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Tongue of Rebuke

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RPG Superstar 2013 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 4,520 posts (6,809 including aliases). 94 reviews. No lists. 1 wishlist. 34 aliases.


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MAHJIK AND URZA

Mahjik doesn't get the chance to determine whether his fatiguing fist might have worked on the elemental since the power of his strike and the weakened state of the elemental combine to form its doom. As he hits the elemental, it shudders, then loses all cohesion. The water making up its body splashes to the ground, sending spray all about and thoroughly soaking Mahjik. It does not otherwise harm him, though.

COMBAT OVER


Felos wrote:
Felos nods, continuing to use his senses to probe for evil.

Felos doesn't detect any evil about. Moving down the corridor a bit and looking round the bend, he sees that the flickering light comes from another pair of torches, one on each side of the corridor. The corridor turns south and some distance down it, he can see water lapping up on the floor. There must be a cliff-side entrance to these tunnels letting sea water in.

Festa Fire wrote:
Festa nods, but spends the next few moments examining the door for anything that suggests it might be rigged in some way.

Festa discovers no evidence of any traps rigged to the door. The door is a bit swollen from the dampness, but that looks completely natural.

Map Updated


Joana wrote:
Okay, I don't know if the backstory for this AP is really that convoluted or if I'm just getting confused because it's been so long since we've gotten the information. Is Tazion supposed to have been a snake-person city? And were they on the Ydersius-worshipping side of the conflict or the Zura-worshipping side? Were the Zura worshippers snake people at all?

Tazion was an Azlanti outpost, but you don't really know much about it beyond that. You know that the Zura cultists were planning to use it to return to Saventh-Yhi once they felt they were ready. There's no indication that Tazion had snake people in it, but as the snake people were enemies of both the Zura cultists and Saventh-Yhi, it's entirely possible they came to Tazion with the same intention to use it to get to Saventh-Yhi. The Zura cultists were not snake people as far as you know (they fought the snake people on Smuggler's Shiv), but they did want to become vampires.

You have not actually ever uncovered any evidence of vampiric snake people. That's an association Douena came up with. Although nothing you've found rules out the possibility of vampiric snake people either.

Overall, the backstory is actually not that convoluted. It's just you've only learned bits and pieces of it so far and tying those bits and pieces together makes it seem convoluted. :)


Mahjik the Flink wrote:
Can water elementals be fatigued?

That's an answer that I think would require a Knowledge (planes) check to know. :)


LoreKeeper wrote:

I think it's not so much about the squeezing itself - water can shape itself easily enough - it is about being restricted in its movements. It cannot move in the way that would be ideal for the elemental, and therefor it takes penalties.

I think this explanation has the most logical validity, but there are still major problems with how elementals work in combat. Unfortunately, it's one of those things you can't really fix as it would require creating a whole new system for dealing with elementals, and that would just make things too complicated. So you just kind of have to ignore the bizarreness of it all and just go with it. It's fun to laugh about though. :)


Xanthippe wrote:
Also, Knowledge (local) to answer Festa's question 1d20+6 Tippi obviously doesn't kno this part of town very well. ;)[/ooc]

She does know that they are under the slave district somewhere (partially because Nemien said it ran under the slave district), but can't be more specific than that.

The trap door isn't locked, so your group backs away from it and Tippi uses a spell to flip it open. You hear no sound of people moving about below, so move closer for a look down. A wooden ladder leads down to the floor of a natural tunnel. The walls and floor of the tunnel are damp and you can make out the smell of sea water over the putrid smell of the sewer. The slave district is near the cliff edge just east of the Arch of Aroden, so it's possible you're looking at a tunnel that runs from a cave entrance in the cliff-side.

The tunnel runs roughly east to west (although it bends), but just east of the trap door, it ends at a reinforced wooden door. Two torches hang either side of the door, providing feeble light in the passage. You can make out the glint of more light to the west.

New Map
Note:
In order to make this map fit somewhat with the map of Corentyn, I've had to reverse the directions, so north is to the bottom of the screen, east to the left, etc. Hopefully, that won't prove too confusing.
Also, the door mentioned is in AX 22 (Festa's token is blocking it).


MAKOA, TAR'KANAS, DOUENA, UNTARI, AND THE NPCs

Since Makoa and Tar'kanas's battle started well before Mahjik and Urza's and was also quicker, they get back to the others first.

After waiting what seems like ages, Douena and the NPCs glimpse light down the eastern tunnel, flickering amidst the tree roots and rubble. It still takes awhile for the source of light to reach the group, but eventually they can see that it's Makoa and Tar'kanas returning at last.

"About time!" Pezock growls. "Where have you been?'


MAHJIK AND URZA

I'll presume Mahjik takes a 5-ft step up to the elemental before unleashing those attacks, so that he's not attacking the air. ;)

Mahjik moves up to the elemental and unleashes several rapid attacks. The first fails to make contact with the creature, but the rest land, sending splashes of water all about, soaking everything. When he's finished, the elemental is still standing, but it somehow looks just a little thinner and a little less cohesive. It shudders in rage.

ROUND 8

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

More bolts shoot out from Urza, crashing through the watery form, leaving gaping holes that actually take a second or so to fill over with the creature's remaining water.

Water elemental slam 1 at Mahjik, dry ground, squeezing: 1d20 + 15 - 4 - 4 ⇒ (16) + 15 - 4 - 4 = 23 -- miss
Water elemental slam 1 at Mahjik, dry ground, squeezing: 1d20 + 15 - 4 - 4 ⇒ (10) + 15 - 4 - 4 = 17 -- miss

The elemental punches feebly at Mahjik, but is unable to do anything more than get the monk a little wetter from dripping water.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


You open the trap door to find a rickety ladder leading down into darkness. (I'll presume you use some sort of light source, be it spell or lantern. Just let me know what you use and who has the light.) Once you have a light source ready, you descend down the lantern into an old sewer shaft running to the southwest. To the northeast, it has been blocked off by a somewhat shabbily built stone wall, presumably because the area you're in is no longer in use. Small gaps between the stones used in the wall have allowed a small trickle of sewage to seep through. The place is damp and stinks.

With only one direction to go, you set off. It's clear that this tunnel once had other shafts branching off it periodically, but they too have been walled off, leaving the choice of direction to go quite simple.

After about five minutes of walking, you see another trap door in the floor along the south wall. The tunnel continues for a short distance before ending at another shabbily built wall.


After his extravagant entrance, Festa discovers the others aren't in the entry chamber any more and thus didn't see his display of athletics. He quickly finds them through the next door and down the hall.


MAHJIK AND URZA

Mahjik continues to defend against the elemental.

In terms of what he can tell about its state, it's incredibly difficult to tell just how damaged it is. However, he has observed steam rising from it when Urza has hit it with flame attacks. When it has been hit with physical attacks, it has seemed to lose some of its water. That water has formed puddles on the ground. Nonetheless, it continues to have lots of water left to it. It's doubtful, though, that killing it requires getting rid of all the water.

ROUND 7

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Urza backs up further and fires more bolts at the elemental. They impact and send more water splashing about the walls, floor, and ceiling of the tunnel.

Water elemental slam 1 at Mahjik, dry ground, sqeezing: 1d20 + 15 - 4 - 4 ⇒ (8) + 15 - 4 - 4 = 15 -- miss
Water elemental slam 2 at Mahjik, dry ground, sqeezing: 1d20 + 15 - 4 - 4 ⇒ (3) + 15 - 4 - 4 = 10 -- miss

The elemental tries to attack Mahjik again, but is clearly having difficulty in the more confined space.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


MAKOA AND TAR'KANAS

Makoa bites into the snake in front of him, tearing out a large chunk of its neck. The snake collapses. He actually didn't confirm the critical, but the base damage was enough to finish it off.

Apart from the hundreds of small, harmless snakes slithering about on the ground, Makoa and Tar'kanas see no further threats approaching.

COMBAT OVER


MAKOA AND TAR'KANAS

Tar'kanas sends another pair of arrows slamming into the snake directly in front of him, shredding the snake's neck. A third arrow then fires towards the remaining snake, but just misses.

Next Up: Makoa, Medium Snake, Tar'kanas.

Makoa/Tar'kanas Map Updated


MAHJIK AND URZA

Water elemental slam AoO at Mahjik: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16 -- miss

Mahjik backs away from the elemental, which tries to strike at him again as he retreats, but misses him.

ROUND 6

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Three bolts from Urza shoot out at the elemental, sending spray out as they pierce its watery body. Urza backs up past Mahjik again.

It then slides angrily forward, pushing itself into the thinner part of the passage. (double move to I-J 49-51, squeezing).

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


MAKOA AND TAR'KANAS

I realized I've been forgetting the poison on Tar'kanas.
Tar'kanas Fortitude: 1d20 + 7 ⇒ (7) + 7 = 14 -- pass
Okay, it ended the very next round so he's taken no further damage from it.

Makoa's axe slices along the body of snake #3, leaving a wide cut, but not enough to kill it.

It continues moving forward over the body of #1 to attack Makoa (move to T 34). #4 moves up to Tar'kanas (double move to T 35).

Medium snake #3 bite at Makoa: 1d20 + 2 ⇒ (16) + 2 = 18 -- miss due to cover

The snake is unable to hit Makoa.

ROUND 4

CURRENT EFFECTS:
Light (Tar'kanas)

Next Up: Tar'kanas, Makoa, Medium Snakes.

Makoa/Tar'kanas Map Updated


Nemien bows. "Thank you for your kindness," he says to Tippi. "You won't regret it. I shall head off into town now. I think I have some supplies to pick up." He bows again and departs.

Outside, Festa sees Nemien emerge from the shop and head off down the street.


Nemien doffs his hat. "I give you my word I will cooperate fully. I always knew deep down that this arrangement with the Lotus Dragons would never last. Thank you for the offer of stuffing the dragon! That would be quite the prize! Anyway, the side door is occasionally used by them, yes. The front door is more frequent I think, but they do use the side door from time to time. If you'll follow me, I'll show you where they go."

He takes you through the back door of the room, which opens into a hallway. Several other doors are visible from here. He points to the one on the immediate left. "That's a storage room. He then points to two doors across the hall. "That's the lavatory, and that's a meeting room, where I conduct business meetings with important clients. This way."

The hall turns to the right and he leads you down that way. A final door remains at the end of the hall here, on the left side. "That goes to my workshop," Nemien says, "but that's not where we need to go." He goes up to the bare wall at the end of the corridor and slides open a hidden latch, which then opens a hidden door.

"The Lotus Dragons put this in," he says, "to make sure that random thieves or wandering clients didn't stumble across the entrance to their tunnel. They put a whole new wall in. This area used to be part of my workshop. This way." He leads you down the hall and around another corner. At the far end of the hall is a trap door in the floor. "That's their way in and out," he says.

Map Updated


MAKOA AND TAR'KANAS

Tar'kanas fires off another pair of arrows simultaneously. Both of them pierce snake #1 at virtually the same spot, digging in deep and dropping the snake to the floor. The elf then fires a third arrow at #3, but it falls too early and takes out a couple of the harmless little snakes slithering about on the floor.

Next Up: Makoa, Medium Snakes, Tar'kanas.

Makoa/Tar'kanas Map Updated


MAHJIK AND URZA

I was expecting to write that Mahjik successfully gets away from the elemental without provoking an AoO, but then I actually looked up the elemental's CMD and discovered that he doesn't.

Water Elemental slam AoO at Mahjik: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15 -- miss

Mahjik tries to slip away from the water elemental without drawing an attack from it, but the elemental reacts too quickly. However, Mahjik remains nimble enough to dodge its attack and still make it safely away.

ROUND 5

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Urza sends more flames at the water elemental and this time hits it right along its side, causing steam to billow out from the creature.

The elemental slides forward after Mahjik (move to I-K 43-45) and attacks.

Water elemental slam at Mahjik, dry ground: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25 -- miss

Its watery fist is unable to make contact with Mahjik's form.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


MAHJIK AND URZA

Mahjik's first two strikes manage to have a small effect on the water elemental, but his third strike goes wildly astray.

ROUND 4

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Urza sends another ray of fire shooting at the elemental, but just misses again. Twice in a row, the same roll and it's so close to the touch AC!

Water elemental slam 1 at Mahjik: 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14 -- miss
Water elemental slam 2 at Mahjik: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12 -- miss

The elemental pounds again at Mahjik, but the nimble monk dodges aside of each blow.

Next Up: Mahik, Urza, Water Elemental

Mahjik/Urza Map


MAKOA AND TAR'KANAS

Makoa draws another axe and bites at the snake in front of him. Unfortunately, the snake dodges aside and his teeth catch only air.

Snake #1 bite at Makoa: 1d20 + 2 ⇒ (17) + 2 = 19 -- miss

The snake bites back at him, but the crumbling bit of wall in the way is Makoa's saving grace. As it does so, two more snakes appear from around the corner at the far side of the room. They slither slowly over the body of the giant snake towards the two of you.

ROUND 3

CURRENT EFFECTS:
Light (Tar'kanas)

Next Up: Tar'kanas, Makoa, Medium Snakes.

Makoa/Tar'kanas Map Updated


Casting detect magic, Jacinth determines that Nemien doesn't have anything magical on him. A quick search of him finds not a lot non-magical either, just a sickle, a key ring, and his spell component pouch.


MAKOA AND TAR'KANAS

Tar'kanas wrote:
Manyshot. Whatever it takes for me to be able to use Manyshot is what I want to do. If that means they all can attack me, then that's fine with me.

No problem. He'll stay in the same spot then. Given those really nice rolls, I'm not surprised you don't want to give them up. :)

It turns out the first pair of arrows take the giant snake down, so I'll apply the final arrow to snake #2.

Tar'kanas fires off a pair of arrows simultaneously, both of which slice through the bottom of the snakes throat and go straight through. It topples over. Tar'kanas then quickly fires another shot at the snake directly in front of him, catching it right between the eyes. This snake also falls over.

Next Up: Makoa, Medium Snakes, Tar'kanas.

Makoa/Tar'kanas Map Updated


The illusion vanishes and the animals go back to being normal stuffed animals. Then Nemien reappears, still in Jacinth's clutches. He sighs, looking somewhat crestfallen.

"I'm not really a part of them," he says. "That is, I'm not really a member of their organization. They just pay me to come through my shop whenever they need to." He pauses a moment. "And they give me a little bonus if I pass on any gossip I hear that they feel is useful, which really isn't very often. I wouldn't have accepted the money, except that... Well, truth be told, it's hard to make a living off taxidermy these days. I get fewer and fewer commissions every year." He looks forlornly over at the stuffed animals.

"Anyway, it just so happens that my shop is directly over top of a tunnel connecting the sewers of the main city to the old disused sewers of the slave district. These Lotus Dragon people have converted a section of the sewers under the slave district into some sort of... well, hideout I suppose you'd call it. They use my shop as a way to go in and out without having to go through the slave district gates all the time. I'm out of the way enough that they can go mostly unobserved. I'll...uh...I'll show you the entrance if you'd like.

"As for Vanthus Vanderboren, I'm afraid I've only met the man a couple of times, and only briefly on each occasion. Just as he was passing through in either direction. I haven't seen him in several days, I'm afraid. He might be in their hideout now or he might not. I know they must have at least one other way in and out because I've seen people enter through here and then enter through here again without having come out this way. If you're going to go in there, though, I should warn you that their boss lady apparently has some sort of pet dragon. I've never actually seen it, mind you, but I've heard that it's really quite vicious and she sets it loose on intruders or anybody she just happens to not like very much.

"Anyway, I suppose if you'd like to follow me, I'll show you the entrance to the tunnel." He looks to Jacinth in the hopes that Jacinth might let go of his arm.


Well, see, the sword or arrow move so fast that they create a suctioning effect that temporarily cuts off the air flow to the fire elemental, thus putting out some of its fire. Or fill in any other physics-defying explanation. :P


I does stretch believability a bit, but then, there are a lot of things in this game that stretch believability. :)

You can interpret the damage reduction as accounting for a bit of this oddity, although it's still kind of weird, and it doesn't explain the smaller elementals that don't get damage reduction.


Urza Sha'rahad wrote:
You didn't move Urza back to J50

Oops! Fixed now!

Mahjik/Urza Map Updated


Jacinth the Bright wrote:
I was hoping for a bull rush effect there. Oh well.

Ah, I didn't catch on to that. Need to be more specific. :)

Jacinth reaches out to where he thinks the man is and finds a shoulder and then an arm to grab onto. The man tries to resist, but he's not very strong or agile and Jacinth is easily able to get a hold on him.

"All right, all right!" the invisible man says. "I surrender! The animals, they're just an illusion."

If you choose to accept his surrender, it's:
COMBAT OVER

If not:

Next Up: Felos, Festa, Shefton, Xanthippe, Nemien, Jacinth.


MAHJIK AND URZA

Water Elemental AoO slam at Mahjik: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29 -- miss

As Mahjik moves forward, the water elemental attempts to pummel him. However, it's attack rebounds off Mahjik's magical protections. He then plummets his fists into the water. It's a strange feeling attacking water. Although he meets resistance as he would from a normal creature, the water also gives way more than skin and bone usually do. He knows he's hurt the elemental, but not as much as he might have expected to hurt something flesh and blood.

ROUND 3

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Urza sends more flames jetting at the water, but this time, the elemental bends aside, allowing the flames to pass harmlessly.

Water elemental slam 1 at Mahjik, dry ground: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30 -- hit
Damage: 2d6 + 7 - 4 ⇒ (1, 6) + 7 - 4 = 10
Water elemental slam 2 at Mahjik, dry ground: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27 -- miss

The water elemental goes for Mahjik again. This time, its first watery fist makes it through his defences, hitting him solidly in the chest. The second attack once again rebounds off his magical defences.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map


MAKOA AND TAR'KANAS

Tar'kanas wrote:
Will step back to R35 and continue to attack the big snake; If I can't, then I'll just fire from where I'm at unless there is another square I can step back into.

You can move back to R35, but because it's difficult terrain, you can't take a 5-ft step, so it counts as a move action, meaning you can't use Manyshot (which is a full-round action). However, since you currently have cover from all three snakes (and they from you), they can't take attacks of opportunity against you, meaning you could use Manyshot from where you are without worry. So what you do really depends on whether you want to use Manyshot or whether you want to get out of the snakes' reach so they can't attack you on their turn. I'll let you decide.


Yeah, Lorekeeper's right. Elementals are immune to criticals.


Okay, the rolls in the last post seem to have changed between preview and submit. I'm certain snake #2's roll was lower. Or maybe I misread. Oh well. Fixing...

Medium Snake 2 critical confirm: 1d20 + 2 ⇒ (19) + 2 = 21 -- confirm
Damage: 2d4 - 2 ⇒ (1, 1) - 2 = 0 = 1 nonlethal
Tar'kanas Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9 -- fail
Poison damage: 1d2 ⇒ 1 Con

#2 bites at Tar'kanas's shin. Almost instantly, he feels poison course into him, weakening him.


MAKOA AND TAR'KANAS

Because of a bit of wall in the way, Makoa doens't have line of effect (or sight) from S 33 to the giant snake, so I've put him in S 34 instead.

Makoa moves in and tosses an axe right into the long body of the giant snake, tearing a deep gash.

The two slightly smaller (but still big) snakes slither forward (#1 to T 34 and #2 to T 35) to attack. Because of the bits of crumbling walls, both Makoa and Tar'kanas have cover from these two attacks, but the snakes will likewise have cover from any melee attack you make on them from your current positions.

Medium Snake 1 bite at Makoa: 1d20 + 2 ⇒ (7) + 2 = 9 -- miss
Medium Snake 2 bite at Tar'kanas: 1d20 + 2 ⇒ (20) + 2 = 22 -- miss

Both snakes miss their targets, Tar'kanas being saved by the bit of wall between him and the snake.

ROUND 2

CURRENT EFFECTS:
Light (Tar'kanas)

The giant snake gives up on waiting and moves forward to attack Makoa (move to U-V 33-34).

Large Snake bite at Makoa: 1d20 + 2 ⇒ (5) + 2 = 7 -- miss

It snaps at empty air.

Next Up: Tar'kanas, Makoa, Medium Snakes, Large Snake.

Makoa/Tar'kanas Map Updated


MAHJIK AND URZA

Urza Sha'rahad wrote:
Both of us should still have Mage Armor active from the first fight with Douena's pet monkey.

You're right. I forgot about the mage armour.

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)
Mage armour (Mahjik, Urza)

Water Elemental AoO slam at Urza: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25 -- hit
Damage: 2d6 + 7 - 4 ⇒ (4, 4) + 7 - 4 = 11

As Urza moves away, the water elemental strikes him again, this time pounding his arm and right side.

Water Elemental Reflex: 1d20 + 11 ⇒ (9) + 11 = 20 -- pass

But the half-orc then lets loose another ball of fire. As before, many of the flames are doused, but steam rises away from the elemental as they vanish.

The elemental then floats a short distance forward (5-ft step to I-K 39-41) and attacks Mahjik.

Water Elemental slam 1 at Mahjik, dry ground: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13 -- miss
Water Elemental slam 2 at Mahjik, dry ground: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17 -- miss

Mahjik easily avoids both clumsy attacks.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


While Tippi calls out to the missing proprietor and prepares to magic the door shut should it mysteriously open, Jacinth moves across the room with the idea of using a physical means to do the same thing. As he gets close to the door, he collides with something in front of it--something that goes, "Umph." Jacinth bumped into Nemien in square K 22, so he ends up in J 22.

Felos moves to the front door and nocks an arrow.

Festa waits, unaware, outside.

"Come on, Nemien," Shefton says. "They're telling the truth. See, they haven't killed me yet!"

ROUND 2

CURRENT EFFECTS:
None.

Jacinth hears a quick muttered word, like a spell being cast, from the invisible form in front of him. Then the stuffed animals in the room seem to come to life, turning their heads to glare at you and opening their mouths to bear teeth.

The far door then opens, but Tippi gets off her spell, slamming it shut again. Jacinth hears a grumbled curse from the invisible man in front of him.

Next Up: Jacinth, Felos, Festa, Shefton, Xanthippe, Nemien.

Map Updated


Felos does not detect any evil from the taxidermist or the surrounding shop.

Nemien Bluff: 1d20 + 1 ⇒ (4) + 1 = 5
No need to spoiler that. You can all beat it by taking 10.

The taxidermist smiles broadly when Tippi mentions working for a private collector, but the smile vanishes the moment Vanthus's name is mentioned. He takes a step back. "Van-Vanthus who? Penkus? I... I'm sorry, I've no idea what you're talking about." He takes another step back.

"Oh come now, Nemien," Shefton says. "That's your name, right? You know what she's talking about."

"Look," the taxidermist continues, getting noticeably edge and a bit of sweat appearing on his brow. "I'm a busy man. If you're not here for legitimate business, then be off with you." He reaches for a pouch at his belt.

Felos Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Festa Fire Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Jacinth Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Xanthippe Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Shefton Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Nemien Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Roll-off between Xanthippe and Nemien:
Xanthippe Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Nemien Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Order: Nemien, Xanthippe, Jacinth, Felos, Festa, Shefton.
Because Festa is outside and not immediately aware of the situation, Xanthippe will need to whisper to him in order for him to act in the first round. Otherwise, he'll have to wait till round 2.

ROUND 1

CURRENT EFFECTS:
None.

Nemien clutches the pouch--a spell component pouch--and with a wave of his hand and a quick word, he vanishes.

Spellcraft DC 17:
He cast an invisibility spell.

Next Up: Xanthippe, Jacinth, Felos, Festa, Shefton, Nemien.

New Map
Note:
Nemien was in square J22 when he vanished.
Note 2: The weird colouration on the left side of the map by Festa is due to the fact that this map is just an inset on another. The black line is the border of the map and the green is the next map. However, that doesn't leave enough space if we need the alley for anything, so I've made that part visible and we can treat it as the alley. :)


MAKOA AND TAR'KANAS

The giant snake ducks low to avoid Tar'kanas's arrow, which slams into the crumbling wall behind the snake.

Next Up: Makoa, Medium Snakes, Large Snake (subject to readied action), Tar'kanas.

Makoa/Tar'kanas Map

-----

MAHJIK AND URZA

Mahjik shifts positions in order to prepare a defence against the water elemental.

ROUND 2

CURRENT EFFECTS:
Light (Mahjik)
Barkskin (Mahjik)

Next Up: Urza, Water Elemental, Mahjik.

Mahjik/Urza Map Updated


MAHJIK AND URZA

Water elemental Reflex: 1d20 + 11 ⇒ (10) + 11 = 21 -- pass

A small ball of fire shoots from Urza's fingertips and explodes in flames around the watery creature. Although many of the flames are almost instantly doused, it does seem to have an effect on the creature as some of the water boils away.

The water slides across the ground towards Mahjik and Urza (move to I-K 38-40), then raises a tendril of water vaguely shaped like a fist which pummels towards Urza.

Water elemental slam at Urza, dry ground: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23 -- hit
Damage: 2d6 + 7 - 4 ⇒ (4, 4) + 7 - 4 = 11

The water hits Urza in the face with surprising strength and intensity.

Next Up: Mahjik, Urza, Water Elemental.

Mahjik/Urza Map Updated


MAHJIK AND URZA

Mahjik and Urza continue on towards the light ahead. The tunnel widens out a bit and is much clearer of obstructions. Then it comes to an end. However, the wall at the end has two thin openings in it, through which a small amount of sunlight shines through.

As you approach closer, there's a sudden, brief flash of light as a huge wall of water appears in front of the far wall. However, the water doesn't rush out into the passageway, but instead holds itself together, flowing around itself and moving almost like a creature might move--a creature shaped like a wave.

You set off a trap. :)

Mahjik Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Urza Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Water elemental Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Order: Urza, water elemental, Mahjik.

ROUND 1

CURRENT EFFECTS:
Light (Mahjik)

Up First: Urza

Mahjik/Urza Map


MAKOA AND TAR'KANAS

Tar'kanas steps gingerly to avoid the snakes on the stairs. He can hear quite a lot of hissing and slithering sounds from above. The stairs emerge in a room of a ruined building. The walls and ceiling are cracked and in some places have collapsed entirely. Sunlight from outside shines through in numerous places.

Crawling all over the floors are thousands of snakes. The snakes are of numerous different kinds, but mostly small and harmless. They completely blanket the floor, though, making movement difficult (everywhere from the top of the stairs counts as difficult terrain). Alas, while most are small and harmless, two very large snakes rise up in the chamber just south of Tar'kanas, and behind them, an even more massive snakes lifts its huge maws up to hiss at you.

Makoa Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Tar’kanas Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Medium snakes Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Large snake Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Order: Large snake, Tar'kanas, Makoa, Medium snakes.

ROUND 1

CURRENT EFFECTS:
Light (Tar'kanas)

The massive snake rears its head back, ready to strike. Ready action to attack if Tar'kanas or Makoa come within reach.

Next Up: Tar'kanas, Makoa, Medium snakes, Large snake (subject to readied action).

New Map


Leaving Festa outside on watch, you open the door to the taxidermist's and step inside. You are greeted by numerous stuffed animals on display throughout a large room. The animals range from parrots, monkeys, and bats to more exotic creatures like a giant centipede and even what looks like a very small black dragon.

A table by the door holds a bell with a note beside it that says, "Ring for service". However, there's no need for that as a man seated at a desk at the far corner of the room rises as soon as you enter. He is a lanky man, well-dressed with a feathered bicorn. The tips of his moustaches and goatee have been trimmed to points and waxed into gentle curves.

"Well, well, well, what do we have here?" he says joyfully, but holds up a hand to silence any response from you. "No, no, let me guess. Adventurers, yes? No doubt just back from some exciting escapade on which you killed some unusual beast and now wish it stuffed as a trophy. Well then, let's not waste any time. Produce the beast and we can discuss what can be done with it!"


Douena Trestleben wrote:
In the absence of anything distinguishing one way from another, what does it matter? Just roll a d2, DM, since you're the only one who knows which way is more dangerous.

Fair enough! Ultimately, I was more confirming the people who were going than the direction.

MAKOA AND TAR'KANAS

The two of you set off to the right down the tunnel. After a couple hundred feet, the tree roots vanish, leaving the stretch of the tunnel ahead mostly clear of obstructions and making your passage along it much easier. A few rats scurry away as you continue along, the first creatures larger than an insect you've seen since entering this underground system of tunnels. Behind you, you can still make out the light from those who stayed at the intersection, but the people are obscured by the tree trunks.

Continuing along the clear portion of the passage, you travel for another couple hundred feet before noticing the end of the tunnel up ahead. However, there is an opening in the wall into a smaller, 5x5 chamber and there appears to be another opening to the right in that chamber.

Reaching the chamber, you notice a few small, harmless snakes slithering on the floor. The opening to the right leads to a set of stairs going up. The stone of the stairs is cracked here and there, but is in otherwise decent condition. Several more snakes slither along the steps.

URZA AND MAHJIK

The two of you head off to the left. The tunnel travels a long way, with tree roots continuing to poke through the crumbling stone the whole distance. You travel close to a thousand feet before glimpsing a trace of light ahead. Behind you, you can no longer see the light of those who remained at the intersection.

NOTE: Makoa and Tar'kanas reach the stairs well ahead of Urza and Mahjik spotting the light.


So, Makoa and Tar'kanas to the right and Urza and Mahjik to the left? Or the other way round? (Or something else?)


Xanthippe wrote:

"Excellent," Tippi smiles.

Is it possible for someone standing at the west corner of the building to see both doors at the same time? If so, should one of us stay out here to see if anyone tries to sneak out the back way when we go in and start asking questions in front? We could use message to keep in touch.

Yes, it's possible for someone at the corner to keep watch on both doors.


Shefton seems momentarily startled when Felos grabs him, but he acquiesces easily enough and comes along.

It's a trip across town to reach the taxidermist's guildhall. It's not the easiest place to find, but Shefton knows the way. It's on the northwest side of the West Drenches, near the wall that separates the Slave Quarter from the rest of Corentyn. It's also fairly near the section of the city known as Gallows Walls. An area in ruins and mostly rubble, Gallows Walls is kept closed off, its gates chained shut.

The guildhall is at the end of a backstreet in the West Drenches. From the outside it looks quite nondescript. It's a single-storey, rectangular building. A small sign on the front door and a stuffed wolf's head over the door identify it as the place you're looking for. There is nothing to indicate whether the place is currently open or closed to business, and there are no windows showing the interior. A quick glance around the sides show that there is a side entrance down an alley on the west side.

The hall is out of the way enough that there aren't many other people on the street and the few that are don't seem to be showing the taxidermist's hall any mind.


Tar'kanas wrote:

"An odd sensation is telling me we should see if one way is traveled more than another." He looks around, wondering and waiting to see if that "sensation" has anything else it might want to impart to him. :)

Seeing as nothing else seems to come to him, he begins to check for such signs. [dice=Survival]1d20+12

Tar'kanas can find more indications that the decapus has passed through here in both directions--probably hunting for burrowing animals. Neither direction seems more travelled than the other, however.


Mythril DM wrote:
Take your time Navior, I have a very busy weekend and week ahead so I may not have a lot of time to post myself. (Extra services, a funeral, Radio Devotions, on top of my regular pastoral duties) That should give you a chance to catch up and not feel like you are holding us back. :)

Thanks!


Douena Trestleben wrote:
So ... Makoa, Tar'kanas, Untari in front, Mahjik, Douena, Urza in the second row? Assuming there's room for three to walk abreast, anyway. If they're only 10-foot corridors, Makoa - Untari, then Tar'kanas - Douena, then Urza - Mahjik. NPCs in back; we'll let Navior sort them out. Who's carrying my monkey-man? He gets a Con check to awaken spontaneously after an hour. Were they using weapons or just claw-claw-bite? Hard to disarm if they have natural weapons.

The tunnel is about wide enough to walk two-abreast. However, the numerous tree roots that have broken through into the tunnel will mean that people will have to squeeze up a bit here and there.

The charau-ka were using clubs, but they also have a bite attack. Ishirou will continue to carry the unconscious one unless someone else wants to.

Okay, so order: Makoa-Untari, Tar'kanas-Douena, Urza-Mahjik, Ishirou-Lorenz, Jask-Shokambe, Sasha-Pezock.

Pezock grumbles a little about being put at the back of the group, but he acquiesces. The dank tunnel leads several hundred feet north. The air is stale and the only living things you see are worms and bugs. However, you do notice a few places where the protruding tree roots have been broken. An investigation (by any of you with ranks in Survival and taking 10) finds evidence that something has slithered along here on occasion in the past. All indications would seem to point to it having been the decapus (or perhaps another decapus).

After travelling close to 700 feet, you reach an intersection. Another tunnel, this one just as overgrown with protruding tree roots, branches off to the left and the right. You cannot see the end in either direction. Straight ahead, you can see that the current tunnel has collapsed after another 20 feet or so.

No map for this bit because all it would show is a really long passage. :)


Oh, and congratulations on the forthcoming child, MD!


Hey folks,

Apologies for my absence. I haven't been getting any x new notifications for this game, so just thought we were going through one of those occasional lengthy breaks we have. It's only pure chance I happened to notice Joana's post just now. I've just glanced at the game thread now and see that there's over a page of posts since I last posted! I'll get caught up as quick as I can.

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