 / Meatgrinder 7

round order:

Talon <=== round 1 current turn
Good guys
Cole
Sindran
Artephius
Caladwhen
Vexor

anything you post will be done in your turn; no need to wait for each other to post. I intend to advance one round every 48 hours - but we'll see how it goes.

These folks have murdered your goblin slaves; they have broken into your hideout; they do NOT belong here. Show them what infernal superiority means...!

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Male Humong Propmaster 13 / Meatgrinder 7

battlemap
As you pop into the throne room in quick succession, you find the room in disarray. But the first thing that hits you, is the smell of burning flesh. It's hard to get used to that.

The floor is scorched in a few places, where Artephius' projectiles have left some enemy fighters burning and bleeding.
Several infidels are scurrying through the room, frantically shouting ducking for cover. Goblins they could deal with - but Artephius is quite impatient. His continuous shouts of "Access. Denied! Access. Denied! Access. Denied!" drone over the battlefield.

Archers (silver hats) are shooting arrows at Artephius' brain cage, hoping to down him quickly. Indeed, his glass brain cage is already cracked, one arrow dangling precariously close to the vulnerable, soft brain inside. Meanwhile, swordsmen (gold hats) are running about, hoping to provide distraction for the archers to complete their mission. A robed person stands near the dead body of one of her comrades - blue and sapphire figurines decorate her outfit.

Talon is quickest to respond!

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Male Humong Propmaster 13 / Meatgrinder 7

for convenience sake I'll initiative for everyone in alfabetical order:

Caladwhen: 1d20 + 0 ⇒ (7) + 0 = 7
Cole: 1d20 + 6 ⇒ (3) + 6 = 9
Sindran: 1d20 + 5 ⇒ (4) + 5 = 9
Talon: 1d20 + 3 ⇒ (17) + 3 = 20
Artephius: 1d20 + 4 ⇒ (4) + 4 = 8
Vexor: 1d20 + 3 ⇒ (2) + 3 = 5
Good guys: 1d20 + 2 ⇒ (18) + 2 = 20

round order:

Talon
Good guys
Cole
Sindran
Artephius
Caladwhen
Vexor

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Male Humong Propmaster 13 / Meatgrinder 7

battle map is UP

Cole is with all five of him.

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Male Humong Propmaster 13 / Meatgrinder 7

Oh yeah...! It is time to draw up a battlemap ^_^ that's been FAR too long. let's kill us some good guys...!

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Male Humong Propmaster 13 / Meatgrinder 7

Cole; the one speaking the command word is the one teleported. It counts as a move action so you can still enter with guns blazing.

Cala; sorry, Talon can't be disturbed...He needs to finish.

All; I think your characters would be pretty sure the trouble is in 1-27:
- the caverns have been cleared already
- it's not on the 2nd floor; there would be FAR more noise.
- Arthepius is patrolling 1-27; he wouldn't be firing if there wasn't anything to fire at.

Every round you spend preparing is a round the enemy can use. Then again, Arthepius is no pansy - you should expect to find some burnt flesh.

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Male Humong Propmaster 13 / Meatgrinder 7

according to my spreadsheet - Morivus is handling the Cursing of the Light, with Talon as backup. So I guess Talon is doing it - the rest of you are free.
ahem...I eh... will go update my notes now.

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Male Humong Propmaster 13 / Meatgrinder 7

The explosions below now result in screams. Someone is suffering.

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Male Humong Propmaster 13 / Meatgrinder 7

Sure enough, two days later...

During the last phase of the Cursing of the Light ritual (that's at dawn), a tremendous series of noise from below signals that Arthepius is shooting at something. whizzz-flop-**BOOOOM**, whizzz-flop-**KABOOOOM**.
Yep, Arthepius is definitely launching grenades. Since he's stationed in the Throne Room (1-27) it could mean there's another intrusion happening RIGHT NOW. Let's hope he doesn't tear the place down.

I'm not sure where you are, but since you have passwords to several internal teleporters, you could arrive quickly.

This is probably where you learn that you can't scry during a ritual. It'll take 1d4 ⇒ 4 rounds until the ritual is finished and then you can use the statue and its eyes for your purposes.

While you perform the last excrutiating steps of the ritual, you consider your actions...

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Male Humong Propmaster 13 / Meatgrinder 7

I'll let you know what happens next today.

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Male Humong Propmaster 13 / Meatgrinder 7

Within a day or two, defenses are up. The mood is grim - Vexor patrols the halls with a stern face, gently informing any slacking guards about their impending doom. Mostly via quick and very messy demonstration.

Arthepius the alchemy golem seems to have a minor flaw in his identify-friend-or-foe mechanism; surprising him is a sure way of getting bombed by his strong grenades.

Sindran : after the loss of so many Goblins, both your organisation's Survivability and Loyalty are one point down. Cala, after your personal visit to Farholde, your crew's Loyalty is one point up. Your actions influence these stats (they look to their leader, after all), although Heitr's misfortune is mostly due to bad luck.

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You should ask all of theses questions to the GM. Maybe he is planning some changes to the books that we obviously don't know about. Right now you're just asking for spoilers - that seems awkward.

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Male Humong Propmaster 13 / Meatgrinder 7
Caladwhen wrote:
"Well, some good news anyway... the password to this throne is Nen; so now we can port quickly between two locations."

Indeed. That is how they work.

Caladwhen wrote:
Caladwhen will see if she can glean the last password right now.[/ooc]

The Ninth Knot has already succeeded that particular perception check months ago, but back then you didn't know what to make of it. The third password is, ironically, Rah.

1-27 Yah
2-20 Rah
3-9 Nen

You know at least on more teleporter exists, but as Cala said before, Ezra is enjoying the fact that she has something you need. Those passwords are available, but they come at a stupefying price.

Cole Adams wrote:
Why is dividing up and searching a better idea then bunkering down up here.

In response to that, I give you two words: 'Sitting' and 'Duck'.

With the level of opposition that you currently know of, you will eventually be compromised. The good guys also have access to spells such as stone shape; they too can use invisibility and scrying and fly. I'm sure you will leave an unintended weakness and the good guys will find and exploit it.

Think of all the adventures you (as a player) have played before: wasn't there always a back door into the evil mastermind's lair? Another way of getting in, if the front door was guarded too well? Well... Those masterminds... that'd be you guys now...!!! And that leaky lair - that's the Horn of Abaddon.

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Male Humong Propmaster 13 / Meatgrinder 7

Cole - the intruders used 6d4 + 6 ⇒ (4, 3, 4, 1, 4, 3) + 6 = 25 silver arrows to kill temporarily distract Hexor. I'm sure you'd notice them, you're an accomplished archer by now. The arrows are yours for the taking.

I can almost feel your frustration. That's good - you're taking offense at the hit-and-run strikes you've been suffering. Feel free to stop me!
Right now, all the opposition I'm seeing are a bunch of lowly undead, half a handful of not-so-lowly undead, some low-level Venorik Rah / Heitr prowling around, and maybe a dozen more capable minions. To be short: nothing a few fireballs won't clear. The only real challenges to the invaders are Ezra, Arthepius-the-alchemy-golem, Vexor - and you. But none of these are in the same room -or in Ezra's case, on the same side- often enough to pose a challenge.
That is how vulnerable you are right now...

Of course, you have traps near the entrances (the upper ones have a pit above a cage) an alarm spell in a strategic place (bottom of stairway) but you may have noticed that your current annoyance does not use that way of entering your sanctum.

To be fair:
It's been almost an actual year since I've described the rooms to you-the-players, so I won't blame you if you've forgotten.

Your characters would be keenly aware of:
the Thrones in rooms 1-27 and 2-20. Room 3-9, where Vexor was polishing his archer, used to be the meditation hall of the High Priest. There is a 10ft spiral of Abyssal words on the floor; the Abyssal word 'nen' repeated over and over again in formal, decorative script.

Cala is far too smart to let these notable sites within the horn, AND the events of the past days, simply pass as coincidence - and she'd share that opinion with you. You already have a deal with Ezra that will give you passwords - but not until another few weeks, and at great risk to Sindran.

I challenge you to come up with some defenses. So far, the invaders have returned every day, but at different times. Clearly, their plan is working. You should expect at most 24 hours until they're back.

GM notes:
12d4 ⇒ (4, 1, 4, 2, 2, 4, 1, 2, 4, 2, 1, 1) = 28
if you see this, the password is NORN

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Male Humong Propmaster 13 / Meatgrinder 7
Sindran Eithe wrote:
Seeing if I can recognize the man I saw.

Not him, personally. But the fanatical sneer, the formal garments, the absolute obedience of those around him - you do recognize a member of the Royal Inquisition when you see one.

This just happens to be the same inquisitor (although his entourage is different now) who had Talon arrested and dragged to Branderscar Maximum Security, back in the day. Better not tell him though, this little fact will not help with Talon's already volatile mood.

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Male Humong Propmaster 13 / Meatgrinder 7

So, are you feeling frustrated yet about letting those intruders escape? Don't worry, you'll get your chance to fight. If I know you, you'll probably GO get your chance :)

The strike force is well prepared and quite capable. I guess the question for now is: What are you going to do about them?
I've seen two good defensive strategies over the last days:

- Caladwhen wanted to turn on The Golem,
That is fine, you have everything ready (although a fresh brain would make sense... but I won't give you any trouble over that)

- someone suggested posting guards or ambushes around the thrones.
Great idea! What exactly do you have in mind? How many of which type of minion and what sort of defenses are you setting up?

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Male Humong Propmaster 13 / Meatgrinder 7

*I'd like to point out that Sindran successfully made the perception check at the bottom of the last page*

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Male Humong Propmaster 13 / Meatgrinder 7
Caladwhen wrote:
Great... we get attacked, and my undead healing cohort has been captured. I'd almost say you planned it this way, wait, scratch the word almost from that last sentence XD

Honey, I'm not even warmed up yet.

Zombie Kumanda and the burning skeletons take a few minutes to turn the caves inside out, but make no casualties. The mindless skeletons stubbornly appear back at the cave mouth, awaiting your next mission.
The smoke shows no sign of diminishing yet.

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Male Humong Propmaster 13 / Meatgrinder 7

Sindran,

using the scrying eye (note that it needs to be in the statue to work) you see Cole splitting into six of him - a clever manoeuver. As you continue down the hidden stairway, you find the alarm (that is cast daily by Talon and/or Caladwhen) still intact: the intruders have not opened the secret passageway.

Outside the stairwell, the caves are flooded with thick black smoke. The source of that fire is Zikomo's quarters - your gut feeling has come true : dried bamboo walls and reed rooftop are not the safest means to build a hut which has a fireplace and a hot distillery alchemy lab. The hut is functioning beautifully as a smokebomb, though; fleeing from the fire and with no where else to go but outside, the goblins create enough airflow to turn the entire cave level into a natural chimney.

You can hardly see anything. Mostly vague shadows and shapes, before the black clouds billow over again. However, you are shocked to realize, not all of the shapes are Goblins. The smoke clears for a second, and you catch a glimpse of an archer wearing goggles and a wet cloth over their face. The archer alternates between shooting BaneWog in the back, and taking a few steps towards the exit. Judging by the Goblins falling next to the archer while you're watching him, there is at least one more archer behind.

The Bane Wog flee the caves, screaming - and most of them get slaughtered. It takes less than a minute for the intruders to reach the exit - and that is when they spot Talon.
You see them shoot Talon, and then hurry back into the smoke, feeling their way inside until they touch, and hold hands with, an invisible shape - which turns out to be a spellcaster: Once they have regrouped, the bright outlines of two doors appear shining through the dark clouds, and as the doors open, the smoke is sucked outside for a second.
The intruders step through - in the split second where the smoke escapes through the dimensional doorway and thus clears the view, you count two archers, two armored fighters, two spellcasters, and one man looking very sour.

A few seconds later, Talon comes rushing in - but you know he's too late. The intruders have left. This was an excellently executed hit-and-run strike. It makes you wonder how many times they've been here without you knowing...

Dark Archive

Male Humong Propmaster 13 / Meatgrinder 7

Talon sends a minion to trigger an alarm spell and within half a minute, everybody is on alert and aware of the situation.

Fat clouds of black smoke bulge from the cavern's mouth, and anyone in the vicinity would hear the crackle of a big bon fire.

GM notes:

perception: 1d20 + 18 ⇒ (11) + 18 = 29

Before Talon even reaches the ground, a long, sharp whistle sounds. Two archers who were previously firing at the goblins now loose a last volley at our resident Strix, before stepping into the thick dark smoke that is obscuring the cavern from sight.

atk talon: 1d20 + 11 ⇒ (16) + 11 = 27 dmg: 1d8 + 7 ⇒ (3) + 7 = 10
atk talon: 1d20 + 11 ⇒ (19) + 11 = 30 dmg: 1d8 + 7 ⇒ (8) + 7 = 15

You hear a voice, repeating quickly...
"Here, here, here! Here, here, here! Here, here, here!"
...the voice is followed by 2 more voices:
"OK, I made it. Here, here!"
"Me too!"
...and then the first voice again:
"OK - All here, let's go!"

Then, the voices stop, but the silence is pierced by two swishy, zingggy sounds right after one another.
As if the sound isn't enough of a giveaway, the fact that the hairs on the back of Talon's neck suddenly stand up is also a giveaway that spells are being cast.

spellcraft DC 19:
Two people are casting Dimension Door simultaneously.

The smoke at the mouth of the cavern suddenly inflates into the cave mouth, as if a huge creature drew a giant breath and inhaled a truckload of smoke.

perception DC20:
A small cloud of thick black smoke is rising from a section of the jungle, a few hundred yards away.

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Male Humong Propmaster 13 / Meatgrinder 7

I'll leave that for you to decide, but I'd think anyone with a WIS of 12 or higher would realize this enemy is out of your league just yet. Ezra is probably a more difficult battle than the dragon - whose weakness you know and are very much able to exploit. Ezra is a unique product of a foul betrayal and the spirit of a mad, evil, powerful cleric.

Meanwhile...Those of you bored of Ezra's overly dramatic presence, or those trying to get some distraction might be looking out a window.

perception DC16:
Then again, it could just as likely be the screaming that makes you look outside. The goblin horde is fleeing the caverns below the Horn in a semicircular pattern. Males, females and children all scramble to reach the forest - and it seems that the 'FROM' is more important than 'where TO'. The Bane-Wog seem desperate to get away from the Horn; they are abandoning their lairs!
More and more of them suddenly stop screaming, falling headfirst on the ground; when you focus really hard, you can see arrows protruding from some of their heads, necks and legs.

remember the upper levels of the horn are quite a way up, so sound is somewhat diluted before it reaches you - and most jungle sounds aren't even loud enough to reach the top level.

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Male Humong Propmaster 13 / Meatgrinder 7
Cole Adams wrote:
sorry guys have the flu. Hope to be better soon.

That is what everybody in Andoran will be saying in a year from now...When you get the tears of Achlys from Vetra Kali... *grin*

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Male Humong Propmaster 13 / Meatgrinder 7
Sindran Eithe wrote:
Sindran could disembowel himself!

Ye gods, Orc! There's no need to look forward to it like that! That's just gross!

Players never cease to amaze me:
I half expected some of you to throw up and ragequit the game. I was looking forward to giving those few remaining -who would OBVIOUSLY refuse to do it- a gentle reminder, that you're contractually obliged to perform this ritual in the fastest way possible. Now that you know of a faster way, you'd be goaded into doing it; against your will, which wouldn't be half as effective as what you've done now: simply agreeing to do it. *sigh*

Well done guys, you win :)

Let me just answer your question, Caladwhen:

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Male Humong Propmaster 13 / Meatgrinder 7
Caladwhen wrote:
does it have to be our own blood?

You realize the power of the ritual comes trom doing it voluntarily, willingly sacrificing oneself to draw Vetra Kali Eats The Eyes into this world.

I suppose you would manage to convince a Goblin that gutting itself were the best choice - but making it do so, not as the easy wat out, but for the benefit of an insane all-killing Archdaemon seems... improbable, to the point of being inefficient.

Shedding the blood of a sentient humanoid *not* wishing for VKETE's imminent return to Golarion would reduce the ritual by a measly few days, at best. Giving yourself, however, is far more powerful: by your educated guess, that could save you weeks!

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Male Humong Propmaster 13 / Meatgrinder 7
Talon Dalkar wrote:

I gotta RP that 6 charisma beyond "I don't say anything".

I like to misinterpret anything you say whenever it suits me, for that very reason ^_^

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Male Humong Propmaster 13 / Meatgrinder 7

For the record, Talon would realize that it is only Caladwhen's excellent theatrical performance that saved you from getting banshee-slapped for 14d6. Consider this a fair warning - probably more than you deserve :)

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Male Humong Propmaster 13 / Meatgrinder 7

Ezra of course senses you approaching with her Hear Hartbeat ability. She senses your increasing heartrate, and annoyingly mouths the rythm in time with your own.
"Badum! Badum! Badum! Badum! Ooh just look at all that lovely blood rushing through those pretty veins of yours! WHAHAHAAAAAAAA"

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Male Humong Propmaster 13 / Meatgrinder 7
Caladwhen wrote:

So there is a fourth throne... but what am I missing though?

1. Is it possible it's located somewhere else offsite?
2. We have figure out the password for the forth throne.

Wait, wait... Ezra was the head Priestess back in the day; would she know all the passwords?

Words of great wisdom. But I meant something else.

INT DC20:
You know there are four thrones. But there could be seven. Or even twenty. All you know with certainty, is that there are at least four of them to explain the current situation.

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Male Humong Propmaster 13 / Meatgrinder 7
Caladwhen wrote:
Perhaps there is a fourth throne that our enemy knows of that we don't?Elementary my dear Watson, elementary.

That is brilliant. Well done indeed! You now know that there must be four thrones in existance.

You are forgetting one *small* detail though... I think Cala would be able to figure it out. Can you?

Caladwhen wrote:
The first eye can see anywhere in the Horn, just to be sure right? I only remember using it once with Caladwhen. If there is nobody in the horn though, I have a thought as per below.

Yes. When the eye is in the socket of the statue in the temple, one can look into it and scry inside the entire horn.

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