(3b) - Legend of the Elder Souls - Group B (Inactive)

Game Master mdt

Maps

Forest Encounter

Forest Clearing

Local Area Map

Demonreach

Shalevarin

Group's Ship

Links

Hell Village

Current Map


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Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Luna, your movement to that point would have required 60 movement. And, to do it, you'll need a DC 15 Acrobatics check to jump the baricade (the brown stars between where you were and where you are). Finally, to attack, you'll have to expend a mythic power point to activate your fleet charge ability. Doing so will give you an extra attack and allow you to attack at the end of your movement. That extra attack is moot, since you killed him with the first hit, but it's important to know how that power works. :) So give me an acrobatics check please.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

is that a roll I can take 10 on? If so, that would give me a 20


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You can't be in combat to take 10. There are feats that let you take 10 even in combat, but as of right now, you're still in combat, so yeah, you'll have to roll. You do have a 75% chance to succeed, so it's not a hard one to make.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

ok... here goes...

acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14

crap,... so what happens instead of what I planned? and since I didn't get there with a move and a fleet charge, do I get my mp back, since I wouldn't have had to spend it?


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

she should have enough movement to make it through the blown barricades. or you can surge the acrobatics roll. Can't you do a full round run and a swift action(Fleet Charge)?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, you can surge the acrobatics roll. Spend one Mythic Point. You succeed at crossing the barrier. You can't do a full round run and change directions. Run is in a straight line.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

shouldn't need a full run and a fleet charge - just a double move and a fleet charge, so no need to worry about direction - still, just to be ina straight line, I changed my ending square, and still within whip reach of the soldier by the ballista


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Evil Toxic waste:

Reflex: 1d20 ⇒ 4
Reflex: 1d20 ⇒ 14
Reflex: 1d20 ⇒ 19
Reflex: 1d20 ⇒ 4
Reflex: 1d20 ⇒ 3
Reflex: 1d20 ⇒ 17
Reflex: 1d20 ⇒ 5

L = 0
1 = 13
2 = 6 Blinded
3 = 6
4 = 13 Blinded
5 = 22 Blinded/Dead
6 = 6
7 = 16 Dead
8 = 12
9 = 6
10= 0

If the townsfolk with the axe wasn't dead before, he is now, as snow slams down into him and the soldiers standing around him. One of the soldiers screams and falls to the ground, the rest call out in various levels of pain but remain on their feet.

Four of the soldiers (who don't appear to be blinded) move to Paul, responding to his use of magic with malice and aforethought, swords raising up and dropping down in anger.

Attack 1: 1d20 + 5 ⇒ (13) + 5 = 18
Attack 2: 1d20 + 5 ⇒ (8) + 5 = 13
Attack 3: 1d20 + 5 ⇒ (10) + 5 = 15
Attack 4: 1d20 + 5 ⇒ (1) + 5 = 6

Damage 1: 1d8 + 5 ⇒ (6) + 5 = 11

The pummeling of snow seems to have done something to them however, as they seem slowed just a bit and most miss. One get's a very solid hit in on the robed figure, however, and blood splatters wetly on the debris.

Luna races and leaps over the barricade in a bounding arc, just scraping the top and landing in a way that Neri would laugh at from his days in the circus. But she rolls to her feet and continues on, lashing the soldier with an arrow in his side around the throat and jerking. A snapping sound is heard, and the soldier falls bonelessly to the ground.

Harry up


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Shoot at soldier 4.

deadly aim, rapid shot
to hit: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d8 + 5 ⇒ (3) + 5 = 8
to hit: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d8 + 5 ⇒ (4) + 5 = 9


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Harry fires an arrow at the blinded and wounded souldier, who goes down with the first hit. Quickly switching targets even as muscle memory draws the arrow back, his second arrow takes another soldier down. First arrow killed a soldier, switched to random soldier with second shot, #6, also now dead

The townsfolk finally get their ability to fire again, and they let loose a volley, this time not shaken. They're still not very good shots though.

Villager 1: 1d20 + 2 ⇒ (14) + 2 = 16Random Target: 1d6 ⇒ 2
Villager 2: 1d20 + 2 ⇒ (13) + 2 = 15Random Target: 1d6 ⇒ 1
Villager 3: 1d20 + 2 ⇒ (15) + 2 = 17Random Target: 1d6 ⇒ 4
Villager 4: 1d20 + 2 ⇒ (18) + 2 = 20Random Target: 1d6 ⇒ 1
Villager 5: 1d20 + 2 ⇒ (1) + 2 = 3Random Target: 1d6 ⇒ 3
Villager 6: 1d20 + 2 ⇒ (17) + 2 = 19Random Target: 1d6 ⇒ 4
Villager 7: 1d20 + 2 ⇒ (12) + 2 = 14Random Target: 1d6 ⇒ 2
Villager 8: 1d20 + 2 ⇒ (19) + 2 = 21Random Target: 1d6 ⇒ 6
Villager 9: 1d20 + 2 ⇒ (11) + 2 = 13Random Target: 1d6 ⇒ 6

Damage 1: 1d8 ⇒ 1
Damage 2: 1d8 ⇒ 4

Most of the crossbow bolts bounce off the armor, even on the one blind soldier. However, two of the townsfolk luck out. Neither soldier hit goes down, but they do cry out in pain, and one looks close to collapsing. #1 close to collapse, #10 hit for the first time

Siege Engine: 1d20 + 5 ⇒ (12) + 5 = 17

Again the siege engine releases with a massive twang sound, and again the massive bolt hits the back of the leader at a very oblique angle and deflects off the hard steel armor, slamming into the temple wall and shattering like glass.

Toxic GM Waste:

Random: 1d7 ⇒ 5

L = 0
1 = 14
2 = 6 Blinded
3 = 6
4 = 21 Blinded/Dead
5 = 22 Blinded/Dead
6 = 15 Dead
7 = 16 Dead
8 = 12
9 = 6
10= 4

Phase 4

Initiative Harry: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Luna: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Paul: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative Sterling: 1d20 + 4 ⇒ (6) + 4 = 10

Townsfolk: 1d20 + 2 ⇒ (4) + 2 = 6
Leader: 1d20 + 4 ⇒ (4) + 4 = 8
Soldiers: 1d20 + 2 ⇒ (7) + 2 = 9

Everyone, then NPCs


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna moves over to soldier 10 and strikes out at him with the whip. Her worry though is for Sterling who needs to get away from the leader quickly.

to hit: 1d20 + 7 ⇒ (20) + 7 = 27
dmg if hits: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

to confirm: 1d20 + 7 ⇒ (13) + 7 = 20
dmg if hits: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

I did run away last round. Hopefully I made it. If so, I'll be drinking a potion of CLW while hiding in the tannery.

clw: 1d8 + 3 ⇒ (5) + 3 = 8


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Honestly I'm still a bit confused by the map. I assume the numbered ones are soldiers but I have no idea which ones I'm hitting or if they are even coming off the map.

pick a target threatening one of the PCs.
deadly aim, rapid shot
to hit: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d8 + 5 ⇒ (5) + 5 = 10
to hit: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d8 + 5 ⇒ (1) + 5 = 6 miss


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul takes a 5' step back and yells, "Eat this! as he unleashes a sheet of fire at the soldiers.

Burning Hands Damage DC 15: 3d4 ⇒ (4, 3, 1) = 8 Will get 3,6,9


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry Harry, my fault, I forgot to put the red X's on the newly killed ones last night. Brain dead. Map updated. Sterling, you did, the withdraw from the Leader didn't provoke, as he only had 5 ft reach.

Luna's whip breaks another neck as she perfectly catches him with the whip. #10 dead

Paul adjusts and washes 1, 3, and 9 with fire. 6 died, I'm assuming you would have adjusted to hit those three instead. A soldier dies in agony in the flames, and the other two are burned horribly but survive.

Well, one of them does, Harry's arrow slams into the other in the back of his neck sending him crashing to the ground dead as a doornail.

Only soldiers 2 & 3 are still up, both wounded

GM Toxic Stuff:

Reflex 1: 1d20 ⇒ 20
Reflex 2: 1d20 ⇒ 4
Reflex 3: 1d20 ⇒ 15

L = 0
1 = 18 Dead
2 = 6 Blinded
3 = 14
4 = 21 Blinded/Dead
5 = 22 Blinded/Dead
6 = 15 Dead
7 = 16 Dead
8 = 22 Dead
9 = 20 Dead
10= 18 Dead

The one remaining mobile (non blinded) soldier, blood streaming from him where he's not burned, steps toward Paul and brings his sword down.

Attack: 1d20 + 5 ⇒ (10) + 5 = 15

But his wounds prove too much, and he can't coordinate himself enough to land a blow.

The leader, seeing his men decimated, curses at Sterling, and then wheels his horse and drives back past Paul and out of the town gate. "Truly ye be demons, and demon spawn filth! Ye shall not savor this victory long! Servitrix Sedania comes, and she will cleans the earth of this entire village, and all you demons and demon spawn filth with it!"

The villagers ragged cheer as he turns his horse dies still born at his words, the villagers going pale at his words. They begin to nervously reload their crossbows.

Still in combat, as the soldiers will die to a man


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Phase 5

Initiative Harry: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Luna: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Paul: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative Sterling: 1d20 + 4 ⇒ (16) + 4 = 20

Initiative Townsfolk: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Leader: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative Soldiers: 1d20 + 2 ⇒ (12) + 2 = 14

Luna, Paul, Sterling, Soldiers, Harry, ermaining


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

Luna steps over about 10 feet to attack soldier 4, trying to bring down yet another of these demon hunting scoundrels, her whip snaking out to slice into him.

to hit: 1d20 + 7 ⇒ (20) + 7 = 27
dmg if hits: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

to hit: 1d20 + 7 ⇒ (11) + 7 = 18
dmg if hits: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

whoa... I can't believe all these 20's!!! Don't think the second roll was so good this time though, but still... just wow. oops, my bad, didn't realize he was blind or I would have added my sneak damage too, lol.. I guess it wasn't necessary though, based on GM's next post.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Luna picks on the poor blinded soldier who can't see anything, and snaps his neck as well with a well placed whip crack.

Helps if they are blind, -2 AC


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

sure wish the leader had moved within aoo reach of me as he withdrew... that would have been sweet, lol.. anyway - it looks like we only have one soldier left... GO HARRY!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Not really, it was a Will save to attack him unless he attacked you.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

oh, he had sanctuary up? ah well... we still have to worry about how to save this town with a new and worse threat coming... with probably more troops... IF we even can save them...


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

Doesn't mean I can't attack his horse. Heh heh.


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul attacks the soldier with his staff and yells at the leader.

"Hey you coward! The captain is supposed to go down with his ship!"

+1/+1 Quarterstaff: 1d20 + 6 ⇒ (3) + 6 = 9 Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Paul's quarterstaff bounces harmlessly off the steel of the man's armor.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, you can shoot at the horse. Just be aware it is wearing barding, so it's also a tough nut to crack.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

shoots at horse
mythic point to remove deadly aim penalty
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 bah


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

lol, we have angered the dice bot gods


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

On the open road, the horse pulls into a full gallop, the arrow slamming into the heavy armor of it's flank merely encouraging it to run faster.

The horse is now 200ish feet off the map after a full gallop run, and blocked by trees from town.

BTW: Sterling, should we assume you drank another potion of healing or something?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The townsfolk loose another volley, this time not shaken. They're still not very good shots though. Fortunately, they are all shooting at the same target.

Villager 1: 1d20 + 2 ⇒ (6) + 2 = 8
Villager 2: 1d20 + 2 ⇒ (20) + 2 = 22
Villager 3: 1d20 + 2 ⇒ (10) + 2 = 12
Villager 4: 1d20 + 2 ⇒ (17) + 2 = 19
Villager 5: 1d20 + 2 ⇒ (8) + 2 = 10
Villager 6: 1d20 + 2 ⇒ (2) + 2 = 4
Villager 7: 1d20 + 2 ⇒ (5) + 2 = 7
Villager 8: 1d20 + 2 ⇒ (19) + 2 = 21
Villager 9: 1d20 + 2 ⇒ (11) + 2 = 13

Damage 1: 1d8 ⇒ 2
Damage 2: 1d8 ⇒ 7

Most of the crossbow bolts bounce off the armor, but two of them stick home and the last soldier goes down.

Combat over, unless you want to try to chase the galloping horse down.


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

No way we could catch it, so no.

Harry will get down off the roof and join his companions.
"Ok, that was a lot closer than I'd like. But he said we got more company coming. What the heck do we do now? I don't think we could take another assault like that. "


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul walks up to the villagers hand extended out to shake hands with them, and says "Thanks for taking down that last one, this stick didn't seem to get through that armor. I'm Paul by the way.

Anyone know who this Cervix Sedona is and why her panties are all up in a wad?"


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

I'm assuming I have Luna's memories, so...

"Is there any way we could get these people across the barrier safely and to our homes where they might be safe from the 'demon-hunters'? Otherwise, I'm afraid we're not going to be strong enough to fight off a larger force by ourselves."


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

clw: 1d8 + 3 ⇒ (5) + 3 = 8

Sterling shakes his head. It wasn't long ago that Luna was a frightened little girl. Now she was a competent woman, who was far more lethal than he ever suspected. He smiles broadly at her.

Surveying the carnage, he starts looking for a surviving soldier. If they could save at least one, they could question him. He talks to the others as he looks.

You're right Harry, we barely escaped this scrape. It's only thanks to Luna, and the reclusive, yet magically powered Paul, we routed this battle.

Luna has the right idea. However, convincing them to come with us is another story. Hopefully, our bravery has bought us a little trust from them. I don't think there is any question they would have been slaughtered without us. I just wish we could have put down the priest as well.

Let me go talk to the peacekeeper. First, we need to see if we can save one of these soldiers. Our biggest deficit right now is our ignorance.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

"You have a point, Sterling. If any of these soldiers is maybe unconscious, we can get him healed back enough to answer some questions. However they might be zealots enough not to talk without some persuasion and it's not my style to venture down that path."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Being NPCs, they normally just die at 0. However, I'll give each one a stiff Dc 20 Con check to see if any managed to linger on

Con #1: 1d20 + 2 ⇒ (9) + 2 = 11
Con #2: 1d20 + 2 ⇒ (13) + 2 = 15
Con #3: 1d20 + 2 ⇒ (14) + 2 = 16
Con #4: 1d20 + 2 ⇒ (15) + 2 = 17
Con #5: 1d20 + 2 ⇒ (13) + 2 = 15
Con #6: 1d20 + 2 ⇒ (6) + 2 = 8
Con #7: 1d20 + 2 ⇒ (8) + 2 = 10
Con #8: 1d20 + 2 ⇒ (2) + 2 = 4
Con #9: 1d20 + 2 ⇒ (1) + 2 = 3
Con #10: 1d20 + 2 ⇒ (18) + 2 = 20
Con #11: 1d20 + 2 ⇒ (6) + 2 = 8

It appears #10 is still alive, despite having his neck snapped like a twig. Nothing you can do will repair that, but you might be able to heal him enough to live as a quadraplegic.


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

"This one's still hanging on, but his neck is broken. It would be beyond cruelty to heal him back enough to talk to us, as he'd be a total cripple. Better to just let him die in peace."


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Why does everyone think the worst? he says somewhat exasperated. You imply we would torture him for information, when there are far more effective and humane methods Sterling sees that only one lives, and his life would be miserable to say the least. It was something would not take responsibility for alone.

This one would be paralyzed, but alive. So I put it to a vote. Save him and take him with us, or leave him to die?

edit: Luna posted hers before mine. so just pretend I said mine first :P


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

lol, I ninja'd your post, sorry... but consider Luna's her answer to yours.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

With all the magic flinging around in this place, whose to say he can't be repaired in the future?

Harry, Paul, what do you guys think?


Human HP 54/54
stats:
AC/Touch/Flat 21/12/19 Fort +7/ Refl +5/ Will +4 Init +6
skills:
Perception +9, Survival +8, Stealth +4, Climb +5, Swim +6, Knowledge Nature +10, ride +4

"I honestly don't know enough about the magic to make a good guess. We certainly don't have the resources to help him ourselves right and and transporting him with be a hindrance especially when we have enemies pursuing us. Anyway, I'm not overly inclined to be merciful with someone who was part of a pogrom to wipe out a village because they dared talk to us. I say let him die. "


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul sighs and says, "Better a paraplegic and alive than dead in my book. My magical abilities are not of the nature to cure him though so I'm little use to him. I don't know that we have the ability to save him."


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Two to two. Where's our tie breaker? Sterling looks around for Kong


hp 47/47, AC 18 T14 FF14 , bab +3, melee +7, missile +7, cmb 2, cmd 16, F 3, R 8, W 6, init +6, mp 7/7 rogue(charlatan) 5/witch 5/trickster 2
skills:
acro 12, appraise 13, bluff 12, craft 6, diplo 11, disable 11, disguise 9, escape 11, intim 7, k dungeon7, k local 7, k arcana 7, ling 7, perc 12, perf:ora 8, prof sailor 6, sm 9, soh 11, splcrft 8, stlth 12, surv 6, umd 7

"Great, we're at an impasse, it seems. Well, can anyone even provide him some healing? If not it's all moot anyway. I do have a potion, but I'm loathe to give it to him if it's going to leave him a total cripple but alive. If one of you that wants to bring him around wants to slip him something, feel free. Personally, though, I think you'd better decide quick or he'll die while we dither."


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

A tie means things stay at the status quo.

Paul can you search the unfortunates for magic? In the mean time, I will go to talk with the lawkeeper.

Sterling walks over to the gatheredd group of villagers. He motions to the lawkeeper to see if he is interested in talking.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The Villagers are all kind of standing around, their crossbows reloaded, looking from the peacekeeper to the Demons, wondering if they should be attacking the demons as well.

When Sterling approaches, the Peacekeeper scowls. "I suppose you want a pound of flesh and our souls for stopping the soldiers..." He growls, glaring at Sterling.

Paul:

The only thing magical on the soldiers is a necklace with a triple scythe symbol on it.

Luna:

Luna can tell just from looking that the armor and weapons are of first rate quality.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling shakes his head a little. These people are unbelievable

Actually, I was wondering what you are going to do now? He pauses and looks around. You won the battle, but you are still at war. Will you reset the barricades and wait for another attack? Will you head out and hope they don't come to hunt you down? Any thoughts about your future or will you be making it up as you go along?

He lets it sink in a bit

I offer you a choice. And as free men, you can decline with no repercussions from us.

Beyond the demon wall, Mahb and her brood are making a home. You are welcome to come. Maybe you can start over. Maybe you can find peace. Maybe together we can strike back at the church that made slaves of you.

We are not your masters. You are free to choose as you like. We are demons to your gods, only because we offer you what they fear most...choice.

last mythic point

diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19
diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32Beat dc:32

Since we gave dangerous aid, hopefully I have an additional +10 to the check


Male Human HP (52)
Stats:
AC/Touch/Flat 22/13/19 | Fort/Ref/Will +6/+5/+4 | Init +7
Skills:
Perception +7, Kn: Arcana +12, Kn: Dungeoneering +10, Kn: Engineering +11, Kn: Geography +8, Linguistics +10, Spellcraft +11, Stealth +10, Survival +8
Wizard 5/Warrior 5

Paul does a quick scan with detect magic active and then starts searching the bodies more thoroughly.

"The only magical items I found are these necklaces. If you give me a few minutes I'll see if I can find out what they do."

Paul then picks up a few of the necklaces and studies them to see what they do and that they do the same thing.

Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Paul:

They have some sort of necromantic aura on them. Paul's not sure what exactly they are supposed to do, but they seem to be spell trigger items. Most likely one use items. He suspects it may be some sort of 'cyanide pill' item, given the amount of negative energy in the item.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The peacekeeper looks at Sterling for a long time, then spits on the ground irritably. "You got mighty fine words, Demon. But I can't help but think we'd a been a lot more free and happy if you'd never shown up in our town. Or if we'd been able to kill you the other day." But at least the hostility seems to have drained out for now. "Let me talk it over with people, can't make decisions for them this big." He walks off and motions for the rest of the villagers to come around, including a few more who come out of buildings.

Sterling notices that a woman and the rest of the kids come out of the tannery to join the group.


Human HP (44/44)
Stats:
AC/Touch/Flat 24/13/21 Fort/Ref/Will +7/+5/+8| Init +12
Skills:
Craft(Alchemy)11, Spellcraft 11, Diplomacy 14, Intimidate 12, Linguistics 10, Perception 15, Sense Motive 7, Stealth 7, Handle Animal 13

Sterling heads over to watch Paul work. He was woefully unprepared for the battle. Not surpising considering the vast majority of his conflicts were mediated by the court. He would have to align himself to the needs of his environement. That would mean training and time. The power Paul exhibited was astounding. He would request training from him, when they get more time.

What have you figured out Paul?

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