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Anders will attack the hobgoblin on him
Jelly Gelly kills another goblin
The Hobgoblin on Sahil moves to Jelly Gelly
HG1 J 1d20 + 3 ⇒ (20) + 3 = 232d8 + 4d6 + 1 ⇒ (7, 6) + (6, 5, 3, 3) + 1 = 31 hit
Anders (21 damage)
There are bridges connecting the swamp, sorry but I'm gonna have to railroad you here.
Looking over at the waters, Green scum covers the dark swamp water. Sour, metallic smells float on the air. Approaching the bridge, you notice that thick vines, woven into strong ropes, stretch like a long spider web between two section of land. Each end is knotted around several ironclaw trees. Slimy mosses cover the ropes.
Go ahead and give me an Acrobatics check on the bridge.
The Journey takes you two days.
The grasslands soon turn to burned stubble underfoot. For miles, the once grassy plains are charred. The ashy taste of scorched earth laces the air. Large, heavy creatures have trampled the ground everywhere.
Here in the canyons of the Forsaken Mountains, a lonely ancient road lies broken and abandoned. Yet the grasses and weeds growing between the broken stones of the road are trampled flat. A cold wind dives.
Grassland plains sprawl for miles east of the Sentinel Mountains. Their brown grasses bend in a fall wind turned suddenly cold.
A forest of Ironclaw trees stretches eastward to the Newsea. Beneath an umbrella of branches, the streams of the Forsaken Mountains crawl through a spongy swamp. Still waters encircle islands of soggy ground. The landscape extends into the swamp and its darkness.
Arrival at the swamp ruins.
Drakr will miss with his swing
HG1 S 1d20 + 3 ⇒ (19) + 3 = 221d8 + 2d6 + 1 ⇒ (6) + (3, 3) + 1 = 13 hit
Anders (17 damage)
Going to try to get to the dungeon crawl aspect this week, I am shortening the story in the meantime.
In the midst of a rolling plain, three roads converge. At their intersection, a single stone pillar points the directions to Queteh, Que-kiri, and Que-Shu. Cold wind swirls about the stone; a single hawk circles
Sahil once again targets the same goblin.
Drakr's spectral warhammer takes care of the archer targeting 1d3 ⇒ 3 the archer on Jelly Gelly, knocking him to the wall in a sickening thud.
@drakr: Yes, that's fine.
Jelly Gelly, you have 2 goblins attacking you, if you move to the next nearest. You will incur to opportunity attacks or you can attack the ones attacking you. Your post is confusing me a little.
GA1 J 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (2) + 2 = 4 miss
G1 (4 Damage) S 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (3, 5) + 2 = 10 hit
HG1 S 1d20 + 3 ⇒ (4) + 3 = 71d8 + 2d6 + 1 ⇒ (6) + (5, 2) + 1 = 14 miss
Anders has taken 26 damage and narrowly misses a goblin as his swing goes wide after taking an arrow in the trap. muscle, followed by a cleaving chop by a hobgoblin.
Drakr has taken 10 damage heals JG's wounds, and then is clobbered by a hobgoblin.
Jelly Gelly has taken 0 damage lops off a goblins head with one clean cut.
Sahil has taken 29 damage getting an arrow deep in the thigh followed by a stab in his left flank.
Drakr, I hate to point this out but it came up in a home game recently.
From the PHB
Ruling is that you can't cast two spells in a round unless it is a cantrip. Since Spiritual Weapon is level 2 and Cure Wounds is level 1 you cannot take those actions.
While I understands it limits the game it also cuts down the power curve to keep martial and spell casters more in line with one another.
I'll go ahead and post for Sahil as he is away on holiday. If you are back on and want to change the action let me know.
The sailor takes aim and releases with a shot expending a superiority dice to ensure his survival, 1d20 + 1d8 + 7 ⇒ (7) + (8) + 7 = 22 nailing the goblin threatening him square in the chest for 1d6 + 3 ⇒ (1) + 3 = 4. The goblin moves at the last second reducing the hit to but a scratch.
He takes a calming breath in order to steel himself against the oncoming challenge. Second Wind 1d10 + 3 ⇒ (1) + 3 = 4, not having enough time to properly center himself a swigs a potion and tosses the empty vial on the ground. 2d4 + 2 ⇒ (4, 4) + 2 = 10
Sahil now has a total of 14 damage.
I was running with the assumption that there was a long rest in between
anders: 1d20 + 2 ⇒ (9) + 2 = 11
Upon hearing the yips and howls you are beseiged upon. As goblin archers flood out of the archer posts to the NE and SE. Two each firing an arrow at each of you.
GA1 JG 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (3) + 2 = 5 miss
Three Goblins enter from the South closing the ranks attacking 3d4 ⇒ (4, 3, 3) = 10. Sahil drawing the attack from one while the other two close in on the big man, Jelly Gelly.
G1 Sahil 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5 miss
And from the North comes the challenge as four hobgoblins move to attack those who would intrude upon their territory, as one closes on each of the intruders.
HG1 Sahil 1d20 + 3 ⇒ (16) + 3 = 191d8 + 2d6 + 1 ⇒ (7) + (6, 6) + 1 = 20 hit
Anders has taken 12 damage
[ooc]Sorry been busy with overtime, it was a choice between more money and online games, money won. Sorry, I'm a sell-out I know it.[ooc]
Advancing in, Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the sourthern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
The serenity is broken by barks and yips heard earlier in the cave, then the moment of epiphany hits you. There are goblins warning others.
Theros says, That old place in the swamp? Why would anyone want to go there?!?
Turning to Moon-Dancer, Whatever that staff is, it's important you better find out if it was entrusted to you. The Seekers? He starts to laugh heartily, deep from the belly. Haven't you learned the seekers don't seek so much now as they try and dictate. The seekers may have once been privy to estoric knowledge but there only concerns now are the latest fashions and the newest plays.
encounter: 1d20 ⇒ 12 no encounter
A day of hiking and you approach the castle. A long trudging, damp walk. The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down the terrace.
After dropping Iarno Albrek off both Townmaster Harbin Wester and Sildar Hallwinter want to discuss something with you.
Townmaster Harbin Wester wants you to seek out an orc encampment near Wyvern Tor and chase the orcs away from the area. To get there he says to head east of the Triboar Trail.
Sildar Hallwinter wants you to find Cragmaw Castle, search for Gundren Rockseeker, rescue the dwarf and retrieve his map.
Sildar will also reward your group with 200 gp for eliminating the Redbrand threat.
In a final blow, Urgo dispatches the Draconian severing the top of his head from the rest. Instead of dropping his body starts convulsing violently, then it erupts in an explosion of acid. DEX DC 12 for half 3d6 ⇒ (6, 5, 5) = 16
Bel lands a blow with his weapon (12 damage)
Urgo connects with a devastating hit (19 damage)
Bel gores the Draconian (7 damage) who will forgo his attack with a sword in an attempt to bite down on the back of the neck of the Bovine-like beast.
Urgo manages to push past the dragon hide and cuts into the draconian.
The draconian breathes in deep and exhales a poison cloud.
Bel is met once again with the sting of steel and the gnashing of teeth.
Sorry if anyone goes down but I did warn you that this was meant solely to be a chase scene to avoid the draconians/hobgoblin
Rael you can see Urgo combating a Draconian by himself as well as Rael about 120 apart two streets over.
Urgo misses with his attack. The Draconian responds in kind with an attack and then a bite.
1d20 + 5 ⇒ (12) + 5 = 171d8 + 2 ⇒ (1) + 2 = 3
Same attacks on Bel.
1d20 + 5 ⇒ (1) + 5 = 61d8 + 2 ⇒ (6) + 2 = 8
Rael takes a group with him.
Larissa and Moon-Dancer are successfully hidden.
Bel makes a successful attack going through the throng of pursuers. The will catch up and attack Bel if they don't slip.
Urgo manages to make it further down the street.
Hobgoblin dex save 1d20 + 1 ⇒ (3) + 1 = 4 The hobgoblins miss and are out of the chase.
Draconian dex save 1d20 + 1 ⇒ (17) + 1 = 18 the draconians split and one heads towards Urgo the other after Bel.
You are down to two pursuers.
Wis: 1d20 ⇒ 4
Urgo moves the cart without a problem.
Rael in a clever use of his illusions manages to get a group of nine chasing after him. Dashing to catch up.
Rael gain an inspiration.
complication group 1 (Rael) : 1d20 ⇒ 9 An overzealous hobgoblin guard attempts to intercept you. Swinging his longsword as you go by 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (6) + 1 = 7 Rael expertly ducks the swing and continues on his path.
complication group 2 (Others): 1d20 ⇒ 5 The muudy group beneath your feet is slippery with rain and mud. Make a DC 10 Dexterity save or fall prone.
Another series of lost posts, this is pissing me off....
Redbrand 1 (dead) due to a crossbow bolt.
Waiting on two rounds from Anders, and a round from drakr
Redbrand 3 attack on Anders (could be negated if he hits AC 14 for 9 damage)
Redbrand 4 attack on drakr
Sorry, I should have been more discriptive. You are in an urban environment. There are empty vendor stalls all around so if you wanted to create an obstacle I will require an athletics roll to represent you pulling some crates, knocking some jars in the way, sudden turns, etc. It will require them to get an equal Athletics roll or better. You can set the DC lower if you want. Those who are now following behind the pursuers will be required to make the same roll or a similar one to represent finding a new path.
argh, lost the post for the third time
redbrand 1 9 damage