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Monday, February 13, 2012

Into the Swamps

Min Woo didn't realize that trudging thru the swamp would be so uncomforable. It wasn't that the swamp itself smelled of something rotting or that the water constantly went inside his new boots or that moss that kept sticking into his new studded leather armor. The young half-elf was uncomfortable coz he couldn't figure out his companions.

Randal was ok by the time they left the village but as they walked along the fisherman's trail he kept becoming silent - as if he was withdrawing from the world and into himself. He kept avoiding us when we asked him about it, but his face clearly showed he was troubled or even haunted. Min Woo couldn't figure out if Randal was seeing something we couldn't see or something in his mind or his past.

The dwarf who calls himself Koru is likewise hard to figure out. He kept darting in and out of the swamp as if expecting something to jump out at us. He would leave us one sec and then be back to report that he didn't find anything. Min Woo just hopes they better get to the warden's shack soon and that the paranoia isn't contagious.

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.

Sunday, February 12, 2012

Koru: (Prologue) Opportunity Knocks

Koru's mood got lifted when he heard the Sheriff announce the bounty for the goblins.  He had heard about the attacks from the merchants in the street but he didn't know that the situation was that bad.

"Good for me though, 10 gp per goblin should last me a while," he mused while scratching his beard.

The announcement was verily a godsend: he had just been kicked out of the monastery where he had been staying due to his failure to pay the rent.  Koru's ears still burned red at the humiliation of the monastery door getting slammed on his face as he was shooed away by the lady owner.  She had been fed up with Koru's poverty and constantly nagged him to get some income and pay the rent.  For the first part, Koru was partially successful, scrounging around some gold pieces by running errands for the townsfolk and doing some menial work in the fields.  What broke the proverbial camel's back, however, was Koru buying a shortbow instead of saving the money for the rent.  This so incensed the owner when she learned of the purchase, that she kicked him out on the spot.

"Damn woman, what does she know about the passions of men?" Koru muttered under his breath as he made his way to the beckoning sheriff.  "So where do I sign up, Mr. Hemlock?"

Saturday, February 11, 2012

BFF Jamming at the Rusty Dragon Inn

(Ahhhh) Girl look at that body
Girl look at that body
Girl look at that body

I-I-I work out

(Ahhhh) Girl look at that body
Girl look at that body
Girl look at that body

I-I-I work out

I'm sexy and I know it!


And as expected, the crowd goes wild - well, what would you expect with young and teenage girls (and boys) making out the majority of the people at the Rusty Dragon Inn. Normally, Ameiko would not allow minors into the establishment but she had to give when they found out that Min Woo was performing. Besides, it still brought in money.

"Thank you!" Min Woo greets the audience. "We'll be taking a break and will continue with set two in a few minutes."

The fans would have surged forward to meet with Min Woo and Ameiko if not for the sudden appearance of Sherrif Belor. The imposing frame of the Shaonti was enough to keep the girls at bay.

"I'd need to talk with you." The sheriff states as they move on towards the back of the tarern which was a a bit more quiet - away from the shouts of the girls.

"We have a situation." Sheriff Belor starts even before the group has taken their seats. "The Licktoad goblins of Brinestump Marsh have grown unusually aggressive. The reason for this uncharacteristic bravery seems clear—the goblins have somehow managed to arm themselves with what appears to be a considerable supply of fireworks. The problem stems not so much from the additional “firepower” these fireworks provide as from the inflated sense of ego and power that the devices have given the goblins—the fireworks have made them dangerously brave.

"Several merchant caravans and travelers have been attacked so far, and according to the victims, the damage caused by horses panicking at the sight and sound of exploding pyrotechnics is almost as destructive as the goblin attacks themselves. With the last few attacks resulting in severe injuries to three unfortunate travelers, the problem has escalated from an annoyance to a threat.

"As none of the attacks have yet inconvenienced Magnimar, the city has been slow to react. Unwilling to idly sit by and wait for the goblin problem to escalate to actual deaths on the Lost Coast Road in order to attract Magnimar’s attention, Mayor Kendra and I have put out the call for goblin exterminators.

"A few adventurers have already made the attempt, but nothing has been heard of them in the 3 days since they entered Brinestump Marsh, and just last night, another round of colorful explosions burst over the wetlands south of Sandpoint. The goblins are doubtless readying a new attack!

"Here's where you guys come in. I'm willing to pay you 10 gold pieces for each goblin ear you deliver and 300 if you can bring head of the Licktoads’ leader,
Chief Gutwad. So what do you say?"

Min Woo looks at Ameiko. His best friend gives him a knowing nod. They both knew that his allowance is starting to be depleted and working as a cook and part time entertainer isn't paying much - 300 gold pieces, or even part of it would be a big help in establishing his career.

"I'm in!" Min Woo states. "When do we leave?"

Friday, February 10, 2012

Goblin Hunting Time

Over the past few years, the town of Sandpoint has earned its share of good and bad fortune. But the most recent disruption to the town's relative peace came from passing merchants and travelers.These people talk about aggressive goblins raiding people on the road. Armed with powerful explosives, these creatures have attacked and terrorized several caravans.

Concerned about this new threat, the leders of Sandpoint place out a call for goblin exterminators. A few adventures have already made the attempt, but nothing has been heard of them in three days since they ventured into goblin territory in Brinestump March.

Sheriff Belor Hemlock has announced a bounty of 10gp for every fresh goblin ear delivered to the town hall, with an additional reward of 300gp for the group who can bring the head of the goblin leader, Chief Gutwad.

PC Randal Murctoll

Randal "Randie" 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.

Thursday, February 09, 2012

PC Koru

PC: Koru
Koru CR 2  (starting Poor version - 35gp)
XP 2,000
Male Dwarf monk2 (archetype: Zen Archer)
LN Medium humanoid (Dwarf)

INIT: +6;
Senses: Perception +8, Sense Motive +8, Darkvision 60 ft.

DEFENSE:
HP 17
AC 16, touch 16, flat-footed 14
(conditional modifiers: +4 AC vs. Giants)
Fort +4, Ref +5, Will +7
(conditional modifiers: +2 racial bonus to saves vs. poison, spells & spell-like abilities; +1 trait bonus to Reflex saves; +4 AC vs. Giants)

OFFENSE;
Speed 20 ft. (4 squares)
Melee: +3 Unarmed Strike (1d6+2, 20/x2)
Ranged +6 Masterwork Composite Longbow (Str Rating 2) (1d8+2, 20/x3)
Ranged: +3 Shortbow (1d6, 20/x3)
(Conditional damage modifiers: +1 Point-blank 30 ft; )
CMB +3;
CMD 19 vs. Grapple, 23 vs. Trip, 19 vs. Disarm, 19 vs. Sunder, 23 vs. Bull-rush, 19 vs. Overrun;
Special: Flurry of Blows (+2/+2)  -- only with bows.
(Conditional to Hit modifiers: +1/+1 Point-blank 30 ft; +1/+1 Weapon focus: Longbow; +1/+1 Masterwork bow; +1 vs. orcs/goblins; +1 vs. foes of Shalelu)

STATISTICS:
Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 10, Wis 18 (+4), Cha 8 (-1)
Base Atk +1; CMB +1; Ranged +1

FEATS: (6)
Improved Unarmed Strike (free), Perfect Strike (free, 2/day), Improved Initiative (lv.1), Point-Blank Shot (lv.1), Weapon Focus: Longbow (free), Precise Shot (lv.2).

SKILLS:
Acrobatics +9 (+6+3 (traits)), Bluff -1, Climb +6, Diplomacy -1, Disguise -1, Escape Artist +6, Fly +2, Heal +4, Intimidate -1, Perception +8, Perform -1, Ride +6, Sense Motive +8, Stealth +6, Survival +5, Swim +2

LANGUAGES: Common, Dwarven

RACIAL FEATURES:
a) Defensive Training: +4 AC vs. Giants subtype;
b) Hardy: +2 saves vs. poison, spells & spell-like abilities;
c) Hatred: +1 to hit Orcs & Goblins;
d) Lorekeeper: +2 Knowledge (History) skill;
e) Stability: +4 CMD bonus vs. Bullrush & Trip;
g) Stonecunning: +2 Perception to notice unusual stonework, including traps & hidden doors in stone (auto-check w/in 10 feet);
h) Weapon familiarity: Proficient w/ battleaxes, heavy picks & warhammers, and treat "dwarven" weapon as martial.

CLASS / ARCHETYPE FEATURES:
a) Flurry of Blows w/ Bows only;
b) AC Bonus: +Wis bonus (+4) AC & CMD when unarmored & unencumbered;
c) Bonus Feats at 1st, 2nd, 6th, 10th, 14th, & 18th levels (ignore pre-reqs);
d) Weapon Proficiency: Add all types of bows to normal list.
e) Gain Improved Unarmed Strike feat (Lv.1);
f) Perfect Strike feat replaces Stunning Fist (Lv.1);
g) Way of the Bow (Lv.2): Gain Weapon Focus feat, & Weapon Specialization at Lv.6 (replaces Evasion);

TRAITS: (2)
a) Rescued (by Shalelu) (campaign):  +1 to Acrobatics, +1 to hit vs. Shalelu's foes;
b) Grounded (racial): +2 Acrobatics, +1 reflex save

GEAR/EQUIPS:
Monk's Outfit, Masterwork Composite Longbow (Str Rating 2), Arrows (40), Blunt arrows (20), Thistle Arrows (10), Dagger, Flint & Steel, Potion of Cure Light Wounds (1), Masterwork Backpack: bedroll, compass, waterskin, 50 ft. rope, Rations for 5 days).

Monk's Outfit, Shortbow, Arrows (20), Blunt arrows (20), Sack: bedroll, waterskin, Rations for 1 day).

GOLD: 267.4 gp