Pariahs in the Age of Serpents (Inactive)

Game Master Dave Young 992

Humans dominate the world of Golarion today. Before the time of metal and powerful magic, that wasn't so. They were primitive. Everything was.


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King of Goblins *MAP*

I made the DCs too high. Drop them all by 5.

You're close to the tree line. Up here it's all pine and aspen. Further up, you notice a few fairly big trees that are well above the tree line. It's a strange sight, but not inexplicable. Some shamans can make plants grow in places they otherwise wouldn't.

You can see that they somewhat conceal an opening to a cave.


Inactive

"Bah, I just wanted more meat." Kraull explains with a shrug, then looks down for the dinosaur corpse, "We should grab that one too." He looks for the easiest way to pull it up.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Hm, I see cave opening. Up near treeline. Good place to shelter.

He looks back down into the ravine and sees the bird down there. He wonders how to make use of it, and nothing comes to mind. After a few moments, a idea hits him.

Birds wings make good waterproof stuff. Protect selves from water.


King of Goblins *MAP*

DC 15 arcana, spellcraft or local:
The scary wizard in the dark tower is a well-known trope. Before there were wizards, there were shamans, and they were often outside of “normal”society. A look at their spell list shows that they're pretty self-sufficient. If a shaman wants to live in a cave or a remote oasis, etc., he can get by. Higher level shamans will have some strategically-placed tree species nearby, so they can travel easily with tree stride spells.

They're generally more weird than malevolent. Shamans can be persuaded to help a tribe in trouble, sometimes for a gallon of wine, or a goat, or a good meal, or a week of free labor from a strong warrior. They rarely demand much more than that for their services. There's not much to want.

With their ability to affect their own environment, shamans can grow food in unexpected places. These small oases of life have a beneficial effect in the biome that is the Pariahs. It has much to do with prevailing winds and seed propagation. It's an unintended consequence of high-mountain hermits.


King of Goblins *MAP*

You can get to the pteranodon and haul it up with rope. It's got huge wings (30' span), but it's very light and easy to pull up. You can field dress both carcasses down to the good stuff in under an hour.

It's about lunch time. You can check out the cave or go back down.


Male Human Warrior 3 HP -5/37

R'kellor wants to explore. He points to the opening of the cave.
Who comes?


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

I go with, but belly hurts. Need food first


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

I'm amused that such a thing as lunch time exists.

Gurk begins to help with preparing the carcass.

I am eager to explore, but if the old man is hungry, we can eat first.


Male Human Warrior 3 HP -5/37

Aye, grubs up!
R'kellor scrounges around for anything he make a fire with. Survival: 1d20 + 6 ⇒ (5) + 6 = 11


King of Goblins *MAP*

There's plenty of deadwood on the slopes. You can get a cooking fire going in 20 minutes. I'm not sure how long it takes to cook a giant goat, but it would take a while to make one meal, longer if you want to smoke the rest for later.

The skin is good for clothing and making drums.


Inactive

After the dinosaur carcass is pulled up and the goat is being roasted, Kraull looks for his javelin. If it's damaged beyond use or lost, he'll try to make another one before lunch.

Survival to find materials: 1d20 + 5 ⇒ (7) + 5 = 12
Craft (Weapons): 1d20 + 4 ⇒ (20) + 4 = 24

Once he has a full belly, he looks to the cave, "Let's explore. You dark-blind ones will need light."


King of Goblins *MAP*

javelin: 1d2 ⇒ 1

50/50 chance. 1 bad, 2 good.

Kraull's javelin was destroyed when the pteranodon hit the mountain, but he soon found some excellent wood and made a great replacement.

He shaped it, balanced it, and using the fire for some quick curing, made a better javelin than the one he lost. It's so sharp, it gets a +1 to damage.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

I old, but not useless.

Blask, will then look around for a good source of material that will hold a flame, without it burning out too quickly.

survival: 1d20 + 9 ⇒ (14) + 9 = 23

If able to find a good material to take but not consume the flame, he will then grab a small bit of ash from the fire. He will than prick his finger willingly take 1 point damage. He will chant some words, and cause the flammable material to catch fire.

cast spark on object


King of Goblins *MAP*

Works like a charm.

Blask insists on starting the fire, himself. He waits until the right wood and smaller pieces are assembled.

Once it starts, the fire is easily maintained at the right intensity to cook both the immediate meal, and partially smoke the remainder.

This saves you all a little time. The sun peeks up over the steep peaks above you, and heats both you and the rock for 3 hours, then gets back behind the mountain.


King of Goblins *MAP*

After a few hours, you've got it done. It's getting late in the day.


Inactive

"If you have fire for the dark, let's go." Kraull begins to make his way towards the cave.


Male Human Warrior 3 HP -5/37

R'kellor raise his hammer on to one shoulder and follows Kraull into the cave Blask? Can you make Bear Shatter glow? Can blask cast light on his hammer?


King of Goblins *MAP*

You have no problem getting to the cave. Arrange yourselves near the opening on the map.


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Having an issue seeing the map. There doesn't appear to be anything lol.

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25

Mourntel eyes the cave opening while he munches on their goat and recognizes the work of magic at its best. Once they have finished eating the roasted meat and sucked all the juice from his fingers, he helps pack the smoked meat into their packs. "A feast worthy of your accomplishments."

As they approach the cavern he looks to the others. "A shaman lives here. We use caution." He leans over and places a hand upon R'kellor's hammer, murmuring unintelligible words. Suddenly a golden appears deep in the shaman's chest and works it's way from his chest through his shoulder and down his arm. Finally the glow transfers from his hand into the weapon. "I can do this again."


King of Goblins *MAP*

Scroll down. I put it pretty low.

Inside, you see no sign of a shaman, though there's a circle of rocks for a fire. It looks like no one's been here for awhile. The 4 x's are in squares where you can see 4 spherical-looking things. They glisten and reflect light like water does.

The cave appears to go further back, but you don't see where.


Male Human Warrior 3 HP -5/37

R'kellor recklessly strides forward and picks up one of the spheres.


King of Goblins *MAP*

I didn't describe them well enough. They're about 6' wide. Nothing happens when you touch it, but you're strong enough to roll it if you want to.

The back of the cave looks to have a tunnel going down.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Hmm, I can. Hold still

Blask will pick a bit of fungus from the ground, and begin an short incantation. Suddenly, a warm glow surrounds Bear Shatter glow, not super bright but that of the dim lit coals.

Blask will go in the cave and his eyes widen at the sights before him. He looks at the pit, wondering how long it had been there and if anyone has tended it recently.

survival: 1d20 + 9 ⇒ (11) + 9 = 20


King of Goblins *MAP*

It looks as if no one has been here for months, maybe years. There are various tracks of animals that wandered in here, but no sign of recent habitation.

Just put yourselves where you want to be on the map.


Male Human Warrior 3 HP -5/37

Pit?


King of Goblins *MAP*

Just a fire pit. Not very big. You walked past it.


Male Human Warrior 3 HP -5/37

R'kellor pushes the spheres around experimentally, trying to see if anything happens.


King of Goblins *MAP*

Nothing happens.

I'd like for the other players to pipe in. Put yourself on the map and tell us what you're doing.


Inactive

"What is this witchery!?" Kraull demands to know of the spheres, looking at the shamans for an explanation, "Are they dangerous? Should we break them?"

Are these things mirrors?


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Seeing R'kellor go near the strange orb, and not die; Blask will cautiously approach an orb. He takes his quarterstaff, and pokes the orb.


King of Goblins *MAP*

They have a mirror-like sheen. You've never seen anything like it.

2 of them, the one on the left and the one in front of Blask, start shaking. We need everybody on the map.


King of Goblins *MAP*

I took the liberty of placing Gurk and Mourntel on the map. Just trying to keep things moving.

Init:
Blask: 1d20 + 0 ⇒ (6) + 0 = 6
Gurk: 1d20 + 4 ⇒ (4) + 4 = 8
Mourntel: 1d20 + 2 ⇒ (6) + 2 = 8
R'kellor: 1d20 + 3 ⇒ (4) + 3 = 7
Kraull: 1d20 + 4 ⇒ (17) + 4 = 21
me: 1d20 + 6 ⇒ (4) + 6 = 10

Kraull
me
Gurk
Mourntel
R'kellor
Blask

Something emerges from the 2 spheres that were shaking. They look like this.


Inactive

"Don't look friendly." Kraull observes, before charging up to the closest creature and attacking it!

Greataxe+PA+Charge: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d12 + 9 ⇒ (9) + 9 = 18

AC 14 until he acts again in initiative.

I can't edit the map for some reason this time, please place him between R'Kellor and Blask.


King of Goblins *MAP*

Kraull kills the strange creature in one vicious blow!

It's twin moves up to R'kellor and tries to bite him.

roar!: 1d20 + 2 ⇒ (8) + 2 = 10

The wily warrior easily blocks the attempt. The other two spheres begin to vibrate.

Gurk's turn!


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

Gurk, who had been standing off to the side, glaring at the spheres, clearly perplexed and wary, unsure of what they are, sees the beasts appear and approaches them from behind his allies to attack. He throws a dagger at the one to the west (right).

Ranged Attack, Dagger: 1d20 + 7 ⇒ (15) + 7 = 22

Damage: 1d3 + 1 ⇒ (1) + 1 = 2


King of Goblins *MAP*

Hit. Mourntel's turn.


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Mourntel is slow to respond to the strange creatures appearing from the orbs! After his companion takes one down, he moves forward and conjures up a ball of a clear liquid and flings it towards the strange creature!

Moving to new position. Standard to cast Acid Splash.

Ranged Touch Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Acid Damage: 1d3 ⇒ 1


Male Human Warrior 3 HP -5/37

R'kellor swings Bear Shatter up and over his head, bringing the hammer's massive head down in a vicious arc.
PA: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18


King of Goblins *MAP*

R'kellor's attack finishes off the 2nd one. The one that Blask was poking at appears to be about to escape its shiny cocoon.

Blask is up.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask, surprised that there was something living in the sphere, is more than happy to move away and let the younger ones of the tribe fight. He doesn't just do nothing though, he chants, softly.

He starts to pull water and vapor from the air and shape it in his hand. He waits for the strange creature to appear before letting the ball of snow and ice fly.

move action: move to position on map. Standard action: ready an action to cast snowball at the enemy when it appears...hopefully the one NOT surrounded by my allies...my rolls will be for NON cover so adjust accordingly if needed, thanx :)

readied snowball vs ranged touch AC: 1d20 + 2 ⇒ (1) + 2 = 33d6 ⇒ (5, 3, 2) = 10 DC 15 fort save or be staggered


Inactive

Kraull moves to the one breaking out of its cocoon and tries to end its short life, "Freaky moth lizards!"

Greataxe+PA: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 9 ⇒ (6) + 9 = 15

I'm unsure where Blask was, please position Kraull in the proper spot for this action.


King of Goblins *MAP*

With his amazing strength, Kraull stops the 3rd one from ever attacking.

The last one emerges, but Blask's snowball misses it. It goes for the nearest target, and snaps at Gurk.

bite: 1d20 + 2 ⇒ (14) + 2 = 16

Just missed. The halfling deftly dodges its wicked fangs.

Gurk's turn!


Male Halfling Expert 3 HP 21/21 - AC 17/T: 15/FF: 13 - Perception +5 - Fort: +2, Ref: +6, Will: +3 - CMB: +2, CMD: 16 - Speed 30' - Init. +4

After evading its attack, Gurk strikes at the monster that attacked him with his remaining blades.

Attack, Daggers: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (3) + 5 = 8

Damage, Dagger: 1d3 + 1 ⇒ (3) + 1 = 41d3 + 1 ⇒ (3) + 1 = 4


King of Goblins *MAP*

Gurk makes a brave, risky attack, fearless in the face of a maw that could take his head off, but the creature is quick, and avoids his thrusts.

Mourntel the half elf is next, then R'kellor and Blask.


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Mourntel rushes to the other side of the cave to assist with the remaining creature! Once into position he gathers up a rock from the cavern floor and cups his hands around it as he begins to speak strange words... Once completed he suddenly flings the acidic contents in his hands at the creature!

Touch Attack: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4-4 penalty for firing into melee
Acid Damage: 1d3 ⇒ 1


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Blask, unsure of what to do, decides that getting into the mix of things would be extremely foolish. He grabs his sling and loads it, hoping not to have to use it.

double move: grab and load sling


Male Human Warrior 3 HP -5/37

R'kellor steps up to the remaining creature and roars as he brings his hammer crashing down upon it's skull.
PA: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15


King of Goblins *MAP*

R'kellor, with a mighty grunt, cuts the thing in half. Cloven in twain, as we say in proper society.

An easy fight, though it could have gone badly. You have no idea what these things were, and you don't have a word for the shattered remnants of the spheres.

Roll appraise, craft weapon, knowledge arcana, history, and/or spellcraft.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

arcana,history,spellcraft: 1d20 + 6 ⇒ (13) + 6 = 191d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (13) + 6 = 19


Male Half-Elf 4th Level Shaman | HP 26/26 | AC 13(15) | T 12 | FF 13 | CMD 16 | Fort +5 | Ref +3 | Will +9 | Init +2 | Perc +12/+14

Knowledge: Arcana: 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

After R'kellor finishes off the last beast, Mourntel approaches them and the strange spheres from which they came. He prods the creatures, moving them around and examining them. He also picks up pieces of the shattered spheres, turning them in his hands and examining them closely. "Such strange creatures!"

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