PbPGameDay VIII: PFS 1-39 -- Citadel of Flame (Inactive)

Game Master Andrew Harasty


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Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Seeing what L'Mont doing, and Asgall bows also.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

A sense of appeasement fills L'Mont and Asgall.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar wonders what would happen if he were not to bow to the statue. But then he thinks that bowing to it is harmless and would make it easier to figure out what is going on here. Besides, someone else is here as well and they need to be dealt with.

He bows to the statue and moves on past it.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Seeing the others bow to the statue, even Mar, he snorts with derision but bows to the statue anyway.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Nothing else happens, the last mural the pilgrim immolates herself by placing her hand in a bonfire of blue flame. A much smaller brazier of blue flame stands on an ornate sconce in the passage.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont looks around at Asgall, Birseko, Jerrid, and Mar.

"Thisss ssseems like a very, very bad idea, doesn't it?"

This is gonna hurt. A lot. But... take a chance!

L'Mont closes his eyes, takes a deep breath, and sticks his right hand (his off hand) into the flame.

He tries to leave it in the flame long enough to be burned if that's what happens, then jerks it out.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar has a fleeting thought of L'Mont and Asgall sticking their hands in the blue flame and moves to block them from doing do.

"My friends, it is all fine and well to do some tings which are trivial, but immolating your hands is not someting I tink you should do."

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Adgall puts his hand in the blue flame.

"Aaaaaaaaaa! That hurts!"

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid just shakes his head at the two, wondering if they were dropped as a baby.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The unholy fire consumes L'Mont and Asgall.

Profane Fire, L'Mont: 1d3 ⇒ 3 Fire + 1d3 ⇒ 3Profane
Profane Fire, Asgall: 1d3 ⇒ 3 Fire + 1d3 ⇒ 3Profane

L'Mont and Asgall:

You feel an intense heat rise up in your soul.
Make a Diplomacy or Intimidate check to keep the spirit of Molach at bay

At this point all that is left is up to the top of the tower.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid winces as he sees L'Mont and Asgall's flesh start to char and melt. "You really need to heal that before we move on."

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

Intimidate: 1d20 + 6 ⇒ (8) + 6 = 14

Using my portfolio reroll, with GM star bonus

Intimidate: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24

Through the agonizing pain, L'Mont feels a presence in the back of his mind, and for a moment his vision blurs - and not from his burned hand.

GET OUT GET OUT GET OUT GET OUT OF MY HEAD!!!

L'Mont feels the presence fade, and lets out a ragged breath. He fumbles his wand out from his belt, and tries to activate the healing magic.

UMD after success: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

CLW - L’Mont: 1d8 + 1 ⇒ (3) + 1 = 4

With his charred hand mostly healed, L'Mont turns to Asgall and taps him with the wand as well.

UMD after success: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

L’Mont smacks the wand against his hand as though trying to jar something loose.

Trying again.

UMD after success: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Aaaaand L’Mont is done with his wand for the day.

L’Mont taps Asgall again, but again, nothing happens. He glares at the wand in annoyance, then offers it to Mar.

“You can sssay you told usss ssso later. Please heal him.”

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

Sorry for the delay in posting - been a hectic week

Birseko also bows before the statue as the others, while silently in his mind promising Lord Ranginori that he has not forsaken him.

When they reach the brazier of blue flame, Birseko also dips his hand into the fire.

Afterwards, he attempts to heal any damage it may have caused.

UMD DC 20, wand of CLW: 1d20 + 6 ⇒ (19) + 6 = 25
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Finally, before they climb up to the top of the tower he activates his wand of Heightened Awareness.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

"What's going on? Leave me alone!"

Intimidate: 1d20 + 7 ⇒ (9) + 7 = 16

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Birseko, check the spoiler above, And make a diplomacy or intimidate check

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar shakes his head as L'Mont hands him the Wand of Cure Light Wounds. He taps Asgall with it.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Mar then heads to the stairs leading up and goes up them.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid continues up, ready for the obvious demon or something that waits for them.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall follows Jerrid.

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L'Mont nods to Mar in thanks, and pads along behind him.

He likesss fire, let him go firssst. I've had enough, thanksss very much.

Ssstupid wand.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Asgall is fatigued, L'Mont gains Fire Resist 5, Still need Briskeo's influence check

The staircase opens onto a grand hall of polished obsidian and red marble. The walls are decorated with reliefs of a gleaming brass city, a massive sandstorm scouring a desert, and a horde of fire elementals descending on a city full of terrified humans. Rivers of slowly bubbling lava crisscross the floor, all streaming out of an elaborate altar at the far side of the room. Atop the altar sits a squat golden idol, 3 feet tall, of a bull-headed man, its arms raised and its hands holding a large thorned sword and a huge battleaxe. The idol’s eyes glow a deep crimson. Lava flows impossibly fast out of the bull-headed idol’s open mouth and down its torso, fanning out from there into rivers on the floor. Behind the altar, an obsidian relief of geometric forms stretches from floor to ceiling. Smoky forms flit across the relief ’s surface, their fiery eyes staring out at the room. Three steam vents in the room connect from the forge below

Hafshi Al-Moloch stands behind the altar, and lemur (green) and fire beetle (red) have already been summoned and stand in the room ready to attack.

Initiative:

Init, Jerrid: 1d20 + 3 ⇒ (6) + 3 = 9
Init, Asgall: 1d20 + 1 ⇒ (13) + 1 = 14
Init, Mar: 1d20 + 5 ⇒ (18) + 5 = 23
Init, Birseko: 1d20 + 4 ⇒ (12) + 4 = 16
Init, L’Mont: 1d20 + 5 ⇒ (1) + 5 = 6

Init Hafshi Al-Moloch: 1d20 + 3 ⇒ (18) + 3 = 21

Mar gets to act first.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar realizes that this is the place to be for warmth and a good fight. It is a pity that there are no women around to celebrate with after the fight. He will just have to wait until he returns to a city and its taverns. But first he must deal with the fun here!

"I know not your purpose here, mon, but enough is enough! A god who burns people to death for his amusement is not a god to be worshipped on dis plane. If you want to worship Moolach, do it back home on de Plane of Fire."

Mar begins his Raging Song which is Inspired Rage.

Spoiler:
Allies may choose to accept it or not at the start of their turn. If accepted it lasts for that ally's turn or until the song ends, whichever comes first.
nspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Mar takes a five-foot step and attacks the creature there with his rapier.

Rapier w/Power Attack: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 5 ⇒ (4) + 5 = 9

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Mar gets the jump on the beetle and easily dispatches it.

The Lemure comes forward, immune to the fire, and swipes at the Ifrit.

Lemure Claw Attack: 1d20 + 2 ⇒ (13) + 2 = 15

But misses the nibble skald

Hafshi summons fort a "flaming club" of pure force that attacks Mar.

Spiritual Weapon, Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Spiritual Weapon, Attack, confrim: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 ⇒ 3

It hits hard, but does not critically.

Everyone is up. Those off the map would take 10' of movement to get up the stairs

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Seeing the scene before him, he wipes sweat off his brow. He then steps forward and throws two rapid punches into the strange creature that stands before him.

Punch 1 vs Green: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Critical?: 1d20 + 4 ⇒ (9) + 4 = 13
Critical Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Punch 2 vs Green: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Free: 5' step
Full-Round: Brawler's Furry

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

L’Mont runs the rest of the way up the stairs and into the room.

"Don't get dissstracted," he whispers as he moves into the chamber. "The real enemy is almossst always the one standing by the altar to the ancient demon-god."

Double move. GM, do I need to make an acrobatics for L'Mont to get over the rivulets of lava?

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Jerrid solidly strikes the lemur devil, but its unholy hide absorb some of the punch. Still he takes some chunks out of the fiendish flesh

L'Mont deftly moves over the lava.

No, there would be an issue if you ended your turn in the lava flow

Briskeo, Asgall, and Mar are up.

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

Mar continues his raging song and attempts to pierce the hide of the creature.

Rapier w/Power Attack: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 5 ⇒ (2) + 5 = 7

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

Asgall comes closer to enemy with his earth breaker in hands. double move

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Mar is able to carve more away from the fleshy fiend

As Asgall closes the leader lashes out with her whip in order to trip the bloodrager

Trip AoO: 1d20 + 6 ⇒ (6) + 6 = 12

But is unable to tangle him

Botting Briskeo
Briskeo gets to the top of the stairs and then lets out a pyshic scream at Hafshi (Ear Piercing Scream)

Hafshi Fort Save: 1d20 + 5 ⇒ (1) + 5 = 6

The leader is Dazed and takes 1d6 ⇒ 4 Damage

She stands there dazed whit the Lemure fully attacks Mar

Lemure Claw Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Lemure Claw Attack: 1d20 + 2 ⇒ (18) + 2 = 20

Hitting with one claw

Lemure Claw damage: 1d4 ⇒ 4

status:

Lemure - 9 Hp damage
Hafshi - 4 Hp damage and Dazed for 1 round

Mar - 4 hp Damage

Everyone is up

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Not liking that his strikes were partially negated against the fiend, Jerrid throws two more forceful attacks. He starts by doing a round-house kick that ends with an elbow to the lemure's head.

Kick vs Lemure: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Elbow vs Lemure: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

bloodrage 1/6

Asgall goes mad and hits the enemy with his earth breaker as hard as he can.

To hit - fatigued: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Jerrid continues to pummel the devil some more and with his last strike it falls down then disappears in a cloud of sulpher.

Asgall's earthbreaker hits the cult leader an knocks the daze figure out.

With the cult leader slayed, you can remove the idol from its perch. That immediately closes the small but perceptible portal to Malebolge growing within the idol. From the portal, you can hear cries of terror, anguish, and the sounds of metal-on-metal combat. Though they can hear Malebolge, you cannot otherwise interact with it. Once the portal closes, the lava quickly dissipates from the temple. Ten minutes later, it leaves the forge as well, and within 2 hours the temperature inside the Citadel decreases to the natural level of the desert.

Closing the portal does not entirely halt Moloch’s influence, for his bewitching charms in the obsidian relief could enslave the minds of others and induce them to reopen the portal. To halt the cult completely, you must destroy the relief, and thereby destroy the smoke spirits contained inside. As you do so, the smoky forms fly out and screech loudly before fading into smoke, never to reappear.

Grand Lodge

”Asgall Berdeer” | Male CN Medium (Shoanti) Human Bloodrager 4 | HP 40/40 | AC 18, T 11, FF 17 | CMD 19| F +6 R +2 W +1 | Init +3 | Perc +6 | Speed 30ft | Bloodrage 14/14 | Active Conditions: none.

"Guys did we succeed!?" asks Asgall

Liberty's Edge

Male CG Ifrit Skald 3 | AC 16 (T 13/FF 13) | CMB +3 CMD 16 | HP 27 | Init +5 | Fort +5 Ref +4 Will +2 | Perception + 5 | Speed 30' | Darkvision |
Spells:
Cantrips: Daze, Detect Magic, Resistance, Unwitting Ally. L1: Chord of Shards, Ear-Piercing Scream, Hypnotism, Sleep

As the air grows chilly, Mar pulls out a garish red, green, and gold colored shawl and matching tam and dons them.

"It was so warm here. It reminded me a bit of home. Now it grows cold. It must be less than 100 degrees now. It it like living in de Lands of de Linnorm Kings!"

He shivers as he examines the remains of the room.

[dice=Perception}1d20 + 5[/b]

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid smirks as the creature before him dissipates into the air. He then goes to help finish off the boss, but watches the barbarian beat him to the punch.

He glances around and then smiles, "Good job everyone." As the place starts to get cooler, he shivers a little as the sweat that accumulated on his body starts making him cooler than the surrounding air.

"Looks like we are done."

Grand Lodge

Male N Wayang Unchained Rogue (Shadow Walker) | HP 15/17 | AC 19 T 16 FF 14 | CMB +1, CMD 16 | F: +1, R: +7, W: +0 | Init: +5 | Perc: +6 (darkvision 70'), SM: -1 | Speed 20ft | Rapier or Silver light mace +6, 1d4+1; Lt. crossbow +6, 1d6 | Active conditions: None.

Wow, she went down easier than expected - nice job, everybody!

"Is there anything elssse we should bring back to the Lodge besssides the idol?"

L'Mont begins searching the room, including the body of the cult leader.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

GM - how long does L'Mont's fire resistance last?

Dark Archive

Male NG Half-Elven Psychic 6 | HP 27/38 | AC 10 T 10 FF 10 (w/Mage Armor 14/10/14) CMB 1, CMD 11 | F: +6, R: +4, W: +11 (+2 vs enchantments, +2 vs traps/hazards underground) | Init: +6 (+2 more underground) | Perc: +11 (low light), SM: +6 | Speed 30ft | Active conditions: Resist Fire 10

My apologies everyone for the long delay in posting!

Birseko attempts to resist the influence of Moloch...
Diplomacy: 1d20 - 2 ⇒ (4) - 2 = 2
Using GM reroll
Diplomacy, GM stars: 1d20 - 2 + 2 ⇒ (4) - 2 + 2 = 4
... but clearly the amnesiac has too little sense of his own self to resist the power of a deity. May Ranginori forgive me, but I sense the wisdom of Moloch's path...

Perhaps due to his befuddlement at this alien influence, Birseko barely lifts a finger to help his friends in their final battle. Fortunately, they were strong enough to overcome the cultists in any case. Thanks for botting me and sorry to not post sooner.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

As the Temple cools, you are able to gather what you want and bring it back to the society leaving the Citadel to the sands of the desert.

---FIN---

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