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Naazza

DaWay's page

FullStarFullStar Pathfinder Society GM. 4,726 posts (8,519 including aliases). No reviews. No lists. 1 wishlist. 16 Pathfinder Society characters. 17 aliases.


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Lantern Lodge

Male

So far its one vote Sleeping Giant, one vote Stonehill.

Lantern Lodge

Male

You are correct Anders

Lantern Lodge

Male

you have 39.5 gold to spend. Mark down your purchases on the next sheet.

End of Discussion.

Lantern Lodge

Male

That sounds more reasonable than two crossbows. Shall we say you keep the case of bolts strapped to your shield. That makes sense thematically as you won't have to reach around to grab the bolt after every shot.

Lantern Lodge

Male

As far as I am concerned it's a five person party now since it's been over a week without a peep from Arek Hai. You can split the new money obtained 5 ways however, the 9.5 from the previous part is your cut, Arek Hai still has that.

Lantern Lodge

Male

1 was used. There is one left. Feel free to discuss who keeps it. If there are multiple people who want it I will roll for you to determine who keeps it. But we are all adults (or at least act like it) I expect you to be able to work it out amongst yourselves.

Lantern Lodge

Male

I will give you my information to fill out on the logsheet. No problem.

Dale Ross
3203761754
0 Renown
375 XP
I believe it is 600 cp, 110 sp, 40 gp split (100 CP, 18.33 SP, and 6.67 GP or 9.5 GP total for the first part.)
10 downtime days (don't forget to take out your lifestyle costs)

Lantern Lodge

Male

Oh thank you! Says the proprietor about 35 years old. I am Linene Graywind, I had believed that those damn Redbrands had taken the goods like they have so many others. Those ruffians are trouble and if I were you I would avoid the Sleeping Giant tap house. After all, it's where they rest. If you need to resupply your weapons or need new ones or armor. Let me know. I have you covered. She drops a pouch in Sahil's hand, For recovering my goods

Inside the pouch is 50 gp to split.

Be sure to reference the Phandalin map above for any other locations you wish to visit in town.

Lantern Lodge

Male

You also have the stuff for Barthen's Provisions. It was in your wagon after all. I will sum each of them up for you, there is additional stuff to uncover, I am just setting the scene to cut down on time spent in this chapter.

Barthen's Provisions is the biggest trading post in Phandalin. It's shelves stock mostly ordinary goods and supplies. The proprietor is Elmar Barthen, a lean and balding human male shopkeeper of fifty years with a kindly manner. He employs a couple young clerks, Ander and Thistle, who help unload your wagons, and who wait on customers when he isn't around.
Upon your arrival the clerks unload your cart will Barthen gathers your coin. You each gain 10 gp
He looks at you, Where is Master Gundren? I was so looking forward to discussing the mine with him?

Lionshield Coster.
Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it.

Stonehill Inn.
In the center of the town stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.
The proprietor is a short, friendly young human male named Toblen Stonehill. Sildar speaks with him, and secures your coin he promised 50gp to split

Lantern Lodge

Male

Metagame notations, the lost map is not in the cave.

Everyone rests, some more than others with Jelly Gelly searching the caves will into the night.

Consider yourselves back to full health.

Part Two: Phandalin
The year is 1485 Dale Reckoning. It is currently the 9th day on the second tenday in the month of the Summertide. It is sunny and humid in the high 70's right now.

The rutted track emerges from a wooded hillside, and you catch your first glimpse of Phandalin. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins-crumbling stone walls covered in ivy and briars- surround the newer houses and shops. Showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street of sorts as it climbs toward a ruined manor house on a hillside at the east side of town.
As you approach, you see children playing on the town green and townsfolk tending to chores or running errands at shops. Many people look up as you approach, but all returns to their business as you go by.
Sildar seems much more at ease.
My friends, he says, let us secure lodgings. I'm told the local in is very quaint.

Lantern Lodge

Male

It has been over a week since Arek has posted anything. I'm going to consider this a five person party until I hear otherwise.

Lantern Lodge

Male

75 from previous plus 275 from this portion puts you at 350. More than enough to advance a level.

Lantern Lodge

Male

By the time you go back to get a cart, load it up, and make your way back to the path, I am going to call it dark. Do you want to press on the last bit at night or make camp and rest to recover some hp?

Lantern Lodge

Male

Just a reminder this is Adventurer's League so hit points are half+1+con mod for hp.

Also as a courtesy to me. Please let me know if you are intended to multiclass or go up in your current class.

Lantern Lodge

Male

the final bolt pierces the goblin's heart, dropping him lifeless to the ground.

After a few minutes of searching you are sure that you have cleared the threat from the caves. No sign of the map Sildar mentioned.

275 exp.

On to Phandalin? Are you going to get a cart and load up the crates you found?

EDIT: Loot Reminder.
600 cp, 110 sp, 1 potion of healing remaining, a jade statuette of a frog with tiny golden orbs for eyes (40 gp).

Current Health
Drakr 5/11
Anders 13/14

Lantern Lodge

Male

1d20 + 2 ⇒ (5) + 2 = 7
1 damage

Lantern Lodge

Male

I believe I have given Arek ample opportunity.
Arek attacks as well, 1d20 + 5 ⇒ (5) + 5 = 101d8 + 3 ⇒ (4) + 3 = 7

Arek misses and the goblin retaliates against him
1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (4) + 2 = 6

Everyone my post.

Lantern Lodge

Male

Two down, waiting for Arek Kai.

Lantern Lodge

Male

One down.

Lantern Lodge

Male

The stream passage continues up beyond for another set of uneven steps ahead, bending westward as it goes. The waterfall sounds out from the larger cavern behind you.

You eventually make your way to another cavern in which three more goblins wait for you.

1d20 + 2 ⇒ (6) + 2 = 8
amber: 1d20 + 2 ⇒ (13) + 2 = 15
anders: 1d20 + 2 ⇒ (13) + 2 = 15
arek: 1d20 + 1 ⇒ (20) + 1 = 21
drakr: 1d20 - 1 ⇒ (2) - 1 = 1
JG: 1d20 + 1 ⇒ (20) + 1 = 21
Sahil: 1d20 + 3 ⇒ (1) + 3 = 4

It looks like Ambers, Anders, Arek, and Jelly Gelly go before the goblins.

Lantern Lodge

Male

Goblin dex save 1d20 + 2 ⇒ (11) + 2 = 13

The goblin narrowly avoids the column of flame only to take a crossbow bolt in the temple.

Combat over.

Lantern Lodge

Male

There is a lone goblin on your side of the bridge, obviously keeping an eye out for any intruders.

goblin: 1d20 + 2 ⇒ (16) + 2 = 18
amber: 1d20 + 2 ⇒ (14) + 2 = 16
anders: 1d20 + 2 ⇒ (6) + 2 = 8
arek: 1d20 + 1 ⇒ (17) + 1 = 18
drakr: 1d20 - 1 ⇒ (16) - 1 = 15
JG: 1d20 + 1 ⇒ (4) + 1 = 5
Sahil: 1d20 + 3 ⇒ (15) + 3 = 18

He fires an arrow at Jelly Gelly
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (6) + 2 = 8

Lantern Lodge

Male

He is being completely honest with you. There is a passage, a bridge, and the stream.

Lantern Lodge

Male

The human male, nearly in his 50's Never in all my times in the Griffon Cavalary. I...I...All I know is that Klarg had orders from Black Spider to waylay Gundren and his, us. The goblins said that the Black Spider wanted Gundren brought to him. Have you seen my map? No, the goblins must have sent it with Gundren to the Cragmaw Castle. Look I don't know about you but I inted to continue to Phandalin, I need to meet my contact Iarno Albrek. Here's the deal, you provide escort and I'll pay you.

Lantern Lodge

Male

Need to go back, with the crates and supplies it's going to be too much to carry.

Lantern Lodge

Male

and the last goblin goes down.

combat over.

Lantern Lodge

Male

Miss

Lantern Lodge

Male

miss, miss, miss

Anders, Arek, Sahil please post your actions.

Lantern Lodge

Male

That was weird. Arek chimes in on the taking the chests which wasn't discussed at all but doesn't take the combat actions required. Botting him and Sahil.

Arek will move to attack the tough goblin
1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (2) + 3 = 5 miss

Sahil will fire two bolts at the tough goblin.
1d20 + 7 ⇒ (5) + 7 = 121d6 + 3 ⇒ (4) + 3 = 7 miss
1d20 + 7 ⇒ (13) + 7 = 201d6 + 3 ⇒ (2) + 3 = 5 hit.

The tough goblin goes down.

The other drops his shortbow and pulls a scimitar to attack drakr
1d20 + 4 ⇒ (17) + 4 = 211d6 + 2 ⇒ (3) + 2 = 5

You guys are up, first come first acts.

Lantern Lodge

Male

I have no problem with that as long as the majority of the other players agree.

Lantern Lodge

Male

This information should have been given to you in the beginning. I apologize I neglected to post it.

Meet Me in Phandalin:
The characters are in the city of Neverwinter when their dwarf patron and friend Gundren Rockseeker, hires them to escort a wagon to Phandalin. Gundren has gone ahead with a warrior Sildar Hallwinter to attend to business in the town while the character follow with the supplies. The characters will be paid 10 gp each by the owner of Barthen's Provisions in Phandalin when they deliver the wagon safely to that trading post.

Lantern Lodge

Male

RETCON: in the crates appears to be some stolen provisions. The chest contains 600 cp, 110 sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes. The frog statuette is small enough to fit in a pocket or pouch.

I apologize for not answering in my previous post. I was to busy thinking of ways to describe the action going on.

Lantern Lodge

Male

5e seems to be the most lethal version yet. Between this and my TPK at my table yesterday I've never had this many character deaths in the first couple combats.

Usually first level parties walk all over the 1/2 CR challenge creatures.

I am still a little disappointed I wasn't able to use Klarg to his full potential.

Lantern Lodge

Male

Anders by my count you are 3 hp

Anders rears back to bring his axe onto the goblins head, however the goblin quickly cuts him. A deep gash below the floating ribs.

Jelly Gelly takes advantage and clubs the goblin on the head. However he is made of tougher stuff than the rest and takes the damage in stride. 7 damage

Drakr charges into the fray and knocks on goblin out cold and manages to strike the shoulder of another. One dead, 5 damage to the other

Amber strides into position, the armor rustling with his every step, and quickly unleashes the fury of the volcano contained in the heart of his dwarven brethren. The flames erupt from his hand consuming three foes in a wide fan.

1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (15) + 2 = 17

All three go down, almost in unison
Three dead

In case you need a head count. One tough goblin on Anders. One damaged one on Drakr all others are out of play.

EDIT: Waiting for Sahil and Arek

Lantern Lodge

Male

The one closest to you moves to attack Anders.
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (5) + 2 = 7

Arrows are fired at the rest...
1. Amber 2. Anders 3. Arek 4. Drakr 5. Jelly Gelly 6. Sahil
5d6 ⇒ (2, 1, 6, 4, 6) = 19

Attack on Anders: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (3) + 2 = 5
attack on Amber: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (1) + 2 = 3
attack on Drakr: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (2) + 2 = 4
attack on Sahil: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (1) + 2 = 3
attack on Sahil: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (2) + 2 = 4

Lantern Lodge

Male

Moving down the steep natural stairs you emerge into a large cave divided in half by a ten-foot high escarpment. The air is hazy with the smoke of cooking fire, and pungent from the smell of poorly cured hides and six unwashed goblins who are ready and waiting for you from your previous entanglement with the hobgoblin.

Five goblins are tending the fire in the lower part of the cave, while one is near you, sword drawn, and eyes trained on you with vile intent.

A human is held prisoner in the chamber, securely bound on the southern ledge of the cavern. He shows signs of physical abuse and dry blood is plastered across his bruised skin and tattered garments. You recognize him as Gundren Rockseeker's partner Sildar Hallwinter.

goblin: 1d20 + 2 ⇒ (20) + 2 = 22
amber: 1d20 + 2 ⇒ (9) + 2 = 11
anders: 1d20 + 2 ⇒ (14) + 2 = 16
arek: 1d20 + 1 ⇒ (2) + 1 = 3
drakr: 1d20 - 1 ⇒ (19) - 1 = 18
JG: 1d20 + 1 ⇒ (5) + 1 = 6
Sahil: 1d20 + 3 ⇒ (9) + 3 = 12

Lantern Lodge

Male

yes, the stairs are the only other exit.

Lantern Lodge

Male

So there are the crates/sacks/chests, the fissure where you climbed up from and the stairs down, or you can chance it and rest. All I need to know are your actions.

Lantern Lodge

Male

...and the wolf goes down with a yelp.

Lantern Lodge

Male

Amber misses the wolf.
Drakr misses the goblin with his first swing, however on the backswing he manages to catch the goblin in the back of the head. Sending him sprawling behind him.
Sahil launches two more bolts killing the last of the goblins.
Arek chooses to punish the last of the rivals to his legitimate business endeavor and catches the wolf with his axe.
Jelly Gelly also swings at the wolf, the last of the enemies, but misses.

Waiting for Anders.

The piles of sacks and crates are marked with the image of a blue lion- the symbol of the Lionshield Coster, a mercant company with a warehouse and trading post in Phandalin. There is a chest that is not marked.

Lantern Lodge

Male

With a quick swipe, Anders takes half of the hobgoblins head off. Leaving him to utter the words, Puny Humans before he drops to the ground.

The wolf moves to attack Anders.
1d20 + 4 ⇒ (13) + 4 = 17 for 2d4 + 2 ⇒ (2, 4) + 2 = 8 and you need to make a Strength saving throw DC 11 or be knocked prone.

The goblins fire their short bows at Anders, fearful they are next after their leader was taken out.
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (2) + 2 = 4
1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (1) + 2 = 3

I believe all of you caravan guards are up.

Nice job on the roll, Anders. The hobgoblin in tandem with the wolf is quite a pair.

Lantern Lodge

Bard:
True Neutral Half –Elf Female
Charlatan Bard 1

Medium Sized Humanoid
Armor Class: (14); Hit Points: (9)
Inspiration: 0
Speed: 30 ft.; Senses: Darkvision 60’; Passive Wisdom (Perception) 10

Strength 10 (+0)
*Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 08 (-1)
*Charisma 16 (+3)

Proficiencies
Bonus: +2
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Disguise Kit, Forgery Kit, Dulcimer, Lyre, Flute
Saving Throws: Dexterity +5, Charisma +5
Skills: Deception +5, Intimidation +5, Insight +1, Performance +5, Persuasion +5, Sleight of Hand +5, Stealth +5
Languages: Common, Elvish, Sylvan
Feature: False Identity
Feats: None

Class & Racial Traits
Spellcasting, Bardic Inspiration (d6 3/lr)
Darkvision, Fey Ancestry, Skill Versatility, Languages

Spellcasting
Attack Modifier +5; DC 13
Cantrips Friends, Vicious Mockery
First (3 Slots) Charm Person, Disguise Self, Silent Image, Sleep

Weapon/Attacks
Dagger +5 (1d4+3 P)
Rapier +5 (1d8+3 P)
Unarmed +2 (1 B)

Equipment: Rapier, Diplomat Pack, Dulcimer, leather armor, dagger, a set of fine clothes, a disguise kit, a signet ring of an imaginary duke, a belt pouch containing 15 gp
Trinket: A fragment of a beautiful song, written as musical notes on two pieces of parchment.
Lifestyle: Comfortable

monk:
Level 1; XP 0/300
True Neutral Half- Moon Elf Male
Hermit Monk 1

Medium Sized Humanoid
Armor Class (16); Hit Points (9)
Inspiration: 0
Speed: 30 ft.; Senses: Darkvision 60’; Passive Wisdom (Perception) 15

*Strength 13 (+1)
*Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 08 (-1)
Wisdom 16 (+3)
Charisma 10 (+0)

Proficiencies
Bonus: +2
Armor: None
Weapons: Simple weapons, shortswords
Tools: Herbalism kit +2
Saving Throws: Strength +3, Dexterity +5
Skills: Acrobatics +5, Athletics +3, Insight +5, Medicine +5, Perception +5, Religion +1
Languages: Chondathan, Common, Dalespeak, Elvish, High Shou
Feature: Discovery
Feats: None

Class & Racial Traits
Unarmored Defense, Martial Arts
Darkvision, Fey Ancestry, Skill Versatility, Languages

Weapons/Attacks
Darts 5 (1d4+3) (00000|00000)
Shortsword 5 (1d6+3 piercing, finesse, light)
Unarmed 5 (1d4+3 bludgeoning)

Equipment: An Explorer’s Pack, a scroll case full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, 5 gp,
Trinket: A diary written in a language you don’t know.
Lifestyle: Poor

Age Height: 5’08” Weight: 165 Lbs
Eyes: Blue-Green Skin: Tanned
Hair: Short Cropped Dirty Blonde

Life of Seclusion: I was a pilgrim in search of …
Suggested Characteristic: I am utterly serene, even in the face of disaster
Ideal: If you know yourself, there’s nothing left to know
Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw: Now that I’ve returned to the world, I enjoy its delights a little too much

I'd prefer not to make an alias until I am in a game.

Lantern Lodge

Contemplating creating a Monk or Bard (my two favorite classes) is there a particular slot that needs to be filled.

Both are Half-Elves.

The monk would be the last in line for a throne or barony or something and got into trouble when he was younger and spent years in the Himalayan equivilant seeking the all elusive spiritual enlightenment. Kinda of a Batman/Arrow character but less planny and virtually no gadgets. Hermit background.

The bard would be a lore bard with the charlatan background. She would work the inside jobs for a secretive organization. Gathering intel, stealing, and assassination jobs. Kind of a Catwoman/Black Widow character.

Lantern Lodge

Male

If you are viewing the map as the top being north, yes. Remember a couple of posts ago I indicated that north was down.

Lantern Lodge

Male

Everyone is going to be assumed to make it up the rope safely. In this room sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.

In this room there is a bugbear wielding a longsword, alongside a mangy looking wolf, and two goblins. The bugbear roars, Who dares defy Klarg!?

hobgoblin: 1d20 + 1 ⇒ (17) + 1 = 18
wolf: 1d20 + 2 ⇒ (16) + 2 = 18
goblins: 1d20 + 2 ⇒ (16) + 2 = 18
amber: 1d20 + 2 ⇒ (7) + 2 = 9
anders: 1d20 + 2 ⇒ (19) + 2 = 21
arek: 1d20 + 1 ⇒ (15) + 1 = 16
drakr: 1d20 - 1 ⇒ (4) - 1 = 3
JG: 1d20 + 1 ⇒ (12) + 1 = 13
Sahil: 1d20 + 3 ⇒ (13) + 3 = 16

Anders your up, then baddies, then the party

Lantern Lodge

Male

both Anders and Jelly Gelly make it halfway up the fissure while Amber debates the merits of clearing out the hideout.

Lantern Lodge

Male

...and the last wolf goes down still chained to the stalagmite. You can choose to either follow the stream or there is the fissure which would require a climb.

Lantern Lodge

Male

Guess we are going to initiative

amber: 1d20 + 2 ⇒ (18) + 2 = 20
anders: 1d20 + 2 ⇒ (2) + 2 = 4
arek: 1d20 + 1 ⇒ (16) + 1 = 17
drakr: 1d20 - 1 ⇒ (1) - 1 = 0
JG: 1d20 + 1 ⇒ (13) + 1 = 14
Sahil: 1d20 + 3 ⇒ (11) + 3 = 14
Wolves: 1d20 + 2 ⇒ (3) + 2 = 5

Arek lifts his axe high and brings it down. Chopping the head off one of the wolves. Sahil launches two more bolts, kill another wolf. There is one more with Amber and Jelly Gelly to post.

Lantern Lodge

Male

DM Stuff:
1d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (20) + 1 = 21

Lantern Lodge

Male

Just inside the cave mouth, a few uneven stone steps lead to a small, dank chamber on the east side of the passage. North is down in the map. The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of rattling chains greet your ears where three wolves are chained just inside the opening. Each wolf's chain leads to an iron rod driven into the base of stalagmite.

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