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Tongue of Rebuke

Navior's page

RPG Superstar 6 Season Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. 4,866 posts (7,202 including aliases). 123 reviews. No lists. 1 wishlist. 34 aliases.


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Sildu nods to Douena, then goes over to the trunk of the tree and motions for Mahjik to come back down. She waits for him to do so, then moves away from the trunk towards a clump of vines, motioning for Mahjik to follow her. She grabs hold of particularly thick vine and gives it a tug. You hear a brief rustling in the leaves above. When that stops, Sildu climbs up the vine to a low hanging branch, and from there continues to climb up the tree. She calls back down.

"It's safe as long as you climb up from this direction."

Mahjik the Flink wrote:

Can we take 10?

Mahjik makes sure to avoid the potential boulder trap as he gingerly makes his way up the tree.

[dice=Climb]1d20 + 6

Yes, you can take 10, but since you've already made a Climb check, it's moot. Of course, for the Perception check... Sildu only mentioned the trap, but didn't point it out. I'll be generous and assume you're taking 10 on Perception.

Sildu briefly protests as Douena pulls her away.

"But he's going the wrong way," she says. "The trap..."

Lorenz and Pezock move out of the way as well, as Mahjik begins his way up the tree. After only a few moments, he notices the stone block, hidden amongst the leaves up above. He realises that if he continues his climb, it will come down on top of him.

Sildu chatters on to Douena.

"Even if he gets past it, he won't know where to go to get the gem. Shouldn't I show him where to go?"

Joana wrote:
Mahjik the Flink wrote:
Mahjik makes sure to avoid the potential boulder trap as he gingerly makes his way up the tree.
How is he avoiding it without a Perception check to find it? ;)

I was about to ask the same question. :)

Douena Trestleben wrote:

"She says there's a trap," Douena informs them, "and a shrine."

I take it this would be a straight Climb check up a tree, no stairs or ladder or anything?

A straight Climb check, although there are vines to assist with that. No stairs or ladders though... Well, if you examine the ruins a bit, there are some remnants of ancient stairs, but they don't go anywhere anymore. :)

Edit to Add: The Climb DC starts at 10, but once you're higher up where there are more branches and vines to grab hold of, it decreases to 5.

Sildu nods.

"There is a trap for intruders," she says. "A big rock that falls on you, but I know how to avoid it. We use this place all the time. Raogru was not the only one who lives here. We also turned part of it into a shrine after Issilar forbade us from using the temple."

Sildu cowers away from Pezock's sword until he lowers it. Then she starts back up the stairs, calling out in her language as she goes.

"It's this way! Follow me!"

She pauses momentarily at the top of the stairs to peer through the door. Once satisfied that the wasps are still preoccupied, she leads you through and across the main hall, back to the entrance steps.

Once out of the ziggurat, she points south across the tar pits towards a group of large intertwined boab trees that stand in the centre of the ancient town. She then heads along the trail through the tar pits.

When you reach the trees, you can see that they have grown though, around, and out of an ancient building. A few ruined columns remain of the building as do some topple statues and even an ancient, weathered fountain (no longer operational, however).

Sildu point up into the leaves of the boab trees.

"It's up there in Raogru's shrine," she says. "I can climb up and bring it down for you if you want."

I just want to check how long Urza wants to wait. Is it just a few minutes? A rest to recover spells? Or something in between? Thanks.

Sildu's scurries over to see what Urza is holding out. She nods excitedly when she sees the gem.

"Yes! Raogru had one just like that! I know where he kept it, too. I can show you if you want. It's not in this temple. It's in the big tree where Raogru lived. It's not far and won't take long."

Sildu looks over at the westernmost idol as she waits for an answer.

"I have seen several kinds of orbs before," she says, "but I don't know if any of them are the one you seek. Do you know what it looks like?"

Sildu listens intently to Douena's words, then nods slowly.

"I think I understand," she says. "I will tell my people what has happened."

Sildu looks quizzically at Tar'kanas.

"What kind of orb?" she asks.

The idols do not respond to Douena.

"A good suggestion," Pezock says to Mahjik. "We must break the other ones! Charge!" He raises his sabre and rushes forward, but just as he does so, the beams of light stop and release Urza, who looks none the worse for wear.

Pezock pauses. "A wise decision," he says to the idols. "You would not have survived a fight with us." The idols do not respond.

Nothing happens at first when Douena descends to the bottom of the steps. However, when Urza follows after and reaches the bottom of the steps, three of the idols begin to shake slightly and the glow where their faces should be brightens. Only the westernmost idol remains still and unchanged.

"Judgement is being considered," the voice says and Sildu gasps in surprise. "Judgement made."

Suddenly, beams of light shoot from the three agitated idols straight at Urza, surrounding him in bright light. He stiffens as the beams continue and the nimbus of light around him gets brighter. The westernmost idol, however, remains still. No beam of light emits from its face.

"A trap!" Pezock yells. "I knew it!" He draws his sabre.

As the light surrounds him, Urza's mind is filled with countless disparate images, all in a jumble and overlapping. At first, there's so much for his mind to take in, it's almost painful. But gradually, he begins to be able to separate the images and they begin to make sense. They form a kind of pictorial language that imparts instructions on how to set the orrery upstairs. Urza learns how to set each gem in its appropriate pillar and what configurations to move the pillars into.

Unfortunately, however, the information is incomplete. It only explains the settings for the sun, moon, and stars pillars. He receives no information about the pillar representing the Dark Tapestry.

Yes, I have seen it, and it does look impressive. However, I follow pretty much the same policy as you regarding games--perhaps even stricter because if I let myself get hooked into a game, it'll eat up all my time and I'll get nothing done. :)

Sildu nods.

"I'll go feed them quickly," she says.

Sildu hurries off to the west room. Pezock follows her, clearly not willing to trust her on her own. If anyone else follows, you see her take one of the animal carcasses and drop it into the hole. She then grabs another and drops it in as well. A loud flurry of buzzing can be heard through the hole.

She then returns to the rest of you and motions for you to follow. She heads over to the stairs you used to come up to this level, the ones that arch over the courtyard. When she reaches the lowest point before the descend into the blocked area, she stops, points over the edge and speaks.

"There's no proper way down anymore. Issilar used magic to go up and down. The rest of us usually climb the sides of the building or jump. Oh, there's a nasty plant in here somewhere. Watch out for it."

She then hops off the side.

Jumping down is easy if you wish to do so. It's less than 10 feet (DC 15 Acrobatics to negate any damage). For the rest of you, you can get a rope set up--or is your rope from before still hanging there? I don't remember. Either way, getting down is easy. :)

Once everyone is down, she leads you through the double doors on the west side of the courtyard. They take you into the main area of the bottom tier of the ziggurat. Most of this large chamber surrounds a smaller inner structure. Loud, frantic buzzing comes from the smaller chamber.

There are two doors along the north wall, and Sildu leads you to the eastern of the two. As you reach the door, you can now see there is an opening in the northern wall of the inner structure and within it, you can see a massive wasps' nest, where huge wasps are busy devouring the animal carcasses Sildu dropped down a short while ago.

The door leads into a sunken chamber. Stairs lead from the door (and the far west door) down into the chamber itself. The stairs are flanked by two broken columns. The entire room is set in white marble, trimmed with elaborate inlays of jade and turquoise. Along the south wall, four small, faceless humanoid statues carved from pale bluish stone hover above marble display pedestals. Where their faces should be, there is only a flickering glow.

Suddenly, a loud voice speaks, each of you hearing it in your own native language: "Lay down your weapons, approach, and await judgement."

Temple Level 1 Map Updated

Sildu nods.

"There is the room to the north with the four faceless idols," she says. "They hover above the floor and where their faces should be, there is only a glow. They tell us to await judgement, but they never say anything more. Some of my people used to spend days or weeks waiting for a judgement that never came. When Issilar arrived, he forbade us from entering the room again.

"There is also the flooded room to the west. It has strange carvings, and by that room, there is the room with the stone circle on the floor. It has many carvings, too. We do not understand them."

The charau-ka looks nervously around the room at everyone. She raises a shaking hand and gives a little wave.

"Hello," she says, fear tingeing her voice.

Oh, he absolutely could, and did. Remember, you've already determined that you still need one more gem... :)


My review of Monk Unfettered is finally up here and on my blog. My apologies for the long wait.

"I think that was his," Sildu says, looking at the mace. "And yes, he did have a big snake."

When Douena mentions the machinery, she shrugs. "Issilar was studying it. A lot. He seemed really frustrated that he couldn't get it to work. I think he said something about missing a part, but he didn't tell us much. He thought we were too stupid to be able to help him with it."

After talking a bit more with Douena, the charau-ka hesitatingly takes the hand Douena has held out to her. Pezock eyes her suspiciously.


Back in the other two rooms, Mahjik's explorations do not turn up anything new.

"So, is this what we came here for?" Lorenz asks, indicating the columns. "If so, it doesn't seem all that impressive."

Looks like Makoa has caught Mahjik's two-places-at-once bug. ;)
(No worries. It's pretty easy for Makoa to walk around to where Douena is if he wants.)

The charau-ka points to the hole in the floor, then picks up one of the dead animal carcasses. She says a few words, puts the carcass back down, then speaks some more.

"We feed the wasps," she says. "It keeps them out of the way when we're in the temple." She puts the carcass back down. "It's mostly just Issilar in here these days. He doesn't let most of us in here. Just a few to feed the wasps and be guards. But you've killed him now, so... Raogru will be angry. Or did you kill him too? He was supposed to stop you coming to the temple. Issilar and Raogru are cruel. I think we will be better if they are gone."

Sorry to hear about the computer troubles, Javell. I've heard lots of bad things about Windows 10. Hope you get things working again.

Douena Trestleben wrote:
Douena is delighted. "Oh, look! Another monkey-man-...person! What's your name? Do you know Filgru?" she asks the charau-ka in Polyglot.

The charau-ka looks uncertain and hesitates a moment before speaking. "Filgru? Uh... Yes, I know Filgru. Do you? I'm Sildu. Are you going to kill me?" She looks nervously at Pezock, whose hand is at the hilt of his sword.

Pezock shrugs and follows along behind Douena (also taking 10 on his Stealth check for 24)

Much of the north and west walls, and all of the south wall in this room have collapsed. Little lies within the room except creeping vines and some dusty soil on the floor. There is a small hole in the floor part along the east wall, and the carcasses of a couple small animals lie beside it. The one charau-ka who fled from the battle huddles near the hole.

If Douena and Pezock reveal themselves (as she doesn't notice them initially)...

The charau-ka looks about for a way to escape and almost seems to consider rushing to the southern edge and jumping off. Instead, she raises her hands into the air in surrender.

Map Updated

Forgot to post the updated map.

Map Updated

I've increased the size again as we don't need to see two levels simultaneously at the moment.

"Sounds like we should investigate these pillar...gears...whatever they are," Lorenz says.

Moving into the adjoining room, the rest of you gain your first real look at what Douena saw earlier. A circular grid with deep grooves sits in the centre of the floor of this roughly circular room. The ceiling above is slightly domed and decorated with crystalline patterns. Four elaborately carved columns stand in the north and south entrance passageway, one to the north and three to the south in a triangular arrangement.

The grid on the floor is approximately 10 feet in diameter, with 1-inch-square grid-boxes set in evenly arranged rows. There are carvings within the grid-boxes and all of them together appear to depict a map.

Map: Knowledge (geography) DC 25:
The map appears to depict the Mwangi Expanse, although there are many discrepancies from how you know it. The map must be very old.

Patterns on Ceiling: Knowledge (nature) DC 25:
The patterns seem to represent the constellations, but they're distorted from their current shapes, instead looking how they might have appeared thousands of years ago.

Symbols on Columns: Knowledge (arcana or nature) DC 15:
The symbols on the northern column represent the Dark Tapestry. The symbols on the far south column represent the stars. The symbols on the southeast column represent the sun, and the symbols on the southwest column represent the moon.

Understanding the columns' mechanisms: Knowledge (arcana) DC 20:
The moonstones look as though they will fit perfectly in the various holes in the columns. It is clear that one gem must be placed in each column (which means you're still missing one gem) and that the swivelling sections must be set in the correct configurations. Unfortunately, you're not sure what the correct configurations are or even what the machine will do once it is correctly set.

LoreKeeper wrote:
You need to slow down here Navior - you're increasing our party net worth by a staggering 1500% - that level of wealth increase can go to peoples' heads! ;)

Heh, yeah, as I was doing up the list, I kept thinking, "Maybe that's a bit too much," and changing something, then changing it back as I thought, "But they're so far behind." And on it went. :)

Lorekeeper wrote:
Meta reasoning: given Navior's suggestions on how to divide the loot and mentioning that it was tailored; I'm wagering the headband is a headband of +2 Wisdom or Charisma suitable for a cleric and should go to Douena

No comment on the accuracy of this. ;)

Urza's initial casting of detect magic in the room the wizard was waiting in doesn't detect any magic. As he begins looking around, Douena joins him. Douena doesn't find any traps in the room, but together, she and Urza find a panel on the side of the staircase that pushes in and then to the side, revealing a hidden cubbyhole in the staircase.

Most immediately noticeable in the cubby are three large moonstones. Beyond them are several other items. A number of cobweb strands hanging loosely here and there indicate that this cubby was undisturbed until recently. Another detect magic finds that all the items stored in here are magical.

Complete list of items, with identification attempts by Urza:

moonstone 1: Urza Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14 -- fail
moonstone 2: Urza Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15 -- fail
moonstone 3: Urza Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25 -- This is not a complete magical item, but a component of something larger.
ring: Urza Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22 -- ring of protection +1
rope: Urza Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24 -- rope of climbing
headband: Urza Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21 -- fail
amulet: Urza Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25 -- amulet of mighty fists +1
composite longbow: Urza Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25 -- +1 shock longbow
hide armour: Urza Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24 -- +1 bolstering hide armour
A nice string of high rolls there!

And yes, this list has been tailored somewhat to this party, as you're not going to have a chance to go out selling or trading items for some time, so we'll sacrifice a bit of realism for the sake of playability. :)

No, Joana's correct. It was 3.0, although I have no doubt the merits of both ways were heavily debated during the Pathfinder Beta.

As for the +1 mace, yes, the darkness should have run out by now.

If you'd like GM advice, I'd say Makoa should certainly get the ring as Joana suggests. He's the front-line fighter with the lowest AC at the moment.

The dagger is medium sized, so too big for Douena (unless she wants the penalties, which I doubt). It could pretty much go to anyone else and be a back-up weapon until you have a chance to sell it and get something better (which, admittedly, could be a while).

If you'd like more advice, you might want to search the room the wizard started in. You just might find a few more things... (hint, hint)

Douena Trestleben wrote:
Who needs healing besides Tar'kanas?

Lorenz took some damage from the lightning bolt, and Mahjik took fire damage from scorching ray earlier in the battle. Douena took a bit from the flaming sphere. I think that was about everything.

Message from below:
"Glad to hear everyone's okay," Sasha whispers back. "We've had no incidents here. There are some giant wasps buzzing around just inside the main entrance of the building, but they've left us alone so we've left them alone."

Urza Sha'rahad wrote:

Once the spell effect expires, Urza examines the dead snake man. He is sure to check its teeth to see if it was vampiric.

Cast Dispel Magic
Perception Take 20 for 26.

The serpentfolk does have fangs, but that might be expected from a snake. However, he is also breathing raggedly and bleeding out, neither of which are typical of undead, so it's safe to assume he's not a vampire. He will likely die soon if not stabilized.

I presume by dispel magic, you actually meant detect magic.

There are several magical auras emanating from the serpent-wizard's body. The blur effect will take another couple of minutes to wear off, and the spider climb will take close to an hour. However, Urza is able to separate these effects from those emanating from magical items in his possession. He has two wands (one of which is the one he cast flaming sphere from), a magical dagger, and a magical ring. He also carries a spellbook and spell component pouch.

Urza Spellcraft on wand 1: 1d20 + 8 ⇒ (12) + 8 = 20 -- This is the wand of flaming sphere, but he also learns the command word and that it has 15 charges remaining.
Urza Spellcraft on wand 2: 1d20 + 8 ⇒ (8) + 8 = 16 -- fail
Urza Spellcraft on dagger: 1d20 + 8 ⇒ (18) + 8 = 26 -- +1 dagger
Urza Spellcraft on ring: 1d20 + 8 ⇒ (14) + 8 = 22 -- ring of protection +1

Mahjik's extra attack does indeed take the serpentfolk by surprise, landing solidly. The serpentfolk hisses in pain as he bends aside from Makoa's attacks. Makoa's claw comes close to him, but does quite get him.


Tar'kanas ignores the pain of the lightning bolt and keeps firing arrows. The first flies straight into the wizard's chest. The second just misses, but it doesn't matter. The serpentfolk slumps backwards, almost colliding with Makoa as he falls and lies still, precariously close to the edge, his body still blurred by the spell effect.


Urza was holding off on his action before, so I'm going to have him delay for now.

Lorenz Will with compulsion bonus: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 -- fail
So, so close (DC 21). On the plus side, the spell's duration is about to run out on the serpentfolk's turn anyway.

Pezock continues laughing, but Lorenz suddenly stumbles forward a bit and shakes his head to regain his senses.

Serpentfolk concentration check to cast defensively: 1d20 + 12 ⇒ (10) + 12 = 22 -- success

The serpentfolk wizard glances to each side, trying desperately to keep track of both Makoa and Mahjik. Then carefully guarding his movements, he quickly casts a spell, sending a flash of electricity shooting north along the ledge.

Mahjik Reflex: 1d20 + 7 ⇒ (12) + 7 = 19 -- pass
Tar’kanas Reflex: 1d20 + 8 ⇒ (8) + 8 = 16 -- fail
Lorenz Reflex: 1d20 + 4 ⇒ (20) + 4 = 24 -- pass
Damage: 6d6 ⇒ (6, 4, 4, 6, 4, 4) = 28
Tar'kanas takes full damage, Lorenz takes half, and Mahjik takes none (due to evasion).

Mahjik deftly twists to the side as the electricity crackles past his shoulder. Not expecting the sudden attack, Tar'kanas is taken unaware and the bolt crackles straight through him. Lorenz tries to get out of the way, but isn't quite quick enough and the electricity zaps across his arm.

Next Up: Mahjik, Makoa, Douena (subject to delayed action), Untari (subject to delayed action), Tar'kanas, Urza (subject to delayed action), Lorenz, Pezock (laughing), Serpentfolk.


"What?" the serpentfolk gasps in response to Douena's question, while trying to keep his eyes on both Makoa and Mahjik. "Who?"


Message (Douena and party members downstairs)
Comprehend Languages (Douena)
Mage armour (Urza)
Blur (serpentfolk) -- 20% miss chance
Spider Climb (serpentfolk)
Barkskin (Mahjik and Pezock)
Protection from Evil (Urza)
Gravity Bow (Tar'kanas)
Hold Person (Lorenz)
Hideous Laughter (Pezock)

Tar'kanas fires more arrows, but they fly over the serpentfolk's head, past Makoa and over the side of the ziggurat.

Next Up: Urza, Lorenz (held), Pezock (laughing), Serpentfolk, Mahjik, Makoa, Douena, Untari (subject to delayed action), Tar'kanas.


Although Mahjik is unable to get another blow in on the wizard this time round, he does distract the serpentfolk just long enough for Makoa to sink his teeth in. The serpentfolk cries out in pain as Makoa tears a chunk out of his arm. (The critical did not confirm, but he still did some nice damage.) The serpentfolk's blurred image, however, means that Makoa's claw comes just short of causing similar damage.

The serpentfolk is now bearing several wounds and is starting to look tired and desperate.

Next Up: Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk, Mahjik, Makoa.


Ouch, those were some nice hit rolls, including a critical threat.

Next Up: Makoa, Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk, Mahjik.

Douena Trestleben wrote:
If it's a full-round action to unbar the door, she'll just do that.

A move action is sufficient.

The bar on the door slips away easily, and Douena opens the door and announces her presence.


Message (Douena and party members downstairs)
Comprehend Languages (Douena)
Mage armour (Urza)
Blur (serpentfolk) -- 20% miss chance
Spider Climb (serpentfolk)
Barkskin (Mahjik and Pezock)
Protection from Evil (Urza)
Gravity Bow (Tar'kanas)
Hold Person (Lorenz)
Hideous Laughter (Pezock)
Stun (serpentfolk) -- will end at the beginning of Mahjik's turn this round

Tar'kanas fires off a couple more arrows. The first looks like it's flying true, but it turns out the blurred effect has made Tar'kanas slightly misjudge the serpentfolk's position. He compensates on the second arrow though, and it finds its mark. The serpentfolk, still reeling from Mahjik's last attack, grunts in pain, blood dripping from the new wound.

Urza moves up behind the laughing Pezock and waits there for now.

Lorenz Will with compulsion bonus: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 -- fail

Lorenz remains frozen in place while Pezock continues laughing. The serpentfolk continues to reel from Mahjik's attack, but manages to pull himself out of it, just in time to face another attack from the monk.

Next Up: Mahjik, Makoa, Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk.

Map Updated

I'll go ahead and post Makoa's actions.

Makoa bite at serpentfolk, Rage, Power Atttack, flanking: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12 20% Miss Chance: 1d100 ⇒ 8 -- miss

With a snarl, Makoa bites down at the serpentfolk, but he the blurring effect results in him biting empty air.

Next Up: Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk, Mahjik, Makoa.


Mahjik the Flink wrote:
Was Tar'kanas 15 not enough against a stunned opponent? Damn son, that's a badass lizard!

The stun brings his AC down considerably, but not quite to 15. He's got a number of other bonuses to AC, including natural armour and deflection. You're right that your 13 thus also misses.

The serpentfolk is just regaining his senses when Mahjik hits him again, once again leaving him stunned and unable to react.

Next Up: Makoa, Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk, Mahjik.


Douena hops down to the room below and makes her way carefully over to the door. She doesn't notice any traps and nothing jumps out to attack her; however, she does catch a bit more view of next room over, the same one that she previously saw from the north side. She can see a bit more of the grid in the centre of the room, and it's also clear that the room the grid is in is also circular.


Message (Douena and party members downstairs)
Comprehend Languages (Douena)
Mage armour (Urza)
Blur (serpentfolk) -- 20% miss chance
Spider Climb (serpentfolk)
Barkskin (Mahjik and Pezock)
Protection from Evil (Urza)
Gravity Bow (Tar'kanas)
Hold Person (Lorenz)
Hideous Laughter (Pezock)
Stun (serpentfolk) -- will end at the beginning of Mahjik's turn this round

Deprived of a target, Untari waits.

Tar'kanas fires off several more arrows, but each one flies over the head of the serpentfolk and down into the courtyard below. Tar'kanas is having terrible luck with dice. :(

Urza looks around for alternative places to help his friends from. He eliminates up quickly, as most of the ceiling has collapsed and what remains of the walls and roof of the upper building do not look safe. Moving out onto the ledge, he can confirm that most of the west side has collapsed and what little remains is not easily reachable. Apart from the two staircases, there is no other way down from the top tier (other than jumping or climbing). Since you weren't very precise about where he was checking, I had him use a double move to get a look around the whole tier and he's ended up on the southern ledge.

Lorenz Will with compulsion bonus: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 -- fail
Lorenz is having terrible luck with saving throws.

Lorenz remains frozen, while Pezock continues to laugh uncontrollably.

The serpentfolk regains his senses just as Mahjik is about to act.

Next Up: Mahjik, Makoa, Douena, Untari (subject to delayed action), Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk.

Map Updated

Makoa successfully negates the falling damage. (A deliberate jump turns the first 10 ft into nonlethal damage. A DC 15 Acrobatics check negates the first 10 ft and turns the 2nd 10 ft into nonlethal, but there's no second 10 ft in this case.)

You forgot the miss chance, though. :)

Makoa 20% miss chance: 1d100 ⇒ 74 -- hit

Makoa rushes forward and leaps off the edge, landing beside the serpentfolk, opposite Mahjik. He lashes out with his bite. The serpentfolk, in his stunned state, is unable to dodge aside and so Makoa's teeth sink in deeply.

Next Up: Douena, Untari, Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk (stunned), Mahjik, Makoa.

Map Updated

Makoa Wolf'sKin wrote:
Is there anyway to get up to the Serpentfolk and join the fight? The map is confusing.

The serpentfolk has gone back down again (he used his spider climb spell that he cast earlier to go down the side of the ziggurat). There are are a few ways you can follow. You can retrace your steps and go back down the north stairs. You can jump off the side like Mahjik did (it's only 10 feet so at worst you'd take 1d6 nonlethal damage). Or you can go down the south stairs into the room below, but you'd have to remove the bar on the door downstairs first. Luckily, you'd be on the correct side to do that, though it would slow you down a bit (an extra move action to remove the bar).

The map is confusing, I know, but people seem to be having a lot more trouble with it than I was expecting. I'll see if I can describe things a bit better...

First off, I realize I've been using the word ziggurat, and perhaps people aren't quite familiar with what a ziggurat is. "Step pyramid" is another term sometimes used. Each level of the pyramid is essentially a big, block-shaped building that is placed on top of the one below. Each level is smaller than the one below, so there is a ledge that goes around each building above the first (essentially the roof of the building below).

The map we're using currently shows the second and third levels (second level at the bottom, third level at the top of the screen). I've added extra tokens for people on the ledge of the second level on the map of the third level to show relative positions. I did this because I thought it would reduce confusion--if it's not, please let me know and I'll remove them.

The most confusing thing with the map is that it tries to use perspective to give a 3D feel, but gets that perspective wrong in several places. Add to that the fact that trying to convey a 3-dimensional battle on a 2-dimensional surface is confusing enough to begin with and you've got a recipe for lots of confusion. :)

I hope that helps!

Mahjik the Flink wrote:
Is it possible to dropkick him from where Mahjik is standing?

If you're just referring to jumping on top of him and kicking him as you land, then sure, that's possible. If you're referring to a specific special ability that I've forgotten about, then I don't really know, but probably. :)

You forgot the miss chance again, though. :)

Mahjik 20% miss chance: 1d100 ⇒ 86 -- hit

Serpentfolk Fortitude: 1d20 + 7 ⇒ (4) + 7 = 11 -- fail

Mahjik leaps off the edge of the tier, hurtling towards the serpentfolk. At the last moment, he lashes out with his foot, catching the serpentfolk across the neck, knocking him aside and winding him. The serpentfolk is stunned until the beginning of Mahjik's next turn.

Next Up: Makoa, Douena, Untari, Tar'kanas, Urza, Lorenz (held), Pezock (laughing), Serpentfolk (stunned), Mahjik.

Map Updated

Douena Trestleben wrote:
Jump down and pummel him, Mahjik! How far down is it, Navior? 10 feet-ish?

Yep, about that. Mahjik will have no problem jumping down.

Lorenz Will with compulsion bonus: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 -- fail

Lorenz remains frozen in place.

Pezock Will: 1d20 + 2 ⇒ (3) + 2 = 5 -- fail

Pezock continues to flail about laughing. He will continue laughing for the full duration of the spell.

The serpent folk hisses as Untari bounds in front of him. He moves back a short distance and then goes over the edge, climbing down to the tier below. Withdraw.

Next Up: Makoa, Douena, Untari, Tar'kanas, Urza, Mahjik (subject to delayed action), Lorenz (held), Pezock (laughing), Serpentfolk.

Map Updated

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Joana wrote:
Mahjik the Flink wrote:
We need to have a bit of better coordination here, it's no good if we use a full action on somebody just to get to an enemy - and then block opportunities for somebody that is in "striking distance".
If you want to explain that to Untari in character, I'd love to see the conversation. ;)

Maybe it would go something like this? :)

Seriously though, I think this is a case of Tar'kanas/Javell not realizing that Untari could get to the serpentfolk so quickly. I was surprised, myself, until I counted out the squares for her movement. I did consider giving Tar'kanas the option of holding her back a bit, but unfortunately, Untari was out of Tar'kanas's sight for most of the movement, so he really wouldn't have had the opportunity. Overall, I think it's less a matter of a lack of coordination than it is general battle chaos getting in the way.

Mahjik the Flink wrote:
Note: a readied action may be accompanied by a 5ft step as part of the readied action; in case the guy tries to make a little room for himself.

Only if you haven't already taken a 5-ft step or moved any distance. Limit one 5-ft step per round. Your description sounds like you're taking a 5-ft step before readying ("closes the gap between himself and the caster"), though I will concede you didn't specify a 5-ft step.

That said, I've just discovered that Untari (speed 50) can make it all the way up the stairs, right up to the serpentfolk in her specified double move and block Mahjik before his turn, so you're going to have to reconsider your action anyway. :)

At Tar'kanas's directions, Untari bounds up the stairs. Her keen senses quickly locate the serpentfolk and she hurtles across the upper building to bear down on the enemy, coming between the serpentfolk and Mahjik as she does so.

Meanwhile, Tar'kanas unleashes more arrows at the serpentfolk, but they all fail to find anything solid amidst the serpentfolk's blur.

Urza sends three more glowing bolts shooting at the serpentfolk, but this time, they all blink out suddenly just as they're about to make contact (caster level check failed).

Next Up: Mahjik, Lorenz (held), Pezock (laughing), Serpentfolk, Makoa, Douena, Untari, Tar'kanas, Urza.

Map Updated

Douena Trestleben wrote:
Double-move to that square behind the wall just south of the puddle, 2 squares down and 2 to the left of where she starts. (Seriously, is there no show-coordinates option in Roll20?) Stealth 1d20+16

Coordinates are only available if you use a hex grid (if they can make one for a hex grid, I have no idea why they can't make one for a square grid). However, with the next battle, I think I'll go ahead and manually draw coordinates in.

Douena Trestleben wrote:
The stairs south of Urza: those go down, correct?


Makoa moves in and tosses a javelin at the serpentfolk. Unfortunately, it flies too far to the side and clatters uselessly on the floor. Douena follows him in to the building and takes up a position behind one of the remaining walls.


Message (Douena and party members downstairs)
Comprehend Languages (Douena)
Mage armour (Urza)
Blur (serpentfolk) -- 20% miss chance
Spider Climb (serpentfolk)
Barkskin (Mahjik and Pezock)
Protection from Evil (Urza)
Gravity Bow (Tar'kanas)
Hold Person (Lorenz)
Hideous Laughter (Pezock)

Next Up: Untari, Tar'kanas, Urza, Mahjik, Pezock (laughing), Lorenz (held), Serpentfolk, Makoa, Douena.

Map Updated

Mahjik the Flink wrote:
I don't see Mahjik's position changed from before on the map - so I'm not sure if the serpent is in 5ft step range or not. He'll engage with flurry or just attack "1" either way.

He moved 5 ft forward at the beginning of his turn last time (since I messed up the charau-ka's previous turn meaning he needed a 5-ft step to attack the second one). The map ends up kind of looking the same since one of the dead charau-ka is obscured by his token being on top of it (he moved to stand over it). He is now 5 ft from the serpentfolk, so can take a 5-ft step and full attack. You forgot the miss chance rolls though, since blur is still active. However, the first attack is a miss anyway, so the miss chance is irrelevant. For the second though...

Mahjik 20% miss chance: 1d100 ⇒ 15 -- miss

Mahjik's attacks don't go as planned. He steps up closer, but the serpentfolk turns out harder to hit than he expected. The serpentfolk moves fast and there seem to be other unseen barriers in the way.

Lorenz Will with compulsion bonus Roll 1: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 -- fail
Lorenz Will with compulsion bonus Roll 2: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 -- fail

Lorenz remains unmoving.

Pezock hurries across the inside of the upper building to the opening on the south side. He goes through it onto the ledge and momentarily out of sight, only to reappear at the southeast corner of the tier with a triumphant cry of "Ha! We have you now!" Double move.

"Fool," the serpentfolk hisses in response. He steps away from Mahjik and closer to Pezock (5-ft step), then casts another spell.

Pezock Will: 1d20 + 2 ⇒ (11) + 2 = 13 -- fail

Pezock laughs in response. "Your magic--" His attempt to speak, however, is interrupted by more laughter. He continues to laugh hysterically, doubling over and falling prone, apparently unable to stop laughing.

Next Up: Douena, Makoa, Untari (subject to delayed action), Tar'kanas, Urza, Mahjik, Pezock (laughing), Lorenz (held), Serpentfolk.

Map Updated

Dragonborn3 wrote:

Re: Mirror Imaged Serpentfolk

Magic Missile only hits the real one anyway.

Ah yes, true. Turns out to have been irrelevant anyway. :)

Tar'kanas fires off another pair of arrows. The first flies right into the blurred forms, causing another one to wink out of existence. The second one does the same, leaving only one serpentfolk--presumably the real one--remaining. The first arrow hit, but got an image. The second arrow missed, but missed within 5, so got an image. No further real/image rolls are need (though 20% miss chance remains).

With no images left, Urza can just send all three missiles against the remaining real one. His caster level check passes.

Urza sends three bolts of energy flying through the air between him and the serpentfolk. The bolts fly unerringly through the blurred imaged to hit the serpentfolk, who hisses in both surprise and anger.

Next Up: Mahjik, Lorenz (held), Pezock, Serpentfolk, Douena, Makoa, Untari (subject to delayed action), Tar'kanas, Urza.


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