Machine Slayer

Kuhl Stripewolf's page

45 posts. Alias of Oceanshieldwolf.


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SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Only saw your post just now - don't feel bad - you did tell us you were going away to Micronesia after all...

I'm not sure I'm still keen to play without Brother Kendram, unless we can find another replacement. I know the game-comcept was originally a solo affair, I'm just not sure Kadan and Kuhl can survive it all together...Also I like the triad of personalities we had going on...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Wait until you have to pay for something with a coin-wheel as big as a house. Though if I remember corectly that is a marriage currency...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Truk? I thought it was Yap? ;)


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"Oh, not by us, I was just giving milady a run down of what seem to have happened to us."


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl frowns, and is unable to stop himself from interjecting.

"Which "King""? I thought the Baklands were free from such petty and feudal notions. Here you can rob, ambush and pillage with impunity."


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl rubs his jaw with a laconic smile, then squints and chuckles.

"Right you are Meisters Sense and Sensibility. An empty belly and foreign grog lead to a sore head, or worse. Lead on good sirs..."


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"However they might acquire it..." Kuhl adds, eyeing the villagers in much the same way they are eying him.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl stands stock still where he is, remembering faintly advice to the effect that running away is likely not a good plan, and thinking that a lack of aggression might be prudent.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"Aye. I could do with a warm belly." grumbles Kuhl. In his eagerness to increase the distance between himself and the goblins, and decrease that between himself and possible stew Kuhl saunters onto the bridge.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

GM BrOp:

Did Kadan/we run further up the mountain and if so, can we go any further, or did we run back down, and must continue that direction?


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Then
"Gkk!"

Nuts and seeds fly, Kuhl almost choking as he rises quickly.

"Fyxe! He's scarpered! Run!!!" the grizzled warriror yells as he rushes to pick up his weapon and run also.

Now...
Panting, sweating and still with seeds in his beard, Kuhl breathes "Which way now?"


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Heh, Yap. I worked in Palau for a little while, it is a beautiful part of the world.

I vote "A".


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Hey, take your time - I'm absolutely fine with you exploring the cave. Kuhl has nuts to chew, quips to make and a stuffy cleric to sit with and accidentally annoy with his distinct lack of religion.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Early DnD goodness at it's best.

After watching Kadan slip into the dark maw of the cave, Kuhl sits down and pops a few seeds and nuts into his mouth. It isn't enough to provide much nourishment, but it does pass the time. He offers some companionably to Brother Kendram.

"You think we'll see him again?" he asks Brother Kendram conversationally, as one might ask about a friend's opinion of a passing cloud.


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SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Of course he chooses the right passage, Kadan is the future king of thieves. Which direction did he choose? ;)


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl scratches at his beard.

"Thirty, eh? Almost too many. But sure, if you are keen - go scout, but don't be too long - the Crown of Kings does not wait within, yet every day we dither he at Mampang grows stronger..."


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

*sigh* I knew. It's my fault really...

I'll have to check out the Sorcery game. Also there is a Warlock of Firetop Mountain app/game with actual graphics...all the others are just emulated books...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Earlier...
Kuhl's first...dream was interrupted, and the second was most disturbing. Had they really met the Archmage?

Now
Kuhl leers at the skulls, returning their grimaces and considers this most explicit if poorly directed message.

"I would say: we are going up, and thus the sign tells us not to go further...up. I vite we go up. I do not enjoy threats."

As Brother Kendram gets excited Kuhl reacts with raised eyebrows.

"Brother Kendram? Who do you yell at?"


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"Come hither my fine strapping warlord" cooed the many mammaried succubi as she...

"Gah"" Kuhl mumbles, wiping drool from his stubble. "Wah?!?" he quickly looks around. "I don't think we can eat that!". The brawny warrior stands, and searches for his shortbow reluctantly...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl agrees - besides he has the Baklands flu and needs his rest.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"What? Where!?! Can we cook them?" blusters Kuhl.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl is disappointed there will be no honey in tea, or mead or on griddlecakes or...

Looking up the path, then down, Kuhl shrugs...

"Clearer air up there, as the old saying goes..." he agrees with Kadan.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl smiles, happy Kadan has the cunning and wits Kuhl does not possess.

"I do!"

The warrior swaps places with Brother Kendram and begins rifling through his "pack", the small sack he has tied crosswise over one shoulder. Noting the proximity to a world of conflagration, Kuhl carefully prepares a torch with his flint and tinder.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl' stomach wins out over Brother Kendram's sermon. His mind works quickly on a counter argument.

"Libra's sign is the balance, is it not? And the balance is in our favour - we helped the old man. Perhaps honey is a...material reward, beyond our spiritual salvation..." Kuhl finishes lamely, exerting himself as he gives Kadan's a boost toward the honey.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl chuckles, and bids the old man godspeed.

"Brave you are and hardy too uncle - the Baklands are not soft. But your journey is almost over, and ours barely begun, so I'll keep my victuals if it is all the same to you..." Kuhl looks at a Brother Kendram, and then to the golden bounty stored up in the tree.

"Mhm. Honey. That might be nice on some griddlecakes! Should we finish Kadan's heist?"


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

"Oh, all right..." mutters Kuhl good naturedly, and gives the other two a hand.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl laughs as the beehive survives Kadan's assault. And continues to watch.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl frowns, but not out of anger or disappointment. More...as an outward expression of bemused confusion.

These Baklands are quite...queer...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Then...

Kuhl sniffs the boot, and drops it in disgust.

"I guess not."

Now

Kuhl considers the old man in the tree and wonders how the elder came to be in such a predicament. Taking up his usual casual stance, leaning on his downpointing sword, he grins.

"Do you require assistance Uncle?"


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl watches them flee with little interest, then snorts and setst o the important task of (assuredly, with Kadan) looting their bodies. He talks matter-of-factly while stripping boots, rolling limbs and rifling through meagre possessions.

"I hate bullies. And I hate....*atchoo*....dumb bullies. *atchoo-atchoo* Now I may not be smart, but I'm no bullly. So I like me well enough. *atchoo*. Damn Baklands flu. *atchoo*. Mhm. These folk don't hold much store in washing do they? *atchoo*. Least I can't smell them as much..*atchoo*"

The warrior pauses in his work, one boot* upended in his hand. He continues as he patiently watches dust and dirt flow out.

" Now, see, if this is going to be the Baklands welcome, maybe we should hire us a guide, or at least an expendable scout..."

*or sandal, if boot unavailable


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

[If the bandits do not disarm before Kendram brains one...]

Slightly surprised at Brother Kendram's unorthodox approach to spreading Libra's word and justice, the grizzled warrior joins the fray, swinging at the same man recently brained.

Attack: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18 [+1 Str, +1 for bless]
Two Handed Sword: 1d10 + 1 ⇒ (10) + 1 = 11 [+1 Str]


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl goes to wipe his face, but finds it clean already. He leans on the pommel of his down-pointing greatsword, smiling in the direction of the boulder.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Copy that GM BrOp! Hope you are weathering the storm or flying well above it...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

I would infer that Kendram cannot, knowing there are unlawful bandits afoot, simply leave them to prey on the unwary. As a Lawful Basic DnD edition cleric of Libra, he is duty bound to bring them to justice, even more so in the Baklands which are in dire need of the rule of law. At least I think that is what Kendram means...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl shakes his head.

"You'll not budge him Kadan, and I must agree - we'll be no better than they if we resort to subterfuge. I know it's your specialty, but we must retain our honour if we are to regain the Crown..."

Kuhl then finishes his soup and wipes his chin with the back of his hand.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl' eyebrows raise in considered estimation of the thief.

"Huh. Hafta try that sometime." he mutters.

With soup still on his chin, the warrior stretches his arms out in front, then behind again, touching the walls of the rude hut.

"So, you want to try again, or mebbe ambush them?" Kuhl looks from Kadan to Kendram questioningly.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl sniffs the stew suspiciously and stares at Kadan.

"What worked?" the burly swordsman asks, quickly gripping the hilt of his greatsword...


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Waiting to see whether Kendram and Kuhl are aware of the future we left., though by my reading of GM BrOp's post is we are all aware ..


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Slightly surprised to being still in one piece, in fact, still unharmed, Kuhl continues his assault on the talkative bandit. His surprise continues as he swings wildly.

Attack: 1d20 + 1 ⇒ (8) + 1 = 9 +1 for bless = 10
Two Handed Sword: 1d10 + 1 ⇒ (8) + 1 = 9


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Ok, stew it is...

Kuhl is just wiping his face with the back of his hand when the locals prove tough. He smiles as Kadan tries to nuance something that only a blade ends.

So. Baklands welcome.

Kuhl responds in kind, feinting to attack one of the villagers menacing the thief - the mouthy one.

Ignore if Kuhl can't target Kadan's foes, and apply to Kuhl's foes.

Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Two Handed Sword: 1d10 + 1 ⇒ (9) + 1 = 10

Never mind. Someone call Libra! ;)


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Hpw much more does she have? If there is more available, Kuhl will also bey/eat stew and purchase bread'n'cheese for the road.

If none is left Kuhl will grumble, scratch himself inside his shirt and then attempt to find more food elsewhere, possibly looking for an animal to buy and butcher on the road.


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Intelligence: 1d20 ⇒ 16

Death Ray or Poison: 1d20 ⇒ 4

Coughing mightily, and supremely indignant that he has heard nothing of the miasma, Kuhl blusters his way through.

"Yes! The famous miasma. Were it not for my sinuses, I might feel the worse for wear. Bless' be Libra that she gifted me with naught but 'flu, ere to ward off the famous Bakish miasma!"

Looking at the map, Kuhl nods.

"Though I need not rest, learning the lay of the land may be wise. Onward to Cantopani!"


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl snorts, though not in any particular direction, nor in response to any comment. He just...snorts.

Something in my nose...damn flowery weeds!

Kuhl nods, though he is somewhat disagreeing with Kazan.

"Cities are dens of ini...inik... ah... vice and weakness. The further we can get from Arkleton the better. Too many confined spaces, and that's just the streets!" The warrior snorts again for good measure.

Hopefully an apothecary will cross our path...Damn nose!


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Dot


SAVES:
Death Ray/Poison 10 (11)//Magic Wands 12// Paralysis or Turn to Stone 12 (13)// Dragon Breath 13 (14)// Rod/Staff/Spell 15
Human Male Ftr 4/ HP 25/23/ AC 2/ +1 to atk/dam/doors; -1 to magic saves. Two-Handed Sword +1, 1d10 +1.

Kuhl fights. He's heavily armored, having overcome a few adventures by the skin of his teeth and burning through all his Luck, but acquiring some fairly decent equipment. Kuhl is loyal to his allies, and looks to them for direction and leadership. Having said that, he is impressionable, and has a strong opinion of Titan, and how it appears before his untutored eyes.

1) Why are you risking your life for the greater good of the inhabitants of the Old World?
As a proud Analander, Kuhl seeks to restore the name of Analand and at the same time prove to those lily-livered folk in Brice and Gallantaria, Lendleland and the rest of Femphrey that Analanders are strong. And proud.

2) What do you think about the dangerous and largely lawless inhabitants of Kakhabad?

Kuhl's father told him many colorful stories of Kakhabad, including one that suggested his maternal great grandmother may have come from there. Mostly though, Kuhl believes what most Analanders know - that Kakhabad is wild, untamed and dangerous, and the denizens wyrd, frightening (to the lily-livered), and deadly.

3) Do you work well in a group, or do you think you'd be better off on your own?

While Kuhl may push a strong game, he knows he's not that bright, and too stupid to succeed on his own.


Scarab Sages

Ok, so with the new Pathfinder Battles case subscription...

I already had a case of Heroes and Monsters in my sidecart and ordered the Black dragon exclusive.

But now I see that there is a subscription.

What I want to end up with is the case subscription and only receiving one case and one black dragon.

Could you please make sure this happens.

Thank you,
Gary McBride

Scarab Sages

Could you please remove the Ameiko Kaijitsu and Reiko, iconic ninja miniatures from my sidecart. I just notice that I preordered those two but also bought them at Gencon directly from reaper.

Thanks,
Gary McBride

Scarab Sages

I place an order in January for miniatures. In my shopping cart it says all the items are pending save for one (goblin warriors) which are expected in March.

I have received nothing.

So, what's the deal?

Gary

Scarab Sages

Why did the monk lose diplomacy as a class skill?

Surely the wise monk who tries to talk before resorting to violence is a trope worth keeping.

Gary

Scarab Sages

Why did the monk class lose diplomacy as a class skill?

Surely the wise monk who always seeks a peaceful settlement and only resorts to butt-kicking when all else fails is a trope worthy of preservation.

Gary

Scarab Sages

I received Pathfinder #9 today but no 'Gazeteer' despite what my alert email described.

Is there a problem or is the 'Gazeteer' just late?

Gary

Scarab Sages

Yes, yes, we are only a quarter of the way through AP3. This seems to me no barrier to discussing what we want to see in AP4.

After three adventure paths focused on threats that ultimately come from outsiders (demodands, demons and demigods), I want a home grown threat. I want a charismatic mortal overlord whose ambition knows no bounds. This overlord is no pawn of alien powers, but instead is driven by his own will to power. I want “Red Hand of Doom” meets “Lord of the Rings”. I want a horde that would impress Sauron and shame Hitler. I want a vast army of evil that will, if unchecked, bring utter ruin to the civilized kingdoms. I want epic battles that the PCs don’t just fight in, that they lead. I want a desperate and fragile alliance of good held together by our heroes wits and charisma that must, in this darkest hour, find a way to hold the line.

In short, I want WAR!

Thoughts?

Gary

Scarab Sages

An excerpt from the 'Law of the Yukon' by Robert Service that I plan to use when running the STAP. I thought I'd share.

Gary

I am the land that listens, I am the land that broods;
Steeped in eternal beauty, crystalline waters and woods.
Long have I waited lonely, shunned as a thing accurst,
Monstrous, moody, pathetic, the last of the lands and the first;
Visioning camp-fires at twilight, sad with a longing forlorn,
Feeling my womb o’er-pregnant with the seed of cities unborn.
Wild and wide are my borders, stern as death is my sway,
And I wait for the men who will win me—and I will not be won in a day;
And I will not be won by weaklings, subtle, suave and mild,
But by men with the hearts of vikings, and the simple faith of a child;
Desperate, strong and resistless, unthrottled by fear or defeat,
Them will I gild with my treasure, them will I glut with my meat.
-- Robert Service, "Law of the Yukon"

Scarab Sages

This article refers to the STAP preview and therefore is full of SPOILERS. Consider yourself warned...

It seems to me that Savage Tide is already nostalgia heavy.

X1 Isle of Dread, of course (adventure four through seven)
C1 The Hidden Shrine of Tamoachan (adventure three)

Could you crank up that further?

In adventure one, you attract the attention of Lavinia Vanderboren after unraveling the Sinister Secret of Saltmarsh (U1).

In chapter eight, before you can power the gate engine (in adventure eight) and travel to the Abyss, you must retrieve a critical missing component aboard a crashed transdimensial starship long ago buried in the Barrier Peaks (S3).

In chapter eleven, Iggwilv will help only if you rescue her sleeping daughter, Drelnza, from imprisonment in the Lost Caverns of Tsojcanth (S4).

The City of Broken Idols (Adventure 7) seems a natural marriage with the yuan-ti infested Forbidden City (I1).

To safely traverse the Wells of Darkness (adventure 9) you must learn secrets long ago recorded in that damned volume of forbidden lore "Lament for Lost Tharizdun". The only surviving copy lies in the dark cyst beneath the Forgotten Temple of Tharizdun (WG4). But beware the tome was written for only purpose -- to free He of Eternal Darkness...

And to recover the Iron Flask of Tuerny the Merciless you will find it along side the skull of the demilich Acererak in the Tomb of Horrors (S1).

Any I missed?

Gary