GM RePete's Twisted Circle (Inactive)

Game Master RePete

Maps/Handouts

Tier 4-5


51 to 100 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael continues the plight as well, equally keen to put the fight quickly to an end, he concentrates his energy on the attack, before taking a quick step back.

Kukri,PA,Flank,TWF: 1d20 + 7 - 1 + 2 - 2 ⇒ (2) + 7 - 1 + 2 - 2 = 81d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Shield,PA,Flank,TWF: 1d20 + 7 - 1 + 2 - 2 ⇒ (16) + 7 - 1 + 2 - 2 = 221d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Continue to accept Rage. Full attack and 5 foot step. AC is 17

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John moves up the hill, stops and looks at the gnoll trapped between his allies. His eyes grow wide and his arm extends, pointing at the poor soul. "YOU WILL DIE!!!" Though not expecting the words to translate he does still feel the body language will impart his demoralizing curse.

Move 30 ft, Standard to Demoralize Pink.

Demoralize: 1d20 + 12 ⇒ (11) + 12 = 23

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.


|Kintargo Area Map | Combat Slides |

Raijan strikes back against the disease ridden foe, he manages to connect with his second strike. Pushing hard against the creatures toughened body, he manages to pierce its hide. A small burble of viscous green fluid sprays out of the wound.

Continuing the arduous climb, Thrugg makes it up the hill within feet of his surrounded companion.

Azrael swipes at the beast, which easily sidesteps his blade. Slamming his shield hard against the opponent, the force causes a small crack to form. The thick, green substance oozes out.

With his bousterous song echoing across the open field, Omar finds himself reaching Jiggo.

Jiggo offers a quick one, two across the hyena's snout and steps out of his precarious position. The animals life giving fluid gushes from his nose.

The human man called John turns to the opponent engaged with Raijan and Azrael, granting a chilling prediction of his fate.

Though visibly shaken by this prediction, the gnoll presses the attack. Raijan staggers backwards as the blade opens a large wound in his chest, barely avoiding the creatures attempt to slam into him. Eyeing Azrael behind him, the gnoll steps away. (5ft step)
Longsword vs Raijan: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Slam vs Raijan: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16

Nodding towards the bleeding animal, the one in orange steps around Jiggo as he drops his bow. Drawing his blade, he lashes out once the companion is in position.
Longsword vs Jiggo/Flank: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Snarling, the hyena lunges for Jiggo's left leg. Catching a solid hold on the man's thigh, it drags him to the ground.
Bite vs Jiggo: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Free Trip Attempt: 1d20 + 3 ⇒ (14) + 3 = 17

Round 4:
Raijan (-20) (Diseased) (Rage Song)
Thrugg (Rage Song)

Round 5:
Azrael (Rage Song)
Omar
Jiggo (-18; Prone)(Shield of Faith)
John (Shield)

Foes (Black, -22: Down)(Pink, -6: Demoralized 1/3)(Blue, -7)

Raijan/Thrugg up Round 4. Azrael/Omar/Jiggo/John up Round 5

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Oof! That hyena's quick- GAH!" Jiggo shouts as he's knocked down.

Fervor: 1d6 ⇒ 2
Jiggo swiftly heals some of his wounds and assumes total defense. "Hehe, you've wasted so much time focusing on me, you forgot about my allies!"

Jiggo will stand up and provoke AoOs. His AC is effectively 23 due to total defense, but he is prone while provoking the AoOs. Let's hope they roll poorly this time.

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John tries to take advantage of his fearful presence and sends a little taste of Chaos towards the dangerous gnoll at the bottom of the hill. After that, he moves quickly up the hill to assist the other fight.

Standard to use Warp Touch on Pink (Fort DC 15 Dazed 1 round). Move 30 ft up path.

Warp Touch:
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

"Tis a lot of running for a dwarf." Thrugg cries out as he charges up the hill and brings his hammer down on the hyena(teal).

attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d8 + 6 ⇒ (4) + 6 = 10

Accepting rage. Charging this round. AC is 24. HP is 54


|Kintargo Area Map | Combat Slides |

Hyena will drop from Thrugg's charge

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan darts alongside the gnoll, blood adding new stains to his clothes as he wearily continues the battle.

Wakizashi: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Wakizashi: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
B/P/S: 1d3 + 3 ⇒ (3) + 3 = 6

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

That was silly of me, should have released the shield when I had the chance.

*Slash*Bash* The distinct sounds of combat continue as Azrael maintains his focus on the fight at hand. His focus, however, wanes.

Kukri,PA,Flank,TWF,Rage Song: 1d20 + 7 - 1 + 2 - 2 ⇒ (8) + 7 - 1 + 2 - 2 = 141d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Shield bash,PA,Flank,TWF,Rage song: 1d20 + 4 - 1 + 2 - 2 ⇒ (1) + 4 - 1 + 2 - 2 = 41d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

AC 17

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar steps to the side as he lets his raging song linger on the air (persists 2 rounds).

We have the mutts now!

Still raging, the skald swings his long weapon at the gnoll, flanking with the prone(?) Jiggo.

+1 Bec de Corbin, song, flank: 1d20 + 8 + 1 + 2 ⇒ (17) + 8 + 1 + 2 = 28
for dmg : 1d10 + 7 + 1 ⇒ (2) + 7 + 1 = 10


|Kintargo Area Map | Combat Slides |

Ouch, Seems you need some new dice...
Stepping around the combatant, Raijan leaves the opening for his fellow society member to gain an advantage.

Thrugg manages to close the gap and bashes the animal with his hammer. A loud crunch resounds, as the beast collapses.

The gnoll 5' stepped away leaving a 10ft gap between you. Moved you to it and kept your first attack
Stepping back into position, Azrael slashes at the mutant. Unfortunately, you fails to find flesh.

Omar's rousing song continues to echo through the air as he jabs at the gnoll on the hill. Connecting with the creatures thick hide, he manages to open a small hole in its side.

Rubbing his wounds as he admonishes the gnoll for its mistake, a bright light envelops him and his wounds begin to mend. The man jumps to his feet. The gnoll's longsword connecting with the ground where he lay but moments before.
AoO vs Jiggo: 1d20 + 8 ⇒ (2) + 8 = 10

Attempting to capitalize on the frightened beast, John sends the warping magic of his blood outward. Connecting with the creatures mutated arm, it merely shrugs off his attempts. The spellcasting man finds himself showered in pine needles again.
Fort Save, Shaken: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18

Tossing a malicious grin at the flailing tengu, he lashes out with his blade. As the metal sinks into the man's shoulder, he turns and swings his massive maw at Azrael. The twisting motion throwing him off balance, his attack misses wide.
Longsword vs Raijan, shaken: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Confirmation?: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11

Slam vs Azrael, shaken: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

Eyeing the foes surrounding him, the gnoll looks down the green fluid leaking from it's new hole. Snarling, it lurches forward and swings at the half-elf. Though his blade goes wide, the momentum of his swing just manages to carry the foe into the man. (5ft step; full attack)

Longsword vs Omar: 1d20 + 8 ⇒ (1) + 8 = 9
Slam vs Omar: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 7 ⇒ (1) + 7 = 8
Fort Save DC 14 vs Disease

Round 5:
Raijan (-26) (Diseased) (Rage Song)
Thrugg (Rage Song)

Round 5:
Azrael (Rage Song)
Omar (-8)(Rage) Need Fort Save DC 14
Jiggo (-16)(Shield of Faith)
John (Shield)

Foes (Black, -22: Down)(Pink, -6: Demoralized 2/3)(Blue, -17: Down)(Orange, -5)

Raijan/Thrugg Up round 5: Azrael/Omar/Jiggo/John up Round 6

If Omar Fails save:

Onset: 1d4 ⇒ 3 Minutes
Con; Cha Damage: 1d2 ⇒ 11d2 ⇒ 1

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John activates the wand in his hand with a simple phrase, ”cloth to steel!” Slipping the wooden stick back into a pocket he attempts to duplicate the rude gesture earlier shown to him by the same gnoll.

Standard to activate wand of Mage Armor, Move to put it away, free to attempt rude gesture.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar attempts to resist the rotting touch of the gnol

Fort, rage : 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

" Aghhh! Get back you filth!."

He 5' steps back and swings again.

+1 Bec de Corbin, song: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
for dmg : 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan continues to focus on maintain his disguise as a hapless drunkard.

Map doesn't reflect it, but my understanding is that I should be flanking with Azrael, -2 to the attacks if I'm wrong.

Wakizashi: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Magic Slashing: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Wakizashi: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Magic Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
B/P/S: 1d3 + 3 ⇒ (2) + 3 = 5

Maybe if I started adding all the attack rolls together ;)


|Kintargo Area Map | Combat Slides |

Fixed the map for you Raijan - yes you are flanking. I think the RNG has something against you...

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg takes a five foot step into flank and swing his hammer at the mutant gnoll.

attack: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 1d8 + 6 ⇒ (2) + 6 = 8
confirming crit: 1d20 + 11 ⇒ (16) + 11 = 27
extra damage: 2d8 + 12 ⇒ (6, 2) + 12 = 20

Accepting rage. AC is 26. HP is 54

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

In a similar manner, Azrael mimics Raijan's drunkard style.

Kukri,PA,Flank,TWF,Rage Song: 1d20 + 7 - 1 + 2 - 2 ⇒ (4) + 7 - 1 + 2 - 2 = 101d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Shield bash,PA,Flank,TWF,Rage song: 1d20 + 4 - 1 + 2 - 2 ⇒ (12) + 4 - 1 + 2 - 2 = 151d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Thank you everyone." Jiggo nurses his wounds. "Let's finish these fools off, quickly!"

Jiggo pulls out a wand and uses it to close his wounds. "I can't help you guys if I'm about to pass out."

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Doin' Gorum's work over there Thrugg! Keep it up!


|Kintargo Area Map | Combat Slides |

In true drunken master style Raijan swings wildly at the creature. The strange attack causes the frightened beast to step into the tengu's second swing, though he fails to apply enough pressure to penetrate the thick hide.

Thrugg bashes the gnoll over the head with such force, the creatures skull flattens. The beast collapses to the ground, noiseless, as frothy green fluid erupts from it's neck.

Azrael mimicks Raijan's form, but the gnoll is ready this time and easily avoids the attacks.

Omar - if you'd like since creature perished before your turn, I'll allow you to change your action. Otherwise you can easily poke the dead thing

Tending to his wounds, Jiggo thanks his companions for their assistance. The man points towards the remaining gnoll and suggests they end the fight quickly.

With a burst of green pine needles and an accompanying aroma, John activates his elaborate stick. (activates @+1 caster level)

Growling viscously as he sees his companion fall, the beast slashes the blade for Raijan as he bashes Azrael with his massive arm. Maintaining his drunken style, Raijan manages to dodge the blow, but the slamming appendage finds it's target with the human.
Longsword vs Raijan: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Slam vs Azrael: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Damage?: 1d4 + 2 ⇒ (1) + 2 = 3
Azrael - Fort save DC 14

Round 6:
Raijan (-26) (Diseased) (Rage Song)
Thrugg (Rage Song)

Round 7:
Azrael (-3)(Rage Song)(Fort Save DC 14 vs Disease)
Omar (-8)(Rage)
Jiggo (-8)(Shield of Faith)
John (Shield)

Foes (Black, -22: Down)(Pink, -6: Demoralized 3/3)(Blue, -17: Down)(Orange, -23: Dead)

Raijan/Thrugg Up round 6: Azrael/Omar/Jiggo/John up Round 7

If Azrael Fails Save:

Onset: 1d4 ⇒ 1 Minutes
Con, Cha Damage: 1d2 ⇒ 11d2 ⇒ 2

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John looks on in amazement as Thrugg flattens the gnolls head. "Nice hit! He then finishes his actions and turns back to the remaining enemy.

I act last so I won't have even moved to my position on the map until everyone else has gone. If someone else takes that spot, my alternate action will be in the bottom spoiler.

Now completely covered in pine needles and quite fresh smelling. John rushes back down the hill and lets out a war cry, trying to startle the gnoll again.

Move 30 ft, Standard to reset Demoralize

Demoralize: 1d20 + 12 ⇒ (13) + 12 = 25

Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

Alternate Action:
Double Move to get as close as possible. I'll do the movement once I figure out where my allies end up.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg huffs and puffs back down the hill.

Double move

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo double moves down the hill. "Hold fast, friends! We're almost there!"

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Ha! By now he'll totally underestimate me!

Wakizashi: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Slashing: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Wakizashi: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
B/P/S: 1d3 + 3 ⇒ (1) + 3 = 4


|Kintargo Area Map | Combat Slides |

Raijan drops him! Combat Over
Raijan, remember to thank the scary caster for scaring him. :-P

Damage Recap
Raijan -26 (diseased)
Azrael -3 (Need DC 14 Fort vs Disease)
Omar -8
Jiggo -8

Busy at work, will make a proper post later -- in the mean time you are free to do as you please - out of initiative

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Rajan: 4d8 + 4 ⇒ (8, 2, 6, 7) + 4 = 27

Jiggo: 1d8 + 1 ⇒ (2) + 1 = 3
Omar: 1d8 + 1 ⇒ (4) + 1 = 5

Jiggo heals as many wounds as he can, using his wand. "Does anyone need more of their wounds healed? Just give me the word."

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

And also the nice buffing war singer. :D

John watches as the bodies hit the floor and then looks up at the cave. "Thrugg? You want to help me search up there? See if anyone is hiding for a second ambush?" John removes a very shiny dagger and makes it brighter with a short shower of (likely) more pine needles.

Standard to remove hidden dagger. Standard to cast Light. Couple moves to get to cave. Anyone else is welcome to join us.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Er, I'll be right there!" Jiggo continues to tend to Rajan's wounds.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

"Can help, not sure if I'll be good tho."

Thrugg leads the group into the darkness, his dwarven eyes adjusting to their natural settings. He keeps his tower shield on, not knowing what to expect, but with the battle must of made others aware.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Fort: 1d20 + 5 ⇒ (7) + 5 = 12
errk! Dice totally hates me.

Azrael nods in appreciation and admiration over the different techniques used to subdue the foe. Soon he grows a bit weary.
"My wounds are my own, they need not tend to yet. The biggest wound is my poor performance in battle. I will need to train harder."

Azrael searches through the bodies for anything of interest.

Will keep my -3 for now.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Anyone got a drink? I appear to have leaked a lot of fluids.

I'll go ahead and take those charges off my wand. Thanks people who kept me breathing!

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John does indeed have things to drink! Once we are on the way he may bust something out for you.


|Kintargo Area Map | Combat Slides |

Search the Bodies?:

Digging through the mutant corpse's you find 2 potions, 2 MWK Composite Longbows (+4 strength), 2 MWK longswords, 34 arrows, 2 MWK chainshirts and 20g
The potions are the only magical items.
Spellcraft DC 18 to look at following spoiler
Spoiler:

2 Potions Cure Moderate Wounds

Survival DC 16:

As you approach the cave, you notice a series of footprints resembling a tiny, shoe-clad humanoid leading away from it. Perhaps caused by a very young Halfling child?

There are no footprints entering the cave.

==Inside the cave==
Pictographs on the walls of this shallow cave show an indistinct winged creature navigating through a sea of swirling patterns and black dots. A clumsily constructed altar sits at the center of the cave. Dozens of small niches are carved into the wall, most filled with an odd assortment of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff, several pieces of parchment, a cloth pouch, a leather satchel, and several identical wooden dolls.

As time passes with Jiggo tending to wounds and your beginning the search, Azrael and Raijan feel their ailments begin to take hold.

Previously rolled damage for those that failed save takes affect
Raijan: 2 con and 1 cha damage
Azrael: 1 con and 2 cha damage

K Religion DC 15:

You recognize the altar is dedicated to madness.

K Religion or Planes DC 20:

You recognize the altar venerates the Outer God Azathoth

Perception DC 18:

You notice dried blood on the altar that has been sloppily wiped away. There is a green tint to the blood

K Religion DC 15:

The symbols on the quarterstaff signify the god Nethys

Spellcraft DC 20 or Read Magic:

Scroll of Mount (caster level 5)

Spellcraft DC 20 or Read Magic:

Scroll of Speak with Plants

Spellcraft DC 21:

3 +1 seeking bullets

Spellcraft DC 17:

Spellcraft DC 18:

Spellcraft DC 20:

No further enemies attacking you at this time. Feel free to finish up here and we'll continue your hike to the town of Mercy

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Perception (Potion Taste test): 1d20 + 10 ⇒ (1) + 10 = 11
Survival: 1d20 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Huh, dried blood on the altar. That's weird. Almost like there was some sort of Humanoid Sacrifice!
I wonder if they sacrificed one of those gnolls, or if they have more greenblooded folk around.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo pays attention to the markings in the cave. He could have sworn he saw those symbols, somewhere...

Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge(Religion): 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge(Religion): 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Knowledge(Religion): 1d20 + 5 ⇒ (4) + 5 = 9

"Oh. This is an altar dedicated to Azathoth, one of the Outer Gods. See the symbol there?" Jiggo points to its unholy symbol. "With how rickety this thing is and how sloppily the blood was wiped away, this is probably a sacrificial altar. Were the gnolls worshiping it?"

Jiggo notices the wooden dolls. "Huh, wooden dolls..."

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

Survival: 1d20 ⇒ 10

John works his way carefully inside the cave. Once it has been checked for obvious enemies he casts a quick spell, "reveal!" He starts intently inspecting a number of items located inside. First he glances at the scrolls and says, "I'll save you two for later."

Spellcraft DC 21: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft DC 17: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft DC 18: 1d20 + 5 ⇒ (15) + 5 = 20
Spellcraft DC 20: 1d20 + 5 ⇒ (16) + 5 = 21

After examining the items he casts another spell (read magic) and looks over the scrolls. When completed he will go outside and give a go at the potions.

Spellcraft DC 18 on potions: 1d20 + 5 ⇒ (10) + 5 = 15

When finally done he shows everyone the items and lets them know his results. "Okay, so apparently a gunslinger came through here and... met their match. These two bullets and this oil would be useful if anyone has one of those fancy firearms."

He pulls out two scrolls, "This one here, I can't cast well. It is called 'Speak with Plants' I think... does anyone know enough about that spell to cast it? If not I can hold on to it and maaaaybe get it to work." He shows the last scroll to everyone, "I don't know how useful this will be, but I can cast it quite easily. It will create a horse or pony, fully ready to be ridden and lasts 10 hours. Since we aren't pressed for time right now, I say we save it for a time when we might need to move really fast or send one person ahead."

For those keeping track I believe we are missing the Spellcraft 18 check on the potions and the Spellcraft 21 item from the cave. We are also missing 2 Religion checks (both DC 15) and the heading into the cave Survival 16 check.

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Wow - lots to read. Sorry was a busy day. Just made it home

Omar wipes the grime off his weapon on the grass and pulls out his cure wand to help with any remaining injuries.

Strong work all.

Omar takes a look at the unidentified items.

spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11 vs DC18 potion
spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17 vs DC18 potion
spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14 vs DC21 item

I cannot help much on those, John. You are smarter on them than I

bardic kn:rel: 1d20 + 6 ⇒ (19) + 6 = 25 vs DC15

Interesting. This altar is dedicated to madness.

bardic kn:rel: 1d20 + 6 ⇒ (12) + 6 = 18 vs DC15

And the symbols on the quarterstaff signify the god Nethys.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

survival: 1d20 + 7 ⇒ (11) + 7 = 18

Azrael inspects the area, There are odd footprints here. Very small. Like a child. But they do not enter the cave."

Are the prints traceable? As in do they lead to anything?

Azrael is perplexed at the sight inside the cave.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Nethys? Wasn't Amenira a worshipper of Nethys?" He examines the staff. "The quarterstaff is their chosen weapon, too."

Jiggo picks up one of the dolls. "Maybe there was a child in this cave who was carried in and left?"

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

"All this don feel right. Sacrifice don sit well with me. Specially since the one being offered up, most likely has nuthin to say bout it."


|Kintargo Area Map | Combat Slides |

Azrael, the tracks lead a few feet away from the cavern, but get lost at that point. You can trace them back into the cavern - doing so you find they start next to the dolls.

Will push forward this afternoon or evening, depending on how busy I am at work.

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John sees Raijan take a tiny nip of the potion and does the same, "magic didn't work on them, maybe my palate can discern something."

Perception (Potion Taste test DC 18): 1d20 ⇒ 11

His nose wrinkles at the taste, "Ugh, that is not very nice." He pulls a bottle of cheap red wine out of his pack, swishes some around in his mouth and follows up with a few more gulps. He hands the bottle to Raijan with a smile, "this'll help with the taste... and to refill some of your leaked liquids."

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Well it's better than the potion at least!


|Kintargo Area Map | Combat Slides |

As you finish perusing the supplies in the cave, you resume your hike to Mercy. The town of Mercy rests a mile south of the banks of the Ustradi River. A wooden palisade encircles a collection of its approximately one hundred wooden buildings. Hardy trees laden with red and yellow fruit dot the surrounding landscape. The road leads to a wide gate, which bears a prominent sign with orange-painted letters. Passing through the fields of cashew trees, the sign reads...

'Mercy does not allow dishonesty, firearms, or large weapons within town limits. Respect the Curfew'

The gate swings open as you approach. An armed human male nods and curtly states "Welcome to Mercy. I'm Sherriff Molume, and I keep the peace around here. As you can see from the sign, we don't allow people to walk around with large weapons here. Before I let you inside, I need to ask you to hand them over." Motioning to a weapons locker nearby, he adds "While you are in town, they will be housed here."

Any weapons other than a quarterstaff or light weapons are considered "large weapons". Do you comply? Do you argue?"

As he collects the weapons, he continues. "We pray and attend temple twice daily, once at sunrise and once just after sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour after sunrise. That gives you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly."

You may ask him questions. If anyone wishes to try and hide a weapon, they need a sleight of hand check before we continue. If anyone argues about the policies, we'll see what happens. :-P

The Concordance

Male Halfelf - Skald 7 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (0/23 song used) { raging +14/14 hp }

Omar will nod and comply and will check his large weapons (polearm, greatsword, longbow) and keeps only light weapons (daggers etc).

I understand. Each city has its own customs. While I entrust you will keep my weapons safe, with taking our weapons, you also take the responsibility for our safety as well.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

All my weapons are light! Woo hoo!

Azrael nods in a somewhat discomfort manner regarding the notion to remove large weapons. "I believe my weapons should within the boundaries of the law?" He ask, motioning to the two kukri's sheathed on his back.

Azrael attempts to discern if this man means any ill will or is just following the law.

Sense Motive: 1d20 + 11 ⇒ (6) + 11 = 17

"You rules seem crude and unusual, and I mean no disrespect by that. I see no harm in abiding to them if it means us no trouble." Azrael speaks his mind, and likely has no further comments or questions to the presumed guard.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Raijan also has no weapons to turn over, but is very concerned about the curfew. Any chance we could attend temple instead? You can never tell who'll suddenly become devout.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Sherriff Molume!" Jiggo moves up to shake his hands. "This is the town of Mercy? Great! Oh, yes, please hold onto my longbow." Jiggo hands over his longbow and shows his small collection of daggers. "I hope you don't mind if I keep my staff and daggers for self-defense!" He laughs.

"The Pathfinder Society sent us to locate Amenira. She works for the Temple of Nethys and was investigating here. She stopped sending us missives a few months ago and we were sent here to look for her. Do you know where she went? Hehe, I guess we can ask about it later." Jiggo catches himself. "Sorry, I'm just taken in by your beautiful town."

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Jiggo is in his favorite environment: a small community.

Grand Lodge

TN Isgeri Sorcerer 5 | Mods: Mage Armor 20 Hrs, Barbed Vest | HP 42 (-0, Aegis) | AC/Tch/FF 14/10/14 | CMD 14 | F/R/W +4/+2/+5 (+1 vs. cont. effects) | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 4/7, 2nd 4/5 | Perc +0, SM +0 | Init +0

John smiles as all his allies handle themselves quite diplomatically, quite a bit different from the last mission.

As his turn comes, he steps up and motions to the dagger on his waist, "that's just for self defense... even though I usually only use it for peeling apples." He opens up his pack and allows the sheriff to confirm no large siege weapons are hidden inside. He points out the bottle of Oldlaw whiskey, "if you would like to join us when you get off duty, I think we could break this bad boy open and have a taste. No worries if you can't, tis just a friendly offer, the road has been a bit stressful."

Diplomacy Aid Jiggo to gain Intel: 1d20 + 13 ⇒ (8) + 13 = 21


|Kintargo Area Map | Combat Slides |

Azrael:

You don't sense any hostile desires from the man

Offering a slight nod towards Azrael, he turns to Raijan. "That would not be permitable. We do like our privacy while worshiping."

Sense Motive DC 15:

You sense the man is being honest, however omitting a key detail

"Amenira? Yes, of course. She lives in the orange house on the west side of town. She's been hanging around Mercy for about a year now. Every month she goes into Alkenstart to send letters to her family. She's not a proper one of us, but she's nice enough, and follows the rules, so we don't mind her sticking around. She makes good toys for the children. Or at least, she used to. She's been in Alkenstar a mighty long time. I would've thought she'd be back by now. Maybe she decided to go back to city life, but it's awfully rude of her not to at least stop by and say goodbye first..." Replies the man.

"I appreciate the offer, sir. However with the small size of our town, I'm never fully off duty. Aside from showing you to the guest house, is there anything else I can help you with before curfew?"

You may ask him more questions, if you wish. You can always contact him later to ask him things that come up.

The man ushers you towards a large building on the edge of town. It's currently unoccupied he explains, so you'll have the place to yourselves. Pointing towards a box next to the front door with an orange flag laying next to it he explains.

"That is a message box for you. The citizens of this fine town do their best to provide for our guests and will deliver food to this box three times a day during your visit. If you happen to have a need or question during the hours of curfew, you may put a note in the box. Afterwards, place that flag on top so we know to check it. We will do our best to accommodate your needs."

Once all retire into the building, the sheriff turns and head back into the town proper. Just as he steps out of sight you hear 'DONG.DONG.DONG.' ring out.

What do you do now?

51 to 100 of 365 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM RePete's Twisted Circle All Messageboards

Want to post a reply? Sign in.