GD VI: You Only Die Twice High Tier (Inactive)

Game Master Awenydd83

MAPS

Initiative:
[dice=Dr. Vitruvian]1d20+4[/dice]
[dice=Jaysin]1d20+8[/dice]
[dice=Hikaru]1d20+8[/dice]
[dice=Wizzy]1d20+7[/dice]
[dice=Caduceus]1d20[/dice]
[dice=Vex]1d20+9[/dice]


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Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Perhaps the biggest change is that the holy warrior has used fabric to cover his shield, protecting the image of Iomedae. The normally cheerful and charismatic half-elf looks dower and unhappy.

You ask much of me My Lady, and I trust your wisdom in this. Perhaps you want me to know the horror of undeath so I may better fight it. Still Inheritor, this is...unpleasant.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Becoming a death gnome was not on his bucket list, but Wizzy tries to make the best of it..

"I hate swamps.. Being short is no good here, no good at all.."

He casts extended heroism upon entrance to the swamp and uses a bardic point to cast triple time on the group. +10 enhancement to movement for 1 hour

Wizzy will take one of the inflict crit potions and will spend 2pp for a scroll with 2 castings of inflict serious wounds on it.


|Ruins |WBGoblins|RotRL| Emerald Spire|

The team preps for company after Vex's warning of company slogging through the swamp towards your hiding place. Soon, several members of what seems to be a press gang fade into sight through the darkness. 5 juicy and putrid members of the press gang wear filthy remnants of military uniforms and another carries a unit banner that billows softly in the light breeze of the night. They are followed by several apparently mindless undead in chains, and are led by another undead whose uniform is slightly less tattered and shows the ranks of a middle ranked officer. A thick tangle of discolored entrails clings to this lurching skeleton's torso and winds upward to loll from its jaw like a clawed tongue.

I will allow one round to either make a stealth check, prepare to fight, or to engage in some other manner before the leader spots you.

DC 15 Sense Motive:
It has been a long night and is now nearing dawn. These members of the press gang appear to be rather ragged and are most likely headed back to Corpselight for some much needed rest. No one is paying much attention to anything barring the distant lights of the town..

DC 13 K. Religion:
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy. You may ask one question from THIS list for meeting the DC, and another question for every five you exceed the DC.

DC 18 K. Religion:
Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.
Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying. You may ask one question from THIS list for meeting the DC, and another question for every five you exceed the DC.

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

Jaysin will try to hide before being seen by the approaching undead.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

sm: 1d20 + 0 ⇒ (11) + 0 = 11

know religion: 1d20 + 3 ⇒ (10) + 3 = 13

stealth: 1d20 + 4 ⇒ (8) + 4 = 12

Hikaru does his best to ferret out what he knows about undead like these from his memory, but nothing comes to mind...

Then he does his best to hide and ends up standing behind a sapling that wouldn't hide a signpost. He gives up the effort and just moves to one side to let them pass.

When they approach, he gives the leader a jaunty salute and waves him on, as if dismissing him to take his troop and conscripts on his way...

bluff: 1d20 + 12 ⇒ (12) + 12 = 24

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

I forgot to put this in the last post. Vex would have dosed himself with Clear Ear just before leaving, and it takes 2 hours to activate and then lasts for 6 hours. Let me know when/if it kicks in.

Sense Motive: 1d20 + 10 ⇒ (11) + 10 = 21
Know Religion: 1d20 + 13 + 1d6 ⇒ (3) + 13 + (3) = 19 feats please.
Know Religion: 1d20 + 13 + 1d6 ⇒ (10) + 13 + (3) = 26 feats again please. I think that is it, but if I get one more, I would like fighting abilities.
stealth: 1d20 + 31 ⇒ (14) + 31 = 45

Wights and a mohrg. Being undead we won't have much worry versus the wights, but the mohrg is another story. Pharasma watch over us.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Vex:
1) you actually get 2 questions for the first spoiler. Feats for Wights are: Blind-Fight, Skill Focus (Perception)
2) Two questions for this one as well. Feats for Mohrg: Ability Focus (paralysis), Dodge, Improved Initiative, Lightning Reflexes, Mobility, Skill Focus (Perception), Spring Attack
Fighting abilities: Base Atk +10; CMB +15 (+19 grapple); CMD 30

Jaysin dives for the meager cover provided by the tall grasses and weeds, while Hikaru does his best imitation of blade of grass. Failing that, he tries to just nonchalantly pass the soldiers along on their way.
Meanwhile, Vex disappears into the shadows as he recalls what he knows about these particular creatures.

Dr. Vitruvian-
Jaysin- hides 20
Hikaru- bluff 24
Wizzy-
Caduceus-
Vex- hides 45

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Then fighting abilities as well, just in case.

They seem quite ragged and paying little attention to anything other than getting back to Corpselight. This could work in our favor. The wayang thinks to himself.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Vex:
As you wish! Base Atk +3; CMB +4; CMD 15

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

It may be wise, be I refuse to hide from these abominations.

The paladin joins K'Kei, standing behind the tengu with eyes down in the presence of his 'superior officer'.

Bluff, aid: 1d20 + 6 ⇒ (15) + 6 = 21

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Knowledge (Religion) DC 13: 1d20 + 15 ⇒ (6) + 15 = 21 Weaknesses? Special defenses?

Knowledge (Religion) DC 18: 1d20 + 15 ⇒ (19) + 15 = 34 AC? Weaknesses? Special attacks? Special abilities?

Dr. Vitruvian does his best to hide.

Stealth: 1d20 + 4 ⇒ (8) + 4 = 12

He is too interested in what's coming to do a particularly good job of that, however.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Dr. Vitruvian:
1) Weaknesses: resurrection vulnerability | Defenses: Undead Traits
2) AC: 23 | Weaknesses: None/ Undead Traits | Special: create spawn, paralysis

Caduceus works to try and complement Hikaru's nonchalant "nothing here to notice" attitude, while Dr. Vitruvian calls attention to himself in the very act of trying to remain unnoticed.

Dr. Vitruvian- Hides 12
Jaysin- hides 20
Hikaru- bluff 24
Wizzy-
Caduceus- bluff 21
Vex- hides 45

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

On the off-chance you'll permit the following:

Heal check to try to minimize/suspend own vital signs via yoga-like techniques: 1d20 + 22 ⇒ (10) + 22 = 32

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Not sure I can garner much more info than is already known..

"Gather close, I will conceal us."

Wizzy casts a spell and invisibility appears in a 10' radius.

Stealth with Invis, not moving: 1d20 + 16 + 40 ⇒ (3) + 16 + 40 = 59


|Ruins |WBGoblins|RotRL| Emerald Spire|

As the party prepares themselves, the chain gang manages to stalk into view.

As they approach, the leader stops the gang with an upraised hand and turns towards the party of "undead" Pathfinders at the top of the hill. "You there." he says imperiously. "What are you doing in these parts?"
As he peers around the hillock where you stand, his keen eyes pick out where some of you have tried to hide. Pointing you out, he commands "Step forward and explain. It's late and I have little time to deal with childrens games."

Perception: 1d20 + 23 ⇒ (19) + 23 = 42

[ooc]Dr. Vitruvian- Hides 12| Seen
Jaysin- hides 20| Seen
Hikaru- bluff 24
Wizzy- Invis, 59
Caduceus- bluff 21
Vex- hides 45[/b]

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Not trying to cause a retcon Gm, but I cast an Invis Sphere 10' radius. Looking at the map everyone is in that.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Ha. I am sorry.. I missed the wording in my hurry to get a post up for yall. Thank you for catching me!

The undead leader pauses the group for a moment, peering up the hill. He could have sworn he saw something.. it must be the late hour and long days in the field. He shrugs before motioning for the rest of the group to proceed once more. As he disappears into the swamp, he casts several looks over his shoulder, unsure as to what he may or may not have seen!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Suppose we should be moving on then.. The sphere lasts several minutes so stay close together."

Move on towards destination GM!


|Ruins |WBGoblins|RotRL| Emerald Spire|

As you wish.

With no more comment or exploration handy, the team gathers together and slinks through the benighted swamp following the departing chain gang.

The town of Corpselight is a small farming hamlet approximately 2 days’ travel east of the city of Graydirge. Unlike most other farming towns throughout Golarion, Corpselight raises intelligent humanoids for use as food by the various forms of undead found throughout Geb. These human chattel are kept in pens until they are shipped out to locations throughout Geb.

When you finally arrive, the town is virtually devoid of activity, its inhabitants mostly indoors going about their daily lives. In the various pens and corrals around town however, shackled humans in tattered rags stand or sit in their own filth like poorly tended livestock. Their eyes are glazed over and they make no sound or movement toward the approaching PCs; they long ago accepted their fate and now act and think like the cattle their owners treat them as.

As you pass near a pen, a young and obviously malnourished woman calls out to you as she does to any passing creature. "Food.. Water.. Please.. Anything!?? We are dying of thirst and hunger here.. Please have a heart!! Have mercy on us!!"

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

As the group is bout 2 hours from the town, Vex applies another dose of clear ear, and just before they arrive in town, he uses another charge of longstrider from his wand.

Stepping from the shadows he has been skulking in, Vex approaches the young woman, a waterskin held before him, "Here. Drink your fill. I have food in my bag as well."


|Ruins |WBGoblins|RotRL| Emerald Spire|

The woman looks absolutely stunned that anyone bothered to respond to her pleas.. then she grabs for the waterskin with desperation. Surprisingly though, she only takes a few mouthfuls before stoppering the skin once more. She looks at Vex warily, obviously torn in indecision, before saying "Please. My father is within, and he is sick. Sick cattle will not do you as well, yes? Please.. let me take the food and water to him.. how are we to be a good meal for you if you let us starve??"

DC 15 Sense Motive:
She is obviously trying to manipulate you based upon what she sees.. but she believes what she says and is emphatic about the need for food.

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

sense motive: 1d20 + 10 ⇒ (19) + 10 = 29

"Please, take us to your father. If we can help him we will. You have no need to fear us child. We are quite different from others you have met, I'm sure, but please it must remain a secret."

-Posted with Wayfinder

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

"You're not like the others," Dr. Vitruvian says matter-of-factly as he approaches behind Vex. "You're not broken beyond all hope."

Sense Motive: 1d20 - 1 ⇒ (19) - 1 = 18

"As a matter of fact, there is even light in your eyes. How long have you been in here - and where, precisely, is your father?"

Heal check on damsel in distress as a simple matter of professional pride: 1d20 + 22 ⇒ (7) + 22 = 29


|Ruins |WBGoblins|RotRL| Emerald Spire|

Dr. Zephyrus:
Although significantly malnourished and dehydrated, the young woman has shown a remarkable resiliency in retaining her mental capacity in the face of such horrors as she is wont to be exposed to being on that side of the buffet line.

The woman hesitates, clearly not knowing what to do with such helpful masters and future dinner-mates.
She quavers "My father.. he is here, in the middle of the pen. You.. You're.. not going to hurt him are you? I promise.. if he just gains some strength he can still serve his purpose. There's no need to take him early!!" the young woman is clearly distraught at the idea.

Finally, need overcomes caution, and she beckons the way towards the middle of the pen. She continues to Vex, her head bowed, chin to chest "Master, I don't know what you mean about being different. This is all that we cattle will know. But you have shown more kindness than I have yet seen.. I pray that it is true and not some cruel joke.."

Turning towards Dr. Zephyrus as they go, she elaborates sadly. "I am one of the few left that has not just accepted my fate and mentally retreated.. but my father and I were only captured about a year ago.. He is lying on a pallet I have made here in the middle of the pen.. Its easier to stay out of sight of the pickers."
She stops, looking over her shoulder to see if you follow..

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

I'd follow, but aren't they in cages? What are the cages/pens/corrals made of? How many to a cage? How big are the cages? Are they all the same?


|Ruins |WBGoblins|RotRL| Emerald Spire|

Think something along THESE lines. Or these. Only with mindless herds of humans staring out with glassy, unseeing eyes..

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Can I follow along outside the pen?

Honestly, it can't be quite like those pictures; humans could easily climb over those.


|Ruins |WBGoblins|RotRL| Emerald Spire|

Straight from the text: In the various pens and corrals around town,
however, shackled humans in tattered rags stand or sit in
their own filth like poorly tended livestock. Their eyes
are glazed over and they make no sound or movement
toward the approaching PCs; they long ago accepted their
fate and now act and think like the cattle their owners
treat them as.

-Posted with Wayfinder

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Right. But with barriers like that, why didn't they try escaping before they broke? Why isn't our damsel in distress trying that?

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru watches seemingly impassively, too slow in his reactions to offer food and water to the woman.... but he keeps along with the doctor and the girl when they go to find her father... Not much he can do except protect dr. V. if there's trouble, but there's always that threat. He keeps an eye out for these 'Masters' in case they should show up and want to protect their 'livestock'.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Pulling the party members to the side..

"Look, as much as I would like to help here this is not our mission.. Let's try to stay on task and if we can help these people before leaving we will. You are likely to draw to much attention and ruin the mission if you take this any further at the moment."

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

He is right. Perhaps after the mission is completed we could try to be of more help, but we can't risk ourselves considering where we are.

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

"The other humanoids don't even seem to notice us, and at first when she actually spoke, I thought she may have information on others like us, indicating our other team. Sadly, based on her further reactions, I doubt she ever encountered them. She may still have valuable knowledge about the book we seek since she seems more aware than the other cattle. Don't forget, the Venture Captain told us the best way to find out about Joktun was to talk to people, as he would have stood out by his behavior alone. What other plan do you have to find the book and the team?"

Besides, I can't see Caduceus remaining quiet for long in this situation... Better to get this over quickly with as little questioning as possible.


|Ruins |WBGoblins|RotRL| Emerald Spire|
Dr. Zephyrus Vitruvian wrote:
Right. But with barriers like that, why didn't they try escaping before they broke? Why isn't our damsel in distress trying that?

I have no answer for the first part, but for the second part, I can infer the following: She is deep inside a country where she is looked upon as nothing more than food, and would be hunted mercilessly if she were found to have escaped, with no chance to get anywhere without help.. which brings up this next portion ;-)

As the party is trying to decide whether or not to help the young woman, a rising cacophony begins to rise on the outskirts of town. Slowly, the cries of battle and the clashing of metal upon metal floats to the ears of the disguised Pathfinders! Echoing amongst the clash and clatter of sudden battle, you can hear devoted cries invoking Pharasma's blessings intermixing with the rest of the battle sounds.

After a few moments, a heavily armored knight strides into the square, his heavy mace dripping with undead splatter and his large shield still bearing the holy symbol of Pharasma beneath its many dents and scrapes. At his heels are 6 warriors, all armored in breast plates and shields and wielding morning stars. The leader lifts his mace and points to the pens where you are standing, His ringing command dominating the battlefield "Kill the abominations! Then get the prisoners freed!!"

GM Rolls:
Cleric: 1d20 + 11 ⇒ (2) + 11 = 13
Acolytes: 1d20 + 8 ⇒ (10) + 8 = 18

Initiative:
Dr. Vitruvian: 1d20 + 4 ⇒ (7) + 4 = 11
Jaysin: 1d20 + 8 ⇒ (4) + 8 = 12
Hikaru: 1d20 + 8 ⇒ (20) + 8 = 28
Wizzy: 1d20 + 7 ⇒ (15) + 7 = 22
Caduceus: 1d20 ⇒ 6
Vex: 1d20 + 9 ⇒ (16) + 9 = 25
Cleric: 1d20 + 1 ⇒ (4) + 1 = 5
Acolytes: 1d20 + 1 ⇒ (16) + 1 = 17

Map Updated

"Bold May Post"
Hikaru
Vex
Wizzy

Acolytes
~Maroon
~Red
~Orange
~Yellow
~Green
~Blue
Jaysin
Dr. Vitruvian
Caduceus
Cleric

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

Hikaru approaches the knight and speaks sotto voce to him and his acolytes in the hopes they won't be overheard.

"We are not what we appear to be... My name is K'Kei Hikaru. I am a Pathfinder from Absalom... We are seeking one of our own named Joktun, and a book too powerful to leave in this place lest it be used to cause evil. We don't want to fight you, but we will defend ourselves if you continue on this course... Let's talk instead..."

parry if nec:

parry: 1d20 + 14 ⇒ (7) + 14 = 21

opting not to riposte

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

Vex moves forward alongside Hikaru, holding out his previously hidden holy symbol of Pharasma, "Followers of the Grey Lady, I too am a devout follower of The Mother of Souls. We are only under the guise of undead because the mission we are on is of such great importance. Please listen to what we have to say before passing judgement."

Move: approach, Standard:full defense (+6 to AC=35/26T)


|Ruins |WBGoblins|RotRL| Emerald Spire|

May I please have some diplomacy checks to go with those statements?

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

diplo: 1d20 + 4 ⇒ (7) + 4 = 11 ouch... Vex, I hope you roll better than I did

The Exchange

Small Adventurer 9 | AC: 27 (T:19/ FF: 20) | HP: 63/63 | CMD 23 | Fort +11*, Ref +18*, Will +10*; Initiative +9 | Perception +28 (+33/35 vs traps/magic traps) Trap Spotter(w/in 10' of trap),Scent,Dark vision 60'|Conditions: none | Effects:

diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29 I would like to say I planned that... But I’ll take it! ;)


|Ruins |WBGoblins|RotRL| Emerald Spire|

Lets see what Wizzy posts before I resolve those.


|Ruins |WBGoblins|RotRL| Emerald Spire|

1d20 + 3 ⇒ (7) + 3 = 10

The acolytes scoff at the attempts of the Pathfinders to dissuade them from their purpose, calling out holy invectives against the disguised undead as they move forward, maces at the ready.
Two of the acolytes each attack Vex and Hikaru, while the rest flank out in a line.

Y vs Vex: 1d20 + 8 ⇒ (9) + 8 = 17
M vs Vex: 1d20 + 8 ⇒ (11) + 8 = 19
O vs Hikaru: 1d20 + 8 ⇒ (11) + 8 = 19
B vs Hikaru: 1d20 + 8 ⇒ (12) + 8 = 20

Despite their divine claim and pleas, none of the weapons come close to their targets!

"Bold May Post"
Hikaru
Vex
Wizzy
Acolytes
~Maroon
~Red
~Orange
~Yellow
~Green
~Blue
Jaysin
Dr. Vitruvian
Caduceus

Cleric

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Moving up, the paladin, pulls the tattered rag off of his shield. He holds forth the glorious image Iomedae and send forth a wave of healing energy.

Selective Paladin Channel: 3d6 ⇒ (3, 6, 2) = 11

Channeling positive to heal, but I will use Selective Channel to avoid effecting the party just in case.

Addressing the leader directly, "There is no need for this! Our story may sound hollow to your ears, but you cannot deny you felt the divine power of The Inheritor course through you. Cease now and help those trapped in the pens before the actual abominations return."

Diplomacy (Aid?): 1d20 + 18 + 3 ⇒ (5) + 18 + 3 = 26 {I know you can't really use diplomacy during combat, but I am hoping the channel gives them pause and an opportunity to listen to reason. I totally understand if it falls on deaf ears. Had to try though.}

Remaining healing:

7/7 Oracle Channels
8/9 Paly Channels
12/12 Lay on Hands


|Ruins |WBGoblins|RotRL| Emerald Spire|

1) This section really does talk out of both sides of its mouth, stating that diplomacy is an option and giving DC's/Stats/Etc, then referring to the diplomacy rules re: combat.. so I roll with what makes sense based on the RP.
2) Keep your selective channeling in mind.. it will certainly have a negative effect in your current state.

Caduceus strides forward, confident in the armor and knowledge of his gods protection! Calling out to the attacking knight and men at arms, he channels a burst of positive energy, excluding his comrades, as positive proof of the unusual pleas to the hell bent Pharasmans!

"Bold May Post"
Hikaru
Vex
Wizzy
Acolytes
~Maroon
~Red
~Orange
~Yellow
~Green
~Blue
Jaysin
Dr. Vitruvian

Caduceus
Cleric

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Sorry folks, my weekend posts are almost always low. Feel free to bot him in the future if I am holding things up.. As a note GM Wizzy would have refreshed his Heroism and Triple Time before moving into the town.

Wizzy moves forwards and speaks as well.. Unfurling his Banner of Ancient Kings!

This green banner with gold trim and a gold leafed Glyph of the Open Road stamped in the middle!

"Tis true what my friends say! We are allies on an undercover mission from the Society! Stay your arms so that we may speak please!"

Diplomacy: 1d20 + 21 ⇒ (4) + 21 = 25

Sovereign Court

Male Human (Taldan) Fighter (Archer) [8.1] | HP 60/60 | AC 24 T 17 FF 18 | CMB +10 CMD 27 | F+8 R+10 W+4 | Perc +3 | Init +8 | Acro/Climb/Swim/Escape +11 | SM +5 | Survival +4 | Ling +8 **Arrows : Durable Adamantine unless otherwise stated**

I'll wait to see if any of the diplomacy actually works before I start filling people with arrows.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 19, T 14, FF 15 (+1 vs spear)|HP: 60/60|F +10, R +12, W +3 (+4 vs poison/+2 vs fear/cnt disease/+1 vs inh disease/poison/stench)|Init +4, Perc +17|CMB +9 CMD 23|18/18 Bombs, 1/1 Mutagen, 10/10 Healing, 1/1 Tattoo

Something like that, yes.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

You can consider Wizzy's an aid GM, I didn't notice Vex rolling a crit.


|Ruins |WBGoblins|RotRL| Emerald Spire|

I am sorry, it is most difficult for me to post on Mondays, and only slightly better on Tuesdays.
Wizzy: Thank you, I will keep that in mind.

The team tries to fend off the Pharasmans as they rush forward, relying on words instead of swords to end the fight.
1d20 + 11 ⇒ (17) + 11 = 28

At first, the leaders face almost turns purple at the supposed heresy embodied by an undead creature carrying around a shield emblazoned with Iomedae's holy symbol, then turns very odd and confused as the rush of healing powers over take him and his band. Lastly, the words of the group finally reach through his blood thirst to strike true. He stumbles to a halt, looking about at you with deep confusion. "Hold, Warriors of Pharasma!" he cries out, gesturing towards his men. Cautiously, he steps forward, looking for some trick or new heresy.
"Parlay!" he cries to you. "What is this madness?!?! The Society? You are.. but you seem to be.. What the devil is going on here??" he exclaims, finally lowering his weapon and motioning for his team to do so as well.

Your diplomacy rolls were not only to influence him, but also to give a bonus to him recognizing that you weren't really the undead he thought you were. We are out of initiative, and may converse as you wish.

Grand Lodge

hp 107/107 | AC 24, 15, 19; F 12, R 15, W 13; bab 13; cmb 14, cmd 29 (33 vs bullrush/trip); dr 2/-*; init 8; wclw 48, panache 4/4 enlarge 3/3 tengu swashbuckler (whirling dervish) - 5 / living monolith - 7 / Paladin (holy tactician) 3 | -11 * | image | folio reroll 1/1
skills:
acro 12, bluff 9, diplo 4, disguise 14, escape 6, fly 12, intim 12, know hist 8, know religion 8, know engrg 9, ling 8, perc 12, perf dance 15, sm 2, stealth 4

"SOciety mages gave us the seeming of undead so we could travel freely in these lands while we complete our objective here, which is to take a powerful relic out of the hands of those who would use it for evil."

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"We were sent in as a second group to recover the Testament of Geb, which is an extremely powerful weapon of necromancy. Pathfinder Joktan Heth and his group came before us guised the same way we are in search of the book, but have not returned. We are tasked with finding him and the book. Have you heard of either the book or Joktan? He was convinced the Testament was located here in Corpselight."

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