Theodore~ |
Merisiel should have been able to attack. That was the whole reason I teleported her in....
Dungeon Master S |
Surprise round is Standard only. Where Theodore dropped her she can make the attack, but opted to move? Merisiel's call.
Surprise Round:
Theodore: Close
Irizati: Close, but hit
Merisiel: Move
Doubtful: Like the wind
Amiri: move!
Thaeos: Go
Round 1:
Baddies: TBD
Thaeos: TBD
Theodore: TBD
Irizati: TBD
Merisiel: Will Attack
Doubtful: TBD
Amiri: TBD
Theodore~ |
Ah, I see. Merisiel moved farther. OK makes sense now, although should probably get a full attack next round with haste instead of one attack. :)
Dungeon Master S |
I did miss her blur High is what the baddie wants: 1d100 ⇒ 32. AoO stands. Merisiel will get a full attack.[/b]
Thaeos enters the fray as the waterborn fight back...
Zahra shouts "YOU MUST NOT HARM HIM!" Opting to protect him rather than herself she does her best to cast a spell without letting her guard down Cast Defensively: 1d20 + 9 ⇒ (11) + 9 = 20 but loses the spell! With a curse she begins a bladethirst performance... the scorpion whip at her side begins to crackle with electricity.
The marid releases a jet of water from his hands aimed directly at Doubtful! it does Bludegoning: 1d6 ⇒ 3 blinding him for Rounds: 1d6 ⇒ 1 [ooc]REF DC 20 to half damage and negate the blind.
Round 1:
Baddies: ATK
Thaeos: Go
Theodore: Go
Irizati: Go
Merisiel: Go
Doubtful: Go
Amiri: Go
Merisiel elf rogue |
[Merisiel missises with her first attack but hasted attacks again.
Hearing the cries not to harm she shouts back. "Then tell HIM to surrender!"
haste attack
attack flank and haste: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 1d6 + 3 ⇒ (1) + 3 = 4
sneak: 4d6 ⇒ (2, 5, 5, 3) = 15
Thaeos |
Thaeos steps forward a few feet and strings together numerous alien sounding words.
Swift Cast quickened enlarge person on Amiri
Standard Cast blindness (DC 19) on Moukadeem
Move Retrieve scroll of breath of life
Dungeon Master S |
Merisiel makes a pair of quick stabs but neither connects with the marid. "YOU ARE NOTHING!" Zahra shouts.
Thaeos lets fly with an array of magic. Will: 1d20 + 10 ⇒ (3) + 10 = 13 and the marid's eyes go milky white! He roars in anger!
Ask any 4 things about Marids and the same for undines!
Round 1:
Baddies: ATK
Thaeos: Blindness
Theodore: Go
Irizati: Go
Merisiel: Miss
Doubtful: Go
Amiri: Go
Theodore~ |
"You won't down us so easily, mister!"
Standard Action
Theodore holds out his tankard, takes a swig, and gives drunken praise to Cayden.
Selectively Channel Positive Energy: 6d6 ⇒ (2, 2, 3, 5, 5, 3) = 20
Everyone heals 20.
Doubtful |
Reflex Save: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Well, blind sucks! Thankfully is just the one round =)
Doubtful tries to get out of the way of the incoming jet of water, but only manages to catch it straight in the face. As water fills his eyes, he finds himself suddenly unable to see!
"Knew it." He mutters, unhappily, as he tries to remember where he last saw the marid. Luckily, it roars out in anger a moment later, as Thaeos' spell lands, and the dwarf starts to aim punches in that general vicinity, pretty sure he's wasting his time.
Its the blind attacking the blind!
Burn a ki point for an extra attack, and flurry of blows, applying stunning fist to the first swing!
Flurry1, flank, haste, bless, PA: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (20) + 10 + 2 + 1 + 1 - 2 = 32, for 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12 damage plus stun (DC 17 fort negates)
Flurry2: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (1) + 10 + 2 + 1 + 1 - 2 = 13, for 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13 damage.
Flurry3: 1d20 + 5 + 2 + 1 + 1 - 2 ⇒ (16) + 5 + 2 + 1 + 1 - 2 = 23, for 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9 damage.
FlurryKi: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (18) + 10 + 2 + 1 + 1 - 2 = 30, for 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16 damage.
haste: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (11) + 10 + 2 + 1 + 1 - 2 = 23, for 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16 damage.
confirm: 1d20 + 10 + 2 + 1 + 1 - 2 ⇒ (19) + 10 + 2 + 1 + 1 - 2 = 31, for 1d8 + 4 + 4 ⇒ (2) + 4 + 4 = 10 additional damage.
Couldn't find anything that mentioned a negative to hit while blind!
Will be a miss chance on all of those I'm guessing due to being blind.
Dungeon Master S |
They're hard to kill in the best of circumstances, but will and fortitude are not their strong suits. You've seen one special attack, and marids come with an array of natural spells that make them potent at both offense (making a vortex out of the water to smash someone) and defense (obscuring mist.)
Everyone gets the smell of hops as Theodore channels to undo the marid's flurry of wounds.
Blind 1: 1d100 ⇒ 87
Blind 2: 1d100 ⇒ 44
Blind 3: 1d100 ⇒ 71
Blind Ki: 1d100 ⇒ 87
Blind Haste: 1d100 ⇒ 81
Despite Doubtful being blinded by the water, his first hit strikes the marid directly in the sternum. His bones crack. FORT: 1d20 + 10 ⇒ (1) + 10 = 11 and the shock stuns him! His trident falls into the water as he wavers! Zahra screams!
Twice more the dwarf drives his body into the marid. A shuto to the ribs, and a side kick to the knee!
Round 1:
Baddies: ATK
Thaeos: Blindness
Theodore: Channel
Irizati: Go
Merisiel: Miss
Doubtful: Hit!
Amiri: Go
Marid: 54
Theodore~ |
Amiri Bot
Should be at full HP right now due to the heal.
"Ha! Now I can fulfill my rage fully."
Free Action
Amiri starts raging.
Non Action
She steps to the side.
Full Attack
She attacks the Marid multiple times.
HUGE Bastard Sword Attack (Rage, Bless, Haste, Flank, Power Attack): 1d20 + 13 + 2 + 1 + 1 + 2 - 2 ⇒ (16) + 13 + 2 + 1 + 1 + 2 - 2 = 33
HUGE Bastard Sword Damage (Rage, Power Attack, Enlarge Person): 3d8 + 9 + 3 + 6 + 2 ⇒ (6, 7, 8) + 9 + 3 + 6 + 2 = 41
Iterative - HUGE Bastard Sword Attack (Rage, Bless, Haste, Flank, Power Attack): 1d20 + 8 + 2 + 1 + 1 + 2 - 2 ⇒ (5) + 8 + 2 + 1 + 1 + 2 - 2 = 17
Iterative - HUGE Bastard Sword Damage (Rage, Power Attack, Enlarge Person): 3d8 + 9 + 3 + 6 + 2 ⇒ (4, 3, 2) + 9 + 3 + 6 + 2 = 29
Haste - HUGE Bastard Sword Attack (Rage, Bless, Haste, Flank, Power Attack): 1d20 + 13 + 2 + 1 + 1 + 2 - 2 ⇒ (12) + 13 + 2 + 1 + 1 + 2 - 2 = 29
Haste - HUGE Bastard Sword Damage (Rage, Power Attack, Enlarge Person): 3d8 + 9 + 3 + 6 + 2 ⇒ (3, 5, 8) + 9 + 3 + 6 + 2 = 36
"Time to deal with someone your own size!"
She is AC 17, Touch 8 right now. HP: 89/89
(Usually AC 20, Touch 11, but -2 rage, -2 enlarge person, +1 haste)
Irizati Grunyar |
Small elemental #1 moves in and attacks.
Attack includes Bless, Haste, Water Mastery, Power attack, Flank.
slam: 1d20 + 7 + 1 + 1 + 1 - 1 + 2 ⇒ (2) + 7 + 1 + 1 + 1 - 1 + 2 = 13 for dmg: 1d6 + 6 + 1 + 3 ⇒ (1) + 6 + 1 + 3 = 11
Small elemental #2 moves 5ft closer and full attacks.
Attack includes Bless, Haste, Water Mastery, Power attack, Flank.
slam#1: 1d20 + 7 + 1 + 1 + 1 - 1 + 2 ⇒ (1) + 7 + 1 + 1 + 1 - 1 + 2 = 12 for dmg: 1d6 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15
slam#2: 1d20 + 7 + 1 + 1 + 1 - 1 + 2 ⇒ (16) + 7 + 1 + 1 + 1 - 1 + 2 = 27 for dmg: 1d6 + 6 + 1 + 3 ⇒ (3) + 6 + 1 + 3 = 13
Irizati full attacks.
Attack includes Bless, Haste, Flank
Talon #1: 1d20 + 12 + 1 + 1 + 2 ⇒ (1) + 12 + 1 + 1 + 2 = 17 for dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Talon #2: 1d20 + 12 + 1 + 1 + 2 ⇒ (8) + 12 + 1 + 1 + 2 = 24 for dmg: 1d8 + 6 ⇒ (7) + 6 = 13
Talon Haste: 1d20 + 12 + 1 + 1 + 2 ⇒ (7) + 12 + 1 + 1 + 2 = 23 for dmg: 1d8 + 6 ⇒ (6) + 6 = 12
Bite: 1d20 + 12 + 1 + 1 + 2 ⇒ (3) + 12 + 1 + 1 + 2 = 19 for dmg: 1d6 + 6 ⇒ (3) + 6 = 9
Foreclaws: 1d20 + 8 + 1 + 1 + 2 ⇒ (18) + 8 + 1 + 1 + 2 = 30 for dmg: 1d4 + 4 ⇒ (3) + 4 = 7
Dungeon Master S |
Forgive a little GM fiat. The attacks overwhelmingly kill the Marid and the rest, converted to nonlethal would be enough to defeat Zahra. Rather that rewind and wait I'm going with...
Amiri and Irizati combine to bring a shocking amount of violence to the scene. It leaves the marid cut to ribbons. The water quickly turns red... They move to knock Zahra silly. Replete with elemental back up, the party quickly overwhelms the mad Pathfinder.
With Moukadeem killed she whimpers as the last hit knocks her unconscious.
Out of combat with a dead marid and an unconscious undine.
Thaeos |
"Well, we better find a way to restrain Zahra for the journey back. Hopefully she was just enchanted by Moukadeem, and she will remember her true allegiances on waking.
"Now . . . I'm going to take a look at this lamp while the rest of you take care of her."
After checking Zahra, Moukadeem and their belongings for auras, Thaeos inspects the artifact carefully.
I won't touch anything until after identifying it isn't cursed, particularly Zahra's belongings.
Doubtful |
Doubtful finally manages to clear his eyes, and look around at all the chaos, frowning.
"And that's why lamps are a stupid idea." He mutters, eyeing the item in question at the back of the room.
He glances down at the unconscious Zahra. "She'll probably turn out to be perfectly sane." He guesses.
"So now we have to carry her home?" He looks back towards where they left the carpets unhappily.
Dungeon Master S |
Moukadeem’s lamp is simply a mundane iron lamp, albeit one covered in intricate arcane runes.... it's just not magical anymore...
Moukadeem has little, just his masterwork trident. Zahra has more interesting items. +2 chain shirt, +1 scorpion whip, ring of
sustenance.
The party also opts to look through the chests. The first chest is filled to the brim with ancient Qadiran trade bars; the second chest holds a vast array of official documents, platinum trade bars, and a large platinum disk bearing the ancient seal of Koor; and the third chest holds a series of trade bar molds and top plates, emblazoned with emblems no longer used anywhere in the Inner Sea region.
Dungeon Master S |
Doubtful finds the outline of a secret door out of this room, behind the pedestal, but not a way to open/disable it...
Theodore~ |
Theodore looks towards Merisiel.
"Here's some help getting the door open."
He casts Guidance and prepares a Touch of Good for when she starts trying to open it.
+5 to her Disable Device.
Theodore~ |
1 person marked this as a favorite. |
Theodore drinks to that statement. Starting to get fuzzy...
Dungeon Master S |
So the question is, Pathfinders, what now?
Irizati Grunyar |
Since it looks like either things are wrapped up here or there will be an extended chat with Zahra Irizati will cure himself a bit and then fly back and lead Baloo back the way we came in to wait outside. He'll then head back here. Shouldn't take more then 5 minutes.
CLW: 1d8 + 5 ⇒ (1) + 5 = 6
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Dungeon Master S |
Hey guys, I'm going to be AFK from tonight until Sunday night. Metallica concert + minivacation + contractors at the house. Balancing railroad and getting you guys freed up, I think the right call is...
With Moukadeem destroyed, you may take the lamp back to Katheer for study or (sell it for scrap to the antiques dealers in the city’s bazaars. Your call)
Zahra, upon awakening is still insane. You make the decision to bind her. Returning Zahra alive to Katheer, the Pathfinder Society expends the resources to cure her, as she represents an invaluable investment for them. Venture-Captain Cassomiran gives you a solid nod of thanks, with promises to give you access to her once she recovers.
-------
Weeks later, the Venture-Captain makes good on that promise. She admits that her greed for power and desire to unlock her genie ancestry exposed both her and you to unnecessary danger. She readily agrees to go back to Katheer and submit to the Decemvirate’s disciplinary actions, should there be any. In return she offers to to show you some tricks for the future...
Theodore~ |
"A pleasure to work with all of you! Now, to refill my 'water'skin for the next mission."