Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Soulbound Doll (Bear)

GM Helaman's page

4,018 posts. Alias of Helaman.


1 to 50 of 4,018 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Cretia! I never would have guessed, says Eric.

I must see the Duke and ascertain this for myself, and if so remove the curse if there be one, and lay this matter before the Duke himself - if it be that I can get to him. Draco is his chief minister and I cannot hope to make any accusations in his presence or the presence of the ducal guard who have been compromised!

He hands over 100 gold coins to each of you for payment.

Funds as agreed. Stay where you will for the night and let us meet back here noon on the morrow.

If you have 50gp for materials I am fine with you doing that

Only Magnus can read the scroll, though he can copy it down for everyone to read or read it out loud.


My dear Draco, future Duke of Rhoona,

The wheels are in motion now. The pronouncement against the dwarves will be forthcoming shortly, and little resistance is apparent thus far from the populace. The slobbering idiot of a Duke will only have a short time left to reign when he declares this foolishness - I am sure you must agree that my curse is working admirably!Be alert: the moment for you to move is near!

High Priest of Cretia

Karl Gufstass wrote:
Can we secure a back room, or can we take the discussion elsewhere? I feel exposed with very valuable stolen property.

Yes we can.

Eric secures the store room of the Inn for the conversation.

Lets see what you have here... hmmmm... drafting a levy of men? Additional arms? Draco prepares for war - look, these were signed the day before the Dukes pronouncement. Is it the Duke giving the orders or is it Draco?.

He frowns over the code and the casket.

Magic may bring out the meaning of this - perhaps I can secure a scroll of Comprehend Languages if one of you is able to use such. As for this box? I am not skilled in locks - you may need to either find one who is. I do not have any contacts from that walk of life but I suppose I could try the one locksmith in town if you want to trust me with it.

He assures you he will return to the inn shortly and hustles off in search of said scroll.

He returns after an hour and hands it to Magnus.

Emmett enters the tunnel, his ability to use his great axe restricted, when a spirit, the figure a distorted corruption of a man, flies at him.


Emmett 1d20 + 2 ⇒ (5) + 2 = 7
Wraith 1d20 + 7 ⇒ (12) + 7 = 19

The ghostly figure attacks Emmett.

Attack 1d20 + 6 ⇒ (1) + 6 = 7 for 1d6 ⇒ 3 for 1d6 ⇒ 3 Con drain.

Emmett, truly blessed by Pharasma, is missed by the attack.

Emmett, while fighting in the tunnel will take a -2 to attack. The position favours the wraith meaning that the others will not get an attack.

Just the one attempt Simeon

Elidals entreaties draw a sininister laugh.

Oh, by moonlight young one but not young enough by half.

1d20 + 6 ⇒ (16) + 6 = 22

Simeon is sure that his spell hasn't worked when he hears a whispery voice, dark with evil, thick with lechery and as soft as grave dirt in the breeze.

I cannot leave to play but feel free to enter.

Red Team: You haven't specified where you were headed as I gave you a few options but the smart money is heading to Old Town. Plenty of ally ways etc.

For the first two rounds of the chase there is nothing you can do - they can see you and you can see them. There are people about but not thickly clustered enough to get you hidden.

You dash both times and so do the guards in hot pursuit.

You plough into old town as fast as you can and for that round you have a chance.

Stealth Karl (advantage with disadvantage = normal roll) 1d20 + 0 ⇒ (12) + 0 = 12
Stealth Astrid (advantage) 1d20 + 2 ⇒ (6) + 2 = 8 or 1d20 + 2 ⇒ (16) + 2 = 18

Stealth Aukan (advantage) 1d20 + 2 ⇒ (5) + 2 = 7 or 1d20 + 2 ⇒ (20) + 2 = 22

Vs. Passive Perception 10

The DMG says that you guys escape. Simplistic if a wee bit boring. Ce le vive.

For simplicity and to get the time lines back in sync we'll say that Blue team escapes via one of the rear gates without issue.

You find yourselves back at the Blarney Chicken with a handful of paperwork, a sheet in code and several books. Time passes and you keep your heads down and act innocent as a patrols pass by and even enter the Inn but nothing more comes of it assuming you make sure you are acting inconspicuously.

Eric of Forsetta, again in nondescript clothes, joins you.

You appear to have stirred up a hornets nest. The guards, it seems, were complacent before but not now. All gates are manned and passes are needed to get in or out of the barracks. Still, the horse has bolted already. What were you able to find?

Nicholae attacks the one holding Ned.

Power attack 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 for 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Thanks for the heads up on Emmett - lets see what Simeon has in mind... I am very curious

Red Team: You hustle out of the gate with the sounds of guards coming up from behind.

Opportunities to hide are scant just outside the courtyard - the gate opens up towards the temple of Forsetta, but spinning to right you can make a run for merchants district Old Town. To the left lies open ground and then the half completed ducal palace.

Blue Team: Magnus, the lucky bastard, generates enough magic to drop all three leaving your way clear.

There were two gates to the south of the courtyard and one to the right of you but that gate is closed.

Red Team: You hustle out of the gate with the sounds of guards coming up from behind.

Opportunities to hide are scant just outside the courtyard - the gate opens up towards the temple of Forsetta, but spinning to right you can make a run for the merchants district. To the left lies open ground and then the half completed ducal palace.

Just waiting on the others

The weather changes, the cloud cover thickening and the day darkening as you trudge up to the hill. Near the scarecrow there is small cave opening, big enough for a child to walk into if they hunched over, and small enough for an adult to crawl into. From what dim light there is you can see it turns and appears to open up a bit about 10 feet in.

FYI - I am about to move you guys into a chase scene and possibly two depending on Magnus and Liam on how they handle their 3 guards and if they try to exit via another gate (which would seem to be their best option).

This should be fun if a little quirky

Blue Team: The coffer wont really fit in a shirt. Its something that needs to be carried under an arm but Magnus re-arranges his cloak to conceal it.

You make your way hastily out the way you came.

Stealth (taking the average) 1d20 + 2 ⇒ (14) + 2 = 16.

You make your way out of the second floor without being spotted though you can hear commotion in the rooms on the right side of the main hall that the stairs led up to.

Down the stairs you go.

There seems to be an awful commotion at the front of the building.

Stealth (taking the average) 1d20 + 2 ⇒ (7) + 2 = 9.

As you make your way down the stairs three guards in leather armour run towards you at a dead sprint from the rear of the courtyard.

Halt!, the cry.

You can also hear guards approaching from the left of the building. You can see the other group exiting the gate. It may be that exit from the gate you entered in is about to be cut off.


Red Team: You make your way rapidly towards the gates you entered in.

You can see Magnus and Liam moving from the second floor down to the courtyard and three guards running towards them.

You on the other hand have issues of your own. A squad of ten shouting guards are rounding the corner of the building and are in pursuit.

Map updated

That was wonderful deductions Simeon and Elidal!! Well done!

The church holds nothing of consequence but Simeon's and Elidals conjectures both make sense. Undead are frequently attached to a location and undead spirits can be created by particulary traumatic deaths. You have searched the village but not its environs.

Level 1? Disadvantage to ability checks. Level 2? Speed halved

Magnus: The chest is heavy. It would take the two of you to carry it out and it would be slow and awkward going. The coffer, while made of stout wood, is small enough to be tucked under your arm. It rattles when shaken - something light is inside, something at odds with the weight of the box.

Think of something about the weight of a human head, and about the dimensions of an A5 piece of paper.

Astrid Truestone wrote:
Astrid wipes the blood from her face. "As much as I hate to say it, we need to buy Liam and Magnus some more time. Aukan, pick up your hammer and shield-the Battle Spirits will sing of your glory." The young woman then shifts into a resolute stance, ready to fight the horde of guards.

I am going to add the traditional GM comment that accompanies a decision that could end badly. "Are you really sure you want to do that?"

The are both locked.

The children put to rest there is no sign of any other supernatural contagion in the area but a carrion breeze blows stirring the grasses that have sprung up in the village and on the hilltop a ragged old scarecrow stirs in the wind.

Jaru Toth wrote:
I do have a wand of lesser restoration with a dozen charges so we're able to cover that. sounds like a plan to me.

so thats 3 con for Emmett, 1 for Simeon, assuming he feels he wants the restoration, and four more - 8 con loss in total - may we assume four charges used?

Blue Team: Liam opens the warddrobe and finds many articles of clothing and a suit of plate mail on an armour stand, each emblazoned with a large obvious 'D' on the chest.

Magnus does a quick but very thorough search of the room and finds a knot of wood that is out of place. Pushing it reveals a secret door that opens with a 'click'.

A large chest topped by a coffer are stacked at one end of this narrow room, and a small writing table and chair are at the far end. Apiece of parchment is on the table. It is written is some strange code that seems to make no sense whatsoever.

Red Team: You dispatch the remaining two guards in the next round, leaving you alone in the courtyard... for now but guards sound like they are rapidly stirring in the barracks you are standing in front of.

Emmett got hit

Can we agree that you use another use of Jaru's ghost touch for the next three houses, that Nalun uses 3 rounds of Bardic performance and that you guys take 4 con damage, split between Elidal and Emmett however they wish? I believe you MAY have a wand of lesser restoration or at least a scroll - can someone double check on that

You need to put the calculations into your rolls Astrid. The to hit rolls are accurate as the great weapon master cancels out your attack bonus but I like to see it all listed out

Astrids blow takes down the guard attacking her easily.

Her second blow is aimed at the Sergeant and winds him badly as he exhales after the mighty blow lands.

The house yields little. Neglected furniture, a few scattered personal effects gathering dust and so forth.

Karls attack is a one that glances off the guards mailed shoulder without harm.

Naluns crossbow pierces it in the chest and the child again fades, turns into a sphere of light and ascends.

Remember to be tracking performance rounds, uses of clerical abilities and ghost touch weapons

Yeah 1 is an auto miss but I like your out of the box thinking - 5th ed is pretty open ended. Incidently its Athletics and not strength though your total bonus is the same. Str + proficiency bonus

Simeon fires his disrupt undead before Emmett charges in so as to avoid the penalty of firing into melee. It appears to burn the spirit. Emmett charges in and strikes a mighty blow against the spirit.

It moves with unearthly speed, appearing to be in a ball on the floor one minute before flickering and then appearing, snarling next to Emmett the next on the far side from Elidal.

Attack 1d20 + 5 ⇒ (20) + 5 = 25 vs Touch AC for 1d4 ⇒ 1 damage and 1d2 ⇒ 1 con damage.

Ooooh - doubling the effect here due to crit.

1d4 ⇒ 2 damage and 1d2 ⇒ 2 con damage.

Party Up!
Round 2.

Blue team

This large room contains a huge and richly quilted bed, a table with four chairs, a number of tapestries, and a wardrobe closet. On the table is a full bottle of wine and two crystal goblets. The tapestries illustrate battle and sailing scenes in great detail, and feature prominently the exploits of a tall, black-bearded warrior with a ā€œDā€™ emblazoned on the front of his tunic.

I love tavern brawler :) - its 12 damage total 1 + 3 str + 2 rage bonus on each attack

The guard goes down by Aukans fist attack!

Red Team Fight Round 2.

Attacks on

Sgt 1d20 + 5 ⇒ (16) + 5 = 21 for 1d6 + 2 ⇒ (4) + 2 = 6

Guard 1d20 + 4 ⇒ (18) + 4 = 22 for 1d6 + 2 ⇒ (3) + 2 = 5

Guard 1d20 + 4 ⇒ (10) + 4 = 14 for 1d6 + 2 ⇒ (3) + 2 = 5

The Sgt calls for help!

Emmetts blow lands solidly.

Sure! :) Just make sure you reduce your bardic uses by 1 round

The attack hits and the guard grunts at the impact.

HOLY CRAP - way to go samurai Emmett. Is Jaru using his ghost touch ability?

It doesn't need to be a razor sharp knife but you are right it needs to be a balance where investments in feasts, public gardens etc is the exception rather than the rule and investments in infrastructure are a joint public (in Medieval times lords would encourage businesses and trades to move to an area by exception of certain taxes) and private - people wanting to set up businesses

Also don't disregard the need to borrow money.

A lot of rulers found themselves in debt.

I think you need to make it also a bit more 'knife' edgy. So many systems seem to end up with the 'kingdoms' being quite profitable and everyone living very comfortably.

What I mean is when things are good? They are really good. When they are bad, they should be really bad ie. Starvation diets etc but most of the time? It should be on a bit of a knife edge. Food needs to be stored for the winter - thats food that doesn't make it into production and no production of food is possible for about 3-4 months a year.

Which can be tough if you need to fight (generally not done in winter by civilised races but orcs are another matter) and need food. Food that has to come from your peasants stores.

Taxes in general should be need to be in the 5 to 6 range. Supporting a household of nobility, of experts (farriers, weapons smiths, stone masons if building a keep etc) + the ever needed men at arms, small embedded guard force is expensive as is taxes in turn paid to the crown etc.

When the crown needs extra? Then they'll tax the knights/barons - who will in turn? tax the peasants, turning taxes from a 5-6 to a 7-8 or even worse.

Magic can offset some of the impact. A cleric (not attached as a hanger on to the local ruler) of sufficient level can purify rotten food or even create it.

There is a reason I am covering the house clearing that may be evident later on

You move on the third house.

Within you can see a spectral child curled up in a ball under the table. The danger lies insofar as there is no direct sunlight guarding the door, the cottage itself providing some shade for the doorway.

Red Team: Inits 2,0 and 2. Rounded to +1
Guards: Rounded to +0.

For this battle we'll just do as single groups.

Red Team: 1d20 + 1 ⇒ (4) + 1 = 5
Guards: 1d20 ⇒ 6

The guards draw and attack.

The sergeant and one guard attack Aukan, seeing him as the bigger threat. One guard attacks Karl and another Astrid.

Attacks on Aukan
Sgt. 1d20 + 5 ⇒ (3) + 5 = 8 for 1d6 + 2 ⇒ (3) + 2 = 5
Guard 1d20 + 4 ⇒ (3) + 4 = 7 for 1d6 + 2 ⇒ (6) + 2 = 8

Attacks on Karl
Guard 1d20 + 4 ⇒ (19) + 4 = 23 for 1d6 + 2 ⇒ (4) + 2 = 6

Attacks on Astrid
Guard 1d20 + 4 ⇒ (2) + 4 = 6 for 1d6 + 2 ⇒ (2) + 2 = 4

Ooookay. Its initiative time. Gimme a bit

The sergeant puts his hand to his sword and the other three guards copy him.

Stop or you're all going to jail - and in case you haven't figured it out with my boot to the big fellas balls, I'll make up whatever I want for wasting our time. Now, whats it gonna be?

Its actually not bad but there is one big plot element that rubs me the wrong way - I've fixed though you won't likely see it until end of this module if you see it at all but I needed to do it to make the story work

There is nothing left inside the cottage.

Aukan is unbound but seated atm

They had no issues with him unbinding and healing him but no way are they letting you stand him up or walk him out

Oi - You aren't going anywhere Priest. Stand where you are until we get this sorted.

Red team is you guys. Blue has always been the stealth team

1 to 50 of 4,018 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.