The Emerald Spire

Game Master Stormstrider

BATTLE GRID

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Joynt Jezebel wrote:

3 My last idea is to play a sister of WhoSawWhatsis. Naturally, this is also a fetchling, also young and also deluded. This one believes she can make creatures from her dreams come alive and is a Master Summoner .

It could could be a lot of fun with 2 insane young fetchling girls in the group.

I don't have a problem with it. It will change things a little, and we'll have to discuss the backstory together. Broad strokes of what I have in mind, she is originally from the material plane, but through some accident, was stranded on the shadow plane and had to fend for herself. This happened so young that she doesn't even know her last name, and she wants to find them, but doesn't even know where to begin looking, or if they're even still alive.

As already discussed, she had imaginary friends as a child, and discovered that she could imagine them into reality. They helped her survive on the shadow plane, and continue to help (in some different ways) now that she's found her way back to the material plane.

Her Eidolons are grey, furry creatures that have faces like Tarsiers, with big unblinking eyes that they lick (like geckos, but for a different purpose) to keep them moist.


Oh, also, she uses spears (both a longspear and the throwing kinds).


I didn't know what a Tarsier was till just now. Adorable looking little things.

Another thing to consider, from your viewpoint, was a master summoner will do something similar to your character, but will be more powerful. Or I think so. Broodmaters don't have a reputation for being a power option, but normal and master summoners do. I am sure you know that, but still thought I would mention it.

What about names- Agony and Ecstacy, Ada and Eve, Alpha and Omega?


I'm trying to learn the summoner class, so I want to try some very different types of eidolon. The plan, at the moment, is to have one wolf-like quadruped that's spec'd for battle and has most of the hit points and whatnot, and a second squishier flying eidolon that's spec'd for skills like stealth and maybe UMD (to get some wands later on), but that won't get into battle except maybe to offer a flanking bonus from above. Also planning to make use of some of the shadow caller summoning options, so eidolons won't be out all the time. Broodmaster might turn out to have been a terrible idea, but I want to try it. Having a more traditional summoner alongside will help me see the strength and weaknesses of the choice.

As for names, I was thinking "Ozzy" (and there are plenty of "Ozzy and ____ combos that could be parodied), but I'm open to other suggestions.


Here are my (unfinished) sheets, if you want to see what direction I'm going. Of course, a lot of the differentiation won't happen until later, and I'm going to see how they work before making some of those decisions.

Ozzy
Mr. Blinky - Body of a wolf, lion-like mane, Tarsier's face, licks its eyes like a gecko.
Mr. Winky - 10-foot long, slender, furry body that looks like a long tail, but legs are near the end. Wings a cross between a pterosaur and a flying squirrel (not attached to legs). Tarsier's face, licks its eyes like a gecko.


Okay, Let's go ahead and take every thing over to the discussion board please. It shouldn't be too much longer before we are ready to start actual game play! I am basically ready for the 1st level, so we just need people to finish their characters!

@whosawhatsis, question for clarification please, as I read it the broodmaster allows you to summon two eidolons at second level, so right now for first level you would only have one right?

@Joynt & WarforgedMan, you all obviously make your choices, but this module without a healer? I don't know about it. Regrettably the two of you are the last ones choosing, so it's up to you unless someone else decides they want to change. Clarification,I'm not making a healer obligatory, just saying it could be useful. I suppose if things are going badly I could play a NPC/PC healer?

What does the group think about me putting in a NPC/PC healer?


This might sound like total craziness considering the amount of time I just put into Aldhranhald, but, honestly, cleric is one of my favorite classes. I could easily put together a dedicated heal-bot cleric over the weekend, if you'd prefer? Otherwise I don't have a problem with you playing an NPC healer. Joynt Jezebel, are you dead set on a summoner? Any chance you might pick a divine caster?


By the way, I'm really not inclined towards allowing a second summoner either. It can make for a complicated game-board, plus make turns take a lot longer.

I would also allow oracle of life, which if I do an NPC healer that is what I would go with. They can be a walking hospital!!!


Stormstrider wrote:
@whosawhatsis, question for clarification please, as I read it the broodmaster allows you to summon two eidolons at second level, so right now for first level you would only have one right?

Correct, Mr. Winky won't show up until second level. Mr. Blinky will also have to go through some changes at that point.


Aldhranhald wrote:

So, by "like a Tanglefoot Bag" you mean I'd need a successful ranged touch attack to hit, and then they get a Reflex save to not be stuck?

Does that sound like what you're thinking? If that's the case, could we at least keep the extracts range of 15' instead of the bag's 10'? Also, would you be willing, in that case, to allow it to be just one standard action? Drink the extract and immediately make the ranged attack as part of that standard action?

I'm sorry! I completely forgot about this question!

Yes, ranged touch attack to hit, and then they get a Reflex save to not be stuck. I have no problem keeping it at 15' & making it all one standard action. Is that reasonable & acceptable to you?


Just in case I'm going ahead and working on a Oracle of Life NPC, so I'm going to roll for it's stats here.

Stat Array One
Stat 1: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat 5: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 6: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 2: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat 3: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 5: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (2, 5) + 6 = 13

Wow, no single array stands out as really great! I'm going to choose the second one for now. If someone is seeing something I'm not & let me know about it I may change it later. I'm reserving the right to do that since it is for an NPC run by the DM.


Well, I need stats:-

Stat Array One
Stat 1: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat 3: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 2: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat 3: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat 2: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 4: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 5: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (3, 2) + 6 = 11

That is array 3 for certain. And I do well rolling stats for a change. I get together at a character, but not a summoner. Don't wish to annoy my GM.


Joynt Jezebel wrote:
I get together at a character, but not a summoner. Don't wish to annoy my GM.

Thank you!

Just a mention here, it just so happens that if I create the oracle of life, aasimar with Angel-blooded, he gets a summon nature's ally II as a spell-like ability! But that is NOT the reason I'd go that way! Just trying to create a 'walking hospital'. Probably would rarely use the summon anyways.


I'm sitting on whatever Joynt wants to do, I'm the late arrival so I don't mind taking whatever is left. I enjoy clerics quite a bit, they're one of my favorite classes ever.

My dwarf, whether he is a cleric or a warpriest, he is going to be going Good and Protection for domains. If he is going to be a cleric, he'll have the "Defend" subdomain.


WarforgedMan wrote:

I'm sitting on whatever Joynt wants to do, I'm the late arrival so I don't mind taking whatever is left. I enjoy clerics quite a bit, they're one of my favorite classes ever.

My dwarf, whether he is a cleric or a warpriest, he is going to be going Good and Protection for domains. If he is going to be a cleric, he'll have the "Defend" subdomain.

Have you considered an oracle with the life mystery? They are AWESOME healers! But don't feel obligated. I'm creating one in case I need to bring him in as a NPC. We'll see.


Like Syrus, I want to do more than just heal. Certainly, I'm a walking bandaid from lvl. 1 to lvl. 3 but after that, you can be so much more as a cleric. There is a reason why they didn't really receive much in the way of buffs when PF updated the classes and made them more balanced. :D


In your life of adventuring you have heard rumors & stories of an Emerald Tower that was built know-one knows-when in the Echo Woods near the town of Fort Inevitable.

Some of you are thinking that if the tower was built out of emeralds, than what kind of huge treasures must lie in its depths!

Others may be thinking, what a marvel of engineering and knowledge it must have been to build a tower out of emerald! Surely there is great knowledge to be found there!

Others may think simply, 'This is something new, I should go see this.'

Others may think that only an evil entity would be so wasteful as to use all those emeralds for that, when they could have been used to do great good in the world. You feel an urge to see if any of that evil still lurks there & to vanquish it if it does.

Whatever the case, you have all gathered here in the town of Fort Inevitable. As each of you has arrived (or know of if you live here), the hellknights at the gate ask, "What is your purpose here?" The hellknights are very intimidating, but eventually you get out that either you are looking for adventure or work. You are told that if you are looking for adventure or work, the first place you should check is near the fountain which is near the middle of town.

"You can't miss the fountain! Just follow Juliver Way street. It's a huge fountain with the statue of a female warrior in the middle and it is surrounded by a large square plaza. Near the fountain you will see a 'message-board'. Lot of jobs & offers of adventures get posted there!"

Once you arrive and find the message-board, the first thing you notice is a large sign at the top that says: "By order of the Lady Commander Drovust, under penalty of 30 days of imprisonment and a minimum fine of 100 Gold pieces, do NOT remove any notice unless it is yours or someone you officially represent."

When you start looking at the posts, you find a few different posts. Among several mundane posts looking for a chimney sweeper, a janitor for an inn, a housekeeper, and various other things, you see the following:

"Missing Wizards: The Goldenfire Order of Thornkeep seeks valiant adventurers to go to the Emerald Spire to try to ascertain the status of two missing wizards. Please see Lady Iliara Starcloak at The Juliver Arms for details."

"Wanted: Maps and Information. Lord Abernard Royst, seeks a wise, brave group to map out the Emerald Spire and gather information about it. Only serious, brave souls should apply. I recommend wills be made out ahead of time just in case. Please seek me out at my abode in the western end of town for more information."

"Search for AND destroy the Crowned Skull. Lady Commander Drovust commands for a group of fearless adventurers to go seek out AND destroy the group known as the crowned skull. Seek her out at the Citadel for further arrangements. Be on your best behavior and in your best garment when you come."

As you are reading these notices, you notice others also reading them and making note of them. By their appearances some of them look like they may be adventurers as well. You think to yourself, I don't think I want to do this by myself. Maybe I should look into trying to join up with some other adventurers?

Commence the role-playing! If you have something you wanted to do with the guards feel free to back track to that and proceed from there!


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Caerlin and Anden don't have any work for today. I guess that mean's the board. Sighing quietly, the lanky half elf strides towards the board. Taking a moment to glance expressionlessly at the fountain's statue, he quickly diverts his attention to the message board. Pulling a loose lock of silver hair out of his glowing yellow eyes, Zero glances between those around him and the jobs upon the board. His hand rests on the handle of the massive antique blade resting at his hip, something rather odd compared with his simple, loose clothes.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Tapping the dust off his well worn boots with his aged, oak staff, as he waited in the queue to enter town through the north gate, Aldhranhald took a good look around.

Anything a knowledge: local check would tell me that isn't in the Campaign Info tab? If so I'll make that roll, let me know. :)

So this is Fort Inevitable, eh? He said to no one in particular, gaining him more than a few queer looks from others waiting in line. After being accosted by the guards and realizing sarcasm would more than likely not benefit him in this situation, he answered with a simple, Looking for knowledge wherever it may be found. Which didn't turn out to be half bad, since one of the guards directed him to a book binder's shop just over on North Way. Since his whole purpose here was to gain access to the Emereld Spire, he first went to the notice board posted in the center of town, to see if he might find a way to get paid, for that which he planned on doing anyway. Plus, going spelunking into dangerous dungeons, or ranging through tall towers, was never as fun or safe when done alone. So he knew he needed to find some capable companions, or witless pawns, either could work.

Upon seeing the various notices on the public notice board, his eyes were immediately drawn to the one that read "Wanted: Maps and Information." Lord Abenard Royst, is it? The dark and grey haired elf again wondered out loud, again drawing some rather strange looks from passers by. I think I'll have to give this Lord Royst a visit, but first! To the bindery.

After cutting through the alley behind the Helmed Lady, Aldhranhald saw the little painted sign for the bindery not too far away. Upon entering the shop he smiles gleefully seeing numerous shelves with used books. Ahhhh... He sighs. I love the smell of musty paper in the morning.


"Good morn to you sir! Ah! It is nice to meet another book lover! Yes, there is something about that smell isn't there? My name is Falandra, and I am the proprietor of this establishment. Now, not to rush you or anything but is there something I can help you find? Or if you prefer to simply browse around please feel free to do so and take your time! No rush, no rush."


Character sheet

The young girl steps out of the field of vines with small, dark grapes dangling from them. Her skin is completely devoid of color, as if she had been drawn by an artist who couldn't afford pigments. She sweeps away strands of dark hair that have fallen over the right side of her face, and adjusts the goggles that she is wearing up on her forehead to keep the hair where it is. The left side of her face has not had that problem since she began shaving that side of her head.

She reaches over and tousle the fur of the beast that stands beside her. From behind, the creature could be mistaken for a dark grey wolf with an unusually furry neck, but a look at its face would make a man wonder how he could ever have been so wrong. It's short nose is flanked by huge spherical eyes, each easily the size of a child's head. The creature's head swivels in place to look over at the girl, its small mouth stretches across its face to become impossibly large, and a long, reptilian tongue darts up from the corner to its right eye, licking it clean and moistening it.

As the pair steps out onto the road, the girl lifts her chin to stare up at the wall of the city ahead. Well, I guess we better go inside. The creature huffs noncommittally, dipping it's head as it starts toward the gate in the imposing rampart.

When they approach the city's northern gate, a man (or at least, that is the girl's best guess) blocks their way. He and his two identically-dressed companions wear ornate armor, with enough sharp points to make one fear their embrace even more than the long, pointed sticks they carry. The girl has a pointed stick of her own, though. In point of fact, she carries five of them strapped to her back, the longest of which is as large as those the men carry. With the bottom lifted up so as to not drag on the ground, the tip of the spear stands almost twice as high as her head. The armored figure eyes the girl's spears, and the creature by her side. His face is inscrutable through the eyes of his helm, but as he looks her up and down, the girl is fairly sure he is wondering about her age.

Rather than writing a novel, I'll stop there for now. Let me know if you want to narrate the hellknight's part of the exchange, or if you want me to do it. In case it wasn't clear, they cut through Caerlin's Vinyard (area 1), and are now at the the North Gate (area 20).


Character sheet

Don't know the season, but since the gate is on the north side of the city, and the the city is located well north of where the tropic of cancer would be on earth, it seems probable that they would be in the shade at this point, which makes it unlikely that the hellknights would notice that neither Ozzy nor Mr. Blinky cast a shadow on the ground.


One of the Hellknights starts asking you questions, but when he asks his first question then another guard also asks a question before you have any time to respond. They go back and forth like this for several questions. First guard: "Little girl, what are you doing with all those dangerous pointy things?" Second guard: "What kind of creature is that with you?" First guard: "You could hurt yourself or someone else, with those!" Second guard: "Is it dangerous?" First guard: "Do your parents know you have them?" Second guard: " Will it attack the cattle or chickens in town?" First guard: "Or did you steal them from somewhere?" Second guard: "What do you call such a thing?" First guard: "Maybe we need to investigate this?" Second guard: "Why does it have such HUGE eyes?" First guard: "What is your name child?"

The third guard stands ready to blow his horn if he sees any hostile activity from you.

Did that questionnaire come across as a bit confusing? GOOD! It was meant to be! And very intimidating by 'little human girl' standards as well!

At first Ozzy may seem a little confused & feel somewhat threatened, but, she's survived the plane of shadow! This is nothing to her and she can react however she wants.

EDIT: They don't notice your lack of shadows. I figure I would not be likely to notice such a thing in RL because we never pay attention to it! Why should they?


Ozara "Ozzy" wrote:
Don't know the season, but since the gate is on the north side of the city, and the the city is located well north of where the tropic of cancer would be on earth, it seems probable that they would be in the shade at this point, which makes it unlikely that the hellknights would notice that neither Ozzy nor Mr. Blinky cast a shadow on the ground.

And by the way, I'm NOT going to get so detailed as to figure out what position you are on the planet & so what direction is the sun coming from or any such thing unless it becomes absolutely essential! Then I'll just make a 'judgement call.


Character sheet

Between the barrage of questions and the way they echo their way out of the holes in the guards' helmets, the girl has to stifle a laugh. Instead, she puts on a serious face. Ozzy, The girl chimes in, answering the last question first, and I'm eighteen. She says this with an air of annoyance, as if her slight build and youthful appearance constantly result in people mistaking her for a child much younger than her true age.

What she doesn't mention, and hopes the guards won't realize, is that she is a fetchling (an uncommon race on the Material Plane), and that fetchlings mature more slowly than humans. While her words are true, her 18 years of age only make her the equivalent of a 13-year-old human. Still, she spent many of those years lost, alone on the Shadow Plane. In those years, she survived more peril and endured more hardship than most humans do in their short lives. Conditions like those force one to grow up quickly.


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Zero stares blankly in the direction of the elderly elf. Caerlin and his daughter didn't know anything about Grandark, but they at least told me what I was. Perhaps he can tell me more? Silently, Zero follows the unknown elf's path until he enters the bindery. Nodding respectfully to Falandra, whom wares he had browsed more than once, the half elf stopped. Wait, what do I do now?

Sorry if my post seems weird, but Zero isn't exactly a talkative person. It's a fun challenge to write though!


Eidolon Character sheet

The strange beast speaks up in perfect Common. And I'm called "Blinky." I can speak for myself. Mr. Blinky's voice is deep and matter-of-fact. It has an almost fatherly quality to it. Despite their inability to blink (a quality that makes his name ironic), they are oddly expressive.

Blinky comes as close to bowing as his quadrupedal frame will allow, thn licks his other eye.

I couldn't find a single avatar of a large-eyed creature, so you'll have to use your imagination a bit.


As "Blinky" speaks up, all three guards give a startled jump! All three at the same time start yelling now and running back and forth with no idea where they are trying to go. Guard one: "Aaahh! (As if very scared!) It speaks!" Guard two: "It's a demon!" Guard three fumbled & dropped the horn when he jumped! Guard three: "Somebody call the Lady Commander!" Guard one: Has dropped his weapon! As he is holding both his hands over the area where his ears would be - if not for his helmet - "I'm NOT hearing this!" Guard two: "Somebody get High Mother Dremagne and all her staff over here now!" Guard three: "Will somebody blow that horn already!!!"

In all the sudden confusion they seem to have completely forgotten Ozzy. Ozzy realizes that once these 'guards' get themselves back to some semblance of control, it might be best to be some place else. In their current state of panic/confusion, she thinks she could probably slip on into town quite easily.

I didn't realize the eidolons can talk! Totally surprised me! And how did you like that bit of 'story-telling'?


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None
Falandra Nolm - Bookstore owner wrote:
"Good morn to you sir! Ah! It is nice to meet another book lover! Yes, there is something about that smell isn't there? My name is Falandra, and I am the proprietor of this establishment. Now, not to rush you or anything but is there something I can help you find? Or if you prefer to simply browse around please feel free to do so and take your time! No rush, no rush."

Good morn to you as well, m'lady. I am Aldhranhald. Aldhranhald offers a sweeping bow, but keeps the right side of his face askance her view to, for the moment at least because he knows how some people have reacted to his scars, keep the scarred side of his face toward the door. As to if you can help me find anything, that's a decided yes. I've arrived in town to try and join one of the expeditions to the Emerald Spire. So, if you have any books specifically about the spire, or, more likely, any books that contain historical knowledge of the region, I'd be happy to purchase them. But! I will browse your wares myself as well, because one never knows what gems he might find hiding on the shelves. Aldhranhald watches as a half-elf enters behind him, and then looks like he forgot why he entered the shop in the first place. He gives the half-elf a curt nod, and then starts perusing the titles on Falandra's shelves, occasionally grabbing a book, and flipping a few pages, only to replace it and keep looking.


Character sheet

Most magical beasts can talk, and I would think Hellknights would assume that Mr. Blinky was one of them. Oh well...


Character sheet

Ozzy speaks in a calm, soothing tone, like she might use with a skittish animal. Calm yourselves, gentlemen. You needn't fear Mr. Blinky. We do not come looking for trouble. Always do seem to find some though...

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22


Ozara "Ozzy" wrote:
Most magical beasts can talk, and I would think Hellknights would assume that Mr. Blinky was one of them. Oh well...

I'm waiting for your next action before I post for those particular hellknights again. When I make that post you will get some further insight and understanding, though admittedly, part of this is my lack of knowledge in not knowing that most magical beasts can talk. I don't think I've ever seen this come up before in all my decades of RPG! Just for my own curiosity's sake, is that somewhere in the RAW or just general knowledge or where could I find that please?


Character sheet
Stormstrider wrote:
Ozara "Ozzy" wrote:
Most magical beasts can talk, and I would think Hellknights would assume that Mr. Blinky was one of them. Oh well...
I'm waiting for your next action before I post for those particular hellknights again. When I make that post you will get some further insight and understanding, though admittedly, part of this is my lack of knowledge in not knowing that most magical beasts can talk. I don't think I've ever seen this come up before in all my decades of RPG! Just for my own curiosity's sake, is that somewhere in the RAW or just general knowledge or where could I find that please?
the description of magical beasts wrote:
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

As for a next action, Ozzy and Mr. Blinky are going to remain still and wait to see how the guards respond to her request to calm down.


Character sheet

So maybe it's not "most", but a significant number. Btw, the Worg we just killed in the other game was a sentient magical beast, who we could have had a conversation with if we had met under different circumstances.


Hahaha! Your reaction wasn't there yet when I typed that previous post! Ah! So that's what a Tarsier is and looks like! I've seen pictures of them before, just didn't know what they were called and only just now bothered to look it up.

After a few more seconds of panic, the guards all start to calm down finally. This time they will be speaking in order, without going over each others sentences. Guard one turns to the other two and says: "Oh, guys, It's okay! Calm down! I just remembered how in one of our training days they told us there are magical beasts that can talk as well! Don't you fools remember that?" Guard two: "Oh yeah! I remember wondering what kind of an idiot that teacher was! 'Beasts that can talk,' SURE! And knock me over! On my 5th day since becoming one of the Knights and I go and see and hear one!" Guard three: "And anyways, look at how cute the guy is! What with those great big beautiful eyes! How could we have thought this might be dangerous? Yeah, 5 days since 'knighthood' and I get to see a magical beast already!" Guard one: "Yeah, in all our training days most of what we ever fought were just bandits on the roads and in the woods." Guard two: "They took some of us to the 'spire' once and all we fought were some goblins." Guard three: "We fought some crazy looking monsters once, but there wasn't any talking going on then! Hm, I wonder if they could talk?" Guard one: "Ummm ... guys? If it gets back to the 'sarge' that we reacted this way on our first encounter with a magical beast, we are going to be stuck on latrine duty for the rest of our lives!" Guard two: "Your right! We better keep this to ourselves and not report it at all!" Guard three: "Oh no! If 'sarge' Mcneil hears about this my days as a Hellknight are over with!" Guard one turns back to Ozzy: "Okay, you and your friend can come on through now! And in a lower tone of voice: "By the way if you would keep this to yourself then we won't give you any trouble in the foreseeable future." Guard two: "By the way if your looking for work or as he tries to stifle a laugh 'adventure' little girl, check out the message board by Victory fountain at the main plaza." Guard three turns to the townsfolk that have stopped what they were doing to gape at the guards & then had started to gather up their children & run inside in fear: "It's ok folks! False alarm! Nothing to see here! Move along now!" Guard one: I should have known when I bribed Orox to switch guard shifts with me so I could be with my two buddies from training, that this would turn out to be a bad day!

These are NOT your 'typical' Hellknights as the alias suggests! - So Mended, what do you think of my resolution?


Ozara "Ozzy" wrote:
So maybe it's not "most", but a significant number. Btw, the Worg we just killed in the other game was a sentient magical beast, who we could have had a conversation with if we had met under different circumstances.

Silly me! In my other PBP I have a Psicrystal that can talk to others and it doesn't even have a mouth! How could I forget that?!?!


Character sheet

Ozzy shoots the guard a sly smile and whispers Our little secret. Then, discretely patting the pocket where her last few pieces of silver sit. We could use some work. Which way is the main plaza?


Aldhranhald wrote:
.... So, if you have any books specifically about the spire, ...

"Well met Sir Aldhranhald. The Spire you say? Why does that request not surprise me? So many of you adventuring types come in here requesting such information that I really ought to copy down the known information & print it into multiple books which I could then sell to you. OH MY! Now that is an idea worth considering isn't it? Why haven't I thought of that before? I could be rich by now! Well good sir, I shall leave you to your browsing. Oh, as far as historical knowledge of the region, I'm afraid I don't have anything currently. If you need any further assistance please let me know. I must go to my work-shop now and look into this new idea."

You had a good idea, so I'm going to give you something as a reward. I appreciate good ideas/creative thinking.

As you continue browsing you come to a little cubbyhole area that seems almost forgotten. There are even some cobwebs and everything is covered in a thick layer of dust. You find a good stack of books and at first there is nothing of interest, but as you come to the bottom of the stack you find some sheets of paper. As you look at them you realize this is information about the Spire!

THE STORY OF THE SPIRE - Anyone's welcome to read it.:
THE STORY OF THE SPIRE
In the unthinkable depths of time, the mysterious Vault Builders carved vast homes in the subterranean recesses of the world. They left their fingerprints in many places in the Darklands beneath Golarion, delving colossal cavern-worlds and sculpting titanic magical constructs that strengthened these vaults against collapse, supplied them with air and water, and filled them with whatever specimens and artifacts the Vault Builders saw fit to preserve. Most of the Vault Builders’ works were entirely buried miles below the surface—but not the Emerald Spire.
Why the Vault Builders created the Spire or when they abandoned it, no one can say. Like many other strange wonders in the world’s depths, the Emerald Spire was forged with mighty magic, served its purpose for untold centuries, and in time was forgotten by its makers. What remains today is the titanic splinter of strange green crystal embedded in the earth. Only part of its uppermost end pierces the surface, rising a few dozen feet above the ground.

The Coming of the Azlanti
Sometime around 10,000 years ago, an Azlanti wizard-prince - whose name has been lost to the ravages of time - was discovered plotting against the royal family and forced to flee into exile across the sea in the untamed continent of Avistan. He and his followers chose a remote woodland for their home in exile. Not only was the Echo Wood thousands of miles from Azlanti justice; it was also home to the mysterious Emerald Spire, which he had discovered after hearing tales of the fantastic crystal from natives he subjugated in his exile.
The exiled prince was fascinated by the arcane power slumbering in the Spire. Among other unusual properties, the substance of the Emerald Spire proved physically nigh indestructible but magically malleable and capable of serving as an arcane battery for powering long-lasting spells or creating constructs. Most importantly, the device served as a powerful focus for planar energy, tapping the subtle magical currents miles beneath the world’s surface to create potent resonances with every known plane of existence.
He realized that the Spire held secrets to vast power — perhaps power enough to overthrow the enemies who had forced him to flee Azlant. Below ground, they sculpted strange dungeons to access different points along the Emerald Spire and built laboratories to experiment with the Spire’s planar properties.
However, he and his followers didn’t escape Azlanti justice forever. A few decades after the evil archmage fled his homeland, the Azlanti authorities successfully divined his location and launched a powerful attack to eradicate the vile cultists. The attackers wiped his palace off the crown of Brokenhelm Hill (the modern site of Thornkeep) and shattered the upper reaches of the Emerald Spire. The Azlanti warriors raided his secret dungeons and hidden vaults, slaying the wizard in his lair.

Since Then
Humans came to the region, but the primitive tribes of the Echo Wood and the early settlers of the River Kingdoms avoided the Spire, spooked by the eerie otherness of the place and stories of the various monsters from other worlds that frequently plagued it. The goblins of Zog, which occupied the Echo Wood roughly 500 years ago, used the Emerald Spire as a creative form of execution, driving those sentenced to death into the dungeon to meet grisly ends in the monster-infested depths.
After Zog was defeated by the neighboring realms, human settlers slowly moved back into the northwest corner of the River Kingdoms. Towns such as Thornkeep, Southwood, and Mosswater were founded near the Emerald Spire. More people and more commerce meant that the news of the Spire’s existence began to spread. New parties of adventurers came to the area to try their luck in the Spire’s dungeons. At the same time, the deeper levels of the Emerald Spire attracted the attention of new waves of subterranean dwellers. Bands of derros, morlocks, troglodytes, and stranger creatures infiltrated the Spire’s lower reaches from the Darklands, establishing lairs and performing horrid experiments.

How's that for a 'spoiler'? Congratulations! You have just unlocked & completed the quest "Underground Levels", discover that the tower is more than just a structure on the surface. You gain 100 XP! It is not widely known that there are underground levels to the common public. And just so you know I did do a bit of editing of information here! There's PLENTY more to learn! Now, are you going to try to 'pocket' these sheets? Or are you going to inform Falandra and see how much she wants to charge for these papers? Or you could even just leave the papers where you found them and walk away with that knowledge in your head.


Ozara "Ozzy" wrote:
Ozzy shoots the guard a sly smile and whispers Our little secret. Then, discretely patting the pocket where her last few pieces of silver sit. We could use some work. Which way is the main plaza?

The guard responds "Just follow this road until you reach the second left. Turn there and it will be in sight! Just a short distance ahead from there."


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Isolated in a corner of the shop, Aldhranhald takes a look around to see if anyone is watching. Having not seen any signs that it is against shop policy to copy texts, he pulls out his scroll case from his pack, grabs a sheet of parchment, his ink and quill, and goes about the business of copying down the information for later use. Not that he doesn't want to be honest and pay for it, but if the shop owner isn't willing to part with it, or he doesn't have enough coin to purchase it, then he'd forego the knowledge, and foregoing knowledge is not in his personality to do. After the paper has been thoroughly copied. He puts the ink, pen, and scroll case back into his waterproof bag inside his pack. Using his quarterstaff to lift himself off his knees, feeling the slightest of creeks in his joints, he takes the Spire parchment with him and goes to the counter looking for a bell or some other alarm to call Falandra. Falandra! You still here?! I found something that might be of interest to you. He says, waiting patiently.

Thanks for the bonus info Storm! Excellent. This is just the sort of thing Aldhranhald would love! Awesome! I updated my sheet, taking off one sheet of parchment and adding the new copied document in the other gear portion.


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Blinking, Zero minutely tightened his jaw before moving towards the elf. It's worth the discomfort to at least see if he knows something. A scrap of info is better than nothing. Quietly, the half elf holds up his blade. "Sorry, do you know this weapon?" The young magnus stares inquisitively at the man, hungry for any knowledge of who he was before.

As the man calls over Falandra, Zephyrus quickly scans the document in question, curiosity demanding he at least read a bit of the information.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Aldhranhald looks at the sword in question, and then at the half-elf holding it. He clears his throat and says. I'm sorry, were you talking to me? It's customary to introduce oneself before asking questions about strange weapons. At least it is where I come from. He extends his right hand and says, The name is Aldhranhald, Elf, Ex-slave, Seeker of knowledge, and Spelunker extraordinaire, at your service. And you are?


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Frowning, Zero dips his head. Excellent job messing up the introduction. "Zero Zephyrus." Shifting his grip on the blade, the half elf extends his hand. "Sorry." Zero's tone is almost identical to a scolded child's, and nearly as quiet.


"Yes Sir Aldhranhald! Here I am. You say you have found something that might be of interest to me? Well, that certainly is a possibility I guess. I've been so busy trying to get this place organised and keep it running since my father's passing ... . Oh, well, let me see, what is it you have found? - Oh and good morning to you Zero! Your always so quiet and unobtrusive. Sometimes I don't even notice your here as quiet & still as you are! I'll be with you in just a moment okay? As soon as I assist Sir Aldhranhald here!"


Character sheet

Ozzy reaches up to grab her goggles, then tilts her head forward, bowing slightly, as if the goggles were the brim of a hat that was tipping in wordless acknowledgement and thanks. Then, she strides past the guards with Mr. Blinky in tow.


Character sheet

As Ozzy walks through the gate, she notes the numerous arrow slits and murder holes, all of which, she is glad to see, are currently unmanned. Stepping into the city, she is immediately inundated by the smells of the cemetery directly behind the temple to the west, and of the stables directly to the east. I suppose that explains why the village idiots have this assignment.

Ozzy and Mr. Blinky hurry past them, but slow their pace when they come to the shops. The first sells some of the finest fabrics the girl has ever seen. If she stopped to look closer though, she might have caught a glance of the proprietor's cruel treatment of her indentured workers, and her outrage might have gotten her into trouble.

Next, the pair comes to a general store. Ozzy looks in longingly at some of the supplies that could make her life easier. She considers gong in, but patting the few meager coins in her pocket, she decides she had best look for work first, lest the provisions she has run out before she can earn enough to restock. It looks like wandrmeal again, for at least one more night. she says to Mr. Blinky, and scratches him behind the ear.

As she rounds the corner, she sees the courthouse. Again, seeing what goes on inside could make her do something regrettable (or at least with regrettable consequences), but spotting the fountain ahead, the two pick up their pace. Mr. Blinky gets an increasing number of looks as they approach the Fountain Square, but the beast smiles (keeping his vicious teeth concealed, and not stretching the corners of his mouth to their full, unnerving width) and nods to the passers-by, even greeting some with a friendly Hullo. or Good morrow.


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

Managing a small smile at the kindly bookmaster, Zero shakes his head, scattering his hair about his face. "No need." Perhaps it was just the morning exhaustion working itself out. No need to cause any more work for such a good spirited woman.


Character sheet

Looking at the jobs posted on the board, Ozzy talks to Mr. Blinky, as his still smiling face scans the crowd behind her, watching out for anyone that may threaten his companion while her attention is on the board. "Emerald Spire," eh? That must be the big green thing we saw in the distance. Looks like all the jobs around here have something to do with it. We better learn some more about it.

This would be a good opportunity for one of the PCs who hasn't spoken up yet to jump in.


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Aldhranhald addresses the shy half-elf first. No worries my friend, no worries. It is indeed my great pleasure to make your acquaintance. He says and shakes the young man's hand firmly. I do wonder, you seem to be a local, if you wouldn't mind sitting down with me, perhaps at a tavern of your liking, after I've completed my business here? I have questions I'd like to ask, and, of course, I would do my best to answer whatever questions of yours that I could. Sound good? The aged elf then turns to Falandra and shows her the scroll he found buried under piles of old books in the cobwebbed corner, leaning his staff in the crook of his elbow. Firstly, my condolences on the loss of your father. Such things are never easy. I commend you on taking up his work after his passing. As to what I found, it seems, Falandra, that you do have something here about the Spire. He unrolls it so she can give it a quick skim. I'd be most happy to purchase it from you, if the price is reasonable.


Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1 5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2 | Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

Boudacia has the Goldenfire Initiate campaign trait, which means she is a member of a local guild. I would think this would mean she would know if there were any reason somebody like her could not post a message on the board, and also this would mean some basic knowledge of the local town.

Ozara "Ozzy" wrote:

"Emerald Spire," eh? That must be the big green thing we saw in the distance. Looks like all the jobs around here have something to do with it. We better learn some more about it.

This would be a good opportunity for one of the PCs who hasn't spoken up yet to jump in.

You are correct young lady, and the Emerald Spire is reputably dangerous. I am Boudacia, perhaps I can help a little as you seem to be a recent arrival. That is interesting, the Goldenfire Order, an association to which I belong, though I hold a rank which is modest at best, wants expend... adventurers to go into the Emerald spire in search of missing wizards. Could be interesting, perhaps rewarding, definitely hazardous.

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