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Sardaukar's Legacy of Fire
Game Master Sardaukar



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F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

The gorilla roars and steps forward to attack the next guy.
Slam 1: 1d20 + 3 ⇒ (16) + 3 = 19 for a possible 1d6 + 2 ⇒ (2) + 2 = 4 slam damage.
Slam 2: 1d20 + 3 ⇒ (18) + 3 = 21 for a possible 1d6 + 2 ⇒ (5) + 2 = 7 slam damage.

Mah'ysa strides foward until she can see the next target, then uses her sling glove.
SLING GLOVE, MW: 1d20 + 8 ⇒ (12) + 8 = 20 for a possible 1d6 ⇒ 5 crush damage.

Osirion

Male Halfling Rogue 9

Pae curses under his breath as Tamir withstands yet another attack "Hazreem grab this little [Expletive deleted]" he shouts as he makes what seems to be another pointless lunge.

1d20 + 11 ⇒ (8) + 11 = 19 Damage 1d4 + 1 ⇒ (4) + 1 = 5


With a loud roar, the giant ape steps forward, swinging its long arms. Both of its giant hams pound the guard standing in its way, blood spraying as the gorilla knocks his head around in what is probably a shattered nose and jaw. After nearly spinning around from the blows, he turns weapon ready to try and fend off the next attack. (Damage: 11. This was his first injury)

Leaving the seated and injured guard in the former room, Mah'ysa loads another stone as she moves up along side her summoned creature. The nearest guard in her view not in melee combat is the guard who just dodged the flaming sphere. Flipping her arm expertly, the stone flies forth with incredible speed, clocking the already injured man painfully in his side. He nearly collapses, but seems determined on making it out of here.

Pae moves up to Tamir and lunges, but his blade deflects off a magical force shield around him. But with his enhanced quickness, he lunges again... (Don't forget about Haste! You get another attack.)

Daumari is up! In a couple of hours, I will be going offline until Wednesday night.

Osirion

Hello? Is anyone out there?

Osirion

Male Halfling Rogue 9

I am


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Present!


Sorry, just got my Internet access up and running Thursday and have been busy. I should be posting later tonight.


Rolls:

Daumari Attack #1 on Ghoul #4: 1d20 + 9 ⇒ (10) + 9 = 19 (Haste, Bane) Hit!
Daumari Damage on Ghoul #4: 1d10 + 3 + 2d6 ⇒ (4) + 3 + (6, 1) = 14
Daumari Attack #2 on Ghoul #3: 1d20 + 9 ⇒ (4) + 9 = 13 (Haste, Bane) Miss
Daumari Hasted Attack on Ghould #3: 1d20 + 9 ⇒ (10) + 9 = 19 (Haste, Bane) Hit!
Daumari Damage on Ghoul #3: 1d20 + 3 + 2d6 ⇒ (15) + 3 + (1, 3) = 22
Thug #13 Attack on Pae: 1d20 + 8 ⇒ (3) + 8 = 11 Miss
Thug #12 Attack on Hazreem: 1d20 + 6 ⇒ (1) + 6 = 7 Miss
Thug #14 Attack on Hazreem: 1d20 + 6 ⇒ (16) + 6 = 22 Hit
Thug #14 Damage on Hazreem: 1d6 + 1 ⇒ (3) + 1 = 4
Thug #11 Attack on Hazreem: 1d20 + 6 ⇒ (16) + 6 = 22 Hit
Thug #14 Damage on Hazreem: 1d6 + 1 ⇒ (4) + 1 = 5
Tamir Ranged Touch Attack on Hazreem: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 (-4 melee) Hit!
Tamir Ray Damage on Hazreem: 4d6 ⇒ (2, 2, 2, 2) = 8

Daumari: Looking at your last rolls, not sure how you got a +13 in meteor-storm style. (+5 BAB, +1 MW, +1 Haste, +2 Flank, +2 Bane = +11) Am I missing something for a +2? Also not sure on the extra 1d6 damage.

With the unholy one down, Daumari (NPC'd) turns his attention to the two undead before him. Jumping back down off the pew, he maintains his meteor-storm style and channels his divine energy to fight undead into his weapon (Swift: Bane Undead) He thrusts his hammer head around at the ghoul next to him, smashing it into several chunks. (Damage: 14) His hammer then moves on to the next one up on the pew but misses. The inquisitor quickly brings it back to bear before the creature has a chance to react and scores a direct hit, shattering the thing to bits. (Damage: 22)

The guard that ducked Bahir's blade pushes back against the wall and tries to take advantage of Pae's distraction with Tamir and swings his blade at the halfling, but doesn't stand a chance. The guard on the other side of Tamir decides to end the stare off with Hazreem and quickly moves forward to attack the rock monster and walks right into the elemental's waiting fist, taking a powerful blow. (Readied Action, Damage: 5) This seems to knock the wind out of him as his strike is way off mark. A second moves in behind him and has better aim with his blade. But it only chips off a small chunk of stone. (Hazreem Damage: 4) And a third moves up and takes another small chunk off. (Hazreem Damage: 5)

Stepping away from Pae and towards his men, the roguish halfling pulls out a small wand, points it between the guards, says somethings, and a searing beam of fire emits from the tip of the wand and strikes the earth elemental. But Hazreem's hard rock skin takes little damage. (Hazreem Damage: 8. Fort Save DC15 for half damage.)

Spellcraft DC17:
Tamir just used a wand of Scorching Ray.

Round 5 - Everyone is up!

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 64/64
Daumari 57/59
Hazreem 40/57 (Fort Save to get 4 back)
Paellat 47/53 (3 non-lethal)
Efreat 53/53
NPCs:
Haleen 53/53

Damage:
Haleen's Rapier: 1/15
Thug #10: 36 (Dead)
Thug #11: 11 (Moderately Injured)
Thug #12: 5 (Slightly Injured)
Thug #13: 14 (Moderately Injured)
Thug #14: 18 (Severely Injured)
Thug #16: 39 (Dead/Headless)
Thug #15: 30 (Down/Bleeding)
Thug #17: 16 (Severely Injured)
Ghoul #1: 19 (Destroyed)
Ghoul #2: 25 (Destroyed)
Ghoul #3: 31 (Destroyed)
Ghoul #4: 23 (Destroyed)
Khair Al Din: 83 (Dead)
Tamir: 22 (Moderately injured)
Tamir's Viper: 9 (Moderately injured)
Door: 9/15
Gorilla: 3/19

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Haste (All: +1 Attack, +1 Dodge to AC/Reflex, +30 Speed, Extra full round attack) -- Ends Rounds 7
Efreat: Flaming Sphere -- Ends Round 10
Bahir: Bull's Strength (+4 to STR) -- Ends Round 30
Bahir: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 60
Daumari: Silence (centered on self) -- Ends Round 71
Mah'ysa: Summon Monster III (Large Gorilla) -- Ends Round 7
Mah'ysa: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 62

Osirion

First scimitar strike: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d6 + 1d6 + 5 ⇒ (4) + (2) + 5 = 11

Hasted scimitar strike: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 1d6 + 5 ⇒ (6) + (4) + 5 = 15

Second scimitar strike: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 1d6 + 5 ⇒ (2) + (3) + 5 = 10

Pressing his attack, Bahir is at first frustrated by the quick guard before landing a solid blow.


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

The celestial gorilla roars and steps north to attack the next guy.
Slam 1: 1d20 + 3 ⇒ (13) + 3 = 16 for a possible 1d6 + 2 ⇒ (5) + 2 = 7 slam damage.
Slam 2: 1d20 + 3 ⇒ (14) + 3 = 17 for a possible 1d6 + 2 ⇒ (5) + 2 = 7 slam damage.

Mah'ysa shifts until she can see the next target, then uses her sling glove.
SLING GLOVE, MW: 1d20 + 8 ⇒ (2) + 8 = 10 for a possible 1d6 ⇒ 6 crush damage.

Osirion

Male Halfling Rogue 9

Pae gives the guard attacking him something to consider as he stabs him swiftly twice.

1d20 + 12 ⇒ (13) + 12 = 25 damage1d4 + 1 ⇒ (1) + 1 = 2

1d20 + 12 ⇒ (16) + 12 = 28 damage1d4 + 1 ⇒ (3) + 1 = 4


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat sends the ball of flame after Tamir and then fires his wand at the mage.
move: move sphere of flame.
standard: use wand of magic missile at Tamir
3d6 ⇒ (3, 5, 6) = 142d4 + 2 ⇒ (3, 4) + 2 = 9


Male Human (Desert) Druid 9

Fort save DC 15 1d20 + 6 ⇒ (10) + 6 = 16 gain 4 HP

Hazreem grimaces in pain, his rocky face twisting grotesquely. He knows he just needs to hold off these guards for a few more seconds...He focuses his efforts on the guard he just wounded, trying to prevent him from reaching the door.

Attack Slam on Thug #12 (NW of Hazreem) 1d20 + 10 ⇒ (13) + 10 = 23, Damage 1d6 + 4 ⇒ (6) + 4 = 10

Osirion

Since Daumari is probably still out might I suggest that he circle around south past Haleen and then head north until he is next to Tamir? He's still got hasted movement right? That'll put the little creep in his silence again and threaten him with his hammers.


Rolls:

Tamir reflex save (DC16): 1d20 + 9 ⇒ (19) + 9 = 28 Succeed!
Hazreem Hasted Attack vs Thug #12: 1d20 + 10 ⇒ (2) + 10 = 12 Miss!
Haleen Vital Strike vs Thug #11: 1d20 + 13 ⇒ (5) + 13 = 18 Hit!
Haleen Vital Strike Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15
Tamir Acrobatics (DC28): 1d20 + 18 ⇒ (8) + 18 = 26 (DC is +2 for each additional opponent. Failed by 2, so last opponent gets AoO)
Thug #12 Attack on Hazreem: 1d20 + 6 ⇒ (1) + 6 = 7 Miss!
Thug #14 Attack on Hazreem: 1d20 + 8 ⇒ (4) + 8 = 12 Miss!

Stepping up, the paladin's blade flashes quickly. The man ducks the first swing, but he is not quick enough to dodge the next two. Blood gushes from deep wounds as he collapses to the floor. (Damage: 25)

Pae: With your target now dead, I'm assuming you'd redirect your attack against Tamir on the other side of you. Both would hit.

Pae prepares to thrust his rapier into the man, but it become quickly apparent that Bahir has sliced this guy up more than enough and the halfling turns to face the other halfling, his pointy blade stabbing him before he can react. (Damage: 6)

With another piercing roar, the giant ape beast steps up again and brings his hams down violently at the next guard. A quick side-step dodges the first fist, but the second comes down right on top of him with bone crushing force that leaves the man in obvious excruciating pain. Mah'ysa thrusts another stone at this guy as well, but the projectile goes high. (Damage: 7) As bad as he looks, it must be pure adrenaline that is keeping him going.

The large ball of fire rolls across the rock floor towards the halfling as Efreat gestures for it to move. As big as the thing is, Tamir seems to have no difficulty avoiding the thing. But the bolts of energy from Efreat's wand find their target. (Damage: 9)

Hazreem: Aren't you a medium earth elemental? Then wouldn't the damage be 1d8 not 1d6?

Holding the door, Hazreem pounds the topmost guard again, striking him hard. He quickly strikes again (Haste) but he doesn't seem to have the angle this time and doesn't hurt him. (Damage: 10) He doesn't look good, but he stays up and seems determined to get passed you.

Daumari (NPC'd), having eliminated all the foes around him, takes off with amazing magically enhanced speed and rushes right into the thick of the battle, his hammers spinning menacingly. Silence falls upon everyone as the magical field follows him, quieting the roaring gorilla. (Double move)

Haleen joins the battle and attacks the southern most guard with her rapier. With practiced grace, she slides her rapier clear through the man's chest. With a silent scream, he collapses into a growing pool of blood as she withdraws her blade. (Damage: 15)

Tamir, not liking the pressure on him, ducks around the ball of fire and slips between Pae and Daumari, and manages to work his way past Haleen without drawing an attack. But the gorilla on the other hand is a different matter and is able to swing one of his hams at the little man. (Mah'ysa, the gorilla gets an AoO against Tamir)

The remaining two guards in the room move into a flanking position on Hazreem, but in his earth elemental form the flanking is not nearly as effective. It doesn't matter as these two are beat down, tired, and apparently have little strength left in them.

Round 6 - Everyone is up!

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 64/64
Daumari 57/59
Hazreem 44/57
Paellat 47/53 (3 non-lethal)
Efreat 53/53
NPCs:
Haleen 53/53

Damage:
Haleen's Rapier: 1/15
Thug #10: 36 (Dead)
Thug #11: 33 (Down/Bleeding)
Thug #12: 15 (Severely Injured)
Thug #13: 39 (Dead)
Thug #14: 18 (Severely Injured)
Thug #16: 39 (Dead/Headless)
Thug #15: 30 (Down/Bleeding)
Thug #17: 16 (Severely Injured)
Ghoul #1: 19 (Destroyed)
Ghoul #2: 25 (Destroyed)
Ghoul #3: 31 (Destroyed)
Ghoul #4: 23 (Destroyed)
Khair Al Din: 83 (Dead)
Tamir: 37 (Moderately injured)
Tamir's Viper: 9 (Moderately injured)
Door: 9/15
Gorilla: 3/19

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Haste (All: +1 Attack, +1 Dodge to AC/Reflex, +30 Speed, Extra full round attack) -- Ends Rounds 7
Efreat: Flaming Sphere -- Ends Round 10
Bahir: Bull's Strength (+4 to STR) -- Ends Round 30
Bahir: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 60
Daumari: Silence (centered on self) -- Ends Round 71
Mah'ysa: Summon Monster III (Large Gorilla) -- Ends Round 7
Mah'ysa: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 62

Osirion

Mirroring Tamir's movement along his side of the pew Bahir quickly cuts the halfling off at the southern end...

First scimitar strike: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 1d6 + 5 ⇒ (6) + (1) + 5 = 12

...and slices cleanly at the little man.


Male Human (Desert) Druid 9

Actually, being only 7th level Hazreem can wild-shape into a Small Elemental only. When he reaches 8th level, Medium elementals are in play ;)

Hazreem grunts as he faces the guard to his north. His fists lash out trying to put the guard out of his misery...

Attack Thug #12 Slam 1d20 + 10 ⇒ (1) + 10 = 11
Damage 1d6 + 4 ⇒ (1) + 4 = 5
Hasted Attack Slam 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d6 + 4 ⇒ (6) + 4 = 10

...but his blows go wide.


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

The celestial gorilla roars again as it pummels guard like he's working a speed bag.
Slam 1: 1d20 + 3 ⇒ (13) + 3 = 16 for a possible 1d6 + 2 ⇒ (2) + 2 = 4 slam damage.
Slam 2: 1d20 + 3 ⇒ (7) + 3 = 10 for a possible 1d6 + 2 ⇒ (4) + 2 = 6 slam damage.

Mah'ysa again winds up with her sling glove.
SLING GLOVE, MW: 1d20 + 8 ⇒ (10) + 8 = 18 for a possible 1d6 ⇒ 6 crush damage.

Osirion

Male Halfling Rogue 9

Pae chases after Tamir his enhanced speed letting him catch up and stab the rat faced hlafling traitor again.

"You're a disgrace to our race" he cries as he strikes.

Attack 1d20 + 12 ⇒ (16) + 12 = 28 +2 if flanking with Bahir

Damage 1d4 + 1 ⇒ (2) + 1 = 3 plus 4d6 ⇒ (2, 4, 6, 5) = 17 precision damage if flanking with Bahir


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat waves the ball of flaming on one of the thugs while firing his wand at Tamir again.
move action: ball of flame onto thug #123d6 ⇒ (1, 5, 4) = 10
stand action: fire wand of magic missiles at tamir
2d4 + 2 ⇒ (1, 3) + 2 = 6

Osirion

Daumari suggestion for this round: Follow up Tamir if he is still up, otherwise take out those two guards next to him. Yay, new round! (or maybe out of combat?)


Rolls:

Gorilla AoO on Tamir: 1d20 + 3 ⇒ (19) + 3 = 22 Miss
Thug #12 Reflex Save DC16: 1d20 + 6 ⇒ (10) + 6 = 16 Succeed
Daumari Attack #1 on Thug #12: 1d20 + 9 ⇒ (13) + 9 = 22 Hit!
Daumari Attack #2 on Thug #12: 1d20 + 9 ⇒ (5) + 9 = 14 Miss!
Daumari Hasted Attack on Thug #12: 1d20 + 9 ⇒ (11) + 9 = 20 Hit!
Daumari Attack #1 Damage: 1d10 + 3 + 2d6 ⇒ (6) + 3 + (6, 5) = 20
Daumari Hasted Attack Damage: 1d10 + 3 + 2d6 ⇒ (10) + 3 + (5, 2) = 20

The giant ape swings one of this fists at the fleeing halfling, but only brushes the man without any noticeable harm. Bahir rushes down the pew along side him and cuts around the southern end before he gets there, he blade flashing in front of the little man's face as it cuts into his shoulder. Having just escaped the silent zone, he screams echo across the chamber. (Damage: 12) Pae rushes up behind him, cursing him as he lunges with his rapier. But only bits and pieces are heard as he fights at the edge of the magical barrier. His blade pieces straight through the halflings back and out his upper chest. (Damage: 20) With the gorilla stepping forward, a space opened up to allow flanking positioning.[/ooc]

Having followed Tamir with his wand, Efreat fires off two more bolts that both strike the little man. He is knocked backwards from the blast and drops onto his back at Pae's feet, unmoving with blood slowly pooling around him and running out of his mouth and down the side of his face. (Damage: 6)

Hazreem continues his feeble attempts at smashing one of the guards flanking him, but still has no luck against these quick men, despite their extensive injuries. The gorilla swings his giant fists twice more, but can't hit them either. Loading and firing another stone, Mah'ysa this time scores a direct hit on the southern guard. The head shot clocks him cold and he drops to the ground. (Damage: 6)

With his shots fired, Efreat directs the ball of fire towards the last remaining guard. But this one just doesn't want to go down as he dances around it avoiding further injury. Boxing the man in the corner, Daumari (NPC'd) steps up and launches his hammer heads in a 1-2-3 strike. This guy doesn't stand a chance as two of the three strikes hit with extreme power, crushing his body against the wall he cornered himself in. (Damage: 40) What's left of his corpse is then set on fire by the large ball of fire next to him.

The viper of Tamir's begins slithering away to the south towards the door. I'll draw the curtain and say someone steps on it.

Out of initiative order. The Haste, silence area, and gorilla will all vanish in one round.

Map Link

Current Status:

Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 44/44
Bahir 64/64
Daumari 57/59
Hazreem 44/57
Paellat 47/53 (3 non-lethal)
Efreat 53/53
NPCs:
Haleen 53/53

Damage:
Haleen's Rapier: 1/15
Thug #10: 36 (Dead)
Thug #11: 33 (Down/Bleeding)
Thug #12: 55 (Very Dead)
Thug #13: 39 (Dead)
Thug #14: 24 (Down/Bleeding)
Thug #16: 39 (Dead/Headless)
Thug #15: 30 (Down/Bleeding)
Thug #17: 16 (Severely Injured)
Ghoul #1: 19 (Destroyed)
Ghoul #2: 25 (Destroyed)
Ghoul #3: 31 (Destroyed)
Ghoul #4: 23 (Destroyed)
Khair Al Din: 83 (Dead)
Tamir: 75 (Dead)
Tamir's Viper: 9 (Moderately injured)
Door: 9/15
Gorilla: 3/19

Conditions in effect:
----------
Efreat: Mage Armor
Efreat: Haste (All: +1 Attack, +1 Dodge to AC/Reflex, +30 Speed, Extra full round attack) -- Ends Rounds 7
Efreat: Flaming Sphere -- Ends Round 10
Bahir: Bull's Strength (+4 to STR) -- Ends Round 30
Bahir: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 60
Daumari: Silence (centered on self) -- Ends Round 71
Mah'ysa: Summon Monster III (Large Gorilla) -- Ends Round 7
Mah'ysa: Protection From Evil (From Evil: +2 deflection to AC, +2 resistance to Saves, second save +2 against mental control, no bodily contact from summoned) -- Ends Round 62


Male Human (Desert) Druid 9

Hazreem watches the door closely making sure no one is going to surprise the group. Once the Silence spell has expired, he reaches into his pouch and pulls out a wand (CLW) and proceeds to heal himself and the plucky halfling Pae.

Rolls:
CLW #1 (Pae} 1d8 + 1 ⇒ (1) + 1 = 2
CLW #2 {Pae} 1d8 + 1 ⇒ (3) + 1 = 4
CLW #3 {Hazreem} 1d8 + 1 ⇒ (7) + 1 = 8
CLW #4 {Hazreem} 1d8 + 1 ⇒ (4) + 1 = 5

By my calculations, both Hazreem and Pae are at full HP. Let me know if you want Hazreem to cure any of the thugs still alive. Also, one of the wands of CLW (which had 4 charges in it) is now drained of charges.

Osirion

Seeing no sign of Rayhan Bahir walks over to the red cloaked servant of Rovagug and kicks the body onto its back, "Was this man the Jackal? Lets search this lot quickly. Perhaps one has keys for the prisoners wherever they are." Feeling the rush of combat wearing off, "The vermin of the Rough Beast fell quickly. The Dawnflower's blessing is with us this day."

Someone with decent perception going to search the bodies? Detect Magic maybe?

Osirion

Male Halfling Rogue 9

Pae searches the dead beginning with Tamir.

perception1d20 + 13 ⇒ (2) + 13 = 15

Then the priest

perception1d20 + 13 ⇒ (19) + 13 = 32


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat chants and looks over the bodies.
cast detect magic. spellcraft to id magic items

Spoiler:
1d20 + 11 ⇒ (8) + 11 = 191d20 + 11 ⇒ (16) + 11 = 271d20 + 11 ⇒ (18) + 11 = 291d20 + 11 ⇒ (5) + 11 = 161d20 + 11 ⇒ (5) + 11 = 161d20 + 11 ⇒ (6) + 11 = 171d20 + 11 ⇒ (9) + 11 = 201d20 + 11 ⇒ (2) + 11 = 131d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (13) + 11 = 24


With Hazreem taps out one of his wands getting everyone back to full (or mostly full) health as Pae and Efreat search for loot.

On the halfling spellcaster, you find several items that draw Efreat's attention. There is the wand that he was using of course, but his halfling sized boots on his feet that seem about the right size for Pae are also emanating an aura of magic. In addition to a ring on his finger and a rather heavy sack attached to his waist, you find his spellbook. Pae also finds several non-magical items including a well-made small sized dagger and six more of those red rubies that everyone seems to be carrying around.

As Efreat examines the items closer, he determines the wand is a Wand of Scorching Ray (12 charges remain) and the boots grant the wearing extra nimbleness. (Boots of Elvenkind, +5 to Acrobatics) The ring is yet another protective ring (Ring of Protection +1) and a bag of non-dimensional space. (Bag of Holding Type II)

As Bahir kicks over the robed man, his golden holy symbol of Rovagug clanks to the ground, sliding off his full plate armor that resided under his robes. A large great axe rests on the ground next to him. Pae searches an also finds another wand.

Looking at the wand, Efreat scratches his head but is unable to determine the purpose of this one. But in the process, he notices that both the full plate and great axe have been magically enhanced. (+2 Full Plate, +1 GreatAxe)

On the guards you find nothing spectacular. They each had a masterwork short swords, masterwork studded leather, and a few had cure moderate wound potions (1d6 ⇒ 4). But each had 2 of those rubies in their pockets.

This AP sure includes a lot of available healing in it. Is that a sign of things to come? Gear added to unsigned loot in profile. Not sure what you are all taking, but with two bags of holding, you can probably take it all fairly easily.

Osirion

Bahir scowls and pulls the heavy cold iron mace off his belt before bringing it down with full force upon the unholy symbol laying on the floor in front of him. Hearing that they have discovered a few decent tools and items Bahir nods but is clearly disappointed in not finding anything to help locate Rayhan, "Let's move forward quickly. I fear every moment we delay puts our friend Rayhan at risk."

If anyone grabs anything that's cool by me. I assume everything else goes into the bag. Who will be carrying the bag? Actually, who is carrying the first bag we found? When ready I say we head out the only other door in this room.


Male Human (Desert) Druid 9

Good plan there Bahir. If no one objects, Hazreem will claim the wand of CMW...can't believe I missed that wand earlier...

Hazreem nods and speaks in his gravelly voice, "I will scout ahead to make sure the alarm has not been raised." He then melds into the floor and reappears on the other side of the door.

Perception 1d20 + 15 ⇒ (11) + 15 = 26
Stealth 1d20 + 4 ⇒ (19) + 4 = 23

Osirion

Ok, just addressing a few things from your list of unassigned loot (trying to help clean up the list a bit for you). These are my thoughts, if anyone feels differently please jump in.

Haleen 50 - Potion of Cure Light Wounds
Mah'ysa 4900 - Incense of meditation (Assign to Mah'ysa?)
1250 - Bag of Holding (Type I) - Empty
Given back to Radi 3800 - Figurine of wondrous power, silver raven (from Radi)
Given back to Radi 400 - Rubies taken from Radi
Given back to Radi 104 - 9 PP and 14 GP taken from Radi.
Did Efreat take and upgrade this? 1000 - Cloak of Resistance +1 (from gnoll sorceress) (Efreat is planning to upgrade to +2)
These combined with other group for two to each party member including Haleen 2100 - 9 Potions of Cure Moderate Wounds
Hazreem 4050 - Wand of Cure Moderate Wounds (45 charges)
Grouped with above 9 potions 1500 - 5 Potion of Cure Moderate Wounds
Efreat? 1170 - Wand of Scorching Ray (12 charges)
5000 - Bag of Holding (type II)
Pae 302 - Masterwork Dagger (small)
Efreat ??? - Tamir's Spellbook
Have Mah'ysa check this out. Maybe divine in nature. ??? - Unknown Wand from Khair al Din
Destroyed ??? - Golden holy symbol of Rovagug (from Khair al Din)

Not sure who wants to carry the bags of holding. I'll carry one if needed and no one else wants too. Sardaukar, does Haleen want anything specifically?

Osirion

Male Halfling Rogue 9

in agreement with the division.

Pae considers the boots and knows they will come in useful at some point but sticks them in the bag.."My slippers are more useful here and now" he states.


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Mah'ysa is interested in the Incense, one of the Bags of Holding and possibly the Boots of Elvenkind, if no one else wants them.

Osirion

Which bag? The Type I or the larger Type II? I believe the boots of elvenkind are sized for a small person.

Osirion

Male Halfling Rogue 9

Magical footwear used to resize itself to the wearer..don't know if that still holds good with Pathfinder


I believe wonderous items all resize to the wearer. I was only mentioning the size as it isn't often you find items from a halfling.

Loot list updated. Let me know if I have anything incorrect.

Correction: The silence was still in effect for 6+ more minutes, but I'll say Daumari dismissed it after combat so he could talk with the rest of the party. And I'll say a minute goes by while you heal, quickly loot the bodies, and examine the next room for the purposes of the Bull's Strength and Protection from Evil spells duration.

Hazreem: Disappearing through the rock floor once again, you reappear on the other side of the door to find a long, 10-foot wide hallway. This one is dimly lit by periodically spaced torches along the wall. About 70 feet down the corridor is another door similar to those found around the rest of this underground lair, wooden with iron reinforcements. Only a pull ring ornaments this far door.

There seems to be a slight salt residue on the walls and in the air, like you'd expect to find near a sea or ocean.

Map Link

Osirion

Assuming that Hazreem comes back and reports right away...

Seeing that the others are prepared to continue Bahir keeps his frost rimed scimitar leading the way and opens the door.

I am thinking we head down the corridor in the same order we were previously using down here.


Male Human (Keleshite) Sorc (Efreeti) 9

agree with the distribution save the spellbook, we should just sell that and divide the proceeds


His blade in hand, Bahir opens the door and marches down the long corridor to the second door at the far end. With a loud creak, the wood door opens to the smell and sound of salt water and the sight of a large cavern.

Much of this room is submerged in water that laps restlessly against two shores connected by a stout-looking wooden bridge. Several torches are mounted to the rocks walls on each landing. The floor of each shore is uneven, as is the ceiling, given the room the appearance of lying at an angle. The water seems to swell up and down, the waves appearing to start from a water passage leading to the southwest, the peaks of the waves nearly reaching the top of the wooden crossing. The wetness of the wood makes it obvious that water sometimes does completely cover the bridge.

The far landing (B15) is much like the one you are currently standing on with another door leading to the south. But this door appears to be made out of stone and is decorated with a carving of a jackal-headed man holding a hatchet in one hand and a hand-sized spider in the other.

Perception DC17:
As you near the water's edge, you notice something glowing in the water. With a closer inspection at the edge of the water, you make out that it is a glowing, golden sword of some kind submerged under the water about 10 feet to the northeast from the center of the bridge.

Map Link


Male Human (Desert) Druid 9

Perception 1d20 + 15 ⇒ (2) + 15 = 17

Hazreem waves the group to a stop and points out what he has seen. Reveal contents of spoiler. He asks in his gravelly voice, "I do not like the looks of this. Should I retrieve it or just leave it be?"

Osirion

Bahir stops and focuses on sensing evil auras around the chamber and then centered on the glowing sword, "Efreat? What do you sense?"


F Half-Elven Cleric L8+Bard L1 | HP 57/57 | AC 21 | Saves F06 R07 W13 | Percep +11

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

The Type 1 bag is plenty.

Mah'ysa moves to the edge of the water.
"An enchanted sword? NOT being used or in a vault?"
She turns to Bahir, hands to her mouth.
"Do you think it could be a trap?"

Osirion

Male Halfling Rogue 9

"Oh almost certainly..noone just leaves that sort off thing lying around do they?"

Pae examines the sword

Perception1d20 + 12 ⇒ (15) + 12 = 27


Bahir:
Moving towards the edge of the water, your Paladin senses start tingling. There is definitely something evil out there. It becomes stronger as you focus on it. Whatever it is, it is radiating a moderate evil aura. About 20 seconds after you enabled your ability, you are able to pin-point its location. And while it is close to the location of the glowing sword, it is not the source of the aura. Instead, it is near the extreme of your ability about 15 feet under water.

It is difficult to make out any details of the sword as it rests at least 5 feet under the water that is moving with the swells and waves and is far away from your position on the shoreline. If it wasn't for the fact that it is glowing and golden in color, it would have been extremely difficult to have even noticed it.

Osirion

Bahir stares out at the sword and water for a minute before saying, "Something....unpleasant....very unpleasant is out there." Moving toward the bridge, "Be ready. We have to move on. I'll be the bait to see if it reacts to us crossing the bridge."

Sardaukar: Is my protection from evil and bull strength still going? If not I'll see if I can get Hazreem to renew the bull strength before stepping on the bridge. Bahir will remain focused on the source of the evil and see if it reacts to him in any way.


Bull's Strength and protection from evil still in effect, though the bull's strength only has about 6 rounds remaining.

As the Paladin takes his first step onto the bridge, he realizes the wood is rather slick. There is a slimy coating that has built up upon the wood.

Movement on the bridge requires an Acrobatics check per round. DC12 for a 5-foot step, DC17 for single move as full-round action, DC22 for single move as move action or for double-move. You can take 10. Don't forget your armor check penalties.

Bahir:
As you started to step onto the bridge, there was no change in the location of the evil source.

Osirion

Stopping at the edge of the bridge, "This wood is very slick. I don't think I can make it across without slipping. Anyone have any ideas about how to get across? Maybe if someone could take a rope across or something for the rest to use..."


Male Human (Keleshite) Sorc (Efreeti) 9

Efreat waves his hand and chants, "Drasheaze." cast detect magic and spellcraft check1d20 + 11 ⇒ (18) + 11 = 29


Efreat:
You quickly detect a single magical aura emanating from the area of the sunken sword. You are able to pinpoint the aura as coming from the direction of the glowing weapon with a moderate illusion aura. It is a false image of some type, but its not a permanent illusion. Someone or something must be actively creating this image for it to be sustained.

Osirion

Male Halfling Rogue 9

Pae nods to Bahir.."Give me the rope..I'll be the worm " he says as he moves lithely onto the wood and reaches into his pouch for a potion.

Drink potion of Expedious retreat

Take 10 on Acrobatics for a 26 to cross at top speed off 100 feet a round.

Osirion

Nodding back Bahir absently reaches for his belt and the coil of rope he keeps there. His surprised look quickly turning to a frown, "Does anyone else have a rope? Mine is currently being used by that half-elf prisoner."

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