Red Dragon

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FullStarFullStarFullStar Venture-Lieutenant, South Dakota—Sioux Falls 1,892 posts (3,841 including aliases). No reviews. No lists. No wishlists. 23 Organized Play characters. 11 aliases.


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I will also be fairly incommunicado the 24th-27th as I'll be on a trip with my wife, and am not taking along any of my computers. I'll have my phone, but not great for posting.

"Or are they already inside?" Kafar asks, and proceeds to head that direction, with Nefti following closely, though Nefti eyes his weapons longingly as he walks away.

While he protests, you do search Kafar, and he doesn't resist. You find on the alchemist the Topaz gem you were looking for, and once in hand the spirit of the Topaz Sage within reaches out to you, recognizing the power you have been given. It gives an impression of thanks to Farzinel, but does not appear to do more than give impressions.

The Hag seems pleased by the compliment, but she gives no other comment.

You now have an imp, and the contract for a soul. Next steps?

The Hag takes no offense at your careful consideration. She's being completely open and honest, because you don't have to lie to do evil things and cheat people. The contract is completely in order, though Fendel may certainly examine it closely should he so wish.

"Really? You searched them? I am sensing something of the gem on them." Amenopheus looks, and motions to Kafar, "That one. Check pockets, perhaps a hidden pocket. And why you're all still standing around out here is beyond me. I'm too old and it's too hot."

He walks up to the mountain, approximately the section that Kafar had been indicating, and places his hand... through the cliff face. A bit of effort and pushing, and then he entirely disappears into the rock.

You aren't certain what just happened, but your eyes saw it. Your minds are having trouble. Shortly thereafter, the illusion disappears. You see the cliff face has an entrance carved into it, grand doors visible and an entrance beyond. Amenopheus is no longer in sight, having entered the building.

"Ha, you mortals, always making jokes." She examines the gem. "I could make this trade, it is close enough to equal." She accepts the gem from you and delivers the contract for the soul of Ophelia Peran. "Very well, now unless you wish to make other bargains?"

The creature allows Nikka to approach. Once Nikka gets closer, she can see what appears to be a tiny faerie-like creature, with butterfly wings. Know: Planes if she has it.

"What help do you need? And why are you here? This is a cursed place."

There are some ruffling sounds. "How do I know I can trust you? You could be here to rob me or loot the village." It is a decidedly feminine voice, and given that you can't see it, definitely small. Smaller even than Nikka, which is saying something.

You can still see the Desnan shrine, though the creature remains beyond your limited ability to spot.

"False? What? These documents?" You can tell without much trouble they knew those documents weren't going to fool someone with a keen eye. "Ah no... those are fakes we were going to feed the consortium so we could pocket some of this gold. But the letter of credit is genuine, and we are trying to meet someone here..."

As you have this conversation, Amenopheus walks up and surveys the situation. "What are you all doing standing around out here?" The Sapphire Sage looks exhausted, his clothing is scorched and torn in places, though he seems otherwise healthy.

You enter her shop and she immediately recognizes you, though you have a bit of trouble recognizing her as her shape has changed dramatically. "Oh back again are you? Well it's still the same, I'll not be cheated in my own shop!"

"Oh you know, Angvar, likes to hang out in bathubs, looks like a bad burn victim. Half orc bodyguards." Nefti supplies, and he seems to be honest about it.

Farzinel notes the letter of credit is genuine but the other two pieces are cheap forgeries.

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I'd be willing to run an evergreen once my outpost tables conclude. As it is, I just have too many games I'm running, and picking up another seems highly irresponsible. I'm partial to confirmation and consortium compact, but if there's a module or something else you'd prefer I can do that too. I've done crypt of the everflame, godsmouth heresy, and a bunch of others. I'm not running a spire level 1 run on here, and I'd think not a thornkeep, but let me know if you have any other preferences.

When you are still a short distance from the place indicated by Tiltha, you hear a voice. It is somewhat high pitched, though not comically so.

"Stop there, that's close enough..." the voice says, "What brings you here outsiders?"

"We already sold the gems. This was about a different business venture," Kafar says. "I have papers documenting the sales as well, in my satchel."

If prompted he retrieves them slowly and displays them.

If you search the satchel you do indeed find those documents.

Within are two terms of sale and a letter of credit worth 6,000 gp, all three signed by some buyer named Angvar Branmaz.

Know: Local and Linguistics please.

I see a lot of "what if" but not a lot of "we do this", so let me know what's going down that I may respond to it.

Ryn gets only silence as a response to his inquiry.

"He surrendered. I'm your nice friendly guy here, and I am cooperating. It is not my fault that you do not ask the right questions and that I may not have all the answers. We were to meet someone here, or rather there." He points at the extremely solid sheer cliff face behind himself.

And that's why I go high-low, we had a 2, 3, and 4.

Giving Ando another 4 hours before I roll for him. My dice hate me, so... maybe they'd like him?

Botting Eadie's Intimidate:
Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24

"Fine, I tell you. Sooner we're done the sooner I can get back to advancing my stature! Gellius almost escaped through a hellmouth, Leventi is being negligent. We almost got away, centuries I was planning! Bah." He seems to have little else to offer.

May I please have everyone roll a d20, and on a 1 or 20 (I go high-low, I know some GM's go 19-20), please additionally roll a d4 for boons. I need to report. If you do get a boon, be sure I also have your email if it isn't on the old signup page.

Nitre's dwarven senses tingle, and gets the feeling that this cliff face only looks like a perfect representation of a cliff face. Some of the spots would have been smoothed where there are still ridges, and some of the cliff face is just too perfectly angular. Something is up. It could simply be the employment of stone shape or another several spells you could imagine.

You do have the feeling that the bargain struck will have no penalty. The proprietor was so pleased with your performance that a bonus was in order, and Devils while Lawful still do appreciate a grand performance. Consequently, since there were multiple crits you would've gotten morale bonuses had this fight not already been over.

Your first AoO went at blue, who died. Your second AoO went at brown, who yet lives. These are the AoO's.

Fendel drops the remaining Erinyes with his arrows. The crowd cheers at the wholesale slaughter!

Cerenthiel has the bodies of the fallen taken away, to be put to nefarious purpose, but to you she passes on congratulations. "And with such infernal efficiency! I tell you what, I will allow you to select two prizes from our offerings."

The imp Tholvinus,
A +2 good outsider bane longsword,
Black feathered wings of flying
An onyx gem that contains a soul worth 2,500 gp
A diamond worth 10,000 gp.

"We can share with you the way. It is actually supposed to be... directly here behind us."

The group sees a wall. A sheer cliff face that rises quite a long distance, and certainly doesn't look like the entrance to any sanctum.

There is a creature hiding, but Tiltha's eyes spot the tiny being within the cemetery, hidden not far from the shrine to Desna. If there is any way to communicate, Tiltha would mention it looks like a large bug.

Even at friendly, it's an unreasonable request, requiring either a further diplomacy check, or other action. So you may ask other questions, threaten/kill them, or proceed in another fashion.

A creature can suppress its SR I believe, but that's a conscious action. I did note the nightmare, I'm tracking on a notepad (computer style) for HP, etc. Brown had taken the shots but blue triggered the first AoO and took damage, but has since been dispatched.

Okay, on second look, I swore I rolled a will save vs that 3 wis damage, but I'm no longer seeing it. Hmm. I'm getting senile in my old age.

Lucija's unholy menace and Eadie's strike take down another of the Erinyes, leaving only one left to fight against your mighty onslaught... and it is also blind.

Bold may act.


"Just between friends you can ask someone else, because I am not telling you." They're friendly, not pushovers.

"What do you want, besides to harass us when we have done nothing to you?" He asks.

The Executioner Devil is dropped like a bad habit, torn into so many pieces by arrows, blades, and a nip of teeth that would have tripped it had that mattered at this point.

Will: 1d20 + 7 ⇒ (3) + 7 = 10
Will: 1d20 + 7 ⇒ (9) + 7 = 16
Will: 1d20 + 7 ⇒ (11) + 7 = 18

The Erinyes are all blasted and blinded, for their part. The first is shortly thereafter finished off, the other cannot move or see and is in a bad way. Without the ability to see or move, it has difficulty taking action. The only remaining one that could have acted is still blinded, and has trouble but fires at the last known location of its quarry.

Attacks on Ando
Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Miss: 1d2 ⇒ 2 Miss on 1
Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Miss: 1d2 ⇒ 2 Miss on 1
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Miss: 1d2 ⇒ 2 Miss on 1

12 damage to Ando, no other damage.

Bold may act.



M: A naturally deep harbor has formed where the waters of the Steam River flow into Bunyip Bay to the west. Two ruined piers extend into the only relatively shallow portion of the harbor here, and once served all of Brinewall as moorings for visiting ships. While both piers are now mostly collapsed, the westernmost one has what appears to be a relatively recent visitor: a Linnorm Kingdoms longship is tied to the pier. The longship seems relatively new, but the vessel is partially destroyed and half-sunken. A search of the ship reveals significant damage to the ship in the form of tremendous claw marks and what appear to be scorch marks from a powerful electrical attack.

P: A rickety wooden fence surrounds the clearing beyond, but the gates here are made of iron and flanked on either side by statues of a beautiful woman with butterfly wings. A DC 10 Knowledge (religion) check identifies the statues as depicting the goddess Desna.

Q: This clearing consists of a low hill containing nearly two dozen graves. A stone crypt sits atop the hill to the east. The entire graveyard is unusually well tended—the grass appears to be weeded and the gravestones are quite clean. The crypt contains only one body, that of Admiral Mercatio Kiameleu, Brinewall’s founder. What appears to be a gravestone set apart from the rest of the graves near the northern edge of the cemetery is in fact a small,
well-tended shrine to Desna that consists of a marble statue of the deity holding aloft a small copper bowl.

The Trading Post is part of the rubble that is N. Will get us updated with M shortly.

Ahh, I did miss your note about if one tries to shoot attempt to disarm instead.

Nefti does as instructed... there are certainly no weapons in his hands any longer. He looks around furtively, not liking the idea of being quite this grievously outnumbered.

Kafar on the other hand turns talkative, his speech accented. "We do seek the sanctum, though I do not know about this diamond sage you speak of. We have our own goals for doing so."

Dunia avoids being entangled.

Yes, all AoO's were taken into consideration. Adding up damage.

Will: 1d20 + 5 ⇒ (11) + 5 = 16

Kafar sees the truth in Farzinel's word, even though his ally is being attacked. Nefti looks at Kafar and tries to convince him that these are not his friends, but the spell's hold on the alchemist's mind prevents that consideration.

Seeing that Kafar will negotiate, Nefti similarly tries to surrender.




So N is just ruins, there is nothing of note here.

It is indeed a chasm beneath the pentacle. The brown border is an erinyes, everything with a border is an erinyes.

Among the ruined buildings that once composed Brinewall Village, the group can find barracks, a smithy, several homes, a glassworks (with several architectural designs similar to those of the larger glassworks in Sandpoint owned by Ameiko Kaijitsu), a trading post, and a stable.

The two largest ruins are located in the eastern part of town, and consist of a town hall to the north and an almost completely collapsed temple of Desna to the south, near the entrance to the cemetery.

No worries for a native hellion here. Also your Thaumaturgic Circle doesn't prevent their entering as I read it, it acts like Magic Circle Against Evil, which means if these were summoned they couldn't enter, but they're on their native plane. They have no issues. I've factored it into the armor classes of affected individuals, but I don't believe it would otherwise impede them.

I will also dot. I'm curious as to your disallowal of Dimir, as House Dimir is absolutely my favorite, and would of course be a perfect fit for a rogue-ish character of investigation.


Bane Alley Broker

Deathcult Rogue

Keymaster Rogue

As well, Lazav is a master of secrets, who better to aid in an investigation than the house that has all the knowledge?

In fact, even Isperia might not be able to see through the guild's numerous levels of subterfuge to know that the character in question is actually loyal to House Dimir rather than being guildless.

I agree Rakdos and Gruul tend to not be so much in the aspects you're looking for, especially Rakdos with Azorius, but House Dimir fits your themes perfectly.

Will move the plot along once I have access to my book, which is at home. So expect that in about six hours.

See, and it's good I did because it lost my actual combat post.

The Erinyes are blasted with spell after spell but don't seem to think much of it, except one who finds herself unable to move from her spot. Brown border She tries to rope up Dunai.

Touch Attack: 1d20 + 15 ⇒ (3) + 15 = 18 Reflex DC 20 vs entangle.

The remaining Erinyes fire vicious vollies from their bows at the nearby targets, one firing at Dunai and the other at Ando.

Attacks: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15
Attacks: 1d20 + 15 ⇒ (1) + 15 = 16
Attacks: 1d20 + 10 ⇒ (4) + 10 = 14

Attacks: 1d20 + 14 ⇒ (7) + 14 = 21
Attacks: 1d20 + 14 ⇒ (15) + 14 = 29
Attacks: 1d20 + 9 ⇒ (12) + 9 = 21

Confirm Attack 1: 1d20 + 15 ⇒ (5) + 15 = 20

The other devil flies rapidly, directly across the pit and slams into Fendel.

Charge: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Bold may act.



Mythic overrides opposition.

Worry not, it has been a busy week for me also. It was my birthday also, which necessitated much frivolity, and then there was Endgame and a new Magic set. Holy is not a big deal, the big deal is actively bringing in non-lawful and non-evil outsiders to the plane. Or drawing upon such sources. If you cast "bless weapon" that would be worse than having an already enchanted sword.

CL vs SR Lucija: 1d20 + 11 ⇒ (1) + 11 = 12
CL vs SR Lucija: 1d20 + 11 ⇒ (5) + 11 = 16
CL vs SR Lucija: 1d20 + 11 ⇒ (15) + 11 = 26
CL vs SR Lucija - ED: 1d20 + 11 ⇒ (18) + 11 = 29

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
Will Save ED: 1d20 + 14 ⇒ (16) + 14 = 30

Forbid Action:
Will Save: 1d20 + 7 ⇒ (18) + 7 = 25
Will Save: 1d20 + 7 ⇒ (14) + 7 = 21
Will Save ED: 1d20 + 14 ⇒ (20) + 14 = 34

CL vs SR Summon: 1d20 + 12 ⇒ (20) + 12 = 32
CL vs SR Summon: 1d20 + 12 ⇒ (19) + 12 = 31
CL vs SR Summon: 1d20 + 12 ⇒ (6) + 12 = 18
CL vs SR Summon - ED: 1d20 + 12 ⇒ (13) + 12 = 25

Will Save: 1d20 + 7 ⇒ (19) + 7 = 26
Will Save: 1d20 + 7 ⇒ (15) + 7 = 22
Will Save ED: 1d20 + 14 ⇒ (11) + 14 = 25

Saving this post before I lose all that work.

Which place on the map would you like to travel to? Please indicate a letter.

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27

The gentleman on the left dodge bolts of lightning left and right but still gets fairly singed. He also gets bitten and it looks like he will be beaten... things aren't looking great for our heroic duo here.




There was an issue with the site a while back, and so due to the confusion they added another number at the beginning. So it went from like 3012345 to 2000001

Now that I've cleared that up, hi! I am ScorchedOne, Venture Lieutenant Sioux Falls South Dakota. I will be playing Angban, Gunslinger!

This will be 41759-1004.

Also Lucija, you asked and I had the answer I just forgot to type it. Summoning CG not a good idea, summoning NE not a big deal. Keep in mind planar traits regarding casting spells with types of good or chaotic. You want to avoid "attention" and summoning good or chaotic outsiders will draw attention. Neutral evil? Meh, they look, close enough to their desired alignment.

Executioner DEVIL:
(not demon, was tired).

Resist acid 15, cold 15; SR 22.

Enraged Warrior (Ex) A munagola has trained her mind and body to wreak as much destruction as possible, and as she causes bloodshed, she flies into a frenzy, hitting harder with each subsequent attack. Whenever a munagola hits with all of her attacks in a single round, she adds her Charisma modifier (+7 for most munagolas) to all weapon damage rolls until the end of her next turn. If a munagola’s attacks reduce a creature to below 0 hit points, her critical threat range for all attacks doubles until the end of her next turn (typically increasing her battleaxe threat range to 17–20 and her gore threat range to 19–20). This is an emotion effect.

Spell-Like Abilities
At will—greater teleport (self plus 50 lbs. of objects only), scorching ray
1/day—summon (level 4)

Immune fire, poison

Immune fire, poison; Resist acid 10, cold 10; SR 19

Spell-Like Abilities

Constant—true seeing
At will—fear, greater teleport(self plus 50 lbs. of objects only), minor image, unholy blight
1/day—summon (level 3)

Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes’s rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.

No special defenses as I can see them.

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