GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

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Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

not to be that guy, but I don't think Dragash had any bombs left for that attack


It was an aoo. And it's sticking out of the darkness in its current position, so penalties are lessened.

Mmm; alchemists do tend to vomit their bombs at an excessive pace. I'll say he had enough left for that attack, but no more.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi, still surrounded by his mirror-twins re-positions to get a better line on the Emissary, and seeing it partly exposed from the darkness, plucks and tosses a card glowing at the beast.

attack+inspire: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
dmg=inspire: 1d4 + 12 + 2 ⇒ (1) + 12 + 2 = 15


Need Rosa's action


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Sorry don't know why this did not show up as updated

Rose move for-would with her spiders now and attacks.

This time she says nothing but grimly gets on with the art of butchery.

Actions:

I think they are OK to move thought spaces.

The spiders have darkvision 60 ft., tremorsense 60 ft.;
So the greater darkness has no effect I think.

Not 100% on where it is, Rosa will attack the bit in the light.
They flank rosa and attack as well.

Attack Adamantine Great Sword attack 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31

DMG2d6 + 4 + 2 + 2 ⇒ (3, 3) + 4 + 2 + 2 = 14 Lawfull Magic Adamantine

while spiders spray webs at it.

Spider 1 Attack web 1d20 + 5 ⇒ (8) + 5 = 13 DC12 [2HP]
Spider 2 Attack web 1d20 + 5 ⇒ (14) + 5 = 19 DC12 [2HP]

Web (Ex)
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Active Effects:
Protection from evil 7/10: +2 AC and Saves vs Evil
Bull's Strength: +4 Str
AC 29

Even thought the target was somewhat visible, Will decides to let Rosa's spiders handle it up close. They were slinging webs at it he really didn't want to be stuck to it for any length of time. He could still feel the missing piece the beast stole when it grazed him. Beyond its reach, he focuses his ki in his fist. He takes a single step forward and rotates his whole body, releasing the building force in the direction of his foe.

Shards of Iron+Inspire Courage+Bull's Strength: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23
Damage+Inspire Courage+Bull's Strength+Deadly Strikes: 1d6 + 5 + 2 + 2 + 1d6 ⇒ (5) + 5 + 2 + 2 + (6) = 20

A shock wave shoots over the spiders and smacks the beast in the face. I think. If it hits, he is staggered for a round. He still takes a -4 to all attacks not against me.

Swift to spend a ki point to make a maneuver range 30ft. Standard to use Shards of Iron.


With twin blows, Rosa and Will strike out. Divine and martial force slams into the alien creature, and it manages a final cry. YOU... HAVE... GAINED... A... HOLLOW... VICTORY... THE STARS... WILL FALL... It shivers and quakes, then explodes in a cloud of putrescence and acid.

Fallen, the sky gradually brightens, and the sun reappears through the waves of darkness. Around the town the sounds of combat and madness cease, as the townsfolk look around, still transformed, but with the aggression drained from their limbs.

Combat over, and Adventure over. Just a few concluding things now.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa with all her might, slimmed her sword deep into the Alien things flesh, pinning it as Wills hammer blast slams into it. Make makes its pathetic last cry and then there is just slime.

She pulls it slowly out of the mess before her and with a long swing in the air, flicks the ickor off her massive black hell blade. As she dose so it humms to itself contentedly. She says in a low voice in dutiful words. "So all those that fight order perish"

She turns and finishing her swing places the sword onto her back where it Locks into place. She looks battered and hurt, covered with muck from the best. Then in a loud and clear voice she calls the all around.

"TOWNS FOLK OF DUSKPAWN, REMEMBER THIS DAY, TELL OTHERS OF IT, WARN THEM AS I WARN YOU NOW. DO NOT FALL TO THE EVIL MADNESS OF CHAOS, FOR ONLY YOUR DOOM CAN COME FROM IT."

Happy that has been said she nods her head at Will and the others.
She says in a serous voice.

"I wish to sate my gratitude to you three. I would have failed in this task if not for your bravery and help. IF ever you need aid from me, it is there for the asking. I swear as a hound of hell on my unholy blade."

DC0 She means it to.

She goes in her pack and brings out a bottle of very strong looking drink, In a lighter voice she says

"Well I think that's the end of it, just need to check the town over, whose up for a hot meal and a drink."

She bites off the cork, takes a long drink and offers the bottle to the others.

Happy to do rap up scenes, also I want to say, Thank you very much GM Arkwright for this game, I really enjoyed it. Other players, thank you also for being great fun and playing great PCs, loved every moment. I hope you liked Rosa, and my play. If your up for more GM or players, I would be more than pleased to play with you guys again.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Will plants the blade of his weapon in the ground then puts his fists together in front of him. He draws in a deep, centering breath. As he exhales, some kind of mist escapes event though it isn't cold enough for that. He breathes a few more times to get his heart rate back to normal. On the last, his entire body slumps into his usual lazy posture. He grabs the fauchard and swings it onto his shoulder. He walks up to the beast, nudging it a few times with his foot. It was certainly dead. He felt no life force within. Looking up, he scans the surroundings.

"Not like they could have fought this. Nearly killed us," he remarks after Rosa stops yelling. "Not done yet either." He points the blade at one of the slumped over townsfolk, this one seemed like it had lizard traits. Scales and a tail. "Can you do the thing you did with Leeara? Turn them back?"


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa nods.

"It will take some days but yes, I can help them"


The next few days pass in a mix of pleasant chaos and healing. With their aggression gone, the town fills full of gambling, simple, playful mutants, slowly ebbing back to sanity and their normal lives as the days move in. Rosa brings in some assistance to supervise the recovery, and soon the town of Dustpawn is restored to its best state in years.

Dalviss Crenn finds many moments to thank you deeply for your efforts, both in saving him, in saving the town, and in validating his theories. He offers you his protective amulet and belt of strength and endurance as additional payment for your good work.

A few hours after the Emissary falls, Gelviel Zorriah the ship's captain collapses out of the wasteland, gaunt and tired. He seems in far better sense than before. Upon being told of the Emissary's defeat, he collapses in relieved sobs for some minutes. While Rosa's hellknights seem unable to cure him of his transformation, it seems his mental degradation has halted. He decides to stay in Dustpawn, offering guidance in properly understanding his spacecraft, and the tragedy its crew experienced.

When you leave Dustpawn, a long dark shadow has finally ceased, heralding the dawn.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Zerisi spends the days afterwords telling (moderately exaggerated) stories of the adventure to anyone who'll listen. In-between, he swaps tales with Gelviel, trading information about the current state of Golarion for as much as the old captain can share about what he's seen and what he knows.

After a few days though, Zerisi's wanderlust starts to get the best of him, and he makes the decision to leave. Uncharacteristically, he makes a point to bid farewell to Will, Dragash, and Rosa, rather than leaving in the night as is his style.

"Until next time, friends!" he calls, with a devilish grin, waving back over his shoulder as he walks off into the distance.

Thanks everyone - Arkwright especially - this was fun. Hope to see you around the boards!


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Will manages to look bored while still taking on a tremendous amount of work. Several buildings were damaged and, though he was no craftsman, he was competent and strong. He carried beams, sawed wood, even showed off a bit for children by slicing boards cleanly with a strike from his fauchard.

The day Rosa's "help" arrived was a tense one to be sure. More Hellknights arrived through a portal that smelled of brimstone and Ash. He couldn't understand the language of devilkin but, from their posture and demeanor he could tell enough. They thought it easier to just burn the whole town and kill the inhabitants. Take no chances that this choas would spread. He was certain it was their presence and Rosa's diplomacy that kept them from fighting. Will was certainly not going to let them by without a fight. But several non-violent spells were cast and the people were back to normal. The Hellknights left without violence, and for that, he was thankful.

Much progress was made in returning the town to normal by the time they were ready to leave. All in all, it would be another good story to bring back.

Thanks for the game.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa's Imp came back with a group of Hell knights. She was happy to see them but then spent to long dissuading them with Will and the others from Expunging the hole town from existence. She won in the end with the argument that Gelviel Zorriah wanted to stay in the town and the Hell Knights needed to study his craft and its journey. So they could get intel on the being that had sort to land here. Logic not compassion won the day.

Once that was sorted Rosa and the Hell Knight clerics soon had the town back to something like normal. Will seemed happy to over see rebuilding. While Hell Knight LawMasters set to work on the craft.

Rosa was in a Hell Knight Tent when Zerisi came to bid her farewell. She shuck his hand and bottle of Hell Whisky for the trip.

"Until next time Zerisi, if you ever need my aid, you need only pass word to the Hell Knights"

Rose sort out Will, there where two Hell Knights with her, they seem ready for a trip.

"I have new orders and will be leaving shortly. I meant what I said Commander Erland, My offer of help stands, you need only contact the Hell Knights to get word to me"

She used his formal title in front of the Hell Knights.

Then talking him to one side, she offers her hand.

"Until next time Will, and thank you"

She meant it and gave him a box of cigars, before heading to an open space.

Then standing there tall, her dark hell blade on her back, She teleports away with the Hell Knights.

Thank you guys, good fun, until next time

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