Priest of Pharasma

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Guild map | Jade regent

Vaar je dag en nacht?

Everyone takes their post and you set sail, upriver into the swamps. The air soon becomes stale, the water murky brown and a smell of rot fills your nose. Your surroundings seem to grow quiet, a stark contrast to the grasslands that you just left.

Water sometimes seems to move on its own, against the flow, and trees almost seem like they shift. As time goes by the deck grows eerily quiet as everyone peers around nervously. Suddenly Valda cries out and points a a large green log. Everyone jumps at the sound and rushes forward to see what's happening. A head pokes out of the water and reveals a huge crocodile. Several people jump back at the sight, not ready to risk their life.

The big creature moves to the side of the ship and swims past, completely ignoring you. For the rest of the day everyone seems extra alert. Eventually night begins to fall without anything of note happening.

Ga je door? Zo ja hoe verlicht je om je heen? Anker je voor de nacht, zo ja ga je aan wal en wie houdt er evt wacht. Maak je een fikkie voor warmte/licht? (is niet heel warm op het moment) enz enz enz


Guild map | Jade regent

The slaves tell you what they did before they were captured, all simple people. The first one calls himself Ben, he was a farmer and is middle-aged. He looks fairly strong. The second one is Ford, he has the same build and job as Ben, same as the third one, Josh.

Next in line is Paul, he tells you he knows something about boats, though not ones as big as this one, and that he was a fisherman. He tells you that he is willing to learn how to sail on a bigger ship and that he could provide some food for the people on board. He could make an excellent deck-hand with room to grow.

The last one, one of the girls who stayed, is Marny. She has a fair face and is still very young (14). She tells you that her family was killed during one of the raids and that she has no one left. The only job she has ever had is as a maid. She does know how to mend clothes and such however, she thinks that may be useful.

Zijn gewoon een beetje standaard mensen. Heb er een beetje flair ingestopt om ze in de crew te kunnen krijgen. Dit zijn echt crew members, geen vast deel van je crew zoals Brew, Karz, Henry, Valda en Emery.

Whilst you are busy talking with the new members of your crew Valda and Emery are talking with Henry to get the boat in top condition again.
"Well, as I see it they did a pretty good job."
Henry says.
"A few loose boards on the deck that have to be nailed down and the stern of the ship needs another coating of tar."
He peers over the side and nods.
"Side looks rood, the rudder needs some small repairs. That should be about it. The stern needs a coat of tar and the boards and rudder need to be fixed. I'll need a good carpenter kit for the last two jobs."
Valda suddenly speaks up from the hold.
"Found one! Seems they were already working on the boards, carpenter kit, nails and boards are down here."
She lifts the items up and Henry places them on the deck.
"I think all in all a day's worth of work."
The group starts their work, ordering the crew around and within no time everyone seems busy.

Emery is commandeering a few people about to get the stern tarred up.
Valda is working on the loose boards with Karz and Brew.
Henry is busy with the rudder with the remaining crew.

Je zit hier vast voor ongeveer een dag om het schip in tip-top conditie te krijgen. Als jij voor de dag erna de crew-layout bepaalt en wat jij verder nog doet in die tijd dan gaan we vanaf dat punt verder.


Guild map | Jade regent

Continuing on the river Jade and her crew soon come upon Runeigh. Runeigh is a small village, if you can even call it that, that marks the last stop before the swamp. She gives a speech to the slaves, giving them the choice to leave or join her crew. They are free folk now but they have a choice to fight back.

Als je je speech nog wil doen mag dat :)

Most of the slaves leave, having family somewhere or wanting a simple life. 5 of them decide to stay, 1 of the maids and 4 of the workers. You bid everyone else farewell and are ready to continue on to the next stop, the pirate village. Henry speaks up before you head out.
"This is going to be a dangerous journey. The rivers change, as I've been told, and it has been some time since I've been there. You never know what'll be under the water. Might want to have someone on the bow as a lookout, so we don't crash into something unawares."
He glances towards the swamp and continues his talk.
"I've also seen weird and dangerous creatures in the swamp, most won't attack unprovoked. But if they're hungry..."
Henry shudders.
"Last time we took the journey it took about 4 days, seeing we're moving upriver for quite a bit it should be about 5."

Wat is je plan/wat ga je doen?


Guild map | Jade regent

Jade soon finds the right boxes and loots the one of Valda, giving the one of Emery to Brew. Once finished with the items Jade and Jean move up the stairs towards Karz. At the top of the stairs they discover that Karz is unconscious and locked in a cell. Jade, having no other idea, threatens the guards present and puts them into the cell where Karz was. Afterwards they quickly free Valda and Emery.

When they are being freed a man in one of the cells suddenly speaks up, his name is Henry and he asks to be freed and in turn he will join the gang. Jade leaves him for now and sends Emery, Valda, Jean and Karz downstairs whilst she heads up to free the last prisoner and Henry. After killing one more guard she goes into a chase with another one. The last guards wakes the platoon waiting in the sleeping quarter whilst Jade and her crew make a quick escape but not before another crewmember, Brew, is downed.

The whole crew makes their way to Fort willow in their leaky ship. They collect a few necessary items they quickly move on to the next town following Henry's directions. In the town they steal a big boat from the nobleman's son whose father was killed by Henry. The plan doesn't go as planned but they eventually leave the town with nearly two dozen people on the boat.


Guild map | Jade regent

Karz moves away, up the stairs and vanishes from sight.

You head into the storage room and are met with rows upon rows of shelves with labelled boxes in them. Giving the room a quick tour you don't find the gear standing around. It takes you the good part of a minute to find the names you are looking for and you come to the discovery that the box the musket must be in is locked... Valda's gear however is easily retrieved.

Ik doe de rolls voor Karz offline, anders weet je precies wat er boven allemaal gebeurd :P


Guild map | Jade regent

Hearing Jade, the cook drops his hand and slowly turns around. He looks terrified and puts his hands up. Brew quickly grabs some rope and ties the man up and puts a piece of cloth in his mouth to stop him from screaming.
"Well... That could've gone better... He creamed bloody murder when I tried to knock him out!"
He peers at the door and sees Karz and Jean moving to the storage to retrieve the gear and breathes a sigh of relief.
"Someone outside might've heard him. You better hurry and get this all over with before we really have to kill everyone in the whole prison..."
Karz unlocks the door to the storage and goes in with Jean.

Wat ga jij nu doen? Opties die ik zie zijn Karz en Jean helpen met spullen zoeken, naar boven om je vrienden te redden, wachten op de gang voor Karz en Jean tot ze alles hebben. Iets anders kan natuurlijk ook altijd :P


Guild map | Jade regent

Karz motions to take stairs down to the left. In front of you is a small guard room and to the right a hallway leading to the cells.

You both move downstairs towards the kitchen and the storage.
"Well, let's get your stuff in storage shall we Jean, you won't be needing it anytime soon."
Karz says as he motions to the left towards the kitchen. He turns to the right into a small hallway leading to the storage.

Once you enter the kitchen area you see the cook, who is bleeding from his scalp, back away from the door and a bewildered Brew in the doorway. He holds a club in his hand with a dark red spot on it.

Perception cook: 1d20 ⇒ 17

The cook doesn't seem to notice you as he backs away from the door. As he backs away he grabs a large knife from the nearby table.
"The guards will be here any minute... You will not leave this place..."


Guild map | Jade regent

Het eiland heeft een drawbridge en een kleine steiger aan de andere zijde, ik verander het laatste stukje iets. Jullie komen lopend aan en het schip ligt aan de steiger.

Brew at the dock:

Stealth Brew disadvantage: 1d20 ⇒ 10
Stealth Brew: 1d20 ⇒ 2

Brew stops the boat near the docks, bashing the boat against one of the wooden poles producing a loud crack.

After the crash Brew quickly tied the boat to the dock and grabbed a club, standing ready at the door to knock out any unwelcome visitors. After a minute or two a confused cook peers out of the supply door to see what happened. He nearly wets himself when the door suddenly opens and a person's head pokes out.

Atk: 1d20 + 2 ⇒ (18) + 2 = 20
Dmg: 1d4 ⇒ 1

He brings down the club hard and fast but doesn't knock the cook out. The cook cries out, alarming nearby guards.
"HEEEEELP"

With the boat moored at the supply dock of the prison the plan is ready. Jade, Karz and Jean make their way over the drawbridge and into the prison. Once inside they are greeted by Bert, the lazy fat guard at the desk.
"Evening."
He nods, when he looks up a look of surprise crosses his face.
"Is... Is this Jean whatjacallhim? That's a good catch!"
He sits back down again and grabs his ledger, trying to find a certain page.
"Political prisoners, ah yes. He needs to be placed on the top floor, seaside. So that's the fourth floor, a few rooms should be available. The guard on the floor has the keys to the rooms, ask him what room he wants this fellow in. Any belongings he has should be placed in the storage in the cellar, I have the keys for that room. You know the way right?"
He ushers you on towards the door to the prison cells.

Perception Jade: 1d20 + 2 ⇒ (6) + 2 = 8
Perception Jean: 1d20 ⇒ 14
Perception Karz: 1d20 + 2 ⇒ (16) + 2 = 18
Perception Bert: 1d20 + 1 ⇒ (10) + 1 = 11

When about to enter Karz suddenly looks to the door to the side, where the stairs to the cellar are. When he sees no one else respond to the sound he quickly opens the door op ushers Jean forward, closing the door behind Jade. In a whisper he says.
"I heard one of the cooks yell for help. Bert didn't hear him, so the sleeping shift shouldn't be able to either. What do we do?"

Jouw vrienden zitten op de first floor, (een verdieping boven je) en diegene die je moet redden voor de deal zit op de third floor. (in engels om verwarring te voorkomen, met ground level en first floor s~&+.) In de kelder zit de opslag van ingenomen goederen en de keuken met de uitgang naar de steiger waar Brew op je wacht.


Guild map | Jade regent

Discussion


Guild map | Jade regent

Here starts the tale of the Jade pirates...


Guild map | Jade regent

Yes, that would be a nice summary! I'll put the game on inactive, after I find the settings for it, in a few days.


Guild map | Jade regent

Thanks for not spitting me out ;P And as I said before, it was a very fun game with you all in it!


Guild map | Jade regent

Hey guys, I wanted to let you know that I am going to quit GM'ing.

It was a hard choice to make. I've put a lot of effort in running this game and keeping it going over the two years it's been running but my enthusiasm for the game has left me. It's starting to feel more like a chore, as with more games I'm currently in to be honest. Though it feels like a chore it still pains me to leave this game.

I still have material for a few games hanging around in Dropbox, some time ago some of you offered to take over. I will gladly send the files to anyone who wants to continue the story. It has a few story starts, a ton of mob material, maps and a few ideas for new games.

I hope you guys understand.


Guild map | Jade regent

"That same as guarding people?"
The large and filthy man asks Fish.
"Then could try it."


Guild map | Jade regent

"that's me job. Guarding prisoners."
He answers simply.
"Never done anything else."


Guild map | Jade regent

Pat seems to think about it for a moment.
"You have prison?"

Wasn't counting on Ama turning a hostile man to a friendly one... I think that it would be hard to get him into the guild.


Guild map | Jade regent

Good luck with the times to come!


Guild map | Jade regent

Happy new year!


Guild map | Jade regent

Do you have any plans on how to proceed?

Pat nods.
"They no want my stew. They no friendly."


Guild map | Jade regent

Pat walks over to a shelf and grabs some slightly moldy cheese, offering it to Ama. He walks over to a pot sitting in the corner over a smoldering fire and ladles some more stew in the plate, before handing everything over to the group.
"Me no get many visitors, dwarves only yell..."


Guild map | Jade regent

If someone offered it, I would try it. I think...


Guild map | Jade regent

"Pesky dwarves, some in the prison right now."
Pat answers the queen, he glances at the stew and smiles a big toothy smile.
"Rat stew, wanna taste?"
He grabs the bowl with a big meaty hand and offers it to Ama.


Guild map | Jade regent

Pat ignores everyone but Ama, not liking them a single bit.
"Treats me well enough, gots food every day and a job. It's allright."
He answers Ama.
"Why are you here?"
The bowl of food he was eating earlier is still on the floor behind him.


Guild map | Jade regent

"Uh, why... Uh yes. You could go everywhere you please, I guess."
The very large man says in a dumbfounded voice.
"I'm guarding them prisoners back here."
He points towards the far end of the room, a still unexplored part.
"Pat's my name."

Because of his bad Cha he changed attitude from hostile to friendly...


Guild map | Jade regent

The man stands up, throws his bowl on the ground and points at Ama.
"YOU NOT SUPPOSED TO BE HERE!"
He bellows at her, sending spittle all across the room.
"EXPLAIN!"


Guild map | Jade regent

Yup, both squares. Secret hallway and a room you can see from the secret compartment.
@Nagbur/Almalik He was indeed talking about dwarves :P And Nagbur? Are you slowly turning smeagol? ;P

Whilst Ama has stayed behind upstairs, not feeling too well, the rest continues downwards.

Axe slowly opens the latch and a small dusty cramped hallway is revealed. Axe is too large and a smaller person in the party squeezes in, relaying what he sees. In front of him are two holes, giving a view of the room beyond. In the room is a very large man grumbling to himself whist eating a bowl of something very gross looking.

Perception DC20:

There is another latch in the hallway, leading to another room.

You may remove the square with the cross on it.

Two wizards, like the ones you met before, are dissecting what seems to be a dwarf.


Guild map | Jade regent

Hope you get better soon!


Guild map | Jade regent

The dwarf sees Idris's confusion.
"Workin'n the smithy, dun care nothin 'bout else."
You wait for a moment to listen and hear noises coming from further down.

At the end of the small dark hallway, visible for everyone with darkvision, is another set of stairs. The noise seems to be coming from below, echoing through the empty space.

DC 20 Perception on the stairs:

On the left side of the staircase is a small latch, giving access to another hallway.
You may remove the two black squares indicated with the crosses.


Guild map | Jade regent

Please describe how you proceed, aka are you yelling or... ;P

The door slides open after Fish finds a catch and the dwarf whistles appreciatively.
"Ye be a quick one."
You head down a small flight of stairs and walk into a completely dark hallway.


Guild map | Jade regent

The dwarf points up to answer Fish's question.
"Though ya need be gettin' down first. Jailer be down 'ere. He be havin' them keys t'get up."
He nods to Ama's remark and holds out his hand to lead her on.
"Ma queen, af'er ye."
He leads you on to a room where the base of a tower is. Sleek walls and a strong door block the way on.
"Seen em jailer o'er 'ere several times. There be a room 'ere somewhere."

DC 20 perception:

In the eastern wall you find some cracks in the wall, indicating a fairly large door.


Guild map | Jade regent

"Grumpy wizards..."
The dwarf mumbles.
"Ya think me be here fer fun? Phaw! Ye right in the mind?"
He raps Almalik on the head for asking stupid questions.
"Ere, lemme explain."
He sits down and holds up several fingers, indicating people.
"The one be me an' me fella dwarves. Other be them wizard."
He now only holds two fingers up, one on each hand.
"Me fella dwarves be run away, an'a me a been too late. Stuck with them wizard folk. He force me makin' them 'bots."
He holds his arms wide and shrugs.
"Easy. Now, when we be leavin'?"


Guild map | Jade regent

The dwarf opens an eye and looks at Idris.
"Phaw! Mad? Ya'll be mad com'n here!"
He throws back at Idris.
"Me? Just Workin'n a few projects."


Guild map | Jade regent

I think I have to pass as well :/ I would like to join but I'm also at my limit.


Guild map | Jade regent

Ama manages to subdue the flames. The dwarf remains lying on the ground, exhausted, and finally manages to get the clasp of the weapon free. He grunts as he turns to his back facing Ama.
"Great, them lousy wizard folk too lazy to help a fellow out."

He has taken 16 damage

Rolls:

Fire: 1d6 ⇒ 3
Fire: 1d6 ⇒ 6
Fire: 1d6 ⇒ 1
Fire: 1d6 ⇒ 6


Guild map | Jade regent

I'll take a look at it after the weekend. Currently very busy!


Guild map | Jade regent

The yells and scream of the dwarf echo through the building as he is slowly burning up.
"AAAAAAaaaaaAAAAAAaaaaaaaH~!"


Guild map | Jade regent

Ama misses the caster and kills the clone. She takes a step forward and hits the caster. The caster misses the brunt of Almaliks fire damage but gets attacked by the cat. The cat manages two hits and gets the caster down.

The dwarf extends his arm and shoots a bullet from the apparatus strapped to him. The machine starts smoking and within seconds burst into flames, setting his cloak on fire moments later. The dwarf screams and yells as he tries to release the catch on the machine.

Last part is to finish combat off, he was near death... :p You cleared the whole floor by the way. I've thrown everything at you that was planned on this one.

Rolls:

miss chance > is hit: 1d100 ⇒ 39
miss chance > is hit: 1d100 ⇒ 65
Ref: 1d20 + 5 ⇒ (19) + 5 = 24


Guild map | Jade regent

A rogue dwarf... Sounds like a very fun plot!

The dwarf calls to you.
"Ye're 't save me?"

The caster takes a step back and shoots a bolt of lightning at Ama.

Combat round 6:
- Robot(s)
- Ama 48/52hp [+0THP | +4 Str]
- Idris 38/74hp [+30THP | +4 Str]
- Nagbur [+30THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 42/51hp [+10THP] You may act twice
- Axe [+10THP]

In bold may act!

Rolls:

Atk axe: 1d20 + 8 ⇒ (19) + 8 = 27
Dmg: 2d8 + 7 ⇒ (5, 2) + 7 = 14


Guild map | Jade regent

You still have your actions, I removed you from the initiative order because you were sick. But thinking about it it wasn't all that logical...


Guild map | Jade regent

You are in a homebrew ;P And take your time Almalik! Could someone post for him?

Axe swings twice and downs the fighter on his second swing. Idris follow up and charges right into the caster.

Fish kills the small robot in front of him with a single claw. You may still move if you wish.

Ama moves in past Axe and Idris and whacks away at the caster.

The caster makes a copy of himself and it is now impossible to see who is who. From behind the caster a dwarf comes peeking around the corner, grumbling something to himself. His eyes widen the moment he sees you.
"Well have ye ever seen em like tha?! Be ya tinkerin o'er ere and ya just be sho'in up!"

Combat round 5:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris 38/74hp [+0THP | +4 Str]
- Nagbur [+30THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 40/51hp [+10THP]
- Axe [+10THP]

In bold may act!

Rolls:

Ref Alma: 1d20 + 6 ⇒ (17) + 6 = 23
Ref Ama: 1d20 + 9 ⇒ (10) + 9 = 19


Guild map | Jade regent

Axe axes away at the fighter standing in front of him. The man counters Axe with two fierce attacks. Both the attack don't manage to do any damage to Axe.

Nagbur distributes health across the network to Almalik, giving him some more to work with.

Ama swings twice and cuts down the caster, leaving only one more standing.

The caster behind the fighter points in the middle of the group and another psionic storm flares up. DC17 ref save to half damage
Turning back to the hallway the priest calls.
"Oi Minar, kry jou gat hier! Die gang is oor om te val."
Does anyone speak protoss?

On Fish's side the small robot pokes at him again with its small spear.

Combat round 5:
- Robot(s)
- Ama [+10THP | +4 Str] -40dmg
- Idris 53/74hp [+25THP | +4 Str] -40dmg
- Nagbur [+30THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 40/51hp [+30THP] -40dmg
- Axe [+10THP] -40dmg

In bold may act!

Rolls:

Atk: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Atk: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d8 + 4 ⇒ (1) + 4 = 5

Storm: 9d8 ⇒ (2, 2, 3, 8, 6, 5, 4, 6, 4) = 40

Atk Fish: 1d20 + 4 ⇒ (12) + 4 = 16
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3


Guild map | Jade regent

Could someone post for Ama?


Guild map | Jade regent

Axe makes a deep gash in one of the fighters on the field.

Idris slams several fists and a knee in the spellcaster, causing it to double over. for a moment.

Fish kills the first one by biting off its head, takes a step forward and kills the second one by ripping it apart with his claws.

Almalik feels dizzy with the sudden loss of spells and quickly thinks of something to counter the spellcasters.

Combat round 4:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris 53/74hp [+25THP | +4 Str]
- Nagbur [+25THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 40/51hp [+7THP]
- Axe [+10THP]You still have this round

In bold may act!


Guild map | Jade regent

Thanks for letting us know!


Guild map | Jade regent

I had a great time! Thanks for asking :)
Could someone post for Axe? He still has two attacks he could make.

Ama swings and misses the spellcaster, her second swing also misses its target. Idris gives it a shot and hits the fake spellcaster, causing it to disappear.

Almalik burns the real spellcaster, making sure this is a real one.

Nagbur gives the party more temporary health, making sure everyone stays on top.
We are indeed missing posts from Axe, but since everyone has posted since I'll keep forwarding the game. It's going quite fast now! And thanks ;)

Fish keeps hammering on the giant ball and finally kills it. Before he is able to relax some of the creature making up the ball crawl out. One of them attacks Fish but misses him.

The spellcaster looks at Almalik but nothing seems to happen.

From the eastern door another spellcaster and melee fighter appear. The fighter goes full defence in front of the door. The spellcaster also stares at Almalik. Almalik suddenly feels his magical powers slip away from him, followed by a jolt of pain.
You lose 4 spell slots, going from lowest level up. So if you have all your level 1 spell slots you lose only level 1 slots.

Combat round 4:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris 53/74hp [+25THP | +4 Str]
- Nagbur [+25THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 40/51hp [+7THP]
- Axe [+10THP]

In bold may act!

Rolls:

Ref Axe: 1d20 + 5 ⇒ (20) + 5 = 25

Chance 1 = fake: 1d2 ⇒ 1

Ref save: 1d20 + 5 ⇒ (2) + 5 = 7

Disassemble: 2d4 ⇒ (2, 1) = 3

Myr: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Spell slots: 1d4 + 1 ⇒ (2) + 1 = 3
Will save: 1d20 + 7 ⇒ (12) + 7 = 19

Spell slots: 1d4 + 1 ⇒ (3) + 1 = 4
Will save: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg: 4d10 ⇒ (4, 4, 7, 3) = 18


Guild map | Jade regent

I have returned!

Fish is rapidly killing more and more of the smaller creatures trapped inside the sphere. Almalik feels his muscles tense as the electricity courses through him, he misses the brunt of the attack and manages to cast haste to help the other team members.

Nagbur replenishes some of the lost health on himself, Fish and Idris. He immediately notices that several of the other team members lose even more health.

Ama also sidesteps the lightning, receiving no damage at all. She swings her sword twice, hitting the down construct both times. Idris follows up with a quick punch, after getting the full hit of electricity on his body, and follows up with more punches. With his final punch he damages the construct to such an extend that it stops functioning.

The spellcaster who just summoned the lightning storm summons a copy of himself. The duplicate stands next to him, making it impossible to see who of the two is the real one.

The sphere attacks Fish in retaliation but misses.

Combat round 3:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris 53/74hp [+0THP | +4 Str] -51dmg
- Nagbur [+25THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 39/51hp [+0THP]
- Axe [+10THP] -51dmg Two turns, also round 2

In bold may act!

Rolls:

Ref Ama: 1d20 + 9 ⇒ (13) + 9 = 22

Atk: 1d20 + 8 ⇒ (3) + 8 = 11
Dmg: 2d12 + 5 ⇒ (5, 11) + 5 = 21


Guild map | Jade regent

I will be absent from the 20th till the 3rd of November. I'll put the game on pause till I get back! (wedding and honeymoon! ^^)


Guild map | Jade regent

Axe kills the creature in front of him whilst Idris trips the construct.

The battlesphere attacks Fish and nearly depletes all of his temporary health. The construct just tripped by Idris gets up, provoking an attack from Ama and Idris, and attacks Idris. From around the corner another construct appears. It points in the middle of several of the group members and lightning crackles from that point outwards, forming a large circle. Everyone in the red circle must make a DC 17 ref save or take 51 lightning damage

@Almalik you may change your actions if you wish.

Combat round 2:
- Robot(s)
- Ama [+10THP | +4 Str] -51dmg
- Idris [+2THP | +4 Str] -51dmg
- Nagbur [+25THP | +4 Str]
- Fish [+2THP | +2 Str]
- Almalik 38/51hp [+25THP] -51dmg
- Axe [+10THP]
-51dmg

In bold may act!

Rolls:

Atk: 1d20 + 8 ⇒ (19) + 8 = 27
Dmg: 2d12 + 5 ⇒ (7, 11) + 5 = 23

Atk I: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg: 1d8 + 4 ⇒ (4) + 4 = 8

Psionic storm: 9d8 ⇒ (8, 4, 4, 5, 4, 7, 3, 8, 8) = 51


Guild map | Jade regent

I know :) Just wanted to state the overall bonus!

Three of Fish's attacks hit and little bits of metal are sprayed everywhere. Ama cuts the creature in front of Almalik but hits a weird sort of shield, which does sustain some damage. Almalik jumps as he is hit and runs away like a frightened animal, this while Nagbur heals his wound a little.

Combat round 2:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris [+10THP | +4 Str]
- Nagbur [+25THP | +4 Str]
- Fish [+25THP | +2 Str]
- Almalik 38/51hp [+25THP]
- Axe [+10THP]

In bold may act!


Guild map | Jade regent

These guys are very very low level :P You don't need to roll high to kill even a single one of them. You do however burn quickly through your resources!

Fish dodges the single creature and kills it with a single swipe. The giant ball behind him suddenly lashes out.

Suddenly the door behind Almalik is thrown open and an enemy charges at Almalik. He feels the weird force like blade digging in deep.

Combat round 2:
- Robot(s)
- Ama [+10THP | +4 Str]
- Idris [+10THP | +4 Str]
- Nagbur [+10THP | +4 Str]
- Fish [+3THP | +2 Str]
- Almalik 37/51hp [+0THP]
- Axe [+10THP]

In bold may act!

Rolls:

Fish
Atk: 1d20 + 8 ⇒ (19) + 8 = 27
Dmg: 2d12 + 5 ⇒ (7, 2) + 5 = 14

Almalik
Atk: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg: 1d8 + 3d6 + 4 ⇒ (6) + (6, 4, 3) + 4 = 23

Full Name

Morrick Goremason

Race

Human Cleric (Asmodean Advocate, Evangelist) 1 | Sermonic Performance: 10

Classes/Levels

HP: 10 | AC: 15 T: 12 FF: 13 | Fort: 4 Ref: 3 Will: 5 | CMD: 13 | Initiative: 8 | Cold Iron Heavy Mace: +1, 1d8+2; 20x2 Light Crossbow: +2, 1d8; 19-20x2

Skills:
K. Religion: 5 Perform: 4 Prof. Barrister: 8 Sense Motive: 7 Stealth: 6

Gender

Male

Size

Medium

Age

30

Special Abilities

Spontaneous Casting (Command), Familair, Aura (Lawful Evil), Sermonic Performance

Alignment

Lawful Evil

Deity

Asmodeus

Location

Unknown

Languages

Chelaxian, Common, Infernal

Occupation

Barrister

Strength 13
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Morrick Goremason

Racial Traits:

Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
Soul Drinker: Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.
Twitchy: You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.

Class Abilities:

Pact Bound: An Asmodean advocate must choose Asmodeus as her deity and select the Trickery domain. She does not gain a second domain. If she ever changes her deity, she loses this archetype and becomes a normal ex-cleric.
This ability alters domains.

Serpent: At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate's choice as a supernatural ability.
Devil in the Details: At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacychecks. This benefit also extends to her familiar. The Asmodean advocate gains an insight bonusequal to 1/2 her cleric level (minimum +1) on Linguisticschecks related to forgeries and on all Profession (barrister) checks.
Single Minded: An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.
Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-likeperformances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform(oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energydamage at 7d6 points.

Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cureor inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.
1st: Command

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domainsfrom among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Domain: Trickery

Stats
HP: 10
AC: 15
Touch: 12
Flat Footed: 13
Speed: 30ft
Initiative: +8

Saves
Fort: +4
Ref: +3
Will: +5

Attacks
Cold Iron Heavy Mace: +1, 1d8+2; 20x2
Light Crossbow: +2, 1d8; 19-20x2

Feats:
Extra Performance: You can use bardic performance for 6 additional rounds per day.
Improved Initiative: You gain a +4 bonus on Initiative Checks.

Skills
Knowledge Religion: +5
Perform- Oratory: +4
Profession- Barrister: +8
Sense Motive: +7
Stealth: +6

Spells Per Day
0: 3
1st: 2+1

Spells Prepared
0:
Light
Detect Magic
Stabilize

1st:
Barbed Chains
Cute Light Wounds
Disguise Self (Domain Spell)

Domain
Trickery Domain
Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Imagespell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.

Gear:
Cold Iron Heavy Mace
Light Crossbow
--10 Bolts

Studded Leather Armor

Bandoliers (2)
--Acid Flask
--Acid Flask
--Alchemist's Fire
--Wooden Holy Symbol

Belt Pouch (5)
--Spell Component Pouch

Backpack
--Bedroll
--Candles (10)
--Cheap Holy Text
--Flint and Steel
--Iron Pot
--Mess Kit
--Rope (50ft)
--Grappling Hook
--Pitons (10)
--Soap
--Torches (10)
--Trail Rations (5 days)
--Waterskin

Se'Liss, Morrick's Familiar:

Viper 
LE Tiny animal

Init +3;

Senses
low-light vision
scent
Perception +12

DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
HP: 5

Fort +3, Ref +5, Will +3

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.

Melee
Bite: +5 (1d2–2 plus poison)

Space
2-1/2 ft.;
Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2

Base Atk +0; CMB +1; CMD 8 (can't be tripped)

Feats
Extra Item Slot: Choose one magic item slotnot normally available to creatures with your shape. You can now use magic items in that slot.

Skills Climb +14, Perception +12, Stealth +18, Swim +14;
Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Alertness
Improved Evasion
Share Spells
Empathic Link

Background:

Proposed Level Up Scheme:

1st: Extra Performance, Improved Initiative
2nd: --
3rd: Power Attack
4th: Ability Score Increase- Strength
5th: Toughness --or-- Lingering Performance
6th: --
7th:
8th:
9th:
10th:
11th:
12th:
13th:
14th:
15th:
16th:
17th:
18th:
19th:
20th: