Pathfinder: Shards of an Order PBP

Game Master Benjen Harris

Shards of an Order is a homebrew Pathfinder campaign set in a world called Vyn, more specifically set on the continent of Enderal.
Maps/Handouts
World Anvil

Initiative:
[dice=Nalia Initiative] 1d20 + 6[/dice]
[dice=Poppo Initiative] 1d20 + 5 [/dice]
[dice=Vynya Initiative] 1d20 + 1[/dice]
[dice=BobE Initiative] 1d20 + 2[/dice]
[dice=Hurak the Hunter Initiative] 1d20 + 4[/dice]


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Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Ok, texted but not sure everyone got it. So I'll make the assumption that Jon did a channel positive after the mushroom people battle.

channel positive energy: 2d6 ⇒ (5, 4) = 9

That brings me to 33 and I would have touched myself with the wand. Let me know if anyone else used the wand and I'll subtract it on my page.

CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2

That was a bummer!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

As Nalia enters the clearing she sees the man attacking another woman. She charges at him before she notices the other red madness victims and before the demon comes out of the woods. Seeing the man hacking at his wife, knowing in her heart that he's possessed or beyond redemption, Nalia charges to stop the desecration of her body.

Get away from her you foul thing!

Swift to cast shield of faith, then charge to attack the husband.

AC now 20 for this round and HP 35.

power attach and charge: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 9 ⇒ (1) + 9 = 10

Can we go back to the live dice rolls?


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

The channel brings Turngut back to full. No more healing needed. Thanks!

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

BobE looked over the beated up almost bloodied Beatrip and laid a hand on her and prayed. clw: 2d8 ⇒ (4, 2) = 6

On entering the clearing, Beatrip makes a sound of joy
Another one !! GOODY and races ahead only to pause in wonder before it.
BobE groans
gettin' too old for this 'ere nonsense. as he raises his staff
minion count: 1d3 ⇒ 1
sm2 for d3 and get 1.
bloody skele
augmented
giant summoning
bAGS= ac19/hp10/ 2 claws +5 (d4 + 6)

bags round 1
appears infront of the house adjacent to the enraged husband and attacks him
claw: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 6 ⇒ (2) + 6 = 8


Maps/Handouts

Nalia charges forward and to her surprise is able to the barbarian despite her tripping over a twig on the ground.

GM Roles:

Hollow Barbarian Attack: 1d20 + 15 ⇒ (16) + 15 = 311d8 + 9 ⇒ (1) + 9 = 10

Before BobE can summon his skeleton and have Beatrip move in the hollow barbarian takes a chop back at Nalia cutting the shield maiden's arm. BobE then summons a B.A.G.S but the skeleton is unable to strike the barbarian now that he is no longer flat footed.

Poppo and Turngut you guys are up!


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

hp=60/60

Turngut's stats for Round “1”:
AC 16, T 10, FF 12 | CMD 19 (20 vTrip) | Fort +8, Ref +7, Will +4| Rage 1/6 | Effects: Raging, Charging | Perc +5

Seeing the same type of demon that attacked the tournament, Turngut instinctively goes into fight for flight mode. In this case fight! He charges the demon and jumps in the air with a Superman Punch.

+1 Unarmed Strike (lethal): 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Crit confirm:
+1 Unarmed Strike (lethal): 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Knockout punch. The demon must make a DC16 Fort save or go unconscious for 1d6 rounds. If knocked out, each round on its turn, the demon can attempt new saving throw as a full round action. If immense to critical hits or non-lethal damage, it is immune to the Knockout punch. It still takes the damage from the punch.
Full round action= Charge with knockout punch.


Maps/Handouts

Demon Firesage Fortitude Save: 1d20 + 9 ⇒ (14) + 9 = 23

Turngut leaps in the air punching the massive demon in the mouth knocking one of its fangy teeth out of its gaping mouth. But while the demon sways for a brief moment from the blow it does not fall unconscious from the knockout punch. Turngut also notices that not all of his damage goes through.

Poppo you're on deck!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo decides to circle around the house....

Double move


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut shouts out as he lands from his haymaker: It no hurt! Turngut punch hard, but big bad thing tough!

Is anyone able identify this creature and it's defenses/weaknesses?


Maps/Handouts

Knowledge Planes to identify

Poppo begins to take the long way around smoldering house.

GM Roles:

Demon Firesage Attack: 1d20 + 14 ⇒ (13) + 14 = 272d6 + 12 ⇒ (5, 2) + 12 = 191d6 ⇒ 6

The demon fire sage wielding a gigantic metal hammer that emanates a glowing flame. With massive hammer he swings and nearly knocks Turngut to the ground with the mighty blow 19 regular damage, 6 fire damage

Initiative Round 2

Nalia (10 Damage)
Hollow Barbarian (10 Damage)
BobE
Poppo
Turngut (25 Damage)
Demon Firesage (17 Damage)

Nalia you're up!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Starting round with AC 22 and HP 25 after his 10 point cut on my arm.

Nalia in desperation calls on Malphas for healing (swift fervor heal) and then wades in again.

fervor heal: 1d6 + 2 ⇒ (4) + 2 = 6

power attack: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 9 ⇒ (2) + 9 = 11

What is going on?


Maps/Handouts

Nalia knits together her wounds with her holy energy but is unable to land a strike on the unarmored yet agile hollow.

GM Roles:

Hollow Barbarian Attack: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 9 ⇒ (6) + 9 = 15

The barbarian with sheer strength is able to slash through Nalia's thick armor, leaving a large gash on Nalia's stomach 15 Damage.

BobE, Poppo, and Turngut you guys are up!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo activates his arcane pool, then finishes darting around the house arriving in time to provide a flank to Turngut on the big demon, he tries tumbles past any attacks by the demon as he closes in!

Acrobatics to avoid AOOs: 1d20 + 11 ⇒ (9) + 11 = 20

swift -arcane pool, double move


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Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

hp=45/60+0hp

Turngut's stats for Round “2”:
AC 18, T 12, FF 14 | CMD 21 (22 vTrip) | Fort +8, Ref +7, Will +4| Rage 2/6 | Effects: Raging | Perc +5

OW! Hammer hot! Turngut not like. Turngut wish had something cold... The orc pauses in thought for a split second, then looking down at the cold iron frost polearm in his hands, he breaks into a tusky grin. Gripping Frostfang in both hands, he slides back 5 feet to give himself room to strike and then releases a flurry of attacks.

Flurry Frostfang POWER ATTACK: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Damage (P): 1d10 + 10 ⇒ (5) + 10 = 15 Cold damage: 1d6 ⇒ 4
Flurry Frostfang POWER ATTACK: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Damage (P): 1d10 + 10 ⇒ (6) + 10 = 16 Cold damage: 1d6 ⇒ 6

Frostfang (x3) crit confirmation: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 Damage (P): 1d10 + 1d10 + 10 + 10 ⇒ (5) + (7) + 10 + 10 = 32

5' step, Full round=flurry. 2/3 daily uses of Frostfang

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Had surgery today might not be able to post more


Maps/Handouts

So I'll be controlling BobE until Jon is feeling good enough to post.

GM Roles:

AOO on Poppo: 1d20 + 14 ⇒ (4) + 14 = 182d6 + 12 ⇒ (5, 6) + 12 = 231d6 ⇒ 5
Beatrip Slam + Magic Fang: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 242d6 + 7 + 1 ⇒ (4, 6) + 7 + 1 = 18
BAGS Claw 1: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 6 ⇒ (1) + 6 = 7
BAGS Claw 2: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 6 ⇒ (3) + 6 = 9
Line of Fire: 8d6 ⇒ (5, 6, 4, 3, 1, 6, 1, 1) = 27
Line of Fire Recharge: 1d4 ⇒ 1
Beatrip Reflex Save: 1d20 + 2 ⇒ (12) + 2 = 14

Poppo moves up to the demon failing his acrobatics check to avoid the demons attack of oppurtunity. But just as the massive hammer slams down on the tiny halfling he's able to barely dodge to the side.

Turngut hits once with the reforged Frostfang stabbing the polearm into the demon but not quite driving it deep enough for a critical hit. Turngut does notice that all of the damage goes through with his attack.

BobE moves up to Beatrip and casts magic fang on the ghost. Beatrip moves up to the demon I want your blood to wash over the ground!! The phantom lands a heavy strike on the demon but again not all of the damage goes through. The massive skeleton that drips with a crimson ichorous blood lumbers forward and delivers two slashes against the barbarian.

From the mouth of the firesage sprays a twenty foot line of fire which hits Beatrip and Turngut DC:18 Reflex, Fail 27 Damage, Pass 13 Damage Beatrip is unable to get out of the way in time and takes the full damage.

Initiative Round 3

Nalia (19 Damage)
Hollow Barbarian (26 Damage)
BobE (Beatrip: 27 Damage)
Poppo
Turngut (25 Damage + 27 or 13 Damage)
Demon Firesage (49 Damage)

Poppo you're up!


Maps/Handouts

Also if everyone could tell me how much arcane fever you have I'd appreciate that.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo steps to the side and stares up at the massive demon and takes a swing.

mwk boarding axe + arcane pool + flank: 1d20 + 9 + 1 + 2 ⇒ (7) + 9 + 1 + 2 = 19
magical piercing or slashing + sneak attack: 1d4 + 4 + 1 + 2d6 ⇒ (3) + 4 + 1 + (4, 3) = 15

move -5' step, std attack


Maps/Handouts

Poppo sticking to the back of the massive demon weaves his way under the demons short spiky tail and is able to chop one of the legs of the demon.

GM Roles:

Hollow Barbarian Attack: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 9 ⇒ (5) + 9 = 14
BobE Channel Positive Energy: 2d6 ⇒ (2, 5) = 7
BobE Channel Positive Energy: 2d6 ⇒ (2, 1) = 3
Beatrip Slam 1: 1d20 + 5 ⇒ (16) + 5 = 212d6 + 7 ⇒ (4, 5) + 7 = 16
Beatrip Slam 2: 1d20 + 5 ⇒ (2) + 5 = 72d6 + 7 ⇒ (3, 6) + 7 = 16

The Hollow Barbarian strikes the skeleton which crumbles in a heap of large bones before disappearing.

BobE channel positive energy deselecting the demon and barbarian. And I just realized Beatrip's attack are already magical so BobE will just have done another channel positive on his turn 10 heal. Beatrip hits once with her slam attacks.

Nalia and Turngut you guys are up!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

So does that mean we have two heals from BobE? 10 total healing or more?

Nalia pulls her self up, mumbling under her breath about getting her act together and prepares another strike on the unholy barbarian.

power attack: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 9 ⇒ (6) + 9 = 15

She'll also fervor heal herself again if no more healing than the 10.
swift fervor heal: 1d6 + 2 ⇒ (5) + 2 = 7


Maps/Handouts

Yes two heals from BobE totaling 10

Nalia hits with her longsword making a deep gash on the barbarian. The man doesn't even flinch even though blood starts gushing out of his stomach. Nalia then heals herself magically knitting together a few of her wounds.

Turngut you're up!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

If I'm doing my math right, I've got me down 6


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

hp=28/60+0hp

Turngut's stats for Round “3”:
AC 18, T 12, FF 14 | CMD 21 (22 vTrip) | Fort +8, Ref +7, Will +4| Rage 3/6 | Effects: Raging | Perc +5

Reflex save: 1d20 + 7 ⇒ (2) + 7 = 9

In his red haze of rage, Turngut doesn't even notice the blast of flame until it's too late and takes the full brunt of the flames. Severely burned, BobE's double channel barely brings the orc back to fighting state. Regardless, Turngut howls and continues his attack.

Flurry Frostfang POWER ATTACK: 1d20 + 8 ⇒ (14) + 8 = 22 Damage (P): 1d10 + 10 ⇒ (5) + 10 = 15 Cold damage: 1d6 ⇒ 1
Flurry Frostfang POWER ATTACK: 1d20 + 8 ⇒ (2) + 8 = 10 Damage (P): 1d10 + 10 ⇒ (4) + 10 = 14 Cold damage: 1d6 ⇒ 6

Continue rage, full-round flurry.


Maps/Handouts

Turngut is able to strike the demon once with his cold iron weapon but it does not bring the massive creature down.

GM Roles:

Demon Firesage Attack: 1d20 + 14 ⇒ (2) + 14 = 162d6 + 12 ⇒ (2, 4) + 12 = 181d6 ⇒ 3

The firesage raises its massive hammer ready to strike down Turngut. The orc despite clutching at his scorched flesh is able to move just to the side of the attack.

Initiative Round 4

Nalia (6 Damage)
Hollow Barbarian (41 Damage)
BobE (Beatrip: 17 Damage)
Poppo
Turngut (42 Damage)
Demon Firesage (86 Damage)

I totally just realised I messed up last rounds initiative and had Poppo go instead of Nalia. My bad gang.

Nalia you're up!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia focuses on the sickly barbarian, trying to bring him down, knowing her green friend is grievously wounded.

power attack: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 9 ⇒ (1) + 9 = 10


Maps/Handouts

Nalia is unable to bring down the tough barbarian but still adds another slice to the hollow's injuries.

GM Roles:

Hollow Barbarian Attack: 1d20 + 15 ⇒ (16) + 15 = 311d8 + 9 ⇒ (3) + 9 = 12
Beatrip Slam 1: 1d20 + 5 ⇒ (2) + 5 = 72d6 + 7 ⇒ (1, 4) + 7 = 12
Beatrip Slam 2: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 7 ⇒ (3, 2) + 7 = 12
BobE Channel Positive: 2d6 ⇒ (5, 2) = 7

The hollow barbarian chops again into Nalia bringing his battleaxe deep into the shoulder of the warpriest.

Beatrip yells Blood, blood, blood!! but misses both of her attacks. BobE does another channel healing everyone for seven hit points.

Poppo and Turngut you guys are up.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo tries to weave a little acid splash into his attack.

Cast Defensively DC15: 1d20 + 6 ⇒ (14) + 6 = 20

Acid Splash RTA - spell combat: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
damage: 1d3 ⇒ 3

mwk boarding axe + arcane pool + flank -spell combat: 1d20 + 9 + 1 + 2 - 2 ⇒ (17) + 9 + 1 + 2 - 2 = 27
magical piercing or slashing damage + sneak attack: 1d4 + 4 + 1 + 2d6 ⇒ (3) + 4 + 1 + (3, 5) = 16

Full Rnd - Spell Combat


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

I can't decide if I want to do something fun, but likely less effective - ie disarm. Or if I want to just keep flurry/power attack going. The demon looks pretty hurt, so I'll just attack. Disarm? Next time, baby. If somehow, the first attack drops the demon, (especially after Poppo's smack!), then the second attack will be vs the barbarian.

hp=35/60+0hp

Turngut's stats for Round “4”:
AC 18, T 12, FF 14 | CMD 21 (22 vTrip) | Fort +8, Ref +7, Will +4| Rage 4/6 | Effects: Raging | Perc +5

Flurry Frostfang POWER ATTACK: 1d20 + 8 ⇒ (20) + 8 = 28 Damage (P): 1d10 + 10 ⇒ (2) + 10 = 12 Cold damage: 1d6 ⇒ 6
Flurry Frostfang POWER ATTACK: 1d20 + 8 ⇒ (7) + 8 = 15 Damage (P): 1d10 + 10 ⇒ (7) + 10 = 17 Cold damage: 1d6 ⇒ 4

Crit confirmation Frostfang: 1d20 + 8 ⇒ (13) + 8 = 21 Damage (P): 1d10 + 1d10 + 20 ⇒ (6) + (3) + 20 = 29

5' step to get into reach range of demon and barbarian. Full-action flurry.


Maps/Handouts

Poppo again chops at the tree, delivering a deep gash into one of the Firesage's leg which brings the demon down to its knees. Using Frostfang, Turngut stabs the demon in its toothy face pushing the blade further and further as the demon growls defiantly in the face of Turngut. Turngut pushes the blade till their is no blade left, and the demon goes limp before disappearing leaving behind only a red smoke which is swept away in the wind. The barbarian falls to the ground dead as soon as the demon disappears and you can hear the fighting in the woods around you subside as well.

Jorek, Calia, and Dunwar emerge soon after bloody and wounded but for the most part no worse for wear. Jorek approaches looks to Turngut and gives a genuine nod of respect to the orc. Dunwar looks stunned as if this were his first battle ever, while Calia looks to hold no emotion on her face.

If you have any healing left it might be safe to use it now, before we continue on. The First Foothold is still a ways off.


Maps/Handouts

Current PC Damage

Turngut: 35 Damage
Poppo: 0 Damage
Beatrip: 10 Damage
Nalia: 11 Damage

BobE Channel Positive: 2d6 ⇒ (4, 4) = 8
BobE Channel Positive: 2d6 ⇒ (1, 6) = 7
BobE Cure Light Wounds on Turngut: 1d8 + 5 ⇒ (7) + 5 = 12

PC Damage After Heals

Turngut: 8 Damage
Poppo: 0 Damage
BEatrip: 0 Damage
Nalia: 0 Damage


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Exhausted and panting, Turngut returns Jorek's gesture with a weary nod and a friendly clap on the shoulder.
After BobE sends the power of Elnil coursing through his body, Turngut looks entirely new. His exhaustion from the rage quickly subsides.

Turngut ready to go. Why this big demon here? Why they fight here?
Turngut will take a look around the area. Since there are no bodies to search, he will look around the house and then go inside after peeking in the door/windows.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Due to the temporary hp from rage (10hp), that CLW gets Turngut up to full HP!


Maps/Handouts

Turngut can't really get close to the building as it burns and collapses into embers. While the demon is no longer there the bodies of the hollows are still littered around the forest, dried husks of former humans. The only thing Turngut sees that may be worth taking are the wedding bands on the barbarian and the mutilated corpse of the wife.

Jorek looks to where the demon stood No bloody idea mate! I've heard rumors that these are popping up from the Suncoast all the way to Thalgard! Jorek looks at the bodies around the forest We ought to burn em, lest this forest have more danger when the mushrooms take them.

Dunwar doesn't say anything to the group, if anything he ignores the group. Based on his fine clothes you can tell he is of the sublime path, most of which hold resentment towards pathless. Based on what you've seen of Dunwar he resents you for being allowed to do the Trial.

Calia on the other hand, strange emotions aside is friendly toward you all. And during the journey up to this point really gives the credit that she gets to the complete her Trial to you guys. While you don't learn a whole lot about Dunwar you learn a little bit about Calia.

She grew up in the Undercity without any parents or people to support her. But she was soon adopted by a priest of the Malphas, Winthrop and she looked at Winthrop as her father. You see some parallel's with Nalia, a young woman raised in a church of Malphas who has shown great connection to her god. She was trained to be an apprentice in the temple district of Ark since Pathless were not allowed into the Sun Temple. Calia also shows a recognition for Nalia's sword Cyfiawnder.

Do you guys take the time to burn the bodies or do you continue on toward the First Foothold?

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Maybe we could put the bodies on the burning home?

Jorek, maybe you'd say a few words for these lost souls?

Looking around the area and not seeing much else, Nalia doesn't see much point in lingering.

Calia, do you know of my sword, Cyfiawnder? I'd be glad to tell you the tale of how it came to me. As we walk she relates her history and growth in the church as an orphan, but on a different continent, pointing out that there they don't have the path and pathless castes that this land does. (Hoping Dunwar overhears this last part)


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Maps/Handouts

You tell Calia all about how you came across Cyfiawnder, how in the horrors of Castle Croft you came across a knight bound to undeath, Brynstan Malphason. Upon freeing the cursed knight you explain you were bequeathed the Blade of the Boreal Valley and were on top of that tasked with finding the other two swords of Malphas.

That's extraordinary. Truth betold I am a bit jealous she playfully says. A quest bestowed by Malphas himself, I could only wish for such a thing. I'm afraid I will be but a foot soldier in the wars to come. But you, you are chosen by Malphas...You will be a hero.

You along with Jorek and the rest pile the large amount of bodies onto the burning house. Jorek crosses arms and waits for everyone else to be stationary. From a satchel on his belt he pulls an ornate bottle of fine oil, which has a pleasant aroma. He circles the house spreading the oil as he goes Do niebios błogosławię waszą podróż he says words in a strange language as he goes. When he finishes circling the house with the oil he draws a line of oil to the house and the oil is set ablaze. I pray the Grave Father Eroned allows you passage through the Cradle. So that you may live in the heavens with your forefathers. Jorek corks the bottle in his hand retrieves his halberd from nearby and begins to quietly trudge on into the woods.

GM Roles:

Arcane Fever: 4d6 ⇒ (1, 6, 4, 2) = 13

As you continue to travel I need everyone to make another Fortitude save DC: 16. If you fail you take 13 arcane fever, if you pass you only take 6 arcane fever.

Nalia you can also mark down that you now know the proper funeral rites priests of Malphas in Enderal do.


Maps/Handouts

You continue through the fungal infested forest and as you get deeper and deeper in the mushroom population grows more and more and the size of them grows as well. But soon you begin to see the occasion stonework, a crumbled wall, the occasional pillar but nothing to special. Then you see it.

An ancient castle, the First Foothold. Long since turned into a ruin but it still has an elegance, a beauty to it. Much like the God's Bridge that stretches the length of the Heart the architecture is not man, elven, or dwarven made this is the work of a god. You pass through an overgrown garden devoid of fungi. Several ancient tomb stones rise out of the ground in the garden, their words long since having faded.

A grand staircase leads upward to a chipped statue of Malphas which emanates a dull blue glow. Jorek lingers there for a moment looking up at the enormous statue of the god before making his way up the left staircase.

The castle made of plain white but dazzling stone juts upward into the sky. It would take days to explore such a place but as Jorek leads you through empty hallways, it would be unlikely for you to find anything. Its a little uneasy how empty the castle is, it has no life apart from the foliage that occasionally grows on the walls. No monsters nor vermin infest the ancient castle. It takes a good twenty minutes for Jorek to guide you all through the halls of the First Foothold but soon enough you arrive at the center of it.

Large double doors that Master Bartarr pushes open reveal a broad circular chamber. It's ceiling a dome which was once made of marvelous stain glass. The pillars surrounding the room are carved in such a way that they share a similarity to the giant statue of Malphas that holds up the Sun Temple. Stairs like a crater lead downward to a small flat area. At the very center where the stairs converge is a a vessel, that collects a purple liquid which drips from nowhere.

You astonishment of the keep is inturupted Come, I must say a few things before we begin. Jorek leads you all down the stairs and has you surround the brass ancient vessel carved with complex etchings of Malphas sailing across the sea to Enderal before arriving and creating the First Foothold out of the very stone beneath the dirt.

As you know this is the First Foothold, the place where Malphas and the First Men of Enderal first made camp upon arriving to the continent. This was even before the Sun Temple and the Gods Bridge. He pauses as if pondering something difficult to say. He looks at Nalia and Calia the two most devout followers of Malphas being initiated. Rumors across Vyn have spread about the death of the Lightborn he pauses again The Lightborn had physical bodies for thousands of years, but I'm afraid to say that...the Lightborn were killed by Narathzul Arantheal. He gives a sad look at Nalia in particular While they no longer have physical forms they are still alive, but besides from their clerics they hold no power over Vyn. Now they only have power over the Heavens and Cradle.

Calia and Dunwar both wear a look of shock on their faces. Then what is even the point of us being here?! Dunwar asks in fury The Holy Order is meant to protect Malphas, and you're telling me he's dead?!

Calm down Dunwar. Calia quietly says in shock at the news she has just heard Ho...How?


Maps/Handouts

Narathzul Arantheal, had a blade forged he called it
Llofruduw, God Killer. He besieged the castle Kaer Rzeka.

The camera fades from the current and moves into the past. A castle no larger than Castle Croft sits on the edge of a mountain, its back to the sea. At its front a gigantic army led by a young man with long shadowlike dark hair. His sword is magnificent but cruel, barbed points along the entirety of the blade, made of a dark metal that has twists in in its inner smelting. Trebuchet's rain fire upon the castle bringing down watch towers and its clear that whoever is within Kaer Rzeka is on the losing side.

The camera pans into the castle and you see two familiar faces and two unfamiliar faces. The first is that of Grandmaster Tealor Arantheal, only ever so slightly younger than he currently is. The other man you recognize is Belis Ormaris who also looks in many ways the same. The other knight is much older than even Tealor, grey hair and slightly portly. Loram Waterblade old but still a brilliant swordsman.

The final man rises above the rest standing at close to seven feet in height he glows a radiant holy aura and his armor is magnificent. Glimmering silver and gold, his blade the same, not the kind of armor forged by any smith. Malphas' hair glows similar to his armor a bright silver color.

My lord we must get you to safety! Belis utters with immense concern.

Yes my liege, Narathzul will get through the gate at any moment we have to leave now! Loram Waterblade says wielding a blade that looks to be created from pure elemental water.

Tealor stays silent as the other two are interrupted by the voice of their god. My children you have served me so well up to this point. Though you are all mortals I am glad that I am able to call the three of you friends, brothers even. The shadow one will breach the doors, I wish not for you to die for me. If it is the time for the Lightborn to fall, then it is time. Malphas twists his hand opening a portal out of the castle back to Ark. Loram, you will go down as the greatest swordsman to ever live, do not throw away your destiny for me. Loram nods and with tears in his eyes walks through the portal. Dust and stone falls to the floor as a boulder from a stone strikes the central keep.

Belis, you are young I can see all the good you will do for the people of my country. They are your priority now. I wish not to see the ruin that my people will meet if you do not help them. Belis stoic walks through the portal.

Tealor... Malphas pauses, Tealor has tears running down his face.

It is...all my fault.

If a son is not responsible for the sins of his father, I see not why a father should be responsible for the sins of his son. Something is coming, something that will bring Vyn to its brink. You m.... Malphas voice is covered up as the sound of crumbling stone falls around them. Malphas holds his hand upward forcing away the stone that would collapse on him and Tealor. Malphas continues to say something deep to Tealor, the grandmasters eyes widened with even more tears flowing downward. GO! Malphas shouts as Tealor rushes through the portal.

The camera cuts back to you all standing around the vessel.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Fortitude save: 1d20 + 8 ⇒ (7) + 8 = 15

So close.... That brings my total arcane fever up to 29%.

Turngut helps throw the bodies into the fire and stands stoically during Jorek's ceremony. Not understanding the gravity of the situation, he nevertheless trudges along quietly to the castle, allowing the others to engage in conversation. He retains an air of respect for Jorek and really seems to be warming up the the man.

At the castle, he walks through the echoing halls on the balls of his feet, skittish and ready for something to jump out. When the vision at the brass vessel begin, Turngut involuntarily lets out a yelp of surprise. After the group share the vision, Turngut looks to the others questionably. Turngut know that man. That BigDinnerMan! Why he crying? BigDinnerMan very nice to Turngut and even Hoppo! He make good food.... Noticing that everyone is standing in reverence, quietly pensive, Turngut closes his mouth and looks at Nalia, waiting for her to tell him what to do.

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Are you certain he died? Have you tried to bring him back?
[Ooc] did we get a rest to recharge? [/b]

Silver Crusade

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Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

fortitude save: 1d20 + 7 ⇒ (17) + 7 = 24

Talking to Calia, Nalia notices how their stories are similar, even their names are similar. Master McBride was one of my teachers back home, teaching me basics of being kind, fair, humble, those sorts of things. He taught me how to avoid some trouble, and more importantly, how to learn from a punishment deserved. At the end of the day, he taught me that the high and the low all start the day on their knees, putting their shoes on the same way. I don't plan on being a hero, just to do my best just as you will!

Nalia notes the funeral rites, hoping she'll never have to use them, at least on anyone she knows.

She marvels at the landscape around her and then the beautiful but slightly eerie castle before her. Entering it almost feels like an invasion of something private. After seeing this vision of the last know moments of Malphas, the one she's dedicated her life and service to, she is indeed shaken. What do we do now? It's clear I still receive power from my lord, and I know in my heart I've talked to him as well. Is it possible he's been taken somewhere rather than being killed? Ha! Who am I to question what happens when a god dies, or what becomes of him. BobE, to think we could raise him like any mortal. That would be wonderful but if we could it would be by who's power? Do you wonder if your god could raise another? Or maybe it would take a group of gods to raise another? Either way, it's not for someone like me to understand or figure out.

Master Bartarr, what is it that we are meant to be doing here?


Maps/Handouts

Short answer is yes BobE we know Malphas is dead. He has a connection with the Grandmaster of the Order. After the moment Tealor went through the portal, it was severed he could no longer feel the presence of Malphas directly. As both BobE and Nalia talk of possibly resurrecting the god he shakes his head No known power can bring Malphas back, the magisters of the order have theorized that once a god is killed they can only stay in the plane from which they originate. This is why in the early stages of Narathzul's rebellion the god Saldrin was nowhere to be found, the seven other Lightborn could have surely brought Saldrin back but they didn't. Maybe they couldn't, gods are not like us. We must do our best to uphold Malphas' law, push forward and persevere.

As Nalia asks what they are meant to be doing here Jorek Bartarr approaches the vessel filled with the strange purple liquid. This has been a tradion for thousands of years, ever since the Holy Order was formed. An initiate who is ready to raised to a Keeper of the First Sigil must drink from the Vessel, after we recite the holy words of Malphas. You must find the light within the dream and you will be released from it. You will awaken and after a formal ceremony will be anointed a Keeper of the First Sigil.

He looks at everyone seriously and sadly says Some...some don't come back out of the dream. Are you all sure you are ready?


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Upon hearing the possibility of dire consequences, Turngut looks at each of his friends closely, staying a little longer on Poppo. Hesitantly, he says.
T-turngut like dreaming. Turngut want to be powerful Keeper and help Mal-fass. B-but, Turngut not want to have friends lost. The orc turns and looks hard at Master Bartarr and with a stronger voice: Turngut help friends be Keeper? Turngut help and not be Keeper. Keep friends safe. Keep Hoppo, Woman and Wrinklebutt safe. Then they save Mal-fass and stop evil BadZul man. Woman very powerful with Mal-fass. She has great power. Wrinklebutt too. He and Scarygirl have big power, mighty. And, and Hoppo... Hoppo...
Pausing to look at Poppo with deep friendship: Hoppo is Turngut's best friend. Hoppo must be Keeper and must be safe.. The burly orc looks down at his open palms and clenches his hands into fists before relaxing them again. Quietly, almost to himself, he whispers, Turngut not hero. Turngut bad orc who is pretending to be good. Mal-fass need good Keepers like Woman or Wrinklebut or Hoppo. Or, or even Scarygirl. He looks up pleadingly at Jorek, trying to will into reality some chance of helping his friends succeed, even if it means he cannot go on any further.


Maps/Handouts

Poor foolish orc, it's sad that you still think yourself not good. When I knocked you down at the Tourney of Tallfield I thought you a mere whelp. He shakes his head You got back up, fought the demons and defended the people of Tallfield bravely. No matter what you think in your small mind, you are a good man. And if you don't believe me then look at this as a second chance to become a good man. Even evil deeds can be redeemed.

The dream is not a true dream Jorek continues its sort of like another dimension of sorts you will all be in the same place in each of your minds. You will be able to assist your friends and help them succeed if you undergo the Trial.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Master Jorek, I'm relieved to hear we can be together to assist each other. We all have skills that have aided us in getting this far, but what has done the most good is our dedication to each other. A band of runaways has been melded together into a team not easily stopped.

With our friends around us, we can do anything! What must we do?


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Hearing that he will not be alone, Turngut cracks a huge smile and gathers Poppo up in a big bear hug before clasping Nalia and BobE around the shoulders in a friendly (although a bit rough!) gesture.
Turngut ready for the dreaming with friends!

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Beatrip jumps at the group, particularly turngut, and gives her own ectoplasmic hug. Ah Turngut of the cute butt, you are so sweet

You goin' break my frail bones you doofus. Control yourself and act like ya got some kinda sense. BobE shakes off the orc but gives him a gentle pat on the shoulder.
What more can you tell us about this here dream? Do we need to rest and recover before we enter? Will we be able to rest in the dream?

knowledge planes: 1d20 + 5 ⇒ (6) + 5 = 11

Either way, before entering the dream, he tells Jorek to see his belongings are given to the toymaker if he doesn't awaken.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Sorry gang -- trouble keeping up for a few days, I'm caught up now!

After the battle with demon, Poppo smiles at Turngut, We always seem to find trouble don't we!? He tells the orc.

He searches the hollow on the battlefield, when he finds the wedding bands, he checks to see if they are magical and find out what they are worth.

Cast Detect Magic
Appraise: 1d20 + 8 ⇒ (20) + 8 = 28

He stands quietly as the bodies are heaped onto the house fire. And that mood carries on as they venture toward the First Foothold.
-------
Fortitude DC16: 1d20 + 5 ⇒ (1) + 5 = 6

Later, the arcane fever boils within him, as he doesn't seem able to fight off it's effects. The beads of sweat on his brow are tainted with a strange pale blue tint.

He remains solemn, as they move through the hallowed place.

Poppo does his best to squeeze back on the orc, struggling to speak in the embrace, We'll...do...it...together! He encourages.

Nat 20, natty 1....ha!


Maps/Handouts

The dream is strange, while at one time the Trial's plane was simply a dungeon from which you must escape it has since become a nightmarish vault of shadow. Upon entering it you will be as if you have fully rested, and I wouldn't recommend staying in there for more time than you have to.

If everyone is ready we will now recite the holy words. Repeat after me then drink from the Vessel. Thou art my light, my glimmer at the horizon. Thy name is my sacrament, and thy path I will honor in life, as in death. May your light guide me.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia steps forward, her sword drawn and point down, held in two hands. She pauses, then she boldly prays for the group and their endeavor, seeking Malphas's blessing on their efforts, his guidance and protection. She ends with saying, Thou art my light, my glimmer at the horizon. Thy name is my sacrament, and thy path I will honor in life, as in death. May your light guide me.

At that she steps forward and sips the cup.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo watches Nalia as she does as the Master asks and then part way through her oath, he also begins, Hope this works for halflings. Thou art my light, my glimmer at the horizon. Thy name is my sacrament, and thy path I will honor in life, as in death. May your light guide me. He then leans down and takes a drink from the vessel.


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Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut squints in concentration as Bartarr quotes the incantation. He pauses to wait for someone else to go and sighs with relief when it's Nalia that steps forward. Then, quickly after Poppo recites the holy words, Turngut moves up to the cup and attempts the incantation: Uh..Turngut light. Glimming horry-son. Uh, Turngut sack-re-man. Uh..uh... Turngut follow path... Uhhh...Honor! ... DEATH! ... LIGHT!
The final 3 words, he shouts in a louder and louder crescendo until he finishes with a harsh bark of the word "light" while stamping his foot. While not accurate in the verbage, it is clear that his intention and conviction are very sincere. After the loud recitation, Turngut grabs the chalice in both hands and slams back a huge mouthful of the contents.

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