Shambala |
I was kidding, just letting you know you are not the only non US person.
No hard feelings, take it as praise/envy.
Fine :) interpreting a written tone is always hard, especially when it's not in your mother tongue.
The Man Behind the Curtain |
Please keep the bulk of the OOC discussion the discussion thread.
Shambala, you have to be able to see your target in order to cast single target spells.
Aiming a Spell
You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate.
Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.
For the meanwhile I'll use that as a readied action that as soon as you can see a foe you'll use Mind Thrust I on it (using those rolls). Will follow up with another post in an hour or so.
Bulgo Bluefoot |
Bulgo, being virtually unable to harm the thugs without seeing them, withdraws from the combat and around the corner, looking to hide behind a statue.
Blindness negates precision damage, which is where most of Bulgo's comes from :-(
Shambala |
Very well, I'll stay in ready :)
Peran |
PerAn moves up between a pair of pillars and readies to cast a potent eat piercing scream on the Dhampir if she casts a spell.
Potent for +2 CL to get her within range oof the short spell.
Sonic Damage: 4d6 ⇒ (3, 3, 3, 6) = 15 +Dazed for 1 round
Fort DC 20 for half damage and no negate the daze.
The Man Behind the Curtain |
The Dhampir stands in place, shaking his head and trying to clear his thoughts.
The slightly crispy axe warrior stumbles around blindly trying to find the source of the scorching rays. He moves forward, bumps into the column, then carefully goes around it. As he comes out of the darkness, Shambala blasts him with a Mind Thrust and all of a sudden he clutches his head as if suddenly overcome by a massive headache!
Will Save: 1d20 + 3 ⇒ (20) + 3 = 23
The second axe warrior, hearing his quarry move away, blindly stumbles forward until he finds himself in front of someone. He takes a defensive posture and slowly regains his sight.
Combat Round 2:
Bulgo (Withdraw!)
Peræn (Prepare to make a caster very sad)
Dhampir Oracle (27 dmg)
Shambala (Cause Drain Bamage)
Red Half-Orc Axeman (27 dmg, double move)
Brown Half-Orc Axeman (30 dmg, double move)
Conlaoch
Diri
Sihir
Diri Lizzenbettolze |
K: Rel: 1d20 + 7 ⇒ (2) + 7 = 9
Diri breaks away from the nearby axeman, insisting that "your ability to appreciate the finer points of conflagrational studies will be greatly enhanced if you disarm yourself before you reach a fatal level of internal entropy," as she sends a single ray of flame at him (Red) and draws a wand.
Touch Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm?: 1d20 + 4 ⇒ (3) + 4 = 7
Fire Bolt: 1d6 + 4 ⇒ (2) + 4 = 6 Fire damage!
5-foot step
Std:Fire Bolt (Cleric Fire Domain ability)
Move:Draw Wand of infernal healing
Sihir Aneh |
Practically on instinct, Sihir retreats into the darkness, and blasts the henchman with a vortex of eerie starlight.
magic missile vs Red Rotten Hoodlum: 4d4 + 4 ⇒ (1, 4, 4, 2) + 4 = 15
The Man Behind the Curtain |
The barbarian, now able to see his assailants, takes the full force of the blasts from Diri and Sihir and will.... not.... die. He barely seems to be on his feet and is no longer fighting at his full strength. He seems more intent on making a run for it than going down swinging.
Bulgo Bluefoot |
Bulgo slinks into darkness, waiting for a target to emerge..
steath: 1d20 + 15 ⇒ (15) + 15 = 30
Readied action to throw a dagger from hiding against the first thing he doesn't recognise that emerges from the darkness
readied attack: 1d20 + 11 ⇒ (15) + 11 = 26
damage, sneak attack: 1d3 + 6 + 2d6 ⇒ (3) + 6 + (4, 3) = 16
Conlaoch McCullagh |
Conloach, seeing his foe clearly now, tries to run him through.
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 7 ⇒ (5) + 7 = 12
Shambala |
Shambala focuses once again against the only valid target he has and tries to probe violently his mind again.
Psychic Strike, Will DC 15 negates: 1d6 + 1 ⇒ (4) + 1 = 5
And becomes shaken for 1 round.
The Man Behind the Curtain |
Will Save: 1d20 + 3 ⇒ (2) + 3 = 5
Conlaoch's attack is easily evaded by the axe warrior. Shambala keeps the pressure on him and jumbles his thoughts to the point of pain... but he keeps. on. fighting...
He looks back at the Dhampir, with frantic eyes, who only continues to sneer back, then moves carefully up to strike at the shadowy foe who scorched him.
Red's Power Attack at Sihir: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d12 + 10 ⇒ (8) + 10 = 18
With the final swing, he clutches his chest, coughs up a bout of blood, then collapses to the floor, dead.
Seeing his minion fall, the Dhampir moves forward and leans down to touch the corpse. He begins an incantation, when all of a sudden the Peran overwhelms him with his high pitched scream.
Fort Save: 1d20 + 2 ⇒ (12) + 2 = 14
He cringes and almost topples over as he loses the spell to the cacophony. Sihir, you can take an AoO if you have a melee attack.
The final barbarian takes another swing at Conlaoch, and unleashes a frightening glare at Sihir.
Brown's Power Attack at Conlaoch: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d12 + 10 ⇒ (6) + 10 = 16
Intimidate at Sihir: 1d20 + 14 ⇒ (15) + 14 = 29
Sihir, you are demoralized for 3 rounds
Combat Round 3:
Peran (Magicus Interruptus)
Conlaoch (Swing hard and see who falls first)
Bulgo (Waiting...lurking...)
Shambala (More drain bamage)
Dhampir Oracle (42 dmg, Dazed, not happy)
Brown Half-Orc Axeman (30 dmg)
Diri
Sihir
Sihir Aneh |
A mighty blow that should have left the delicate little wizard with a very large and ugly injury instead leaves only an eerie, bloodless scratch, and does little to stop Sihir from taking an opportunistic whack at the greater foe with his enchanted cane.
All characters, no matter who or what, should have some kind of melee and ranged weapon, that's my credo.
attack of opportunity, +1 Cane: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d4 ⇒ 2
Seeing the other barbarian just to his dark master's other side, however, forces his thoughts to just how badly another hit like the one he just took would hurt now that he has been deprived of his magical resilience. Refusing to let a bit of physical fear get the better of his mighty mind, however, he steps back to respond with one of his specialties: an unearthly barrage of colors barely conceivable by most mortal senses, to wrack their fragile brains!
I move back and cast a Tenebrous color spray, catching only the bad guys in the cone from where I am. DC 21 Will save or Pokémon Syndrome, b*#*&es!
Diri Lizzenbettolze |
Diri steps to the side and blasts the same pair with a cone of colorful light of her own.
Burning Hands (DC14): 5d4 ⇒ (4, 3, 4, 4, 2) = 17
The Man Behind the Curtain |
The Dhampir curses as he loses his spell, but evades the swipe from the cane. Suddenly, a shower of black-light streaks cover him and his compatriot, overcoming their senses!
Dhampir's Will Save: 1d20 + 9 ⇒ (8) + 9 = 17
Barbarian's Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
The Dhampir covers his eyes, but too late for any effect and is barely able to keep on his feet. The Barbarian however doesn't have the strength to resist the blast and is completely blinded and stunned by the illusion.
Barbarian Blind/Stun: 1d4 ⇒ 2
With the pair neatly disabled, Diri's flame washes over them.
Dhampir's Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18
Barbarian's Reflex Save: 1d20 + 2 ⇒ (8) + 2 = 10
Combat Round 3:
Peran
Conlaoch
Bulgo
Shambala
Dhampir Oracle (49 dmg, Stunned)
Brown Half-Orc Axeman (47 dmg, Blinded and Stunned for 2 rounds)
Diri
Sihir
Peran |
Seeing the situation well in hand Peran will draw a wand as he scrambles forward and begin casting a spell from it.
Draw wand as part of move up, standard begin casting infernal healing.
Bulgo Bluefoot |
Is the darkness still there? If so, Bulgo steps out and remains hiding. Given everyone is moving around in there and he can't see, he would be just as likely to strike an ally as an enemy, probably more likely given there are more of us.
The Man Behind the Curtain |
In the interest of progress...
The Dhampir spends some time shaking the effects of the color spray from his head, but his guard fares poorly. Already stunned from the spell, he collapses, unconcious.
Combat Round 3:
Dhampir Oracle (49 dmg)
Brown Half-Orc Axeman (53 dmg, Dying)
Shambala
Diri
Sihir
Combat Round 4:
Peran
Conlaoch
Bulgo
Sihir Aneh |
Sihir keeps the dhampir harried by zapping him with a ray of ghostly light.
[dice=Blinding Ray]1d20+7[/dice]
Shambala |
Stepping back into the lighted area, Shambala readies to overwhelm's any foe's mind that would rise from the darkness.
READIED Psychic Strike, Will DC 15 negates: 1d6 + 1 ⇒ (1) + 1 = 2
And becomes shaken for 1 round.
Diri Lizzenbettolze |
"If living is something you assign high importance to you should drop your weapons and consider the situation in which you find a way to continue living by ceasing hostilities upon my colleagues and myself lest you find yourself in simliar states of biology as your two colleagues," Diri states to the lone standing foe, casting half of a spell with the intention of completing it if hostilities fail to cease.
Ready to cast burning hands again if she takes an action other than surrendering.
The Man Behind the Curtain |
The Dhampir, dazzled from Sihir's beam looks back and forth, then makes a snap decision.
1: Flee, 2: Surrender: 1d2 ⇒ 1
He turns on his heels to make a run for it and he begins casting a spell to cover his exit, but Diri's flames wash over him...
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
...and he falls to the floor in a smouldering pile of burnt robes.
Combat over, what do you wish to do now?
Peran |
Peran smiles and speaks to his allies that can't see "Combat's over I think. Probably best to see if we can stabilize anybody for questioning."
The Man Behind the Curtain |
Stabilize: 1d20 + 2 ⇒ (10) + 2 = 12
One of the barbarians appears to be alive and stable although unconscious. The Dhampir and the second barbarian are both dead. In fact, the second barbarian seems as though it sustained enough wounds to kill it, but fought on through sheer stubbornness alone.
Another victim of the barbarian heart attack...
Bulgo Bluefoot |
Bulgo quickly rifles through pockets looking for items of interest, or clues as to how they found this place.
"Well, I guess they won't be looting any more tombs..." he says - not especially sympatheticly.
Diri Lizzenbettolze |
Diri disarms the living axeman.
"Highly efficient!" Diri happily extols the group, pulsing the area with a bit of positive energy.
Channel to heal: 3d6 ⇒ (6, 4, 2) = 12
And if anyone is still hurt:
Again!: 3d6 ⇒ (2, 1, 3) = 6 Ugh.
The Man Behind the Curtain |
The Dhampir on his person has masterwork shortspear, and is wearing a headband. In his pocket is a partially empty package of green chalk. On the ground where he was dazed lies his dagger, and the piece of onyx he was using to try to cast the spell he was interrupted from.
The barbarians a small selection of potions.
The newly disarmed and awakened Axeman is looking rather panicked.
Bulgo Bluefoot |
"Hello friend.." says Bulgo playing with the magic dagger.
I'm sure someone will have cast detect magic, even if we don't know it is +1
"I'm really interested in stories, in particular the story of this tomb and how you came to be in it. And your friend the priest. And lastly, green chalk. Tell me a story about all these things and I'll maybe talk nicely to these good folk and ask them to let you go."
Peran |
Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16
Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28
Spellcraft: 1d20 + 15 ⇒ (15) + 15 = 30
Spellcraft: 1d20 + 15 ⇒ (15) + 15 = 30
Peran sniffs around at the items with detect magic and IDs most of them for the party.
???; +1 dagger; 2 Potions of Lesser Restoration; 2 Potions of Protection from Good; 2 Potions of Cure Light Wounds
Sihir Aneh |
detect magic/Spellcraft on Item #1: 1d20 + 17 ⇒ (17) + 17 = 34
+2 Headband of Alluring Charisma - what else?
The Man Behind the Curtain |
"Yeah... sounds like a good outcome. Too good to be true... you're just gonna hear what I've got to say than lock me up with all of..."
Will Save: 1d20 + 1 ⇒ (13) + 1 = 14
"Erm... well. You did heal me. You guys really can't be all that bad. Here's what I can do fur ya... No skin offa my nose... my boss is dead an all and I'm not gonna be coming back to this place no more. No cred now. Boss said'e found this place when the construction gangs came through. Took the bricks out, marked with green so he could find it again. Said 'is companion died from some trap here. Hired me to drag the rest of the stuff outta here before another scavenger finds it. Offered me a cut, but obviously that ain't happening. S'all I know. I'm jussa grunt mercenary."
He stands up and begins to walk away. "You all don't worry bout me, I'm gonna be skippin town before the other mercs hear I failed here. Maybe go down to the Shackles or somethin..."
Assuming nobody grabs him, he's just gonna head on out.
Bulgo Bluefoot |
Bulgo ensures the potions and other harmful equipment is removed from the barbarian before giving the okay to release him.
"Lets see what more we may learn from this site, and then maybe secure it."
He starts to look around the chamber again.
pereption: 1d20 + 10 ⇒ (13) + 10 = 23
Shambala |
Shambala stares at the void, oblivious to the conversation.
Diri Lizzenbettolze |
Diri scrawls a half-finished physics problem on a bit of parchment and gives it to the fellow as a parting gift.
"Optimize your time spent travelling and you can arrive more knowledgeable than you depart," Diri says with a smile, waving as he leaves.
Conlaoch McCullagh |
Conlaoch scratches his head as he watches Diri write. Secret message?
Bulgo Bluefoot |
Bulgo respectfully returns the amulet to the grave.
"We should try to hide this place again..." he suggests, somewhat at a loss for how to do this.
Are there any skill checks around concealing the area?
Sihir Aneh |
Kinda makes me think there should be a variant use of the Stealth skill for knowing how to conceal other things...reminds me of when, prior to Pathfinder when Stealth was still Hide and Move Silently, someone made the very reasonable-sounding suggestion that Hide should actually be an Intelligence-based skill. I'd be your guy, if only those were the case.
The Man Behind the Curtain |
As it stands, this chamber had been hidden away very successfully for a very long time, and was only uncovered due to accidental damage during this construction job. If you were able to restore the brickwork to its original state, it would be extremely well hidden. Profession (mason) could be used to repair the wall in such a way as to conceal the entrance, or use of magic. While a conventional mending spell would be enough to repair the brickwork, it wouldn't be quite enough to restore it to its original state, however any more powerful magic used to repair objects or manipulate stonework would work. Additionally, wiping away the chalk markings would help.