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Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Alden sheathes his sword and reaches for his short bow. He nocks an arrow and aims in the direction of the goblins.

"Final warning. Stand and show yourselves, or I will loose. You have been warned!"

He silently counts to ten.

If they do not comply:

Ranged Attack, Short Bow: 1d20 + 3 ⇒ (2) + 3 = 5

Damage: 1d6 ⇒ 4

If they comply:

"Drop your weapons and surrender! As long as you do not attack us or try to run, we will not harm you! We wish to talk!"

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Oh right, I am a little guy. Neat.

Tail twitching behind her Kras’tak readied herself for the goblins, finally spotting the unsettlingly still figures. Her hand raised in preparation, one claw extended in their direction as the others dug into the frosting dirt beneath her.

Readying an action - Want to cast Ray of Frost as soon as She sees a Goblin move within 25feet


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Can we make new Perception checks, or Sense Motive, perhaps with a bonus to recognize that something is off? Should we roll for Initiative? I'm a bit perplexed on what to do here, separating character knowledge from what the player suspects is going on.


What the characters see hasn't changed, so a new perception check wouldn't make sense. If they got closer that would change things. It certainly wouldn't be metagaming to have your character think something is off about the goblins not moving after all this. It's rather strange.

Alden's verbal warning fails to get a reaction out of the goblins, and when he looses an arrow it serves as more of a warning shot. Falling short of one of the goblins and sticking into the ground. The two figures don't so much as budge. The two goblins were either stone cold warriors, dead, or unable to move for some reason.

Back to Jaxom.

Jaxom can hear Fogril cursing wildly from the front of the inn, though the reason why isn't clear. Then the shriek of a goblin before Tel Beys shouts, "It's alchemists fire!"

The three goblins that he was shooting at panicked at the new attack. One of them on the end abandoning the ladder and running back the way he came. The lead goblin held on, but got tripped up as the middle goblin stopped in alarm. After a moment's delay, the remaining two goblins dropped the ladder and hustled to close the distance.

The hang up has them only taking a normal thirty foot move. They are now 70' away.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Glad for the confusion as well as the coward Jaxom calmly reloads and fires a second shot.

Crossbow: 1d20 + 5 ⇒ (11) + 5 = 16
damage if that hits: 1d8 ⇒ 8

After firing he sets the crossbow down behind himself. He calls out in goblin, "Turn and run after your friend, or die here. I won't stop fighting until you are dead or gone."


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Do we hear what's going on back in town? I'm not sure the distance between the two parties. If so, then Siegfried would begin backing away towards town. If not...

Siegfried rolls his eyes, swinging the oversized hammer back up to his shoulder and beginning the slow, steady march towards the goblins. It wasn't like the goblins he knew to resist verbal sparring. Something was up. The dwarf trusts his own armor well enough to protect him against a trap. And so why not? He didn't have much else to lose.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Alden stows his bow, and draws his sword again. He then moves up to keep pace with Siegfried, standing far enough away to not be in the arc of his his massive hammer should he need to swing it.

He holds his sword at the ready, in a low guard position.


You are a fair distance down the road from the inn. These farms are acreages, so at the very least you're out of shouting range. Also, I did promise you new perception checks if you got closer.

Perception (Alden): 1d20 + 1 ⇒ (12) + 1 = 13
Perception (Siegfried): 1d20 + 3 ⇒ (12) + 3 = 15

There is no perceived threat outside the still, unmoving goblins as the two men approach. As they draw closer the goblins do not so much as twitch, and it quickly becomes apparent why as the concealment of the tall grass is lost. These were elaborate goblin scarecrows. Shabby burlap tunics sitting on a framework of sticks and hay. One of the goblins had a sack head smeared with what looked like swamp algae under it's horned helm, and the other was missing the lower part of it's "head" where it's jaw would be. Some loose hay peeking out.

As they get closer Siegfried notices a glint near the goblins and is able to warn Alden at the last moment. Sweeping some of the tall grass aside to reveal a bear trap. Then, on the sides of the stand they hear hooting and laughing. Two goblins standing up from cover and laughing at the two men.

"Fall for prank you did, wood headed paladin!" chuckles one.

"Oh no!" says the other in mock terror, "Dorfy spotted our trap, we don't get to hear their legs snap!"

Both goblins wrap their arms around themselves, laughing themselves silly. Before each produces a vial of something and throw it at the nearest tree between them and the two in melee. The vials shatter on the wood and immediately fire spreads explosively across the nearby wood and grass. They were too far to hit anyone directly, but the fire is directly between the two melee as the goblins turn and move away as fast as they can.

Initiative (Goblins): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Siegfried: 1d20 + 0 ⇒ (7) + 0 = 7
Initiative (Alden): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Rabbit): 1d20 + 8 ⇒ (16) + 8 = 24
Initiative (Kras'tak): 1d20 + 3 ⇒ (18) + 3 = 21

Despite being in combat the goblins look to be running from the get go. The goblins are loosely about a hundred feet away on either side of Siegfried and Alden. About 120 from the smaller two.


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Rabbit hangs back in the grass as Siegfried and Alden move up on the goblins... When the trick is revealed he gasps in startlement, eyes wide. Jaxom was right...! But there are still actual goblins right here to fight, too.

Hands shaking just a bit, Rabbit tries to sight along the stock of his crossbow at the fleeing goblins...

Attack, range penalty: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 Possibly vs flatfooted given his stealth check? But pretty hard to make a 10 hit.

"Oh, dang," he mumbles, then starts running forward as fast as shortish legs will take him.

(Fire then single move closer)


Jaxom's bolt sinks in to the fletching in one of the goblins, the least panicked one so far. He rocks back and then slumps as he slows to a halt. The other one grabbing at him and helping him stagger away. The two goblins flee together now, combat far from their minds.

Battle: 1d20 + 2 ⇒ (13) + 2 = 151d8 + 2 ⇒ (7) + 2 = 9
Batlle: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 4 ⇒ (6) + 4 = 10
Battle: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 2 ⇒ (4) + 2 = 6
Battle: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 2 ⇒ (2) + 2 = 4
Battle: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 2 ⇒ (3) + 2 = 5
Battle: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 2 ⇒ (1) + 2 = 3
Battle: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 2 ⇒ (2) + 2 = 4

Jaxom hears another shriek from a goblin, and then what must be a howl of pain from Fogril. A moment later he also hears Tel Beys shouting, "You'll not touch him! Back!"


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Seeing the two goblins turning to run away Jaxom snatches his crossbow back up. He loads the crossbow but hears battle around the other side of the inn and curses. This group was lucky and would live to see another day. He quickly runs around the building looking for other targets.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

I assume that all of the "Battle" rolls mean that the Goblins have gone and that it's the rest of the party's turn. Of course, that means that Alden and Kra'stak got skipped, so maybe they get two turns? My turn isn't of much consequence yet.

Siegfried's expression does not change from placid boredom as he warns Alden not to step where he was about to lose a leg. He watches the trajectory of their sudden sprint and takes a breath, lowering himself even closer to the ground.

A dwarf in motion stays in motion.

His legs begin pumping as he works up to a sprint in the grass at an angle to avoid the alchemical fire and catch up with the goblins before they get too far.

You can run up to three times your movement speed in a round in heavy armor, so that's what Siggy is gonna do. 60 ft from current position to follow the goblins.


To be clear, the battle rolls were for the other half of the Jaxom fight occurring out of sight. The four players out at the farmstead are on their own initiative. The goblins did set off alchemist fire between themselves and Siefried/Alden.


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Sorry for the delay, been a busy weekend;;; So the four of us are facing two goblins out in the field? Are they behind us,in front of us, how far? The fire is between us and them?

Kras’tak would jump as Rabbit fired, reaching out to stop his running but not quick enough to grab him. Her tail lashed in frustration before she followed after, head on a swivel as she looked for other goblins in the area or any other traps.

Perception: 1d20 - 2 ⇒ (5) - 2 = 3


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Alden says to Siegfried, "We should be concerned about putting out the fire before it spreads. They have covered their escape for now. We can deal with them when the come back."

Alden turns and shouts to the others, "Bring shovels, or baskets of dirt! We need to smother these flames before the entire crop burns!"

He then hustles back towards the farmhouse, looking to grab a shovel and anything that can be used to move large amounts of dirt (wheelbarrow, etc.).


Rabbit's shot sails just over one of the goblin's shoulders, startling it but not stopping it's retreat. He steps off to pursue them even as they make a break for it.

Kras'tak fails to notice any additional threats as she pursues Rabbit, and thankfully for the both of them there doesn't seem to be any. At least, if there were more goblins or bear traps they didn't stumble into them.

Alden breaks back the way he can, shouting for shovels and baskets. Martin gives a look, across the field back at the farm...

Perception: 1d20 ⇒ 16

...then disappears into his shed.

The two goblins are now sprinting away, having abandoned the fight and going fully into flight. 4x movement for 120' a round. Putting them even further away.

Siegfried rushes after the goblins as well, breaking into a run around the flames. He initially looked to gain ground on them, but in short order they showed just how much faster they were.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Siegfried hears Alden but pays him little mind at first. His initial sprint is for naught--a dwarf might be able to persist well in a long race, but the goblins would easily outpace him. There is no shame or pity etched on his face as he jogs back.

It would have been smart in hindsight to have prepared an orison to create a deluge of water this day.

But lacking that, the dwarf begins stamping his longhammer into the flaming grass to stamp out the fire's access to air bit by bit while the long-legged folk come with tools better designed for the job.

Goblins and their pranks...


As Jaxom comes running around the other side of the inn he comes across a much more grim scenario. Tel Beys had her spear in both hands, standing between two goblins and where Fogril was downed in the road. There was a dead goblin at her feet, previously impaled on her spear. The dwarf was badly burnt across his upper left torso and face, and blood leaked from the back of his head. The ground was scorched with smoldering alchemist fire nearby, and near where Fogril laid.

On top of the smithy across the road were a pair of goblins as well. While they didn't appear to have more alchemist fire at the moment, they did both have a small pile of rocks to throw.

Initiative (Jaxom): 1d20 + 9 ⇒ (16) + 9 = 25

Jaxom, welcome to the top of the initiative round. Good news! Both you and Tel Beys go before the four goblins!


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Kras’tak huffs as the goblins speed off, glancing back at the fire with a wince at the sharp light. Skidding to a halt she muttered under her breath and scampered back on all fours, frosted air beginning to emit from her maw and nostrils. “Back, back,” she rumbled through clenched fangs, waving at Sigfried as she dug her claws into the ground, preparing herself, “Will be cold, will be slippery!”

As she finished speaking her jaw practically unhinged as she released a near freezing fog from her throat, the area around growing cold as she tried to ice the flames.

Frost Spitter Trait- The icy breath of a white dragon fills your lungs. Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that’s as difficult to traverse as an ice sheet (Core Rulebook 430)


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Seeing Tel Beys flanked by two goblins Jaxom decides to turn the script on them. Running up to the closest he flanks the goblin and punches it....

to hit: 1d20 + 8 ⇒ (13) + 8 = 21
damage if that hits?: 2d6 + 2 ⇒ (2, 4) + 2 = 8


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

It seems like a waste to send more crossbow bolts after the fleeing goblins-- and truth be told, Rabbit's heart isn't in it, even for goblins. He jogs towards the fire, not really sure what he can do to help put it out but willing to try, even if that just means stamping the very edges of the flames.

Not sure if you want a check from us


Will start with those putting out the fire and move on to Jaxom.

Kras'tak gives everyone an enthusiastic warning before she released a freezing fog against one of the two fires. The spreading flames were snuffed out instantly, but the forming ice met with remaining alchemical fire with angry pops and explosions. Having a violent reaction before leaving a concealed mix of tarry plant matter and frosted earth.

Rabbit and Siegfried are able to stamp out the other fire, at least enough to keep it from spreading until Alden returns with a shovel and smothers the alchemical agent in earth. The fire has been extinguished, and no sign remains of the intruding goblins.

For now.

Mission accomplished by the away team. Good job. Your actions didn't take very long. You can still do any roleplaying you might want, and hopefully combat will either be resolved or signal you across the fields somehow.

Jaxom joins the fray in a rush, drawing behind one of the two goblins preparing to rush Tel Beys. As the little foe turns to face this new adversary the man is able to slip a strike in under the goblin's chin. He feels the wind pipe crunch, and the goblin slumps before managing a deep rasp of air. Desperately clutching at his throat and trying to keep breath coming in.

Tel Beys: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (2) + 3 = 5
Goblin 1: 1d20 + 3 ⇒ (13) + 3 = 161d4 + 2 ⇒ (1) + 2 = 3
Goblin 2: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 2 ⇒ (4) + 2 = 6
Goblin 3: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 2 ⇒ (2) + 2 = 4
Goblin 4: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 2 ⇒ (3) + 2 = 5

I forgot to give Tel Beys the proper two-handed bonus to damage last time, so this time she is swinging with a +3.

Tel tries to finish off the goblin that Jaxom had wounded, but through sheer luck her strike came in a hair high. At the same time the little blighter went doubled over from his wounded throat. Once he realized he wasn't dying, only nearly dead, the little maniac lashed his club up at Jaxom and very nearly caught him in the side of his ribs with the strike. Only the tip fo the club glancing of his leathers saved him from pain.

The goblins had similar trouble striking Tel. A wobbly thrown rock missing her wide and the woman easily swatting aside the other goblin as it came at her with it's club. The second rock however, was well placed. Catching her in the side of her head and staggering her as blood poured down. She found her feet however, and prepared to die on her feet if necessary.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

"Should we head back to town and check on Jaxom?" Alden asks. "He seemed worried that the goblins might attempt to attack in more than one place. He might need a hand. Of course, if we leave, the goblins we just chased off might come back..."

He looks to the others to see if any of them have an opinion on whether to remain here, or to go see if Jaxom needs help.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Seeing the goblin still standing Jaxom attacks it again.

to hit: 1d20 + 8 ⇒ (7) + 8 = 15
damage if that hits?: 2d6 + 2 ⇒ (3, 6) + 2 = 11

He yells at the group, "Run or die! Your sneaky tactics won't save you!"


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Siegfried has a well-worn rag that he pulls from his back pocket to begin wiping mud, ash, and alchemical goop from the head of his hammer. "Oh I'm sure the young man can handle himself," he says dismissively. "I'm keen to at least make my delivery to Martin before we head back."

As soon as his hammer is no longer caked with grime, the stodgy dwarf begins loping back across the field to the Tooms' house.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Alden makes sure the fire is thoroughly out, even touching the soil laid over the alchemist's fire to make sure heat is not coming through.

Once he is satisfied. He hefts the shovel and follows the dwarf back to the Tooms' farmhouse.


Jaxom again strikes at the beleaguered goblin between him and Tel Bays. While the creature was guarding it's wounded throat with a hand, his fist still connected in the same spot. A pop felt as he finished closing it's wounded wind pipe, and the wretched thing collapses trying to breath in air that wouldn't come. It's arms drooping as it also seemed immobilized, probably from the impact to it's spine.

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

There is a clatter from inside the inn as the sound of a heavy sitting chair is pushed out of the way, warning something was happening inside. Tel Beys didn't respond to it, focused on the remaining goblin at ground level. She braced herself, recovering from her momentary stagger and struck out.

Tel Beys: 1d20 + 3 ⇒ (14) + 3 = 171d8 + 3 ⇒ (5) + 3 = 8
Goblin 2: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 2 ⇒ (3) + 2 = 5
Goblin 3: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 2 ⇒ (4) + 2 = 6
Goblin 4: 1d20 + 3 ⇒ (5) + 3 = 81d4 + 2 ⇒ (2) + 2 = 4

Her spear tip finds the chest of the goblin, and as she drives it home the little beast falls backward to a knee. Shrinking back as it drives in to the crossguard. As she draws the weapon back though, it manages to jerk itself upright. For whatever reason these goblins were not so quick to flee as the group Jaxom had encountered.

The wounded goblins tries to respond with a feeble swing of it's club, but Tel is able to simply bat it away with her spear. Two more awkward rock throws from the roof of the smithy sail in as well, but her and Jaxom don't even need to move to avoid the rocks sailing past. One clatters across the wooden porch of the inn as Milana leans out of the door with her flute held to her lips.

While her playing was often a soothing sound at the end of the day, her pretty features screwed up tightly as she blew hard into the instrument. Three sharp, shrill notes erupted from the thin metal tube. Reverberating through the air with arcane force as they blasted out. As loud as the roar of a mighty beast, and jarring enough to make everyone present wince despite the combat.

These notes are heard even out at the Toom's farm as Siegfried cleans his hammer.


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

The little dragon shook herself out as the fire died, any frost and debris leaving the mane that ran down her back. ”Kras’tak can stay, you all go, yes yes. If the goblins tried to do silly trick here, they probably think of hitting village at the same time,” she hummed, briefly scratching her chin before continuing, ”Good Kobold trick, goblins probably stole it.” She scampered after the human and dwarf as the walked, turning back to wave Rabbit on with a toothy grin.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

The dwarf presses his lips together at the sound of the flute. There weren't many flute players he had ever met, and Milana was usually kind enough to keep her noisome playing quiet enough that it didn't bother. Those blasts weren't calm, genteel playing. That was an alarm.

Siegfried swears profanely, nodding at Kras'tak. His delivery would have to wait. He turns, digging his heels into the soil, and begins hustling back the other way as quickly as his legs would carry him.

He had been neglecting leg day.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

”I’m going to run ahead, in case they’re in trouble,” Alden says, moving as fast as his armor and weapons will allow in the direction of the inn.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

With the goblin at his feet dead or dying Jaxom steps in to assist Tel Beys. He swings hard at the creature trying to finish it.

to hit: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 2 ⇒ (1) + 2 = 3

"Get out of the range of the rock throwers. Our bows can finish them off easily!"


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Rabbit feels relieved that the 'battle' is over so easily and so bloodlessly. His relief lasts until the faint but audible notes of the trumpet.

Oh no....

"Mister Jaxom was right..."

Checking briefly to see that Mr. Whisper's satchel is secured, Rabbit turns and breaks into a run back towards town. His short legs pump as fast as he can trying to keep up with the taller Alden.


The party out at the farmstead (mostly) breaks into a run to get back to town. While they were on the near side of the acre or so of farmland there was still a good distance of open, untilled field to cross to reach the town.

It will take a handful of rounds to reach the village proper.

The badly wounded goblin staggers back, looking to adopt a more defensive posture, but Jaxom is quicker. Darting in and making a viper like strike. The goblin can't lift it's arm in time to guard it's existing wound, and as Jaxom strikes he can feel it's collar break. The feel of it's deep chest wound rupturing inside. The goblin's large, bulbous eyes strain, open wide in shock and agony before it slumps to the ground dying.

Tel Beys: 1d20 + 3 ⇒ (11) + 3 = 141d8 + 2 ⇒ (2) + 2 = 4
Goblin 3: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 2 ⇒ (1) + 2 = 3
Goblin 4: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (2) + 2 = 4

As the melee threat was ended Tel threw aside her spear and unslung her bow while stepping back toward the porch of the inn. As she pulled it back Jaxom would hear the heavy draw as the fine composite strained. Her arrow snapped up toward the roof like a bolt, finding one of the rock throwing goblin's shoulders. This sent the goblin's throw off target, the stone going wide. The other goblin found his mark again. The heavy rock he threw hitting her in the collar and ricocheting up to catch her in the jaw on the scarred side of her face.

Tel rocked back in a full swoon from the blow, mouth bleeding. Milana was starting to drag Fogril into the shelter of the inn, and she gave Tel a look before the woman held out her bow to Jaxom. Lowering her shoulder so her quiver shifted off to him as well. "Get inside if they're going to down you." she cautioned, "Take my bow if you can use it."


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Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Since each of us technically have 20-foot move speeds but those in heavy armor are limited to 3x run per round, this means that Rabbit can move 80 ft per round while Alden and Siggy are 60 ft. I'm now picturing Boromir, Gimli, and Frodo all running with Frodo inexplicably in the lead.

"You'll not beat me if I can help it," Siegfried says, measuring his breathing with his paces as he keeps astride Alden.


That is a tickling image.


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Kras’tak waved the others off with a bright and toothy grin, watching them run for a but before turning to trot back towards the farm house. She kept her gaze ahead but listened for anything out of place, figuring her ears would be better than eyes in the dazzling sunlight.

Perception: 1d20 - 1 ⇒ (4) - 1 = 3


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom smiles at Tel Beys but shakes his head. "Never did learn how to use a regular bow. But I'll put my crossbow against their rocks any day!"

He steps back from the building to make it harder for the little enemy to hit him while he loads his crossbow.

Moving back 20'. Easy range for me but they should take a penalty for the range increment. One move action to move away. Another to draw and load the weapon.


Siegfried, Rabbit, and Alden run across the untilled field that lay between the mill and the village beyond. It's safe to say Rabbit will make it to the mill on the following turn. The two armored members of the group will take a turn longer. Rabbit could make it to the inn at a dead sprint in four more turns. The other two will take roughly six.

Yes, that's not a handful. I apologize if there is any confusion.

As Jaxom withdraws he notes he could likely setup behind one of the supports for the porch of the inn for partial cover.

Crossbows can also be fired from prone at no penalty.

The two goblins do not try to make long distance throws with their awkward stones, and both slink back from the edge of the smithy roof to try and get some cover. Jaxom hears them bickering between themselves. Their goblin mutterings overheard and understood without their knowledge by the human below.

"We wuz told no r'treat!" the first one argues.

"We can't fight em with rocks!" the second responds, "We can go get clubs!"

"You go get clubs then! I'll keep him here!" the first replies.

The second goblin dips out of sight with the angle of the roof.

Let's make a roll here... with a large circumstance penalty.

Shenanigans: 1d20 + 6 ⇒ (11) + 6 = 17

That beat's Jaxom's passive perception. If he would like to make an active perception check on his turn he is able.

The goblin still in sight jeers loudly at Jaxom. "You're the ugliest longshanks I evar seen!" he crows, "I could bend'ovah with me shorts down, and at least I'd be green!"


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom laughs at the goblin's stupid comment while he takes aim at it. "And if I laid down in a mud puddle long enough to get covered with mold I'd be green too. Says something about goblins doesn't it!"

On his turn:
To Hit: 1d20 + 5 ⇒ (20) + 5 = 25 not sure what you want for cover?
damage if that hits: 1d8 ⇒ 6

To confirm Crit?: 1d20 + 5 ⇒ (5) + 5 = 10
damage if that hits: 1d8 ⇒ 3


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Rabbit runs, it's kind of what he does!

As his small feet fly through the fields then down the road, Mr. Whisper seems to radiate a sense of approval from the satchel (not that it stops the animal from his grumpy kicking at the satchel's lid). His feet nearly fly over the ground, and not-quite-intentionally, Rabbit finds he's left the bigger warriors slightly behind. He doesn't break pace though... Mr. Jaxom might be in trouble. And Mr. Jaxon has been kind to him.

If I understand things right pretty much all I'm doing for a few rounds is running. Sorry if we were waiting on me!


Jaxom's shot hits the remaining goblin in the neck, and though it makes a wet choking sound and reeled back it stayed upright. It's eyes were wide with shock that he had managed to hit it past the cover of the roof. Stumbling back, it went to pursue it's ally...

Acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5

A moment later Jaxom hears a gurgling shriek and the soft thud of the goblin hitting the ground.

Falling Damage: 1d6 ⇒ 2

A moment later, an unintelligible bit of conversation between the two goblins out of sight. Then things grow quiet.

Both goblins are now out of sight. Three more turns until rabbit arrives. Five for the two more heavily armored party members.


Kras-tak found the Tooms family waiting for her as she returned to the farm. Martin and his son keeping vigil near the porch of the house. Yana and her adopted daughter peeking through the cracked door.

"Are they run off then?" Martin asked, "Is the fire out? Do you need help with anything?" He kept looking between the lingering plumes of smoke and the small kobold.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom reloads and moves to a corner or the building to watch for the return of the goblins. He calls to those in the building, "They're off of the roof. Said they were going to get clubs. I'll keep watch out here and call if I see anything."

My perception is +6 if you want to roll. ??


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

"You're not bad for a youngster," Siegfried huffs out to Alden, "But the wee one is putting us both to shame."


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

”Goblins gone, s’far as Kras’tak can tell. Fires gone, yes yes, she freeze them!” the little lizard hummed happily, glancing around at the family curiously, ”Others went to village, help the rest. Kras’tak stay, mhm, she watch farm for pesky goblins. Though, her eyes not good in the sun, no no not at all. So she come to house, this way humans can see for her, and she will freeze gonlins. Yes? Yes.” She smiled proudly at her solution, hands placed on her hips as she grinned up at the farmer.


Martin gave a genuine smile at the news Kras'tak brought. "Well, that's for the best then." he reasoned, "For the moment why don't we come inside and have some lunch then? I certainly worked up an appetite out there in the field. Could stand a wash. I think the missus made some candy the other day."

Yana had a wide smile, as if he had told a joke. "That I did. I imagine our little friend might like some." she said, "Come, join us inside little hero."

If she obliged, the family would head inside with Kras'tak. There, a small table would be set and the family would sit down to a lunch of flat bread, cheese, and some toasted corn. After everyone was seated Yana produced a hard dollop of some cherry red substance. It yielded slightly to the touch, as if it were a pretty, foldable stone. "Hard candy."" she explained, "Cranberry and cherry. Good if it doesn't pucker your snout."

********* Back at the village. ***********

Jaxom doesn't hear or see anymore activity from the two goblins. Either they were waiting in ambush beyond the smithy, or had decided against sticking around after his well placed shot. Tel Beys comes out a moment later, her scalp having some of the blood washed away and no longer bleeding. Milana with her, looking at Jaxom with concern. "Are you wounded?" she asked flatly, "Fogril is resting, but he should be fine."

"Lucky he spotted them sneaking up on use." Tel agrees, "I'll need to thank him. Maybe we'll match now."

[b]Unless Jaxom has anything specific he would want to rush out and do in the interim, the others will arrive without incident.[b]

The first member of the other group to arrive back is Rabbit, finding the two women and Jaxom standing at the porch. The two women half out the doorway, and the roguish human man posted up behind one of the supports to the porch's roof. He even has a moment to catch his breath before Siegfried and Alden come tromping in.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom watches and listens, perhaps hoping they'll return so they can be killed?

When the other group returns he looks at them, "We were attacked, but we fought them off. A couple were carried off, almost dead. I think we should go after them and finish the job!"


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

"The attack...at..the Tooms...Farm...was..a ruse.." Alden says, trying to reply while catching his breath. "Set fire..to the field...and..fled...we...put out..the fire...and came...to see..if they attacked...the town..."


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Siegfried reaches up to pat Alden's back. "Cardiovascular activity is very important, Mr. Cooperson," he says, his own breathing scarcely labored. "If you want to practice a bit of running in your armor, I'd be happy to run with you."

In truth, the dwarf was somewhat winded, but he wouldn't let it show. He just had literal decades more experience doing this sort of thing, from before Alden was even a twinkle in his parents' eyes. Possibly before his parents were twinkles in their parents' eyes, though he had never met the elder Coopersons to know how old they were. But it was a fair bet.

The elder dwarf looks around at the smears of blood all around. No, this didn't look good. And he didn't like being tricked. "If I know what's what about goblins--" (he didn't) "--they're a good bit faster than most of us. We ought not rush, especially if we have injured. But we can track them."

If they were going out, he likely ought to save some of his magics for the road. But if his fellow townsfolk were in trouble, he could spare a cure or two.

Heal to assess: 1d20 + 3 ⇒ (17) + 3 = 20


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom nods to the others as they catch their breath after their long run. "I agree, no need to run into the traps the goblins likely have set up. But I'm not that good at tracking."

"The couple that were badly wounded might have left a blood trail though...."

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Alright, so we're starting the discussion thread with an interesting topic:

How do your characters feel about one another after spending three years in the current location. A have made note of a few things that could factor into that. Kras'tak and Rabbit have both explained they plan to tend to the animals that Milana keeps at the inn. Siegfried and Jaxom both have crafts that put them in the smithy regularly. Alden's work on the farm means he is likely to spend less time with the rest of the group, but that certainly doesn't mean he is a stranger to anyone.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom is a survivor. Not much of a talker because of his younger years. Feel free to review the CS, and let me know if you catch any errors....


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Rabbit asked Siegfried to make him some weapons, and although the dwarven smith was happy to oblige did point out the Jaxom had made good weapons, too, and that Siegfried's specialty at this point was armor. He would have been happy to make stuff for anyone else, too. Rabbit's skittish, but Siegfried doesn't mind, and doesn't press.

In happier days, he would have made comments about how dwarven smithing was inherently better than human smithing, that dwarves spend so much time learning their craft that a human couldn't possibly learn the nuances of good metal or stonework. But those were the old days. Now? Who cares? Everyone's going to die someday, and even your best creations will rust and be forgotten. Jaxom's a good talent anyway.

I'll want to take a look at Kras'tak and Alden's profiles, but if either of you are looking for a surly drinking partner prone to fits of melancholy, Siegfried is your dwarf!


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Rabbit's eager to please and to be liked; he has probably tried to run a preemptively 'helpful' errand for any character in the campaign at some point unless they outright told him no. Fetching water for Jaxom or Siegfried's weapon/armor smithing? You betcha! Patching any tears or singed spots in anyone's clothing or cleaning it if soiled? Certainly!

Sounds like Rabbit has a 'tend to the animals' buddy in Kras'tak, so they've probably managed to talk a fair doing that, but I'll glance at Kras'tak's sheet once they post to see if there's any other ideas.

Since I see now tha Jaxom has craft: weapons, it is possible that Rabbit paid him to make a dagger at some point, and/or the crossbow-- I'd pitched such to Siefried without realizing he has armor instead ;) . But whichever didn't make it for me might well have trained me in how to use it, as Rabbit would have no idea how to even maintain a weapon, let alone shoot or stab, when he got to Passbog. Tutors accepted!

Basic personality is that Rabbit is pathologically very eager to try and prove he can contribute and be helpful, but any sign of annoyance or anger will indeed send him skittering out of sight. Tallfolk usually get called 'sir' or 'ma'am' as a default unless they've asked him not to do so. He is light on his feet and has a bad habit of 'sneaking up' on people, not out of malice, but in the model of 'I'll be right there if you need anything but being unnoticed til then'-- something his old 'mistress' expected, but which may creep other people out or just annoy them!

He loves animals a great deal and threats to animals or their welfare is one of the things that can get him to stand his ground and stand up to someone else. His rabbit, Mr. Whisper, is never very far from him, and has a lot more sass than he does. He is often making horrified apologies for things Mr. Whisper does.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Alden is a devoted follower of Erastil and his edicts. He believes that honest, hard work, with a focus on making things better for everyone is the best way to live. He spends a lot of time on the remaining farms in this shard, working with the remaining farmers to make sure crops are sown, raised and harvested, that livestock are fed, cows milked, and anything else to make sure everyone has food.

Alden often makes runs into town to drop off foodstuffs and to get replacement tools and implements needed to keep the farms going.

Alden is young, strong, and in many ways overly-idealistic. He is practical in his day-to-day living, but a bit naive in the face of the world's present reality.

He is a regular volunteer in the community militia, and will always show up for any muster. He also consistently volunteers for patrols, as his duties on the farms permit.

Anyone who has met him finds him friendly enough, though something about his demeanor makes ribald or crass humor come off awkward in his presence. Alden doesn't condemn the joke maker, but has a way of not acknowledging the joke or simply steering the conversation past it.

There is an underlying sadness to Alden, and anyone who truly knows him, or simply asks, will find that it has to do with his desire for a wife and family. He feels that he will never truly live up to Old Dead-Eye's expectations until he is properly wed to a woman of like mind, and they have succeeded in raising a fine crop of children.

Alden is a likable young man, but he also seems to be busy do something almost all the time. It is a rare occasion to see him in the tavern sitting and drinking, instead of dropping off supplies.

Shorthand Pop Culture references for Alden's personality/vibe:

Charles Ingles, from Little House on the Prairie
Willard, from Footloose
Adam Webber, from Blast from the Past

"Simple Man" by Lynyrd Skynyrd.


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Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

While it took some time for Jaxom to be 'friends' with anyone, he felt an almost immediate liking to Rabbit. If Jaxom hadn't been raised by a soldier and taught to defend himself as soon as he was old/large enough to hold a weapon and learn.... Well, he wouldn't have survived. But if he had he might have been as skittish as the little halfling.

When asked to forge a dagger for Rabbit he frowned. It wasn't that he didn't see him using it. He'd just never made smaller sized weapons before. He took measurements of Rabbit's hands, then carved a couple of daggers from local hardwood, checking to see if they were sized right for the halfling's hands. They would be useful too for training so he also carved one for himself. Seeing how the man moved Jaxom figured he might also be good with thrown weapons. He decided against making several daggers though as they had to pay attention to local resources. There wasn't a local iron mine or anywhere they could get new steel.... So instead he again used local hard wood and created two darts, with steel tips of course.

Once he was done he presented Rabbit with the weapons, and discussed training. He had never trained a small man before, but did remember how his father had trained him. And maybe it would be good training for himself if he ever had a family.


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Kras'tak is a diminutive white kobold who is rather ditsy and oblivious. She falls into most kobold stereotypes, though her skills lean more into carpentry and animal husbandry. She seems surprisingly well traveled and certainly comes from far away, and she'd have happily let Rabbit help her and spend time with him. A clear aptitude for magic, but struggles to control it from time to time and has certainly killed more than a few plants with frost.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Siegfried is probably quietly irritated by Alden. The dwarf used to be deeply devoted to Torag, but his faith has faltered mightily in the last 3 years to the point that he rarely feels that he receives any insight from his god at all anymore. So on one level he sees Alden's faith as naive. On another, he's almost jealous that the young man could be so naive, wishing that it was as easy for him to hew to his faith and its precepts in the absence of clear guidance.

It's hard to say exactly what Siegfried would make of Kras'tak. I suppose it depends on how open she's been.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Jaxom doesn't have much to say to Kras'tak. At least not at first. He'd never seen a creature.... No, a person like her before. But he doesn't consider curiosity to be a good reason to strike up a conversation. That was more likely to lead to insults, unintentional or otherwise. So at first he keeps his distance, polite but quiet.

If/when he notices her friendship with Rabbit? Then he's much more willing to open up, talk and be friendly.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield
GuardYourPrivates wrote:
To be clear, the battle rolls were for the other half of the Jaxom fight occurring out of sight. The four players out at the farmstead are on their own initiative. The goblins did set off alchemist fire between themselves and Siefried/Alden.

Cool, cool. It might be useful to have separate Initiatives separated and specified in each post. I would definitely appreciate it.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Since the four of us at the farm are not engaged in combat, but Jaxom and a bunch of NPCs are (back in town proper)...and since you've established that we can't tell what's going on back in town...

What should we be doing? I'm a bit stymied.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

We need some sort of alarm system to call for help from anywhere on this fragment of the world.

Also, since I'm the only PC at the town, I'd be fine playing the action out in Discord. ??


Sorry for leaving everyone hanging for a bit. This weekend was something else. It is very unlikely the away team makes it back to the fight proper, so I would be willing to work out combat with Jaxom and then move things forward. If the party wants to engage further with the Tooms that is an option.

There were actually a few layers toward the party being alerted to what was going on back at town. I didn't imagine a scenario where the goblins lit nothing on fire. They are inherently sneaky turds and somehow both groups failed not only to stealth in, but to set anything on fire. If the party had set up some kind of signal themselves that could have helped as well. Thankfully, there's more to come.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

7 miles per hour in heavy armor isn't too shabby if I do say so myself, and Rabbit is pulling a mean 9 mph.

*watching and waiting to become useful*

I also love how almost everyone canonically envisions goblins as being very effective rhymers.


Not sure about first edition, but I know it's canon in 2nd. There is even a racial thing where you can use them to mess with enemies. That and Owlcat wrote it as canon when they did a game based on the Kingmaker AP.

It appears goblin bards can also get extra rounds of bardic performance per level as a favored class bonus. They also have a feat where if you sing in goblin, then you will give all goblins the morale bonus to ALL saving throws.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

It's fun to play a cantankerous bastard.


Male Dwarf Forgepriest 1 | HP: 11/11 | Perception +3 (darkvision 60), Sense Motive +9 | Speed 20 ft | AC 21 Touch 10 Flat 21 [+4 vs giants] | CMD 14 | Fort +4, Reflex +0, Will +5 [+5 vs poison, spells, & SLAs] | Init +0 | Active: Shield

Setting a marching order sounds like a good idea, but we can probably hash it out OoC unless we want to turn jockeying for position into a scene.

Siegfried is pretty exclusively a melee combatant, while Alden and Jaxom seem melee-preferred with ranged options. My inclination is that Kras'tak and Rabbit are both range-preferred.

Jaxom and Kras'tak both have 30 ft movement speeds, while Alden, Rabbit, and Siegfried are 20 ft. Jaxom could potentially scout ahead if he wants to, while Kras'tak doesn't quite have the skills for it.

---

Speaking of which, you should double-check your skill point allotment, Kras'tak. It looks like you have only put ranks in two skills (Handle Animal and Spellcraft), but you should have six total: 2 (base) + 2 (int) + 2 (background).

(Appraise, Craft, Handle Animal, Knowledge (engineering, geography, history, nobility), Linguistics, Perform, Profession, and Sleight of Hand are all background skills.)

Also, you should get a +3 to your Stealth modifier for being small-sized.

---

Anyway, I propose moving in a cross-formation when possible, as follows:

--J--
SRA
--K--

Which keeps the PC with the lowest AC well-protected while enabling the melee folks to move forward. Jaxom can scout ahead if needed and has the best Perception in the party by far.

A ducks-in-a-row marching order when we're worried about possible traps could probably be:
A
S
R
K
J

Jaxom is at the back to protect the squishies from rear problems, and can use his superior speed to get to the front faster if there are no problems behind. Alden's 17 flat-footed AC makes him one of the best candidates to potentially take a hit from a trap. Unfortunately, most of us have crap Perception, so we're not going to see things coming without Jaxom up front. But Jaxom's flat-footed AC is only 13, so he's 20% more likely to get hit by something than Alden and Siegfried.

Thoughts?


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Sounds good to me.

For tracking though, I have no points in survival. Someone else will need to be tracking. I can stay in front with them....


Kras'tak is currently working on transferring their CS from another location and working out some more detail orientated things. Don't worry, we're tracking it. It's also a +4 to stealth for being smol. :3

I'm glad you've thought out the marching order so much. How much of an issue traps will or won't be could vary wildly. As was noticed earlier, Jaxom really could have helped the party on their little scouting trip to notice things, but then he also was a huge help back at the village proper. I felt genuinely bad that the party had so little chance to notice key details.

On the upside you did notice you were dealing with dummies. Kind of.

edit: Gonna sleep a few hours before work. Should be able to update tomorrow if everything is in order.


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Sorry for delays and such, been a hell of a time for me lately. I usually post at work but work has made that difficult so working on fixing times and such for this and other games im in. Thanks for your patience with me i know how frustrating this is


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

I used to be able to post at work, but they fire-walled the site.... But now I work from home most days, so it's easy again! I'm dreading the order that I know is coming though, calling everyone back to the office. We're far more productive remote, but there are some managers that don't know how to manage us when they can't see us! The funny part of it is that I'm remote whether I'm home or in the office. I support sites all over the country so unless I fly to a site I am remote!


Female Kobold Sorcerer |HP7| AC15 | F1 R3 W1|Init +3|Perc-1(-1 in light)

Thats pretty cool, im just a barista w. A lot of free time between customers lol


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

"just a barista"? I never say "just" about anyone's job/career. I'm not a people person so that kind of work isn't something that I could do, or would want to. Besides, I don't like being on my feet all day, especially standing in one place. I'm OK walking around, just not standing in place....

Here's to the baristas! Lift them high! I'll have a large espresso with cardamom and sweet cream please!


I'll just drink my water. Have to stay hydrated and keep to the diet.


You can roll for hit dice and take half if you roll less than that.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Level up hit point roll: 1d10 ⇒ 6


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Hit point roll: 6 + 2 Con + 1 Favored Class = 9 additional hit points for a total of 22 max.

+1 BAB
+1 Fort Save
+1 Will Save
+1 rank to all skills

Lay on Hands, 5 times/day.
Divine Grace: add Cha bonus to all saving throws


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Woo, a level up!

Levelin': 1d6 ⇒ 3 +1 FCB +2 con

Rabbit level 2 summary:
BAB +1
Will +1
Skills gained or increased: Diplomacy, Kn Nature, Kn Planes, Spellcraft, UMD, Perform Sing (background skill), Craft Clothing (background skill)

New spells learned: Enlarge Person, Snowball, and I gained the Cackle hex

RP post coming in thread tomorrow.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Level 2 Snakebite Striker

HP: 1d10 + 2 ⇒ (2) + 2 = 4 So 5 +2, 7?

+1 BAB
+1 to base Fort & Reflex saves
Bonus Combat feat: I don't remember, Are we using the feat tax rules? If we are, Improved Feint. If not, Combat Expertise.
Brawler's Flurry (two-weapon fighting)
And bump up 10 skill points.... Guess I better put some points in Bluff.


Good stuff gang. I'll be sure to look over sheets and move us forward. Getting killed at work, but should be able to keep things updated as we go.


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Still got to update Rabbit's actual sheet on the boards, slightly complicated due to computer access right now, but I'll do it soon.


Male CG Halfling Rogue Shadow walker 3 | HP 14/21 | AC18 T14 FF13 | F+3 R+7 W+4 | CMD 12 | Init+3 Percep+10| Current effects: none
Skills:
Acrobatics 9 Appraise 7 Bluff 13 Climb 3 C: Alchemy 9 Diplomacy 9 Disable Device 10 Escape Artist 9 Know: Local 9 Know: Dungeon 7 Prcptn 10 Sense Motive 8 Sleight of Hand 9 Stealth 13 Swim 3 UMD* 9

Kevan is here.


Male CG Halfling Rogue Shadow walker 3 | HP 14/21 | AC18 T14 FF13 | F+3 R+7 W+4 | CMD 12 | Init+3 Percep+10| Current effects: none
Skills:
Acrobatics 9 Appraise 7 Bluff 13 Climb 3 C: Alchemy 9 Diplomacy 9 Disable Device 10 Escape Artist 9 Know: Local 9 Know: Dungeon 7 Prcptn 10 Sense Motive 8 Sleight of Hand 9 Stealth 13 Swim 3 UMD* 9

I read some of the posts, particularly the one about the joining of the shards. How big are these shards? A few miles across? Tens of miles? A few hundred yards? I caught the part about the fog surrounding each shard, kind of like classic Ravenloft. I assume you can't travel through the fog?

When the shards joined, I assume we on the other side can see the crazy blast of light as well?


A bit more information that hasn't been up on paizo yet:

Big Text:

Three years ago a dark, smokey sky covered the small town of Passbog. Thunder rolled constantly, but there was no wind and no rain. The smoke roiled, lancing down from the sky on the horizon. Forming a blanket over and blanketing the area completely. In your mind, in the minds of everyone present, came the concentrated thoughts of a mortal wizard. His name was Talenthanis. A man desperate for knowledge, and aiming to mirror the feat that propelled Nethys to godhood. Whatever he was encompassing the area in, he was covering the very world in as well. In the blur of his memories were flashes of failure and parralal research path, more failure, and then finally this moment. His triumph, albeit short lived. For as he worked this feat of near godly magic you felt his mind strain, fracture, and then break. The smokey substance covering the sky contracted and expanded as if his breath. Uneven and rapid. Then, in the loudest peal of thunder you had ever heard everything went white. The thoughts of the wizard were gone, but the smokey sky remained. Light filtered through. Clouds could be seen through the semi-tranluscent smoke above. The horzion was still blanketed in darkness, and any attempts to push through the edge was met with a feeling of undistelled terror. Causing one to convulse and flail simply to try and escape it. Attempting to ignore the fear, or perhaps being able to ignore it would result in walking into the smoke only to walk for what felt like miles without progress. Turning back to find only a few steps of distance had been traversed.

So it would seem Passbog became an isolated area. Dozens of large farmsteads cut off to a few acreages owned by a handful of families. The inn, the smithy, and the broken down mill the only major buildings in the center of this small village. A few acres of wood, passing into the Spring Bog, and the glenn that held the Vinton Spring were the only other areas that were encompassed in the new boundaries of the world. It wasn't long until the goblins of the bog, the Frogstump tribe, decided to try and take the area for themselves. They hit the farmsteads first. Catching the Ingell's farm at night and killing everyone. Only the fire of the homestead alerted the nearboring family, but despite the warning the Judds died as well. The remaining farmsteads gathered and made it to the inn. There they fortified the place as best they can and everyone gathered to make their stand. Farmer Thompson and his two boys, farmer Treydock, the inkeeper Milana and her husband Timothy, the blacksmith Fogril Honormail, and a passing hospitaler named Tel Beys all found what weapons and tools they could and prepared for the assault. The goblins came in an initial rush that was repelled with little pain on the side of Passwall. Only a slingstone found Thompson's shoulder, but he was still standing. Next came some probing and a few small skirmishes. All told a handful of goblins dies, but nothing of consequence other than a small fire came from it.

Then came the battle. The goblins rushed with all their number from every direction. They were clumsy fighters without anything more meaningful than clubs for the most part. Even when they overran an individual the damage they could do was limited, and the more capapable fighters of the village were able to turn the tide. But their numbers proved deadly. Farmer Thompson's younger son was the first to fall to grasping hands, and before he could be rescued by his brother his head was staved in. Then his brother fell in kind, and the boys father charged into the goblin ranks. Driving them clear out of the back door of the inn. He was not seen again. Next they managed to get past the main fighting and found Treydock's wife. He tried to save her and both perished. Things became truly desperate, and much of the remaining village ended up isolated in the carnage. Fighting individually against several goblins at once. When the morning came the few goblins left alive fled from a truly grusome scene. Cut apart and bludgeons bodies littering the inside of the inn and sprawled out the doors and even some windows. Half of the second floor was burnt to the ground, and the last casualty among the villagers had been Timothy. Saving his wife from the goblin leader armed with a spear.

The years since have been quiet. Only one farming family, the Tooms, still stand. Having taken in the daughter of farmer Thompson. Fogril still keeps the forge lit, busying himself with what tasks he can and running a self-made still in an attempt to pickle his memory of that night three years past. Milana has repaired the inn, and she keeps more livestock and a garden now. Even makes her own cheese. Tel Beys has taken to trying to repair the old mill, and divides her time between changing the timbers and trying to turn it into a properly fortified tower. It has been quiet, but lately there have been goblins caught snooping around the village again. Only one or two at a time, but they have been up to something.

TLDR- Something like 12 square acres. The fog is like touching nightmare fuel and even if you can stomach passing into it no progress is really made. Yes, occupants of both shards could see the joining.


Male CG Halfling Rogue Shadow walker 3 | HP 14/21 | AC18 T14 FF13 | F+3 R+7 W+4 | CMD 12 | Init+3 Percep+10| Current effects: none
Skills:
Acrobatics 9 Appraise 7 Bluff 13 Climb 3 C: Alchemy 9 Diplomacy 9 Disable Device 10 Escape Artist 9 Know: Local 9 Know: Dungeon 7 Prcptn 10 Sense Motive 8 Sleight of Hand 9 Stealth 13 Swim 3 UMD* 9

Just to clarify, the tiwn Oparra is or is not in the shard Kevan found himself stuck in? Getting my feet under me before i jump.


Oppara is not in the confines of the shard. Not even a little bit. It's rural plain outside the city. Just the cottage, dirt road, and countryside.


GuardYourPrivates wrote:

A bit more information that hasn't been up on paizo yet:

** spoiler omitted **...

That should be twelve square miles. Pardon me.


Male N Male Human Druid 3 (Menhir Savant/Saurian Shaman) | HP 29 / 30 | AC 19 / 13 T / 16 FF | CMD 17 | Fort + 6 / Ref + 5 / Will + 8 Init + 3 | Perception + 10 (Low-light vision) | Speed: 30 ft. | Conditions: None| Effects: Totemic Transformation, Shillelagh| Place Magic: 3/7 | Spells: 1st Level (2/3), 2nd level (0/2) | Totemic Transformation: 1/3 | AC 21

I have his alias finished for the most part but I was hoping to have some input on Eochaidh's domain choice:

Domain Chosen: TBD. I'd like the party's input on what they think will help the most. I'll briefly list the current front runners.
Animal – Feather: The Perception bonus is nice but the main reasons are getting Fly and Fly (Mass) as domain spells.
War – Tactics: Giving one ally the ability to roll two dice for initiative 7 times per day along with Magic Weapon and Aid as domain spells.
Strength – Resolve: An awesome selection of domain spells starting with Bless at 1st level.


Male CG Halfling Rogue Shadow walker 3 | HP 14/21 | AC18 T14 FF13 | F+3 R+7 W+4 | CMD 12 | Init+3 Percep+10| Current effects: none
Skills:
Acrobatics 9 Appraise 7 Bluff 13 Climb 3 C: Alchemy 9 Diplomacy 9 Disable Device 10 Escape Artist 9 Know: Local 9 Know: Dungeon 7 Prcptn 10 Sense Motive 8 Sleight of Hand 9 Stealth 13 Swim 3 UMD* 9

I have seen fly come in extremely handy and its a spell you don't normally get.


Male N Male Human Druid 3 (Menhir Savant/Saurian Shaman) | HP 29 / 30 | AC 19 / 13 T / 16 FF | CMD 17 | Fort + 6 / Ref + 5 / Will + 8 Init + 3 | Perception + 10 (Low-light vision) | Speed: 30 ft. | Conditions: None| Effects: Totemic Transformation, Shillelagh| Place Magic: 3/7 | Spells: 1st Level (2/3), 2nd level (0/2) | Totemic Transformation: 1/3 | AC 21
Kevan Nimblefingers wrote:
I have seen fly come in extremely handy and its a spell you don't normally get.

There are low APL appropriate flying creatures PCs can see early but the level Wizards get Fly is when flying encounters become more common. And you need to do one of the following:

1) Get one or more of yours flying
2) Get the flying thing on the ground
3) Shoot it down

That's why I also included Strength (Resolve) due to getting Bless, Magic Vestment, Spell Immunity, and Heroes Feast on its spell list. The Resolve subdomain puts Heroes Feast in place of Stoneskin which druids get at 5th level instead of 6th for the domain.
It's a tough choice which is why I was hoping everyone (especially those with more PF experience than I have) would give their thoughts.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Strength (Resolve) sounds like it offers some great benefits.

It would pair well with Alden’s and Jaxom’s fighting abilities.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

I agree with that, except that it doesn't really fit your background. Seems to me that if you are from a forest you would take the animal domain. But, I don't think I'd take the feather subdomain because you lose speak with animals. The gain to perception is nice, but not having to use a spell to speak with the animal companion that you will get is convenient. Your companion still has to be a dinosaur, right? There are a couple of good options, but keep in mind that the companion level is -3 so don't count on it as a fighter. Maybe a Dimorphodon as a scout?
As for the fly spell, we have a witch. Fly is on that list, although fly, mass is not.

Strength-Resolve would be better for the party.... But I usually focus on what works best for your character concept.


Male N Male Human Druid 3 (Menhir Savant/Saurian Shaman) | HP 29 / 30 | AC 19 / 13 T / 16 FF | CMD 17 | Fort + 6 / Ref + 5 / Will + 8 Init + 3 | Perception + 10 (Low-light vision) | Speed: 30 ft. | Conditions: None| Effects: Totemic Transformation, Shillelagh| Place Magic: 3/7 | Spells: 1st Level (2/3), 2nd level (0/2) | Totemic Transformation: 1/3 | AC 21
Jaxom Buhr wrote:

I agree with that, except that it doesn't really fit your background. Seems to me that if you are from a forest you would take the animal domain. But, I don't think I'd take the feather subdomain because you lose speak with animals. The gain to perception is nice, but not having to use a spell to speak with the animal companion that you will get is convenient. Your companion still has to be a dinosaur, right? There are a couple of good options, but keep in mind that the companion level is -3 so don't count on it as a fighter. Maybe a Dimorphodon as a scout?

As for the fly spell, we have a witch. Fly is on that list, although fly, mass is not.

Strength-Resolve would be better for the party.... But I usually focus on what works best for your character concept.

Given that the animal companion must be a dinosaur, and the uncertainty of running across a dinosaur, I'm not going to worry about being able to speak with something I might never have. As far as background I can't find anything about dinosaurs in the Arthfell Forest; I've only read about them up in the Realm of the Mammoth Lords or in the Darklands.

There's always a balancing act between 'roleplaying' and 'rollplaying' and I'd like to maximize the benefit to the party.


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Good point. And coming from 'barbarian' stock.... it fits too.

Welcome to the game!


I would suggest the Feather domain. For reasons. The group's previous Kobold spellcaster was going with wings and flight spells for the future.


Male N Male Human Druid 3 (Menhir Savant/Saurian Shaman) | HP 29 / 30 | AC 19 / 13 T / 16 FF | CMD 17 | Fort + 6 / Ref + 5 / Will + 8 Init + 3 | Perception + 10 (Low-light vision) | Speed: 30 ft. | Conditions: None| Effects: Totemic Transformation, Shillelagh| Place Magic: 3/7 | Spells: 1st Level (2/3), 2nd level (0/2) | Totemic Transformation: 1/3 | AC 21

I'm cooking and cleaning for Christmas so I won't be able to make a 'big' post until next Tuesday or Wednesday.
Merry Christmas everyone!


Male CG Halfling Rogue Shadow walker 3 | HP 14/21 | AC18 T14 FF13 | F+3 R+7 W+4 | CMD 12 | Init+3 Percep+10| Current effects: none
Skills:
Acrobatics 9 Appraise 7 Bluff 13 Climb 3 C: Alchemy 9 Diplomacy 9 Disable Device 10 Escape Artist 9 Know: Local 9 Know: Dungeon 7 Prcptn 10 Sense Motive 8 Sleight of Hand 9 Stealth 13 Swim 3 UMD* 9

Merry Christmas to all! I remember four Christmas' ago when I had to assist Santa. He went to Magnimar but the majority of the houses didn't have chimneys. Because of the tight quarters they had gone to stove pipes and old Santy couldn't fit down those. Luckily, I was there and so we flew around all of Magnimar and he would give me his bag of holding and down the stove pipes I would go. I looked like a deep gnome by the time I was done but all the kiddies got their toys.


Male Human Paladin (Warrior of the Holy Light) 3 l AC 19 T 12 FF 17 l CMD 18 I HP 29/30 l F +10 R +7 W +8 l Init +2 l Perc +1 I Divine Health, Aura of Courage

Merry Christmas!


Male Human Brawler 3 | HP: 24/27 | AC: 17 T:14, FF:13 | Init: +9 | Fort +5, Ref +7, Will +3 | CMB +7; CMD 19 | BAB: +3, DEX: +4 | Acrobatics+10, Bluff+5, Climb+7, Escape+9, Perception+8, Ride+8, Sense Motive+8, Stealth+10, Swim+7, Craft(Weapon)+11, Handle Animal+5 |

Merry Christmas and Happy New Year!


M Halfling Witch 3 | HP 18/21 | AC 14 (18 w MA) | F3 R4 W5 | Init +8 | Per +4

Here's hoping for a better 2024!

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