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Organized Play Member. 113 posts (216 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


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Ok, There are 4 members in the table.
The Recruitment is closed surely.


Ok, welcome you! > Ammon
Coming here!


The Recruitment is closed. Game start!.


> Bloodred918
I think that your character looks to good work at this game.
Please write your sheet which you wish.


Your place of this game is held:

  • Bloodred918 - ?
  • JASON RODARTE - Dulomak
  • Robertness - ?

When your character is ready, please write it to discussion.

This Recruitment is now continuing until one day later.
If nobody comes, I will add one pregenerated character in this game, and start.


Please write PFS datas before the game starts:
* Player Name
* PFS No
* Faction
* Day Job roll


Bloodred918 wrote:
Id be interested, do we have a firm start level?

You have not to necessarily use a new character because this game is under the PFS Regular Game.

You can use your character that have level 1 or 2.


Ouch!?
This game is Play-by-Post(PBP) game. I put additional words now.


I am looking for 4-5 players who want to play the PFS-Scenario "The Infernal Vault".

The Game Rule is Pathfinder Society Organized Play(Regular, no core game). Your character must be level 1 or 2.
I wish that you post one message per every day, but you don't have to post when you don't feel the need.

P.S.
I am non-native-english-speaker, so might write a wrong word and grammar.
Excuse me whenever i do it.
This table already have one player :)
I live in JST timezone.


Ok, I promise it. > Dulomak
=w=)ノ


> Dulomak
Yeah, but I have been thinking a scenario to run next.
I will post the recruitment message on this site when selects it.


I have writed Dulomak's chronicle sheet. HERE

This thread closes after a week.


I confirm. > Dulomak


I have finished writing chronicle sheets for Ehm, Ruki, Yao, Zalanda.
Please to get and check.
I'll write sheets of Dulomak after I get his job data.

Ehm : HERE
Ruki : HERE
Yao : HERE
Zalanda : HERE


Oh, Sorry that I forget.
I still don't look Dulomak's job roll. Please to roll if you have.> Dulomak


The cult leader is smashed with one swing of Yao, falls onto the ground .....
Yao ... you are really strongest .... (-w-;;;;;;)

epilogue:
The party return with the idol to the Pathfinder Sociely in Absalom, where the chroniclers and sages study its planar powers and the heritage of the
archdevil Moloch.
The Qadiran sandstorms recede, the fire creatures that have already wandered through the portal disperse, and the cult quiets in Qadira once more.

The Scenario is cleared, Game is Over.
Thanks you for cooperation.
I am writing your chronicle Sheets now. so please to wait.
Until then, you can take free-roll-play-time in this page.


The staircase opens onto a grand hall of polished obsidian and red marble.
The walls are decorated with reliefs of a gleaming brass city, a massive sandstorm scouring a desert, and a horde of fire elementals descending on a city full of terrified humans.

a Female, is at forward of the altar that is sit a squat golden idol, says loudly:
"Hello, Raiders. You must die for the Moloch!! Please to make yourself a good sacrifice."

the Last Combat is starting!

Initiative Table
Ehm: 1d20 + 2 ⇒ (20) + 2 = 22
Dulomak: 1d20 + 1 ⇒ (19) + 1 = 20
Kontha: 1d20 + 3 ⇒ (8) + 3 = 11
Ruki: 1d20 + 5 ⇒ (5) + 5 = 10
Yao: 1d20 + 3 ⇒ (15) + 3 = 18
Zalanda: 1d20 + 1 ⇒ (2) + 1 = 3
Female: 1d20 + 3 ⇒ (5) + 3 = 8

Ehm > Dulomak > Yao > Kontha > Ruki > Female > Zalanda
The bolds have each your turn now!


Are our die cursed? (; -w-)
Zalanda feels that it is true that said dwarf.
"Good luck! Kind pathfinders!"

The Party are moving up in long staircases looking like the passage.
The Walls are decorated with beautiful mosaics of a female's journey.
At the middle, the parties meet with some traps, but escape them because of using Vulcus's advice.
In the staircases, There are four doors, a statue of bull-headed man and the end of the staircases.

FIX: typo ... orz


Do you go to the next floor or what do you still do here?
ADD: The dwarf doesn't lie :)


"I can't fight as well as you because of a weaken. so I commit your brave." Dwarf laughs to pathfinders.
"The Road to go to the cult leader is that staircase. I'll be counting on you."


What do you want to do next?


He responds at ease.
"My name is Vulcus. I am captured the cult adapts to the bull-headed idol of Moloch.
If you make me free from the cult, I cooperates with you."

Vulcus teaches to you that there is the cult leader on the top floor and are fire traps on the next floor.
You are able to automatically escape the trap on the next floor. :)


The red glow of lava dimly lights this vast room.
Rivulets of molten rock thread the hall’s floor, fed by streams of lava flowing down the walls.
Four enormous forges are spaced evenly around the room, with large hammers, bellows, anvils, and tanks of water dripping on the lava below.
A circular ramp rises gently near the center of the room, looping above the lava channels before disappearing into the gloom above.

a One-eyed Dwarf man is intently creating something at an anvil.
His production looks like a big spear.

And soon, The Dwarf fearfully says to you:
"Who are you? what purpose do you come here?"


Would like to enter in the door? (=w=
ADD: The Door has no trap.


Dino feels that the someone is in the next room.


From the Door, Yao hears a sound hitting a iron again and again.


The demon's body wobbles when Ruki's blue beam and Kontha's horrible fang hit.
a few later, It falls down into the bridge hole.
Its big holler is echoing in the valley.

This combat is over!


Oh, I had forgotten it. thanks > Yao
All members can take one action because the demon doesn't take an action in this turn. Fix:typo


Will Save: 1d20 + 0 ⇒ (8) + 0 = 8
When Zalanda's power covers around on the devil,
The devil seems to take a dance.

Ruki's beam have gone through a way where the devil danced.


The devil evades Kortha's attack easily.



Ok, I understand, have to increase Game speed. > Dulomak
We traces to the Initiative Table of the next turn.
Dino(Kontha), Ehm and Zalanda are also able to take an action.


Ruki, Please take actions


When The devil avoids from Dulomak's glave,
Yao's nodachi deeply strides into its breast.

but The Devil seems to be able to moving.


Ehm's bullet crashes the devil's left horn.
The Devil exclaims with high voice that reaches up to the deep valley.

but It eludes Zalanda's bolt and Kontha's dash.
It continues attacking to the Kontha.

Attack(melee): 1d20 + 7 ⇒ (1) + 7 = 8
Damage(spear): 1d8 + 1 ⇒ (1) + 1 = 2
What!? We had bad dice...

Ruki, Yao and Dulomak, Please Take Actions.


The ball flies into the devil.
but The devil's spear perforates to it.

The turn next.
Dino(Kontha), Ehm and Zalanda. Please Take Actions.


Ruki, Please Take Actions.



I had thought as following from the description ability of Strge.


the Attach ability applies when the Attack Roll.
but the Con damage of Blood Drain comes when its turn end.
I think that the Con damage is not affected by the attack roll.


The Stirge pokes the devil.
it is applied only one time, because I look it critical rolls.


the creature appears at the end of your turn. You are able to handle Stirge immediately.


a buzzing sound around the devil ...

Yes, That is correct. but I had thought The Devil had too much AC against Duromak.> Yao


I think, That can't do. >Dulomak
The Devil tries guarding with a spear.
but Yao cut the difference point.

Ruki and Dulomak, Please Take Actions.


Will Save: 1d20 + 0 ⇒ (19) + 0 = 19
Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16
The Kontha's fang deeply spikes into the devil head.
As soon, a bomb and a magic's power explode onto them.
But the devil face seems cool.

A spear which the devil with smile have attacks to Kontha agilely.
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Yao's Acrobatic result is less then The devil's CMD.
Yao grabs the leg, but The Devil avoids to jump.



No. it aren't minotaurs and the cow men.
But, its head have an array of fiendish looking horn :)


The secret door opens onto a covered bridge forty feet across.
The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll.
Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every
ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches.
The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.

On The Bridge's middle, The Devil is standing.

Battle starts now!

Init table:
Dulomak: 1d20 + 1 ⇒ (5) + 1 = 6
Dino: 1d20 + 3 ⇒ (13) + 3 = 16
Ehm: 1d20 + 2 ⇒ (12) + 2 = 14
Yao: 1d20 + 3 ⇒ (5) + 3 = 8
Zalanda: 1d20 + 1 ⇒ (14) + 1 = 15
Ruki: 1d20 + 5 ⇒ (1) + 5 = 6

The Devil: 1d20 + 3 ⇒ (7) + 3 = 10

Dino, Ehm and Zalanda. Please Take Actions.


Zalandas' hands feels them perfectly.

Items ...:

a scroll of shield.
two potions of cure light wounds

Sorry, I want to be that there is no wand because I had pasted from the wrong line before.


Yao finds three holes with north , south and west walls.
Through The each of three holes, you can see rooms where you had existed.

a scroll, two potions of same kinds and a wand are on the ground.

> Dulomak Yes, This room is lit.


Because the door is opened, You can walk in easily.

The Room itself is richly decorated, the floor covered by a maze-like geometric pattern of scarlet flames.
The pattern seems a map of the nearby mountains.


I forgot to write a below.
Yao finds that a tapestry at west wall has dropped on the ground.
a secret door also shows up to where the tapestry was.


Yao observes a emblem of two-horned bull-head at the back of a man's coat.
Man have a key and a holy symbol.

Also, the man dies due to push into ground by the dino.


The Battle Ends ... high speed End... HAHAHAHA
Yao's strongest arm stuns a man with the one swing.
The man lies on ground.

Full Name

Cook-Cook

Race

Goblin

Classes/Levels

Druid (Restorer) 3

Gender

Status:
HP: 21/21; AC: 17, T: 17, FF: 11; CMB: +8; CMD: 24; Fort: 5, Ref: 7, Will: 4; Init: +6; Perception: +6; Speed: 30 feet

Size

Small

Alignment

TN

Location

Sanctuary

Languages

Common, Goblin

Occupation

Chef, Noodle-Stall Holder

Strength 8
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 13
Charisma 8

About Cook-Cook

Cook-Cook
Male Goblin Druid (Restorer) 3
TN Small Goblinoid (Goblin)
Init +6; Senses: Perception +6, Darkvision 60 ft,

--------------------
DEFENSE
--------------------

AC 17, touch 17, flat-footed 11 . . (+0 Armor, +6 Dex, +1 Size)
HP 10 (6+1d6)
Fort +5, Ref +7, Will +4 (+4 vs Nauseated and Sickened

--------------------
OFFENSE
--------------------
Kitchen Knife: +8 1d3-1/20

Speed 40 ft. (No Armour)
--------------------
STATISTICS
--------------------

Str 8 (10-2), Dex 22 (16+4+2), Con 14 (10+4), Int 10 (10-2+2) , Wis 13 (10+3), Cha 8 (8-2+2)
Base Atk +2; CMB -1; CMD 14 (10 -1 Str +1 BAB +5 Dex-1 Size)
Feats: Self-Sufficient (+2 to Heal and Survival), Scale and Skin
Traits:
Child of Nature: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (Knowledge Nature) is always a class skill for you.

Trained Medic: You gain a +2 trait bonus to Heal checks to treat diseases or poisons, and Heal is always a class skill for you.

Skills: Profession (Cook) 3 ranks (+12), Heal 3 ranks (+11, +12 when giving First Aid, +2 bonus to treat disease & poison), Knowledge (Nature) 3 ranks (+7), Perception 3 ranks (+7), Survival 3 ranks (+10, +12 when trying to find food and water), Diplomacy (+0)
Languages: Common, Goblin
Combat Gear: Kitchen Knife (Dagger)
Other Gear:
Encumbrance: lbs; Light Load, (Light Load up to 100lbs, Medium up to 200lbs)
Money Left: gp, 1 sp, 4 cp
--------------------
SPECIAL ABILITIES
--------------------
Racial Traits

Feat and Skill Racial Traits

Eat Anything Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.

Movement Racial Traits

Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Senses Racial Traits

Darkvision: Goblins see perfectly in the dark up to 60 feet.

Class Abilities
Healing Touch (Ex)

A restorer gains a +2 bonus on Heal checks. When a restorer uses Heal to provide first aid, the bonus increases to +3.

This ability replaces nature sense.
Natural Medic

A restorer can channel stored spell energy into healing spells that she did not prepare ahead of time. The restorer can “lose” any prepared spell in order to cast any cure spell she can cast of the same spell level or lower (a cure spell is any spell with “cure” in its name).

This ability replaces spontaneous casting.

Druidic Herbalism: Replaces Nature Bond -->
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Spells:
level 0: Purify Food and Water, Stabilize, Guidance, Enhanced Diplomacy.
level 1: Entangle, SNA 1, Touch of the Sea.
Level 2: Barkskin

Background:
Cook-Cook is one of the (if not the only) goblin in Sanctuary. At first Cook-Cook came out of the dark forest, wandering in search of something, skittish, mumbling about some great revelation he needed. At first the townsfolk of Sanctuary chased him away, Cook-Cook driven to close-by, in hiding. Living on the edge of town, he got what food scraps he could, roasting them on an open fire.

When he found a broken iron pot among some thrown away gear, he made sure to fix it and start cooking more proper. To be honest, it smelled pretty good. Late in the evenings Cook-Cook could be heard talking to something or someone, calling out a weird name.

Eventually some of the children with a curious father came around as Cook-Cook was preparing his meal.
"Ah! Ah! Oi! You! You taste great meal? Great Meal of Cook-Cook? I share! Share much!"

The smell coming from the pot and the 3-quarter bowls he had scrounged up was delicious and looked quite good. "Sure I'll take a bite. Not any of you just yet." the man told the kids.
Some strange strings of dough with herbs and spices on it, the man took a careful bite and loved it. "This tastes delicious! What is it?"

Cook-Cook jumped up and down gleefully, happy that someone liked his food. "Ah yes! Special recipe! Given to Cook-Cook by the God himself! He say... called it... Noodles! That's it!"

The word spread around town about the meek goblin's cooking was great, eventually leading Cook-Cook to get his own Noodles stall and a place in the Cliffside Lookout Tavern to stay if he wanted. Cook-Cook his food is good, hearty and tasty, but people often question where he gets his ingredients from.