Cayden Cailean

AbyssDancer's page

Organized Play Member. 112 posts (1,873 including aliases). 2 reviews. No lists. No wishlists. 14 Organized Play characters. 1 alias.


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Sovereign Court

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With the announcement from Kobold Press today, I wonder how much longer it will be before we have an announcement of some kind from Paizo?

Sovereign Court

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I found this, and it makes grim reading.

For me the VTTs are the weakest link.

https://arbiterofworlds.substack.com/p/the-perfidious-treachery-of-wotc?utm _source=substack&utm_medium=email

Sovereign Court

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thecursor wrote:


Will they do this? Well it's a terrible business decision, legally a gray area, it will trash what little good will they have left after a year of substandard books and some high profile scandals in the gaming industry. So yeah, this is absolutely going to happen because the people who run Hasbro are greedy jerks.

You think?

The managers of WOTC believe they have an opportunity to transform their business from being a content publisher with some effective and well-established competitors, to being the operators of a subscription based, microtransaction funded, closed platform with no competitors.

They want online tools to be the future of most of the players in this hobby, and they see a way to dominate that platform, and take most or all of the value within it, at the least effort/ cost to them.

They want to be the Amazon/ Spotify/ Google/ of this market. They are quite prepared to upset existing players and creators, and bankrupt existing competitors, in achieving this.

It's not personal - it's business. It's been attempted twice before (TSR and 4E) because it makes sense to try, and it could succeed. And now they think they have the dominant player base and online technologies to have a better chance than before.

Do I like this? Absolutely not. But they are not fools. This makes sense from their perspective and they will do deals/ invest legal fees/ spin PR/ lie and deceive to make this happen. We need to understand their objective and motivations clearly, in order to try to achieve ours.

Sovereign Court

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Paizo has had 20 years to plan for this - it must be something they put a great deal of thought to, build their work around, and consulted knowledgeable professionals on.

All the things we are now looking at more carefully (eg what is the legal meaning of 'authorised' in the context of the OGL), they must have formed a view on long ago.

I really hope that they, and the other 3rd party creators out there, have a plan that might ensure we remain a healthy, diverse and broad hobby. Rather than the sterile, monopolistic, cash cow that Hasbro are hoping to create.

Hasbro is a corporation with pockets deep enough to spend $140M acquiring DND Beyond, and a plan for earning that back with a profit. This is a serious threat to our hobby.

Envoy's Alliance

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M Human / Halforc Bard (Warrior Muse) AC17 | HP: 18/18 | F5 / R5 / W5 | Perc: +5 | Lowlight vision | Move 25'

If we are out of combat...
Grimm strides across the hallway towards the necromancer with a ferocious howl of fury. He body-slams the cloaked figure, and follows up with with one gauntleted fist to the throat lifting him off the ground and pinning him against the wall.

With his legs kicking ineffectively in the air, Grimm's fierce tusked visage ROARS! inches from the cultist's face.

Over his shoulder he cries out to the others, "Incapacitate him, gag him, break his legs. We take him with us." To Oiyeron specifically, "We have no time for an interrogation here - let's get him to Caliphas. Oiyeron I will stand with you, but we have to move before those undead monstrosities," he points at the horizon with his polearm, " arrive here..."

If we are still in combat...substantially the same, I hope
A1: Stride
A2: Inspire Courage
A3: Grapple, extremely roughly. Target is grabbed (flatfooted, immobilised, DC5 for manipulate actions) [/ooc]

grapple v Necromancer For DC, inspire, bane: 1d20 + 6 + 1 - 1 ⇒ (15) + 6 + 1 - 1 = 21

Grimm is in a fell mood and is deadly serious about the legs. If no-one else does, or no-one stops him, once the cultist is pinned/incapacitated Grimm will bring the flat of his pick down on the man's leg, aiming to deliberately impair his amobility.

Grand Lodge

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M Human Inquisitor (Ravener Hunter) 1 / Molthune AC15 T10 FF15 | HP: 10/10 | F4 / R0 / W4 | Init: +1 | Perc: +6

Nor me.

The Inquisitor is somewhat confused by witnessing goblins cooperating with the town to avert a conflagration. Organised, well-intentioned goblins? Madness! Anyone would think that we'd entered a new Edition or something...

He conceals his discombobulation behind his mustache, and, to test whether the Pathfinders have indeed entered a new Edition, attempts to perform 3 Actions:

Survival to clear combustables: 1d20 + 6 ⇒ (13) + 6 = 19
Survival to anticipate the fire's potential progress: 1d20 + 6 ⇒ (19) + 6 = 25
Fails his 3rd action - this is not PF2E: 0 = 0

He works diligently and with vigour alongside the townsfolk, but does not leave any of his kit unattended whilst around the goblinfolk...

Envoy's Alliance

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The Gravelands post the return of Tar-Bathon, + 'fun' + 'interesting' = trouble...

Grand Lodge

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F Dwarf Shaman / 7 AC20 T10 FF20 | HP: 73/73 | F6 / R3 / W11 +3 Poison +5 Spells| Init: +1 | Perc: +12 | Darkvision

Still in a dozy reverie at the rear of the party, Shardra appears to be distant, distracted even, by events occuring elsewhere in the spirit world. Shapes blur about her; two figures locked in combat: a cadaverous slow-moving elderly man versus a paunchy orange creature with flyaway hair. The older man appear to have the upper hand but his opponent is summoning foul magics or 'loor-soots' in his defence... Shardra feels her life being absorbed by this ugly yet addictive battle.

"What? Oh, a foul un-dead horror? Ok, I'm back with you - sorry" Shardra snaps back from her thoughts and reaches for a spell to support the group. She calls upon her powers of fast reaction to intercede before the Mummy attacks...activates the boost to init of the heightened reactions spell cast way back in page 1 but her inattentiveness has cost her and she fails to react in time...

after peeking at the DMs Init rolls, a +4 Init boost is not evough to beat the Mummy

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Castinus calls out a rapid-fire tongue-wisting warning as more debris rains down on him from above: "beware the tower - she sheds several slashing sea shells by the sea shore!"

reflex: 1d20 + 11 ⇒ (1) + 11 = 12

Distracted by his verbal gymnastics, he fails in his physical gynmastics. As he recovers from the impact, he steps forward 5' to plunge his rapier into the beast's chest:

have at you!: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 6 ⇒ (6) + 6 = 12

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Time passes.

Castinus snores gently, soothed by the low murmur of waves lapping against the shore...

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

"Argh - get this thing off, it's snatched me!" cries Castinus, "and it ate the GM's last post!

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Amid the violence and kinetic action of the melee, time seems to freeze: is this a trick of their minds or is there some foul magic at play...?

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

"By the Gods - I'll had terrible trouble with crabs before, but those ones are terrifying! Watch out, they can leave you itching like crazy!"

Castinus draws his rapier and jogs onto the beach, pausing only to swirl his cloak for dramatic effect. As the fabric ripples in the breeze, it leaves a shimmering blue protective aura in its wake.

move: 30' stride, draw weapon. Std: cast Occultist spell 'Shield' +4 AC = 23

Grand Lodge

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F Dwarf Shaman / 7 AC20 T10 FF20 | HP: 73/73 | F6 / R3 / W11 +3 Poison +5 Spells| Init: +1 | Perc: +12 | Darkvision

Shardra observes the Alchemist, the Ganzi and the Shoanti. The Tengu is missing, but otherwise these are the party she had been recommended by the half-elf, Castinus.

She watches them for a while, assessing their contributions but more so, their equipment.

Drifting into deeper thought on the nature and uses of adamantium, she catches herself, and recalls the importance of social bonds within a party venturing into the wilderness and facing unknown perils together. "I shall work extra hard to build a relationship with these ones" she decides.

She stands, and bows. "I am Shardra."

Grand Lodge

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F Dwarf Shaman / 7 AC20 T10 FF20 | HP: 73/73 | F6 / R3 / W11 +3 Poison +5 Spells| Init: +1 | Perc: +12 | Darkvision

For those wondering, a throut is a dwarven occult thing. It needs clearing periodically. Don't worry about it.

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Spurred on by the urgency of the task ahead, Castinus makes earnest arrangements with the others about where to meet in 2 hours time at the 'Crusty Bottom'.

He then looks sideways at anyone who might be tempted to join him in a 'shopping trip', and utters the cunning codeword "...Pub?" before heading out for a drink or three.

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'
EbonFist wrote:

That jump will mean that, instead of playing low-tier with some out of tier characters as we've done for the last couple, we'll be playing high high tier with some out of tier characters.

Assuming those low tier characters don't get critted or do anything overly foo...brave, it shouldn't be an issue and they'll actually get an advantage in gold given out.

I'm ok with Castinus being the runt of the litter in combat! He does at least have a part to play in skill rolls. 4 more modules before he hits 5th level.

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'
Diazepane Ketal wrote:
Does anyone have create water or gust of wind?

A nervous Castinus is acutely aware of his body's reactions under pressure, but maintains control in the face of danger. "Not in any way that would help..."

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

So if the catapult requires 3 people plus Diazepane, that leaves only 2 to defend the house. That seems too few...

How about if Castinus, Crowe and Diazepane man the catapult, and Kal, Grandblade and Izio defend the house. The catapult will be slower, but perhaps get a few shots off before we have to break off to help the other inside. With the magical obsticals Grandblade constructs ahead of the building, plus the barricades throughout the house, could that work?

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

"Honoured Tsuneo-San, my name is not important though some call me 'Pitt'. I am but the humble son of a humble father. I serve here, and in other places, at the whim of my masters. I would dearly like to hear first hand stories of your long life and rich experiences but I regret I cannot repay you in kind, for I have no stories worth the telling. I am" here Castinus bows deeply, " your very humble servant"

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Sorry guys for the abrupt exit of Castinus.

Ebonfist - sorry to leave in this way. Please see my PM.

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Lantern held high, rapier en guarde, Castinus advances gingerly down the stairs, carefully remaining several steps behind whoever is on 'detect traps' duty.

Calling softly over his shoulder at the others, he offers some wise words he heard once from an elderly human "Be on your guard. There are older and fouler things than Orcs, in the deep places of the world."

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

You deserve the credit - for great storytelling, and for keeping the momentum going !

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'
EbonFist wrote:
Castinus Fulvio wrote:
Great! So what are the requirements for WBGT then? Goblin, I guess, but anything else?

... so I wanted to buy the next scenario I'm running for this group, ...

Thank you Jim - much appreciated

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Best line from A&A is when Ellie says "It's for everyone, except you".

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Castinus examines Waggi's discarded studded leathers, sniffs then gingerly, then returns them. "I'll take the chain shirt. These leathers are now infested with the lice you caught from laying with your sister." He smiles at the archer, hoping he is still hitting the right note in Ulfen humour. kn local: 1d20 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14

Sovereign Court

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M Halfelf Investigator (Mastermind) / 2, Swashbuckler (Inspired Blade) / 1, Occultist / 1 AC19 [20] T16 [17] FF14 [15] | HP: 27/27 | F4 / R11 / W6 | Init: +7 | Perception: +9 | Lowlight vision 60'

Good evening all...

Jim mentioned in the opening threads that he was holding out a place for someone - I'm the idiot who forgot to check his PM's and missed the start of this mission!

Or, am I an Aspis infiltrator?

I'm grateful for the chance to play with you guys, and looking forward to seeing what horrifying deaths we're all going to meet in The Icebound Outpost.

Oh and congrats to the new Dad, and Mum and baby too!


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Iradyiel – totally agree with your workings. Iradyiel is at full strength at the start of the third day after arriving at Cashill. You have now depleted all CT’s supply of fever tree leaves.

Vedic – I believe you are referring to the leather-bound book containing a dozen pages of densely-scribbled text, glyphs and symbols, which you were given by Jheri. It contains the following arcane spells:

  • 1st—alarm, comprehend languages, identify, magic weapon, unseen servant;
  • 2nd—minor image, protection from arrows, see invisibility, spectral hand;
  • 3rd—dispel magic, heroism, slow.
With regard to crafting, the Song’o would happily purchase a maximum of say 500 gold in assorted scrolls or potions from the party. As you say, there is a time cost for both these and copying spells. You have three days or say 24 hours of work to play with – how are you splitting your time?

Aza - You asked about specific watery-based magic items; Zaakhu has nothing of this nature available.

Pious – Almost all of the halflings do not speak common and you do not speak Polyglot – whilst several of the younger Song’o do gather to listen to your tales of Aroden, you get the distinct impression that your audience treats you as a curiosity rather than a preacher. Turning instead to your tattoos, you devote your evenings to continuing to hallow add more and more of your body with the divine wisdom of Aroden’s sacred texts.

Two days after arriving in Cashill village the colour begins to return to the face of the big barbarian and his fever begins to break, and in the morning it is apparent that Iradyiel’s ox-like strength plus Chest Thumper’s medications and ministrations are finally successful at returning the big half-elf to full-helf. As the sun rises on Cashill village, and the noisy early morning prayers of Pious outside in the village longhouse reach your ears, you realise it is beyond time to move on. The poor rations, the constant buzzing and biting of the marsh-flies (who seem to relish the taste of new blood), and the way the village seems constantly divorced from the sun by palid mists, is beginning to grate. Time to leave in search of this monster, ‘Guughwa’.

Later, at Guughwa’s pools
Guided by Muhdzuzi and his fellow hunter, the Papaya Knight make their way first by skiff and then on foot across the marsh to a more rocky area where water flows in a cascade of smaller and some larger falls. The two Song’o stop well short of the place they call Guughwa’s pools, remaining with the skiff they piloted here. Ahead lies five breathtaking cascades of water tumbling over a twenty-foot-high, vegetation-covered cliff surrounding a pristine 200’pool of sweet-smelling clean water. A mist clings to the water’s surface, thick with the scent of a dozen flowering plants and giant lily pads. A pastel rainbow of eggshells litters one side of the pool, which appears to be clean and pure, and nearly 50 feet deep at the center. The party stand maybe 25’ back from the water, as they gaze at this beautiful and peaceful natural site.

Aza:
It might be nothing but catching Pious flexing his weapon arm in the morning sun, it looks to you as though his latest tattoos have a new theme. Several of the texts he has added along his sword arm, if looked at from a certain angle, merge to form a long lightning bolt pattern from hand to elbow. It’s probably nothing; it’s just new, that’s all.


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Welcome all to the recruitment page for Ire of the Storm, a Pathfinder module set in the dark steaming jungles south of Sargava. The module takes a party from level 1 through to level 6 by the end - should the party survive that far to see it…

This recruitment is for a replacement character to join a party of four after a fifth member had to drop out. The game has been running consistently with a steady pace and great quality RP since early June 2017 (here's the link:Ire Of The Storm), and we'd like YOU to help take it the rest of the way !

The existing party have all reached level three, and are made up of Iradyiel, a naive half-elf barbarian, Chest-Thumper, a half orc druid with his armoured ape, Francis, Pious a deranged human Inquisitor of Aroden, and Aza, a burnt and traumatised human Oracle. What they are lacking is arcane spellcasting - specifically, some offensive ranged capability or area control. What we are really looking for though is someone who can deliver a high quality and reliability of RP posts. It is of prime important to us in continuing this great experience.

Here's the recruitment spec:

crunch:

CHARACTER CREATION
Classes: Core, Base and Hybrid plus Unchained Rogue are allowed. No third party content. No Summoners or Gunslingers. No others (don't ask!). Any Paizo archetype allowed.
Races: Core only, any Paizo variant racial traits allowed.
Starting Level: PCs will start at 3rd level.
Alignment: Any non-evil. No direct PvP conflict.
Ability Scores: 20 point buy.
HP: Max HP at 1st level, average round up thereafter.
Traits: two traits allowed from separate types
Skills: Background skill variant used, 2 background skill ranks per level.
Starting Money: As per core rules
Other: No firearms, no ‘unchained’ rules beyond UC Rogue.

Please, no posts asking ‘what about…?’ or ‘have you considered allowing…?’. These are the limits - please work within them.

Here's the recruitment fluff:

fluff:

Bear in mind that 'Ire of the Storm' is more jungle exploration than dungeon crawl. PCs aligned to nature and weather themes will fare well but are by no means necessary.

If you're interested in submitting a character, please include the following information in your profile:
1) Appearance
2) Personality
3) Background

I am particularly interested in your character’s motivation for being in the dangerous frontier lands in the steamy jungles of the south. Look, I'm not expecting an essay, just evidence that you've thought this through and have something we can all work with. I'll be judging people more on their history of gameplay postings than on oh-so-clever builds or novella-length backgrounds.

Here's the module intro - THE IRE OF THE STORM

Originally named ‘Pridon’s Grave’ by the local Song’o halfling tribes, the upstart town of Pridon’s Hearth is the newest colony of the nascent kingdom of Sargarva, pushing the country’s borders further than ever before into the damp and swampy jungles to the south. Answering a call from the local land-owner for a second wave of colonisation, the PCs were drawn by tales of long-lost temples and the abandoned riches of long-dead heretical cults.

However, since their arrival dark threatening stormclouds have been assaulting the town, and indeed the wider region. The colony's protective bastion, Fort Breakthrough, has been raided and the militia inside all slaughtered. The town itself came under attack from lizardfolk raiders in the midst of a terrifying unnatural storm. An exploration vessel, the Cobalt Eye, has now been twice wrecked on the coast, its first crew having been killed in the storm and reanimated by horrifying creatures from the plane of water.

Through all this a party of erstwhile heroes, the 'Papaya Knights', have struggled to protect the townsfolk of Pridon, but it is far from certain that this mixed group of heroes and chancers will be enough to shield the growing colony from raging tempests and hostile monsters. Dare you join them, and brave the Ire of the Storm?

******************

I will close recruitment no later than midnight GMT after the long Thanksgiving weekend. I can’t wait to see your submissions, and to have you join our shared adventure. Good luck - and importantly, whether you are successful or not, thank you for any time you commit on this thread !

GM Abyss Dancer


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With a rush, the party’s frontline warriors advance upon the levee wall. Chest Thumper and Francis make it to the foot of the barricade, adjacent to the prone and hog-tied figure of Sheriff Adaela. Iradyiel, just ahead, steps up onto the first line of sandbags, just beneath the hooded lizard above. Silhouetted against the boiling storm clouds out to sea, she prances atop the sea wall seemingly unperturbed that the battle has been brought directly to her.

Chest Thumper:
Now you are up close to her you sense she shares your deep connection to nature, but fouled by a corruption, a toxic pollutant, that leaves you feeling almost nauseous. You revere nature in all its glory and majesty; there is something tainted and unnatural about her connection with the natural world.

Standing astride the Sheriff, Iradyiel unleashes his greatclub with furious power laterally across the top of the wall, leaving his foe no room to dodge. The blow crashes into her right side, shattering her arm and dropping her to her knees. Struggling to her feet, she is powerless to evade Pious as he steps up and with both hands thrusts his longsword deep down into her chest, transfixing her through. "By the Last you have been tested, storm hag. And by my steel you shall be sentenced. Thus falls the unbeliever, the heathen and the foul!"

She is not finished though. With a jerk, she lurches to her feet, yanking the longsword from Pious’ grasp. Standing tall on the wall above them she makes a dramatic sight as a wave crashes up behind her. Rain and sea spray running down her body, hood thrown back and impaled front and back by Pious’ longsword, she throws her head high and cries into the screaming wind, ”Aid me Gozreh! Strike those unworthy to witness your power!”

KABOOM !

An intense flash of light. A wave of heat. Utter silence.

Some minutes pass.

Pulling themselves up from where they were blown in the explosion, vision and hearing slowly begins to return. Etched into their mind is the moment a colossal lightning strike lanced through the air to strike Pious’ sword and thence the lizard, shortly before the vaporisation of her vital fluids blew her in charred chunks across the whole street.

A singed set of robes remain atop a wall of sandbags turned glassily solid; impaled into them is Pious’ longsword, still smoking and with arcs of charge still running up and down the blade.

And strangely, the scene about them has changed too. Gone are the entangling watery fingers but beyond this the ferocity of the weather has sharply abated. Whilst the storm remains, the furious hurricane-strength wind here has eased and the frequent lightning strikes have ceased. This is good, because the sea's waves have not diminished and the damaged levee is still allowing seawater to flood into the town behind.

Aza:
With your natural affinity for the wind, you feel the lizard druid had been acting as a focus or amplifier for the storm’s anger, and that now this has passed with her. How this came to be you cannot guess, but you don’t feel that she was all of the answer; the colossal storm at sea, of which this storm is but a fragment, feels decidedly…unnatural, still.

Jit:
With your stormborn bloodline, you felt a terrifying divine power manifest at the moment of the lightning strike. You can only speculate what that might have been, but the scale of power on display was simultaneously exhilarating and sobering. You judge that the lizard druid had been acting as a focus or amplifier for the storm’s anger, and that this has passed with her, for now...

Pious:
You have just witnessed the divine – a channeling of potency so much greater than you have ever witnessed. Interpret this as you will…

Everyone bar Francis:
Have you ever plugged a gorilla into a van de graaf generator? Every hair in Francis' fur is standing on end. He might not appreciate it, but aww – cute!

**********************************

You are out of combat. Well done – that was epic, and a lot of fun !

Sorry Aza, Jit, for not waiting for your actions: when Pious' attack dealt the killing blow after going toe to toe with the lizardfolk druid for so long, it seemed only fair to write him up as the final blow.

Next steps: Let’s have some reaction and RP before we go any further. Then: actions, questions ?


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There’s sudden congestion at the corner of the chandlery. Aza steps back towards safety, but in doing so succumbs once more to the entangling water. Jit leaps away from the claws of the lizard behind her, barely fast enough as pursuing talons rake a tear in the back of her rain-soaked shirt. Iradyiel moves up towards her but slips in the rain, putting a knee into the empty stomach cavity of the fallen lizard warrior. The half elf surges forward again, a look of sour disgust on his face, only to have to put out an arm to save Chest Thumper from skidding backwards into the wall, as he in turn reels from the buffeting wind.

Behind Jit the triumphant face of the lizardman emerges from the doorway, teeth agape and ready to bite. He is however entirely unprepared for the arrival of Francis’ fist; the ape had stepped smartly around Jit, set his feet and patiently timed a devastating haymaker to crack the lizard’s jaw. The effect was dramatic; lifted off his feet the lizard flew back into the store just as the last of the roof blew away and the rear section of the building collapsed inward. Only a pair of green-skinned legs remain, sticking out of the rubble

Alone at the levee, Pious drove a powerful thrust upward into the hooded lizard, tearing into her other side. Screeching in pain, she abandoned her magic crafts and descended on him in a cascade of teeth and talons; "Mireborn!" she shouts; Pious finds himself in a whirlwind of attacks but somehow remained unharmed, even as his divine sponsor’s healing boon slowly knitted his wounds back together.

Round 8
- LF sentry#2: still chasing Jit…
- Reszavass: shrugs off the scream, fluffs the attack
- Iradyiel: struggling awfully with wind and water
- Aza (entangled): casts ‘Guidance’
- Pious: hacking away
- Jit: fails to daze or tumble…
- Francis: wallop
- CT: moves up, falls over

Round 9
- Reszavass: couldn't hit a barn door
- Iradyiel: ???
- Aza (entangled): ???
- Pious: ???
- Jit: ???
- Francis: ???
- CT: ???

Pious your crit narrowly failed to confirm, but in other news, I forgot to heal you +1 (to 3 HP) last time and you get another +1 this round too. Jit, you moved before Francis so got to G17 first; this means Francis had to go round and was denied a full attack – for all it mattered.

And then there was one left – finish it!

GM data:

LF sentry#1: dead
LF sentry#2: dead
LF1: dead
LF2: dead
LFG: dead
Reszavass: 18, LA x5, spells x2


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Behind the levee wall a powerful wave impacts the quayside, sending a wall of salty spray up into the air to then be violently dashed across the quayside by the wind. Everyone struggles to keep their feet; further over where the sandbagged barricade has been sabotaged, more of the wave overtops the wall and flows further into the town. To the west, the loose fishingboat disappears with the terrible noise of shattering wood as it is crushed against the quayside.

Chest Thumper keeps his feet as he crosses the treacherous cobbles, now awash with both seawater and the more perilous animated kind. Reaching out, he casts Guidance on Francis just as Iradyiel winds up for a mighty swing at the lizardfolk. The foe sees the blow coming and easily dodges it, but Francis, aided by divine insight, sees where that dodge will end. One fist reaches out and seizes the muscled lizard’s head in a crushing grip; the other hand sinks claws deep into its torso pulling most of its internal organs out into the square. The lizard, in slack-jawed shock at its dreadful injuries, falls to its knees before toppling face-first to the floor.

At the levee, Pious summons the vestiges of his strength to thrust his longsword upward into the side of the hooded figure above him. In fury, she pulls back to cast another lightning arc at point blank range, just as Jit completes her magical scream attack. It has an effect, causing the hooded figure to reel back in pain, but fails to daze her as Jit had hoped. At least it does distract her attack; caught between targeting Pious or shifting her aim to Jit, her strike lances off into the air, lost in the storm.

Behind Jit, the tearing sounds of the chandlery being pulled apart by the wind accelerate, With both doors open, there is a wind tunnel straight into, and out of the shop, and this is more than the structure can take. With a sharp crack the rear half of the roof takes off, making Jit start, and look over her shoulder. Worse, she spots the lizardfolk sentry has struggled out from the display cabinet and clawed his way forward, murder in his eyes, to cling to the doorframe just behind where she stands !

Round 7
- LF sentry#2: goes flying !
- Reszavass: adds electrical burns to Pious already ‘cosmetically-challenged’ face
- LF grunt: chomps Iradyiel
- Iradyiel (entangled): further ineffective swipes with his club
- Aza (entangled): pending
- Pious: scripture quoting, sword stabbing
- Jit: ear-splitting scream!
- Francis: evisceration !
- CT: move up, Guidance

Round 8
- LF sentry#2: still chasing Jit…
- Reszavass: shrugs off the scream, fluffs the attack
- Iradyiel (entangled): ???
- Aza (entangled): ???
- Pious: ???
- Jit: ???
- Francis: ???
- CT: ???

CT, you said you’d move to G15, which is occupied by Iradyiel. I put you at G14 instead – still close enough to cast Guidance on Francis, which just made the difference and finished the lizardman grunt! Iradyiel started the turn entangled, and ended his turn failing his REF roll again, so is still entangled. Aza’s turn 7 is pending – Aza, remember to roll REF13 to determine whether you end turn 7 entangled. Pious, you lucky bastard – that lightning stroke failed a touch attack to finish you off...

Feels like the party are gaining the upper hand…or is that tempting fate?

GM data:

LF sentry#1: dead
LF sentry#2: 5
LF1: dead
LF2: dead
LFG: dead
Reszavass: 6, LA x5, spells x2


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All hell breaks loose on the quayside and by the chandlery.

Aza’s predicament, ducking and dodging from the claws and jaws of the enraged red-skinned lizard assailing her, draws a magical spell from Chest Thumper and physical assault by both Iradyiel and Francis, splashing through the grasping fingers of the enchanted water to reach her. Chest Thumper’s magical flare blooms in front of the lizard’s face, but in the chaos of melee, fails to distract him. Both Iradyiel and Francis’ blows lash out at the enemy without causing damage. In response, it lashes out at Iradyiel, and, momentarily tripped by the watery limbs, he is unable to prevent it clamping its teeth into his weapon arm, leaving a long laceration. 5 HP damage At the same time the water attempts to grasp at Francis, but is instead dashed to droplets by the ape’s furious stamping.

Pious meanwhile rushes the hooded figure. Struggling against the buffeting wind, the grasping water, and his own exhaustion, he makes it to the foot of the levee wall. To the right, a long section of the sandbagged seawall has been pulled apart, the sandbags scattered to allow the tumultuous waves to cascade through and burst onto the quayside. On top of the wall, maybe 5 foot above him, stands a more slenderly-built, olive skinned female lizardfolk, leering down at him along an elongated muzzle lined with razor-sharp teeth. Looking into her eyes, she appears to Pious not entirely sane; this impression is reinforced by the belt of human heads she wears at her waist, and her high-pitched cackling, too. ”Fools ! You think...(this bit is lost to a gust of wind)..of the Eye of Gozreh ! Death! Death to all!” At this, she conjures another unholy bolt of electrical power right into the face of Pious, who staggers, barely able to stand with an accumulation of grievous injuries, grasping the quayside wall for support.

Directly behind this, the door to the chandlery is thrown open by Jit. As she fumbles with the lock, the lizardfolk hears her movements, and sniffing the air with his tongue leaps triumphantly to seize her. Standing at one side of the door frame, Jit came within a hairs’ breadth of his talons, but in mid leap the door bursts open and the power of the tumultuous wind and horizontal rain lifts him off his feet with a shriek of fury, tumbles him head over heels across the store, over a pile of sailcloth and into a wooden display cabinet ten feet away, with a shattering impact. Jit tries to blast him with a spell for good measure, but in the chaos, it misses its mark. Unsurprisingly; the store has transformed into a wild maelstrom of wind and airborne chattels; a shuttered window bursts open and the building’s wooden frame begins to groan and buckle…

Round 6
- LF sentry#2: searching for Jit...
- Reszavass: lighning arc, misses !
- LF grunt: tears into the roofpost
- Iradyiel: to the rescue, miss 1 of 2
- Aza (entangled): total defence
- Pious: bears down on hoodie, +1 HP
- Jit: open door, colour spray !
- Francis: to the rescue, miss 2 of 2
- CT: into the entangling water, flare!

Round 7
- LF sentry#2: goes flying !
- Reszavass: adds electrical burns to Pious already ‘cosmetically-challenged’ face
- LF grunt: chomps Iradyiel
- Iradyiel (entangled): ???
- Aza (entangled): ???
- Pious: ???
- Jit: ???
- Francis: ???
- CT: ???

I’m assuming that Francis moved to F15 instead of ‘GF6’ as stated. If he’d moved to G16 he would have invited an AOO, plus I don’t think he had the movement to get there. Iradyiel started the turn free of entanglement, but ended his turn failing his REF roll, so is once again entangled, as is Aza. Pious, you took 4 damage from the lightning arc, and now are at a perilous 2 HP remaining. Jit, the lizardfolk has total concealment from you; your line of sight is totally obstructed by whirling merchandise and other debris. Both lizardfolk made their spell saves, but I'm not sure it'll save them in the short term...

Over to you once again. Wow - how many combats go 7 rounds?

GM data:

LF sentry#1: dead
LF sentry#2: 5
LF1: dead
LF2: dead
LFG: 7
Reszavass: +2, LA x4, spells x2


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As figures fight on the quayside of Islandtown, another almighty lightning strike crashes to earth, detonating somewhere behind the party up the hill. At that very moment Francis leaps, Kong-style, into the wind and splashes down into the water-covered cobbles. He nearly loses his feet but, together with the lightning flash behind him, causes the lizardman to flinch and shield his eyes – a fatal error. Struggling to his feet and ripping free of the entangling watery fingers, Iradyiel’s greatclub first takes his legs out from underneath him, then returns in a practiced but brutal move to shatter his ribcage into a bloody pulp.

Behind them, Chest Thumper sprints through the butcher’s shop and wrenches open the quayside door. As he does so, the wind explodes through the doorway like a charging bull: with the roof already weakened from the fighting and punctured by CT’s fall, the store literally bursts asunder. A hail of roof timbers, slates, the weathervane, and much of the inside of the house shrieks upward and flies away, scattered across Islandtown. Barely keeping his feet, ChestThumper pulls himself through the doorway, only to turn and realise that there is little left standing behind him but the doorframe.

Now looking up into the driving rain, he sees Francis, Pious and Iradyiel standing dripping ahead of him. Having overcome melee foes, magic obsticals, and the perils of a fragile roof, their collective eyes meet those of the hooded figure atop the barricade. She snarls and unleashes another lightning bolt at the four of them, but it arcs away, uselessly.

Across the other side of the yard Aza back-pedals for her life. She places herself the other side of a wooden roofpost at the corner of the chandlery, downing a potion of healing as she goes. The red-skinned lizardfolk in front of her senses her weakness, and lunges forward, slashing again with claws and teeth. Despite looming significantly taller than her, the heavily muscled lizard is obstructed by a whirling spray of water kicked up by the wall of wind protecting Aza, and takes chunks out of the wooden post instead.

Beyond the rowboat, there is a brief and uneven chase. The lizardfolk sentry tears itself away from the animated fronds of entangling water, and charges snarling after Jit as she rushes through the door into the darkened and cluttered chandlery. With her low light vision, the gnome is able to manoeuvre around piles of stock littering her way and make it to the quayside door; rushing in behind her, almost on her coattails, the lizard loses her in the darkness. Jit hears a terrific ‘crash’ just behind her as the sentry runs into a ship’s wheel hanging from the ceiling and bounces off a heap of sailcloth; whilst for the moment he cannot see her, his claws are now literally inches from her back !

Round 5
- LF sentry#2: chases Jit, entangled
- Reszavass: lighning arc at Iradyiel!
- LF warrior 2: misses Pious, entangled
- LF grunt: tears into Aza
- Iradyiel: Badass lizard battery
- Aza (entangled): downs a potion, hiding in the spray
- Pious (entangled): pending
- Jit: concealed in the chandlery
- Francis: leaps down into the melee with a splash
- CT: opens door, bye bye butcher’s shop

Round 6
- LF sentry#2: searching for Jit...
- Reszavass: lighning arc, misses !
- LF grunt: tears into the roofpost
- Iradyiel: ???
- Aza (entangled): ???
- Pious (entangled): ???
- Jit: ???
- Francis: ???
- CT: ???

In a flash the tactical situation flips – three failed attack rolls and a failed perception check. Now we have no enemy between four burly warriors and the hooded figure atop the levee, but two bloodthirsty lizardfolk chasing down the party’s two full casters…
Over to you – remember the strength check to move to windward, and that the levee and all movement into the wind is difficult terrain. Only Pious (who has an action pending) and Aza are entangled. The remains of the butcher’s store are now impassable. Iradyiel, how many rounds of rage do you have left today?

GM data:

LF sentry#1: dead
LF sentry#2: 5
LF1: dead
LF2: dead
LFG: 7
Reszavass: +2, LA x3, spells x2

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Shhhh ! They might be listening!

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The party shuffled into position, cautiously advancing on the grisly bed and trying to ignore the flies choking the air in this room. Slowly Pious advanced on the bed, sword held high. Irayiel ‘s glaive looped under the covers, poised to jank the blanket off the bed…and answering his prayers, a divine vision flooded Pious’ head, an insight into the future! the eyes, the many eyes are vulnerable, strike the eyes! Pious’ skin crawled in horror, guessing what was to be revealed...

With one sweeping motion, Iradyiel lifted the blanket half off the bed. Only halfway, for the small knife holding down the paper note was jammed into the breastbone of the cadaver under the blanket and held fast, pinning knife, note, blanket and corpse. For under the blanket was the desiccated, dried husklike-body of the camp commander, Marcus Pendallion. It was missing its head, as had the other militia corpses, but here the rest of the body had not begun to dissolve into decomposition.

Here, the rot had been drained by a nest, a carpet, a living writhing mass of hundreds upon hundreds of glistening coin-sized red-backed spiders. And disturbed by the motion of the blanket, that arachnid swarm surged forward in a fluid stream to seek new food !

It was from here that things started to go south, because it was whilst the party were recoiling in horror at this gruesome sight that they got their second surprise. With lightning speed the colony’s mother, a black-and-red backed monster of a hunting-spider a full six foot in length, leaped up like a coiled spring from behind the bed onto the ceiling above Pious, striking down on him with poisoned fangs the size of kitchen knives.

GM rolls:
Stop looking !
Aza: 1d20 + 4 ⇒ (13) + 4 = 17
Iradyiel: 1d20 + 4 ⇒ (1) + 4 = 5
ChestThumper: 1d20 + 1 ⇒ (12) + 1 = 13
Francis: 1d20 + 1 ⇒ (4) + 1 = 5
Jamba: 1d20 + 3 ⇒ (5) + 3 = 8
Pious: 1d20 + 0 ⇒ (17) + 0 = 17
Swarm+Mum: 1d20 + 3 ⇒ (3) + 3 = 6

Surprise Round
Mum’s attack on Pious: 1d20 + 2 ⇒ (3) + 2 = 5 damage + poison: 1d6 ⇒ 2
Warned perhaps by his divine vision, Pious instinctively ducked away from the giant spider's fangs...

Round 1
>> Aza
>> Pious
>> ChestThumper
>> Jamba
Swarm + Mum
Iradyiel
Francis

With Iradyiel and Francis paralysed in shock, it falls to Pious and the rear of the party to act first. The swarm are diminutive in size. Pious, you have your 'True Strike to use on your first attack. Please note the new map added above.

Please post reaction RP, and actions from the 4 PCs above. Go !
go !

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GM roll:
Evil 'i': 1d20 + 3 ⇒ (9) + 3 = 12

Good catch Jamba. The evil eye is effective for 6 more rounds

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

Check!

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M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

Cautiously (taking 20 on perception) Kyrus eases into the room, examining the walls and floor as he does so. When the others join him, he takes the time to examine the immense stone wheel against the south wall kn eng: 1d20 + 0 ⇒ (4) + 0 = 4. Out loud he says, "Guys! I can't be sure, but to me this looks like a wheel !"


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Jamba Mumbata wrote:

Jamba gave a teethy grin when the lady spoke in Polygot. He shook her hand. "Tell Jamba bout dis Cobalt vessel. Where yas be headin'?"

Action 2

Umuzu takes the reefer with a grateful nod, and lights up. "The Cobalt Eye? She's a local legend round these parts. An old Cheliax barque of many seasons, she's sailed all over the Inner Seas. She's past her best, but still good for inland waters. I've been retained to lead a cartographic expedition upriver. Here, take one of these, I have copies." She handed Jamba a map. "There's talk of lost cities and hidden temples along this coast, and where there's ruins, there's loot to be claimed!" She leans back, inhaling deeply. "This is good, Jamba. When we get to Pridon's hearth, you should look up Heri Lightstep, the herbalist. He'll sort you out with some proper jungle herbs..."

You'll find 'Map 2: Korir River Delta' on the 'Campaign' tab

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

You say that - you very nearly added a heavy crossbow bolt to your inventory earlier, via your chest...

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

Seeing Fergal aiding the downed cleric, and refusing to be distracted by Jet's exposed thighs (after she ripped a bandage from her skirt), Arun at last contributes to the melee at the other end of the barroom. Sliding a wand from a sleeve within his sash, he places one foot on a chair, shoulder-barges a panicking merchant from his line of sight, and lets rip with a coruscating arc of emerald-green energy against the remaining hobgoblin. The blast bursts between the shoulders of Brunner and Bahran, catching a glancing blow against the hobgoblin's right shoulder and neck.

move action: draw wand of magic missile
fffzzaack!: 1d4 + 1 ⇒ (1) + 1 = 2

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

"Bravery and heroism indeed, master dwarf!" Arun explained, looking across at Khaz. "We can recount tales of carnivorous cauldrons and recumbent ravens! Although, " here he pauses for thought, "as my friend Fergal pointed out on the ride here, more worrying is the fact that we were ambushed by a warg pack, and intercepted a hobgoblin raider. There's little history of wargs crossing the river to this area. And hobgoblins are not normally solitary in nature; they are typically organised, regimented even." He shakes his head, "We ought to report this to the local watch commander here. The ever-stretched Nirmathis authorities have enough to worry about with the Molthians, without goblinoid raiders, too."

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

Ahh. Are you sure that hobgoblin general is not still recruiting? The party are looking for an employer offering steady work and opportunities to develop our skills. And paid holidays.

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet

Introduction for Arun, Khaz, Fergal and JP

As the time nears for the caravan to depart, the bustle outside the village hightens. Drovers carry out final checks on their beasts, merchants tighten buckles and straps securing their loads, and goodbyes are called across a rising hum of activity.

As the caravan is on the point of leaving, a black mare gallops up the street, ridden exuberantly by a tousled man wearing gaudy-coloured clothes and a sash festooned with scrollcases. It takes a moment before you recognise the rider as Arun, the portly mage who disappeared last week.

In the short time since you saw him last, he seems altered somehow; leaner, tired, drained perhaps, but more confident and vigorous. And he smells of perfume with a smear of lipstick on his cheek.

"Khaz! Fergus! JP! Hold up!" He reins in the horse at the side of the caravan, leaps down and embraces his companions, for marginally longer than they feel comfortable with.

"How are you all? Khaz I am so sorry to have left you before you returned to the vault. You must tell me what you found. Oh, and I just saw Sariel and Laurel: it seems I am not the only one to have found sensual delight in Falcons Hollow, eh? Speaking of which, remind me later to tell you all about my sinful week with that mage, Re-zorza; after all, we have many hours to catch up together on the road ahead !"

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M Human Sin Magic Enchanter/Controller) L2
Profile:
HP17/17, AC11 F10 T11, F1 R2 W4, In 5, Per 1, Spd 30'
Loot sheet
Brunner Hammerfell wrote:
"'at braw monk J. P. recommended Ah swatch at it."

Linguistics to understand Brunner: 1d20 + 7 ⇒ (18) + 7 = 25 Nope, no idea what he just said.

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M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

What! The Paladin held his rat's tail out at the lady in her nightdress? Oh right, sorry...

Arun smirks at the Paladin's obvious discomfort, and follows Laurel into the house. He is not at all concerned by her immodesty, in fact perhaps appreciative of it.

Is this a step towards Arun's shift towards becoming a level 2 Sin Magic (Lust) Enchanter in the AP..? .

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M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

Moral paladin : tick
Lethal barbarian : tick
Eccentric mage : tick
Grumpy dwarf : tick !
This adventuring party has everything!

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M Human Wizard 1
Profile:
HP 7/7, AC13 FF10 T13, F0 R3 W3, Init 7, Per 1, Spd 30'
Loot sheet

"And, can he tell us anything about this thief? And, let us know if Sariel and me whispering constant advice in your ear is in any way annoying."

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From your other campaign; here's some thoughts:

I enjoy Arun from an RP perspective and I'd like to keep him thematically similar to how he is today, although he'd benefit from some tweaking to make him more relevant to the AP we are about to start.

I have in mind to shift him from an illusionist to an Enchanter with the Animal Whisperer campaign trait. This means he'd bring some useful skills to the team (Handle Animal, Kn Nature, future crafting ability) plus the ability to use charm and compulsion spells on animals. I'd plan to keep his blacksmith background intact - I like the way it synchs with Khaz.

Secondly, looking afresh at his current profile I see I somehow screwed up his ability point total when I changed it before. Sorry about this - it'll be in line with a 20-point build for our existing module when I finish tonight. I'll post a level 2 Arun here as well, assuming he survives the Dwarven ruins...

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