Rich Diver

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208 posts. Alias of Trailjava.


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Love this..just picked up my starfinder core rule book.


My wife and I are using the Age of Ashes AP. She is running 2 PCs and I am running 2. So what I do is give her the power of choices. I know she is more of combat player so I give her story beats that make since. She has a map and makes choices where to go. We roll dice and have fun.


As Hanako swings her swift and furious legs at the large the beast. The beast is season enough to dodge nimbly out of the way. The rocks from Jathal spell strikes the beast in the eye. Mob’s mail finds a true spot as the maul crushes the ear above the damaged eye. The Warg speaks in

Goblin:
Die you little warrior
The Warg leaps at Mob. Attack 1d20 + 11 ⇒ (3) + 11 = 14 Mob moves out of the way the warg’s teeth miss him. The Warg snaps again attack 1d20 + 6 ⇒ (12) + 6 = 18 damage 1d8 + 4 ⇒ (2) + 4 = 6 and you’re grabbed Mob’s non-weapon arm is in the maw.


It’s fine



Here is INT order
Jathal 1d20 + 3 ⇒ (14) + 3 = 17 <---
Mob 1d20 + 5 ⇒ (11) + 5 = 16
Hanako1d20 + 3 ⇒ (11) + 3 = 14
Worg 1d20 + 8 ⇒ (3) + 8 = 11
Zano 1d20 + 5 ⇒ (3) + 5 = 8


Everyone gets 220XP for accomplishing goals and fights in the Adventure.
I am going to move everyone forward into A16 instead of waiting

Here is what is going on
This grim administrative office’s heavy wooden desk, armchairs, and filing cabinets are still largely intact, though most of the furniture drawers have been pulled out and ransacked. As everyone is looking around Jathal sees a large beast coming at the group that was hidden. It is large like a wolf and has big teeth. Jathal prepares herself for...


Jathal 1d20 + 3 ⇒ (14) + 3 = 17
Mob 1d20 + 5 ⇒ (11) + 5 = 16
Hanako1d20 + 3 ⇒ (11) + 3 = 14
Zano 1d20 + 5 ⇒ (3) + 5 = 8
Worg 1d20 + 8 ⇒ (3) + 8 = 11


@Zano found what I was looking for about xp that I gave you guys. Is everyone here on the fast track. It’s 800 xp to level


Good Morning everyone thanks for sticking around. I know things have been slow as of late. I think my schedule has settled down. Anyway how has everyone been? Anything awesome going on? For me my son is coming out during Christmas and I am back into half marathon training.


Since the creature is now dead. The group can now move onto (A16) or go get the goblins and move on to the down below area after turning the halfling. What would all like to do?
Also how much xp does everyone have at this point?


Info:

Draconic
Speed 20 feet, swim 30 feet
Melee [one-action] jaws +10, Damage 1d12+4 piercing
Melee [one-action] tail +10 (agile), Damage 1d8+4 bludgeoning
Body Slam [one-action] Requirements More than one enemy is adjacent to the grauladon.
Effect The grauladon swings its tail at each adjacent enemy and attempts
to Trip each creature adjacent to it. It rolls only a single Athletics

The creature is technically unconscious but not dying. If you strike while it this it will kill it


As the creature receives a hit from Mob, the maul crushes part of skull over the eye. Jathal uses her hand to make arcane symbols and whispers in a guttural language as the creature writhes in pain as it's mind is attacked. With a swift kick attempting to subdue the creature Hanako strikes as her heel strikes the same spot making the creature conscious.
The creature is unconscious but still alive. Sorry for the long pause been busy this week.


Both heroes shake off the breathe as if were nothing.
Waiting for Jathal then Hanako will be on deck


28/35 for the Grauladon.
As Mob hits the creature hard with her sword. The creature reacts by spraying noxious breath at the goblin and company with in 15.

Fort Save
Jathal 1d20 + 5 ⇒ (20) + 5 = 25
Mob 1d20 + 7 ⇒ (19) + 7 = 26


@mob yes it’s outside.



Jathal 1d20 + 3 ⇒ (17) + 3 = 20
Mob 1d20 + 5 ⇒ (15) + 5 = 20
Hanako1d20 + 3 ⇒ (13) + 3 = 16
Zano 1d20 + 5 ⇒ (9) + 5 = 14
Grauladon 1d20 + 7 ⇒ (9) + 7 = 16

As the Group moves near the water to inspect the other side to get to the door of (A16). There is movement in the water as each of you are close. Jathal and Mob both see the creature, it is a large creature on four legs. It is covered in dark scale skin with red ridges sticking up. It has a long snout with razor sharp teeth. What do Mob and Jathal do?

You both are within 5 feet of it


@Mob there is hidden entrance at the base of the hillside
The group opens up the door that leads into once-plush crimson curtains hang in tatters on the walls, and scuffs reveal places where portraits once hung. Trash and rotted food lie in heaps on the floor like tiny moldering corpses. Open doors lead to north, northeast, and southwest. The group goes into the adjacent room (A15). This open area with a clear view into the courtroom to the east is littered with piles of filthy blankets, half-gnawed bones, and other signs that some sort of creature is squatting here. Then the group continues into the bigger chamber (A13). A judge’s bench, a witness stand, and councilors’ tables are the only remaining indication of this room’s previous use as a formal courtroom. Benches have long ago been smashed to fragments and strewn about the gallery, covering the floor of the room in debris. Through several empty doorways to the north, a large, ragged opening in the citadel’s wall is visible—along with what appears to be a corpse wearing silvery armor, lying on a muddy lump in the center of a pool of water that has filled much of the collapsed section.


For the sake of moving things ahead etc..
The party leaves Calmont with Helba and the others. She explains that there is a secret entrance that leads to the below section of the Citadel. You guys also realize that the North side of the Keep has not been cleared. You can take the door leading into A14 or A17. Which way do you want to go?


Sure that’s a good idea


at this point you can continue to exploring or head back to town with your prioner?


Calmont says Why do you care about it? Calmont snorts. “Alseta’s Ring? It’s only a ring of elf gates. Connected to places all over the world. Elf. Gates.” Calmont emphasizes those last two words slowly. “You know those? You’re not daft, are you? Don’t you realize how valuable that information is to richies who want to travel fast? Selling that information would get me out from under Voz’s thumb!”
Helba says in common But what if evildoers find out about Alseta’s Ring? “Who cares?” Calmont laughs uproariously. “Long as I get paid—and get the hell out of Voz’s shop!”
Helba responds with Who is Voz?/How did you find out about Alseta’s Ring? “You know, Voz—the bookseller? In Breachill? Half-elf? Boy, you’re not too quick, are you?” Calmont’s slight amusement shifts to rage as he begins to rant. “Voz is my employer, but she thinks she’s my god. Always bossin’ me around! ‘Calmont do this, Calmont read that, Calmont that’s not how you pronounce Norgorber!’ She’s a jerk! I hate her! I’ve been digging around her stuff for weeks, trying to find something I could sell to buy my way out of this stupid job. Didn’t find any goodies. But I did find her notes about Alseta’s Ring. What’s she planning to do with that information? Don’t care! I just want to get paid!”


Helba looks at Mob and says

goblin:
No he did not really hurt us. He wanted to go to the basement where the others at. He kept talking about Elf gates and this place had one. I think he is pitiful. Let the town have him!


Hey guys I am sick. Will post more later. Sorry to see Gareth leave.


You say ring. I am talking about Elf Gates girl! These dirty goblins where in my way!
Calmont says to Hanako.
anymore questions?


@mob it’s all good!


@Hanako I just read on PG 445 how comparable things are. They did away with rolling off. His flat DC is 21 so he grappled.


At this point Calmont says “I will not be able to get to Alseta’s Ring!” Calmont becomes silent at this point. Helba and the rest of the Brumblebrashers wait to see what happens next. Do you question him or kill him?


I am still confused about being grappled so I will roll his Reflex save vs your roll. 1d20 + 11 ⇒ (13) + 11 = 24.
Hanako grabs the halfing but he manages to get away. While she did have him briefly he realizes that he is outmatched and surrenders to her. Your intimation worked on him you scored high enough


Hope everyone is well and out the way of Hurricane! The halfing is Calamont by the way the one the party is suppose to bring back alive!
@Demon let me know what your schedule is and we can work out a time!


The halfing being fully engaged with heroes lets his grip lose with Helba she manages to wiggle out his grip. She shoves him and runs past Hanako to the rest of the tribe. He drops his knife and looks angry at the party. He snarls and reaches for his knife!


In case of combat..
Gareth 1d20 + 6 ⇒ (17) + 6 = 23
Halfling 1d20 + 6 ⇒ (12) + 6 = 18
Zano 1d20 + 5 ⇒ (11) + 5 = 16
Hanako 1d20 + 3 ⇒ (10) + 3 = 13
Mob 1d20 + 5 ⇒ (2) + 5 = 7
Jathal 1d20 + 3 ⇒ (3) + 3 = 6


In case of combat..
Gareth 1d20 + 6 ⇒ (17) + 6 = 23
Jathal 1d20 + 3 ⇒ (3) + 3 = 6
Mob 1d20 + 5 ⇒ (2) + 5 = 7
Hanako1d20 + 3 ⇒ (10) + 3 = 13
Zano 1d20 + 5 ⇒ (11) + 5 = 16
Halfling 1d20 + 6 ⇒ (12) + 6 = 18


I did the roll for none combat actions at this point.


The Halfling moves backs and screams at the monk And who are you? Oh wait..The do-gooders from town. You were supposed to burn in the fire! What are you doing here? No closer I will cut this goblin's throat if you don't leave at once He moves his knife closer to Helba's throat.
What do you do?


[ooc] just use step [/occ]
As Hanako moves ups the rope the halfling yells Come closer and this goblin dies


So I resized the map really quick today hopefully it well help. I am growing my skills at Roll 20 thank you for being patient. Also I am ruling that the climb is a str/athletic check it is only 1 action to climb. Also the Halfling does notice the group.


@demon will do
Also credit for the tokens is demon!!! Will post in the morning!


Map updated


The desperate shouts and barking growls continue here,
but now their sources are obvious. The shouts come from
the battlements above, where a few goblins and a halfling
man holding another goblin at knifepoint can be seen. The
man seems to be threatening the goblins, while the goblins
look like they’re pleading for mercy. The source of the
growling is of greater concern, though—for it comes from a
large, draconic beast not far away at ground level, roaring
at the delicious but inaccessible prey above!
The Goblins at top start yelling at the group!

Goblin:
Help Mob and longshanks! Our chief is in danger also watch out for big ugly monster

Common:
Help Longshanks! Chief in trouble, and Monster

INT order as needed for actions
Gareth 1d20 + 6 ⇒ (16) + 6 = 22
Jathal 1d20 + 3 ⇒ (5) + 3 = 8
Mob 1d20 + 5 ⇒ (7) + 5 = 12
Hanako1d20 + 3 ⇒ (18) + 3 = 21
Zano 1d20 + 5 ⇒ (4) + 5 = 9


I am going to assume that you all will follow Mob
You now see
A short flight of stairs leads down to an open-air courtyard
surrounded by imposing octagonal walls, while a heavy
iron gate separates it from the halls to the south. A few
errant milkweeds and tufts of crabgrass protrude from the
cracked cobblestone flooring. The ground to the west is
sunken in, creating a natural pool of rainwater. To the north,
the battlements above have partially collapsed into a huge
mound of stone and wooden rubble, under which some sort
of reptilian creature seems to have been crushed. The top
half of a flight of wooden stairs rises up to the battlements
above the collapsed section of the walls; broken plants
from the bottom half lie amid the rubble below. A thick
rope has been affixed via a grappling hook to the lower
portion of the stairs, dangling down to within a few feet of
the top of the rubble pile.


The group moves into the Drill Auditorium you see.
To the north of many rows of stadium-style benches stands
a wide dais. Garbage clutters what was once undoubtedly
a pristine floor. A small corridor near the dais leads to the
west, while to the north, an iron gate provides a view into
a central courtyard.

Gareth 1d20 + 6 ⇒ (13) + 6 = 19
Jathal 1d20 + 3 ⇒ (17) + 3 = 20
Mob 1d20 + 5 ⇒ (18) + 5 = 23
Hanako1d20 + 3 ⇒ (18) + 3 = 21
Zano 1d20 + 5 ⇒ (4) + 5 = 9


New map with tokens is set up on my right account lol.


Which is A6



Gareth 1d20 + 6 ⇒ (4) + 6 = 10
Jathal 1d20 + 3 ⇒ (16) + 3 = 19
Mob 1d20 + 5 ⇒ (15) + 5 = 20
Hanako1d20 + 3 ⇒ (2) + 3 = 5
Zano 1d20 + 5 ⇒ (11) + 5 = 16

Mob and Jathal you hear the sounds of goblins coming from the Drill Auditorium.


@Gareth no issues.


We will keep it simple RAW. We will follow the book after thinking about it more.


So to provide clarification on my clarification. In 5E you make a save vs dying 3 times needing to score above the DC of 10 or higher. In 2E Pathfinder you make Roll 10+1 or your current dying condition. The Eratta that came out explaining dying and recovering states that once you make your save your at 0 HP and unconscious. In our game you will be at 1hp & awake if you make your role.


Yes Jathal unless you either make a medicine check or drink the other potion. Which direction?


Like it looks good. I made this in the Spirit of Bearfolks from Midgard.
Bearfolk
HP: 10
Size Medium
Speed 30ft
Ability boost
Strength
Wisdom
Free
Flaw
Dexterity

Language
Common
Bearfolk
Add based on Int modifier
Traits
Bearfolk
Humanoid
Scent
Bearfolk can track by sent in the dark
+ 4 Circumstance Bonus applied to Perception Checks.
Bearfolk Heritages
Grizzlehide: Add a boost to your CON & and your AC starts at 12.
Purifier: You know one primal cantrip of your choice. You also can a + 1 circumstance bonus on Nature rolls.
Ancestry Feat 1st Level
Bearhide: your natural armor starts with with + 3.
Stalwart Will: You gain Expertise in Will.
Bearfolk lore: You gain a Proficiency in Nature and Religion. If this given by a background or class chose a another skill. You also gain a proficiency in Bearfolk lore.
Ancestry Feat Fifth Level
Bear Ferocity: When you score a Critical Hit. You can use that weapon’s Critical speciality effect.
Ursine Talents: Your gain Expertise in Perception and a + 3 bonus to tracking by smell.


Pg 459 (its different from 5E)
When you hit 0 hp you are a dying 1 unless you take more damage then it’s 2.
You make a Recovery check DC is 10 + 1 or current dying condition
F: increase by 1
S: reduces by 1
CF: increases by 2
CD: Decrese by 2
In our game if you succeed you will be at 1hp and awake if you make three successful rolls.
I know the rule different but I want this way it’s easier.
Also Hero Points allow to recover.


thanks

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