GM Turmoil's GD VI: The Heresy of Man series (Inactive)

Game Master Korolan

Maps & Handouts


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Dark Archive

Goblins|| ...||Heresy

Yes, green is still alive, but none of the others. Glen's crit killed one, and the fireball killed the others. I take it you plan to question him?

There are 6 of everything listed, except for the invisibility potions, as two were used.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen, glances at Guang and nods. He casts guidance on himself. Then he puts on his game face and turns to their prisoner, full inquisitor mode.
Intimidate: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
"Who are you? Who are you working for? You and your friends were prepared to ambush us. Why?"

Crappy roll. Anyone want to aid another (Glen)?

Glen, stares at the prisoner's face and listens to his responses with rapt attention.
Discern lies, as per the spell.

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Oh, good!

"Ah, one does live? Excellent," Guang says, and will come over to help Glen with his questioning. He does this by sitting on the prisoner, pinning him to the ground, with a warm, beatific smile on his face.

"Please answer brother Glen's questions. You have made poor decisions in this life, but you may be able to be making amends for some of them, and not needing your next incarnation just yet, friend."

Aid intim: 1d20 + 6 ⇒ (3) + 6 = 9 Sigh

I'll use a charge of my cure wand if we need to get the prisoner conscious, FWIW

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Oops, I forgot he was wasn't brought back to consciousness yet.

Dark Archive

Goblins|| ...||Heresy

"Easy there mate, no need to yell an' scream. I got a splittin' headache." He pauses to look around the room at the charred remains strewn about. "Just happy I didn't end like them. Look, we weren't here to ambush you, just smugglers tryin' to earn a livin'. Sometimes the Bey turns a blind eye and let's us use the Qassbah to get our goods in an' out. 'Course he gets a cut too. We was in the yard when those damned Pure Legion showed up. They don't take too kindly to us smugglers. So we ran and hid in here. Next thing I know, you lot come burstin' through the wall. We wouldn't have stopped you had ya just left, but you opened up the barrels ready to attack. We couldn't have you turnin' us in to the blasted Legion so we fought. Kill me and be done with it, let's get this on with."

Glen stares him down and determines he's telling the truth.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

use a potion =)

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

"Alright. Let's tie him up and gag him and put him back in the barrel. By the time he gets loose, we'll be long gone."

Glen's ready to go.

Dark Archive

Goblins|| ...||Heresy

With the smuggler tied up and and stuffed back in the barrel, you head out into the hallway. You find two doorways exiting out into the postern yard and and another two across from them.

What's the plan?

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

look/listen for signs of the Pure Legion, and avoid them!

Perception: 1d20 + 13 ⇒ (9) + 13 = 22

Were are we trying to reach, where they left the camels? The postern gate?

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen nods at Milo's caution. He moves south down the hallway, looking out the open door across from the storeroom, then listens at the closed double doors.
Perception looking out into the postern yard: 1d20 + 16 ⇒ (4) + 16 = 20
Perception listening at the double doors: 1d20 + 16 ⇒ (3) + 16 = 19

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

Before leaving the thug behind, hurting, but alive, Salubri will kneel next to him, "Remember this, friend." he says, calmly. "We sparred you when it would have been easier to not, and by doing so, we possibly put ourselves at risk. It was not my wish to slay your gang, but it is what it is. We are Pathfinders. We are not the Pure Legion, that would try to rob one of their natural right to choose for themselves, indicating his holy symbols, "nor taking another's life simply because they do not cow to our lies. It is for this that you still live, and that leaves you with a choice, friend. . ."

"On the one hand, you can continue with your existence as you always have. Perhaps even assuming command of your own gang of slavers or thieves. But, you already know how that path inevitably ends. Or, you can take this for the gift, albeit a bitter one that it is, and choose to walk a different path. Should you,. . . choose to walk that path,. . . it will be difficult, and the rewards are much further coming, but, I promise you, they are worth it. Nothing truly worth it is easy, after all."

"Consider this, as you sit here and heal. . ." and with a single tug yanking free the holy symbol he carries around his neck offers it to the thug, "it is not too late to choose a different path for your life. When we are surrounded by darkness, we always reach out our hand seeking something to grasp onto. Maybe, this time, you may try to be that hand that reaches out to save another?"

Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen chuckles and smiles at the Prophet and the smuggler, "Sarenrae, goddess of brevity and bottom-line-up-front."

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo glares at Salubri like he's gone insane. "Bloody hell." He growls. "Yer a right barmy git."

"That snoozer's gonna be blowin' the moment the rozzers look at him off. And yer handin' him air worth spoutin'?!"

He shakes his head in disgust.

"Rounders we ain't."

He moves to peek into the postern area, as quietly as he can, to see if they have a clear shot to the gate.

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31
Perception: 1d20 + 13 ⇒ (19) + 13 = 32

We have to be close! Where are the danged camels!

Dark Archive

Goblins|| ...||Heresy

The smuggler spits at Th Prohet's feet. "You know nothing. I'll have you know, I'm not a thief or a slaver! I deal in religious relics and extra food and medical supplies for the citizens here in Rahadoum. Aye, I'll continue to walk the path as long as my fellow countrymen need my help. Let me remind you, that YOU lot tried to blow our cover and attack us!"
If you had just opened the barrels and chatted with them, they would have left you alone :)

========================

Entering the first inner doorway, a sweet, tangy smell fills this room where the produce of the El Makkra’s orchard is stored. Bags of hemp netting hanging from hooks in the rafters are stuffed to overflowing with massive, succulent oranges that are a deep orange—almost red—in color. But a quick search of the room turns up nothing else of interest. Apparently part of the old Qadira mission was to retrieve oranges from here.

The next room is even less interesting, obviously nothing more than the water source for the Qassbah. A well of sweet spring water occupies this cool, shaded tile room. Large clay jars and ladles are kept on hand to draw a refreshing drink.

Peering out the the out doorways you find a small courtyard is lined with shrubs and flowering plants. The outer walls of the fortress loom tall to the south and west. A postern gate stands in the southern wall. A warm desert breeze wafts through the air, bringing with it the scent of oranges. The gate that leads to freedom stands only a few yards away, but a group of torch-bearing, gold-robed soldiers move around it tending to a number of camels that appear to be packed for travel. Three of the soldiers are within the yard itself, while three more appear on top of the wall.

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

Golden Armored guards are Pure Legion?

GM Turmoil wrote:
If you had just opened the barrels and chatted with them, they would have left you alone :)

That was actually my plan, but it sounded like they had lain an ambush, and attacked us as soon as we even opened the casket.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Everyone had their weapons held high, ready to strike... that wasn't really a 'ready to be diplomatic' starting point =)

Milo swears at the sight of more Legion guards.

Those our camels? Hmm.

Could Ddoor 2 people out the gate, and the remaining 3 could invis potion and walk out, maybe?
Seems like we shouldn't be beating up on the local constabulary... unsure.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Knowledge (local): 1d20 + 6 ⇒ (4) + 6 = 10
Glen takes a look at the guards, before huddling with his companions.

In quiet, Glen discusses their options. "Six guards, possibly Pure Legion, though they could be members of the bey's household security force. Not likely to take them quietly. Could we bluff our way past them? I've got an item that could help one of us with a disguise, a sleeve of many garments. I've also got a disguise kit. Need someone with some decent social skills, though."

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

We saw the Legion while we were invisible down below... I don't think we need to roll again to identify who they are... assuming these look the same, I suppose =)

Milo snorts slightly, scowling. "Could hitch two past the curtain." Milo offers, indicating the far gate leading out of the castle. "Rest ah you gits can suck down the shine lushes we nicked earlier and leg it with none ta granny ya?"

Dimension door out the healer and one other, the other three drink invis potions and walk out? Or is the gate locked? That might be tricky to open unnoticed. =)

Dark Archive

Goblins|| ...||Heresy

You know that they're Pure Legion, it's pretty obvious. The smuggler also told you they were out here. You can try to do it stealthily if you would like, but you're supposed to take the camels, so you need some sort of plan to get them out too. The scenario doesn't say the gate is locked, so I'm going to say no.

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

I just wanted to confirm.

Quickly casting a spell to call on divine help, Salubri asks for the assistance of a Heaven Hound, and points to the center of the courtyard. "Time for judgement. . ." as he steps outside.

"So! Who wants to surrender?!" he shouts out to the guards.

Hound Archon:

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil
Defense
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 39 (6d10+6)
Fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15
Offense
Speed 40 ft.
Melee bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword +9/+4 (2d6+3), bite +3 (1d8+2)
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
Statistics
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 18
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

"Bloody barmy git!" Milo mutters, with stunned incredulity, as Salubri walks right out and challenges the Legion.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen calls out after the cleric, as Salubri steps through the door, announces himself, holds up his divine focus and summons a celestial being. "Salubri, we respect your desire to die a splendid martyrdom, if that's your wish. This mission might well end short of success if this is our strategy while in Rahadoum."

Glen's expression alternates between shock and dismay. Maybe this is just a clever ploy by the Prophet that he kept to himself. Who knows? Glen spits in the dust. I sure as hell don't.

Glen waves at Agosa to stay back out of sight until the Prophet's gambit takes shape. What could possibly go wrong?

Dark Archive

Goblins|| ...||Heresy

Initiative:

Glen Fiddich: 1d20 + 6 ⇒ (10) + 6 = 16
Prophet: 1d20 + 4 ⇒ (4) + 4 = 8
Guang: 1d20 + 2 ⇒ (14) + 2 = 16
Lurgh: 1d20 + 2 ⇒ (7) + 2 = 9
Milo: 1d20 + 4 ⇒ (8) + 4 = 12
Guards: 1d20 + 1 ⇒ (2) + 1 = 3
Captains: 1d20 + 1 ⇒ (10) + 1 = 11

The Prophet decides now is not the time to talk, stepping out into the postern yard to challenge the Pure Legion soldiers. They don't even have time to react before a humanoid canine appears in front of them. Agosa immediately runs and hides in a corner under a small table, knowing what it would mean should the Legion get ahold of him.

Round 1

Glen
Guang
Milo

=========================
Captains
=========================
Lurgh
Prophet
=========================
Guards

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

Partly feels guilty about murdering what sounds like the good guys, (that was not my intent), and partially wanting to take it out on the Pure Legion, (slightly hypocritically). In FR, there is a deity called Ilmater, and one of the aspects I've always found very interesting was that his clerics could essentially take a week off from being a good guy and essentially do whatever they wanted to get it out of their system, (with the deities ok and backing) before going back to their life of suffering for others. Playing a little into that.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen curses and follows the not-so-subtle cleric out into the postern yard. Seeing the Pure Legion forces arrayed against them, he unleashes a blistering invective unfit for print in any future Pathfinder Chronicle.
Intimidate: 1d20 + 18 ⇒ (5) + 18 = 23 Intimidate check (DC = 10 + target's HD + target's WIS mod) to demoralize each enemy within 30 feet of you. Enemies demoralized this way take fire damage: 1d10 ⇒ 5 and must succeed at a Reflex save DC16 or catch fire. Spell resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.
Drew a circle on the map to indicate intended area of effect.

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

Sorry to hold things up.

Guang blinks as well as Salubri's sudden action. A man who favors law and order himself, he is presented with a minor quandary of sorts. He jogs forward into the courtyard, scanning for the archers, and hurriedly moves towards one of the parapets. Double moved to map position. Entering Snapping Turtle as a swift action.

"This is a difficulty," Guang says mildly over his shoulder as he runs past the others. "These men have not earned death as I see it, and yet... it is difficult to imagine our purpose unhindered if they are left in their current incarnation. The question of the greater good arises."

Guang has deflect arrows and will use that on the first ranged attack to target him. AC should be current with the 26

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Milo will delay, staying hidden out of sight back in the corridor.

An early life living in the streets and gutters of Magnimar having thought him the importance of not attacking law enforcment... especially given their instructions from the Venture-Captain were to avoid them, and to sneak in... not announce their presence to all, as Salubri keeps doing.

Dark Archive

Goblins|| ...||Heresy

Blue Reflex: 1d20 ⇒ 9 Burn: 1d6 ⇒ 5
Green Reflex: 1d20 ⇒ 20
Red Reflex: 1d20 ⇒ 10 Burn: 1d6 ⇒ 1
Teal Reflex: 1d20 ⇒ 2 Burn: 1d6 ⇒ 4

"You there, halt! In the name of the Pure Legion, we demand you surrender and submit to a search this instant. If you ignore this warning, we must assume you are heretics, and deem you punishable by death!" As the archon appears before them as Salubri rushes in, the guards issue a warning, that is quickly ignored by Glen. He returns their demands of surrender with an expletive laden tirade from hell that shakes them to the core so much, that all but one of them burst into flames. Guang takes a beeline to the guards on the wall, and gets in his defensive posture. One of the Legion on fire flails about enough that the flames go out, and immediately goes for the archon, though is a bit surprised how little damage his halberd does. The other two both rush at the source of their pain to gang up on him, and and a pair of polearms slams into his chest, breaking a few ribs.

Blue Reflex: 1d20 ⇒ 14
Red Reflex: 1d20 ⇒ 11 Burn: 1d6 ⇒ 2

Blue vs Archon: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 281d10 + 8 ⇒ (6) + 8 = 14
Green vs Glen: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 231d10 + 8 ⇒ (10) + 8 = 18
Red vs Glen: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 261d10 + 8 ⇒ (6) + 8 = 14

Round 1

Glen (-32)
Guang
Milo
=========================
Captains: Blue (-10, shaken), Green (-5, shaken), Red (-8, burning, shaken)
=========================
Lurgh
Prophet
--Archon (-4)

=========================
Guards: Teal (-9, burning, shaken)

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Just want to double-check the effects of blistering invective. Glen's Intimidate check was a 23 to demoralize enemies within 30 feet. If demoralized, the enemy takes d10 fire damage. (Glen rolled a 5). An enemy that takes fire damage must make a DC16 reflex save or catch fire. That may be exactly how you calculated everything. I'm just trying to wrap my head around the numbers and descriptive text in your post.

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Lurgh taps himself with his wand of shield before heading out.

I'm afraid you won't find much on me than claws and scales covering a dark soul. I could show you, but I doubt you'd much care for what you see.

Dark Archive

Goblins|| ...||Heresy
Glen Fiddich wrote:

Just want to double-check the effects of blistering invective. Glen's Intimidate check was a 23 to demoralize enemies within 30 feet. If demoralized, the enemy takes d10 fire damage. (Glen rolled a 5). An enemy that takes fire damage must make a DC16 reflex save or catch fire. That may be exactly how you calculated everything. I'm just trying to wrap my head around the numbers and descriptive text in your post.

Yup, that's how I have it. They are all shaken for 1 round and they all took the damage. Three caught fire so take an additional 1d6 damage, and then 1 more made the save on their turn to stop the burn. If you're confused by the saves, I don't put the modifiers down to prevent meta-ing saves.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Cool. Thanks.

Scarab Sages

|| HP: 46/68 || AC: 22 (26), T: 20, FF: 17 (21), CMD: 27 || F: +13, R: +12, W: +13, <Evasion, Prot from Possession> || Speed: 40ft || Perc: +13 (DV 60ft), Sense Motive: +12 || Init: +4 || LG Aasimar Cleric 7/Monk 2, Scimitar +13/+13/, 1d6+5 (15/x2) or Unarmed Strike +11/+11/+6 1d8 (20/x2) ||

Steeping closer to one of the captains, Salubri suddenly slices and thrusts with his scimitar in at what first seems like a random, inexperienced display of amateurism as the Hound Archon focuses his greatsword against the other.

Archon Greatsword vs Blue: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16

Scimitar Flurry vs Green: 1d20 + 13 ⇒ (16) + 13 = 29 <possible crit>
Crit Confirm: 1d20 + 13 ⇒ (7) + 13 = 20
Adamantine/Magic/Slashing Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Extra Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Scimitar Flurry vs Green: 1d20 + 13 ⇒ (2) + 13 = 15
Adamantine/Magic/Slashing Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Scimitar Flurry vs Green: 1d20 + 8 ⇒ (11) + 8 = 19
Adamantine/Magic/Slashing Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Jeez, such terrible rolls.

Dark Archive

Goblins|| ...||Heresy

Milo's up too, forgot to move you down in initiative when you delayed.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

But I don't wanna blow up the police! =)

Milo, still fuming at Salubri's actions, stalks down to the nearer opening. Peaking around the corner, he casts a spell at the guard up on the battlements, trying to be as inconspicuous as possible.

Will cast blindness on the orange fellow up on the wall, before he can join the fray. DC 18 Fort negates

And GM, can you mark where the camels are on the map? Don't want to blow them up if it comes down to explosions...

Dark Archive

Goblins|| ...||Heresy

Orange Fort: 1d20 ⇒ 10

Lurgh gives himself some extra protection before rushing towards the fray. The Prophet swings his blade around like a madman and somehow manages to draw two thick lines of blood from the Legionnaire. Milo magically steals away the sight from one of the guards on the ramparts, who then stumbles backwards and falls off, rolling around on the ground in horror. The other two guards on the wall get into melee range, one against Guang and the other Salubri, but neither has any luck with their falchions.

Teal Reflex: 1d20 ⇒ 11 Burn: 1d6 ⇒ 3

Teal vs Prophet: 1d20 + 9 - 2 + 2 ⇒ (1) + 9 - 2 + 2 = 102d4 + 6 ⇒ (1, 2) + 6 = 9
Purple vs Guang: 1d20 + 9 ⇒ (13) + 9 = 222d4 + 6 ⇒ (4, 4) + 6 = 14

Orange fall damage: 1d6 ⇒ 3

Round 2

Glen (-32)
Guang

=========================
Captains: Blue (-10, shaken), Green (-31, shaken), Red (-8, burning, shaken)
=========================
Milo
Lurgh
Prophet
--Archon (-4)
=========================
Guards: Teal (-12, burning, shaken) Orange (-3 NL, blind)

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Blood leaking from his wounds, Glen imbues his weapon with the bane property against humans and takes a step forward to flank the green-eyed Legionnaire with the Prophet. Then he pivots and brings his +1 keen adamantine elven curve blade down on the man.
If I can take down green-eyes with my first blow, then I can try to take out the redhead. Cayden Cailean, guide my blade true!

Solo Tactics Outflank & Precise Strike, Bane, Power Attack, Precise Strike vs Green: 1d20 + 9 + 4 + 2 - 2 ⇒ (17) + 9 + 4 + 2 - 2 = 301d10 + 15 + 1d6 + 2d6 ⇒ (4) + 15 + (2) + (5, 5) = 31
Crit?: 1d20 + 9 + 4 + 2 - 2 ⇒ (19) + 9 + 4 + 2 - 2 = 32
Crit Damage: 1d10 + 15 ⇒ (7) + 15 = 22
If green is still up:
Iterative Attack, Solo Tactics Outflank & Precise Strike, Bane, Power Attack, Precise Strike vs Green: 1d20 + 9 + 4 + 2 - 2 ⇒ (3) + 9 + 4 + 2 - 2 = 161d10 + 15 + 1d6 + 2d6 ⇒ (9) + 15 + (1) + (5, 1) = 31
If green is down:
Iterative Attack, Bane, Power Attack vs Red: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 241d10 + 15 + 2d6 ⇒ (3) + 15 + (4, 3) = 25
Crit?: 1d20 + 9 + 2 - 2 ⇒ (9) + 9 + 2 - 2 = 18
Crit Damage: 1d10 + 15 ⇒ (8) + 15 = 23

Silver Crusade

Aasimar monkadin/COI 9 | AC 28 *T21*F26* CMD 34 | 55/65hp | F13 R11 W13 | Per +18 Init +2

"I apologize for this," Guang says, quietly but earnestly, to the Legionnaire he is facing off with. "It is not my choice. Fate rather than actions have made us enemies. I would prefer not to end your existence, but I am afraid that if you live, your sense of duty will cause you to raise an alarm in which we are implicated... and our errand of mercy be thus imperiled. Perhaps in your next incarnation things will be different."

It's possible his speech goes very unappreciated by the man who he then launches into a series of blows against.

Flurry one vs purple: 1d20 + 12 ⇒ (5) + 12 = 17
Flurry two vs purple: 1d20 + 12 ⇒ (5) + 12 = 17
Flurry three vs purple: 1d20 + 7 ⇒ (1) + 7 = 8 Well them is some crappy rolls. Kind of doubting a 17 hits, but if it does:

Damage #1: 1d10 + 3 ⇒ (10) + 3 = 13
Damage #2: 1d10 + 3 ⇒ (2) + 3 = 5

Guang's reluctance to engage in this combat shows; he pulls his blows somewhat.

Dark Archive

Goblins|| ...||Heresy

Glen swings his blade with a purpose, and cleaves the Legionnaires head right off at the shoulders. He then turns and almost does the same with the other captain, just missing a strike to the jugular. Guang squares off and takes a few swings at the guard in front of him, but just looks like he's trying to play patty cake instead of actually trying to hit him. Seeing his companion cut down with such ferocity ignites a fire within the red headed captain, and he unleashes his fury on the culprit, leaving him grasping at life. The other captain steps around the divine hound, and goes after Salubri with his halberd, slicing through the armor on his thigh and drawing blood. Blue provokes from the archon.

Red Reflex: 1d20 ⇒ 8 Burn: 1d6 ⇒ 1

Red vs Glen: 1d20 + 13 ⇒ (19) + 13 = 321d10 + 8 ⇒ (10) + 8 = 18
Red vs Glen: 1d20 + 8 ⇒ (18) + 8 = 261d10 + 8 ⇒ (9) + 8 = 17

Blue vs Prophet: 1d20 + 13 ⇒ (15) + 13 = 281d10 + 8 ⇒ (4) + 8 = 12

Round 2

Glen (-67, disabled)
Guang
=========================
Captains: Blue (-10), Red (-44, burning)
=========================
Milo
Lurgh
Prophet (-12)
--Archon (-4)

=========================
Guards: Teal (-12, burning, shaken) Orange (-3 NL, blind)

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Lurgh decides that Glen needs help most and steps in to try to take down the Legionnaire next to him first.

First attack will be a stunning fist. Fort DC 16 or stunned 1 round on a hit.

Unarmed Strike: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d6 + 10 ⇒ (1) + 10 = 11

Unarmed Strike: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

Unarmed Strike: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Going to use my folio reroll on that first attack.
Unarmed Reroll (2 stars): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen looks down at the last pint of blood gushing out of his body. "Ouch!"

Had a feeling I'd regret taking these guys on. Here I come, Cayden Cailean. Ready or not.

As the bright lights of Elysium beckon his soul, Glen stares at the half-orc pummeling the red-haired Legionnaire.

He casts a glance at the Prophet, wondering what sort of demon possesses the aasimar.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Any indication how injured the red guy is, after Lurgh's attacks?

Dark Archive

Goblins|| ...||Heresy
Milo Flamecursed wrote:
Any indication how injured the red guy is, after Lurgh's attacks?

Red Fort: 1d20 ⇒ 2

He is stunned and looks like one more hit would put him down.

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

OK!

Milo scowls (or continues scowling) at the melee going on in the courtyard.

Cursing, he mutters a few more arcane words in gnomish, and launches a series of magical bolts of force into the fray.

Two strike the Legion guard attacking Glen, the remaining three the guard furthest from him. He then ducks back around the corner out of sight.

Casting magic missile... First two at Red, last 3 at Blue. Then 5' step back out of sight and hide =)

@Red: 2d4 + 8 ⇒ (1, 4) + 8 = 13 force damage.
@Blue: 3d4 + 6 ⇒ (1, 4, 2) + 6 = 13 force damage.

Dark Archive

Goblins|| ...||Heresy

Alright, gonna bot Prophet to get us moving along.

Archon AoO vs blue: 1d20 + 7 ⇒ (5) + 7 = 122d6 + 9 ⇒ (4, 4) + 9 = 17
Archon vs blue: 1d20 + 7 ⇒ (20) + 7 = 272d6 + 9 ⇒ (1, 4) + 9 = 14
Confirm: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 9 ⇒ (5, 2) + 9 = 16

Prophet vs blue: 1d20 + 13 ⇒ (10) + 13 = 231d6 + 5 ⇒ (5) + 5 = 10
Prophet vs blue: 1d20 + 13 ⇒ (6) + 13 = 191d6 + 5 ⇒ (5) + 5 = 10
Prophet vs teal: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 5 ⇒ (6) + 5 = 11
Confirm: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 5 ⇒ (5) + 5 = 10

Lurgh steps up and delivers a stunning blow to the captain tearing into Glen, followed by another solid punch. Milo blasts the man with an arcane bolt, putting him down for good, while a few others fly off and hit the last captain standing. Salubri and his hound team up to drop the remaining commander, before he spins around and delivers a blow to the guard next to him. He retaliates vs the cleric with his own blade, but can't find an opening in his armor. The guard that's squared off with Guang, swings his blade but catches nothing but air, while the blinded guard continues to roll around on the ground.

Teal Reflex: 1d20 ⇒ 5 Burn: 1d6 ⇒ 4
Teal vs Prophet: 1d20 + 9 ⇒ (14) + 9 = 232d4 + 6 ⇒ (2, 3) + 6 = 11
Purple vs Guang: 1d20 + 9 ⇒ (9) + 9 = 182d4 + 6 ⇒ (3, 3) + 6 = 12

Round 3

Glen (-67, disabled)
Guang

=========================
Captains
=========================
Milo
Lurgh
Prophet (-12)
--Archon (-4)

=========================
Guards: Teal (-27, burning) Orange (-3 NL, blind)

Grand Lodge

Lawful Neutral Half-Orc Monk (Unchained) 1/Sorcerer 4/Dragon Disciple 5 (Sheet) (Equipment) | HP: 81/81 | AC: 26 (18 T, 23 F) | CMD: 31 | F: 13, R: 13, W: 13 | Init: 6 | Perc: 9 | Speed 30 |
Tracked Resources:
Claws 5/7 | Stunning Fist 3/3 | Fire Breath 1/1 | L1 Spells 4/7 | L2 Spells 6/7 | L3 Spells 2/5 | Lesser Extend 0/3 | Lesser Cold 3/3 | Lesser Selective 3/3 | Lesser Versatile 3/3 | Reroll 1/1

Lurgh tries to finish the nearest guard:

Stunning fist on the first attack (Fort DC 16)

Attack: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d6 + 10 ⇒ (2) + 10 = 12

Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

Confirm: 1d20 + 9 ⇒ (6) + 9 = 15
Extra Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Dark Archive

Goblins|| ...||Heresy

He's down

Grand Lodge

N Gnome Wizard 10 / Sorcerer 1

Purple's missing from the init order, fyi. =)

Dark Archive

Goblins|| ...||Heresy
Milo Flamecursed wrote:
Purple's missing from the init order, fyi. =)

He just hasn't taken any damage yet, he's part of the guards.

Liberty's Edge

NG Half-Elf Male Inquisitor-10 | HP 83/83 | AC 30 / 20 T / 26 FF | CMD 31 | Perception +17, Low-Light Vision; Sense Motive +13 | Bane 11/14 | 2nd Judgment 2/4; Surge 0/1 | Teamwork Feat change 4/4 | Fort +15, Reflex +11, Will +16; +1 untyped bonus vs poison and disease, +2 vs. enchantments; Immune sleep | Init +6 | Discern Lies 10/10 | Speed 40 ft.; Agile Feet 7/7 | Dimension Hop 20 5-ft inc/day 20/20 |Conditions: Heightened Awareness, Heroism, Defending Bone

Glen scowls at the cleric (free action) and casts cure moderate wounds on himself.
CMW: 2d8 + 8 ⇒ (6, 8) + 8 = 22

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