DM B's PbP Game Day 3: Decline of Glory (1-7) (Inactive)

Game Master Beckett

When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Init:

[spoiler=INIT ROLLS
[dice=]1d20+[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Parumartish]1d20+11[/dice]
[dice=Tuca]1d20+5[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

DM Notes:

Decline of Glory Map


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Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi rushes to the door to open it and allow the Taldan soldiers in.

"The Ghouls are our only enemy now." he says.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Appears Davor has reproduced by mitosis.
Davor will cast shield of faith on himself and wait for the guards to get closer.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima grabs the will and scans it quickly to make sure the appropriate marks are made, before tucking it into her inner pocket as she races into the central area. As the wizard moves, she yells at the soldiers outside, "Aren't you the military types? Organize yourselves! Funnel the ghouls into here if you have to, but let's take care of the real menace here!"

Idiots.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao takes up station next to the door Yoshi opened readying an act to slash at the first ghoul that comes through.

Readied Slash: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

As the scene explodes into chaos, Parumartish casts a handful of powdered iron into the air and begins chanting and weaving complicated signs with his hands. When he finishes chanting, he points to Davor and the iron powder begins to swirl and coalesce around the inquisitor who begins to grow larger.

Casting enlarge person on Davor.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

very nice. 3d6 damage now.

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

Among other things. +2 Str, -2 Dex, and you have reach now.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The soldiers redouble their efforts to get inside, drawing the attention of the undead monstrosities. They ignore most of the rest of the town, defenders and Taldan soldiers alike, and begin the make their way towards you. Those that can not get inside begin fighting, though it seems futile. A single strike from the ghouls causes most of them to fall to the ground, unmoving as though dead instantly. Half of the soldiers around you fall, though 4 manage to get inside, (the two near the window, and their leader and his guard manage to break through the front door).

They do manage to put one of the marsh ghouls down, though that jut seems to entice the others towards a bloodthirsty frenzy.

Saddened at the sudden turn of events and lose of his men, Captain Kretchmoor, the leader of the Taldan warriors, turns to you, offering a quick salute of respect for your honorable actions in offering haven, and then joins you in fighting back.

ROUND 2

Parumartish (), Yoshi (), Hisao (), Davor (), Mirima (), & *** Tuca ()

----------------------------------------------------------------------
Ghoul 1 (), Ghoul 2 (), Ghoul 3 (), & Ghoul 4 ()

*** = Grald (), Soldier 1 (), Soldier 3 (), Soldier 4 (), & Soldier 5 ()

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Davor double moves over to the unguarded double doors where a Ghoul appears to be on it's way. He has his sword up and ready to knock down the creatures as they enter.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"That is one big Davor..." the elven wizard mused, before shaking her head and snapping out of it. Mirima whispers to Mouser, "Go keep an eye on Belcher. Yeah, that guy that came back with us. Let me know if there's trouble." With a squawk, the bird spreads his wings and heads over to keep the heir company.

With the bird out of the way, Mirima takes a quick look about, and decides to start in on the ghoul outside the window. She pulls out her flask of liquid ice, and flings a ray of fire out the window at the approaching ghoul.

Ray of Frost(Fire style): 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Tuca shoots the zombie number 2.

Composite Longbow + Damage : 1d20 + 4 ⇒ (14) + 4 = 181d8 + 1 ⇒ (1) + 1 = 2

She shouts Be carefull!!! right before the arrow flyies in the air.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

With no immediate threat in his current room, Yoshi moves toward the broken window and next Ghoul.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Round 2
Hisao moves to the south door and readies a slash at the first ghoul to enter.

Readied Slash: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 1 ⇒ (1) + 1 = 2

Crit confirm+damage: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 1 ⇒ (4) + 1 = 5

Moved on map

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Combining your efforts with the taldan soldiers, you manage to put an end to the undead scourge. In the aftermath, after suffering a few wounds yourselves, and loosing another of the soldiers, their leader, bows to you, and accepts the signed documents as legitimate.

Seeing Becher, perhaps for the first time, as a worthy warrior, despite whatever past the two might have shared, he instead takes it upon himself to defend the small village, working with Becher to restore Railford to it's lost glory. Becher repays your kindness for saving not only him and his holdings, but a great many of the villagers in their time of need, and agrees to allow the Pathfinder Society to operate from here, creating a small lodge within the Distillery, and keeping your secrets well.

With your mission completed, you finally manage to return home, and are greeted as heroes. Other agents, already hearing pieces of the story of your adventure, form a line on both sides, raising swords, maces, holy symbols, spell books, and even mugs, creating a sort of gauntlet for you to walk through as a sign of respect, ushering you towards the VC's office for you to make your report.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry, as I said, I was pulled away for work unexpectedly, and I don't want to happen again, (which it very well might), so I went ahead and ended it quickly.

Please let me know if there are any other issues with Chronicle Sheets, reporting, etc. . . Also, and I realize the issue with me vanishing and also earlier not being able to post a few times, with those aside, I'd really like to hear everyone's thoughts, criticisms, and likes/dislikes about my DM's style, the game, whatever.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

I think the game went really well :D. But that's my opinion. I've been in another pfs game online recently that was pretty terrible. the GM rushed through it all and has been unable to give me a chronicle sheet as he didn't have a printer or scanner which has caused a issue as I obviously can't use this for my character officially.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

If you want, you can have the DM get ahold of me and I can hook them up with a PDF version of the Chronicle Sheet like I did for this game.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

To be honest, I think this would have been better if we hadn't rushed it for GD3, but I understand the pressures of trying to get games finished for it.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

There shouldn't be for a online PFS anyway. Other's online like this have had a good speed, however IRL games my group often miss the most obvious of clues.

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