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On the hurried trip over to Taldor, you got acquainted with Roscoe Goodpepper, a chipper halfling with an easy smile and gregarious nature. He knows Leena, the other halfling on the mission, from a previous mission to Qadira. Always close at hand is his large, slobbery gray mastiff, a hound the size and weight of a burly human man. He calls the dog Duke, and he's just as friendly as his master. Prone to resting his forepaws on the shoulders of friendly strangers, Duke is prone to bowling people over in his enthusiasm.
During the briefing in the secret lodge, Roscoe stands fully equipped, a beautiful shield of dark wood strapped to his back. He's clad in a navy blue long coat with silver buttons; his hairy, bare feet can be seen protruding from beneath. Duke is strapped in a suit of leather barding and a well-used riding saddle, a halfling-sized lance couched in a holster near the shoulder.
As the militia begins to bang on the door, Duke lets loose a booming bark. Roscoe quiets him with a hand, gripping the pommel of his sword in a white-knuckled fist. He sucked in his breath; he didn't like the situation. Not one bit.
Considering the need for speed, he mounts up on Duke, which nearly doubles the halfling's 'height,' bringing him closer to eye level.
"I'll help evacuate the Sarenites," he says, putting his heels into Duke's flank. The dog growls one more time at the noise coming from the door, before bounding off toward the stairwell. "Come on!" he whispers loudly up the stairs, "Let's get you out of here!"
Roscoe Goodpepper
Male LG Halfling Paladin, Level 1, Init +0, HP 12/12, Speed 15 ft. AC 17, Touch 11, Flat-footed 17, Fort +4, Ref +1, Will +3, Base Attack Bonus 1 x2 damage mounted charge Lance (-) +5 (1d6+3, x3) Longsword (-) +5 (1d6+3, 19-20/x2) Javelins (3) +2 (1d4+3, x2) Armored coat, Heavy darkwood shield (+4 Armor, +2 Shield, +1 Size) Abilities Str 16, Dex 10, Con 12, Int 10, Wis 8, Cha 16 Condition None
Samara watched the others heading down to help the cultists. She doubted that there would be time to get them all out at the rate they were going unless they could buy more time. With a sly wink at Muesello she tossed her vermilion locks over her shoulder and began to slightly put her garments in disarray.
"Muesello if you dare open that door before I am decent, by Shelyn I promise you, the Grand Prince will be the LAST thing you will need to worry about!" She made sure her voice would carry through the door as she shouted frantically. "And for heaven's sake put some pants on before you answer it! Just give us one more minute officer!" An impish grin made its way across her face as she looked back to the venture captain.
With almost no effort, she easily undid the clasp on her belt, letting is hang loose on her hips. Using both hands, she gripped the waistline of her crimson and gold hemmed dress and slightly turned it sideways. Deciding not to remove her thigh high sanguine leather boots in the event she would need to run, Samara instead moved her hands up to her head and began tossing it wildly. If they did come in before everyone was downstairs had escaped, at least she would look the part.
Bluff!
Dice Roll: 1d20+8
d20 Results: 16 (Total = 24)
Samara the Crimson Witch
Female CG Asimar Sorceress (Crossblooded), Level 1, Init +2, HP 7/7, Speed 30 AC 12, Touch 12, Flat-footed 10, Fort +1, Ref +2, Will +1, Base Attack Bonus 0 Ranged Touch Attack +2 ( , ) Quarterstaff +0 (1d6, x2) Light Crossbow +2 (1d8, 19-20 x2)
(+2 Dex) Abilities Str 11, Dex 14, Con 12, Int 12, Wis 12, Cha 18 ConditionPFS #: 35016-2 XP:1 PP:1
Class Skill: Perception.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Class Skill: Knowledge (planes).
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptors to match this energy type.
Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
A woman, a dog, and a halfling riding the dog moving the refugees down the ramp into the cellar, Kujo grabbed two of the bales of hay and used them to block the door.
You have chosen character number 29 out of a possible 10
You have chosen character number 29 out of a possible 10
Seeing the large black man using bales of hay to block the door, the large Ulfen Shaman moved over to assist in blocking the door so that it would not budge. Meanwhile the Ulfen motions for the Wolf that accompanied him to go down into the tunnel. Which it looked reluctant to do.
Sveyn
Male NG Ulfen Human Druid, Level 2, Init +4, HP 20/20, Speed 20 ft (4 sq) AC 18, Touch 12, Flat-footed 16, Fort +4, Ref +2, Will +5, Base Attack Bonus 1 Club +4 (1d6+4, x2) Shillelagh Club +5 (2d6+5, x2) Sling (Stones) +1 (1d3+4, x2) +1 Hide Armor, Light Wooden Shield (+5 Armor, +1 Shield, +2 Dex) Abilities Str 18, Dex 14, Con 12, Int 8, Wis 14, Cha 10 Condition
Favor of Cartahegn: While in a settlement of 5,000 or more people anywhere on Garund Sveyn may purchase Mundane Items (but not Weapons or Armor) at a 10% discount. You Be Goblin +2 Bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks, made against Goblins.
Teaching Mistake: Once per Scenario when Sveyn rolls a natural 1 on any saving throw, he gains a +1 trait bonus on his next saving throw which must be used before the end of the scenario. Reactionary: Sveyn gains a +2 Trait Bonus on all Initiative Rolls.
Snow
Male Neutral Wolf Animal Companion, Level 2, Init +2, HP 19/19, Speed AC 17, Touch 12, Flat-footed 15, Fort +5, Ref +5, Will +2, Base Attack Bonus 2 Trip Bite +4 (1d6+2, x2) Studded Leather Barding (+3 Armor, +2 Dex, +2 Deflect) Abilities Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Condition None
Combat Training (Attack, Come, Defend, Down, Guard, and Heel)
Bonus Tricks (Attack #2)
The knock sent the party into a flurry, all with fairly good plans. Considering, Laeris seemed the last to act, but when she did, it was quickly. On as silent of feet as she could manage, Laeris went rushing about the small lodge to find any blankets she could, putting them down to muffle the sound of so many feet tromping about on the wooden floors. A pat of Samara's arm was given after the woman's boisterous bluff, to draw her attention, then Laeris pointed towards the blankets with a warm smile and an approving wink.
Moving to help gather the cultists with others, Laeris also hoped to grab a candle, and seeing the reluctant wolf, a scrap of edible meat to comfort the creature, before silently ushering others before her down into the catacombs.
I figured a Stealth (which isn't a class skill yet ... *whimper*) was probably in order. And a perception for the meat and candle. If not, ignore this schtuff.
Muesello's face turns as crimson as Samara's hair. Unsure of how to react, he blindly knocks some things over to create a little bit more noise.
The banging from outside ceases for a moment... followed soon after by raucous laughter and several rude comments. "Key, my arse!""Mebbe y'should give'm a minute, cap'n..."
Leena, Rosoe, and Laeris all set to working together helping the cultists to stealthily escape. They manage to gather together five of them and send them down through the trapdoor after the wolf...
Round 2
Pathfinders
Sveyn | 20/20
*Snow | 19/19
Samara | 7/7
Roscoe | 12/12
*Duke | 13/13
Kujo | 25/25
Leena | 15/15
Lareis | 10/10
"Neutrals"
10x Dawnflower Blossom refugees | 6/6 each | 5 evacuated
VC Muesello | 38/38
Door | hardness 5, hp 15/15, Break DC 23 | Break DC +2
Hostiles
Porthmos Militia | ??/?? | Laughing (1/1r)
As a hint, here are several ways in which you can (nonviolently) assist in this encounter:
Assist Muesello in Bluffing the guards (Bluff checks + relevant excuses are also helpful)
Block the door (STR checks + what you're trying to accomplish)
Help Evacuate Cultists (No check required, but certain types of actions can be more helpful than others... and relevant rolls will not go unrewarded.)