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Gryne Skystone
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| Male Dwarf Inquisitor/1 - | HP 9/9 | AC 17 | T 12 | FF 15 |SR 6| CMD 14 | Fort +3 | Ref +3 | Will +6 | Init +2 | Perc +8 | Sense Motive +9 // Wand CLW - 1 |
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Gryne enters the room after pocketing the documents in the previous room.
So are you telling us that you intend to rise in power as followers of Moloch and force your will on others? I mean no offense, I am fascinated by those that follow leaders, religious or military alike. I for one go where the wind blows me.
-Monster Lore- on the glob of goo.
| GM Chris Mortika RPG Superstar 2010 Top 16 |
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Sorry for the delay. The website is acting glitchy, and I needed to follow a back-route to get here.
So are you telling us that you intend to rise in power as followers of Moloch and force your will on others? I mean no offense, I am fascinated by those that follow leaders, religious or military alike. I for one go where the wind blows me.
"You have conflated Moloch with other dukes of Hell, dwarf. Moloch offers great things: health for sick children, wisdom for the frustrated and confused, rain for crops, safety for the beseiged. He never forces his will on any, except those who have chosen to accept his gifts or follow in his ways."
Knowledge: 1d20 + 4 ⇒ (20) + 4 = 24;
The woman, who stands 40 feet away from the top of the staircase, turns to Moulini. "Then you have two more tasks, child. First, while I sense you have scoured your face and laid prostrate before Moloch's image, you have not taken the last test of pilgrimmage. Return to the blue flame, and immolate your right hand. Place your trust in the God of Fire, and you shall emerge unscathed."
Lava continues to pour out of the mouth of the idol on the altar.
Shel Whispertongue PFS
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| HP 17/17, AC 16/14/13 F+4, R+8, W+2 |
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"Yes everyone, let's follow Moulini," Shel advises.
Once outside of earshot, she pow wows the group together. "How are we going to handle this? It's obvious this will come to bloodshed...she is clearly evil. Do we need to doctor up our weapons and prepare to deal with her and the devil-thing?"
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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With an apologetic smile and chivalrous bow, Maximo retreats from the room with the others.
The devilish blob with the weight problem should be sent back to the realm it spawned from. The lady, on the other hand, should be spared if possible. All those not in their graves should be given a chance to "repent and be loved" as Shelyn says.
| GM Chris Mortika |
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Moulini places her hand in the flame. For an instant, there is no damage at all, but then both the heat and the evil in the flame each scar her flesh. She takes 2d3 ⇒ (2, 3) = 5 points of damage.
More, having completed all three rituals, Moulini starts to sweat, and her demeanor changes. It's subtle, but her bearing is more haggard, her motions jerkier, and she has a hunted look in her eye as she looks at the rest of the party members. Her soul is at war with Moloch's influence.
Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14; she does not appear to be winning, at the moment.
--
Moulini, would you like to remove your hand from the blue flame, or endure its caress a second round?
--
As soon as Moulini subjects herself to the last ritual, you hear a malicious laughter come from the priest in the room above. "Come, creatures of fire and war! Come, elements of hate and bondage! I call you all, to fight for me this day! Come, in the name of Moloch!" It goes on like that.
Initiative
The Cleric 1d20 + 3 ⇒ (15) + 3 = 18
Other Team Moloch players 1d20 ⇒ 9
Azatoth: 1d20 + 2 ⇒ (1) + 2 = 3
Gryne: 1d20 + 2 ⇒ (2) + 2 = 4
Hadassah: 1d20 + 12 ⇒ (2) + 12 = 14
James: 1d20 + 4 ⇒ (13) + 4 = 17
Maximo: 1d20 + 1 ⇒ (13) + 1 = 14
Moulini: 1d20 + 2 ⇒ (6) + 2 = 8
Shel: 1d20 + 3 ⇒ (19) + 3 = 22
Shel, with your lightning-fast reaction, you're the only member of the party that might be able to climb the stairs and take the fight to the cleric before her summoning is complete. Do you want to do that, by yourself, or wait for everyone else and face her together?
| GM Chris Mortika |
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All right.
Round One
Shel climbs the stairs, a full-round action, straight into the attack of the lemure, who was waiting to strike.
Lemure's attack: 1d20 + 2 ⇒ (19) + 2 = 21, a solid hit with one of it's grimy claws.
The lithe halfling takes 1d4 ⇒ 3 points of damage.
Now up in the temple area, Shel sees one of the dozen or so pairs of terrible, fiendish eyes floting behind the woman come forward and take form take the form of an enormous beetle, with glowing yellow eyes all down its head. It hisses like a teakettle as it moves, and it's moving towards shel. It smells like old onions, and stinks of wickedness.
Beetle's Attack: 1d20 + 1 ⇒ (6) + 1 = 7; it misses, which only makes it angrier.
"Given every opportunity to leave, you've chosen to stay and tempt the patience of Moloch and his servants. Well, you have taken our measure, and out patience is run out!
The cleric of Moloch gestures with her right hand, and a dagger of flame appears floating an inch over her open palm, point down. She whips her hand through the air, sending the dagger arcing through the air, aimed at Shel's heart.
Cleric's Attack: 1d20 + 6 ⇒ (6) + 6 = 12; it misses, as well.
Arizhel was kind enough to send a map over Google docs. I can only view it, not manipulate it. The temple area is the top-right image. The cleric is in square A4, behind the altar. The lemure is in the lava in square F3, but that doesn't seem to bother it.
Shel climbed up into G4, which set off the lemure's readied attack. The cleric finished summoning the fiendish giant fire beetle, and it arrived in G5 and attacked Shel. Then the cleric acted for this turn, throwing a fire bolt.
You can come up. It's a double-move action to climb the stairs (25 feet of difficult terrain). At the top, you can position yourself in any square adjacent to the stairs.
Hadassah spends the round healing Moulini of 1d8 + 1 ⇒ (5) + 1 = 6 points of damage.
Gryne runs up the stairway, arriving in [ooc]what square[/b]?
The rest of you?
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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You, young lady, need to stay back. Maximo edges in front of Moulini, and begins climbing the stairs. As he does, he draws out his vial of bless weapon and prepares to apply it to his hammer. I don't know what game is being played, but it seems you are in danger of becoming a pawn. And this knight intends to capture the queen.
Move up stairs, get out oil of bless weapon.
| GM Chris Mortika |
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Gryne runs up the stairs, arriving in H6. He's next to the summoned beetle in G5, and 30' from the cleric.
Moulini, you are still suffering the effects of the induction ceremonies. You can climb up and join the fight, against Maximo's advice, if you want, or you can hang back and wait for the effects to clear. What would you like to do?
Maximo, moving up the stairs is a full-round action. Are you moving halfway up and taking out the vial of oil?
Azatoth makes a full move to reach the temple, stepping into G3. He's right next to the lemure in F3, and 30' away from the cleric.
James follows, standing right behind Azatoth in H3.
Shel, you also act in the second round before the cleric -- Hafshi, according to the papers Gryne found -- can follow up on her attacks.
Maximo Interresante
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| LG Human Paladin of Shelyn 2 / Arcane Duelist Bard 1 (AC 20 - FF 18, T 12 / HP 26/26 / F +7 R +6 W +9 / Initiative +1 / Perception +1 |
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Maximo is halfway up the stairs. I think getting the oil applied outside of combat is prudent to avoid AoOs. Next round he will apply the oil and move up into the room to face the Lemure.
| GM Chris Mortika |
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Gryne runs up the stairs, arriving in H6. He's next to the summoned beetle in G5, and 30' from the cleric.
Moulini hangs back and waits for the effects to clear.
Maximo moves halfway up and takes out the vial of oil of bless weapon.
Azatoth makes a full move to reach the temple, stepping into G3. He's right next to the lemure in F3, and 30' away from the cleric.
James follows, standing right behind Azatoth in H3.
Round 2
Shel goes on full defense.
The lemuregurgles with joy. Sweating profusely, it Az or Shel: 1d2 ⇒ 1 draws forth a second claw and attacks Azatoth.
Attacks: 1d20 + 2 ⇒ (4) + 2 = 6, 1d20 + 2 ⇒ (9) + 2 = 11; it fails to connect, despite its desperate attempts.
Steam streams from the hellish fire beetle as it attacks Gryne or Shel: 1d2 ⇒ 2 Shel.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18; Shel's decision to go on Total Defense is the only thing that saves her.
The cleric turns towards James. "You, I think we need to keep occupied." As she invokes the power of the arch-devil, she cracks a whip, and the sound echoes throughout the room. She does so again, and the echo comes from James's area. A third whip crack is answered by the manifestation of an energy whip, right next to James, which attacks.
1d20 + 6 ⇒ (10) + 6 = 16; it just barely hits, doing 1d8 ⇒ 4 points of damage, and looming next to the gunslinger, eager to attack again.
--
Your turns.
| GM Chris Mortika |
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Gryne takes a 5' step towards the cleric and firees off his lightning arc. That provokes an attack of opportunity from the beetle.
Beetle's Attack: 1d20 + 1 ⇒ (9) + 1 = 10; ignoring the mandibles snapping in the air next to his hip, Gryne casts the spell.
Gryne's ranged touch attack: 1d20 + 3 ⇒ (6) + 3 = 9; not quite enough.
Hadassah moves up the stairs. The only available square next to the top of the stairs is H6.
James takes a shot at the cleric, just 30' away. (H3 to A4)
Attack: 1d20 + 6 ⇒ (20) + 6 = 26; a terrific shot.
Confirmation: 1d20 + 6 ⇒ (8) + 6 = 14; not enough with the cover that Azatoth and Shel are providing.
Damage: 1d8 ⇒ 4; she takes a shot in the arm.
There are no spaces between James (H3) and Hadassah (H6) that are currently unoccupied. (The stairs effectively take up H4 and H5).
Azatoth lashes out at the lemure:
Attack: 1d20 + 5 ⇒ (14) + 5 = 19; he can't quite make the distance with the bubbling lava casting heat turbulence in the air.
As Arizhel's map (the temple is in the upper-right) shows, column F in this room is all lava. The lemure can stand in it uninjured, and Hadassah's racial fire resistance might be up to the task as well, but Shel can not move 5' towards the cleric of Moloch (moving from G4 to F4 would put her ankle-deep in magma). Gryne has, however, moved right on the other side of the giant beetle.
Shel can, however, retreat a square back down the stairs. That would give Maximo a place to stand on the temple floor.
| GM Chris Mortika |
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Downstairs, Moulini reels, waiting for the madness to subside.
Maximo hears a gunshot, and waits for Shel to follow his lead.
Round 3
Shel moves back onto the top of the stairs.
Maximo slides smoothly past the halfling, taking her place at G4. To his left, he sees a strange beetle, the size of an ancient giant tortoise. As soon as the paladin approaches, the pulsating yellow lights all shift to an unholy orange, and its shell-like wings heave up and down in excitement. Ahead and to his right, he sees the lemure, waddling in a stream of lava, duck out of the path of Azatoth's swing.
Ahead, 30 feet, standing behind the altar, blood running down her robes from a shoulder wound, stands the cleric of Moloch, readying more profane magic to hurl at the party.
To a paladin, holding a blessed weapon, it's all part of the job. To a Taldan, it's just another opportunity to showcase the hidden glories of the empire.
The spiritual whip continues to bedevil James.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9; distracting the sharpshooter, but not actually striking him.
The lemure goes for Azatoth or Maximo: 1d2 ⇒ 1 the half-orc.
Attacks: 1d20 + 2 ⇒ (4) + 2 = 6; 1d20 + 2 ⇒ (18) + 2 = 20; a miss and a solid hit. Azatoth takes 1d4 ⇒ 2 points of damage from its raking claws. It then picks up some lava, ready to hurl it in Azatoth's face next round.
The fiendish fire beetle craves Maximo's blood.
Attack: 1d20 + 1 ⇒ (9) + 1 = 10; but, at least for the moment, it must wait to slake its thirst, as it stumbles through a clumsy attack that a novice could turn aside.
The cleric takes out a whip and moves from A4 to B4. "I understand now. Our spires were revealed to you, and you were sent here to be this temple's first trial, the Great One's first test of our worthiness. After we soak your bones in molten slag, and burn your souls to ashes, word will spread that the Citadel of Fire is a foe to be feared, and a refuge for those seeking to add the might of the Lord of Fire to their own. Now, fall before our might."
She conjures up another dart of fire and holds it, ready.
Gryne, you might provoke another attack from the beetle if you cast again -- it's hard to tell, the beetle seems to have locked on to Maximo -- unless you cast defensively. But that could lose the spell, too. Or you could jump over the lava and try to cast from E5. (That would also give the beetle an opening, but you wouldn't be at risk of the fiendish arthropod spoiling your spell.) Lots of options. What would you like to do?
| 601 to 650 of 707 |
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