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The Mad Priest (Ghost)

God Emperor's page

1,069 posts. Alias of Nethru.


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Reliable
Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

Not saying it was reliable weapon but just saying Mr. Rule Nazi :)


Rha Init: 1d10 + 3 ⇒ (8) + 3 = 11
Astropath Init: 1d10 + 3 ⇒ (10) + 3 = 13

Round 1
Graki - 13 [Life 9/Faith 3]
Silinus - 13 [Life 6]
Upper2 - 12
Rha - 11 [Life 16/Faith 2]
Ground2 - 10
Auraxis - 9 [Life 17/Faith 4]
Ground1 - 8
Ground4 - 8
Upper1 - 6
Ground1 - 6
Revanche - 5 [Life 13/Faith 3]

Silinus shakes her head as Graki goes out asking everyone to halt their firing and stays back behind Auraxis.

One of the men on the upper level looks at Graki through his auspex covered face and changes his firing direction at him instead of the other ground down below!
attack: 1d100 ⇒ 99
BIG MISS!

Rha is up!


Roll doesn't matter DoS does for opposed. And no opposing the GM or else the god emperor will not bless you! :)


3 degrees as well so they see your sneaky ass! :)


GM Only:

Group 1 awareness: 1d100 ⇒ 47
Group 2 awareness: 1d100 ⇒ 17

This will all be sight awareness checks as there is way to much noise to hear anything at this time.

As Graki begins to stalk his way into the room the rest of the team notices that he has been spotted!

Initiative please.

Group 1-1: 1d10 + 3 ⇒ (5) + 3 = 8
Group 1-2: 1d10 + 3 ⇒ (7) + 3 = 10
Group 1-3: 1d10 + 3 ⇒ (3) + 3 = 6
Group 1-4: 1d10 + 3 ⇒ (5) + 3 = 8
Group 2-1: 1d10 + 4 ⇒ (2) + 4 = 6
Group 2-2: 1d10 + 4 ⇒ (8) + 4 = 12


There is no clear way to get to the 2nd level from where your at right now. They are using solid projectile and bolt weapons and seem to have semi-decent armor on.


Forbidden Lore Cults


I get awareness checks if you wish to move into the room. They do not look familiar to you.


The sounds of the gunfight lead on to a large refectory chamber around ten metres wide by twenty metres long, with numerous entrances and exits and a mezzanine balcony surrounding it. Many of the wire cage sheets that protected the mezzanine level have collapsed to the ground or hang partly
away from their mountings, while much of the refectory floor is still covered by bolted down metal tables and benches. These two factors of terrain, when combined with the frosted air and the dim illumination provided by a few failing lumen globes set in the ceiling, make for a perfect murderous playground of confusion and cover for the ongoing exchange of fire.

As you enter the room you see two groups of individuals shooting at each other. The group on the ground level where your at has 4 people you can spot and the group on the upper level mezzanine have 2 people shooting down.

What do you do?


Yes you guys got a layout of the place and are following best you can as you have no clue where the true threat may be here.

As you advance on you hear the sound of gun fire further ahead somewhere in the complex.

If you wish to try and locate go to where the gun fire is coming from make an awareness check +10


You all hear a soft, repeated sound coming from a damaged vox-terminal mounted on a wall. The voice from the terminal is a faint, static-shrouded refrain of “Help me” repeated slowly over and over again.


Decrypting and moving at the same time will increase the time it takes to figure out what it all means.

Your team travels the corridors some more exploring this big complex. Please make awareness checks as you make your way through.

Astropath Awareness: 1d100 ⇒ 45


Rha:
You very easily determine that the cause of death of the man Auraxis burned to eagerly was the means of a botched teleportation transit. Technology very rare and thought lost.

You look through the encrypted material and determine it will take about an hour to decode it all but the type of cyphers used looks very similar to those used by the Holy Ordos.


Rha please make an FL Archeotech roll for the burning body and Logic check for the encrypted data.


The first body which is now on fire looks a bit weird as if half of it is missing. Anyone can try to make a normal Forbidden Lore (Archeotech) or Hard -20 Tech-Use roll to figure out why he is like that.

Graki moves closer to the 2nd body and quickly notices it was decapitated. The spray of blood from his neck is frozen, you couldn't tell this at first because it was facing the other way. Closer examination reveals a mark of a high ranked Administratum and a signet ring bearing the emblem of Hetaireia Lexis, a noted university on Scintilla with a reputable radical learning. The corpse’s webbing belt also reveals numerous notebooks, data-slates (all encrypted) and a laspistol with an overcharge pack and two spare power cells. There is no sign of the dead savant’s head.

If anyone wishes to try to decode the dataslate it requires a Logic test at -10 and will take at least an hour to do so.


The other body still remains unmoving as the other burns. Anyone wish to take a closer look to find out the cause of death or any belongings it may have on it still?


The dead men are wearing black body armor. Nice higher end armor probably not something you would see on dreg mercenaries.

Auraxis sets one of the bodies ablaze! The body doesn't move but begins to burn.


Rha and Graki are both up by now.

There is a passage past where you witnessed the unspeakable horror. The passage leads to a large open chamber rimed with frost. There are two bodies lying dead and signs of gunfire in here. The bodies look rather fresh.

Silinus stops suddenly as you enter the chamber. "There was a recent breach in the warp here and I can still feel the stench of it lingering here. Be on your guard."

What do you guys want to do? The bodies are near the center of the chamber.


Astropath Silinus sighs. "If only Samiel was still with us. He had experience with such things."


Not to worried about the attack roll fire is the more important thing.

The fire from your round quickly engulfs the worm like creatures and they make a retched screech as they fade from existence and the corpse is consumed.

The smell of burnt flesh wakes Rha and Graki from their mental slumber.


If you get a righteous fury it's extra 2d10 instead of 1d10

Rha Fear: 1d100 + 20 ⇒ (97) + 20 = 117
Rounds: 1d5 ⇒ 5
Whatever is left of Rha's physical brian freaks out from what it sees and he also shuts down temporarily due to the mental trauma.

Insanity: 1d5 ⇒ 1

Astropath Fear: 1d100 ⇒ 31
She seems unaffected.

Destroy those things quickly! she shouts.

What do you want to do Auraxis and Revanche. Do either of you have a flame weapon?


You travel deeper into the complex. The place gets spookier as you get deeper. You hear strange sounds behind you but when you look you see nothing as if the complex was haunted.

Your group comes upon a partly jammed bulkhead door blocks your path. With your combined strength your easily able to open it though. On the other side is a body; it appears to be an inmate of the former penitentiary. Clad in grey prisoner’s coveralls and inkbranded on the cheek with an Arbites mark and prisoner code, the body appears impossibly recent, with no signs of freezing or decay having taken place. The prisoner’s face is contorted with fear, but aside from bloody and broken fingernails where he has been scrabbling to get through the bulkhead door, there is no sign of a cause of death or evidence of violence on the body.

A few moments after its discovery, in a span of mere moments, the body rapidly putrefies and decays, blind white fibrous worms rupturing from its innards. So violent are their struggles, the corpse judders and flops around, and so disturbing is the strange bubbling and hissing sound the
rapidly multiplying and swelling worms make.

Please make a basic fear test (willpower]


The breacher only does 1d10+5+str damage. Those helot augmentation just gives you +10 to str/tough and allows you to have extra limib with breacher but still limited to only one attack with augments. So it's 9+11 still a ton of damage.

Sarg Dodge: 1d100 ⇒ 62

The giant drill attached to one of Rha's mechanical appendages drills right into the Sarg's armor and shreds him like butter splattering blood everywhere...

He is very dead


Auraxis fails in his attempt to grapple the mad man!

Anyone else want to try something before initiative?


Grapple is weapon skill test. Opponent gets agility test to dodge it if they have a reaction left.


half died in the crash and a few more died from the RPG opening attack.


If you fail your willpower test you hear the sound of dripping even though everything in the chamber is quite frozen...

Graki you hear nothing you stinking untouchable.

A split second later the Janissary sergeant turns his gun on his last remaining man and blows his brains out and then turns toward you all howling uncontrollably!

I'll let you all take action before he gets chance to attack you all.


Will move on

You make your way through the barely lit labyrinth and everyone except for Graki gets feels uneasy while traveling through this place as if being watched but every-time you look there is nothing there.

You find yourself before another chamber door. The door to this chamber opens with a squeal of rusted metal that seems shockingly loud in the silence. It is a broad octagonal chamber perhaps ten metres in diameter. Empty packing cases and scattered machine parts litter the floor and all is frosted with ice. There are signs that power and heat were restored at some point after the Ice Station was abandoned. The darkness seems thick, almost solid. There are barricades against the opposite door; a crude conglomeration of crates and wreckage and just beside it, propped up in a seated position, is a body. The corpse looks relatively fresh, or at least well preserved by the cold. The sunken flesh of the face is yellowed like wax, and beneath the thick layer of frost is a poor quality void suit. There is a frozen, crystallised gash of red on the bare right forearm propped up on the barricade, and the glittering of blood that turned into a crimson icicle as it flowed.

There is writing on the wall above the body, a smeared, dark stain that can only be blood as well. It reads, “Make it Go Away, Crawling, Crawling in my Head.”

Further investigation reveals eight more bodies around the room; all have the backs of their heads blown out and in some cases the muzzle of their gun is still between their frozen jaws.

Please make willpower tests


Auraxis looking around you see the disturbing evidence of half-finished meals, rumpled bedding, abandoned equipment, half-finished repair work and other signs that someone has tried to make this complex some sort of living area or base on different occasions. All have seemingly vanished in the midst of what ever they were doing, as if snatched into thin air.


Your team enters the complex area following tracks as best you can leads you to entrance of landing complex building. You only hear the creaking of the building as the strong winds blow against it from outside.

Gaining entry to the landing complex building is a simple task of activating the manual winch control on the outer lock door. Within i a looted and ramshackle mess of damaged corridors and burnt out chambers, lit by weak flickering lumen globes. The air, while still cold, is warmer than the outside and there is sluggish movement through the ventilation system.

At the end of the corridor facing the entry doorway, behind an improvised barricade, is a new and recently cleaned compact auto-carbine lying on its side as if abandoned. Beside it, a half-burned and still smouldering Lho stick rests propped on a ledge. There is no sign whatsoever of the smoker in the building, nor of any other life whatsoever.

You may attempt a search check at -10. If you have forbidden lore inquisition you may roll that as well.


sorry been super busy with work, jiu-jitsu and home stuff. i'll post updates this weekend.


As Rha attempts to unlock the transport you see electricity surge into his body.

Electrical Shock: 2d10 ⇒ (4, 7) = 11
Believe your armor/tb soaks it

Rha does not look to happy as his internal circuitry was nearly fried.


The lander is powered down and sealed tight. If you wish to open it will require either a security -10 or tech-use -20 check to open.


Correct no sigh of them. There is signs of multiple struggles outside of the compound.

Do you guys want to just enter the compound or check out the lander?


You do not recognize anything on these guys.

The Ice Station just lies ahead of you past where you were ambushed. As you make your way to the entrance you see a black-hulled armoured lander a little larger than the gun cutter you came down on.

You also see multiple groups of tracks leading into the compound as well as a body lying not far from the entrance. He looks similar armor as to the men you encountered already.


They all had Autoguns and Mono Swords. One had an RPG but the ammo is expended.

Make Forbidden Lore Cults if you have it to find symbols and figure out who they belong to.


Yeah Merc 5 is dead...

To speed things up here as it's not looking good for the Mercs!

You finish the last one off rather easily. If you attempt to take him prisoner he kills himself with a capsule so you can't question him.


Merc5 drops like a bad habbit.

Merc4 shoots at the sister full auto.
1d100 ⇒ 61
2 bullets potentially hit unless you dodge.
1d10 + 3 ⇒ (3) + 3 = 6 pen 3
1d10 + 3 ⇒ (6) + 3 = 9 pen 3
Don't think they do enough to bypass your armor toughness.

Silinus rounds up behind Auraxis but holds on shooting afraid to hit a friendly target.

Init Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc1 - 10
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [2 hal]
Silinus - 4 [Life 6]


Auraxis blows away Merc2.

Revanche is up now!

Info:
Graki is on Merc1
Merc4 are under affect and will roll on their turn
Revanche is on Merc5


Rha continues to make his way forward.

Merc2 Hal Affect 1d100 ⇒ 77
He goes crazy and pulls his sword attacking Graki.
attack: 1d100 ⇒ 1
damage: 1d10 + 5 ⇒ (3) + 5 = 8 Pen 2
You may attempt to dodge

Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


Merc Dodge 1d100 ⇒ 27
Graki's killing blow misses

The Sarg sees that the enemy is engaged in melee and decides not to continue firing and starts to make his way forward.

Merc 5 Acrobatic Check 1d100 ⇒ 11
Merc 5 Full auto blast point blank on Revanche 1d100 ⇒ 89
Miss

Merc 1 Acrobatic Check 1d100 ⇒ 64
He's not able to easily move away from Graki to get a clean shot with his bigger weapon and then quickly draws a sword.

Jannisary sees the Sarg moving and does the same.

Rha is up


Merc Dodge 1d100 ⇒ 12
He is able to side step the slice.

Merc4 already went killing his friend.

Silinus continue to follow Auraxis as fast as she can falling behind a bit.

Round 3:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]

Graki up!

Info:
Merc5 is OK
Merc1 is OK
Merc2 and Merc4 are under affect and will roll on their turn
Revanche is on Merc5


Correct. Revanche is up now. She can make it up to them this round with a charge attack if you wish in melee.


Rha attempts to unjam his gun and move.
tech use: 1d100 ⇒ 46
Gun is unjammed.

Merc2 shoots full auto at Graki.
attack: 1d100 ⇒ 82
Miss

Auraxis is up

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


Yes end of next round you will be up on them.


I'm not using the optional rules for this. 0-50 he's OK for the round.


Yep didn't see that 2nd page there.
Merc3 attack 1d100 ⇒ 74
Merc4 attack 1d100 ⇒ 30

Merc4 hits Merc3
damage: 1d10 + 3 ⇒ (9) + 3 = 12 Pen 3
Merc 3 is now DEAD...

Graki Dodges all 4 bullets.

Rha is up.


merc1 tough: 1d100 ⇒ 8
merc2 tough: 1d100 ⇒ 81
merc3 tough: 1d100 ⇒ 81
merc4 tough: 1d100 ⇒ 79
merc5 tough: 1d100 ⇒ 9

merc2 rounds: 1d10 ⇒ 9 affect 1d100 ⇒ 3
Nothing happens
merc3 rounds: 1d10 ⇒ 7 affect 1d100 ⇒ 91
He freaks out and jumps out of cover
merc4 rounds: 1d10 ⇒ 3 affect 1d100 ⇒ 87
He freaks out and jumps out of cover

Janissary Sarg begins laying down suppressive fire.
1d100 ⇒ 70
Since they were behind cover and ones with no cover are under affect nothing happens.

Merc5 shoots at Graki full auto.
attack: 1d100 ⇒ 54 Short range + Full Auto
4 rounds hit
damage1: 1d10 + 3 ⇒ (4) + 3 = 7 pen 3
damage2: 1d10 + 3 ⇒ (10) + 3 = 13 pen 3
damage3: 1d10 + 3 ⇒ (8) + 3 = 11 pen 3
damage4: 1d10 + 3 ⇒ (9) + 3 = 12 pen 3
You can attempt to dodge depending on success depends how many bullets you dodge

Merc1 shoots at Graki full auto.
attack: 1d100 ⇒ 87 Short range + Full Auto
Miss

Merc 3 is freaking out

Janissary tries to lay down some supressive fire.
attack: 1d100 ⇒ 44
Doesn't seem at affect the guys still behind cover and not high enough to hit anyone.

Rha is up!

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Merc3 - 10 [7 hal, no cover]
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged) [9 hal]
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6 [3 hal, no cover]
Silinus - 4 [Life 6]


Merc4 takes a shot at Revanche.
attack: 1d100 ⇒ 62
Miss

Silinas begins to move around with Auraxis trying to stay far away but make her way forward still.

Init Round 2:
Graki - 18 [Life 9/Faith 3]
Janissaries Sarg - 13 [Life 11]
Merc5 - 12 (-30 to hit ranged)
Merc1 - 10 (-30 to hit ranged)
Merc3 - 10 (-30 to hit ranged)
Janissary - 9 [Life 11]
Rha - 9 [Life 16/Faith 3]
Merc2 - 9 (-30 to hit ranged)
Auraxis - 8 [Life 17/Faith 4]
Revanche - 6 [Life 13/Faith 3]
Merc4 - 6
Silinus - 4 [Life 6]


Just a quick overview of the field of battle. There isn't much cover for you guys, little debris here and there but nothing big. The enemy are behind some rock create slabs which is why they have major cover.

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