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Pathfinder Adventure Path, Maps Subscriber. *** Pathfinder Society GM. 19,702 posts (26,407 including aliases). 5 reviews. 1 list. No wishlists. 16 Organized Play characters. 45 aliases.


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Knickpoint Crest wrote:
** spoiler omitted **...

I am fine with all these spoilers

Each student at the Magaambya belongs to one branch (primary) while also interacting and learning about another (secondary). From time to time, you can add feats, abilities etc by "levelling up" one or both branches. You cannot have your branch level exceed our current character level, and your secondary can never outlevel your primary.

you can choose not to participate with Branches, but it does add some interesting and useful skills/abilities to your PC over time.


It will be played in the common room of the Spire. Knick can enter then.


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Yes, we will get some kind of action eventually. Scene setting and NPC interaction just makes the place feel more real, and gives you something to fight for, as well as some contacts when you need a hand.


Ro and Talene

The sound of Ro’s palms slapping against the uneven cobblestones is punctuated by the frantic, receding patter of small feet. By the time Ro pushes herself up, brushing the grit from her hands and checking for holes in her trousers, the two cutpurses, along with their assembled loot, have vanished into the shifting maze of festival-goers, and the VArisian acrobats have moved on to try their grift somewhere else nearby.

Talene offers a hand to help her friend up, her expression a mix of concern and a stifled giggle. The "master of stolen time" has been momentarily defeated by a rogue piece of local masonry.

Soon the pair continue their trek down toward the harbor, the crowd thinning slightly near the Rusty Dragon. Sitting on a low stool at a makeshift stand cobbled together just for the festival, is the town’s most venerable elder: Madame Mvashti, enveloped in the scent of dried herbs and old parchment. Despite her immense age, her eyes remain sharp, tracking the two women with an intensity that feels like it’s weighing their souls.

She fans out a deck of worn, painted cards, the Harrow, across her lap. The colorful illustrations of The Twin, The Theater, and The Beating seem to shimmer in the midday sun. "The threads of the future are tangling, little birds," Madame Mvashti croaks, her voice like wind through dry leaves. She looks directly at Ro, then at the cleric. "One falls so that another may stand. The Dragon’s belly is full of strangers today, and the stars are shifting. Would you like a reading, if you have a mind? Or do you prefer to walk blindly into what the Swallowtail brings?"


Alrec and Telurion

As Alrec and Telurion turn away from the frosty reception at the White Deer, they make their way toward the heart of Sandpoint's harbor district. The stuffy air of the upper cliffs is quickly replaced by the energetic, salt-sprayed atmosphere of the lower town.

The Rusty Dragon stands as a beacon at the edge of the southern slope, a large two-story structure that looks far more welcoming than the limestone walls they just left behind. Its most striking feature is impossible to miss: a massive, rusted iron dragon which perches precariously atop the roof. Pitted by years of sea air and jagged against the bright festival sky, the beast looks as though it might have flown straight out of one of the "fancy tales" the locals enjoy.

Below the iron guardian, a well-maintained wooden sign sways over the door, mirroring the dragon motif. Unlike the quiet, exclusive atmosphere of their previous stop, the Rusty Dragon practically hums with life.
Near the back of the building, mule-drawn wagon—likely the one Syeira and Oshii recently finished loading—is parked, its barrels of Winterdrop mead secured for tomorrow's feast.

Telurion reaches for the heavy oak handle of the front door, the wood worn smooth by decades of travelers. As the pair pushes inside, the transition from the late-morning sun to the dim, aromatic common room is instantaneous.

The room is mostly empty, but their eyes are immediately drawn to a table near the center. There sits the grizzled veteran, looking unexpectedly polished as he dines with a striking redhead, whose serene presence and elegant green-and-blue robes seem to transform the rough-hewn stablemaster into a different man entirely.

A solitary monk sits a little apart, and a serving girl bustles to get food and drink for the few customers inside just before lunch rush.


Oshii and Syeira

The grizzled veteran lets out a short, dry chuckle as the mud vanishes from his boots. "Davy," he grunts, giving Syeira a nod of genuine, if gruff, appreciation. "Daviren Hosk, but Davy’s fine fer them that don’t track muck inta my stables. An' you, Oshii, if you’re meant t'be a statue, you’re a well-mannered un. My courtesies t'your sensei, Jabyl Sorn. We have some history together."

He pulls out an oak stool, settling his weight on it lightly, and looks up at Syeira. "Bring some light lunch eh? Noodles and what not. And a pitcher of the Winterdrop if it’s settled. I’m expectin’ company."

As Syeira turns toward the kitchen, the front door to the Rusty Dragon opens, admitting a woman whose presence brings a sense of calm to the busy room. Hannah Velerin steps inside, her green-and-blue robes a sharp, elegant contrast to Davy’s salt-stained gear. Davy stands immediately, a gesture of refinement that seems almost alien compared to his usual grumbling. He offers her the seat beside him with practiced grace. "Yer late," he says, though his voice has lost its saw-tooth edge, replaced by a rare warmth.

Hannah offers a serene smile, glancing between the "statue" monk and the sorceress. "And you, Daviren, are being surprisingly social. Have you been behaving yourself, or do I need to apologize to these two for your 'rugged' charms?" She settles into the chair, looking at Syeira with a kind glint in her eyes. "Noodles sounds lovely, dear but also some fresh fruit please. Gozreh’s bounty is always best shared in good company."[/b] She smiles at Davy as she says this last, and its clear there is something between the oddly-matched pair.

If you have been in Sandpoint for any length of time you have heard of Hannah Velerin, a midwife and practitioner of healing arts bent towards herbalism and naturopathy. She is a half-elf and has coppery red hair and a lithe physique. Her eyes are green and smiling and her disposition is sweet and friendly nearly all the time


Good takes on casting NPCs so far! I would say that Daviren Hosk is supposed to be a bit more rugged than old Filch, I am thinking of Tom Berenger for him.

I have a big crush on Olivia Munn, so I think of her anytime Ameiko is mentioned, could be more Tien appearing, I suppose, but I kind of like thinking of it.

More to come!


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Sorry, I don't think I alerted you previously, but I am on Spring Break this week and will be slower than usual with posting/updating. Will be back at the Evil Desk on Sunday evening. Will try to stay somewhat current meantime but no promises.


Noxolo is taken aback at the appearance of Hess. "Whoa! What is that?" she says with obvious surprise and perhaps a mix of intolerance as well. She pauses regathering herself, "I mean who are you?"


Make Athletics check with Guidance, and Aid if you choose to go that route rather than making a direct check.


I am away for Spring Break starting tomorrow. and will be less regular than usual to get posts up. Return on Sunday next week.


Re-reading, Impasha is merely Grabbed, not Restrained. This means she is off-guard and immobilized but can still take attack actions. Any Manipulate action required a DC5 flat check or fail.


Alligator for Breakfast - Round 3

26 Alligator (36hp dmg)
24 Celas (10/16hp remain)
24 Impasha (11/20hp remain, restrained)
17 Bellara
15 Buttercup
9 Elarion (11/14hp remain)
4 Myron (5/16hp remain, diseased]

Holding Impashas fast, the alligator smashes at her with its heavy club-like tail. Impasha is able to get the remains of her shield and armor ready, bracing for impact, and the tail slaps against her armor harmlessly. Unfortunately, the alligator still has another tactic, biting hard on her leg, it rolls like barrel, pulling the unfortunate champion with it. Impasha falls prone, and get another serious wound.

Impasha is at 11/20hp, and prone. She is still grappled as well. All the party is up now, with just the alligator to fight against.

Alligator tail vs Impasha: 1d20 + 12 ⇒ (1) + 12 = 13
Alligator death roll vs Impasha, MAP: 1d20 + 12 - 4 + 2 ⇒ (9) + 12 - 4 + 2 = 19hit
Piercing dmg vs Impasha: 1d10 + 5 ⇒ (3) + 5 = 8


Alligator for Breakfast - Round 2 - concluded

26 Alligator (36hp dmg)
24 Celas (10/16hp remain)
24 Impasha (19/20hp remain, restrained)
17 Bellara
15 Buttercup
14 Red Dire Rat (5hp dmg)
9 Elarion (11/14hp remain)
4 Myron (5/16hp remain, diseased]

Magic spells from both Elarion and Myron blast the remaining rat into pieces, ending the vermin, at least for now.

Celals seems to fight through whatever microbe breeds in the rats mouth, and is not anymore affected than the minor damage he has taken.

End of Round 2


While the rest of the kobolds don't really rally to the Chief, they don't move to block your passage either, they only kind of cooly melt to the sides to allow you to pass. You notice Meepo goes to his brood, shrugging at your glances; he is choosing to keep his family safe rather than take on Tartuk directly. The chief however, seems more determined than you ahve seen him. He motions you slowly forward.

As you move to the south, he points down a narrow tunnel. "Tartuk that way. Have dragon guards loyal to him. Maybe 4 maybe 5. You go, and kill all of them. Tartuk the purple one, not Sootscale. Usurper!" The chief stands back, and Scarlet at the front can see at least one large kobold down the hallway, seemingly standing watch.

Map has been updated. What is your move? If you choose to attack or take direct actions, please roll initiative.


I will be away on Spring Break starting tomorrow through Sunday next week. I will bring my laptop, so can post during that interval but likely not very regularly. I will NOT bring my materials, so if we hit new territory, we may have to pause until I get back at the Evil Desk.


Goblin Dog Kennel - Round 2

Inspire Courage active +1 to attack and damage

20 Grod
17 Ari (6/21hp remain, -2 dmg CHA and DEX)
17 Garen
14 Izzy
8 Tot
6 Yellow Goblin Dog (4hp dmg)
6 Green Goblin Dog

Grod's next attack misses the dog, but his axe drives deep into the hard-packed earth instead.

Ari feels the itching and burning of the goblin dogs' dander on his eyes and skin. The irritation makes his face and arms swell and limits his mobility somewhat. Ari takes 2 dmg to CHA and DEX for one day Soldiering on, he tries to point out a target for Tot but the message is garbled as he sneezes in the middle. His own attack against Yellow seems to miss, but he guides it with supreme concentration and barely scores a minor wound on Yellow.

Throwing her magically-returning blade into the scrum, Izzy hits Red Dog dropping it from the fight, her blade returning to her hand neatly.

Garen hits Blue with a minor wound, but it's enough to take it from the fight.

Ability damage for Ari. Two dogs down, two to go. Tot is up before the remaining dogs get to act.


I am away for Spring Break starting tomorrow AM through Sunday next week. I will take my laptop and can post, but may not be regular. I will likely not take my source books etc, so there may be a hard stop if we get into unexplored territory.


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I am away for Spring Break starting tomorrow AM through Sunday next week. I will take my laptop and can post, but may not be regular. I wll like not take my source books etc, so there may be a hard stop if we get into unexplored territory.


I am away for Spring Break starting tomorrow AM through Sunday next week. I will take my laptop and can post, but may not be regular. I wll like not take my source books etc, so there may be a hard stop if we get into unexplored territory.


"I think I can stand," says the poor man, his eyes still mostly unfocused. "I can't do much else," he says simply.

Alpha examines his legs and find evidence of multiple large sized injections, and even a a few sutured sites that apparently were open surgeries or similar. Perhaps more concerning is the vacant expression, still demeanor, and puzzled looks he gives you. It's clear that while his legs have been visibly damaged, his mind has also been altered in not so visible but probably more damaging ways.

Khonnir has taken significant DEX and INT damage and is barely a shell of his former self. He can move (clumsily) but he cannot cast spells, use magic devices, or cogitate on much.

Medicine: 1d20 + 11 ⇒ (9) + 11 = 20


Androffan is fine as a added language, assuming you learned it from prior scavenging of tech from other locations in Numeria. Honestly the timeline for this game is a little off since its Pf1 story set in PF2 world. The lore tells us that Iron Gods is set in 4714-15. So no less than 108 years after the Age of Lost Omens began in 4606. Possible a dwarf could still be in his prime if born before that...

Iron Gods starts in Arodus (August) so it is summer now. We random roll for what date....

Current Date: 1d31 ⇒ 28


Bahir Steele wrote:
DM DoctorEvil wrote:
Bahir Steele wrote:

Bahir Level 3

* HP 34 to 50
* Feat: Toughness
* Skill Increase: Athletics to Expert (+11)
* Epithet Skill: Technology Lore (+5)
* Root Epithet: The Radiant
Leaders must live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Think you still have one skill feat to choose if you wish.
I believe The Radiant gave me diplomacy which I already had... so I chose LORE: Technology as the replacement skill feat. Is this acceptable?

what I show missing is a Skill Feat, not a skill point


No harm in trying again, unless you break something or hurt yourself.

Trying to search the revolving door while its still stable, Printhello cannot find a switch, lever, or other mechanism to stop the revolutions, and perhaps allow the door to be opened.

Secret Checks:

Prin Perception: 1d20 + 5 ⇒ (7) + 5 = 12


* _ Drake _ * wrote:

HeroForge mini of my PC Still have to think of name for him.

Pathbuilder character sheet

** spoiler omitted **

Working on the route he typically takes between traveling from Torch to other trading posts/towns and areas he scrounges for stuff (such as in the western river bank of the Sellen River south of Scrapwall and the small trade city of Hajoth Hakados).

Looks good so far. LMK when you have a name and a language.


* _ Drake _ * wrote:

@GM: Is it okay to use PF1E aging for dwarves becoming adults instead of the shorter timespan that PF2E gave them?

Which in-game year did the campaign start year? How many in-game months have passsed so far since the campaign started?

No date set. Not much time has passed, perhaps 3 days. Does it matter?

Stick with PF2 rules please.


* _ Drake _ * wrote:

ancestry: dwarf

heritage: strong-blooded dwarf
Lv 1 ancestry feat: unburdened iron

background: scavenger (Survival, Torch Lore, Forager skill feat)
class: guardian
Lv 1 class feat: Long-Distance Taunt (120 feet instead of 30 feet)

Lv 2 class feat: scrounger dedication
lv 2 skill feat: Hefty Hauler

Lv 3 skill increase: Crafting (T => E)
Lv 3 general feat: Ancestry Paragon ==> Dwarven Doughtiness

Languages: Common, Dwarven, Kellid, (one more to choose)

Any suggestions for his last language slot?

The languge for Kellid people is Hallit, not sure why Kelish is Qadiran tongue, so some confusion. Tracking with the rest of your build so far.


Alpha-47 wrote:

I was goingt o split my focus a bit more between magical/technological crafting and healing, but we've been taking a clobbering so I'll be re-prioritizing healing for now.

Alpha-47 level 3
hp 26 to 35
feat: continual recovery
skill: medicine to expert +11
second cleric doctrine: fortitude save goes to expert

initial second level spells is noise blast and revealing light

this looks good to go.


Bahir Steele wrote:

Bahir Level 3

* HP 34 to 50
* Feat: Toughness
* Skill Increase: Athletics to Expert (+11)
* Epithet Skill: Technology Lore (+5)
* Root Epithet: The Radiant
Leaders must live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Think you still have one skill feat to choose if you wish.


Seoli Snowtale wrote:

Seoli level 3

Max HP: 30 -> 41
Skill Increase: Athletics (Trained -> Expert)
General Feat: Powerful Leap
Incredible Movement: Seoli has a +10 status bonus to Speed while not wearing armor.
Mystic Strikes: Seoli's unarmed attacks are magical, allowing them to ignore resistances to non-magic attacks.

Got it. Seoli is good to go for level 3.


One of things we can do in Discussion is cast the NPCs with actual actors and actresses based on the descriptions given. Want to play?

Any thoughts for Garridan the proprietor of the White Deer? What about Davy Hosk? Or maybe Bethana the scolding halfling?

Bonus points for pictures...


oblin Dog Kennel - Round 1 - concluded

Inspire Courage active +1 to attack and damage

20 Grod
17 Ari (6/21hp remain, needs DC12 Fort x2)
17 Garen
14 Izzy

13 Red Goblin Dog (7hp dmg)
10 Blue Goblin Dog (5hp dmg)
8 Tot
6 Yellow Goblin Dog
6 Green Goblin Dog

Garen attacks the dog who moved next to him, scoring a wound, but not killing it.

Tot, on the other hand, mows down the dog nearest her, saving Ari from being flanked by the pack.

Yellow dog bites at Ari who is in the middle of the scrum, while Green steps forward and unwisely chooses to attack Grod. Yellow hurts Ari, who is some trouble now and the dog dander starts to spread around him. Grod avoids any damage rather easily.

End of Round 1

Ari hit again for 6hp dmg is left with 6hp He also needs TWO DC12 Fort saves vs disease now. Top of the order is up, which his really everyone by Tot.

Yellow dog bite vs Ari: 1d20 + 2 ⇒ (18) + 2 = 20 hit
Green dog bite: 1d20 + 2 ⇒ (10) + 2 = 12
Piercing dmg to Ari: 1d6 + 3 ⇒ (3) + 3 = 6


The black card when swiped against the locking mechanism, opens it with a soft hiss. Inside, is a bit of a macabre sight. Sitting on the floor of the chamber, with rather hideous looking scars covering his legs, is a dazed human man with long dark hair, and a sculpted jawline that is now covered with a week or more's wort of stubble. His eyes are unfocused and he just screams unintelligibly as he was doing when he was locked inside. He does not seem aware, at first, to the change in status.

Slowly, especially if you touch or move him, his eyes focus for a moment, and lucidity barely returns. "I don't remember my name," he says slowly and with some difficulty, "But I recognize you as friends. Help me out of this place for the god's sake!"

Though he appears to have been physically compromised from the scarring on his legs, and his once-sharp mind is clearly slowed, it appears you have found the target of your searching. Despite the clear challenges he has, this is Khonnir Baine!

And with that, you may all take a level up to Level 3! Post your updates and selections in the Discussion so I can track them with you.


Talene Minly wrote:

Ro and Talene

Slightly embarrassed Tal simply takes on a stern look and allows Ro to mete out whatever "justice" she would on those who, truth be told, aren't much different than perhaps Ro was just a few short years ago!

waiting to see what Ro wants to do with this vagabonds before updating.


Telurion and Alrec

As the boys trudge down the hill toward the harbor, the refined, somewhat rude dismissal from the White Deer is quickly forgotten as the sounds of the festival shift from "stuffy" to "spirited." As Telurion and Alrec trudge toward the harbor, the rhythmic jingle of bells, Varisian drinking songs, and a chorus of bright laughter cut through the midday heat.

Rounding the corner near Savah's Armory, the two travelers find their path momentarily blocked by a flatbed wagon draped in translucent silks of violet and rose. The air in front of the weary travelers is filled with scents of jasmine, rosewater, and expensive Varisian perfume.

A group of provocative women from The Pixie’s Kitten (from the sign on the wagon) are perched atop the dray, tossing colorful ribbons and blowing kisses to the crowd. At the center is a striking woman with cascading dark curls and a smile that suggests she knows exactly what you’re thinking even before you do.

"Easy there, boys!" she calls out, signaling the driver to slow the horses. Her eyes dance over Telurion’s heavy armor and Alrec’s bow. "You two look like you've been carrying the weight of the world on your shoulders. It’s a festival! That much tension is bad for the soul."

Another girl, draped in shimmering scarves and not much else, leans over the side of the cart, dangling a silk favor toward Alrec. "The White Deer is for people who like to sit still and be bored. But if you’re looking for a bit of magic and a drink that doesn't taste like duty... follow the pink lanterns tonight."

The leader of the troupe winks at Telurion, her voice a playful purr. "Tell me, Sir Knight—does that big weapon come with a man who knows how to use it, or is it just for show? We’re drumming up a bit of life for the evening festivities. You look like you could use a reason to smile."

She doesn't wait for a formal answer, blowing a handful of shimmering glitter toward them that catches in Telurion’s beard.

"Don't spend all your coin in one place,"she laughs as the wagon begins to roll again. "Ameiko's may have the food, but Mistress Kaye has the hospitality. We'll be waiting!"


Syeira and Oshii

Syeira is back to scullery duty, while Oshii waits in the mostly empty public room of the Rusty Dragon. The initiate monk does some simple meditation to pass the time. She is in the middle of thinking of herself as a tree, as the Master of Masters instructs, when the door to the Rusty Dragon swings open with a heavy thud, letting in a gust of briny air and the faint, copper scent of cured leather.

A grizzled human man steps inside, his boots caked with the dust of the Northgate woods. He doesn't look like a man here for the festival; he looks like a man who just finished a long day of making sure the town's horses don't get spooked by "goblin-stench." He ignores the colorful decorations, his eyes scanning the common room with the narrowed focus of a ranger looking for a tracks in the mud. They land on Oshii, sitting in her meditative silence.

The rugged man grunts, a sound that's more gravel than vocal cord, and tramps over toward the table. He stops a few feet away, hooking a thumb into his belt, right next to a particularly weathered, salt-preserved goblin ear. The hilt of a well-used hunting knife rests next to the macabre trophy.

"Ameiko’s lettin' jist 'bout anyun take up space today, ain't she?" he rasps, his voice like a saw blade hitting a knot in oak. He tilts his head, squinting at the monk's attire and poised stillness as if she were a strange new breed of animal he hadn't yet decided how to stable. "I seen Varisian wanderers, Shoanti warriors, an' even them Taldan 'knights' who cain't tell a palfrey from a pack mule..." He leans in slightly, his grizzled face a map of scars and sun-damage.

"But you... what'r you suppose t'be? Some kinda statue what eats lunch?"

Syeira walks in just then carrying a box full of clean mugs and cups for the bar. She recognizes the man, Daviren Hosk, the hostler of the local stable, Goblin Squash Stables by name that Ameiko has a boarding agreement with. He is a known grump but is well-respected for his many years as a ranger and outdoorsman in the area, who kept the region safe from goblins, among other things.


DM DoctorEvil wrote:
May pause Oshii and Syeira at least until another group enters the Rusty Dragon.

I actually have some interaction for you until the others arrive.


Alligator for Breakfast - Round 2 - continued

26 Alligator (36hp dmg)
24 Celas (10/16hp remain, needs Fort save)
24 Impasha (19/20hp remain, restrained)
17 Bellara
15 Buttercup
14 Red Dire Rat (5hp dmg)
9 Elarion (11/14hp remain)
4 Myron (5/16hp remain, diseased]

Bellara leaps down from the wooden pier, and stabs at the alligator, scoring one hit for mild damage.

Somehow still alive, the dire rat launches itself at Celas. It's feral gnashing teeth pierce his flesh painfully once, and the disease it carries can be spread to the rogue.

Celas takes 6hp dmg is at 10/16hp remaining and needs a Fort save vs Disease. Elarion and Myron are up to end the round.

Dire Rat bite vs Celas: 1d20 + 7 ⇒ (15) + 7 = 22
Dire Rat bite vs Celas, MAP: 1d20 + 3 ⇒ (13) + 3 = 16 miss barely
Piercing dmg vs Celas: 1d6 + 1 ⇒ (5) + 1 = 6


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I was going to pause for the other two to join us before we move forward to the board game scene, if that's ok.


Hess Grimlock wrote:

Here is the first swing at scranford's Goblin Barbarian. I won't update the profile till selection.

Hess Grimlock

Hess is fine to join. I have some questions that Pathbuilder doesn't answer (at least that I can find).

1. What primary and secondary branches do you choose? This is part of the SoT build and likely not on Pathbuilder. Do you know the choices?

2. if you picked Snare Crafting, you get 4 types of snares to choose. I can't see if you picked them.

3. I saw the learned cantrips but not what's in your wizard spellbook. You should have two more at outset, plus one free cantrip learned at initiation.

4. You have up to 70gp to spend so you can gear up a little more if you want.

5. What's the brief backstory? have you been at Magaambya all this time just in the backgroud, or did you just arrive mid-term like Knick? Why?


Hess Grimlock wrote:

Working on Hess Grimlock. Not sure of ancestry yet... but will play a melee character of some sort with the Druid Archetype. Just reusing an old alias as a placeholder.

Thoughts on an Awakened Animal???

Not a fan of Awakened Animal but am allowing uncommon ancestries in this game given the nature of the school.


* _ Drake _ * wrote:
I am still making Fortitude saves to stave off sickened condition getting worse. Not sure if it is a 24 hour or longer bug I caught.

I am bit under the weather myself today. Hope you feel better soon.


Knickpoint Crest wrote:

A week or two before the current school year started, Teacher Ot had traveled to the mistbreath azarketi village Knickpoint is from, to escort Knickpoint to the school.

For players who are familiar with the Mwangi Expanse map:

The mistbreath azarketi village (homebrewed, not Paizo canon) is located on Kurka River (a tributary river of the Vanji River southeast of Nantambu) and is about halfway between the mouth of the Kurka River and Brimstone Falls.

** spoiler omitted **

[spoiler=Knickpoint's Gear (for GM...

This all looks fine to me.


Telurion and Alrec

The enticing aroma of roasting venison leads them straight to the veranda of the White Deer, but the welcome is significantly colder than the hearth. As they step toward the entrance, a tall, powerfully built Shoanti man with a stern tattooed face and impeccably clean apron steps out, effectively barring the door.

Garridan Viskalai, the proprietor, looks them up and down, his gaze lingering on Telurion’s bramble-tangled beard and the road-grime caked onto Alrec’s leather armor. He doesn't look angry, just profoundly unimpressed.

"The White Deer is at capacity for the festival," Garridan says, his voice as flat as a whetstone. "And even if we had a spare cot, I suspect our current guests, merchants and Cathedral donors, would find your... 'rugged' aesthetic a bit distracting from their meal."

He ignores any protest with a dismissive wave of a calloused hand, pointing a finger down the southern slope toward the harbor.

"If you’re looking for a place where looking like a vagabond is considered a professional qualification, head down to the Rusty Dragon. Ameiko Kaijitsu has a soft spot for aimless cutpurses and adventurers of questionable moral standing. You’ll fit right in there. Just tell her Garridan sent you so she knows who to blame for the smell."

With a final, sharp nod, the innkeeper retreats inside, leaving the two travelers standing on the porch with the smell of the venison they won't be eating today.


Ro and Talene

Talene's plan was elegant in theory, but the reality of a Sandpoint festival crowd is far more chaotic. As she begins the delicate somatic gestures for her spell, a stray elbow from a passing reveler sends her staggering. The "scene" she makes recovering from the hard hit is enough to spook the young cutpurses, who bolt like startled rabbits—straight into the waiting arms of the "master of stolen time".

Ro doesn't even look up from her pursuit of the clothing stall as her hands lash out, snagging both boys by their rough linen collars.

She glances over at Talene with a wry smirk as her friend recovers from the stumble. Ro tightens her grip, making sure the boys understand that while she might be thrifty, she isn't someone who lets a fellow professional (no matter how amateur) get away with sloppy work on her watch.

Ro can decide what do to with them quickly. She can make a grapple attempt (Athletics vs their Fort) to hold them for real, try to take their hard-earned loot for herself or simply scold them and let them go -- among other things

Secret Checks:

Talene: 1d20 + 4 ⇒ (7) + 4 = 11
Ro: 1d20 + 7 ⇒ (11) + 7 = 18


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May pause Oshii and Syeira at least until another group enters the Rusty Dragon.


Knickpoint Crest wrote:

I have a seed of an idea of why Knick joined mid-term.

How many in-game months have passed since the initial PCs had their orientation?

3 or 4 months have passed. almost the end of the first semester really though much of that was downtime.


Velas' kobold diction leaves much to be desired, and the small lizardkin only start at him blankly. When Quintessa speaks they lean in, shifting their eyes between her and the Chief who stands with her. By the end of her speech, Quintessa knows she doesn't have them exactly but she feels they not impede the group's progress to Tartuk's lair either. With a grunt Chief Sootscale motions you forward.

Any other means to impress or sway the crowd here?


i never remember, and this story doesn't have natural breaks like the usual aP to remind me. You can all take one Hero Point.


Shaka Uno wrote:
I might be interested in Strength of Thousands if you're not tired of me!!!

Feel free to discuss over on that thread.

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