Abominable Snowmen

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Organized Play Member. 121 posts (20,061 including aliases). No reviews. No lists. No wishlists. 44 Organized Play characters. 27 aliases.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Sorry, I was waiting for more input from the others, but this special moves pretty fast, so I will push forward.

"She was not so specific on her visions, I suppose that is very personal. It is enough that she was concerned, and now that we have been here, it is clearly been justified."

“There is an easier path down the crater on the southwest side. I lost one of my scouts finding that path. Now that you’re here, I can see that his sacrifice will light the way for many others.”

“I wish we had gotten farther, but we were attacked by shapeless monstrosities and several constructs almost as soon as we got to the bottom.”

They make to leave. The she turns and says, “We have learned that there is much happening in the dungeons. Some great evil stirs. It is... building up to something. I don’t know what. My group was unable to get very far, and I’ve already lost half my force. We will return to our lands to tell Mahja what we know. But first, let us help you reach the crater.”

I am going to go ahead and report this as a success. We have a few more days before the next overall thing hits, so explore the area and let's see if we can tackle another encounter or two.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Unfortunately, Dekion and Zarnel both have trouble getting past the branches, and fail to damage the plant. Eldon, however, manages to sneak though and fine a vulnerable spot, skewering it expertly.

Full 36 dmg for you. and I updated your rolls for next time - thanks!

Round 1: (Bold may act)
Dekion
Zarnel
Mun
Eldon
Mylvwara
Broker[/b]
Evil Tree


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

You can take cover, but you cannot hide from acid rain! Mwahhahhahhah! Welcome aboard, Eldon!

The jungle canopy does provide some cover. For those who do not seek cover, the acidic sleet is starting to become painful, and small holes start to appear in your gear.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

The doors of Skyreach, the central fortress of the Grand Lodge in Absalom, stand open, and Pathfinders of all descriptions mill about at the base of the stairs, expressions of excitement, fear, and determination on their faces. Atop the staircase leading into the tower, Master of Swords Marcos Farabellus gestures for silence. Marcos is known for his good cheer. Today, however, his expression is grim. He clears his throat before speaking, his voice a low rumble.

"Yes, you heard me correctly. Gallowspire is gone, and the Whispering Tyrant has escaped. The Whispering Tyrant, who slew a goddess and conquered nations with armies of undead, has returned." He pauses and sighs. "And he’s been busy." gestures to the man standing next to him and nods. "This is Siege Lord Wynsal Starborn, and he has more information on recent events."

The other man steps forward, his breastplate gleaming. "We know that a massive explosion enveloped Gallowspire, and we know that undead hordes have swept throughout Lastwall. I have already sent scouts to investigate Gallowspire. They found a mysterious jungle surrounding the tower, or at least, where the tower should have been. The tower was gone, and there was a massive crater where it once stood. At considerable personal risk, the scouts who were most skilled at evading detection went inside the ruin itself. Fortunately, they survived, and they had the following to report. First, the ruins beneath still contain access points to the chambers below. Second, the Whispering Tyrant took the time to set up wards to block access to the deepest levels. Third, and most disturbingly, there are necromantic energies beyond these wards, energies so powerful that they are leaking into the surrounding area. The scouts surmise that a ritual of incredible intensity is taking place somewhere deep beneath the crater. It is building toward something, and with every passing day, it grows stronger."

Marcos Farabellus addresses the crowd again, but his voice holds a hint of fear rarely heard in his speech. "Pathfinders, we must stop this ritual. The Whispering Tyrant has had thousands of years to plan what he would do if he ever escaped. I shudder to think of the terrors he plans to unleash. This is not just a problem for Lastwall; it’s a problem for the entire world." His voice quiets, "I have no idea what else you’ll find on the deepest levels, what guardians and treasures the Whispering Tyrant has locked away. Be prepared for anything."

"This is going to be a significant undertaking, and you’ll have about a day to prepare while we get everyone else up to speed and set the logistics. Once you arrive, meet with Venture-Captain Shevar Besnik and Silver Crusade leader Ollysta Zadrian. Be sure to prepare for a dangerous journey both above and below ground. I wish you the best of luck, for all our sakes."

Marcos and Siege Lord Wynsal answers some of the question other Pathfinders ask.

"Who is the Whispering Tyrant?" one of the youngest Pathfinder present asks.
Marcos answers, "He’s a lich of such power that he could only be imprisoned, not destroyed. The country of Lastwall was founded with the single purpose of monitoring Gallowspire, where the Whispering Tyrant was trapped. There are dark times ahead."

Another one, more seasoned than previous asks "What do you know about this crater?"
Marcos says, "It’s deep, and it cut through many of the upper levels of the dungeons beneath Gallowspire. I can’t imagine what kind of power it took to create it. At least the crater makes it easier to get straight to some of the deeper levels."

Others asks the same question about the mysterious jungle. Wynsal replies, "People are calling it the Gallowgarden. The scouts report horrible amalgamations of fungus and animal as well as vicious plants. While it appears the Whispering Tyrant took most of his undead servants with him, whatever this explosion was created new threats."

Several ask about what they can expect to find in the dungeons. Wynsal answers to them, "I imagine whatever defenders lie beyond his wards are primarily undead. Reports I’ve received from other nations suggest that some of the Tyrant’s most infamous servants, who had been imprisoned with him, may also be on the loose. But it would be foolhardy to assume he didn’t leave some of them behind. I am also sure there are powerful magic wards, as well as a variety of other evil creatures."

A veteran asks Marcos, "Why can’t we just sneak in, like the scouts did?"
Marcos says, "The scouts may have been able to sneak into the upper levels of the ruins, but you’ll be contending with the parts of the complex that the Whispering Tyrant has a reason to protect. Breaking the seal on the lower levels is likely to be quite obvious, to say nothing of stopping the ritual itself. And that’s not even accounting for whatever traps, wards, and guardians Tar-Baphon has put in place."

As numerous murmurs go through the Pathfinder crowd, about going directly against the Whispering Tyrant Wynsal says "The reports we have received from Lastwall indicate that his attention lies elsewhere, and the scouts saw no signs of his presence. We can’t rule out the possibility that he will catch on to what we are doing. If he does, we’ll have to trust his arrogance and his certainty that we couldn’t possibly breach his wards and defeat his guardians."

Marcos adds, "I can’t promise that he won’t return, but it’s a risk we will have to take. The price of letting him complete the ritual is simply too high."

You can introduce yourselves and your characters to the group and purchase gear as normal in Absalom.
Please, remember to choose your Aid Characters if you haven't already.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

@Kahwen - good to see you found a table, so thanks for keeping us updated. I see Yaiho filled the spot and has also already checked in, so we are looking good.

I see some of you are already sorting out the extra characters, but for anyone who doesn't know what is going on, here are the rules:

Unlike other Pathfinder Society Scenarios, players in Siege of Gallowspire can bring multiple characters to the table to influence the narrative. These additional characters have strong limitations placed upon what they can do; the details are described below.

PRIMARY CHARACTER
This is the PC that each player typically brings to a scenario. This PC personally faces the scenario’s encounters and earns a Chronicle sheet at the end of the scenario.

AID CHARACTER
After a player has chosen their Primary Character, the player can designate up to 3 of their PCs of 5th level or higher as Aid Characters. Aid Characters must be different PCs from the Primary Character. The player does not need all of their Chronicle sheets for their Aid Characters—they only need the Aid Character’s most recently earned Chronicle sheet. The only information from this sheet that is relevant is the Aid Character’s name, number, and level. The Chronicle sheet is also a place to record whether anything bad happens to the Aid Character in the course of the scenario. Note that all risks Aid Characters take are opt-in.

Aid Characters have two functions in this scenario. The first is to generate Aid Tokens (see below). The second is to provide support in Aid Missions that occur during the adventure. The overseer GM will announce these missions when they occur. When the player designates a character as an Aid Character, the player chooses one of the following roles and assigns the character to that role. Each table may assign up to 5 Aid Characters to each role. This restriction represents the expedition’s need for agent to take on a balanced variety of roles, and also helps to ensure that there are enough Aid Characters of each type to succeed at Aid Missions.

AID CHARACTER ROLES
A character’s class and character build does not dictate what roles he can take, though players are likely to want to pick roles that fit with their characters’ themes. If a player does not have 3 Aid Characters available, she can fill any remaining slots with generic 4th-level NPC Pathfinders of any role. These 4th-level NPCs are less likely to succeed than PC Aid Characters at all tasks, but they give all players a way to participate in this scenario’s mechanics. The descriptions below give some examples of the types of routine tasks that Aid Characters in each role perform during the mission, but these characters also perform heroic actions when they grant Aid Tokens or attempt Aid Missions.

Guard: The combat encounters detailed in this scenario are handled by the Primary Characters, but there is still plenty of danger to deal with. A character assigned to this role helps provide security for the expedition. Characters in this role drive off minor threats that crop up, protect the rear of the expedition, and generally ensure the mission can continue unhindered.

Medic: Most of the healing resources in the expedition are wielded by the Primary Characters for the benefit of further advancing the mission, but the Aid Characters are likely to need healing too. An Aid Character assigned to this role treats wounds, cares for the bodies of the fallen, and dispenses medical supplies.

Muscle: Moving what is effectively a small army into hostile terrain is a challenging task. A character assigned to this role helps move heavy objects, clears passageways, and transports equipment.

Scout: Little is known about the Gallowgarden and the areas below Gallowspire, and what information does exist is often inaccurate. A character assigned to this role roams ahead of the main expedition, learning what threats are present and giving advice on how best to navigate them.

Spellcaster: The sheer number of Pathfinders on this mission presents a heavy demand for spellcasting, particularly spells that can protect agents from harm or remove conditions that they incur. Spellcasters meet up with Pathfinder agents between battles, helping prepare them for the dangers ahead. They may have their own innate spellcasting ability, or they might carry an arsenal of magic items for this purpose.

AID TOKENS
During the event, it is possible for characters at one table to assist those at another with Aid Tokens. In this scenario, Aid Tokens work a bit differently from in past scenarios. Instead of having generic Aid Tokens that PCs can improve with their skills, each Aid Token represents the efforts of a specific Aid Character.

Each Aid Character role is associated with a specific benefit that Aid Character in that role can provide. I will virtually distribute 3 Aid Tokens to each player, corresponding to their Aid Characters’ roles (see above). At this time, each player has the opportunity to commit any number of their PC Aid Characters to a more challenging, heroic task. This task provides greater benefits, but it also introduces a risk that the Aid Character may come to harm and therefore be unable to help out during later opportunities in this scenario. These tasks are particularly difficult for lower-level Aid Characters, who are likely to be injured in the process. The 4th-level NPC Pathfinders are unwilling to attempt the heroic tasks. For each Aid Character attempting a heroic task, have the player roll:
3d6 for a 5th- to 8th-level Aid Character
4d6 for a 9th- to 12th-level Aid Character
5d6 for a 13th- to 16th-level Aid Character
6d6 for a 17th- to 20th-level Aid Character.
The results for each Aid Character depend upon the results of their roll.
16+: The Aid Character PC grants the benefits of heroic aid and is entirely unharmed.
8–15: The Aid Character PC grants the benefits of heroic aid but is injured in the process. This Aid Character cannot participate in missions later in the scenario, but they can recover from their injuries at the end of the scenario by spending 8 Prestige Points.
7 or less: The Aid Character grants the standard Aid Token benefits but is injured in the process, with the same consequences as if they had rolled 8–15.

If the character succeeded at the heroic task, check the “Heroic Aid” box on the Aid Token. If an Aid Character was injured, record the result on GM Reference #2: Aid Character Misfortunes (see page 43).

At the end of Part 1, as well as each time the table completes an encounter, the table can give one of these tokens to a nearby table. If the token they give is heroic, they can give out a second standard or heroic token as well. The players choose which Aid Token(s) to give.

A table can benefit from up to two Aid Tokens per encounter. For this purpose, treat the time spent resolving the effects of an encounter afterward—such as healing, removing conditions, and identifying magic items—as part of the encounter itself.

AID MISSIONS
At designated times during the course of the scenario, the Overseer GM reads announcements to begin Aid Missions, one for each of the five roles. The rules for each of these Aid Missions are as follows.
.
Once the Overseer GM announces an Aid Mission, Table GMs should find a natural pause in the action within the next 5 minutes (so the Overseer GM can announce the result after about 15 minutes). At this time, players can elect to send any number of their Aid Characters of the corresponding role on the mission. These missions are more dangerous than improving Aid Tokens, but the benefits they provide apply to the whole House. For each Aid Character sent on the mission, Table GMs should have their player roll:
2d6 for a 4th-level NPC Pathfinder
3d6 for a 5th- to 8th-level Aid Character
4d6 for a 9th- to 12th-level Aid Character
5d6 for a 13th- to 16th-level Aid Character
6d6 for a 17th- to 20th-level Aid Character

The results for each Aid Character depend upon the results of their roll.
20+: The Aid Character is a triumphant leader, inspiring other Pathfinders with their bravery and skill. They generate 2 successes for the mission. Even if the mission fails, they
escape unscathed.
11–19: The Aid Character makes a substantial contribution to the mission, generating 1 success. If the mission fails, the Aid Character is injured. The Aid Character can recover from their injuries at the end of the scenario by spending 8 Prestige Points.
6–10: The Aid Character is trapped in a perilous situation and needs the assistance of other Pathfinders to escape. The Aid Character does not contribute to the mission’s success. If the mission fails, the Aid Character dies.
5 or less: The Aid Character’s luck runs out. Whether from an ambush, a devious trap, or a relentless onslaught of foes, the character meets their end. This Aid Character dies and does not contribute to the mission’s success.

Once a table has determined its results, each Table GM should signal their table’s total number of successes to HQ staff. Once the HQ staff has tallied the House’s total number of successes, the Overseer GM announces the results of the Aid Mission to the House, as specified in the Aid Mission’s description. When the Overseer GM announces the results of the mission, Table GMs should record any negative consequences to Aid Characters on GM Reference #2: Aid Character Misfortunes (see page 43). If the mission failed, there are no further effects. If the mission succeeded, the House receives a special benefit. These benefits are listed in the Table GM Instructions sections for the corresponding part of the adventure. Additionally, all participating Aid Characters will be able to benefit from a boon on this scenario’s Chronicle sheet. Record the names of Aid Characters who participated in a successful mission (regardless of whether or not they personally earned successes) on GM Reference #3: Aid Character Triumphs (see page 44).

SPELLCASTING SERVICES
A large number of high-level Pathfinders travel to Gallowspire, including numerous NPCs. As a result, the PCs have access to spellcasting services as if they were in a large city. Furthermore, given the dire circumstances, Absalom’s Siege Lord Wynsal Starborn has provided the Pathfinder Society with a large supply of diamond dust to help defray the cost of the most expensive of spells. The first time during the scenario that a PC uses one of the following spellcasting services, it costs only half as much as usual: greater restoration, raise dead, resurrection, and true resurrection. This discount applies regardless of whether the PC pays the
cost with gold pieces, with Prestige Points, or with both. Each PC can benefit from this discount once.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Only if you insist... :)

Cordwin is relieved to find that the paralysis does wear off almost immediately after the last ghoul drops.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

For what it's worth, Sandpoint is about 6 miles away. Keep in mind that this is not a large city, and you are more powerful than anyone else in town. The necromancy you just recently defeated is likely the only one in the area that would know anything, but his experiments were not focused on curing the infected. But you can certainly take them back to town. But I think Rene's point is pretty valid - if you drop them off and return, and they turn into ghouls in town, chances are that you would feel bad about it.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Thozar replies. "They aren't far. The prisoners are very close and beaten and probably slowing them down. I don't see how we might get them out of there unseen."

"We could probably sneak up on them... you know, if we weren't dwarves. Ha!"


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LN Human Pact Wizard 4 HP: 25/25 AC: 10 Tch: 10 FF: 10 CMD: 12 | F +3 R +2 W +7 | Init: +1 Perc: +6 | Active: none

"Well, not sure what that was, but it doesn't sound safe for a bird."

"Could we just cut a hole in the door?"

Could an unseen servant be instructed to open the door from the other side (assuming that is possible)? If so, then Sydney casts that next.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

"You all know more about this Lamashumey thing than we did," the kitsune mutters. He digs in his pack and pulls out the notes that they found. Links above - notes and exhibits. You are welcome to read all of what's there and as far back in the posts as you like.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

APs are a long haul commitment, for sure. I have not yet run one to completion, although I am currently running 5 tables (yes, 5) in 3 APs (2 Giantslayer, 2 Rise of the Runelords, 1 Carrion Crown). I have had to let 1 others drop away in the past.

This is really at about 2 over my practical limit right now, but I inherited 2 of them from other GMs who couldn't complete, and they are all good groups. Luckily, my players are patient with me, although this makes for a slow game, and a very long haul. I was planning to only help them finish out the book they were in, but now I am going to try and let them get to the end.

Both of the Giantslayer tables are in book 3, and they started at the same time - Jan 2017. I got so many good applicants, I tried to handle 3 tables thinking I could combine them as players dropped off. Attrition rate on these has been extremely low - in fact, I think both groups are still just the original players (with one or two character changes). So after book 1 I had to pare down to 2 - I still feel guilty about that. :(

So, if you can find a good game and a patient group, you can weather the ups and downs of personal schedules, but it likely won't be as fast paced as PFS scenarios for the duration.

As a player, I have had many AP starts that never got too far, but a few lasted pretty good. I even was able to complete Giantslayer, where I came in at Book 4 as a replacement character, but I think a few of the characters were original, so it can happen. (Thanks again, Tyranius!)


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Pooping on command - I don't see that in the rules anywhere!

The annoying bird distracts the cyclops until everyone else gets into range, and Ingrahild puts an arrow in its thick hide, as Gundar launches a crossbow bolt. We will call that surprise round.

The cyclops looks at Ingrahild and picks up a large rock to throw at her. Luckily the throw is off, but it looks like it would have hurt!

Range right now is about 110 feet.

Initiative:

Belir: 1d20 + 8 ⇒ (1) + 8 = 9
Gundar: 1d20 + 1 ⇒ (2) + 1 = 3
Ingrahild: 1d20 + 3 ⇒ (3) + 3 = 6
Thozar: 1d20 + 2 ⇒ (11) + 2 = 13
Ulark: 1d20 + 1 ⇒ (9) + 1 = 10
Umlo: 1d20 + 1 ⇒ (6) + 1 = 7

Cyclops: 1d20 + 2 ⇒ (18) + 2 = 20

Round 1: (Bold may act)
Cyclops (32 dmg)
Thozar
Ulark
Umlo
Belir
Ingrahild
Gundar


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OK, thanks everyone for your submissions. I hope to have a decision by tomorrow, but the way my week has been going, it may take a few days.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

As you toss rocks at the scarecrows, they jump to life... of sorts. Someone is tied to each post, sacks over their heads, growling and struggling unnaturally.

Round 1:
Struggle: 1d20 + 1 ⇒ (8) + 1 = 9
Struggle: 1d20 + 1 ⇒ (19) + 1 = 20

One of them breaks free from their bonds and drops to the ground.

Party's up!


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

I'll go catch up on your game and jump in shortly, PDK.

Horizon Hunters

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Male Dwarf Rogue 1

Bogard, of course, examines the trap and confirms the situation. "Very well, he may not be a complete scoundrel..." he admits grudgingly.

Wow, that was quick! Thanks for the game! I think I need to re-read the rules again to better figure out this combat stuff.

Horizon Hunters

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Male Dwarf Rogue 1

Sorry - work kicked my butt this week (huge deadline), but I will catch up!


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

I believe he was just "un-armed" a few minutes ago...

But yes, I believe that seems a reasonable call.

Grand Lodge

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I would be in for this as well.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

"That damn Banny Harker", he mutters. This was the victim hung with the symbol in his chest. "He got her mixed up in this somehow!"

Skarn gets a strong sense that this is just an upset father that doesn't really seem to know much more. No one could be that good of an actor.

------

Due to the complexity of this story line and the disjointed nature of PbP, I am going to try to help keep you on track in a Choose-Your-Own-Adventure sort of way. If everyone would prefer to stay in freeform mode, though, just let me know.

It occurs to you that you have two more areas worth investigating.

- The strange rune carved in the victim. Could someone more knowledgeable in demonic lore could shed some light? Wasn't there a researcher in town by the name of Bodert Quink?

- The Sheriff alluded to some "first murders". Perhaps the cases are related?


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LN Human Pact Wizard 4 HP: 25/25 AC: 10 Tch: 10 FF: 10 CMD: 12 | F +3 R +2 W +7 | Init: +1 Perc: +6 | Active: none

Seeing everyone sneaking in the door, Sydney hurries to catch up. Believing himself capable of being stealthy, he tiptoe runs... right into the door jam! "Oomph!"

Stealth: 1d20 + 0 ⇒ (1) + 0 = 1

Sorry, gang...


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

That's enough of a consensus - we'll call the tools a party expenditure, and everyone has $100 to spend.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

OK, folks - so here is where we are. You have a lot of keep to explore if you like, but you just killed the BBEG by basically skipping to the end!

Now, as a group of dwarves, you know that without a strong leader, the organization here will quickly fall apart. Ogres will start eating orcs, orc tribes will begin to quarrel, etc.

SO... if you want to handwave the rest of this book and move on to 3, I am ok with that. If you prefer to clean house, that is fine too. In any case, you have earned your 7th level (which will make cleaning house much easier).

I don't have a real preference here, but wanted to give you the option. Given how long these campaigns take in PbP, we still have 4 books to go. But I don't want to cheat anyone of the full experience if you really like killing orcs. On the other hand, giants ahead...

Talk among yourselves and let me know.


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We need some arcane casting, but will probably choose two new members, so submit what you like.

Rules for Character Creation
• 20 point buy
• Classes: All acceptable.
• Races: Any Core, plus Aasimar, Tiefling, Changeling, and Dhampir.
• Traits: Two, one of which should be from the Carrion Crown Player's Guide. No Drawbacks.
• Starting Wealth: Average by Class
• Alignment: No Evil.
• HP: Max at 1st level, Half + 1 each additional level
• No 3rd party material, please.

• Every character will need at least a short background. If you can incorporate some horror elements into it, that will only help your chances of being selected. Please also give mention to your relationship with Professor Lorrimor.

• Dark Secret: Every PC should have a dark secret of some sort, which, if exposed, would cause extreme embarrassment at the very least. Please keep it PG-13 and not entirely counter to your alignment. This should be part of your background, although if you wish to hide it via a spoiler tag or to send it to me via private message, that's perfectly acceptable.

• Please give me a rough idea of where you want to go with your character, and what skills s/he brings/will bring to the table to round out a good party.

• I'd also like to know your anticipated posting schedule. I'll be expecting at least 1 post per day unless you've already let us know you'll be gone for a short period.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Well, it isn't listed here, but I am going to say that a party of dwarves should have no problem coming up with a way to secure the door. Now, can they do it quietly?

Gundar finds a few wedges and secures the exit.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Hello, everyone. I am afraid this week just got away from me with so much to do before I leave. I will be travelling until March 25, and I don't plan to have much time or access during, so I will pick this back up when I return. Thanks for you patience!


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

Hello, everyone. I am afraid this week just got away from me with so much to do before I leave. I will be travelling until March 25, and I don't plan to have much time or access during, so I will pick this back up when I return. Thanks for you patience!


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

@Antonio - sorry, I failed to comment that you hit, but the damage was 11 dmg applied to Slade.

Li takes down orange, and so Angel Eyes adjusts his aim and shots lt. blue down where he stands.

Round 4: (Bold may act)
Li (5 dmg)]
Culver & Yahvev (5 dmg, +shield but charged)
Curly (8 dmg)
Antonio


Round 5: (Bold may act)
Perry (4 dmg)
Angel Eyes (6 dmg) - killed lt blue
Cowboys: Yellow (11 dmg, disabled, bleeding), Orange (9 dmg), Lt Blue, Blue Zombie
Witch (23 dmg - bleeding and unconscious)
Slade (14 dmg)
Li
Culver
Curly (5 dmg)
Antonio

Party Status::

Angel Eyes HP 20/20 AC:16 T:14 FF:12
Antonio HP 22/22 AC:14 T:12 F:12
Culver & Yahvev HP 16/16 AC:15 T:13 F:12
Curly HP 15/20, AC:15 T:13 F:12
Li Wei HP 12/16 AC:16 T:16 FF:14
Perry HP 20/20 AC:13 T:13 FF:10


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

With the owlbear failing to connect, the small demon finishes his spell, disappearing in a small puff of smoke.

Spellcraft DC 22:
The demon cast greater teleport and has decided to find a safer place to battle.

With the half-orc (green) trying to flee, the demon gone, and a downed crusader (red) looking to you for assistance, you have a small amount of breathing room.

Round: 3
Active conditions: PITCHED BATTLE!
Kahru
Nokka

Round: 4
Active conditions: PITCHED BATTLE!
Takumi
Lantern Archon
Zyneste
Eugressia
Oiur: -14 ; oil of align weapon
Kaya

Half-orc: Green armor -19 Fleeing?
Kahru
Nokka

Downed Crusader in red +9

Bold are up!
++++++++++++++++
Current Map


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Tyler's attempt to pull the sword from Nualia's grip is barely successful, but he can't help but grin as he sees the shock and anger creep into her otherwise calm facade.

Aurora's up.


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Knowledge | GSC | GSD| Carrion | Moonlight| RotR$ | RotRRed$ | Gallowspire

I created a summary of your current quest, to help refresh memories (including my own!) This is also on the campaign tab for reference.

With the information gleaned from captured orc prisoners and the half-orc saboteur Skreed Gorewillow, Trunau’s Council of Defenders is worried that the town’s orc troubles are far from over. Thanks to our heroes, the orcs’ hill giant chieftain, Grenseldek, was unable to recover the items she sought from Uskroth’s tomb, and the council fears another attack on Trunau in the near future. To that end, Halgra asks you to go to Grenseldek’s lair— an abandoned outpost near the River Esk called Redlake Fort—and deal with the giant chieftain and her orc tribe before they can attack Trunau again.

Halgra offers a reward of 1,500 gp to put an end to Grenseldek’s aggression.

Halgra introduced you to a venerable elf named Silvermane, who has watched over Trunau’s Hopespring for as long as anyone can remember. Silvermane is mute, and communicates through a form of sign language that Halgra can understand and translate. With her help, Silvermane tells you about the Vault of Thorns, a demiplane created by the druidic Council of Thorns, of which he was once a member. The entrance to the Vault is located within Ghostlight Marsh, a swamp to
the northeast surrounding the confluence of the Kestrel and Esk rivers. Silvermane informs you that the Vault contains a cache of items that can help in their fight against the Twisted Heart menace, though he has no specific details about the items.

Halgra secured passage for you aboard a keel-boat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for help sailing the boat and defending it from any threats.

Along the way, you were attacked by Skreed's love and your saboteur, Melina. You also stopped at a way stations along the river to find orcs had taken it in preparation for a larger assault against Castle Firrine. You rescued Calrianne Blix, a paladin stationed there, and she heartily thanks you and produces a map of the abandoned border fort. The knight informs you that her ancestor, a man named Fabian Blix, was the fort’s cleric. Fabian died during the final siege of the fort, but one of his sons (Calrianne’s great-grandfather) escaped through a hidden sewer tunnel. Calrianne’s map shows the majority of Redlake Fort (see the map), including the sewer tunnel (area K6), which Calrianne believes is submerged. Additionally, the knight says she’d be interested in knowing of her ancestor Fabian’s fate, should you learn anything about him while there.

Upon entering the swamp, you encountered an insane dwarf, Ingrahild Nargrymkin, cursed by a green had, Ewigga. She has also lost her brother, Umlo, to the coven or the swamp, and has agreed to join you to the fort.

Finding and defeating Ewigga, and collecting the treasure told by Silvermane, you head for Redlake Fort.


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You are headed to Redlake Fort as the suspected location of the heart of the attacks on Trunau.


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I just realized that my post between Christmas and new years is missing! You are all now level 2 - please update your characters and let me know when you are ready.


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LN Human Pact Wizard 4 HP: 25/25 AC: 10 Tch: 10 FF: 10 CMD: 12 | F +3 R +2 W +7 | Init: +1 Perc: +6 | Active: none

Hmm, I am sure I posted a round 10 action, but don;t see it here...

Sydney spends more time than is wise trying to win the hearts and minds of servants.

Trying to influence the servant's area
Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27


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Science! Love it.

Both arrows appear to be just as effective as the first, but it looks like the original hole has begun to heal.

Round 1: (Bold may act)
Thozar
Ulark (+3 AC - Barkskin) - Activating Righteous Might

Round 2: (Bold may act)
Belir
Ingrahild (+2 AC - Barkskin)
Gundar
Plant monster (6 damage)

Party Status:

Belir - HP 48/48 AC 24/11/23 (+4 vs Giants) CMD 18
Gundar - HP 29/51 AC 22/12/20 (+4 vs Giants) CMD 19
Ingrahild - HP 34/48 AC 19/18/17 (+2 barkskin +4 giants) CMD ?
Thozar - HP 43/43 AC 18/12/16 (+4 vs Giants) CMD 15
Ulark - HP 50/50 AC 19/10/19 (+2 barkskin +4 vs Giants) CMD 18


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Ingrahild Nargrymkin wrote:
”Just so long as it isn’t nonsense like friendship or believing in yourself.”

Just spit water on my laptop....

You walk down a hallway and make your way back into the large conservatory. This time, however, you don't have a bridge across, but a tree stump carved into a stairway down to the ground.

Grand Lodge

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Male Vine leshy Monk (UC) 1 HP: 7/13 AC: 16 (Tch 16; FF 11) CMD:14 (15 vs trip) | F:+5 R:+4 W:+3 | Init: +4 | Perc: +7, SM: +7 | Active: Bleeding

"So this is a space ghost? Is doll happy now, to be avenged? It seems sad we must kill space ghost."

Are all of the bats just being normal bats now?

Sovereign Court

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CG Male Halfling Empiricist Investigator 3 / Alchemist 2| HP: 29/30 | AC: 22 21 (16 Tch, 17 FF) | CMD: 15 | F: +5+1, R: +10+1, W: +4+1 | Init: +3 | Perc: +15+2/+16+2TF, SM: +13 | Active conditions: Cloak+1, Luck #10, Reduce Person

"That's a catchy tune. We should have him sing it for the queen..."

Fuzzfoot looks around. What's next?

Grand Lodge

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Male Vine leshy Monk (UC) 1 HP: 7/13 AC: 16 (Tch 16; FF 11) CMD:14 (15 vs trip) | F:+5 R:+4 W:+3 | Init: +4 | Perc: +7, SM: +7 | Active: Bleeding

Boon: 1d20 ⇒ 19

1d4 ⇒ 4


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Yes, best of luck, and we will make it work.


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Yep, I can set it up.. I recently took over another RotR group and promised to set them up one as well.

Grand Lodge

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Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Emmett seems to have no clue what is happening to him, but something in the back of his brain is struggling. Way back in his brain... far, far back.

Save: 1d20 + 3 ⇒ (1) + 3 = 4

"Yee-ha! Umph."


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Ingrahild uses her quick wits to outsmart the hag, and that, coupled with a lucky shot, actually brings the witch down!

Eventually the spells wear off, and you are able to see the hideous, twisted woman with an arrow in her back.

A quick search (and assuming someone casts detect magic) reveals five magical berries, a rod, a scroll of call lightning, magical leather armor, a magic ring. She also carries holly and mistletoe, a pair of faded leather baby shoes, wooden toy rattle, and a single gold coin.

Grand Lodge

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Male Half-elf Gunslinger 4 / Brawler 1 | HP: 34/34 | AC: 22 (18 Tch, 15 Fl) | CMD: 22 | F: +6, R: +11, W: +3 | Init: +10 | Perc: +12, SM: +6 | Active conditions: none

Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 Not sure that was still needed...or if Will decides to climb back up?

Grand Lodge

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Male Vine leshy Monk (UC) 1 HP: 7/13 AC: 16 (Tch 16; FF 11) CMD:14 (15 vs trip) | F:+5 R:+4 W:+3 | Init: +4 | Perc: +7, SM: +7 | Active: Bleeding

Oakley starts scratching himself without even realizing it.

"This town likes dolls. We like them too."

Sovereign Court

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CG Male Halfling Empiricist Investigator 3 / Alchemist 2| HP: 29/30 | AC: 22 21 (16 Tch, 17 FF) | CMD: 15 | F: +5+1, R: +10+1, W: +4+1 | Init: +3 | Perc: +15+2/+16+2TF, SM: +13 | Active conditions: Cloak+1, Luck #10, Reduce Person

Fuzzfoot does a quick "cabbage-patch" dance move, and then tosses a bomb at the left undead.

Attack: 1d20 + 9 + 4 ⇒ (15) + 9 + 4 = 28
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Splash damage to the next one is 6.

Sovereign Court

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CG Male Halfling Empiricist Investigator 3 / Alchemist 2| HP: 29/30 | AC: 22 21 (16 Tch, 17 FF) | CMD: 15 | F: +5+1, R: +10+1, W: +4+1 | Init: +3 | Perc: +15+2/+16+2TF, SM: +13 | Active conditions: Cloak+1, Luck #10, Reduce Person

Wow, a lot happened since I checked in yesterday!

Sense Motive: 1d20 + 13 ⇒ (19) + 13 = 32

Fuzzfoot whispers to the others, "Don't try to intimidate these folks. It will just put up further defenses..

"And just think of the economic benefits to the heroes after this attack is put down. You could be that hero!"
Diplomacy Aid to Caller: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

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Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Knowledge, history: 1d20 + 2 ⇒ (8) + 2 = 10
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Linguistics: 1d20 + 2 ⇒ (6) + 2 = 8

"I just don't know what's going on around here," Henrick bemoans as he sits on the ocean floor holding his head.

Grand Lodge

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Male Vine leshy Monk (UC) 1 HP: 7/13 AC: 16 (Tch 16; FF 11) CMD:14 (15 vs trip) | F:+5 R:+4 W:+3 | Init: +4 | Perc: +7, SM: +7 | Active: Bleeding

"Hey... that was my water...well, ok - everyone have a... sip. Can we get... some orange dye? I...for one...like the look."


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Sounds pretty convincing!

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