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Naazza

DaWay's page

FullStarFullStar Pathfinder Society GM. 4,938 posts (8,813 including aliases). No reviews. No lists. 1 wishlist. 16 Pathfinder Society characters. 18 aliases.


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Lantern Lodge

Male

While I was into AL i am much preferring a more structured homebrew.

Looks like it's down to four with Anders, Sahil, Drakr and Jelly. Amber dropped out. My question is would you like to continue or should we call it quits here?

Lantern Lodge

Male

Let's keep it simple and take the half+1

Lantern Lodge

Male

One left after Bel and Urgo, everyone else is successfully out of the chase.

Lantern Lodge

Male

It is listed in the campaign tab. As is a running total of your gold and your items collected.

Lantern Lodge

Male

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.

Lantern Lodge

Male

Ander kills the target with the aid of Sahil. The area is cleared where to?

The total amount from the game they were playing consists of 75 cp, 55 sp, 22 ep, 15 gp and a gold earring set with a tiny ruby (30 gp).

You all have leveled up.

Lantern Lodge

Male

Wis: 1d20 ⇒ 4
3d4 ⇒ (1, 4, 4) = 9

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.

Lantern Lodge

Male

Anders will kill the redbrand on him.

Drakr will swing landing a blow (5 damage) who retaliates against him
1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (2, 6) + 2 = 10

Lantern Lodge

Male

It is an encounter, sorry Rael.

Lantern Lodge

Male

Another series of lost posts, this is pissing me off....

Redbrand 1 (dead) due to a crossbow bolt.
Redbrand 2 (dead) due to jelly gelly's attack.
Redbrand 3 (7 damage)
Redbrand 4 (uninjured)

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)
1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (6) + 2 = 8

Redbrand 4 attack on drakr
1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (4) + 2 = 6

Lantern Lodge

Male

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.

Lantern Lodge

Male

crit damage on jg 1d6 ⇒ 3

Lantern Lodge

Male

argh, lost the post for the third time

redbrand 1 9 damage
redbrand 2 11 damage
redbrand 3 7 damage
redbrand 4

attacks
on drakr 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (4) + 2 = 6
on jelly gelly 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (2) + 2 = 4
on anders 1d20 + 4 ⇒ (13) + 4 = 171d6 + 2 ⇒ (1) + 2 = 3
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (4) + 2 = 6
on sahil 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (2) + 2 = 4

Lantern Lodge

Male

The group continues to follow the group keeping close on the group. Rael and Moon-Dancer manage to loose the throng of pursuers.

complication: 1d20 ⇒ 16 No complication. Man, this is pretty bland.

Lantern Lodge

Male

Regular move, dash, hide, and then there are complications, luckily there aren't any this first round. It ends until you can't pass a complication, hide, or the participants drop from exhaustion.

You only have a number of dash actions available to your character equal to 3+ con modifier. Each additional one will require a con check dc 10 or incur exhaustion level. At 5 exhaustion levels your speed becomes zero and you are out of the chase, at 6 you are dead.

You started with 10' of space between you and them. You have two moves to do thanks to your intimidate and luck of the dice.

Lantern Lodge

Male

Jelly Gelly rushes in on the Redbrands, swinging his new sword in a wide arc, narrowly missing the ruffian as he ducks down to pick up his short sword.

Sahil shoots at another Redbrand, his first shot a bit wide. The man watches the bolt soar and then lodge itself into the opposite wall. He turns a wide grin on his face at his easy prey only to catch the following bolt clipping his neck, narrowly missing the coratid artery. (9 damage)

Drakr rushes in, brandishing his hammer, swinging at the tall man. Drakr bring his hammer crashing down, the Redbrand steps out of the way, and Drakr cracks the stone tile where the man was standing.

Initiative Order
amber: 1d20 + 2 ⇒ (11) + 2 = 13
anders: 1d20 + 2 ⇒ (17) + 2 = 19
drakr: 1d20 - 1 ⇒ (12) - 1 = 11
JG: 1d20 + 1 ⇒ (14) + 1 = 15
Sahil: 1d20 + 3 ⇒ (12) + 3 = 15
redbrands: 1d20 + 2 ⇒ (14) + 2 = 16

Anders you're up!

Lantern Lodge

Male

From my understanding you just need my name Dale Ross and AL# in order to use this. 3203761754. If you need anything else let me know.

Lantern Lodge

Male

Okay, from what I am understanding we are going to be going into an initiative format. For simplicity sake
you guys: 1d20 ⇒ 20
baddies: 1d20 ⇒ 4

And I did give you a free round from the intimidate, so please post your first two actions, remember that taking a dash action everyround will incur exhaustion levels.

Because this is in a very crowded area and have many things to hide behind I am giving you advantage on you rounds. Please roll Dexterity (Stealth) at the end of every round if you pass the complications. Also, if you are hidden please state whether you are staying in that hiding spot or continuing with the rest of the companions.

complication: 1d20 ⇒ 16 No Complication.

I am giving you a group of baddies consisting of 3 draconians and 6 hobgoblins

Lantern Lodge

Male

Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped.

Four though-looking human warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.

They get up looking for their weapons, obviously inebriated.

Amber I would allow the aiding but you cannot aid yourself. So I am taking the first roll and giving you guys the surprise round on the four redbrands.

Lantern Lodge

Male

1 hobgoblin drops to the ground the other are taken aback for a minute, while you make your break.

Going to do a chase scene here (I need to review the rules) look for a post tonight/tomorrow.

Lantern Lodge

Male

waiting for the group.

Lantern Lodge

Male

A group of three hobgoblins looks at your group and yells, Halt! We are in search of a blue crystal staff do you know where it is.

Lantern Lodge

Male

The bugbear is tight-lipped, Either you kill me or the Black Spider will, at least with you lot the death will be quick.

Will need a charisma (intimidation) check.

There is a belt pouch containing 33 sp and an eye patch made of black leather set with semiprecious stones (50 gp). There is also an iron key.

Lantern Lodge

Male

Yes, they are cages on wheels with overwhelming numbers. Sorry if that was unclear.

I am still going to need those stealth checks.

Lantern Lodge

Male

Another bolt knocks the bugbear into the perfect position to be knocked out by drakr swinging hammer.

Lantern Lodge

Male

Otik agrees to take care of the lad.

Heading to town, you notice lots of other individuals including draconians and hobgoblins littering the streets. They have carts and are attempting to put people in them.

Stealth check DC10 to get to the smithy unnoticed.

Lantern Lodge

Male

With a clubbing blow Jelly Gelly drops another bugbear. The solid crack on the skull releases a sigh of relief from a bleeding Anders.

Sahil unloads two more bolts on the bugbear, the first shot wide. The second finds its mark in the massive furry humanoids shoulder. (18 damage). Ambers hand crackles with energy once again only to miss again, getting closer the bugbears fur stands on end.

Drakr is a bit distracted from his bleeding ally to make a connection with his weapon and the foe he faces.

The bugbear grips his weapon tight and swings for Sahil's face.
1d20 + 4 ⇒ (3) + 4 = 72d8 + 2 ⇒ (3, 2) + 2 = 7

Lantern Lodge

Male

They are all over the place. I'm surprised you haven't come across any yet. Consider yourselves lucky. Walking Lizards with wings.

Lantern Lodge

Male

I wouldn't object to you taking an AoO.

Otik looks at you shaking his head, I don't know where they came from though they and the damned draconians keep talk about looking for a fancy staff of yours to an onyx in the swamp/

Lantern Lodge

Male

Jelly swings and hits. (12 damage)
Amber misses only lightly tickling the bugbears fur.
Sahil shoots missing his first bolt but firmly planting the second. (9 damage)
Anders swings and attacks (25 damage)

The one on Anders 1d20 + 4 ⇒ (17) + 4 = 212d8 + 2 ⇒ (5, 2) + 2 = 9
The one on Sahil 1d20 + 4 ⇒ (7) + 4 = 112d8 + 2 ⇒ (5, 2) + 2 = 9

Sorry I'd like to be more descriptive, I think I need to trim down my games. I apologize and will do better starting with the next post and would appreciate the same.

Lantern Lodge

Male
Bryndyn wrote:

no, the one that came out this weekend.

And speaking of the weekend, Game of Thrones Finale was a tough one...

yeah, it was.

Lantern Lodge

Male

At Urgo's words, the Fewmaster turns tail and runs.

Larissa gives the boy a potion and his skin starts healing and he is able to breathe easier.

Lantern Lodge

Male

And the Fewmaster tosses down his weapons, gets on his knees and raises his hands, My give up.

Meanwhile the boy is having difficulty breathing through a fried chest.

Lantern Lodge

Male

Sorry extremely busy tonight, and tomorrow. This will be a quick one.

Amber misses

Jelly Gelly misses

Drakr misses

Anders hits (15 damage)

Sahil hits the same one (dead)

The bugbears converge on Anders and Sahil
attack on anders 1d20 + 4 ⇒ (12) + 4 = 162d8 + 2 ⇒ (5, 2) + 2 = 9
attack on Sahil 1d20 + 4 ⇒ (11) + 4 = 152d8 + 2 ⇒ (1, 2) + 2 = 5

Lantern Lodge

Male

Larissa misses with the advantage.
Rael gets another hit on the fewmaster (12 damage)
Moon_dancer downs the last hobgoblin goon.
Urgo attempts to parry blows coming his way.

Bel and Larissa, I need actions.

Lantern Lodge

Male

1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (10) + 2 = 12

The bugbears still having not moved, are caught in the blast of Amber's fire. One bugbear ducks to avoid the flames.

Bugbear 1 (5 damage)
Bugbear 2 (3 damage)
Bugbear 3 (5 damage)

One of the Bugbears moves to attack Amber 1d20 + 4 ⇒ (15) + 4 = 192d8 + 2 ⇒ (2, 4) + 2 = 8

One bugbear is cowed by J.G. mien.

The other moves to attack drakr who is holding Iarno hostage. 1d20 + 4 ⇒ (3) + 4 = 72d8 + 2 ⇒ (1, 8) + 2 = 11

You all may go...

Lantern Lodge

Male

Iarno glares as if to acquiesce to your demands at the bugbears who take arms and attack though one hesitates

amber: 1d20 + 2 ⇒ (18) + 2 = 20
anders: 1d20 + 2 ⇒ (3) + 2 = 5
drakr: 1d20 - 1 ⇒ (19) - 1 = 18
JG: 1d20 + 1 ⇒ (1) + 1 = 2
Sahil: 1d20 + 3 ⇒ (1) + 3 = 4
bugbears: 1d20 + 2 ⇒ (17) + 2 = 19

Amber goes first, then bugbears, then everyone else.

Lantern Lodge

Male

Rael with all his efforts is only able to knick the Fewmaster's arm. (1 damage)

Larissa moves to attack the Fewmaster but misses. You have flanking and advantage.

Urgo grabs the Fewmasters collar, 1d20 + 2 ⇒ (16) + 2 = 18 but he manages to slip away.

Bell misses with his gore attack again.

The fewmaster barks out a command to take the big one down, and then swings at Urgo. 1d20 + 4 ⇒ (16) + 4 = 202d6 + 3d6 + 2 ⇒ (3, 1) + (6, 6, 2) + 2 = 20

Moondancer takes out the hobgoblin on Bel.

The last hobgoblin attacks Urgo at his masters command. 1d20 + 3 + 1d4 ⇒ (10) + 3 + (1) = 141d8 + 2d6 + 1 ⇒ (2) + (6, 3) + 1 = 12

Lantern Lodge

Male

Rael quickly dodges out of the way of the table, leaps forward an plunges his dagger deep into the hobgoblin's neck send him to the ground lifeless. (dead)

Larissa stabs the hobgoblins once more piercing his heart. (dead)

Urgo reaches in and grabs the now unconscious boy from the fire.

Bell lashes out with his horn, knicking the hobgoblin (10 damage)

Moon-Dancer fires an arrow into the hobgoblins leg (9 damage)

The hobgoblin with the arrow attacks Urgo once again, trying to cut the man down in order to grab the staff.
1d20 + 3 ⇒ (6) + 3 = 91d8 + 2d6 + 1 ⇒ (4) + (6, 3) + 1 = 14

The other hobgoblin attacks Bel
1d20 + 3 ⇒ (10) + 3 = 131d8 + 2d6 + 1 ⇒ (6) + (5, 1) + 1 = 13

Fewmaster Toede continues his assault in order to grab the staff.
1d20 + 4 ⇒ (11) + 4 = 152d6 + 3d6 + 2 ⇒ (6, 1) + (1, 1, 1) + 2 = 12

Lantern Lodge

Male

The bugbears look up at Iarno in chains raising their longswords the say, Master, are you okay?

I am giving the party a chance for a retort before moving on.

Lantern Lodge

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Male

The barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air. Three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin that demeans itself for their amusement. Your sudden appearance causes the goblin to faint.

Are you wearing the cloaks, is Iarno with you?

Lantern Lodge

Male

Hobgoblin 1d20 + 2 ⇒ (5) + 2 = 7
Toede 1d20 + 2 ⇒ (7) + 2 = 9

Initiative Order:
Rael 20 ducks behind a table drawing two daggers

Larissa 13 attacks the closest hobgoblins

Urgo 13 reaches for the boy with Bel

Bel 10 with urgo the combined efforts are unable to grasp the flailing boy.

Toede 9

Moon-Dancer 8 casts faerie fire and uses bardic inspiration for urgo. Urgo you may use the 6 next round.

Hobgoblins 7
One hobgoblin moves to interfere with the efforts to save the boy taking on Urgo (Next strength save for the boy may be a bonus action but will be made with disadvantage)
1d20 + 3 ⇒ (19) + 3 = 221d8 + 2d6 + 1 ⇒ (8) + (3, 5) + 1 = 17

Another hobgoblin attacks Bel. Same conditions as Urgo.
1d20 + 3 ⇒ (1) + 3 = 41d8 + 2d6 + 1 ⇒ (8) + (6, 5) + 1 = 20

Another hobgoblin moves to attack Larissa but is met with a rapier in the shoulder (9 damage) and aims to meet Larissa with his longsword
1d20 + 3 ⇒ (20) + 3 = 232d8 + 1 ⇒ (2, 6) + 1 = 9

The last hobgoblin moves to the table and flips over the one Rael is hiding behind.
1d20 + 1 ⇒ (19) + 1 = 20
Rael make a DEX save DC 11 or take 1d6 bludgeoning damage from the table.

Toede will move with his warriors to intercept the staff. Attacking Urgo 1d20 + 4 ⇒ (8) + 4 = 122d6 + 3d6 + 2 ⇒ (6, 2) + (4, 1, 4) + 2 = 19

Round 2 ...

Lantern Lodge

Male

You find nothing.

Lantern Lodge

Male

Let's get a strength or dexterity save followed by a medicine check or charisma check

I'm gonna have everyone roll initiative at this time.

Lantern Lodge

Male

Sorry I stand corrected.

Having finished your meals, a familiar yellow-tinged hobgoblin enters into the Inn of the Last Home. Bursting through the doors with him are four hobgoblins that send the young boy the old storyteller referred to sprawling into the fire.

Lantern Lodge

Male

Okay, so I guess you guys are back tracking a bit. Jelly Gelly please take into consideration the others, they have asked you to slow down twice now. This is meant to be friendly and everyone is supposed to have fun, them complaining about your pace and actions are an indication that they may be getting irritated.

This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while the barrels and crates fill the southern half of the chamber. Three dirty scarlet cloaks hang from the bunks.

Lantern Lodge

Male

You know that Xak Tsaroth and the swamp lie in Draken Woods.

Lantern Lodge

Male

They tell you it may appear to be made of crystal but it is sturdy stuff also those attuned with it may cure the wounds of people.

You'll know when you find them.

Lantern Lodge

Male
DaWay wrote:

The pool and the cistern are the same and yes you've already searched them.

The areas left are 2, 9 and 10.

This.

Lantern Lodge

Male

The pool and the cistern are the same and yes you've already searched them.
The areas left are 2, 9 and 10.

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