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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. 4,799 posts (7,124 including aliases). 111 reviews. No lists. 1 wishlist. 34 aliases.


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Urza Sha'rahad wrote:
"Urza goes up the stairs."

I think the stress has finally gotten to Urza. He is now talking about himself in the third person. :)

I take it you meant that, not as speech, but rather as a statement of Urza's actions?

Of course, if you did mean it as speech, I could have so much fun with Pezock's reaction. ;)


You're currently on the top of the bottom tier of the ziggurat at the northeast corner, so there's no roof overhead. There are indeed stairs going up just west of Urza. The "corridor" leading west from Makoa is a ledge, so no wall on the north side (thus you can look over the edge at what's below). The triangle corridor is also a ledge (although its triangular shape makes no sense; it really should be just a straight "corridor" shape). Finally the south is another ledge with no south wall. The stairs are what you would see if you look over the ledge (it looks down at the main entranceway that you arrived by).

Hope that clears things up a bit. I know the map is confusing.


Douena Trestleben wrote:
Assume we can take 20 to set the grapple and at least take 10 to climb up?

Yes. In fact, I'm pretty sure there are people in the party who could manage the grapple by just taking 10.

Douena Trestleben wrote:

While Lorenz is arranging the climbing rope, Douena dashes back through the door to camp to set up communications.

She casts recharge innate magic, then uses her message SLA. As long as there's six or fewer staying behind, she can keep a line open to each of them for an hour.

"I'll let you know what we find," she promises. "And you tell us if the monkey-men come after us or any other trouble shows up."

"Don't worry," Sasha says. "We'll be sure to let you know."

Back in the courtyard, Lorenz secures the rope to the grappling hook. Then, taking a moment to judge the aim carefully, he tosses it so that it flies right over the lower portion of the stair and hangs down the other side. He then grabs the hanging hook and hooks it round the rope on the other side, so that the rope has made a complete loop around the stairs and is very secure. "Up we go!" he says. He climbs up the rope first.

Once everyone is on the stairs, Lorenz reaches down, unhooks the grapple and pulls the rope up.

Now on the stairs, you get a clear view of where the stairs lead. Unfortunately, downwards leads to a pile of rubble where the stairs, walls, and ceiling have completely collapsed. Luckily, the other way is not similarly blocked.

The stairs arc up onto the open ledge of the next level of the ziggurat. From here, you can see a door in the side of the building on this level, as well as more stairs leading up to the next level. Further down, you can see that a portion of the northwest corner of the building has collapsed (not visible on the map, but your characters can see it).

Map of Lower Level Updated

Map of Second Level
Ignore the bizarre field of grey around the stairs you just came up. It seems to indicate a roof over the courtyard (and a hole where the pillar is supposed to be), which isn't the case. The diagonal ledge also doesn't fit with the map of the lower level. Alas, there are a number of discrepancies between the levels on these maps.
Some of what can be seen on the north and south ends of the map are in fact the portions of the lower level that you can see when you look over the ledge (the pillars to the north and the main entrance stairs to the south). They are not actually on this level.


Tar'kanas wrote:
To be honest, she can make that jump. But she needs to roll a 17. Because a 9' high jump is a 36 DC.

There's no penalty for failure in this particular case, so she could just keep trying until she succeeds (i.e. take 20).


I originally wrote a longer post for Lorenz, responding to Douena's suggestion of using the stairs. When I previewed it, I saw that Tar'kanas had responded, so I edited the post to take that into account. Then when I previewed it again, Douena had already responded and so I had to edit again, removing most of what was originally in it, since he was initially questioning how you'd get Untari up to the stairs. :)


Douena Trestleben wrote:
Is the northern end or the southern end of the staircase higher? Can we access the stairway from the courtyard, or does it just pass through?

The northern end is the higher end. It just passes over the courtyard, though by the time it exits to the south, it's only about 9 feet above the ground. A rope with a grappling hook, flight, or various other methods to get you off the ground can let you access the stairs from here, but the staircase doesn't actually connect to courtyard.


Tar'kanas sends two simultaneous arrows, which tear through the centre of the plant. Its tendrils then fall limp and the stalks it uses as legs fall out from under it. It falls to the ground with a light thud. Since the first double shot took it down, Tar'kanas wouldn't need to make the next shot, saving him an arrow.

Although the plant is down, the spore cloud will remain for 1 more round, meaning those in the cloud (only Pezock and Makoa now) must still make one more saving throw.

Makoa Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13 -- fail
Makoa hallucination effect: 1d6 ⇒ 5
Pezock Fortitude: 1d20 + 2 ⇒ (5) + 2 = 7 -- fail
Pezock hallucination effect: 1d6 ⇒ 6

Everything around Makoa suddenly seems to grow, getting larger and larger. Then he realizes that it's actually him who's getting smaller. He shrinks down to minuscule size. Realizing that he might get stepped on, he decides the best thing to do is stay absolutely still so that the giants won't notice him. To everyone else, Makoa just freezes, not actually changing size. He will do nothing for 1 round.

Pezock suddenly cries out, "I'm melting! I'm melting!" He starts frantically clutching various parts of his body as if trying to keep them in place. After about 6 seconds or so, he regains his composure.

COMBAT OVER


With a duck and a dodge to the side, Makoa slips past the plants tentacles to take up a position opposite Pezock (successfully avoiding an AoO).

Pezock immediately swings his sabre, cutting deeply into the plant's thick leaves, and removing the tops of several of them. Makoa then sinks his teeth into the leaves at the other side, shredding several of them. The plant now looks a mess, but is still active.

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

Map Updated


Douena Trestleben wrote:
Create water in Mahjik's square. I have no idea how a brief, heavy rainstorm may or may not interact with a spore cloud. :)

The rules don't say either. :) However, I think it's reasonable to say that the water washes away the spores in Mahjik's square.

A waterfall momentarily materializes over top of Mahjik, dumping gallons of water on him and washing away the spores in the immediate area. For a second or so afterwards, he continues to choke--although he might now be choking on water instead. Mahjik will recover his senses on the plant's turn.

Taking a deep breath and holding it, Lorenz rushes into the room and through the cloud of spores, coming out of the cloud just north of the doors. He then aims an arrow at the plant and fires.

Lorenz longbow at plant, Point Blank Shot: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 -- hit
Damage: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9

The arrow arcs gracefully under the staircase and straight into one of the thick leaves of the plant.

"Ha! Your spores have no effect on me!" Pezock declares triumphantly, splashing through some of the water on the ground as he moves under the staircase and up to the plant. "You!" he yells to Makoa. "Get to the other side of it!" He prepares to strike.

Pezock ready action to attack when Makoa moves into a flanking position:
Pezock sawtooth sabre at plant, flanking: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 -- hit
Damage: 1d8 + 2 + 3d6 ⇒ (3) + 2 + (6, 6, 3) = 20

Next Up: Makoa, Tar'kanas, Plant, Untari (subject to delayed action), Urza, Mahjik, Douena, Lorenz, Pezock (subject to readied action).
Note: If he follows Pezock's request, Makoa will attract an attack of opportunity.

Map Updated


Untari holds back.

ROUND 2

CURRENT EFFECTS:
Spore cloud
Hallucinations (Mahjik, Urza) -- current hallucinations end on the plant's turn this round, but those still in the area of the spore cloud must make new saving throws

Urza tosses his wand away and then hurries out of the courtyard. Mahjik continues to clutch at his throat.

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

Map Updated


Tar'kanas wrote:

Tar'kanas will move into the room, finding himself a clearer shot.

Gonna move instead of attack.

Move diagonally 2 squares. Which puts me 2 squares directly above Pezock.

You can't actually change a readied action. It has to be what you previously stated, which was:

Tar'kanas wrote:
he readies to fire as soon as the situation turns.

I'll go ahead and roll for you.

Tar'kanas bow at plant creature: 1d20 + 9 ⇒ (3) + 9 = 12 -- miss

Both Makoa and Tar'kanas spring into quick action, one throwing an axe and the other shooting an arrow. Unfortunately, both attacks go just a little too far to the south, allowing the plant to easily shuffle aside.

The plant's shaking and fluttering becomes more pronounced and suddenly there is a small explosion of spores, sending the spores out in a cloud that covers much of the courtyard and covering Mahjik, Makoa, Pezock, and Urza.

Mahjik Fortitude: 1d20 + 6 ⇒ (3) + 6 = 9 -- fail
Mahjik Hallucination effect: 1d6 ⇒ 4
Makoa Fortitude: 1d20 + 9 ⇒ (14) + 9 = 23 -- pass
Urza Fortitude: 1d20 + 5 ⇒ (8) + 5 = 13 -- fail
Urza Hallucination effect: 1d6 ⇒ 3
Pezock Fortitude: 1d20 + 2 ⇒ (15) + 2 = 17 -- pass

Mahjik suddenly feels as if he's suffocating and he begins clutching at his throat. Mahjik can only remain in place and do nothing for 1 round.

Urza sees an item on his person (Urza's choice) suddenly turn into a vicious viper. Urza's next action must be to remove the item and toss it on the ground, then move away from it if he has a move action left.

The hallucination effects last for 1 round; however, each round anyone remains in the cloud of spores (on the plant's turn), they must make another Fortitude save and a failed save means another hallucination. The cloud will remain for 1d4 ⇒ 2 rounds. The spores are mostly transparent and so do not effect your ability to see the plant creature.

Next Up: Untari, Urza, Mahjik, Douena, Lorenz, Pezock, Makoa, Tar'kanas, Plant.

Map Updated
The grey line indicates the area of the cloud of spores.


Joana wrote:
EDIT: Hm, apparently Shensen is in Shackled City as well? I have the hardcover. Off to see how annoying she is.

Wait, huh? Shackled City isn't set in Golarion. How come Shensen gets to be in two campaign settings?

(Edit: Yes, I know it's because James Jacob decided to put her in both. Still seems... I don't know...)


Ah, Shensen. Okay, definitely looks like this AP brings back the Jacobs pet PC syndrome.

Crimson Throne remains one of my favourite APs, although the first adventure is one of the weaker segments. The second and third adventures are where it really shines and the final adventure is really good too--at least, based on memories of reading them years ago. My own attempt to run the AP died in the second adventure when my group fell apart, so I've never actually run the later ones. I've never played in them either.

I did run Council of Thieves all the way through. It's a good path, and it has the advantage of being one of the quicker ones too. Although it's the same number of instalments and pages as the others, the adventures somehow take a lot less time to run.


Joana wrote:
Player's Guide for Hell's Rebels is up! I love me an urban campaign. Wish we could have one not starring one of James Jacobs's pet PCs, though.

Crimson Throne and Council of Thieves are actually pretty free of such characters. Do we know for sure there will be one in Hell's Rebels (I haven't been able to pay much attention to what has been revealed about it)? The last couple APs have also been pretty free of such characters, too.


Tar'kanas wrote:

Tar'kanas looks back to the creature, taking no action as he allows the gnome to play out her conversation. Never the less, he readies to fire as soon as the situation turns.

Delay. Or talk. Whatever kind of action that is.

Talking is a free action. Based on your descriptive text, it sounds like you want the ready action, not delay. I'll assume ready action.

The creature's leaves and tendril begin to shake and flutter violently, almost like it's confirming Tar'kanas's words that it has no desire to be anyone's friend. Spores begin to spew rapidly out from it, spreading into the surrounding air.

This activates Makoa's and Tar'kanas's readied actions.

Next Up: Makoa and Tar'kanas readied attacks, remainder of plant's turn.

Let's try and remember to include a readied attack in a spoiler in future, as that really helps keep things moving.


I totally forgot to have Lorenz move first so that he can actually see the plant before readying his action. Oh well. I guess he's just waiting for now. :)

"It certainly doesn't look much like her," Pezock says as he draws his sabre. He stands in wait. Ready action to take a 5-ft step and attack if the plant makes an aggressive move.

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

Map Updated


Urza readies his crossbow and Mahjik moves over and around to the opposite side of the broken pillar. While they do that, Douena calls out to the plant creature.

Meanwhile, Lorenz nocks an arrow and prepares to fire if it makes an aggressive move.

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

Map Updated


Next Up: Mahjik, Douena, Lorenz, Makoa, Pezock, Tar'kanas, Plant, Untari, Urza.


Heh, I think I will. As for why you'd want to complain about it... I'd say probably because of the way Clara is gazing so lovingly at the Doctor instead of paying attention to what's going on around her. The Doctor's running frantically away from the explosion and she looks like she's just going jogging with her boyfriend.

I'd also throw in the complaint that it's another terrible photoshop job like most of the promo picks of the last several years. I don't know why they don't just take photographs of the Doctor and companion like they used to. Or perhaps even a still from an episode.


Joana wrote:
Navior, have you given any consideration to starting up your blog again, or is running this game as much extracurricular activity as you can keep up with right now?

I do intend to get my blog going again. In fact, I intended to have it going again a month ago. That didn't happen, obviously, but with a little luck, my first new review will be up tomorrow. After that, I hope updates will become more regular. I also promised Lorekeeper a review of his monk book.


"Don't eat the food, or the thing offering the food?" Lorenz jokes.

"I'm not afraid of aggressive plants," Pezock says and strides into the room after Mahjik.

As the rest of the you being making your way into the room, the plant creature shuffles out of hiding. Large green leaves form an inverted bell-shaped cap, making up the bulk of its body. It has four spidery stalks for legs and four long green tendrils. It rustles its leaves and tendrils, shaking spores about it.

Douena Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Mahjik Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Makoa Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Tar’kanas Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Urza Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Untari Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Lorenz Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Pezock Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Plant Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Order: Urza, Mahjik, Douena, Lorenz, Makoa, Pezock, Tar'kanas, Plant, Untari.

Knowledge (nature) DC 20:
The creature is a basdirond. It is capable of locomotion, but is unintelligent. It feeds off mineral-rich moisture--such as blood. It can emit a cloud of spores that cause hallucinations.

ROUND 1

CURRENT EFFECTS:
None.

First up: Urza

Map Updated


Joana wrote:
Great! Next battle, Makoa can just pick up Mahjik and swing him by his ankles to hit the monster with. ;)

Now, that I want to see! :)


Douena Trestleben wrote:
The NPCs are setting up camp in the first room we entered, correct: the one with paintings of warriors under the sun?

Yes, they are. I'm going to keep Lorenz with the PC group for the moment, simply because I think he would assume he's staying them, unless someone specifically tells him to stay with the camp.

Mahjik the Flink wrote:
Whichever door Douena indicated :)

So be it.

The double doors push slowly open, squishing mud beneath them. They reveal an open-air courtyard that's entirely overgrown with wild brush. From amid the dense vegetation rises a single massive stone pillar, sheared off just above the middle tier of the ziggurat. A crumbling staircase arches over the courtyard, descending from the middle tier. The stairway curves around the pillar, then continues into the brush and through a stone arch into darkness.

Douena Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Mahjik Perception: 1d20 + 13 ⇒ (20) + 13 = 33
Makoa Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Tar’kanas Perception: 1d20 + 13 ⇒ (20) + 13 = 33
Urza Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Untari Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Lorenz Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Pezock Perception: 1d20 + 11 ⇒ (4) + 11 = 15

GM Stuff:
1d20 + 1 ⇒ (14) + 1 = 15

After opening the door, Mahjik quickly notices something moving in the south side of the room under the shadow of the staircase. At first, it just seems to be plant leaves blowing in the wind. Then he realizes the plant that they're part of is moving slowly, attempting to stay hidden behind other plants (though not doing a very good job of it). It doesn't make any immediately aggressive moves.

Map Updated


Just want to make sure everyone's clear on which location is which. The door Douena is urging Mahjik to open is the middle one on the east side with water that has seeped under the doors (Sasha and Jask's tokens are currently beside the door on the map, as I haven't updated the map yet). Is this what Mahjik understands as the "main entrance"?

Map


Pezock watches as Ishirou and Jask start setting up the tents. "I hope nobody expects me to be staying at camp," he grumbles.

"Oh come on, Pezock," Sasha smirks as she passes by him. "It'll be fun! It'll be like your giant crab on the island. You'll get to scare away people who might try to sneak up on the others."

Pezock stares at her intently. "Do you see a giant crab anywhere near here?" He pauses only briefly. "No, I didn't think so." Sasha sighs and wanders over to help with the camp, chuckling all the while.

Pezock then strides over to Douena. "Come! Let us continue the search!"

Where to next?


Jask shrugs, then nods. "That's a fair point. All right then. Let's do it."

"How shall we split things up then?" Sasha asks. "Same way we used to on the island?"

"Seems appropriate," Jask replies.

Ishirou is already heading back the way you came in, pulling camping supplies from his pack as he goes.


Is this where I insert EVIL DM LAUGHTER (TM)? ;)


Yeah, splitting up the party at this moment could cause you all kinds of concerns (and me, too).

Of course, splitting up into PCs and NPCs would give me the opportunity to kill all the NPCs off in one fell swoop. ;)


Yay, battle which turned into mostly me fighting myself is over! :)

I'm going to be away for a couple days. I probably won't be able to post again until Monday. Have a good weekend everyone!


I'm going to be away for a couple of days, so I'll go ahead and post for Makoa again to move things along, possibly to completion.

Makoa axe at #3: 1d20 + 8 ⇒ (7) + 8 = 15 -- miss
Makoa bite at #3: 1d20 + 3 ⇒ (9) + 3 = 12 -- miss

Makoa tries to get at the remaining cobra, but it darts aside of each of his attacks.

With a bit more space open to him, Lorenz decides to sacrifice a bit of accuracy in hopes of getting more hits. (Realized I've been forgetting Lorenz's Point Blank Shot bonus. Sigh.)

Lorenz longbow at #3, Rapid Shot 1, Point Blank Shot: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26 -- hit
Damage: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Lorenz longbow at #3, Rapid Shot 2, Point Blank Shot: 1d20 + 11 - 2 + 1 ⇒ (18) + 11 - 2 + 1 = 28 -- hit
Damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12

He fires off two arrows in quick succession, both finding their marks. The second arrow pierces the eye of the metal snake, which topples over, twitches, then stops moving. Lorenz lets out a long breath of relief. "This is a horrible place to fight in," he says.

COMBAT OVER


Also just realized I've been forgetting to adjust Pezock's Fortitude saves for his decreased Con. Oh well, it won't actually have made any difference so far. He's at -2 now, which would adjust his latest result to 11, which is exactly the DC, so still passes.


Realized I forgot Pezock's Fortitude against the ongoing poison.
Pezock Fortitude: 1d20 + 2 ⇒ (11) + 2 = 13 -- pass

Pezock shifts over beside Douena to make space for someone else to get at the snake (5-ft step).

Pezock sawtooth sabre at #3: 1d20 + 9 ⇒ (14) + 9 = 23 -- hit
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

He swings at the snake, hitting it across the head, but not penetrating its armoured scales. No damage due to damage reduction.

Shokambe continues to wait.

ROUND 5

CURRENT EFFECTS:
None.

Untari continues to wait.

Next Up: Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou (subject to readied action), Tar'kanas (subject to delayed action), Douena (subject to delayed action), Pezock, Shokambe (subject to delayed action), Untari (subject to delayed action).

Map Updated


I'll have Makoa continue as he was before.

Makoa throwing axe at #3: 1d20 + 8 ⇒ (19) + 8 = 27 -- hit
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Makoa bite at #3: 1d20 + 3 ⇒ (17) + 3 = 20 -- miss

Makoa turns his attention to the remaining metal cobra and swings his axe down. The blade connects with the snake's side, but slides off the thick scales. No damage due to damage reduction.

Lorenz longbow at #3: 1d20 + 11 ⇒ (17) + 11 = 28 -- hit
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Lorenz takes a deep breath and tries again. This time, the arrow goes right between Pezock's and Makoa's legs and into the neck of the snake, slipping between the scales. The snake is still active, but quite damaged now.

Cobra #3 bite 1 at Makoa: 1d20 + 3 ⇒ (8) + 3 = 11
Cobra #3 bite 2 at Makoa: 1d20 + 3 ⇒ (18) + 3 = 21 -- hit
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Makoa Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16 -- pass

The snake lashes out once and then again. On the second try, it sinks its teeth into Makoa's ankle, once again depositing poison. But once again, Makoa resists.

Jask continues to wait, while Urza fires another glob of acid. This one lands just beside where Lorenz's arrow hit, causing a bit more of the scale to melt away.

Mahjik returns to the entrance to keep a better watch there. Everything there seems quiet at the moment.

Sasha waits and Ishirou remains ready to attack should an opportunity present itself. Tar'kanas waits as well.

Next Up: Douena, Pezock, Shokambe (subject to delayed action), Untari (subject to delayed action), Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou (subject to readied action), Tar'kanas (subject to delayed action).

Map Updated


Pezock sawtooth sabre at #2, flanking: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 -- hit
Damage: 1d8 + 2 + 3d6 ⇒ (6) + 2 + (2, 6, 2) = 18

Although Douena is unable to hit the cobra this time around, she is able to distract it just long enough for Pezock to bring down his sabre in a swift arc that completely smashes the metal snake. "Ha!" Pezock yells triumphantly. "Good work!" he says to Douena.

Shokambe continues delaying.

ROUND 4

CURRENT EFFECTS:
Poison (Pezock)

Untari waits.

Next Up: Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou (subject to readied action), Tar'kanas (subject to delayed action), Douena, Pezock, Shokambe (subject to delayed action).

Map Updated


Urza has better luck this time, as his target is not quite quick enough to move out of the way. A glob of acid splays across it, dissolving parts of the scales and sinking into the cracks. The snake continues to operate, however.

I'm going to keep Mahjik acting as before. Lorekeeper, if you wish to change anything, just let me know.

Mahjik remains on alert for other dangers. Sasha stands on tip-toes and tries to see what is happening, but otherwise delays.

Unable to reach any of the remaining cobras, Ishirou stands at ready. Ready action to attack if a cobra comes in reach.

Next Up: Tar'kanas (probably still delaying), Douena,, Pezock, Shokambe, Untari (subject to delayed action), Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou (subject to readied action).

Map


Unfortunately, Makoa's attempts at greater accuracy don't go so well as the snake slips away from each attack.

Lorenz moves up a bit closer, beside Ishirou, trying to get a better shot.

Lorenz longbow at #3: 1d20 + 11 ⇒ (10) + 11 = 21

Unfortunately, once again, his arrow hits the floor harmlessly.

Cobra #2 bite 1 at Pezock: 1d20 + 3 ⇒ (9) + 3 = 12 -- miss
Cobra #2 bite 2 at Pezock: 1d20 + 3 ⇒ (17) + 3 = 20 -- hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Pezock Fortitude: 1d20 + 2 ⇒ (1) + 2 = 3 -- fail
Poison damage: 1d2 ⇒ 2 Con

Cobra #3 bite 1 at Makoa: 1d20 + 3 ⇒ (18) + 3 = 21 -- hit
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Makoa Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12 -- pass
Cobra #3 bite 2 at Makoa: 1d20 + 3 ⇒ (13) + 3 = 16 -- miss

The cobras lash out again, each one managing to get a single hit on its opponent. Pezock is further weakened by the poison, but Makoa once again shrugs it off. Unfortunately, the cumulative damage of their bites is starting to show on Makoa.

Jask continues to wait.

Next Up: Urza, Mahjik, Sasha (subject to delayed action), Ishirou, Tar'kanas (subject to delayed action), Douena, Pezock, Shokambe, Untari (subject to delayed action), Makoa, Lorenz, Cobras, Jask (subject to delayed action).

Map Updated


Douena steps out of her hiding place, drawing the attention of snake #2. Immediately after she does so, Pezock steps over the downed snake to flank with her. Douena stabs with her starknife, the blade sinking just a little between the metal scales.

Yes, these can be sneak attacked. However, their damage reduction reduces her damage to just 1 point.

Pezock sawtooth sabre at cobra #2, flanking: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 -- hit, critical threat
Pezock critical confirm: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 -- not confirmed
Damage: 1d8 + 2 + 3d6 ⇒ (5) + 2 + (1, 1, 4) = 13

Pezock follows up with a stronger blow from his sabre, but still not enough to incapacitate it.

Shokambe continues to delay.

ROUND 3

CURRENT EFFECTS:
None.

Next Up: Untari (probably still delaying), Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou, Tar'kanas (subject to delayed action), Douena, Pezock, Shokambe.

Map Updated


I think it's safe to assume that Mahjik will use total defence again.

Mahjik remains on alert at the back of the group. Sasha continues to wait.

Ishirou katana at #1: 1d20 + 9 ⇒ (17) + 9 = 26 -- hit
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Ishirou attacks again, bringing his katana down squarely in the middle of nearest cobra, smashing it and nearly cutting it in half. It twitches briefly, almost like an actual living creature might, and then ceases all movement.

Next Up: Tar'kanas, Pezock, Shokambe (subject to delayed action), Untari (subject to delayed action), Douena (subject to delayed action), Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou.

Map Updated


Untari and Douena wait.

Makoa continues his attacks, swinging his axe and biting, but the snake ducks aside from each attack.

Lorenz squints and tries to fire between the increased number of people standing between him and the snakes.

Lorenz longbow at #1: 1d20 + 11 ⇒ (14) + 11 = 25 -- miss

Unfortunately, the cover and quickness of the snakes makes the shot too difficult and the arrow just hits the floor.

Cobra #1 bite 1 at Pezock: 1d20 + 3 ⇒ (3) + 3 = 6 -- miss
Cobra #1 bite 2 at Pezock: 1d20 + 3 ⇒ (2) + 3 = 5 -- miss

Cobra #2 bite 1 at Makoa: 1d20 + 3 ⇒ (15) + 3 = 18 -- hit
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Makoa Fortitude: 1d20 + 9 ⇒ (18) + 9 = 27 -- pass
Cobra #2 bite 2 at Makoa: 1d20 + 3 ⇒ (6) + 3 = 9 -- miss

Cobra #3 bite 1 at Makoa: 1d20 + 3 ⇒ (15) + 3 = 18 -- hit
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Makoa Fortitude: 1d20 + 9 ⇒ (19) + 9 = 28 -- pass
Cobra #3 bite 2 at Makoa: 1d20 + 3 ⇒ (16) + 3 = 19 -- hit
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Makoa Fortitude: 1d20 + 9 ⇒ (16) + 9 = 25 -- pass

Total Damage to Makoa: 11

Pezock Fortitude against ongoing poison: 1d20 + 2 ⇒ (10) + 2 = 12 -- pass
Pezock is free of the poison.

The cobras snap to attack. Pezock is quicker to get out of the way this time, but the two snakes ganging up on Makoa make it more difficult for him to move out of the way of their bites. Their teeth pierce his calves several times, but his robustness protects him from the poison.

Jask continues to delay.

Urza sends a glob of acid flying into the battle field, but the snake slides quickly aside and the acid splashes harmlessly on the ground.

Next Up: Mahjik, Sasha, Ishirou, Tar'kanas (subject to delayed action), Pezock, Shokambe (subject to delayed action), Untari (subject to delayed action), Douena (subject to delayed action), Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza.

Map


It occurred to me that I should point out that I haven't made any Perception checks for the snakes to notice Douena because they don't have a high enough bonus to be able to beat her check (they only have +0). :)


Taken by surprise by the speed of the snakes, Pezock has been unusually slow to act. He recovers now and places his attack.

Pezock sawtooth sabre at cobra #1: 1d20 + 9 ⇒ (20) + 9 = 29 -- hit, critical threat
Pezock critical confirm: 1d20 + 9 ⇒ (1) + 9 = 10 -- not confirmed
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Lovely natural 20 followed by natural 1.

His blade makes contact with the cobra's body, but just slides off. Pezock hisses angrily. No damage due to damage reduction.

Shokambe waits.

ROUND 2

CURRENT EFFECTS:
Poison (Pezock)

Next Up: Untari, Douena, Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou, Tar'kanas (subject to delayed action), Pezock, Shokambe (subject to delayed action).

I suspect Untari will continue delaying, so it's probably actually Douena up next.

Map


Turns out they have spell resistance.

Urza Spell Resistance Check: 1d20 + 6 ⇒ (5) + 6 = 11 -- fail

Urza's bolts fly out, but suddenly wink out of existence just before hitting their target.

Mahjik takes up a defensive stance in case something approaches from the rear.

Sasha waits. Delay.

Ishirou moves into the open space remaining beside Pezock and Makoa and attacks.

Ishirou katana at cobra #1: 1d20 + 9 ⇒ (2) + 9 = 11 -- miss

He swings down, but the snake is too quick and darts aside.

Next Up: Tar'kanas, Pezock, Shokambe, Untari (subject to delayed action), Douena, Makoa, Lorenz, Cobras, Jask (subject to delayed action), Urza, Mahjik, Sasha (subject to delayed action), Ishirou.

Map Updated


I'm going to go ahead and post Makoa's actions. They're pretty straight forward, I think.

Quick on Douena's heels, Makoa moves forward, but instead of disappearing into the rubble like Douena, Makoa stops to engage the snakes. Move to one square south of the top right corner of the room.

Makoa bite at cobra #1: 1d20 + 8 ⇒ (12) + 8 = 20 -- hit
Makoa damage: 1d4 + 8 ⇒ (3) + 8 = 11

He bites down at the cobra to his left, tearing into the metal scales and pulling bits of them apart. Overall, there is less damage than you might expect for the strength of his bite (damage reduction), but the cobra is still significantly dented.

Lorenz moves from the back to just behind Urza and tries to aim a shot into room.

Lorenz composite longbow at #1: 1d20 + 11 ⇒ (13) + 11 = 24 -- hit
Lorenz damage: 1d8 + 5 ⇒ (6) + 5 = 11

Despite the people in the way, his shot flies true and lands solidly in the body of the snake. It doesn't quite take it down, however.

Cobra #1 bite 1 at Pezock: 1d20 + 3 ⇒ (10) + 3 = 13 -- miss
Cobra #1 bite 2 at Pezock: 1d20 + 3 ⇒ (20) + 3 = 23 -- hit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Pezock Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6 -- fail
Poison damage: 1d2 ⇒ 2 Con

Cobra #2 bite at Makoa: 1d20 + 3 ⇒ (13) + 3 = 16 -- miss
Cobra #2 bite 2 at Makoa: 1d20 + 3 ⇒ (12) + 3 = 15 -- miss

Cobra #3 bite 1 at Makoa: 1d20 + 3 ⇒ (16) + 3 = 19 -- hit
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Makoa Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11 -- pass
Cobra #3 bite 2 at Makoa: 1d20 + 3 ⇒ (4) + 3 = 7 -- miss

The cobras lash out with lightning speed, each snapping twice with their sharp metal teeth at their targets. Most of the bites miss, but one bite lands on Pezock's leg, doing minor damage, but the tengu stumbles a bit, clearly weakened from the poison in their bite. Another bite gets Makoa's ankle, but Makoa resists the poison.

Jask delays.

Next Up: Urza, Mahjik, Sasha, Ishirou, Tar'kanas, Pezock, Shokambe, Untari (subject to delayed action), Douena, Makoa, Lorenz, Cobras, Jask (subject to delayed action).

Map Updated
The snakes are now numbered. The numbers are below the token (meaning they overlap with tokens below them). Unfortunately, I can't overlay the numbers the way I used to with MapTool.


Douena Trestleben wrote:
Untari wrote:
My gosh what a tin can we're in.
Yeah, this is one of those dungeon rooms where a four-person party would be cramped. We've got three four-person parties. ;P

Yeah, I suspect lots of people will be delaying in this battle. Luckily, it should be a simple one and over quickly.

Great Acrobatics roll!

Douena scurries between the awakening metal snakes fast enough that they are unable to react. Reaching the stairs, she starts down them only to find that past the curve, the stairs descend into rubble. Whatever they once led to has collapsed with age and the stairs are now impassable.

Douena still has movement left, so she can back up a bit if you'd like, though she doesn't have enough movement to get back to where she started.
Next Up: Makoa, Lorenz, Cobras, Jask, Urza, Mahjik, Sasha, Ishirou, Tar'kanas, Pezock, Shokambe, Untari (subject to delayed action), Douena.

Map Updated


Ah, yes! I'm forever forgetting the Knowledge checks. Thank you for reminding me.

Knowledge (arcana) DC 18:
These are mithral cobras, constructs that are similar to iron cobras, only faster moving. Their bite is poisonous, but since they are constructs and do not produce their poison naturally, the poison only lasts for three bites before having to be replaced manually by the cobras' creator. They can potentially hold any kind of poison.


"Then let's do it," Pezock says, drawing his sabre and moving forward. Jask backs away.

Sure enough, as soon as Pezock moves towards the stairs, metal eyelids on the cobras slide open revealing red glows beneath.

Douena Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Mahjik Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Makoa Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Tar’kanas Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Urza Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Untari Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Ishirou Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Jask Initiative: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Lorenz Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Pezock Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Sasha Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Shokambe Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Cobras Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Order: Untari, Douena, Makoa, Lorenz, Cobras, Jask, Urza, Mahjik, Sasha, Ishirou, Tar'kanas, Pezock, Shokambe.

First Up: Untari

Map Updated


Thank you for the kind words! I do my best.

I've always felt it important that NPCs be fully believable characters, especially if they're tagging along with the party, and that means they should interact and become involved in what's happening. After all, from the point of view of the characters, they don't know who's a PC and who's an NPC. Of course, on a meta-level, there's then a delicate balancing act to make sure the PCs remain the stars of the show and that the NPCs never overshadow the PCs. It's a balancing act that I really enjoy, and it's always good to hear that I'm getting it right!

Now this group has a very large number of NPCs tagging along, which makes it very difficult. As much as I enjoy tag-along NPCs, I'm looking forward to being able to reduce the number somewhat. :)


Douena Trestleben wrote:

Unless anyone objects, she checks the door for traps and to see if it is unlocked.

Unless otherwise specified, assume she's taking 10 on Perception for a total of 23. Also, I've lost track if she's already done this today, but I assume there's enough rubble around for her to pick up a few small stones for purposes of casting light on when needed?

There's loads of rubble for a light spell.

Douena finds no signs of traps on the door, which is also unlocked. Opening it reveals a room with a high, arched ceiling embedded with crystals to represent a starry sky. Friezes along the walls show people of noble bearing travelling through a variety of landscapes and terrains. The hall ends at a curved flight of descending stairs.

On the floor in front of the stairs are three metal statues of cobras. The bodies are made of overlapping metallic plates, suggesting that the poses of the snakes are adjustable.

Map Updated


Douena Trestleben wrote:
How about sounds? Can we hear the buzzing, or any other sounds from any particular direction? Take 10 for 23

Through the doors to the west, Douena can hear a very slight rustling, like wind through leaves. No sounds come from the north or east.


Hey folks,

I'm going to be away for a few days and won't have internet access. I'll be back on Sunday. Take care!

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