The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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The Umber Hulks do not appear to have DR from the attacks you saw.


Male Human Cleric 3 - Unholy Barrister

Stats:

hp = 151/202
Ki pool = 7/8
Greater Invisibility 3/12 rounds
Hasted/Normal speed - 2/10 rounds

Malak grunted and barely kept back a yell as the wood tore into his leg.

Will save DC 24 - 1d20 + 12 ⇒ (4) + 12 = 16
Will save DC 24 - 1d20 + 12 ⇒ (17) + 12 = 29
Confusion - 1d100 ⇒ 45

As the statue burst into dust he focused on the newer threat and this warped his mind to the point that he started babbling dementedly.

canton memgafat broduforagug....herduclorfudarn....jugga mesotikeds...


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Will: 1d20 + 25 ⇒ (20) + 25 = 45
Will: 1d20 + 25 ⇒ (9) + 25 = 34


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Cannon auto-reloads this round.

Sparel moves within 30 feet of the (Demonic?) umber hulk.

With a quick hand motion his longsword removes itself from his scabbard, flies straight and true toward it's target (Hand of the mage wizard power)

To hit 1d20 + 18 ⇒ (9) + 18 = 271d6 + 6 ⇒ (3) + 6 = 9 Slashing damage
Add +5(+2 for bane and +3 more for Sword of the planes effect) to hit and damage. Also, add 2d6 ⇒ (2, 3) = 5damage if the creature is demonic

Add 2d6 ⇒ (3, 2) = 5more if there creature is also evil

[spoiler=Mao De Deus "Hand of God"]
Sword of the Planes + Holy + demon Bane +Guided 50K
--Sword of the planes -This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the Elemental Plane. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword .
--Bane : A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe. To randomly determine a weapon's designated foe, roll on the following table.
--Holy : A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction . It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.
--Guided Weapon
A weapon with the guided property allows its wielder to use his instinct when striking blows with it. Attacks from a guided weapon generally don’t strike hard, but they strike at precisely the right moment to maximize damage if in the hands of a particularly wise wielder. A character who attacks with a guided weapon modifies his attack rolls and weapon damage rolls with his Wisdom modifier, not his Strength modifier.

This modifier to damage is not adjusted for two-handed weapons or off-hand weapons—it always remains equal to the wielder’s Wisdom modifier. A guided weapon may be wielded as a normal weapon, using Strength to modify attack and damage rolls, but this goes against the weapon’s nature and imparts a –2 penalty on all attack rolls made in this manner.[/spoiler]


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

almost forgot
Will save1 1d20 + 19 ⇒ (16) + 19 = 35
Will save2 1d20 + 19 ⇒ (6) + 19 = 25


If you make your will saves, feel free to post your actions for Round Three! Fight!


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM_Arbiter wrote:
If you make your will saves, feel free to post your actions for Round Three! Fight!

My action is above, though I apparenlty screwed up my spoiler.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Will saves: (no whammies, no whammies)
1d20 + 30 ⇒ (18) + 30 = 48
1d20 + 30 ⇒ (5) + 30 = 35

If there are still options, my order of attack will be: injured Umber Hulk, Demonic tree.

Thad smiled as the statue crumbled to dust. His friends seemed to understand his hatred of sculpture and helped him out. They were good friends to have.

Spoiler:

DA Full attack Hasted
Atk 11d20 + 31 ⇒ (10) + 31 = 41 Stunning Fist
Atk 21d20 + 31 ⇒ (1) + 31 = 32
Atk 31d20 + 31 ⇒ (7) + 31 = 38
Atk 41d20 + 26 ⇒ (9) + 26 = 35
Atk 51d20 + 26 ⇒ (6) + 26 = 32
Atk 61d20 + 21 ⇒ (18) + 21 = 39
Atk 71d20 + 21 ⇒ (11) + 21 = 32
Atk 8 Perfect strike- out of these three the Highest one is the shot, the second, the crit confirm.
1d20 + 16 ⇒ (20) + 16 = 36
1d20 + 16 ⇒ (20) + 16 = 36
1d20 + 16 ⇒ (14) + 16 = 30

Damage
Atk 12d10 + 18 ⇒ (7, 2) + 18 = 27
Atk 22d10 + 18 ⇒ (10, 6) + 18 = 34
Atk 32d10 + 18 ⇒ (2, 7) + 18 = 27
Atk 42d10 + 18 ⇒ (2, 9) + 18 = 29
Atk 52d10 + 18 ⇒ (1, 1) + 18 = 20
Atk 62d10 + 18 ⇒ (4, 10) + 18 = 32
Atk 72d10 + 18 ⇒ (2, 8) + 18 = 28
Atk 86d10 + 54 ⇒ (6, 2, 4, 10, 5, 10) + 54 = 91

Status:
Current AC: 44
Current HP: 215/216
Ki Points remaining: 17
Stunning fists used: 4 of 19
Perfect Strikes used: 4 of 18
Elemental Fists used: 3 of 18
Boots of Haste 4 of 10


I was saying it more for Darnak


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

As Thad fills the umber hulk full of holes, Darnak is confident the archer has them under control and heads straight for the tree, hoping to distract it from tearing Malak apart.

Unarmed Strike: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d10 + 9 ⇒ (7, 8) + 9 = 24

Active: Crane style; Fighting Defensively
AC 55


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

How far from Akor is the uninjured Hulk?


Akor Scourgebane wrote:

How far from Akor is the uninjured Hulk?

20 feet


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor channels Iomedae's fury into his blade and then rushes the Umber Hulk whom has yet to be attacked. Immediate action to switch Smiting to Destruction, gaining +6 damage. Move action to close for melee.

1d20 + 26 ⇒ (18) + 26 = 44 Attack 1 for 1d8 + 13 ⇒ (6) + 13 = 19

1d20 + 26 ⇒ (15) + 26 = 41 Attack 2 for 1d8 + 13 ⇒ (1) + 13 = 14

1d20 + 21 ⇒ (6) + 21 = 27 Attack 3 for 1d8 + 13 ⇒ (7) + 13 = 20

1d20 + 16 ⇒ (13) + 16 = 29 Attack 4 for 1d8 + 13 ⇒ (4) + 13 = 17

Let me know if they're evil

Current Status:

AC 38
HP 200
Judgements: Destruction +6 to damage, Justice +4 to attack, Protection(Slayer) +5 to AC.


They are chaotic evil


Akor rushes over to the undamaged Truly Horrid Umber Hulk and cuts into three times with his blade. Dealing 50 points of damage, plus 6d6 holy damage 6d6 ⇒ (1, 4, 1, 5, 3, 4) = 18

Malak grunts in pain from his leg being stabbed, then starts to mumble nonsense as he babbles away his turn.

Darnak rushes toward the wall and punches the demonic tree as hard as he can. The large chunk of wood is destroyed by his strike and more of the acidic sap from before starts to pour from the wound. Darnak, make a Reflex save DC 22 to avoid taking damage from the sap. 10d6 ⇒ (6, 3, 5, 2, 5, 1, 1, 4, 3, 5) = 35

Thaddicus seems happy at the destruction of the statue. Everyone else can tell because his form is perfect. Not a single arrow misses its target. The first two soar into the wounded umber hulk and it falls to the ground, dead. The rest begin to pierce the second hulk and it also dies. After enduring 227 points of damage

Sparel looks around the room and sees no more creatures, but now the entire group is sealed in the room with no escape as more acid pours in. The hole the monk made seems to widen and the sticky acid starts to fill the room.

The sounds of wood being broken and reformed begin again and a platform rises up in the center to give everyone a place to stand out of the acid.

End Round Three and end combat. Malak, you are still confused so make another percentile roll for the next round. The confusion effect lasts 7 rounds total or until someone uses magic to make it stop.


The walls of the room begin to shimmer. The light of it on the floor refracts weirdly through the acid that continues to pour into the room.

Spellcraft DC 28:
The entire room is engulfed in a dimensional lock spell. It is impossible leave the chamber through dimensional magics such as teleport

The walls of the room seem to be changing again, becoming perfectly smooth. The entire chamber is becoming a perfect sphere, marred only by the raised wooden platform in the center. Everyone can tell that the flowing acid will form a moat around the platform. If the acid pours in long enough, it will fill the entire room.

As that realization sinks in, a tearing noise can be heard over and over again throughout the chamber. Hundreds of shallow holes seem to be opening up along the walls, but more acid does not come through. Instead, twisted faces with jet black eyes appear in each opening. The faces aren't human at all, but instead seem to take the forms of a variety of demons.

Some of the heads begin talking all at once. It's difficult to make out individual voices in the cacophony, but you can make out a few.

"Slay the intruders!"

"Freedom!"

"Vengeance!"

The remaining faces are impassive, staring down at you all as the others continue to babble in Abyssal, Draconic and the primary language of each of your birth places.

Knowledge: Planes DC 30:
If you had to guess, these faces seem to represent different facets of a single, powerful personality - Malgarius. Since he once controlled an entire demonic plane and could manipulate it to his liking, these personas probably continue to allow him to do the same thing within the tree.


Male Human Cleric 3 - Unholy Barrister

Confusion - 1d100 ⇒ 75

Completely oblivious to his surroundings; Malak stops in the middle of his incoherent monologue to slash his own arm with RazerEdge.

Damage - 1d8 + 4 ⇒ (2) + 4 = 6

Then cackles with apparent glee as the blood began to pour forth.

hehehe...mesothelioma abduck....glefnardogogn ibsi...

Stats:

hp = 145/202
Ki pool = 7/8
Greater Invisibility 4/12 rounds
Hasted/Normal speed - 3/10 rounds
Confusion - 2/7 rounds


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

spellcraft 1d20 + 29 ⇒ (15) + 29 = 44
planes 1d20 + 34 ⇒ (16) + 34 = 50


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"It would appear Malak is broken, shall we fix him?"::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Noticing Malaks condition,

"Oh, for the love of the lady!" (AKA elven moon goddess)

Sparel reached and touches Malak while speaking a soothing word.

Positive energy rushes over Malak healing his body and mind (probably).

+150 HP
cures confusion

Heal:

School: conjuration (healing)
Level: cleric 6, druid 7, alchemist 6, witch 7, inquisitor 6
Casting Time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

:Also I would wager that faces are aspects of Malgarius. Since he once controlled an entire demonic plane and could manipulate it to his liking, these personas probably continue to allow him to do the same thing within the tree.:

Edit: Almost as an after thought Sparel adds :Oh, and teleportation magic is locked down in this room. :


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

also move the cannon to me (move action) and it fires at the wall where the holes are the following round.

Touch attack cannon 1d20 + 24 ⇒ (15) + 24 = 394d10 ⇒ (10, 7, 10, 5) = 32


The cannon blasts another hole in the wall and even more acid starts to pour into the room through the opening. It will soon start burning everyone's feet unless they climb up the platform.

"They cannot help; look at them!"

"Strength enough for the old hag. Crush the hag!"

Those are just a few of the voices you can hear from the demon faces.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thad takes a few steps and leaps unnaturally high onto the platform. He doesn't want the acid to mar his nice boots. He paid quite a lot for them and they didn't need an acid bath, perhaps some nice oils to keep them soft.

Jump Check 1d20 + 68 ⇒ (2) + 68 = 70= 17.5 feet high


Like an cat, the agile archer gracefully leaps on top of the platform.

"That one, forget the rest. He can kill Gathra!"

One of the silent faces finally speaks.

"We do not care about this plane. We have been forced here. Will you free us from Gathra?"


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Acrobatics 1d20 + 35 ⇒ (9) + 35 = 44
+ levitate if I don't otherwise make the height.

Edit: spoken to the voice "If you wish to leave this place I will take you from it. You have but to allow me to do so."


Sparel easily makes his way onto the platform. As he offers to work with the demon tree, the heads seem to all look down at the group. Then they start to move within the wall into three groupings. This allows you to see that they aren't really heads; it's the wood within the wall itself that has reshaped itself into the faces. The cracking sound of breaking wood marks their movements.

One group of faces speaks all at once in an overlapping chorus of echoing voices.

"Destruction is our only goal." "We'll suck the lifeforce right out of this planet!" "We can destroy again, who cares if its only for the hag."

Another group of faces speaks, but the group can only hear a voice coming from one of the central mouths shaped to look like a pit fiend.

"You fight well for mortals. We are under orders to kill all who enter but you have proven persistent." The face glances down at the slowly rising acid. "There was no order about how fast we must kill you. We could take you to the Seed of Malgarius, but the one who controls us is there. Will you fight to save this planet?"

The third set of faces remains quiet and looks at all of you dispassionately.


Anyone can feel free to speak up to influence Malgarius. Each group of faces represents a different aspect, or desire, of the former demon lord. Each group has formed an opinion about the group based on how you have handled yourselves so far.

This attitude gives bonuses or negatives to diplomacy rolls or intimidation rolls that I will keep track of. Those who don't have ranks in either skill can make supporting arguments and attempt a roll. Those who hit DC 10 will grant a +2 bonus to the main roll made by someone else.

Any questions?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

"Make a way for us to the seed room and we will kill your master." Sparel declared.

Edit: Diplomacy 1d20 + 4 ⇒ (12) + 4 = 16


The echoing group of faces that seem to enjoy destruction speak up as soon as Sparel finishes his statement.

"NO ONE controls us! We are free to destroy as much as we want! This entire planet will be a husk when we're done!"

The force of the shouts hurts everyone's ears. It's clear this group values destruction over anything else.

The group that has been silent up until now speaks up once the shouting dies down. The speak with a calm, soft voice that seems to encourage you to lean forward to catch every word.

"We are splintered, mortal. Part of us rages, eager for any chance to lash out. The rest either seek to destroy those who have done this to us or try to hold on to some semblance of control."

The calm voices pause, almost as if taking a breath, and then speak again.

"The green hag druid Gathra has long raged against civilization. She sees its gleaming towers and burgeoning cities as a place of refuge from the natural world.

"In her eyes, the law of nature is simple: Kill or be killed. The weak die to sustain the strong, ensuring that only the worthiest creatures perpetuate the species.

"Yet civilized lands give safe harbor to pitiful weaklings who are only fit to fill the bellies of the mighty."

The echoing voices of vengeance begin to shout down the calmer voice.

"Gathra is a hypocrite! She lacked the power to make her bloody paradise on Golarion, so she made a deal with Cyth-V’sug for power. He tricked her into accepting us! She thinks we are a tool, but we will emerge victorious! Cyth-V'sug fears us, cannot destroy us, only contain us. We will be free and ruin him for this!"


Sparel, could you give me either a diplomacy or intimidate check to go with your first argument? Each success moves one faction a step closer to working with the group rather than trying to kill you.

To everyone, let me know if you have any questions about what is going on or need clarification. You're talking with the fractured personality of a demon lord that has aligned itself into three basic groups. You'll need at least two of them on your side or else it will continue trying to kill you.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Diplomacy 1d20 + 4 ⇒ (15) + 4 = 19


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Can I use Sense Motive to see how well we are faring with our checks? Talking isn't my strong point, but understanding is. If so...

Sense Motive checks:

1d20 + 37 ⇒ (9) + 37 = 46
1d20 + 37 ⇒ (1) + 37 = 38
1d20 + 37 ⇒ (11) + 37 = 48

Although there isn't any reason I couldn't aid another, or even try.

The old archer regarded all of the faces, thinking it wouldn't take too long to put an arrow in each displayed orifice. "I could kill your master, you already know that. It's your only opportunity for freedom."

Aid Another Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Allow me brothers, this is my area of expertise::

To the demon faces "Forgive my friends, often they are hasty in both word and deed. It is clear you wield great power and yet you know we do as well. It is entirely possible one of us could destory the other, but it is also just as possible we will only destroy us all. Personally, I am not yet ready to leave this life behind. What is it you seek, beyond destruction and what can we do to help?"

1d20 + 30 ⇒ (9) + 30 = 39 Diplomacy


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

I wanna use my aid another on Akor's Diplomacy check. :P


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

My roll can be aid another if you like.


Male Human Cleric 3 - Unholy Barrister

Stats:

hp = 202/202
Ki pool = 7/8
Hasted/Normal speed - 3/10 rounds

Malak snapped out of his confused state as cool healing energies rushed through his body. He took quick stock of the situation and sprinted for the platform jumping up onto its safety.

jump DC's are always half for Malak ^_^

Acrobatics - 1d20 + 28 ⇒ (4) + 28 = 32

Hearing a divided front from the wooden faces Malak seeks to use guile with veiled threats to effect against them.

Hahaha...you are most assuredly splintered. You speak of having self control and yet you said you were 'ordered to kill'. This speaks of a master that you clearly dont want. We will of course fight for our planet and quite effectively as you have pointed out. Can you risk us being successful against you? I doubt it. Unless in your hunger for destruction you also seek your own. We also seak to destroy. Not you as you are something quite breathtaking to behold. But we do seek to destroy those that have control over you. Gathra and eventually Cyth-V'sug himself shall fall to our steel and spell. Aid us in this endeavor and freedom is yours.

Bluff - 1d20 + 23 ⇒ (15) + 23 = 38


The smaller voice speaks again to Akor.

"We wish to be free of this hag, but while she is attuned to the seed this is not possible. We care nothing for this world; it's where Cthy-V'sug suggested she go."

The solitary voice booms out across the room.

"Some of you were damaged in the trials. How will you survive against a druid more powerful than you and her minions?"


The echoing voices of destruction respond to the shadowdancer.

"I like your shadow man. He's so violent. And I would love to fight Cthy-V'sug again!"


Thaddicus studies the voices to see what their plan is. He can tell there are three groups.

The loud singular voice seems represent Malgarius' desire for vengeance.

The echoing cacophony enjoys destruction for the sake of destruction.

The calm quiet voice represents the demon's desire for conquest. That voice also seems to be trying to act as if it is more reasonable and trustworthy than the voices of destruction. It also seems to be the most manipulative, as well.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thaddicus regards the faces and determines their intent. Perhaps a little insight will help his friends talking points.

;;The Loud voice wants nothing but vengeance, the echoing voice desires nothing but destruction. I don't trust the calm voice, it is hiding his desire for conquest. It cannot be trusted. If we can but convince two of the three not to kill us, I imagine it will lead us to the seed.;;


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

;;Also, we might get more leverage if we appeal to each of their sensibilities. ;;


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

SParel moves the cannon to the platform, telekinetically if need be. It loads itself, but at sparels command does not fire...yet.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Reflex: 1d20 + 20 ⇒ (8) + 20 = 28

As acid spews out towards him, Darnak dodges out of the way, gathers his speed and leaps to the nearest platform.

Acrobatics: 1d20 + 50 ⇒ (3) + 50 = 53

::"Looks like Akor's seems to be gettin' thru to 'em. If there's any o' us than can sweet talk a demon, it'd be Akor."::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

"This hag. Should she die, would that sever her connection to the Seed? and free you?"

To the solitary voice "Yes, some of us were hurt, but we are fine now, are we not? We bring destruction and death with us, but also healing and life."

1d20 + 30 ⇒ (14) + 30 = 44 Diplomacy

Ok, need slight clarification here: Solitary, loud voice is the voice of vengeance? Quiet and small one is conquest?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::Akor, Let me know if you need me to fire a cannon ball or throw something around to aid in your little discussion::


Solitary loud voice is the voice of The Vengeance Seekers
Small quiet voice is the voice of The Conquerors
The howling cacophony of voices is the voice of The Destroyers


Thaddicus, as you listen to their responses and attitudes, you glean more information.

The Vengeance Seekers represent Malgarius' intellect. You can detect a level of practicality about them, at least as practical as a demon can get. Sparel's first argument seems to have shifted the Vengeance Seekers from Indifferent to Friendly.

The Destroyers embody the demon's inherent chaotic nature. Malak's bluff seems to have shifted them from Hostile to Unfriendly.

The Conquerers represent the demon's innate desire to dominate everything around it. Akor's argument shifts the group to Indifferent. Thaddicus, your own prompting afterwards is enough to shift the Conquerers to Friendly.

You will need to shift two groups into Helpful territory to gain an advantage. Friendly territory probably would mean the demonic tree won't hinder you while fighting the druid hag. Helpful probably means it would fight on your side.

The debate so far has used up three of the 10 minutes the group has until the acid is within reach again.


Darnak, you safely land on top of the platform and are in no immediately danger from the acid. But it still is filling up the room.


The loud solitary voice of the Vengeance Seekers booms across the room.

"I like you all. You're trouble."

The smaller voice of The Conquerors seems to agree.

"You are all killers, like us. We think you can destroy the old hag. But what will you do then?"

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