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662 posts. Alias of LastNameOnEarth.


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I think if I was going to run something, I'd stick with a module. After trying this for a few years now, I don't think that PbP is a format well suited to trying something as long and involved as an Adventure Path. I've seen a couple span two chapters, perhaps, but the majority seem to die on the vine before finishing even one. With modules, they are short enough to be able to see their completion in the future, and see them through to the end. I've run one module through completely on here in the past, and all in all, I have to say it was much easier and more enjoyable than running an adventure path. With adventure paths, even in a regular real life game, a path may take a year or even two to complete; a significant amount of time to play, and a long span to remember all the subtle hints and metaplot tid-bits that are dropped along the way. With a PbP game, they seem to average a year or more per chapter, meaning that any metaplot hints will be spread out so far that only the most pedantic or eidetically inclined players would have even a chance of retaining it.


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Well, it appears no one else is going to chime in. Hmm. I am wondering what I should do, start something new with those here, recruit a few extra, or perhaps just take a bit of time off from the boards in general. Thoughts?


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Anyone else from the game out there? It has been a while, but if no one chimes in, then it also sends us a pretty clear signal.


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I think I'm ready to get this game going again, but obviously it becomes important to gauge the interest of the players involved. Honestly, Muqaq stepping out is quite a blow, as he was Almah's chosen representative, and has been the team's leader since almost the beginning. It is entirely understandable that he chose to do so, but it sucks nonetheless.

I have enjoyed this game a great deal, but I also have mixed feelings about it as well, as it has dragged on for some time, and has had more than its share of slow spots. I would almost consider taking a fresh start on things to be a viable alternative; new game, new characters, with all of the present players having a guaranteed spot, of course.

I am not dead set on any particular path, and thought I would check in with you and find out your feelings.


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Thanks for letting me know. Gruthic, are you there, or are you waiting for more information on how your eyes are doing?

To be honest, I'm not sure how the eyes should work out... The creature description just says blinded when hit by the venom, but there is no mention of duration. The only comparison I can think of is the Blindness/Deafness spell, which is of course permanent. Blindness must be counteracted by a Remove Blindness spell. Unless there is anything else to go by, that may have to be the assumption.


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Thanks for the head's up.


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Gruthic backs out of the building, suffering only a few minor trips, fortunately. Once out, he finds a water bottle being forced into his groping hand. Upending the water into his eyes and face, he feels some blessed lessening of the burning pain. However, the modest waterskin was much too small to wash away everything, and the numbing blindness remains.

Others, keeping their eyes aimed on the entrance to the partially collapsed slave market, can see no sign of the serpent within the darkened space within. It did not follow him.


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Is this a readied action? The snake had not yet emerged from the building.


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The spray of venom lances towards the approaching dwarf, timing things to catch him just as he peaks out from behind his massive shield, in order to gauge the position of the behemoth snake. The liquid hits his face simultaneously as a spray and a mist, leaking in around his helmet, and catching him full in the eyes. The world instantly becomes a blur to the advancing dwarf, what was at first a smear of light, supplemented by the black and white details of his darkvision, now transforms to nothing more than an occasional glob of light, and searing searing pain.

Those outside the building hear Gruthic cry out in alarm, and then only silence.

Gruthic? You are Blinded. Any immediate actions? Same question for everyone else. If you stand fast for now, let me know that as well.


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Venturing into to the darkness, Gruthic once again catches sight of the enormous black scaled reptile. Given the steady clank he makes as he moves, he is not surprised to see the dinner-plate sized disks of the thing's eyes open and staring back at him. As he moves closer, it moves with him, rising into an upright stance. It's neck thins and spreads, forming into a wide, threatening hood. Beginning to hiss as Gruthic fails to move away, it makes a few threatening dashes, darting it's mouth and neck forward as if to bite, bit never actually coming close enough to reach or be reached by the defensive dwarf.

Finally having had enough, as though deciding the intruder is not going to withdraw based on just threats alone, the monster opens its maw wide and sends a stream of liquid squirting from its mouth, flying at the dwarf.

Touch attack: 1d20 + 8 ⇒ (20) + 8 = 28

The liquid splashes across his front, skimming the upper edge of his shield and the face of his armour. Like all spitting cobras, he was aiming for the eyes, and if Gruthic could see him, it could see Gruthic.

Gruthic, roll a Reflex save to shield your eyes, followed by a Fortitude save against the poison.


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Map is up.

Link

Please take a moment to place yourselves.

The slave market appears just as it did before, mostly burned out, and partially collapsed. The main methods of access to the building would appear to be what is left of the main doors, located on either end of the building. In addition, one corner has mostly collapsed, leaving a few dark spaces between the rocks that might be large enough for a person of small stature to maneuver through. While the black scorching of the ancient fire mars much of the building, inside and out, it appears that what remains is mostly brick, as very little of the original supporting wood survived the fire.


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So, where am I? Mostly justly feeling depressed, overworked, and a bit burnt out. Every time I turn my attention to the game, I just feel too tapped out to do any work on it. It is tough, because it is something I usually really enjoy, but at some point it has entered into a phase of feeling like work. I don't think it will last forever, but I don't know when I will be back to fighting form. I'm not the quitting type, so let me know if you are interested in continuing on at a slow pace, for the time being, with the hope that things will pick up in a bit once a few current stresses in my life ease up. Thoughts?


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It IS a good question, and one I hadn't thought of. I'd forgotten about the phylactery. This is one of those questions where I would imagine many GM might say dealing with evil creatures is an evil act, but I disagree. Negotiating and dealing with evil creatures is a controversial topic, and I've been on the other side of the question before too.

I had a game a couple years back where my Paladin negotiated a peaceful settlement with a group of kobolds, rather than wiping them out, which I imagine is what the module expected. It was actually the other players in my group that felt I had violated the Paladin's code with that action, and should therefore lose my powers. I was able to sway the GM to my way of thinking, but it required a lengthy discussion.

I tend to view evil creatures as things that are both tempted and socialized towards evil actions and ways of thinking, but still able to control their actions, particularly if they are intelligent. Only supernaturally evil creatures such as devils and demons are truly evil through and through, and even then, some might still stick to their word (the lawful ones). To my way of thinking, avoiding bloodshed and attempting to live with others in harmony is a act of good, and shouldn't therefore be counted against anyone acting on behalf of a good deity. This goes doubly so in regards to Sarenrae, being that she is the goddess of redemption.

Pathfinder Wiki wrote:
Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be.

As it happens, in this case we have a clear indication of Sarenrae's views on this type of situation, in the form of the forth law of the Paladin of Sarenrae's code:

Paladin of Sarenrae's code; (Champions of Purity) wrote:

"Be as a caring parent or sibling to all in need. Help heal the sick and lift the fallen. Be a guiding light into the darkest hearts and lands"

1. Heal those that ask for it regardless of if they can pay.
2. Mercy must be granted to those that ask for it or request asylum
3. Help those that can't help themselves. Tithe 15% (money earned only. Gear not counted)

"Only respond to violence in kind with swift metal and scorching light"
4. Don't initiate combat if another path seems open
5. Actively seek out and destroy any cult of Rovagug.
6. Destroy any mindless undead, Demons, Daemons, and any irredemable fiend as they are beyond redemption.

"Each new day brings hope and renewed opportunity. One must not let darkness into your life"
7. Can't knowingly tell a lie
8. Can't knowingly use poison
9. Must never own a slave, and must do your best to free those in bondage.

"May the strength of the sun guide you through the fog of mortal words."
10. A paladin must respect the laws of the land he/she knows are just (fair and good). Whenever in doubt, especially when travelling abroad, it is the spirit of the Law that must be followed, if ever the letter is corrupted or unknown.

My ruling would be that the phylactery would show no alarm at your proposed actions.


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"Oh, you follow the Dawnflower! How quaint! One of her little sun-buds are you, hmm? Yes, well, I can tell you that I have never killed a human since coming to dwell within the bounds of this city, none in a score of years for that matter, and none at all that didn't deserve it for one reason or another. I've no interest in what the gnolls have been doing, and paid them no mind. It was not until Kardswaan came that they even gathered the courage to address me. In that, we've got no qualms, and none of what your lot consider 'crimes to be answered for.' I think we could get along just fine. As for what I want? My brews are what are most important to me. A great brewmaster am I, and I am gradually uncovering all the secrets I might need to be all the greater. However, for my next experiments, I need something hard to harvest. Not hard to find mind you, since it happens to have a convenient source just down the lane; it may just have ideas about ending up in my pot. In a building, just across the stream, in what was once the nobly accounted slave market, there dwells a serpent, legless and foul. Bring me the snake’s head for my stew,” she says with a crooked-toothed grin, “and I’ll betray my lover for you!”


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You can probably convey a lot by non-verbal communication when doing some group planning, but keep in mind that she is watching you all very carefully. And you are not telepathic...


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GM Roll:
1d20 + 6 ⇒ (11) + 6 = 17

The Harpy looks at the party, watching their momentary silence. As the team cannot help but glance at each other for guidance, see seems to notice and log every glance.

"Ahh, so that's how it is, hmmm? And you're afraid I will stand in your way. Understandable, but we needn't be enemies, necessarily. You want to defeat Kardswaan and drive the gnolls from Kelmarane, right? Well perhaps we could come to an understanding. You are skilled warriors, no doubt. You have paved the roads leading to the high hill with more blood than they have seen since the slaughter some 20 years past. It is impressive. Yes; most impressive. Perhaps you can even defeat my new lover. He makes me feel, to be sure; he provokes passions I have not felt since times long past. But he is my lover by presumption, and arrogance has its costs, even to one such as him; He who fancies himself half a god! If you might perhaps do a favour for me, then perhaps I could see to give you that which you need to defeat him. What do you think? Might we be allies?"


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"What is he, young one? He is a storm; he is the lightning and the howling wind. He is that which will grind the desert and the stone to dust, and chase it on the breeze. Tell me, newcomers; why are you here? What would you have of my imperious lover?"

The harpy's bird like eyes gaze out from her hag-like face, seeking out the eyes of each of her visitors in turn, as if probing them for their thoughts and motivations.


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The strange creature stands straighter, arching her back in such a fashion as makes it all the harder for the young paladin to find a place he feels comfortable casting his gaze. ”What has made it so much more interesting? Why the arrival of Kardswann of course. When he arrived, he shattered the peaceful routine we had established here. The gnolls are filthy dogs, no doubt, but he had an understanding, you see; they leave me alone, and I don’t cook them into something vile within one of my cauldrons!” At this she breaks in to cackling laughter. ”Kardswann marched in to their den, and demanding the right to challenge their chief for the right to lead their pack. They laughed at him! And why should they not? He was not a gnoll, he had no right to challenge for leadership of the pack. Their chief set his dogs upon him; those who go on two legs as well as four. Kardswann made his way through them with no trouble, seizing the chief and tearing the life from his body. After that, none of them has even dared to challenge his rule. Kardswann made the pack his own, and Kelmarane the seat of his power, though I suspect his aims lie far further afield than this fly speck of a village. Of course, being the most powerful creature in these deserts, he deserved only the finest lover.” She runs a hand down her side, tracing her figure with her clawed hand and gnarled fingers. ”He is a powerful man, and a powerful lover; do you think any of you has the might to displace him and take what is his?” She continues to pose and look suggestively at each of the men in the group, spending the greatest time and effort upon those with obvious strength of arms and physique, such as Seif. ”Or, does one of you think to sample his treaters under his nose? What do you think, will he be the jealous type? I think I am curious to find out myself…”


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Holy crap! It's been how long?

So, sorry for the unexplained absence. I've been going full throttle at work and at home in order to get ready for a trip. I'm sure some of you can relate; I work in the sort of place where I have no coverage for my job, so I have to do as much work in advance as I can to get ready for my absence (and then probably do twice as much in order to catch up after I get back, as well). My apologies for the lack of movement, I really thought it had just been a couple of days or so, I was really surprised to see it had been a week.

I am leaving for Iceland today, and then on to Denmark later in the week. I have wifi everywhere I am going, but I have no idea what the reception will like, or how much time I will have. I will try to move things as much as I can, whenever I get the chance. I'll have the PDF of the modules along with me, so as long as I have time, I should be able to post. I'm back in Canada (home) on May 30th, and back to work June 2nd, but of course I'm not sure how busy I'll be then either. Things may go slowly for the next few weeks, but rest assured, they will proceed.

Thanks for your patience, and as always, all the fun in gaming.

DM Stormwind


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The harpy laughs at Muqaq's question, and prepares to answer, but not before giving the blushing young Paladin a wink.

"Associated? Kind of hard not to be associated with someone living so close by. And association can be interpreted pretty generally. One could say that you are associated with them, given how you've been killing so many of them over the last few days," she shrugs her shoulders casually. Both the laughter and her other motions cause distracting movements upon her naked upper torso. "So yes, I am associated with them to one degree or another, for better or worse, but then also no, for I've lived here for a few years longer than those beasts. They generally stayed out my way until just recently. It's only been lately that the interactions have actually grown interesting."


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She is speaking in normal tones; her voice would not carry outside the building.


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The door to the old tannery is unlocked, allowing Gruthic to slip in without any trouble.

Bad Guy roll: 1d20 + 9 ⇒ (6) + 9 = 15

Amidst an array of boiling cauldrons, and small pots boiling over a wide variety of small stoves and fires, stands a hideous, feral looking woman, but with ragged feathered wings extending from her back. She is nude, and while her face is hard to linger on for any amount of time, her body is incongruously comely, with smoothness of skin and fullness of bosom that speak of youth and vitality. Below the waist, her skin fades away into more ragged feathers, as bird-like legs take over from otherwise human anatomy, ending in leathery betaloned gripping feet.

She looks up at the intruding dwarf without apparent alarm, and smiles, revealing yellowed, predatory teeth.

"Well hello there, friend. I was not expecting visitors, but I must say, the sight of you is not unwelcome. A man is always welcome in Undrella's home; and what a man... I must say, I've always had a curiosity about dwarves; so much masculinity compressed into such a compact package. Tell me master dwarf, what is your name, and what brings you to call on this poor, lonely maid?" Each phrase is uttered breathily, as though she thinks that by tone alone she can seduce you.


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As the team moves out towards the next building B7, the only other structure on this side of the river, in addition to the mill, a few features become evident. The large building is mostly intact, and sports a solid roof that while not exactly proof against leaks, does not look soon prone to collapse. Numerous colourful pits are cut into the ground, all around the structure, measuring a few feet square perhaps two feet deep on average. Those native to the area, as well as those familiar with the production of leather from their own crafting talents with armour or the like, recognize this as what would have been the village tannery.

Tanning pits

When the village was occupied, hides would have been soaked in these pits along with urine, other acids, and the colours of the dye that the tanner wished for the leather to take on. While the liquids have long since evaporated, the colours remained, hardening, and colouring each pit permanently of the last shade used within.

As you draw near to the structure, odd smells waft near on the air, foul smells of something boiling, and wisps of smoke escape the chimney. Whatever is contained within, it appears that there has been activity here recently, and the structure may even have someone still within.


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The next building on Muqaq's search plan is a mill B6. The wheel of this roofless mill still turns with the flow of the river, but it does not appear that the machinery is engaged, for the wheel just spins without resistance. Again Gruthic enters the structure alone in order to scout for threats. Within a moment he signals for the rest of the team to follow, for there appears to be nothing living here.

The interior of the structure is a mess. Mud cakes most of the ground, and a mess of both feathers and fur can be found. The nest or den of some creature most certainly existed here, and from the mix of detritus, it soon becomes clear that this must have been where the peryton dwelt when not searching the skies. Slivers of crushed bone abound, much of it bearing cuts like those from a sword or axe, so it seems it was fed by the gnolls, rather than needing to hunt much for its own needs.

A search of the area turns up a few pieces of mundane gear, such as scraps of rope, a soiled bedroll, a shredded pack that likely once contained foodstuffs, but now has only a few pots tied to it, all of which are sound however.

Perception Checks:

Akhom: 1d20 + 2 ⇒ (6) + 2 = 8
Gruthic: 1d20 + 8 ⇒ (19) + 8 = 27
Muqaq: 1d20 - 1 ⇒ (15) - 1 = 14
N'Dateh: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Seif: 1d20 + 1 ⇒ (18) + 1 = 19
Xanyon: 1d20 + 6 ⇒ (6) + 6 = 12

It is Seif who turns up a blade, a longsword still in its sheath, though the length of the same is caked with mud and scat. Pulling the blade free however shows a blade of remarkable quality. If checked for magic, it shines with just such an aura.

Spellcraft DC 20:
+1 Longsword

Though it appears little else might be present, Gruthic's keen eye catches a glint of something else. Caked in the mud, he finds a small golden ring. It too appears to be magical.

Spellcraft DC 17:
Ring of Jumping


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Seif-al-Din ibn-Subhi wrote:
"If the snake is currently sessile, we should leave it be. The Gnolls are our primary concern; we can come back for the snake later."

Congrats Seif. I have a pretty expansive vocabulary, and I can't even remember the last time I had to look up a word, but I'm pretty sure it was years ago. This is one that I am not sure I have ever even heard or read before. Interesting.

Dictionary.com wrote:

ses·sile

ˈsesəl,-īl
adjective BIOLOGY
1.(of an organism, e.g., a barnacle) fixed in one place; immobile.


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Moving slowly, very slowly, Gruthic backs his way out of the building. Each step brings with it the urge to turn and bolt, but in the intellectual part of his mind he knows this would be the worst thing to do. However, the animalistic urge to run is hard to ignore. After what feels like an eternity, Gruthic feels sunlight on the back of his neck. One more step out and to the side, and he is safe; the snake has not followed.

Such creatures eat rarely, and conserve energy between meals by sleeping most of the time. It seems this one was not particularly hungry, at least not right at this moment.


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Make a Handle Animal or Diplomacy (via Wild Empathy, if you have it) to appear non-threatening to the animal.


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Nope. Gruthic went inside quietly just a few seconds ago. There has been no sign or sound to indicate anything unusual.


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Moving into the dark interior of the ruined slave market building, Gruthic is greeted by a variety of chilling sights; piles of chains here and there, rotted ropes and whip and prods, and even a length of chain, still connected to the ankles of skeletons, partially covered in rubble. It would seem that when the building burned, some of the slaves were abandoned here, unable to run due their bindings, and died as a result. Whether the fire killed them, the smoke, or the collapsing roof is unclear, but what is evident is that no one came to help them, either during the crisis, or after.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21
His darkvision enabling him to see within the shadowy enclave, Gruthic at first sees nothing of interest; the building seems devoid of threats or treasures. However, after a moment, he becomes away of something silently moving. What at first appeared to be piles of glossy black charcoal to his monochromatic dark sight are revealed in fact to be scales. What he initially took to be a thick timber is actually the round body of some scaled creature. Taking in the size of the thing, some 18 inches across, Gruthic is forced to hold his breath as his mind wraps around the girth of the monster, and attempts to extrapolate what the thickness might tell him about its overall length. Staring back from the darkness, he becomes aware of two glossy eyes, each the size of his hand with fingers splayed. The dark scaled features of a massive snake resolve as the thing continues to adjust itself, coiling as if to strike while its eyes make contact with his in an unbroken glare. The smooth features of its head begin to widen, forming into a crest some three feet across.

Kn: Nature DC 14:
It is a giant cobra, probably 15-20 ft in length. Growing to such monstrous size is extremely rare for such a snake.
Kn: Nature DC 16:
The most common type of cobras in this region are the kind that spit their venom. They like to aim for the eyes. Beside's poisoning their prey, such an attack can permanently blind a victim, should he even be lucky enough to survive the encounter.

Gruthic? What do you do?

Edit: Just found this picture. Seems appropriate. Link


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Gruthic, stealth and perception rolls, if you please.


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The trip to back to the village is relatively simple; the team once again crosses the old ruined pesh fields, moving in and out of the few remaining cacti on their way around the city, towards the shrine of Nethys, and its strange attendant. Approaching from the east, you move into the lower city unimpeded. Whereas before you had become somewhat accustomed to seeing signs of life, now little or nothing stirs, except perhaps the odd bit of movement in the vicinity of the Battle Market itself. The rest of the town seems still, and perhaps even a little deserted.

Once the lower town is gained, you begin to move into position, readying yourselves to search the buildings, in the pattern laid out for you by your field leader, Muqaq. The first structure he has indicated (B1) is a large, but mostly burned out ruin. However long ago the fire destroyed the place, the ceiling partially collapsed into the remaining space, leaving only a partial shell of the building remaining. An old ruined sign bears the legend, "-AVE MARKET" hanging above the gaping entrance on the north side of the building. From the outside, nothing appears to move within the structure, or nearby.

Probably a good time to establish your M.O. for searching these buildings, in case anything of note be within. When you get there, how will you proceed? A single scout entering alone? All storming the building, through every door and window available? Let me know what you are doing.


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As no one else has commented, I presume that everyone else is ready to move on as well. let me know your course of action. I will throw the town map back up under the "Current Map" link under my avatar to help you plan your search pattern.


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The lady nods at each response in turn, her face calm and even, never flickering, whether the response was poetic or curt. "A pity. I had grown so accustomed to having access to such insights that I deeply miss them now. Thank you for your time, brave warriors. Let me know when the next phase of your plan comes due."

She exits the room with a slight but graceful bow, and sweeps her flowing blue dress with its thin scarves along with her, exiting the room with little flourish, but much grace.

The rest of the night passes uneventfully, with the guards posted outside and upon the tower, all are able to get the rest their bodies' are aching for. In the morning, Gruthic and Akhom make their way in to the chamber where the crucified and dying cleric was resting.

Gruthic and Akhom:
Once there, they find Father Zastoran already present, conversing with the man, who is now conscious.

Father Zastoran turns to you upon your entry, "Ah, you are here. I arose early this morning, so I saw no need to wait. Your spell has been cast, and as you can see, the gentleman's fever has now broken, and he is awake, if a little worse for wear. I was just orienting him to his new situation. Serara, these are the some of the rescuers I was telling you of, and the two in particular who paid the expense for your healing." He turns back to you after this last part, "You may speak with him, but please keep it brief; he still has a great deal of mending to be done, both in body and mind." With that, he stands from beside the bedroll and exits the room.

The cleric Serara looks up towards the two of you weakly. His tone looks more solid, and the pallor that accompanied his fevered state has fled. Bandages still cover his wrists and various other parts of his body, his constitution too weak to keep the wounds closed, despite the healing offered yesterday by Muqaq. Red seeps through the boiled linen wraps in a variety of places. He looks emaciated and weak, but stronger than he did yesterday, by far. Yesterday he was a man dying; now, he looks like a man with a lengthy journey to recovery, but one who will live.

"Thank you." the man manages with a raspy, weak voice. "I never expected to see another day. It was a grace when the light finally fled from me, and I no longer had to bear the constant pain of..." He breaks off, coughing. He struggles to turn to his side, as his lungs have gained the strength to expel some of the liquid within them. The mess he coughs up is unpleasant; a mixture of fluids, red, yellow, and phlegmy. When he eases back down (either on his own, or with assistance) he remains quiet, but a look of depthless gratitude can be seen in his eyes. He soon passes into sleep once more.

Your move, heroes.


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Thanks so much for your patience.

Zastoran goes back to his work, checking on another bubbling concoction. He only catches Gruthic's last question after a few moments of distracted adjustments to the flame heating the brew, "I prize knowledge above all things, and to that end I have dedicated myself to the service of Nethys, the All Seeing Eye, that I might learn from the wisdom of one who has seen, and continues to see, all things. There can be none other that can come close to the absolute knowledge of all things, and mastery of magic that is possessed by his incomparable mind. If that is all you need, please excuse me; I must prepare a few things to simmer before I retire for the night."

The evening passes quietly, Zastoran retires to his wagon, parked as it is within the monastery's wide, open Nave. As the group prepares for their own evening rest, they are greeted by a surprising sight; the Lady Almah, up until now meeting with you only by summons, wanders into the dormitory chamber adopted your team for your own. With her of course are her two active bodyguards, the other two probably taking their rest somewhere else.

The lady wanders down the center aisle, looking around the room as if trying to determine what homey touches have been added by its occupants. After a moment she speaks, "You all have proven yourselves very talented scouts and warriors; I am very pleased with all of you, and with Garavel for finding such a capable crew, that business with the barbarian aside, of course. Since the death of my spiritual advisor Eloais, I have been feeling somewhat adrift in some respects. I wonder, among all your many talents, are there any of you who have talents in seeing portents or reading signs? I would gladly take counsel, if there is."

She waits expectantly for you to respond.


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Move itself went ok. I'm back at work today, but I still don't have internet set up at home yet. The place is pretty chaotic. I had to take some time off to get the move done as well, so now I'm playing catch up as well. Please hang in there a little longer, and I'll get this party moving again asap.


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I'm going to be moving this weekend, so I may be incommunicado for a few days. I'll touch base as soon as I can.


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No, you have not yet rested. No one is wearing that +1 Breastplate, to my knowledge.

Father Zastoran has relocated himself to the laboratory located in the basement structure beneath the southern end of the monastery. When Gruthic heads down, he sees the man hard at work amidst the forest of standing alembics and bubbling beakers. Many cases of supplies and ingredients have been carted down from his wagon, in order to make maximum use of this well established laboratory.

He doesn't seem to notice you for a long while, at least until you make yourself known. Even then, you are required to wait a few minutes while he makes a few adjustments to a variety of different boiling liquids. Once you let him know what you need, he reports that it should be pretty simple; he can prepare the needed spell in the morning (Remove Disease), and the cost for the casting would be 150 gp. That would be the minimum needed to aid his survival, and should be enough to guarantee he lives. After that, he might need a week or so of rest to get his strength back, or you could hire the cleric for a few castings of Lesser Restoration for 50 gp each to get him healed up more rapidly.


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Almah looks at Muqaq and then after a moment, nods. "Seems like a sound approach. I will leave it to you. If no one has concerns for the survivor, we will tend to his wounds, and watch him, but his survival will be contingent on his own will to live, I suppose. I will have Zastoran check on him, and provide what aid he can, without depleting our resources."

Next?


Current Map

Almah takes Muqaq's report with a nod, seemingly pleased, but making no show of it. She makes a few notes in a ledger before asking her questions, "Their numbers must be dwindling, with the number that you have brought down. The survivor you brought back? Do you think he might have useful intelligence? I could potentially have Zastoran intervene, and possibly save him, though Zastoran will no doubt complain about the expenditure of resources. What will your next move; sweep the rest of the town, or move directly to the battle market building?" With this, she gestures to the image of the multi-storied building that sits at the centre of the city. It is the building all gnoll patrols have originated from, and is likely their home base.


Current Map

Really heavy workload right now. Will update as soon as I get the chance.


Current Map

The cleric is placed in a bedroll, with the chance to rest. He has taken fever, unsurprisingly, but is breathing steadily. The bubbling sound from his lungs persists, and the breathing is shallow and somewhat laboured, but it endures.

Heal DC 15:
He is stable, but still at risk. In his condition, he could still easily die from infection, and considering the fever and the liquid in his lungs, some sort of pneumonia is likely to be setting in. If the infection spreads to his blood, deterioration and death will be rapid. If you had access to the means, castings of Lesser Restoration and even Cure Disease would be recommended.

Supper is simple, but hearty, consisting of stew made from dried meat, and dumplings boiled from flour. As is usual, before long a summons to attend the Lady Almah arrives, with a request that you update her and Garavel on your latest foray, and let them know the next stage of your strategy in the town.

Xanyon:
You disassemble and clean the weapon easily, discovering that it has been well made, and well maintained indeed. It is not dwarven make, as you first hypothesized, but made by some other master craftsman. There are maker's marks stamped into the metal pieces, but you to not recognize the glyph; it is not by any of the better known builders of Alkenstar. In fact, differences in the style of the locking mechanism make you wonder if it was manufactured there at all. It appears possible that it was made by a talented gunsmith, who being familiar with the basics of musket design, but not with the internal mechanisms usually employed, built his own version utilizing the style of clockworks he was already familiar with, instead of the more prevalent Alkenstari conventions. Regardless, the design is sound, appears reliable, and will function admirably. Other than the blackened a burned section of the stock that encountered N'Dateh's burning sphere, it is in great condition. The burns to the stock do not appear to be deep enough to compromise the integrity of the weapon, but they are visible, and certainly give the weapon some visual character.


Current Map

The team is able to press on back to the monastery without too much trouble, other than the weight of their burden, and the circuitous route taken to get back there. By the time the team arrives, many hours have passed, and it is reaching the later hours of the day. The guard in the lookout tower signals you as soon as you draw into view of each other, and you respond in kind, signalling that you are friendly forces returning. Entering the building, and returning to the dormitory area, you smell food being prepared for the evening meal.


Current Map

Fortunately, there is a lot of debris around that facilitates the construction of a quick travois. Spears and dirty gnoll cloaks are quickly rearranged into something easily capable of baring the unconscious priest. A few detours are taken over stony ground or exposed bedrock in order to disrupt the trail of the group, and the ends of the travois picked up and carried at times to minimize the trail it leaves behind. It is not long, in broad terms, before the group is able to make it up to the shrine of Nethys, seated as it is on the side of one of the high hills, or low mountains, that makes up the periphery of the plain.

The odd looking cleric, goat horns and all, is seated in front of the shrine when you arrive, though as before, he plays little attention to your arrival.

Do people know what a travois is, or is that just a Canadian thing?

It's a french canadien term that just refers to a simple framed stretcher style construction, usually attached to a person or animal on one end, and allowed to drag on the other. Link. If everybody does know what a travois is already, just ignore this. I was just thinking, that's a french word; Canadian's tend to mix a lot of french idioms into our everyday english, so I don't even know if they'll know what I'm talking about... better check.


Current Map

Next step from here? Back to the monastery? To the Shrine of Nethys on the far hillside overlooking the city? Hiding in one of the outbuildings? Pressing on and exploring more structures? Hanging Akhom on the cross in Serara's place for not showing up on time? Let me know your next move.


Current Map

My 4 year old son saw me updating some posts on the weekend, and asked me what I was doing. I explained it to him, and he started getting really excited, especially about the maps. For the rest of the weekend he kept asking me if he could look at the map again, zoom in on the last gnoll, or if it was time to update the story yet. He thought N'Dateh was a very special warrior. He kept asking, "Has N'Dateh defeated the last gnoll yet?" (we've taken to pronouncing the name as n-da-tay, which seems like the most logical way of saying it, with the N being the n sound, as opposed to the letter "N").

Thought you guys would like to know you have a fan, and that he is rooting for you.


Current Map

Seif, being the strongest member of the team, gets elected to be the one to try and pull the man down while standing upon the wounded horse. The footing is awkward, and while the horse stays relatively still, each of his shudders or motions is enough to cause the large Suli to have to stop what he is doing in order to concentrate on keeping his footing.
Seif Acrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Luckily, the large man proves nimble as well as strong, and he keeps his balance while working the nails free of the wounded man's wrists. The man groans a few times as the warrior works, trying to find ways of pulling with his crowbar without putting the pressure against the man's own limbs; an action that would be sure to crush flesh or even break bones. However, the man never quite wakes, seeming to be lost within some delerium. When the nails come loose, the wounds that open up in the man's arms gush out a mixture of fluids, but as much seems yellow and clear, or white and pustular, as seems to be pure dark blood. The wounds continue to ooze as Seif cuts free the ropes, but it is more the slow bleeding of old unclosed wounds, than the urgent gush of a fresh injury. As the man slips free, the muscular man balancing upon the saddle of the warhorse catches him.
Strength Check: 1d20 + 5 ⇒ (19) + 5 = 24
He lifts him easily, without disturbing his own stance, and hands him down to the waiting arms of his comrades. Lowered to the ground, the man's breathing continues, but shallowly and the sound of fluid in his lungs persists. He opens his eyes for one brief moment, but it is unclear if he sees what is really before him, or recognizes its significance.

Though by this time, some ten minutes has past since the end of you battle, no sign of additional gnolls or other hostile figures emerges. The bright desert sun moves further into the sky, detaching from the horizon as Akhom finishes his long dash from the plains below, just no catching up with you. There is no sign of his camel. The man himself is dusty, and clearly fatigued, if not exhausted, sweat leaving muddy streaks down his dust caked form.

N'Dateh:
As he lies upon the ground, and some of the blood and grime is cleared away from his no longer bruise face, you realize that you recognize this man. He is Serara, the cleric of Abadar that accompanied you upon your initial assault on this village. He was captured during that most unfortunate and hectic battle, and you assumed him dead, or as good as. Apparently he was kept alive, and from the marks on his body, was made the subject of brutally unpleasant sport, before being strung up here to die. You remember him being an honest, forthright man.

Other loot:
As the gnolls have been here some time, and likely have a home within one of these structures, they are carrying only what they need for their tasks, and little in the way of valuables. In addition to what was found on the musketeer above, you scrounge:

5 Longbows
110 arrows with 5 quivers
5 spears
5 knives
1 Flind-bar
5 waterskins
3 flint and steels
2 pipes with 1/2 oz of tobacco
2 days worth of dried rations (spread among the group), much consisting of dried and salted mystery meat.
1 potion of bull strength (found on someone who fought as an archer, and therefore never had the need to use it).

They also possess another 5 suits of studded leather, but you had mentioned it was likely not worth the time to try and strip them of the smelly (and now bloody) garments.


Current Map

True, and I think Druids get a bonus of +4 when dealing with their own animal companion as well, but for some reason, she has it listed as a Wisdom skill, which usually it is not (it's Charisma). I couldn't find any traits or what have you that would change that for her, but I think such things do exist, so I just want to make sure I'm not missing it...


Current Map

His feet are about 6ft above the ground, making him just a touch high up for someone seated in the saddle; now if someone could stand on Rafhik, and he was held steady enough for that... Keep in mind, he's a warhorse fresh from battle, and wounded besides. He might be a little hard to keep calm at the moment. Who has a good handle animal score?


Current Map

Looking over the fallen corpse of the musketeer, Xanyon is able to find the musket easily, lying just a pace away from his hand. Other than a few scorch marks from its recent exposure to fire, it appears to be in good condition. Actually, upon examining it, the weapon appears to have been very well maintained, and is a very good example of craftsmanship. (Masterwork Musket.)

PRD wrote:
Musket 1,500 gp 1d12 ×4(critical) 40 ft. 1–2 (5 ft.) 1(round) 9 lbs. B and P — UC

He also has two powder horns; one full (10 charges) and the second used with about 7 charges of powder remaining. A pouch on his belt holds 27 bullets. Another holds his special loads: 4 alchemical cartridges in plain paper, and one wrapped in red paper, as well as 3 silver bullets, and one of cold iron. Beyond this, he has only the equipment common to the rest of the gnolls; studded leather armour, a knife, flint and steel, and a water skin. If he has a Gunsmith's kit or a keg for his extra powder, he was not carrying them on his person.


Current Map

Realizing that there is now no way he can outrun the woman pursuing him while mounted, the gnoll turns to face her as she approaches. Rafhik stomps at the gnoll, but the creature is able to evade the clumsy strike. N'Dateh's follow up thrust with her spear is better, but the gnoll is quick, and is able to defect the strike with his armour. This gnoll was never trapped within the area of entanglement, and therefore still possesses his spear. He tosses his bow to one side, gripping the spear in two hands. He attacks, aiming at the wounded horse with a powerful two handed thrust.
Power Attack: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Rafihk retaliates after receiving the blow, but the pain of the spear thrust distracts him, making the attack an obvious one. N'Dateh follow up attack is aimed truer than the first, and she skewers him through the chest, killing the already wounded gnoll instantly. He slides to the ground, pulling himself off the pointed weapon by the force of gravity.

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