Darl Quethos

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Organized Play Member. 2,190 posts (23,324 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 60 aliases.


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VERY INTERESTED

I have yet to get a PFS 2e or any 2E character to second level, but I did play PFS 1e quite a bit (check my aliases for PFS stuff).

I want to try a kobold wizard using my dragon feytouched alias as a baseline and move it to PFS with my other characters.


Hey folks — haven’t posted in years on these forums, but this thread is too tempting.

I have tried to run many old modules and simply converted them to Pathfinder 1E with some work. Adam ran in my first home brew Elves vs Dwarves and we teamed up as players.

I would check out DM Griimmy’s game where I played a hobbit thief.


I remember starting in a setting called Dragonlance. The story begins where clerics do not get to have any spells at start until the Disks are found in the adventure. I do not think this would fly today.

Another example, Queen of the Demonweb Pits was the end of a massively difficult campaign. On Lolth's home plane, many spells acted peculiarly. When a character cast a spell, the DM looked at a chart and told you what nasty things happened instead of what you thought. This would not work today.

I would say players today want to see the sausage being made. In earlier times, it was not as important. The expectations and norms have changed, and many are good.


There are a few absolutes I can definitely point out in Old School vs New School. I almost imagine George Carlin doing this like his football versus baseball comparison.
New School = character death extremely rare Old school = common to frequent depending on DM
New School = All magic items are available, don't mess with my build progression Old school = magic items rare and typically not for sale
New School = Traps are never lethal Old school = traps were dangerous and could kill
New school = Encounters are always balanced Old school = running was sometimes the best option
New school = Characters figure things out with the appropriate skill or knowledge roll Old school = Players had to figure things out--characters could not make a skill roll to solve a riddle

The styles are different. My great grandma said she like black and white TV because it looked more realistic. I realize the 3.x D&D shell is better than the old AD&D shell.

As for fourth and fifth edition, color me unconvinced.


This is my favorite group, PM me if you ever need me for anything.

All loyal packer fans must see the acapella movie.


LINK

Adam, I suggest you check out the WotR discussions in the forum. I am told this one is the best thread.

I have not read them, although two of my WotR have gone Tango Uniform, I am hoping to make it out of book 1 some day.

You can check out my Luther Lightblade alias for an RP sample. He has come along way since beating up bandits. He seems to be exploring the Emerald spire now and just bought some plate armor as all good clerics should do. He still refuses to take a rank in Knowledge Religion.


5d6 ⇒ (2, 3, 3, 1, 1) = 105d6 ⇒ (1, 2, 2, 2, 6) = 135d6 ⇒ (6, 4, 6, 1, 6) = 235d6 ⇒ (4, 3, 5, 3, 6) = 215d6 ⇒ (5, 5, 5, 5, 6) = 265d6 ⇒ (6, 3, 4, 1, 6) = 20

9,12,18,19,21,22

I can work with this. I will make a zen archer dwarf monk. I will use his 18 Dexterity until 3rd level When the 24 wisdom becomes needed.

21 Str and con makes him a dwarf among dwarves. A 7 Cha allows him to be grumpy.

Champion or trickster.

Can be scout and trap popper if needed. Good to see run an ap Adam.


Spoiler:
1d6 ⇒ 3


The fearsome dragon was injured, but looked to still have some fight left in her. As Brask used the hammer to horrific effect, the end looked near.

The spectral forms of Magrim and Labelas Enoreth appear. Once again Magrim makes a fateful bargain with the servant of Rovagug, the young black dragon Velma.

Rather than breathe on the helpless, she breathes a destructive acid cloud shredding and consuming both banners in a cloud of black.

"Your people can live, but Rovagug leads here. Your meddling on my world ends today. We will let the battle unfold as I planned."

Fast forward years later....
The White Wizard ascended..
The world was different under the rule of the destroyer. The humans continued to stay fragmented, because that is the way Velma the Overlord and her dwarven consort Brask wanted it. Tribute was paid regularly and on time, and the humans continued as long as they paid tribute and homage to the Destroyer.

But a seed of rebellion continued to grow. Yes, the elves and dwarves were allowed to stay in their 'reservations'. But a group of elves and dwarves led a resistance that refused to bow to the dragonlord.

Cut to a scene in the frozen north......
An elven paladin, wizard, druid, and cleric of the White Wizard traveled with a dwarven falchion maid, wizard that spoke in the tongues and wisdom of the ancients, and a grumpy bardic barbarian.

Operating out of a secret base in the frozen north, they had gathered a band of loyal barbarians that would never yield to any dragonlord.

From the dwarf thread--their secret lair is shared.

The vault opens to rich anteroom that is done in all hardwood. Just inside you notice a spyglass that allows you to look through the door to the outside. A large book labeled 'Guest Log' is on a table with quills and sealed and stoppered ink cylinders as well as a dried up ink cylinder that is opened. The last entry in the 'Guest Log' is over 200 years old. There are cabinets to place garments, cloaks, and armor along both walls. These cabinets are full of cloaks, robes, hats, and suits of armor.

After the anteroom on the left is a large combination meeting room and dining room with a large wooden table made of many cuts of different wood from all over the continent. Chairs around the table comfortably seat twenty people, and there are two fireplaces and assorted divans with animal furs over them. The fireplaces are well ventilated through the ceiling. A set of six books labeled 'Chronicles of the Dark Owl' lay on the table. A large desk in the meeting room with many drawers and a chair is in one of the corners. Eight large chests are stacked two high along one of the walls. Behind the chests is what looks to be rotating cylinder in the wall with different chambers that can face out. As a Lazy Susan.

The large meeting room leads to eight large apartments with a bed, closet, desk, and small privy room. There are pipes running all through the privies that are labeled 'hot' and 'cold'. Hot and cold lines run to bath tubs in each privy room with a drain. A stairs at the end of the hallway goes down a level to a similar set of eight large aparments. The stairs also go up.

After the stairs a single door with the 'Dark Owl' rune over it is closed.

The closed obsidian fortress was hard to find, and the Dark Owls that nested there were 'Hard to Kill'.

THE END


May be able to end things sooner than I thought.

I do have a great ending for both outcomes--win and lose.


The crazed dwarven ranger tries to brace for the impact, but his mighty earthquake has stunned himself and he falls to the ground grasping the returned hammer in his hands.

Party up in any order after saving.


We will move this to a conclusion. Kiptera has said in not so many words--TPK me, move this long, but don't drag this out.

Brask
The hammer begins to spin back from the massive blow to the dragon, it returns to find the dwuman ranger encased in a bubble of magic force. Not seeing any other free hand raised, Brask stumbles on a desperate plan. Throwing his bow to the ground that only barely avoided being shredded by Kiptera, he takes a step back and raises his hand.

Brask has seen the hammer in action, and knows of its power. "Fly Velma!!" he intones as he hurls the hammer at the floor in the center of the room. The hammer hits with incredible force creating a huge earthquake as the ground rumbles and the very floor is torn in places.

throw at square: 1d20 ⇒ 11

All but the flying dragon try to avoid the shock of great pressure wave of enormous force.

Make DC 20 FORT save:
You manage to keep your feet and avoid most of the shock. Just a slight ringing in your ears

Fail DC20 FORT save:
The pressure wave stuns you {Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.} for 1d4 ⇒ 3rounds and leaves you prone.

Velma, the young black dragon, hops away from Wil and waves her wings and chants a magic formula. A stinking cloud of rotten eggs forms around her and Wil. The dwarves recognize the spell as one cast by an evil skeleton on their second mission. FORT DC 17--poison and magic bonuses apply

stinking cloud:

Stinking Cloud

School conjuration (creation); Level sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (a rotten egg or cabbage leaves)

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Duration 1 round/level

Saving Throw Fortitude negates; see text; Spell Resistance no

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Stinking cloud on map now. Was hoping this would be someone besides Brask: [posted two days ago]The hammer desperately seeks a dwarf willing to hold up a free hand as it finds the standard wielder encased in a bubble of force.


Still waiting on others. Haste next round.


Zephyr is quicker than Wil and moves in front of the bead and takes the hit and another bead hits him. Zephyr dodges both bubbles and beats Will to the dragon. The Pegasus draws a bite from the dragon allowing Will to move in unscathed and his sword bites deeply into tough scales. The winged horse drops, fatally wounded before closing.

touch/ref: 1d20 + 5 ⇒ (17) + 5 = 221d20 ⇒ 181d20 ⇒ 9

Then, the banner carriers channel for positive energy: 6d6 ⇒ (1, 5, 6, 5, 6, 6) = 29

Second pebble:
hits the Pegasus before the channel for force Will+pegasus: 5d6 ⇒ (1, 5, 3, 1, 1) = 11

The Pegasus was hit by both marbles leaving one ominously glowing on the ground.

Ao0 Velma: 1d20 ⇒ 4

Will is completely healed. Durgen is left with a scratch (down 1hp)

Brask is healed too! The Pegasus is still broken on the ground.


This campaign may have 'jumped the shark' but we will finish :-)


Durgen takes 30 (9 from arrows]


Wil moves to the black dragon, and marble two goes flying from the floor like a sling stone to hit him. +3 from smite applies to touch AC
attack vs touch: 1d20 + 5 ⇒ (19) + 5 = 24

The marble hits Wil for damage + refDC 16: 5d6 ⇒ (3, 5, 1, 4, 4) = 17

Spellcraft DC20:
Aura moderate evocation; CL 10th

Slot none; Price 3,000 gp; Weight —

Description

This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.

Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.

Construction

Requirements Craft Wondrous Item, resilient sphere; Cost 1,500 gp


Bless will stack with all banner effects no matter what

Brask manages to keep his bow wood from being splintered by Kiptera.

"I'll show you who is the true dwarf!"


Seltyn announces sadly: "I thought she was using a spell, but that is her true form."


The dwarf/human Magnum quickly downs a potion with the picture of dancing cat on the front.

The nimble Brask steps back and puts two arrows into the Dwarvish wizard Durgen.

arrow1/2: 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (14) + 7 = 21
Recently healed by the elves, the wizard finds himself hurt again as two arrows rip into him.

Haven't heard from Durgen, so......

The group waits to see if the arrows are fatal. Velma transforms before your eyes to what looks like a black winged dragon.

"You do not want to oppose us here. This is place of power for the Destroyer!! Fight your opposites!! Whatever side wins has favor with Rovagug!!"

She cackles in glee: "His servant comes, he comes, bow down!!"

Round 1
Elves and Dwarves<<<<<<<
Velma and Brask

OK!! Elves and dwarves to go!! This encounter was designed for more than showed up, so it may be hard.


FINAL MAP

This is the showdown!! Link to map at top too.

Kiptera cuts Brask deeply, drawing blood. The ranger shouts: "Dwarves for dwarves!!"

init velma/brask: 1d20 + 2 ⇒ (4) + 2 = 61d20 + 3 ⇒ (13) + 3 = 16


Brask speaks to the dwarves:
"The power of Rovagug is strong. Magrim only has caused us problems."

Velma speaks to the elves and dwarves:
"The fittest survive, tested by battle. Only one of you can have the favor of Rovagug. Damn that meddling White Wizard and his group."


I was hoping Eirel would check in as I had crucial plot information to give him. I will DMPC him for now.

The elf druid with the ape animal companion speaks up and he holds out his hands. "The dwarf zealot I killed had a tattoo on his right shoulder of Rovagug the destroyer. Wil, I was hoping you would have had more faith in me."

He points to Brask. "Your right shoulder is tattooed similarly I am sure. Yes, appealing to the Destroyer you felt was your only option. And......

The druid pauses dramatically as Brask obviously has no rebuttal. His finger points to the demure bookish human. Known as Velma to the elves, she comes from the Elotheans, a land the dwarves visited for a short time.

"I am sure a mage with the powers to destroy large cities can probably get her power from an ancient, evil god. Care to show your right shoulder?"

Velma takes a step back defensively and rolls what appears to be four small beads into the center of the room. A translucent shield seems to surround her of red flames.

Brask nods to Velma with a smile.

"I was your leader, you should probably listen to me dwarves. We do have other options...."


Were starting!!!


The scraggly dwarven ranger rushes into the hall. The elves recognize him as the archer that got away at the checkpoint. The dwarves recognize him as their first leader appointed by the clan chief. "Brask!" the dwarves exclaim.

Partway through Wil's speech, Brask points to the elves: "They didn't heal my nephew, they killed him in cold blood without a weapon in his hand."

Brask's eyes are darting and unfocused. The fierce leader of the active resistance has become quite the fanatic zealot in your absence.

Durgen and Gallak have yet to post--if they do--looks like 3 elven PCs and 3 dwarven PCs


A female dwarf in full plate with a nasty falchion seems to be in front.

She looks bedraggled in her ill-fitting clothes clearly not her own. Her hair, the color of fallen leaves, is crudely yet effectively tied back. Clearly she has fallen upon hard times. Despite the potential explosive tension in the room, the nonchalant ease which she wields her polished falchion speaks of a professionalism at odds with her unkempt appearance.

Init of 3


Actually, post your description with an initiative roll in maim thread. Tomorrow evening I'll. inactivate this thread.


Actually, post your description with an initiative roll in maim thread. Tomorrow evening I'll. inactivate this thread.


The dwarves rush in to confront the elves.

Post your descriptions here. Other threads will be inactivated.


This will let me set the 'final' roster


Provide me a short description of your group and I'll trade it wit the elves. Include a man dwarf with axes and a bookish gnome.


Man, hope you are OK! Provide me a short description of your group and I'll trade it wit the dwarves.


Seltyn points out the sign of Rovagug the Destroyer.


At that time, you feel the magic of the White wizard reaching across space with a greater wish spell. The power of the spell is urging cooperation and forgiveness. Still, the elves are in front of you, and elves have destroyed half the clan of dwarves you have just visited.

Two choices--allow the magic to work and talk, or attack--if one side attacks and the other does not, the attacking side gets a surprise round.


The ladies consider your words carefully, and bring up a point.

"You will be transported to their throne room. You can negotiate with the principals directly."

The circle is formed and you are transported to a room of necromantic origins. A black altar with torture implements and the blood of many sacrifices.

A party of dwarves rushes in to confront you.

At that time, you feel the magic of the White wizard reaching across space with a greater wish spell. The power of the spell is urging cooperation and forgiveness. Still, the dwarves are in front of you, and dwarves have destroyed half the forests of the wood elves.

Two choices--allow the magic to work and talk, or attack--if one side attacks and the other does not, the attacking side gets a surprise round.


After a day of forced bonding with elves, an elven child and her dog appear. The elven child leaves and the dog quickly transforms into a dwarf, a druid that has helped you in the past, and Gallak has actually ridden in bird form.

"Unless you want to go through more of that, drink these and come with me."

You drink some red potions and get very small. Packs you in a sack and flies off to the dwarven fortress. You meet Mama Alspane, and she informs you that they are expecting elves to come in through a secret passage built long ago.

As you rush to the throne room, you find a concealed door. Opening the door, you see a party of elves in what appears to be a room of necromantic origins. A black altar with torture implements and the blood of many sacrifices.

I am rushing the adventure to conclusion.


Best of luck. Suny will captain the boat!


The priestess returns with a group of elves. "This will be our little group. We will start with some games to get to know each other."

Each dwarf is paired with an elf. The teams of two will engage in competitive games to see who wins. The first game is the egg on a spoon relay.

Durgen is assigned to a slight bookish female with loads of scrollcases. Gallak a tall male elven warrior with long hair. Kiptera a cleric of Sarenrae with throwing axes. Magnum to an elven minstrel with a goofy smile. And..others to people with anything that appeared to make them compatible.

The elven high priestess excuses herself, but a large warrior with long hair and a ranseur on his back takes you to the pavilion outside for the games.


Just to let you know. We were planning on wrapping up by the end of the year or shortly after.


"We need to end this siege and put this conflict behind us. I will take you to the Great Druid. She will tell us what our final strategy is."


Wil/Eirel init: 1d20 + 1 ⇒ (5) + 1 = 61d20 + 3 ⇒ (4) + 3 = 7

Wil moves to stop Eirel, but he is a split second too late.

Fort vs death: 1d20 ⇒ 11

The dwarf seems tough, but could not survive the quick blow.

The wood elves seem to mostly accept Eirel's actions. The wood elf commander recounts the battle he participated in--the battle of Ironwood Forest.

He recounts the news that the entire area seems to know--the large battle seem imminent.

This was posted in the combined thread as common knowledge.

There has been little contact between dwarves and elves, as the dwindling of their numbers and the growth of human numbers has separated them. There has been little opportunity for their interests to coincide or conflict. That is until........

The battle was known as the Battle of Ironwood Forest. A force of well-equipped dwarves led an armed expedition into the Ironwood Forest. Their objectives were never disclosed, but their supplies included siege equipment and extensive mining equipment.

The first day the expedition began to rapidly log trees in the Ironwood Forest to build a bridge across the Brown river. Two ents were roused and driven deeper into the forest and a dryad killed after many trees were removed.

Day two the counterattack of woodland creatures, three druids, and five ents was brutally repulsed by the dwarven forces.

Day three, however, the dwarves suffered a brutal setback as a band of wood elves, dryads, and druids flanked the dwarves as a force of ents easily forded the river and pinned the holding force. A massive golem killed the majority of ents and dryads attacking, but the wood elf mercenary band with a few dryad and druid auxiliaries fell upon the dwarven right flank and threatened to fall upon the supply wagons.

During the waning daylight hours, a dwarven holding force fought toe to toe and was quickly surrounded on three sides. Nevertheless, Chief Alspane and Thumper, the dwarven leaders, exacted a tremendous toll on the defenders.

The climactic battle between Chief Alspane and the Wood Elf warchief with his curved sword ended with the wood elf leader dying and Chief Alspane mortally wounded. Chief Alspane managed to slay four more elven spearmen before falling.

The wood elves have followed the dwarves back to their hold in human lands and laid siege. It appears the local human forces are content to let events play out, and have not moved a single soldier to help or hinder either side.


The druidess excuses herself. "I must be ready to respond to other problems at the siege line. Since you have no stake in this, you can be our guests until this is resolved."

She adds: "The banner you bring looks familiar to that flown in the war long ago when elves and dwarves fought together--before our people kept separate counsel. You will be asked by the high priestess here to declare the position of the nation your banner represents in this conflict."

The druidess leaves with the winged horse and carriage leaving you alone with the high priestess and three male elven attendants.

"We have days to sip tea, chat, exchange pleasantries, and talk about mutual interests. You will find we are a patient people, never in a hurry to rush an exchange of views and perspectives. Then, we can start the true negotiations."

Durgen has glimpses of elven discussions lasting weeks and months. These elves, inspired by the walking trees they revere, often take the ample time the treants do to speak and decide. He relates all this to you.


The dwarf replies in common: "It is obvious, you wish to fight dwarves defending their own lands to the last maid and child. You may win, but our lands will not be won cheaply."

The wood elf nods and replies in common too:
"If you do not surrender, you will pay the ultimate price you wish to pay."

A messenger comes up and informs you:
"The other checkpoints did not fare so well. Some wagons exploded and killed many."

The dwarf nods with a smug smile. "You haven't even breached the outer wall yet."


The trip to the south is bereft of motion and sensation in the space above the carriage.

After two hours or more, the carriage descends in the largest tree you have ever seen growing in the side of the hill that forms the eddy of a large river. The tree is hundreds of feet high, and you appear to be in what is a large tower of patchwork scaffolding. Although each level is a city block in size, only the innermost portion seems solid and stable. The rest of the arches, gardens, and ladders on the outer portion seem conducive to agile, light elven feet.

You alight in what is a large platform with a panoramic view of a dense forest on the south side of the river, and a mass of twisted, devastated trees on the northern side. This forest is teeming with sound and life, you see tree frogs, small primates, and many birds in neighboring trees.

Another elder elfmaid with the insignia of [spoiler=Kn:religion DC20}Corellon Larethian, the elven equivalent of Torag,[/spoiler] is there to greet you with a cool smile. She points to the twisted trees across the river: "I wonder how that could have happened. Hundreds of years to make a forest, days to destroy it."

She is obviously upset.

"So, who are you and why have you entered this dispute?"


The dwarven clan besieged bought the title to all lands within sight of the hilltop.

Supposedly signed on a cloudy day :-)


"I hope to be a capable mount. Prepare for the upside down flying--it is quite a rush." The creature echos its thoughts into Wil's mind.

The elves ask "Any words for the prisoner?"


The elder Druid continues:
"Climb into my carriage. We will take you to the main elven host. They captured some excellent ale too strong for elven palates. I am not a truthseeker, so I cannot question you "

The faerie casts, and Durgen senses the carriage is enchanted. The Druid produces a rope, which seems to lead through the roof of the carriage to a second floor.

Durgen informs you the spell is a rope trick--creating an extradimensional space.

"Resume your patrol captain."

The mundane carriage with archer squad and captain depart after bowing.


The gnome speaks up, feeling compelled by the introduction..

"I woke up from a long magical slumber. I came to find the gnome that led the dwarves. I was hoping to find more of my kind."

He looks at Kiptera as if looking for permission to continue.


The gnome guide is acting very inconspicuous. Trying to hide behind a masterwork backpack he has turned around so it is facing front.


first, this is hilarious, Wil Wheaton playing a RPG-- the comic owner on Big Bang is my favorite

Tabletop

I vote for an orc barbarian that takes Smeller to smell things.

Though a lizardman barbarian isn't a bad way to go either.

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