Pathfinder 1E Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]

Leif

Adventurer
Setting the Stage...

Hraln defeated a traitor that had in the past plagued both himself and Sozin. He was travelling alone when he happened across said villain's trail in an outlying province. Following the clues he found, he was closing in on the man when he crossed paths with Sozin. The two of them decided to join forces since they had similar goals. They cornered the fellow and exacted vengeance upon him. Since they worked well together, they decided to remain in each other's company for a time. In the course of their travels, they ran upon Johann Klaus the Damned, Dontrius, and Ero Batzuen, a damned human, a regular human, and a half-demon, no less, and the story of how they wound up together is thus: [Johann Klaus the Damned had just been a 'knight errant' riding around the countryside, defeating evil where he found it, hunting monsters when the opportunity arose, and tilting at windmills in between. He was in the vicinity of Greyhawk and the Duchy of Ulek when he espied a group of maidens bathing in a river. Being the noble sort, he decided to keep watch over their clothes to make sure that no villains absconded with them. As he was inspecting the river on the upstream side, he noticed Dontrius slicing, knife-like through the water. Dontrius had also noticed the maidens and determined to keep watch over them, but he was less protective of their privacy, having a full, unobstructed view below the water's surface. Nevertheless, the two men met and realized they were working toward the same goal, so they became fast allies and comrades. Soon after this the two of them crossed paths with Ero Batzuen. They conversed with him and quickly realized that they shared similar goals and so they began travelling together.] So now we have Hraln, Sozin, Johann Klaus the Damned, Dontrius, and Ero Batzuen travelling around the cental Flanaess in one group.

Meanwhile, the two Rangers, Dior Targarin and Eldran Hawkshand were spreading good and putting evil to flight nearby. They had befriended Yurei Cadivere after recriuting him to provide some arcane muscle to accompany their own martial muscle in several endeavors to further the cause.

Now it just so happens that the group of five and the group of three are headed to the realm of Veluna, to Veluna City. There has been word issued that the ruling clericy in Veluna seeks to retain the services of doughty adventurers to undertake a mission of the utmost gravity and danger. It also just so happens that both groups have arrived on the same day within an hour of each other and presented themselves to the priests. The priests, not wishing to show favoritism at this juncture have agreed to meet with both groups simultaneously. It is not clear whether the groups are competing or cooperating. The priests remain mum on that point and await your presence.

RG

OOC
 
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Leif

Adventurer
Setting the stage, con't

The eight adventurers, in their respective groups of five and three, have been shown to a large anteroom. The room is sizeable enough that the two groups may refrain from interacting and may converse amongst themselves quietly without being heard by the other group. Still, it seems strange that both groups have been shown to the same room. Surely in a temple/palace of this impressive magnitude there should be sufficient rooms to keep them separate?

The adventurers really know nothing of the specifics of the job for which they may be hired. All they know is that the villagers to whom they spoke as they made their way here to Veluna City seemed extraordinarily nervous and apprehensive, tending to mutter something about 'the moon's disfavor,' which was easily passed off as common gossip, being that Veluna has always kept a special place for the moon in its culture and legends.

[PCs may now proceed -- Let the Game begin!]
 
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Kaodi

Hero
Hraln strokes his straw-coloured beard idly with his right hand. The waiting did not particularly bother him; the priests likely had their reasons.

The inquisitor is a rather average looking man, or perhaps just south of average. His bushy bead and hair, both the same sun-bleached straw colour, are a little unkept. His skin is weathered by long years on the road, such that he appears a number of years older than he really is. While he may have a bit of a look of a hard man though, his steel-grey eyes betray his softer side.

Underneath a heavy hooded cloak of dark green cloth he is clearly wearing a suit of fine chainmail made of silvery metal, likely mithral. On his back is a sturdy looking quiver. The most interesting thing about his attire is the dangerous looking black-metal gauntlet he wears on his left hand, a mismatch to the thick brown leather glove on his right. Certainly more noteworthy than his travel worn hard brown leather boots.

Hraln glances towards the other group, his trained eyes giving them a quick look over before his gaze shifts back to his own companions. "Maybe we should say hello," he says slowly, his voice low.
 

Scotley

Hero
One of the three is very tall and thin, almost gaunt. He could easily be a half-elf or fey of some sort and his choice of armor and clothing support that thought. He has the pale blond almost translucent hair of a Suel or some sort of fey and it is worn long restrained with a silver circlet etched to appear as if made of feathers. His slightly pointed ears rise from the long hair. His intelligent eyes are a pale cold gray and seem to miss nothing. He stares at the five in a way that borders on impolite. His skin is fair and smooth. The face is lean and angular with thin almost non-existent lips giving him an almost skull like visage in some light. His thin frame is covered with a large hooded black cloak that glitters with silver threads giving over a backpack him a somewhat hunchbacked appearance. He wears an elven style leaf armor shirt over a pale green shirt and charcoal colored pants with loose legs in the Suel style tucked into comfortable soft elven style boots. A slim dagger with an ivory hilt sticks up from the right boot. Over the armor he wears a tabard of coarse golden brown cloth brushed to softness and trimmed in a rusty red color. The fabric must be lighter than it looks as it seems to float for a second when he moves rustling it. He wears a wooden broach symbol of Obad Hai. Strapped to his back is a Scythe with a well-polished ash haft and a blade embedded with crystals of some sort that twinkle in the light. A silver bladed sickle is on his belt along with a stout hickory club, another dagger and various pouches and cases. Three slim wands of some sort protrude slightly from a pocket on his thigh. His fine backpack is strapped with more gear. At the top of the pack is a small perch over the left shoulder upon which a small gray and black song bird of unusual variety with a long tail rides. It occasionally chirps softly his ear and Yurei responds in kind with soft chirps and whistles of his own. A darkwood buckler carved with the symbol of Obad Hai is on his left wrist.

As he waits he makes a gesture and speaks in a way that suggests the casting of some simple spell. He chats softly with his companions.

[sblock=DM]He is going to cast detect magic and have a look around the room and at the group of five. Today he is using flexible enhancement from wood elementalist school powers to boost his Charisma up to 14.[/sblock]
 

Leif

Adventurer
In the Antechamber

[sblock=Scotley only]
I don't know for certain, but I would imagine that each of the others in the room is bearing at least a few items of power. Nothing unusual there, I would imagine.
[/sblock]
 

Helfdan

First Post
Eldran nods pensively as Yurei speaks, studying the other group openly, but without hostility. Indeed, it is hard to tell any emotions from the hard planes of his face. The tall, sturdy human is clearly of Oeridian stock, with dark hair and trimmed beard and bluish gray eyes. He is accoutered in full chain-mail armor of fine blackened steel links, with a knee-length leathern jerkin serving as a surcoat. He wears leather wrist guards emblazoned with some sort of birds of prey, and knee-high boots of soft buckskin. His left hand rests on the long hilt of a large sword belted to his waist. If he is bearing other weapons, they are concealed by the folds of his grey cloak -- with the exception of a large recurved bow with a full quiver, both riding on his back beneath a wooden kite shield bearing a device of golden antlers.

He takes a step towards the other group, and when he speaks his deep voice is quite formal, in contrast to his rough appearance. "Well met, gentlemen. Dire indeed must be the task ahead, if so many have been summoned by the Council of Bishops. My name is Eldran Hawkshand."
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
At first impression one would expect a person clad in field plate made of a shiny metal with a shield made of the same metal would have haroldry emblazoned on the heavy shield, but this shield actually is coated in black. His every movement shows a skill with Armour that is better then the average person, a longsword in its scabbard at his side, All things tha cried forth "Knight". That one missing thing of a shield emblem though. .. .. ..

The helm gets removed and a human in his late 20's emerges, His well muscled neck emerging from the top of the armour being framed by a full head of black curly hair spilling to his shoulders, light brown, almost amber eyes are the only non average things about him.

He arrived with the five from the south, his purpose obvious in this group, a warriour. plain and symple.He steps forward and says, "Allow me to introduce myself. Johann Klause" Then he steps back.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
Amongst the larger group stands a smallish figure, a few inches under five and a half feet and wiry . . . but it's not his diminutive size that makes him stand out. His skin is entirely midnight blue in color, his eyes a softly glowing opalescent white. The little fellow stands staring into the distance, a vague smile on his sharpish features. A spade-tipped tail is in constant motion around him, brushing against any objects - or people - within reach and occasionally rising to cup the Tiefling's cheek and chin in a manner very similar to the hand of a man in deep thought. He absently brushes the tail away from his face with a long-fingered hand as the man from the other group approaches, and his rather vague gaze snaps into focus for a moment; he nods amiably at the man and then drifts back to his contemplation of other matters.

[sblock=Character Pic]
EroBatzuen_zpsa8ba8f09.png

[/sblock]

[sblock=Stat Block]Ero Batzuen
Male Tiefling Alchemist 10
CN Medium Outsider (native)
Init +7; Senses Darkvision 120 ft., Low-Light Vision, See in Darkness; Perception +17
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Defense
--------------------
AC 20, Touch 13, Flat-Footed 17 (+7 Armor, +3 Dex)
HP 46 (10d8)
Fort +7, Ref +10, Will +3; +1 Trait Bonus vs. Divine Spells, +1 Trait Bonus vs. Arcane Spells
Immune Poison; Resist Cold 5, Electricity 5, Fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Claw x2 (Maw or Claw (Claws)) +8 x2 (1d4+1+1d6 acid/x2+1d10 acid)
Ranged Bomb +11/+6 (5d6+5 Fire/x2) and Force Bomb +11/+6 (5d4+5 Force/x2)
Special Attacks Bomb 5d6+5 (15/day) (DC 20), Discoveries (Explosive Bomb, Fast Bombs, Force Bomb, Infusion, Precise Bombs, Tumor Familiar)
Alchemist Spells Prepared (CL 10):
4 (2/day) Scorching Ash Form (1 Extract Unprepared)
3 (4/day) Haste, Bloodhound, Prehensile Pilfer (1 Extract Unprepared)
2 (5/day) Cat's Grace, Bull's Strength, Blur, Fire Sneeze (1 Extract Unprepared)
1 (7/day) Expeditious Retreat (x2), Enlarge Person (x2) (DC 16), Cure Light Wounds, Urban Grace (1 Extract Unprepared)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 20, Wis 11, Cha 10
Base Atk +7; CMB +8; CMD 21
Feats Brew Potion, Extra Discovery, Fiend Sight, Fiend Sight, Point Blank Shot, Precise Shot, Splash Weapon Mastery, Throw Anything
Traits Adopted (Failed Apprentice), History of Heresy
Skills Acrobatics +2, Appraise +18, Bluff +2, Climb +0, Craft (Alchemy) +20 (+30 to create Alchemical Items), Disable Device +17, Escape Artist +2, Fly +10, Heal +10, Knowledge (Arcana) +10, Knowledge (History) +11, Knowledge (Local) +10, Knowledge (Nature) +15, Perception +17, Profession (Herbalist) +5, Ride +2, Sense Motive +2, Sleight of Hand +15, Spellcraft +18, Stealth +4, Survival +4, Swim +0, Use Magic Device +13 Modifiers Alchemy +10
Languages Abyssal, Common, Dwarven, Elven, Gnome, Goblin, Infernal
SQ +4 bonus on initiative checks, deliver touch spells through familiar, empathic link with familiar, fast poisoning (swift action), glamered, mutagen (dc 20), poison use, prehensile tail, share spells with familiar, speak with animals, speak with familiar, swift alchemy
Combat Gear Black lotus extract, Mage bane poison (2), Poison, Huge Scorpion Venom (9), Purple worm poison (2); Other Gear +1 Comfort, Glamered Elven Chain, Corrosive burst Amulet of mighty fists, Endless bandolier (15 @ 2 lbs), Handy haversack (18 @ 90 lbs), Ring of sustenance, Scholar's ring, Alchemist's lab, Bedroll, Blanket, Formula book, Grappling hook, Hammock, Spider's silk rope, Tent, small, Thieves' tools, masterwork, Trail rations (10), 118 GP, 3 SP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+5 (15/day) (DC 20) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) (Fiend Sight) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Failed Apprentice +1 save vs. arcane spells.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Glamered Assumes appearance of normal clothes on command.
History of Heresy +1 save vs, divine spells
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scholar's ring Understand all writing/speech.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


--------------------

Hankak
Male Scorpion, Greensting
CN Tiny Magical Beast ((Vermin))
Init +3; Senses Darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+3 Dex, +2 size, +8 natural)
HP 23 (1d8)
Fort +7, Ref +10, Will +3
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Offense
--------------------
Speed 30 ft.
Melee Sting (Scorpion, Greensting) +12 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +7; CMB +8; CMD 14 (22 vs. Trip)
Feats Weapon Finesse
Skills Appraise +10, Climb +7, Disable Device +11, Fly +12, Heal +7, Perception +14, Sleight of Hand +13, Spellcraft +10, Stealth +15, Survival +1, Swim +3, Use Magic Device +6
Languages
SQ Improved Evasion, Poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.[/sblock]
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EroBatzuenPostShot_zpsdf9f6ce8.png
 

Yttermayn

First Post
Re: Leif's Questing Knights, Greyhawk, L10 Pathfinder RPG Game -- IC 1 [Game Full]

Not to be outdone, Sozin boldly mingles with the other group. He introduces himself in an open, friendly way, and catalogs the responses of each new person. Be they future friends or rivals, he would start getting to know them now.
Though his colorless black skin and thin, misty-grey hair might perturb those who have led a more sheltered existence, Sozin suspected this very diverse group had no such foibles.
Sozin is clad in a very functional looking, muti-pocketed outfit that has been died a very dark, slightly dingy color. Over this is what used to be a thin black robe that has been tattered in such a way as to obscure the body outline of whoever is wearing it. Lastly, there is a dark breast plate holding down the billowing fabric on Sozin's torso. The metal's surface seems to actively misdirect light that would normally be reflected, giving it an indistinct shape and luster. A plain looking rucksack with a javelin scabbard strapped under it ride low on Sozin's shoulders. Several ordinary javelins are tucked into the scabbard, along with one which clearly stands out as unusual. The fine black walnut shaft impales three tiny silver hag's heads through the mouth, and the point is finely carved in symbols of the various planes.
Those who are more open to conversation quickly find Sozin to be witty and able to toss verbal barbs that inspire guffaws rather than offense.
 

Red Knight

First Post
Dior moves towards the large group before stopping next to Eldran. His emerald green eyes can clearly be seen as they narrow, looking over the larger group. "My name is Dior Targarin." Dior introduces himself with a slight smile. His long black hair hangs to well bellow his shoulders and tightly braided at the top of his head and twin breads run each side of his face. His heritage can clearly be seen in his angler features, the slight point of his ears, and the sword sheathed on his back. His dull silvery gray breastplate seems to absorbed the light around him and has several dings but is obviously well taken care of. He carries a quiver of fine make on his right hip in which a bow can easily be seen protruding from one of its compartments.

Dior lurched slightly forward before turning to reveal a large black wolf. "My apologies ma lord." He exclaims as he bows slightly.

Dior then turns his attention back to the larger group. "And this is Subotai, scourge to many of Iuz's minions and devourer of their sins!" He ends with a laugh.
 

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