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Luke's Shadow in the Sky Thread (PFRPG)
Game Master Luke

The first installment of the Second Darkness Adventure Path.


Gameplay

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(Male Human Fighter 1)

Isegrim almost contemptuously dips his head to the side as the drunkard's haymaker goes wide. Thinking to stop this before it goes any further, he draws his massive ravenblade and levels it at the would-be puncher. He says, "you've got 5 seconds to leave in one piece. After that..no guarantees."

Intimidate
1d20 + 4 ⇒ (3) + 4 = 7

(Male Human Fighter 1)

lol..oooo scary


Not sure if I'm allowed to get in on this. But if I am, my init total is a whooping 3+1=4


I demand a better initiative bonus!! Well, it would help if I didn't roll so crappy, too. init is 3 + 4 for that fabulous 7.


I think you need to act again Isegrim


His second attempt at intimidation was his surprise round action. I didn't post last night because Pam gave me the Puerto Rican Plague and I couldn't face doing anything more taxing than going straight to bed. I'm working on a combat map now.

Alcohol has apparently had its most common effect on these sailors. Neither Isegrim's physical superiority nor the presence of the massive sword is enough to dissuade the sailors from trying to get their money back.

The thrown punch misses as Isegrim steps back to free his blade. A second sailor draws a dagger from a sheath at his belt and makes a clumsy lunge that nearly skewers one of his friends.

No more complaining about rolls. The DM's rolls are at least as bad as anything I've seen from any of you.

Updated initiative order is...

Isegrim 16
Thugs 15 (+7)
Trystan 15 (+1)
Brenin 13
Lia 7
Rees 4

Isegrim may now act again. I'll post a map on the campaign site shortly. Isegrim, you face 4 drunk sailors, at least one of which wields a weapon. The crowd is small enough tonight that you may move unhindered across the gaming floor. Folks are happy to get the hell out of the way rather than becoming an accidental casualty - and plus, this time they can see what's going on around them.


Hmmm. I have to check myself - Trystan you're right. Isegrim's attacker provokes an AoO with the punch he just threw, even in the surprise round as Isegrim has already acted. The big man gets an AoO and a full turn.


Map is up.


Dude, you're starting to sound like a girl. Whine, whine, Pam wants me to play Mass Effect. Whine, whine, Pam's out of town. Whine, whine, Pam made me sick. Man up.

(Male Human Fighter 1)

Isegrim mumbles, "I wish you wouldn't make me do this.." and brings his sword around for a swing at the knife-wielder..
Power Attack
1d20 + 5 ⇒ (16) + 5 = 21

Damage
2d6 + 7 ⇒ (5, 6) + 7 = 18

He follows with a vicious thrust at the first sailor who tried to punch him
Power Attack
1d20 + 5 ⇒ (11) + 5 = 16

Damage
2d6 + 7 ⇒ (2, 2) + 7 = 11

..and finally takes a step back into (12,4)


To anyone at my table or who are within hearing distance.

Ohhh(I shiver) look at all that muscle. Hey Lia, If they are taking bets over there put some gold on the big guy for me. Take note guys our resident muscle is as good as he looks.


Maybe I should just go get a mop?


Hey, when you start swinging your sword I'll act extremly impressed but just so you know, us women like it when you guys wield a mop. Ask your woman, i'm sure she'd agree.


The knife wielder is impaled on the raven blade. He slides off with a sigh and drops like a stone. The puncher's eyes widen in shock as the swordsman twists away from his punch and brings the blade crashing into his ribcage. The sword easily punctures the leather armor drawing a gush of blood and a shout of stone-sober pain. He lurches for the front door clutching his wound.

The two remaining sailors draw short swords and press clumsy attacks, neither of which come close to landing. Grrrrr.

It's Trystan's turn. Seeing details of the fight is impossible from your spot behind the bar, but from the sound it's plain what's happening by the front doors.


Why is it the Goblin map I see has no numbers on the border to navigate by? Answer or no, I will post my action as best I can later this afternoon


Trystan vaults the bar (10' of move for first square), skittering an assortment of tip coins in the process. He runs towards the sound of trouble only to see Isegrim run one grubby looking sailor through, then brutally slice another across the midsection.

"Enough!! Sheath those blades or your friends are dead!" he shouts towards the remaining two as he sprints over.

He slides to the side of the dagger wielder (most logical path, ignoring AoO's if necessary) and stabilizes him with a touch.


I take a double move to 13,4 drawing my sword en route.

"Heed his advice friends. You're still alive right now."

Trystan, you got some splainin' to do. You moved nearly 100' and still cast a spell. You wearing boots of quick runnings or skeedadle socks or what? I check the bio this time...nothing in there about socks.

Luke/Pam, heading your way tomorrow afternoon. I doubt I'll have much time to visit though. I'll be down there with another guy from work, taking a class during the day and preparing for an exam at night. Gonna be a long week. I'll shoot you the address of the hotel once I'm down there though just in case.


Och. Just replaced the map with a jpeg.

I just moved Trystan a double-move towards the bleeding thief. Trystan can't quite reach the him yet.

Pam, Melissa and I are going for seafood and then out to see a comic tomorrow night. We'll be around all weekend, just give me a call.


Brenin Grazier wrote:
Trystan, you got some splainin' to do.

I have a faith trait. Memory told me it was a free action, it is standard on review. Good call Ricky Ricardo.

Just discovered the "battlemap", now I'm more confused. I thought he was behind the bar (8-10/19 area). I was going to call it 9/19 as I never saw where you had him originally, and treat the move to 9/18 as 2 squares (obstacle rule). After that 9/6 is in a straight line and within range for a run move. T will have only moved (and shouted) this round.

Whatever interpretation you decide Luke, he just wants to end as close to the downed sailor as possible


Trystan Glenfauran wrote:


I have a faith trait. Memory told me it was a free action, it is standard on review. Good call Ricky Ricardo.

Got it. Thought it had something to do with the mysterious ring to be honest. By the way, at the rate the big man (Isegrim) puts them down, you're gonna need some serious mana to keep them alive. May want to invest in a box of band-aids, a big box. :)


That first obstructed square means Trystan can't use the run action. Double move is as far as you can go. Lia, then Rees.


Lia wants to join the fray this time, however, with Isegrim around, it seems not likely to happen.

Lia draws her rapier and moves to square (8,5). Her intention is to flank for Isegrim next round and attack with her sneaky bonus. She can't find her skeedadle socks though.


from my view the situation is under control so I'lll just keep my table going.

(Male Human Fighter 1)

Lia Smythe wrote:

Lia wants to join the fray this time, however, with Isegrim around, it seems not likely to happen.

Lia draws her rapier and moves to square (8,5). Her intention is to flank for Isegrim next round and attack with her sneaky bonus. She can't find her skeedadle socks though.

I read that as 'flank Isegrim next round and attack'..please don't take me out! I'm sorry I cut people in half! It's the board's dice!


Ya. She could have flanked you this round. :) Isegrim's turn.

(Male Human Fighter 1)

Isegrim's mood seems to darken as the battlelust starts to take hold, but he shakes it off and growls to the remaining combatants, "GET OUT NOW OR DIE LIKE THEY HAVE"

intimidate
1d20 + 4 ⇒ (8) + 4 = 12


The two miscreants seize the offer, bolting for the door. One of them reels from the impact and tumbles down the front steps and into the plaza outside. His mate stoops to drag him to his feet, then disappears into the night.

Trystan arrives in time to stabilize the mortally wounded sailor, as the crowd regains its composure. A hundred conversations erupt at once around the room but Saul tamps them down as he climbs the stairs, clearing his throat.

"Listen people! Please, everyone..."

The crowd quiets down as Saul begins to shout out.

"You folks tell your friends. The Goblin is open for business, not for drunken brawling, calling out, or whining at the house if Desna doesn't show you her knickers."

A few folks in the crowd laugh. Saul goes on right over them.

"There's a new set of enforcers in this house, and security will be maintained with a watchful eye and the Raven Blade." He gestures toward Isegrim, giving him a moment to show out for the crowd.

"None of our games requires our patrons to defend themselves, and as such, weapons will be checked at the door henceforth. This is a house of entertainment where the rules are fair and enforced - in the grandest spirit of chance and adventure! Drink under the sign of Cayden, court lady chance, stay awhile even... in one of our guest suites, but leave your weapons and violence at the door. The goblin will have no more of it."

When he stops talking there's a silence for a moment, then the crowd breaks out in a smattering of applause. A few men look around with sour expressions, clearly not pleased with having to part with their swords. Nevertheless, everyone either disarms or leaves and there's no more trouble. Within ten minutes the high-pitched voice of the ghoul is hurling insults again and the click-clacking of the skiffs tables resumes.


I move in closer to Trystan and Isegrim..."Let's get this fellow to the back where you can tend his wounds better." And in a whisper, "And ask him a few questions."


Hans comes over to give Brenin a hand moving the wounded man.

Intentions here, fellas? Healing him enough to rouse him to consciousness? Are you binding him? Who's asking what, etc. You can pick one relevant social skill and roll it if you want.

There's a new energy to the gaming floor once play resumes. Beyar runs the taps while Trystan is away with the drunk. The crowd stays happy and the evening ends in a pleasant buzz. Chips are converted to cash, drinks are finished, and the crowd meanders off to their homes and ships.


I passed! Guy who refused to eat the cookies...failed for the fifth time. Dumbazz!

Bring him back to consciousness and ask him a few questions. I'll leave the questioning to Isegrim...I think another intimidation roll might be in check. I'll make a charisma check and we can play a game of bad warrior, good ranger. Charisma is 1d20 ⇒ 2. Perception check is 1d20 + 2 ⇒ (12) + 2 = 14.


Isegrim's probably been intimidating enough for one night. Certainly the revived sailor has a very clear memory of the blade passing through him. The interrogation routine is well delivered, but the drunk seems to be just that, a drunk. One of his messmates convinced him that the Goblin owed him back his ante from last night since those who were around at the end got 110% of their holdings. He's on leave from the Vesicant, a pirate ship that's moored in the harbor.

So your group has all found gainful employment at the Goblin. Saul seems genuine in his delight at having the added help under his roof, and even starts to see some success at recruiting other competent help off the street. He picks up a skilled ship's cook from a vessel that pays off in port only a couple days into the first week of business. As the quality of the fare increases, the house starts to sell more alcohol and game revenues go up.

Another hire is a striking strawberry-blonde woman named Samaritha who takes a job waiting tables and serving drinks to gamblers on the floor. Between this new girl and Lily, one of the only girls left from the original tournament night, the crowd is kept watered and happy - enough to mask their losses until a more sober moment presents itself.

By the end of the first week, Larus is convinced that the Gold Goblin is not losing money. Everyone is paid 10 gp at the end of the week. There's a profitability mechanic in the adventure that started off with a score of -1. With your efforts in the first week of business, the profitability score of the Gold Goblin is increased to 0. Keep up the high rolls!

Any continuing skill use, etc. can be rolled any time. This is a largely event-based plot and time is going to get a little fluid here as events proceed. If I pass up a spot in a post where your character wants to act, just post-up and we'll mix it in appropriately.


Samaritha in the house.

A couple of days into the next week in the mid-morning, something unusual happens. Hans and Beyar come in with their normal load of groceries for that night's business talking about something going on down at the piers. They practically pull whoever they can get their hands on, out th back door and down the street to the harbor-front.

In the middle of the harbor there's a cloud of seagulls flying in a great spiral. Hundreds of them swirl in the tight circles, far enough from the docks that the din is barely audible in the dying land breeze. As you watch, more and more of the white birds join the cloud from roosts along the steep western headland.

A crowd has gathered along the waterside to watch the spectacle of the birds. This goes on for several minutes and some of the witnesses have just started to shrug and move off when something changes. In singles and small groups the birds start to peel off the edge of the cloud and hurtle headlong at the Riddlegate. The little white forms crumple as they slam into the unforgiving stone of the arch and plummet into the sea.

As you stand and watch the entire crowd of birds performs this mysterious death plunge. In the space of ten minutes, the flock is gone. A few miraculous survivors make their dazed way out to sea or back to their roosts. Almost as one, the crowd casts a look up at the shifting darkness in the sky that is the blot. As bystanders meander away from the scene a boy is heard to ask, 'but what if it makes us all crazy, pa?'

(Male Human Fighter 1)

Isegrim makes a folk-gesture warding off evil and turns to his confidant Trystan for a clue as to how he should react.


which reminds me...

Rees, what can you tell me about the blot? The rangers and druids back home seem to think that it's a manifestation of the evil in this town and nothing short of tsunami will clean it up.


Great timing calling out Rees. She just left for a week vacation with the boys. I'll be surprised if we get a post from her this week. I'm putting out an APB on Trystan. Where are you Husker-nation?

And as an aside, congrats to both Chris and Andrew on passing difficult exams. Now that all the studying is behind you, you should be able to focus on really great posts! :)


For Dm:
I guess we should have elaborated on our conversation the other day. Should I go with anything other then cause my momma was gonna kill you and make your bones dance? We made it to Tifton, I will continue to post if internet is available.


Lia was sickened by the birds behavior. She's very appreciative of Isegrim's commanding presence. Back at the home front, she makes nice with the new folks.

For DM:
She looks for some kind of hidey holes at the Goblin in which to stash some stuff; cash maybe? Also, she cruises by the old home and picks up what little belonged to her. She hopes to do so without running into any of her brothers or father. She doesn't really want them to know where she is of she can help it.

For Trystan and DM:
Lia seeks out Trystan during some down time. "So, I'm sure you have some questions. I'm around if you want to talk about anything." She doesn't offer up anything, but realizes she might have to be more available for her little brother than she has been.


Rees:
You be careful out there. I don't want you posting while driving unless absolutely necessary.

Seems to me that Brenin still thinks you may be your mother - or at least her emissary, leaving you to figure out how to play this.

Bluff an augury and keep the group in the dark about some of your background? You don't have any magical means that I can see of performing one yourself. Do you tell them (or at least him) some part of the truth of your family or heritage and hope for the best reaction?

Their are augurs among the Cyphermages who might be of help, the aforementioned Blakely (discoverer of the blot) is the obvious choice, but he is out of town. You have some acquaintances in those circles through their contact with your mother, who's a respected and feared seer. Any use of those contacts will run the risk of an encounter with your mother or aunt. Which could end very badly for your small band.

Something else entirely?

Use your imagination for the kinds of things that might be in a character background such as yours. You've read 'Witching Hour' and other sorts of books in that vein. Just don't get us kicked off the boards. :)


Lia:
Lots of options for hidey-holes. There's always chests and strongboxes with locks. The room you're given at the Goblin has the usual suspects. A bed, a small desk and chair, a stone fireplace. There's lockable storage down stairs, and of course in the vault itself. Using that storage only requires that you trust Larur & Saul.

It looks like the gendarmes picked you over when they ran your dad out of the last flophouse home. There's no sign of renewed occupation since everyone was turned out. Unfortunately in the street outside the old flat you're spotted and accosted by one of your father's most recent affairs (he is half-elven after all). She hooks your arm in her sweaty embrace and pulls you close where you can hear her whisper.

"Tell that father of yours that he cannot hide from me in this town! You tell him that when you go back to him. Not in Splithog alley, not on the Waterfront... not anywhere in Riddleport."

As you twist away from her, the whisper becomes a growl and then a gritted shout. "Damed louse! Tell that man he can't hide from me!"


Alive. Posting tonight.

(Dude Underdark-American Face Kicker 19 / Bleeding Heart Lib 1)

Trystan Glenfauran wrote:
Alive. Posting tonight.

I don't believe you :P


Strange things have happened in Riddleport ever since the first appearance of the blot, and they continue to happen often enough for the armageddon talk in the public square to reach a tiresome pitch.

Two days after the sea gulls incident, all the weather vanes in the city go rogue and begin following the sun. Before the day is out, a doomsayer has dragged his crate into the square in front of the goblin and begun railing at passersbys about the end of days.

When the blot is attracting curious and potentially wealthy strangers to the city, it is good for business. When it starts becoming frightening to customers - not so much. A doomsayer outside the front door doesn't help that problem get better. Saul comes over to Isegrim with a grimace.

"What can you do about that guy?" he asks.

(Male Human Fighter 1)

Isegrim looks at Saul and back out the door at the doomsayer. He shrugs and says to Saul, "um, I can ask him to leave"


"Yeah, that would be good."

Intimidate or Diplomacy roll for that one. Trystan and Lia can make profession(barkeep) and profession(gambler) rolls for the next week of business. Rees should make another Charisma check.

I plan to move us forward again tonight.


My profession gambling roll is a 19 + 6 for a total of 25. Ain't nobody pulling nothing over on Lia this week!

For DM:
I am disturbed by the woman that I met in the street and try to shake her off. It pisses me off that dad can continue to haunt me in this manner. A good question is what the hell was her deal? A better question is where in the heck has dad gone. Better to know where he is. I try to make sure the crazy lady doesn't follow me. While I'm out and about during the week, I am actively trying to find out what is going on with my crappy family...in a sneaky, not trying to get caught way.

(Dude Underdark-American Face Kicker 19 / Bleeding Heart Lib 1)

Isegrim walks out front, nonthreatening and with a grin. "Sir! I was thinking that such an important message might be better told among a larger group of people.. down at the docks perhaps? Maybe in the market?"

Diplomacy
1d20 ⇒ 11


Trystan is finally done being angry about Isegrim's lack of restraint in the last bar fight. He watches his noble attempt to ask the doomsayer to move along nicely from the doorway of the Goblin, and steps up just as the big man finishes speaking.

"Tell you what stranger, I agree that we live in critical times. If you rant here in the hopes that you will attract those with the skill and character to act against this blot, you are barking up the wrong inn. Have you seen the stumble-bums that frequent our meager establishment? Tell you what, one gold coin a day from my own pocket to move you venture to a more fruitful area. Spend it in whatever fashion will advance your cause."

1d20 + 6 ⇒ (18) + 6 = 24

more to say/roll soon, but out of context in this conversation


The old man bites the coin, examines it, and stows it in some unseen pocket.

"The end of days is comin'" he mumbles as he lifts his crate and starts off in the direction of the market. "These gambling folk won't listen anyway."

Saul claps Trystan gratefully on the back as the doomsayer meanders off and Trystan comes back inside.

"Go ahead and open the doors Isegrim. Anyone waiting in the square who had to listen to that deserves first choice of seats tonight."


Just after the dinner hour that night, Saul quietly visits each of you at your place on the floor and whispers in your ear.

"Clegg Zincher's here. He's the big guy with dark hair playing Golem right now. Keep your eyes on him, but don't be obvious."


Non-player characters have their own page now, linked from the menu.

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