The three companions were crossing one of the bridge that led to the goblin village. Koru managed to spot a grotesque creature before it could manage to ambush them.
The monster took a couple of bites off the dwarf while Min Woo and Randie tried to fed the creature off.
"It's a sin spawn!" Randie muttered. "Why is this swamp full of vile abominations?"
Min Woo gave an ear-piercing scream, hoping to deafen the monster with his vocal assault. But the sin spawn continued lumbering towards the heroes.
"No!" Randie muttered as he swung his morningstar. The weapon struck the creature's chest, shattering several ribs. The young man sensed an unseen spectral presence that guided his hands and help his aim strike true.
"Good job!" Min Woo muttered as the creature scrambled up and started to run away. The young bard drew another dagger and threw it at the monster.
The sin spawn howled in pain as the dagger struck his back, severing his spine. It feel at the bottom of the bridge, rigid and lifeless.
Showing posts with label Randal. Show all posts
Showing posts with label Randal. Show all posts
Friday, February 17, 2012
Wednesday, February 15, 2012
Randie: A Shapeshifter in the House
After following the swamp trail, we stumbled upon Mr. Proudstump's old house. The recluse halfling has been living in the marshland for some years now, raising his pet snakes. Min Woo thought he was the best person to ask about the goblins.
We met the halfling, who was resting after a snake bit him. I offered to take a look at his wounds, but became agitated when Min Woo started rumaging through his things.
I was shocked when the halfling transformed into a gruesome faceless abomination. The creature apparently ambushed the real Mr. Proudstump, wounded him, and took his identity. We managed to subdue the creature and rescue the halfling.
Mr. Proudstump was grateful for our help. Koru and the half elf began asking him questions about the goblin tribe. I had no chance to talk to him privately about Old Megus.
We spent the night at the halfling's house. Mr. Proudstump told us everything he knew about his neighbors, the goblins. He told us that they had recently discovered some fireworks and have been using this to attack travelers going to Sandpoint. He gave us his cloak as a token of gratitude (which Min Woo wore) and said we are welcome to stay as long as we like.
We met the halfling, who was resting after a snake bit him. I offered to take a look at his wounds, but became agitated when Min Woo started rumaging through his things.
I was shocked when the halfling transformed into a gruesome faceless abomination. The creature apparently ambushed the real Mr. Proudstump, wounded him, and took his identity. We managed to subdue the creature and rescue the halfling.
Mr. Proudstump was grateful for our help. Koru and the half elf began asking him questions about the goblin tribe. I had no chance to talk to him privately about Old Megus.
We spent the night at the halfling's house. Mr. Proudstump told us everything he knew about his neighbors, the goblins. He told us that they had recently discovered some fireworks and have been using this to attack travelers going to Sandpoint. He gave us his cloak as a token of gratitude (which Min Woo wore) and said we are welcome to stay as long as we like.
Tuesday, February 14, 2012
Randie: Into the Swamp
It has been years since Randie last ventured into Brinestump swamp. He remembered there were several trails leading deep into the heart of the marshland. One of those paths brought him to Old Megus's hut.
His dwarf and half-elf companions were preoccupied discussing which of the two paths to take. Randie kept quiet, feeling strangely uncomfortable and agitated.
"You've been here before?" Koru asked him.
"No. I've never stepped foot on the swamp."
The three men crossed an old bridge, leading further into the muddy terrain. Randie felt cold fingers brush across his nape. The young man saw, from the corner of his eyes, a ghostly apparition watching him. He looked away, pretending not to notice the spirit.
His dwarf and half-elf companions were preoccupied discussing which of the two paths to take. Randie kept quiet, feeling strangely uncomfortable and agitated.
"You've been here before?" Koru asked him.
"No. I've never stepped foot on the swamp."
The three men crossed an old bridge, leading further into the muddy terrain. Randie felt cold fingers brush across his nape. The young man saw, from the corner of his eyes, a ghostly apparition watching him. He looked away, pretending not to notice the spirit.
Monday, February 13, 2012
Randie and Old Megus
Randie spent the last few nights dreaming of black and white nightmares. He wasn't sure when the horrible dreams stop and when he finally became awake. It was always the same vision of ghostly apparitions visiting him, watching him, whispering their silent secrets to him.
It has been years since Randie last had these disturbing visions. He had just turned fourteen when he had ghostly apparitions visiting him in his sleep. At first Randie tried to keep it to himself, but he began to panic when the ghosts began to appear while he was awake.
One of Randie's friend at the Sandpoint nightwatch told him to visit old Megus living in the nearby Brinestump swamp. She was an old witch who performed dark rituals and knew how to deal with spirits. People with secret afflictions or illness would venture into the swamp to have her treat them in secret. It was better than letting Father Zantus examine them and have the entire town know what shameful conditions they had.
Randie remembered travelling into the marshy swampland, following an old trail into Old Megus's hut. The witch charged him most of his life-savings to perform an exorcism ritual.
"You know where to find me if ever the ghosts and the dreams come back," the witch mumbled as she concluded the ritual.
It has been years since Randie last had these disturbing visions. He had just turned fourteen when he had ghostly apparitions visiting him in his sleep. At first Randie tried to keep it to himself, but he began to panic when the ghosts began to appear while he was awake.
One of Randie's friend at the Sandpoint nightwatch told him to visit old Megus living in the nearby Brinestump swamp. She was an old witch who performed dark rituals and knew how to deal with spirits. People with secret afflictions or illness would venture into the swamp to have her treat them in secret. It was better than letting Father Zantus examine them and have the entire town know what shameful conditions they had.
Randie remembered travelling into the marshy swampland, following an old trail into Old Megus's hut. The witch charged him most of his life-savings to perform an exorcism ritual.
"You know where to find me if ever the ghosts and the dreams come back," the witch mumbled as she concluded the ritual.
Friday, February 10, 2012
PC Randal Murctoll
Concept: Ghost Whisperer
Human Oracle Level 2
Str 15 (7 pts) +2 Mod
Dex 10 (0 pts) +0 Mod
Con 12 (2 pts) +1 Mod
Int 12 (2 pts) +1 Mod
Wis 12 (2 pts) +1 Mod
Cha 17 (7 pts +2 Racial) +3 Mod
Skills: Sense Motive +6 (Wis), Diplomacy +6 (Cha), Knowledge (Religion) +5 (Int), Heal +6 (Wis), Knowledge (History) +5 (Int), Survival +6 (Wis), Knowledge (Nature) +6
Hit Point: 17
Armor Class: 15
Fortitude: +1
Reflex: +0
Will: +4
Base Attack +1
Starting Wealth: 54gp and 5sp
Items: Morningstar 8gp (1d8 dmg), Hide Armor 15gp (+4 AC), Light Steel Shield 9gp (+1AC), Backpack 2gp, Bedroll 1sp, Flint and Steel 1gp, Grappling Hook 1gp, Hammer 5sp, Four sunrods 8gp, pouch belt 1gp, Trail Rations for 5 days 25sp, Waterskin 2gp, 2 sacks 4sp, Two Daggers (1d4 dmg)
Languages: Common
Spells per day: 4
Spells Known
0 Level - Detect Magic, Stabilize, Virtue, Guidance, Ghost Sound, Mage Hand, Read Magic
1st Level - Cure Light Wounds, Divine Favor, Protection from Evil, Unseen Servant
Mystery: Ancestor
Curse: Haunted*
Revelation: Voice of the Grave**, Spirit Shield***
Feats: Endurance****, Extra Revelation (Spirit Shield)
Traits:
Caravan Guard (Sandru):You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
*Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
**You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level.
***Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
****Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
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