Overlord 2, the Other Guild

Game Master BloodWolven

Fight Club Zhang

Fight Club Soren


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CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
"I'm not trying," the goblin says with toothy glee. "I'm doing." Kaiedees then, in the blink of an eye, has a kukri blade dangerously close to the boy. "Did you cause the weird hot things to get here?"

Intimidate: 1d20 + 17 ⇒ (2) + 17 = 19


Myriana:
When the books arrived Myriana began to look through the ones on magic. She focused on magical history first but once she had a grasp on that she started into looking for information on the average and most powerful magics that could be cast in the modern day and then moved onto looking for differences in the types and kinds of magic available with a focus on spells that did not exist in the game or did not seem to exist here.
Know Arcana 1: 1d20 + 18 ⇒ (1) + 18 = 19
Know Arcana 2: 1d20 + 18 ⇒ (8) + 18 = 26
Know Arcana 3: 1d20 + 18 ⇒ (4) + 18 = 22

What exactly do you think with making an Arcana check on magical history?

They grade their magics in tiers, the average level of most casters are 2nd tier magic. With the way they are talking a tier is the highest spell they can cast. There have been a few archmages that have achieved 7th tier, most of the strongest casters are at 5th tier.
You know there should be 9 tiers but only in myths or legends are those spoken of.
All kinds of magic are available to learn but most students pick a school and focus on those spells, or they pick a specialty becoming a sage of an element.

Kaiedees:
The boy seems to shine as if light was welling up behind him but you can't see the source. Then he fiercely yells, "Begone foul goblin, know that those who are weak shall be defended!" The kukri quickly begins to burn as it begins to glow with heat.


Male Musetouched Ghost Aasimar, looks kinda like this 7th level Spirit Guide Juju Oracle/7th level Steelfist Warlord (Character sheet)

Galahad:
Galahad thanks his new undead body as he doesn't feel tired after flipping through the several pages of the books for hours on end, also thankful for the fact he can read this world's language.

"An Undead Empire? So that's why they are so wary of undead here."
Galahad shows to Myriana and the others

"Although we wouldn't be well received here in our regular forms, there seems to be plenty of people who would welcome us. Several remnants of the Undead Empire and worshipers of undeath seem to still exist."

History of the Academy: 1d20 + 10 ⇒ (17) + 10 = 27 - He looks up the history of the academy and asks Iris if anything sounds familiar to her

Ok, I'll try to come up with some events, it'll just take some time, hope it's not an issue.


Khang:
Zhang hops on Shere Khan's back
"Let's go! The Great Ones might need our help!"

They fly around the HQ, trying to find So'ren and the others


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
Kaiedees looks down at the heating kukri with a twisted and amused smile. He then takes the flat of the reddening blade and presses against his cheek as he leans in to the frogstaff. With a giggle he asks the gripli, "Do you feel like you're gonna be defended? Do you think hot hurts me?"


Kaiedees:
A wave of energy pushes the goblin back, if he resists he takes holy damage. The light behind the boy grows fiercer and runes like a halo begin to float around his head.

Galahad:
No time constraint just I don't have the time to come up with everything.

Iris nods but points out, "They have a familiar setting to the elite magical academy but I never went here."

Khang:
Remember you were up above the lava pool and saw Soren's failed fight. I assumed you followed them...


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

[Spoiler=Kaiedees]Kaiedees attempts to resist being pushed by the wave of energy.

How much damage it does will probably affect what he does next.


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:
5d6 ⇒ (6, 6, 3, 2, 1) = 18 holy damage per round. Will Save DC 23 to take half damage.
2nd round
5d6 ⇒ (2, 1, 4, 3, 3) = 13
3rd round
5d6 ⇒ (1, 6, 4, 2, 4) = 17


Noble Drow Lich | 5th Exploiter Pact Wizard / 5th Kensai Magus
Special defenses:
DR 15/bludgeoning and magic; Spell Resistance 16 ; Channel Resistance +4
Vital:
Hitpoints: 67/68 | AC: 32 (Mage Armor) FF: 19 Touch: 26 CMB:+7 CMD:26
Special abilities:
Arcane pool: 7/12 | Arcane Reservoir: 8/8 | Spell Slots: 1st - 8/10 2nd - 6/8 3rd: 3/3

Khang:
Ah, that's true!

Whatching So'ren and the others flee from the Magma Elementals, Zhang hops on Shere Khan's back and follows after them.

Lady So'ren!


female vampire fey catfolk | HP 114/114; THP 0| AC 26, FF 21, TAC 17 | F +10, R +12, W +7 | CMB +6, CMD 24 | Lowlight, Darkvision 60, Per +17
Def Abil:
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arcane Res 7/10 | MP 1/1 | Spells 1st 7/7day, 2nd 6/6day, 3rd 5/5day |
Skills:
Acr +18. Bluff +28, Diplo +19, Disg +15, Fly +19, Know Arc/Loc/Nat/Plan/Relig) +19, Spellcraft +19, SM 22, Stea+23, UMD +20, Ling +19, Craft Cloth +19

GM:
Quote:
What exactly do you think with making an Arcana check on magical history?

Because that is how you search magical traditions IIRC? It made the most sense at the time. Were there different instructions I missed?

As she studied the books Myriana was somewhat surprised to realize the locals magic was largely capped at a lower level with only a few capable of casting up to seventh tier magic. That eighth and ninth level spells were largely considered a myth she knew they had the opportunity to be vastly more powerful than the locals. That was a good thing as far as she was concerned.

It was also intriguing that most mages focused on one school of magic. It almost sounded like they were superspecialists with almost all their spells for one specific school. It meant a given mage likely lacked diversity in their spell casting and if you knew what their school was you could easily counter them. Still, it was likely they knew some other magics, and the really dangerous ones likely had a far broader variety of spells so they could not get complacent.


Myrianna:
No just double checking, so what would you want to learn about... sorry I am lost here a bit, or we call it writers block.

HQ:
Shere Khan and Khang catch up to Soren and her group. Likely helping out with clearing out more of the lesser elementals.


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
will: 1d20 + 0 ⇒ (19) + 0 = 19

Kaiedees is blasted by the wave of holy light. His skin sizzles and burns as the goodness eats away at him. His face twists from a grin to a snarl, "You dare!?" In the blink of an eye, his other kukri is drawn and he begins slashing at the boy.

Kaiedees turns on his fear aura. DC 13 Will or be shaken. The shaken cannot go away while within the 60ft aura. I assume this will apply to the frogstaff.

frogstaff will: 1d20 + 0 ⇒ (8) + 0 = 8

As the frogstaff is within sight, Kaiedees' 'Terrifying Inevitability' will be active.

Kaiedees takes 18 holy damage and fast heals 5 from Terrifying Inevitability. HP 52/65

Move Action study target, standard action attack
kukri: 1d20 + 16 ⇒ (17) + 16 = 33
s dmg: 1d4 + 16 ⇒ (1) + 16 = 17

Also, if it's relevant, because of Terrifying Inevitability,
Kaiedees has SR 21


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:
Your strike hits the, what you realize is a halfing, cutting into his arm as he does his best to ward the attack.

The halfling growls out and slams his hands together a greatsword appearing between them and swings with lot of effort though the goblin easily dodges it.

+1 greatsword: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19 damage with PA: 2d6 + 6 + 6 ⇒ (2, 3) + 6 + 6 = 17


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
will: 1d20 + 0 ⇒ (7) + 0 = 7
In case the holy damage is still happening.

The crazed goblin's skin slowly mends itself as his expression changes to demented glee. He begins swinging both kukri seemingly wildly, but more practiced eyes can see the precision that is truly there.

kukri: 1d20 + 14 ⇒ (3) + 14 = 17
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

kukri: 1d20 + 14 ⇒ (10) + 14 = 24
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:

Your strikes miss as the halfling dodges you. The holy damage continues but will not have power for the next round.

His wound seems to quickly close as well.

The halfling holds his greatsword before him absorbing the holy power. The light behind him diminishes to a glow of a candle. His eyes have lightning flicker above them. He doesn't attack this time but takes a five foot step back, before casting a spell which shines over the blade making it glow golden.

Spellcraft DC 16: True Strike.

The next round after dodging but mostly parrying the lighter weapons. His grin grows. Lighting forms on the blade and he slashes at the goblin.

+1 greatsword: 1d20 + 11 + 20 + 5 - 2 ⇒ (5) + 11 + 20 + 5 - 2 = 39
damage with PA: 2d6 + 6 + 6 + 3 ⇒ (6, 2) + 6 + 6 + 3 = 23cuts through any DR.
7d6 ⇒ (6, 3, 4, 4, 1, 2, 6) = 26 The 7d6 is lighting. The first 5d6 is from shocking grasp, caster level check: 1d20 + 5 ⇒ (7) + 5 = 12, so shocking grasp does not affect the goblin but the last d6 does unless he has that resistance too.


Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40
Skills:
Acro +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10

HQ:
Once you tend to those at the triage spot at the level above for about an hour, the man and the water spirit come strolling up to the group.
"Greetings all, your magma elemental problem has been dealt with. Now you just have to excavate the lava. You may find more of the elementals as you dig down though."


Desseer:
What do you do, where do you go as John follows the mage?

Anyone at HQ and walking the hallways on patrol can find the fight with Kaiedees and Zanthias.

Galahad and Myrianna:
So what now? More research? Move forward a few days?


female vampire fey catfolk | HP 114/114; THP 0| AC 26, FF 21, TAC 17 | F +10, R +12, W +7 | CMB +6, CMD 24 | Lowlight, Darkvision 60, Per +17
Def Abil:
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arcane Res 7/10 | MP 1/1 | Spells 1st 7/7day, 2nd 6/6day, 3rd 5/5day |
Skills:
Acr +18. Bluff +28, Diplo +19, Disg +15, Fly +19, Know Arc/Loc/Nat/Plan/Relig) +19, Spellcraft +19, SM 22, Stea+23, UMD +20, Ling +19, Craft Cloth +19

GM:
The kinds of information I am looking for in Magical History would be Organizations current and past that were involved in the development of magic and what their status is today. If I find anything additional about them, particularly references to other works that might have more information I would be making note of those so I could look them up when I have the chance.

GM and Galah'ad:
Good question, I suspect we shouldn't do more research at this time and should at least pretend to go rest for a while.


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
Last turn, Kaiedees heals 5 but takes 13.
HP 44/65

Then Kaiedees takes 23 from the weapon strike. He takes none because SR and then none because of resistance 10 to electricity. HP 31/65

Start of turn, heal 5. Nothing from the holy waves. HP 36/65

Kaiedees, despite the heavy hit, continues his fanatic strikes with his kukri. "Defend the innocent! Defend the innocent!..," he continues repeating madly.

kukri: 1d20 + 14 ⇒ (6) + 14 = 20
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

kukri: 1d20 + 14 ⇒ (18) + 14 = 32
s dmg: 1d4 + 16 ⇒ (2) + 16 = 18

kukri confirm: 1d20 + 14 ⇒ (13) + 14 = 27
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20


NE Male Elf/Fiend 7 | HP 75/75 | AC 19 | Fort +6, Ref +11, Will +18 | Init +6 | Perception +24 | SM +23 P 1st: 9/9, 2nd: 9/9, 3rd: 7/7; M 1st: 6/6, 2nd: 1/5 | ppp: 11/11 | Mp: 5/5

Desseer:
After John leaves to follow the mage, Desseer begins searching for where the great mage's office is.


Desseer:
What form are you in right now?

After wandering around a bit a clerk running a message stops and asks, "Do you need directions?"

Myrianna:
There are many such magical organizations. In the Veil kingdom they have been adopted into a caste system, where one color focuses on a specific duty to the nation. They all help protect and serve the people and the kingdom.

The Adventurer's Guild is a magic guild, which works as a hub for communication and bounties for all of the other guilds. The Magical Society works with the brown sect to help make sure that codes and rules are enforced over those who would use magic.

There are many other organizations mostly private in the Veil Kingdom but may even run towns or cities with their influence, wealth, and power.

I could come up with some of the organizations but time is limited so it will be a work in progress.

Meanwhile Iris is snoozing on the couch nearby.


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:
He continues to strike and parry with the greatsword.
He dodges the first strike and deflects the kukri in the right direction to negate the critical hit, striking his arm as opposed to his face.

As the first strike is dodged he quickly swings in with his left hand as the right holds the greatsword.

unarmed strike: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 6 ⇒ (8) + 6 = 14

Then on his turn the blade rises around and he defends with it taking a step back to put the golden shimmer on the blade again.


NE Male Elf/Fiend 7 | HP 75/75 | AC 19 | Fort +6, Ref +11, Will +18 | Init +6 | Perception +24 | SM +23 P 1st: 9/9, 2nd: 9/9, 3rd: 7/7; M 1st: 6/6, 2nd: 1/5 | ppp: 11/11 | Mp: 5/5

Desseer:
Desseer is still in the form of a brown robe.

Brown-robed Desseer looks impassively at the messenger, "No, no. I am taking some time to myself and wandering."

Bluff: 1d20 + 29 ⇒ (16) + 29 = 45


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
The slashes and gashes made by the halfling are slowly mending as he tries to hit with his left hand. The hit connects but doesn't seem to get past an unusually thick hide for a goblin.

Kaiedees steps up to the halfling and continues his assault. The step forward with a thrust and then does a quick spin to slash with the other kukri at his head. As he does so, he continues with, "Defend the innocent! Defend the innocent!.."

kukri: 1d20 + 14 ⇒ (6) + 14 = 20
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

kukri: 1d20 + 14 ⇒ (12) + 14 = 26
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

HP 41/65


Male Musetouched Ghost Aasimar, looks kinda like this 7th level Spirit Guide Juju Oracle/7th level Steelfist Warlord (Character sheet)

Galahad and Myriana:
Sorry, was busy this past few days and was honestly wondering what to do next. But I think we've already spent enough time on research, guess we should move along.

Realizing Iris sleeping Galahad realizes he had neglected the necessities of their mortal companion.

"Ah, we've spent a good ammount of time here already, maybe we should find a place to stablish a base in this city? Also I think we should check for what Desseer and John have found, we sure have a lot to share as well"


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:

HP:-13/56, AC 36 (28+smite+3+defensive fighting+5)
Spellcraft DC 16: True Strike.

Lighting forms on the blade again as he slashes at the goblin. Taking on a much more guarded stance: Defensive fighting, -2 on attack and an additional +1 to AC, total of +3.
Combat Expertise: -2 on attack, +2 dodge AC.

+1 greatsword, true strike, smite, defensive fighting: 1d20 + 11 + 20 + 5 - 4 ⇒ (17) + 11 + 20 + 5 - 4 = 49

damage: 2d6 + 13 ⇒ (1, 5) + 13 = 19
7d6 ⇒ (5, 5, 1, 2, 1, 6, 2) = 22 The 7d6 is lighting. The first 5d6 is from shocking grasp, caster level check: 1d20 + 5 ⇒ (4) + 5 = 9, so shocking grasp does not affect the goblin and the last d6 does not too.


Desseer:
You easily bluff your way through the tower and eventually come to a snag on the 11th floor. There is only one elevator that goes up. No guards but there is a very large lock on the door.


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
Kaiedees takes the divined strike across the chest once more. Despite the power of the blow, the crazy goblin continues with his ferocity.

kukri: 1d20 + 14 ⇒ (13) + 14 = 27
s dmg: 1d4 + 16 ⇒ (1) + 16 = 17

kukri: 1d20 + 14 ⇒ (3) + 14 = 17
s dmg: 1d4 + 16 ⇒ (2) + 16 = 18

HP 27/65


NE Male Elf/Fiend 7 | HP 75/75 | AC 19 | Fort +6, Ref +11, Will +18 | Init +6 | Perception +24 | SM +23 P 1st: 9/9, 2nd: 9/9, 3rd: 7/7; M 1st: 6/6, 2nd: 1/5 | ppp: 11/11 | Mp: 5/5

Desseer:
Desseer looks over the lock and the door curiously. He takes his time investigating the door and it's lock thoroughly.

Take 20 for a 44, if possible. Otherwise..
Perception: 1d20 + 24 ⇒ (19) + 24 = 43

lol


female vampire fey catfolk | HP 114/114; THP 0| AC 26, FF 21, TAC 17 | F +10, R +12, W +7 | CMB +6, CMD 24 | Lowlight, Darkvision 60, Per +17
Def Abil:
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arcane Res 7/10 | MP 1/1 | Spells 1st 7/7day, 2nd 6/6day, 3rd 5/5day |
Skills:
Acr +18. Bluff +28, Diplo +19, Disg +15, Fly +19, Know Arc/Loc/Nat/Plan/Relig) +19, Spellcraft +19, SM 22, Stea+23, UMD +20, Ling +19, Craft Cloth +19

GM:
No problem, I understand busy well enough and I doubt the info won't be too helpful right away regardless so taking time to do it right is a good thing!

GM & Galah'ad:
Myriana noticed that Iris was sleeping peacefully nerby and felt her gaze drawn to the woman's neck. She looked so helpless there, so enticing, so...delicious! When Galah'ad spoke to her Myriana practically jumped out of her seat and if she had been in her true form all the fur of her ears and tail would be standing straight out as she cried out in surprise, "NYAAAAA!"

Myriana took a moment to calm herself and then registered what Galah'ad just said and nodded, "I think you are right, and Iris could probably use some food."


Speed 90ft Image female sublime drow noble scaled fist monk/sorcerer gestalt 7 FormalAC 36, T 35, FF 27; HP 180; F +24, R +27, W +24; Fast Healing 11, Resist Negative 10 Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage

HQ:

"Well, you have our gratitude, Mr. Stonefire. We have much to do to recover, it seems." So'ren says. She didn't like the sudden intrusion on their base and did not trust the mysterious stranger who just so happened to be perfectly equipped to deal with a menace she wasn't able to handle on her own. Perhaps it was jealousy, perhaps it was just a gut feeling that needed to be heeded. Either way, she found herself with little in the way of hostess' grace. "Is there a means by which we may contact you in the future to express our gratitude after the clean up?"


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:
With his spells being ineffective he continues to fight defensively.
Round 7
+1 greatsword smite, defensive fighting: 1d20 + 11 + 5 - 4 ⇒ (13) + 11 + 5 - 4 = 25
damage: 2d6 + 13 + 2d6 ⇒ (3, 3) + 13 + (4, 6) = 29 last 2d6 E

As he continues to fight defensibly he is able to get jabs out as he uses the greatsword to parry more than anything until he finds the right moment.

unarmed strike: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d8 + 6 ⇒ (8) + 6 = 14

Round 8
+1 greatsword smite, defensive fighting: 1d20 + 11 + 5 - 4 ⇒ (19) + 11 + 5 - 4 = 31
damage: 2d6 + 13 + 2d6 ⇒ (2, 4) + 13 + (5, 1) = 25 last 2d6 E

unarmed strike: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 6 ⇒ (5) + 6 = 11

Round 9
+1 greatsword smite, defensive fighting: 1d20 + 11 + 5 - 4 ⇒ (9) + 11 + 5 - 4 = 21
damage: 2d6 + 13 + 2d6 ⇒ (5, 6) + 13 + (1, 6) = 31 last 2d6 E

unarmed strike: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d8 + 6 ⇒ (5) + 6 = 11


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:
Round 7
32/65

Note: Unless you are ruling otherwise, when you make the decision to fight defensively and/or use feats like Combat Expertise, the penalty to attacks applies to all of your attacks.

kukri: 1d20 + 14 ⇒ (2) + 14 = 16
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

kukri: 1d20 + 14 ⇒ (20) + 14 = 34
s dmg: 1d4 + 16 ⇒ (2) + 16 = 18

kukri confirm: 1d20 + 14 ⇒ (12) + 14 = 26
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

Round 8
greatsword confirm?: 1d20 + 12 ⇒ (8) + 12 = 20
18/65

kukri: 1d20 + 14 ⇒ (11) + 14 = 25
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

kukri: 1d20 + 14 ⇒ (9) + 14 = 23
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

Round 9
23/65

kukri: 1d20 + 14 ⇒ (19) + 14 = 33
s dmg: 1d4 + 16 ⇒ (1) + 16 = 17

kukri confirm: 1d20 + 14 ⇒ (16) + 14 = 30
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

kukri: 1d20 + 14 ⇒ (3) + 14 = 17
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

Kaiedees attacks viciously despite it seeming likely that he will lose. He does not seem afraid to die. He just continues to slash and repeat, "Defend the innocent!..."


Desseer:
It appears to be a lock made by Arcane Lock. Someone could unlock it with the right tools, but the key would work so much easier. There are magical runes along the border of the door much like there has been through the tower.


Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40
Skills:
Acro +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10

HQ:
He graciously relays, "I am but here to help in any way I am capable. Afterall it looks like you came here from Earth as well... I would hate to have fellow players as enemies. I hope for peaceful interactions and possibly an alliance. As the Seeds of Slaughter are known by your renown and infamy. You may know of my guilds, either Dragon's Glory or my merchant guild by my name. If I can be of any other service please don't wait and ask."

diplomacy: 1d20 + 23 ⇒ (12) + 23 = 35 I know it doesn't affect PCs but it makes my words even more fancy!

He offers up a stone and states, "A sending stone is the best connection I have at the moment. I could also leave my water spirit with you if you wished?"


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

Kaiedees:
Oh you are correct, I will adjust that for the future. Thanks for catching that.

Round 10
+1 greatsword smite, defensive fighting: 1d20 + 11 + 3 - 4 ⇒ (4) + 11 + 3 - 4 = 14
damage: 2d6 + 7 + 5 + 2d6 ⇒ (1, 3) + 7 + 5 + (4, 5) = 25 last 2d6 E
As he continues to fight defensibly he is able to get jabs out as he uses the greatsword to parry more than anything until he finds the right moment.

unarmed strike, smite, defensive fighting: 1d20 + 10 + 3 - 4 ⇒ (14) + 10 + 3 - 4 = 23
damage: 1d8 + 4 + 5 ⇒ (6) + 4 + 5 = 15

Round 11
+1 greatsword smite, defensive fighting: 1d20 + 11 + 3 - 4 ⇒ (15) + 11 + 3 - 4 = 25
damage: 2d6 + 7 + 5 + 2d6 ⇒ (4, 3) + 7 + 5 + (6, 6) = 31 last 2d6 E

unarmed strike, smite, defensive fighting: 1d20 + 10 + 3 - 4 ⇒ (2) + 10 + 3 - 4 = 11
damage: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17

Round 12
+1 greatsword smite, defensive fighting: 1d20 + 11 + 3 - 4 ⇒ (12) + 11 + 3 - 4 = 22
damage: 2d6 + 7 + 5 + 2d6 ⇒ (6, 5) + 7 + 5 + (1, 2) = 26 last 2d6 E

unarmed strike, smite, defensive fighting: 1d20 + 10 + 3 - 4 ⇒ (18) + 10 + 3 - 4 = 27
damage: 1d8 + 4 + 5 ⇒ (5) + 4 + 5 = 14


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees:

Round 10
28/65

kukri: 1d20 + 14 ⇒ (9) + 14 = 23
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

kukri: 1d20 + 14 ⇒ (7) + 14 = 21
s dmg: 1d4 + 16 ⇒ (1) + 16 = 17

Round 11
33/65

kukri: 1d20 + 14 ⇒ (15) + 14 = 29
s dmg: 1d4 + 16 ⇒ (2) + 16 = 18

kukri: 1d20 + 14 ⇒ (1) + 14 = 15
s dmg: 1d4 + 16 ⇒ (4) + 16 = 20

Round 12
38/65

kukri: 1d20 + 14 ⇒ (9) + 14 = 23
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

kukri: 1d20 + 14 ⇒ (1) + 14 = 15
s dmg: 1d4 + 16 ⇒ (3) + 16 = 19

The ferocious Goblin continues his onslaught, glee plastered on his face. Despite his enjoyment, he does not land anymore hits. His kukri slashes continue to be parried by the greatsword. Metal clings and clangs echo through the halls.


Anyone in HQ wandering around? You would hear Kaiedees and Zanthias fighting! As by the rule of averages they will likely never stop. All HQ posts are going to be public so no more need of spoilers.

Many of those wounded have been tended for and ferried out of the HQ. The healers head out as well with the last of them. Including Troas and the other monks. The hallways are clear of threats, summoners come in and begin the grueling work of pushing back or excavating cooled lava.

Myriana and Galah'ad:
What do you do? We can just hand wave it and move you to an inn or something?


female vampire fey catfolk | HP 114/114; THP 0| AC 26, FF 21, TAC 17 | F +10, R +12, W +7 | CMB +6, CMD 24 | Lowlight, Darkvision 60, Per +17
Def Abil:
channel resist +4, DR 10/magic&silver, DR 5/cold iron, resist cold/elec 10, fast healing 5, undead resistances, cat’s luck, +4 saves vs mind-affecting effects, evasion
Arcane Res 7/10 | MP 1/1 | Spells 1st 7/7day, 2nd 6/6day, 3rd 5/5day |
Skills:
Acr +18. Bluff +28, Diplo +19, Disg +15, Fly +19, Know Arc/Loc/Nat/Plan/Relig) +19, Spellcraft +19, SM 22, Stea+23, UMD +20, Ling +19, Craft Cloth +19

GM, Galah'ad:
I've been waiting on Galah'ad but it seems we are in agreement about moving to an inn to "rest".


Speed 90ft Image female sublime drow noble scaled fist monk/sorcerer gestalt 7 FormalAC 36, T 35, FF 27; HP 180; F +24, R +27, W +24; Fast Healing 11, Resist Negative 10 Cold 10, Electricity 10; Immune magic aging, disease, positive energy damage

HQ:

"I don't pretend to speak for the Seeds of Slaughter, prefeing to leave that pretense to our 'leader'. I am, however, interested that other players have joined in whatever this is." So'ren says, waving her hand about. May I inquire as how you found us and where your base is located?"

Has she heard of either Dragon's Glory or the Stonefire Merchant's Guild?


Desseer, Myriana, and Galahad:
I think we are ready to move forward three days. Do you want to contact each other in that time?


Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40
Skills:
Acro +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10

HQ/k checks:
Ah yes context or is it pretext?
The Stonefire Merchant's Guild is known for their high quality items. Nearly anything magical, an artifice guild. Also known for their limited clientele.
Dragon's Glory was one of the top 10 guilds in many areas. Challenges, population, Lore, and cooking to name a few. When the dragon patch came out a year ago, they made a requirement that all members must have a dragon mount, be able to turn into a dragon, or have a dragon familiar. This wasn't a problem as most already wanted such things.
Would you think it would be a k local check for more info?

He smoothly replies, "Ah yes... I was on the server as the game was coming to a close. Then I... awoke... opened my eyes for the first time... in this new world. Before disclosing the location of my base I would like to determine how our guilds will interact, where is your leader? I have many outposts, water alters you may call them. My water spirit saw a strange thing and followed the creature here. There isn't much life or undeath in these plains."

K local: 1d20 + 7 ⇒ (9) + 7 = 16


With the all clear she enters into the HQ. She quickly gets to her station and notices that there are still some active defenders in the building which means they are fighting.

She quickly moves down to that location seeing a blue black tiger on the way she calls out, "Midnight! Would you please escort me down. Apparently not all of the enemies have been dealt with?!"

With Midnight's assent she leads following the indicator on her bracelet to the goblin Kaiedees. There in the hallway the goblin is facing off with a halfling of some sort. She shouts, "Stop this at once!"

Intimidate: 1d20 + 11 ⇒ (20) + 11 = 31


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

The halfling stops attacking but goes full defense ready for any other strikes from the goblin. His halo of light begins to appear behind him again.


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

Kaiedees swings a couple more times halfheartedly at the halfling and then slumps his shoulders. He knew the voice.

A couple moments later, he gets some minor energy and points one of his kukri at the halfling as he faces Inennarra, "He is with intruders! Kaiedees was vancquishing intruders for the great lord Desseeer!"


NE Male Elf/Fiend 7 | HP 75/75 | AC 19 | Fort +6, Ref +11, Will +18 | Init +6 | Perception +24 | SM +23 P 1st: 9/9, 2nd: 9/9, 3rd: 7/7; M 1st: 6/6, 2nd: 1/5 | ppp: 11/11 | Mp: 5/5

Desseer:
Desseer takes note of the lock and studies more fully the runes.

spellcraft: 1d20 + 20 ⇒ (7) + 20 = 27

We can fast forward. Yes, Desseer will attempt to meet up with the others.


She stands with a hand on her waist questioning, "How do you know, he does not appear to be an elemental? He may just be a rogue agent. Who are you? Who do you swear alligence to?"


He swishes his tail and seeing the fight out of them pads a few more feet away and lays down to groom himself.


Desseer:
You believe them to be simple alarm spells, nothing more.


CE Male goblin | HP 65/65 | AC 28 | Fort +10, Ref +13, Will +0| Init +9 | Perception +7

"I swear allegiance to the great Lord Desseer!" Kaiedees fervently yells.

Desseer:
Desseer takes mental note of the defenses and exits the structure in search for the others.


Vital:
HP: 25/25, AC: 22 _ T: 22 _ FF: 17 _ Perception +11, Initiative: +5, Fort +7 _ Ref +8 _ Will +8 (+2 vs. fear) _ CMB: +11 _ CMD: 26, Speed: 60
skills:
Acrobatics +11 (+16 jump) _ Climb +8 _ Dip +8 _ Escape Artist +9 _ Handle Animal +3 _ Heal +5 _ Intimidate +8 _ K: H & Re +6 _ Ling +2, Perform (Dance) +7 _ Ride +8 _ Sense Motive +9 _ Stealth+13 _ Survival +5 _ Swim +8

As the goblin gives him some room he lets the tip of his sword rest on the floor. He solemnly states, "I am Zanthias, my recent memories are jumbled up. I believe my fellow angels stripped me of some of my power and banished me here. I was just protecting the man who kept me safe. Who is this Deesseer?"

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