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GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


6,501 to 6,512 of 6,512 << first < prev | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 | next > last >>

Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Round 2 Justin Effects = good hope, haste , rage, shield, eagles splendor, freedom of movement , bless, fickle winds, pro evil, saddle surge 83/97hp

Justin salutes and replies: "Aye, the alliance seems to have worn off faster than I had hoped."

Justin stops his axe or his horse as soon as the rider is knocked unconscious after he begins a vicious series of attacks.

attack 1: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 341d12 + 22 + 1 ⇒ (3) + 22 + 1 = 261d6 ⇒ 4

haste bonus: 1d20 + 20 + 1 - 3 ⇒ (11) + 20 + 1 - 3 = 291d12 + 22 + 1 ⇒ (8) + 22 + 1 = 311d6 ⇒ 6

iterative: 1d20 + 20 + 1 - 3 - 5 ⇒ (5) + 20 + 1 - 3 - 5 = 181d12 + 22 + 1 ⇒ (12) + 22 + 1 = 351d6 ⇒ 2

bite: 1d20 + 23 - 8 ⇒ (4) + 23 - 8 = 191d4 + 14 ⇒ (1) + 14 = 15

Sally attacks the rider too.
bite: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 271d4 + 13 ⇒ (1) + 13 = 14
hoof: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 241d6 + 11 ⇒ (5) + 11 = 16
hoof: 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 181d6 + 11 ⇒ (6) + 11 = 17
bite: 1d20 + 16 - 1 ⇒ (20) + 16 - 1 = 351d4 + 13 ⇒ (3) + 13 = 16
bite confirm/xtra damage: 1d20 + 16 - 1 ⇒ (5) + 16 - 1 = 201d4 + 13 ⇒ (2) + 13 = 15


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Justin then heals his wounds with a divine touch.
LoH: 4d6 ⇒ (3, 3, 5, 3) = 14 97/97hp

Justin and Sally move a step north to help Kilthan.
Full attacks and five foot step toward Kilthan's assailants


Male CG Male Dwarf Bard (Arcane Duelist) 8 HP 81/81; AC 18, T 12, FF 16; F+6, R+8, W+6(+2 v. Charm); Perc +11; Init +1
Skorhald Warsong wrote:

Skorhald steps forward, continuing to spin Ole Pappy's Door-knocker at its full length, and placing himself between the southern skirmish and his allies. Arcane power crackles along the ball and chain, but instead of striking out Skorhald blends song into battlechant again.

Move 20' south, continue performance, arcane strike, casts slow on the entire group to the south, except for the horses. He should be threatening the two northern most archers...

** spoiler omitted **

@GM - I cannot move my avatar on the google map. I was assuming you would move him, but he should have moved on his last turn as noted above.


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

Round 3

Buffs AC 28, Speed 60ft, F +10, R +9, W +13:
• longstider (9 hours) - +10 ft to movment.
• angelic aspect (9 minute duration) - low-light vision, resistance to acid 5, resistance to cold 5, and the benefits of protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves.)
• fickle winds (9 minutes) - acts as wind wall on each person protected. (all party members)
• bless (9 minutes) - +1 morale bonus on attack rolls and on saving throws against fear effects
• Protection from Good, Communal (17 rounds remaning)
• sanctuary (6 rounds) - DC Will 16 to attack.
• haste (6 rounds remaning) - +1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves, +30 ft enchancement bonus to speed
• Inspire +2 to attacks, damage, saves
• Good Hope (9 minutes) +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Rohara had waited patiently as the battle unfold around her. As her freinds had not yet been injured and notne of her abilities really were offensive she could do little else. That changed when Skrolhald targeted the mounted warriors with his spell. While she was both annoyed and felt a twinge of guilt it was something that was done. She could only deal with what happened next.

As the knights attacked she chose to first help the Ranger and with her magically enhanced speed streaked across the northern wall to end up at Kilthan's side. "I will tend to your wounds momentarily," She said to let the man know she was there to help, "First, may Lady Luck lend her aid to your attacks."

• Move to B-02 (from B-13 of where she had moved to last round {see previous post})
• Use Bit of Luck on Kilthan


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods at the leader of the horsemen, "Sorry to have to do this...", then begins lashing out in a flurry of steel, while calling for Jagdbach to flank the horse and do the same.

Wasn't going to PA since I assume that a cavalier is far better armoured than a druid... but with the Bit of Luck, I'll take the risk

Waraxe (Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (13) + 11 + 2 + 2 + 1 = 29
Waraxe (Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (7) + 11 + 2 + 2 + 1 = 23

Best: 29 for 3d8 + 14 + 2 + 2 ⇒ (4, 3, 1) + 14 + 2 + 2 = 26

Klar (Slam, Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (2) + 11 + 2 + 2 + 1 = 18
Klar (Slam, Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (12) + 11 + 2 + 2 + 1 = 28

Best: 25 for 2d6 + 7 + 2 + 2 ⇒ (3, 4) + 7 + 2 + 2 = 18 And, if that's a hit, he's unhorsed and if CMD <= 25

Waraxe (Haste, Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (1) + 11 + 2 + 2 + 1 = 17
Waraxe (Haste, Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (5) + 11 + 2 + 2 + 1 = 21

Best: 21 -- probably a miss, I'm guessing for 3d8 + 14 + 2 + 2 ⇒ (8, 5, 1) + 14 + 2 + 2 = 32

Waraxe (Iterative, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (1) + 6 + 2 + 2 + 1 = 12
Waraxe (Iterative, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (13) + 6 + 2 + 2 + 1 = 24

Best: 24 for 3d8 + 14 + 2 + 2 ⇒ (8, 7, 1) + 14 + 2 + 2 = 34

Klar (Iterative, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (20) + 6 + 2 + 2 + 1 = 31
Klar (Iterative, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (4) + 6 + 2 + 2 + 1 = 15

Best: Threat
Klar (Confirm, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25
Klar (Confirm, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25

Not sure, so: Klar (Single): 2d6 + 7 + 2 + 2 ⇒ (6, 4) + 7 + 2 + 2 = 21
Plus, potentially... Klar (Critical): 2d6 + 7 + 2 + 2 ⇒ (6, 1) + 7 + 2 + 2 = 18

I imagine the weaker attacks will depend on what happened when I tried to knock him off his mount...

Jagdbach's ears perk up and, as directed, rushes around the two-foot-on-four-foot that his person attacked, reaching up to savage the two-foot with a terrible bite.

Bite: 1d20 + 12 + 2 + 2 + 1 ⇒ (14) + 12 + 2 + 2 + 1 = 31 for 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15


Adjusted the battlefield, sorry been missing those with the mass confusion the battle is!

Will update the results of your attacks soon.


Jag moves over to flank and with Kithan and takes out the heavily wounded Korush with one savage bite.

Kilthan positions himself in an advantageous position against the other horseman and with his bit of luck rains blow after blow on him until he falls.

Justin and Sally make short work of the horseman remaining.

The fight is then soon over as the female elves move to hand held weapons due to their bows being useless. Not their strong suit, they only manage a couple glancing blows before being knocked out of this round or forced to surrender.

The crowd cheers rise as you finish off the remaining opponents. Raknian's magically enhanced voice proclaims you the winner, and Ekyam is presented your awards (a Bronze trophy depicting a bull worth 100gp and 2,000 gp).

After a time to bask in the crowd's adulation, you are escorted back to the Coenoby as they ready the arena for the next fight. At the end of the day there will be only 6 teams remaining, with a day of rest tomorrow before the next round of combat.

As the day goes on, teams are defeated and the place empties out. Auric's Warband, Draconic Brood, Final Phoenix, Pitchblade, and The Skull of Murq round out the winning teams as the day ends. The Coenoby has a lot more room now that there are only 6 teams remaining in the 24 total rooms.

During the evening, as you are recovering from your battle and talking some strategy, Ekaym pays you a visit, looking quite a bit like a cat who's found the cream. He happily presents you with your trophy and your prize money. (As well as the money you wagered) "Don't spend it all in one place, he grins." Ekaym is happy to shop for you if you need to supplement your equipment.

Then he grows serious and takes you aside to your chambers and in a low voice he admits that he has a confession to make.

“While it’s nice that you turned out to be pretty good gladiators, I must admit that I had a hidden motive for entering you in the games. You see… my sister Lahaka disappeared here last year, not long after the previous Champion’s Games.

"I’ve been looking for her for months now, but I’ve hit a dead end. She was a traveling entertainer, a bright joy that brought happiness to cities throughout the world. It seems that her travels eventually brought her here, and more to the point, she caught Loris Raknian’s eye.

"What I do know is that she vanished the day after the Champion’s Games ended. I’ve paid for divination spells to learn more, but alas have learned little. And so I decided to come to the games themselves. I hoped that by entering some gladiators in the competition, I’d have a chance to explore the area, talk with Raknian, and maybe find out what happened to Lahaka. But so far, I’ve found nothing.

"Raknian’s nearly impossible to get to, and I’ve uncovered no clues in the outlying buildings. There’s two places I’ve not been able to reach - his palace and the arena understructure. This is where you come in, my friends. The guards are heavy tonight, but if things go as normal, they become much more lax after this day. If you can slip away from the Coenoby and search the surrounding rooms for clues as to what happened to my sister, I’ll turn over my share of the winnings from the games to you. What do you say?”

The schedule shows Day 2 is a rest day with no battles planned and 5 teams left in the Coenoby. After day 3's battles there would only be 2 other teams left in the Coenoby. And obviously only 1 other team left after Day 4.


Critical #1 25% to move up 1 rank: 1d100 ⇒ 92
Critical #2 25% to move up 1 rank: 1d100 ⇒ 78

So you started at Rank 3, lowered your ranking to 2 during the dinner, and with this win raised it back to 3


Lizardman hp=97/97(AC24/ff24/t11) {F=+11/R=+6/W=+8} CMD 25 Paladin 9 (Shining Knight) Smite evil 0/3 - Lay on hands 5/7

Justin rides to help the up Sapphire Squad knights after they are healed, and bows to them in respect. He salutes them with his large axe and offers to buy the previously discussed keg of fine spirits later.

After listening to the manager's story, Justin regrets trying to negotiate with the man so vigorously. "We will find anything there is to be found. Though I doubt the arena understructure will reveal much, we will search there first, as it will be more accessible and we have a better excuse to be there. I think we take advantage of our down day and look around. We may be able to move to the palace after looking for clues in the arena basement."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods, "We'll definitely look into things as best we can...,"[b] then chuckles at the paladin, [b]"...though some of us may be better suited for the sneaking about than others, what with all the warhorses and plate armour and such."

He pauses, thinking for a moment, then nods again, "Though s'probably be just as well. The less of us missing, the less anyone'll be looking for us. Especially if we've got a good reason to be wandering about... Besides, that'll could give you silver-tongued types some time to explain to all the nervous bettors that I'm nowhere near as skilled as those lucky blows made me seem."


Male CG Male Dwarf Bard (Arcane Duelist) 8 HP 81/81; AC 18, T 12, FF 16; F+6, R+8, W+6(+2 v. Charm); Perc +11; Init +1

A little on the intoxicated side, Skorhald was enjoying the revelry but grows serious when hearing about Ekyam's sister. "Aye, a sad tale indeed. There ain't nothin' more sacred then kin. If'n were able I'm sure we'll be helpin' however we can."

To the Group: I've always preferred the direct approach, but ye've seen my tricks to silence or hide us if sneakin' and skulkin' is what we want...


HP 90 of 90 - AC 26 (T 15, FF 22) - F +8, R +5, W +11

Rohara looked rather annoyed at Justin for assuming to speak for the his friends yet again. While she was sure that each would have no issue with helping Ekaym, it was the principle of not asking and allowing each the freedom to choose rather than assume.

But with a few moments to consider she let the matter go, for now. She knew that he meant well. It would be a conversation for later.

"I am sure that we can help you. she says to Ekaym.

To her companions she comments, "Stealth is not our strongest approach as a group, but I am sure we will figure it out."

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