Hell's Rebels (Inactive)

Game Master spectrevk

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Male Tiefling Investigator 2 | AC: 15 T: 13 FF: 12 | HP 15/15 | Fort: +1 Ref: +6 Will: +3 | BAB: +1 CMB: +3 CMD: 15 | Init: +3 | Per: +5 SM: +5 Darkvision | Status: Normal

Round 6, Init 13

"Sir Wilhelm! Do not listen to it!" shouts Voreni as drops his rapier and rushes to Wilhelm. He tries to grab the human's arms.

Grapple Check: 1d20 + 3 ⇒ (10) + 3 = 13

For an imp, this thing sure is doing a number on us! :P


Female Half-Orc Wizard 2 | HP 12/14 | AC 12 | Fort +1, Ref +1, Will +2 | Init +1 | Perception +3 | Darkvision 90 ft.

Round 6: Initiative 19

"Don't do it!"

Grapple: 1d20 + 2 + 5 ⇒ (19) + 2 + 5 = 26

Morrigan forces the imp prone.


Stats:
HP 16/16 | Init + 4 Perc + 11 | AC 16/11/15 | F +4 R +2 W +6 CMB +3 CMD 14
Inquisitor (Infiltrator, Preacher)/2

Round 6 Init 16

"Would someone knock this little jerkling out already?"

Grapple Aid: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

Morrigan, did you just Pin? :D


To clarify what has happened in round 6:

Morrigan and Corian successfully pin the imp, then Wilhelm stabs it. The imp "suggests" that Wilhelm destroy the contract. Voreni presumably had been delaying his turn (otherwise he goes too soon to stop Wilhelm) and attempts to grapple him, but with a 13 does not succeed.


Quick Ref (Stats):
Init 3, HP 8/13, Speed AC 16, Touch 13, Flat-footed 13, CMD 14, F: 1 , R: 7, W: 3 (+2 vs Psn), CMB 1, Base Attack Bonus +1 0
Quick Ref (Skills):
Acrobatics+8, Bluff+7, Craft Alchemy+8, Diplomacy+8, Intimidate+5, Know (Arc,Hist,Loc,Nat,Rel)+8, Know(Nobility)+12, Ling. +7, Perception+4, SpelCrft +7, Stealth+7 UMD+6

Round 6 Init 19

As Morrigan grapples the Imp Ignati tries to take advantage of the situation and take a stab with his rapier, hoping to get through the creatures natural defenses.

Attack: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 5
Confirm Crit: 1d20 + 4 ⇒ (12) + 4 = 161d6 ⇒ 1


I'm going to hold off on posting Round 7, Initiative 11+ until the people who go after Round 6, Initiative 11 but before me have a chance to intervene if they choose since, as things are headed now, combat will end on my next action.


Valleria also moves towards Wilhelm and tries to stop him from reaching for the contract. "Snap it out, Wilhelm!"

Grapple@Wilhelm: 1d20 + 5 ⇒ (10) + 5 = 15 +1 if she was close enough to use her move action to study Wilhelm.


I think we've lost track of locations on the map, but since you were both in melee with the creature around the time this happened, I'd reason that you could study Wilhelm.

That said, Suggestion is not going to wear off in a couple of rounds, and the imp is not in control of Wilhelm; it's a compulsion. At the current time, he believes that the safest, most logical action is to destroy the contract and banish the imp.


Round 7, Initiative Count 11+

As Wilhelm stabs and prepares to stab the imp repeatedly, he comes to realize that yes, this is probably going to last not just all day, but perhaps forever. They don't have time for this! And the odds are, indeed, in their favor. He's slightly confused as to why Voreni is trying to restrain him as he goes for the only sane course of action, but the trained guardsman isn't easy for his Tiefling ally to keep a hold of. Valleria, on the other hand, has more success.

"What are you doing?" he demands as he struggles vainly against the experienced hold she has on him. "Let me go! It's the only way!"

CMB: 1d20 + 4 ⇒ (8) + 4 = 12

Summary of Active Effects:
  • Combat Reflexes
  • 10' reach
  • Corian's magic weapon spell
  • Cavalier's Banner: +1 morale on attack rolls when charging, +2 morale on saves vs fear
  • Order of the Dragon challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
  • Grappled: -4 dex; -2 attack rolls/CMB (except to escape grapple)
  • Blosodriette's suggestion spell: destroy the contract


Stats:
HP 16/16 | Init + 4 Perc + 11 | AC 16/11/15 | F +4 R +2 W +6 CMB +3 CMD 14
Inquisitor (Infiltrator, Preacher)/2

"Would someone just hit Wilhelm? I'll heal him after!" shouts Corian.

No action save maintaining pin.


Round 7, Init 5

Despite Willhelm's attempts, Valleria keeps her grapple firm and even proceeds to pin him in place. "No it is not! You are being controlled, Wilhelm! Do no trust your own mind... any of got some rope?"

Grapple (pin), studied target, continuous grapple: 1d20 + 5 + 1 + 5 ⇒ (14) + 5 + 1 + 5 = 25


Male Tiefling Investigator 2 | AC: 15 T: 13 FF: 12 | HP 15/15 | Fort: +1 Ref: +6 Will: +3 | BAB: +1 CMB: +3 CMD: 15 | Init: +3 | Per: +5 SM: +5 Darkvision | Status: Normal

Is it possible for me to try and snatch the contract away from Wilhelm while he is being grappled? Would it require a steal maneuver?

"Sir Wilhelm, think! Whatever it wants you to do must be in it's best interest, not ours!" Voreni shouts, despite knowing logic is futile in the face of enchantment magic.


Voreni's steal: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

Voreni just narrowly manages to reclaim the contract from Wilhelm. With both Wilhelm and Blosodriette pinned, the group is able to bind up the Imp (the Fushi sisters offer to watch over the Imp, if you'll allow it).

We are now out of combat, and may make organization rolls. Sorry for the delay.


Quick Ref (Stats):
Init 3, HP 8/13, Speed AC 16, Touch 13, Flat-footed 13, CMD 14, F: 1 , R: 7, W: 3 (+2 vs Psn), CMB 1, Base Attack Bonus +1 0
Quick Ref (Skills):
Acrobatics+8, Bluff+7, Craft Alchemy+8, Diplomacy+8, Intimidate+5, Know (Arc,Hist,Loc,Nat,Rel)+8, Know(Nobility)+12, Ling. +7, Perception+4, SpelCrft +7, Stealth+7 UMD+6

"Quick thinking Voreni, good job! What we do with the imp though... seems we're split on the issue. Maybe Rexus or Laria will have an opinion?"

Ignati puts his useless rapier away and takes a seat now that the commotion is over. Wondering what to do next.

Is the campaign sheet up to date? It only lists one team for us, so I'm not sure if there's anything else that might be missin.


Female Half-Orc Wizard 2 | HP 12/14 | AC 12 | Fort +1, Ref +1, Will +2 | Init +1 | Perception +3 | Darkvision 90 ft.

"I say we put it in a box and lose the key."


The bulk of this post largely assumes that Wilhelm has been kept restrained until he's regained his own opinions (several hours at least, based on the spell description)

"I no longer agree with my earlier assessment," Wilhelm says, with a strong degree of shame. "I truly believed that it wanted to change, but now I question whether or not that was a bewitchment as well." He sighs. "I propose it's too dangerous to leave alive, even locked in a box, because that box might someday be found. We should coup-de-gras it while it's helpless until it stops healing. I volunteer for this to make up for my previous shortcomings, for which I hope I can be forgiven." Also the spear is a x3 crit, so a good weapon for it.

I do not have an upkeep check to make personally for the organization rolls, but it's been a while in real time since the last batch, so I just want to remind that I provide a +1 bonus to the two secondary rolls of Loyalty and Security.


Female Half-Orc Wizard 2 | HP 12/14 | AC 12 | Fort +1, Ref +1, Will +2 | Init +1 | Perception +3 | Darkvision 90 ft.

"I will allow Wilhelm to kill it."


Taking that approval as sufficient, especially given most of the others' feeling about the matter from the beginning, Wilhelm collects his spear, seeks out the bound Imp and delivers the blow weithout offering any warning or quarter, eager for this problem to cease plaguing their nascent resistance and to prevent the creature's corruption from spreading any further.

CDG 1 damage: 3d8 + 12 ⇒ (4, 3, 8) + 12 = 27

I'm not sure if fast healing prevents a creature from the save-or-die part of the coup-de-gras, but just in case I'ts necessary I'll roll a second one.

CDG 2 damage: 3d8 + 12 ⇒ (4, 2, 7) + 12 = 25


Stats:
HP 16/16 | Init + 4 Perc + 11 | AC 16/11/15 | F +4 R +2 W +6 CMB +3 CMD 14
Inquisitor (Infiltrator, Preacher)/2

"..." Corian is nonplussed.

"Let us hope that killing her doesn't just send her back to Hell...I was always hazy on that part of their existence here."

And indeed, I'm not sure if that's covered in the rules. I think when outsiders are killed, that's it in Pathfinder--they are dead.


Valleria inspects the imp closely to make sure it is slay before turning back to Wilhelm. "Any of you know if it can return from Hell and how much time would it take? Nevertheless, even if we killed it, I don't think it will hold a grudge on us... after all we freed it, right?"

Valleria has no means to know this but I think the imp was called here so it should be dead-dead now. If it was summoned, it would simply return there unharmed. FYI, there is an AP book (I think from Carrion Crown) that explains this stuff... when an outsider dies-dies, it's essence don't go back to it's plane of origin but instead are send to a place that will create neutral souls to start the life cycle again.


I'm pretty sure it's in the back of The Slave Trenches of Hakotep (MM 5), and called outsiders are permanently killed when they're killed.

"I don't think she's going anywhere," Wilhelm suggests. "If you remember that summoned wolverine from when she first appeared, it didn't leave a corpse when it was killed. This is markedly different. The rule of thumb I've always heard is 'puff of smoke, summoned bloke; vulture food, dead for good.'"


Stats:
HP 16/16 | Init + 4 Perc + 11 | AC 16/11/15 | F +4 R +2 W +6 CMB +3 CMD 14
Inquisitor (Infiltrator, Preacher)/2

"I was willing to work with her," said Corian apologetically. "Her actions were beyond the pale, though. Hells of a way to make her presence known."

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