Asmodeus

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2,060 posts. Alias of Vahanian 89.


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Deity, Benevolent or Malevolent that remains to be seen.

its really not. You cany hear much but know the slaves are there but no other noises until you enter.


Deity, Benevolent or Malevolent that remains to be seen.

You slaughter the goblins and the art.

Another update when i get home this morning


Deity, Benevolent or Malevolent that remains to be seen.

Perception: 1d20 - 5 ⇒ (15) - 5 = 10

Even engrossed in her task the goblin notices you!

Init:

BG: 1d20 + 6 ⇒ (19) + 6 = 25
Lad: 1d20 + 3 ⇒ (1) + 3 = 4
Isobel: 1d20 + 2 ⇒ (16) + 2 = 18
Skreek: 1d20 + 3 ⇒ (19) + 3 = 22
Jaware: 1d20 + 6 ⇒ (5) + 6 = 11

The goblin fires an arrow at Isobel!

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 ⇒ 2

Perception: 1d20 - 5 ⇒ (18) - 5 = 13 The other goblin wakes up at the sound of fighting and looks around groggy.

Round 1
BG
Everyone


Deity, Benevolent or Malevolent that remains to be seen.

The air in this 15-foot-tall warehouse smells of sweat and filth. A stone staircase leads up to a stout wooden door in the southeast corner. Former horse stalls line the eastern wall; each has been converted into a slave pen with iron rings for affixing chains. Two large cells occupy the northern end of the space, constructed of iron bars set into thick wooden rafters. A trio of sputtering lanterns hang from chains hooked to the western wall.

Sidney walks into the long hall and notices something is there with him. Know Planes

Init: 1d20 + 1 ⇒ (3) + 1 = 4

Miyako is up!

Round 2
Saarai
Sidney [-6]
Miyako [-5]
Gruugdurz
BG [yellow -2]
Sickly
BG 2


Deity, Benevolent or Malevolent that remains to be seen.

Its a room in the very back and not right here for knowledge checks.[/oo]

"No archeologists want to leave this historically significant site. Even with Happ Voltz wanting us to abandon Azlant Ridge won't change our minds, as for the hydra we are protected by the Starwatch Spirit, so things like that wont harm us." She says. "And the golem is harmless and we should ignore it."

[ooc]2 sense motive checks please


Deity, Benevolent or Malevolent that remains to be seen.

Round 6
Rolandor
Illia

Slade [-5 strength]
Shadow Yulai [-12]
Eli
Lilianna [-3 strength]


Deity, Benevolent or Malevolent that remains to be seen.

One of the foes begins to sing an inspirational tune!

Round 1
Quang
BG 2
Max
Esme

BG 1
BG4
Yelek
Terros
Ellie
BG 3
Nou


Deity, Benevolent or Malevolent that remains to be seen.

Will: 1d20 + 4 ⇒ (9) + 4 = 13

Round 6
Rolandor
Illia
Slade [-5 strength]

Shadow Yulai [-6]
Eli
Lilianna [-3 strength]


Deity, Benevolent or Malevolent that remains to be seen.

"I see the wisdom in your words." She says. Jiraku continues, “So few visitors have come and shown such respect for local traditions. I had forsaken my love and duty for this place, but perhaps there is hope for me yet.”

If you had really f'ed up you would have fought her in oni form. You are able to search the rest of the complex and find other items

Jirakue thanks you and asks their opinion on whether Tanbaru should stay with her at the temple. If you say yes, she places Tanbaru on her face, smiles, and says, “I’m sad about what happened to you, Tanbaru, but I need you to remind me why I must never abandon my duty.” If you say no, Tanbaru bids Jiraku farewell, and although he is sad, he later thanks you for the chance to say goodbye to his former mate.

Back in Ramparassad, Old Pak listens with interest to your account of the adventure. If Tanbaru remained with Jiraku, Old Pak wistfully notes the departure of a friend before cheerfully declaring that this might be reason enough for him to visit the temple in person sometime. He adds that the site might once again attract Yamatsumi’s faithful to repair the trail and temple, earning the Society goodwill throughout the region.

Thats it! I will try to get the chronicles done soon but have a stack that i need to finish and life is crazy but i will get them out asap


Deity, Benevolent or Malevolent that remains to be seen.

Jaware downs the final goblin! The bigger goblins both have a potion of cure moderate wounds.

You explore.

Top left room.
Piles of rags and bones are piled up into nest-like beds around this circular room. A door to the northeast leads to other rooms.

Top right
This round tower is badly damaged, its floor strewn with rubble.

Middle Open area
From this curving room, doors lead east and west, and a passage leads south. A small table with four rickety chairs sits in the middle of the room. A pair of dice lies on the table amid cups and plates.

You find a path and a trap here. Its easy to avoid

The southern section of the room is described below.
Rubble and sharpened sticks barricade the western entrance to this curved room, and a thin wall runs down the room’s middle. To the north, a short passageway leads to a similar room. Doors are set in the eastern wall of the room and both walls of the passageway.

Do you enter this area quietly? You notice a goblin that looks like its stacking food on a sleeping compatriot. If you are quite she doesnt notice you.


Deity, Benevolent or Malevolent that remains to be seen.

Juliet Dias, is easily forthcoming with all that she knows. Her team hasn’t yet investigated the rest of the Starwatcher Tor ruins very thoroughly, but she can describe the site’s layout. Juliet doesn’t know of any danger other than the supernaturally dark room and the orb in area, which makes people sick if they touch it. She warns you that an archaeologist named Arletta became sick after coming into contact with it and had to stop working and rest in the camp. Although Dias and the other six archaeologists in this room believe that the orb makes people sick.

Questions for them?


Deity, Benevolent or Malevolent that remains to be seen.

So no talking all killing? Cool.

init:

BG 1 Slaver: 1d20 + 2 ⇒ (14) + 2 = 16
BG 2 Story teller: 1d20 + 2 ⇒ (19) + 2 = 21
BG 3 Singer: 1d20 + 2 ⇒ (9) + 2 = 11
BG 4 Acolyte: 1d20 ⇒ 16
Yelek: 1d20 + 1 ⇒ (12) + 1 = 13
Quang: 1d20 + 2 ⇒ (20) + 2 = 22
Ellie: 1d20 + 4 ⇒ (8) + 4 = 12
Nou: 1d20 + 2 ⇒ (6) + 2 = 8
Terros: 1d20 + 5 ⇒ (7) + 5 = 12
Esmeralda: 1d20 + 1 ⇒ (16) + 1 = 17
Max: 1d20 + 3 ⇒ (14) + 3 = 17

Round 1
Quang
BG 2
Max
Esme
BG 1
BG4
Yelek
Terros
Ellie
BG 3
Nou


Deity, Benevolent or Malevolent that remains to be seen.

The walls are higher than that but you take out red with a vengeance

Round 2
Saarai
Sidney [-6]
Miyako [-5]
Gruugdurz

BG
Sickly

Yea there are a lot of them but they are human warrior 3. so they suck


Deity, Benevolent or Malevolent that remains to be seen.

After 2 attacks the one in pink goes down! Miyako another one down.

The ones up top fire crossbows!
Attack Saarai: 1d20 + 3 ⇒ (12) + 3 = 15
Attack Saarai: 1d20 + 3 ⇒ (6) + 3 = 9
Attack Sickly: 1d20 + 3 ⇒ (7) + 3 = 10
Attack Miyako: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 ⇒ 5
Attack Crit Confirm: 1d20 + 3 ⇒ (17) + 3 = 20
Attack Sidney: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d10 ⇒ 6

Round 1
Saarai
Sidney [-6]
Miyako [-5]
Gruugdurz
BG
Sickly


Deity, Benevolent or Malevolent that remains to be seen.

"Very well. Just be about your business quickly." He says and they leave.

About a half hour later another group approaches then splits into 2 groups to surround the warehouse.

What do you do?


Deity, Benevolent or Malevolent that remains to be seen.

Jiraku is shocked to learn that it is Tenbaru and is taken aback by the information, but she nods.

“I have failed my ward. Look at the desecrated altar! Tell me why I shouldn’t just let the fire and ash of Yamatsumi cleanse this place?” When Jiraku speaks these words, the earth trembles, and fiery flashes are visible at the summit of the mountain looming over the temple. Droplets of lava begin to seep and bead at the seams between the temple’s stone blocks.

Your options.
Craft (sculpture or stonemasonry) or Knowledge (engineering):
Give a realistic estimate on how easily the temple can be
restored.
Diplomacy: Promise to find people who can repair the
temple.
Intimidate or Knowledge (planes): Warn Jiraku about
turning into an oni.
Knowledge (religion): Talk about rituals that restore the
altar’s connection to Yamatsumi.


Deity, Benevolent or Malevolent that remains to be seen.

You know the one eyed creatures are cyclopes, and identifies the tower as a combination of temple and observatory. You also see a woman and 6 others clearing away rubble and cataloging things. She moves up to you.

"Are you help from camp? She asks.


Deity, Benevolent or Malevolent that remains to be seen.

Isobel im pretty sure you have dazed them all at least once now and that can only be used 1 time on a target. You can change your action

The blue one shoots at Jeware!

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 ⇒ 4

Round 5
Skreek [-5]
BG [Dogs down Goblins Commandos Red Down Blue -3]
Jeware
Isobel
Lad [-18]


Deity, Benevolent or Malevolent that remains to be seen.

Sorry everyone. My last post didnt take i guess. And i was waiting for eli and liliana to post but i guess its my fault.

The shadow reaches out for slade.

Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 5

Round 5
Rolandor
Illia
Slade [-5 strength]
Shadow Yulai
Eli
Lilianna [-3 strength]


Deity, Benevolent or Malevolent that remains to be seen.

Reflex: 1d20 + 2 ⇒ (6) + 2 = 8

Lad rushes forward and attacks scoring a hit! Then Skreek downs 2 with a bomb!

The commando that lad stabbed takes a step back and they both fire!

Attack Lad: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 ⇒ 2

Attack Lad: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 ⇒ 2

Crit Confirm: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d4 ⇒ (2, 4) = 6

Lad goes down under a hail of arrows! Roll to stabilize

Round 4
Skreek [-5]
BG [Dogs down Goblins Commandos Red-5-2nonlethal Blue -3]
Jeware
Isobel
Lad [-18]


Deity, Benevolent or Malevolent that remains to be seen.

Everyone working together is able to get the door open!

This room’s high walls are made of enormous blocks of crumbling, mossy granite, but its roof is entirely absent, leaving it open to the sky. Folding tables and makeshift scaffolds have been set up around the room, and the walls have been carefully cleaned and labeled, revealing a mosaic depicting sway-backed, oneeyed astronomers at the base of a tall tower.
An opening leads to the east, below a high balcony topped with a huge ivory sphere. Doors leading north into the hill have been smashed open to reveal a wide hall.

Know Local and Know Religion or history.


Deity, Benevolent or Malevolent that remains to be seen.

"Oh and why should we just clean all of you up? And who are you to make decisions about what benefits us" He asks but makes no hostile move.


Deity, Benevolent or Malevolent that remains to be seen.

Sidney began to cast a spell which makes all the gaurds draw weapons and attack. Miyako and Gruugdurz are up


Deity, Benevolent or Malevolent that remains to be seen.

“I accept your answer,” She says “This is no place for an oni! What were you thinking when you brought that creature here?"

Bluff, Diplomacy, Knowledge (planes), or Knowledge (religion) and what you say.


Deity, Benevolent or Malevolent that remains to be seen.

Sidney begins to summon and all hell breaks lose.

[spoiler=Init]
BG: 1d20 ⇒ 13
Sidney: 1d20 + 4 ⇒ (16) + 4 = 20
Saarai: 1d20 + 11 ⇒ (16) + 11 = 27
Gruugdurz: 1d20 + 4 ⇒ (10) + 4 = 14
Sickly: 1d20 + 2 ⇒ (5) + 2 = 7
Miyako: 1d20 + 4 ⇒ (16) + 4 = 20

Round 1
Saarai
Sidney
Miyako
Gruugdurz

BG
Sickly


Deity, Benevolent or Malevolent that remains to be seen.

Balinor neatly decapitates the final foe. His head is barely still on the floor when.

Surrounded by fierce whirling winds, an athletic woman of living stone appears atop the head of the massive serpentine statue. In a booming telepathic voice, she declares, “For over a thousand years I’ve stood vigil over the procession that leads up to this temple. I was watching you while you walked the Pilgrim’s Path. Everything you faced along the way was a test of your abilities and your character. But the test is not over— answer my questions and face my judgment!”

“Who are you and why are you here?”

You can attempt to bluff, diplomacy, Knowledge (geography or local)or Perform (oratory) to explain yourselves. Also put in a bit about why you are here.


Deity, Benevolent or Malevolent that remains to be seen.

The letter Naroth carries is correspondence from another of the wizard’s Lissalan allies, who informs him that the ally’s followers have discovered the location of Krune’s runic archive and will soon have the keywords to activate the refuge tokens.
Not only does the statue cast comprehend languages on anyone approaching within 10 feet, a magic mouth also activates if anyone approaches to within 5 feet. In
Thassilonian, the mouth declares, “Prostrate yourself and mark your flesh in honor of the Lady of Runes. Your service will be rewarded.” If one of you brands or strikes himself in any way while facing the statue, an instant summons activates and a refuge token appears, floating in front of him. This can be repeated up to 25 times before no more refuge tokens appear.

Now that the party has found the hidden cache, the keywords to speak while rending the tokens are all that remain before the Pathfinders can access Krune’s hidden location.
With the defeat of Naroth, the captured Shoanti are free from the subduing enchantments and are eager to return to their nearby lands. Haywood and Wattlee request that you escort them through the dangerous Wyvern Mountains back to Kaer Maga. Should you agree, Venture-Captain Heidmarch congratulates them on a job well done, and promises to keep them abreast of the Society plans regarding the Lissalan cultists, and to keep them in mind for future missions to thwart their sinister plan.

I will get chronicles out wednesday.


Deity, Benevolent or Malevolent that remains to be seen.

Zara takes a big bit out of the head then grabs the evil one and begins to squeeze. Sif drops a cultist with her bow!

At this point there really isnt anything she can do as she is fishing for 20s against the snake. So im going to call it here. Zara squeezes the thing to death while Sif and Xan finish off the last of the cultists.

With Jujanil’s destruction, you stem a rising tide of evil in Tian Xia. As they descend from the pinnacle, they see the storm clouds parting, and hear the triumphant hooting of yetis from the nearby peaks. Sharaheen accompanies yous to Amanandar, vowing to help them organize Bakten’s biographies for delivery to the Lantern Lodge. She apologizes again for Bakten’s manipulations, and reassures them that she intends to spend this lifetime repairing the damage in Ayajinbo and Dallo. Finally, she bequeaths Bakten’s former home, the Sanctuary of the Unbound Knot, to the Pathfinder Society, recommending that they consider it as a potential site for a future Pathfinder Lodge.

I will get chronicles out wednesday.


Deity, Benevolent or Malevolent that remains to be seen.

If it gets too close i will do up chronicles and then you all just cant die :)

Will: 1d20 - 1 ⇒ (18) - 1 = 17

One goblin stands dazed and the other attacks Isobel!

Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 2

Round 3
Skreek [-5]
BG [Dogs down Goblins Commandos Red-5 Blue -3]
Jeware
Isobel
BG 2
Lad [-8]


Deity, Benevolent or Malevolent that remains to be seen.

You do know that taking 20 eats up a lot of time and you are kind of racing the clock as it were.


Deity, Benevolent or Malevolent that remains to be seen.

I will say Illia delays.

Round 5
Rolandor
Illia
Slade
Shadow Yulai
Eli
Lilianna [-3 strength]


Deity, Benevolent or Malevolent that remains to be seen.

Everyone set? If so...

Two people enter the front door of the warehouse and call out, "Hello?" Meanwhile you hear two more by the loading dock wondering why they cant get in.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today. Luckily we are close to done so should be much longer.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today. Luckily we are close to done so should be much longer.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today. Luckily we are close to done so should be much longer.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today. Luckily we are close to done so should be much longer.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today.


Deity, Benevolent or Malevolent that remains to be seen.

Im sorry i vanished this last week. My uncle died suddenly and i spent this last week up there with family and helping my cousins get everything ready. I will get a full post up today. Luckily we are close to done so should be much longer.


Deity, Benevolent or Malevolent that remains to be seen.

Round 4
Omar
Hugh [-28]
Seelah DELAY
Bal [-9]

BG [Blue -22] [Green Down] [Black -11]
Bones
Kelson


Deity, Benevolent or Malevolent that remains to be seen.

Saren and Sif are up!


Deity, Benevolent or Malevolent that remains to be seen.

Save....: 1d20 + 5 ⇒ (1) + 5 = 6

Ok if you all want we can call the fight there. The other 2 really wont do too much without the leader there. And holy crap that spell is op


Deity, Benevolent or Malevolent that remains to be seen.

Isobel is up.


Deity, Benevolent or Malevolent that remains to be seen.

Lol all the checks! You find a bear trap, an oil of arcane lock, you also notice the pulley system on the loading dock is broken but could be fixed and you also find three doses of black adder venom.


Deity, Benevolent or Malevolent that remains to be seen.

Bones is up!


Deity, Benevolent or Malevolent that remains to be seen.

Sickly thinks he has the bell disabled! And sneakily ;). The guards are standard guards. There are many of them but you think you can take them.


Deity, Benevolent or Malevolent that remains to be seen.

Slade hits!

Rolandor and Illia are up.


Deity, Benevolent or Malevolent that remains to be seen.

You are all the way up the slope at a massive set of doors. They look like they could be opened with a strength check.


Deity, Benevolent or Malevolent that remains to be seen.

Image want 2: 1d2 ⇒ 2

What is the will save?

Will: 1d20 + 15 ⇒ (12) + 15 = 27 Nevermind

The monks fire at Sif!

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 6
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 5

The floating head unloads on Zara!

Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Slam: 1d20 + 8 ⇒ (12) + 8 = 20

Round 2
BG 2
BG 1 [-1]
Kira
Saren
Xan
Sif


Deity, Benevolent or Malevolent that remains to be seen.

Missed some box text

Finely cut flagstones tile the floor of this courtyard. At one end stands a stone statue of a Garundi man bearing a set of manacles in one hand and raising his other hand to the sky. A single door permits access to a tall structure to the southeast, and another door to the north appears to grant access to another open area. First courtyard after gate.

This courtyard is a broad, flat plaza of charcoal-colored slate with a wooden sale platform set up near the north wall. A barn-like structure to the east has several doors to facilitate the movement of cargo. To the northwest stands a plain, rectangular structure with a single door, and to the south is a much larger building with numerous windows along its upper story. A well with a stone railing is positioned near the center of the courtyard. Where you are now, you also see an alarm bell hanging from the southwest corner of the sale platform.

There are also watch towers, what appears to be a warehouse and a trading house.

What do you do? Disable the alarm? Try to slip away from the guards. Go "Oh come on we can take 'em?"

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