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Rakshasa Maharajah

DM Dan E's page

2,648 posts. Alias of Dan E.


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Trying not to get into it but this was the round 3 post.

DM wrote:


Telurion is visible on the map. In round 1 you cast a spell but didn't move and in round 2 you cast a spell then moved. With your twenty foot movement you would need to spend an action running to get you just behind Arachiel (double move won't cut it, as your speed is 20 feet and the distance is 60). Finally, your not 9th level, its 4d6. Imagine you've used Favored Class bonus to boost it but not certain :).


Telurion wrote:

I was under that impression, but I am still 60' away at the start of this round it seems.

DM has a lot on his plate with 50 odd combatants but I'm sure he'd confirm if asked :)


Welcome back. Think you've done pretty brilliantly with so many games to re-start. I still can't sort myself out *grumble*.

Thats a hell of a lot of rolls but looks like ghouls 4 and 5 didn't have their menaced penalty worked in? Wouldn't bother mentioning but seems relevant given Arachiel's hasted FF AC of 24 when he got hit on 25s.

Edit: Scratch that haste wouldn't provide a dodge bonus til Arachiel's impulse. Man you are seriously enough to make me a believer in bad luck following a person :)


Which is distressing. Was all set to post on the weekend having done a full recap to help job memories before work removed my weekend. Will have up in a couple of days sorry again all.


Guys I'm in Hawaii til Thur then eight days in Australia to see my dad. Have everything laid out to resume as soon as I'm back so just hoping we still have everyone. Thanks for continued patience with me.


Guys I want to sincerely apologise for the lack of updates and even more so lack of communication. I've plenty of reason for the former but not much for the latter. Partly its because I wanted to update and then say "here ready to go" and night after night I'd look to update and something would come up. I managed to keep up playing in Alex's game because I didn't actually need to do much. Its the first "wall" I've hit with the game since it started and theres been a fair dose of guilt wrapped up in it as well.

The good news is I've just finished nearly two weeks of meetings in Dubai (which may end in anti-corruption investigations against some of the participants but thats by the by). In about three weeks I go to Australia to visit the family for a fortnight but right now work horror is mostly over, my wife is in Hawaii for two weeks and I'm ready and willing to go.

I can just hope we haven't lost anyone. Patrik, hope you will stay on. I really think Linah adds something to the story. Again apologies to everyone else. If everyone is still on board I imagine it will take a while to get momentum back up. Thats fine from you all, I will try and ensure its no longer me thats the problem.


Just a quick one to say updating shortly guys.


baron arem heshvaun wrote:

A subject of discussion which I actually think is quite intriguing and one that I want to share with you, it grew in popularity during the fourth book BUT IS NOT A SPOILER because there is still no real indication that George R R Martin will take this route but like I said is intriguing - I will still spoiler it for two reasons, one this theory came after book four, even though there were no direct hints regarding the theory, second, the character in question obviously is alive by the end of book four - I really think it's worth you taking a look, just because it is a brilliant speculation.

** spoiler omitted **

Spoiler:

Its a theory that was in existence way way before the forth book and there are plenty of hints. Have a look at one of the book fan sites for a complete list.


I was basically set to buy the new x-box as it came out but press so far has me unenthused.

No backwards compatability is a negative (although was more hopeful than expectful).

The TV options are a negative. I have a Samsung smart TV for that (and who knows whether they will work smoothly together). And at the rate smart TVs are developing and their costs are reducing I think the bulk of people will be replacing old TVs with smart TVs when it becomes time to do so.

The constant internet is a negative. Jitters in connections are rare but annoying and this just seems like another thing to amplify that annoyance.

The kinnect I'm neutral on (unless and insofar as the always on kinnect makes other things difficult in which case it would become a negative).

Position on renting games is negative although not an immense one. There goes the lovefilm subscription for games though.

Don't really care about Call of Duty, FIFA, Halo etc I'm looking for the better gaming experience than the slight difference in games.

I'm not pushed toward a PS4 (glitches and issues with the Sony store from the current generation have soured me there). But basically some neutrals and negatives to balance against being able to play new generation games. So I'll wait and see whether new games are worth getting rather than being an early adopter. If anything I'm now vastly more interested in the steam box.


It is worded the same as Dodge which surely applies to touch AC.

Rules wrote:
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Whether its a good idea to have a trait better than a feat (I'd trade the armour restriction for it applying when flat footed any day) is another issue.


???

Round 4

Initiative

Khalid 26
Centipede Swarm 22
Grall 18
Linah 17
Zeladiel 11a (casting)
Nuveril 11b
Arasmes 11c (readied action)
Bat swarms 11d
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Grall)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)
Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer
Bleeding (all) 1hp damage in action

Map is HERE

Khalid is up.


Arasmes continues to search the night for a more substantial target.

Arasmes:

Another perception check please.

1d3 ⇒ 1 1-2 stay put, 3 move

The remaining bat swarms contine their frenzy, flying above the centipedes on the ground.

Damage Grall: 1d6 ⇒ 5 That requires a DC 11 fort save for Grall for distraction.

Damage Assad: 1d6 ⇒ 4
Fort Assad: 1d20 + 11 ⇒ (10) + 11 = 21

Assad and Herne hold their positions, the lammasu holding his position behind Grall and roaring, more in anger than pain, as the bats claw and bite at his hide.


Zeladiel concentrates on activating his wand while Nuveril delays. Full round action for the summoning I believe.

Arasmes continues to search the darkness for a more substantial target. Surely the vampires are out there somewhere.... Arasmes is up.


OK 6 damage less DR plus 1 bleed please.

Grall stays strong under the onslaught, the barbarian maintaining his composure and resisting the centipde's poison as well.

Uncertain, Linah delays, the priestess currently out of the swarm's effect with the others at the back. Their movements are difficult to predict though...

Zeladiel is up.

Arasmes:

When you get around to your turn can I have a perception check in spoilers please.


Two seperate saves, the centipede swarm has a posion special attack in addition to the standard swarm distraction. Different types of saves though so DC unaltered.


Joana wrote:
James Jacobs can't even get the swarm rules right. :P

Definately seems wrong with the ray comment.

The flaming sword seems like a bit of a grey area like the torch. Strictly speaking they are single target attacks and perhaps don't work RAW but that seems contrary to common sense to some. I'd probably give you the benefit of the doubt if it was relevant.


Khalid beats a hasty retreat behind Grall and the remaining bat swarms just as the roiling carpet of centipedes rolls forward like a wave, engulfing the mighty gnoll and stopping just short of the lammasu. O,P,23-26 they don't have quite enough movement to move over anyone else.

The bleeding gnoll is stung dozens of times in those first few seconds. Alone the tiny stings might not be serious but together the barbarian can feel their combined venom working their way through his body, threatening to steal his agility.

Damage: 2d6 ⇒ (1, 5) = 6 DC 13 for save vs poison (assuming this beats your DR) or Dex damage: 1d4 ⇒ 2 plus another DC 13 fort save from distraction (fail is 1 round of nausea).

Grall, Linah, Zeladiel, Nuveril, Arasmes. I will get you a map up but recall Arasmes shifted south from current map position. To clarify the several of you who have been scanning the night have not noticed anything else as yet.


Sorry for the greater than expected delay guys.

Hope everyone is keen to continue.


Hey guys sorry for the slowdown. That is just me clearing work for a holiday for the next seven days, to the Maldives. So a week pause sorry and then fully back into it.


So still not 100% sure on this evening's plan once we wrap these interactions up. Presumably getting dark by then. The giant's campsite seemed like a bit of a dump, is the idea to claim it at least for tonight? Then stay there or move to the boarding house? "Taking over" the embassy didn't seem like a bad idea but I got the impression it was like a single room deal.

Remaining people I can think of to talk to:
- tomorrow, the leader of the other mercenary group (maybe under the guise of hiring them?);
- tomorrow, the rangers (maybe under the guise or actual plan of hiring them?);
- a few more buildings on the map to check out (we seem to have the emporium for general gear, death priest for divine spellcasting and the Usurer for weapons and armour: would be helpful to determine anyone else selling things);
- we didn't actually talk to the drunken elf who I think was the livery owner (presumably he sold horses to the caravan?);
- Simon (and Sammar) are the only nice people we've run into, do we think there is anything more we can get out of him?;
- the Usurer seems pretty cluey (does he know more about the mysterious deaths than he lets on);
- the corpse taker clears up all of the dead bodies (maybe he has a clue, maybe he hurries them along?);
- Kiri can commune once a week for some divine guidance (I'd like to hold off on that until we have really good questions to ask but perhaps someone else can think of one).

Not within our current abilities but presumably we could wrangle a speak with dead / scroll from the hobgoblin to question the giant? Maybe more eligible targets in the corpse takers custody?


Going to bot Khalid shortly.


Joana wrote:

Didn't Arasmes already Ready an attack?

So what does one do when one has no way to deal with swarms? Frankly, I've never been in a group that had any capability to deal with a swarm; the DM just had to fiat it away. I can't figure out how exactly you're supposed to hurt them except by happening to have certain spells prepared.

EDIT:

Grall wrote:
don't forget that swarms take 150% damage from area of affect.
Oh yeah, "half again as much damage." I thought that said half as much, too.

I accept your not exactly optimised for swarm fighting but to be honest kind of ok with that occasionally. I'm also Ok with you occassionally having to run away from things although that hasn't happened as yet :)

I'll admit I did quickly scan your equipment lists to see if anyone had alchemist's fire, noted you didn't and went with it anyway :)


???

Round 3

Initiative

Khalid 26 (readied action)
Centipede Swarm 22
Grall 18 (delaying)
Linah 17
Zeladiel 11a
Nuveril 11b
Arasmes 11c (readied action)
Bat swarms 11d
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Grall)
Arasmes to confirm whether he drank another potion
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)
Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer
Bleeding (all) 1hp damage in action

Ahead of the group, Khalid is caught between swarms of vermin.

Khalid is up. Map unchanged from bottom of round 2 bar a move from Arasmes.


Those who are bleeding (everyone but Grall to this point) please remember to lose a hp in your impulse.

Arasmes continues to hold steady with his bow, the warrior shifting to avoid the remaining bats. Prompted to allow you a move and I'll assume you do to avoid being munched on. A five foot step gets you to (R,20) but feel free to change.

The non-immolated bats continue their frenzied swarm, although their numbers have been greatly reduced. With Assad and Grall in place to feed on, they do so, the two serving to shield the more vulnerable members of the group behind them.

Damage Grall: 1d6 ⇒ 6 That requires a DC 11 fort save for Grall and he is now bleeding as well.

Damage Assad: 1d6 ⇒ 3
Fort Assad: 1d20 + 11 ⇒ (15) + 11 = 26

Assad continues to hold in place as well, the great beast doing his beast to ignore the swarm as his eyes searching the night for what he obviously sees as the greater threat.

Herne exchanges scimitar for a javelin from his back brace. The tribesman is clearly well out of his normal comfort zone, facing undead and swarms of creatures of the night. His face is rigid as he appears to fights back against the grip of rising fear, yet he does not appear ready to retreat.


Should have said plus 50 percent sorry. I'm in Abu Dhabi for a meeting tomorrow but hopefully won't be too late in posting.


Zeladiel's intent is clear if not all of his words and Linah and Nuveril move out of the impending blast radius.

The wizard's spell is hasty and the fire weak by the elf's usual standards but it ignites the night nontheless as the burstwave engulfs Grall, Assad and the bats while Arasmes and Khalid feel the heat hot on their faces. Reflex for Grall obviously.

Swarm 1 Reflex: 1d20 + 7 - 10 ⇒ (13) + 7 - 10 = 10 fail
Swarm 2 Reflex: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17 pass
Swarm 3 Reflex: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17 pass (hacks!)
Swarm 4 Reflex: 1d20 + 7 - 10 ⇒ (3) + 7 - 10 = 0 fail
Assad Reflex: 1d20 + 9 ⇒ (8) + 9 = 17 pass

When your eyes clear from the flash, the sky seems full of burning, shrieking, dying bats. About half of their number seem incinerated outright but enough remain (somehow) to keep the swarm together. DC 17 so oh dear sorry. Swarms take 50% damage and - 10 to reflex saves vs evocations.

Arasmes is up, Grall still on delay.

Initiative

Khalid 26 (readied attack)
Centipede Swarms
Grall 18 (delaying)
Linah 17
Nuveril 11a
Zeladiel 11b
Arasmes 11c
Bat Swarms 11d
Lammasu 9
Herne 5
?

Map is HERE

Sorry about missing Linah's earlier post. I swear it did not seem to show up for me.


Arasmes:

Each vampire is templated with different class levels (and a range of CRs) so think a seperate kirin strike check is in order when you actually see one.

I am taking you as having already passed all the generic knowledge rolls though (of which there will be at least one) so prior good roll not wasted.

Sorry also occurs that some of your consumable buffs will have worn off at this point (I'm factoring in about 3 minutes from the point you cast initial buffs and moved into the oasis). That is Grall's blur and Arasmes bull's strength. Happy enough for you to have renewed them before this combat started though.


Joana wrote:
You sure all these swarms are natural and not summoned? 'Cause protection from evil and all. :P

I did think about it. Pretty sure their good to go though :)

As oppose to magicking them into existence the vampire "calls them forth" (via supernatural ability) from creatures that are terrestrially available. So in essence I'm interpreting it that evil vamp powers call the individual perfectly natural creatures and form them into the swarm.

Sorry!


Initiative

Khalid 26 (readied attack)
Centipede Swarms
Grall 18 (delaying)
Linah 17 ACTING
Zeladiel 11a
Nuveril 11b
Arasmes
Bat Swarms 11d
Lammasu 9
Herne 5
?

Map is HERE

Linah up with Grall on delay.


Yep.

Arasmes dam: 1d6 ⇒ 2
Arasmes fort: 1d20 + 9 ⇒ (9) + 9 = 18 pass

Assad dam: 1d6 ⇒ 3
Assad fort: 1d20 + 11 ⇒ (14) + 11 = 25 pass

Herne dam: 1d6 ⇒ 5
Herne fort: 1d20 + 6 ⇒ (18) + 6 = 24 pass

Assad roars at the bats but even the great's beasts lungs are swallowed by the screeching swarm.

WILL HOLD ... WITH ... GNOLL. WIZARD! CAN YOU ..... SAVE FIRE.. VAMPIRES.

The lammasu holds its position in the middle of the swarm.

Bleeding, Herne moves back taking up a defensive stance. The tribesman shakes his weapon in frustration, clearly with no ready method to attack the bats.

???

Round 2

Ordered Initiative

Khalid 26
Grall 18 (delaying)
Linah 17
Zeladiel 11a tie break: 1d2 ⇒ 1 1=z, 2=n
Nuveril 11b
Arasmes 11c
Bat swarms 11d
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes, Grall)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)
Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer
Bleeding (All) 1hp damage in action

Khalid on the other hand moves forward, his light extending your northward vision, and reading his weapon. 1hp bleed in your action.

Impulse 22

And if the bats weren't enough to deal with, into that light comes another horror. A writhing mass of legs and pincers swarms across the ground in a deadly, undulating wave. A swarm of centipedes, again tiny individually, but together a destructive horde threatending to sweep across anything in its path.

You can see two 10' square worth of centipedes.


Zeladiel Araxyll wrote:

[dice=Damage]1d6

[dice=Fort]1d20+4

Though surprised by the swarm, Zeladiel manages to recover himself with some effort.
"Are swarms of bats immune to the poison of a stinking cloud spell? Or do we keep our lunches...?"

I'd say you have a high enough knowledge nature skill to know that no particular poison immunity.


Impulse 11.

The shrieking rockets forward, resolving into a flying black mass. Hundreds of tiny bats, all of them seemingly moving in a single direction and hungry for blood.

Arasmes and Zeladiel fire reflexively but they may as well be shooting at a storm cloud, their missiles simply disappearing into the mass.

Heedless of your light, the bats swarm over you and then the world seemed to narrow to the shrieking, biting, scratching horde....

There are four (10' square) swarms in total, enough to catch all of you grouped. They do not attack normally. Everyone takes 1d6 damage automatically and is wounded as below. Everyone must also make a DC 11 fort save or be nauseated for 1 round. Notably that requires damage so Grall may escape if his DR is sufficient. I will resolve for the NPCs and anyone that seems slow (24 hours odd). Readied actions will resolve (and switch your initiative) but it is clear that weapon damage will not affect a swarm.

Wounded rules wrote:


Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Map is HERE


Up to Arasmes.


Joana wrote:
Khalid Al Ha'zareen wrote:
Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Talomyr, you realize this whole "roll your own initiative" thing is an evil DM ploy to get our good d20 rolls out of us before the combat begins, right? He's not suckering me in this time.

Bah. Thieving halflings stealing my 20s.


Slight retcon I note that Linah had the bulls strength scroll out but hadn't yet used it. If she wishes she can do so now obviously.

Edit: I'll say also that those actively trying to sense something (ie at least using a move action for perception) can make another perception check and apply against the spoiler above.


Arasmes Ik-Abhald wrote:
Also want to note Arasmes will have switched back to his bow at this point.

A weapon swap before combat start is fine.


???

Round 1

DM only:

ip: 1d20 + 6 ⇒ (12) + 6 = 18
ipa: 1d20 + 6 ⇒ (1) + 6 = 7
ipb: 1d20 + 6 ⇒ (1) + 6 = 7
im: 1d20 + 8 ⇒ (14) + 8 = 22
isb: 1d20 + 2 ⇒ (9) + 2 = 11
isc: 1d20 + 4 ⇒ (18) + 4 = 22

Initiative

Khalid 26
Grall 18
Zeladiel 17
Arasmes 12
Linah Init: 1d20 + 1 ⇒ (16) + 1 = 17
Nuveril Init: 1d20 + 5 ⇒ (20) + 5 = 25
Herne Init: 1d20 + 2 ⇒ (3) + 2 = 5
Lammasu Init: 1d20 + 5 ⇒ (4) + 5 = 9
?

Ordered Initiative

Khalid 26
Nuveril 25
Grall 18
Zeladiel 17a
Linah 17b
Arasmes 12
Lammasu 9
Herne 5
?

Notes

- General light conditions are now dark although light spells provide normal light in 20' radius and dim light in a further 20'. Khalid, Zeladiel and Linah have these running providing Zeladiel and Grall with an effective 60' of vision.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes, Grall)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)

Minute per rounds buffs have about 2 minutes remaining, the bless and Grall's bulls strength have longer

Map is HERE

Whatever it is you can hear is coming in quickly from about the 17 or 19 line on the map. It seems you have only moments to prepare.

Your actions in round 1 will not be interrupted although take them in order please.


Sorry for the delay guys. Bit of a pre-Easter crush at work and I will totally confess that the new Bioshock distracted me last night. Will try and have this up in the evening my time.


I may have finally got Nuveril's vision right the first time.

I note that she will get low light in one more level and then I will flub it again.


While Linah pulls our her scroll the singers move on to the next seemingly impromptu verse of their masterpiece. In this one the customer reveals he has no money at all while Sarenrae responds in a falsetto voice that this is OK.

Mercifully, before the song can go any further it is utterly drowned out by what sounds like a thousand high-pitched shrieks coming from about the same direction, perhaps a little to the north west. Whatever it is, it seems to be coming toward you at some speed but you cannot see anything yet. Grall and Zeladiel (and not Nuveril) have an effective vision of 60', the rest of you have 40'.

Perception DC 25:

It incredibly difficult to hear over the din but you can also hear clicking from the north, perhaps coming down the right hand trail, itself of great volume but drowned out by the louder higher sound.

We're in combat again at this point, just need to finalise the map. If you feel like rolling your initiatives in addition to perception feel free.


Certainly. I'm assuming with min/level buffs cast your moving as fast as practical. Just don't want to get too far ahead of you when its unclear whether everyone has had a chance to post.


I made Marcus a noble as well although seemingly the opposite of Vincent in several ways which should be interesting.

For the IC discussion I'm working off the map if anyone hasn't looked at it yet. Looks like the Desolation itself is divided into four quadrants divided by a n-s and e-w road. It doesn't have a scale but presumably we have a vague idea of how big it is DM? At least in the sense of how many hours/days it would take to traverse a quadrant.

The big Orcus looking thing on the city itself kind of freaks me out. I have a total meta urge not to try and wander in there immediately but I think our characters would be cautious as well. Its a fortress after all whether or not it has an evil army attached.

All the quadrant descriptions: The Dead Fields, Ashen Wastes, Chaos Rift, Boiling Land sound equally unpleasant to me and presumably our characters.

DM on the website I seem to have lost access to lore entries I had before? Can no longer see any of the history stuff.


Retcon any further buffage.

You continue on, thankfully working your way past the rock outcropping without further attack.

Ahead the way divides somewhat, a thick clump of vegetation sits about 15' from the pool's edge while there is a break to its right. You must be near the north east corner of the oasis.

Ahead of you another voice joins the first in song. Each takes alternating parts. The story seems to involve Sarenrae serving as a dockside whore, one voice playing the goddess, the second a stingy customer.

MAP

Minute per level buffs have about 2 minutes left.


Nuveril wrote:
"Especially when you keep shouting," Nuveril mutters.

The caps is so ugly but I'm totally committted to it now.


I DO NOT THINK THAT WILL BE THE DIFFICULT PART.


Zeladiel's arrow finds the wounded lacedon's eye while Grall recovers enough to chop the last creature to mincemeat.

Thrashing in the vegetation seems to indicate the undead's retreat, at least for now.

The skirmish has lasted only seconds and you take stock. Thirteen lacedons will (hopefully) not rise again. Aside from Grall's few scratches, noone has any wounds.

Around you night closes in, your cantrips three beacons of light in the darkness. 20' of normal ight, 20' of dim light.

As you regroup and prepare to move you hear what sounds to be stretches of laughter drifting in from the north the direction of the trail. Something like walking past an alleyway off a tavern. Distantly, a deep voice sings something about a mouse and a rabbit in a cheery tone.

THE IMAN, Assad rumbles.

I COULD TELL YOU THEIR NAMES BUT THEY ARE NO LONGER THE MEN THEY ONCE WERE.

TWO WERE PRIESTS OF THE DAWNFLOWER, HEALERS. WHAT DARK GOD THEY PRAY TO NOW AS PART OF THEIR REVELRY I DO NOT KNOW.

ONE WAS A TEACHER AND GUARDIAN. HE SOUGHT TO ACHIEVE HARMONY BETWEEN MIND, BODY AND SPIRIT. NOW HE USES HIS STRENGTH TO CORRUPT AND DESTROY.

THE LAST WAS THEIR LEADER, A PROPHET AND COUNSELLER. WHERE ONCE HE WIELDED PURIFYING FIRE NOW THERE IS JUST HEAT AND DARKNESS. I HAVE SEEN HIM ONLY RARELY BUT I THINK WE WILL HAVE DRAWN HIM OUT WITH THE OTHERS.

IT IS DIFFICULT TO BE SURE BUT I THINK THAT IS MORE THAN HALF THE GHOULS. THEY DO NOT SERVE THE IMAN PRECISELY YET THEY WILL COME AT THEIR CALL. IT WOULD BE BEST TO ENGAGE THE VAMPIRES BEFORE THEY CAN REGROUP.


The three lacedons charge.

Two rush Arasmes, seemingly uncaring of his defensive stance. A sweep of the fighters flail has the first hopelessly off balance while the second, horribly burnt by Zeladiel's spell, still comes in hard and fast but is unable to land a hit on the constantly shifting warrior.

Claw vs Arasmes: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 miss
1d6 + 3 ⇒ (1) + 3 = 4

Claw vs Arasmes: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 miss
1d6 + 3 ⇒ (5) + 3 = 8

The last runs at Khalid and the inquisitor's reply is more aggressive, the inquisitor spinning off his back foot and slicing his white glowing blade across the ghoul's neck a moment before it can rake his side. With its head half off, the undead creature flops to the ground.

Claw vs Khalid: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 (readied attack kills)
1d6 + 3 ⇒ (4) + 3 = 7

With the skirmish under control, Zeladiel nocks an arrow and looks for any other targets.Ready to shoot the first anything else.

Grall is up. Map is HERE


Ordered Initiative

Linah Init:22a (ACTING)
Khalid Init: 22b
Ghouls Init: 22c
Zeladiel Init: 19
Grall Init: 16a
Herne Init: 16b
Lammasu Init: 14 (delaying)
Nuveril Init: 9
Arasmes Init: 5


Thirst's Embrace

Round 3

Ordered Initiative


Linah 22a
Ghouls Init: 22b
Zeladiel Init: 19
Grall Init: 16a
Herne Init: 16b
Lammasu Init: 14 (delaying)
Khalid Init: 11 (readied attack)
Nuveril Init: 9
Arasmes Init: 5

Notes
- Light is now dim although light spells provide normal light in 20' radius.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).

Effects

Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)

Only the three lacedons to the south remain in sight. With prey so close, hunger seems to outweight self-preservation and they prepare to charge across the open ground.

I'll get a map update up tonight but think everything fairly clear.


Grall stumbles over beside Linah S,T,20,21 I imagine as Khalid moves slightly ahead of him, readying his blade.

Nuveril has a clear run at the last northern ghoul, her hammer dropping the channel blasted creature back into the pool with a greast splash. Sorry feel free to correct my erroneous mapping at any time.

Arasmes's powerful blow crushes his lacedon's head into mush, the fighter already moving before its body falls. Khalid is at V,21 when you move so assuming your not behind that, U,20 is roughly in line and keeps you in the aura so gone with that.

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