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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Inactive

Experiencing a strange feeling of deja vu, Kraull is still unable to hit.

Greataxe + power attack: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d12 + 12 ⇒ (7) + 12 = 19

Exact same rolls as last time, jeez.


King of Goblins *MAP*

Kraull
bugbears
Maqli
R'kellor
hobgoblins
Mourntel
Blask

The remaining bugbear sneers at Kraull, and takes a swing.

1d20 + 5 ⇒ (13) + 5 = 18
dmg: 1d8 + 3 ⇒ (8) + 3 = 11

Maximum damage! Ow!

Maqli is next.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli continues to move forward through the forest, and fires another arrow at the bugbear engaging Kraull, hoping his arrow doesn't hit his new ally. (Of course, that's no longer possible. Thanks, Paizo!)

Attack: 1d20 + 10 + 2 - 2 - 4 ⇒ (7) + 10 + 2 - 2 - 4 = 13 Penalty for firing into melee
Damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10


King of Goblins *MAP*

R'kellor power attacks.

1d20 + 10 ⇒ (1) + 10 = 11 That was an 11 before I posted. Don't know what happened there.

dmg: 2d6 + 11 ⇒ (3, 3) + 11 = 17

SPLAT!

The hobgoblins aren't smart enough to run. They attack R'kellor and Kraull.

1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d8 + 2 ⇒ (5) + 2 = 7

1d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d8 + 2 ⇒ (4) + 2 = 6

Kraull is having a rotten day!

Mourntel's next.


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 nocks another arrow, takes aim, and let's the arrow fly!

Attack: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Damage: 1d6 ⇒ 3


King of Goblins *MAP*

Time for some Blaskinating.


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, seeing the foes down down to the physical superiority of R'Kellor Kraull. He continues to move through the dense brush and fires a sling bullet at the the one that just hit Kraull.

sling: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 121d4 - 1 ⇒ (4) - 1 = 3


Inactive

"Ok, I really have to kill at least one of you now!" Kraull declares as he swings his axe at the adjacent hobgoblin.

Greataxe+PA: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d12 + 12 ⇒ (10) + 12 = 22

Fate, it seems, has other plans.

"Ye gods, come on!"


King of Goblins *MAP*

The bugbears are no more, so Maqli gets to act.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli moves to the edge of the clearing, firing another arrow, this one into the hobgoblin threatening R'kellor.

Attack: 1d20 + 10 + 2 - 2 + 1 - 4 ⇒ (14) + 10 + 2 - 2 + 1 - 4 = 21
Damage: 1d8 + 2 + 4 + 1 ⇒ (7) + 2 + 4 + 1 = 14


King of Goblins *MAP*

It dies.

R'Kellor moves to attack the one that Kraull can't seem to hit.

1d20 + 10 ⇒ (10) + 10 = 20

2d6 + 11 ⇒ (6, 5) + 11 = 22

It dies, too.

The humans look to be in sorry shape.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli moves quickly to the closest human and checks him/her over, trying to assess the wounds.

Heal (Untrained): 1d20 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 8 ⇒ (5) + 8 = 13


King of Goblins *MAP*

The first one is a middle-aged man. He's unconscious and bleeding.

Further from the fire, you see a young woman, also unconscious.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli looks around for any medicinal plants or herbs in the area and shows the others how to apply them to the wounds.

Knowledge (nature): 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Heal: 1d20 + 1 ⇒ (19) + 1 = 20

"Do what you can," he says. He then moves over to the young woman and sits her up, also checking her wounds and gingerly trying to wake her.


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, after seeing the final thread go down, he pushes through the thick brush to get to the men. He checks their wounds over, grabs some medicinal herb brought by Maqli and administers them to staunch the bleeding.

heal: 10 + 9 = 19

He feeds each man a few of the berries he had left over from than previous nights stay in the cave.

I think I had 3-4 berries left and will give each man 2 berries to provide 2HP each


King of Goblins *MAP*

Maqli and Blask save the lives of both dying people. Between them, and their healing talents, these people are stable at 0 hp.

That's really good.

TMALSS, they used the ready fire and brewed up some good mojo, and did it pretty quick. The disease is gone, but they're not ambulamabatory.

You've got 4 hours until low-light vision matters.


Inactive

What does TMALSS mean?

While the others tend to the injured humans, Kraull plops himself down on the ground, "Those things hit hard. I must have picked up some bad omens somewhere, usually I kill everything." He shrugs, and groans from his various wounds, "You shamans got any kind of healing left?"

As he waits for an answer, he spies the young woman nearby, "Female? Haven't seen one of them in awhile. Can you wake one of humans and find out their story?"


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 |

Once the humans are stabilized, Blask turns to Kraull. He slowly walks over to the young warrior, he places his hand on his shoulder, Worry not young one. I feel the earth has a little more to give me tonight.

Blask will pull a few herbs from his satchel. He rolls them up and uses the fire to release their oils and scents into the air. He cups his hands around to trap the vapor and speak a few soft words and releases the air in front of Kraull, take a few deep breathes boy.

CLW: 1d8 + 3 ⇒ (5) + 3 = 8

After the vapor soothes his wounds, he grabs a handful if berries and infuses a bit of the earth and dirt into them, and then gives them all to Kraull to consume.

goodberry: 2d4 ⇒ (3, 4) = 7


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli gives little indication of it, but he's impressed with Blask's healing capabilities. The old shaman knows more of wounds and how to fix them, and with Maqli's knowledge of the plants of the region, it seems there's little they couldn't help. "Maybe we can sell healing at the gathering," he murmurs at one point.

After the humans are healed, Maqli gets some branches and stones and begins carving some arrows, reusing what he can from the ones now lodged in the goblinoids. He looks up Kraull's comment and shrugs. "Their bodies need rest for now. It's best to wait until they wake on their own."


Inactive

As healing magic close some of this wounds, Kraull also eagers devours all the berries provided by the older shaman, "Ah, that's a little better. Thanks Blask."

He then begins to relax from his spot on the ground and looks around, "I guess we can just spend the night here until the humans wake up. I could use the rest anyway, these wounds are messing up my fighting."


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 am gonna change my spells, probably add in CMW and take out scorching ray

Once the warrior is content, not whole by any means, but at least "better", Blask will take a seat by the fire and warm his hands from the cool weather.

Warmth feel good to these aching old bones.

Blask grabs a piece of pemmican and chews on it, while taking a swig of water from his makeshift waterskin.

Thank you, he says turning to Kraull and R'Kellor, your tribes were foolish to abandon you for you are great warriors.

is R'Kellor officially gone


Inactive

"Bah, they threw me out because I'm part orc. I'm lucky they didn't kill me at birth." Kraull says with a barely restrained sneer, "To the pits with them, I say. You guys are better than they were anyway, except you're all ugly."


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

"Orc? I thought you were just that ugly," Maqli says with a snicker. "But Blask is right--you're a great warrior. Loss to your tribe for their foolishness."


King of Goblins *MAP*

R'kellor indicated he might be back, so I'll bot him for now.

The monsters had little of value, but the hobgoblins had longbows and 19 arrows. One of their morningstars is MW quality.

One carried a rather pretty red, translucent rock. Spellcraft or knowledge arcana or dungeoneering.

The night passes uneventfully, and the 2 people are awake and grateful for your help. They are a father and daughter, captured after their tribe fought a bunch of hobgoblins and a few bugbears.

They're eager to find whoever's left of their group.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli takes as many arrows as the others don't want, although he offers them the longbows and what arrows they need. In the morning, he chews on a twig and looks thoughtfully into the trees before turning his gaze on his new companions. "Well? I think we have some time before the gathering."


Inactive

What's the morningstar made of?

"Hey, that might be better than a javelin..." Kraull ponders as he takes the longbow and 10 arrows. "Anyone use this good morningstar?"

If you want to take more than 9 arrows, Maqli, just let me know.

He nods to Maqli once the survivors tell their story, "Yeah, let's help them."


King of Goblins *MAP*

arcana: 1d20 + 6 ⇒ (4) + 6 = 10
dungeoneering: 1d20 + 6 ⇒ (11) + 6 = 17

Blask knows what this tiny rock does. It adds +1 per die to any damage spell cast by a shaman.

A rare and valuable find, if not frequently used.

You spend time helping the near-dead folks get on their feet.

The morningstar is MW, but made of wood and teeth from big predators. It's not likely the hobgoblins made it. They probably got it from a dead foe.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

I'm good with 9, just figured I'd pick some up. I plan to craft more at some point.

Maqli slides the rest of the arrows into his quiver and nods. "Bows are more accurate at longer range. Careful not to pull it back too much, though. I can make you a bow fitted for your strength, although it will take time."


King of Goblins *MAP*

You learn that Mog and his daughter Tal live in an area that's not out of your way. They don't quite know where to go, though. You could try tracking where the monsters came from and hunt some more down, or perhaps find their friends.


Inactive

"Yes, this bow does seem a bit puny." Kraull replies to Maqli's weapon talk, "I would gladly repay the favor if you made a stronger one."

His gaze turns to Blask and Mourntel, "One of the shamans should take the morningstar, I think they can use it."

*

"Maqli, I'm going to guess that you're the best tracker, why don't you see if you can't find where these monsters took their tribe?" He then suggests after Mog and Tal explain their situation in more detail.


King of Goblins *MAP*

I can't find it in the original text, but you're all proficient with atlatls, simple weapons, shortbows, and any thrown weapons, even exotic ones, but shuriken are made of metal, and thus don't exist. Boomerangs do, though.


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 |

Presuming the bows are normal & not composite, does my 8 str matter at all?

Kust because I can use it, doesn't mean I should. Let the other have it. I could try the bow should nobody need them. I may be a little shaky with it, but not any worse then my sling


Inactive

"If you think you can make good use of it, you can have the bow." Kraull offers with a shrug.


King of Goblins *MAP*

Since it's a longbow, shamans aren't proficient.

Let's track the bastards down!


King of Goblins *MAP*

So, there's a little treasure and some stuff to track down. You can divvy it up and roll survival checks to track like rangers.


Inactive

Survival (tracking): 1d20 + 8 ⇒ (4) + 8 = 12

Kraull will hold onto the morningstar if no one else is interested. The magic rock is completely uninteresting to him.


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 |

This stone, is rare and powerful. It aids in in focusing our bond with the earth and to inflict pain on any would be attackers. Mourntel, do you want it, otherwise I can find use for it.?


King of Goblins *MAP*

Haven't heard from Mourntel. Blask may be taking the rock whether he wants it or not. lol


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 |

wanna re-pen recruitment. See if we can get another body, or we can run with the 3 peeps we have :)


Inactive

Adding the morningstar to Kraull's equipment, after the strong suggestion from the GM. :)


King of Goblins *MAP*

We can still play. Reopened recruiting for an extra player or 2.


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 will pick up the stone, and safely stow it away in his pouch. He helps the great warrior Kraull try to track the hairy bastards back to whence they came.

take 10 to aid in survival


King of Goblins *MAP*

While Kraull couldn't find the track at first, Blask noticed some faint signs of passage straight into the woods.

Just head east.


King of Goblins *MAP*

We can still play with 3. You may have another PC or 2 show up in a few days in real time.

C'mon! Go in the woods! It's perfectly safe, I promise. >:)


Inactive

Just following the tracks until we come to something.


King of Goblins *MAP*

A couple rule thingies:

Magic Stone is now a Shaman spell.

You probably know how fond I am of a certain multiclass. We'll use the fractional BAB rules.

Shamans get .5, Experts get .75, Warriors get 1.

Warrior 2/Shaman 2 = 1+1+.5+.5 = BAB 3

Expert 1/Shaman3 = .75+.5+.5+.5 = BAB 2.25, rounded down to 2.

You will be joined by new allies soonly.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Oh, wow. I just wasn't getting updates. Okay.

Maqli hangs back, making sure the humans are in good enough condition, and trying to see if his new allies are skilled enough trackers. Seeing that they are, he follows them, arrow nocked on his bowstring and keeping watch for danger. "Should I move ahead, scout?"


Inactive

"Yeah, go for it." Kraull agrees with a nod, his greataxe ready hopefully to work this time.


King of Goblins *MAP*

You stumble upon what looks like a sleeping hobgoblin, sprawled out across the faint trail, 20' ahead of you when you can see it through the dense foliage, Maqli.


Female Half-Orc Brawler (Wild Child) 6 (Champion 1) | HP 87/89 | AC 18, touch 15, FF 13; CMD 25 | Fort +8, Ref +8, Will +4 | Init +3; Perception +11, darkvision 60 ft.

Maqli holds a hand up and moves forward carefully and quietly, ready to shoot the hobgoblin if it moves. If it doesn't, he prods it with the end of his bow to see if it reacts.

Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

Attack: 1d20 + 10 + 2 + 1 - 2 ⇒ (7) + 10 + 2 + 1 - 2 = 18
Damage: 1d8 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10

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