GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Is that a typical share?"

Sense Motive check: 1d20 + 9 ⇒ (6) + 9 = 15


Quintus, it seems like it is, but you can tell he is eager for you to be his team and could potentially be talked down. Diplomacy Check


"Through my arcane abilities, I can sometimes summon creatures from other planes to fight on our behalf. Do they count toward that limit of eight? Do I somehow need to be able to predetermine who or what will be brought in by spells to aid us? Are such spells forbidden?"


I'm going to include the following addendums to the rules, since they make sense. Hopefully this answer it or any additional Questions (I will need to update the rules on the combat tab)

Additional Rules

Any tactic from a gladiator that endangers or harms spectators is cause for immediate disqualification of the entire offending gladiator’s team and possible legal action.

Winning gladiators have no claim to the spoils of fallen gladiators thus destroying their items is cause for disqualification.

Gladiators belonging to a winning team who are killed in combat, may be raised from the dead in order to continue to participate in the tournament. If a character falls unconscious from damage, there will be impartial judges with reach stabilize and/or reach breath of life to try and prevent death. Once a character falls unconscious they are considered to have surrendered in the fight, even if brought back to positive hp.

Use of poison is forbidden and grounds for disqualification and possible legal action.

Restrictions on Magic:

Spells that affect the minds of opponents (such as illusions and enchantments including, but not limited to the following spells: color spray, charm, dominate, fear, sleep, hold person, maze, confusion, insanity) are forbidden and grounds for disqualification and possible legal action depending on the severity of the spell effect.

Magic that summons creatures into combat is allowed and counts towards the total number count of your team. Going over in a fight forfeits your team.

Magic that causes an unwilling physical transformation to an opponent is forbidden (e.g., baleful polymorph or flesh to stone) and grounds for disqualification and possible legal action.

Magic that obscures or otherwise blocks the sight or sound of the combat from the spectators (e.g., darkness, fog cloud, pyrotechnics, silence) is forbidden and grounds for disqualification.

Necromantic magic that includes the creation of undead entities is strictly forbidden and is grounds for disqualification and legal action.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

If we do the healing ourselves, are unconscious people still considered to have surrendered?


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1
GM Blood wrote:

Quintus, it seems like it is, but you can tell he is eager for you to be his team and could potentially be talked down. Diplomacy Check

How unfortunate that the best diplomats in the party really aren't in it for the money ;-).


Yes, once below 0 they are defeated (Unless they stay up like Kelkzar could do for 1 round with his Half-orc ability). They will attempt the healing so the combatants don't have to use one of their rounds to save a member of their team instead of fight. Healing bores the crowd! ;)


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

How about my swift Lay on Hands? Forbidden as well?

Trevor nods to quintus, feeling that the sharing sounds fair. To him at least.


Not forbidden, but if someone falls under and you heal them back up, they will have essentially forfeited


Diplomacy Trevor: 1d20 + 15 ⇒ (19) + 15 = 34
Diplomacy Quintus: 1d20 + 9 ⇒ (17) + 9 = 26

After some haggling on percentage, Quintus talks him down to 30% of the winnings, but Trevor manages to convince him to take an equal share (1/6 of the winnings).

Ekaym pays for your lunch, and tells you that a carriage will come pick you up for the free dinner an hour before it starts. He also wants to make sure you have what you need as you stay in the Arena's barracks until you lose and you cannot leave that area.

We can start with the events starting at the Free Dinner whenever you are all ready.


With a fortune of crafting supplies stuffed into Rauno's new haversack, he's ready to go whenever everyone else is. :)


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor eats like a wolf during dinner, not saying much, but nodding a lot.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"Yeah, ready to go. These should be interesting days."


When Rauno shows up for dinner, he is dressed in new clothes and scarves that make him look like he is straight off of a nomadic Varisian caravan. He is polite and well mannered, but not strongly engaged in the conversation. He is exceedingly wary of answering any questions that might tip their hand as to their abilities.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Like Rauno, Rowena keeps quietly to herself during the dinner, watching the others interact with folks. She keeps an eye out for anybody who looks like they'll be causing trouble for her friends.

Perception: 1d20 + 21 ⇒ (18) + 21 = 39


The Free Dinner that precedes the Champion’s Games is a spectacular event, with more than 200 guests and half again as many servants, cooks, musicians, and other entertainers. The event itself takes place under the open sky on the arena battleground. Numerous long banquet tables are arrayed in a circle around a central wooden stage that gives entertainers a place to perform. The entire area is festooned with flowers, ribbons, and multicolored pennants. The arena gates open for the event at 5:00 pm, and a patrol of Raknian’s wardens takes position before each one, checking invitations and keeping an eye on the situation.

Two great bonfires burn north of the seating area, and scores of cooks, scullions, and waiters are busy there with spits, grills, and platters.
When you arrive, Ekaym presents his license and a clerk records your names, the name of your group, and takes a note on Quintus, who is registered as your leader. After being admitted, you are shown your table and servants soon provide plenty of delicious food and drink. The arena fills quickly with guests and attendants, and shortly before 6:00, Raknian himself enters the arena.

Loris Raknian is a tall, heavily muscled man in his early 50s. He has short grizzled hair, a strong jaw, and small gray eyes. He is accompanied by a lithe tanned, clean-shaven man in his 30s who sports a thick crew cut, a robed wizard with a long gray beard and a stern look and six bodyguards.

The crowd greets him with thunderous applause. Raknian is quick on the pleasantries, and sits at a prominent table between the central bonfire and the stage. The current holder of the Champion’s Belt, the gladiator Auric and his wizard friend and teammate Khellek also sit at Raknian’s table. When Raknian presents Auric to the crowd, he is greeted with even more applause.

Next, the wizard, who introduces himself as Talabir takes the stage and runs down the specific rules for arena combat. Ekaym's description seems to have been accurate. After the rules are explained, Loris Raknian takes the stage again and declares all gladiators “Champions of the City State” for the duration of the Games (more applause), and then signals for the Free Dinner to begin. Several bards take the stage and begin performing as servants carry huge platters of food out to the various tables.


Please note I made an error while doing the betting odds. Please note the difference below. Also, I corrected this on the Campaign tab

Gladiator Rank

You start at Rank 3 and can increase or decrease your ranking by 1 with a successful Bluff check during the free dinner. You may attempt it 3 times during the dinner if you wish (I will make the checks for whomever is attempting and assisting if you decide to try)

Each time a team wins a match their rank increases by 1

Each time a team member score a critical hit on a an enemy gladiator, there is a 25% chance that their rank increases by 1

Rank 1 1gp pays 10gp
Rank 2 1gp pays 5gp
Rank 3 1gp pays 3gp
Rank 4 1gp pays 2gp
Rank 5 1gp pays 1gp
Rank 6 2gp pays 1gp
Rank 7 3gp pays 1gp
Rank 8 5gp pays 1gp
Rank 9 10gp pays 1gp


Bluff Check #1 Trevor: 1d20 + 4 ⇒ (20) + 4 = 24
Bluff Check #1 Quintus: 1d20 + 2 ⇒ (2) + 2 = 4

Bluff Check #2 Trevor: 1d20 + 4 ⇒ (1) + 4 = 5
Bluff Check #2 Quintus: 1d20 + 2 ⇒ (1) + 2 = 3

Bluff Check #3 Trevor: 1d20 + 4 ⇒ (4) + 4 = 8
Bluff Check #4 Quintus: 1d20 + 2 ⇒ (10) + 2 = 12

Not amazing rolls, but enough for one success.

As various different group of people come to size up your group, Trevor and Quintus downplay any of your recent successes in Magnimar, including the peace treaty with the lizard folk and the rooting out of the doppelgangers. Neither of them are practiced in the art of the bluff, but Trevor's natural naivety seem to have had some success.

During the dinner a beautiful elven woman in an evening gown sidles up to Trevor. It takes a moment for you to recognize her as Tirra, the companion of Auric and Khellek you met in Diamond Point in the Feral Dog. The elf woman in the knife throwing contest. However, she is now in an exotic dress vs the adventuring leathers you saw her in before. "Hey there big guy, long time no see. Mind if I sit with you for a bit? I have a....business proposition for you all." She looks around the table before she continues, "Despite your attempts at downplaying your role in recent events and your skill in battle, my....associates judge that you have a good chance of defeating Auric's Warband in the final round. Now Auric, and I suppose Khellek too, are my friends and all, but I would have to agree that you can take them. We would like to place a substantial bet on you if you survive that far and are able to get special odds from the bookmakers. If you want in on it and can spare 2500 gp, you will receive 7500 gp back - assuming you win, of course." Tirra gives you a wistful look. "Oh and please go as easy on Auric and Khellek, if you can. I wouldn't want to see them get hurt."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor doesn't speak for now, but his heavy frown and blushing is indication enough that he doesn't like the sound of it.

He keeps an eye on Rowena, worried for his friend.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

As Raknian walks in, Rowena's fists clench and a ghost of a very ugly smile touches her lips, but then she frowns and forces her hands apart and the smile from her face. From that point on, she focuses on looking anywhere and everywhere BUT at Raknian. She is very gruff and terse with any strangers who speak with her, and puts out a general aura of "back off and leave me alone".


Loris Raknian

Sense Motive DC 15 for those that keep an eye on Raknian:

You notice throughout the night he or one of his bodyguards are keeping an eye on your group.

Up to you whether you want to bet on yourself through Tirra's connections, but will need to know if you will and who will pay out the 2500gp (or if you just want each do 500gp for the 1500gp payout). Also I didn't see if anyone got their 100gp license to allow them to place bets during the Games.

Ekaym says about the offer, "Any of your wagers we do not split of course, but that seems like a good deal. The odds will certainly not be that good by the final match if you make it there."

Sense Motive DC 20 on Ekaym throughout the night:
You notice that he hasn't spent much time with talking with the bookkeepers tonight. Instead he seems distracted with observing and listening to Raknian

The Free Dinner ends with an impressive show of fireworks. A group of dancers surrounds the central bonfire and begins whirling around it, their lean bodies outlined by the roaring flames. As the dance builds, an impressive display of explosions and arcs of fire and lightning burst upward into the air from the bonfire.

Spellcraft DC 15:
This is accomplished by a Pyrotechnics spell complemented by some minor illusions.

In the sudden silence that follows, the dancers fall to the ground and Loris Raknian announces in a deep baritone voice: “The Champion’s Games have begun!”

After the dinner, you and the rest of the competitors are escorted to a lift inside the arena, and lowered into an underground chamber over the course of about an hour. You are led through a subterranean complex into a large partly natural, partly artificial cave and given one of twenty four lodges.

This enormous cave resembles some sort of underground village. The cave walls are finely hewn and the floor paved with smooth slabs of stone. Many artificial and natural pillars support the relatively low ceiling fifteen feet above. Wooden doors on the cave’s walls lead to a circle of underground dwellings, the lodgings of gladiators during the Champion’s Games. A pair of similar doors on the north wall leads to a kitchen and an infirmary.

An underground stream runs in the middle, crossed by a wooden bridge that leads to a dining area with two long tables. The relatively fresh air, murals of famous gladiators on the walls, and the soft illumination provided by amber-colored light globes hanging from the ceiling makes this cave a true marvel of underground architecture.

The place is very crowded, but everybody knows that it will not last long, since by tomorrow only six teams will be left standing.


The full list of the combatants, in alphabetical order (Not including you): Arcane Auriga, Auric’s Warband, Badlands Revenge, Chuko’s Ravens, Draconic Brood, Drunken Devilry, Final Phoenix, Guttuggers, Iron Hill Monkeys, Night Owls, One of Us, Pitch Blade, Rauth’s Dragoons, Sapphire Squad, Snow Leopards, Teeth of Gorum, The Crazy Eight, The Fisthammers, The Gravediggers, The Skull of Murq, The Unhumans, The Woodchuckers, Valgrim's Vanguard and Varmint Patrol.

Here is the starting rankings for all of the teams.

Arcane Auriga Rank 6
Auric’s Warband Rank 9
Badlands Revenge Rank 5
Chuko’s Ravens Rank 4
Draconic Brood Rank 7
Drunken Devilry Rank 3
Final Phoenix Rank 3
Guttuggers Rank 4
Iron Hill Monkeys Rank 3
Night Owls Rank 2
One of Us Rank 2
Pitch Blade Rank 8
Rauth’s Dragoons Rank 3
Sapphire Squad Rank 5
Snow Leopards Rank 4
Teeth of Gorum Rank 3
The Crazy Eight Rank 4
The Fisthammers Rank 4
The Empyreals Rank 2
The Gravediggers Rank 3
The Skull of Murq Rank 5
The Unhumans Rank 4
The Woodchuckers Rank 5
Valgrim's Vanguard Rank 1
Varmint Patrol Rank 2


Here is the MAP of the Coenoby.

2d24 ⇒ (24, 8) = 32

You were the last down the elevator, Rowena is confident that they were told to take you last by Raknian to get under your skin. You end up getting the last remaining room, which is the farther from everything, just north of that passage to the southeast on the right side of the map.

Numerous Arena wardens are patrolling the Coenoby, their presence at times the only thing keeping the peace between teams. Apart from the gladiators and guards, the only other people down here are the chefs and waiters that cater to the participants. They are always escorted by a strong force of guards. You learn that they serve meals three times a day (the kitchen/infirmary is the room on the north end of the map). Palemon Nodor is an old surgeon who treats the wounds of those in peril of their life.

It is made known you are expected to stay in the Coenoby at all times until it is your time in the Arena when you are to be escorted there.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

"So, what do you suppose the odds are that we are being scryed upon here?"


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Talking of betting, as long as it is not against us, I'm open." offers Trevor.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Sense Motive on Raknian: 1d20 + 4 ⇒ (4) + 4 = 8
Sense Motive on Ekaym: 1d20 + 4 ⇒ (6) + 4 = 10

Rowena is very concerned with keeping her head down and not being noticed.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Sense Motive Raknian: 1d20 + 11 ⇒ (17) + 11 = 28
Sense Motive Ekayn: 1d20 + 11 ⇒ (14) + 11 = 25


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Kelkzar Redjaw wrote:
"So, what do you suppose the odds are that we are being scryed upon here?"

"I know Raknian's bodyguard kept watching us closely, though I don't know to what end..."

trevor is quite impressed by the scope of this competition. He looks and stares at everything and asks numerous questions about the place to chefs, waiters and guards.

In particular, he tries to figure out how to get an extra meal.


Seeing the ravenous young warrior still looking around after his meals, Rauno gives him his as well, untouched, with a smile.

"I cannot confirm if we are being scryed upon, but I think it is safe to assume so."


I'll assume at this point that someone paid the 100gp for a license to wager, and that the group scrounged up the 2500gp for the wager with Tirra

Diplomacy Quintus: 1d20 + 9 ⇒ (7) + 9 = 16
Diplomacy Trevor: 1d20 + 11 ⇒ (13) + 11 = 24 With Quintus +2 is enough to find a person willing to wager 500gp

You awaken on the big day to find a crowd has gathered near the meal tables at the north end of the Coenoby — the day’s battles have been posted to the wall near the door and the gladiators are eager to see who they’ll be fighting.

You are scheduled to fight in the second round, starting at 10:00 am.
Your opponents are the following teams: “Arcane Auriga,” (five elven archers) “Badlands Revenge,” (a human druid and four gnoll mercenaries) and “Sapphire Squad.” (four mounted fighters).

It is just before 8am when the first battle will take place. You have some time to spare if you want to get to know the opposition.

When the Arena time approaches, you'll have a few minutes to buff before the battle starts.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"You noticed that, too? Well, we did survive some pretty hairy fights, and he probably knows something about how tough the mind flayer was. I'm not sure what Ekaym's game is, though--he wasn't doing a lot of betting. Watched Raknian most of the time."

Quintus will make some time to talk with Rauno about spell loads the night previous. "I figure I'll take wind wall or fickle winds for the free-for-all--try to get the archers focused on someone else. I'll also take prayer and the usual round of healing spells."

Sense Motive, Raknian: 1d20 + 9 ⇒ (17) + 9 = 26
Sense Motive, Ekaym: 1d20 + 9 ⇒ (14) + 9 = 23

Thanks for running me, GM B--I should be a little more responsive now.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Do we know what the arena setting looks like? Also just looked at the starting rankings for the other three teams--we're not exactly favored to win.

"We need a plan, and at least one worst-case backup plan in case Raknian has all three of the other teams go after us. Kelkzar, you're pretty observant--why don't you and Trevor go talk to some of the other teams?"


Just pick a team you want to talk to first


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor walks up to the team of mounted men. He approaches them with a shy smile. Uncertain about what to say, he tries: "I guess I'm supposed to say something meaningful here... It's just not coming. We'll soon be at each other's throats, for glory and gain I guess. Makes little sense, no? In any case, I hope you survive the battle, and may the gods look kindly on you!"

Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23


Trevor walks up to the the Sapphire Squad who all seem pleasant enough. The leader sticks out his hand, "I'm Karush the leader in this band. There is Draen, Imosh, and Serol. You look like a powerful group, and you have a woman with you! She looks like she would leaves some bruises in a roll in the hay, if ya know what I mean!" Karush doesn't seem to notice that Trevor may not know what he means.

Knowledge Planes DC 14:
Korush is a Janni. The others in the group are human

Korush looks at the other groups, "Say how about we team up against the other two teams first, before fighting each other? The Badlands Revenge team are a bunch of savages from the Storval Plains, and the elf woman have no appreciation of my great prowess in combat and between the sheets! I'd say teaming up increases our chances to making it to the next round. What say you?"

Korush notices Quintus carrying a scimitar, "Hey we prefer the same weapon, though I am not a Sarenrae faithful. However I have been around some interesting places and picked up some unique moves. Here let me show you something."

Korush takes a few minutes doing an amazing dance of sorts with his scimitar. His movements with the blade are quick and graceful as if the weapon was lighter than it appears. When Korush finishes he takes a couple moment to show Quintus a different way to use his scimitar Quintus and anyone else paying attention is eligible to take the following feat if they desire

Graceful Edge:

Choose one type of one-handed slashing melee weapon, such as a scimitar or longsword for which you have already selected the Weapon Focus feat. You wield this weapon with an almost unnatural grace.

Prerequisite: Weapon Finesse, Weapon Focus (any one-handed slashing weapon), base attack bonus +1

Benefit: If you do not wield a shield or weapon in your off-hand, you treat your chosen weapon as a light weapon.
If you do not wield a shield or weapon in your off-hand, you also gain a +1 shield bonus to your AC while wielding your chosen weapon. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Graceful Edge as one of his fighter bonus feats.

You may take this feat more than once - each time you do, it applies to a new one-handed slashing weapon you have Weapon Focus in.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

"Impressive," Rowena says at the display. "You look like the type of guy who often spends a lot of time practicing with his sword...by himself...with one hand..."


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Did we all go to talk to the other groups?


You haven't yet


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

But I think he came over to show Quintus his sword work.


Sorry I assumed you all went over to talk. I misread and thought Quintus asked if you went to the other groups


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Completely deaf to the double entendre going on around him, Trevor lets out a short whistle of admiration at the moves. He is uncomfortable about the silence that follows, but he's not about to offer an alliance.

Instead, he turns expectantly to Kelkzar and Rauno, the brains of the operation in his view.


None of the competitors this round detects as evil


When composing strategy out of earshot of the other teams.... "I suppose it would make sense to ally with someone in the first round. After all, if they go back on their word and join the others, we would be no worse off than without an alliance at all. If there is nothing particularly reprehensible about them, then I suppose one potential ally is no better or worse than another."


GM Blood:

Initiative Rowena Lordail: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Rauno Redpath: 1d20 + 12 ⇒ (16) + 12 = 28
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Quintus: 1d20 + 2 ⇒ (19) + 2 = 21

Initiative Rennida: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Team Arcane Auriga 1: 1d20 + 10 ⇒ (14) + 10 = 24
Initiative Team Arcane Auriga 2: 1d20 + 10 ⇒ (15) + 10 = 25
Initiative Team Arcane Auriga 3: 1d20 + 10 ⇒ (12) + 10 = 22
Initiative Team Arcane Auriga 4: 1d20 + 10 ⇒ (5) + 10 = 15

Initiative Joren: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Badlands Revenge 1: 1d20 + 0 ⇒ (9) + 0 = 9
Initiative Badlands Revenge 2: 1d20 + 0 ⇒ (13) + 0 = 13
Initiative Badlands Revenge 3: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative Scrimmanduro (Dire Badger): 1d20 + 3 ⇒ (9) + 3 = 12

Initiative Korush: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Sapphire Squad 1: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Sapphire Squad 2: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Sapphire Squad 3: 1d20 + 1 ⇒ (15) + 1 = 16

All sides buff themselves up with spells, wands, potions and scrolls. After everyone is complete, there is a brief pause until the announcer says in a magically produced loud voice, "The Second Round of the day is about to begin between Arcan Auriga, Bad Lands Revenge, The Empyreals, and The Sapphire Squad." Then a loud boom goes off.


Round 1 Initiative Order wrote:

Rauno <<<<<<UP NOW
AA #2
AA #1
Rowena
AA #3
Rennida (Leader Arcane Auriga)
Quintus
Joren (Leader Badlands Revenge)
SS #1
BR #3
SS #3
AA #4
Korush (Leader Saphhire Squad)
BR #2
Scrimmanduro (Dire Badger on BR)
Trevor
SS #2
BR #1
Kelkzar


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"Keep close until I can cast my last defensive spell for us."


Rauno starts his opening volley with a glitterdust. He'll hit the grouping of three gnolls across the battlefield. DC 19 will save.


Rauno, you can't do displacement as it is 4th level the the lesser rod does spell levels 1-3

BR #1 Will Save: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
BR #2 Will Save: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
BR #3 Will Save: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4

The glitterdust starts off hitting the gnolls and the flail around blindly.

Two of the elven female archers on Arcane Auriga concentrate their first attacks on the leader of Badlands Revenge

Attack #1 AA #1 Longbow: 1d20 + 13 ⇒ (14) + 13 = 27 *Hit*
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Attack #2 AA #1 Longbow: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23 *Hit*
Damage: 1d8 + 7 ⇒ (3) + 7 = 10

Attack #1 AA #2 Longbow: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Attack #2 AA #2 Longbow: 1d20 + 13 - 5 ⇒ (10) + 13 - 5 = 18
Damage: 1d8 + 7 ⇒ (6) + 7 = 13


Round 1 Initiative Order wrote:


Rauno
AA #2
AA #1
Rowena <<<<<<UP NOW
AA #3
Rennida (Leader Arcane Auriga)
Quintus
Joren (Leader Badlands Revenge)
SS #1
BR #3
SS #3
AA #4
Korush (Leader Saphhire Squad) 25 Damage
BR #2
Scrimmanduro (Dire Badger on BR)
Trevor
SS #2
BR #1
Kelkzar

Rowena is up!


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

If Quintus still hasn't cast the spell he mentioned, Rowena delays until after him, otherwise...

Rowena hurtles herself across the entire arena, charging the leader of Badlands Revenge, grabbing him and trying to hurl him into the badger.

Charging Ki Throw: 1d20 + 19 + 2 + 1 ⇒ (2) + 19 + 2 + 1 = 24 Yuck!

If that works, he throws the leader into his own badger.

Bullrush against badger: 1d20 + 20 + 2 + 1 - 4 ⇒ (3) + 20 + 2 + 1 - 4 = 22
Vicious Stomp: 1d20 + 15 + 1 + 1 ⇒ (17) + 15 + 1 + 1 = 34
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

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