Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Zephtyr makes himself comfortable for the night in the shelter that Mal provides.

"Say Quinn. I think...I think I could try to bring Pems back. He'll be different...but he might be just fine too. But it is risky...he might come back *really* different," Hektir (shifting back to his manly form) explains. He looks at the rabbit (aka dinner), then at Pems' body.

"You think I should do it? I'll bring him back different but okay?" Hektir looks at Quinn, then Mal and Tsin to see if they have opinions.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

It's a quiet day and night after the horrors of the previous day, and in the morning, Hektir casts his spell.

A nimbus of light surrounds the halfling's body, almost too bright to look at it. When it fades, it seems for a moment the spell hasn't worked. But after a moment, Pems -- unchanged! -- blinks his eyes, taking a deep, gasping breath.

He's alive!

Obviously you can update your spells for the day if you want. Please make sure they're marked on your sheets. Remember you haven't really examined the village yet. And there may be more mines out there (some of them you did discover may have gotten forgotten in efforts to not TPK all your asses).


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Because it's reincarnation, do I come back as a different halfling? Like all the sudden I'm blonde?

"I was running through a field and there were so many explosions. WHat happened?" Pems blinks his eyes, which seem to be different colors now.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

1d2 ⇒ 2

Dice say yes.


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Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

* * *Before/During* * *

Taking Quinn's silence as assent, Hektir begins preparations so that he's ready to perform the ritual the next morning. By that he means he's getting plastered and having a proper wake for the halfling because this is the last time they will ever know Pems in this form ever again.

He rips open a pair of moonshines and hands one off to Quinn, the other he takes a long draw from. He looks around and offers a toast to his fallen comrade.

"I for one," Hektir takes a sip of 'shine, "Will always appreciate the way he never cared how foolish he looked in battle. Here's to the little guy always givin' his best." Hektir drinks again. And again. And looks around to see if anyone else has words of remembrance.

* * *The Morning* * *

Hektir vomits and vomits again, pushing aside the two empty jars of moonshine to make room for his sick. Creating Water, he tries to clean himself up a bit before communing with nature for the exact things to do to restore Pems to a new form.

Hektir only sticks himself one more while praying, but then returns to begin drinking and actually trying to help Pems.

"C'mon...we need to anoint his lil body in this..." Hektir hands Tsin the jar of 'shine. "C'mon, get him good and anointed."

Skyclad, Hektir begins the guttural yowls and chest beatings that begin the 10 minute ceremony. The chest beatings are a poor replacement for not having good drums to bang, but Hektir does his best to make do.

With his manly bits dangling, Hektir moans and wails, chanting and re-anointing Pems from head to foot with 'shine. He follows with more chanting, more chest beating, and some very manly pelvic thrusts. And he pauses yet again to let the sick loose from his stomach.

The ending is a ululating crescendo of manly power being called from nature and into Pems, followed my more manly thrusts. Finally, Hektir puts his lips onto Pems' and blows life back into the...

"Halfling? He's still a halfling?" Hektir looks up and down Pems, really confused. "Did I do it right? Quinn? Did you count 10 or 11 thrusts!? I'm pretty sure I did quatrain of thrusts followed by a alcaic yewl and an anapestic gyration? Right? Was anyone watching?"


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Hektir wrote:
"C'mon...we need to anoint his lil body in this... C'mon, get him good and anointed."

With Hektir's insistence, Tsin starts to come back to her senses a little, taking the 'shine, and soaking a cloth with it. Cloth in hand, she wipes the halfling's face clean(er), brow, then cheek, cheek, then neck. She wipes his hands, as she slowly realizes that Hektir has removed all the halfling's clothes. Like a newly-slain pig, she rubs the body with more 'shine, as if readying Pems for a brine soak. She steps back, and keeps her eyes on the body of her companion, which is an inadvertent blessing, as her gaze never once sets eyes on the tracksmage during his gyrations.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Why do I smell like alcohol?" Pems asks as he looks down at his new svelte halfling body. "And why do I feel a need to say "WOOOO" alot?"


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Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn just keeps drinking in an attempt to overwhelm the sobering thought that if he ever falls in battle Hektir will do the same over him. "Ten, eleven, yewls, gyrations, I'm not sure it matters, they come back as something different every time anyways." When Pems stirs from the table and starts asking questions Quinn helps him to his feet and restores his energy with a blessing from Cayden.

cast Restoration to remove one negative level. Can only do that once a week per the spell.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems feels much better as he totters on new feet. "Am I taller? I feel taller."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir looks at Pems very disappointingly.

"How are you still a piddlespotting halfling? I thought for sure...for sure...that I'd get you to a more functional, higher form...like a man, for instance, or a gnome, or something," Hektir grunts still skyclad and reeking of his own sick and exertions.

Hektir runs his hands through his hair.

"Well, I feel like I let you down. If you want...if you want, now just hear me out...if you want, we'll kill you again and try this whole thing again on the morrow. Might get you into a better form if you'd like." Hektir tries to be helpful.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Well, Hektir, I guess when you hit the perfect height and stature, you might as well just stay there. Why mess with perfect?" He holds out his fingers and examines them. "These are new fingers. They've never made rude gestures before." He proceeds to make all the rude gestures he can. "And now they have! Brilliant!"


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir laughs, pleased that all the halfling's tiny appendages work correctly.

"Well, alright..if you want to stay that way you can," Hektir replies with a spit. "You just let me know if and when you want to move up in the world." Hektir smiles as Pems seems to be mostly back to normal.

"I guess I done okay then. I thought I had done something wrong...but yeah...okay...nature works in mysterious ways," Hektir itches his body and then sniffs under this arm. He looks around.

"Hey Mal, this place got a bath? I think I might need one. And some wine? Is there wine around here?"


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Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin comes around slowly, as Pems is revived in a way she doesn't fully understand. Nor does she care to understand. For the Curse of the Black Rider, it feels fated. Hektir did nothing himself. The Curse pulled the halfling back from death, it only used the tracksmage like a sock puppet. Had she died, she would have been brought back just the same.

She sits quietly, and debates whether she would desire such a thing, to allow her essence to be dragged back into her body, to continue onwards with this damned quest. She wonders if she would be allowed to resist the pull of the Curse, for how deep the Curse may have Itself embedded.

For the swordswoman, the resurrection of the halfling is not joyous. It is dispiriting. She looks on Pems and his rude gestures, hears Hektir blithely offer to slay and restore, and she finds nothing humorous in any of it. If she needs to reach Baba Yaga through her son, so be it. There is a hostile world here, and she will have to contend with it a second time. She will not run blindly at it. That is what Hektir is for. She waits, until the others are able to return to the slaughtering floor that is the battlefield outside.


retired (AP completed)

This is like the Doctor regenerating back into himself almost. lol

"We've got beds, stools, and desk, Hektir, my lad. Naught else. Are you sure that spell you worked on Pemsworth didn't change you as well? Asking for a bath?"

The old wizard chuckles as he offers Pemsworth his clothes back. "Looks like these might be a little short and a little loose on you now, Master Pemsworth. Better than running around a strange planet with exploding runes upon the ground naked as a newborn kitten though."

---

As the wizard sits at the desk and pours over his spellbook while the others make their own preparations for the day, he looks up briefly, "Oh! I say, I can weave an illusion over us to make us look like those strange people with their masks and staves if we like."

I can cast veil if we'd like.

Status:

HP: 72/72
AC: 15 (11 T / 14 FF)
Fort: +4 // Ref: +5 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [ ], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [ ]
Level 5 Prepared (3+1+1): break enchantment* [ ], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], ??? [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]

Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Let me know what preparations you guys are taking when you're ready to leave the hut (as opposed to the Hut).


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir takes a bath (creating his own water) on Mal's desk, as offered. He cleans out all his bits, trying to get the taste and feel of yesterday's asskicking out of his system. He doesn't seem to mind the water that he splashes here and there to get clean...it's important to him.

When clean and dry, he will dress in his armors, finally eat something (he'd been queasy for some reason all morning) and be ready to go.

"A veil, you'd say, Mal?" Hektir asks unsure. "I still think they'd recognize us even if we're all wearing veils, Mal. I'm pretty sure they'll see thought them...most veils are sort of see though, after all. We're going to need a better disguise than that to pull it off."

Once it is explained to him, Hektir likes the Veil idea.


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retired (AP completed)

Shooting an angry, bushy-eyebrowed glare at Hektir, Malavarius barely restrains himself from turning the noisome, inconsiderate, desk-bather into a statue. Sighing to Zeno, "What would you think of a new stone perch, Zeno? You love a good statue, don't you?"
"If you're talking about Hektir, he wouldn't make a good statue. There's hardly anything there to perch on."
The pair chuckle for a moment before shaking their heads in echoed disgust at the same time.

Turning to Pemsworth, the old wizard inquires softly, "Now then, Pemsworth, besides greasy and sticky from alcohol, how do you feel? Well enough to pick up our search for this Rasputin fellow?"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems smiles, showing brand new white teeth. "I feel pretty good for being dead and then not. I think I'm ready to pay the explosion people back now!"


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

In the morning Quinn starts his daily prayers, only to be interrupted by dirty water splashing on him from Hektir's 'bath'. "Eww, now I need a bath as well." Relocating to the other side of the hut, the cleric continues his prayers for blessings that seem appropriate to this strange land.

will update daily spells this evening


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

So veil, Mal? Need some pushing here.

Hektir finishes his bath, suits up, magics up, and is ready to continue.

Slightly different spell list today.


retired (AP completed)

As Hektir bristles by the door, eager to proceed, Malavarius pats a wrinkled hand in the air. "Now, now, Hektir. Slow down for half a moment, won't you? I don't know about you, but I can assure you neither Pemsworth nor myself are particularly eager to step on those horrible runes littered about the field out there. I don't believe I have the means to find them apart from stepping on them, but what about the lot of you? Any ideas as to how we might keep our feet from getting us blown back to Golarion?" He reaches up to adjust his winter hat, then recalls with a frown its incineration the day before. "Hmpf. Here I am a wizard without a hat and no means to safely navigate detonating dirt!" He glances to Zeno, perched atop the wizard's staff, and he shakes his head. "These are dark days, Zeno. Dark days."

Anyone have group-wide overland flight? Will Hektir's echolocation work for mine-spotting? Is everyone else happy with the option of Malavarius veiling the group? If so, I'll wait until we've scoured the village. Maybe we can find a corpse or two to help give the wrinkled old goat a better idea of what images to spin.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir snorts, waiting.

"Maybe I can sniff out them boomies," Hektir offers with a spit. "I got me a good nose. They might smell." Scent, Motte?

"Also, we may be fine if we stay off the main road, stick to the trees. We can probably notice them better there."


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Veil is cool with me. I want to prepare some spells slightly differently. Will try to have that done by end of today!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Perception is enough to find them, as if you remember, Quinn found some before all the exploding and gunfire started (and you actually were getting automatic checks as you moved through, which I rolled for you). If you want to just say you move carefully (i.e. one move action to move, one to search), that's enough, since Quinn's Perception is so high he really can just take 10.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Prepared spells slightly modified.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Malavarius wrote:
"Oh! I say, I can weave an illusion over us to make us look like those strange people with their masks and staves if we like."

"If it helps us avoid them, I'll not argue, Mal." Tsin adjusts her cloak, and waits for Quinn and Hektir to take the lead. She remains wary of the world, so allows those who need time to prepare to have it.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"You can see the ground glyphs if you take a moment to look for them", Quinn suggests, "I can take the lead and everyone can step in my same footsteps in the snow." When the party is ready, Quinn leads the way from the hut into the bright and chilly tundra.

spells for the day:

. . 7th—resurrection, word of chaos[D] (DC 23)
. . 6th—animate objects[D], cold ice strike[UM] (DC 22), heal (2)
. . 5th—communal air walk[UC], flame strike (3, DC 21), teleport[D]
. . 4th—blessing of fervor[APG] (2, DC 20), chaos hammer[D] (DC 20), neutralize poison, Restoration x2
. . 3rd—dispel magic, fly[D], neutralize poison, searing light, greater stunning barrier[ACG] (DC 19), wind wall
. . 2nd—locate object[D], lesser restoration, silence (DC 18), sound burst (2, DC 18), spear of purity[UM] (DC 18), communal water walk[UC]
. . 1st—air bubble[UC], bless (2), endure elements, expeditious retreat[D], liberating command[UC], protection from evil
. . 0 (at will)—create alcohol (ale or wine), detect magic, guidance, light

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Heading back to the burned-out village? Somewhere else?


retired (AP completed)

Burned out village

Malavarius points Quinn toward the remains of the nearby village. "Let's give that place a once over, shall we? Might be some answers or clues as to the nature of this loud, explosion-riddled world there and if those strange men left their dead behind I can get a better look before conjuring up our disguises."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits and nods, ready to follow Mal and trusting the man to keep them concealed and different. As he walks along, he realizes that he likes his manly human form (with generous dangly bits) but really misses the flying for its utility and function.

He sighs.

"You're going to make it like we fit in, right, Mal?"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"Sounds good. I want a better look at those explosive tubes that were shooting us. They seem... interesting."


retired (AP completed)

"It will look that way at least, Hektir. We won't be able to speak their language or anything like that, but I did prepare a pair of spells that will let me understand any languages we come across for two hours at a time. We'll be able to at least get an idea of what's going on before our cover's blown."

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Moving carefully toward the village, you realize a large plume of greasy black smoke still rises into the air from its center.

Getting closer, you see it's a large pile of corpses, but even more disturbingly, a slim man with an unkempt beard and a long black cassock gazes stoically through the flames of the burning bodies, his blue eyes piercing the haze like chips of chiseled ice.

"You have come for my mother," he announces in halting Taldane, his accent like none you've ever heard before (though with some strange similarities to that of the Brevoy region). “But it is too late. Her Thrice-Tenth Kingdom will soon be mine. Look -— even her little hut grows saddened at her loss.”

The figure points toward the hill where the Dancing Hut now paces back and forth.


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HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

"You must be Raspy Putin. Your brother said you're a jerk. What's up with your eyes? Did you stare into the sun as a small child? And seriously? You want Baba Yaga's power? Have you ever been in that stupid Hut? It's like a termite mound full of nasty and vile and disgusting and evil. I mean, from the outside, sure it's cute, but inside? It's like sleeping inside a dead cow. Blech." Pems announces, feeling like his new Pems body is a lot more talkative than his last Pems body.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin hears Pems rip into a Hektir-like rant, so fears what the tracksmage might have done to the little man through his resurrecting magics.

"Yes, Rasputin. We've come looking for your mother. We do not seek to support her claim to this Thrice-Tenth Kingdom, only petition her to help end the winter siege in our homeland. Surely you're not opposed to that? Unless you're f~~&ing your sister? What was her name again? Elvanna?"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems spits.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits, itches his manbits.

"We want out of this as much more than you can believe, but your folk and your kind have stolen my summer. And that's a problem. We're done with this cold crap winter s&+%. So...if you'll just help us end winter, we'll be on our way." Hektir smiles all nice-like.

1d20 - 1 ⇒ (10) - 1 = 9 Diplomacy


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn looks around at his companions as the horror seeps into his brain. He never realized it until now, even after all these years of traveling together, Pems was the only other sane person among them. Was. Pems' spit hits the snow near Hektir as he scratches and spits, Tsin barks about incest, and Mal tries to make a new hat from a discarded boot. Then he catches Zeno's eye and the calmness spreads through him again. "You and me buddy, we'll keep this on the right track."

With a cheerful smile Quinn steps forward. "Say there, old chap, pardon my friends, they've lost their manners along with our summer. What they meant to say was that you should have a drink with us and share stories of the fantastic hut and it's creator." Quinn offers his wineskin with the words.

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Rasputin doesn't bother to respond to your various gibes, merely turning his inscrutable gaze on each of you as you speak, letting the silence extend comfortable.

He does respond to Hektir, briefly: "But the cold, it suits me so."

He shakes his head.

"You were most foolish to come," he adds. "You will die here, no better than these poor peasants.”

He gestures toward the pile of smoking corpses, and then casts a spell as the dead bodies seem to animate, melting together in a grotesque symphony of charred flesh and blackened bone. A moment later, the image of the man disappears.

Spellcraft DC 20:

He casts greater forbid action.

Know (arcana) DC 19:

You think it's a fiery corpse orgy, which is probably about as bad as you'd expect it to be given that name.

Initiative:

Hektir: 1d20 + 4 ⇒ (17) + 4 = 21
Malavarius: 1d20 + 1 ⇒ (14) + 1 = 15
Pemsworth: 1d20 + 8 ⇒ (1) + 8 = 9
Quinn: 1d20 + 3 ⇒ (20) + 3 = 23
Tsin: 1d20 + 5 ⇒ (1) + 5 = 6
Antagonist: 1d20 + 8 ⇒ (17) + 8 = 25

Everyone must make a DC 23 Will save or not be able to take an action that would cause you to end up in a different location; you can still cast spells/fight/etc. Party is up (Rasputin went and the other creature's turn is pulling itself together, though it's not considered flat-footed). Combat map is 10-ft. squares; there's also a lot more space on it if you want to go beyond it (see the overall map) but I tried to cut it down to the main area to make it easier to use.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 1, Init 21

Hektir oaths as the man disappears. "Come back here and fight you cold stone bastard. I'll be shoving your eyes up your arse in a moment!"

He quick shapes into the mighty bag of hot air that is Zephtyr! Hero to all! He soars up 20' and 15' back (away from the thing).

1d20 + 15 ⇒ (17) + 15 = 32 Will Save

Hektir begins a full round cast. SNA VII.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Spellcraft DC 20: 1d20 + 4 ⇒ (18) + 4 = 22

Will save DC 23: 1d20 + 18 ⇒ (4) + 18 = 22

"He forbid us from moving, that unhanded trickster!" Fearing another dangerous foe in this strange land, Quinn calls upon Cayden to give the party an advantage.

cast blessing of fervor on the party

Blessing of Fervor:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

- Increase its speed by 30 feet.
- Stand up as a swift action without provoking an attack of opportunity.
- Make one extra attack as part of a full attack action, using its highest base attack bonus.
- Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1, Init 6

Status:

AC = 27, BoF
HP = 150/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor

Spellcraft v DC 20: 1d20 + 4 ⇒ (5) + 4 = 9
Knowledge(Arcana) v DC 19: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22

Will Save DC 23: 1d20 + 13 ⇒ (4) + 13 = 17
Improved Iron Will: 1d20 + 13 ⇒ (5) + 13 = 18

Tsin finds herself unable to brace her mind against Rasputin's force, while her eyes light upon the corpse orgy amassing in front of them all.

She does speak up, at least. "The thing's called a 'corpse orgy'. And I cannot move."

Blessing for +2 Attack, AC, Reflex

Readied Attack, Strike Back, Power Attack: 1d20 + 20 - 3 + 2 ⇒ (9) + 20 - 3 + 2 = 28 for 2d4 + 13 + 6 + 1d6 ⇒ (4, 1) + 13 + 6 + (1) = 25 damage, including fire


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Spellcraft: 1d20 + 20 ⇒ (16) + 20 = 36
Knowledge Arcana: 1d20 + 18 ⇒ (15) + 18 = 33

Will: 1d20 + 11 ⇒ (13) + 11 = 24

"Well isn't that a barrel of fun crossed with a horror story?" Pems sighs and casts black tentacles to catch the corpse orgy but miss his friends!

CMB: 1d20 + 12 + 1 + 4 ⇒ (2) + 12 + 1 + 4 = 19 for 1d6 + 4 ⇒ (6) + 4 = 10 damage!


retired (AP completed)

Spellcraft (DC 20): 1d20 + 24 ⇒ (9) + 24 = 33
Knowledge (arcana, DC 19): 1d20 + 23 ⇒ (19) + 23 = 42
Will Save (DC 23): 1d20 + 11 ⇒ (20) + 11 = 31

Seeing Pemsworth try to slow the horrid thing's approach, Malavarius hurries forward to Tsin's side and weaves a quick protection over her. He calls out to the others, "Be careful if it gets close! These monsters can shatter glass and bone with their screams!" The old mage then pats Tsin's arm, "And don't you fret, my dear. Once that horror clears Pemsworth's spell, I'll get you near enough to put that blade of yours to use."

Then, as an after thought, he turns back to Pemsworth, "Hit it with ice, Pemsworth! Those things don't like the cold!"

Move up to Tsin (directly north of her) and cast stoneskin

Status:

HP: 72/72
AC: 17 (13 T / 14 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 0/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [ ], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [ ], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10

Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
stoneskin (Tsin): 130 minutes or 130 damage
bof: +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Round 1:

Quinn: 23
Hektir: 21
Malavarius: 15
Pemsworth: 9
Tsin: 6
Antagonist: 25

As Tsin finds herself unable to move, her male companions perhaps redeem themselves in her eyes, acting quickly to bring magic to their aid, protections of various sorts that they hope will give them the edge in the coming battle.

Black tentacles surge up from the frozen ground, grasping at the mass of bodies with rime-covered suckers. The heat from the burned corpses seems to repel it, though, and it's unable to get purchase.

Seeming almost ignoring the tentacles, the mass of bodies rolls forward in a revolting motion, and then they seem to open their mouths in unison and let out a piercing shriek that threatens to rend your souls even as it reverberates in your ears. 39 hp sonic damage to everyone but Hektir, DC 22 Fort for half

10d6 ⇒ (6, 4, 3, 6, 1, 2, 6, 5, 1, 5) = 39


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 6

Status:

AC = 27, BoF
HP = 131/150
Weapon Equipped = +1 Flaming Burst Falchion
Condition(s) = Blessing of Fervor, Stoneskin

Fortitude Save v DC 22: 1d20 + 17 ⇒ (13) + 17 = 30

Tsin stiffens with Mal's imbuing, though she still digs her back heel in, given to nothing else, but to wait. "Stand behind me, Mal. It might just get close enough to do my running for me."

BoF- +2s

+1 Flaming Burst Falchion, Readied Attack, Strike Back, Power Attack: 1d20 + 20 + 2 - 3 ⇒ (15) + 20 + 2 - 3 = 34 for 2d4 + 13 + 6 + 1d6 ⇒ (3, 3) + 13 + 6 + (6) = 31 damage, including fire

Confirm Critical?: 1d20 + 20 + 2 - 3 ⇒ (15) + 20 + 2 - 3 = 34 for 2d4 + 13 + 6 + 1d10 ⇒ (4, 4) + 13 + 6 + (8) = 35 damage, including fire


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Fort: 1d20 + 6 ⇒ (13) + 6 = 19

HP 39/78

Pems lets out a groan as ears that have never heard anything like this begin to bleed!

"Cold?!? Something is FINALLY not impervious to cold?!?" Pems lets out a whoop, then gives it an EVIL EYE (-4 to Saves, Will DC 22) before casting CONE OF COLD (Reflex DC 22 for half). COLD!: 12d6 ⇒ (6, 6, 3, 5, 1, 2, 5, 1, 5, 1, 6, 6) = 47


retired (AP completed)

Fort Save (DC 22): 1d20 + 5 ⇒ (2) + 5 = 7

Malavarius' staff flares as the horrid creature shrieks, absorbing a great deal of the energy focused upon the aging wizard. "Good heavens, that's worse than I imagined!"

Grimacing, he turns his attention to Tsin, identifying the magics holding her in place, and focuses his efforts to ripping them apart.

Break Enchantment (vs CL + 11): 1d20 + 14 ⇒ (14) + 14 = 28

Status:

HP: 53/72
AC: 17 (13 T / 14 FF) (includes +2 from BoF)
Fort: +4 // Ref: +7 // Will: +10 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters) (includes +2 from BoF)
Resist 10: Cold
Energy Absorption: 20/39 absorbed
Pearl of Power I: 1/1 used
Pearl of Power III: 0/1 used
wand of scorching ray: 14/50 charges used
Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
Level 1 Prepared (4+2+1): comprehend languages [ ] [ ], endure elements [X], feather fall [ ], protection from evil* [ ], mage armor [X], shield [ ]
Level 2 Prepared (4+2+1): create pit [ ], glitterdust [ ] [ ], protection from arrows [ ] [ ], resist energy* [ ], spontaneous immolation [ ]
Level 3 Prepared (4+2+1): dispel magic* [ ], fireball [ ] [ ] [ ], haste [ ] [ ], magic weapon (greater) [X]
Level 4 Prepared (4+2+1): dimension door [ ] [ ], remove curse [ ], secure shelter [ ], stoneskin* [X]
Level 5 Prepared (3+1+1): break enchantment* [X], life bubble [ ], passwall [ ], teleport [ ] [ ]
Level 6 Prepared (2+1+1): disintegrate [ ], flesh to stone [ ], greater dispel magic* [ ], veil [ ]
Level 7 Prepared (1+1+1): resonating word [ ] [ ], spell turning* [ ]
Protective Ward used: 0/10
Ongoing Effects:
mage armor (Pemsworth)
mage armor (self)
greater magic weapon (Hektir)
stoneskin (Tsin): 130 minutes or 130 damage
bof: +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Those are two standard actions, Pems (unless the cone is quickened?).

Mal's spell seems to have no effect.


retired (AP completed)

Jinkies! That Rasputin is no joke! 18+ level caster? Golly!

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RPG Superstar 2012 Top 16

Here's the discussion thread for the upcoming PBP. I assume the player's guide will be out in the next couple weeks, and thought people could start talking about what they want to play (though I understand if it's mostly just classes and races at this point until we get more details to flesh them out).

My standard rules: 25-point buy, average wealth to start, 2 traits (though we'll have to wait on those until we know what they are, obviously), anything from the PRD is fine. I'll consider non-PRD stuff ion a case by case basis. I prefer core races, but I'll consider stuff from ARG based on your story (but I don't really want a party of 1 human, 1 gripple, a catfolk, a suli and a wayang).


I was thinking of playing an old school core class, such as dwarf cleric or elf wizard, but I could also go with a Bard. Would a cowbell percussionist be too cheesy of a build?

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Hmmm, I need to ponder on this. So many possibilities...


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

Greetings all! I'm actually leaning in the same direction as Bombadil, with my creative itch taking me back into the core rule book. The idea that's been bubbling in my head is an aging wizard (think Merlin from Disney's Sword in the Stone or Fizban from the first Dragonlance Triology).

Another idea I'm considering revisiting would be a magus I'd run in a previous pbp that fizzled, but I'm honestly leaning harder toward the kooky old wizard.

That may all change once we see the player's guide, but that's where I'm at currently at least. As for cowbell percussionists, I would totally get behind that if you could somehow convey a Walken-esque accent through written words. =D

Also, good to see you again, James! What's this, our 3rd pbp together? 4th? =P


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

Oh! You mentioning grippli reminded me, Mott - another character I've always wanted to do since 1995 is a Grippli paladin named Glenn who talks like a noble knight and eventually gets his hands on the masamu- I mean a +5 holy avenger. =)

I haven't found a way to get around gripplis being small sized instead of medium yet though =P

RPG Superstar 2012 Top 16

I think it's called the enlarge spell. : )

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

***RAWR!!!***

Fabric rips between sight, mind, and screen as Painlord enters the thread.

"I summon myself from the aether and into this thread! Let the circuits tremble and the pixels quake at my coming!"

Painlord dusts himself off and removes he silver cord attached at the waist.

"Reign of Winter, eh? I shall ponder the depths of my black soul and darkest intents for a character worthy of this group."

Painlord draws a large stone from the aether and places it near him. Painlord dusts off the rock, has a sit, and begins to ponder. His chin rests upon this clenched fist and that upon a bowed elbow upon knee.

I'm not one likely to share neither build nor character before we start (save with Motte). I believe in character and playing what makes one happy over concerns of balance or filling roles. I shall avoid reading too much into what y'all are doing, but please PM me if you have a concept for a sibling or tandem build. Such things could interest.

Well met, James Martin and Dal Selpher. Nice to meet you both. I know Bombadil and Verdigris (if she's coming) from other games.


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

Well shoot, if it isn't Dyrant Maynor! Dang dude, I have gotten a LOAD of enjoyment following your Shackled City campaign. Props and salutations to you, sir!


Stats:
F14:R16:W17 (+2);K(Arc)26;K(Dun)18;K(Hist)20;K(Loc)26;K(Nat)25;K(Pln)28;K(Rel)28;Perc 27;SMot 22;Spllcft 29;UMD 19
Cuthbertist 16 - Bludgeoner First Class
Dal Selpher wrote:
Well shoot, if it isn't Dyrant Maynor! Dang dude, I have gotten a LOAD of enjoyment following your Shackled City campaign. Props and salutations to you, sir!

Dyrant gives Dal a questioning stinkface, one eye cocked upon him.

Lol. I am honored. That campaign is a fun one, no doubt. How did you find it and why did you start reading it? All of it?


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

I have no idea how I ever found it, but it seems like it was ages ago. At the time you guys were in the middle of dispatching a skulk in Ghelve's shop. So yeah, I guess you could say I've been reading along for a little while now.

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Holy Cudgel, that's a LONG time ago. Wow.

And nice to meet you. I hope we can create our own similar experience.

Grand Lodge

female
Painlord wrote:

...rips through a perfectly good dimensional curtain...

Picks her way through the debris... "Oh please. You couldn't just pull it to the side like a normal person?"

flicks the a bit of damaged aether from her shoulder I've a few ideas dancing through my head, but I want to wait for the players guide before letting them get too concrete.

I'm very much looking forward to this campaign though. Playing with Bombadil and Motteditor and Painlord is always a blast. I look forward to getting to know you, Dal Selpher and James Martin.

RPG Superstar 2012 Top 16

1 person marked this as a favorite.

I'm gonna play a witch, by the way. She's gonna be totally epic. ; )

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Hello all! I haven't quite gotten inspiration yet, so I shall get back to my mundane work, which is when most of my role-playing ideas spring... It seems my brain would much rather me not pay attention to zoning codes if I can avoid it.


Male Human

Forgive me if I'm intruding by asking, but is this open to anyone or invitation-only?

RPG Superstar 2012 Top 16

Sorry, Philip, this one's invitation only.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Okay, I did finally get inspired after tossing a half dozen ideas around my head. I'm going to play Pemsworth Smith, Esq., a halfling rogue who owns a small locksmith business in the village. Sought after from far and wide, Pemsworth is a good, respectable halfling who just happens to have well-honed talents in opening things that do not wish to be opened. He is quite round about the middle and very happy to be so well fed, and also the Sort of Person Who Is Respected By Others, You Know. Not at all That Other Sort of Locksmith, You Know the Type. Pemsworth comes from a very respectable family, a very respectable business.

He's somewhat Bilbo and somewhat a snooty little butler-type, always with his nose in other peoples' business. He's a good soul at heart, but prone to trouble when his curiosity gets the better of him. And of course, he tends not to ask questions when presented with a particularly tricky lock, a habit which might lend some to believe he's somewhat less than respectable, even though he protests loudly to the contrary.


Male Human
motteditor wrote:
Sorry, Philip, this one's invitation only.

No worries! Thank you for being polite enough to respond! I appreciate it. Hope you enjoy the game, everyone! And James, I'll see you back on Abadaria. ;)


Well met, James and Dal, and Greetings to Painlord and Verdigris. Thanks for hosting, Mott, I'm looking forward to this game!


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

I would just like to share that aging penalties in this game are brutal. A net -6 to every physical stat for being venerable? Wow.

So a 12 Con would turn into a 6 Con, which would basically roll a wizard back to the 3.0 & 3.5 days when they only got a d4 for their Hit Dice. Yikes!

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Toughness, baby!


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

Arbitrary Starting Age: 68 + 2d6 ⇒ 68 + (3, 5) = 76


Are you accepting applications? I have played in a couple 2000+ post pbp, one DM has serious medical issues and after waiting a couple of months I think it is turning necrothread. I can post more than once a day and would love to get in with a serious pbp group that likes roleplaying.

RPG Superstar 2012 Top 16

Dal, what one person did in my Savage Tide game is simply pretend the point-buy stats were after the age penalties. I'm fine if you do that.

Sorry, The Goblin, I'm not recruiting for this one. Good luck, though; I know it sucks when the PBPs die out, even if it's for legit reasons.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

That is a very cool idea, Mott. And definitely a little more playable than the aging penalties. Unless of course, we can just strap the wizard to a mule?

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
James Martin wrote:
Unless of course, we can just strap the wizard to a mule?

Ah, the ass mage. Brilliant.


motteditor wrote:

Dal, what one person did in my Savage Tide game is simply pretend the point-buy stats were after the age penalties. I'm fine if you do that.

Sorry, The Goblin, I'm not recruiting for this one. Good luck, though; I know it sucks when the PBPs die out, even if it's for legit reasons.

Dang ok, well please keep me in mind if you wind up needing to add one. Looks like you have a good group here.

RPG Superstar 2012 Top 16

Just got a note that the first mod should go out in the next week or so, so I'd assume the player's guide would also be released in the very near future (I'm still hoping it happens today).

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Hooray!

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

That would be sweet. I have thoughts and ideas that begin to intrigue me, but need the guide to see what would work.


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5

I am (im)patiently waiting for this player's guide. I thought for sure it'd have been announced with the Store Blog entry on Friday. Alas!

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
Dal Selpher wrote:
I am (im)patiently waiting for this player's guide. I thought for sure it'd have been announced with the Store Blog entry on Friday. Alas!

Taldor. Southern freakin' Taldor. Guide is out. Lets the wheels of creation churn.

RPG Superstar 2012 Top 16

I haven't seen it yet (downloading the guide now), but supposedly the adventure can be shifted anywhere. Depending what I read, I could consider moving the start if people want. Most obvious spot to me would see to be the new River Kingdom of Hartsland, south of Brevoy.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Okay, after checking out the player's guide and re-examining my rogue halfling, I am happy with what I see.

Pemsworth Smith, Esq.:

Pemsworth Smith, Esq.
NG Halfling Male Rogue 1
Init +4; Senses Perception +7 (+8 vs traps)
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 dex, +1 size)
hp 11 (1d8+2+1FC)
Fort +3, Ref +7, Will +2 (+2 vs Fear)
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee shortsword +1 (1d4)
Ranged sling +5 (1d4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 18, Con 14, Int 14, Wis 13, Cha 12
BAB +0; CMB -1; CMD 13
Feats (1) Deft Hands
Skills (10 skills) Acrobatics +6*, Appraise +6, Bluff +5, Climb +2*, Craft (locks) +6, Diplomacy +5, Disable Device +11 (+13 w/ mwk tools), Escape Artist +8, Knowledge (Arcana) +3. Linguistics +6, Perception +7, Sleight of Hand +10, Stealth +12, Use Magic Device +2
Special Abilities: fearless, halfling luck, sure-footed, keen senses, trapfinding, sneak attack +1d6
Traits: Helpful (halfling) (+4 when aiding another), adaptive magic
Language: Common, Halfling, Dwarven, Elven, Skald
Possessions (140 gp) shortsword (10 gp), sling, 20 bullets (2 sp), leather armor (10 gp), Pathfinder's kit (12 gp), masterwork thieves tools (100 gp), artisan's tools (5 gp), waterproof bag (5 sp), 2 gp, 3 sp
------------------------------------------------------------------------

Stat Math:
Str 10 (2 points -2 racial)
Dex 18 (10 points +2 racial)
Con 14 (5 points)
Int 14 (5 points)
Wis 13 (3 points)
Cha 12 (0 points +2 racial)

Pemsworth is a short, stout fellow, who knows a bit more about the seedy side of life than is strictly advisable. He works with mostly upstanding, honorable folk, but being a locksmith (and a darn good 'un!), he occasionally deals with folks who are less than honorable. Still, as he says 'a lock's a lock, and coin is coin,' so he takes the money and asks no questions. His skills as a smith of locks and tripper of traps have gained him a wide clientele, which have encouraged him to learn the lingua franca of various areas: Common, Elven, Dwarven, Skald, as well as his native Halfling. He finds with this array that he can speak to most anyone and his linguistics training gives him a leg up on puzzling through strange runes found on some of the locks he's asked to unlock.

Heldren is as good a spot for a shop as any, and it has the bonus of being the place he grew up: the son of a successful locksmith and his wizarding wife. Pemsworth inherited a certain flair for the arcane from his mother, and has toyed with learning more. But currently his life is settled and successful and he has no need of more. Currently...

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
motteditor wrote:
I haven't seen it yet (downloading the guide now), but supposedly the adventure can be shifted anywhere. Depending what I read, I could consider moving the start if people want. Most obvious spot to me would see to be the new River Kingdom of Hartsland, south of Brevoy.

Motte--

Is it Brevoy? I'm fine with that, but it will affect character creation...just wanted to confirm that's where you want to start. I'm sure I can imagine a bit about Hartsland...brothels set up next to houses and taverns along neat city blocks. ;)

I have some ideas percolating.


retired

There am no brothels in Hartsland! We am for having houses and farms; am wholesome place of virtue! ...Prazil am not mention how drunken antics of adventurerers destroyed house, though. That am was bad day.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Painlord wrote:


Is it Brevoy? I'm fine with that, but it will affect character creation...just wanted to confirm that's where you want to start. I'm sure I can imagine a bit about Hartsland...brothels set up next to houses and taverns along neat city blocks. ;)

I have some ideas percolating.

Brothels owned by kobolds...

RPG Superstar 2012 Top 16

Not having seen the actual module yet, my inclination is to go with it in Taldan, since it lets me get going that much faster.

(Hartsland is the kingdom in my Kingmaker campaign, which James and Dal (Prazil) are in, so technically it's south of Brevoy.)

RPG Superstar 2012 Top 16

Oooh, just got the pdf! Downloading now!!!

RPG Superstar 2012 Top 16

1 person marked this as a favorite.

OK, was reading through the mod at my lunch break. Looks like a MUCH more straight-forward start than, say, Kingmaker. So I should be ready to start whenever you all are (as I suspect most of you know, I tend to be most prolific in terms of posting on Mondays).

Sounds like we've got one character ready to go (though I've not yet gotten to review it); just waiting to hear about the rest.

I may start the campaign thread relatively soon, just so it shows up in my campaigns tab, but we won't actually start until we've got all five characters. I'll send notes to Bombadil and Verdigris to make sure they're aware we're getting ready to go.

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Just to confirm, Motte: we're starting in Hartsland and the details of the KM game that spawned it are open game for backstory?

RPG Superstar 2012 Top 16

No, I think we'll start in Taldor (though if everyone really wants to do it in Hartsland, I'm OK with that).


retired (AP completed)

An old man wanders by, his well kept staff tapping on the hard ground. With an arch of a bushy, white eyebrow, he asks, "Where am I? I say, do you quite know where my house is? I'm rather sure I'd left it just over there, but over there isn't here now is it?"

Malavarius King, presented for your review oh most esteemed and prestigious GM.

Background, Personality, 'n fluffy stuffs:

Background
Sixty-two years ago, a young, spry, and adventrous apprentice set out with his master and her friends on an adventure into Irrisen. Malavarius' master, Bialla, was a promising mage who'd begun to make a name for herself in a like-minded group of heroes. When Bialla learned of a young girl who'd been looking for help in rescuing the men from her village from the White Witches, Bialla and her allies answered the call and Malavarius tagged along at his master's invitation.

The Witches of Irrisen were more than Bialla had anticipated though, and only she and Malavarius escaped thanks to her magic. Despite their escape, Malavarius had still been struck low by a powerful spell and his time on Golarion was dwindling. Overcome with guilt at the loss of her entire team and her apprentice's ill-fortune, Bialla sought out a way to save her young pupil.

In the end, Bialla succeeded, but Malavarius spent the rest of his life bearing a weight on his soul. With his master's encouragement, Malavarius decided to focus his studies on protecting himself and others, though he secretly focused even more upon innuring himself against the biting chill those pale witches in the north wielded.

Bialla eventually passed away, and without her strong, reassuring influence in his life, Malavarius began to obsess over the witches and expect them at every turn. He gradually moved further and further south, and then more and more to the outskirts of whichever town he found himself in.

For the last twenty-three years, Malavarius has enjoyed his home in Heldren, a small village far to the south in Taldor. Though considered odd by the townsfolk in general, Malavarius is able to survive by selling some simple alchemical concoctions and an occasional scroll or two. In general, most townsfolk give his ramshackle shack a wide berth, and leave him to own devices.

Personality/Mannerisms
Malavarius has spent nearly the last two decades virtually as a hermit, experiencing contact with other people only on very rare occassions. Such isolation could easily drive a normal mind insane, but Malavarius has had his faithful familiar, Zeno, to converse and argue with over the years. The two argue frequently, though most times it is in jest and all good humor, but each one thinks the other to be stupid and neither is afraid to point it out.

Malavarius' speech will likely be fairly scattered and manic, with occasional bouts of extremely focused lucidity. He's also quite used to not having to internalize his thoughts, so what would typically be internal monologue will likely instead be spoken aloud to Zeno.

Malavarius has learned and aged a lot since his days as an apprentice on a failed mission to Irrisen, but the experience was a defining one for the addled mage. He *always* prepares at least one casting of protection from evil and ever since he took his first steps into the Abjurist's School, he has warded himself against cold every single morning.

Appearance
Malavarius is an old, long-beared man in his mid seventies with bushy eyebrows and sparkingly eyes. Typically, he wears a well-kept robe of deep rusty-red with dull-yellow trim around the cuffs, collar, and hem along with a matching pointy hat. He walks with a staff, though it is more of an affectation than a neccessity. Still, he is quite old, and his physical might has ebbed over time. Despite his age though, he still retains a bit of that spryness he enjoyed in his youth.

Zeno, his well-spoken familiar, alternates between perching on the top of his staff and on the top of his pointed hat.

RPG Superstar 2012 Top 16

Pemsworth and Mal look good to me.

I know Bombadil said he was talking to Pain about a shared background, but are you still with us, Verdigris?

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1

Bomb and I are working on concepts. Progress is slow, but forthcoming.

I know Verdigris is on it because she tried to pry my ideas out of me this morning. I told her I was making a half-kobold barbarian named 'Munchers' who has a penchant for jello in the pants and is mute. I think she's working off that idea.

As for me, I hope to have initial concept soon, with final concept by this weekend.


player's guide downloaded, plan in place, character building commencing...

Grand Lodge

female

Sorry all, I think I need to back out from this campaign. I'm sure it's going to be amazing, but I don't think I could give it everything it deserves right now without letting other commitments suffer.

That, and I just can't do jello like Pain can.


ah, Verdigris, sorry you can't make it for this one, we'll miss you!

Here's the first draft of a male half-elf cleric of Cayden Cailean, backstory and final build will be up by Saturday.

Quinn (name may change):

Quinn
Half-Elf Cleric 1
CG Medium Humanoid (elf, human)
Init +3; Senses low-light vision; Perception +12
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 40 ft.
Melee Rapier +1 (1d6+1/18-20/x2)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks touch of chaos (6/day)
Spell-Like Abilities Touch of Chaos (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Expeditious Retreat, Bless, Liberating Command
0 (at will) Detect Magic, Purify Food and Drink (DC 13), Stabilize
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Statistics
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Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Hermean Blood (Perception, Survival), Skill Focus (Perception)
Traits Sacred Touch
Skills Acrobatics +1 (+5 jump), Climb -1, Escape Artist +1, Fly +1, Perception +12, Ride +1, Sense Motive +7, Stealth +1, Survival +7, Swim -1
Languages Common, Elven
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (chaos, exploration), door sight (6/day), elf blood, spontaneous casting
Combat Gear Alchemist's kindness, Sunrod; Other Gear Lamellar (leather) armor, Buckler, Crossbow bolts (20), Light crossbow, Rapier, Backpack (16 @ 9 lbs), Bedroll, Belt pouch (1 @ 0.5 lbs), Blanket, Candle, Chalk, Earplugs, Fishhook, Flint and steel, Cayden Cailean, Mug/tankard, Sewing needle, Signal whistle, Soap, String or twine, Tindertwig (2), 15 GP, 9 SP, 1 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Exploration) Associated Domain: Travel
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Hermean Blood (Perception, Survival) 2 skills of your choice are class skills
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Excellent! So far we have a pretty standard group: rogue, wizard, cleric. Looks like a decent group of characters.


male originally elf Sinister Villain 10 / PC Nemesis 10 / Memorable BBEG 5
verdigris wrote:
That, and I just can't do jello like Pain can.

Who can?

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