Baron Galdur Vendikon

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32 posts. Alias of Beartracks.


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To Gorm, the tunnels appear to be plain old tunnels to him. He notes the smell of each path, but he does not know what it could mean.


After the shock of Thoradan's death, the group discovers that his left index finger is pointing at an entrance in the side of the rocks. It seems he was about to point out the entrance before he was smashed by the boulder. The moon light hits it in such a way that if you had looked for it previously, you would have missed it. The group makes their way into the entrance and find the following...

One path leads to the right, one to the left, and one straight ahead. From what you can tell, there is a foul smell coming from the entrance on the left, a dull light from the right, and a smell of something sickly sweet coming from the central entrance.

The group can freely roll Discern Realities about the entrances. Each is surely to be deadly, but in finding the leader of the goblins, you may have to take each path to try and determine their whereabouts. From Gilgamesh's knowledge about goblins, you know that the goblin tunnels can go on for miles and are often cramped and needlessly convoluted. What do you do?


For Kisha & Gorm , the goblins fought because the goblins that fled the area came back empty handed. There was much blame going on among themselves, noting they barely hurt the group they encountered. They killed one human and that was it, they didn't even get to collect treasure!

For Gilgamesh, you know from experience that goblins often fight with one another and are very competitive. These particular goblins remind you of jackals or hyenas quarreling over food or prey. Their divisiveness allows many ways to disrupt them from battle formations and causes them to easily scatter.

The group, in their distraction, do not hear the chittering of goblins above their position on the rock outcropping. They whisper, shhhh, that one there... we drop rock there... that one, ehehehhehe.. A boulder that could fit a trebuchet comfortably is nudged from the edge.

Thoradan finished whispering about slitting throats when the boulder crashed onto him where he knelt. A sickening thud was felt by the group, they turn to see a boulder in Thoradan's place. He didn't even feel what hit him, the abruptness of his departure affects the group in different ways.

The players that have bonds with Thoradan receive -2 to their rolls during the next encounter. The players that do not have bonds with Thoradan receive a +2 buff to their rolls during the next encounter.

Allen has lost interest in playing by post and has decided to quit. I am currently looking for his replacement at this time. If you have someone in mind that you'd think would like to play please let me know. Each player receives +2 exp each for the loss of Thoradan.


The goblins fought for what seemed to be about a half an hour. The crash of blades and fists could be heard clearly by the group while they attempted to remain hidden (Defy Danger).

Defy Danger (Group): 2d6 + 3 ⇒ (6, 6) + 3 = 15

The goblins were so caught up in their fighting that they were unaware of any potential threats waiting above their camp. The fighting died down, groans could be heard here and there around the camp.

The Defy Danger roll was so good that the group can move freely from their position into the camp and search the area for clues to where the group should go. This would be a Spout Lore or Discern Realities check.

Spout Lore or Discern Realities; Lore check is for your knowledge of goblins and their tendencies. Discerning Reality is for your insight into what provoked the attack.

One last note: I would like to encourage each of the players to post once before I post the results of what is happening. Please encourage others to post in a timely manner! The group is almost to the live event scenario, so keep pushing!


Kisha Leandra wrote:
Something doesn't seem right. I wonder what is about to happen?

The goblins in the camp near the cave entrance appear to squabbling about something. They're too far away to hear what is going on, but it seems clear to you that there's a disagreement between them. A fight is about to break out in their camp!

Kisha Leandra wrote:
What here is not what it appears to be, and what should I be on the lookout for?

Kisha's eyes have adapted to the darkness and noticed a group of goblins approaching the camp. Kisha should be on the lookout for an alternate path to the cave entrance (Defy Danger), or the possibility for a chance at ambushing the goblins (Hack & Slash).

Upon closer inspection by Kisha, the cave entrance appears to be shallow. It does not appear to go deeper into the rock as she previously thought. A fight has broken out among the goblins, and the group of goblins approaching the camp have rushed in and joined the fight! What do you do?


With preparations made and roles assigned to Gilgamesh, Gorm, Kisha & Thoradan, the group set off after the goblins. Gilgamesh & Gorm were able to let the group know when to eat to the keep their strength up. Although Kisha was able to convince the wilds a quick and safe passage to the goblins, it did consume a good amount of energy.

Thoradan was able to keep ahead of the group and report back for any signs of trouble. Thankfully, the goblins had been so scared that they left no traps or ambushes behind to slow the group down.

Near the light of the second day, the group came upon a rock outcropping, overlooking a valley below. Thoradan was able to see the goblins the group had been chasing the last day and a half. The group "feels" like something is... off. They have made camp near a cave entrance... What do you do?

You're about 1000 yards away from them, they are not aware of the group's presence in the rocky outcropping above. Perhaps a Discern Realities check would be best here...


Hey gang,

I've spoken to a couple of you about a "Live" game in the upcoming weeks potentially. It would be a continuation of the play by post we are currently doing. So, the events of the play by post would lead up to a large live play game that would take a couple hours to complete. The success/failures would then pick up a couple days later in the play by post. Please let me know what day(s) would work for the group and I'll begin arranging the play spots for a different website.

DM Werebear


Okay, in order to go after the goblins, it is considered a Perilous Journey. Because of that, the characters (the group) will have to volunteer for one of the three tasks:

DM Werebear wrote:
Quartermaster, Trailblazer & Scout will need to roll 2d6+WIS Mod to see if they accomplish their task for the group.

For example, Gorm likes food, so he volunteers to Quartermaster and oversee how the food is consumed by the group while on their journey. He would then roll his 2d6+WIS Mod to determine how well he oversaw the consumption of rations by the group while traveling.

Another example, Thoradan has been a Scout before, so he volunteers and follows the path the goblins took and checks for danger. He would then roll his 2d6+WIS Mod to determine how well he did scouting for danger ahead of the group while traveling.

Last example, Kisha is a druid and is one with nature. Therefore, she offers to be the Trailblazer for the group and communicate with the forest and woodland critters to help the group travel faster. She would then roll her 2d6+WIS Mod to determine how well she was able to blaze a trail for the group to follow Thoradan.

DM Werebear wrote:
Since the group stayed a recovered wounds and scavenged goods from the dead goblins, the ones still alive have a two day head start.

Because the group has taken their time to prepare their pursuit of the goblins, they now have increased their distance from the group!


To answer Idric's question... The 2d6+WIS Mod roll is for each of the assigned tasks for the group. The group knows that they are traveling into goblin territory, therefore it is a Perilous Journey. Under a Perilous Journey, the group needs to assign people as Quartermaster, Trailblazer & Scout.

As described in the earlier post, each person that is assigned as a Quartermaster, Trailblazer & Scout will need to roll 2d6+WIS Mod to see if they accomplish their task for the group.

Since the group stayed a recovered wounds and scavenged goods from the dead goblins, the ones still alive have a two day head start.

The Quartermaster is responsible for letting people know they should eat, to keep up their energy (it is hard work traveling through the forest after all).

The Trailblazer is responsible for leading the group along a path that provides the most efficient way to catch up to the goblins.

The Scout moves ahead of the group a ways and determines if there is any trouble up ahead. They're also responsible for making sure that there are no surprises waiting for the group.

I hope that answers Idric's question and gives the group clear direction on what they're supposed to do. Good luck!


What Gorm found...

1 Ration
3 Rusted Dagger; hand, -1 damage, 2 coins, 1 weight
2 Rusted Short Sword; close, -2 damage, 3 coins, 1 weight
1 Dull Long Sword; close, -2 damage, 10 coins, 2 weight

Halfling Pipeleaf; 6 uses, 5 coins, 0 weight

When you share halfling pipeleaf with someone, expend two uses and take +1 forward to parley with them.

Poultices and Herbs; 2 uses, slow, 10 coins, 1 weight

When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and expend a use.

The evening passes with nothing stirring in the forest beyond the light of the campfire. The group has recovered from a good night's rest, and have found a few items of note among the dead goblins.

To recover HP, you add 1/2 of your Maximum HP to your current total since the group spent the night undisturbed. The group will have to decide who gets what from the loot pile. Since you are venturing after the goblins, someone will have to carry the extra weapons if you want to bring them with you.

The next morning, the campfire nearly out, the group has packed and has picked up the trail of the goblins who fled. The group will need the following assigned (must roll 2d6+WIS Mod; 10+ results are described below):
Quartermaster- the quartermaster reduces the number of rations required by one,
Trailblazer- reduces the amount of time it takes to reach your destination,
Scout- will spot any trouble quick enough to let you get the drop on it.

After the assigned people do their rolls, you'll discover what happens next! Please remember your Bonds when taking on roles or assigning roles for the trip! Also note who receives what items from the dead goblins, Good luck!


The group has decided to stay put, rest and tend to wounds and then pursue the goblins.

Please note on your character sheet how many rations you have left! It would be good for the group to establish an order for people to stand watch while the group recovers.

The air has gone still, the campfire is warm again, each person in the group is busy with their goings on. The group hears nothing from the surrounding forest.

Depending on watch list and the possibility of a random encounter, it will affect how many hit points each player recovers while resting at the camp


Gorm gets the drop on the six goblins who are surrounding Thoradan and Idric !

Gorm received a +1 to Hack n Slash that I posted before. Try to remember temporary buffs for your characters!

The force of Gorm's attack slashed through the first four goblins and his weapon is stuck in the side of a goblin... With blood coming from it's mouth, "Gahhhh! Hurts! Stoopid Barbarian! We--" the goblin's voice trails off as it dies, stuck on Gorm's weapon.

Two goblins remain near Idric and Thoradan ! They see what has happened to their comrades and have decided to flee. The other goblins near Kisha have also sprinted away! What do you do?

The goblins will certainly return in greater number!
Your options are:

Remain at your camp and tend wounds (consumes 1 ration),
Pursue the remaining goblins (Kisha's leg isn't 100%),
Retreat into hobgoblin territory (potentially slow going)


Thoradan dashed through the goblins on his way to help Idric. The goblins are surprised at the speed of Thoradan! The three goblins swipe at Thoradan Damage: 1d6 + 2 ⇒ (2) + 2 = 4!

Goblins outnumber Thoradan, it'd be expected that they'd attempt to damage him while in pursuit. Don't forget to subtract your armor from the rolled damage!

With one fell swoop, Thoradan stands in between the Idric and the goblins about to attack him This uses the one Hold Thoradan rolled. The goblins shrug their shoulders and each take a swing at Thoradan! Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Just a note, there are six goblins surrounding Thoradan and Idric!


Idric's dive helped him evade the slashes at his legs! However, the weight of the goblin kept Indric's dive relatively short and face down on the ground! The goblin on his back was not harmed by Idric's actions and pokes him in the shoulder with his dagger Damage: 1d6 ⇒ 2.

The goblin giggles, "Wheeee!!!! This one slide across the ground! You no shake me off you back!"

Subtract your armor score from the damage roll!

The other two goblins close in again on Idric and raise their swords to attack again while his is prone! What do you do?


Thoradan deftly dives for his sword. However, he was unable to avoid the blades of the goblin assailants.

Due to Thoradan's speed, two of the goblins missed, while the third one connected with Damage: 1d6 ⇒ 6. The goblin snarls, "Bah! Quick one, this one!"

The goblin leads the other two after Thoradan for a followup attack! What do you do?


Idric, in his haste caused Kisha Damage: 1d4 + 1 ⇒ (4) + 1 = 5. Quickly after the arrow was removed, Idric healed the area of the wound for Kisha

Kisha still took 1pt of damage, for 6pts of damage overall

Idric, with his back turned to the goblins, now has one goblin climbing on his back while two more slash wildly at his legs! What do you do?


Gorm slashes at one of the goblins that are surrounding him. The goblin, trying to take advantage of Gorm's stunned condition causes Damage: 1d4 ⇒ 1 to him! The goblin receives Damage: 1d6 ⇒ 1 for his efforts!

The goblin scowls at Gorm, "You No Kill Me! I Cut You! You Bleed!" The goblin did suffer damage, but still stands before Gorm while three more goblins join the fight!

Gilgamesh and Gorm were first to respond and have started to attack the goblins that have begun their charge! Because the goblins are preoccupied with those two... Players: Thoradan, Kisha & Idric will receive a +1 to their Hack and Slash or Defend rolls when they perform those actions next!

Note: Kisha still needs to resolve the arrow in her thigh.


Gilgamesh, being the first to react to the charge of the goblins, cleaves a goblin in half. The force of his attack carries through the first goblin into another, dealing Damage: 1d6 ⇒ 5. That goblin looking at Gilgamesh in shock and squeaks, Ack! falters over... in two halves.

Good Roll! That's two down, and ten remain! Whenever you roll high, I'll attempt at making sure a reward is included in the action you are performing.

The remaining goblins see two of their comrades fall by Gilgamesh's blade and scamper away from him toward Thoradan and Gorm and raise their swords to attack! What do you do?


The arrows fly into the camp, causing the group to scatter in every direction for cover.

Gorm is the first to respond and dives away from the arrows, but in doing so, he has the wind knocked from his lungs. Penalty: -1 to INT (stunned)

Kisha was unable to turn quick enough to evade the volley of arrows into the camp. She takes Damage: 1d6 ⇒ 5. One arrow strikes Kisha in the thigh, she'll need to remove it before being able to move (immobilized). Mark 1 exp.

When removing the arrow, roll 1d4 for damage.

If assisted by another, they roll 2d6+bond which reduces damage taken as follows: 10+ arrow is removed cleanly, no damage (ignore 1d4 results); 7-9 arrow has barbs and caused +1 damage(add to 1d4 results); 6- arrow has to be pushed through the thigh, causing +2 damage(add to 1d4 results).

Gilgamesh stands at the ready and knocks the arrows from the air with his weapon.

Idric evades the volley of arrows by staying put. Oddly enough the arrows seem to fly around him harmlessly. If he had moved in either direction, he surely would have been hit!

Thoradan powered through the volley, but in doing so, he dropped his weapon! Your weapon landed three feet away from you, out in the open!

The group hears a shout in broken common (language), Advance on their position! Charge! A platoon of 12 goblins bursts toward the camp! What do you do?

Now would be a good time to refer to your "bonds" and see how you'd react and what you do with the others in the group. Aid or Interfere may be of use to help Kisha and Gorm in their current predicaments. Defend can also be used to provide cover for both of them.


As you and Tevarin trade stories, he lowers his voice and says, Be quiet, something approaches..

WHZZZT! WHZZZT! WHZZZT! three arrows scream through the air and strike Tevarin. He is hit in the neck, chest and stomach areas.

Tevarin falls back on the ground, Hurk! >gurgle< Behind you...

More arrows are fired into the camp, what do you do?

Each of you can make a decision regarding the arrows coming into camp. Have fun, and let me know what Basic Move you will be performing and include your roll for it. Note: be sure to preview your post with your roll so it is formatted properly!


We begin play today!!! You're still at the campfire when...


Idric Armorsmith wrote:
I now have stats!

good job on the stats, please include your modifiers for each one, thanks!


Kisha will post at some point this evening, from what I understand. The party will have a few things to post and then we'll get into gameplay.

You'll want to put your HP, Stats with bonuses. If you look at Gorm, there's a title underneath "Male Human Barbarian 1." In that section where you add the flavor text to your character, you can write in your stats and Hit points. It'll make playing the game easier if you don't have your character sheets next to you while posting. I'll also add a reminder to the type of roll you'll be performing based on the action.

Refer to the How-To page I sent you previously for how to update your characters to include HP & stats. Once everyone has done that, we'll start game play. If you need help feel free to post the question and I'll help as best I can.

Edit: Please post your "Bonds" for your characters as well. Refer to the fan guide for help on that. If you need more help let me know!


Tevarin nods to Idric, Interesting story there, I'd like to here more if we have the chance.


Before Idric can respond, Gorm interjects,

Bonebreaker Gorm wrote:
Gorm, smash. Gorm, hear about issues with goblins. Gorm, will fix, with sword.

Took you a while, but thank you for answering Gorm!

He seems a little slow... but we need every able body.


Tevarin nods to Gilgamesh, straight to the point, I like that about you.

Turning toward Idric, Now, what is your profession? I am intrigued at your name, where does it originate from?

Tevarin leans closer to the fire, interested in what Idric has to say.


Welcome Gilgamesh the Fluffy!

Tevarin nods in Gilgamesh's direction, where do you hail from Gilgamesh, and what brought you here?

Chris, see my previous post above yours, take some time to explain your character's motivations. That way I can work with the group and see what kind of dynamic we'll have. Thanks!


Tevarin, not hearing a response from Gorm, Hmmph, not one for much talk are you? Very well, Thoradan and Kisha, what brought you out here?

It would be good to explain some of your character's motivations at this time. Tevarin is setting the stage for the party to prep for their path into the forest and he'd like to know how he should organize the party's ranks.


welcome to the adventure! Please post your character's name for me please. Welcome isaiah! If you have questions please use the Out of Character formatting and I will help you as best I can!


yes you do, good start! Waiting on Josh and Emma yet.

Tevarin sits near the fire. He asks Gorm, How did you come to be here Gorm? You appear capable for sure, this task you've taken on will challenge the strongest of warriors.


Do a bit of role play here to flesh out your character. Let's have some fun!


You and your group have been friends or acquaintances for quite a while. Each of you has longed for adventure, often getting into trouble along the way. Your village has recently been caught in the middle of a war between goblins and hobgoblins. The village board has called on volunteers to slay those that would steal from, kill or enslave those that cannot defend themselves.

Each of you has volunteered for your own reasons and are at camp about ten miles from the village. From the East, the hobgoblins approach whenever they attempt to raid or fight the goblins. From the West, the goblins approach. At this moment, the darkness is quiet, the campfire is warm...



Trying to decide on a mounted martial character for a Kingmaker Campaign I'm joining and I'm torn between these two. I like the bonuses and flavour of the Cavalier (especial Wild Shape your mount for Order of the Beast) but can't help but feel with the number of feats I need to make mounted combat effective he won't be very good off his horse.

So looking for recommendations straight Cavalier or Dragoon 16(15)/Cavalier 4(5) for the Mount, Expert Trainer, and Horse Master (possibly Banner).


So after re-watching some Dragonball Z I had an urge to try and make Namekians and Saiyans using the Advanced Race Guide, while still in progress I also got the idea of trying to make a class that's able to pull off some of the same feel of the show. Made some progress just looking for some fresh eyes to see if things look balanced not just among the class options but against other classes as well. Any comments or suggestions are appreciated.


Writing up a character for a game and I want, eventually, to use Firearms, and I'm wondering what the most efficient way of doing it is. Right now I'm thinking my options are taking a level of Gunslinger, and potentially missing out on the capstone, or taking Exotic Weapon Proficiency (Pistol or what have you) and buying a firearm. Now it's going to be a while before I can afford a gun so I'm thinking Gunslinger is my best route. Also is Gunsmithing required to Craft and Repair firearms? Because there's no Normal listing under the feat, but it specifically mentions that with the feat you don't have to make a Craft check to create or repair firearms and ammunition. So without the feat can I make a Craft check to do it, or do I need the feat and it just says you don't need to make a check so there wasn't a skill tax of Craft (Firearms) for everyone who wants to use firearms.


I'm looking to start a game with a group of all new players and I need some suggestions. While I normally like to run stuff I come up with on my own I just don't have the time so I'm gonna run an Adventure Path.

Which would you guys say are the kindest to new comers?

Thanks in advance,

Dan


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Ok so I'm starting up a game in the next month or so and I got the idea to have a reoccurring villain, but rather than have him constantly escape I want him to die, and come back. Now current plan is making him a Clone Master Alchemist who prepares a clone of himself as needed and leaves it at his base, along with his best equipment. Now aside from this requiring him to be lvl 8 at least, is there a more efficient means of creating this kind of villain, someone who the players can kill, have a moment of accomplishment, and then later run into them again.


Working on character generation for a new campaign and I need some help on this (admittedly sub-optimal) build. Long story short the character was a slave of some privilege (for a slave) and was regularly assaulted by other slaves, not allowed to carry weapons they got skilled with hand-to-hand and improvised weaponry.

So my question is are there any traits, tricks, or archetypes that would let me get both Improved Unarmed Strike and Catch off Guard at 1st level as an Elf?

Stats at the moment are (after modifiers):
STR - 16
DEX - 14
CON - 14
INT - 18
WIS - 8
CHA - 7

Thinking of dropping Str down to bump up Wis, but I do like the idea of the character's upbringing negatively impacting their perceptions.


Rolling up an Alchemist for a new campaign and thinking of going Master Chymist later. Just wondering if an Enlarge Person extract or spell would stack with the Growth Mutagen ability to make my character Huge? I know multiple castings of Enlarge Person don't stack but since Growth Mutagen is a supernatural ability as opposed to spell-like would it work, or is it just up to the GM?

Might never reach the level where it could come up just curious.


So I'm working on my own setting for a campaign and I've decided to go with the idea that magic can't be learned, it's something you're either born with or gain through dealings with extraplanar entities. Basically this amounts to there being no Wizards or Magi, and heavier restrictions on multi-classing.

After some consideration I've decided to keep the Alchemist class but tweak it so that they aren't casters using magic to enhance Alchemy, but regular people using science to mimic magic. The trade off being the Alchemist loses access to some extracts (anything that can't be described through a physical change in the body ie. Shield)and some discoveries (Dispelling Bombs at least) as well as Spellcraft as a class skill (thinking Knowledge (Engineering)). In return they gain the bonus that all their extracts, bombs, and mutagens work even in antimagic fields.

Will add a complete list of extracts and discoveries I'll be cutting out but just looking for opinions on whether I'm crippling the Alchemist too much or not enough.