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Lareg's Legacy of Fire

Game Master Lareg

Part 4 - The End of Eternity
Roll20 Link
Treasure Log


8,401 to 8,450 of 8,494 << first < prev | 160 | 161 | 162 | 163 | 164 | 165 | 166 | 167 | 168 | 169 | 170 | next > last >>

Roll20 Link | Kakishon Map

The brothers continue their assault, hitting the stoney creature. Grappling maneuvers bring Ami and Yeen within the range of the stone spikes, which slice into both of them. Yeen's teeth manage to take a solid hold of the creature. Likewise Otah cuts into the other stoney creature which is unhampered by the glowing dust that now coats its rocky features. Each of the creatures respond by lashing out with slamming fists. Two aimed at Ami, only slightly hampered by the grapple and two at Otah. Both are hit, though the sturdy dwarf seems to take more of a beating. Zuifiqar works to back up Otah, raking away with her claws, slashing into the creature.

Will Sv, SC #2: 1d20 + 4 ⇒ (14) + 4 = 18

slam 1 @ Ami: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31, dmg: 3d6 + 9 ⇒ (2, 2, 1) + 9 = 14
slam 2 @ Ami: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23, (miss)

slam 1 @ Otah: 1d20 + 17 ⇒ (14) + 17 = 31, dmg: 3d6 + 9 ⇒ (1, 2, 1) + 9 = 13
slam 2 @ Otah: 1d20 + 17 ⇒ (12) + 17 = 29, dmg: 3d6 + 9 ⇒ (1, 2, 4) + 9 = 16

1st claw, pounce & rake: 1d20 + 17 ⇒ (19) + 17 = 36, dmg: 2d6 + 6 ⇒ (4, 2) + 6 = 12
2nd claw, pounce & rake: 1d20 + 17 ⇒ (16) + 17 = 33, dmg: 2d6 + 6 ⇒ (3, 3) + 6 = 12

HP counts should be accurate now. Thank you for the heads up. Keep 'em coming.

Round 4: Pent now acting.

Round 5: All PCs other than Pent now acting.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, -2 hp (for Gretim also), -16 hp, -30 hp.
Otah Init 17, -29 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp
Stone creation 1 Init 11, -7 hp, -3 hp, -13 hp, -16 hp
Stone creation 2 Init 11, -6 hp, -4 hp
Pent Init 5


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Round: 5, Initiative: 21

Status:
HP: 84/104. AC: 25 (F24/T14) (+2 magic vestment included) (+1 from haste not included)
Conditions: Endure Elements (24h), Magic Vestment (+2, 2/20h), Haste (5/9r)
Weapon Equipped: Greatsword
GreatSword Attack BAB +10/+5, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 1/2
Spells (caster level 7, concentration +11, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Good Hope
- - -
Gretiem Lord of the Green
HP: 56/68 AC: 26 (F22/T14) (included: +4 mage armor, not included: +1 haste)
Fort: 8 Reflex: 8 Will: 5 BAB: +6 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (2/8h), Haste (4/9r)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

”Thanks Pent!” he says pleased at this emanation from the stout man.

He heals himself again however, as his injuries were deep.
Lay on Hands: 6d6 ⇒ (4, 3, 1, 5, 4, 1) = 18 (swift)

Then he presses his attacks as before, hoping at least one will fall soon.
Greatsword (magic): 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 (haste) damage: 1d10 + 13 ⇒ (2) + 13 = 15
Greatsword (magic): 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 (haste) damage: 1d10 + 13 ⇒ (7) + 13 = 20
hasted Greatsword (magic): 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 (haste) damage: 1d10 + 13 ⇒ (7) + 13 = 20

Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 (haste) damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
hasted Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 (haste) damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16


Roll20 Link | Kakishon Map

Wounds heal further while Aldebert's life brining hands fail to direct his sword toward his target. Gretim, however has clearly taken a liking to the taste of rock as his teeth crunch bits of stone from the creature.

Round 4: Pent now acting.

Round 5: Ami, Mahdi, and Otah now acting.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -30 hp.
Otah Init 17, -29 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp
Stone creation 1 Init 11, -7 hp, -3 hp, -13 hp, -16 hp, -10 hp
Stone creation 2 Init 11, -6 hp, -4 hp
Pent Init 5


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Round 5, Init 15

Ami fights and Yeen uses his grab to rake at the monster.

1d20 + 13 + 3 + 5 ⇒ (14) + 13 + 3 + 5 = 35 CMD (maintain grapple)

Yeen:
1d20 + 13 + 3 + 1 ⇒ (10) + 13 + 3 + 1 = 27 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

1d20 + 14 + 3 + 1 ⇒ (13) + 14 + 3 + 1 = 31 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

1d20 + 14 + 3 + 1 ⇒ (3) + 14 + 3 + 1 = 21 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (4) + 8 + 3 = 15 damage.

Rake:

1d20 + 14 + 3 + 1 ⇒ (3) + 14 + 3 + 1 = 21 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (4) + 8 + 3 = 15 damage.

1d20 + 14 + 3 + 1 ⇒ (6) + 14 + 3 + 1 = 24 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

Yeen, Haste:
1d20 + 13 + 3 + 1 ⇒ (5) + 13 + 3 + 1 = 22 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 damage.

Ami:
1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (1) + 2 = 3 damage.

1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Ami,haste:
1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Combat Stuff:

ACs: Ami: 26+1=27 Yeen: 23+4+4=31+1=32 (barkskin, mage armor)
HP: Ami: 61/75; Yeen: 90/90

Ami:
[ dice]1d20+10+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+5+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*0,EE*0)
Lvl 2: 1/7 used (barkskin*0)
Lvl 3: 2/7 used (mag vest*0,MCfE*0,)
Lvl 4: 2/6 used (AirWalk*0,DivPower*0,Grove)
Lvl 5: 0/4 used (CLWmass*0,FlameStrike*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Round 4, Init 5

Status:

AC = 13
HP = 65/65
Weapon Equipped = +1 Light Crossbow
Condition(s) = Haste, Fly

Pent watches with respectful attention as the Sarahtar continues to lend whatever help it can in bringing the stone to heel, focusing fire until the creature is broken by all. If that happens prematurely, he redirects Sarah's beautiful Weapon to the next one.

Sarahtar: 1d20 + 13 ⇒ (20) + 13 = 33 for 1d8 + 3 ⇒ (6) + 3 = 9 damage, overcomes DR

Sarahtar: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d8 + 3 ⇒ (1) + 3 = 4 damage, overcomes DR

edit:

Confirm Critical?: 1d20 + 13 ⇒ (8) + 13 = 21 for 1d8 + 3 ⇒ (2) + 3 = 5 damage, overcomes DR

While the Scimitar chisels away, Pent tries to copy Its swings through pantognome, though on a half-a-second delay to observe first, mimic second.


Roll20 Link | Kakishon Map

Ami and Yeen chip away while cat claws maintain their grapple. The Sarahtar slices larger bits of stone from the creature.

Round 5: Mahdi and Otah now acting.


Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -30 hp.
Otah Init 17, -29 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp
Stone creation 1 Init 11, -77 hp
Stone creation 2 Init 11, -10 hp
Pent Init 5


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Sorry for the delay, busy day.

Mahdi studies the constructs, considering how little use his magic has had so far- beyond the ever-useful haste, of course-- and gestures bolts of magical energy into the more heavily wounded construct.

Casting Magic Missile, should bypass any DR as it's just force damage. Unless they're golems and immune to magic, but hopefully his earlier 25 Arcana would have told if they were golems.

Magic Missle damage vs #1: 5d4 + 5 ⇒ (1, 3, 3, 1, 4) + 5 = 17


Dwarven Mobile Fighter 10 | HP: 94/94 | Init: +3 | Perc: +2 | SM: +1 | AC: 26 | Mobility: 30 | Touch: 15 | FF: 21 | CMD: 24 | Fort: +11 | Ref: +6 | Will: +3 | +2 vs poisons, spells | +3 vs paralyze, slow, entangle

Apologies on my end too.

Otah steps to attempt to flank the beast with Zuifiqar, and continues to swing.

Zenzirad, full attack, primary, moved, hasted, flank: 1d20 + 15 + 2 + 1 + 2 ⇒ (2) + 15 + 2 + 1 + 2 = 22 for damage: 2d4 + 7 + 2 ⇒ (4, 4) + 7 + 2 = 17 cold: 1d6 ⇒ 6
Zenzirad, full attack, iterative, moved, hasted, flank: 1d20 + 10 + 2 + 1 + 2 ⇒ (1) + 10 + 2 + 1 + 2 = 16 for damage: 2d4 + 7 + 2 ⇒ (2, 4) + 7 + 2 = 15 cold: 1d6 ⇒ 3
Zenzirad, full attack, hasted, moved, hasted, flank: 1d20 + 15 + 2 + 1 + 2 ⇒ (1) + 15 + 2 + 1 + 2 = 21 for damage: 2d4 + 7 + 2 ⇒ (2, 2) + 7 + 2 = 13 cold: 1d6 ⇒ 6

2, 1, 1. Ouch.


Roll20 Link | Kakishon Map

As the magic missiles hit harmlessly Mahdi quickly realizes that the construct must be some variation on the much more common stone guardian golem. Otah finds little more luck as his strikes are blunt against the creature's mountain like girth.

The creatures redouble their efforts remaining focused on Ami and Otah. As Otah continues to take the bulk of the onslaught, Zuifiqar does her best to dispatch the creature.

slam 1 @ Ami: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31, dmg: 3d6 + 9 ⇒ (6, 3, 6) + 9 = 24
slam 2 @ Ami: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18 (miss)

slam 1 @ Otah: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27, dmg: 3d6 + 9 ⇒ (1, 4, 2) + 9 = 16
slam 1 @ Otah: 1d20 + 17 - 2 ⇒ (15) + 17 - 2 = 30, dmg: 3d6 + 9 ⇒ (1, 2, 4) + 9 = 16

1st claw, pounce & rake: 1d20 + 17 ⇒ (10) + 17 = 27, dmg: 2d6 + 6 ⇒ (3, 4) + 6 = 13
2nd claw, pounce & rake: 1d20 + 17 ⇒ (13) + 17 = 30, dmg: 2d6 + 6 ⇒ (5, 2) + 6 = 13

Round 5: Pent now acting.
Round 6: PCs other than Pent now acting.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -30 hp.
Otah Init 17, -29 hp, -32 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp, -24 hp
Stone creation 1 Init 11, -77 hp
Stone creation 2 Init 11, -10 hp, -6 hp
Pent Init 5


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Round: 6, Initiative: 21

Status:
HP: 84/104. AC: 25 (F24/T14) (+2 magic vestment included) (+1 from haste not included)
Conditions: Endure Elements (24h), Magic Vestment (+2, 2/20h), Haste (6/9r)
Weapon Equipped: Greatsword
GreatSword Attack BAB +10/+5, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 1/2
Spells (caster level 7, concentration +11, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Good Hope
- - -
Gretiem Lord of the Green
HP: 56/68 AC: 26 (F22/T14) (included: +4 mage armor, not included: +1 haste)
Fort: 8 Reflex: 8 Will: 5 BAB: +6 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (2/8h), Haste (4/9r)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Aldebert continues his attacks, hoping the haste outlasts the battle as he’s grown addicted to the speed.
Greatsword (magic): 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (haste) damage: 1d10 + 13 ⇒ (1) + 13 = 14
Greatsword (magic): 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 (haste) damage: 1d10 + 13 ⇒ (7) + 13 = 20
hasted Greatsword (magic): 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 (haste) damage: 1d10 + 13 ⇒ (2) + 13 = 15

Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 (haste) damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17
hasted Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 (haste) damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Round 6, Init 15

Ami takes a blow, but they both continue to fight.

1d20 + 13 + 3 + 5 ⇒ (3) + 13 + 3 + 5 = 24 CMD (maintain grapple) ...which probably fails.

Yeen:
1d20 + 13 + 3 + 1 ⇒ (11) + 13 + 3 + 1 = 28 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.
1d20 + 13 + 3 ⇒ (8) + 13 + 3 = 24 CMD to grab.

1d20 + 14 + 3 + 1 ⇒ (13) + 14 + 3 + 1 = 31 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (4) + 8 + 3 = 15 damage.

1d20 + 14 + 3 + 1 ⇒ (9) + 14 + 3 + 1 = 27 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (2) + 8 + 3 = 13 damage.

Yeen, Haste:
1d20 + 13 + 3 + 1 ⇒ (14) + 13 + 3 + 1 = 31 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (2) + 8 + 3 = 13 damage.
1d20 + 13 + 3 ⇒ (18) + 13 + 3 = 34 CMD (grapple)

Ami will defensively heal himself.

1d20 + 17 ⇒ (18) + 17 = 35 Concentration
2d8 + 10 ⇒ (8, 5) + 10 = 23 healing

Looks like Yeen lost the grapple, but got it back with his haste attack.

Combat Stuff:

ACs: Ami: 26+1=27 Yeen: 23+4+4=31+1=32 (barkskin, mage armor)
HP: Ami: 60/75; Yeen: 90/90

Ami:
[ dice]1d20+10+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+5+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*1,EE*0)
Lvl 2: 1/7 used (barkskin*1,CMW*1)
Lvl 3: 2/7 used (mag vest*2,MCfE*0,)
Lvl 4: 2/6 used (AirWalk*2,DivPower*0,Grove)
Lvl 5: 0/4 used (CLWmass*0,FlameStrike*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Round 5, Init 5

Status:

AC = 13
HP = 65/65
Weapon Equipped = +1 Light Crossbow
Condition(s) = Haste

The Sarahtar continues its dogged work, striking again and again against the rock.

Sarahtar: 1d20 + 13 ⇒ (8) + 13 = 21 for 1d8 + 3 ⇒ (5) + 3 = 8 damage, overcomes DR

Sarahtar: 1d20 + 8 ⇒ (18) + 8 = 26 for 1d8 + 3 ⇒ (3) + 3 = 6 damage, overcomes DR
Confirm Critical?: 1d20 + 8 ⇒ (8) + 8 = 16 for 1d8 + 3 ⇒ (8) + 3 = 11 damage, overcomes DR

Meanwhile, the gnome tries to cover more of the wounds accruing, over the halfs, mainly.

Selective Channeling, No no stone: 5d6 ⇒ (5, 6, 3, 6, 4) = 24
Chance of Emissions, 1's a go: 1d10 ⇒ 4


Roll20 Link | Kakishon Map

The sarahtar does more than Aldebert can, but it isn't quite enough to fell the clearly crumbling creature. Ami and Yeen seem to toy with the creature continuing with the grappled assault.

Round 6: Mahdi and Otah now acting.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -6 hp.
Otah Init 17, -5 hp, -32 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp
Stone creation 1 Init 11, -77 hp, -21
Stone creation 2 Init 11, -10 hp, -6 hp, -15 hp
Pent Init 5


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Pent watches his companions intently, hoping the Sarahtar's contributed enough to the current skirmish, before it winks out. He gauges Mahdi and Otah, who appear to be the soonest to react.

Onward ho, folks!


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Bleh, didn't actually realize I was up, that's entirely my fault there. I'm sorry.

Mahdi considers the rest of his spells, and what he already knows about these creatures being nearly immune to them. "We still have not seen the elusive Obherak," he calls. "I must keep some reserves for him, and these things can't really be burnt in any case."

Delay. I can't get past their DR and they're immune to nearly all my remaining spells. Mahdi will keep watch for trouble, I suppose.


Roll20 Link | Kakishon Map

Round 6: Otah now acting.


Dwarven Mobile Fighter 10 | HP: 94/94 | Init: +3 | Perc: +2 | SM: +1 | AC: 26 | Mobility: 30 | Touch: 15 | FF: 21 | CMD: 24 | Fort: +11 | Ref: +6 | Will: +3 | +2 vs poisons, spells | +3 vs paralyze, slow, entangle

Irritated, Otah spends a moment to swap Zenzirad for his horsechopper.

And now he wishes he had quick draw.


Roll20 Link | Kakishon Map

Zuifiqar continues to stretch away at the stone creature near Otah while he maneuvers for a better weapon The creature responds by continuing its assault on Otah, while the other pounds away on Ami.

1st claw, pounce & rake: 1d20 + 17 ⇒ (14) + 17 = 31, dmg: 2d6 + 6 ⇒ (4, 4) + 6 = 14
2nd claw, pounce & rake: 1d20 + 17 ⇒ (8) + 17 = 25, dmg: 2d6 + 6 ⇒ (3, 2) + 6 = 11

slam 1 @ Ami: 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22, (miss)
slam 2 @ Ami: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25, dmg: 3d6 + 9 ⇒ (1, 2, 5) + 9 = 17

slam 1 @ Otah: 1d20 + 17 ⇒ (12) + 17 = 29, dmg: 3d6 + 9 ⇒ (3, 6, 5) + 9 = 23
slam 2 @ Otah: 1d20 + 17 ⇒ (7) + 17 = 24, (miss)

Round 6: Pent now acting
Round 7: All PCs accept Pent now acting

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -6 hp.
Otah Init 17, -5 hp, -32 hp, -23 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp, -17 hp
Stone creation 1 Init 11, -77 hp, -21
Stone creation 2 Init 11, -16 hp, -20 hp
Pent Init 5


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Round 6, Init 5

Status:

AC = 13
HP = 65/65
Weapon Equipped = +1 Light Crossbow
Condition(s) = Haste

Pent wheels through the air, hoping the dwarf can hold himself up long enough to enjoy some healing.

Cure Moderate Wounds: 2d8 + 10 ⇒ (6, 7) + 10 = 23

Meanwhile, the Sarahtar persists in pummeling the pumice.

Sarahtar: 1d20 + 13 ⇒ (5) + 13 = 18 for 1d8 + 3 ⇒ (8) + 3 = 11 damage, overcomes DR

Iterative: 1d20 + 8 ⇒ (20) + 8 = 28 for 1d8 + 3 ⇒ (8) + 3 = 11 damage, overcomes DR
Confirm Critical?: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 3 ⇒ (8) + 3 = 11 damage, overcomes DR

Yahtzee

Pent looks over Otah's shoulder, observing the blunt force of Sarah's mighty Scimitar, and applauds uncontrollably. "Beautiful!! Keep it up, while you're here!!"


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Round: 7, Initiative: 21

Status:
HP: 104/104. AC: 25 (F24/T14) (+2 magic vestment included) (+1 from haste not included)
Conditions: Endure Elements (24h), Magic Vestment (+2, 2/20h), Haste (7/9r)
Weapon Equipped: Greatsword
GreatSword Attack BAB +10/+5, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 1/2
Spells (caster level 7, concentration +11, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Good Hope
- - -
Gretiem Lord of the Green
HP: 68/68 AC: 26 (F22/T14) (included: +4 mage armor, not included: +1 haste)
Fort: 8 Reflex: 8 Will: 5 BAB: +6 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (2/8h), Haste (4/9r)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

”C’mon!! Drop! Your master is gone, so should you be!” Aldebert cries out as he swings trying to help his brother.

Greatsword (magic): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 (haste) damage: 1d10 + 13 ⇒ (3) + 13 = 16
Greatsword (magic): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 (haste) damage: 1d10 + 13 ⇒ (1) + 13 = 14
hasted Greatsword (magic): 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 (haste) damage: 1d10 + 13 ⇒ (3) + 13 = 16

Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 (haste) damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
hasted Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 (haste) damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Ami's AC is 26.

Round 8, Init 15

Ami and Yeen fight on.

1d20 + 13 + 3 + 5 ⇒ (6) + 13 + 3 + 5 = 27 CMD (maintain grapple)

Yeen:
1d20 + 13 + 3 + 1 ⇒ (4) + 13 + 3 + 1 = 21 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (5) + 8 + 3 = 16 damage.
1d20 + 13 + 3 ⇒ (19) + 13 + 3 = 35 CMD

1d20 + 14 + 3 + 1 ⇒ (6) + 14 + 3 + 1 = 24 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

1d20 + 14 + 3 + 1 ⇒ (16) + 14 + 3 + 1 = 34 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (1) + 8 + 3 = 12 damage.

Rake:

1d20 + 14 + 3 + 1 ⇒ (13) + 14 + 3 + 1 = 31 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (2) + 8 + 3 = 13 damage.

1d20 + 14 + 3 + 1 ⇒ (13) + 14 + 3 + 1 = 31 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (2) + 8 + 3 = 13 damage.

Yeen, Haste:
1d20 + 13 + 3 + 1 ⇒ (18) + 13 + 3 + 1 = 35 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17 damage.
1d20 + 13 + 3 ⇒ (3) + 13 + 3 = 19 CMD (grapple)

Ami:
1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (6) + 2 = 8 damage.

1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Ami,haste:
1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (5) + 2 = 7 damage.

Combat Stuff:

ACs: Ami: 26 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami: 61/75; Yeen: 90/90

Ami:
[ dice]1d20+10+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+5+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*1,EE*0)
Lvl 2: 1/7 used (barkskin*1,CMW*1)
Lvl 3: 2/7 used (mag vest*2,MCfE*0,)
Lvl 4: 2/6 used (AirWalk*2,DivPower*0,Grove)
Lvl 5: 0/4 used (CLWmass*0,FlameStrike*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


Dwarven Mobile Fighter 10 | HP: 94/94 | Init: +3 | Perc: +2 | SM: +1 | AC: 26 | Mobility: 30 | Touch: 15 | FF: 21 | CMD: 24 | Fort: +11 | Ref: +6 | Will: +3 | +2 vs poisons, spells | +3 vs paralyze, slow, entangle

With Pent's channel/heal, I believe Otah is currently only down 13 (81 of 94)

"At least someone's doing something" Otah growls more at himself than at Pent.

+1 Keen Cold Iron Horsechopper, full attack, moved, haste: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27for: 1d10 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Horsechopper, Iterative, moved, haste: 1d20 + 10 + 2 + 1 ⇒ (17) + 10 + 2 + 1 = 30 for: 1d10 + 7 + 2 ⇒ (8) + 7 + 2 = 17
+1 Keen Cold Iron Horsechopper, hasted attack, moved, haste: 1d20 + 15 + 2 + 1 ⇒ (18) + 15 + 2 + 1 = 36for: 1d10 + 7 + 2 ⇒ (10) + 7 + 2 = 19


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Mahdi cracks his knuckles and looks at his fingernails. "You're doing fine... you all have this.... I'm encouraging you and providing moral support-- oh hey, I bet I could do somersaults right now. In the air. Haha!"

If anybody gives him the appropriate dirty look this should merit, Mahdi siiiiiiighs and flies over to the downed body of Iqilma, to see if she has anything of use on her, since his remaining spells are largely useless.


Roll20 Link | Kakishon Map

With a crumbling thud the sarahtar shatters the most heavily damaged stone creature near Aldebert and Ami. Otah continues to chop away.

The brothers may of course keep a portion of their rolls and work in move actions to focus on the remaining creature this round. Just let me know if that's the plan.

Round 7: Confirming round actions for Ami and Aldebert.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -6 hp.
Otah Init 17, -13 hp
Zuifiqar Init 15
Ami (w/ Yeen) Init 15, -14 hp, -17 hp
Stone creation 1 Init 11, -77 hp, -21
Stone creation 2 Init 11, -16 hp, -20 hp
Pent Init 5


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Quite so! Aldebert rushes to the other target, provoking an AoO as he closes, to get what shots in he can.

"Well done Pent!"


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Ami and Yeen will pounce upon whichever target is present.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision
Aldebert wrote:
"Well done Pent!"

Pent peeks around the dwarf's back, mid-air. "'Well done, Sarah', you mean to say! My blessed Goddess is the Strength we need, and She continues to oblige us, even in this strange Kakishony world!"

The gnome looks ready to beam some more, before he realizes that there still seems to be something of another stony statue intent on doing them harm.

"The Sarahtar's not much longer for this fight, I fear. Press your attacks, and we'll see the damage stack. If this whole structure is nothing but more earthen antagonists, I only hope we find the head of the snake, and snip it before we lose our enthusiasm."


Roll20 Link | Kakishon Map

The brothers rush to refocus their attention, though the stone spikes risk slowing them as they cut into flesh their weapons remain true. Even surrounded the creature continues to focus on Otah. Meanwhile, Zuifiqar moves away to make room for the brothers.

Spikes:
take 1d8 ⇒ 2 points of piercing damage. Save, DC 16 Reflex, failure results in movement reduced by half until magical healing is recived or a DC 16 Heal check administered over the course of 10 minutes.

slam 1 @ Otah: 1d20 + 17 ⇒ (18) + 17 = 35, dmg: 3d6 + 9 ⇒ (4, 5, 6) + 9 = 24
slam 2 @ Otah: 1d20 + 17 ⇒ (14) + 17 = 31, dmg: 3d6 + 9 ⇒ (1, 4, 6) + 9 = 20

Round 7: Pent now acting.
Round 8: PCs except Pent now acting.

Init Track
Mahd Init 30
--Iqilma Init 22, -25 hp, -25 hp
Aldebert Init 21, (-2 hp Gretim), -8 hp.
Otah Init 17, -13 hp, -44 hp
Zuifiqar Init 15
Ami (w/ Yeen, -2 hp) Init 15, -14 hp, -17 hp, -2 hp
--Stone creation 1 Init 11, -77 hp, -21
Stone creation 2 Init 11, -16 hp, -20 hp, -12 hp, -22 hp
Pent Init 5


Dwarven Mobile Fighter 10 | HP: 94/94 | Init: +3 | Perc: +2 | SM: +1 | AC: 26 | Mobility: 30 | Touch: 15 | FF: 21 | CMD: 24 | Fort: +11 | Ref: +6 | Will: +3 | +2 vs poisons, spells | +3 vs paralyze, slow, entangle

Otah air-steps back and matches his opponent's focused efforts with his own.

+1 Keen Cold Iron Horsechopper, full attack, moved, hasted: 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 26for: 1d10 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Horsechopper, Iterative, moved, hasted: 1d20 + 10 + 2 + 1 ⇒ (2) + 10 + 2 + 1 = 15 for: 1d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11
+1 Keen Cold Iron Horsechopper, hasted attack, moved, hasted: 1d20 + 15 + 2 + 1 ⇒ (16) + 15 + 2 + 1 = 34for: 1d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18


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Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Round 7, Init 5

Status:

AC = 13
HP = 65/65
Weapon Equipped = +1 Light Crossbow
Condition(s) = Haste

Pent watches the Sarahtar travel towards the second stone creation. The Force Blade pauses mid-air, as the gnome tries to figure out if the Blade moves on Its own, understanding his intention before he knows it himself, or if It moves so quickly along that his mind can't place the timing of before/while/after of it. The Blade stutters again, as it begins to wrestle with the gnome's new preoccupation.

Pent tries to blank his mind, to see if the Sarahtar will take up the responsibility of clashing with the stone creation on its own recognizance. The trouble with that is trying to not think of a magnificent magical force granted by the grace of a wonderful Goddess, and its glorious ability to hew stone like a fallen tree. He at least tries, now that it seems like a worthy task to set upon himself, as it provides him a deeper understanding of his fealty to Sarenrae.

Trees with leaves, leaves of gold, golden goblet, goblet of wine, whine of Mahdi, Mahdi's somewhere... Where's the Sarahtar? The gnome's mind whips back around, as he realizes that he's forsaking the time it takes for the Blade to visit, before it blips out of existence, and out of mind, for another day.

The Sarahtar taps its foot, and the gnome shrugs his shoulders apologetically. "Alright, alright, don't look at me that way. It was a reasonable consideration, as I don't want to take you for granted, and You're worthy of reflection, you know."

Full Round Action- Existential Consideration of Spiritual Weapon


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Round: 8, Initiative: 21

Status:
HP: 104/104. AC: 25 (F24/T14) (+2 magic vestment included) (+1 from haste not included)
Conditions: Endure Elements (24h), Magic Vestment (+2, 2/20h), Haste (8/9r)
Weapon Equipped: Greatsword
GreatSword Attack BAB +10/+5, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x))
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +10 damage, +4 AC)
Lay on Hands: 7/9 (Swift, 5d6 healing +1d6 if not fatigued, diseased, or poisoned)
Pearl of Power (first) 1/2
Spells (caster level 7, concentration +11, DC 14+)
1) Bed of Iron, Hero’s Defiance, Endure Elements
2) Mirror Image, Paladin’s Sacrifice
3) Good Hope
- - -
Gretiem Lord of the Green
HP: 66/68 AC: 26 (F22/T14) (included: +4 mage armor, not included: +1 haste)
Fort: 8 Reflex: 8 Will: 5 BAB: +6 CMB: 10 CMD: 23 Move: 40’
Conditions: Mage Armor (2/8h), Haste (4/9r)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heal, Hunt, Sneak, Stay, Watch, Work
Bite Attack BAB +6, Str +4, Amulet +1 Damage Str +6 (1.5x), Amulet +1

Gretiem Reflex: 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 16 or be hobbled by the spikes

Aldebert grimly continues his work, his sword chipping away at the stone monstrosity.
Greatsword (magic): 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 (haste) damage: 1d10 + 13 ⇒ (2) + 13 = 15
Greatsword (magic): 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 (haste) damage: 1d10 + 13 ⇒ (2) + 13 = 15
hasted Greatsword (magic): 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29 (haste) damage: 1d10 + 13 ⇒ (4) + 13 = 17

Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 (haste) damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
hasted Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 (haste) damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Round 8, Init 15

Ami and Yeen fight on while the lookie-loos continue to watch.

Yeen:
1d20 + 13 + 3 + 1 ⇒ (20) + 13 + 3 + 1 = 37 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 damage.
1d20 + 13 + 3 ⇒ (11) + 13 + 3 = 27 CMD

1d20 + 14 + 3 + 1 ⇒ (19) + 14 + 3 + 1 = 37 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (2) + 8 + 3 = 13 damage.

1d20 + 14 + 3 + 1 ⇒ (15) + 14 + 3 + 1 = 33 to hit; (claw,DF,haste)
1d4 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

Yeen, Haste:
1d20 + 13 + 3 + 1 ⇒ (14) + 13 + 3 + 1 = 31 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15 damage.
1d20 + 13 + 3 ⇒ (10) + 13 + 3 = 26 CMD (grapple)

Ami:
1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (3) + 2 = 5 damage.

1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Ami,haste:
1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 to hit; (slingstaff, melee, haste)
1d6 + 2 ⇒ (4) + 2 = 6 damage.

Pot Crit:
1d20 + 13 + 3 + 1 ⇒ (11) + 13 + 3 + 1 = 28 to hit; (bite,DF,+haste)
1d6 + 8 + 3 ⇒ (3) + 8 + 3 = 14 damage.

Combat Stuff:

ACs: Ami: 26 Yeen: 23+4+4=31 (barkskin, mage armor)
HP: Ami: 61/75; Yeen: 90/90

Ami:
[ dice]1d20+10+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

[ dice]1d20+5+1[/dice] to hit; (slingstaff, melee,bless)
[ dice]1d6+2[/dice] damage.

Yeen:
[ dice]1d20+13+2+1[/dice] to hit; (bite,DF,bless)
[ dice]1d6+8+2[/dice] damage.
[ dice]1d20+14+1[/dice] CMB to grab

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

[ dice]1d20+14+2+1[/dice] to hit; (claw,DF,bless)
[ dice]1d4+8+2[/dice] damage.

Lvl 1: 1/8 used (DF*1,EE*0)
Lvl 2: 1/7 used (barkskin*1,CMW*1)
Lvl 3: 2/7 used (mag vest*2,MCfE*0,)
Lvl 4: 2/6 used (AirWalk*2,DivPower*0,Grove)
Lvl 5: 0/4 used (CLWmass*0,FlameStrike*0)
Extend Rod: 3/3 used (mag vest*2, barkskin)

Yeen.: Mage Armor,DF,Barkskin,SoF,MCPfE10
Ami:


Roll20 Link | Kakishon Map

The onslaught of blades, claws, and teeth parts stone and rock from whatever animating force sustained the second creature. It two crumbles, leaving only dust and pebbles where there were spikes before.

Zuifiqar nods appreciatively, "A talented bunch, aren't you."

Combat is over


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Pent wastes no more time, as he waves to the Sarahtar, and it indifferently winks out. The gnome turns back to the sphinx, and sets himself to asking.

"Zuifiqar, if you would be so bold as to point in the direction of Obherak? We need to greet the creep, and flee the keep, as soon as possible."


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Mahdi is rifling through Iqilma's stuff-- if she has stuff.

"Well done, I knew you all had it in you..."


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

1d8 + 5 ⇒ (6) + 5 = 11 CLW

Ami heals some of his wounds...and then he goes to check on Aldebert and Get'him.

Satisfied that there aren't any major injuries, Ami is ready to move on. He looks to Pent to find the way.


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Aldebert asks for some assistance from the wand for poor Gretiem, who's sticky-feet are cut up from the spikes.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

He sheathes his sword and agrees with Pent, "Yes please, let's find this Obherak and finish this. The guards are worse than the leaders!"


Roll20 Link | Kakishon Map

Zuifiqar looks up and then down, flies toward the bottom of the chamber. "This is as far as I've ever been. The others would pass through this rock here. I cannot suppress the magic here until I have rested. She looks toward the stone suspended in the center of the chamber. Maybe that creature can be of more help."

In the melee the snake-like creature with a feathered reptilian head and delicate humanoid arms, seemingly fused into the floating block was nearly forgotten.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Pent wastes no time, nodding his thanks with his posterior in the direction of Zuifiqar, who is now left behind him. He approaches the strange, suspended stone in the center of the chamber.

"Well, hello there. Can you hear us? You're fused into the block, so we can't tell if you're free to come and go, or if you're stuck. You're a strange bird, or bird-snake. I'm a gnome, and we'd like to go home, and we can't tell if you've roamed alone as well."

The gnome waits to see if his words carry any weight with the odd entity, before shifting into various languages in an attempt to land his message.


Roll20 Link | Kakishon Map

Closer to the stone, Pent can see the creatures head is only partially encased. The one free eye remains closed even at the sound of the gnome's voice.


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Did Iqilma have any possessions?

Mahdi floats upward to where Pent is poking at the... thing. "What is that?" he says with interest.

Any knowledge check possible?


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Pent looks over his shoulder at the distant sphinx. "You thought a creature fixed in stone, unable to respond, would be of help in our understanding the deeper aspects of this facility? Really? You need to get out more, and understand the dynamics of genuine social interaction."

The gnome backs up, and lets Mahdi give the stone a go.


Stats:
HP 75/75;AC24; F 5,R 7,W 8; Init:3; Perc 16 (normal). Yeenoghu: 90/90; AC 31 (usually);F 10+5,R 10+5, W 5+5; Perc 6;Acro 13 (lowlight)

Ami looks while Yeen sniffs at the encased creature, trying to make sense of it.

1d20 + 11 ⇒ (13) + 11 = 24 Know (Planes)
1d20 + 10 ⇒ (5) + 10 = 15 Know (Religion)

If its a plant, Ami will cast speak with plants.


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

Aldebert is fascinated by the creature, seemingly partially encased in stone or stone-like in its own way.

He waits to see what knowledge can be brought to bear by Mahdi and his brother.

"Maybe they're trapped in the stone and just need a dispel magic or the like to free them?" he suggests ignorantly.


Dwarven Mobile Fighter 10 | HP: 94/94 | Init: +3 | Perc: +2 | SM: +1 | AC: 26 | Mobility: 30 | Touch: 15 | FF: 21 | CMD: 24 | Fort: +11 | Ref: +6 | Will: +3 | +2 vs poisons, spells | +3 vs paralyze, slow, entangle

"I've not seen this before. Is it still... alive?"

Otah is at 37 of 94 HP.


Statistical Representation of Character's Sunny Disposition:
Male Gnome Ex-Jester HP: 59/59, AC: 13(t 11, f13), F 8, R 3, W 12, Init 0, Perception 20, Low Light Vision

Pent gives Mahdi some space, figuring the firebrand for the one to unlock the creature in stone. The gnome sifts through his belt pouch, and produces a healing wand.

Hovering close by the dwarf, the gnome begins to test the wand's dispensations by offering the poke of the small stick behind Otah's left ear lobe first, then right nostril, then 3/16th inch deep to the beard, then armpit more cracked open, then horsechopper hand, and finally small of the back.

CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
CMW: 2d8 + 3 ⇒ (2, 2) + 3 = 7
CMW: 2d8 + 3 ⇒ (6, 6) + 3 = 15
CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10
CMW: 2d8 + 3 ⇒ (1, 4) + 3 = 8
CMW: 2d8 + 3 ⇒ (7, 2) + 3 = 12

"There. You seem seamless once again. You are ever the gentledwarf to suffer the front line." The gnome tucks the wand away, and turns his attention back to the block.

"If Zuifiqar calls it 'creature', then the sphinx understands it to be a living being. I have little reason to distrust the sphinx, so we might need to free the fellow, and inquire a little more, if it speaks our tongue. Otherwise, it's not going anywhere, and there's plenty of everywhere here that we need to investigate to encounter Obherak."

Pent motions to Otah, axe to rock. "You think you could break it out of there with your Zenzirad? I might be able to shape the stone a little... don't know, really." The gnome looks over at Mahdi for more insight.


CN Human Wizard 9 | Fort +6, Ref +5, Will +7; (+4 vs. hot conditions, +1 vs. fire) | AC 15 - CMD 11 | P +3, Init +10 | HP 64/64 | 8/8 jets remaining

Mahdi is still engaged in study of the stone creature, his chin on his hand, his impression raptly fascinated.

I'll take 10 if there is a knowledge roll that is applicable, for a minimum of 22 on most likely checks to ID a critter, 27 if it's planes or arcana.

"Mistress Zulfiqar? You spoke of suppressing the magic-- earlier, you used something very like a dispelling to do that, no? One of us might be able to do so, if you think it would be effective."

One of us, but not Mahdi. Don't have Dispel Magic memorized today, though it's in my spellbook.


Roll20 Link | Kakishon Map

Mahdi immediately recognizes the creature as one of the same that that has set you on the task of convincing the occupants of this world to leave. The creature looks simply stuck in the block of stone with no clear signs of decay or other characteristics of death.


Roll20 Link | Kakishon Map

Zuifiqar quietly tries to recall some important detail in more detail, "As the saying go, the enemy of your enemy is your friend. That creature was trapped by the one you seek and her." A paw gestures toward Iqilma.


Halfling (Per +13 | Fort +14 Ref +9 Will +12 | AC 23 (f22/t14) | CMD 22)

"Well I don't suppose we're going to get them out any time soon, so let's press on for now and return to save, uh, it, later."

Aldebert is ready to head deeper into the complex to find their enemy, though a part of him worries he'll be the next stone sculpture in this place. He looks to his brother and smiles, knowing he'd never allow it. And it's unlikely the enemy will get them both!

He re-mounts Gretiem, draws his sword, and proceeds, a slight smile on his face.

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