The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

"You were great, an incredible jump!" - Selka shouts from the other side of the chasm to Orlando - "Now, see if you can tie the rope around something! A big rock, or a stalagmite... Or something else!"


DireMerc, if I understand the Levitation spell correctly, Tessai should be able to carry someone with her, and pull herself across the chasm (using the tied rope) while doing so - is this correct? How long does the scale's power last?


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

The levitation is caster lvl 20 so 20min. Its 100 pounds per lvl so it should work.

Oh, you can use the grappling hook you didn't take and attach it to one of the remaining bridge supports.

Varn smiles a bit at his joke.


Varn is correct about the spell and you can just tie the rope to the bridge support


In that case, we have a plan ;)


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Orlando ties his end of the rope to one of the broken bridge supports on his side as best he can.
"Alright, I believe it will hold."


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Know Nature DC 15: 1d20 + 6 ⇒ (5) + 6 = 11

As Lann explains about the spore thrower, Raven shrugs. "Must be a plant native to the underground, I have not heard of such a think in the forest of my birth."

"My scale helps with falling like a feather, if it is of any use in clearing the chasm." she offers as the others make a suitable passage across. "Perhaps in case someone slips?"

Do you need a die roll of some sort to cross the rope? Or do we use the levitate to move everyone?


Levitate can be cast 3 times to get 3 people across. you can use that to get Anivia and Arashvial across and the rest can cross using the rope by taking 10 on their check.

You manage to get everyone across using 2 charges of the levitation ability.

You travel on for another 20 minutes and come to a large cavern.

In the middle of the cavern you see two bodies. They are clad in full armor and wearing golden cloaks bearing the symbol of Iomedae.

"Victims of the spore-cougher no doubt. Beware it must be close." says Lann and he and his group move to the back.


"This creature sounds dangerous. I have a spell of heroism and one of haste ready. Let me know if you need them" says Aravashial


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

K.nature: 1d20 + 8 ⇒ (8) + 8 = 16
From what you have said about the creature it is a basidirond. It's spores are very dangerous to any creature that gets close but it has a weakness to cold.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Orlando proceeds quietly, crossbow at the ready.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 5 ⇒ (5) + 5 = 10


creature stealth: 1d20 + 5 ⇒ (13) + 5 = 18

Will wait for a few more to move into the cavern before I post. Roll perception when you enter.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka does a double take when she sees the two bodies. "...Poor souls. May the Inheritor welcome them into her realm... But..." - she continues, puzzled - "How did they get here, and what were they doing in these caverns?"

Curious about the bodies, but still well aware of the dangers that could lay waiting in every shadow in the dark tunnels, Selka slowly proceeds forward, weapon in hand and ready for anything.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Moving into the chamber Selka notices a crevices in a dark corner were a large plant that looks like and inverted umbrella with many tentacle lies in wait. The creature appears to be wounded and has several deep gashes.

Picture:https://drive.google.com/file/d/0B_FXJLC5PfjGMzVFZWhRdVZiZUE/edit?u sp=sharing


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka suddenly stops and points her weapon to the dark corner the plant creature is hiding in - "There is something there! It's... It could be the basidirond! Be careful, Lann talked about spores causing hallucinations, don't get near it!"

More or less, how far from us is the basidirond?


40 feet from the entrance of the cavern in a diagonal line.

You wouldn't be able to charge it as there are large rocks and rubble in the way. I'm at work at the moment but will post a map when able.

The creature's spore are invisible so you can't see them to know the range of effect and the creature is unaware of you so you get a surprise round.

If you decide to brave the spores and get in close roll a fort save.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

per: 1d20 + 6 ⇒ (1) + 6 = 7

Basidirond where, oh I see it now. Curses if I had seen it earlier I might still have had time to get a shot off.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Surprise_____

Orlando nods at Selka and stands well back. Bracing his crossbow, he fires at a handy weak point.
light crossbow sneak attack: 1d20 + 3 ⇒ (18) + 3 = 21 for a possible 1d8 + 1d6 ⇒ (5) + (2) = 7 points piercing damage.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Next time we come across a xbow or regular bow I think Aeron will take one... I didn't think about how short the distance really is on the chakram. Cool concept, just... yeah.

Aeron spots the creature when its pointed out by Selka, he remembers someone mentioning something about spores, whatever those might be. He doesn't see anything which he would consider a spore, therefore the large man starts making his way across the room towards the creature.

Not sure how close he can get, but Aeron will attempt to get as close as he can to make an attack next round. Or if there's a clear path after the rubble, he'll stop far enough away to attempt a charge next round. Also rolling the Fort ST to save time.

Fort: 1d20 + 6 ⇒ (4) + 6 = 10


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Raven drops the crossbow and 10 bolts recovered in the other room with the dwarf caster, at Aeron's feet, then turns her attention to shooting the fungus thing. Inhaling, she lines up the sights just right, then exhales and releases with a quiet twannnggg.

Raven Longbow, Deadly Aim: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Damage, Deadly Aim: 1d8 + 2 ⇒ (1) + 2 = 3

My d8 only rolls 1's apparently...


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10
DireMerc wrote:
I'm at work at the moment but will post a map when able.

Selka will probably attack the creature, but I'm waiting for the map to decide the exact dynamics. ;)

Well, in any case, even if she doesn't attack, she'll almost certainly come close enough so she'll have to save vs the spores, so here's Selka's save!

Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23


At the alert not to approach the creature, Tessai reaches for her sling, and launches a bullet.

Sling Attack: 1d20 + 2 ⇒ (14) + 2 = 16Damage: 1d4 + 4 ⇒ (2) + 4 = 6


posted the new map and even added coordinates to make it easier to tell me were your going. Will add you guys to the map when you have all moved. You are coming in from the left and green circle is the creature.

Actually you should all post initiative and which square you move to on the map. The big rocks provide full cover and the small ones provide partial cover.

-Aeron on your first turn the spores will kick in and you will be under the impression you are sinking in quicksand and you will drop your weapon and try to remove your armor to avoid sinking any further.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

I will go with G1 and move To I6. Counting the cover in my attack
Round 1
Varn raises his arms and calls forth another short spear.

hit: 1d20 + 4 - 4 - 2 + 1 ⇒ (5) + 4 - 4 - 2 + 1 = 4
damage: 1d6 + 4 ⇒ (1) + 4 = 5

Then watches as it clatters against the rocks near the creature.


You didn't act in the surprise round yet so I'll put that as your action Varn.

Also for spores: A new save must be made each round a creature remains within the affected area. Assuming you aren't already being affected.

Surprise round
Orlando: Moves into cave and fires crossbow hitting the creature.
Raven: Moves into cave and fire bow hitting the creature.
Selka: Moves up to the creature and resists the spores.
Aeron: Moves up and gets affected by spores for rounds: 1d4 ⇒ 4
Varn: Moves up to I6 and fires crossbow at the creature but misses.
Tessai: Moves into cave and fires sling at the creature.

Round 1:
Aeron: Drops weapon and starts removing armor because of hallucinations of sinking in quicksand.
Orlando:
Raven:
Selka: .
Varn:
Tessai:


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

It is a summoned short spear from my arcane school not a crossbow. moves to f9
Real round 1

Varn hunts around for a better angle but finding nothing fires another short spear at the creature.

hit: 1d20 + 4 - 4 - 2 + 1 ⇒ (20) + 4 - 4 - 2 + 1 = 19
damage: 1d6 + 4 ⇒ (6) + 4 = 10
confirm
hit: 1d20 + 4 - 4 - 2 + 1 ⇒ (9) + 4 - 4 - 2 + 1 = 8
damage: 1d6 + 4 ⇒ (2) + 4 = 6


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Selka passed the first fortitude save, and she has to make a new one every round, right?

Fortitude: 1d20 + 6 ⇒ (20) + 6 = 26

If she resists the spores, then read below! Also, Selka expends one use of her reroll initiative ability, and picks the higher result.

The plant monster now within her reach, Selka thrusts her spear forward, hoping to end it with one mighty strike.

I'm not 100% sure where Selka was, but I believe she should be able to reach 'striking distance'. Let's say she moves to B4.

Initiative 1: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative 2: 1d20 + 7 ⇒ (11) + 7 = 18

Longspear Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 6 ⇒ (8) + 6 = 14

If needed, a possible AoO:
Longspear Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 6 ⇒ (4) + 6 = 10


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

Round 1_____

Move to (D,1) and shoot again.
light crossbow attack: 1d20 + 3 ⇒ (4) + 3 = 7 for a possible 1d8 ⇒ 1 points piercing damage.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

If on the map, Raven would be at a place like E1 which provides a clear LOS at the fungus thing.

Seeing the first shot only wing the plant, Raven bears down looking for a weaker point. She fires again.

Raven Longbow, Point Blank: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Raven Damage, Point Blank: 1d8 + 1 ⇒ (4) + 1 = 5


correct Selka, but you have nothing to worry about if you keep up those rolls. Raven's first attacks I said hit actually missed cause I wasn't taking cover into account. Your second shot hit's however because it no longer has cover because it moved.

Varn Init 1d20 + 3 ⇒ (18) + 3 = 21
Tessai Init 1d20 + 1 ⇒ (12) + 1 = 13
Aeron Init 1d20 + 2 ⇒ (17) + 2 = 19

Creature Init: 1d20 + 1 ⇒ (19) + 1 = 20

The creature will swings a tentacle at Selka landing a hard blow.
1d20 + 10 ⇒ (14) + 10 = 241d8 + 7 ⇒ (3) + 7 = 10

Creature is badly hurt but still up.

Surprise:
Orlando: Moves into cave and fires crossbow hitting the creature. 7 dam.
Raven: Moves into cave and fire bow missing the creature.
Selka: Moves up to the creature and resists the spores.
Aeron: Moves up and gets affected by spores for rounds: 1d4 ⇒ 4
Varn: Moves up to I6 and flings magic spear at the creature but misses.
Tessai: Moves into cave and fires sling at the creature but misses.

Round 1 (names in order by init):
Varn: Flings another spear hitting and dealing 10 damage.
Selka: Stabs the creature with her spear dealing 14 damage.
Aeron: Drops his weapon and starts removing his armor because of hallucinations of sinking in quicksand. continues for 3 more rounds.
Creature: 5 step to A5 and batters Selka with it's tentacles for 10 dam.
Tessai:
Orlando: Fires crossbow but misses
Raven: Fire again and hits.


I'm assuming Tessai will attack and she might finish it off.
However Varn, and Selka you can go ahead and post as well if you around.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

Fortitude vs Spores: 1d20 + 6 ⇒ (15) + 6 = 21

Selka reels under the powerful blow, staggered for a moment.

Bracing herself, she launches forward once again, putting all of her strength behind her weapon's attack.

5-Foot-Step to B3, then attack.

Longspear Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

I don't suppose this thing has AC 9 now, does it? (>.<)'


Tessai still does not want to approach the creature, as alerted, so she keeps attacking with her sling.

Sling Attack: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14Damage: 1d4 + 4 ⇒ (1) + 4 = 5

-4 included since the creature is in melee.

"Selka, we can take it from afar - do not take any unnecessary risks" - Tessai urger her companion, after witnessing the massive blow she has been dealt by the strange creature.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10
Tessai wrote:
-4 included since the creature is in melee.

The creature is 5 feet away from Selka though... Is it still considered to be in melee?


Hmmmmm, good point there.


You would get the penalty yes. A creature is considered in melee if it threatens an opponent or is threatened by an opponent using a melee or natural weapon. You don't have to be adjacent you could both be using reach weapons and be considered "in melee". PHB p184

Ok so Varn and if it's still alive will post creature's action.

Tessai, Orlando and Raven you can post just in case Varn fails to kill it but your action will only take place after the creature's.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Init, just because lol: 1d20 + 2 ⇒ (2) + 2 = 4

As Aeron approaches the strange creature he suddenly catches a very strange, earthy smell about the air. He wrinkles his nose against the smell, but continues to take another step before he begins to feel light-headed. His next step is much more sluggish as he stumbles and blinks his eyes several times. He tries to take another step; however, his left leg will not respond and he looks down to see his foot sinking into the ground!!

He instinctively drops his hammer to the ground with a loud clatter and starts pulling at the straps of his armor in an attempt to remove it. "Stay back! I am sinking into the ground here! Toss me a rope!" He cries out as his fingers frantically tug at his straps.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Hit: 1d20 - 4 + 4 + 1 ⇒ (17) - 4 + 4 + 1 = 18
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Varn walks 10 feet from the creature on the opposite side as his allies. Braving the beasts spores and firing another wooden deep into its chest.


The spear strikes the creature and it goes down. (-1)


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn tries to get away from any lingering spores.

fort: 1d20 + 5 ⇒ (10) + 5 = 15


Varn manages to resist the effect as he backs away.
The lingering spores dissipate after number of rounds: 1d4 ⇒ 2


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Raven approaches Aeron, making sure he is no longer affected by the illusory quicksand, helping him to reality if he needs it.


The effects clear up shortly and the creature dies.


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10

After the creature falls dead, Selka limps back to the others, and offers a word of thanks to everyone for their help in vanquishing the monster, particularly Varn, that managed to deal the killing blow to the beast with his mighty magic, saving her from further reprisal.

With the basidirond dead, Selka turns her attention to the two bodies lying on the floor, kneeling near them to examine them carefully.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Tessai approaches Selka, as she examines the dead bodies - her hand laying gently on the priestess shoulder - "Are you wounded?" - she asks - "That was brave, but risky" - she smiles, feeling the familiar warmth starting to coallesce around her and pulsing through the hand that is touching Selka - "Now is my turn to assist"

CLW on Selka: 1d8 + 1 ⇒ (5) + 1 = 6

After relieving her companion of some of the wounds, and noticing Raven looking after Aeron, she turns also her attention on the corpses - "What do you make of these Selka?"

Perception: 1d20 + 1 ⇒ (15) + 1 = 16


Both men are dressed as crusaders of Iomedae, and each still wears a masterwork chain shirt. One of the dead bodies still carries a potion, while the other has a scroll in a pouch. Between the two of them, they also carry 129 gp.

Curiously, the crusaders are not armed with the longswords typically wielded by Iomedae’s followers, but instead carry glaives and a spiked gauntlet. Furthermore, the body on which the scroll was found clutches something tightly in his fist—a small symbol of a brass bull’s head with tiny red gemstone eyes.

Knowledge religion to identify the amulet.

"I have seen their kind in the tunnels before. Lately their presence and numbers have been increasing. Our chief says that they have an alliance with another tribe...A bad tribe." says Lann


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Detect magic on them then I will try searching them.

perception: 1d20 + 6 ⇒ (17) + 6 = 23
K.religion: 1d20 + 8 ⇒ (4) + 8 = 12

Well this seems interesting do you think people like this would have access to the wardstone?


Female Human (Kellid) Cleric of Iomedae (War [Tactics], Glory [Heroism]) 3
Quick Stats:
Init +7 (6/day reroll, current 5) | AC 19, t 13, ff 16 | hp 31 / 34 | Fort +6, Ref +4, Will +6 | Perception +10
Tessai wrote:
Tessai approaches Selka, as she examines the dead bodies - her hand laying gently on the priestess shoulder - "Are you wounded?" - she asks - "That was brave, but risky" - she smiles, feeling the familiar warmth starting to coallesce around her and pulsing through the hand that is touching Selka - "Now is my turn to assist"

"It was foolish" - Selka tentatively smiles back to her friend - "But I couldn't let Aeron charge that monster alone. I hoped to finish it off in one powerful blow, but I couldn't..."

When her wounds are partially healed, Selka's timid smile gets much warmer - "Thank you Tessai, I feel much better now."

Tessai wrote:
After relieving her companion of some of the wounds, and noticing Raven looking after Aeron, she turns also her attention on the corpses - "What do you make of these Selka?"

"It's... Strange. See their weapons? Glaives and spiked gauntlets... It's very odd. Most devotees of the Inheritor fight with longswords. Exceptions are quite rare... Like myself actually, and I have a good reason for that, believe me!" - Selka chuckles lightly, before regaining her composure - "And yet, even I carry a longsword with me in sign of respect..."

Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23


knowledge religion 15:
This amulet is an unholy symbol of Baphomet. Lord of the Minotaurs, he who rules over the Abyssal realm known as the Ivory Labyrinth. A favored consort of Lamashtu,he was created by her as the first Minotaur to lead her creations in the mortal world.

knowledge religion 20:

This amulets is often carried by The Templars of the Ivory Labyrinth. A secretive society of Baphomet worshippers who inhabit many of Golarion's largest cities. Members of the Templars of the Ivory Labyrinth often wield great political power within their cities. They always keep their allegiances to Baphomet concealed and the secret societies they found often appear harmless or innocuous. The rituals and teachings of Baphomet are normally handed down from generation to generation within the political influential families which form the backbone of each cities Templar cult. Members of the Templars of the Ivory Labyrinth from different cities recognise each other by special hand gestures, signs and passwords. It is from the coded messages between different cults that their name arises as in these messages they always refer to themselves as Templars of the Ivory Labyrinth.

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