Local Celebrity

Ty Purgest's page

844 posts. Alias of Andostre.


RSS

1 to 50 of 844 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Sorry to hear, but understandable. Good luck, all.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Understandable. No hard feelings from me about real life intruding.

Any thoughts about how to go forward? Should we bring someone in to replace Richard in a "I've been here all along" fashion like how Morgana came in? I don't think this would be as seamless because Richard's family added to the story.

Or we could find someone new and pair their backstory up with our objectives. Maybe we could have someone come in and take over Traeve as a PC, since he's apparently mythic.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Bummer, but I understand how it goes. Good luck, Richard.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty nods at the others, opens the doors, and moves towards the voices.

Fast stealth: 1d20 + 13 ⇒ (15) + 13 = 28


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty silently pulls the door to and quickly relates that he hears voices talking strategy about the conflict outside in the next room over.

"If we're here to kill these missionaries, do we want to assume that these are three of them or at least their allies? We're going to get discovered sooner or later, but we can take on this first room now with the element of surprise."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

With everyone inside, Ty pads to the end of the hall and gently pushes one of the doors open and peaks into the next room.

Stealth: 1d20 + 13 ⇒ (17) + 13 = 30


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty cracks the service door back open to see if the guard on the wall will move away so that he can have the others follow.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Mentally cursing himself for not thinking of this earlier to time with the falling lantern, Ty tosses a smoke pellet to land on top of the broken lantern.

Stealth: 1d20 + 13 ⇒ (7) + 13 = 20

He makes his way to the door to make sure it's unlocked. If it is, he'll wait for an appropriate time to wave the others over before opening it and going inside.

We're basically just hoping for the best here.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

If Ty can use his mage hand to lift the lantern off it's hook and drop it to the ground, he'll do so.

By the way, I hear you when you keep mentioning the large pools of light coming out of the windows. Not sure there's anything we can do about that. Hopefully, the pools of light don't spread out in front of the door we're trying to get into.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty huffs in exasperation. "Well, we picked the wrong section of the wall to cross over. We're not going to get in without taking out another guard or at least alerting them that we're here.

"The two best options that I can think of are to draw that guard," Ty points to the guard along the wall to the east, "closer and take him out. Otherwise, we can douse that lantern and just rush in, and then hope to get as far as we can in the confusion."

Also, I don't want to spend too much time planning an entrance when we may very well get detected fairly quickly once we're inside. I doubt that this is going to be a stealth mission.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

What is the thing that looks like a circle with an 'S' in it near the torch along the wall?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

No, of course not! Don't be ridiculous. But now for completely unrelated reasons, I'm changing Ty's action.

Realizing that traipsing through the light isn't the smartest idea, even if the guard is supposed to be facing the other way, Ty hangs out in the shadows with the others.

He focuses on the door since it's the closest entrance to the mansion. He tries to tap into his own burgeoning magic reserves and will the door's handle or knob to turn so that he can see if the door is unlocked.

Rogue Talent: Minor Magic (mage hand)


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty tries the door to see if it's locked. If it's unlocked, he'll open it, if it's locked he'll attempt to unlock it...

Disable Device: 1d20 + 17 ⇒ (17) + 17 = 34

...and then he'll wave the others forward.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty waves the others forward and moves ahead himself. He'll listen for any activity, and motion the others through the closest doorway if he hears anyone approaching. He'll also be listening for anything to indicate where the missionaries might be.

Feel free to roll anything needed for Ty. Perception is +8, Stealth +13.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty gets as close as he can to the back door while staying in shadow and listens for activity.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Hey gang. We've lost momentum. Is everyone still on board?

Our goal right now is to get over the wall, get inside, and kill some racist missionaries!


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
Ty slips up the wall like a wall-climbing ghost (the most dangerous kind)

As he climbs the wall, Ty's head turns around 180 degrees so that he can smile at his companions.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty asks the others to drag the man somewhere out of sight, and then climbs back up the wall and affixes his rope, allowing the others to climb up. When everyone is over, and assuming they haven't been detected, he'll remove the rope and jump back down.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Fast Stealth: 1d20 + 13 ⇒ (14) + 13 = 27

Getting a running start, Ty runs towards the wall and uses his momentum to run up it.

Drag Combat Maneuver+Surprise Attack trait: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25

When he reaches the top, he grabs hold of the man and flings himself and the man backwards, attempting to pull him off the wall to land in view of the others with their attacks ready.

Ty has the Nimble Glide mythic ability, so he won't take falling damage. Sorry for changing things up.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Not trying to be the player who's bored at the table so just starts attacking, but I think we just need to take action and see what happens. We'll wait until dark, Morgana can describe the illusion she's sending, and Ty can use his Wall Runner ability and everyone else uses their ranged attack.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47
Nazard wrote:
If you’re asking me if that’s a possible action, absolutely.

Sorry, I was asking the party if we could cast that spell.

Morgana Darya wrote:
We were mapping out the sightlines, and that was basically Morgana's suggestion.

Apologies here, also. Work has been kicking my ass this week, and it's hard to devote the brain power needed to be slightly irreverential yet also still useful.

PLAN:
1. Wait for dark.
2. illusion!
3. Ty uses his Wall Run ability to get up the wall.
4. Stab or topple guard.
5. Drop down rope for others to climb up.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Can we get a silent image spell on top of the wall? Since we're not making headway on a plan, let's wait until dark, cast a silent image of a guard on one of the back corners coincided with an attack of the actual guard on the same corner. Ty can run up the wall at full speed, and maybe that combined with some range attacks can take down the guard before anyone notices. The illusory guard will stick around for a bit, long enough for Ty to drop down a rope and for us to make our way inside.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

I'm back.

"If we can't get in without being seen, the front gate may be our best option, since that's where they'll likely try and flee from," Ty murmurs.

"I hate the idea of killing those guards just to get at the Masoumites, though. It's not like they're Hellknights; they're just doing their job."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Sorry for my slow pace. Work is busy, we have Covid case in the househould, and the kids are out of school until Wednesday. I'm mentally exhausted. I will try and catch up by mid-week.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty would have opted to leave the girl at the hideout, with the promise to return when they could, but instructions to take care of herself if she doesn't hear from them after a certain amount of time.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"I don't have an issue with you, Edward. Far from it.

"Sorry."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty shrugs. "If the acolyte is captured, I'd consider that 'dealt with.'

"But look, if we're confronted by the Asmodeans, Traeve can try to clear us. If we're confronted by Masoumites, Edward can do the flame thing with his hands.

"I'm open to other ideas, though."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty stares at Edward. His face is blank, but that's only because he's fighting the urge to roll his eyes.

"Saying 'We don't have a plan,' and nothing other than 'But we will get it done!' puts a lot of pressure on those who have to come up with the plan."

Ty turns to the halfling girl and speaks gently. "But they're right. If we don't take care of some bad people here in the city, they'll be even worse than him." Ty hooks his thumb at Traeve. Or maybe just at Traeve's holy symbol. "If we leave the city to get you home now, then we won't be able to get back in before more people get hurt.

"Is there somewhere inside the city that we can take you to? Either someone who can help you get home or at least watch you until we do what we have to, first?"

Turning back to the others, Ty muses out loud.

"If the Asmodeans are going to round up any strangers in the city, then we might just want to wait for the Masoumites to start getting riled up, first. We can use the chaos as cover as we make our way to this mansion."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

I'll be taking my family on a roadtrip over the next couple days. I'll be back on Wednesday. Feel free to bot me.

Ty is for investigating and taking action against Lady Carus, but he's more concerned with delivering the halfling kid home, first. If leaving the city to reach the halfling farm and then getting back in seems to be an impediment to anything they need to do involving Lady Carus, he can be talked into delaying the trip to the farm.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty winces when he realizes that the girl is still awake.

"Hey. You were supposed to be asleep," he chides gently.

"But what do you mean? Who did they love?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty stares at Morgana for a long time as he absorbs what she's told him. Eventually he huffs and looks down for another long time. When he looks up, he addresses Morgana again.

"Are you okay?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty collapses somewhere moderately comfortable. He'll briefly assure the halfling girl that they will get her to her farm after a bit of time has passed. He encourages her to get some rest.

Morgana Darya wrote:
Morgana says, "Well, that was... exciting. Though I'm more than a little spent now."

Assuming the halfling girl is asleep, he turns his gaze towards his friend. He's equal parts confused and angry.

"What happened, Morgana? With those other children?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Escape Artist: 1d20 + 12 ⇒ (5) + 12 = 17

Ty gives the arrow slit a go, but can't fit his big head through the narrow window. Spying the halfling girl in Richard's arms, he does his best to convince her to go in and open the door. He speaks to her in a friendly, yet urgent voice.

"Sweetie? We really want to get you out of here and back to your home, but they've locked us in. They've closed the big heavy gate. But you're small enough to squeeze through this window and open the door, and then we can use the winch to open the gate. Can you try for us, sweetie? We need you to do this quickly before more of the soldiers come. Just go in, and open the door. We'll do the rest."

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Yeah, I was hoping to get more collaboration (thanks, Morgana), but I don't know if people don't have ideas or if they are unable to post.

I think Morgana has the plan thus far. We make a mad dash to the gate hoping to get there before we have to stab too many people, and then we'll figure out the gate when we see what we have to work with. And then we lose them in the city. Then return the halfling child and figure out what we want to do about Lady Carus.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"Aw dang, I forgot about the gate."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"You could cast it on something I could carry so that I can make a distraction for the rest of you. I could drop whatever your spell is cast on once I'm over the wall, and then we can meet up somewhere."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty tests the windows to see if they open very slightly, but then returns to the others.

"We can figure out what we want to do about Lady Carus after we get out of here. They've got lookouts posted around the building. I don't think we'd all get down a rope before they called the crossbowmen around the corner.

"However, I could get out that way and make a distraction so the rest of you can get this young lady out, and then we can meet up somewhere. If we can conjure another fog, that can only help us, too. Other ideas? We need distractions and/or things that will help us withstand a barrage of crossbow fire."


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"I'll be right back," Ty says to the little halfling girl. "Stay close to him. He'll keep you safe." He points at Richard.

Ty quickly but cautiously heads upstairs and looks out the windows for the sides and rear of the building, looking to see if the soldiers are also poised on those sides, and if not, if they could conceivable get out of the building that way. If things seem clear, he'll see if a likely window opens.

Stealth: 1d20 + 13 ⇒ (9) + 13 = 22


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

How many stories is this building?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty asks the girl if the kids were brought in through the front door of if there was a back door or other passage they entered the building by.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty thanks Richard again before sheathing one of his daggers and then picking up the halfling girl.

"Lead us out of here while you're still on a hot streak, Edward."

He does his best to avoid making eye contact with Morgana.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"Thanks, Richard!"

Nazard wrote:

The cleric, in addition to his fine clothes, wears a set of mithril breastplate and carries what you first assume to be a mace, but then recognize it as some sort of magical rod.

The admiral has a mithril chain shirt, a MW rapier, and a pair of magical boots. The two of them also have combined purses of 450 gp.

Both armors, magic rod, MW rapier, magic boots, and gold added to the loot sheet.

Nazard wrote:
The halfling girl doesn’t look up, but whispers back in halfling, ”Can you take me back to the farm?”

"If you can guide us there, yes. If you can't, we can still try.

"Are you... okay?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Nice! And we're still going strong!


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Nice hit, Edward!

"Information about what? We don't have any secret plots we're trying to figure out. We've already reasoned that if she dies, the people here aren't likely to try and sacrifice children again.

"The longer she stays alive, the higher the chance something is going to stop us from finishing her off."

Ty picks up any daggers or picks that were dropped and stows them on his person. Next, he quickly searches the cleric for anything useful. Finally, he kneels down next to the halfling girl and starts speaking to her in the halfling language.

"Hey, you okay? We're going to try and take you home. Are you up for that?"


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Thanks.

Ty opens his eyes and looks around, his confusion only lasting a second before he gets up to speed. Spying his dropped dagger, he grabs it and starts to belly-crawl out from under Edward's heavy boots and into the cage where the interrupted ceremony was taking place.

Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16

If he makes it, he stands up.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Oh, man... if I had a set of manacles in my gear, Ty would be in prime position to chain her ankle to one of these cage bars. AND[ I forgot to restock caltrops, which could also be useful here.

I'm unclear what my actions are while prone with Edward standing over me. I assume I can crawl north. Is tumbling behind her from a prone position an option?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

"I need you guys to get up here!" Ty yells as he moves towards the final door. He puts his dagger between his clenched teeth to be able to use both hands to manipulate his lockpicks which he's been holding in his other hand the entire time on the door's lock.

Disable Device: 1d20 + 17 ⇒ (19) + 17 = 36


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Just a quick note that I'm taking my family camping Sunday through Tuesday, and I won't be checking in. Feel free to bot me.


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

How heavy does that torture board look?


Aasimar Unchained Rogue 4/Mythic Trickster 2 ~ AC 22 (t 15, ff 13) | F+3, R+10, W+3 | Init +9 | Per +8 | MP: 6/9 | HP 45/47

Ty tries to squeeze past Edward, the enemy Edward is attacking, and Morgana's elemental. Once he's rounded the corner, he starts using the opposing walls and bars of the hallway to launch himself above the next two Hellknights, ping-ponging back and forth across the walls and even the shaken/blinded/stunned Hellknights to gain height and momentum until he's past them.

Acrobatics + Surge (vs. yellow's CMD): 1d20 + 13 + 1d6 ⇒ (5) + 13 + (3) = 21

I'm changing the flavor a bit, but I'm using the mythic Wall Run ability to run over blue and green.

Wall Run (Ex):
When you move, you can travel across vertical surfaces as if they were floors. If your movement doesn’t end on a horizontal surface, you fall at the end of your move unless you are able to remain in place using another ability (such as using the Climb skill to cling to a handhold). The vertical surface must be capable of supporting your weight—for example, you couldn’t move across a windowpane or curtain.

If you rule that that doesn't work, then place his marker between Rocky and blue, and the below attack can be against blue.

Landing at the other end of the hallway, Ty turns and shoves his dagger into the green nearly incapacitated Hellknight behind him.

Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak attack damage: 2d6 ⇒ (2, 3) = 5

These awful rolls, man...



As the title implies, I wish to check for interest for a voice game I plan to do on Saturdays 730pm for 8pm. GMT +2

Pathfinder system. Still working on the character generation details. But will start out as lvl4s

I'm willing to expand on the world a bit if people are interested

Races : 16RP and below. No race builder. Yah. I know. Sad :(
I will add Spellscales to the list. If interested I will post the build.

Classes: no occult. No gunslinger.. But bolt ace is fine. Also. Unchained. Except monk. Can choose if Unchained or not

As a side note:
If your class or race is in any way linked to dragons. Bloodline or surface, there will be a few things I will explain

Will be looking at 4 players. A friend of mine will join. She is the 5th spot.

Alignment : no evil. No CN.


Opening thread


So here we can just talk. Ask questions etc


Just a placeholder


Hey my fellow Pathfinders. A friend of mine, here in South Africa, has his own youtube channel where he has a Pathfinder game running.

Please go and like and watch South Africans play Pathfinder

Excuse the quirky group....

heh heh. NAh, all good friends of mine.

Enjoy the show!

Www.baconrpg.com


Hey my fellow Pathfinders. A friend of mine, here in South Africa, has his own youtube channel where he has a Pathfinder game running.

Please go and like and watch South Africans play Pathfinder

Excuse the quirky group....

heh heh. NAh, all good friends of mine.

Enjoy the show!

Www.baconrpg.com


To avoid too many spoilers, one of the players was captured in Book 2. Since it was stated capture was one of the objectives

Now I am not sure how to proceed. Do I run a separate game just for the hostage? Or do i make a separate game for a rescue attempt, if the others feel they need to try and rescue their companion, or, do I inform the player that he has been interrogated and executed?

If the latter, or if he is interrogated but not killed, do i simply deduct a a large amount of security points from what they have gathered so far?


Dot in people


Dot in people


3 people marked this as a favorite.

Okay here goes
This is an idea that i had a few months ago.
I want to try a RP heavy, so a lot less Roll Play. Stats will be there, but i want to avoid using it as much as possible

Premises :
A lost ARK ship (Advance Race Keys) has crashed on a planet. The species inside are dying. And in the hope to salvage what remains, the ship's AI awakens them. Without any knowledge of the planet, the few who were awakened needs to now survive and carve a living into this new world

Character Creation:
Build a race up to 40RP. The race needs to be plausable in the sense, that if someone wants them to be a fighter, and someone else wants to build wizard with same race it needs to mesh. Like an elf as an example. So no race that was made for fighter type only. Well rounded races

No class... yet. No money either.

So who would like to try a game like this?


I have recently recieved my copy of the W20 Changing Breeds book. Want to join a CB game. Have 2 or 3 character concepts


You are at what seems be a way point for carriages or other transports. No one else there. In fact, it looks like noone has used this station stop in decades. You fear the platform you are on might cave in any second. Yet this is where you are to meet the one who will take you to your employer.


Ooc talking and stuff here


Time to go on an errand for what sounds like a noble. Clean out her tower of nasty creepy crawlies!


Original recruitment

We lost a few players. Have a look at see if you are interested :)


I suggest if and when needed strategise here. I think it's a scary world out there.

Those of you who have Kn: History or Nobility, may roll and I'll inform you of a few things


The night air grew very cold, very quickly as the 5 boats carrying the agents of the Copper Lands approach their destination. Wind was blowing wildly, the night sporting its 2 full moons. Happening only once a year, yet there was no celebration or a relaxing day with the family. It was quiet except for the low chatter of those in the small boats. They would soon reach the small cave that was scouted for them. Once there, their 2 officers that was in charge of the operation would take full command and the mission, still unknown to the troops, will begin. The spellscale would be in charge of the ranged troops, the large bulky half dragon would command the melee and field healers. Both have been part of the main band of troops a few long years. They were stern, but they did a good job in making sure their men and woman were treated well. They were a close family.

You have some time to talk to each other before you reach land.


We need 1 more player. Lvl4-5


First, my introduction. I've been a GM for a few years. Switched to Pathfinder just over a year ago. LOVE it. Just recently started pbp , very nice way to play. Now, this will be my first attempt at a long campaign. I don't mind slow posting. Once a day will be fine. Since this is mostly to see how the campaign runs, taking time to create the world and what happens is important. So story and characters are important. Must flow well together.
Okay, down to the setting :

The world is split into 5 continents, each continent is split in to 2sections.Each continent is ruled by a dragon. Copper and Brass. Gold and bronze. Red and Black, Blue and Green. And finally, the center continent, Silver and White. There is a war, a war played by the Great rulers, Great Wyrms , and the populace are the pawns.
The chromatics are evil, power hungry tyrants, who treat their underlines with distaste, use them for entertainment, even food. Seldom they turn human, always in their dragon form to show the peasants whom they serve
The metallic are the opposite, friendly, kind, just, mercifully. They often travel the lands in mortal guise to see life from their people's eyes.
Dragons keep the world together, every dragon, dragon type, dragon blooded has the power and potential to keep magic stable, for if magic is used outside their influence, wild surges can happen if one does not grasp the magic they are wielding

If i peaked your interest, here is the character creation stuffs :

Character Creation:

1. 30pt buy. No starting stat over 18, before race modifies
2. Any race from PG and ApG , as long as it's RP is less than 21. No race building.
3. No evil allignments
4. No anti paladins or gunslinger
5. 2 Traits
6. Max HP for first 3 levels. Rest is half+1.
7. Start at level 5
8. Max gold for level
9. No items more than +2 enhancement

Short background needed so i can see what and who you are. After that longer one would be appreciated, but not compulsory.

Story for characters : You are in the lands of the copper dragon. Very much like grass and plains, few mountains. You are asked, volunteered or assigned, your choice. To accompany a small insurgency team into Black Dragon territory on a covert mission.

Side note : If you play either a kobold or a sorcerer with dragon bloodline , you will have served a dragon in person. Either as servent, apprentice etc. Think of it as how merlin served Arthur. Lower class with privileges.
Sorcerers with the dragon bloodline get 1 additional power. 1+Charisma mod per day, they can either have some one cast magic without fear of wild surge for 1 minute per use, or on themselves, same effect.


Hope that is everything :-P
Hope you enjoy


Only a handful of other Pathfinders, most of them initiates,
walk the halls near the office of Venture-Captain Ambrus Valsin.The Grand Lodge’s chamberlain sits behind an organized desk,
reading a recently printed chronicle, and tapping his finger on
an elaborate open envelope, the only sound in the eerily silent
Pathfinder Society headquarters.
“Can you believe this place?” Valsin calmly asks, keeping his
eyes squared on his chronicle. “Almost every agent worth her
salt is off in Varisia right now. I bet you the Heidmarchs’ manor
has more Pathfinders in it than this place.”
Valsin finishes his reading and places the document on the
desk, while sliding the envelope forward.
“Desna smiles upon us that I have you fine agents here,
as I doubt anyone else in Absalom is better qualified for this
mission. I won’t lie, this is probably one of the trickiest tasks
I’ve ever had to send a group of Pathfinders on, and much rides
on its success. I need you to attend a wedding. And not just any
wedding, mind you, but a Blakros wedding.”
“The Blakros family is one of the wealthiest families in
Absalom—in the entire Inner Sea region, even—and we’ve
cultivated a good working relationship with them over the
years. In two days, Michellia Blakros is getting married to the
former Hellknight Damian Kastner, and because of security
concerns, we only got our invitation this morning. I won’t bore
you with specifics, but sufficed to say, the Society has a lot of
interest in this wedding, as some of our agents had a hand in
helping it along.”“The wedding is taking place on a secluded summer retreat on nearby Pariol Island, which the Blakroses own. There are two
boats heading there before the first wedding festivities. One
is a small supply runner set to leave in an hour that could get
you there early tomorrow morning. The next is a larger ship
that will transport the majority of the guests in the morning.
Your travel is paid for of course, but you’ll need to get on one
of those two vessels.”
With a grave nod, Valsin passes over the envelope containing
the invitation, and continues. “Also, you’ll need to peace-bond
any weapons when you arrive on the island, and I’d recommend
only wearing your finest armor, if you wear any at all. We’re
not too concerned about security at the wedding, but making
a good impression on the Blakroses and their guests is key to
your mission. You’ll need to mingle, and get on the good sides
of as many people as you can. I can’t stress this point enough:
This is a social gathering, and the Society could really use the
extra clout with all our current efforts being so far abroad. I
don’t care if you save the wedding from a dragon, find out the
bride is a doppelganger, or discover some grand plot to take
over the Inner Sea—I only care that you leave this wedding
having made people happy and improving our standing among
the attendees! Are we understood?”

He waits around a bit in case any of you have some questions for him.

Also, you may make Knowledge History or Nobilty checks


Pfs numbers here please : 59626


This game is full.


Was instructed to post here. My group will soon reach a fork in the road. It will decide where game goes from here. Want to post the situation. Feedback will be appreciated. Hope this forum is correct.


Running a campaign at home, and players will soon reach a turning point. Want some advice if I'm doing the right thing or how to change it. Is this the right place to ask for said advice and input