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Ramoska Arkminos

DM Locke's page

1,688 posts. Alias of JohnLocke.


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Worgs are, by nature, a cowardly and superstitious lot. Or maybe that's criminals? One or the other.

I'll wait till tomorrow morning for Gyro to take his action, which I'm hoping will take out the remaining great wolf. I can feel the enthusiasm waning, minute by minute!

@ Dorn: moved ya to G9.

Actions for tranche C:

Ulciscor channels positive energy, healing Lioslan and Dargrim for 2 hp each. Lioslan is no longer disabled.

DMPC: Dargrim takes a double move action to L8, moving a total of 35 feet. He'll wait till next round to pounce, as moving into melee range without an action is unwise.

Tranche D - Dorn, Gyro and Kevkas - are up next!

Oh, didn't know you were moving! Hope it went well and you enjoy your new place :-) I even added some grim dialogue for Innocent - it makes DMPC'ing more fun!

Actions for Tranche B:

@ Lioslan: That is a crit! Awesome luck/sense of timing!

Lioslan, his vision dimming, lashes out one final time at the great wolf. The blade cuts deep, neatly severing the foul beasts' head. The body convulses before collapsing into the dirt.

Innocent takes aim at large wolf A. I'll kill you.... he seethes through gritted teeth as he lets his arrow fly:

Attack: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11 <---no precise shot
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

The arrow finds it's mark, lodging deep into the great wolf's side!

Tranche C is up next - Ulciscor and Dargrim!

Tranche A, the large wolves:

Large wolf A is unable to take any actions!

Large wolf B, seeing no other options, bites again at Lioslan, hoping to take down at least one of you....

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

It's large fangs find flesh! It bites again at the elven warrior, leaving him feeling groggy and uncertain of his footing. Lioslan has taken 10 hp, his limit, and is disabled.

Large wolves C and D seem about to strike at Dargrim, when a distant wolf call causes them to stop. Growling and snarling, they turn and run into the darkness. Both take a withdraw action, and move 100' and away into the darkness.

Tranche B, Lioslan, Innocent and Argentia, are up next!

Actions for Tranche D:

Dorn moves forward and casts color spray, hitting the two closest beasts in it's area of effect:

Wolf A save: 1d20 + 3 ⇒ (4) + 3 = 7 blinded and stunned for 1d4 ⇒ 2 rounds, then stunned 1 more.
Wolf B save: 1d20 + 3 ⇒ (15) + 3 = 18

One of the large wolves catches the brunt of the spray, and howls as it loses it's vision. The second, however, is canny, turning aside at the last moment and avoiding the blinding display.

Gyro follows up with a glancing blow that deals 5 points of damage to wolf B.

Kevkas unleashes a mighty swing but misses, just inches from the wolf's head!

Round One is over. Round two, tranche A is up next!

I'm going to give Gyro and Kevkas until Monday morning, then I'll have to act for them.

Actions for tranche C:

Dargrim misses the great wolf, but withdraws somewhat from a dangerous situation.

Ulciscor moves forward through the brush.

Tranche D is up next - Dorn, Gyro, and Kevkas!

Actions for tranche #2:

Lioslan lashes out at one of the large wolves, drawing blood with a slash of his curved elven sword, as he retakes his feet.

Innocent takes aim but his shot goes wide!

Argentia, her compound bow already drawn, takes aim at one of the great wolves attacking Lioslan (wolf B):

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Her arrow sticks between the shoulder blades of the powerful beast, causing it to howl in pain! We have to help the dwarf! she ywlls, drawing another arrow.

Tranche #3 is up - Ulciscor and Dargrim!

Innocents arrows have illuminated enough to see where Dargrim is, and his vicinity. Lioslan is still close enough to the campfire to allow visibility. I'll let you know if there are concealment issues with your attacks.

The dwarf will have to do! Take him down!

Two large, furred forms leap out at Dargrim, vicious fangs bared! Two more, snarling, move towards Lioslan!

There will be a surprise round for the enemy forces, during which all PC's are considered unaware.


Ulciscor: 1d20 + 2 ⇒ (9) + 2 = 11
Dargrim Rumblecask: 1d20 + 1 ⇒ (9) + 1 = 10
Dorn Kindleheart: 1d20 + 7 ⇒ (1) + 7 = 8
Gyro Titanblade: 1d20 + 1 ⇒ (7) + 1 = 8
Innocent: 1d20 + 2 ⇒ (14) + 2 = 16
Lioslan Shaelara: 1d20 + 4 ⇒ (14) + 4 = 18
Kevkas: 1d20 ⇒ 4
Argentia: 1d20 + 5 ⇒ (12) + 5 = 17
Large wolves: 1d20 + 2 ⇒ (20) + 2 = 22

Initiative tranches:
A: large wolves
B: Lioslan, Innocent, Argentia
C: Ulciscor, Dargrim
D: Dorn, Gyro, Kevkas

Surprise round:

Each large wolf takes a move action, putting them within range of their quarry for the first round!

Round One - Group A:

Large wolf A attacks Lioslan:
Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Lioslan, though surprised, twists out of the way of the first set of snapping jaws!

Large wolf B attacks Lioslan:
Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trip?: 1d20 + 7 ⇒ (13) + 7 = 20

The second large wolf's bite does strike true, and allows the ghastly creature to drag Lioslan down to the ground! Lioslan is now prone and has -4 to attack, -4 to AC!

Large wolf C attacks Dargrim. I've not eaten dwarf in some time! Hard flesh, but tasty!!
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Trip?: 1d20 + 7 ⇒ (4) + 7 = 11

The monsters vicious fangs strike true, tearing into Dargrims arm, but the stout dwarf refuses to go down!

Large wolf D attacks Dargrim:
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

But the dwarvish warrior eludes the brutish creatures' fangs!

Group B is up - Lioslan, Innocent, and Argentia!

I've deliberately not set metered time yet; if you guys want to don armour or make preparations now is, indeed, the time.

@ Dorn: certainly, some crossbow bolts or other mundane equipment are not a problem at all.

A chain shirt does seem like it would be easy to don - fixing the belt properly so that it takes the weight off your shoulders would likely take longer than slipping it on.

And sorry, guys, but I was struck down by a nasty migraine today. A little stress in real life = BAM headache. Will be back up and running tomorrow.

The rocks are about 5 feet high on the inside, and a precipitous drop from the outside; aside from someone climbing them no-one will be approaching from that side. Anyone who does climb the rocks will have a somewhat impaired view of the path leading up to the campsite.

The voice seems a little farther now - Dargrim, who is the farthest out and has darkvision, still cannot see where it comes from.

Sorry to hear :-( I'm delighted to still have you in the game, of course!

Stealth #2: 1d20 + 9 ⇒ (13) + 9 = 22

There's a rough map of the campsite here. The campsite is about 15-20 feet higher than the road; no-one yet has darkvision of sufficient range to see what is transpiring on the road.

Please place yourselves where your character is within the campsite - or, like Dargrim, if you've ventured beyond. Max 30 feet beyond the encirclement of the camp, please.

Yes! Didn't you hear them earlier? They aren't normally a problem due to the size of the groups that travel this road.... Argentia hisses back at Kevkas as she quickly dons her armour.

Innocent's arrow, fired into the darkness, goes long and wide, clattering off the rocks beyond the road. For a brief moment, it does illuminate the road, however - at least one large wolf can be seen, though no sign of the woman who was screaming. The view is fleeting, however, as the road again is bathed in darkness.

Stealth #1: 1d20 + 9 ⇒ (17) + 9 = 26

It's nighttime, and Selune is only a sliver - even those with darkvision can't see where the commotion is coming from.

Another round of feral snarling and a scream. My leg! Ilmater's mercy, please, help me! The voice is definitely coming from the road, about 100 feet away, as is the snarling.

I'm figuring the PC's on watch will hear and likely wake you guys to the threat - unless they want to take the horror movie approach and wander into the darkness alone to investigate. :-)

Dargrim's check reveals that the area is well traveled, with heavy boots traveling frequently in both directions. There's animal spoor as well - wolves, certainly, big ones!

Was my last post invisible to everyone but me? Did no-one hear the screaming for help or the snarling of wolves?

Night settles in as you establish camp on the hill. The south and west are well-shielded by trees and thick brush, and rocky formations to the north mean that the only real way into your campsite in from the east.

First watch goes quietly, though the howling of wolves can be heard to the south, and seems to be getting closer.

During second watch (Gyro and Lioslan): the quiet night is broken by the sound of screaming - a feminine voice - and the snarling of wolves. By the Gods, help me! I've been set upon by wolves! You up there, help me!

The voice comes from the road, to the east and down the hill a little. You up there, help me, please!

If someone wants to put forward a watch list, we can move forward, then. I don't want to impose one as it might seem a little railroady - and if something were to happen, it might seem as if I chose those characters specifically.

I'm a little more lenient about resting than some DM's. The thought of a spellcaster having rested for 7 hours 45 minutes and then having that rest interrupted by the stereotypical "Kobold knocking on the door" just seems mean to me. That poor guy wouldn't be able to memorize spells in the morning.

Instead, I'm thinking we'll go for the DnD 5.0 "long rest" type rule:

A long rest is a period of extended downtime, at least 8 hours long, during which the character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than two hours. A long rest can be interrupted by up to one hour of strenuous activity before it's effects are negated and you'd have to start again.

I think it's more lenient and fairer to spellcasters.

Argentia nods. There are eight of us; how would you like to arrange the watch schedule? I prefer last watch myself.

All good DM's request a watch schedule :-) Heck, I should probably ask for a marching order as well!

Survival check: 1d20 + 7 ⇒ (14) + 7 = 21

Argentia gives Lioslan a respectful nod. Well spotted, friend. That looks like a good place to set up camp. Is everyone agreed?

It's mid afternoon by the time you're ready to leave; the sun has peeked out from behind the clouds, as if finally willing to look upon the destruction in the refugee camp. We could have used his radiance earlier; Orcs hate the full light of day. Argentia opines as you're leaving the gates and passing through the refugee camp.

The road itself is well-tended and in constant use; the first five miles are level and time goes quickly. As you get into the foothills, you begin walking up a steady grade which does slow you down slightly. Another three miles and the sun begins to set.

Argentia sets down her pack for a rest and takes a drink of water before surveying the group. I don't know how you lot want to proceed. Night is setting in; it might be smart to find a defensible position and rest till dawn. We're not sure what walks these paths at night, or at least, it's given our armed patrols a wide berth. What do you men think? Whatever your decision, you'll have to be in condition to fight at our destination, should circumstances call for it.

I'm itching to play Pillars of Eternity, but, alas, not going to happen today :-( I really enjoyed DA:I, great game. Didn't play a glam rocker though.

Gyro has contacted me and is still in the game; he's just had some very poor luck with his internet connection.

Hope everyone is having a good weekend; I'll be back Monday morning!

Innocent of Yƻlash wrote:
DM Locke wrote:
Did we lose Gyro?
I worry we may have. Doesn't appear to have been around in over a week. :(

Wiener schnitzel! That must be a record, even for me. Ugh. Okay, well, it sort of dovetails into what I must say next:

I've got a crazy schedule the next few days - this whole weekend I'm going away for a work-related training and each day will be long, with some review and homework in the evenings. So, I'm asking if we can postpone the game until this coming Monday (the 30th). In addition, if we haven't heard from Gyro by that time we'll make a group decision on how to proceed.

Apologies, but I can't honestly say I'll even have external internet access or even access to a computer, for most of Fri-Sun.

I did say that there's a mining camp - certainly, nothing could go wrong on the way there, right? ;-)

What a brutal day! I'll post tomorrow morning. Is it your intention, team, to head straight out for the mines? Some of you might still have some HP damage, spells used up, channels used, etc.

Did we lose Gyro?

Malfell looks down his long nose at Innocent. Your compensation, sir, is 300 gold. If someone else - a grateful family, or a bereaved one - wishes to make recompense to you, then that is fine. Salvage rights from the men at the mine are also acceptable to me. But that is all. Do you perceive weakness in us, then, that you should attempt to alter the deal so?

Morin looks up from his parchment. Were weapons offered earlier, then? Or is this a new development?

Malfell smiles for a moment - looking almost like a predator about to pounce - before calling out. Kindle, lad, go fetch Brother Morin, if you'd be so kind.

Yes, your grace! calls back another voice, youthful, male, before you hear the main door open and shut.

Brother Morin is the head of the .... church of Tyr, here in town. He will help us nail down any details you like, in writing. Malfell swipes at a spot on one of his lapels, looking irritated. Just to clear up any confusion, the rate for this mission is 300 gold EACH. I'd not insult slayers such as yourselves with a pittance for what will be, I'm sure, an important mission.

sense motive: 1d20 + 14 ⇒ (18) + 14 = 32

Malfell sits back and smiles as Kevkas and Dorn speak their piece, but says nothing, instead nodding his head in a very non-committal manner.

A few moments later you hear the front door open - the trod of armoured feet across the wooden floorboards. A young man pops his head into the office - handsome, with a closely trimmed head of brown hair, he smiles genially to the assembled group, though the smile dims somewhat when he looks upon Malfell.

Well, our heroes then, eh? Good to meet ya - I'm Morin, I lead the Even-Handed's temple here in town. Young Kindle says I'm ta help ya with yer contract.... He looks at Malfell again. It's a good thing young Kindle knew ta look fer me on th' field o' battle, DEPUTY MAYOR, rather n' holed up in my office. I was out there fightin', as all goodly folk were doin'.

Yes, yes, admirable... mutters Malfell, his eyes narrowed just a bit. Can we get to business? Your rate has been established. What else do you desire?

The trip back through town to find Malfell leads through a large number of the residents, who had gathered to watch the fight outside the palisades. While most still seem shell-shocked, a number give appreciative nods of the head as you pass, or offer simple thanks for your actions. Lioslan, Dorn and Innocent seem to have caught the fancy of several of the local girls, who congregate close and giggle when they think they've caught their chosen heros' eye. Dargrim and Kevkas get offers from the locals to buy them a drink, if they're none too busy of course. No-one seems to know what to make of Gyro but all seem to appreciate his contributions.

A little girl runs up to Ulciscor and places a single flower - a white and purple orchid - into his hand. Thank you for saving mother and father! she says, her little cheeks red, before turning and running.

Malfell is eventually found (having left the inn) in the town hall building, an unassuming, single storied structure made primarily of wood. His small office smells of tobacco and mold; piles of books and papers dominate the small room, with only the surface of his desk free of any clutter.

He looks up from his book and studies your group closely before speaking. Ahhh, it's the adventurers, back again. Good work indeed, driving away those savages. They prey on the weak, you know, so it's nobody's fault but theirs that the refugees were attacked. Well, perhaps the refugees bear some of the blame as well....

Nonetheless, how can I help? Come to finish our meeting, hmmmm? Hoping for more gold after your display out there?

Ulciscor wrote:

Hey Innocent, your phone has you putting your blade at the orc's left "breastfeeding," while funny, probably not what you were going for.

Gotta love autocorrect. ;-)

We should react maturely to this obvious autocorrect error.

We seem to be on a break! A very temporary one I should hope.

DKFever wrote:
Thorazeen wrote:

I have been rping since d&d 1st edition had come out in the 70's. I as well as many but not all the people I have gamed with have played single class characters. I have played a few computer rp games but prefer table top ones instead. IMO milti classing just seems like number crunching for the sake of having that godly character.

If that's what other people like to play but don't view it the same way as myself I would love to hear why. I am no way saying single class doesn't number crunch either

I like multiclassing, but I'm a minmaxer. Taking a level of oracle to add my cha to my ac instead of my Dex, then 2 levels of pally to do the same to my saves is generally too good to pass up, esp. since I almost always play a summoner. That's just me though :-D

I'm not generally a fan of multiclassing without some sort of good, story-based justification for it. DKFever's example is a good one - I'm sure there's plenty of good, synergistic, system-based reasons for combining summoner, orcale and paladin. But there's no way I'd allow that in my game - you can't dip into a class like paladin like that. Years of combat training suddenly come from where, exactly?

Multiclassing has its place but it has to respect a games' internal consistency. I don't consider it a players "right" at my table when advancing their character.

Hope it goes well! Break a leg?

If you wish to negotiate further, then you will have to talk to Malfell again, as I have no authority to retain you. Is it more money you desire? More information? I have already said I would guide you as best I can to the mines. Looking to Dorn, she winks. Flatterer! But Malfell will never permit all of these desperate souls within the towns defences. Our best hope will be to see if there are volunteers we can now train, from their number, to help enable their own defence. We may not be able to shield all of them but, Helm willing, we can help them defend themselves.

There's still a living (albeit ko'd) Orc left to deal with.

Sorry guys, horrendous day and not a moment to post! Back to it tomorrow morning!

No, you men were hired to find out what is happening at the mine. The Orcs only matter to you if they've done something to our people at the mine. I can track those that have fled here and observe their numbers; you lot have another task ahead of you. Argentia looks to the gate, where a number of people are milling about. We need our people back. And if they're dead, or otherwise lost - we need them avenged.

So, treasure/loot:
- three amply-sized chain shirts
- 4 suits of studded leather
- 3 composite longbows keyed to a +1 str bonus
- 4 falchions
- about a dozen javelins
- three scimitars
- 70 black-fletched arrows
- four cruel looking braided whips
- coinage: 73 gold, 44 electrum, 101 silver and 88 copper (coins of various origin)
- the ko'd sorcerer has an interesting amulet - an open hand, with a jawed mouth enameled in red (religion DC 25 to identify the significance)

Argentia shakes her head. You're not going to get good information from an Orc. At best, he'll threaten to rape you - yes, you men as well - before biting off his own tongue and bleeding to death. And, if you mean to torture them... she shakes her head again, looking away for a moment, ...don't do it in sight of the town. There are many who won't tolerate such actions, even against Orcs.

Argentia sighs. Malfell is the deputy mayor ... but he was not alone in wanting to keep the refugees outside. We have only limited resources. As much as some of us may have wished to help them, there was an even larger number who felt they attracted danger. She looks down at the corpse of an Orc. They may have been right. Bloody arrow tribe. The young warden looks up at the overcast sky. It's not bright out, but still a bold raid on their part.

Volunteers - a surprising number - have started coming out from the gates to help put out fires and assist survivors. The young gypsy dancer and her two companions nod in respect to the members of your party as they make their way through the gate. Vanessa, the barmaid, had been bringing out buckets of water, but quickly intercepts the young gypsy beauty with a passionate kiss, followed by a tight embrace.

Argentia smiles, but it is all too brief as she comes upon an unconscious Orc. Did you ... did you mean to not kill these two? What are you doing?

@ Innocent - not a worry in this situation. You declared just before your group was scheduled to act, which is fine. Declaring two or three groups in advance can potentially cause an issue, as the battlefield could potentially change in that time and then a second post would be required to restate an action. I like organization....

Innocent deftly slips behind the Orc sorcerer and beheads him with his scimitar. The body drops to the ground and the head rolls away, the mouth still trying to articulate one last curse...

Combat is over! Everyone gets 192 xp - well done!

As you survey the battlefield, you observe that the Orcs are in general retreat, the handful remaining fleeing the refugee camp. There is a price to be paid, however - numerous tents and shelters are alight, killing anyone who would have been inside and destroying their worldly possessions. From your vantage point you can see over a dozen dead refugees and several dead guards and volunteers.

Argentia sheathes her sword while approaching. She surveys the dead Orcs, and the refugees you saved. Nice work! I see you men can back up your words with action. This was no full on attack - just an exploratory raid, twenty four or twenty five attackers in all. Bold, though...

@ Ulciscor - thanks for the clarification.

Actions for group A:

Ulciscor channels energy, and the positive energy closes everyone's wounds!

Dorn helps a refugee to her feet and directs her to the gate.

Group B is up next - Dargrim and Innocent.

Yes, I thought the refugee was going to fit within the area of effect for Ulciscor's channeling. He's clearly not, and without line of sight the channel isn't going to affect him, perception roll or no. Can't save em all!

It would be helpful to me if I could have you guys list your targets and specific actions - for example, Lioslan would have had to take a 5 foot step to reach the target of his strike, and Gyro would have had to have charged. Stating your specific target - Orc sorcerer B, for example - will also help to make things smoother and easier.

@ Gyro - adding the bonus to hit from your charge means you hit Orc archer C. I'll roll damage for you.

Actions for group D:

Lioslan steps forward after the retreating orc sorcerer and slashes at him with his curved sword. The blow cuts the Orc's shoulder, drawing forth a grunt of pain!

Gyro charges forth, slamming into Orc archer C and striking him for:
Damage: 1d10 + 7 ⇒ (1) + 7 = 8
The Orc snarls as the gnomish warrior slams his earthbreaker into him. Before he can counterattack, however, Kevkas drives his greatsword down, nearly splitting to monstrous in two!

Actions for group E:

Contrary to what is often beleived, orcs are not entirely stupid, mindless brutes who live for battle. Some are brutes who prefer to live to fight another day. Orc archer A is such an Orc. He surveys the battlefield with his reddish tinted eyes and comes to the conclusion that the numbers are not in his favour. He turns and, taking a withdrawal action, leaves the lone Orcish sorcerer to his fate.

Round 5 is done! Round six, group A - Ulciscor and Dorn - are up next!

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