CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


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Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Have you heard any news from elsewhere in the Vale while we were at the old ruins?"

The Exchange

I thought this would be a good place to have a brief pause to go back over the threads before the group moves on, got taken down by a bout of stomach flu and checking some of the details took longer than I thought. In any case, have made some changes to the campaign thread, notably added some of the NPCs encountered and treasure found.

Starsong Hill
Killiar Arrowswift smiles at Ambrose's question. "Your horse is safe, and in good hands. Maludin, who is taking care of your companions, hasn't fared so well. It would seem he had underestimated how hard horses can kick." In response to Helaku's question, the elven leader rejoins, "The news we've been picking up is garbled. There seems to be a checkpoint, guarded by hobgoblins and ogres, west of Lake Rhest. They seem intent on disrupting trade and stopping movement in and out of Elsir Vale. Beyond that, well - nothing has been heard from the west of the Vale for several days now. One town in particular, Drellin's Ferry I think it was."

It is a great relief when the owls alight at the elven encampment of Starsong Hill. Killiar and Speaker Sellyria Starsinger ensure you are well fed, while the clan's priest, Illian Snowmantle, organises a group of healers to tend to your wounds. It won't be long before you are all feeling better. In the evening, the elves hold a feast in celebration of your accomplishments. The lizardfolk seem momentarily cowed, the Red Hand forces left in the area are in disarray, and you've managed to drive off a dragon! Killiar Arrowswift announces that your bravery has inspired the Tiri Kitor to look beyond the Blackfens, and take more interest in the outside world. A band of elven hunters have even volunteered to aid in the defence of the Vale. Killiar offers to fly with them to Brindol.

Later in the evening, after the festivities have ended, Sellyria helps to identify some of the treasure you brought back. "Let's see. Hmm, several of these items would be ignored by our own hunters, but would suit a knight such as yourself, Ambrose, or Shaylar you as well. The armor, and the mace, and this pennant, attach it to a lance or spear. Three times a day it should grant you great bravery and morale in battle."

"This horn over here, made form a mountain goat, is a horn of fog. Sound the horn, and it shall create a cloud of obscuring mist that will conceal the musician. Very useful. And this headband, this has been enchanted to grant increased Wisdom to the wearer, in much the same way that the one on Leonar's brow must do. I would be interested in a magic item such as this. Perhaps you would consider a trade? In exchange, I can offer you an arcane wand, that you can use to cast scorching rays at your opponents."

When she opens the small iron coffer and beholds the delicate adamantine chain threaded with lion's claws and teeth, Sellyria gasps and takes a step back. "An abomination! How could this come here, to our encampment! Do you know what this is? An instrument of evil, an abomination. This my friends, is a lich's phylactery."

You also find a means to open the locked ironbound chest found in Wyrmlord Saarvith's quarters. Inside are six leather sacks, each containing 100 silver pieces and 20 gold pieces. Wedged between some of these sacks is a delicate-looking wooden and silver box. Inside the box is a folded letter that smells of strange perfume, although it's obvious from the indentation in the velvet lining that something the size of a child's fist once rested in the box as well. The box itself is finely wrought, and likely would be worth something to a collector.

Letter, written in Goblin:

Saarvith -
Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe - perhaps it could be trusted to your dragon friend's keeping? Keep it hidden until Brindol is taken. Should it fall into the hands of someone who could return it to its owner, the consequences for our effort could be dire indeed.
- Ulwai

Finally, Killiar offers to bring you to where your horses and wolf have been waiting, so that you can check that they have been well cared for.

I thought at this point you all might find these maps useful for reference.

Wyrmlord Koth's map

Map of Elsir Vale


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"A lich's phylactery. But whose? And why is was it there?"
Helaku cannot read goblin so we're out of luck from him. If we can procure a scroll of comprehend languages that might be an option if no one else speaks goblin (I don't recall if any of you do). Helaku is definitely willing to make the proposed trade if everyone else is.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar is fine with the trade as well.

"Helaku is right. What lich might have left their phylactery unguarded? Can it sense we have it? If so, we might have an unwanted visitor soon enough."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Shaylar speaks Goblin, I believe.

"If this Red Hand has set up checkpoints, we should see that they are removed. Supplies and allies will be needed in this war, and closed roads do us no good."

When it is mentioned that a band of elves will fly to Brindol, Ambrose is most pleased. "I serve Lord Jarmaath as a Lion of Brindol, a position not unlike that of your hunters here. On behalf of my lord and city, I give you my thanks, and I will not forget your aid."

"Indeed, Leonar...though the letter mentions how it is imperative that the letter not be returned to its owner. Ghostlord...hm. Look, the bottom of Koth's map shows that name, south of Drellin's Ferry. That's the Thornwaste. I think we may need more information before any action."

Knowledge (Local) Ghostlord: 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (Nobility) Ghostlord: 1d20 + 8 ⇒ (3) + 8 = 11
Knowledge (Religion) Ghostlord/Lich: 1d20 + 8 ⇒ (7) + 8 = 15


Taking the letter, I pour over the writing before reading it out aloud to my friends. "I reckon this Ghostlord is either the lich in question or knows of him. But it seems more likely that he has somehow procured the phylactery and is using it to extort the lich with it into helping the Horde. Which seems to follow from the warning as well."

The Exchange

Anyone else want to make Knowledge checks?

Ambrose:

You reckon there is a legend local to Elsir Vale about a Ghostlord, but you can't recall the details. And you don't dredge up any more details about liches or their phylacteries.

Sellyria is delighted to make the trade of magic items, handing you the wand in exchange for the periapt of wisdom. You soon see it gracing her bow, emphasising her air of dignity and ancient wisdom. "Can we persuade you to stay for a while? We can easily find accommodation for you, but I sense you do not intend to stay overlong. Where do you plan to go from here?"


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Know. Geography 1d20 + 7 ⇒ (6) + 7 = 13
Know. Nature 1d20 + 11 ⇒ (6) + 11 = 17

Doubt these will do much, if anything.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Knowledge (arcana): 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge (local): 1d20 + 5 ⇒ (16) + 5 = 21

The Exchange

Knowledge local result 15+:

You recall campfire tales of the Ghostlord of the Vale. These tales speak of a once-proud druid who dwelt in the verdant plains south of Rhest and led several tribes of nomads. These nomads were said to have built a massive lion of stone in honor of this great druid, who taught them the ways of the lion and how to live at peace with these proud creatures. Yet when dark times fell on Rhest, their shadow also fell upon the lions' plains.

It began when nobles visiting from Rhest arrived in the region. the nomads befriended the nobles but were betrayed by them when the visitors hunted down and killed a lion monarch for his pelt and claws. the nomads reacted with violence, slaying the visiting nobles to a man. Rhest answered in kind, and its army marched against the southern plains. The disorganised nomads stood little chance against Rhest's military might, and the tribes were slaughtered despite the fact that the lions rose to defend them. The warriors of Rhest confronted and slew the druid between the paws of his own massive stone shrine.

But the night after the warriors returned to their city, doom came to Rhest. Ghost lions prowled the streets, stalking and killing anyone they came across. When the dawn came, the entirety of Rhest's cavalry, including families, servants, and squires, lay dead. Rhest never recovered from this night of terror, which marked the beginning of the decline of that once-proud nation. In the years since, the once-verdant hills to the south have grown horrid and tangled. The Thornwaste is all that remains.

Knowledge history result 25+:

Read the results above for Knowledge local. The story is accurate in its general outline, but it gets several important facts wrong. Urikel Zarl, the great druid of the story, was in fact the leader of a cruel lion cult based in the southern regions of the kingdom. His people were not the noble nomads legend recalls, but feral cannibals who believed that in death their bodies would transform into lions and thereafter live forever. Urikel Zarl was their undying lord and master, who had long before turned his back on the natural world for the tainted promises of eternal undeath. When the Rhestian lords sought to challenge his power and subjugate the region, their cavalry and the cultists destroyed each other; in the years to come, both Rhest and the Thornwaste fell to ruins as a result.

Knowledge geography result 20+:

You recall once seeing a map that placed the Ghostlord's lair somewhere near the eastern end of the Thornwaste. Tellingly, most regional maps show nothing in this depopulated area.

Knowledge religion result 25+:

This is a very unusual phylactery for a lich, and is probably the work of a druid.

These knowledge checks can be tough. Leonar I would have said that being a lion shaman would grant you a +4 circumstance bonus to any knowledge checks concerning the Ghostlord, but it seems you might still fall short. If you all are struggling, you could also consider these options:

- Travel to a city like Brindol or Dennovar and research the topic in one of their libraries.
- Or consult a sage.
- Or pay a spellcaster to cast identify on the phylactery or to cast a legend lore spell to tell you more about the Ghostlord's story.
- Or ask your allies.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Thank your for all of your hospitality, madame. As for our next destination...well, if there are more blockades on the roads, we should look into dismantling them. Otherwise, other than joining the defense at Brindol, our only lead is this phylactery and note. Would you happen to have any historians in your camp? Trellara is a bard, might she know any stories of this Ghostlord?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"A good suggestion Ambrose. I can tell you all some tales I heard of this Ghostlord before I came to the Vale." Helaku shares what he knows and suggests that perhaps the answer lies in the Thornwaste.

The Exchange

Helaku shares with you his recollections of tales he has heard of the Ghostlord of the Thornwaste. Afterwards, Sellyria steeples her fingers and leans back in her seat by the fire. "The years have wrought many changes in your tale, sorcerer. Your story paints the druid and his tribe as noble savages, trodden upon by the brutal knights of Rhest. As I remember, the nomads were in actual fact feral cannibals who thought that by dying in bloodthirsty combat they would be recreated as undying lions. Urikel Zarl had already embraced eternal undeath long before. The nomads were his fanatical cultists. When the lords of Rhest sought to challenge his power, the two armies destroyed each other." She creeps closer to look at the phylactery, not daring to touch it. "This, must belong to Urikel Zarl. The Ghostlord. It should be destroyed at once. Yet, your goblin's letter implies they fear the item being returned to its master. Why? Why steal it in the first place?"


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I would have thought they would steal it to try to coerce him into their service. The only other reason I can think of would be to learn from it and create a lich of their own. But it would seem there would be other ways to do that. How about the rest of you? Any ideas?"


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"So they stole its phylactery to force it to serve them? If that's true, an angry lich could really become a bother for the bad guys here. Of course, maybe the lich is worse than the army. I'm not sure which way I'd lean."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose rubs his chin, thinking on these developments.

"An army of goblins, Brindol can handle. Strong walls, a trained city guard. Even a few giants thrown at the gates, Brindol would survive. This Red Hand, though...we have seen beyond goblins, beyond giants. They have dragons. High walls, strong gates, pikemen will mean less in a defense against such creatures. That is bad enough. The thought of undead forces joining the rest of what we've seen...I will do whatever it takes to curb the assault. I say we take to the Thornwaste and end this lich's allegiance with the Red Hand. I'd prefer to sever those ties by the sword, but even I can see the wisdom in handing over this monster's trinket in exchange for a withdrawal."

The Exchange

Sellyria stares deeply into the fire. "These are grave tidings. A lich is not a creature to be trifled with. Even should you find the Ghostlord coerced into helping the Red Hand, there is no guarantee he would make a trustworthy ally. But, the risk is leaving him to ally with our enemies. It could be that you will need to confront him, either to prevent him giving aid to the goblins, or once this confict has been resolved, gods willing. But to do nothing may tip the tide in the wyrmlords' favour. I fear that if you go, not all of you will return."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"You're probably right Sellyria, but that seems to be our fate. I don't think we can take the chance that he decides to aid the Red Hand."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Ugh undead monstrosities. The idea makes me sick. But, the whole army of awfulness might be even worse. I suppose we have to at least investigate this."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose looks intently at Sellyria for a moment. "Is that a prophecy, my lady, or a guess?" He raises his hand up reflexively after asking. "On second thought, do not answer that." He turns to his companions. "Our path lies before us. It is a long road to the Thornwaste. I fear we have little time for leisure. For every breath the Red Hand is one step more in their march across the Vale."

The Exchange

At his comments, Sellyria gives Ambrose a long, not unkindly but pitying look. "If you are determined to go then please, let us aid you. Whatever you feel you may need for your journey, if it is in our power to grant we shall do so. Rest now, tomorrow we will return you to your companions and speed your departure.

If any of you want to make any small-scale purchases before leaving, let me know. I'll be out of town for a couple days, so in the meantime I'll press on. By the way, do you have any plans for travel? Going due south, or detouring elsewhere on the way, for example Bristol? Are you all travelling as a group, or is Leonar flying ahead?

------

The following day after breaking fast you are flown back to the hillock where Maludin was tending Fang, Smoke, and your other horses. Killiar gives one final farewell. [b] "I will ready a party of our people for battle. Fare well. You have made me reconsider humans, you may have merit after all. We will meet again."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I can't think of any purchases I need to make. I'm fine heading south, but if anyone does want to detour to Brindol, I'm aok with that. I think we might as well travel together this time since we don't have a need to accomplish multiple missions simultaneously.

Helaku smiles at the sight of Cayenne and walks up to rub his horse's nose. "Time to go on the road again friend. You look like you've been treated well." Helaku turns back to Killiar when he speaks. "Thank you Killiar. Thanks to all of your people. We truly appreciate your help and look forward to meeting you and your people again. I hope the day will come soon when we will all meet in peaceful times instead of under the storm clouds of war."

The Exchange

Ack, have had internet troubles so haven't had a chance to update this, but that's one vote for going straight to find the lich. Anyone else? I'll aim to move the game on, Thursday/Friday night, so if anyone has a different opinion make yourself heard.

Also I have some ideas on this, but does anyone have any firm opinions one way or the other about keeping Aleste in the party as an NPC?


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I'm for straight to the lich. Brindol feels like too much of a detour; gives the horde more time to move.

Being reunited with Smoke does much to strengthen Ambrose's resolve. He embraces the horse as one might a close relative, stroking her neck and mane. It has been too long, my friend. The road beckons, and I would not want to strike out at another foe without you with me."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Makes it three for heading to find the undead!


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2
CrazyHedgehog wrote:
Also I have some ideas on this, but does anyone have any firm opinions one way or the other about keeping Aleste in the party as an NPC?

I'm good either way, but interesting thought from Ambrose in the OOC about going with a cohort.


The reunion with Fang is a joyful one, with the wolf running circles around my legs, jumping into the air and up against me, nearly knocking me off of my feet. Laughing I hug my animal friend and rub his nuzzle.

Once things settle down a little, I look at Ambrose: "Can you give me a ride? With Dapples killed I am lacking a horse and I doubt our friends here can spare one of their owls, even if I knew how to fly one. Unless they do have a horse they're willing to part with."

Not sure if the elves have horse, but if they do I'd like nd try to buy one. Also, I'm in favor of finding the lich before going after the horde. If we can take out one of their stronger (if unwilling) assets, we may benefit from that in the final showdown.

The Exchange

Actually, Dapples survived the razorfiend attack, it was Leonar's horse that didn't make it. When I read your post Shaylar I went back through the posts just to make sure, it has been a while. As it happens, the Tiri Kitor elves don't have much need for horses, but you might be able to negotiate with them for a giant owl. Alternatively, if Leonar flies, you have enough horses for the rest of the party. To keep things moving, I'll make the assumption that you all have a means of moving faster than on foot and update accordingly, but let me know what you decide to do.

Having gathered horses and wolf, you head off on the road south. The horses seem in fine spirits after their sojourn with the elves, and Fang gamely bounds ahead of the party. You rejoin the Rhest trail and eventually come across the road blockade that you defeated. It doesn't look as if the garrison has been reinforced since you first passed this way, and crows and vultures and worse have been at the bodies of ogres and hobgoblins. Riding a bit farther, you find a safe place to camp for the night.

The following day you reach the town of Witchcross, at the ford of the Witchstream. There are still a few hardy villagers here, but the majority of folk have followed the advice of their leaders - a circle of druids known as the Keepers of Eth - and fled into the hills. They appear more eager to take their chances in the wilds than flee to Brindol.

Moving on, the next day you come to a crossroads and turn off the road to Brindol to take the road south-west towards Talar. When you arrive in the small town, you find the local folk in the midst of evacuating the town. The local ruler, the high spirited Lady Celiira Nesten, is being aided by a trio of Lions of Brindol. Their leader is clad in gleaming silver armor, with a wide banner with the rampant lion of Brindol quartered with a black-bladed sword. He has close-cropped hair and a trimmed beard. Also herding the townspeople is a man with long dark hair gathered in a braid, his face and arms covered in countless scars, and a wiry young Halfling. Nearby, a group of elders led by a young woman in scaled armor seem to be remonstrating with the cavaliers.

Ambrose, or with a successful DC 12 Knowledge (nobility or local) check:

You know these three Lions, by reputation if not personally. The leader is Gareth Blackblade. Known for his loyalty to Brindol, his leadership, and courage. Equally known for his patrician views, arrogance, and wealth. His companion with the long braid is Ulgdar Mentreth, a warrior who was raised up to the rank of Lion of Brindol after a successful career as a frontline fighter. The other is Skander Ashworthy, one of the few non-humans to become a Lion of Brindol in recent times.

On seeing your approach, a look of disbelief comes over the leader's face. He stops giving orders and addresses you. "By the gods! Is that you, Harrowfield? You have been a long time away from Brindol. Who is this rabble with you? Nevermind. We're falling back to the city, and I'm putting this town to the torch. We must deny the enemy any opportunity to reprovision. It's the only way to slow their advance on Brindol. Make yourself useful, man. That street over there has been emptied. Take your cohorts and put the torch to those houses."

At this remark, the group of town elders shout in outrage, while the young woman stalks up to the Lion who spoke and shoves a finger in his face. "Listen! Brindol doesn't tell us what to do. We might have to evacuate, but these are people's homes and shops you're burning to the ground. We have to hope we can return here once the danger's past. And we don't need to take orders from the likes of you!" One hand strays near the sword at her side, and the leader of the Lions looks ready to clap her in chains.

Let me know if you want to stop at any of the points on your journey, to talk to the locals, gather information, or purchase supplies. We can play that out as we go along. Also the map of Elsir Vale is still available on the campaign thread.

======

GM rolls:

1d100 ⇒ 95
1d100 ⇒ 72
1d100 ⇒ 91
1d100 ⇒ 93
1d100 ⇒ 29
1d100 ⇒ 97
1d100 ⇒ 87
1d100 ⇒ 83
1d100 ⇒ 93
1d100 ⇒ 34


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar spends most of the trip in eagle form, so that the group could travel even faster. There was much to be done and time was of the essence. He waited for Ambrose to offer an opinion on the goingson in the town before jumping into a scrum.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Would Gareth be considered my superior, or just a renowned member of the Lions?

"Hail, Gareth, I did not expect to see you out here." Once Ambrose learns of what they are doing, he gets a bit rigid. "Far from...rabble. This is the sorcerer Helaku, and Leonar, a shaman of the wild plain, and Shaylar the ranger. They have done much for the Vale in these past weeks. We've been fighting this goblin horde and their allies, slowing them where we can. I sent word to Lord Jarmath from Drellin's Ferry with a full report."

When Gareth's command comes out, and when the woman responds, Ambrose steps forward to intervene, holding a hand out towards the woman before she makes a move. "Hold, my lady; we've enough enemies all around before making them of ourselves. Blackblade, your plan isn't without tactical merit, granted, but is it really necessary to raze the town, these homes? We've seen this army; fought it. Its giants, its mages, its dragons, its beasts. Their goal is to erase our mark on this land - and you don't need to take my word for it." Ambrose turns and asks his companions for Koth's map and unfurls it before Gareth. "We took this off of a goblin general, they call them Wyrmlords. Shaylar translated the goblin scrawl on this - their goals are not conquest by how this map reads, but annihilation. Several references to burning down our homes themselves. I don't see sound reason in giving them a hand in it."

He shakes his head, handing the map off. As Ambrose speaks, he does his best to keep calm, but he perhaps a bit too obviously nervous taking this stand. "War demands difficult decisions, but our choices separate us from this horde. We're Lions of Brindol, and my oath sworn to my lord and my city demands that I protect these lands, these towns, and these people. I cannot save their lives today to ruin their livelihood tomorrow. Unless Lord Jarmath's own order is to put this place to the flame, I'll have no part in it. If it is his order, I cannot say even then would I. I say let us get these people out of here and not make any moves that might haunt us at a critical hour when we need to make a unified stand."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I've got to agree with Ambrose here sir. We don't mean any disrespect, but its likely that if the horde comes here they'll burn it anyway. Take what they might use to Brindol and leave the empty town behind. With any luck they'll pass it by and these people will one day be able to move back."
Knowledge (local): 1d20 + 5 ⇒ (2) + 5 = 7
Diplomacy: 1d20 + 21 ⇒ (7) + 21 = 28

The Exchange

Ambrose:
Gareth Blackblade is not technically a superior officer to yourself, though he may well think so himself. Apart from his demeanor, he comes one of the old families of Brindol, he has a wealth of experience, and his opinion carries weight with Captain Lars Ulveth - the Lions of Brindol commander - and Lord Jarmaath.

The lead Lion, who Ambrose named Gareth, snatches Wyrmlord Koth's map out of Ambrose's hands. A note of derision crosses his face; it's clear he can't read the Goblin notes. His eyes widen though as Ambrose and Helaku describe what you have seen so far and the intelligence that you have gathered. "Great Pelor, Harrowfield, you have been busy! This horde, is not far off. Even now, it closes on Terrelton. Drellin's Ferry has been overrun. Very well, I'll concede that you and the Lady Nesten here have a point. All the more reason we should get these folk to Brindol. Your friends look like capable fellows, this sorcerous one especially - what was his name? Helaku? You can aid us by helping those poor people huddled over there into wagons so that we can get them away. Most of them are refugees." He waves an arm towards the edge of town, where beside a small shrine dedicated to Pelor a couple weary looking clerics are tending to a small group of sick and injured folk.

Having set you to work, Blackblade immediately stalks away, engrossed in another task. The other two Lions follow, though the Halfling gives a comradely wave. The human woman they were first speaking to turns towards you. She is young, somewhere in her mid-twenties, with bright blonde hair in a business-like ponytail. She makes a stark contrast amongst the staid town elders around her. "Thank you. I didn't think he was going to listen to reason. You may call me Celira. Celira Nesten. Were you by chance at Drellin's Ferry? We've had people moving east for days, and some mentioned a band of adventurers who had helped protect their town from raiders, and bought time for them to abandon their town."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"It was nothing, my lady. The Vale is my home, too. I don't want to see it burned; not by goblins and especially not by our own hands. We were at Drellin's Ferry for a few days, yes. I'm glad we were able to get the citizens there to evacuate. This horde is horrible and strong. We must get your people here eastward before the goblin menace sweeps through here. Anything I can do to help, I will. For now, I'll take Gareth up on his...suggestion and assist these refugees." Ambrose gives Ciera a short bow and moves over to the wagons to assist in whatever way he can in getting the refugees on their way.

The Exchange

Moving closer to the refugees, they do seem to be a sorry bunch. As with any conflict, it is unarmed civilians who suffer the most. Uprooted from their homes, livelihoods lost, and susceptible to sickness as much as they are vulnerable to the enemy. You note one woman, a strikingly beautiful human with red-flame hair. Her left arm is in a sling, nestled against her generous bosom, and she watches your approach while sitting in one of the wagons. Her look is one of fear at seeing armed warriors, mixed with hope, perhaps that you are just the heroes to stop this injustice.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Greetings. We've stopped them from burning the town, but we still need to get you all moving on to Brindol. We've seen the horde with our own eyes and you don't want to get caught outside the walls. We're working to try to stop it and hope you'll be able to move back once we succeed."
Diplomacy: 1d20 + 21 ⇒ (4) + 21 = 25


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar returns to human form and nods at Helaku's plea. "He's right. There are hundreds of monsters in the horde. No of us can stand alone against them right now. Once the situation calms down, I am sure you can return to your homes."

Aid Another Diplomacy 1d20 - 1 ⇒ (9) - 1 = 8

The Exchange

The crowd seem to be put more at ease by Helaku and Leonar's words. The woman by contrast grows even more interested. She leans closer to Helaku, her top rather revealing. "You have seen the horde yourself? Did you fight them? You have the look of adventurers. A man of magic, a wizard perhaps...no, a sorcerer! I too have been blessed with sorcerous talent. I would give you a demonstration, but I'm a bit tied up at the moment." She gestures weakly at her arm-sling. "It is a pleasure to meet you. My name is Miha. Will you be escorting us to safety?" Her gaze seems totally transfixed by Helaku, pretty much ignoring Leonar and the rest of you.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Heluku chuckles, "Tied up. Yes, I see. We have seen the horde and fought some of their troops. Tell me more of your skills. Are you sure you need to be escorted to safety. Maybe you should be the escort."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose moves about the civilians, doing anything laborious he can to help the people and expedite the process. He lifts supplies or even injured people into wagons, checks on horses to make sure they are secured properly and fit for travel, and does what little he can to put anyone in need at ease, offering up rations or swigs from his waterskin.

The Exchange

Miha laughs with Helaku appreciatively. "I do need protection! Just the other night some guard tried to make a pass at me and broke my arm. He must have been the town drunk. I defended myself, but this arm hampered me somewhat. So yes, I do need protection! Why, were you going somewhere?" she smiles demurely.

Ambrose meanwhile puts his back into helping the other civilians, a great help to people in need. Aleste lends a hand as well, and the majority of the civilians soon get on their way.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar wasn't interested in trying to convince the people to move on. He'd tried, hopefully they would listen. Seeing Helaku occupied, and Ambrose doing a bit of everything, Leonar could think of nothing better to do, other than take to the air in eagle form and do some scouting.

Perception 1d20 + 16 ⇒ (16) + 16 = 32


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I'm afraid so. We're just going to make sure everyone here gets moving to safety and then we need to continue on." He looks up to see that Ambrose and Aleste have most of the civilians on their way. "Lady. Much as I would enjoy banter with you under other circumstances, it looks like it is time for us to part ways. My companions have everyone moving to Brindol and for your safety, you should join them. I will ask around about this drunk and find out if he is likely to continue to be a problem." Helaku will leave the woman to ask around about this town guard and whether this is a frequent problem with him.
Dimplomacy: 1d20 + 21 ⇒ (15) + 21 = 36

The Exchange

Miha looks momentarily taken aback, but then smiles at Helaku. "Thank you for being so dashing! I hope, that our paths will cross again." She moves off with one of the last wagons of wounded.

Helaku:

Asking around about the woman Miha, the townsfolk confirm that Miha is a traveling sorcerer who has been seen in local parts the last few months. One of the town guards does seem to missing; he is a notorious drunk, so probably has been sleeping off a bender somewhere. If it causes him to get left behind, no one really seems bothered as he was a bit of a rat.

Leonar:

Scouting around by air, you can see the train of carts and wagons and people heading east, towards Brindol. A road runs south, heading towards the hamlet of Dauth but also likely your most direct root towards the Thornwaste. The route looks clear, with a scattering of farmsteads across the countryside.

More of the same lies to the west, though in the distance the land curls up into a spine of hills. Nimon Gap and Terrelton lie that way, and both would appear to be burning, would be your guess. The hills are probably twenty miles away, but your height and eagle eyes give you an edge. To the north lies the Elsir River and the edge of the Witchwood. To the east, more farmland as far as Brindol, perhaps another 25, 30 miles away. Apart from the smoke in the west, no sense of trouble, for the moment.

Gareth Blackblade still seems intent on keeping you around to help, but the importance of your mission to treat with the Ghostlord tugs at you. The arrogant cavalier won't take the time to listen to reason, so you have to wait until Blackblade and his allies are disrracted before slipping away, riding on south.

The coast remains clear for the rest of the day. You are wary, watching out both for Red Hand patrols and for Blackblade to come riding over the horizon to order you back to Brindol. Nearing the end of your day's travel, you hear harsh shouts and crude laughter ahead through the trees. In a small clearing around a ruined farmhouse, a gang of hobgoblins and an ogre torment two men who have been tied up to trees. The victims hang listlessly from their bonds, their faces and bodies covered in blood. Engrossed in their sport, no one seems to have noticed your arrival.

It's been most of the afternoon since you left Talar, heading south. The farmhouse, ogre and hobgoblins, and their victims are just off the road to the right, roughly 100 feet away from your group. To the right of the road and curving round the farmhouse is wooded copse with an orchard on the far side of the farm. To the left of the road the terrain opens out into fields with a scattering of boulders maybe fifty feet away.

=======

GM rolls:

Aleste 1d20 + 1 ⇒ (10) + 1 = 11
Ambrose 1d20 + 10 ⇒ (3) + 10 = 13
Helaku 1d20 - 1 ⇒ (4) - 1 = 3
Leonar 1d20 + 5 ⇒ (13) + 5 = 18
Shaylar 1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 10 ⇒ (20) + 10 = 30


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Much as we need to keep moving we can't allow this to continue. I can probably catch the ogre in a pit. Want me to do that and the rest of you can focus on the hobgoblins?"


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Sounds like a plan. I'm not going to just let these monsters make a sport out of killing innocents. Let's stop this now!"

Initiative 1d20 + 8 ⇒ (9) + 8 = 17


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose furrows his brow at the scene ahead, gathering up his lance. "Despicable...let's make them pay."

Init: 1d20 ⇒ 13


Back again. No fun Christmas and New Year celebrations, with both twins in the hospital. Michael went in day before Christmas with bacterial pneumonia and got out after Christmas. Gabriel went in on the 30th of December with viral pneumonia and came out on January 2nd. Both were on oxygen and Michael needed antibiotics as well. Both are finally doing alright again and feeling well. Nevertheless: Happy New Year to y'all!

Seeing the scene in front of us, my blood starts to boil and without thinking about it, my hands move quickly and precisely, presenting my bow and several arrows and taking aim at one of the hobgoblins.
"Agreed Helaku"

Initiative: 1d20 + 10 ⇒ (6) + 10 = 16
Attack, Longbow: 1d20 + 13 ⇒ (13) + 13 = 26 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (7) + 3 = 10 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (8) + 3 = 11 Manyshot
Status: Current hp: 50/50 - AC: 19


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

With the group in agreement, Helaku tries to quickly catch the ogre in a pit.
Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Casts create pit. DC 18 Reflex. 40 feet deep. With that initiative roll, hopefully we get a surprise round!

The Exchange

Sorry for my absence, not sure where last week went. Well, admittedly I've got a good idea, over Christmas my wife and I subscribed to Amazon Prime for a month and got hooked on Man in the High Castle. We've been trying to watch it before ending the subscription. It was good, but I feel I've lost a week of my life. Shaylar, good to have you back, glad your boys are ok now, that sounds really rough. Oh, and don't forget you can level up to 8th. Good idea to do so now so that you are at full strength for the beginning of this fight.

The Farmhouse
Leonar - I'll need to know, are you still in eagle form, or human form at the moment?

With hardly the need to discuss, you move forward as one to fight the hobgoblins and rescue the prone farmers, Ambrose with lance levelled and Shaylar drawing a bead with his bow. The hobgoblins and the big, brutish ogre don't even turn around until you have ridden quite close to the farm. They turn around slowly, expressions of shock on their faces at your arrival. One of the hobgoblins continues to kick one of the farmers viciously, until receiving an elbow jab from one of the other warriors. Rather methodically, they raise their weapons and taunt with threats.

Initiative

Farmhouse Map

17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons - For this fight I thought it easier to group these foes into one unit, working off of the ogre's initiative.
10 - Helaku
8 - Aleste

=====

Don't Look!:

Aleste init 1d20 + 3 ⇒ (5) + 3 = 8
Farmhouse goons init 1d20 - 1 ⇒ (14) - 1 = 13
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (13) + 6 = 19
Ambrose percept 1d20 + 8 ⇒ (18) + 8 = 26
Smoke percept 1d20 + 5 ⇒ (13) + 5 = 18
Helaku percept 1d20 + 2 ⇒ (13) + 2 = 15
Leonar percept 1d20 + 16 ⇒ (20) + 16 = 36
Shaylar percept 1d20 + 15 ⇒ (2) + 15 = 17
Fang percept 1d20 + 8 ⇒ (1) + 8 = 9
Aleste percept 1d20 + 11 ⇒ (11) + 11 = 22
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (5) + 11 = 16
1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 13 ⇒ (9) + 13 = 22
1d20 + 13 ⇒ (19) + 13 = 32
1d20 + 13 ⇒ (9) + 13 = 22


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

I figure Leonar is in human form now, DM.

Leonar casts what has become his favorite spell as of late, and a mass of fire appears in his hand, ready to be thrown as of the next round.

Cast Produce Flame.

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Male Human Alchemist 9 (HP 58/58; AC18; Initiative +3; Perception +13)

I've kept things simple for Aleste with the 'extra bombs' feat and upping the skills he was already good at.
Have added 'orchid's drop' to his discoveries: +2 to all saves for 9 hours a day!


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Red Hand of Doom, guide to the elves in the adventure book wrote:


Trellara Nightshadow: Normally an energetic, bright-eyed beauty always ready to break into song at a moment’s notice, High Singer Trellara takes the death of her brother quite hard. Lanikar was her only surviving family. With him gone, a part of her joy in life vanishes as well. Vowing to avenge her brother’s death, she approaches the PCs with an offer to become a member of their group. (She would be an excellent prospect to become the cohort of a PC with the Leadership feat, especially if that character is looking for a cohort who can offer healing and combat support.)

My bold.


From Shore to Sea GM All-powerful dictator of reality 4

Looking at Leadership, I would say that you have "great renown" amongst the elves, so your leadership score is level 11.

This means that Trellarra brings a company of 6 elf rangers with her. They are fairly inexperienced (level 1) but this does mean that their facoured enemy is goblinoid.

Tiri Kitor Rangers:

Tiri Kitor Ranger
Elf ranger 1
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee handaxe +2 (1d6+1/×3)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 8, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot
Traits indomitable faith, warrior of old
Skills Acrobatics +0 (-4 to jump), Handle Animal +3, Knowledge (nature) +3, Perception +7, Ride +4, Survival +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ elven magic, track +1, wild empathy +0
Other Gear leather armor, arrows (40), handaxe, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Awesome! I'm glad she was sort of Intended to be used for the Leadership feat. Do you want to control her, DM? I've heard that can help keep things from gettting crazy, as I don't want to abuse the fact you allowed the feat.


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From Shore to Sea GM All-powerful dictator of reality 4

I'll control her but she is incredibly loyal and obedient, and reluctant to improvise.

She will also be sergeant for the rangers.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Leaving tomorrow for a work trip; will be back Friday night. I'll have my tablet with me so I may be able to post, but if not, that's why. Now that we're in a legit settlement, maybe I'll use the five and a half hour plane ride to think of some things to purchase.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I'll likely be able to post my aid attempt and plea to the Merchent Lady tomorrow morning. I also could be interested in some purchases if that is an option prior to further battle.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

So, what kind of money are we looking at?

If I get enough coin, I'd like to upgrade my belt of strength, cloak if resistance, and/or armor & shield if possible.

If, by any chance, they had an improved version of a keen Dwarven waraxe, that'd be sweet too.


From Shore to Sea GM All-powerful dictator of reality 4

The party fund is 23874gp

If you want to improve that axe, Immerstal the Red can be paid to enchant weapons.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

We can sell the +2 full plate I was holding onto as well. I was thinking of using it, but when we leveled up and I was reading my abilities again and I forgot as an Emissary archetype I don't have proficiency with heavy armor!

I wouldn't mind getting some magical horseshoes maybe for the upcoming city defense. I feel like I'll get to be on horseback a lot and if we will be coordinating to move about the city striking at key points then horseshoes of speed might be nice. +30 feet movement for 3,000 gp is kind of a steal. I think Ambrose needs AC more than anything, so maybe for him just an extra enchantment on shield or armor, or a amulet of natural armor or something. He already has a +2 deflection bonus from the ring.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

If we get over 24k from that sale a 6 way split gives ~4k to each.


From Shore to Sea GM All-powerful dictator of reality 4

I've slowed down a bit: both my kids have chicken pox.

I'll try to post soon.


From Shore to Sea GM All-powerful dictator of reality 4

Okay, trying to get back on track. Hit the shops and then we can get on with this invasion.


From Shore to Sea GM All-powerful dictator of reality 4

Waiting for Shaylar...


Not waiting for Shaylar I hope. Already posted what I was going to buy.


From Shore to Sea GM All-powerful dictator of reality 4

I’ve just finished running a PFS game and completed two pbp games as a player.

I have not picked up any replacement games.

I was over my limit and finding it hard to fit things in.

I should be able to get this up and running again soon.


Great! Looking forward to continuing


From Shore to Sea GM All-powerful dictator of reality 4

I’m down to running 2 and playing 5.

I reckon 2 and 4 is a solid number for me.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Merry Christmas for those who celebrate, and a warm and happy winter's Monday for those who don't!


From Shore to Sea GM All-powerful dictator of reality 4

Merry Christmas, everyone!


From Shore to Sea GM All-powerful dictator of reality 4

So, it's on like King Kong!

Sorry for the delays and excuses. Let's save/destroy Brindol!


From Shore to Sea GM All-powerful dictator of reality 4

Lions of Brindol:

Lion of Brindol CR 4
Human fighter 5
LN Medium humanoid
Init +1; Senses Perception -1
________________________________________________________________
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 45 (5d10+10) (+5 hp favored class)
Fort +6, Ref +2, Will +2 (+3 v. Fear)
_______________________________________________________________
Speed 30 ft. (Armor Training)
Melee +1 longsword +11 (1d8+7/19–20)
Ranged mwk composite longbow +7 (1d8+3/×3)
________________________________________________________________
Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +5; CMB +8; CMD 19
Feats Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Weapon Focus
(longsword), Weapon Specialization (longsword)
Skills Handle Animal +6, Intimidate +6, Ride +12
Languages Common
________________________________________________________________
Masterwork breastplate, masterwork heavy steel shield, +1 longsword, masterwork composite longbow
with 20 arrows, potion of bull’s strength, potion of cure serious wounds, leather pouch containing 35 gp.
________________________________________________________________
Weapon Training Lions of Brindol gain +1 to hit and damage with heavy blades (figured above).

Lions mounts:

Unnamed Hero CR 2
XP 600
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 15 (+4 armor, +4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Heavy Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +8
SQ combat riding
Other Gear chain shirt
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


From Shore to Sea GM All-powerful dictator of reality 4

Soranna Anitah:

CAPTAIN SORANNA ANITAH CR 5
Female human fighter 6 (Archer Build - APG)
CG Medium Humanoid
Init +3; Senses Perception +6
________________________________________________________________
AC 23, touch 14, flat-footed 19 (+7 armor, +2 shield,+3 Dex, +1 Dodge)
hp 42 (6d10+6) (+6 hp favored class)
Fort +6, Ref +5, Will +1
_______________________________________________________________
Speed 20 ft.
Melee mwk longsword +8/+3 (1d8+1/19–20)
Ranged +1 composite longbow +12/+7 (1d8+5/×3) or
+1 composite longbow +10/+10/+5 (1d8+5/×3) with Rapid Shot
Special Attacks Deadly Aim, Point Blank Shot, Precise Shot
________________________________________________________________
Str 13, Dex 16, Con 12, Int 10, Wis 8, Cha 14
Base Atk +6; CMB +7; CMD 19
Feats Deadly Aim, Dodge, Persuasive, Point Blank Shot, Rapid Shot, Precise Shot, Weapon Focus
(longbow), Weapon Specialization (longbow)
Skills Bluff +6, Diplomacy +8, Intimidate +12, Knowledge (local) +4, Perception +6, Ride +9
Languages Common
________________________________________________________________
+1 composite longbow with 20 arrows, masterwork longsword, +1 breastplate,
masterwork heavy steel shield, 2 potions of cure moderate wounds, potion of fly, 45 gp.
________________________________________________________________
Hawkeye (Ex) Soranna has a +2 bonus on Perception checks (figured above), and the range increment
for her composite longbow is 120'. This ability replaces Bravery.
Trick Shot (Ex) Soranna can perform the Sunder maneuver with a bow against any target within 30 feet,
with a –4 penalty to her CMB. This ability replaces Armor Training 1.
Expert Archer (Ex) Soranna gains a +1 bonus on attack and damage rolls with bows (figured above).This
ability replaces Weapon Training 1.


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

Thanks for the stats for my assistant! I copied them to my character block and updated with her current spell modifier.


From Shore to Sea GM All-powerful dictator of reality 4

It’s handy for me as well to have them online.

Credit should go to the person who did the PF conversions I found


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Excellent! Glad to be up and running again; looking forward to the battles to come.


From Shore to Sea GM All-powerful dictator of reality 4

Anyone got contact info for Shaylar?

I think he only comes on the boards for this game.


Back :-)
And if needed, I can be reached @ werner.verboom[at]gmail.com


From Shore to Sea GM All-powerful dictator of reality 4

Magic, cheers!


NG Human Sorcerer 9 | (Modifiers) Mage Armor, Fly 6 min, Haste 7/10 | HP: 59/59 | AC 15 (18), Tch 14, Fl 11 (14) | CMB: 3, CMD: 18 | F: +6, R: +8, W: +7 | Speed 30ft, Flight 60 (good) | Metamagic Adept 2/2 | Perc: -1, SM: -1 (both +1 near Familiar) | Init: +7

I just noticed that Soranna only has 20 arrows and is carrying a heavy shield. Would it be possible that Helakuu had bought her a MW buckler and at least 80 more arrows while they were preparing for this fight?


Hello all,

Just a heads up: wife had an MRI yesterday and the tumor had grown signifcantly despite the chemo therapy. So, chemo has been stopped and neither radiation therapy nor surgery are considered viable options. We are now pursuing leads about treatments in the US, where friends have suggested several options that look promising. Please bot my character when needed to speed up the game


From Shore to Sea GM All-powerful dictator of reality 4
Helakuu wrote:
I just noticed that Soranna only has 20 arrows and is carrying a heavy shield. Would it be possible that Helakuu had bought her a MW buckler and at least 80 more arrows while they were preparing for this fight?

Yeah, if you've got the cash then I am fine with that.


From Shore to Sea GM All-powerful dictator of reality 4
Shaylar Kallanereth wrote:

Hello all,

Just a heads up: wife had an MRI yesterday and the tumor had grown signifcantly despite the chemo therapy. So, chemo has been stopped and neither radiation therapy nor surgery are considered viable options. We are now pursuing leads about treatments in the US, where friends have suggested several options that look promising. Please bot my character when needed to speed up the game

Hey Shaylar,

That's intolerably awful.

I hope that you find what you need.

My sympathies to you both.

We'll keep on keeping on with the game.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Man, that sucks.

Sorry to hear of your family troubles, I hope things turn for the better for you!


Best of luck with the search for treatments, new methods are being developed all the time. My wife and I will keep you in our prayers.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Thoughts are definitely with you, Shaylar.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Very sorry to hear, Shaylar...that's a rough deal I cannot even comprehend and I hope she is able to turn the tide and make a healthy recovery. Good spirits and favorable runes to you and your family.


This morning 0435 local time, my wife of 21 years passed away in her sleep at the age of 46. She will be missed very much, but her suffering is at an end.


I am very sorry for your loss, my prayers will be with you and your family.


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Sorry to hear, Shaylar.

My sincerest condolences.


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

So sorry to hear, Shaylar. Thoughts are with you and your family.


From Shore to Sea GM All-powerful dictator of reality 4

Oh, man, that is the hardest thing.

My condolences.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I'm so sorry, Shaylar. I can't even imagine the weight of that. Strength and will to you and yours.


From Shore to Sea GM All-powerful dictator of reality 4

Apologies, I have been overwhelmed by IRL stuff recently.

I will try to get the show back on the road in June.


Thanks all for the kind words. Hard times indeed


Melee: +1 keen waraxe+21/+16 (1d10+10 19-20/x3); Ranged: chakram +13 (1d8+4 20/x2) Range 30 Ammo 5 HP99/99 Fort +11 Ref +9 Will +7 (+5 vs Poison/Disease/Spell/SLA) AC 32 Touch 13 FF 30; Darkvision 60, Perception +17

Just an FYI: I will be busy this weekend celebrating my son's first birthday. I'll try to post tomorrow night or Sunday, but no guarantee. Please bot as needed, thanks.


From Shore to Sea GM All-powerful dictator of reality 4

As I said, June has come.

We'll get back to the dragon in a couple of days.

Shaylar, if you want to slide back in at any point, that would be great. Shaylar is pretty badass even on auto-pilot.


From Shore to Sea GM All-powerful dictator of reality 4

Battle is on again! Go get that dragon, before she eats you all.

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