Regular Joes

Game Master John Napier 698

AD&D, 1E-feeling campaign. PC's start at Level 1. PF basic rules.

Don't get comfortable.


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M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I'm ready for a change of pace, too, the halfling agrees.


Male Human Magus - 1

Jared nods. "I seriously doubt that this ... settlement has much to offer."


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

"So yer all fer movin' on then? I reckon I'll be driven batty if I don't stay around all of you strangers to find out why you don't feel too strange... I'll go as well".


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yeah. There's nothing to do here. Let's go somewhere else.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Dexter Quigley wrote:
"So yer all fer movin' on then? I reckon I'll be driven batty if I don't stay around all of you strangers to find out why you don't feel too strange... I'll go as well".

You know, Dexter, where I'm from, folks say that when you feel like you know someone you never really met, it's a sign you have a shared destiny. Not so sure I cotton to that notion, but I've heard it plenty.


So, in preparation for moving the game forward, I fleshed out the village. Subject to change, of course.

Whatstandwell Gazeteer:
Whatstandwell

N Village
Corruption +0; Crime -1; Economy +0; Law +1; Lore +1; Society -2
Qualities rumormongering citizens, insular
Danger +0
-------------------------------------------------------------
Demographics
-------------------------------------------------------------
Government Autocracy
Population 87 ( Human 87 )
Notable NPCs
Lord Featherbottom ( N Male human Aristocrat / 2 )
Giles ( N Male Human Aristocrat / 1 ) Chamberlain
Weatherby ( N Male Human Aristocrat / 1 ) Treasurer, Tax Collector
Heathly ( LN Male human Warrior / 3 ) Captain of the Guard
Cotton ( N Male Human Commoner / 5 )
-------------------------------------------------------------
Marketplace
-------------------------------------------------------------
Base Value 500 GP; Purchase Limit 2,500 GP
Spellcasting 3rd
Minor Items 2D4; Medium Items 1D4

3 Aristocrats
24 Commoners
23 Experts
5 Warriors

3 Bards 1 - lvl 2, 2 - lvl 1
3 Clerics 1 - lvl 2, 2 - lvl 1
3 Druids 1 - lvl 2, 2 - lvl 1
3 Fighters 1 - lvl 2, 2 - lvl 1
3 Paladins 1 - lvl 2, 2 - lvl 1
7 Rogues 1 - lvl 4, 2 - lvl 2, 4 - lvl 1
3 Sorcerers 1 - lvl 2, 2 - lvl 1
7 Wizards 1 - lvl 5, 2 - lvl 2, 4 - lvl 1


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Still here.


M Human Commoner 1st|HP 11|AC 12|Init +6|Perception +5|F+2| R+3|W+1

Hanging in. Can post Monday


So, I assume that everyone is in their rooms packing their belongings in order to move on? As you do so, roll Perception.

Perception DC15:
Looking out a window, you see a signal fire off in the distance.


Male Human Magus - 1

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

percep: 1d20 + 4 ⇒ (14) + 4 = 18

Hey, what's that over there? Flouncy points to what looks like a signal fire off in the distance.


With Flouncy having pointed out something, the DC is now 10.

Perception DC10:
Looking out a window, you see a signal fire off in the distance.


Male Human Magus - 1

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

"This doesn't look good. Signal fires usually signify the approach of enemies. We should make ready."


We'll wait for other players to sign in before we proceed, 'kay?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

OK. Might be a while. This place gets kinda dead on the weekends.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Perception Take 10 for 13.

"Signal fire eh?"

Dexter heads out to find his new acquaintances, "Any of you remember hearing of any massive musterings of soldiers nearby? Perhaps a warning for something else"?


Everyone roll Knowledge( Local ) or 1d20 + Int Modifier

DC 6:
Probably Goblins


Male Human Magus - 1

Int Check: 1d20 + 4 ⇒ (3) + 4 = 7


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

int: 1d20 ⇒ 19

Could be goblins.

Flouncy gets out his sling.


While the characters prepare, the early evening village streets are full of activity. The Farmers that live in town muster with whatever passes for weapons that they possess. A few minutes later, the thunder of hooves signify the arrival of two village Guardsmen. One Rider, with an arrow sticking out of his back shouts "To Arms! To Arms! Goblins to the West!" while the other is draped over the back of the other Horse, unconscious.


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Apologies for delay, busy weekend.


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

"I see it ... what, goblins? Oh no!" cries Sunny, looking about for somewhere to hide.


Sunny Willowood: You see the signal fire and hear the guardsman's call to arms.


Closing the garage to go home, soon. We'll pick up tomorrow say, 6 PM tomorrow. Sound good?


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

Sunny looks at the wounded militia men; she doesn't know if she has the knowledge or skill to treat an arrow wound, and is inclined to hide and let others deal with the goblins ... but her good nature gets the better of her and she hurries over to the rider. "Is your friend still alive?" she asks. "Can I help him?"


Sunny: Roll an untrained Heal Check, DC 15.


Male Human Magus - 1

Attempts to aid another: Untrained Heal: 1d20 + 1 ⇒ (13) + 1 = 14


Sunny: Add 2 to your check.


M Human Commoner 1st|HP 11|AC 12|Init +6|Perception +5|F+2| R+3|W+1

perception: 1d20 + 5 ⇒ (13) + 5 = 18

Valdimir clutches his stout crozier and stares westward

"Goblins. Hate goblins"

He heads off toward the west


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy follows suit, following Vladimir. Well, things just got interesting, didn't they?


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex turns to his companions, "If we are to abandon this place would it not be prudent to do so now? If we stay to fight then we should stay period. Else we are little more than roving brigands what most goodly folk call "adventurers". He spits as if the word is distasteful in his mouth.


As the afternoon moves into early evening, and the villagers assemble behind makeshift barricades, ten torches can be seen moving rapidly towards the village. As the enemy draws near, the wind carries with it a shouted song. The tune, while catchy, has disturbing lyrics.

"Wrists are cut and bones are snapped,
guts are spilled and skulls are cracked,
children roasted and babies stewed.
We be Goblins, you be food.
"

"Human meat made into pies,
bones be boiled in vats of lye,
blood is spilt and arrows fly.
We be Goblins, and you die.
"


As the Goblins draw near, their mounts can clearly be seen as horrid-looking large hairless mangy rodents. Those that have ranged weapons may make one attack before the Goblins close to melee range. Those that do not may attempt to throw a rock at a Goblin with a -4 penalty. Any rocks that hit do damage as a sling stone or bullet.


Male Human Magus - 1

Throws a rock - Nonproficient Weapon: 1d20 - 4 ⇒ (17) - 4 = 13
Damage: 1d4 ⇒ 2


Jared missed.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy tries a sling bullet. sling: 1d20 + 5 ⇒ (12) + 5 = 17

If he hits, damage is just 1.


Hits.


M human commoner 1

Several hundred feet away, a dirt-encrusted hulk of a man can be seen leaning nonchalantly against one of the barricades, a rusty shovel slung across his shoulders. As the mob of goblins approaches, he barely moves, seeming rather unconcerned with the situation at hand.


As soon as Sunny decides her action this round, we'll move into melee combat.


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

Heal untrained: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

Sunny does what she can to help the injured man, but is distracted by the threat of goblins and does little good for him. She makes sure she stays well away from wherever it seems goblins might assault the village.

By the way, I am in a very different time zone to most of you so will often be posting at odd times.


Sunny: Not quite good enough. Sorry, but the guardsman bleeds out and dies.


Okay. Everyone roll initiative.


Male Human Magus - 1

Initiative: 1d20 ⇒ 8


That's okay, Sunny. We'll adapt.


Female Human Commoner 1; HP 10/10; AC 14, ff 12, t 12; Fort +1, Ref +2, Will +4; Init +2; Perception +8

Init: 1d20 + 2 ⇒ (12) + 2 = 14


M human commoner 1

Initiative: 1d20 + 1 ⇒ (13) + 1 = 14


M Human Commoner 1st|HP 11|AC 12|Init +6|Perception +5|F+2| R+3|W+1
Flouncy Magoo wrote:
Flouncy follows suit, following Vladimir. Well, things just got interesting, didn't they?

Valdimir grunts

"Reckon"

He scoops up a rock and tosses it in a blurring arc

1d20 - 4 ⇒ (10) - 4 = 61d4 ⇒ 3

1d20 + 6 ⇒ (18) + 6 = 24 Initiative


Valdimir missed.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

init: 1d20 + 4 ⇒ (3) + 4 = 7

Could the GM roll all the initiatives at once?

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