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Soulbound Doll (Bear)

GM Helaman's page

2,400 posts. Alias of Helaman.


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I'll wait on the others as we still have somethings that need to play out. After that, I'd rather we move play back to the house so we can include our new players if possible...


And it goes down... The bones smouldering.

Stay in combat and tell me your next round actions


Post feedback on questions that arent' answered via the Journal entries and I can cover that with you via RP but the journal entry gives you some good background. PM if you have anything that you'd like to see in Obsidian portal


Ok... so we've got our new Urban ranger engaged. I just posted to our new Dirge Singer a PM to join the game... he can walk in with the watchman being bought up to speed... and then the party can come back post combat so I can put everyone together.


I'll keep you in mind mate!

Sending a PM to GM Niles.


Jaru Toth wrote:
GM Helaman wrote:
Will DC14 (correct me if I am wrong)

my bad. something I forgot to update- I think it is only a DC 13 (10+1/2 level= 11 +1 Cha +1 trait; damage should be +1 more though from other trait.

Jaru frowns at the steaming bones and rubbing the rain from his face with a damp sleeve channels divine energy once again.

bah. will DC 13 for half

The wave of energy pulses out again.

#1 1d20 + 2 ⇒ (19) + 2 = 21 saves and is still up
#2 1d20 + 2 ⇒ (7) + 2 = 9 The skeleton crumbles
#3 1d20 + 2 ⇒ (1) + 2 = 3 The skeleton crumbles
#4 1d20 + 2 ⇒ (2) + 2 = 4 The skeleton crumbles

Simeon swings but the blow passes through its empty midriff only breaking a rib or two.

Elidal...


That round ends - new round. If I missed you, give me a retroactive

The skeletons close, two of them within clawing range of Nighteyes.

Jarus's blast of energy goes off.

Will DC14 (correct me if I am wrong)
#1 1d20 + 2 ⇒ (14) + 2 = 16 1pt
#2 1d20 + 2 ⇒ (17) + 2 = 19 1pt
#3 1d20 + 2 ⇒ (10) + 2 = 12 3pts
#4 1d20 + 2 ⇒ (7) + 2 = 9 3pts

They attack
#2 1d20 - 3 ⇒ (8) - 3 = 5 dmg 1d4 + 1 ⇒ (2) + 1 = 3
#3 1d20 - 3 ⇒ (9) - 3 = 6 dmg 1d4 + 1 ⇒ (3) + 1 = 4

Both attacks are ineffectual... you notice that the bones of the skeletons seem to hiss as the rain strikes them and both smoke and steam is coming off them under the drying muck.

You're up.

Nighteyes swings hard with his cestus at #2
Attack 1d20 + 6 ⇒ (6) + 6 = 12 dmg 1d4 + 4 ⇒ (3) + 4 = 7, but the blow is a wide one and fails to land.

Note that these skeletons are unarmed and unarmoured


Kendra speaks briefly with the halfling and she Lament herself down with you for a long talk...

Assume you get the same information as going to the ob portal link as in character information as part of your discussion - link is at top of page


Emmett Escheus wrote:

Emmett takes a deep breath. I never seem to make myself clear...

There is a hint of exasperation in his voice, under some kind of weak control as he answers: "I wish to know where they are at the moment. You said they had an expedition of sorts planned. Do you know where? What kind of equipment did they bring? "

At your question she gets ain't evasive. We don't talk specifics... There has been a lot of upset around, you know with how the people of Ravengro distrusted my father, so just about everything they do brings comments at best and dark criticism at best, but I tell you Emmett, these are good people - doing good. Stay if you wish, ask Lament what you will and you can meet them shortly.

Use this time to get in game information- the group should be done after the current combat and I can align you all


Its about 11am

You just met one, Kendra says with a smile. Lament is one of my Fathers friends who stayed on after the funeral.

Kendra looks down the corridor she came from. Lament must be making the bed or something. She's a dear.

She turns back to you.

The rest of them are on an expedition of sorts but they said they'd be back before luncheon... Definitely before Gibbs' trial - what do you want to know?


Jaru Toth wrote:

I guess I'm saying I don't what folks are doing yet and I'm last in line... might be next round anyway, but is this better?

"Let them come to us," Jaru suggests as he readies his channel.

Nighteyes heeds the suggestion...

Elidal mentioned she may have some stuff on so I'll bot her to hold like Nighteyes.

The skeletons drag themsleves out of the waters and close on you at a steady grating walk... their bodies steaming under the rain.

I think Jaru wants to probably wait until they are ALL in radius so I've held your action from going off - it can go off or not this round depending on how you want to do it

Your turn


The room beyond the palour is a lounge room, replete with stone faced chimney and a small fire. It is in a somewhat unkept situation, with carelessly folded blankets stacked to one side of the sofa. You'd say that you are dealing with a nearly full house here - to the point guests are sleeping outside of any guest rooms this place may offer.

In a few minutes Kendra enters the room, puffy eyed and with only some rudimentary efforts to make herself presentable.

Emmett isn't it?, Kendra asks. What brings you here from your farm?


She peers up at you curiously then pulls out a deck of Harrow Cards from a hidden pocket somewhere in her skirts.

She shuffles them, eyes never leaving you, then fans them out face down, offering you one.

Maybe - I don't know what this is about and you haven't told me... lets have the Harrow decide. Draw a card please.

Frustrating though it is to deal with a miniature door keeper, Emmett draws a card and without looking at it, flips it around so it faces her.

The Keep? Interesting... Yes. You can speak to her - I'll go you one better. You can come in, she opens the door wide and beckons you into the palour, motioning you to leave your polearm by the door.

Not sure if you are aware but thats a curious card - its card of strength and of goodness. It represents quiet, unshakeable strength that withstands any hardship - The Lady knows we could use some of that around here.

She fusses around Emmett for a moment, getting hum seated before heading off to another part of the house.


There is a long wait between knocking but the door is opened by a strange somber clad halfling, whose features are made up and a bit heavy on the mascara side of the scale.

Who's Emmett?, she asks.

Kendra... she's having a bad morning - things have been very 'complicated' for her of late. I'm 'Lament', maybe I can help you?


youd need to double move up and do next round I think, not checking the map, or move then do, otherwise I'll keep the roll set aside for now and trigger it as a readied action later


Perception take 10

You talk among yourselves for a few seconds after the rats attacking the group disperse. You then notice something cresting the water near the rodents thrashing about in panic. A bony claw reaches up and crushes the life from one. Moments later four Skeletons are wading up the bank covered in mud, muck and watery algae.

Initiatives

Nighteyes 1d20 + 4 ⇒ (4) + 4 = 8
Elidal 1d20 + 4 ⇒ (13) + 4 = 17
Simeon 1d20 + 3 ⇒ (14) + 3 = 17
Jaru 1d20 + 2 ⇒ (5) + 2 = 7

Skeletons 1d20 + 6 ⇒ (17) + 6 = 23

Your move...


Hes only 5 down now


Others?


1d6+2 right? Or should it be d8? I'll take the roll irrespective


Doh

Simeon moves to stand again on the outskirts of the swarm, whacking away impotently.

End of that round... starting the next

The rats continue to chew on the elf. Nom Nom Nom. The small stream of rats that left the main swarm throw themselves lemming-like into the stagnant water, squeaking and swimming in a wild confused mob.

Damage to Nighteyes 1d6 ⇒ 6 Now 16pts down
Save vs Distraction Will 1d20 + 0 ⇒ (20) + 0 = 20

The elf smashes his fists and feet against the swarm of rodents.
1d20 + 5 ⇒ (14) + 5 = 19 1d3 + 4 ⇒ (1) + 4 = 5

... and scatters the remnants of those that are not dead, who run in twos and threes in varying directions.

Your turn. Stay in combat please - its still the current round as you three have not acted yet.

GM Only :
1d3 ⇒ 1[/dice]


Simeon


Its a messy situation. They are over at the Professors... I mean Kendra's now. Not sure why they didn't end up staying here but that's Outsiders for you. They also spend a lot of time at Zokar's place - you know 'The Laughing Demon'.

She pauses, and gives a spiteful sniff... actually out of character in the normally pleasant and easy going retired singer.

Haven't seen them in town today so not sure where they are at the moment. Why not have an ale and a talk with ole' Nuendorf there? He can tell you much of whats going on, though it will come with a lot of opinion as well... The posting poles haven't been updated yet - apparently Muricar hasn't written them up yet, or if he has, he hasn't given them to Zokar's boy, Pevrin hasn't put them up.


The sun which beat down on Emmet most of the way to Ravengro fades to a grim dreary drizzle of rain... Not atypical of spring but strange none the less... The way the weather changed after crossing into town.

Sarianna Vai, who runs the highly reputed Outward Inn, waves at the retired watchman.

In town for the trial?


She cuts the final Stirge off him.

Simeon. Also those other rats should have double moved last turn... Will fix the map


The priest crushes it in a gout of blood.


Yeah - Niles is good people. He ran something for me awhile back - damn fine GM.

His character will get in... Just checking on the bard slot until Monday.

I admit to being a little curious how the current encounter plays out. There is a lot more happening than meets the eye, and there are some interesting NPC engagements that may be triggered in its aftermath.


Oh dear...

Both Stirges feed on the priest again, and there is the triumphant little riff in the mournful dirge that Father Toth is hearing.

-2 con. We'll talk disease later...

The flying abominations drink deeply of his blood.

I'll assume the inquisitor moves and that Elidal is not in the swarm but Nighteyes doesn't move... Stubborn bastard that he is. Otherwise take same as Nighteyes

1d6 ⇒ 3
-10 hps at this stage for Nighteyes

Will save 1d20 + 0 ⇒ (16) + 0 = 16.

The elf overcomes his revulsion and panic and goes into a frenzy.
1d20 + 5 ⇒ (7) + 5 = 12, 1d4 + 4 ⇒ (3) + 4 = 7 but fails to do anything more than stomp a few rats dead.

The other rats keep up their manic dash towards the stagnant water.

You're up.


Or screaming if you want to get stereotyped... But you can a do single move action per turn - mechanically same as nauseated.


Simeon and Elidal


Your turn


The rats continue to roll over Elidal and Nighteyes

Nighteyes 1d6 ⇒ 3
Elidal 1d6 ⇒ 5
DC12 will save vs Distraction and DC fort vs Disease if you haven't failed already.

Nighteyes Will 1d20 + 0 ⇒ (11) + 0 = 11 and Fort save as auto fail for story purposes.

The stirges both feed on the cleric.
-2 Con and a Fort Save DC12 vs disease

If diseased please make a note of it on your status bar

Nighteyes panics, flailing around impotently.


The wizards blow stuns one of the creatures temporarily but it continues to nuzzle for blood.


Ok - Thanks for your applications. Will Let you know by no later than Monday and irrespective of the party's predicament I can slot you immediately into the game with RP with the NPCs to give you a feel for the environment.


Nice.

recruitment

Hi guys.

Head over to the above link and PM me (or post here) your preferences of 1 and 2. I may take both but I also have a friend looking at the game. I want to let them know by Monday.


:D

Incidently I am enjoying the current battle. Not because its a 'win' or 'lose' thing or whatever but because I feel that this is a challenging encounter for you and feeling challenged is a good thing from time to time. Its also a bit creepy.


Simeon up


No crits buuuut it was a good hit

Elidals low wide swing does much to take out a lot of rats but they aren't dispersed yet. Nighteyes is too distracted by the creatures crawling all over him to attack.


Dont think you crit swarms... checking


This time his blow is ineffectual and the swarm rolls over the group as a wave... Simeon is on the outskirts, avoiding the mass for now.

Damage
Elidal 1d6 ⇒ 2
Nighteyes 1d6 ⇒ 4

DC12 saves fortitude vs disease and DC12 will vs distraction.
Nighteyes fort 1d20 + 3 ⇒ (8) + 3 = 11 will 1d20 + 0 ⇒ (1) + 0 = 1

The Stirges launch themselves at Jaru... Who takes a shot 1d20 + 4 ⇒ (15) + 4 = 19 for 1d8 + 1 ⇒ (5) + 1 = 6 hitting and killing 1.

They dive bomb him and try to attach themselves seeking out his blood.

Touch attack.
1 1d20 + 7 ⇒ (16) + 7 = 23
2 1d20 + 7 ⇒ (7) + 7 = 14

He is grappled by the survivors, who try to force their probosci into his flesh.

Jaru:
You can hear the mournful sounds of a flute as the creatures launch themselves from the building and grapple you

And a small pod of rats continues to run towards the water.

Map to be updated as I am posting from phone


You guys are really under WBL - which I am fine with, its a low powered game but what do you think the starting money for our new guys should be? 500? No more than 300 on a single item?

WBL will come up later.


Just waiting on Simeon


Looks good Niles. Gimme a day or two. They are in dire straights atm.


The dwarf watches for the spider and listens for the screaming


i can put Nighteyes 10 ahead but that puts him mid swarm - your call (I didn't want to be a complete bastard) - there is difficult terrain on the entrance - left over from your last visit. That was the swarms move.

The priest aims, ready for flying parasites while Elidal cuts into many with a spray of gore. It does little to stop them. Nighteyes lays in with his cestus. 1d20 + 6 ⇒ (17) + 6 = 23 1d4 ⇒ 3. He mashes more.


I'll bot this for now...

Nighteyes starts moving towards the building when the rats surge forward... with a stream of rats running off to the side and towards the water.

Initiative. Group.

Adventurers 1d20 + 3 ⇒ (12) + 3 = 15
Rats 1d20 + 6 ⇒ (10) + 6 = 16

The come at you in a frantic squeaking wave of brown and black fur.

I've bunched you together assuming you are moving forward in a group with the elf leading


Nothing stirs as Elidal moves towards the cottage.


Just assorted gore of rodent origin as far as can be seen.


Just waiting a bit for other posts as some events are dependent on certain others


Simeon brings his staff down, splattering rats most satisfactorily, he sweeps it side ways, crushing many and batting away others.

Nighteyes stomps in and around as well and whatever thing is holding the surivors of that group of rats breaks though fire consumes the majority of them as the burning alchemical concoction does its job. The grass to your left is littered with rat corpses smoking gently in the light rain.

Fire 1d6 ⇒ 5

Simeon:
You look to clean your staff and see that the blood and guts on it has formed into a weird pattern of stains... can it be your name?

The other rats and you think the stirges watch you still.


We've two applicants in my new recruiting thread... would you believe an Urban Ranger and a Dirge Bard?

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