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109 posts. Alias of Diskordant.


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A search of the farmland around the house returns no new information. The farm has been abandoned for the last few days and it appears that no one has returned since the announcement of the kolbold attack.

You are able to find 4 pints of oil and 6 torches. There are also some bottled preserves, 5 days worth.

The hay loft contains typical farming equipment found in a hayloft, pitchforks and the like.
forgive me if I don't know what would be found in a hayloft other than the obvious pitchfork

Night continues to roll in and the moon gives off little light as clouds move in with the darkness casting unnatural shadows on the land.


As you gather around the wagons that are leaving the town of Three Forks Divide the mood turns even darker. Though the people walk with hope and determination, the fear and pain of their loses are palpable. Once the whole precession is gathered up Destry gives the word and the first wagons begin to roll out of the town.

The sick and injured are loaded onto the wagons in the middle, that are padded down with all the quilts and linens that could be found. The carts with numerous children on them comes next, most clutching onto a doll or wooden toy that is not only their prized possession but likely their only possession. Finally comes up the rear guard, here are the four militiamen who are still able to fight, as well as Gamgee the smith. Lastly comes the hafling family bravely bringing up the rear scouting position.

Once all of the villagers have left Three Forks Divide the party must make their way back through the ghost town. The scene is physically depressing for those who hail from this town. Empty streets and burned ruins give a weight to the sadness that pulls down your very soul.

Once through the town travel seems to pick up and you quickly spend the second half of the day travelling North on (or near if you prefer) the road. The pile of goblins left unattended these last few hours has nearly burned itself out and the bodies are mostly comprised of ask and bone, indistinguishable for most from the burned bodies of young children(though to anyone trained in heal the scene is not quite as disturbing).

Taking a more subdued pace than you had just two days before when you came through this way you have time to notice the land itself more clearly. The grass does not seem as green as it should be, and here are very few flowers for this time of year. You finally reach an old abandoned farmhouse a ways off the road that Traveller would often stay at. It has already grown dark.
at his point decide if you wish to stay or not and determine watch order, if you're going to have one.


Hey guys I'm still here. I was waiting for Slanter sand then I just got outta the swing if things. I won't get a chance to post until Sunday but expect things to get going again then. Sorry about this.


You had to go and bring math into this did you? My brain's not functioning at full capacity, I know there's an easier way to do this but here we go.

Possible Die rolls:
1 1 1 = 9
1 1 2 = 9
1 1 3 = 9
1 1 4 = 10
1 1 5 = 11
1 1 6 = 12
1 2 1 = 9
1 2 2 = 9
1 2 3 = 9
1 2 4 = 10
1 2 5 = 11
1 2 6 = 12
1 3 1 = 9
1 3 2 = 9
1 3 3 = 9
1 3 4 = 10
1 3 5 = 11
1 3 6 = 12
1 4 1 = 10
1 4 2 = 10
1 4 3 = 10
1 4 4 = 11
1 4 5 = 12
1 4 6 = 13
1 5 1 = 11
1 5 2 = 11
1 5 3 = 11
1 5 4 = 12
1 5 5 = 13
1 5 6 = 14
1 6 1 = 12
1 6 2 = 12
1 6 3 = 12
1 6 4 = 13
1 6 5 = 14
1 6 6 = 15
2 1 1 = 9
2 1 2 = 9
2 1 3 = 9
2 1 4 = 10
2 1 5 = 11
2 1 6 = 12
2 2 1 = 9
2 2 2 = 9
2 2 3 = 9
2 2 4 = 10
2 2 5 = 11
2 2 6 = 12
2 3 1 = 9
2 3 2 = 9
2 3 3 = 9
2 3 4 = 10
2 3 5 = 11
2 3 6 = 12
2 4 1 = 10
2 4 2 = 10
2 4 3 = 10
2 4 4 = 11
2 4 5 = 12
2 4 6 = 13
2 5 1 = 11
2 5 2 = 11
2 5 3 = 11
2 5 4 = 12
2 5 5 = 13
2 5 6 = 14
2 6 1 = 12
2 6 2 = 12
2 6 3 = 12
2 6 4 = 13
2 6 5 = 14
2 6 6 = 15
3 1 1 = 9
3 1 2 = 9
3 1 3 = 9
3 1 4 = 10
3 1 5 = 11
3 1 6 = 12
3 2 1 = 9
3 2 2 = 9
3 2 3 = 9
3 2 4 = 10
3 2 5 = 11
3 2 6 = 12
3 3 1 = 9
3 3 2 = 9
3 3 3 = 9
3 3 4 = 10
3 3 5 = 11
3 3 6 = 12
3 4 1 = 10
3 4 2 = 10
3 4 3 = 10
3 4 4 = 11
3 4 5 = 12
3 4 6 = 13
3 5 1 = 11
3 5 2 = 11
3 5 3 = 11
3 5 4 = 12
3 5 5 = 13
3 5 6 = 14
3 6 1 = 12
3 6 2 = 12
3 6 3 = 12
3 6 4 = 13
3 6 5 = 14
3 6 6 = 15
4 1 1 = 10
4 1 2 = 10
4 1 3 = 10
4 1 4 = 11
4 1 5 = 12
4 1 6 = 13
4 2 1 = 10
4 2 2 = 10
4 2 3 = 10
4 2 4 = 11
4 2 5 = 12
4 2 6 = 13
4 3 1 = 10
4 3 2 = 10
4 3 3 = 10
4 3 4 = 11
4 3 5 = 12
4 3 6 = 13
4 4 1 = 11
4 4 2 = 11
4 4 3 = 11
4 4 4 = 12
4 4 5 = 13
4 4 6 = 14
4 5 1 = 12
4 5 2 = 12
4 5 3 = 12
4 5 4 = 13
4 5 5 = 14
4 5 6 = 15
4 6 1 = 13
4 6 2 = 13
4 6 3 = 13
4 6 4 = 14
4 6 5 = 15
4 6 6 = 16
5 1 1 = 11
5 1 2 = 11
5 1 3 = 11
5 1 4 = 12
5 1 5 = 13
5 1 6 = 14
5 2 1 = 11
5 2 2 = 11
5 2 3 = 11
5 2 4 = 12
5 2 5 = 13
5 2 6 = 14
5 3 1 = 11
5 3 2 = 11
5 3 3 = 11
5 3 4 = 12
5 3 5 = 13
5 3 6 = 14
5 4 1 = 12
5 4 2 = 12
5 4 3 = 12
5 4 4 = 13
5 4 5 = 14
5 4 6 = 15
5 5 1 = 13
5 5 2 = 13
5 5 3 = 13
5 5 4 = 14
5 5 5 = 15
5 5 6 = 16
5 6 1 = 14
5 6 2 = 14
5 6 3 = 14
5 6 4 = 15
5 6 5 = 16
5 6 6 = 17
6 1 1 = 12
6 1 2 = 12
6 1 3 = 12
6 1 4 = 13
6 1 5 = 14
6 1 6 = 15
6 2 1 = 12
6 2 2 = 12
6 2 3 = 12
6 2 4 = 13
6 2 5 = 14
6 2 6 = 15
6 3 1 = 12
6 3 2 = 12
6 3 3 = 12
6 3 4 = 13
6 3 5 = 14
6 3 6 = 15
6 4 1 = 13
6 4 2 = 13
6 4 3 = 13
6 4 4 = 14
6 4 5 = 15
6 4 6 = 16
6 5 1 = 14
6 5 2 = 14
6 5 3 = 14
6 5 4 = 15
6 5 5 = 16
6 5 6 = 17
6 6 1 = 15
6 6 2 = 15
6 6 3 = 15
6 6 4 = 16
6 6 5 = 17
6 6 6 = 18

3d6 Tally Percent Cumulative Reverse Cumulative
9..........27........12.5%............12.5%................100.1%
10.........27........12.5%............25.0%................87.6%
11.........36........16.7%............41.7%................75.1%
12.........46........21.3%............63.0%................58.4%
13.........30........13.9%............76.9%................37.1%
14.........24........11.1%............88.0%................23.2%
15.........16........07.4%............95.4%................12.1%
16.........06........02.8%............98.2%................04.7%
17.........03........01.4%............99.6%................01.9%
18.........01........00.5%............100.1%...............00.5%

I think this looks pretty good. I think I will make a roll of 1 1 1 into a natural 18, which will make you more likely to have > 14 then to have a 9(it actually reverses the chances, from a 12.5% of having a nine and a 12.1% of 15+ to 12.1% of 9 to 12.5% of 15+) If I weren't so tired that'd probably be obvious.

But I'd still like to know what more experienced GMs or players think of this method.


My group prefers to roll stats over point buy, but my group is also used to epic fantasy stats(my current character is 18, 18, 16, 15, 14, 14 and he's not even the best at our table). I'm going to be running a horror themed adventure(and then carrion crown if they enjoy it), but I want the characters to be significantly less powerful but still roll stats. Here's what I'm thinking:
3d6 treat all 1's and 2's as 3's.
This generates stats between 9 and 18 weighted heavily towards twelve. I'm thinking of let then roll 7 sets keep 6.

What do you all think?


He did pay for breakfast, the silver was for the tankard he decided to take with him.


Well my work is done here. Good luck. The people will be ready to head out to Kempo shortly and I wish to scout the way for them. Once your breakfast is done and you've made your plans you should come see them off.

Grimwald rises to leave and then looks down at the extra tankard on the table, Should probably take this one with me. He lays a silver on the table to cover the cost of the tankard and walks out.

As said before you may acquire from the people of Three Forks Divide any mundane average quality weapons you may need(no masterwork or mighty composite bows). When you're done RPing introductions head to the south end of town and we will move on from there.


I know I orginally said this would be sandboxy, and then I jusst railroaded you guys. Bear with me, I promise it will open up some soon.

Again sorry to Walfsbreath and Grimblade for running your characters for a few seconds, it won't be a habit I promise.

Also please note that my keyboard battery is dying and when it does it starts doing weird things to my typing, like dropping whole strings of letters and doubling some letters, I think I got them all fixed but just in case you know what's up


Quick update before bed as I'm not confident that I will get to post tonight.

Grimblade don't worry about it, all of us have missed the variable modifiers at least once(I just always caught it while I could still edit it).

Traveller, you may handle the weapons through rp or numbers at your discretion, I am happy to RP it, or we can focus on getting the party on the road, I'm fine with either. I like Kickback too, but I certainly understand you not wanting to risk him on this journey, though a good pack animal may prove vital to survival. You know of many farms between here and Aeomund's Keep that are fairly secluded.

Wolfsbreath you reach town and see the carnage of the night before. There is a large tavern that seems to be mostly untouched by the flames of the recent attack.

The serving girl comes up to Grimblade. Breakfast, huh? We can get you something but I'm gonna need this table, do you mind sharing it with those men over there? She points to a table with four men at it, one a very large man[see Grimwald's description above], two other humans, and a hafling[view character descriptions.] Grimwald looks over to the table as if he heard her over the noise of the preparations and motions you to join them.

To the people at his table Grimwald says, eying your choices of food You are about to take a very difficult undertaking, and you may not have the ability to get an actual cooked meal for many weeks. You must eat better than that.

He calls over a serving girl and hands her something and tells her:These people are with me, make sure they want for nothing before we leave, and do try to keep my tankard full, might be best if you always leave an extra on the table.

Normally wouldn't do this but gonna push the "get the party together magic DM button." Promise I won't do this but when I think it could save a week of awkward maneuvering to accomplish something like a forced meting

Wolfsbreath walks into Two Prongs Inn as Grimblade approaches the table with Grimwald and the rest of the breakfasters. Grimwald says loud enough for everyone to hear You all are heroes for this mission you are choosing to undertake. Whether you succeed or not, just by making the choice to risk your lives for the protection of not just your family friends and towns, but all the people of Phi'Shaw. For that this meal is on me, and I toast you. May the fallen Avatars see fit to protect you on your way.

Grimwald raises his stein and you hear a hearty Here, Here! from the rest of the people within the common room.

If only I could go with you, alas I am need elsewhere though. Since Gutlighter had to decline to see to his father though may I suggest you find another person to go with you? The Oracles had told me there would be four, and a wolf! leaving three forks. Though I had chalked that last up to too much incense Grimwald Deathcrusher passes a knowing look over Grimblade as he sits down and at the table, and nods to Wolfsbreath to come join them. /DM Railroading. So much for a quick update.


Wolfsbreath
You approach the fire learn what it is. It's a large pile of bodies. None of them look to be human they are two small and a sickly greenish brown complextion. There is nobody nearby.

K:Local DC 11::

These bodies appear to be goblins, though goblins are just a fairy tale....

Perception DC 10::

There are several sets of cart tracks made by the same cart that has a broken wheel leaving a very distinct pattern on the ground. These tracks lead from the road towards Three Forks Divide to the pile of bodies.

Perception DC 20::

You notice more smoke coming from where the town lies. It looks like a smoldering smoke, like the remains of a large fire now burned down to coals.

Grimblade
Please note we are using variable modifiers on all d20 rolls, there is more info on this in the discussion thread but basically you just add +1d20 for every +10 modifier to a d20 roll, then add 1d(2 X modifier) for any modifier less than 20. So your 1d20 + 4 would look like this:
1d20 + 1d8 ⇒ (19) + (4) = 23
and if it had been 1d20+14:
1d20 + 1d20 + 1d8 ⇒ (4) + (17) + (8) = 29

The serving girls are bustling about preparing meals. There are two others in the room having drinks in the corner of the tavern. You don't immediately recognize either of them.

Slanter, Traveller, and Beestinger
Grimwald responds to your questions with a hearty laugh.
Aye Slanter, well you don't get to be as old as me without learning a few secrets along the way. Well I assume the keep is inhabited by kolbolds now. Haven't heard anything from Aeomund himself, he is a slippery bugger so you may receive some unexpected help from him, but I wouldn't count on it.

As far as what lives in the caves and under the keep, well I imagine rats do, and worms. Maybe bigger stuff.

That sounds like a fine idea Beestinger. This mission is a priority but it needs to be handled with care, so taking a few hours for preparations, and to have a drink is entirely reasonable.

Slanter:

You know that Aeomunds keep was nothing more than some minor lord's home. He had a small guard, a large garden and purchased most of his food from Three Forks Divide and imported many things of a Psionic nature from the planar ports of Kempo. You know that some crystal weapons had been forged there.


Grmnbln, not sure what you had said, but oracle is fine.

Ganny, the terrain is high plains, few trees mostly farms.

The season is early spring, it's in the second sentence of the first post. ;)

Character looks good, put it in an alias and start posting.


There are some houses that are burnt ruins, many saw flames but thanks to the valiant efforts of the haflings several buildings were saved. The last few hours have been busy with the burial of towns people. Approximately 10% of the adult population died, about half of that for children. None of the garrison of 6 died. Though 2 of them suffered major injury. Depending on how close to dawn you arrived it may have looked much as you described, but the good people of Three Forks Divide have been busy clearing bodies to the graveyard and taking the goblin bodies to the pyre that the other pcs saw north of town.


Stiehl9s wrote:

my character is almost fleshed out. just a couple of questions.

can i use class alernates from the APG?

and where do i find traits besides the racial ones given in the APG?

Yes class alternates are allowed.

d20pfsrd.com has a long list of traits.


Looks good overall, just a couple things on your backstory. The barbarian tribes that roam throughout Phi'Shaw are known collectively as the Skaldland Barbarians. They are the only private group of "organized" military allowed to roam the country armed. It is said that the tribes had alot to do with the raising of the Avatars. All tribes also pay homage to Tris of Two Faces, she is depicted both as a beautiful human woman and a fierce Orc warrior. She was said to be the guide and protector of the fledgling avatars during the time of their testing. She is treated somewhat how buhdists treat Sidhartha, with deep respect to the point that those not of the tribes believe them to worship her though that is not the case.

Also your tribe had to have been in the north near the base of the mountains if not in the mountains themselves when attacked.

Don't have the book with me but as long as the MW hide shirt doesn't cost more than 250gp(which I'm pretty sure it doesn't) I'm fine with it.


Grimwald can handle having a Grimblade around. Besides Grimwald is his name not his "title."


Yes everyone is level one.

Your opinion is worth a bit, my opinion alone I would go with Half a Prayer, but if you like Snaketongue it's my second choice. We will go with that Snaketongue you're in.


I like Wolfsbreath and Grimblade. So you guys can head over to the discussion thread and start making your characters. Be sure to scan the IC after reading about the world to see the current events of the world.

Still room for 2 more if anyone is interested.


I'm running a game in a homebrew world and I have lost one maybe two players leaving me with a group of only two, so I'm recruiting up to four players.

Please post your character's Nickname or Title only. You may submit up to three and I'll choose one. Examples are:
Slanter
Traveller
Beestinger
Gutlighter
Grimwald Deathcrusher
The Great Miguel
And so on

For purpose of style of game here is the discussion thread link.

And the in game thread link.

The game is a fairly slow paced game, I don't quite post daily more like 4-6 a week.


Sorry Traveller I didn't even notice your last post. I have no problems with a mule being underground, I'm fairly certain that miners used mules and other beasts of burdens, but how you're gonna get a mule across a 40' drop I would like to see. You can probably tie it up in the cave and come back to it when you make it out of the keep.

I just wanted to let you guys know I'm putting the game on hold a day or two while I try to get a couple of players since I'm assuming Gutlighter is gone, and I'm worried Beestinger maybe as well. Since Slanter's gonna be off we will call it Wensday.


You don't saee anyone lurking around.

I'm better with large blades, :chuckle: well off to the tavern then, hopefully there's a keg not packed yet, I could do for a stiff drink.
There's a bit of a twinkle in his eye as he speaks of drinking.

Once in the tavern Grimwald is indeed able to procure half a keg, he pays the tavern owner a platinum piece for it and five mugs, saying something about the tavern keeper needing the change more than he does.

In a back room of the tavern you all sit around a large table. He unfolds a map of the area around Aemound's Keep. He points to a red "X" on the map in the forest at the base of the mountains. Here there is a cave that will lead down into the earth. The cave will take you about three days to navigate. On the back of this map are the instructions on how to navigate the cave. As you can probably guess once you approach the keep the cave will open up to the face of the cliff West of the castle. There is a cave to the east under the castle, about ten feet lower than the one you'll be standing in. If you've ever been to the keep you know it's 40 feet across from cliff to cliff. At high tide the water fills the lower cave so you'll have to cross at low tide. You don't need to worry about being seen by patrols as the bridge blocks site of both caves. Once across you will be led into the bottom of a labyrinth. Once you transverse the labyrinth you'll find a winding stairwell that will lead you to the bottom level of the castle. In the top of the tower there is a magical portal that will lead you to the chamber that contains what we need, info on the True History of Man. Any questions? I hope not because that's about all I know.


Your passion will serve you well in the coming months little one. Grinwald replies to Beestingers stirring speech. There is glint of respect in his eye and a smile sneaks across his lips briefly.
Half under his breath he says After all these years I'm still amazed by the tenacity of people.
In a more formal tone he addresses the four of you Daggers can be found, here's two of mine, I'm sure if you need more someone will give you some. And I'm sure that there are a plethora of weapons to be had from the fighting last night, armor may be a bit harder to come by. As for the information that you want, well that can't be had. I've been around a lotta years and I have never heard more than rumors of the True History of Man. I met someone once who claimed it, but that was before he had it. I don't know what it is or how to use it, but what I do know is that if it requires the avatars we are doomed, because they are dead. Luckily I think anybody can use it.

Grimwald hands Slanter two ornate daggers.

the daggers are mundane but are worth 25gp each for their fine craftsmanship. When this scene is done you can search and find any simple or martial weapon within the town. The townsfolk are willing to give you these weapons for free. You can also procure any light armor at half price.


Don't worry about it, I haven't exactly been consistent either

Your K(local) Causes you to have to make a will save dc 24.

Slanter's Will Save Fail:
You strain your brain trying to recall where you have heard the name Grimwald Deathcrusher, but every time you think you remember something it slips out of your thoughts like trying to hold on to wet soap too hard.

Slanter's Will Save Success:
As your Think about the name Grimwald Deathcrusher your thoughts are slow like traveling through mud. Finally though you seem to make a connection that you once heard your master mention the large brute in blue dragon scale drinking in a tavern in the lower end of Kempo. The rest of the conversation is fuzzy but the impression you get from what you can remember is that Grimwald spends slot of time drinking in bars.


No one is questioning your valor or the honor of the good people of Three Forks Divide. Scouting an army of enemies that you know nothing about is extremely courageous. As for abandoning Three Forks Divide, well I think that if the worst we had to deal with are kolbolds or goblins then you would have a point, however that's only the first wave. The High Choir has divined that a massive army of dark elves and gnolls will assault the city in three days time. The auguries say to hold for a seige and pray for salvation. The people of Three Forks Divide will retreat, and the militia will cover them and fall behind into Kempo as well.

Worry not for the people of Kempo, for there is much food magically preserved, and the underground railroad will keep us supplied with steel. Plus the planar port will supply the High Choir with plenty of casting materials. We are not as unprepared as the dark hordes think we are. The Avatars saw to that. The problem is we have no large scale battle training. We can last years within the walls of Kempo even against the ogres and trolls when they arrive. It may seem counter intuitive but the best we can do for Three Forks Divide is to abandon it. The destruction here will be lessened if there is no resistance.

Our salvation lies in an ancient artifact. That is the charge I have for you. Aeomund's Keep holds information on The True History of Man. It's this artifact that holds the key to surviving the war. I need a small group of people to infiltrate the keep and find this info. Luckily there is a secret entrance into a subterranean complex below the keep. I will give you directions to this entrance if you agree to go.


Slanter manages to find all of you and gathers you around. As you begin discussing your plans you spot a man walking towards you.

This man is easily the largest man you have ever seen. He stands at 6'6" tall, and though that height is impressive it's the size of his shoulders that is truly awe inspiring. His shoulders are so wide he looks more like a huge dwarf than a human. His head is shaved bald and from his chin hangs a 4" patch of white beard. Through each ear lobe is a large golden hoop. His armor made of blue dragon scales and is made in an old style. Above each shoulder protrudes the handle of a 2 handed sword, and sticking straight up above his head is a third handle.

Upon reaching you he stops and speaks in a solid loud voice. So you all must be the ones that I was told about. Went to the keep up north? I was expecting a bit more, but I've made do with worse. I have a job that needs doing, and I suspect that you're the only ones with the dumb luck and courage to do it. It doesn't pay anything, at least not in gold, but if you succeed you just might survive the Hordes.

He looks each of you in the eye and you see wisdom behind his eyes.


As you all travel on your various paths through town each learns of a missive from the mayor of Kempo, Jaxtonal Donovard, proclaiming that all small towns and farms are required to retreat to Kempo. Apparently the High Choir's chorus in Kempo has reported that prophecy has foretold that this time would come and the people must gather in places that can be defended or be wiped out.

Beestinger:
As you walk through town you spot an egg with black and yellow stripes amongst a flower bed

Slanter:
Taking a few moments in your favorite corner of the tavern watching the people bustle about you spot an egg of black and purple hidden in the shadows of the corner

Traveller:
Walking to your next family's house on your list of people to visit you see an egg rolling down the road toward you. The egg is colored a light grayish blue, the color of ectoplasm.

Gutlighter:
In your parents yard you notice a glint of light, and as you approach you see an egg with a slight metallic look reflecting the light of the sun.

Each of you know instantly that the eggs you found are a gift for you from some mysterious force, and you know that the eggs will heal you in a time of great need.

The eggs take a full round action to eat, that provokes an attack of opportunity. Starting the following round they grant Regeneration 1HP/round for 1 hour. You can force feed an unconscious victim an egg but it takes 1 minute and the effect only lasts for 30 minutes. An egg only works for it's intended recipient. Happy Easter everyone


Gutlighter's Father:1d10 ⇒ 2
Major Injury:1d6 ⇒ 2
Gutlighter's Mother:1d10 ⇒ 7

I know he has a father, I'm not sure if he has a mother or anything else but this will be enough for me to run him until we hear back from him.


The damage through out the town is devastating, and not just to the buildings. Everywhere you look you see people missing limbs, with extensive burns, or in slings or on crutches. Virtually everyone in town is wearing a bandage made of curtains or strips of cloth from meal bags.

The Inn seems to be the center of operations for the exodus to Kempo. Barrly the inn keeper and most of his serving girls are putting together meals to eat on the road so that stops can be minimal on the way to thier destination.

When he sees the kolbold Barrley exlaims What is that thing? The lizard thing from the fort? Well throw him in room 2C I was keeping one bed free if anyone else was found seriously wounded, but we can't have our prisoners trying to kill each other if we want to get anything from them.

He leads you up the stairs to room 2C, and as you pass room 2B you see that it's guarded by two of the towns garrisoned troops and can her some grumbling through the door. The gaurds look down at the lizard thing and say nothing. One just moves to in front of 2C. The rest of the rooms are filled with those too injured to help in preparations.

The blacksmith once you catch up with him seems to be okay considering the nights events. You see that his right hand is covered in a bandage hastily wrapped. He's overseeing his apprentice as he hastily makes horseshoes and nails. At his side rests a large ornate warhammer. Good to see you made it back, though we are not staying. The attack last night was brutal and I'd it's repeated tonight we won't survive Blunt and straight to the point as is his way.


Anyone heard from Gutlighter? I'm gonna wait until I get up(in about eight hours) before I post, trying to wait for him.


Most of the towns people were injured or worse in the attack. All adults fought including women. For any given adult roll a d10 to determine thier fate.
1-Dead
2-3-Serious Injury(roll d6 check chart bellow)
4-7-Minor Injury(mostly will result in scarring or loss of minor appendages, see chart below)
8-9-No Injury
10-Chance for heroism(either safe or, roll again and person received the outcome in some heroic fashion, your choice)
Injury Chart:
1-eye
2-Left Arm
3-Right Arm
4-Left Leg
5-Right Leg
6-Roll Twice
Major injuries are nearly complete loss of use of limb or appendage, ie. Blind in one eye, hand cut off or arm rendered useless, unable to put weight on a leg. Minor injuries result in minor loss of functionality. Lost fingers or toes, restricted movement of limb, a permanent limp that does not require a cane. Replace eye with head for minor injury.

Children and those trained in combat faired better. The chart for children is as follows roll a d20:
1-Dead
2-3-Major Injury
4-10-Minor Injury
11-19-Safe
20-Chance at Heroics(see above)

Roll d22
Trained warriors
1-2-Dead
3-5-Major Injury
6-15-Minor Injury
15-20-Safe
21-22-Heroics


As you approach the town you can see the damage is extreme. Roughly 1/3 of all buildings in town have been destroyed. Of the remaining nearly half have scorch marks or broken windows or doors hanging from a single hinge. Most of the casualties have already been taken to the town's single graveyard, but you still see goblin bodies being piled up in the center of town.

Destry is the first to take note of your arrival, as many citizens are too shell shocked to do much more than wander around the town. You have returned. I was afraid that when were attacked that you had been caught up by the goblins. They came in the night, from the east. They stayed and fought right until dawn and then they retreated. Thank Phi'Shaw's Holy Light for that. I see you have a captive. Well he caught two goblins we are keeping them in the inn. Take him there and we will see what we can find out. I don't believe this is all coincidence. Destry says quickly with only half his attention to you breaking periodically to give orders to the people milling around.

You will have to excuse me, I'm unable to offer any reward at this time. I must oversee preparations. See to your families. The caravan to Kempo will be leaving in a couple hours, I'll have someone look to your horses

See discussion thread for the fate of individual family and friends


You approach within an hours travel of Three Forks Divide and can see what's burning about 30' off the side of the road. You approach the fire learn what it is. It's a large pile of bodies. None of them look to be human they are two small and a sickly greenish brown complextion. There is nobody nearby.

Your captive kolbold squinting against the bright light of day, starts what you can imagine is giggling, though it sounds more like dogs whine mixed with a hiss. He speaks again in that language of his. There is no fear present in his demeanor, but more of an acceptance of his plight.

K:Local DC 11:
These bodies appear to be goblins, though like kolbolds, goblins are just a fairy tale....

Perception DC 10:
There are several sets of cart tracks made by the same cart that has a broken wheel leaving a very distinct pattern on the ground. These tracks lead from the road towards Three Forks Divide to the pile of bodies.

Perception DC 20:
You notice more smoke coming from where the town lies. It looks like a smoldering smoke, like the remains of a large fire now burned down to coals.

Beestinger and Gutlighter I need a quick list of any people whom are important to you in the town, and whether they are adults or children, that goes for Slanter and Traveller but by nature of your backgrounds I doubt either of you have anyone important there.


You arrive at the farmhouse. The family that lives and works this farm has already retreated into Three Forks Divide. Slanter and Beestinger scout the area and find nothing.

You finally begin to relax, taking turns watching, and wake up fairly refreshed in the early in the morning. Also waking up in the morning is your kolbold captive. He struggles for a moment against his bonds and stops once he sees it's futile. He remains content staring hate at you.

As you travel the next day you begin to see smoke rising on the horizon.

clever Slanter. Strider with haflings..... :)


Traveler:
There is a farm about 2 hours hard ride from here. You're pretty sure you'd be able to get at least a couple hours rest there before the kolbolds could catch up.


ah you know I have never in the ten plus years I have been running this world considered the lunar cycle. It's two days short of the full moon, so light is decent.


As the late afternoon sun begins to lower a small familiar shape arrives in the farm. Beestinger walks onto the farm. Exhaustion is filling you all as you've gone almost 2 days without sleep. Your limbs are finally starting to limber up from your extended run.


As you approach the edge of the forrest your bodies start to give way aftrr the ride all night and the mad dash run from the kolbolds. Luckily as you slow so do the kolbolds who follow.

You burst out from the loose canopy of trees into the bright late afternoon sun.The kolbolds follow bit as thier eyes feel the sting of the direct sunlight they hiss in pain and return to the cover of the trees and loose 1 last volley on you.

You slow your pace outside the forest when you realize you won't be followed anymore but you seem to be missing one of your group. Beesringer had fallen behind early and is now somewhere in the forest.

Beestinger:
You watch as the kolbolds regroup and begin to discuss what you assume are thier plans however they speak Draconic so you truly have no idea. There is alot of pointing to the edge of the trees and then you see one kolbold stab another for apparently no reason. There seems to be no reaction from the others, nor even from the mortally wounded kolbold. Within a minute or two the kolbold begins to dress the wound he created and as near as you can tell they seem to still be friends.

The sun will begin to set before they leave. They have sentries watching out of the treeline.


Had some RL drama come up. Sorry guys don't give up on me. Hopefully be back Friday night, definately by Saturday night.


That is correct. Unlike most martial characters he doesn't invest large sums of money into a single, or even two signature weapons, but rather sees weapons as an expendable tool to get the job done.

The enchanted weapons ability gained at first gives him the ability to keep up with a fighter who can invest in one really good weapon.


lenankamp wrote:


I'm envisioning the golf bags of vengeance and justice two party members of mine had. We've tried to get away from carrying around 20 different weapons since, I don't think your intention is to be pulling out a new weapon for every hit, not an effective fighting style, but this is a fantasy game. Personally would probably opt for all attacks in a round on a an opponent that has not been attacked before due to unpredictable fighting style.

Actually the golf bag of vengeance is exactly what I'm going for... I realize in real life this would never work, but in RP land I think it's a very cinematic combat style. I want to encourage the use of different weapons too though, especially since spreading damage is generally a bad tactic in this game.

lenankamp wrote:


Another alternative might just be Powerful Cleave + 1d8 damage when performing Cleave Attacks, +2d8 at 10.

Maybe use this instead of the opponents within 10' thing...

lenankamp wrote:


Nice class conceptually, looking forward to your work.

Thank you, I played this character concept in the very early days of 3.0, (as in before the DMG was even released) and had a blast, always wanted them to make a prestige class like it.


wraithstrike wrote:


Most enemies will have worse weapons than the player so picking one up off the ground will hardly ever come into play.

I'm starting to see I haven't made the purpose of this class clear, he uses mundane weapons for the whole of his carrier, so even if he picks up a mundane longsword it works just as well for him as any weapon he carries.

wraithstrike wrote:


As for the weapon enhancement ability if it does not scale then it won't matter since the players will have a magic weapon by level 5 anyway, unless you were saying they get an addition +1 on top of what the weapon already has. If you should extend this to include a +1 special ability so nobody has a +6(epic) level weapon unless that does not bother you.

The warcrafter, as we will continue to call it for now, won't have a magical weapon, his fighting style would require him to have 14 magical weapons, something he could never afford and why he gets this ability so he can have 14 mundane weapons that are all act as +1 weapons at 1st, and +5 at 9th.

wraithstrike wrote:


I still am not using the crit manuever, even with a caster in the party that can fix it. It is not worth the risk to lose the weapon, even temporarily, when I can just keep the weapon and keep on fighting. You should also remember that once you get to high level weapons it is very hard to fix them.

Example
I have a melee guy, lets say level 15. 26 str, 15 bab, +5 weapon(19-20)/x3)

Okay here we go, I think this is the crux of the matter. The warcrafter is *supposed* to use a wide arrange of weapons, ie. the right weapon for the job. He's supposed to have an assortment of thrown weapons, a reach weapon, slashing weapons, piercing weapons, bludgeoning weapons, tripping weapons, and disarming weapons. He's supposed carry all these and be equally effective with all of them. He can't have all these weapons and afford them all to be magical, so they are just mundane. The class then rewards this aspect by allowing him extra damage to destroy them in a spectacular fashion so using your example he does an extra 36 damager or over the coarse of the average of three criticals, 108 damage before his mundane axe breaks. Then it costs him 2 gp and a craft dc 20 check to fix. 2gp for 108 damage at 14th level seems okay.

I agree using this on a +5 holy avenger is ridiculous. The class is supposed to shore up his defenses with the money he's not using on weapons and use mundane weapons that are +5 when he uses them.

That being said I do think there is room for improvement with this ability.

Finishing Blow: When a Warcrafter scores a critical hit with any weapon he must choose whether or not activate this ability before damage is rolled. This ability increases the damage multiplier on a weapon by 1, ie a x2 becomes x3, x3 becomes x4, etc. The weapon must make a save equal to 10+ the new critical multiplier with a bonus equal to the warcrafter's enhanced weapons ability. Nothing happens on a successful save. On a failed save the critical multiplier increases one more(original x2 becomes x4) but the weapon gains the broken condition.

wraithstrike wrote:


Master of Arms seems to fit better.

when I repost this with changes I will make that change.

I appreciate your comments it certainly has helped with this design.


My bad I should have been more forthcoming with info there.

Endurance is a constitution check versus DC 10.

We are going a bit outside the normal rules and saying this is about an hour into the pursuit.

Failure means you are fatigued, you can only double move.

Traveller you actually have quite a jump on the others, about 1/4 mile. You can see the edge of the trees coming, and the end of your cover.


Beestinger:
There seems to be four groups each with five members. They seem to move in an organized manner. Only one group stops to fire at a time the next group doesn't stop until the previous group catches up. You are fairly impressed by thier training.


And as for the name I was never in love with warcrafter, it was just my working name. Maybe Master of Arms?


Thanks for the response.

Those were skill ranks needed to enter the class, like I said the original work for this was done in 3.5 and I forgot to update those to pathfinder. It would now be Acrobatics 5 ranks, craft(weaponsmithing) 3 ranks.

Will consider the change of reflex and fort saves. Maybe make them both good saves?

I had it at 4+int originally but thought with only 6 class skills it was a bit limited, but then again I guess that's not as big an issue in pathfinder.

Enchanted weapons at this point has no fluff behind it. It's goal is to keep him in line with other characters who focus on using only one weapon, as opposed to using all weapons.

Yeah the mobility thing is probably not very helpful as his acrobatics will be good and he will be able to take 10 on it.

The cleave thing would have to be changed. Again this is a 3.5 legacy as cleave is now totally different. Maybe allow cleave if the targets are within 10' of each other instead of adjacent?

Momentum strike might be changed to: whenever the warcrafter draws a new weapon(including picking one up from the ground) or attacks a new foe he receives a bonus to damage of 1d8....?

Weapon Kip up allows him to use weapons that have been discarded by him or fallen combatants. The flavor behind the class is a fighter that uses which ever weapon is at hand even if it's on the ground. Maybe move this earlier?

On the last ability maybe something like: on a confirmed critical hit the warcrafter can increase the multiplier by 1 but risks breaking the weapon. The weapon must make a fort save(magical weapons receive thier enhncement bonus but not the enhancement bonus granted by enchanted weapons as a bonus to thier save) equal to 3 x the new critical modifier. (9 for 3x, 12 for 4x, 15 for 5x). A failed save means the weapon gains the broken condition.

That would allow a warcrafter to fix his own weapons.


Bump.


You all quickly outpace Beestinger who seems to be able to keep outta the direct path of sight while still moving quickly. The kolbolds are keeping pace with you, except for Traveller who slowly begins to pull away. Bolts fly from behind you on occasion but they tend to hit trees or the ground in front of you. Pursuit is not letting up.

Endurance checks from everyone.

Beestinger:
The kolbolds pass by you without seeing you. You are actually now chasing behind them, this gives you a few more choices, like slowing down to prevent endurance checks or hiding.


On a quick scan you see ten.... No 13... Maybe more....


Shield would be in effect still, for another five rounds.

You have 2 rounds before you are pelted with bolts where you stand.


Okay this is something I just found that I had been working on back in 3.5 and thought would work really well for my current campaign but need some help with it.

Warcrafter
"You call that making war? Let me show you how it's done."

Joseterant was out number by the orcs six to one, they didn't stand a chance. Feeling the rage build in him he could already see how this was gonna go. First his javalin would take one, he'd still be standing but gravely wounded. He would close with his long spear and three orcs would respond with axes and the other three, including the wounded one would draw thier bows. One of the axe wielders would go down by his longspear before even getting close enough to use his ax. That's when he would switch to his great ax and he would fell the first orc in one swing and leave his ax in the second. Before either body hit the ground his swords would be out and he'd close with the first two archers. They would grab for thier axes but one would die by his longsword and the other injured with the short sword before they had time to get on the offensive. The wounded orc would begin to flee but it'd be too late. Two darts would catch him in the back before he got far. That would only leave the javilen wounded orc who would already be running. His bow would take him down before he got far. 

A warcrafter is a master of not one weapon or tactic but of them all. He uses weapons as tools of war as easily as a master carpenter uses a hammer. At home on a battlefield a warcrafter is a wonder to behold. Fluidly he moves through a battle easily changing weapons, tactics, and even foes in a grisly dance of blood. A warcrafter does not become attached to any weapon, nor does he train anymore with one weapon than another. A warcrafter is just as deadly with a dagger as he is with a great ax. He uses the right weapon for the task at hand and when the situation changes so does his tool. As he progresses he not only has the weapons he's carrying at his disposal but also those dropped by him or even his fallen enemies. 

Warcrafters tend towards either law or chaotic alingments.  Drawing both the practiced perfection of the monk or the wild chaotic swings of the barbarian, a warcrafter is rarely neutral. They can be either good or evil. 

Requirements:
Bab +5
skills: balance 8 tumble 8 craft(weaponsmith) 5
Feats: quick draw, power attack, combat reflexes
Base land speed greater than a normal member of thier race. 
Special: must have killed enemies with at least three different weapons, or natural attacks. 

Hit Die: d10

Full attack progression
Reflex good save

Skills:  acrobatics climb craft knowledge(engineering) perception swim 
Skill points 2+int mod

Special abilities:

Enhanced weapons: starting at first level any weapon that a warcrafter wields that he is profcient with gains an enhancement bonus of +1. Ranged weapons confer this bonus to thier ammunition. Weapons are also considered magic. This bonus only applies while the warcrafter holds the weapon or in the case of thrown weapons until they finish thier attack after being thrown. This bonus improves by +1 for every odd level. At seventh level the warcrafter chooses one aspect of his alignment(law, chaos, good, evil) his weapons are now considered that alignment for purposes of overcoming damage reduction. True neutral characters may pick any alignment. Once choosen this choice cannot be changed. 

Improved movement: at second level the warcrafters speed is increased by 10ft. This improves any movement bonus granted by a class ability such as a barbarians fast move. Any restriction that would cause the warcrafter to loose thier orginal movement bonus also applies to this movement. The bonus increases to +20 at sixth level

Mobility: a warcrafter gains mobility as a bonus feat at fourth level even if he does not meet the prequisits for it. If he already has mobility the bonus to ac increases by +2 for a total of +6 versus AoO caused by moving. 

Cleave:a warcrafter gains cleave as a bonus feat at sixth level. If he already has cleave then he gains great cleave. If he already has great cleave he can now take a 5' step between cleave attacks. 

Momentum strike: At fifth level when attacking with a weapon that he did not attack with on his previous attack or a creature he did not attack with his previous attack a warcrafter gains an additional d8 damage on a succesful attack.  He can get this bonus multiple times in one turn as long as he attacks with a different weapon or a different creature. This bonus increases to 2d8 at tenth level.

Weapon kip up: a warcrafter can pick a weapon up off the ground as a free action or as part of a move action through a square. 

Battle balance: a warcrafter can take 10 on acrobatics checks in battle even when he normally wouldn't be able to do so. Once per day he can take a 20.

Name not decided: at nineth level a warcrafter can unleash devistating power from his attacks. Anytime he scores a critical threat a warcrafter can choose to increase the multiier of his weapon by one. If he does so he must roll a d3 and on the roll of a 1 he destroys his weapon.  This decision is made before the roll to confirm. Even if the confirm misses the weapon can be destroyed. In the case of natural weapons a warcrafter instead takes a -4 penalty to that natural weapon roll for the remainder of the encounter.     

Sorry for the format, I'm posting from my phone so I'm limited on my patience for text formatting.


The kolbold in the ectoplasm is dead, and the one that Gut Lighter is grappling dies with Slanters attack. Gut Lighter you may pick a new action for round 5