So the only two I have in range that are available are both 9. Vex= Wayang Fighter 1/investigator(empiricist)3/unchained rogue 3/shadowdancer 2 First and foremost Vex thinks of himself as a devout follower of Pharasma. He has some decent knowledge skills and excellent stealth(hide in plain sight), perception and disable device skills. He can function well in most environments but I should spend some coin to give him better underwater versatility. Braxus= (UC)barbarian 4/bloodrager 1/brawler 1/two-handed fighter 3 Braxus is front line combatant, with a big earth breaker for his favored weapon. Not the most effective to take into an underwater battle, but he has enough coin that he might be able to fix that.
Welcome Velthas! It's always nice to have another enthusiast join the group. If you haven't yet, make an in character post in the gameplay tab of this thread, that way you can go to your campaign page (which I highly recommend bookmarking) and see when a thread has been updated. Some of the best GMs in PbP frequent here and I am sure it won't be long before you are role playing it up and having a great time. Keep checking the recruitment page. In fact, often if you ask, some GMs will come along and run something for you just to get you involved. There are plenty of beginning scenarios that are offered regularly. Again, welcome, and I look forward to your stories.
Grats Hmm! I enjoyed the table for Solstice Scar(C) you ran at PaizoCon very much. I heard you got your star just the days before, or possibly the day of(there were a few day that blurred together). That is such a huge accomplishment in my eyes, as it takes a ton of work, especially since you do so much on these boards. Not only Congrats, but thank you as well!
Here is the template many of the GMs reference. It includes what to put where as far as tag lines too.
Since it seems like a popular request, I took the file and made these full sheet versions of the Faction Journal Cards for Season 9 for anyone that wants them. Let me know if anyone has issues with the link. >>>Full sheet Faction Cards Season 9<<< Cheers!
Player Name: Greymore
This is more than interest, as I have never played this yet, but it will either be a brand new character or one that is currently spoken for and needs to finish up, possibly being a lvl 2 come game day. Is that ok for now?
Hey there. I was wondering if you could give me a bit of help. In the upcoming Cosmic Captive event, I am signed up along with a friend in the 3-4 rank, but we have since leveled to 5 and need to move. If possible we would like to stick together at a table and currently there seems to only be 1 slot open at different tables. I didn't want to move anyone around but could you possibly see if anyone is up for swapping into one or the other to open up two slots together for us? We are currently listed in GM Chyro 3-4 tier and once we leave that table will be down to 3 and need another player. TriShadow>Kivuli>Rogue 4/ Investi 1>151777-15 Greymore>Crios Greymantle>Magus 4/ Monk 1>133512-13 Thanks in advance for any help.
As the group traverses the abyssal cavern, passing the dead bebiliths as they go, they take notice of a section that falls away to a depth of about 40 feet where a bubbling lake of crystal magma seethes and churns with growing crystals that rise to the top like foam, only to be consumed shortly after, once again becoming part of the magma. Not stopping to take in the strangeness of the crystal magma, Vanthor tries various paths, urgently looking for any sign of an exit. Eventually he sees a sign of dim light down one winding path and he leads the group in that direction. After a short time the light grows brighter, and soon the party finds their exit. As the group leaves the cave, they find they are at the base of a spire-like barren pinnacle of black rock that extends for miles into the sky above. A narrow trail leads away from the cave but quickly becomes overgrown by jungle after a mere 200 feet. The softer ground here shows tracks that Irion can follow, though he can't follow them for long as they lead to and from the edge of the jungle and then disappear, likely from something that can fly. The isle itself is covered with steaming tropical jungles pierced in a dozen places by spires similar to the one nearby. Fiendish rocs and other flying monsters can be seen leaving caves near the peaks of these pinnacles and movement can be seen in the jungles below. As the group surveys their surroundings and they describe to Rue what they are seeing, she recognizes the island as Vasglar. Vasglar was a demon lord of jealousy, ruined cities, and loss. She knows the island was remote and savage, and that while it was not inhabited by societal demons, it was home to the more bestial kind. As Vanthor takes in Rue's knowledge he spies a small clearing less than a mile away with what seems like white columns rising just above the surrounding trees. He suggests the party travel there by flight, keeping low over the trees to avoid the larger flying creatures in the skies above. It doesn't take long with spells and a magical carpet to get the entire group to the outskirts of what they discover was once a shrine of some sort. Vanthor surmised that with this island being the body of a fallen demon lord of jealousy, ruined cities and loss, perhaps there was some residual anger from the fallen demon lord toward Nocticula, and maybe you could use that somehow. When he saw the ruined columns he figured it was as good a place as any to start looking for clues to a way off the island and perhaps it would also offer up tools to use with or against Nocticula when that times comes. The map is updated and I placed the group on the outskirts. Since you flew over it, the entire map is open. Now it is your move.
When the lightning ceases and the rift is closed, the abyssal cavern is plunged into darkness. Only Irion and Vanthor can see because of their natural dark vision. The solid wall of the cavern, where the rift once was, appears to be forming crystals even as they watch, though these are only pale reflections of true nahyndrian crystals. Irion stands on his flying carpet, still near the ceiling of the entry cavern, and he looks out across the second cavern where the bebiliths were slain. He can just make out the exit from that room due east from his position, though he can't see more than a few feet beyond.
Vanthor Fort/Round 1: 1d20 + 25 ⇒ (6) + 25 = 31
Rue Fort/Round 1: 1d20 + 15 ⇒ (5) + 15 = 20
Vanthor Fort/Round 11: 1d20 + 25 ⇒ (13) + 25 = 38 Rue Surge rnd 4: 1d8 ⇒ 1
Rue Fort/Round 12: 1d20 + 15 ⇒ (10) + 15 = 25
The darkening rift threatens to overcome the heroes as it actively seems to fight the ritual seeking its death. It shudders and shifts, pulses and moans until it finally grows completely black and suddenly emits hundreds of bolts of lightning that fill the air up to 40 feet from the rift... But the at that very same moment, Dojen releases his dispel magic spell and the Queen her dispel evil spell into the rift... Dojen Surge/Dispel magic: 1d8 ⇒ 6 ... and the portal emits a sound not unlike several thousand death shrieks. Saves vs Lightning DC15
Saves vs Shrieks/Permanent Deafness DC15
and the portal suddenly implodes, leaving behind a solid wall where the energy once was. As the wall solidifies both Rue and Vanthor are forcibly thrown from it though neither sustain any injury as a result. The rift has been destroyed and with it the copper pages from the Lexicon of Paradox. (only to mysteriously reappear in the book 24 hours later) Saves vs Crushing DC15 as the wall becomes solid.
And with that you have completed your next mythic trial, which should get you rank 6.
With a blur of movement, Irion lets fly with his shafts, each one finding their mark deep in the body of the closest spider. The first two arrows find critical weak points in their target, and the next two bury deep in the creature's carapace with visible fissures spreading outward from the impacts. Dark ichor leaks from each wound and the spider wobbles on its many legs but before it can fall, Irion continues to pull and loose several more arrows, this time adjusting his aim ever so slightly toward the second arachnid. As the next 4 arrows land, they produce a loud crack and 3 soft sounds as the first shatters the carapace surrounding it's impact and the next 3 sink into the moist flesh beneath. The second bebilith dies before the first finishes falling to the ground. Both creatures lie dead, having never even had a chance to do more than twitch. Nice groupings. All the damage was fine. Holy, bane, etc... it all worked. You could tell one was done, since you studied it and the perception roll was good, so the left over shots could apply to the other.
"You are mighty. We watched the Ibaheniel attack you and then jump through the energies. Only you returned to this side. Either you made peace, or you destroyed him. Now say your prayer and pass through." comes the mental voice of one of the bebiliths. Irion Perception: 1d20 + 27 ⇒ (6) + 27 = 33 To Irion's mind, after studying the creatures with his experienced eye, the bebiliths seem to be tensing, imperceptibly so to a less observant hunter.
As Rue steps quietly into the room, she sees 8 extremely long segmented legs unfold from each of two web filled alcoves. Following suit, she sees 2 large arachnid bodies attached to those same legs emerge, each tinged with blue and black. The spider creatures, known as bebiliths, are huge, each the size of an elephant. They don't seem to fully notice or react to Rue, other than to climb out of their alcoves. Just to the east she can make out the mouth of another tunnel that seems to bear south east from her current location. Does Irion consider their movement to be approaching or not? I will let you decide if that was your intent.
Van Fort Sv: 1d20 + 26 ⇒ (16) + 26 = 42
As the party steps once more through the Midnight Fane rift, most are able to steel themselves against the evil energy but 'Rue and Bergitta both suffer from the effects, though only for a few moments. GM stuff: 1d20 ⇒ 12
Great job guys. That was close! Now, after that experience, what will you do next? You still need to close the rift. Describe your actions and place your characters on the map, remembering that EVERY time you touch or cross the rift make a Fort save, and I'll start the clock again. When the time comes, we will keep Dojen's rolls from before(they were great!), but you can spend a surge on the dispel. Again, just wait till that comes up before rolling. Each round of the ritual, I'll roll the Fort saves for the characters holding the pages in the rift to keep things moving. Good luck!
Round 2 => The order of Initiative is:
Enraged after being flummoxed by Arueshalae and then wounded by the Queen, Ibaheniel lets out a roar of anger and swiftly attacks the much smaller human in front of him. Bite: 1d20 + 26 ⇒ (20) + 26 = 463d8 + 29 ⇒ (4, 2, 8) + 29 = 43
Queen Will Save: 1d20 + 21 ⇒ (11) + 21 = 32
No line of sight or effect through the Rift curtain. It is a transporter of sorts in that travel into one side deposits something immediately on the other side, stopping all momentum once fully immersed in the energy. That's why Rue had to use a mythic point for that extra move once she arrived on your side.
Sudden Block forced Re-Roll: 1d20 + 26 ⇒ (4) + 26 = 30
As the first blow strikes out, Vanthor's incredible reflexes take over and he tries to block with Radiance. His block fails but he sees an opening for his own blade in the demons defenses and he twists Radiance and thrusts it outwards... Sudden Block->Attack!: 1d20 + 26 ⇒ (12) + 26 = 38 ...and his blow doesn't land well against the thick hide of the beast with any appreciable damage. A light fills Vanthors vision. He seess the divine radiance of Iomedae before him, but she shakes her head and with a stern look, she says "Now is not the time for us to meet. You have much yet to do champion. Go back and finish your work." and with that his vision fades to dark. Dojen has Status up so that will let you know Vanthor is stable at -14hp. |