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Naazza

DaWay's page

FullStarFullStar Pathfinder Society GM. 4,878 posts (8,721 including aliases). No reviews. No lists. 1 wishlist. 16 Pathfinder Society characters. 18 aliases.


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Lantern Lodge

Male

Anders begins to fall into the pit. DC 15 Dex save to catch the edge of the pit or fall 20 feet and take 2d6 ⇒ (3, 6) = 9 bludgeoning damage.

Lantern Lodge

Male

Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, ad the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.

It appears as if the tiles in the middle of the floor are a bit weak and begin to sag as weight is applied to them. You should be nimble enough to skirt around the edges that look like they can support your weight.
DC 10 Acrobatics.

Lantern Lodge

Male

The Inn of the Last Home rests cradled high in the boughs of a Vallenwood tree — as do all the buildings here, for Solace is a treetop town. Warm laughter tumbles from the Inn. The worn steps wind around the heavy trunk up to the familiar, carved door.

The Inn of the Last Home never changes. The polished wooden bar weaves about several living branches. An old man weaves stories in the corner and delights the crowd gathered about him. The delicate windows of stained glass behind the bar are being polished by Otik Sandath, the barkeeper.

He turns and waves, smiling at you, and motions the barmaid in your direction. The low murmur of voices fills the inn. The bartender turns thoughtfully to polish the glasses. At a far table, near the storyteller, a man and a woman sit together and speak quietly. Another man stands beside the now-silent storyteller while a small boy stares thoughtfully into the fire.

The barmaid steps toward you, smiles, and shows you to a table. Something about her seems familiar. The hair? The intelligent glint of her eyes? Could this be Tika, the little girl who swept the tavern floors a short five years ago? The Inn never changes, but surely its people do.

Lantern Lodge

Male

Nothing of note save for piles of rags that serve as clothing for the captives.

Lantern Lodge

Male

No, nothing of note on the bodies save for some crappy armor, and your standard fair for weapons.

Solace
A warm autumn breeze rustles the great Vallenwood trees of Solace. The great road that wanders through the trees blazes in the bright colors of autumn. The richly stained buildings of Solace rest cradled overhead in the boughs of the trees.

Around 500 people live in Solace, not counting the farmers of the outlying fields. The town is built entirely in the huge boughs of
mature Vallenwood trees. These trees grow to their full size very quickly.

Solace is primarily a farming community. It has no local government but is ruled by the Theocracy of Seekers from their central city of Haven, some three days journey to the west. As in all Seeker communities, Solace uses the Emas exchange system for money as well as trading in goods. Precious metals, other than silver, have no use here: bricks of gold may prop open doors or hold down papers.

All services that adventurers expect from a town of this size are available for reasonable rates. The exception is smithwork: Theros Ironfeld, town smith, charges usual rates for work on iron items but, because steel is so valuable, charges extra for weapons. Because he works with precious steel, Theros is the most respected
man in town.

Lantern Lodge

Male

You do find the keys on one of the Redbrands.

Lantern Lodge

Male

Leave initiative alone once it is rolled. In the event of close ties between you and the enemy you may go before or after depending on your actions.

Urgo give me a Charisma check to use the staff. DC 15

Larissa, you declared it first so I was considering it to be your spell slot. Toede was unaffected due to the hit point total.

Where to now? Continuing to Solace?

Lantern Lodge

Yeah, this just doesn't bode well for him running a game either. I am taking the hint and dropping out. Good Luck all.

Lantern Lodge

Male

1d20 + 2 ⇒ (1) + 2 = 3

Between the combined effort of Anders, Drakr and Amber both redbrands go down almost at the same time.

Lantern Lodge

Male

Fewmaster Toede rips the staff of Urgo, a wide smile goes across his face then he races off on his horse where it is almost immediately sent to sleep. (Don't horses sleep on their feet?) Toede sent off balance from the sudden stop flies ass over tea kettle flinging the staff in the mud. He gets up, leaving the staff, and takes off running.

Lantern Lodge

Yeah, I do all mine in Word, so I wouldnt be able to help you.

Lantern Lodge

Male

still waiting for Amber and Drakr, going to give them till after I get off work tomorrow.

Lantern Lodge

Male

Sorry for the delay, I didn't realize it was my turn.

2 of the hobgoblins ran due to Bel's threat.
3 went to sleep from Rael's spell.
Urgo takes down one with a mighty swing.

Rolling again for Bel's advantage 1d20 + 5 ⇒ (17) + 5 = 22
Another gets taken out from Bel's two massive swings of his scimitars.
The last three begin to run

Fewmaster Toede makes one last attempt to grab the staff before taking off on his mount, however being distracted by his men running he is going to have a disadvantage.
athletics: 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (20) + 2 = 22

Lantern Lodge

You could worship whomever you like. I am planning on starting with the first one. If all goes well, I would move to the second and so on but I am not making a commitment to run all of them. Just one at a time.

You would not have any divine spells or be able to channel your divinity powers until you have read the disks of mishakel.

Lantern Lodge

Someone to take the role of cleric when divine magic is restored would be great.

Lantern Lodge

Male

Initiative Order
amber: 1d20 + 2 ⇒ (5) + 2 = 7
anders: 1d20 + 2 ⇒ (13) + 2 = 15
drakr: 1d20 - 1 ⇒ (7) - 1 = 6
JG: 1d20 + 1 ⇒ (13) + 1 = 14
Sahil: 1d20 + 3 ⇒ (8) + 3 = 11
redbrands: 1d20 + 2 ⇒ (19) + 2 = 21

Lantern Lodge

Male

3 of the hobgoblins go down due to the sands of sleep clouding their minds,

Larissa misses.

Lantern Lodge

Male

Appreciated, but I do have a plan.

Lantern Lodge

Male

Giving Urgo advantage for last attack
1d20 + 5 ⇒ (2) + 5 = 7

Same for Bel
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 5 ⇒ (4) + 5 = 9

Lantern Lodge

Male

This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall.

Jelly Gelly moves into the door and finds himself flanked by two Redbrand ruffians who slash and stab at him.
1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (4) + 2 = 6

Lantern Lodge

Male

Moon Dancer 18 fires an arrow but it seems to go wide.

Larissa 13 casts mage armor

Rael 10 will spin around catching 2 of the hobgoblins in the arc of his spell who immediately shield their eyes.

Bel 5 steps forward and lashes out at the HOBgoblins before him but their martial training allows them easily to dodge the attacks of the minotaur.

Hobgoblins 4
randomizing the attacks
1=MD, 2=L, 3=R, 4=B, 5=U
8d5 ⇒ (3, 4, 3, 5, 3, 5, 4, 5) = 32
2 of the blinded hobgoblins move to attack Rael
1d20 + 3 ⇒ (2) + 3 = 51d20 + 3 ⇒ (6) + 3 = 91d8 + 1 ⇒ (6) + 1 = 7 miss
1d20 + 3 ⇒ (5) + 3 = 81d20 + 3 ⇒ (19) + 3 = 221d8 + 2d6 + 1 ⇒ (2) + (5, 5) + 1 = 13 miss
While a third moves to attack
1d20 + 3 ⇒ (13) + 3 = 161d8 + 2d6 + 1 ⇒ (6) + (5, 5) + 1 = 17 hit

Two move into position to attack Bel.
1d20 + 3 ⇒ (12) + 3 = 151d8 + 1 ⇒ (7) + 1 = 8 hit
1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (7) + 3 = 101d8 + 2d6 + 1 ⇒ (4) + (2, 6) + 1 = 13 hit

The last of the group move to grab the Blue Crystal Staff from the one who mentioned he had it.
1d20 + 3 ⇒ (8) + 3 = 111d8 + 1 ⇒ (6) + 1 = 7 miss
1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (9) + 3 = 121d8 + 2d6 + 1 ⇒ (4) + (3, 1) + 1 = 9 miss
1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (17) + 3 = 201d8 + 2d6 + 1 ⇒ (4) + (5, 3) + 1 = 13 hit

Urgo 3 swings but it goes wide.

Fewmaster Toede 2 moves into position away from the bulk of the combat and yells Kill them! Get the staff!

Rael 5/21
Bel 4/25
Urgo 18/31

Bel and Urgo consider yourselves flanking and thus have advantage on your attack rolls.

Lantern Lodge

Yes, looking for 1 more player.

Lantern Lodge

Male

Nothing else.

Lantern Lodge

Male

Just a head's up I am going out of town, until late friday night. So there may not be an update until sometime this weekend.

Lantern Lodge

Male

Larissa, I get the +3 and +2, where did the -1 come from?

Lantern Lodge

Male

The chubby hobgoblin on the horse looks at Urgo in surprise, mouth agape he can barely utter, So you do have it. Onyx, she will be most pleased. Now hand it over. Before they take a step forward, two step back from the massive minotaur in your midst and run. The other eight including the mounted one draw their longswords and begin to encircle you.

Go ahead and roll initiative
hobgoblin: 1d20 + 1 ⇒ (3) + 1 = 4
fewmaster toede: 1d20 + 1 ⇒ (1) + 1 = 2

Lantern Lodge

Male

Amid the bones in each sarcophagus is a platinum signet ring (50 gp)

Lantern Lodge

Sounds fine to me. I can have a character sheet done tonight.

Lantern Lodge

Male

It goes down. You are now out of combat.

Lantern Lodge

The other option is typical medieval character, I call it "Last Soldier of a Forgotten War."

This would be a Variant Human Soldier Paladin going into Bladelock.

He is the youngest of a minor noble, who fell in battle along with the rest of his company. Making a deal with the devil at the crossroads of life and death. He agreed in order to exact revenge on the one that caused his company's death. The deal was not sound on his part, he still retains the burnt flesh of the ordeal and always hides beneath his armor in order to conceal his identity and protect others from the hideous sight he has become. This had the unfortunate consequence of creating an alternate identity as the Last Soldier or Sigil in honor of the battle where he fell.

Lantern Lodge

I will await your answer before I create an alias.

Lantern Lodge

Yeah, i'll join if there's room. Might take me a day or so to make the crunch of the character. The weekend for the fluff.

Looks like the group could use some ranged support, perhaps a blaster.

The character I have in mind comes from a middle eastern setting (much like Al-Qadim) can we implant something like that into this game?

Lantern Lodge

Male

Bel: 1d20 ⇒ 4
Larissa: 1d20 ⇒ 12
Moon: 1d20 ⇒ 11
Rael: 1d20 ⇒ 9
Urgo: 1d20 ⇒ 6

Geez. I was hoping to get a 1 or a 20 to reward that staff, but congrats Urgo I am awarding you the blue crystal staff McGuffin. For the simple fact of your alignment is the only one that matches the staff.

I am working on the 5e version. The following is the 1e version.

This staff is carved from a single piece of blue crystal. It is about 5 feet long and has a 2-inchdiameter shaft. The ornamentally bladed head of the staff bears a gem in its center

Although you do not remember, a manifestation of the Goddess Mishakal gave you the staff. It is an intelligent artifact of Lawful Good alignment and has an Ego of 10. It can only be used by those of its alignment; others who try to wield the staff take 4d6 points electrical damage. A Lawful Good person may use the staff to heal the electrical damage it has caused. The staff has the following
powers:

1. Strikes as a staff of striking (1-3 charges per
use).
2. Casts any of the following clerical spells (2
charges per level of spell):
1st level: command, cure light wounds,
remove fear
3rd level: continual light, cure blindness,
cure disease, remove curse
5th Level: cure critical wounds, raise dead
7th level: restoration, resurrection.
3. Teleports (at its own discretion, using 15
charges).

4. Deflects dragon breath weapon in a 10’
radius (10 charges per use).

The staff holds up to 20 charges at a time. It
regains one charge/day from the combined
influences of Krynn’s three moons, but it can
be recharged immediately and completely at
the statue of Mishakal (46b). Upon completion
of the Quest for the Disks of Mishakal,
the staff becomes part of the statue again.

Lantern Lodge

Male

It is currently the 13th of the Autumn Harvest. You are currently on the road to Solace through the Darken Wood.

The air surges fierce and sweet, carrying the clear musk smell of the woodlands. The soft murmur of stirring leaves, of insects, and of small animals fills the landscape. The clear highland sky blushes with the end of day and fades into starry sleep. This is home.

From this rock outcropping the valley below seems peaceful, untouched. Dense forests of pine carpet the mountainsides, varied only by thick aspen woods. The mountains, deep blue in the distance, circle the valley floor and form a soft highland bowl.

It is a wonder that any beautiful places are left in the world. Before the Cataclysm, the days were calm and ordered; nothing was unexpected. Now the world is changed: its change has taught two great lessons

First, no beauty not even that in this valley is safe. All the riches of the past could not protect the ancient peoples. Gold has no value in the world now: it is too soft for swords or armor. Steel is the most valued metal of all, though each small kingdom has its own currency and
exchange.

Secondly, no magic lasts forever: true clerics cannot be found, nor have clerics with miraculous powers been known to exist since the time of the Cataclysm nearly 300 years ago.

Five years ago, you and your friends parted to search for a true cleric. Tonight, you meet on the road to Solace Town and None of you have found any sign of true clerics through all your travels.

The bushes to your left rustle. Suddenly, dark shapes scurry from the woods on both sides of the road. Their yello wgreen skin pales against their heavy black armor; their twisted faces glare from the evening darkness. They crouch in a large circle about you, well beyond sword range.

A stout pony struggles up onto the road, sagging beneath a flabby figure much the same, although larger, than those who surround you. The pony rider suddenly turns his head toward you and yells, Onyx demands the blue crystal staff! Forfeit the staff now or die!

Lantern Lodge

Male

Things to remember:

1. Gold has no value in this world. Each place
has its own currency and its own values for
trade. What one country values may be worthless in
another.

2. Clerical spells have not existed for nearly
300 years. Some people still call themselves
clerics, still belong to worshipful orders; however,
all of these have turned their backs on
the true gods in search of other, less demanding
gods (which do not exist). These pseudoclerics
use the same combat table as true clerics
but have no spell abilities. PC clerics brought
into Krynn from other campaigns lose their
spell-casting abilities at once. Never fear: it is
the goal of this adventure to regain these abilities.

3. No dragons have existed in Krynn for over
1000 years. As a result, most people in this
world smile when dragons are mentioned,
believing they are only folktales to frighten
children. Few believe that dragons ever did
exist; almost nobody believes that they exist
now.

Lantern Lodge

1 person marked this as a favorite.
Male

dead. again. The only one left is the one with 12 damage.

Lantern Lodge

Male

No david barker update, though if he PMs me I will give him a chance. Thank you all for be so patient. I will start the game sometime tonight.

Lantern Lodge

david barker I feel as if I have been extremely patient with you. I feel as though I am forced to give you a time limit, so please have your character done by 1630 EST or I will be forced to start the game without you.

Lantern Lodge

Male

1d20 - 1 ⇒ (12) - 1 = 11 Skeleton (12 damage)
1d20 - 1 ⇒ (17) - 1 = 16 Skeleton (10 damage)

One skeleton moves away there other attacks JG with it's rusty sword.
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (5) + 2 = 7

Lantern Lodge

Male

Solace is a decent size and where the adventure will begin, Haven is SW of there and darken wood and NE of the qualinesti's realm.

Personally I would recommend one of those two, Solace used to be the capital of the qualinesti before the elves chose to let it go due to frequent raids and have taken Qualinost as their capital. Solace sports some elven architecture.

Lantern Lodge

Male

just giving you guys a heads up that I am waiting for david barker to finish his character then we can officially start.

Lantern Lodge

Male

just waiting on drakr

Lantern Lodge

Male

Amber downs one skeleton, Anders severely injures another.

Lantern Lodge

Male

As Jelly Gelly approaches the crypts three of the skeletons rise their swords in hand ready to strike.

Initiative Order
amber: 1d20 + 2 ⇒ (17) + 2 = 19
anders: 1d20 + 2 ⇒ (13) + 2 = 15
drakr: 1d20 - 1 ⇒ (1) - 1 = 0
JG: 1d20 + 1 ⇒ (2) + 1 = 3
Sahil: 1d20 + 3 ⇒ (2) + 3 = 5
skeletons: 1d20 + 2 ⇒ (20) + 2 = 22

Two approach Jelly Gelly, one in front and the other behind. The third attacks Anders

On Jelly Gelly
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (2) + 2 = 4
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (2) + 2 = 4

On Anders
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (3) + 2 = 5

Lantern Lodge

Male

So what has everyone been doing the last five years?

The answer to this might help influence who gets the blue crystal staff.

Lantern Lodge

How's the character creation coming david barker?

Lantern Lodge

Sounds good.

Warlock is a Soldier V. Human Paladin Bladelock with the concept of "Last Soldier of a Forgotten War"

the sorcerer is a Urchin Half-Elf Brass Dragon Sorcerer/ Wizard Evoker who is a young upstart from a middle eastern locale.

Lantern Lodge

Male

Area 4. Tresendar Crypts

Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.

Lantern Lodge

Male

I will post the ones that affect you, as the players, later today or tomorrow.

Lantern Lodge

Male

where are you guys wanting to head now?

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