Akyrak

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Organized Play Member. 202 posts (209 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 2 aliases.


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I would be somewhat interested. I've never run Strange Aeons before, but I have played the first book so I know a bit about the thematic content. I'm a fairly experienced GM, I've run several campaigns in the past. Let me know if you're interested.


So the other dm in our circle is planning a pirate-themed home brew game and is looking for a map of the inner sea that highlights major trade routes, along with some information about what kinds of goods are moved along these routes. If anyone knows offhand what books would offer the best information the help would be appreciated.


Fridays generally all day I'm available, sunday evenings I have another game but if we play early enough I can still play. Holding out on a character to see what everyone else puts forth.


I'd have to roll up a character but I can join online as well, and could probably round up several others.


Shouting out as a GM, looking for a player or two to join a maptool game on Thursday evenings. PM me for details if interested.


Bump. Anyone still interested?


Would work pretty well, although EDIT: the characters just hit level 7 not 8. And the backstory would have to be modified a bit to fit Golarion rather than Maztica/FR, but overall a nice bit of backstory. I'll ask the players what they think.


Currently looking for one player for our Thursday evening Iron Gods game that we play via Maptools with Skype for voice at 1900 EST. Our last player went to bootcamp and probably won't be able to rejoin us in time to finish the path. We're entering the third book, so you'd be starting at 8th level. The build rules are as follows:

18, 16, 16, 14, 14, 12 stat array.
3 traits, one of which must be campaign.
Race and class options are pretty wide open within reason.

Our player was a dwarven drunken master monk, so we're really looking for something dps-wise, and the other players are as follows:

Haldyr, an elven soulknife cutthroat.
Dr. Alistair Aldini, a human vivisectionist with some very questionable morals.
Jak Dust, an anroid arcanist/wizard/sorceror.
Edgar, a human ranger.
And one other player has just joined who would be playing a paladin of some flavour.

I don't get on the boards often, so if you're interested it would be best to message me for the answers to any questions, but I'll try and stop in from time to time.

DM ConnorTheConman


I hate to necro this thread, but would any of you guys be interested in coming on my Thursday evenings maptool game? We're on the third book and my stat array is quite a bit more generous than the point buy I think I used here. One of my players went to boot camp and doesn't know when, if at all, he'll be able to rejoin, so I'm looking for a dps. Let me know via PM if you do.


I hate to do this guys, but work is slaying me with 50+ hours. Unfortunately, I'm gonna have to cancel the campaign. It's been fun playing with you guys.

Happy gaming, ConnorTheConman.


I hate to do this guys, especially given that I had to recruit for the campaign twice, but work is slaying me with 50+ hours. Unfortunately, I'm gonna have to cancel the campaign. It's been fun playing with you guys.

Happy gaming, ConnorTheConman.


Those who used survival are able to tell that the set of footprints leading away from the others are neither the oldest nor the newest in the cave. The footprints are sized for either halflings or children, although it's doubtful that children came this way.


At Mordack's aggression the two men who had been holding bows take aim and fire at the dwarf.

To Hit 1: 1d20 + 3 ⇒ (8) + 3 = 11
To Hit 2: 1d20 + 3 ⇒ (5) + 3 = 8

Both arrows hit Mordack, but they fail to penetrate his armor. The lieutenant barks out orders, and two of the men wielding swords break off towards the area where the others are waiting. The lieutenant and his other man draw swords, the lieutenant stepping back to do so.

Initiative rolls, gents. You can post in any order but your actions will happen at your roll. I tried it in my other game and it works so much better.


It is obvious to those looking that several groups have passed through this cavern. All but one group climbed the ledge into the stalactite-covered cavern, while the last went north following the river of lakewater.

Harumi's spell is enough to make a visible marking along the rock wall, a small indentation in the stone.


Sandovar's crossbow bolt nicks the beetle, while Hitomi's naginata brings the creature down. The final beetle hears Harumi's spell and looks around for a moment, slightly panicked.

Will: 1d20 ⇒ 9

The beetle full-out panics, scurrying away as fast as it's legs can carry it towards it's hiding place among the crevices in the rocks.


Long pork is a real-world slang term for human meat. Just fyi.

The lieutenant continues to smile, waving you over to a campfire. A pile of clothing matching the Jenivere sailors' uniforms lays next to it, while game that looks suspiciously human is currently being cooked rotisserie style over the fire.

"Because Klorak is chief. He decides what we do. And I have no proof the snake woman cursed him, only my suspicions. And besides, the Mother herself agreed to meet with her. However, I have an interesting proposition for you, if you and your four fellows you left behind would like to hear it."


Sorry if I keep going MIA, my schedule isn't set now so I have no idea what I'm working until they call me and say hey, come in. I'm on lunch now but when I get off I'm gonna post for you guys.


Hitomi Tanakai wrote:

She smirked for just a moment, beetles, large as they were, shoulb be no challenge to one trained by samurai. She follows deftly behind her larger friend sliding in at an angle to provide support to her friend while slashing at the beetle attacking her. move action to get close to Umina

of note, Hitomi is using a 10 ft reach weapon and has combat reflexes, so she has access to 3 attempts at attacks of opportunity. Yay caster soft cover eh?

Hitomi's slash carves a beetle in twain, its glowing guts spilling out across the cavern floor and into the nearby river. The other two beetles chitter angrily, one going after Galaeta and the other attacking Umina.

Attack (Beetle 1): 1d20 + 1 ⇒ (2) + 1 = 3
Attack (Beetle 2): 1d20 + 1 ⇒ (1) + 1 = 2

The two beetles clabber at their targets, ineffectually chewing on their targets with their mandibles.

Wow, those were some seriously bad attack rolls.


The man, still grinning his unnerving smile, reaches up and picks a fleck of something out of his teeth. He flicks it away, whistling a strange three-note tune. Suddenly two more men in the same uniforms step out of the underbrush, bows in hand and trained on Knives.

"It has been long since since we spoke common tongue. Since the time of my father's father. We know the two you speak of. The serpent lady, who came to speak with Mother Thrunefang, and her pet, who received the...gift of Mother. She told us you may have survived the wreck of ship."

He pauses again to lick his lips. "I don't like her. She put curse on Klorak, or she never would have been allowed to see Mother. But none of that is important now. Tell me, half-man and knife-ears, have you ever tasted long pork?"


In the strictest sense of the word polyglot it is a combination of two languages, but it is not the Pathfinder language. It is the language that Jask noted on the door to the captain's cabin aboard the Brine Demon, a combination of Infernal and Common. So only somebody well-versed in both languages, like Jask, would be able to directly translate it.


Harumi, your Detect Magic doesn't pick up anything within it's range.

Once Umina scrambles over the ledge she can see down the narrow passageway leading deeper into the caves. A collection of stalactites and stalagmites choke this low-ceilinged cavern, making it difficult to squeeze between them. Matching stalactites close in from the five-foot-high ceiling, giving the impression of a maw of needlelike teeth bearing down on one a nother. A dead half-orc sprawls on the ground near the cave's eastern entrance.

Just as she reaches the ledge the rest of you begin to hear a clicking noise, at first quietly but gradually growing in volume until it is near deafening. The glow in the cave gradually grows brighter from the fissures in the rock, until three beetles the size of dogs emerge from the rocks. They chitter threateningly until They rush straight for the closest party members.

Initiative (Sandovar): 1d20 - 1 ⇒ (18) - 1 = 17
Initiative (Umina): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Harumi): 1d20 + 1 ⇒ (1) + 1 = 2
Initiative (Galaeta): 1d20 - 1 ⇒ (7) - 1 = 6
Intiiative (Hitomi): 1d20 + 3 ⇒ (10) + 3 = 13
Initiative (Beetles): 1d20 ⇒ 2

So here's how I'm gonna try Initiative, I go another way with my other game but I've seen this method and it seems to be more organized. You can post your actions in any order, but your actions won't take effect until your turn has come in the order.


Its a houserule of mine. Since you take ranks in Linguistics to learn new languages it only seems fair to me that you can use it to decipher written and spoken words.

While you aren't able to completely understand, the few common words provide enough context for you to understand somewhat. The gist of his speech is 'Who are you people? What do you want with the Thrunefangs?'


The leader of the group cocks his head, still smiling with his mouthful of pointed teeth. "SoH 'Iv people? Ha' SoH thrunefang SoS HajlI'ghachlIj?'

Linguistics check for understanding?


Julian "Knives" Veartoll wrote:

Before they head out...

Noticing the strange piece of skin on the scarf, Knives hands it to Mordack. "What do you make of that? It looks human, but at the same time not... examining such things is not my speciality though."

I vote that Mordack and Julian move slowly to investigate what is going on at least... might be our first chance to see some of the natives and know what we are up against.

I'm gonna safely assume you'll be sneaking, so I'll roll Stealth checks for you.

Stealth (Mordack): 1d20 + 4 ⇒ (5) + 4 = 9
Stealth(Knives): 1d20 + 9 ⇒ (2) + 9 = 11
Opposed Perception: 1d20 + 4 ⇒ (10) + 4 = 14

At the edge of a jungle clearing you can see a group of four men wearing remnants of Chelish naval uniforms, like the corpses you found back on the Brine Demon. They're all conspicuously armed with cutlasses, some of which seem to be in pretty poor shape. One of them is dressed in what used to be a lieutenant's uniform, and in their guttural tongue is barking out orders.

The wind changes and he stops, turning in your direction and smiling wickedly. You can see his teeth, filed into points, brands on his flesh shaped like the five-pointed star of the Hells.


Would've been a touch better if it hadn't been because two people walked out with no notice given.


Well it would be more awesome if it hadn't been due to the fact that it was because 2 people walked out 4 days apart.


Mordack, your survival check is enough to tell you that the fire was allowed to burn itself out sometime this morning.

About halfway back to the cave you hear chanting in a strange language, although a word or two you can make out. Among the words are 'hunt', 'Asmodeus', and 'meat'. It seems to be coming from the east, distant enough that whoever or whatever is chanting could feasibly be avoided.

Knives, your perception check is enough to notice something on the unburnt end of the scarf. Its a piece of dead, scaly skin like that shed by a snake, but at the same time it has some qualities of human skin. Knowledge (Nature) for more.


Hey Bayani I hope you get well soon.

On my part, an unexpected promotion just came through the pipeline and I've been working nonstop for the last few days. My schedule is evening out now, so I should return to my regularly programmed adventure and fun.


All of your swim checks are good. I didn't really have a DC unless somebody got a five.

As you swim downward towards the cavern mouth the light grows dimmer and dimmer, and by the time you enter the cave it disappears completely. You manage to feel your way along the tunnel until you begin to see a light coming towards you as you swim.

You surface in a small cavern, warm red bioluminesence coming from several points in the cave. A small rocky beach emerges to your right, a small ledge leading up into the cave further, while a small river of lakewater continues to flow through a smaller opening just big enough you could walk through just without stooping.

The chemical smell of the water is enough to make your eyes water, but you seem to be suffering no effects from the slightly toxic lake.


Heys guys sorry I've been MIA, I just had a promotion at work come out of nowhere and I went from part-time sales to full-time supervisor. Schedule is evened out now, so I should be back to my regular posting schedule.


The spell took hold on all of you, and while the water tastes a little foul from the chemicals in the Weeping Pond, you seem to be suffering no ill effects. The water is clear enough that you can see the cavern entrance about twenty feet below the surface, a blackened hole leading deeper into the earth.


Yes Aersten stayed at the cave. I was hoping to do side stuff with him so he wasn't left out but I never heard from him.

The tracks lead up to a bluff overlooking the Brine Demon. A similar trail leads away from the remains of a campfire, headed further south along the island. Along with some discarded ration containers, you spot something hanging partially out of the fire.

It's the Varisian scholar Ieana's scarf, right alongside a partially burned hat that matched Captain Kovack's hat. Both seem to have been tossed into the fire to be disposed of, but the fire failed to completely consume the evidence of their presence on the island.


The walk to the Weeping Pond from the town hall was short, and when the party arrives Dolga is already there with the town's cleric of Brigh, Joram Kyte. An older man wearing the trappings of Brigh, he nods at them solemnly. "Thank you for undertaking this mission for the town of Torch. Remember, my spell will only last for six hours, so plan to get out in time enough to return to shore. I can cast the spell every day, so don't worry if you have to make multiple forays."

He pulls a rod from a pouch on his belt, murmuring divine syllables and gesturing at the party. After a few seconds you feel rather strange for a moment, and then the feeling quickly fades.

"There you are. May Brigh watch over you as you undertake this mission."


Dolga nods at everyone. "If you wish I can summon Joram Kyte to the Weeping Pond so that you can begin the expedition. The sooner we begin the better, I think."


Its late afternoon in game for you, you should have just enough time to follow the trail and then get back to the cave.

Are you still there Aersten? I responded to your post awhile back and we haven't heard from you. Are you still following along?


Your Perception check is enough to tell you that the tracks are at least a day old.


Just as you leave the wreck you spot footprints from two seperate individuals coming from the surf. They lead up to a bluff within eyesight of the ship, but you spot nobody up there. One pair obviously belongs to a man by the size of the prints, but there is something odd about the other. They're a woman's prints, but by the way the prints are laid out she either has a remarkably large stride or is incredibly dexterous.


So I'm assuming you guys are moving out and heading back to the caves?


Galaeta Earthschild wrote:

"Are there any preparations we should make before heading out? Those submerged caves - can we swim through them easily?" Galatea furrows her brow. "I'd like to get started today, but perhaps I should commune before doing so... It seems like we will need all the preparations we can think of."

She turns to Harumi, smiling. "I am intrigued, as well. While I care about my father, the ground's mysteries hold much promise. I do not believe I have heard your name, yet."

"The entrance was reportedly right inside the waterline, but it was a 50 foot swim into the air pocket. Fortunately, the town's cleric of Brigh, Joram Kyte, has offered to cast a water breathing spell on any who agree to undertake the mission. It will last for six hours, hopefully long enough to get in and survey the area, and then you can always make further expeditions."


Dolga smiles lightly at everyone's acceptance of the mission. "The people of Torch will be grateful that you all have undertaken this mission. In addition to the reward, I can give each of you a writ for a flat 20% discount at the stores in town. I wish I could do more, but that will have to do."

"As to where he went, I can show you myself. Khonnir discovered some footprints going into the Weeping Pond on the day the torch went out, and there were no footprints going out anywhere around the lake. He discovered a set of submerged caves that came up into a cavern network. Khonnir reported some monstrous vermin and some kind of humanoid creatures that had the ability to blend into the shadows. He discovered a strange metal door leading deeper, and that's when he came back to report what he'd found, but then he disappeared."


Julian "Knives" Veartoll wrote:

In a flash of insight, Knives realizes where he has seen the uniforms before.

"Chelaxian navy sods... I wonder how long it took them to find the wreck... and I'd bet this belt that they are the reason why there is not much to be found here." Knives spits in disgust.

To clarify, these were not Chelaxian marines. They're dressed in pieces of old uniform, but definitely not Chelaxian. They almost seem like men born down in the southern tropics from their tanned flesh.

Haloniel wrote:

As Haloniel looks around the crew's quarters he tries to see if he can scrounge a handaxe or a throwing axe.

Tucked away under a pillow in one of the hammocks is a well-used handaxe, its hilt scored with notches depicting some kind of accomplishment.


The reason the men near the captain's room looked local is because they were wearing remnants of Chelaxian naval uniforms. It was only a boot here, a tattered surcoat there, but you definitely recognize the distinct uniform, albeit an outdated design from around 70 years ago.


That's fine with me. It's supposed to be an immediate thing but I'll allow you to wait. Shouldn't be much longer. ;]


I just looked at my plan for continuation and you'll have the opportunity to loot one soon. I didn't plan it this way, but hey whatever works.


At the sight of the locket Captain Kinkarian becomes transfixed. His human hand reaches out towards the locket, and when his spectral hand comes in contact with the locket a loud sigh echoes through the hold, his form slowly disappearing. After a few moments you hear his spectral voice call out, "Thank you," and then all is silent.

The crew quarters seem abandoned, although a few scattered corpses lay here and there on the floor. Everything seems to have been mostly stripped of valuables, although a few purses of coins adding up to 100gp can be found throughout the hold.


It pretty safe to say there was not. I'm about to post the little bit of loot that was found in the crew quarters, but there isn't much overall loot on the ship. Sorry about that. Although certain things on the ship may be worth a considerable sum of gold when you get back to civilization.


At the sight of the locket Captain Kinkarian pauses, reaching out with his human hand. "Open it, elf, so that I may lay eyes upon my beloved Aeshemara one more time before I pass on. I have been unable to do so myself since I lack the ability to open the locket. Those cursed mutineers mortally wounded me, and I died a heartbeat before I could lay eyes on her beauty one last time. That was my final wish, and they denied it to me. They can rot in this wreck for all that I care."

As for hit dice you can roll if you wish, if you get a 1 you can reroll, or you can take half hit dice +1 if you prefer.


The route to the crew quarters is quick, the wooden stairs leading down to a hold packed with hammocks. An inch or so of water covers the floor, the sound of waves crashing against the hull filling your ears. As you enter the quarters you begin to hear something other than waves. The sound is quiet at first, but gradually grows in volume until its all that you hear. Its a spectral voice calling out, "My Aeshemara, they stole my beautiful Aeshemara!

And then quite suddenly a spectral figure emerges from the wood of the hull. Its a man dressed in clothes matching those worn by the corpse of Captain Kinkarian, the gleaming metal hook still attached to his arm. His eyes burn with an unholy green fire, the hook gleaming with a ghostly light. "Return to me my Aeshemara, brigands, or I'll have my men swab the decks with your blood!"

Oh and I forgot to tell you before I started the encounter, you guys are now level 2.


The elderly dwarven woman Dolga Freddert comes in and take a seat quietly. "I thank you all for coming. I'm afraid it will be only me today representing the council, the others are tending their business. As you know Khonnir Baine disappeared several days ago, and the council has offered a reward for his return. The standing sum is 4000 gold pieces, and if he is found alive and well we will also kick in the scroll of resurrection we're saving in case he is...not found alive and well. If in your expedition you discover the reason for the extinguishing of the torch there is also a standing reward of another 4000 gold pieces for the ignition of the torch. Will you undertake this mission for the town of Torch?"


Thanks for the heads up.