Bronze Dragon

The Norv's page

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Will also give a (very brief) update on my game: my party completed Part 1, handily coming first in all the other challenges (to the extent that they actually threw the Amphora Roll, taking the jobs that would be worst for each one of them individually, to give the others a sporting chance...since there was no mathematical way for them to lose 1st place at that point). They all hate Aki, and they've gotten pretty fond of Bailax, I think (the witch is particularly enamored of the cyclopean seers).

They expressed absolutely no interest in Dikaios as a person, so I've subbed Rhetienn into Dikaios's role in part 2, since they at least had some interactions with her and I think she'd be interested in the expedition. I've also fleshed out the hexcrawl slightly; keeping the "no Travel activities" section but adding in the chance of random encounters each day and night to keep them on their toes. Seems to be going well so far, but we're about to do the first FULL hexcrawl session tomorrow (last session consisted of divvying up the spoils from the games, 3 days of Downtime I added between the games and the expedition, the sea-faring challenge, and then initial explorations; they met Iokoris and, after Zepherides nearly ate Sappil's team, went out and defeated him, though it was a rough fight!).


Wondering if anyone's run the Hippogriff encounter in area G of part 2 yet...I'm noticing it's labeled as a Severe 2 encounter, but by the math it should only be Moderate, since Mythic (to my understanding) doesn't change the encounter math...anything I'm missing there?

(Also, as a side-note, the fight in F2 may feel slightly harder than it's meant to, as Elite Skeleton Guards should be leve 1, not 0, but it's still in the same band.)


3Doubloons wrote:

I've not quite finished Chapter 2 yet, but it seems like it's missing quite a bit of XP award. We're currently at 310/1000, and as written there is only 400 left to earn (with an extra 30 if they imprison the Asura which is less guaranteed than the rest of the encounters).

To make up for the 290/260 still missing, I'm planning on making each Memory Point for Gwem count as a 10 XP story award which will add up to 40 of the missing total. Riding the bees, as adorable as it was, means we missed the cave bear on the Erosthes who is worth 80 XP as a level+2 encounter (for a difference of 50 given the 30 XP awarded for riding the bees to their hive); I'll retroactively bump that to at least 60, maybe even 80 to keep the paths equal in XP (which incidentally would also mean adding more borers to the north isle; that seems fair, the bees get you to the hive after a skill check with a mythic deed as a reward, the north shore after a mook encounter with an infiltration bonus as a reward, and the south after a boss encounter with loot as a reward). For the Honey Heist, I'll retroactively award 80 XP, and climbing the Pinnacle of Winds will be 60 XP. Finally, brewing the ambrosia feels too story-important to not be worth an XP award so that will be 40 XP as will returning the vortex pouch to Avelis, all adding up to the missing 290.

So to sum up, here are my suggestions for the missing experience if you're running Chapter 2:


  • Bump up the XP award for riding the bees to 60 XP, to match the XP that would be earned fighting the cave bear in F2. If this feels like too big an XP award for a simple skill check, move this boost to the Ambrosia award instead, since it's more significant to the plot.
  • Add 1 more Bee Borer (total of 3) to F1, to match the XP that would be earned fighting the cave bear in F2.
  • Remove the elite adjustment from the cave bear in F2
  • Award 80 XP for successfully collecting the honey, royal jelly and larva.
  • Award 40 XP for brewing the Ambrosia,
...

Thank you for your detailed breakdowns of XP issues!


The text above it says, "A guide’s efforts sometimes just Aid a roller, and some obstacles have special ways to provide a different benefit." So I assumed every obstacle that didn't spell out a different result was just an Aid check.

It's not exciting, but it works ok.


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Terminalmancer wrote:

You didn't misremember, I remember James saying that as well. It's maybe less of a formal policy than just a good idea.

Just because we post a thing here, that doesn't guarantee we have the right to actually sign away rights to the idea. So the legalese Zimmerwald quotes is helpful, but still not a ton of protection in the event they want to use an idea they find posted. For all they know we're accidentally remembering an obscure novel or the plot of an old Shadowrun mission or something. Best to be careful.

Oh yes - now that you've said that, I think that concern (i.e. posters might be remembering SOMETHING ELSE already under copyright, too) was explicitly mentioned. Like you say, a good idea regardless of the legalese!


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Interesting! Perhaps I misremembered...but I could swear I encountered the stance I described in a forum thread years ago. Who knows, though.


Oh, although looking back at the thread - I see Mona was asking for people to help find references to previously published work. I imagine that WAS used, but obviously I have no idea.


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Kavlor wrote:
Am I correct in understanding that the content of this thread and the discussion that took place here were used during the creation of the Kardaji Bay guide?

Not a Paizo employee, but almost certainly not "used" - IIRC they have a long-standing policy against using anything that a fan comes up with in such a way, as the possibility for copyright disputes/violations is too risky. I seem to recall James Jacobs saying, on a thread where people were pitching AP ideas to one another a long time ago, something like, "Please don't write down a great, detailed idea about something you want to see happen in the setting and publish it here, that basically locks us out of actually doing that thing in the setting."

Of course, if they've already written something and someone on the boards happens to guess/predict it, that's fine and fair game. ;)


We had our session 0 wrap-up/session 1 last Tuesday, session 2 is scheduled for tomorrow night! In session 0.5 we only got through the baleening event, which the group split into two for and ended up in 3rd place. (d20s are so darn swingy - these events might be more competitive than I expected!)

Was thinking for the Pyre Relay that I may change the story about the otherwise-unknown Kaile to be Sophreista, with Merosyne as the "friend" rescued by the herb. That way meeting the two of them later will be a cool callback - I don't think that should mess anything up, but will have to skim part 2 again to remind myself.

Also thinking of putting a timer for rescuing the sailors on the encounter with the sedacthy, if things turn violent - that way it's not just a slugfest of encounters.


I don't know if you're subscribed to the AP line and have gotten your volume of Titanbane yet, but if not: no, it won't cause any problems. :)


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Porridge wrote:
The Norv wrote:

Great ideas here throughout; thanks for them, all. Starting this with a group of 5 on Tuesday, and had one initial question on reviewing the adventure.

In Day 3 of the games, the feast, round 1 has the poison prawns that could leave the participants sickened. It says that PCs who don't succeed at the initial check become "sickened 2 at the start of the second round and sickened 1 at the start of the third round." Sickened officially says that a character can't willingly ingest anything - do we think this is intentional, or is it likely to be an oversight (meaning that the PC can continue to compete, but takes the penalty from being sickened to their checks)? I'm assuming the latter, since preventing a PC from competing in the rest of the round seems a little rough for one check at the start...especially since it's the first course, and (according to the box text) a PC has to finish the course to participate in any of the later ones!

Yeah, I also think the latter was intended. (I.e., -2 penalty to checks for 1 round, and a -1 penalty to checks for the second (where any abilities that the PCs have which could be used to treat sickened can be applied to reduce those penalties.))

Forbidding the PC from participating for 2 rounds seems wildly disproportionate to the critical failure penalties the adventure gives for skill challenges elsewhere in the book.

Yeah, agreed - especially since it seems like it would (almost certainly) then lead to them having to sit out the whole rest of the event!


Great ideas here throughout; thanks for them, all. Starting this with a group of 5 on Tuesday, and had one initial question on reviewing the adventure.

In Day 3 of the games, the feast, round 1 has the poison prawns that could leave the participants sickened. It says that PCs who don't succeed at the initial check become "sickened 2 at the start of the second round and sickened 1 at the start of the third round." Sickened officially says that a character can't willingly ingest anything - do we think this is intentional, or is it likely to be an oversight (meaning that the PC can continue to compete, but takes the penalty from being sickened to their checks)? I'm assuming the latter, since preventing a PC from competing in the rest of the round seems a little rough for one check at the start...especially since it's the first course, and (according to the box text) a PC has to finish the course to participate in any of the later ones!


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Porridge wrote:
For some reason I'm having a hard time finding the map of the Acropolis (the J areas). Anyone know where it is?

I'm not seeing them except for J4 (on page 60). I think they might just not have been included.


Male

So sorry for my radio silence - had some unexpected hiccups and now in the throes of moving - much less time than expected. D: Please bear with me as we get everything sorted out...will check back in ASAP.

Bot me as needed.


Male

So sorry for my radio silence - had some unexpected hiccups and now in the throes of moving - much less time than expected. D: Please bear with me as we get everything sorted out...will check back in ASAP.


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Male

So sorry for my radio silence - had some unexpected hiccups and now in the throes of moving - much less time than expected. D: Please bear with me as we get everything sorted out...will check back in ASAP.


Male

That would start when we rolled initiative (even though Senshiir went first) so yes, you can be in the style without having to use an action.


Male

Haha you don't need to roll, he's helpless (sorry for the delayed reply - wife just got back from a trip). Just wasn't sure you were going to follow through on the threat! Describe away.


Male

Totally fine to read that spoiler - it's just the generic description of the fascinated condition, no specific knowledge to that spell!

ROUND ONE (cont'd)

The asura laughs as Lantressa's spell slides harmlessly off her, and Korriban jerks out of his funk when Callie twists his ear.

Waiting on action from Korriban, Matoska, and Teodor!


Male

*eyeballs Jaina*


Male

Lantressa, don't forget your healing!: 1d8 + 1 ⇒ (1) + 1 = 2

Korriban doesn't spot any traps or the like, even before he gets distracted asking about Lantressa's history.

"Enough of this!" Vencarlo snaps, uncharacteristically brusque. "Matoska's right - it sounds like she's going to start in on Neolandus again! Let's go!"

Unless anyone stops him, he pushes open the doors!

I'm going to move us forward, but feel free to add in any details or final buffs in response to this info! Callie knows that Upasanda Asuras have the following defenses: improved evasion; DR 10/good; immunity to curse effects, diseases, flanking, and poison; resistance 10 to acid and electricity; and Spell Resistance 20. Phew! You actually get bonus info for every 5 by which you beat the DC, so I'll also tell you that they have a number of spell-like abilities, including see invisibility, which can be cast at-will, and more limited abilities to cast haste, hold monster, and summon other asuras. Callie remembers that they might have more magical abilities, but can't recall the details. I gotta have some surprises. ;)

------------------------------------------

As Vencarlo pushes open the door, you see that this large room is lit by a heartily burning firepit in the room's center. Cages hang on chains dangling from hooks in the ceiling, while racks, strappados, gibbets, and other implements of torture fill the floor space. A set of immense wooden doors stands in the wall to the north, while to the south stand several narrow cells.

On the far side of the room stands a six-armed woman with three fanged faces on her head. She wears colorful robes, and her hands wield several weapons crafted in the Vudran style. The woman has just finished strapping a battered-looking man clad in rags to a stretching rack - he's the source of the sobs - but at the sound of your entrance she whirls to face you. "What! Disturbances in my hall, and just when I was to begin my work?! No matter - I shall teach you all the meaning of pain!" She begins to stride toward you, six arms twirling her weaponry with frightening ease!

COMBAT! ROUND ONE!

So, the bad news is she goes first....

As the asura whirls her blades, she opens all three of her mouths and an eerie, atonal song in a language none of you understand fills the air. A shimmering cloud of interweaving lights, in every hue of the rainbow, emerges from a spot in the air in front of Vencarlo and Matoska, and spreads outward into the hallway in which you stand. For most of you the lights are simply pretty colors, but Korriban's sword tip lowers as he stares, slack-jawed, at the pretty lights. The asura grimly takes up a fighting position on the far side of the fire, waiting for your assault!

Korriban is fascinated by the pretty lights! And the party is up!

Fascinated Description:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Init
Senshiir
Party!<-------
Vencarlo

Combat Map (The transparent spread is the burst of rainbow light, but those of you who saved against it - everyone but Korri - suffer no further effects.)

Vitals:

Senshiir: HP 114 (R 5/good) | AC/T/FF: 24/21/16 | F +12 R +11 W +16 | improved evasion | DR 10/good | Immune curse, flanking, poison, disease | Resist acid 10, electricity 10 | SR 20 | CMD 36 (38 grapple)

GM Screen:

Korriban Init: 1d20 + 6 ⇒ (16) + 6 = 22
Callie Init: 1d20 + 2 ⇒ (10) + 2 = 12
Lantressa Init: 1d20 + 2 ⇒ (13) + 2 = 15
Teodor Init: 1d20 ⇒ 9
Matoska Init: 1d20 + 3 ⇒ (14) + 3 = 17
Vencarlo Init: 1d20 + 3 ⇒ (13) + 3 = 16
Senshiir Init: 1d20 + 7 ⇒ (17) + 7 = 24
--------------------------
Matoska Will DC 18: 1d20 + 7 ⇒ (12) + 7 = 19
Korriban Will DC 18: 1d20 + 2 ⇒ (9) + 2 = 11
Callie Will DC 18: 1d20 + 7 ⇒ (15) + 7 = 22
Teodor Will DC 18: 1d20 + 12 ⇒ (12) + 12 = 24
Lantressa Will DC 18: 1d20 + 8 ⇒ (15) + 8 = 23
Vencarlo Will DC 18: 1d20 + 6 ⇒ (17) + 6 = 23


Male

Fair feelings, all! I'm becoming more and more interested in game systems/design, so I've found the rollout fascinating.

I agree that the ancestry system is a little odd...it does seem like they've put most of those "biological" things into the "heritages" now, which isn't necessarily bad (keeps you from "learning" things like a natural resistance to poison), but definitely odd. I've also seen the criticism that the rules only let you play into the stereotypes of your ancestry, which is...fair, but probably more of an "amount of material" issue than anything. It's not like the PF1 CRB had mechanical options for playing a dwarf against type.

I am glad to see weapon proficiencies tied to heritage go entirely optional. The half-orc ones never made any damn sense to me as a universal thing for all half-orcs. (Heck, it doesn't make sense for any heritage, but at least with, say, elves, there's canonically whole societies/nations of elves that would logically share a cultural preference for similar weapons.)


Male

Has anyone else been tinkering with Pathfinder 2E since it came out? I've been fooling with it and I have to say I'm pleasantly surprised. There are things I love about it, and things I really dislike - mostly the way they tried to Spell Out Every Action that a character could take by Assigning Capital Letters to things. But those are more layout/presentation nitpicks than anything else...


Male

Matoska, I don't see why her smell would change, so I think you can easily track her scent now that you've been around her for a while. :)

Vencarlo shrugs, and leads you forward through the labyrinth. Matoska brings up the rear behind Meliya, with the rest of you in front. At the lever, Vencarlo gingerly triggers the rotation of the chambers - clearly he knows how it works, but hasn't done it himself before. He keeps his feet through the rotation that brings you to a blank wall, and then pulls the lever again, returning you to the dungeon's entrance.

"It would be typical of the Arkonas if they told you Neolandus and I were both being kept in the Labyrinth - technically true, but misleading," Vencarlo says grimly. "While I was given to that fiendish sphinx to play with, Neo's been kept in the general cells with the Arkonas' torturer...and those are located...ah, here it is."

Finally finding the spot he's looking for, Vencarlo appears to step through the eastern wall of the cave just outside the entrance to the Labyrinth.

"It's an illusion," his voice floats through the wall. "Just step straight at it and you'll be fine."

Indeed, all of you are able to step through the wall without incident. This leaves you in a new tunnel - or rather, you can see, the actual continuation of the main one. With a light spell renewed on Callie's shield, you make your way down a set of rough-carved stairs and into a passageway that has a set of double doors leading to your left and another straight ahead.

"Neolandus's cell is through those doors," Vencarlo says, pointing at the doors straight ahead. He draws his rapier. "Before we go in - there's a resident torturer, some sort of fiendish woman. Seven feet tall, three faces, fangs...and a great deal of skill with weaponry. I don't suppose you can tell us how to defeat her?" he asks Meliya accusingly.

The rakshasa looks resentful - and slightly bored. "What am I meant to be, your consultant on the lower planes?" she growls. "Her name's Senshiir. She's called a 'beatific one' in Vudran; my brother hired her a century or two ago to act as his torturer, it's her area of expertise. If you have any weapons blessed by your gods or spells to extinguish fiends, it's not a bad time to use them."

"Not my area," Vencarlo mutters, glancing at the rest of you.

Knowledge (Planes) DC 21:
Based on the description Vencarlo gave and Meliya calling her a 'beatific one,' you suspect that Senshiir is an asura - a vile, blasphemous fiend created by a god's mistake that now seeks to revenge itself on the gods and their works. Specifically, you suspect she's a type of asura known in Vudra as an Upasunda - a foul, fiendish expert in the martial arts of spear and sword. If you beat the DC by 5 or more, let me know what further info (defenses, special attacks, etc.) you want.

Perception DC 10:
You can faintly hear what sounds like sobbing and/or pleading coming from the doors ahead.


Male

As far as Edward can tell, the skum seems sincere - if bitter - about his tribe's relative strength. He doesn't think they're a serious threat to the human communities nearby (and given what you know of the geography of Motaku Isle...they're not actually terribly close to any sizable human populations, either).


Male

Meliya curls her lip in a sneer, but when Teodor interrupts she scowls again. "Fine, fine. I'll not argue. Let us retrieve the thrice-damned seneschal if you're going to insist on it. The sooner we get him and get out of here, the better." She makes an elaborate bow to Vencarlo Orsini, who's just getting finished with his rapier and chain shirt. "You say you know where Kalepopolis is. Very well, sirrah; lead the way." She folds her arms and leans against the entryway, waiting for him - or you - to take the lead.

Teodor:
Watching Meliya, you get the sense that she actually was somewhat cowed by Callie's bravado. Not only that, but you've got her in something of a tight spot right now. She doesn't seem to think that she can best Glorio without your help, but taking all of you on together is also uncertain...so she seems to be playing nice. For now.

I'll leave this up for a day or so to let people respond if they want, but Sunday I'll move us forward on the assumption that you're all good with heading to get the seneschal now that Meliya's given way! (Unless someone says otherwise first, of course.)


Male

The skum spits onto the deck. "I will not beg for my life from a stinking human. Slay me if you wish; you'll likely never find my tribe. With our best warriors slain, they're unlikely to last long anyway..."


Male

The skum captain stares at Isaac for a moment, then throws his head back in what you realize after a moment is weird, fishy laughter. "AHAHAHAR! Foolish human. If we could capture enough brood-slaves and grow our numbers, we would happily tear down the very cities of this island!" He blinks. "Oh, your foul language has a word for 'cities.' How strange." He resumes glaring at Isaac. "But it is unlikely we will achieve such numbers anytime soon, unfortunately...our conquest of human lands will be forced to wait."


Male

Vencarlo nods gratefully. "My sincerest thanks. I'll be much more helpful to you with these at my side." Over the next minute or so, he shrugs on the chain shirt and buckles the rapier to his hip. He twirls the blade experimentally as well. "Nice heft. Where'd you pick this up, Korriban lad?"

Meliya, meanwhile is glaring at you for suggesting that you might have other priorities. "You did not spare me, you idiot woman," she hisses to Callie. "Come and face Glorio with me, or be damned - you can have your seneschal after he's taken care of!"

So far we have one vote to go get Neolandus and 2 shrugs...anyone else have strong feelings? (I guess Lantressa's at GenCon, so it's really a question for Teo at the moment.)


Male

Sorry for the delay, all.

Vencarlo clambers to his feet. "Matoska! My old friend. You're a sight for sore eyes." If Matoska allows him, he embraces the Shoanti warrior. (Or whatever the culturally appropriate equivalent would be - Vencarlo would know.) "I'm glad you found this lot, they're good people. As for dealing with the Arkona fiends...I don't love the idea, but I understand it. Any port in a storm." He looks at her coldly. "I won't hesitate to take her heart out if need be, though."

Turning back to you as Callie asks her question, he adds, "Ah, but yes! Neolandus! I know where he's being kept. I suggest we rescue him now. And I'm happy to help...though, er, if anyone has a weapon I could borrow...or some armor...that would be welcome."

Meliya tuts. "Kalepopolis will keep. The longer we're down here, the likelier it becomes that Glorio knows what we're up to. I suggest we go now to confront him - if we act quickly enough I'll be able to secure control over the rest of our servants before they can come to his aid."


Male

Enjoy GenCon! Sorry for the delay.


Male

The skum glares at Edward. "Fool! I am the chief! We have seized prey from human ships before."

To Isaac's question, he only glares. "Enough to defend ourselves, but not enough to attack any of the human lands. Worry not for your friends."


Male

In the corner, Meliya raises an eyebrow archly at Lantressa's offer. "Well, well, well. You're forward, I'll give you that much. And enterprising, no less. Let's...table that discussion for a later time." She smiles slightly. "After we murder my brother and I'm in a position to help you, perhaps?"

Vencarlo comes groggily awake as Callie lays her healing magic on him, and the manacles pop open when Korriban inserts and turns the key. "Who...who are - Balros?" His eyes open fully and he begins to crawl away from the manacles, staggering to his feet. "By all the gods! You're a sight for sore eyes, lad...you and your companions. Most of whom I've not had the pleasure of -" His eyes fall on Meliya, and his lips narrow slightly. "Ah. This one...I have met. What are you doing with the lady of the house, boy? Or did she not tell you who she is?"

His tone is light, but dangerous - he clearly doesn't like Meliya.


Male

Korriban, pausing, doesn't see anything dangerous (lurking foes or traps), but he does spot something shiny poking out from beneath the cushion on the throne. On closer inspection, it seems to be a small, silver key...perhaps for the manacles!

This does indeed appear to be Vencarlo, and he does seem to be unconscious. He's unresponsive if you try to waken him through normal means. Healing magic will be needed - or longer term care - to get him conscious.


Male

"We lair in a small cove on the island there," he snarls, gesturing with a tilt of his head toward Quent, off the port bow. "We are far enough from any human lands to avoid notice there."


Male

"Sea witches rot your ship, and a curse upon you all!" the skum cries angrily, though he looks more cowed and humiliated than actually rebellious. "My tribe, the great and glorious Chu-Magga, sought fresh human meat for our food and slave stocks. We thought your vessel would be easy prey as you were sailing so close to the shore where we make our homes."

Some distance away, Caulky starts as though someone had pinched her, and then makes her way over to where the questioning is going on. "I think he is telling the truth, sir," she says respectfully to Isaac.

GM Screen:

Nothing to see here!


Male

Ok, had to say farewell to my old trusty laptop...got a new computer now, so here we go!


Male

Meliya takes Matoska's cloak with a nod. "From what I've seen of Sivit's traps, that's how she liked to set them up, so covering it should suffice. I could feel its energy, but it did nothing to me - likely because I'm from the same outer sphere that Sivit is." Not that there's a good way to explain this IC, but the traps are keyed to allow Lawful Evil creatures passage, so Meliya can safely cover them, allow you to pass through, and uncover it again when you're leaving.

With Matoska's cloak covering the symbol, you're able to pass beyond the next barren hallway and emerge into a previously unseen room. A great green throne sits atop a dais at the northern end of this room. To either side stand statues of a tiger-headed man--each holds aloft a pair of chains from which manacles dangle. Dried blood spatters the walls, the floor, and even the throne and statues, filling the room with a stale reek.

And hanging from one of those sets of manacles...is a man who appears to be Vencarlo Orsini! Right down to the missing fingers on his hand, this time. He's dressed in tattered rags, and his body is a mess of bruises and small lacerations. He seems to be unconscious at the moment!


Male

Alright! Had to say goodbye to my old, extremely reliable and extremely faithful Samsung of the last 5.5 years...it's going to be much missed. But, I'm set up with a new computer now (just in time for grad school!), so here I am! Let me just remember what the heck was going on....


Male

Hey all. Sorry for the lack of posts. Having some serious computer/tech difficulties that will hopefully be resolved soon!


Male

Hey all. Sorry for the lack of posts. Having some serious computer/tech difficulties that will hopefully be resolved soon!


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Male

*cough cough*

The Norv wrote:

The darksphinx erupts into a sudden burst of stinking hellfire, and her body is utterly consumed.

Though I don't actually care much, that was just flavor. ;)


Male

With a nod, Cog and the rest of your crew set about binding the skum more securely and tending to teh various wounded. The rest of the day and the evening passes without incident, and the weather continues fair as you sail west off the northern coast of Quent.

The next day dawns breezy and a little cooler. According to the charts, you should be able to drop anchor in the harbor of Quent by late that afternoon - but not long after sunrise, Sandara informs you that she's finished preparing for the day ahead.

Leading you to the carefully tied-up skum leader, she kneels down beside him. "Besmara, Queen of the Waves, Pitiless Captain," she intones, "This is one who has never kept your codes or given you tribute. Take from him his native tongue and knowledge - in its place let him answer my captain's questions and give him praise in our proper tongue." Her hand glows and she lays it on the twitching, angry skum - then yanks off his gag and steps away. "Let's see now..."

The fish-man's big, bulbous eyes dart about furtively. When he speaks, his voice is raspy and sounds as though he's got something caught at the back of his throat - no doubt because his vocal cords have never had to accommodate Taldane before!

"What did you do to me, witch?" He looks surprised, and speaks again. "What did you - why can't I -" A look of fear crosses his face, replaced quickly by rage. "What have you done?!"


Male

Meliya nods. "Very well. Wait here, then - I suspect more danger ahead." She moves carefully forward and stealthily opens the next door. After a few seconds of gazing, she turns back and murmurs, "It looks like he's there - passed out, chained to Sivit's throne. There's another symbol on the floor between us and him, but I have not the faintest idea what it does. It likely will allow one such as me to pass, so you're left with the question: should I go and retrieve him, or will you all brave the symbol to join him?" She glances forward again, toward where she says Orsini lies. "I should say, too, that the room he's in is not part of the labyrinth's massive gears - so no matter what happens in the next few hours, we'll stay still."


Male

@Teo: Sure, why not. ;)

Meliya clicks her tongue impatiently. "Well, it's unlikely that he'd summon any more allies or be able to set off any more traps down here...I worry more about what he'll do to prepare for our attack. But then again, I suppose that as long as he doesn't scry on us, he won't know I'm with you. And although I doubt he expected it, he probably knew it was possible that you'd kill Sivit." She frowns. "Very well. I think Orsini is probably close - my guess is she has, or rather had, him locked up in her chamber, which is just past this door here. I assume you want to push on to rescue him before we rest?"


PossibleCabbage wrote:
It just feels weird to me to have a culture which is thousands of years old which has not developed religious traditions both good and evil specific to that culture.

That's totally fair - I guess I just feel that rather than an orc "pantheon," particularly in a place with such porous borders as the Mwangi Expanse, I'd expect to find that every group has adopted some of each other's gods. So maybe some new gods that clearly originated with the orcs (and are worshiped by some Mwangi groups) and some that the orcs worship and clearly are non-orc in origin.


Male

Sandara chimes in. "There's a prayer I know that some Besmarans use on...recalcitrant captives to get 'em to talk. But I'd have to wait till tomorrow to actually try it on the fish-man. Up to you if you want to wait that long." She stretches. "'Course, nothin' saying we can't keep sailin' while we wait!"


Male

Hmmmm. She doesn't have tongues, as she's not high enough level to cast 4th-level spells, but she could try to cast Compel Tongue on him to force him to speak Common!

Of course, she'd have to wait overnight to prepare it, as there's no real reason for her to have that prepped on any random day.

Incidentally...I hand-wave Sandara healing you, for the most part, since it'd be a pain to track, but if you want her to have access to higher-level spells and/or to come with you on your adventures, someone will have to invest in the Leadership feat. ;)


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Male

So I'm not sure that Pummeling Style quite works that way (doesn't it have to be unarmed strikes?) but I'm going to rule that the cestus hits count just fine for unarmed. And the good news is...that's enough!

Matoska delivers a debilitating blow to the darksphinx's head, and she staggers, slumping sideways. "Impossible! Mortal...fool..." she says, slurring. "How could you...ever..." His klar, coming around, cuts off her word as he stabs it into her throat, leaving her with only a wet gurgle before he yanks it out and she collapses to the floor, black ichor staining his blade. The darksphinx erupts into a sudden burst of stinking hellfire, and her body is utterly consumed.

COMBAT OVER

"...Damn," Meliya says, relaxing from her fighting stance. "That was...anticlimactic. Had to go and show all of us up, didn't you?" She looks Matoska up and down with an appraising (bordering on predatory) eye. "I like my decision not to kill you all more and more the longer this goes on. Well, are any of you hurt - or shall we press on? While it might take him some time, there's no way my brother won't eventually notice that."

She sounds almost disappointed that the fight didn't last longer!

She's not the only one! No way did I expect Sivit to go down that fast...well, that's PCs for you. Lantressa, you can keep your spell slot. Anything else you all want to do here, or ready to press forward?


Arachnofiend wrote:
Quote:
The orcs of Lake Ocata, for their part, have a much more localized reach, but their influence is no less important. In the wake of the Gorilla King's death and the fall of Usaro, it has been these jungle orc tribes who have led the efforts to re-stabilize the region and retake their homeland from the demon-tainted forces that once ruled.

I missed this blog post when it came out, and now that I've seen it I feel obligated to say how happy I am with this bit. I have been one of the more... open critics of Paizo's descriptions of orc cultures in Golarion, so a stronger commitment to detail the major non-evil orc society is definitely encouraging.

I do wonder who they worship, though. Do these orcs have their own local gods that differ from the wholly non-good deities of Belkzen?

Maybe just the same gods that Mwangi humans/halflings etc. do? I have to admit I’ve always been a bit weirded out by the “species deities” mode of a lot of DnD myth. Except for super isolated groups, I assume there’s some cross-currents.

Allow me to also apologize for my part in the weekend fracas. I get particularly steamed by some of the habits I thought I was seeing.

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