Delta Force Orders from the Gate PFS PBP Gameday V (Inactive)

Game Master Curaigh

Delta Force Orders from the Gate PFS PBP Gameday V


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Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Milton, are you suggesting going outside the chain of command? I am certain we were told the Hellknights are in charge. I don't think this is the time to cause such strife and chaos amidst our ranks by subverting established leadership. It makes you sound like common rabble when you demonstrate a lack proper respect by for the established hierarchy. Asking for votes insinuates our colleagues in the Hellknights lack the authority to lead this mission. I think we can overlook this transgression once, but please keep your subversive talk to yourself in the future."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Turning to the signifier, " Not all of hold such disdainful beliefs toward the strength of a lawfully structured society. We will fulfill our agreed obligation to support the Hellknights however we can."

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

"I am most sorry Fendel, I have erred grievously. I earlier gave you more credit for intelligence than you apparently deserve. The Signifier clearly instructed us to 'step in where we may.' Perhaps you interpreted that differently than the rest of us. Perhaps you interpreted it to mean that we should do nothing until formally instructed. I took it as formal instruction to contribute to the mission in ways that we are most capable to do. Ka Kaw's suggestion was that he could contribute to the mission by scouting the area. I interpret from your response that you choose to vote against aiding the column by contributing Ka Kaw's scouting skills. Most certainly not the decision I would have made, but as you insisted on concensus at the outset, it would seem that the Pathfinder Society has voted to stand by idly and not contribute our skills in this regard. I am most ashamed at your vote to not contribute."

Milton turns to the Signifier, "Signifier, I must apologize for the reticence of my compatriot to assist your cause. I am most ashamed that so soon after I had assured you of our willingness to fight and die for the cause, that one of our number should be even unwilling to permit another to scout the area."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"The only 'apology' you owe to any of us is the embellishment of your experience in the field. Perhaps the stories of you 'leading armies' is something of a stretch. A leader would realize that stepping in among the knights and scouting ahead are two different actions. The first does not expose the larger group to greater risk, while the second potentially exposes the entire company. So, scouting ahead is not a decision a soldier makes on their own, but an order to be followed from someone in command. Even one of your assumed basic intelligence should recognize the difference. I do not plan to put anyone in jeopardy by acting reckless 'interpreting' what we were asked to do. Perhaps you should learn your role, which you have obviously proven to be something other than leadership.

With a nod to the Signifier, Fendel moves off.

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

"Disparage me as you will. The path of the paladin is one beset by challenges. But you shall not disparage the memory of the brave crusaders and Pathfinders who fought and died under my Command."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Over his shoulder, Fendel states the obvious, "Perhaps with better leadership, or an actual leader, they would not have died at all."

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

"As I said, disparage me as you will. The battles were fought, and we won. That was the mission. Those brave men and women fought their hearts out. I see their faces in my sleep every night. Perhaps after this mission you will see some real warfare and understand that war means risk, and risk means loss."

"Again, my apologies Signifier, apparently we will be exercising no small unit initiative. We will need clear and concise orders, otherwise my compatriot will refuse to assist."

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Nivik simply sighs. I say scout ahead. We need the information.

I like the roleplay, no worries!


Core Helms ! Wizards Wanted Gameday X

The Signifiar has already left,ignoring the two to join the Hellknights in their orderly march. As Ka Kaw moves to the front of the line to begin scouting ahead, the Hellknight on point gives a thankful nod. "There is much out here in the wilds to be wary of. A second set of eyes is most welcome. She salutes the tengul and introduces herself. "Rulla," she says.

An hour of the march began Karva calls for a halt. "Take five knights," she pauses a moment. "And pathfinders. The hellknights find a place to sit, or to stretch or to read from the Asmodean pamphlet. The terrain has grown even more wild than before and the sky darkens.

Survival (DC 15):
The approaching storm will likely hit within the next 24 hours.

Five minutes later Karva orders the march to resume. If anyone was counting, it is quite precicesly four minutes and 37 seconds. later. A testament to the sense of order the Hellknight's directing her personality.

Please make sure both folks ARE RPing. :)

The Exchange

Male Tengu Ninja 7 | HP 40 | AC 20; Touch 16; FF 15 | F +5; R +10; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +4 | Perc +11 | Stealth: +15 Ninja 7

Survival: 1d20 ⇒ 9

Ka Kaw ignores the pamphlet and looks around for danger.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Survival: 1d20 + 8 ⇒ (11) + 8 = 19 +2 to avoid getting lost

Milton approaches Rulla, "Hellknight, if I may. I don't know if anyone has noticed this, but those clouds are rather ugly and they should arrive within the next 24 hours, bringing a fairly decent storm with them."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel moves up to join the tengu as an advanced scout.

perception: 1d20 + 25 + 1d6 ⇒ (15) + 25 + (4) = 44
stealth: 1d20 + 17 ⇒ (2) + 17 = 19


Core Helms ! Wizards Wanted Gameday X

"That storm is a concern, Karva agrees. She considers her Hellknight's, the Pathfinder's views, the terrain about them and a map she has of the area. "Make whatever preparations you want, but for now we continue."

Untrained if you want:

Survival DC (15):
Congratulations. By keeping an eye on the storm, tightening your cloak, switching to mudding boots or the like you gain a +2 bonus on saving throws and skill checks to maintain your footing and resist the storm’s winds. Please add some RP fluff to your specific actions.

After the next hour the Signifier calls for another break. The Hellknights adjust their packs, clean their boots, and one even pulls a spare set of bracers from her backpack and begins engraves runic swirls into the metal. Many discussions of the esoteric laws and codes of the Order of the Gate grow to a lively banter during the break. After a five minute break, the march continues.

After the rest Karva looks to the storm and to their path ahead, but she deems it safe enough to continue for at least another hour. At the end of every hour she calls another break and soon four hours have passed.

The Hellknights are gracious hosts and cautious travelers. Even for all their strait forwardness they are approachable and introduce themselves when asked.

I am struggling to keep three tables with 10 individual Hellknights all having interesting and unique personalities and keeping the thread moving. Please go to the Campaign info thread and choose a Hellknight that your character might interact with, then place a little of that interaction here. Five people adding a little bit of background will be easier than one and I do not want to bog down an already slow medium. If that sort of writing doesn't interest you, please don't feel pressured. If you do like to: Thanks! :)

Kn (local or nobility) DC 20:
Remembering a bit of esoteric law yourself you are able to join in the discussion. Add some Chelaxian versions of some legal document for RP flavor :). In fact you manage to impress the Hellknights and they look more favorably upon you.

Profession (barrister):
& you thought Dayjobs were just a waste of skill points. A DC of 15 gives you the above information :)

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Survival: 1d20 + 8 ⇒ (12) + 8 = 20 +2 to avoid getting lost

Knowledge (nobility): 1d20 + 7 ⇒ (3) + 7 = 10

Profession(barrister): 1d20 + 14 ⇒ (3) + 14 = 17

Actually, Barrister has proven quite useful, there are a number of modules that allow it to be used in place of other things. I used it in the final scene of one module instead of diplomacy, even though diplomacy would have needed an easier roll.

Give me a bit, and I'll write up some of the requested RP.

The Exchange

Male Tengu Ninja 7 | HP 40 | AC 20; Touch 16; FF 15 | F +5; R +10; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +4 | Perc +11 | Stealth: +15 Ninja 7

Ka Kaw goes to talk to Stranglus.

"How are you? Are you ready for the storm?"

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Naturally, Milton will interface with Signifer Karva

The impending storm weighed heavily on Milton's mind. Sure, the followers of the various gods of Chaos might love storms and their inherent disorder, but to the followers of the First God a storm was anathema. Still, Milton had weathered storms before, literally and figuratively. Today it was time to prepare for a real one. He redistributed the things in his pack and lowered the straps to allow it to ride down his back a bit. The lower center of gravity would help to steady his steps in the impending wind and mud that were sure to come. He hated to do it, but he knew that his tabard would act as a sail in the winds of the storm, and so he removed it, rolled it up, and strapped it to his pack. He might lose his hat if the winds became to much, but that wasn't an item he could neatly fit hide away from the storm. With all of his preparations complete, he scanned the troop of Hellknights. "Ahhh, there he is," he thought and Milton set out to catch up with his target.

"Signifer Karva, I was wondering if I might have a word? I know that to join the Hellknights requires each of you to have defeated a powerful devil. Might I impose on you to tell me your particular tale of how you accomplished this task? My own experiences lean far more towards slaughtering demons."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Knowledge, Nobility: 1d20 + 20 + 1d6 ⇒ (7) + 20 + (3) = 30
survival: 1d20 + 3 ⇒ (12) + 3 = 15 +2 to avoid becoming lost

I will RP something up with Petronicus

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

I don't currently have the time due to recent events but if I find it I'll think of something.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Fendel returns from his scouting with Ka Kaw. He notices one of the Hellknights during his rest period. The man is checking his boots and rubbing foot.

"Petronicus was it? I could not help but notice you discomfort. It looks as if you have a case of Soldier's Foot from the march. I may be able to concoct a remedy for you with my kit here."

Heal: 1d20 + 3 + 1d6 ⇒ (14) + 3 + (5) = 22

Craft Alchemy: 1d20 + 17 ⇒ (11) + 17 = 28

Over the course of the march, the two continue to talk about a variety of topics, but they usually come back to the nature of devils and their ilk. Fendel readily shares vulnerabilities of a multitude of planar denizens as well as tactic to defeat them.

Knowledge, Planes: 1d20 + 22 + 1d6 ⇒ (1) + 22 + (3) = 26


Core Helms ! Wizards Wanted Gameday X

Shortly before the end of the fourth hour the first signs of corruption appear. This area is marked by strange deformations. Large boulders and rocky outcroppings droop and sag on the side of the mountain, as if they were made of putty instead of stone. Moreover, the trees are twisted and warped into loathsome shapes. Each tree is covered with wooden growths shaped like writhing tentacles, grasping claws, and toothy mouths. The ground squishes underfoot and thousands of earthworms wriggle atop the soil.

Signafier Karva expresses a deep concern over this strange change in the terrain. "We will stop early. See what we can find out about that place. I am sure it is a sign of the chaos," she says.

Kn (arcana) DC :
The deformations were caused by soften earth and stone and warp wood spells.

KN (nature) DC 15:
The worms covering the ground are behaving unnaturally. Vermin and insects are sometimes drawn to the surface at the call of unwholesome magic, or perhaps because they fear something even worse below ground.

Clumps of earthworms wriggle up from the ground and crawl all over the feet of the explorers.

Dark Archive

Male Human (Ulfen) Ranger (Shapeshifter) 7 HP 39/60; AC 20; TCH 15; FF 16; F +7; R +10; W +4; CMB+9; CMD 24; Speed 30FT; Init +6; Perception +9; Boomer HP 26/26

Kn. nature: 1d20 + 8 ⇒ (5) + 8 = 13
"That's really disturbing, if not disguisting. I've never seen something like this before." Ragnar wispers and shrugs while shaking off the worms from his ankles.

sorry for my absence, got caught in a lot of work

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Knowledge (arcana): 1d20 + 6 ⇒ (7) + 6 = 13

Knowledge (nature): 1d20 + 6 ⇒ (13) + 6 = 19

"The activity of these worms is concerning. They would not act this way unless," Milton rubs his chin, "either some strange magic has pulled them to the surface, or more likely there is something foul even deeper in the earth that has driven them up. If that foul something is rising, we should prepare to face it."

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The investigator takes a moment to reapply the viscus green material around his eyes and ears. After taking time to wrap cloth tightly around the tops of his boots, Fendel walks over to take a closer look at the examples of deformed nature.

Knowledge (arcana): 1d20 + 22 + 1d6 ⇒ (10) + 22 + (1) = 33

Knowledge (nature): 1d20 + 20 + 1d6 ⇒ (8) + 20 + (3) = 31

The ability to do this is actually is not difficult to master, The scope however...that is concerning. This is just the beginning, we were expecting to travel further in. It goes on for miles. This could mean there are numerous beings working in concerts to terraform the region, but that much organization is counter to the Chaos theory we have been operating under. A green dragon is not outside the realm of possibility, but it would take tremendous effort and time, and a reason to do it. Planar incursion seems most likely. A portal 'leaking' energy into the region could explain quite much of what we see.

"Signifier, Milton premise has some merit. This is not the work of necromancy. It would take scores of druids months to corrupt the land with their magic, but why would they? If the orcs somehow opened a rift in the planar fabric, the resulting chaos might look like this. It is also possible that the orcs are pawns to more powerful player. In any case, I think it wise to try and prevent any direct physical contact with the worms if possible. There presence here may be a symptom, but they may also be tainted with whatever energies we are dealing with. It may prove unnecessary, but the precaution takes minimal effort and certainly cannot hurt us."

The Exchange

Male Tengu Ninja 7 | HP 40 | AC 20; Touch 16; FF 15 | F +5; R +10; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +4 | Perc +11 | Stealth: +15 Ninja 7

"Yeah better be safe than sorry guys!"

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Nivik tries to recall if he ever has a use for earthworms.


Core Helms ! Wizards Wanted Gameday X

Stranglus gives the tengu a dark look, but then apologizes. "I hate the rain," he says explaing the look was mirroring the darkening sky and not directed to the tengu.

Petronicus feels better for the salve, and learns some things about slaying planar foes that he hadn't tried before.

Karva keeps her eyes on the storm, the oddities of the area and the knights under her charge. Like the best leaders, she is a talented woman however, and can relate her 'trial' while handling all the other tasks.

"It came for a woman, who refused to go along. She fought it with a magnificent blade she was wearing. Its twisted horns gouged her and it bit her with a skinless mouth, but that blade didn't even harm it at all. When it flung her to the ground the blade flew out and she slid to my feet. I thought it was over, so I grabbed a dagger from her belt and rushed the creature. Launching myself off the dining table I ran it through the window and we fell two stories. It had wings, and was much larger than me so we both survived the fall, but it was worse off than I was. I slashed and hacked and cut at the creature right there in the middle of the street. Many people were watching and remembered the battle of an eight-year-old girl's victory over the Magaav." Her tone stays matter-of-fact throughout the telling, as if she were a parent explaining the proper order to lay quilt blocks to her child.

"By the time I was ten, I had begun my training in Egorian. My mother did not survive the next time they came." This is the sort of thing I was hoping to avoid, but once it was in my head it must out :P


Core Helms ! Wizards Wanted Gameday X

The landscape remains unchanged and in some ways the strange formations get thicker as the party marches for the next hour. The sky has grown really dark, and the winds are picking up. Before the end of the next hour the winds has become so severe it becomes difficult to hear and visibility drops significantly. Torches are of no use as the wind blows them out, but a lantern fortunately provides some light.

There are no small characters correct? Any familiars or other tiny creatures?

At the end of that hour the path is blocked by a steep scree of gravel and shifting rocks. No other paths are apparent so Signifier Karva calls for a halt to examine the slope. The stones are slick with rain and a howling wind rips through the mountain pass, drowning out all other noise. At the bottom of the scree is a morass of mud and wet earth, while at the top is a flat rock shelf.

KN (nature) or Survival (DC 20):
You can quickly identify
that attempting to climb the scree would likely trigger a rockslide.

Soon the signifier shouts over the wind. "We will make camp for the night. There are no defensible sites here. The flat top will be easier to defend." The hellknights are glad to soon be out of the storm and hoist their packs up the hill to make camp.

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Did the module provide that story, or was that yours? Either way, that's awesome stuff!

Survival: 1d20 + 8 ⇒ (18) + 8 = 26 +2 to avoid getting lost

Milton hurries to inform the Signifier, "Signifier Karva, I must advise against attempting to climb the hill. I am almost certain that the loose mud and gravel will tumble and result in a landslide."

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

I do have a familiar, a cat. I constantly forget that I have it.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

That sounds like a PC background. Excellent story!

Knowledge (nature) taking 10: 10 + 20 + 1d6 ⇒ 10 + 20 + (2) = 32

Shouting to be heard over the storm, "Signifier, if you look there, just to the side of that rock, you can see the rivulets draining down and pooling around the base of the hillock. That water is being absorbed into the loosely packed soil. With no sound foundation, the entire mound will collapse if we try to ascend to the top!"


Core Helms ! Wizards Wanted Gameday X

A loud screech overrides the howling wind as Trouble is blown against tree branch with the tentacle shaped into its wood. He doesn't stop there, but continues sliding through the mud. The cat is knocked about, bleeding and nearly crushed.

Blown away: 1d4 ⇒ 2 x10 feet, non-lethal damage: 2d4 ⇒ (4, 2) = 6

Str check for Trouble:
DC 15 allows trouble to catch the branch and prevents the damage.You can put him in your pocket/backpack/bag to prevent any further issues.

Thanks, its mine. With no RPGSS I had to channel that bug somewhere. :)

"That hill is much more defensible. Look at what has been done to this land. And with such poor visibility we need every advantage we can get should whatever is out there shows up its maddened little face!" The Signifier sounds much less matter-of-fact than before, clearly on edge for some reason.

The headstrong leader will need to be convinced. One person can attempt a Diplomacy and anyone who made the above Kn nature check can aid. I do give circumstance bonuses. :) She isn't wrong though, climbing the to the top of the hill will give a more defensible position.

Diplomancy Check

no more rerolls?:
DC 20. Beat it or start making climb checks.

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Diplomacy: 1d20 + 17 ⇒ (2) + 17 = 19

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Signifier, I will not disagree about the tactical advantage of 'high ground'. It's the condition of the landscape, not the positioning that is of concern. I honestly believe that for your mission, and your troops, to be successful here I should dissuade you from taking that hill. As a commander, you know what battles can be won and which are an unnecessary drain on resources, with little to be gained. This situation is the latter. The rain and weather have claimed the battlefield this day, and now lay in wait with a deadly ambush. If we go up there and die in a landslide, Cheliax will have lost the only defense it has sent to stop this chaotic madness. I urge you to reconsider!"

Diplomacy: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (4) = 34

Looking directly into her eyes, "Signifier Karva, we both know that I would never qualify for your Company as a soldier. On the field of battle, I am an average bowman, slightly stealthy, and rely on several tricks I maintain up my sleeve. Where I exceed many in the Society is being a scholar. As elite as your team is here, we are in Absalom. As a professional and an expert in this field, the best council I can give you is avoid that hilltop."

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Excellent! With the +2 from Fendel's aid, my 19 becomes a 21!

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

LOL

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Strength check for Troubles: 1d20 - 5 ⇒ (11) - 5 = 6

Blasted feline! Stay in the bag!

The Exchange

Male Tengu Ninja 7 | HP 40 | AC 20; Touch 16; FF 15 | F +5; R +10; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +4 | Perc +11 | Stealth: +15 Ninja 7

survival: 1d20 ⇒ 16

I don't seen anything wrong with the hill? But I'll take you guys word for it!


Core Helms ! Wizards Wanted Gameday X

Milton convinces the Signifier of the slope's danger. She calls for a halt shouting over the storm, "Choose as best we can, half of you are on watch while the other half set up camp!"

As the party begins to make camp a bright flash of lightning illuminates the area.

“Hellknights! Form ranks!” Karva calls through the storm. “Pathfinders, stay behind the line and reinforce us. I’m counting on you to deal with anything that breaks through the front line!” Another flash of light reveals hideous animals twisted with fungal growths, extra appendages, and strange mutations skittering forward through the thunderous rainstorm. A menagerie of mountain beasts gathers round—goats, hawks, mountain lions, and giant rats, each covered with a sickly infestation. Crashes of lightning reveal that behind these smaller beasts, larger horrors approach through the rainy haze.

The creatures are mostly medium or smaller, with a few large ones thrown in the mix. I have used fewer large models for ease of mapping.

The Hellknights battle with creatures as the hoard smashes into their ranks. The begin hacking and slashing, but the sheer numbers make it hard to see any gains they make against the fungoid creatures. Arcane energy flashes from one infested hawk, and then another from three-legged goat. The ground around the creatures softens and water gushes out. The hellknights and pathfinders find themselves sinking in knee-deep mud.

With another bright flash the head of a dragon is revealed circling around at the top of the hill. Fungus sprouts from its horns and a second set of eyes reflect the lightning. A lion's massive body moves with it. It is clear the Hellknights haven't seen it, but even if they had they are much too involved with the hoard surrounding them.

Roll initiative! If you beat a 1d20 + 5 ⇒ (15) + 5 = 20, please also post an action.

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Initiative: 1d20 + 10 ⇒ (9) + 10 = 19 Ugh.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14


Core Helms ! Wizards Wanted Gameday X

The giant beast flies from the top of the hill unveiling itself from the rain. It breaths a gout of acid from its dragon head, the lion and goat heads next to it roaring in frustration.

Reflex All vs Mud

No more rerolls?:
DC 10 or be mired in the mud for 1d2 rounds.

vs. Milton, Ragnar, & Nivik: 6d8 ⇒ (1, 4, 1, 6, 8, 6) = 26, 1d4 ⇒ 1
Reflex

No more rerolls?:
DC 17 for half.

Round 1
Infected C (20): moves and breaths acid
Nivik (19): <-- here now
Fendel (12): <-- here now
Milton (12): <-- here now
Everyone else (??): <-- here now
Sorry about that, I figured more of you would beat that.

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Reflex: 1d20 + 4 ⇒ (9) + 4 = 13 Success

Reflex: 1d20 + 4 ⇒ (4) + 4 = 8 Fail

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Knowledge (arcana): 1d20 + 6 ⇒ (14) + 6 = 20

What can you tell me about it?

Grand Lodge

Male Elf Wizard [6] | HP 24/26 | AC14 [18] T14 FF11 [15] | F+4 R+8 W+8 | CMB+3 CMD 18 | Init+10 SM+3 Perc+11 | Spellcraft +14 |

Reflex vs. Mud: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex vs. Acid: 1d20 + 7 ⇒ (11) + 7 = 18 Whew, I'm still alive. Down to 9/22 HP now.

Nivik is light enough on his feet to be able to avoid some of the acid and move freely in the muck of the battlefield. He tries to ascertain the weaknesses of the creature before acting.

Arcana?: 1d20 + 13 ⇒ (9) + 13 = 22 Not much better than Milton but it may help. Mainly looking for weaknesses, defenses and such.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Reflex vs. Mud: 1d20 + 12 ⇒ (1) + 12 = 13

Knowledge (arcana): 1d20 + 22 + 1d6 ⇒ (11) + 22 + (2) = 35

Perception: 1d20 + 25 + 1d6 ⇒ (4) + 25 + (3) = 32

Fendel triggers his wrist sheath and a concealed wand appears as if from nowhere swift. He activates the magic within standard and steps away from the group move.

Activates Shield ~ AC 26


Core Helms ! Wizards Wanted Gameday X

Though proffesor Dirggah talked much about chimeras there is not much on the "in battle" line you can recall from the textbooks. The heads of a goat, dragon & lion, plus the leonid body gives them a lot of attacks, they are not particularly resistant to attacks of any kind.

The Exchange

Male Tengu Ninja 7 | HP 40 | AC 20; Touch 16; FF 15 | F +5; R +10; W +3 | CMB+5; CMD 21 | Speed 30 ft | Init +4 | Perc +11 | Stealth: +15 Ninja 7

Int: 1d20 + 4 ⇒ (8) + 4 = 12

Dark Archive

Male Tiefling “Paladin” 8 HP: 50/52 | AC: 29| T:14| FF:28 | CMD:25 CMB:+12 | Fort: +8 | Ref:+4 | Will:+11 | Init:+5 | 60' Darkvision, Scent

Milton instructs the Pathfinders to "spread out and kill it with ranged weapons!"

Was that a line of acid? A cone? Just trying to figure out what sort of grouping we should not be in. To breath though, it had to be pretty close though, right?

What color is the dragon head, and what can you tell me about dragons of that color?

Knowledge (arcana): 1d20 + 6 ⇒ (7) + 6 = 13 Meh! Not much I guess! At least the color?

Milton will activate a Judgment of Healing (3 per round) as a swift action. He will move away from his fellow Pathfinders in order to not be such a bunched up target. As he moves, he will draw his bow.

Can someone move me on the board please?

Once I get to my new location, Milton will cast CSW on himself as he readies to rain arrows of death on his opponent~

CSW: 3d8 + 7 ⇒ (7, 6, 1) + 7 = 21


Core Helms ! Wizards Wanted Gameday X

KaKaw: your turn is up. Green dragon head, 20 ft. cone of acid. High winds will make arrows next to impossible.

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