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RPG Superstar 2015

Weekly Geeks - Revenge of the Kobald King Path (Inactive)

Game Master Krallek

Current Map
Crude Map


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Yes, that would be your round 2 action. You may either shoot at the spell caster (I'll let you re roll it this time) with a -4 penalty or you may choose to attack someone else. Also note, if you use a bow adjacent to an enemy, they won't get an AOO this next round but after that they will if they draw their melee weapons.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

ok...choices choices lol


Good luck to those of you in the storm zone. What are they calling it now? Frankenstorm? Stormageddon? I forget. Anyways, stay safe!!


Male Human Magus/1 HP: 10/10 AC: 16 or 20 Initiative: +3 Fort: +3 Ref: +3 Will: +2

Any chance you could number all of the opponents uniquely. That way we can keep track of who we have damaged and who we should be getting AoO against. The guy I hit is lost somewhere in the shuffle.


Yes, I guess that would be a problem. I've got it on my spreadsheet but you guys don't. I will think of a better way to portray that. I also don't like how I'm doing the maps so I've got some homework to do. I will come up with something.

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

Here's a link to the maps from my Serpent's Skull Campaign. All I do is find an image online that is fairly close to what I want and photoshop it until it fits - usually requires very little effort - mostly they come with grids, but for those that don't I just use the photoshop ruler and line tools to create one in a couple of minutes. The imags generally look a great deal better than if I made them from scratch.


I use photoshop now and for the actual campaign that is exactly how I will use the maps. I also include a 'fog of war' layer for bits of the map you shouldn't be able to see at any given time.

They will look like this

I do like how you keep up the links to the previous rounds of combat though. Thats a good idea and it helps to look back on it. I also love the photobucket idea. Then you can scroll image by image through the combat like an animation. Thats awesome. I might try that or picassa.

The big problem is for these larger battles though. If there is only a few enemies then its easy for players to track who is who. For the bigger encounters it gets a bit muddles though especially when there is a lot of movement.

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

I just differentiate via pics and numbers on the pics - so the snakes both have a number in the corner of their pic, etc.


Male Dwarf Barbarian 1 (HP16 AC16/14, Fort+5, Ref+3, Will+2, Ini+4, Perception+6, Attack +5 or +3/+3, Dmg 1d3+4/1d3+2)

Hey all, I don't know how I've forgotten to mention this until now, but me and my wife are going out of town starting tomorrow. It's our anniversary (the 31st. And hell yes we got married on Halloween :) We're just that awesome...) So I won't be back on until Sunday morning. I may be able to check in, but I don't think I'll be able to post anything so I turn Jegg over to the DM for a couple of days.

God coming back to a dead character would be interesting lol!

Have fun all and good luck with this combat! I should be able to squeeze in one more combat post sometime tomorrow before I leave and after that...well gods have a bit 'o mercy on a crusty dwarf!

DM Krallek:
Sorry to spring this on you last minute. I've been so busy with prepping for our trip, with the kids, finding sitters, etc, etc, that alerting you all has somehow slipped through the cracks! I'm really sorry about that! I'm especially sorry to have to leave during such an epic combat.

Anyways, I think you may have a handle on how to think like Jeggrim for a bit. Happy go lucky out of combat, and insane mad man with little regard for his own safety during combat. I think he prefers combat maneuvers at this point so for his next attack he would try to grapple the spell caster and once he controls the grapple he will pummel him to death. After that probably just try to set up to where he can take his full attacks each round. Or if a trip/bull rush/over-run would somehow benefit the party, go with that.

Since at this point he is already in a rage, he will not, under any circumstances, leave the battle under his own volition. If the party tries to bail they'll either have to physically force him to leave, or leave him. He does however, have enough sense to try and cover their retreat if it came to that.

Other than all that, don't play him too "combat savvy." He doesn't think "whats the best move I can make right now," he thinks, "who has pissed me off the most, or who would be the funnest to splatter all over the place?" Or even, "who is the most challenging?" It pretty much ends there.

Again, sorry to throw this on you. I hope you understand. :) Thanks for a fun and exciting game so far!

Cheers all! Those of you in the danger zone, I wish you to be safe and hope that this all turns out just fine, in and out of game! Been having a lot of fun so far. Keep it all up mates!


No problem bud. Have a happy anniversary. As for jeggrim, well he its currently asleep. That isn't too hard to role play. Its too bad because the next part is going to be fun.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

I am gonna HEAL my elf ass lol.

Question though, can I use the wand of cure light as an improvised weapon dealing damage as a club 1d3+STR if I had to go that route.


Um, well I'm gonna go with no on the wand/club thing. Though I would certainly let you punch someone with your dominant hand and put the wand in your off hand.

You guys should figure out what your next actions are going to be. You have Gil wounded and Jegg and Marianne both sleeping. I think everyone else is fine by my count. I will update the map today but the bad guys all booked it off the map to the north (the way they came in). There are a few AOO opportunities as well if you choose to spend your time doing that. I would suggest though that if you are going to run, don't wake up the dwarf until after you are on the way out of town :)

For now we are OUT of initiative other than the 2 rounds of AOO or retreat attacks. The bandits are ignoring you for some odd reason.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

The PC in me wants to kill that gawd damn mage lol...grrrrr...get back here die like a sorcerer lol.

i deleted my previous game post...thinking about what to do lol.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

Damaran has a strength of 13, is that enough to fireman's carry the stubborn dwarf and get him back to the cart?

Also can I "charge" Marianne, "attack" her for subdual damage, causing her to wake up? That's the only way of getting to her in a single round and not waste two turns. Because if Damaran can carry the Dwarf, he can move to him, then pick him up for 'Round 1'. The 'Round 2' Damaran can run all the way back to the cart and hightail it outta here. While Marianne and I get the hell outta here as well. Sorry for trying to be the 'leader' but it's can't hurt to ask lol.


You can gently but quickly carry the dwarf without waking him up but we will treat damaran as difficult terrain. So half speed.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

What if I carried the Dwarf since I have Str 16, will it be any easier for me, aka no Difficult terrain?


Ok, I just looked it up on the d20pfsrd and its not quite difficult terrain. Jeggrim didn't put his weight on his sheet but if he is an average dwarf he would weigh about 205 lbs.

That makes him a heavy load for anyone with a strength of 15+. So the effect on movement and other stats are as follows:

Heavy Max Dex Bonus:+1 Armor Check Penalty: –6 Movement: 30 base drops to 20 ft. while 20 base drops to 15 ft. run speed modifier drops to ×3


Male Human Paladin 3; HP 21/ 28; AC 15(tch 10,FL15);F+7,R+3,+ W+6;Init+0; Perc +1;

Don't forget his dwarven racial though.

Quote:
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.


So that means you are volunteering to carry jeggrim out?


Male Human Paladin 3; HP 21/ 28; AC 15(tch 10,FL15);F+7,R+3,+ W+6;Init+0; Perc +1;

Sure, but I admit I'm not sure when Staryth can go again


You mean initiative? We are out of initiative for now unless you guys decide to take those two rounds of attacks of opportunity. Basically you should be discussing what the plan is for the next 24 seconds of game time or so.

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

Zzzzzzzzz ;)


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

I guess fulito stops playing but he lingering effect will alst the 2 rounds for the AOO's fulito is all in favor of leaving and very quickly.

he can't carry very much though.


Ok, fist off, sorry for railroading you back onto the wagon. This encounter was always intended to be an 'Indianna Jones' style wagon chase scene but Jeggrim's stubborn refusal to leave the battle in spite of overwhelming odds kind of put a wrench in my plans. Such is life though. People aren't always predictable. I will post the 'combat rules' for the wagon chase scene later today. I hope it plays out as fun as I envision it. Well at least we know you have at least one party member that will not hesitate to jump off the wagon onto the back of the enemies horse!


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

Fulito will be riding the wagon


riding IN the wagon? or driving it? There will be special rules for you if you are a driver.


The wagon chase challenge is a combat challenge involving a vehicle fight with the wagons and horses. Combat ends when your wagon takes 90 pts of damage or you have dealt 90 pts of morale damage to the enemy (each enemy defeated will give you 10 morale points. After 90 they give up the chase)

Wagon Driver:

Driver Check - the driver of the wagon must make a driver check every turn DC 10 to stay on the road. You may use either your ride skill or your handle animal skill for this roll. Failure means you’ve bumped something, hit a rut, run on the shoulder, or rubbed against a rock or tree. On a fail everyone except the driver must make an additional balance check to remain upright.

Driver Attack: Ram the horse next to you. Make a D20 + your drive skill roll to ram the horse next to you. Damage is d8. The horse’s AC is 11 plus the driver’s skill. 10 total points of damage takes that enemy out of the fight.

Driver CMB: 1 + driver skill. Use this attack to run the enemy off the road, into a tree, or off a cliff. This effectively takes the enemy out of the fight if you succeed. If you fail, you take a -2 penalty on your drive check next turn as the wagon weaves out of control.

Combatants:
Must make either an acrobatics check dc 10 to stay balanced every turn. Each failure moves you to a different status on the table below. Each success moves you up the condition table and a fail moves you down.
1. On your feet: you can move and attack with the normal penalties.
2. Prone: you've fallen down and can take the normal attacks and penalties for this condition
3. Pinned: you've shifted and fallen awkwardly. In all respects it is the same as pinned condition but you need to make an acrobatics check to get back to prone.
4. Helpless: you've fallen off the side and are desperately clinging to the edge of the wagon. Same as helpless condition but you take 1d2 ongoing damage.

**Special: If you choose to attack from seated or kneeling position you lose your dex bonus to attack but gain your dex bonus to your balance check. So yes, you would get it twice because it would already be part of your acrobatic/jump skill.

CMB/CMD remains the same.

Changing vehicles: this will require a jump check at DC 14.

Heroic bonus: every time you have a successful round (hit on your attack and not failed on your balance/drive checks) you will gain 1 Heroic point. You can bank these points or spend them as you wish but each Heroic point spent will grant you a +2 bonus on one dice roll (drive check, balance check, attack, jump or save). You can bank these and spend more than 1 at a time stacking the bonuses. So it is up to you if you choose to spend them and get incremental bonuses along the way or bank them for something really heroic. These are only good for this encounter though.

Spell Casting
Will require a concentration check every time you cast DC 10

You may spend your turn assisting a team mate at any time with their check. This will give them a +2 on their balance check to move up the condition scale.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

looking things over seems best for Fulito to be the driver he has +3 ride and +4 handle animal skill.

unless there are objections and fulito can use his singing to inspire courage while driving.

only has 6 rounds left of bard music but lingering song will give an additional 2 rounds after he stops. will play this by ear as we go along (haha pun)

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

I agree that Fulito should drive. Gilthanis can fire his longbow at the other baddies or even the other driver if need be :)

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

Crap, meant to change post avatar not delete it. I asked if I have enough time to heal up using a charge from the wand of cure light. I healed 2 points :( if so.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

Fulito has 1 more 1st level spell left could give you a cure light if you really need it. or just save for another chord of shards

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

save for chord of shards, during this encounter it could be a lifesaver if need be, plus we have the healing of Mariane that can be used if needed. 1 charge isn't the end of the world, more an inconvenience :) thanx tho :)

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

Gilthanis please stop using the wand while Marianne has tons of healing left! If someone wakes her she can heal everyone with a channel.


Marianne, you are good to go as Gilthanas already woke you up. You will have time to heal at the beginning of the chase I'm sure.

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

How did I miss that? D'oh!

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

sorry mom, lol j/k :)

Anyways, I forgot how many horses we have. Was it 2 or 3? The only reason I ask is because how will that work? Personal horse versus wagon?


Male Human Magus/1 HP: 10/10 AC: 16 or 20 Initiative: +3 Fort: +3 Ref: +3 Will: +2

Sorry for the late posting. I have had an awful week due to this stupid storm.

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

What can I say I'm cheap - that's 15gp! You could buy an ox for that! Or fifteen goats!


Male Dwarf Barbarian 1 (HP16 AC16/14, Fort+5, Ref+3, Will+2, Ini+4, Perception+6, Attack +5 or +3/+3, Dmg 1d3+4/1d3+2)

Annnnnd.....I'm back! Had a great few days with my wife. Did a bit of gambling and ended up coming home with a tad bit more cash than I left with. Not too bad after three straight days of hitting the slots, craps and poker table :)

Anyways, I've read through everything and think I'm up to speed. This chase sounds like it will be awesome! Really glad I made it back before that started.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

the chase does sound great ...

And I am driving !!!! whooohooo.


Welcome back Jeggrim. Hope the trip was good.
I was kind of dragging my heals hoping you'd make it back in time.

Just adding some extra text here so my ascii wagon moves down below the avatar picture. 8)

So just to be clear. I will need to know who is in the wagon and where. Basically picture it like this:

00 --> these are the horses pulling the wagon
12 --> 1 is driver 2 is passenger bench
34 --> 3-8 are in the back
56
78

Plus, you had 2 trained horses. Who is riding them? The rules for horse riding will be the same as for the wagon except without the continuous balance checks.

So far, Fulito is at position 1. Where are the rest of you?

Liberty's Edge

Female Human Cleric 1 (HP 14/14; AC 20, Touch 12, Flatfooted 18; Fort +5, Ref +3, Will +7; Init +8; Perception +4; Channel Energy 5/5)

Marianne will take the seat next to Fulito, I think it makes the most sense as her reach weapon will afford the driver a little protection via its aoo.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

I do either, I can ride one of the trained horses or be in the wagon. I can keep firing my crossbow until I either run out of bolts or my melee weapon becomes a better option. Or I can ride a trained horse and just pummel them with my longsword.


Male Dwarf Barbarian 1 (HP16 AC16/14, Fort+5, Ref+3, Will+2, Ini+4, Perception+6, Attack +5 or +3/+3, Dmg 1d3+4/1d3+2)

Thanks for dragging your feet :) I had a great time! It sure has been nice to have a few days alone with my wife without the kids or the dogs or any other interruptions or obligations or responsibilities. Just lots of drinks to down, money to waste, and good times to be shared :)

As for where I'm sitting, I think I'd be in the very back since I was just dumped into the wagon. Is there a new map posted that I'm missing?


Well the next map will be kind of fluid. We're going to be moving fast so I will be making a bit of a dynamic map. There will be obstacles to avoid and such.


male Halfling Bard 1[AC:15; FF:13; T:13 / F:+1, R:+5; W:+3/ Init: +2 / Perc: +6]

can i cast prestidgitation to play this music during the chase

click me to hear


Fulito - seat 1
Marianne - Seat 2
Jeggrim - Seat 7
Gilthanas - Riding horse
Damaran - I'm guessing in the wagon since he doesn't have ride, handle animal, jump, or acrobatics but he DOES have a decent dex.
Staryth - Similar to Damaran so in back of wagon?

We can assume that since you purchased the trained horses that the extra mount will simply follow you unmanned. I will make a periodic check to see if it veers off or gets spooked but for the most part it will follow.


Map is updated.

Movement Rules:

Lets assume that the wagon is going full speed. I will leave that pretty much in the middle of the map and move other markers around it accordingly. Picture it as an old school car racing video game where the player stayed in the middle of the screen and the track moved around the player.

1. The wagon can only move 1 square to the right or left per turn.
2. Horses can move 2 squares 'up', 10 squares 'down', or shift 1 column sideways.
3. Player movement is as noted in the other post. I will put all the 'rules' in a spoiler tag each time I post for quick reference.

Grand Lodge

Male Elf Cleric 2
Spoiler:
HP 13/13 | AC 19 | T 13 | FF 16 | Init +5 | Percep +4 | F +3 | R +4 | W +5

How does the Heroic Bonus below work for me since I a on horseback? Is it every time I make a successful ride (guide with knees DC 5) check and successfully attack an enemy? Can you please explain it to me :)

Heroic bonus: every time you have a successful round (hit on your attack and not failed on your balance/drive checks) you will gain 1 Heroic point. You can bank these points or spend them as you wish but each Heroic point spent will grant you a +2 bonus on one dice roll (drive check, balance check, attack, jump or save). You can bank these and spend more than 1 at a time stacking the bonuses. So it is up to you if you choose to spend them and get incremental bonuses along the way or bank them for something really heroic. These are only good for this encounter though.


Male Human Paladin 3; HP 21/ 28; AC 15(tch 10,FL15);F+7,R+3,+ W+6;Init+0; Perc +1;
DM Krallek wrote:


Staryth - Similar to Damaran so in back of wagon?

YEs, so sorry about not posting before this.

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