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DM Zyren's Heart of Pulp (Inactive)
Game Master Zyrenity

The world is at war and the axis seems to remain victorious against the allied forces. Only a ragtag band of shady soldiers is left to save the world! Led by their Major Cornelius von Gilding they battle the German special forces of Operation



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Male Human (Half-Russian Half Chinese Tough 2 Charasmatic 2

We could have talked these 'syka' into surrendering. They fight like rabbits. Besdies retreating into close quaters is suicide against an explosive,and they know it. They are here to protect 'something or someone'
Ivan does not grasp the idea that a group of men would die for what seems to be a non strategic big hole in the ground.


Gregori, stop stumbling around and move ahead! They will need light too and until then you can move cautiously forward. Hop...H...oh, there, in the barrel are torches.


Male Human - Finnish Fast 2 / Strong 2

Oskar had paused at the entrance to the temple to sling his rifle across his shoulders and pull a strange looking pistol from the pocket on the side of the his pack. Fishing a couple of rifle rounds from the same pocket he slides them into the weapon and works the bolt before gripping it loosely in both hands and following Gregori further into the ancient building.

I just love the idea of the Obrez. Take a bolt action rifle, saw the stock and most of the barrel off and then give it a pistol grip. Thus you have created a pistol capable of breaking your wrist every time you fire it and also likely to set whatever is in front of it on fire with each shot.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil grabs a torch in his left hand to go with the pistol in his right and waits for the 5'5" barrel shaped Russian incendiary device to move forward in search of dirty fascists that hate the motherland...


I'm waiting too :)


Grabbing a torch and lighting it Gregori continues down the passageway. No one bothers to think this just means someoen will get beat to death with a flaming torch.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil waits for a few to pass before slipping back into ranks after Ivan.


Male Human (Half-Russian Half Chinese Tough 2 Charasmatic 2

With the lack of orders from the Major Ivan improvises. In German, he shouts down the hall...
One of your men has talked. And he is going to see his dear little mother again. And the rest of you guards are lying in little bits, with their balls blown off. So you can decide what you want to do, dear germans...see your mommy again or be castrated. And my girlfriend loves to play marbles with german balls...And if you don't believe me. There's only 6 of you left, ja? 12 marbles.
Intimidate
1d20 + 10 ⇒ (9) + 10 = 19
He falls in behind the major with his luger drawn.


The Major turns to Ivan, his expression a mixture of joy and disgust (a strange combination indeed) Mr. Ivan, I guess something in your childhood went terribly wrong, eh? The Germans however don't answer Ivan's call.

Slowly you advance and after some metres you reach a crossing. There are a lot of corridors and only a lone chair proofs that the temple is actually inhabited.

Gregori? Where do we go? I bet you can smell the Germans, mhm?

Temple


Gregori mumbles soemthign in Russian about being difficult with the close proximity fo a german straight on his ass but decides for now to take a route only a roach would appreciate and follows along the right wall until inspiration, gunfire, noise, or GHOST OF LENIN!, tells him otherwise.


Male Irish Fighter 1

Liam is only barely able to bite back a comment on how difficult it would be to pick out a German smell when there is a German so close to you.

'E shoulda said Nazi smell really.


Male Human (Half-Russian Half Chinese Tough 2 Charasmatic 2

Ivan giggles (yes giggles) So Is Gregori a 'german' shephard now? Maybe if HE took a bath he could smell something besides himself
To the major he adds
I don't expect them to surrender, I expect the last 2 or 3 to decide fighting to the death just isn't worth it. After all, it's much easier to kill a man AFTER he has surrendered.


Temple

You follow the corridor and the Major, who has decided to fetch a torch too, orders Ivan to take the rear guard

You stay here Ivan, just to make sure we don't experience nasty surprises from behind.

In the distance Gregori is able to make out a brazier that lightens the end of the corridor.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil keeps his eyes open as they go, wary that the enemy could come from any direction...

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Gregori sticks to the right wall sensing that this would quickly turn into a drunken walk through downtown Leningrad if he veered away from this course. Only sober. And slightly angrier.


Male Irish Fighter 1

Right, so ah sadistic psycho, ahn angry drinkin' psycho, ah bomber maniac, ah scary loner an' ahn military buff...Ah'm fittin' roigh in donae Ah?


You follow the wall and suddenly, just as you have turned around another corner, you spot a vertically tied wire on the floor. To your right is a pile of empty sacks and somewhere further ahead, the corridor seems to open up.

Temple


Stopping for a brief moment Gregori points out the wire. "Is trap yes? Gregori step over it. He ask that you do same in case fascist cowards put explosive. Gregori not like having internal organs making art of three year old boy on wall."


Male Halfling Inquisitor of Calistria (Heretic archetype)

As he passes, Phil takes a moment to look at the wire - seeing if he can discern it's purpose...
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Demolitions: 1d20 + 14 ⇒ (18) + 14 = 32 - if relevant
Also have Knowledge: Physical Sciences, Military, Tactics and Technology if any of those would be helpful.
...though is careful to make sure he does not touch it. He did not want to be as a child's fingerpainting.


Carefully you follow the wire to its end, where it's affixed to a bundle of stick grenades. Beads of sweat form on your forehead as you defuse the simple trap. After about a minute you have three additional grenades and the trap is disabled.

Good job, Mr. Hargreaves. Gregori watch out for more of those. I don't want to be sent back to England in a sauerkraut-can.


Male Irish Fighter 1

"Yah, great work Phil laddie, an' fast too. If'n we move fast, tha enemy donae 'ave as much toime tha' set more traps. Jes' wait, they cannae escape us nau. Trapped like rats inna maze."


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil gives a quick grin at the praise before stuffing the newly won grenades into his satchel bag. Gauging the distance between himself and Gregori, he tries to make sure he's at least out of the blast zone if Gregori didn't manage to see the next booby trap....


Gregori, onwards?


Greagori continues foward. As always sticking to the right wall.


You enter the room which consists of four untidy bedsteads. Some provisions lie scattered on the floor and it's obvious that someone left the room very hastily.

Temple


Male Halfling Inquisitor of Calistria (Heretic archetype)

Hissing quietly "Lets keep on moving, can always search this stuff later..." before following Gregori just outside of blast radius.


Gregori continues this pattern of hugging the right wall.


Soon the next junction is reached, you all hear the faint clacking of boots coming from the north...

Temple


Male Irish Fighter 1

Ah, 'ere we go, nau we will see more fightin'.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil holsters his Browning and opens the flap on his satchel settling his hand on a potato masher....


Gregori, will you follow the boots sounds or the right hand wall?


That depends. Does it sound like they're getting closer actually. Scratch that.

Stalking aorund the corner Gregori turns the corner and towards the sound his gun at the ready.


No, sounds like they're retreating further into the temple.


Male Human - Finnish Fast 2 / Strong 2

"Is much more dull than Oskar would have thought raiding old temple. Was expecting more scything blades and darts flying from walls. Will not take American movies and stories as fact next time."


Oskar Hietamäki wrote:
"Is much more dull than Oskar would have thought raiding old temple. Was expecting more scything blades and darts flying from walls. Will not take American movies and stories as fact next time."

"Cowboy American's always make thinkings like big heroes. Mostly they just piss pants while being shot up by little yellow men in cheap airplane. Gregori is glad that no american here to piss him off. Save bullets for fascists."


Temple

You slowly advance along the right hand wall and find one tunnel barricaded with sand sacks, and one by a caved in wall. Slowly advancing northwards, you suddenly hear muffled voices and boots clacking from ahead.

We have to go right at the next junction, but I guess they'll already be waiting for us.

The major lights a cigarillo and takes a swig out of a small metal flask.

Anyone else? Might be your last chance.


Male Irish Fighter 1

"Pass th' uin o'er 'ere Major, Ah like th' see wha' ye is drinkin'."


Korn...I'm German, what do you expect?

he grins and with a wink hands the flask over.


Male Irish Fighter 1

Liam takes a swing of the flasks contents and smacks his lips in appreciation.
"Guid uin, tha' almost makes it worthwhile tha' charge a bunch o' bullets."


We need a plan, or are we just storming in?

The Major looks at Phillip, hoping the master of explosives will come up with something nifty.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil grabs the Major's flask off Liam and spits on it's side before buffing up a reflective polish against his shirt. Sidling up to the intersection he uses the flask as a makeshift mirror to get an idea of the layout around the bend and how far away the entrenched enemy is.

After his two second recon, Phil purses his lips and sets his mind thinking....

Just need to know how far down the corridor I need to make the boomsticks go to be effective...
Stealth (if needed): 1d20 + 3 ⇒ (12) + 3 = 15 - though I'm only aiming to peep round the corner.
Knowledge (Military): 1d20 + 12 ⇒ (10) + 12 = 22 or Knowledge (Tactics): 1d20 + 10 ⇒ (19) + 10 = 29 - how would the German's likely react if I tossed what they thought was a live grenade in front of their fortifications? - take cover?


Gregori awaits the more plan oriented people to finish planning so that he can get to making stab.


Temple

@ Phillip: Around a massive statue of Anubis, you spot several German soldiers, waiting for someone to enter the main chamber of the temple. You can't make out many details and there could surely be more of them in there. You're pretty sure that a well placed grenade would drive them deeper into the room.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Returning from the corner Phil tosses the flask back to the Major. He pulls out the German stick bombs and starts working on the handle portion of one of them. Continuing his work he talks the squad through his plans... "Righto lads, there's a right bunch of the bastards in there and not much cover for starters. There's a couple of pillars we could hustle to, but the Gerrys have a clear line of fire to us.... for now. I'm plannin on clearing us a way" pausing to look around with a cheshire cat grin.

"I'll go in first, give me a ten count - then come running after you hear the big bangs. You better bloody be quick though... because I ain't nearly old enough to die yet." having finished his work on the grenade, Phil smooths out his handlebar moustache with one hand. "Any last mutterings before I do something fecking stupid?"

Ok, Phil has disarmed the 1st stick grenade by removing the detonator in the handle. However he's left it looking as though it's live. (Take 10 for 24 on Demo check).
What Phil will do is charge out screaming "Grenade!" and throw the dud towards the front of the statue (about AG, 35 plus or minus scatter).
When the Germans (hopefully) scarper for opposite corners of the room, that's when Phil will try and be smart. Without breaking stride, he'll keep charging forwards - pulling the other two live grenades from his belt (which will also pull out the deto cords and get the 5 count to boom time started) and hurl them two-weapon fighting grenado hero style at the two biggest clumps of Germans in the room after they take cover (taking massive to hit penalties, but hopefully looking like a Big. Damn. Hero. while he does it).
After the toss, he'll drop to the deck, Germans go boom, and the squad can charge in after to mop up anyone left.

Use my Plan ability: 1d20 + 4 + 3 ⇒ (8) + 4 + 3 = 15 - so all rolls in Round 1 of combat for our boys are at +2, and all rolls in the second Round are at +1

Anyone have any issues or see any glaring holes?


Male Human (Half-Russian Half Chinese Tough 2 Charasmatic 2

I'm not wild about using explosives in a burried temple. Gas, collapsed ceilings, ammo dumps, priceless relics. That said Ivan is a cop, and wouldn't thing about this.


Male Halfling Inquisitor of Calistria (Heretic archetype)

But, but, but - it's Pulp and there's Germans to kill :P


Male Irish Fighter 1

"Ah like ah big bang Ah do."


I'm sorry Ivan but Phillip had me at "charge".


Male Halfling Inquisitor of Calistria (Heretic archetype)

Taking a majority rules approach...

Phil gives a final grin and laugh before haring off down the corridor screaming "EAT GRENADE NAZI SCUM!" hurling the torch of fragmentary destruction with all the might his skinny body can muster.

Moving to AJ,30 - hurling at AG,35
Grenado attack - 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16 Have assumed three range increments, though given the stick bombs were known for being able to be thrown further.... should they have a 15 or 20ft range inc instead?

As the grenado arcs majestically through the air and nestles in the target squard, Phil starts counting under his breath... "One" grenade lands on target, Phil's hands move down and settle on the other two grenades "Two, Three" wrenching his hands upwards to set the roughened steel ignitor in the Model 24s to work "Four, Five" lithe legs pumping as he stormed down the tunnel towards the statue; Phil watches as the Germans have scattered within the room taking cover. "Six"

Now or never.... and Phil hurls the two grenados aloft towards the biggest two clumps of Germans. As they leave his hands, the first of the Nazis looks up from his place of cover expecting that the five second fuse from the first potato masher should have ended by now. He catches a glimpse of the two stick grenades in their majestic arcs and a handlebar moustachioed madman grinning as he tucks into a fetal tuck position on the floor.

I should get to about AH,34 before I unleash the other two grenades.
Assuming that the 'plan' goes into motion here, so that I can take the +2 bonus on the throws... I'll need it. I have a -4 on the first grenade and a -8 on the second (assuming they are classed as 'light' weapons.
Grenade #1 - at center of Northern clump: 1d20 + 4 + 2 - 4 - 4 ⇒ (17) + 4 + 2 - 4 - 4 = 15 have assumed 3 range increments...bullseye 1d4 ⇒ 4 Lower Left corner of target square
Grenade #2 - at center of Southern clump: 1d20 + 4 + 2 - 4 - 8 ⇒ (1) + 4 + 2 - 4 - 8 = -5 have assumed 3 range increments...miss (but hopefully not fumble - otherwise comrades have to take Phillip home in little baggies) 1d8 ⇒ 7 upper left corner, one square left of target...
Phil then eats the ground (drops prone) as a free action

The room shudders and momentarily all is white as chaos and death erupt among the German soldiers....

Grenade Damage #1: 4d6 ⇒ (3, 5, 3, 3) = 14 in 20ft radius with Reflex DC 15 for half
Grenade Damage #2: 4d6 ⇒ (6, 1, 3, 5) = 15 in 20ft radius with Reflex DC 15 for half

Put both rounds of actions in, just in case as I'm off to bed soon....hopefully I wake up not in lots of pieces.


Battle Mat

The increment for the stick grenade exceeds that of normal ones by 5ft.

As the first grenade is launched, the northern group of Landsers scurries behind the next pillar, but before they are able to make use of their new defence, the second grenade has hit them already

Group Reflex save1d20 + 1 ⇒ (17) + 1 = 18

Even so they are surprised, they still react quickly and duck and are only half roasted as the grenade impacts.

The southern group however, has opened fire as Phillip entered the cave

Landser attacking Phillip/ 1d20 + 2 ⇒ (14) + 2 = 16
Damage2d10 ⇒ (4, 4) = 8

Landser attacking Phillip/ 1d20 + 2 ⇒ (10) + 2 = 12
Damage2d10 ⇒ (6, 2) = 8

The strap of the second grenade however, got stuck around Phillips wrist and as the demolition experts falls prone to the ground, he still has the grenade in his hands, which for god's sake is a dud!

While the Germans regroup, you suddenly hear a mechanical screeching from the back of the room. Steam rises as suddenly a mechanical two-legged warmachine steps out of the darkness behind the statue. In a pretty solid looking glass capsule sits a German officer moving the thing with two joysticks. The right arm of this freaky machine was replaced by a gatling-gun like weapon while the left fist looks as if it can easily squash a human.

It's a Mjollnir war-robot! Everyone get in and concentrate your fire on it! HOP HOP HOP! shouts von Gilding.

Cornelius' Initiative1d20 + 1 ⇒ (5) + 1 = 6
Liam's Initiative1d20 + 1 ⇒ (15) + 1 = 16
Philips's Initiative1d20 + 2 ⇒ (13) + 2 = 15
Gregori's Initiative1d20 + 1 ⇒ (14) + 1 = 15
Oskar's Initiative1d20 + 3 ⇒ (12) + 3 = 15
Ivan's Initiative1d20 + 4 ⇒ (12) + 4 = 16
German's Initiative1d20 ⇒ 19
Mjollnir's Initiative1d20 ⇒ 16

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