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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,655 posts (2,396 including aliases). No reviews. 1 list. No wishlists. 6 Pathfinder Society characters. 6 aliases.


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The Exchange

Krolmnite immediately applies himself to cutting Oshok'arr out of the barbed net, aided by Yekskya. Hskoro watches vigilantly for trouble. Soon enough, after only a minute or so a charau-ka patrol arrives to check on their camouflaged trap. A loping band of nine limber, upright shrieking humanoids with visages like enraged baboons approaches warily. They brandish stout clubs and rocks, and jump up and down in apparent glee as they consider what they are going to do to you.

You wanted to talk to the natives, here's your chance! If someone wants to make a Diplomacy or Intimidate check, and anyone that wants can make an assist. Or, we could roll initiative...

Also, forgot to mention in last post that Oshok'arr took four points damage from the barbs knotted into the net. Fortunately, they don't appear to have been poisoned.

=======

GM rolls:

1d20 ⇒ 1

The Exchange

Sounds like we've got a plan!

You draw near to Tazion and skirt the perimeter wall. Ready to talk, but also to fight. Krolmnite clanks forward in his armor with his sword at the ready, while Yekskya tests the pull of his warbow. Zaghigoth and Oshok'arr scan the jungle vigilantly for signs of trouble, while Quinta keeps her spells at the ready and Rowena scans for any traps or other dangers. Hskoro prowls close to Quinta, while Nkechi starts muttering a prayer under his breath to keep the party safe.

It's as you reach the first tumble-down gap in the wall that you encounter your first sign of trouble. Most of you step carefully through the gap, but as Oshok'arr approaches the dinosaur something unexpected happens. A vine suddenly pulls tight around her leg and the sides of a cunningly camouflaged net wrap around and scoop up the dinosaur. The net seems to be embedded with sharp barbs that dig into her flesh. Oshok'arr moans and writhes, she doesn't like being bound up like this. It might take a while to get her free.

========

GM rolls:

Krolm percept 1d20 + 2 ⇒ (4) + 2 = 6
Quinta percept 1d20 + 6 ⇒ (1) + 6 = 7
Rowena percept 1d20 + 9 ⇒ (6) + 9 = 15
Yekskya percept 1d20 + 3 ⇒ (9) + 3 = 12
Zag percept 1d20 + 13 ⇒ (11) + 13 = 24
Hskoro percept 1d20 + 9 ⇒ (12) + 9 = 21
Nkechi percept 1d20 + 4 ⇒ (9) + 4 = 13
1d8 ⇒ 8
net 1d20 + 10 ⇒ (8) + 10 = 18
damage 1d4 ⇒ 4

The Exchange

Tazion

A quick, careful scouting expedition of the perimeter reveal that the crumbling remnants of the massive enclosure wall now provide little in the way of defense. Entire sections have eroded away or lie buried beneath sediment, while vines and vegetation strangle what little exposed stonework remains. You reckon you could scramble over those sections of the wall that are still standing with not too much effort, but there are several large holes in the walls that look like you could simply walk through. On the eastern perimeter, a large section seems to be sinking into a large, muddy bog.

Meanwhile, Zaghigoth listens attentively to the shrieking sounds coming from the ruined city. He has sharp hearing, and determines that these are more than the cries of the many species of monkey you've encountered on your journey. These may be the cries of charau-ka, small jungle dwelling humanoids more commonly known as ape-men. By analysing the cries, the druid reckons that the natives aren't aware of your presence yet but seem to be excited about something.

Krolmnite stands vigil, stolidly watching for any danger as you decide how to get in there to acquire the clues to finding Saventh-Yhi.

Map of Tazion's walls

The Exchange

Hi Loreal, welcome to the group! Sorry for the delay, here are the guidelines for crafting a 6th level character to join the game. A wizard or cleric sounds great, just go with whatever you would most enjoy playing. We have a pretty large group with a few attendant NPCs, so I would perhaps be a little wary of creating a character with a special mount or animal companion or such - we might struggle then to give everyone equal opportunity during encounters. There is currently a druid and paladin in the group as well as an NPC guide/healer, but having another PC healer might allow the druid and paladin to focus on some of their other talents. We also have a sorcerer/bard helping to cover arcane things, but adding a wizard might allow both characters an opportunity to experiment with other spells.

1. High fantasy 20-point character builds. You start at 6th level, so you get a bonus point to one ability at 4th level. You start with 23,001 experience points.

2. Any race from the core rulebook is fine. Others are probably fine too, but I'd need a good hook or backstory for them.

3. Character classes, archetypes and feats from the main Pathfinder books from Paizo (for example Advanced Player's Guide, Advanced Class Guide, Ultimate Magic, etc) are fine. Other sources, Paizo or not, are probably ok but check with me first.

4. Alignment - any good or neutral characters. Sorry, no evil!

5. Characters get max hit points for their first level. For the subsequent levels you can either take average hit points per level, or gamble and roll for them but keep the results regardless.

6. Characters can choose two character traits. At this stage, you don't have to choose one of the traits from the Serpent's Skull campaign player's guide, but you can do if you wish. Additionally, through their adventures the rest of the party have had the opportunity to receive the following boons. Choose two of the boons below:

A) You've read the [i] Abendego Cantos [i] by the aspiring and talented writer Aerys Mavato. They contain compelling themes of strength of personality against incalculable odds. By reading them closely you've gained a permanent +1 bonus on all Will saving throws against compulsion effects.

B) You've long admired the comedy and tales of a particular gnome bard. By absorbing some of his techniques, you have gained a permanent +1 bonus to the save DC of any charm or language-dependent effect a PC uses.

C) You have picked up secret techniques from a famed blademaster. These simple but effective tricks grant a +1 bonus to CMB and CMD while wielding a sword or similar weapon.

D) A priest of Nethys has shared a number of mantras and focusing chants. These grant you a +2 bonus on concentration checks.

E) You travel in dangerous circles, and have picked up some combat secrets from one of the infamous Red Mantis Assassins. You gain a permanent +1 bonus on Initiative checks.

7. Starting Funds - 16,000 gold pieces. You can spend up to half on any one item.

Feel free to work out your backstory here or by PM. The party is currently investigating a lost city deep in the jungle, but two other parties have recently been there as well - the nefarious Red Mantis Assassins and the despicable mercantile/treasure-hunting organization the Aspis Consortium. Neither are ideal for good characters, but there could be all sorts of reasons to explain how your character has arrived at Tazion.

I look forward to hearing about your character!

The Exchange

Rowena "Cat" Thennemen wrote:

Wife has asked if there would be an opening for her to join this game. She's a long time player who started out on AD&D 2E and who actually got me hooked on RPG's.

Putting this up here for y'all to consider ;-)

We're a big group, but apart from that I don't see why not. If she does will you both be posting regularly? ;) If the rest of you are fine with it, I'll post up details this week for making up a character to the appropriate level.

Ran out of time for a game update tonight, but will try for tomorrow night if possible or otherwise Thursday. Will post up character creation details too. In the meantime BoomSmurf your wife's very welcome to post up an introduction and start thinking of a character concept.

The Exchange

Me too. We've actually come a large part of the way through the adventure, would be great to see it through to the end.

The Exchange

That might be the thing to do, Leonar. We've pretty much ground to a halt as it is. Could just be a case of being the summer holidays. If we get Helaku and Shaylar back on board over the next few weeks we'll press on, there are some great encounters ahead. Otherwise we'll wrap up the game.

Ghost Dire Lion - Round 2 continued
Leonar calls down a flaming column of fire on the ghost lion. The tunnel is filled with searing heat and you feel your skin singeing from proximity to it. You think nothing could survive that, but just as the smoke clears the lion reappears, surging towards you. Passed its Reflex save and takes half damage again from its incorporeal state - 6 points damage. It really didn't like the fire though.

Aleste holds back from lobbing a bomb - no point adding to the inferno.

Ambrose steels himself and presses the attack. His frost blade sweeps up, cutting into the apparaition. You must be doing some good, because the spectral lion seems to have nearly faded from sight. It refuses to abandon its post however, and continues to fight to the end. An opportunity missed with the threat, yes. However, even with halfing the damage with its incorporealness it's on its last legs.

Shaylar and Helaku are up, if you're checking in.

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

========

GM rolls:

lion Reflex 1d20 + 8 ⇒ (13) + 8 = 21

The Exchange

Anyone there?

The Exchange

Any more scouting, whether by land or air? Or do you all have a plan?

The Exchange

In tune with the jungle fauna, it doesn't take long for Zaghigoth to return with a sleek lizard the size of his palm, bedecked in vibrant green and black stripes. It seems quite content to sun itself on the half-orc's arm. Bending low, Quinta communicates with the lizard via her serpentfriend knack, a legacy of her serpent-kin bloodline. Lazily, the lizard provides this report:

"Yes, lots of two-legs come and go. Lots more than the monkey-men that usually flit through the area. The first strangers were a small group of quiet two-legs. Their leader wore red and moved quiet and deadly, like a mantis. They came and went. Then came a large group. They crashed through the trees and were blind to the jungle, and their leaders cast magic that blasted animals. One of them had a creature with it, all fur and teeth but it didn't smell natural. They entered the Place of Caves(you reckon he means the city and its ruined buildings) and spoke to the monkey-men. Then they left. That was several suns ago, only monkey-men since."

The lizard then becomes distracted by a bug and loses interest in the conversation with the interesting two-legs. Monkey-like hoots and hollers echo from the ruins.

The Exchange

Ghost Dire Lion - Round 2!

Shaylar bends arrows to his bow with a will, another of which seems to pierce the lion apparition. 3 points damage. The lion reacts with a roar that seems to cut right through you as it lashes out at the nearest target - Ambrose! Again its claws seem carve through his chest, and the cavalier feels his vitality draining away. At the same time, the lion's form grows more solid once again. Hit AC 20 with a touch attack, dealing 2 points Con damage to Ambrose.

Helaku taps his wand to send another magic missile into the ghost. 4 points damage.

Leonar and Ambrose I think you're the only active characters at the moment. Hopefully we'll pick up Shaylar and Helaku again soon, it may just be curse of the summer holidays.

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

========

GM rolls:

Shaylar ranged 1d20 + 14 ⇒ (15) + 14 = 29
damage 1d8 + 3 ⇒ (3) + 3 = 6
Shaylar ranged 1d20 + 9 ⇒ (3) + 9 = 12
damage 1d8 + 3 ⇒ (4) + 3 = 7
lion 1d20 + 13 ⇒ (7) + 13 = 20
damage 1d4 ⇒ 2
Helaku 1d4 + 1 ⇒ (3) + 1 = 4

The Exchange

Ghost Dire Lion - Round 1 continued

Leonar tries to approach the ghostly lion, in a bid to defuse the controntation. It crouches back but continues to snarl. Even as an apparition its tail lashes violently and its ears flatten against its skull.

Aleste continues to hang back, an alchemical bomb at the ready but he's reluctant to use it. "Did I ever tell you guys I really dislike ghosts!"

Ambrose seems a bit unnerved by the encounter as well. He tries to keep it at bay with his sword, and his swiping attacks seem to be doing some good because the ghost lion seems somewhat...diminished. Two successful hits, against its incorporeal form you deal a total of 10 hit points damage.

Shaylar up! And Helaku, still around?

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

The Exchange

Rowena - Your spirit guide is the springbok antelope. Once per adventure (I'll let you know when it resets), you can channel your guardian spirit as a move action to gain a +5 sacred bonus to Handle Animal, Heal, and Survival, or to gain wild empathy with antelope, buffalo, cows, goats, or similar hoofed mammals.

Quinta - Your spirit guide is the howler monkey. Once per adventure (I'll let you know when it resets), you can channel your guardian spirit as a move action to gain a +5 sacred bonus to Acrobatics, Climb, and Disable Device, or to gain wild empathy with monkeys, apes, lemurs, gorillas and similar creatures).

For one who irritatingly always had something to say, Mellikiya seems silent and meek as she is dismissed to her home plane.

After blessing some of you with your tattoos, Osumare departs from the riverlands. You wonder if your paths will cross again.

------

Hskoro backs Quinta's proposal to circle the city. "As it is now, I see just two ways in to Tazion: through the front gate and over the wall. Both seem like a risky proposition to me."

The Exchange

If you have any more questions for Mellistra, let me know, but I'd like to move on to the next section. Also let me know how you intend to dispose of her, from the previous posts I'm going to assume that she's not coming with you.

=======

Once things are settle with the demoness, Osumare leads Zaghigoth through the ritual to awaken his spirit totem. In the half-orc's case, it was the iguanadon form that he adopted when participating in Nkechi's dream trance way back, well, quite a ways back in Sargava.

Osumare begins dancing to summon forth Zaghigoth's spirit guide. She then inscribes a dinosaur tattoo with a long, slender quill dipped in a localized numbing toxin. The process is painful, even with the anesthetic, but the druid endures it all stoically. The process takes several hours, but when complete the dancer explains that you will be able to call upon the spirit's help for the rest of your life.

Basically, with your dinosaur tattoo once per module you can call upon your guide and either receive a +5 sacred bonus to Intimidate, Stealth and Swim, or gain wild empathy with dinosaurs, if you don't have that ability already. I'll let you know when the bonus resets. If anyone else is wanting to undertake the ceremony as well, let me know but for now enough wandering in the wilderness, let's move on to Tazion.

=======
Tazion
Your journey takes you from the grasslands back into the deep jungle. This is the fabled Mwangi Jungle proper, little explored and highly dangerous. In that time Hskoro continues educating Quinta in the ways of Nalinivati. Zaghigoth finds he has an even closer relationship with the jungle, and his spirit guide even helps to find shortcuts through the jungle paths. Krolmnite and Yekskya ably protect the group, and Rowena is learning to adapt her stealth skills to the jungle.

Just over sixty days after leaving the city of Kalabuto, you reach Tazion. The crumbling remmants of a massive enclosure wall mark the perimeter of the ruins. In its current condition, the wall provides little defense. Entire sections have eroded away or lie buried beneath sediment, while vines and vegetation strangle what little exposed stonework remains. You hear shrieking animal cries from within.

I'm away for a couple days, but will pick up after Monday.

The Exchange

Ghost Dire Lion - Round 1 continued
Thanks for the crit roll, Shaylar. 8 points extra damage!

Helaku keeps blasting at the ghost with his wand of magic missiles. The silvery darts are lighting it up! 5 points damage to the ghost. Your party is grounding its reputation as ghostbusters!

Leonar, Ambrose, Shaylar up. I'll be out of town for a couple days, but expect to post early next week.

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

=========

GM rolls:

Helaku magic missile 1d4 + 1 ⇒ (4) + 1 = 5

The Exchange

Ghost Dire Lion - Round 1
Counting on his experience with the smaller spectral lion that you found at the bottom of the tunnel, Shaylar suddenly erupts with a hail of arrows at the new foe. Several seem to hit, and deal a modicum of damage. Your two manyshot arrows deal a total of 6 points damage. Your rapid shot arrow is also threatening a critical, if you want to roll again to confirm.

The lion pounces forward and one oversized paw sweeps out to catch Ambrose. As with the other lion, the cavalier brings his sword up to block, but the lion's claws seem to pass right through Ambrose's arm and armor and reach right into his chest to rake his heart. The encounter leaves him with a shivering cold sensation. Ambrose 23 points damage. A successful Fortitude save against DC 15 reduces this to 11 points damage.

Great to have you back Helaku, you're up next!

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

========

GM rolls:

lion touch 1d20 + 13 ⇒ (17) + 13 = 30
damage 7d6 ⇒ (3, 6, 2, 3, 2, 2, 5) = 23

The Exchange

Mellistra squirms as she looks up at each of you in turn. No. I have not been working with the Aspis Consortium to find Saventh-Yhi. At least, not yet." A glimmer of her mocking smile reappears. "Given the opportunity, they might have made much more appealing companions."

The Exchange

Sounds like Helaku's player could be taking some time out just now, so I'll NPC him for the moment until we hear from him.

Round 3
Helaku engages his wand and sends another shimmering missile at the ghostly lion. It seems to recoil from the blast. 3 points damage.

Shaylar keeps up a steady stream of arrows, arcing over the heads of the rest of you to pierce the spectral cat. With each arrow its image seems to waver, until it bursts in a pulse of ghostlight. Each arrow hit, the third one is enough to take it down.

The Lion Path

Taking stock, you continue up the dark, winding passage. It seems to curl back on itself as it ascends. You are clambering along when you hear another blood-curdling growl, and the ethereal form of an even larger lion manifests before you. This one seems to take up the whole width of the corridor; indeed, its shoulders and mane disappear through the stony walls. This seems an altogether more dangerous specimen. It is crouching low and obviously seems to have been aware of your procession, though its growling gives it away. It pounces down the passage at you with a cry!

No map at the moment, but much as with your previous encounter, and I'm presuming the same marching order as before. No surprise round, so Shaylar and lion up first.

Initiative
25 - Shaylar
24 - ghost dire lion
20 - Helaku
14 - Leonar
10 - Aleste
9 - Ambrose

=======

GM rolls:

Helaku magic missile 1d4 + 1 ⇒ (2) + 1 = 3
lion Perception 1d20 + 11 ⇒ (9) + 11 = 20
lion Stealth 1d20 + 7 ⇒ (12) + 7 = 19
Ambrose Percept 1d20 + 8 ⇒ (11) + 8 = 19
Helaku Percept 1d20 + 2 ⇒ (15) + 2 = 17
Leonar Percept 1d20 + 16 ⇒ (19) + 16 = 35
Shaylar Percept 1d20 + 13 ⇒ (6) + 13 = 19
Fang Percept 1d20 + 8 ⇒ (15) + 8 = 23
Aleste Percept 1d20 + 7 ⇒ (13) + 7 = 20
Ambrose init 1d20 ⇒ 9
Helaku init 1d20 + 7 ⇒ (13) + 7 = 20
Leonar init 1d20 + 8 ⇒ (6) + 8 = 14
Shaylar init 1d20 + 10 ⇒ (15) + 10 = 25
Aleste init 1d20 + 3 ⇒ (7) + 3 = 10
lion init 1d20 + 6 ⇒ (18) + 6 = 24

The Exchange

Mellistra, Melikkiya, responds in a small voice. "I swear it, on my name. Unless summoned and bound again to this world, I will not return. Your descendants and loved ones will be safe."

"A dark artefact allowed me to slip into this world, initially. Ah, what delight in the havoc I caused amongst you mortals! I was tasked with tempting powerful individuals to dedicate themselves to my patron, the demon lord Sifkesh. The dragon I aided was one such. My lord determined that, though young now, Khlorphraxus would grow to become a terrible terror in the lands of Sargava. But he was also lazy, and greedy. All he wanted was for me to recruit adventurers to eliminate one of his rivals, so that Khlorphraxus could claim his lair and hoard. It was in Eleder that I overheard two gnomes talking, one of them that paladin over there," she gestures towards Krolmnite, "the other his lady love. It was so perfect! Taking her image and asking your help to hunt a dragon was too easy by far."

"Yet, as I travelled across the wilds with you, you revealed an even greater treasure. Saventh-Yhi, the lost city! My master would be very pleased. You unmasked me, in the end, but I've been hunting the city ever since."

-------

Osumare mulls over Zaghigoth's questions, and tries to answer. "They are legends, mostly. Every few years jungle orcs and those of orcish blood raid out of the jungle. More beast than anything else, dark and primal. Dangerous."

The Exchange

Round 2 continued
This seems a strange spirit creature, straddling both the material and spirit worlds. It takes another swipe at Ambrose. A chill touches his heart at the ghost's attack, but it doesn't seem to have caused any damage. The ghost brute seems to be pointedly refraining from attacking Leonar.

Leonar however has no such qualms and summons a flaming sphere that engulfs the beast. It writhes in the flames, but you're not sure how much they are actually affecting it. Failed its save, but its incorporeal nature means it only takes half damage, 3 points.

Tucked down the tunnel, Aleste holds back for fear of accidentally harming those ahead.

Ambrose continues to slash at the lion, his frost blade hissing as it makes contact with Leonar's flaming sphere. Somewhere between the two the blade makes contact with the lion. Same as above, it's just taking half damage, 3 points.

Back to the top of the initiative list, I'll give Helaku a chance to post. No real changes to the map.

Initiative

24 - Helaku
12 - Shaylar & Fang
10 - ghost brute lion
9 - Leonar
5 - Aleste
3 - Ambrose

======

GM rolls:

lion 1d20 + 5 ⇒ (7) + 5 = 12
damage 1d6 ⇒ 5
lion Reflex 1d20 + 7 ⇒ (5) + 7 = 12

The Exchange

Rowena joins Krolmnite and Quinta as the sorceress puts the pressure on Mellistra. In the face of the half-elf's narrow gaze and Quinta's anger, Mellistra stares back defiantly. Quinta starts to summon something and Mellistra watches with worry evident on her face. Then, her shoulders slump and her shoulders seem, broken. "Alright. It's Melikkiya. My True Name is Melikkiya." Excellent Intimidate roll, with the assist from Cat. What are your questions for her, and do you intend to let her go after?

Somewhat removed, Zaghigoth discusses spirit totems with Osumare. She takes in the half-orc with a discerning gaze. "You are like the ones of the Deep Jungle. You are far from home, are you not? Please, help me to care for the bodies of my sister-priestesses, and we will conduct the rites to connect you to your spirit totem. Your friends are discussing the fate of that demoness. I say death would be too kind a fate for her!"

The Exchange

Osumare thanks Quinta for her concern. She is keen to leave and explains that it is the way of her people for her to act as a bridge between the spirit world and the world of man, and that quite often to do requires speding time in communion with the wilds. Nkechi confirms that this is so.

All the same, she responds to your encouragement and announces she has reconsidered offering to awaken your spirit totems. If any of you are willing, she will conduct the ritual, though she will need Nkechi's assistance and perhaps Quinta's as well if she is agreeable. However, she adds that something needs to be done with Mellistra - her very presence may taint the proceedings.

Meanwhile, the demoness responds to Quinta's challenges in a pitiful, small voice, sitting huddled on the ground. "I promise. You have all proved yourselves. I will be glad to go back to the Abyss, I can see when I have been defeated. I will not grant you my True Name, mortal, but I will consent to answering your questions, as best as I am able. What have I to lose?" She turns her gaze beseechingly on Krolmnite, who stands watch over the proceedings with an impassive demeanour.

The Exchange

I think most folk are still here, any delays in play recently have unfortunately been of my own devising, other commitments temporarily robbing me of free time. Yourself, Krolmnite, and Zaghigoth have checked in recently, Yekskya's player has been waiting patiently in the wings while I took control of his fighter, and I suspect Rowena's player will reappear sometime soon. He regularly gets taken over by RL but I trust him to let us know if he feels he needs to bow out completely.

And the rest of your merry crew, are NPCs. :)

The Exchange

You move on from the scene of the fight beside the river, taking your prisoners with you. Trying to locate a place to make camp, you find that the dancers were telling the truth at least in part, as you find a simple, clean hut beside the river not far from where you met them.

Amongst the gear the dancers possessed, you recover three blowguns, a total of 24 darts, three gourds containing 15 doses of blue whinnis poison, finely wrought obsidian knives, three whips, three woven amulets with tribal and spirit markings, three sets of ornamental bracers which match the amulets, spell component pouches, and each with a set of quills and ink - you think they might be tattooing sets.

The following day, you are able to break the powerful charms holding Yekskya and the dancer Osumare in thrall to the demoness. Yekskya is a little sheepish about his actions during the previous day's fight. Osumare explains that she and the other two Zenj spirit dancers, Masoze and Alala, often dwell in the wilderness to commune with the spirits of the land. Not long ago they were approached by the woman calling herself Zakkiya - the demoness you know as Mellistra. She offered to teach them secret rituals which would allow them to draw closer to their totem spirits, and enchanted with the charismatic woman they readily agreed. When she revealed her true nature to them, they were horrified but were unable to break the hold she had on them.

Osumare asks that you let her go. At one time, she may have been persuaded to perform a ritual to summon your own totem spirits, a more powerful version of the ritual that Nkechi conducted with some of you. Now, with the death of her sister priestesses, she wishes to be allowed to return to the wild and seek atonement. Both she and Yekskya glance over to where you are holding Mellistra, bound and gagged. The demoness is conscious now, and glares at you with cold hatred. Quinta are you still seeking her true name?

The Exchange

You have Yekskya and the dancer named Osumare surrounded, but they still seem ensorcelled and willing to leap to support the succubus, Mellistra. She lies on the ground, senseless. Nkechi suggests tying them all up.

Sorry it's been slow, things have been busy. It's too late for a long post at the moment, but I'm going to move things on. I'd say you've defeated Mellistra, so calculating XP you all go up to Level 6 - hurrah! I think I'll not get to post the next update until Saturday evening, so take the time to level up your characters (you too Yekskya!) and if you want to do any more RP to finish up this encounter. I was thinking you've had enough time wandering in the wilderness so I've been ready to move you on, but I couldn't resist an opportunity to have Mellistra stick her nose into things again. Next stop, Tazion!

The Exchange

Round 2
Helaku pulls out his wand and sends a shimmering missile at the lion. It seems to connect with the ghostly lion, eliciting an enraged roar. 3 points damage.

Shaylar fires a quick arrow at the spectre. It's form wavers a bit as the arrow passes through it and clatters off the far wall, you're not sure if it really felt that attack. [/ooc] 2 points damage. [/ooc]

Sorry it's been a bit of a gap, extra work and family commitments have eaten up my time. Should hopefully get better after next week when kids finish school, thanks for hanging in there. Everyone's up.

Initiative

24 - Helaku
12 - Shaylar & Fang
10 - ghost brute lion
9 - Leonar
5 - Aleste
3 - Ambrose

========

GM rolls:

Shaylar ranged 1d20 + 14 ⇒ (1) + 14 = 15
damage 1d8 + 3 ⇒ (1) + 3 = 4
lion 1d20 + 5 ⇒ (2) + 5 = 7
damage 1d6 ⇒ 3

The Exchange

Round 9 continued
At the sound of Quinta's commanding voice, Osumare and Yekskya stay their blades. Both look conflicted, borne out of a compulsion to aid the succubus that wars with their native spirits. But in the end, they lower their arms.

The dire boar looks ready to gore Yekskya, circling round the fighter. It keeps its distance, but snorts angrily.

[ooc] Yekskya, still there? Go ahead and make another Will save to break the domination and get your character back! You get a +2 bonus to the save. [ooc]

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
13 - Quinta
9 - Osumare
8 - Zaghigoth

=======

GM rolls:

Osumare Will 1d20 + 1 ⇒ (9) + 1 = 10
Yeks Will 1d20 + 2 ⇒ (12) + 2 = 14

The Exchange

Round 1 continued
Leonar holds back, staring at the spectral lion that seems half engulfed by the stone wall. Aleste holds back as well, owing to the confines of the tunnel.

Despite being attacked by the ghost, Ambrose doesn't shrink back from it. Instead he lunges forward with his sword. The magical blade does seem to connect with the ethereal entity after a fashion, slicing off a wispy portion of its outline. It doesn't seem to react to the blow in the same way as mortals, but you reckon it's done some damage at least. It's incorporeal nature lessens the impact of your blow, but takes 5 points damage plus 2 points cold damage.

Round 2
Helaku up!

Initiative

24 - Helaku
12 - Shaylar & Fang
10 - ghost brute lion
9 - Leonar
5 - Aleste
3 - Ambrose

The Exchange

Round 8 continued
Zaghigoth commands his animal companions to take Yeskya down - gently. The boar attempts to sweep the fighter off his feet, but the Mwangi attempts to hold the boar back with a sweep of his blade. Yeks attack of opportunity. The sword chops down with a swoosh but the boar has already moved, its tusks catching Yekskya's ankle and bowling him over. His sword goes flying while Oshok'arr settles a heavy foot on his chest to keep the archer on the ground. Yekskya might have had the strength to throw off the dinosaur, but in his sickened state he is held fast.

Zaghigoth lopes forward, trying to get into position to tackle the remaining dancer in much the same way. A standard move puts you in a position to try your tackle/pin next round.

Round 9
Krolmnite too heads in the direction of the running duel between Rowena and the Zenj spirit dancer, Osumare. Finally, throwing caution to the wind Rowena throws the weight of her skill and experience in swordplay into the attack. Not worried about pulling her punches, she drives four inches of blade into the woman's chest. 6 points damage.

Yekskya struggles feebly against Oshok'arr's pin. She obliges by settling a bit more weight on him.

Nkechi moves to Mellista's side and produces a bit of hemp rope, which he uses to try to bind her hands and wrists.

Quinta!

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
13 - Quinta
9 - Osumare
8 - Zaghigoth

======

GM rolls:

Yeks AoO 1d20 + 8 ⇒ (2) + 8 = 10
damage 2d6 + 4 ⇒ (6, 1) + 4 = 11

The Exchange

Round 8

Krolmnite stays his blade, bending to check that Mellistra is truly unconscious. Could it really be that easy?

Rowena lunges with her rapier, trying her best to knock out the remaining dancer Osumare with a blow to the side of her head. It's awkward though and she misses her opportunity.

Yeskya still seems ensorcelled. Too late to help the succubus, he rams his sword into the side of celestial boar. It didn't seem to be expecting that attack at all, and the blade inflicts a terrible gaping wound. Hits for 12 points damage.

Shouting on you to deal with the dancer Osumare, Quinta places her rapier at Mellistra's throat. She appears to be unconscious, but she might be listening. In any case, she doesn't respond, lying limp at your feet. The dire boar looks set to trample over her. At her words, Nkechi makes his way over to help Rowena deal with the dancer.

Despite being surrounded and outmatched, the remaining dancer Osumare fights with abandon, viciously thrusting her knife at anyone who comes close. She seems desperate to reach Mellistra and tries to push Rowena back so that she can move closer to the downed demoness.

Back down the initiative order to Zaghigoth (and friends).

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
13 - Quinta
9 - Osumare
8 - Zaghigoth

=======

GM rolls:

Osumare 1d20 + 2 ⇒ (7) + 2 = 9
damage 1d4 - 1 ⇒ (1) - 1 = 0
Yekskya melee 1d20 + 8 ⇒ (19) + 8 = 27
damage 2d6 + 4 ⇒ (5, 3) + 4 = 12

The Exchange

Lion's Path - Round 1

Helaku:

This lion bounding at you looks like a type of incorporeal spirit known as a ghost brute. Perhaps not as powerful as the ghost of an intelligent being, but still dangerous. Since it has no terrestrial form, it is difficult to hit properly without the aid of magic.

Drifting as far off the ground as the tunnel's ceiling would allow (not much), Helaku has good line of sight of the spectral lion. He pulls out his wand of magic missiles and sends one at the enemy. The bolt of force hits the lion square in the chest. You think it may have wounded the ghost creature in some way. 4 points damage to the lion.

Despite the cramped quarters, Shaylar takes aim with his favoured weapon. He snaps off two quick arrows as the lion rushes towards you; both hit, somehow absorbed by the ghostly figure. Total of 5 points damage with two successful hits.

The lion bounds up and takes a swipe at Ambrose. Fortunately the cavalier has time to twist out of the way. The lion's paw misses him and disappears into the side of the tunnel.

Leonar up!

Initiative

24 - Helaku
12 - Shaylar & Fang
10 - ghost brute lion
9 - Leonar
5 - Aleste
3 - Ambrose

========

GM screen:

Shaylar ranged 1d20 + 14 ⇒ (5) + 14 = 19
damage 1d8 + 3 ⇒ (3) + 3 = 6
Shaylar ranged 1d20 + 9 ⇒ (9) + 9 = 18
damage 1d8 + 3 ⇒ (2) + 3 = 5
lion 1d20 + 5 ⇒ (3) + 5 = 8
damage 1d6 ⇒ 1

The Exchange

Sorry again for absence, RL took over for a few days and for some reason it just took ages to get back into the swing of things.

The Exchange

Really sorry for delay in an update. I was so keen to play out the conclusion to this scenario, but real life took over for a few days and it's taken ages to get caught up with things. So much for Mellistra's clean getaway!

The Exchange

Round 7 continued
Quinta's spiders spin their deadly webs. The first spider casts another net of spider silk over Mellistra, but doesn't do much more to impede her than the strands that are already hampering her movement. The second spider is more fortunate, the webs doing more to anchor her to the spot. She's really getting bogged down now. Going to apply penalties of two entanglement effects.

Lastly, Quinta uses her potent voice. A sonic scream buffets the succubus, causing her to whimper in pain and misery. Failed Fort save, taking full damage and dazed for one round.

Rowena may be taking care not to kill the dancer Osumare, but the dancer is taking no such care with her. She flicks forward with her knife, and would have skewered the half-elf but her blade was turned by Rowena's armor.

Mellistra cries out. "Please, please! I surrender! I'm sorry I hurt you"

Which is when Zaghigoth's summoned dire boar barrels into her trampling her form into the dust. The beautiful demoness' form looks crumpled in the dust, unconscious but you see she is breathing in short gasps. The boar hits and damage is just enough to put her into minuses!

Over to Krolmnite, and have Cat's actions thanks. One dancer left and Yekskya still mind controlled

No change to map.

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya/Mellistra
13 - Quinta
9 - Osumare
8 - Zaghigoth

======

GM screen:

Mellistra Fort 1d20 + 9 ⇒ (4) + 9 = 13
Osumare melee 1d20 + 2 ⇒ (12) + 2 = 14
damage 1d4 - 1 ⇒ (4) - 1 = 3

The Exchange

The Lion's Path

You move on. Summoning light you move into the twisting tunnel, Ambrose taking the lead with blade ready and Leonar following close behind, alert for any traps or mischief. Shaylar coves them with his bow with Aleste and Helaku brings up the rear, invisible and treading as silently as possible. Fang follows, but the wolf seems to find this structure strange and unnatural. That's how I interpreted your marching order, but if different let me know.

You only penetrate a few paces into the tunnel when the spectral form of a lion emerges at a pounce from one of the tunnel walls and charges towards you! You can make out few details apart from its outline, it seems bathed in a cold blue light and somewhat insubstantial, much like the leonine forms that you had seen prowling around the outside of the edifice. This one though seems wholly focused on you.

Despite its unusual appearance and charge at you down the confined space, none of you are caught off guard so no surprise round. Helaku and Shaylar manage to get in attacks first.

Map

Initiative

24 - Helaku
12 - Shaylar & Fang
10 - ghost brute lion
9 - Leonar
5 - Aleste
3 - Ambrose

========

GM rolls:

Shaylar Perception 1d20 + 13 ⇒ (18) + 13 = 31
Ambrose Perception 1d20 + 8 ⇒ (3) + 8 = 11
lion stealth 1d20 + 8 ⇒ (2) + 8 = 10
Ambrose init 1d20 ⇒ 3
Helaku init 1d20 + 7 ⇒ (17) + 7 = 24
Leonar init 1d20 + 8 ⇒ (1) + 8 = 9
Shaylar init 1d20 + 10 ⇒ (2) + 10 = 12
lion init 1d20 + 7 ⇒ (3) + 7 = 10
Aleste init 1d20 + 3 ⇒ (2) + 3 = 5

The Exchange

It's been a few days travel across the Thornwaste, so you have had a rest since reviving Helaku. However, the ragged terrain of the wastes have injured and slowed some of you up, so that Helaku, Shaylar and Fang are at half movement, as are a couple of your horses.

Leonar moves to the front of the group, looking around for anything out of sorts. Nothing stands out, but then at the last moment his eyes alight on a large bracelet, a simple string of seven night-black pearls. It rests at the edge of the monster's bedding. The pearls look extremely valuable, but the item has an unholy air about it.

As the druid bends closer to examine it, he notices something else. A faint breath of wind seems to be blowing the dust along the floor. He traces the movement to a bare wall at the back of the chamber. There must be a passage behind! He gropes about, and finds a hidden latch. With a sigh, a large panel along the wall slides open. Behind it yawns a long, ten-foot wide hallway that seems to slowly curl upwards as it disappears into the darkness.

The Exchange

Updated Map
I realized the celestial dire boar was a bit larger than I was giving him space for on the map. Also Yekskya's free of Zag's sickening entangle spell.

The Exchange

Round 6 continued
Zaghigoth's animal allies push forward to hem in Mellistra. This is a golden opportunity with her entangled in the spider's sticky strands. The summoned great boar squeals as its razor tusks raker her arms and belly - it's a grievous wound! Oshok'arr follows suit, but her thumb spike serves to part some of the webbing. Zaghigoth attempts a spell to wreathe the succubus in faerie flame, but the spell is defeated by her innate magical defences. 24 points damage from the boar's gore. Ouch!

Round 7
At this point Krolmnite comes barrelling into the fray. Greatsword swinging, the paladin roars with righteous fury as he cleaves another gaping wound across her chest and shoulder. Mellistra cries out in true pain and alarm now. Wow! 11 points damage, she is in danger now of being hewn in two.

Rowena continues to harry Osumare. She doesn't land any hits, but she keeps the dancer from creating any more mischief.

With a final burst of strength, Yekskya breaks free of the plants that were binding him. He strides away from them and brandishes his sword, a flat expression on his face. He still seems to be suffering from the sickening sap and thorns of the entangling plants.

Nkechi presses his attack with his trident. The wizened old mystic scores a lucky hit, but amongst her other wounds Mellistra hardly seems to notice it. Damage dealt didn't quite beat her damage resistance.

"Enough!" Hampered as she is by the webbing, the succubus variously known as Mellistra, Zakkiya, and Lani tries move out of reach of her enemies. She summons a quick spell, addressing you just before completing it. All humour and guile are gone form her face now. "You've had your fun, but we'll have to finish this another time." You see that she's managed to position herself out of reach of paladin, priest, and dinosaur. As she utters a final command to complete her spell, both celestial spider and dire boar beside her leap on the succubus. The spider misses, but the boar manages another ripping gore with its tusks. The pain of the attack puts her off her casting, and the spell fails! The demoness looks around in shock and pain. Five foot step for Mellistra, puts her just out of reach of Krolmnite, Nkechi, and Oshok'arr. She takes her chances with attacks of opportunity from the boar and spider as she casts greater teleport, for her trouble she takes a hit from the boar for 22 points damage. Her concentration check was stupendous despite the penalty for being entangled, but it wasn't enough when the damage dealt from the injury was added to the DC.

Quinta up!

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya/Mellistra
13 - Quinta
9 - Osumare
8 - Zaghigoth

=======

GM screen:

Cat melee 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
damage 1d6 + 1 ⇒ (6) + 1 = 7
Yeks Escape Artist 1d20 + 3 ⇒ (18) + 3 = 21
Nkechi trident 1d20 + 4 ⇒ (16) + 4 = 20
damage 1d8 ⇒ 3
Mellistra concentration 1d20 + 12 + 8 ⇒ (15) + 12 + 8 = 35
dire boar gore 1d20 + 13 ⇒ (15) + 13 = 28
damage 2d6 + 18 ⇒ (1, 3) + 18 = 22
spider bite 1d20 + 2 ⇒ (8) + 2 = 10
damage 1d6 ⇒ 1

The Exchange

You could coax Smoke up the stairs and into the lair, but there wouldn't be a lot of room to maneuver. Even less if you were in the saddle.

With caution Leonar and Ambrose make their way up the steps and into the monster's lair. It stinks. There's a messy carcass in one corner, probably it's last meal. The two take time to effect some healing magic.

Helaku is nowhere to be seen. He floats up the stairs and steps lightly onto the landing. The sorcerer looks around the chamber for any clues, but nothing springs to mind.

Shaylar follows the lion shaman and Lion of Brindol, sword drawn. He takes a guarded stance, eyes sharp for any trouble. Fang hovers on the steps, clearly reluctant to go any further. The wolf growls every time one of the strange leonine apparitions appears.

=======

GM rolls:

Shaylar Perception 1d20 + 13 ⇒ (5) + 13 = 18

The Exchange

Round 6 continued

Krolmnite sprints forward with all he has, swinging his greatsword at Mellistra with great might. With a devilish gleam she sweeps her wings forward, seeping dust into the gnome's face. His blade swings wide and grinds into the ground. A 1! Tough luck.

Having dispatched Alala, Rowena dashes forward to try to cut off Osumare. She heeds Quinta's cries and simply tries to pin the woman down rather than disable or kill her.

Yekskya bends his will and his muscle to breaking free of the vegetation binding and sickening him. It's no use, he slumps down as his strength leaves him.

Nkechi dodges around Krolmnite, trying not to get in the way of his blade. He helps to hedge in Mellistra, trying to impale her with his trident. She easily bats the weapon away, unimpressed.

Mellistra seems disdainful in engaging in melee, but she does so now. She lashes out, her long nails like claws that dig deep into the boar's hide. Her first strike hits AC 18 for 2 points damage, and her second hits AC 26 for 6 points damage.

Quinta cracks her whip and bang! Osumare is taken down hard. Before she can rise, one of Quinta's summoned spiders throws a strand of sticky webbing at her, but the wily dancer rolls out of the way. The other spider slings a glob of webbing at Mellistra, and entangles the demoness.

Back to Zaghigoth, Krolmnite, Rowena.

Updated Map

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya/Mellistra
13 - Quinta
9 - Osumare
8 - Zaghigoth

=========

GM rolls:

Cat melee 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
damage 1d6 + 1 ⇒ (2) + 1 = 3
Yekskya Escape Artist 1d20 + 3 - 2 - 2 ⇒ (2) + 3 - 2 - 2 = 1
Nkechi trident 1d20 + 4 ⇒ (5) + 4 = 9
damage 1d8 ⇒ 2
Mellistra claw 1d20 + 11 ⇒ (7) + 11 = 18
damage 1d6 + 1 ⇒ (1) + 1 = 2
Mellistra claw 1d20 + 11 ⇒ (15) + 11 = 26
damage 1d6 + 1 ⇒ (5) + 1 = 6

The Exchange

Round 6

With the other dancers for the most part dealt with, Krolmnite turns his attention on the succubus. The shapechanger. The trickster. The one who impersonated his dear Lani and nearly led them to ruin in battle against not one, but two green dragons. Time had come for a reckoning.

He stomps towards the fight, with the demoness surrounded by the gnome's allies. Sword in hand, he shoves at an alabaster leg of one of Quinta's summoned spiders, causing it to scuttle out of the way. He ducks under a low swing of Oshok'arr's tail, and pushes Nkechi aside. By the time he is in melee range, he is running as fast as his gnomish legs can carry him. With an almighty cry to Smiad and to Iomedae he brings retribution to Mellistra.

Krolm with your last post it seemed to me you were still working out your strategy, so I was holding off on writing an update and also to give Rowena a chance to post. But Krolm on re-reading your post it seemed pretty clear what you were after seemed a charge action, which would put you in melee range this round. This seems an important moment for the doughty paladin, so I'll let you make your own attack rolls. Go get her!

The Exchange

Shaylar steps to where the corpse of the monster has tumbled down the steps in a heap. He draws his enchanted longsword and with a practiced eye slices into a vulnerable area beneath the large scales protecting its chest. He cuts slowly and deliberately to avoid bringing any more harm to Ambrose. Eventually, he creates a sizeable tear that penetrates to the creature's gullet, and there you find Ambrose Harrowfield.

The cavalier's absolutely coated in stinking bile and what may even be the monster's last meal, but he's alive. Shaylar extends a hand and helps him to climb out. As you work, spectral lion shapes whiz overhead, disappearing into the stone edifice.

Helaku are you keeping invisible after the fight? Let me know if you all stop to take any other actions before pressing on.

The steps lead up into a large chamber with rough-hewn walls and a domed ceiling rising fifteen feet overhead. To the north is heaped a large amount of crushed nettles and briars, arranged in some sort of nest, while to the south lies a massive mound of bones. The area smells strangely musty and acrid.

Varanthian's Lair

The Exchange

Sorry guys, I posted an update last week but just realized that it's not taken. I'm wondering if I had clicked on Preview instead of Submit. A shame, I thought it was a good end to an epic combat. I'll attempt a rewrite just now, the upshot is I can incorporate Boomsmurf's own rolls for Shaylar in the rewrite.

Lion's Walk - Round 2 continued

Crushed within the suffocating confines of the monster's stomach, Ambrose tries to find a way out of this latest predicament. If only he had a short blade to hand to cut his way out! He tries to haul himself back up the creature's throat instead, but the going is too slippery to find purchase. From the outside, the creature looks a bit ill from indigestion at eating a fully-armored meal. Haste does indeed contribute to Ambrose's CMB, but the many-legged behir has crazy combat maneuver ratings.

Round 3
Helaku is still shrouded in invisibility. He casts another spell and grins as he can see the magic affecting the monster despite its spell resistance. Its neck arcs and its head hangs low as a brooding torpor hangs over it.

Shaylar continues firing a hail of arrows at the monster. Many bounce off its hardened scales, but two bite especially deep into its vitals. At the same time, Leonar unsleashes a flame strike that also bursts through its weakened arcane defences to burn its side. The creature collapses with a heavy crash that covers you all in a cloud of dust and stone chips. The corpse lolls on its side, revealing a bulge in its chest where Ambrose must be.

Two hits from Shaylar and Leonar's flame strike (even with fire resistance) are enough to take it down. Well done! Varanthian had a fearsome number of hit points and a plethora of special defences. Will you be able to get Ambrose out of there?

The Exchange

I certainly hope so!

The Exchange

Round 5 continued
The Zenj dancer Osumare finally manages to wriggle free of the spider's webbing. She takes a few steps clear of both Rowena and Quinta, refocusing on the fight. Standard action to break free, so five foot step to the left.

Oshok'arr shakes off Mellistra's charms. The dinosaur thrusts a thumb spike at the succubus but is shoved aside. The iguanadon takes a step back, allowing Zaghigoth's summoned boar to charge in to the fray. Mellistra yelps as she tries to dodge the boar's razor tusks, her wings beating furiously to carry her out of reach. The demoness is almost wholly surrounded now by creatures red in tooth and claw. Alas, as far as I can see just a caster level 3 scroll. Which is a pity, as the attack roll was just a whisker shy of a solid hit. I kept looking at it to see if the situation garnered another +1 from somewhere. To get the boar into a position to charge and also flank against Mellistra I placed it opposite one of Quinta's spiders.

Round 6
@Krolmnite: 30 feet from Mellistra at the moment, with various allies in between. I agree, it was Masoze's choice to keep fighting even though she was down.

Updated map here - at last!

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Osumare
8 - Zaghigoth

========

GM rolls:

dancer 3 E Artist 1d20 + 6 ⇒ (19) + 6 = 25

The Exchange

It seemed to be more malware than active hacking, but I wasn't wanting to chance it until I could figure out how to get it uninstalled. I think it's all been removed now, but it's not a nice feeling, no. And I keep checking accounts to look for any strange activity.

The Exchange

Round 4 continued
Quinta is a veteran arcane duellist, and easily shrugs off Osumare's magical attack. As it is, the woman's casting is severely hindered by the spider webbing hemming her in. Quite right, Osumare won't be taking any five-foot steps. She was also needing to make a concentration check for that Daze spell, which she subsequently failed.

Zaghigoth focuses on summoning aid to the fight, while Oshok'arr presses her attack against the succubus. Her thumb spike sails over Mellistra's head, but the dinosaur looks to be holding her attaention.

Round 5
Krolmnite turns to regard the dancer Masoze, trying to sever his tendons from where she is lying on the ground. Not wanting to leave a threat behind him, he chops down with his heavy blade into her back. She doesn't move again. 10 points damage and she's dying again and nearly away. Do paladins fight enemies when they're down?

Rowena circles Alala, feinting with her rapier. Finally, she moves in for the kill, sliding past the dancer's knife hand and skewering Alala in the stomach. The woman slides slowly off your blade, her eyes locked on yours for a moment before she lurches sideways to sprawl on the ground. 4 points damage and that takes another dancer down.

Yekskya battles on, trying to keep Quinta's summoned spider away from the succubus. He's bound too tightly though by Zaghigoth's entangling spell, and too ill from its venomous thorns. He struggles to hit anything, let alone the dancing spider.

Nkechi's ire burns towards the demoness. He beseeches another spell from Gozreh, enchanting his trident. It becomes suffused with a golden glow.

Mellistra/Zakkiya takes a step back, out of reach of Oshok'arr's attacks. Her eyes flash as she tries to get the dinosaur's attention. "I think we've fought enough, haven't we? Why can't we be friends?" Zag, please can you make a Will save against DC 22 for Oshok'arr to avoid the effects of a Charm Monster spell. She gets a +5 to the attempt as she's been in combat with the succubus.

Quinta's two summoned spiders close in on Mellistra, one breaking free of the vegetation that had been binding it. One of them leaps onto Mellistra's back, trying to bite her. Before it can do so she bats it away, and the big spider lands roughly on the ground. The other spider tosses a silken net at the demoness, but the cast falls just short. I figured with the other two spirit dancers down and Osumare aleady entangled Mellistra would be your next target. With Alala down, you can amend your own attack if you want to, Quinta.

Still struggling to get maps uploaded but will do so.

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Osumare
8 - Zaghigoth

======

GM rolls:

Yeks melee 1d20 + 8 - 2 - 2 ⇒ (3) + 8 - 2 - 2 = 7
damage 2d6 + 4 - 2 ⇒ (3, 3) + 4 - 2 = 8

The Exchange

Sorry for absence, my computer was hacked earlier this week and I didn't want to use it online until I could get it sorted. Unfortunately all my game materials were on the computer too. I'll try and get a post up today, if I can't manage now then later on this evening.

The Exchange

Sorry for absence, my computer was hacked earlier this week and I didn't want to use it online until I could get it sorted. Unfortunately all my game materials were on the computer too. I'll try and get a post up today, if I can't manage now then later on this evening.

The Exchange

The Lion's Walk - Round 2
Helaku is reminded by recent events of his mortality. He summons magical power and turns himself invisible. He shuffles towards one of the lion edifice's massive stone paws, where he guesses there is less risk of being squashed by the huge monster. He finds himself standing near Fang, and the wolf's ears angle towards him, vaguely aware of the sorcerer's presence. Put you 25 feet from the behir's current position.

Shaylar's hands are a blur as he sends a blinding hail of arrows at the foe. All hit, but all apart from one bounces off its incredibly tough hide. That arrow seems to have made an impression, and the thing's tail lashes violently as it scratches at it with one of its many legs. 5 points damage.

Leonar hurls another ball of fire at the monster. It arcs up and then down, landing just at its feet. Just shy this time of a successful ranged touch.

Aleste uses his hastened abilities to drink an extract. He then lobs a bomb at the side of the creature. It explodes to great effect, bringing a satisfied smile to the alchemist's face. 23 points damage.

The monster presses its attack against Ambrose, its jaws closing with inexorable pressure. Then with a quick scoop, it gulps down the cavalier into its iron guts! Made a CMB check to swallow whole, with a result of 41. 18 points damage, still alive with the grappled condition, can attempt to cut your way out, or try to escape the grapple by climbing back up to the creature's mouth - sounds unpleasant either way.

Everyone up.

Updated Map

Initiative
27 - Helaku
25 - Shaylar
22 - Leonar
20 - Aleste
20 - Varanthian
11 - Ambrose

=========

GM rolls:

Aleste RTA 1d20 + 9 ⇒ (6) + 9 = 15
damage 4d6 + 6 ⇒ (6, 1, 4, 6) + 6 = 23
Varan 1d20 + 24 ⇒ (17) + 24 = 41
damage 2d6 + 11 ⇒ (4, 3) + 11 = 18

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