Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Merlokrep

DM Shisumo's page

5,045 posts. Alias of Shisumo.


RSS

1 to 50 of 5,045 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The new arrivals have their actions to take now, since Kass healed Shiv, then Oscar's attack will resolve and everyone else - including El and Erwin - will be able to go.

The rat-girls ready their weapons and move forward, but not as fast as their rats, which swarm furiously toward Erwin with a rage that goes to something beyond just feral. Before they reach him, though, Miet incants an arcane phrase and a blast of color leaps over them.

Will saves: #1 1d20 + 1 ⇒ (15) + 1 = 16, #2 1d20 + 1 ⇒ (11) + 1 = 12, #3 1d20 + 1 ⇒ (20) + 1 = 21, #4 1d20 + 1 ⇒ (9) + 1 = 10

Only two withstand the blast to snap at the cleric.

Bite #1: 1d20 + 1 ⇒ (11) + 1 = 12, damage 1d4 ⇒ 3
Bite #2: 1d20 + 1 ⇒ (15) + 1 = 16, damage 1d4 ⇒ 4

The rat-girls move to strike at Miet and Ellantera, but as one approaches the latter, she finds that El is waiting for her.

El, roll your readied attack. Short sword attack on Miet: 1d20 + 3 ⇒ (12) + 3 = 15, damage 1d6 + 1 ⇒ (5) + 1 = 6


The day passes uneventfully, although the heat and mosquitoes take their toll on your tempers. By the next morning, most of you feel a little better, although Chum's efforts on behalf of the rest of you deprives him of some of the rest you get.

Everyone except Chum gets the benefits of long-term care, getting 4hp back per level and 4 ability points as well. Chum heals 1hp per level and 1 ability point.


Yes, you are correct. Rashak, Belgood?


Prashant's spear drives into the snake-body. The woman looks down, her mouth gaping silently... and then she crumples, slowly, slumping sideways until her body slams into one of the worm-covered tables and knocks it over.

Done. Finally... 1600 XP each. And wow....


The dust remains undisturbed.

Bes has the skill, but remains badly distracted by real life. Rolling: 1d20 + 7 ⇒ (14) + 7 = 21

"These heiroglyphs denote the tragedy of our host's family, which died before he did," Bes observes idly.


The door reveals a short set of stairs beyond, and another pair of doors at the bottom. The staircase is silent and unoccupied.


The door is not locked and shifts easily when Q'urtaz tests it.


To the best of Slurk's ability to tell, the only things nearby that might kill him are already in the room with him.


Shiv, Kass was looking to potentially heal you.


The intact doorway leads back out into the castle's great entrance hall.


The north and south doors await your decision.


You withdraw, struggling to keep Owlbear's head above the water. Although it only takes a few minutes, it feels like days before you reach the rope you left hanging in the sinkhole. One by one you scramble back up, then you finally draw Owlbear up as well.

What now?


There is no cover to use to maintain Stealth, unfortunately, and even without the light tieflings are hard to sneak up on in the dark. Even so...

Anevia steps forward and draws a bead on the tiefling. He reaches into a pouch and draws out a scroll, sneering, and begins to chant. The bowstring twangs, and blood splatters the floor.

Concentration check: 1d20 + 4 ⇒ (2) + 4 = 6

The scroll seems to warp inward on itself, then pieces of paper flutter to the floor and the wizard curses in Abyssal.

You can all take your actions now.


Kass: you can get three if you get right into the faces of the newcomers (and that would be five of the six, actually, just missing out on one rat). Of course, doing so would almost certainly mean that Miet's action would be wasted. Make your call - I won't resolve the actions of the new group until you do.

Oscar's hammer breaks another arm (and probably a couple ribs as well), while Galyna manages to open a deep cut on her foe's shoulder.

Ellantera, the corridors here, like everywhere else in the Crow you have so far seen, are 10 feet wide.

Ellantera steps up just in front of Erwin and Miet, weapons at the ready.

With new arrivals in the field, the Tower Girls and their pets try to rally. The rats attacking Oscar and Shiv continue to snap and hiss in an outraged fury.

Bite attack on Shiv #1: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d4 ⇒ 3
Bite attack on Shiv #2: 1d20 + 1 ⇒ (10) + 1 = 11, damage 1d4 ⇒ 1

Bite attack on Oscar: 1d20 + 1 ⇒ (4) + 1 = 5, damage 1d4 ⇒ 1

Galyna, Oscar, and Uraisa all try to dodge or block the Tower Girls' blades as well.

Short sword on Galyna #1: 1d20 + 1 ⇒ (2) + 1 = 3, damage 1d6 + 1 ⇒ (2) + 1 = 3
Short sword on Galyna #2: 1d20 + 1 ⇒ (1) + 1 = 2, damage 1d6 + 1 ⇒ (5) + 1 = 6

Short sword on Oscar: 1d20 + 1 ⇒ (15) + 1 = 16, damage 1d6 + 1 ⇒ (2) + 1 = 3

Short sword on Uraisa: 1d20 + 1 ⇒ (3) + 1 = 4, damage 1d6 + 1 ⇒ (2) + 1 = 3


Markis' spell cannot quite manage to pierce the snake woman's arcane protections, and Nesipho finds them all too effective at their job, as he attacks a good two feet to the right of where she turns out to be.

Prashant? You still with us?


The above description was slightly misleading. In addition to the passage south with two busted doors, there is also a passage leading southwest to a more-intact door.


9000 XP.


Nope.


The room at the bottom of the winding staircase is circular, just as the one above it was. Old tapestries depicting a seaside castle hang askew on the walls and a thick layer of dust cakes the floor. The air is musty and weirdly cold. Old bloodstains splatter the walls, along with numerous brutal gashes and slashes to the stone itself. Two doors hang askew on hinges in a passageway to the south, while to the north, a third door lies in fragments on the floor, opening onto a flight of stairs leading down into darkness.

And you get 300 XP each for entering this room. Again I recommend not questioning it.


The two animals in the corner are mummified cats. The tapestry appears a portrait of Akhentepi, his wife, and two children, depicted standing before their family home. Sharply stylized hieroglyphs line the edges of the image.

Linguistics, DC 10:
You discern several symbols and hieroglyphs that suggest that Akhentepi’s family befell some tragedy, possibly murder or sickness, and he was left widowed.

If someone makes the above roll and shares the info, Knowledge (local) DC 15:
It is likely that the family is interred somewhere else and that this tomb was prepared much later, after Akhentepi’s continued successful military career.


The door opens quite easily to Illuria and Q'urtaz's efforts.

The chamber beyond is a twenty-foot square. As the door opens, your eyes fall first on a faded tapestry hanging on a wooden frame on the western wall. Faded and delicate, the tapestry depicts a middle-aged man, accompanied by a woman and two children, with a small estate in the background. To either side of the tapestry are two small pedestals, upon which sit two dead and preserved animals. Stone double doors exit the chamber to the north, south, and east, the latter being the doors you have just opened.


It's 30 feet between the door you guys entered through and the one the wizard is standing in. She could easily get into sneak attack range if she wanted - it's just a ten-foot move.


I'm saying you don't know one way or the other, but they might be.


There are a large number of Small-sized spears and nothing else of value left behind. Depending on your expectations of grindylows and their feeding habits, it might or might not be relevant to Artevious' speculations that all the sea-goblin bodies are still here too.


The door and hallway appear to be free of other surprises. The door is heavy enough that it does not open without effort, however.


As you cross back over the bridge, the bug in the pool below still knows no sign of noticing you.

Back inside, you find the hallway you bypassed before. It is a bedroom wing, with several small sleeping and guest rooms on either side of the hallway. Looking through them it is clear that the corbies were using these rooms as nests - but your searches come up with no valuables or other items of interest.

And now you've looked everywhere up here.


After the priestess ran up on Ellena, the two are too far apart to catch in Rashak's cone.

Rashak casts a protective blessing on Ellena, even though it's not clear so far that she needs it.

Belgood?


Yes, there is. It is the last such area up here, however.


The priestess of Baphomet hurls herself forward, past Belgood, to confront Ellena. Her glaive gleams with a profane ruby-red light as she slashes toward the paladin.

Glaive attack 1d20 + 5 ⇒ (1) + 5 = 6, damage 1d10 + 5 ⇒ (9) + 5 = 14

Fortunately for Ellena, the woman's bravado seems to have overpowered her weapon skill, as the swing is wild and awkward.

Belgood and Rashak can go. Lyddy, you might want to roll init for Anevia at least as well.


Oscar Salt wrote:
Don't know what happened to my post from early this morning, but Oscar hit with a 22, and did 7 points of damage... I'll roll again if you wish.

Who were you attacking? (And I've had similar things happen to me once or twice before as well, even down to the repeating dice rolls. No idea what it is..


Because you went back-to-back with Galyna, you don't really have a flank option until you can clear out some room.

Shiv stabs his rodent antagonist, and it squeaks in pain and surprise.


Miet's move speed means she can't get into color spray range this round - closest she could manage would be to move up next to Erwin and ready a color spray in case they move toward her.

Saves against Uraisa's spell: 1d20 + 1 ⇒ (1) + 1 = 2; 1d20 + 1 ⇒ (13) + 1 = 14

The partially-burnt Tower Girl collapses in the face of Uraisa's spell, but her ally manages to just barely shield her eyes before the magic hit.


If you move 20 feet closer, the bless will just barely catch the whole group.


You did make it clear, but the DC was 26, so you just didn't make the roll.

Lyddy's spell douses the firework, which immediately collapses to the ground in a puddle of wet paper.

Rashak, Belgood and Ellena move into the new, larger chamber warily. Belgood steps up to the north door to examine it, and although he spots no traps, he suddenly has to leap backwards to avoid the swinging wood as it slams open. Behind it are two people, a human woman with a glaive and a prominent holy symbol of Baphomet and a tiefling man in robes with a bloody-beaked raven on his shoulder. "Whoever you are, the Lord of Mazes demands your death!" the woman cries, pointing her glaive at Ellena.

Initiatives, please.

Inquisitor: 1d20 + 4 ⇒ (20) + 4 = 24
Wizard: 1d20 + 2 ⇒ (7) + 2 = 9

Feel free to act if you beat them on init.


Rat save #1: 1d20 + 1 ⇒ (19) + 1 = 20
Rat save #2: 1d20 + 1 ⇒ (15) + 1 = 16

Neither of her two targets seems affected by Kassandra's spell.

Two of the four rats half-surrounding Shiv break off to turn their fury against Oscar instead, but in the process Shiv kills one. The other snaps at Oscar, enraged somehow by his very presence, while its two fellows bite at Shiv again.

Bite at Oscar: 1d20 + 1 ⇒ (12) + 1 = 13, damage 1d4 ⇒ 2

Bite at Shiv #1: 1d20 + 1 ⇒ (5) + 1 = 6, damage 1d4 ⇒ 1
Bite at Shiv #2: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d4 ⇒ 4

Meanwhile, two Tower Girls continue attacking Galyna, and the surviving Girl who had attacked Oscar slashes at him too.

Short sword at Galyna #1: 1d20 + 1 ⇒ (16) + 1 = 17, damage 1d6 + 1 ⇒ (4) + 1 = 5
Short sword at Galyna #2: 1d20 + 1 ⇒ (11) + 1 = 12, damage 1d6 + 1 ⇒ (5) + 1 = 6

Short sword at Oscar: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d6 + 1 ⇒ (5) + 1 = 6

Out in the hallway, Uraisa's spell singes the Girl in front of her. Never rolled the save, so: 1d20 + 5 ⇒ (11) + 5 = 16 Although she avoids the worst of the flames, the attack is clearly painful, and she closes in on the wizard again, this time with the aid of her fellow Girl.

Short sword at Uraisa #1: 1d20 + 1 ⇒ (5) + 1 = 6, damage 1d6 + 1 ⇒ (1) + 1 = 2
Short sword at Uraisa #2: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d6 + 1 ⇒ (2) + 1 = 3

At the end of the hallway leading to the dormitory, Miet, Ellantera and Erwin see the battle unfolding. They are therefore the only ones in position to see the door on the second branch of the hallway open. Two ratlike humanoids appear in the doorway, and four more of the large rats crouch behind them.

Ellantera, Miet and Erwin are about 40 feet from Uraisa, who is herself about 30 feet from the center of the melee where Shiv, Galyna and Oscar are. The wererat arrivals are about 20 feet from Uraisa down the secondary hallway. You guys can call take your actions now.


Q'urtaz barrels out of the passageway just instants before another hail of darts fills the hall. Another follows, then another, and another. Only after the trap has triggered ten times in total does the barrage finally cease.

And you now have 70 darts for your spoils. Also, overcoming (?) the trap earns each of you 150 XP.


Conchobhar's attack: 1d20 + 4 ⇒ (5) + 4 = 9, damage 1d4 ⇒ 3

Artevious and Conchobhar stab and stab at the grindylow; Conchobhar cannot make contact, but Artevious deals a deadly wound. The grindylow makes one last desperate stab with its spear, then sinks into the red-swirled water alongside its fellows.

Stab attack on Art: 1d20 + 2 ⇒ (9) + 2 = 11, damage 1d6 + 1 ⇒ (5) + 1 = 6

Eleuterio finds his scimitar, leaving your group alive - if only barely - and the only ones holding the field of battle.

400 XP each. And you can decide what you want to do at this juncture.


Markis' blow, weak though it is, is the only strike that manages to make contact with the snake-woman; while the curse still holds her mind, her defensive reflexes are unhindered.

Markis has a flank from Nesipho which he appears to have forgotten.

She is still up and fighting, but the blood is beginning to pool around her. Curse roll 1d100 ⇒ 76 With a moment of clarity, she tries to raise her defenses once more. Casting defensively 1d20 + 14 ⇒ (15) + 14 = 29 The strange, unsettling flickering begins again, rendering her exact position almost entirely obscured.

You guys again - the 50% miss chance is back.


Lamsfel does not in fact find anything of interest in the dark and richly malodorant room.

Moving on? And if so, where?


Pathfinder did eliminate it, although you can, for instance, assume the Full Defense action to offset the prone penalty to your AC. However, in this instance...

The snake-woman's eyes do not seem to track Markis as he stands up.

You still have a standard action, and Prashant has his full complement of actions still to take.


The water-bug shows no interest in you atop the wall, and after a couple minutes' nervous waiting Tristan has picked the lock on the double doors. Beyond them is a room that was perhaps once a solarium, but it has suffered more than most from the passing years' decay. There may have once been a beautiful roof of glass, but little remains today save for a few precariously leaning wooden timbers hanging above a swath of crumbled stone and ruined furniture. The roof covering the southern half of the room has been crudely repaired with thick sheets of canvas and furs that have been stretched and fastened over the frames, creating a dark, almost cavelike, nesting area. A thick coating of bat guano covers the floor beneath the canvas, adding a sharp, acrid scent to the stink of decay and old death. There are no other exits from the room.


I noticed. The force from Q'urtaz's slamming the bag down triggered it the first time, and pushing it down triggered it the second. With the third, however, there are now two bags - which is enough to keep the plate pressed down continually. Everyone, but most relevantly Q'urtaz, has an action before the trap "goes" again.


Two of the rats turn toward Oscar, but Shiv runs one of them through before it takes more than a couple steps.

Still waiting on Kassandra's decision.


Ellena rushes through the door, heedless of any danger on the far side. The rest of the group is more wary, largely hanging back to see what befalls the intrepid paladin.

The chamber beyond is the largest you have seen in the mongrel traitors' lair so far. Three copper bowls filled with glowing coals hang from the ceiling of the long, natural cavern. The braziers fill the chamber with warmth and soft orange light. In the center of the chamber stands a block of stone that serves as a table, lined with wooden chairs. An enormous bloodstain, maybe a week old, darkens the stone’s surface. In addition to the entrance Ellena just used, two doors exit the room, at the north and south ends respectively. Despite her expectations, there is no sign of opposition here, but both of the other doors are currently closed.

Back in the previous chamber, the still-screaming firework suddenly ignites again, the shower of sparks issuing from the base becoming a full-fledged torrent. The tube shoots forward, arcing up against the twine, but the burnt string snaps halfway through the arc, sending the firework racing along the ceiling. In a flash (no pun intended), it has hit the back wall of the chamber, where the stream of sparks continues to spray and squeal all around.

Checking something... 1d6 ⇒ 4

Everyone can take another action.


Chum and Eleuterio drag the senseless Owlbear back to the surface, and both are intensely relieved to see the gravely injured man's chest still rising and falling, however faintly. Meanwhile, Artevious and Conchobhar continue their struggle against the last remaining grindylow.

Spear attack from the grindylow against Artevious: 1d20 + 2 ⇒ (20) + 2 = 22, damage 1d6 + 1 ⇒ (2) + 1 = 3; crit confirm 1d20 + 2 ⇒ (2) + 2 = 4, crit damage 1d6 + 1 ⇒ (4) + 1 = 5
Bite attack against Conchobhar: 1d20 - 2 ⇒ (8) - 2 = 6, damage 1d3 ⇒ 1

Artevious suffers a slash across his cheek from the sea-goblin's spearpoint, and only luck keeps it from catching him in the eye.

You guys are all up. Artevious is flanking with Conchobhar at this point.


No, it's a clever idea, I'm willing to go with it. :)

Q'urtaz tosses his sandbag and - while the heavy bag is still in the air - Illuria unleashes a part of herself that she all-too-rarely sets loose. The effect on the oread is unexpected: the glimmering sheen of the gems set into his skin suddenly spreads across his entire body, freezing him into what looks like a massive, man-sized diamond. The bag hits the trap and another hail of darts fills the hallway.

The darts can theoretically penetrate Q'urtaz's hardness... 1d8 + 1 ⇒ (3) + 1 = 4. But they don't.

One dart skips off the new statue like a stick hurled against a wall. A moment later, the diamond effect reverses, and the oread stands untouched in the hallway.

Only to realize that the pressure plate is still depressed under the weight of the sandbag.

Out of curiosity, Q'urtaz, how close did you step to Illuria when she asked you to get closer?


Kass, due to the chaotic nature of the melee - and the fact that Galyna and Shiv are basically right in the middle of it - you're not going to be able to hit more than two of the Tower Girls without risking affecting Galyna, Shiv or Oscar. You could hit the two Girls attacking Galyna, or two of the donkey rats going after Shiv, without risking your allies, but that's about it. You can pick your target set, or if you prefer, just use your hex rather than the spell.

Shiv, go ahead and give me another AoO roll.


Ellena and Lyddy appear to be on different pages here. Are you waiting to see if you have provoked an assault to be launched against you or are you launching an assault of your own?


Anyone who was hanging out in the stairwell when the fight began is a minimum of four move actions away from melee range, although anyone who started moving on Round One would only have two move actions left to use and could be at melee range, if not actually able to make an attack, before the bad guys go again.


That's correct, Uraisa. Also, let me apologize to everybody for my even-slower-than-usual posting - I've been dealing with a pretty nasty cold.

The last donkey rat snaps at Shiv. Bite 1d20 + 1 ⇒ (6) + 1 = 7, damage 1d4 ⇒ 1 He dodges the teeth, though.

Suddenly, like a roaring fury, Oscar hurls himself forward and hammers one of the Tower Girls, cracking ribs. She cries out in surprise and pain, looking up to see not only Oscar but Uraisa behind him, and calls out a warning to the others.

Two Tower Girls attack Galyna:
Short sword #1: 1d20 + 1 ⇒ (10) + 1 = 11, damage 1d6 + 1 ⇒ (4) + 1 = 5
Short sword #2: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d6 + 1 ⇒ (3) + 1 = 4

Two attack Oscar:
Short sword #1: 1d20 + 1 ⇒ (3) + 1 = 4, damage 1d6 + 1 ⇒ (6) + 1 = 7
Short sword #2: 1d20 + 1 ⇒ (16) + 1 = 17, damage 1d6 + 1 ⇒ (6) + 1 = 7

And one charges Uraisa while the other grabs for her hand crossbow.
Charging short sword: 1d20 + 3 ⇒ (11) + 3 = 14, damage 1d6 + 1 ⇒ (6) + 1 = 7
Hand crossbow: 1d20 - 5 ⇒ (14) - 5 = 9, damage 1d4 ⇒ 1

Another line of red is drawn by one of the Tower Girls' blades across Galyna's chest, shallow though the cut is. Uraisa takes a deeper wound from the foe now standing before her.

Okay, everyone can act now.

1 to 50 of 5,045 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.