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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Core Helms ! Wizards Wanted Gameday X
Fendel, CSI: Absalom wrote:
Seriously, on a friggen Crit? I blame Russian hackers!!

I heard it was the Tien. Just this morning. Could be the Tien. Nobody knows.

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

"They seem shaken by their ordeals, but I shall give it a go. Inspiring others is one of the things Paladins do best."

Milton turns and yells to the orc deserters, "All right you lot, by the grace of Asmodeus you came to us for protection, and we are providing us. However, we require that you step up and fight for yourselves as well. Grab your weapons and get to it!"

Intimidate: 1d20 + 16 ⇒ (15) + 16 = 31

After he did his best to direct the orcs, Milton started moving towards the fight.


Core Helms ! Wizards Wanted Gameday X

The combined efforts of the Pathfinders and Hellknights soon prevail against the orcs. The Hellknights tend to the wounded, heal all major woundsl and then mourn the loss of their fallen comrade.

The orcs who requested assylm beg for your mercy "We be good. We'll tell you anything you want to know."

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 walks up to Milton and says quietly in Abysal, "Sounds like they need a good lawyer. Too bad for them the best one they will ever meet is going to be interrogating them. I can help you ferret out the truth of things, but I want to take a closer look at the orcs we killed. You good here?"

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

Abyssal: "Somewhat ironically, my talents are usually used on the defense, often to get Pathfinders released, either against spurious charges, or via a technicality when necessary."

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

"How do we know they won't cause trouble else where?

Ka Kaw glares at the orcs.

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 will take the time to examine the fallen orcs to see if any of them might have picked up something useful or interesting along their way.

They are orcs. They always cause trouble no matter where they are. Nivik doesn't seem too concerned about their plight.

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

"We cannot be certain what these children of chaos will do if left to their own devices. However, given that they were fleeing, I doubt very much if they are skilled or equipped enough to survive long in this transforming landscape. I trust Milton will explain this to them in no uncertain terms." Chuckling to himself, He may even find a few converts among them.

Quote:


Venture Teller Play b'Post:
Hot on their heels is another band of orcs, each marked with runes carved into their flesh.

The investigator trains a studied gaze on these rune-scarred orcs, believing them to hold answers to whatever is happening in and to the region. He takes out his 'Discerning' wayfinder (casts Detect Magic) and begins a detailed examination, including taking notes and rubbings when possible.

Perception: 1d20 + 25 + 1d6 ⇒ (18) + 25 + (2) = 45

Knowledge (arcana): 1d20 + 22 + 1d6 ⇒ (3) + 22 + (2) = 27
Knowledge (dungeoneering): 1d20 + 21 + 1d6 ⇒ (16) + 21 + (3) = 40
Knowledge (geography): 1d20 + 19 + 1d6 ⇒ (20) + 19 + (6) = 45
Knowledge (history): 1d20 + 19 + 1d6 ⇒ (14) + 19 + (2) = 35
Knowledge (local): 1d20 + 20 + 1d6 ⇒ (1) + 20 + (5) = 26
Knowledge (nature): 1d20 + 20 + 1d6 ⇒ (14) + 20 + (2) = 36
Knowledge (planes): 1d20 + 22 + 1d6 ⇒ (7) + 22 + (2) = 31
Knowledge (religion): 1d20 + 20 + 1d6 ⇒ (17) + 20 + (2) = 39

Linguistics: 1d20 + 14 + 1d6 ⇒ (12) + 14 + (1) = 27

I didn't roll everything, just what I thought might apply. Let me know if Engineering or Nobility is needed and I will add those rolls.

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

"Very well," states Milton as he approaches the orcs.

He picks out the tallest, most rugged looking male of the bunch. "You there. You're a stout fellow, talk to me then. Convince me that we shouldn't just kill you immediately, and in doing so, make your story as compelling as possible. I want to know how you came to be here, what there is to know about local threats, and recent strangeness in the area, and most importantly should you have a future, how do you intend to pass it? I will give you a hint at the proper answers to these questions. The truth is the way to go, especially if the last question involves dedicating yourselves to being lawful individuals and following Asmodeus as your Lord and Deity. I have pamphlets available for any of you that can read."

Diplomacy: 1d20 + 17 ⇒ (6) + 17 = 23

Should this not cause them to start unloading with facts, I will follow up with...

"Look, I am really trying to help you and your people out here. Pursuant to Article 23 Section 5 Subsection 12 of the Universal Code of Cheliax, it states, 'where the weak seek the help of the strong, the strong shall have dominion over the weak in all things.' As such, we have aided you, and now we have dominion over you, so tell us what we need to know."

I've made that all up, but my intent is that Milton is quoting an actual part of Chelish law, but doing so out of context in a fashion to use it for his own purposes.

Profession(barrister): 1d20 + 14 ⇒ (12) + 14 = 26
Bluff: 1d20 + 17 ⇒ (16) + 17 = 33

And finally, if they are still being obstinate...

"Look you fool, I am quite tired of your reticence. I have tried to be civil, but your intractability leaves me no option. Tell us what we need to know, or I shall ensure that the last thing you ever see will be my fanged face as I lean in to pluck out and eat your still functioning eyes."

Intimidate: 1d20 + 16 ⇒ (2) + 16 = 18

There we go, rule 161 has been fully observed!


Core Helms ! Wizards Wanted Gameday X

Nivik & Fendel, please make a couple of perception checks. Yes the bodies radiate magic, particularly the runes carved into the orcs.

Milton, the orcs that sought sanctuary will tell you everything they know. though not until I get back to a puter.

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

Sure, how many more? I should have at least one success with the 45 from my last post.

Fendel takes great care as he reviews the 'crime scene'. He recalls the way the assailants attacked, the looks on their faces, and how they died. He pay close attention to the runes, trying to gain a better understanding of his quarry.

perception: 1d20 + 25 + 1d6 ⇒ (19) + 25 + (5) = 49
perception: 1d20 + 25 + 1d6 ⇒ (13) + 25 + (5) = 43
perception: 1d20 + 25 + 1d6 ⇒ (13) + 25 + (3) = 41
perception: 1d20 + 25 + 1d6 ⇒ (2) + 25 + (6) = 33

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

GM - Just let me know at which stage of my Diplomacy-Bluff-Intimidate thing I was able to get the info, so that I know how far into the routine I went for future roleplaying opportunities.

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 |

Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Core Helms ! Wizards Wanted Gameday X

Nivik lifts the armor from the lieutenant, he sees the runes beneath it. He and Fendal take care to lift the armor without reading them takes a bit of careful patience. Not all the runes are visible, some are hidden. A low Perception check means triggering the runes as you loot the body.

Lt.:
+1 dwarf-bane arrows (2), potion of cure moderate wounds, mwk hide armor, composite longbow (+3 Str) with 20 arrows, falchion, cloak of resistance +1, 127 gp

sgt.:
potion of bull's strength, potion of cure moderate wounds ; Other Gear mwk hide armor, falchion, javelins (5), mwk spear, 203 gp.


Core Helms ! Wizards Wanted Gameday X

The talkative barrister, struggles to let the the talkative orc cowards spill their guts. the bluff was my favorite, but any would have worked. Hopefully I got the right questions answered,but let me know if I missed something.

Why fleeing?
“They wanted to carve us up and write our sins into our skin. We are afraid of the Wormcaller. It has destroyed our tribe. So we fled.”

Source of corruption
“Our shaman summoned a terrible beast to help us with the war, but then it ate him. It is summoned from other places—dark places. Now the shaman’s apprentice Olgrahk serves the creature and commands us all to carve our sins. That Which—” The orc stammers, “I can’t say its name. It hates mortal sin and wants to end all signs of mortal life."

who is the leader & plans
“We are not shamans and we do not know the truth of dark beasts. It is a great creature, with tentacles and slime. Worms and bugs come when it beckons. It can talk inside our heads and make us do things. It carries a magic wand, which it uses to enchant the sins of our flesh.”

& his plans
“It has two plans. It hates signs of mortal life. So first it ordered Olgrahk and his orcs into the mountains to destroy all ruins lefts behind by men. They are on their way to the Temple of the Sky now. Second, now that it has finished reminding the Severed Hand orcs of their sinfulness, it wants to spread out and kill other humanoids in the mountains. It has started a ritual to summon more of its kind here, and then they will attack. Preparations started
when we left, so the ritual should begin soon.”

They are armed as those you just fought: falchions, axes, longbows.

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

What would be triggered? Would it be like Explosive Runes? Anyway we can try detonating one from a distance?


Core Helms ! Wizards Wanted Gameday X

It carries a magic wand, which it uses to enchant the sins of our flesh. & yes explosive runes. detonating them from a distance will require a good Perception check (or a poor Perception and no distance.>:)

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
Venture Teller Play b'Post wrote:

the bluff was my favorite, but any would have worked. Hopefully I got the right questions answered,but let me know if I missed something.

I'm glad you enjoyed!

More! wrote:


who is the leader & plans
“We are not shamans and we do not know the truth of dark beasts. It is a great creature, with tentacles and slime. Worms and bugs come when it beckons. It can talk inside our heads and make us do things. It carries a magic wand, which it uses to enchant the sins of our flesh.”

protection from evil anyone? Cheap and easy solution to compulsion effects?

Any Knowledge checks we can make to figure out what the creature is, or its effects based on those descriptions?

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

Per your request Milton:

Knowledge (arcana): 1d20 + 22 + 1d6 ⇒ (10) + 22 + (4) = 36
Knowledge (dungeoneering): 1d20 + 21 + 1d6 ⇒ (20) + 21 + (3) = 44
Knowledge (nature): 1d20 + 20 + 1d6 ⇒ (3) + 20 + (1) = 24
Knowledge (planes): 1d20 + 22 + 1d6 ⇒ (14) + 22 + (4) = 40
Knowledge (religion): 1d20 + 20 + 1d6 ⇒ (14) + 20 + (6) = 40

"I have a few theories..."

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 have PfE in my spellbook but not prepared.

Nivik waits to hear what these theories might be as I really can't do any better.

Let's just leave these runes alone. No sense in playing with fire.

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 is intrigued by this possibility. If we can decipher these runes from a distance, we can detonate them among their own ranks. Spellcraft, take 10: 10 + 13 + 1d6 ⇒ 10 + 13 + (5) = 28 If our adversary is using a wand, we can assume a blast radius of about ten feet. Three times that distance should be safe.

Fendel ensures he informs everyone of his intent to trigger the Explosive Runes and they are well back from the rune-scarred orc. From fifty feet away, the human reads the runes carved into the corpse.

Perception, take 20: 20 + 25 + 1d6 - 5 ⇒ 20 + 25 + (5) - 5 = 45 includes -5 for range

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

I agree let's not mess with them. Lest we get hurt


Core Helms ! Wizards Wanted Gameday X

The individual runes begin to glow as Fendel reads them. "Fear of high places," "stole chieften's strix haunch," "tipped gortheks at night" and other 'sins' glow brighter and brighter. The runes burst in a flash of arcane energy destroying the corpse and those things around it.

How many uses of inspiration do you have? Or do you have some trick that makes it free on Knowledge checks?

From its description Fendel believes 'That-Which-Peels-Flesh' to be a large tentacled outsider called a shoggti qlippoth. He can also offer other information about 'touches our mind.' It's 'horrific appearance' fascinate creatures by hypnotically wriggling tentacles and with the strange, shimmering colors in its eyes. They are also known to debilitate a target's mentally. The inquisitor may remember more as he rolled so high....

To clarify: what is happening with the orc prisoner's? What is the plan after this?

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

Most investigators by level 2 or 3 do not expend inspiration on trained knowledge & linguistics checks (and Spellcraft). With Expanded Inspiration and Underworld Inspiration I added several skill that do not use up inspiration (They are noted on my character sheet with a +1d6). It's kind of the center of the whole build, to just know everything and tell everyone else how to defeat it. Officially I have seven uses of inspiration a day, but usually to pool is full at the end of most scenarios (usually used for bonus on saves or combat).


Core Helms ! Wizards Wanted Gameday X

What is the plan?

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 goes to the Hellkinght commander and informs her both of his findings about the runes and the theory of what the expedition is up against.

"As to the prisoners, whomever can't be converted or pressed into service has certainly violated some Chelaxian law and should face whatever justice is due to them. Though a group this small could conceivably harm some of your citizens near the border, they will most likely perish in this transmogrified land if released. Given those options, Milton may be able to convince them to join us. However, we are here to assist you and your knights and will do what we can to finish your mission. My recommendation is to pursue and eradicate the planar entity as quickly as possible."

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

"There is certainly precedent in either direction, to release them, or to execute them, and several options in the middle besides. Chelaxian law has been around for some time, and so many niche cases have existed during that time. What course of action will best support our mission, I ask? Probably to set them on their way, so we can get about it. I will understand if some of you cannot master your racist tendencies and would prefer to slaughter them simply because of their race, although I'd have thought the recent bloodletting would have quenched your thirst for orc blood.""

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

Well, that's two votes to let them go.

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 doesn't seem to be too concerned. Consider it three.


Core Helms ! Wizards Wanted Gameday X

Karva doesn't like the idea. They have served their purpose." Diplomacy to convince her please.

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

"You could process them and have a field trial, but every moment you take to do that, the real threat to Cheliax strengthens and becomes more difficult to defeat. That puts the lives of your Hellknights and the stability of the region at risk...for orcs. They are merely symptoms, we need to focus on killing the disease. Time, in this case, is not our ally."

Diplomacy: 1d20 + 10 + 1d6 ⇒ (18) + 10 + (5) = 33

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

"Just as long as they don't bother anyone. I agree we should move on to help the Hellknights."


Core Helms ! Wizards Wanted Gameday X

Signifer Karva thinks on the options for a moment and agrees that what you offer is suitable. She thanks you for your stalwart behavior and shouts, "We must leave for the Severed Hand tribal home immediately." She orders the Hellknights to mount up and several start casting spells. Shortly there are magical mounts for the Hellknights and the Pathfinders.

Signs of chaotic taint fill the landscape on the march to the orc lair. The terrain is twisted into hellish forms and pits of writhing worms dot the mountainside. Orc totems, including piles of skulls and pillars of bones, line the path to the orc warrens.

The party stops to prepare combat spells. Really! the scenario has a place for Pathfinders to buff! Then continues.

The mountain path dead-ends here inside of a box canyon. Crude carvings and ancient paintings cover the canyon’s walls, marking this as the ancestral home of an orc tribe. Scattered across the canyon floor are large piles of stacked skulls. Four sets of carved stairs lead to yawning caves in the sides of the canyon.

In the center of the canyon is a sprawling pit of worms and writhing insects. A narrow stone path leads to a small island in the pit of worms, where an altar made of bone rests surrounded by a circle of glowing runes.

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 |

Buffs? I'll refresh Mage Armor with a wand and cast, umm, Comprehend Languages. I'll then use my Pearl of Power to get it back.

Nivik will examine the glowing runes and the altar.

Arcana: 1d20 + 13 ⇒ (6) + 13 = 19

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

Not that I think it will help, but Milton will throw down see invisibility for 70 minutes.

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 wastes no time getting ready for the upcoming encounter. He pulls out smoked goggles* and places them on his head, ready to be placed over his eyes in a flash. Next, he takes a bundle of arrows out of his haversack. "Kakaw, Ragnar, if you plan to use your bow, you may want to take some of these arrows. I have found them effective against planar creatures in the past. I will let you know if you should use them inside. Please return whatever you do not fire." Cold Iron arrows. I have 30 total. Offering you 10 each, leaving me with 10.

He removes two vials and drinks them both down in rapid succession.

Cognatogen (+4 INT, -2 STR, +2 Natural AC) & Heightened Awareness

He takes a steadying breath before repeating the process.

Expeditious Retreat (+30 to speed)[/i] & Anticipate Peril (+3 on next initiative roll)

Just before they all enter, Fendel snaps his wrist, activating the hidden, spring loaded sheath. A wand slides into his hand and he taps it to his chest. Shield He then hold out the wand to the Asmodean, "Milton, can you activate this wand on yourself? It simulates the effect of a warrior's Shield that will leave your hands free." Just let me know if you burn a charge.

Current AC 28

The human joins the wizard near the runes. He pulls out his wayfinder and looks around. Detect Magic

Knowledge (arcana): 1d20 + 28 + 1d6 ⇒ (17) + 28 + (3) = 48
Knowledge (dungeoneering): 1d20 + 27 + 1d6 ⇒ (17) + 27 + (5) = 49
Knowledge (nature): 1d20 + 26 + 1d6 ⇒ (8) + 26 + (4) = 38
Knowledge (planes): 1d20 + 28 + 1d6 ⇒ (17) + 28 + (5) = 50
Knowledge (religion): 1d20 + 26 + 1d6 ⇒ (9) + 26 + (2) = 37
Linguistics: 1d20 + 16 + 1d6 ⇒ (9) + 16 + (4) = 29
Perception: 1d20 + 27 + 1d6 ⇒ (12) + 27 + (1) = 40
Spellcraft: 1d20 + 15 + 1d6 ⇒ (1) + 15 + (1) = 17

Includes Cognatogen and Clear Ear

*Goggles, Smoked ~ Source PRG:APG

These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).

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 considers the wand for a moment, "alas, no. That spell is not one that is granted to my Order, nor do I have an aptitude with magic items that are beyond my normal arena. I do appreciate the offer though."

No, shield isn't an Inquisitor spell, and I have no ranks in UMD. Thanks though!


Core Helms ! Wizards Wanted Gameday X

Unfortunately the smart people never get the chance to inspect the alter. Hundreds of Severed Hands orc still live in the warrens and they begin pouring out of the caves in an attempt to mob the party as it enters their canyon.*

Signifer Karva rallies the Hellknights. "Fend off the orc hordes. Pathfinders take care of those three." She points to three orcs in the pool's island. The first is the largest Severed Hand orc you have yet seen, and judging from the hands around his belt he might just be the tribe's chieftain.** If possible he grows even larger as he bellows a furious challenge at the party. The other two are in robes instead of armors and are chanting at the center of the pool of writhing worms. Nivik and Fendel can tell almost immediately these two are involved in a ritual that will open a summoning gate. (using your above rolls :)

*I used a single orc icon at the entrances and a single Hellknight to represent the whole of them.
**In fact we shall call him the chieftain.

Fendel & Nivik, you might be able to stealth in if you want. I am assuming not for three reasons. 1. You are with a band of Hellknights. 2. Neither mentioned it. 3. We can retcon the next step if you want to.

Next Step:
Roll initiative!
1d20 + 7 ⇒ (16) + 7 = 23, 1d20 - 1 ⇒ (3) - 1 = 2, 1d20 + 2 ⇒ (15) + 2 = 17
R1
(24): off screen
orc chieftain (17): channels inner rage
Pathfinders (who got >2 on initiative):<--here now
Hellknights (10): move to prevent orcs from hoarding (hoardifying?hoardicating?)
orc mystics (2):
Pathfinders (who got <2 on initiative):

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

"We must stop the two wizards. They are trying to open a portal!!

initiative: 1d20 + 6 + 3 ⇒ (10) + 6 + 3 = 19

The investigator moves up to take a look...

Trying to discern if they have Explosive Runes carved into them like the other orcs did. If so, I will try to detonate them before anyone else gets close to them instead of shooting.

Perception: 1d20 + 27 + 1d6 ⇒ (8) + 27 + (3) = 38

and take a shot.
Longbow@top red: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d8 + 6 ⇒ (7) + 6 = 13

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

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23

Ka Kaw will sneak up.

I'm assuming he'd sneak up even with the knights. double move sneaking if I can

Stealth: 1d20 + 6 ⇒ (17) + 6 = 23

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 ⇒ (3) + 4 = 7

Milton moves forward 20' and pronounces loudly, "may the blessings of the Lord of Darkness be upon my allies during this battle against the chaos!"

And then he casts bless, which should catch all of the Pathfinders, but maybe not any of the Hellknights. it is a 50' radius spell.

As a swift action, Milton will start a Judgment of Destruction (+3 to Damage).

Question, is this a new day since our last combat?

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 |

Init: 1d20 + 10 ⇒ (12) + 10 = 22 That'll do.

Nivik probably wouldn't have worried about sneaking in as he would make his presence known by casting Fireball, Reflex DC 20: 5d6 + 2d6 ⇒ (2, 1, 5, 1, 1) + (6, 1) = 17, centered on the chieftain and the two casters!

Wow, that one sputtered. Hmm, the air must be too foul in here...

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

Even if they take half damage, it's still damage, and hopefully will force some concentration checks from those two summoning casters!

Can somebody move me the 20' this round, sort of down and to the left, slowly moving towards the bad guys I guess.


Core Helms ! Wizards Wanted Gameday X

Milton icon is moved. Day 2: traveled to Gozreh's Fork, fought orcs, traveled here. Day 1: stormy travel to cave-in/chimera site.

Not seeing any legible runes on these orcs Fendal shoots an arrow. His missile is passed mid-air by a small red of fire. The first to arrive blasts the area into flame burning the orcs. Worms sizzle and pop in the pit, many screaming and dying. The arrow also finds orc flesh to destroy.

The mystics move to the chieftain and cast a spell on him.

Reflexe Saves P: 1d20 ⇒ 19, R: 1d20 ⇒ 19, Y: 1d20 ⇒ 2, W: 1d20 ⇒ 12,

R1
(24): off screen
Kakaw (23): moves forward
Nivik (22): casts fireball
Fendel (19): arrows mystic
orc chieftain (17): channels inner rage
Pathfinders (who got >2 on initiative):<--here now
Hellknights (10): move to prevent orcs from hoarding (hoardifying?hoardicating?)
Milton (7): casts bless & move
orc mystics (2): move & cast

GM:
R: xx+3+7+ P:x+7, Y: x+7, W: 7

Ragnar is up & Kakaw Fendel, Nivik for second round!

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 moves again and cast Lightning Bolt, Reflex DC 20: 5d6 ⇒ (4, 4, 3, 4, 1) = 16

Should get at least two of them with a line that includes the chieftain.

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 takes long and thoughtful aim at the mystic in red before firing.

Longbow@red: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (4) = 24 damage: 1d8 + 14 ⇒ (5) + 14 = 19

Two uses of inspiration to add 1d6 to combat. Focused shot adds INT to damage.


Core Helms ! Wizards Wanted Gameday X

Nivik lets loose with more elemental energy, electrocuting two orcs. The Mystic drops to the grown to avoid most of the blast. Its body jerks and twitches but fails to get back up.

Fendel jerks his bow a hair trigger and sends an arrow into the second mystic. It too drops to the ground, never to stand again. GM redirected since posted target is dead. :)

With no mystics to protect the chieftain bellows madly and rushes at the Pathfinders.

Reflex Saves R: 1d20 ⇒ 20, Y: 1d20 ⇒ 16
Perception 1d20 ⇒ 16

The Hellknights continue to hold back the hoard, but the numbers necessitate the continue to fall back. They continue to offer aid in the form of spells. Do not let that portal open!" Karva shouts. Once per round they can take a moment to cast magic missile, cure moderate wounds, shield other or scorching ray. PC choice.

A different portal opens and out steps a pale creature with four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes. Piles of worms and insects drip from its body, as it leaves the pool. The orcs begin chanting and as you figure out what it is they are saying, a voice hear enters your mind. "Yes mortal, I am that Which Peels Flesh and your doom!" (Kn planes)

R2
Kakaw (23): moves forward (GMBot another move)
Nivik (22): casts lightning bolt
Fendel (19): arrows mystic
orc chieftain (17): double move
That Which Peels Flesh (24): undelays casts dimdoor
Hellknights (10):
Milton (7): <--here now move
orc mystics (2):

GM:
R: xx+3+7+4 P:xx+9+7, Y: xx+7+6, W: 7

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, planes: 1d20 + 28 + 1d6 ⇒ (4) + 28 + (4) = 36


Core Helms ! Wizards Wanted Gameday X
Fendel, CSI: Absalom wrote:
[dice=Knowledge, planes]1d20+28+1d6

I should just have given you the info, like with any investigator...

"Abbs. Skip to the part I care about." Shoggti. Defensive Abilities: uncanny dodge; DR cold iron or lawful; Immune cold, poison, mind-affecting effects; Resist acid, electricity, fire. Offensive Abilities: braincloud, horrific appearance (DC 15), & constrict (1d4+6); Spell-Like Abilities (Constant—tongues, command, charm person, protection from law, charm monster, dimension door.

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 shares what he knows. Free action to do that, right?

"Kakaw, Ragnar, use the arrows. Milton, cold iron or a weapon attuned to the order of Law. The beast is born from chaos!"

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