GM Evil's Lost at Bitter End (Inactive)

Game Master ckelley83

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Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

I'd like the Cloak of Resistance. It looks like I need it more than anyone else.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

"I could be using the belt" admits the dwarf.

By the way, if we all get damaged, then Rhuul has Path of Glory which is kind of channel light, and can do okay party healing outside of combat. More efficient than individual spells.

Dark Archive

Goblins|| ...||Heresy

After taking what you can use from the Gebbite cleric, you continue on the road towards where you would expect to find Geb's Rest in the material plane. You pass dozens more of the large stasis fields, frozen soldiers stretching into the darkness as far as you can see, though no more living souls. Towards the end of the day, you see a light on the horizon, and the outline of a town as you get closer. You seem to have reached this version of Geb's Rest much quicker than the two days of traveling in the Mana Wastes.

Geb’s Rest lies ahead, but a very different town from the Geb’s Rest on the material plane. This version is the shining, new example of what the town looked like before the war with Nex—every building whole and brightly painted, the streets made of packed dirt and well-lit by giant lanterns, and giant, leafy-green trees lining every avenue. In the middle of the town, surrounding the fountain, are dozens of enormous cages, thirty feet on each side, and packed full with hundreds of dirty human figures.

A large, bony creature stands on the north side of the fountain, holding a journal and pushing a townsperson at the fountain. Standing nearby is a troop of soldiers that look just like the ones you passed in the stasis fields, while another zombie warrior pushes a disheveled man towards the fountain.

Knowledge Planes DC 19 to identify the creature, one question plus one for every 5 you beat DC.

Time works differently on the demi-plane and it was only a 12 hour journey between the camp and the town this time. I placed you all on the edge of the map. And take note that these are 10 ft squares.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

planes: 1d20 + 9 ⇒ (15) + 9 = 24

Rhuul looks at the soliders, are these still in status, and then at the humans, trying to work out if these ones are alive?

"Could that be the same book that we picked up earlier?" he wonders.

For the planes check, I'll have resistances/immunities and then vulnerabilities

Dark Archive

Goblins|| ...||Heresy

Bone Devil:
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell’s fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell’s laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.

DR 10/good, Immune to fire and poison, Resist acid and cold, SR20, no weaknesses

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul shares what he knows of them.

"Fiends, ones who love torture especially. Hard to hurt without a blessed weapon, and living in the poisoned flames of hell, they are immune to both toxins and fire. Pretty much hard to hurt with the other elements too. Magic washes off them like water, though I've never heard of them taking a bath.."

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai speaks swiftly and quietly. "I don't know about you but when I see a fiend pushing a human towards a pit that's usually a call to leap into action..."

He conceals his pistol as he prepares to make a rapid approach.

Using Deft Palm and Underhanded rogue talents to conceal wielded weapon in plain sight.

Sleight of Hand: 1d20 + 15 + 4 ⇒ (11) + 15 + 4 = 30

Using Sense Motive skill unlock to try for an initiative boost.
Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11 Utterly fails

He gives a quick look back towards his allies. "Let's move..."

He'll try to sneak forward and open fire as soon as he's within 30 ft. If the man's life seems under imminent threat or he notices the group, he'll throw caution to the wind and run forward to shoot. Stealth bonus is +22, you can roll for me if it seems applicable.

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

Sihir uses his armoring wand again (please clarify for me, DM, if you'd rule that I used it before the previous encounter - given my wording, perhaps I didn't), and tries to do what Wayang do best....

Stealth: 1d20 + 16 ⇒ (5) + 16 = 21

Dark Archive

Goblins|| ...||Heresy
Sihir Aneh wrote:

Sihir uses his armoring wand again (please clarify for me, DM, if you'd rule that I used it before the previous encounter - given my wording, perhaps I didn't), and tries to do what Wayang do best....

You asked me about False Life but no Mage Armor. I don't really get what you're asking though...

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

As the team prepares for action, Rhuul cracks an oldie.

"You know why yonder fiend is here rather than the duchess's ball?"

As he pauses, waiting for a reaction, he breaks out his flag with the rune of the Open road, which flutters weakly in the demi-planes non-breeze.

"Caus' he had no body to go with."

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel
GM Turmoil wrote:
Sihir Aneh wrote:

Sihir uses his armoring wand again (please clarify for me, DM, if you'd rule that I used it before the previous encounter - given my wording, perhaps I didn't), and tries to do what Wayang do best....

You asked me about False Life but no Mage Armor. I don't really get what you're asking though...
Sihir Aneh wrote:
I use my mage armor wand as we get closer to town (or where town should be).

I'm referring to this, which I posted just before you introduced us to the first set of frozen warriors (and the ensuing encounter).

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

Wyrgan will detect evil as the group advances taking the time if need be. He will share what he discovers with the others.

"We have a duty to interfere on his behalf" he says about the disheveled man.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

I think this is where we line up and do the superhero walk.

Dark Archive

Goblins|| ...||Heresy

I always assume casters are just constantly refreshing MA.

The bone devil grabs the townsman around the waist, lifting him up six feet off the ground, and brings a claw slowly across his throat. You see blood leak out, dripping into the fountain, where the devil tosses the lifeless body. It's at that moment that you realize that there are almost a dozen bodies piled up in the fountain. The Pathfinders rush forward to end this brutal sacrifice.

The bone devil notices you coming, and immediately takes to the air, letting out an ear piercing screech and points towards the intruders. The undead minion reacts and takes off running towards you. The skeletal creature then blinks out of sight.

Init:

Init,Wyrgan: 1d20 + 6 ⇒ (11) + 6 = 17
Init,Maldoc: 1d20 + 8 ⇒ (6) + 8 = 14
Init,Korai: 1d20 + 7 ⇒ (4) + 7 = 11
Init,Sihir: 1d20 + 3 ⇒ (19) + 3 = 22
Init,Rhuul: 1d20 + 0 ⇒ (4) + 0 = 4
Bone devil: 1d20 + 9 ⇒ (16) + 9 = 25
Zombie: 1d20 + 6 ⇒ (20) + 6 = 26
Warriors: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1

Blue
Zepteffis
=====================
Sihir
Wyrgan
Maldoc

=====================
Green
Yellow
Purple
=====================
Korai
Rhuul

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

Wyrgan uses his Good blessing to make his sword aligned as good and then advances 20ft towards the foes...

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Would one of you wish to become invisible? Maldoc will cast Invisibility on someone that can take advantage of the condition and then move forward 20 feet.

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

Sihir magically wards his party against Evil.

I cast communal protection from Evil; everyone gets 1 minute of protection except Wyrgan and Maldoc, who both get 2.

Dark Archive

Goblins|| ...||Heresy

Sihir calls on his arcane powers to help protect the group from the evil about to descend on them. Wyrgan and Maldoc both rush off towards the town center, though not before the magus makes (???) disappear from sight. The three human warriors, obediently obey their master and march towards the group with their longspears at the ready.

Round 1
Active conditions: PfE

Blue
Zepteffis
=====================
Sihir
Wyrgan
Maldoc
=====================
Green
Yellow
Purple
=====================
Korai
Rhuul

Who is taking the invisibility?

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul keeps up the jokes and waving the flag even as he follows behind the others. Pausing to catch his breath for a moment.

"The only reason I took up running was to hear heavy breathing again..." he mutters.

And casts haste
Flagbearer and inspire courage combine for +3 to hit and damage, and +2 vs fear effects

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

I'll take the invisibility! I'll never say no to free sneak attacks.

Korai nods towards Maldoc.

"Easy ambush? You'll never hear me say no to that."

Korai takes advantage of Maldoc's spell and rushes forward.

Double move

Stealth + Invisibility - Moving more than half speed: 1d20 + 22 + 20 - 5 ⇒ (3) + 22 + 20 - 5 = 40

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

@Korai: Did you catch that Rhuul just cast haste? You don't appear to have gone very far.

Knowledge (Planes): 1d20 + 17 ⇒ (13) + 17 = 30

Special attacks? Hit points? Armor class (normal and touch)?

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Fixed

Dark Archive

Goblins|| ...||Heresy

I do not give exact HP or AC for knowledge checks, it's just too metagamey, but I will give rough estimates. It's stinger is known to carry poison, it has 10 HD, and non martial characters would find it extremely hard to hit.

The invisible tengu rushes forward towards one of the buildings, and prepares an ambush. Meanwhile, Rhuul tries to keep the mood light, while making the Pathfinders reflexes a bit faster. The undead creature continues to move towards the party, scimitar clenched in hand. Another demon suddenly appears on the battlefield, deftly wielding a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard. As it snarls at you, smoke pours from its nostrils.

Round 2
Active conditions: PfE, Haste, Inspire +3

Blue
Zepteffis
=====================
Sihir
Wyrgan
Maldoc

=====================
Green
Yellow
Purple
=====================
Korai (invisible)
Rhuul

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

Knowledge (Planes) on new devil: 1d20 + 17 ⇒ (15) + 17 = 32

Sihir waves his strange metal stencils, and out of the darkness comes an eerie being of light....

I cast Tenebrous shadow conjuration to summon a shadow lantern archon! A DC 26 Will save when interacted with reduces it to 20% reality.

light ray vs bearded devil: 1d20 + 3 ⇒ (15) + 3 = 18
magic damage: 1d6 ⇒ 1

light ray vs bearded devil: 1d20 + 3 ⇒ (6) + 3 = 9
magic damage: 1d6 ⇒ 4

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc casts Intensified Shocking Grasp and draws from his arcane power to improve the edge of his Black Blade! He then moves to combat this new demon that has appeared on the battlefield!

Swift action to use 1 of my arcane pool to place keen on my weapon.

Attack: 1d20 + 19 ⇒ (12) + 19 = 31 for Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Spell Damage if hits: 9d6 ⇒ (1, 4, 3, 5, 2, 5, 6, 4, 2) = 32

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

Seeing Maldoc and Sihir taking care of the demon Wyrgan moves to attack one of the undead...double move to blue foe

Dark Archive

Goblins|| ...||Heresy

GM:
LA Will: 1d20 ⇒ 18
Maldoc Will: 1d20 + 9 ⇒ (11) + 9 = 20

Sihir calls forth a lantern archon from the shadows, and the quasi-real creature goes to work. It fires a pair of divine beams at the recently appeared devil. Maldoc also rushes towards the bearded demon, and cuts through it with an electrified blade. Both quickly realize their mistake however, as their attacks pass harmlessly through the illusory creature. Wyrgan on the other hand, heads straight for the undead warrior. Meanwhile, the fanatical humans charge forward with their spears, though the long stasis has clearly affected their ability to fight.

Green vs Maldoc: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 131d8 + 3 ⇒ (3) + 3 = 6
Yellow vs Maldoc: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 171d8 + 3 ⇒ (1) + 3 = 4
Purple vs Wyrgan: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 121d8 + 3 ⇒ (5) + 3 = 8

Round 2
Active conditions: PfE, Haste, Inspire +3

Blue
Zepteffis
=====================
Sihir
Wyrgan
Maldoc
=====================
Green
Yellow
Purple
=====================
Korai (invisible)
Rhuul

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Korai takes advantage of his position and attempts to soften up the foes for his allies to take down.

Spend a grit add CHA to Dmg

Pepperbox vs Blue: 1d20 + 12 + 3 + 1 ⇒ (7) + 12 + 3 + 1 = 23 vs FF Touch
Damage: 1d8 + 1 + 4 + 3 ⇒ (6) + 1 + 4 + 3 = 14
Sneak Attack Damage: 3d6 ⇒ (3, 6, 2) = 11 -2 AC for 1 round

Haste Pepperbox vs Yellow: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 Jams

His first shot aims for the undead creature's hip, hoping to throw it off balance for Wyrgan to finish off. His second however is nothing but a click and a wisp of smoke. He shrugs, ambivalent towards his less than reliable firearm and shifts his stance to favor the talon holding his dagger.

If anything attempts a ranged attack at Korai, he'll spend a grit for Gunslinger's Dodge, shifting 5 ft and getting +2 to AC

"Deal with the fiends and undead... if these soldiers know fear I'll see if I can encourage them to leave."

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Rhuul continues to crack jokes and wave his flag. His magical enhanced movement brings him up to Wyrgan and his axe joins in the attack on the undead warrior.

attack,inpspire, haste: 1d20 + 9 + 3 + 1 ⇒ (11) + 9 + 3 + 1 = 24
damage(magic, cold iron,slash): 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7

Dark Archive

Goblins|| ...||Heresy

Korai uses the invisibility to his advantage, and lines up a clean shot on the zombie, the bullet flying straight through the rotting flesh. Rhuul joins the action too, and lands a solid blow with his axe to a fleshy arm. The undead stumbles from the blow before striking back with a quick flash of its sword. As Korai fumbles with his jammed pistol, the bone devil uses it as an opportunity to strike. It lands and appears right behind the tengu, lashing out with the stinger on its deal, and the rogue feels himself begin to weaken.

Blue vs Rhuul: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 8 ⇒ (3) + 8 = 11
Confirm: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 8 ⇒ (1) + 8 = 9

W, M, K, R: 1d4 ⇒ 3 Poor Korai, I swear it's not on purpose...

Sting vs Korai FF: 1d20 + 14 ⇒ (7) + 14 = 213d6 + 5 ⇒ (1, 5, 1) + 5 = 12
Korai Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Str damage: 1d3 ⇒ 2

Round 3
Active conditions: PfE, Haste, Inspire +3

Blue (-27, bewildered)
Zepteffis
=====================
Sihir
Wyrgan
Maldoc

=====================
Green
Yellow
Purple
=====================
Korai (-12, -2 Str)
Rhuul (-11)

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

Sihir's dark light-being advances on the horrible bone devil...

A DC 26 Will save when interacted with reduces it to 20% reality.

light ray vs bearded devil: 1d20 + 3 ⇒ (5) + 3 = 8
magic damage: 1d6 ⇒ 6

...while Sihir begins conjuring a slew of spectacular dragon-shaped pyrotechnics!

[dice=snapdragon fireworks, DC 18, vs yellow]1d4[/dice]

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Maldoc steps back and casts Empowered Fireball, positioning it to the south so that it will hit the two undead creatures he was fighting! I don't know how tall the area marked "4" is on the map, but if I can also catch the big guy in the blast by raising up the epicenter of the spell I'll do that.

Empowered Fireball, DC 16: 13d6 ⇒ (2, 5, 4, 4, 1, 6, 4, 6, 3, 4, 2, 6, 5) = 52

And that is my 1/day use of Empowered Spell.

Dark Archive

Goblins|| ...||Heresy

I'll go ahead and bot Wyrgan if he doesn't post by this evening

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

With the issues the boards were having earlier today, it may pay to give him a little extra time.

Dark Archive

Goblins|| ...||Heresy

Yeah I plan on it, I know the site has been a mess today. There seems to be a lot of issues lately.

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

Wyrgan continues to attack the blue foe...

Bastard Sword+PA+2Handed+FF: 1d20 + 12 ⇒ (11) + 12 = 23
DMG: 1d10 + 13 ⇒ (8) + 13 = 21

Bastard Sword+PA+2Handed+FF: 1d20 + 5 ⇒ (13) + 5 = 18
DMG: 1d10 + 13 ⇒ (4) + 13 = 17

Dark Archive

Goblins|| ...||Heresy

Will BD: 1d20 ⇒ 3
Ref yellow #1: 1d20 ⇒ 20
Ref yellow #2: 1d20 ⇒ 16
Ref green: 1d20 ⇒ 10

Sihir calls forth an odd display of magical fireworks that does little else besides making for a colorful show. The archon fires a ray of light at the devil but it easily dodges it. Maldocs arcane display is much more effective, and the burst of flame barbecues one warrior and leaves another heavily charred, but Zepteffis simply laughs at the flame. Wyrgan cuts down the zombie warrior with ease, and gets a spear point in the arm for his trouble.

Yellow vs Maldoc: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 3 ⇒ (2) + 3 = 5
W,R: 1d2 ⇒ 1
Purple vs Wyrgan: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 3 ⇒ (1) + 3 = 4
Confirm: 1d20 + 8 ⇒ (9) + 8 = 172d8 + 6 ⇒ (5, 8) + 6 = 19

Round 3
Active conditions: PfE, Haste, Inspire +3

Blue
Zepteffis
=====================
Sihir
Wyrgan (-4)
Maldoc
=====================
Green
Yellow (-26)
Purple
=====================
Korai (-12, -2 Str) Need another Fortitude save or take another 1d3 Str damage
Rhuul (-11)

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

I've been forgetting that belt Rhuul is wearing!

Rhuul keeps up the quips "Poor Zombies. I think he's lost his play thing. Did you know zombies have a favorite toy?"

Rhuul steps forward and swings his axe.

attack,inspire,haste: 1d20 + 10 + 3 + 1 ⇒ (10) + 10 + 3 + 1 = 24
itterative attack, inspire,haste: 1d20 + 5 + 3 ⇒ (3) + 5 + 3 = 11
hasted attack,inspire,haste: 1d20 + 10 + 3 + 1 ⇒ (5) + 10 + 3 + 1 = 19
damage: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8
damage itterative: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15
damage hasted: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

"It's a deady bear"

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Str damage: 1d3 ⇒ 1

Korai staggers as the poison threatens to incapacitate him. "Maybe I'm not walking away from this but neither are any of you! So who's first? Who's feeling lucky?"

He tosses his pepperbox into the air, twirling it as he lets go. He catches it behind his back, barrel pointed at one soldier. Releasing it for a moment, it spins around under his wrist and he catches it, pointing straight at another soldier. He turns, cloak billowing and pistol hidden from view. Finally he halts suddenly and draws a bead on the demon. "Who's it gonna be?"

Full round action, Dazzling Display to demoralize all within 30 ft.

Intimidate: 1d20 + 16 ⇒ (9) + 16 = 25

If this succeeds, they are shakened for an additional 1d4 + 1 ⇒ (2) + 1 = 3 rounds due to Frightening and Cloak Trick. If any of them are shakened for 4 rounds, they are frightened for 1 round.

Silver Crusade

Male Dwarf 5 images; Bard lvl12 (still to level up from 11); AC 20 (22 w/cats grace; 23 haste); HP 80/80; Fort +8; Ref +9; Will +9; SM +21; Perc +15; init +4; Music left 25/31; reroll @+4 1/1; loremaster 1/1; IGF 1/1;

Gahh, I missed you were poisoned Korai. Sorry about that. I can give you a hand with that.

In the background there is a distant.. ba-dumb <chang> at the rather poor punchline. Rhuul stops and looks amazed for a moment, as the magic drains from his words. Karai however feels a sudden improvement...

Immediate action, saving finale, stops bardic music (so only +1 to hit and damage from flag bearer) but Korai gains a re-roll on the failed save.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

Fort: 1d20 + 6 ⇒ (3) + 6 = 9

Oh well. I can stand still and shoot for a couple more rounds.

-Posted with Wayfinder

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

"These foul beasts will not deter us from our goal! Press on comrades and strike them all down for the glory of Ragathiel!" Wyrgan says after taking the spear wound and shrugging it off...

Dark Archive

Goblins|| ...||Heresy

Sorry about the delay, busy weekend with the holiday and all. We should be able to easily wrap this up before the end of the week.

Korai spins his pistol around, showing it off. The Gebbite warriors, having never before seen such weaponry, begin to wonder what sort of terrifying spells such a mechanism can cast. The bard takes the opportunity to land a pair of blows with his axe on the warrior in front of him, and tries to aid the tengu in purging the poison spreading through his veins but doesn't have any luck. The bone devil tears into Korai with tooth and claw, and though it manages to sting him again as well, the poison doesn't set in this time.

Bite: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 14 ⇒ (5) + 14 = 191d6 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 14 ⇒ (5) + 14 = 191d6 + 5 ⇒ (2) + 5 = 7
Sting: 1d20 + 14 ⇒ (7) + 14 = 213d4 + 5 ⇒ (1, 4, 1) + 5 = 11
Fort: 1d20 + 6 ⇒ (16) + 6 = 22

Round 4
Active conditions: PfE, Haste, Inspire +1

Blue
Zepteffis
=====================
Sihir
Wyrgan (-4)
Maldoc

=====================
Green
Yellow (-26, shaken)
Purple (-19, shaken)
=====================
Korai (-45, -3 Str)
Rhuul (-11)

Scarab Sages

CG male Wayang Illusionist 8/Veiled 2
Spoiler:
|AC 17, T 17, FF 14|HP: 50/50|F +3, R +6, W +5 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 16|11/11 Blinding Rays, 8/8 Invisibility Field, 10/10 Veil, 1/1 Arcane Bond, 1/1 Jewel

Another firework spirals its way toward one of the warriors...

[dice=snapdragon fireworks, DC 18, vs yellow]1d4[/dice]

...while the dark lantern archon continues to strafe the devil...

light ray vs bone devil: 1d20 + 3 ⇒ (8) + 3 = 11
magic damage: 1d6 ⇒ 5

light ray vs bone devil: 1d20 + 3 ⇒ (1) + 3 = 4
magic damage: 1d6 ⇒ 6

...and suddenly, a wondrous blast of unearthly colors strikes them both!

[dice=burst of radiance, DC 19, vs yellow and bone devil]5d4[/dice]
rounds of blindness/bedazzlement: 1d4 ⇒ 4

"Korai!" Sihir rasps. "Come here!"

Silver Crusade

Male
Skills:
Religion +10/Diplomacy +17/SM+10
Tracked:
LoH: 10/10
Aasimar (Angelkin)CL:10 Paladin 10 (HP:93/93)(AC:27 FF:25 T:13)(F:+13/R:+8/W:+10)(CMD:25)(Init:+3)(Perception:+11)

As a swift action Wyrgan makes the bone devil thing his smite target and then rushes up to the foe using the blessing of haste caste upon him from earlier and strikes at the creature with his bastard sword much like Ragathiel would do given the same circumstances...

Bastard Sword+PA+2Handed+FF: 1d20 + 12 + 3 ⇒ (2) + 12 + 3 = 17
DMG: 1d10 + 13 + 8 ⇒ (9) + 13 + 8 = 30
bah horrible dice roller... using my folio reroll

Bastard Sword+PA+2Handed+FF: 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27

AC vs his target is 31

edited to add evil outsider damage

Dark Archive

Goblins|| ...||Heresy

Yellow is down, only had 1 HP left

@ Wyrgan: The bone devil is an evil outsider so you get extra smite damage, not sure if you factored that in or not.

The Exchange

Male Tengu Gun1/Rogue7 | HP 53/53 | AC 19, T 15, FF 14* | F: +6, R: +13, W: +3 | CMD 20 | Perc +13 | Init +7

I think yellow and purple should be frightened for 1 round since the minimum fear time was 4 rounds.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

OK, so who or what do we have left in enemies?

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