The Cinderlander

Crazy Will's page

117 posts. Alias of Theorythmus.


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Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will is still here and ready to find out what's on the other side of the door :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

No worries, we'll be here when you're feelings better.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

I'm okay with that idea Hob :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Happy new year :)

Back and good to go. Still a bit confused about which hallway/door would be where though.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will simply nodded in response, handaxe at the ready.

forgot to mention it, but he picked up his bow after they were done.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will followed along. "Might be some items in the priests' quarters, maybe also more undead."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

"This will definitely help. Now to look where they might have stored any curatives they had."

Will looked around the area in which they found the holy water font. If he can't find anything he will try the other doors.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

"The only thing we can do is get what supplies are left. No use for it staying here with the dead. But first we must make certain none of these rise again."

Will saw that Hob was busy barring doors and windows, so he made certain everyone not standing was well and truly dead.

He took his necklace from under his shirt, a crude wooden holy symbol.

He knelt down next to every corpse, handaxe in one hand and necklace in the other. Saying a small prayer and decapitating them if necessary.
"Be at peace now. Your soul will be sorted in the Lady's Boneyard and you will find your final rest."

After he was done, he placed his necklace back under his shirt.
"Father, I'm not that familiar with places of worship. Do you think they might have had some curatives laying around and where we could find them?"


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Hmm, my bow is useless right now. Better get in there.

Will dropped his bow and unclasped the handaxe on his belt.
He moved past Father Krenlin and tried to help Hob with the zombie in front of him by chopping at its arms.
_________________________________________________
Combat Stuff
trying to get next to Hob to get a swing at the zombie. Dropped the bow as a free action, drawing the axe as part of my move action.
Handaxe attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage if hit: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

From what I understood, the one attacking Sir Krenlin fell after Tim's last attack (which time-wise came after the zombie attacked sir Krenlin).

So the only visible one is on you, but probably some others still around.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Except for the surprise zombie, are there any other left (that we are aware of)?

Because otherwise we are not in that bad of a shape. :-)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will nocked another arrow, and shot at the zombie shambling towards them.
_________________________________________________
Combat Stuff "Actual First Round?"
Shooting at the same zombie, unless Timothy kills it with disrupt undead on his actions ... on that note anyone heard from him recently?
deadly aim attack: 1d20 + 5 - 1 + 1 + 2 ⇒ (20) + 5 - 1 + 1 + 2 = 27
Damage: 1d8 + 2 + 2 + 1 + 2 ⇒ (8) + 2 + 2 + 1 + 2 = 15

[edit:]Let's see if this one confirms ...
Confirmation roll: 1d20 + 5 - 1 + 1 + 2 ⇒ (1) + 5 - 1 + 1 + 2 = 8
Extra Damage if Confirmed: 2d8 + 4 + 4 + 2 + 4 ⇒ (6, 5) + 4 + 4 + 2 + 4 = 25
[/edit]


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"Father, there's a noise coming from the right. Can't see it from here, but there might be another undead there. Be on your guard."

Anyone heard anything from Timothy's player? Would love to see some of those disrupt undead's shooting at the zombies about now :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will nocked another arrow on his bow and aimed at the next undead.
Hope the kid starts using that magic of his. Won't be this lucky a second time.
_________________________________________________
Combat Stuff
deadly aim attack: 1d20 + 5 - 1 + 1 + 2 ⇒ (9) + 5 - 1 + 1 + 2 = 16
Damage: 1d8 + 2 + 2 + 1 + 2 ⇒ (6) + 2 + 2 + 1 + 2 = 13


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will was a bit surprised to learn that the boy could use magic, but thought that now was not the time to ask. He gave his morningstar to Hob, before Hob went to the exterior doors.
"You don't want to be caught without a weapon.
Will turned to the father and Timothy.
"Father, can you hold the door while the boy uses his magic and I shoot at the foul creatures?"

Going to assume that you nod in agreement so we can continue

When they nodded in agreement, Will unslung his bow from his back and nocked an arrow aiming at one of the foul undead sitting near the altar.
"Better make this one count"

_________________________________________________
Combat stuff
I suppose we have a surprise round as they seem to be unaware of our presence.
Deadly Aim Attack: 1d20 + 5 - 1 + 1 + 2 ⇒ (20) + 5 - 1 + 1 + 2 = 27 -1 from deadly aim +1 from point blank shot, +2 from favored enemy
Damage: 1d8 + 2 + 2 + 1 + 2 ⇒ (2) + 2 + 2 + 1 + 2 = 9 +2 from Str (mighty bow), +2 from deadly aim, +1 from point blank shot, +2 from favored enemy
Confirmation roll: 1d20 + 5 - 1 + 1 + 2 ⇒ (11) + 5 - 1 + 1 + 2 = 18
Extra Damage if Confirmed: 2d8 + 4 + 4 + 2 + 4 ⇒ (1, 8) + 4 + 4 + 2 + 4 = 23

[edit]Seeing as I initiate combat, I better roll iniative
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
[/edit]


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Well at least for the "surprise" round we should have a clear shot :) Tim & I shooting and you (and Hob) blocking the way after we did that?

@EldonG, could you provide us with a simple layout of our situation (if possible only the bits we've seen) So we can according to the info we have available.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Well morningstar is a simple weapon :) and don't forget that these things are my favorite enemy, so I'll do some damage ^_^


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

So if I got the situation right, we have the following :

4 of us vs 3/4 undead in the temple.

We have:
- Sir Krenlin with longsword & shield
- Timothy with disrupt undead cantrip (unknown to Will)
- Hob without a weapon carrying Timothy
- Will with a decent bow, a morningstar and a handaxe.

So if we decide to fight, Hob could have either one of the melee weapons and Will could go for the bow, trying to at least get one or two shots into them before they get to Sir Krenlin & Hob?

Although it's possibly foolish, currently don't feel like running from these as the risk is worth the possible reward in my book. There will most likely be things we can use beyond this room.

What is everyone's opinion on this?


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

@Hob, but what a primary weapon Timothy is :p

Will peeked in and turned back to the Hob. "3 or 4 undead in the main temple. I've got some holy water, but I'm not certain it would be enough."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will waited for a nod from the others.
If the others were ready he would proceed slowly towards the inner temple, staying vigilant for possible dangers.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

"Entrance seems to be clear. Think I heard someone alive in the building." Will waited till everyone was ready and then he went in through the front door.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

"This is not good, not good at all. Be ready to fight, this might get messy." Will said while he unclasped the morningstar from his belt. He slowly made his way towards the front door. Trying to hear if there was still someone inside.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Sir Krenlin's suggested route gets Will's Seal of approval :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will shrugged, but seeing the concerned look on the father's face he replied.
"Nothing more than what you saw in there. They don't know the real world, even if it comes walking through their door, dirt and all."

Bluff: 1d20 - 2 ⇒ (12) - 2 = 10

Sense Motive DC (bluff check):

You notice that he tries to brush it off as nothing more than that, but there's obviously more going on. Will has some beef with Master Compton.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will calmed a bit when Sir Krenlin spoke. "I'll wait outside with Hob, but not to long. We need to know if someone at the temple survived."

He looked one more time across the room to the Comptons, a saddened look on his face. He turned around muttering something to himself. "You didn't listen back then, why did I think you would listen now." Will walked towards the hallway from which they had come.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

hmm, didn't mean for it, but due to mine & Hob's actions, it seems this way the party would be split up again.
As Will's reaction currently would be to leave Sir Krenlin to try and convince the Compton family to make ready to leave, while he and Hob check out the temple and meet back in front of the estate.

Of course this could be a very short split up depending on what happens.

Was planning on making my post in such a manner that some people might be able to convince him otherwise, but wanted to make certain my course of action was ok.

Don't want to break the group up again after you went through the effort of getting us on one track :-)

Hope everyone is liking the "drama" a bit ... Will is very different from most characters I play.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Not certain on voluntarily failing diplomacy, but I think you got enough negative modifiers to make it fail ;) And if not ... Will might be adding a bit more ...
As expected ... Just another day according to the old man ...
Will looked angry when Alcina's grandfather finished his last sentence.
"Food is good as we need strength for the coming days, but don't expect me to sit down and enjoy breakfast!" Will's voice grew louder as he spoke. "Innocent people have DIED! The DEAD now walk the streets! Maybe you want to prepare defenses and ration this food rather than ACT AS IF THERE IS NOTHING WRONG!!" He smashed his fists on the table, while staring angrily at the old man.

It should be clear to everyone present that Will has some issues with this man ... but for which exact reason (or reasons) you can't really tell.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

As if he can fix this situation. He didn't do anything in the past either...
Will listened to Alcina's tale as she was telling it to her grandfather.

Sense Motive DC??:

Will looked at Alcina's grandfather with a seemingly defiant look, as if he knew the man and was not happy to see him.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Hmm, old Tolben is still around? Good thing his eyesight clearly isn't of the best anymore ... It is strange though, he seems to act as if yesterday didn't happen.

Will hesitated for a moment when Tolben opened the door, but he followed the young lad Timothy inside. "I think we're all in need of some energy."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

"Best not to tarry then." Will followed after miss Compton.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will looked around, a troubled look on his face.
"Didn't you say there would be others here, miss Compton?"

@GM:
Not that I'd rush to find them, but would I have any idea of some weapons that might be laying around the estate (ceremonial or not, doesn't really matter ^_^)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

If no-one objects, Will tries to lead the group towards the temple, first passing by the Compton Estate to check for more survivors.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Will talks similarly hushed :)
And I would define the relationship between Will and the Dellfolk as one of mutual respect for each other's capabilities. :)
"Hob." Will nodded in response.

"We've seen a few groups wander around today, but they do seem quiet right now. Let's make use of that and hurry to the temple." He looked at the woman in their group, then back at the Hob. "But we also need to make a stop at the estate along that route. There might still be some more survivors holed up in there."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

As you come closer you will notice that it's not only Will and father sir krenlin that are standing there, but also a dwarf, a woman, a young girl and sergeant Forbes of the town militia. Yeah, we got our very own horror/survivor movie cast tagging along ;)

Message The Hob:
"Yeah, had a few close calls before though. Found some others that survived. We're heading towards the temple. Hoping the priest survived. And if not, for supplies."


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Perception: 1d20 + 6 ⇒ (9) + 6 = 15 To see if he recognizes anyone in the other group.
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27 To get a sense of the situation.
Edit:
Will was surprised at first to see others walking through town, instinctively grabbing for his bow, but when he recognized the Hob from a distance he stopped. He would have charged us by now if he had been undead and he seems to be talking to the small lad. I've seen a few undead, but none intelligent in that manner. He looked at the others in his group, seeing a similar tension that he had just a moment before. "We're good, I recognize the tall guy. Met him on one of my hunting trips."

Will beckoned the Hob to come quickly.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

:) It works for me :p


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
Will stopped in his tracks. "If the road ain't blocked, sure. How many are we talking about?"

Wonder if anyone will recognize me?


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

No problem, was just putting my post so that it did not get lost in between the rest :)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:

@Sir Krenlin, I was waiting for the GM to move forward, as my last post was:
Crazy Will wrote:


Assuming we have packed everything we find.
Will stressed again to miss Compton that there were only 2 options right now. Either come with them or wait here and most likely get killed once one of the undead found a way into the carriage works. Then he went to the back of the carriage works checking if the immediate area was clear.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
If this was the case, he would guide the group north between the houses trying to get to the temple as quickly as possible.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
I suppose we could, but I will definitely be keepingt he spyglass on my person, as it will also help with the spotting of undead or other things from a distance.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
Assuming we have packed everything we find.
Will stressed again to miss Compton that there were only 2 options right now. Either come with them or wait here and most likely get killed once one of the undead found a way into the carriage works. Then he went to the back of the carriage works checking if the immediate area was clear.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
If this was the case, he would guide the group north between the houses trying to get to the temple as quickly as possible.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
People who are at our location : You, me, Bill (former player), the sergeant, Lisdi and miss Alcina Compton ... Sounds like the average cast of a horror movie ... oh right, we're in one aren't we? ;)


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

south:
That's a nice selection of items. Items I definitely want with us are : compass, oil, rope, signal horn (I have a whistle already), cooking gear, soap, spyglass (most important), waterproof bag, whetstone(s), maps & travelling gear. If possible all the rest, it's just that I'm thinking we might be slightly overburdened with all of that with us, especially the tent.
Will came over to Krenlin and looked at some of the stuff he found. "Nice find, you think we can take this all with us and still be able to outrun those buggers if necessary?"


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
Will responded to her questions in a serious tone. "Why, we do not know. How, most likely foul necromancy is at work here. But what is more important right now is to survive. You finding anything useful back there father Krenlin?"
Not sure what might construe useful items as of now. You had any idea what you were hoping to find Krenlin?


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Good to hear. :-)

Hope the meds will help.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Don't worry about it. Focus on getting your health in order.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
I'm assuming here that you're trying to get a "hunch" of the situation as per the Sense Motive skill, which apparently is a DC 20 (wow, didn't know it was that difficult).
What the good father can notice is that Will is somewhat anxious/nervous, but he has been like that from the moment you saw him today and mostly likely before that, not unusual seeing what has happened in the last 24 hours.
He also seems very focused on finding as many people as they can on their way out of town and keeping them alive.
Make of that what you will ^_^.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
"And they seem to have a knack of finding the few people that are still alive. So it's best not to stay put for to long. We were on our way to the temple. Hoping that some people are still alive there." Will said, only adding to the gravity of the situation.

I wonder how she'll take this news ... Maybe, just maybe she'll be able to handle my news then?


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

Couldn't help but noticing that the North side seems to be in combat. If I'm not mistaken spells can crit, so that would be a critical threat, so a possible 2nd D6 of damage.


Vitals:
HP: 11/11 | AC: 17 T: 13 FF: 14 | Will: +2, Ref: +5, Fort: +4 | Init: +3 Perc: +6 | Effects: none
Abilities:
being suspicious of everybody
Male Human Ranger 1 Trapper Archetype

South:
What is she doing here. Did others survive? Now's not the time, we still have to get out of here alive. All the rest doesn't matter.
Will first turned to father Krenlin and the Sergeant, "I think it's best we try to get out through the back and see if we can get to the temple from there?" then he turned back to Alcina, "I'm sorry to say this, but you chose a wrong time to come to Greenleaf, miss Compton. At this moment I think it would be best if you stay with us."
Will's demeanor was quite serious although he seemed a bit preoccupied.

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Please join the Google hangout linked above. I will post updates there to speed gameplay. Feel free to do the same.


Legacy of the Stonelords Maps & Handouts

Please ninja dot to join the campaign. This is set to start January 14th, 2019. Feel free to introduce your character and roleplay as you like before then.

Silver Crusade RPG Superstar 2013 Top 8

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The event date editing page is strangely off-set to the right, and when I try to edit the date and the calendar is off the page to the right with no option to scroll right and see more of the calendar.

Here is a link to a screen capture showing what is going on.

Silver Crusade RPG Superstar 2013 Top 8

When I go to My Organized Play and click on GM Sessions, the page loads for a while (several minutes) and then eventually comes up with with this page.

No Store Page Text wrote:

If you're seeing this, the paizo.com website is temporarily down. We will be back shortly.

The rules content found on the Pathfinder Reference Document is still available. The search function will return once maintenance is complete.

Thank you for your patience.

I can go to other places on the website (including other areas of My Organized Play) but I consistently experience this problem.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Raleigh SuperCon II is offering Starfinder Society as well as Adventurer's League.

The warhorn is active and the schedule is live!

Silver Crusade RPG Superstar 2013 Top 8

I've tried to look at session lists for multiple events, and just get the golem page.

Silver Crusade RPG Superstar 2013 Top 8

Event #91811 on 2/9/18 and 2/16/18 whenever I go to add/remove under Starfinder Adventure Path and uncheck Starfinder Adventure Path #2: Temple of the Twelve then select save changes, Starfinder Adventure Path #2: Temple of the Twelve isn't removed and when I select add/remove again it is still checked.

Silver Crusade RPG Superstar 2013 Top 8

These two scenarios (9–12 Shrine of the Sacred Tempest & 9–13 The Lion's Justice) were released last week, however they are not in the reporting system.

I have an event from 2/2/18–2/4/18 which needs to be reported, and cannot be reported because of this issue.

Silver Crusade RPG Superstar 2013 Top 8

This seems to happen a lot.

An example is event 91810 Atomic Empire PFS 2017.

When I edit the event, I can see that on March 1st, 2017 that scenario #7–14—Faithless and Forgotten, Part 1: Let Bygones Be (PFC) was scheduled.

However when I go to the reported session the scenario selection dropdown box is set to Select a Scenario, and when I select the dropdown box I don't see the scheduled event listed.

When I hit the Show More Scenarios button, the correct scenario autofills. I select Save and Exit, but when I return to the event report the dropdown box is once again set to Select a Scenario and I am in an endless loop.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

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In case you have not seen this humble bundle.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

The chronicle sheet gives access to an elixir of monstrous form that:

Call of the Copper Gate wrote:
gives the benefits of monstrous form to its drinker but expires 1 minute after opening; Ultimate Magic 229

.

Monstrous form isn't a spell (and it isn't italicized on the chronicle sheet), is this supposed to be monstrous physique?

Silver Crusade RPG Superstar 2013 Top 8

In the PFS reporting system Part 3 of Gallows of Madness should be "The Festering Blot". It currently says, "The Festering Bolt".

Silver Crusade RPG Superstar 2013 Top 8

I don't see any way to differentiate between core and standard scenarios in my sessions (the PFC/RPG designators seem to have been removed). That is kind of important.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

4 people marked this as FAQ candidate. 1 person marked this as a favorite.
CRB p. 407 wrote:
Experience Points: To gain a level beyond 20th, a character must double the experience points needed to achieve the previous level. Thus, assuming the medium XP progression, a 20th-level character needs 2,100,000 XP to become 21st level, since he needed 1,050,000 XP to reach 20th level from 19th. He’d then need 4,200,000 XP to reach 22nd level, 8,400,000 XP to reach 23rd, and so on.

Does this allow the purchase of spellcasting services beyond CL 20 in PFS?

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

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Warhorn link.

In addition to the latest scenarios (including several tracks for the Tyranny of Winds series) we're running the multi-table special 8–00 The Cosmic Captive (we have enough players and GMs for six tables, but would appreciate more).

We should also have boon support.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Convention website
Warhorn

Feel free to sign up to run or play something already on the schedule.
If you would like a game added to play or run then please contact me at michael.eshleman@pathfindersociety.net


Legacy of the Stonelords Maps & Handouts

Please be sure to read the handout for your character, as it should give you an idea of what you should be doing for your secondary success condition.


Legacy of the Stonelords Maps & Handouts

Please be sure to read the handout for your character, as it should give you an idea of what you should be doing for your secondary success condition.


Legacy of the Stonelords Maps & Handouts

Starting the gameplay thread in case people want to dot in.


Legacy of the Stonelords Maps & Handouts

Starting the gameplay thread.

RPG Superstar 2013 Top 8

Through Maelstrom Rift is part of PbP Gameday V.

Level 6 scenario-specific pregenerated characters will be provided. Credit must be applied to a CORE character (the chronicle is for levels 5-7).

Please post with your name, PFS number, and CORE character number to which you would like to apply credit. Spaces will be given on a first come, first served basis.


Through Maelstrom Rift is part of PbP Gameday V.

Level 6 scenario-specific pregenerated characters will be provided (the chronicle is for levels 5-7).

Please post with your name, PFS number, and character number to which you would like to apply credit. Spaces will be given on a first come, first served basis.


Legacy of the Stonelords Maps & Handouts

Hundreds of years ago, the daemonic harbinger Anogetz attempted to conquer the Southern Fangwood with hordes of crazed animals and cruel fiends. The faithful of Erastil, god of hunting and patron of frontier settlements, fought back, and legend says that when they cornered the cult of Anogetz in its temple, Erastil himself fired a great arrow that split the daemon’s unholy altar in two. This arrow has been a key part of a ritual that has kept the daemons from returning. Until two months ago, Erastilian priests have performed this ceremony in the reconsecrated temple on the night of the new moon, but the relic recently went missing. The church of Old Deadeye asked that you track down who stole the relic and return it before the daemons broke free once more. You found the arrow only a week ago and have hurried back to the temple to meet the priests Enogas and Larya, who will take custody of the relic and enact the ritual. The new moon rises tonight, and even now dusk is falling.

DC 25 Knowledge (religion) check:
Anogetz (also known as The Fated Fangs) is a little known daemonic harbinger from Abaddon whose portfolio includes animal attacks, coups, and revolution. His unholy symbol is animal fangs on a crown.

You have possession of the arrow (which functions as a spear of the huntmaster).

spear of the huntmaster:
A +1 spear that allows the wielder to cast know direction at will.

Please decide which of you is carrying the arrow.

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I'm dipping my toe into running PFS PbP with the quest Fane of Fangs.

If you are interested please check out the recruitment thread.

Thanks!


1 person marked this as a favorite.

Since this is my first foray into PbP GMing I decided to test the waters with a short Pathfinder Society Quest.

In Fane of Fangs you'll get to play one of four pregenerated characters (listed below) and receive a Pafthfinder Society chronicle sheet for a 4-6th level character with boons but no XP, GP, or PP. As such there is no need to create an alias for the pregen (though when you make gameplay posts, please include the name of your pregen).

Amiri, Unchained Barbarian
Balazar, Unchained Summoner
Merisiel, Unchained Rogue
Sajan, Unchained Monk

Please make a post with which pregenerated character you would like to play. Once all four are taken I'll PM the players and get the game under way.

To make my life easier when I complete your chronicles, please include the following information in your initial recruitment thread post (though if you are currently in a game or expect to apply a GM chronicle before play, hold off putting in the information):

  • Chronicle: What chronicle number this is for the character who will receive credit.
  • Name: (the player) real name (as you have it appear on your chronicle sheets)
  • AKA: Name of the character who will receive credit.
  • Faction: The faction of the character who will receive credit.
  • PFS: # for the character who will receive credit.
  • XP: starting XP for the character who will receive credit.
  • Prestige: Starting prestige for the character who will receive credit.
  • Fame: Starting Fame for the character who will receive credit.
  • Gold: Starting wealth for the character who will receive credit. This should be the total on your previous chronicle. If you want to buy any new stuff... see further on.
  • Day Job: Quests don't grant XP, so no Day Job rolls are allowed
  • Spend (Pregen): If you want to buy anything before the scenario starts with your pregenerated character's money include it here.

Try to hold off actual discussion here until we have one post per character with those details (makes life easy for me when I make the chronicles for you all at the end).

Silver Crusade RPG Superstar 2013 Top 8

1 person marked this as FAQ candidate.

The spirit whisperer archetype says:

Spirit Link wrote:
At 1st level, a spirit whisperer forms a mystical bond with a spirit. The spirit whisperer picks a spirit from the shaman's list of spirits. At 1st level, he gains the spirit ability granted by that spirit. At 8th level, he gains the greater spirit ability granted by that spirit. At 20th level, the spirit whisperer gains the manifestation ability granted by that spirit. He uses his wizard level as his shaman level for determining the effects and the DCs of abilities granted by the spirit. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these abilities.

None of the spirit abilities use Wisdom. They all use Charisma.

This seems like an oversight. Thoughts?

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Last week North Carolina Venture-Lieutenant Mike Welham earned his 4th star! Congratulations Mike, and keep up the great work!

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Warhorn signups are here.

Featuring the multi-table special Legacy of the Stonelords for both normal and core campaigns.

If you would like to see a particular scenario added to the schedule, would like to GM, or have any other questions then please contact michael.eshleman@pathfindersociety.net.

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