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Gremlin, Pugwampi

Sheik Voodoo's page

3,073 posts. Alias of voodoo chili.


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Keep up with your hp. I believe Kzrira is at 39 now. Again I'd rather have a static status in each combat post. AC and hp at minimum. special statuses like invisible or blessed are good, too.

Amir is brought up short as the Archon is brutally destroyed in a flash. He swerves on the flying carpet and moves to cover Kzrira. Still unseen, Karethas grips a pearl and recalls his spell. Kzrira fires from griffon back landing three shots, she thinks. Varkata sends the holy rapier forth again as a solar system of little glowing orbs and a silvery fop appear to yield a little light on the black mass atop the tower. The trio of lights send rays at the great creature raking it with light. Then the spirit ally hacks at Rovagug's champion as well.

The Retriever slashes around it with immense barbed legs hard as steel, but forged of fallen souls. However, it cannot hurt the fop. It sends another beam at the archer. Amir swoops in to distract it. Amir: 1d20 + 13 ⇒ (15) + 13 = 28 (+2 to Kzrira's touch AC = 20, yes?) The red beam strikes true unfortunately. Kzrira-46 fire, ref DC 19 for half

Round 9
Amir
Karethas
Kzrira
Varkata
R10
Kelmarane forces


yeah, you are a little tougher than the archon, but best keep your distance. I'm thinking Amir could use a repeating crossbow and ring of invisibility. Ye old rogue aint keeping up with the spell and arrow slinging air cavalry sadly.


Karethas ibn Faradin wrote:
Voodoo, does the term Retriever give me any more info?

nothing new. you already know most things with the Archon's advice: No DR, Fast heal, don't get close, eye beams, tough.

Kzrira-Eye Beams are a ranged TOUCH attack


Kzrira catches the gist of Amir's gesture and in a moment is mounted on a powerful bronze griffon which takes wing as Amir drops away toward the monstrous many-legged construct upon the tower. Varkata's rapier dives into the mass of legs and eyes wounding it as she starts a conjuration.

Karethas finishes his conjuration and a familiar sacred ally appears on the tower as well. archon: 3d20 ⇒ (19, 1, 9) = 29;sword: 2d6 + 3 ⇒ (3, 2) + 3 = 8 It is hard to see what is happening exactly, but it seems like the Archon struck the creature.

"It is a Retriever from the Abyss! A deadly weapon!" the hound-headed celestial calls out. "It can be hurt by mortal weapons, but mends itself quickly. Hit it hard, hold nothing back and you may have a chance!" Then the Archon disappears with a flash as an array of legs as long and sharp as the great sword the Hound Archon was wielding hack him to shreds.

A bluish beam comes cutting through the dark night again and this time actually hits Kzrira. She is gripped by intense cold. Kzrira-45 cold, ref DC 19 for half

Round 8
Amir
Karethas
Kzrira
Varkata
R9
Kelmarane forces


Karethas ibn Faradin wrote:
I was going to do the hound archon, but could he fit on the tower with the creature?

Yeah, the tower is onion domed, but 50 feet in diameter. It is steep though so maybe a DC 12 acrobatics or slip and slide 10 feet toward the edge each time hit. Someone could maybe hit him with a fly as well.


Varkata Steeleye wrote:
We both do on our turns.

meaning he began the spell on round 6 and the ally should appear now on round 7. Varkata's ally will appear next round, round 8. I haven't had Karethas' action for round 7. I assume he's summoning the Hound Archon again.


Varkata Steeleye wrote:
You did mention that. That's our bad for forgetting

things did drag out a bit for a while there which makes it hard to remember. Glad the game is moving again. I believe Karethas completes his summoning spell this round so his action up.


Amir-Kzrira does have her own flying mount so kick her off or bring her along. The more targets, the better. Share the pain. ; ) Also, you might want to wait so you have some summoned reinforcements to flank off. BTW you would have totally taken down that last janni with your crit back stab by yourself is everyone hadn't piled on the crits a couple rounds back.


Sheik Voodoo wrote:

"There once was a Kelmerane crew,

Yet again called to the rescue
of the town from an army of gnolls and Jann,
Iron monks and Rovagug Spawn.
All just a preamble to a final fiery Doom."

I did mention Rovagug spawn... Funny how prophecy is much clearer in hindsight. the limerick is just as awful though.


Karethas shouts out some limited information. Amir directs the carpet while Kzrira continues firing at the massive shape dimly lit by the lit arrow. Her first shot seems to hit, but then it moves beyond the lit arrow and her other shots are lost in the darkness. Varkata sends another wave of fortifying energy and sends the divine rapier after the Thing. The shape clambers up the great brass tower and sends another beam of energy at the archer. There is a crackle of electricity as the bolt flies wide once again. dice are coooold.

Round 7
Amir
Karethas
Kzrira
Varkata
R8
Kelmarane forces


The creature is spawned from the Abyss, a tool constructed from the essence of the damned to serve the Demon Lords or in this case, Karethas suspects turned loose upon the mortal planes to wreak havoc for the servants of the Rough Beast. The wizard knows little else other than they are implacable pursuers of the damned or whatever else they are sent to retrieve.

and that's about all you know.


Know planes to ID the Thing.


Karethas swoops down unseen and the world slows down slightly as the wizard grants magical speed. Kzrira's bright arrow arches high and then falls into the shadows casting a faint light into the darkness. What is revealed is horrible. It's bulk fills the street like an elephant, but it is far worse. It is something like a spider, with at least eight long segmented legs and a fat round body. Only there are more eyes and jaws than a spider ought to have. Varkata releases a healing burst and then a grayish beam from one of the many eyes follows the source of the arrow... and totally misses the archer.

Round 6
Amir
Karethas
Kzrira
Varkata
R7
Kelmarane forces


oops. forgot the action prompt.

Round 5
Amir
Karethas
Kzrira
Varkata
R6
Kelmarane forces


sheesh. where did all those 20s come from?

The janni is surrounded and hacked down in an instant. Karethas ascends to try and see what horror has emerged from the newly converted temple to Rovagug. The sliver of moon has now slipped beyond the mountains taking its feeble light with it. All that the wizard can make out is a sensation of much movement from something huge that fills the street as it rapidly advances toward the palace.


Amir: 1d20 + 14 ⇒ (20) + 14 = 34; threat: 1d20 + 14 ⇒ (1) + 14 = 15; pfft
damage: 1d6 + 4 ⇒ (2) + 4 = 6 + fire: 1d6 ⇒ 1

Amir directs the carpet to swoop at the Janni attacking Varkata. Kzrira fires her bow, but only manages to nick the genie once before he darts aside. Amir makes a direct hit with his blade, but the genie's armor holds against the sharp blade and he is unharmed by the fire. Varkata sends the flying bade at the janni wounding him further while she drifts back to heal her own wounds as well as her allies. The janni follows the cleric slashing with his scimitar and catches her with a fore stroke. Varkata-8 slash

Though Karethas' assault on the sturdy doors of the palace fails, there is a crashing sound and rumble of falling rock from the entrance of the church followed by cheers from the other guard tower as something emerges from the desecrated structure.

Round 4
Amir
Karethas
Kzrira
Varkata
R5
Kelmarane forces


Amir can direct the carpet over to the Janni and get an attack in as well.


Kzrira's steady fire into the palace kills more gnolls. Shouts of dismay in the harsh Gnoll language echo form within that the Lioness has come for them. The ranks break and retreat into the palace. The spellblade returns to Varkata's side as she further wounds a Janni. Then Karethas' arcane missiles strike him from behind killing him. The blinded Janni's swift blade cuts only air though he manages to blink away the blinding dust.

In the lower town, chaos continues to reign in and around the fog covered gate. From the defiled Church comes a loud steady booming sound.

Round 3
Amir
Karethas
Kzrira
Varkata
R4
Lotsa gnolls


Alright, fly spell clarifications for how I'm handling the spell. Make you fly check, if required, at the start of your turn kinda like a swim check to see how it affects your intended actions.

Speed: 60' w/ light armor; 40' w/ med or hvy

Skill check: +1/2 CL + 4 (good rating) + dex - armor penalty= modifier

Fly check DCs:
Full horizontal move (60'/40') DC 0
less than 1/2 move (< 30'/20') = fly DC 10
hover or shift (< 5') = fly DC 15

fail < 5 = no iterative attack
fail 5+ = fall 10'

They Flying Carpet has a speed of 40' and does not need a check to hover.

(note: I'm giving the Jann 40' fly speed)


So Amir's on vacation. Same with you, Karethas?


one thing I've always appreciated about Kzrira is that I'm never waiting around for her turn. OK, the rest of you slackers, Giddyup!


1 person marked this as a favorite.

I'm off camping for traditional US Brexit Holiday weekend.


Karethas ibn Faradin wrote:

"They're Jann, a type of genie!"

Yeah, help yourself to the bestiary description of Jann. Though you don't know that you've ever met any personally, you are well acquainted with their lore.


Amir stays loose and manages to duck and weave through the waves of arrows remaining unscathed though Kzrira suffers more than a few wounds. She vents her rage in a steady hail of arrows that seem to take out a gnoll with every shot. The flying rapier adds to the tally.

Varkata turns on her assailant with the great magic sword that glows with a cold violet light. She hacks at the handsome genie leaving an ugly scar. The other janni flies back to flank her again, but Karethas is ready. Unable to affect both as they stand on opposite sides of the priestess. He targets the newcomer in a glittering cloud blinding him and covering him in a glitter that reflects the faint moonlight making him an easy target to the nightblind humans.

Dealing with the main threat of the sighted Janni, Varkata manages to parry a deadly slash at the last moment. The janni hisses and shouts a command at his companion trying to direct his attack, but the other flails blindly.

Meanwhile, a rain of arrows continues from the palace toward the archer and rogue on the carpet with some now redirected toward the wizard. Ref DC 17 for half- Kzrira- 20, 14; Amir-11; Karethas-15

Round 2
Amir
Karethas
Kzrira
Varkata
R3
Lotsa gnolls


kzrira- you already attacked this round. Still need Varkata and Karethas.


Kzrira Maiwith wrote:
Assuming that Amir takes the carpet toward the tower, Kzrira will begin firing as soon as she sees the gnolls. Her goal is to cast light on the first arrow that she fires into the tower to make it easier to see the gnolls.

ok, my apologies. I missed the second line here. It would illuminate parts of the palace enough to attack. Not from 500'. Distance penalties to perception still apply and the light is inside the palace so mostly blocked, but you can attack palace gnolls without miss chance and not see much else.


Amir Awad Hajjir wrote:
Is there enough noise to get back to Varkata/Karethas in the dark?

sure.


Sheik Voodoo wrote:
EDIT: They are tall and haughty men armed in fine chain with bow and scimitar.

know planes DC 15:
They are Jann.

if i missed you daylighting an arrow let me know.

Also, if they can't see 60' how can you see 100'??

Also, it's not underground dark, I'd say the gnolls can see by starlight as dim, by moonlight just fine.


Kzrira Maiwith wrote:
How many gnolls are there in this tower? Hundreds to be doing this much damage?

well, you might have a better idea if you COULD SEE. It's a near moonless night, YOU CAN'T. don't know why I have to keep saying this and I'm still trying to figure out why everyone except Varkata is under the impression that they can see better at night than creatures with darkvision. All I can think of is that you wanted more of a challenge???

50% MISS CHANCE and you're lucky I let you target anything until you get some light.

But to let you know what I'm doing mechanically- I'm running the gnolls as troops which are swarms of small to medium creatures.


Amir-you also had the ref save vs damage above.

Karethas watches for anything leaving the palace while Varkata sends a glowing rapier to molest the gnolls. The gnolls lurking in the darkened battlements keep a steady fusillade of arrows at the targets on the flying carpet. Kzrira-31 pierce, Amir-26 : both ref 17 for half

Suddenly, a pair of flying figures appear out of nowhere to flank Varkata. They are tall and haughty armed in fine chain with bow and scimitar. The priestess' gasp alerts Karethas and the wizard immediately punches at the dark figures barely illuminated in the faint moonlight. It is enough as a spectral ram flies from the ring and smacks into one of the flying warriors knocking him away. The move startles his partner who uncharacteristically fumbles his scimitar strike.

Round 1
Amir
Karethas
Kzrira
Varkata
R2
Lotsa gnolls


Assault on the gnolls infested Palace

Round 1
Amir
Karethas
Kzrira
Varkata
R2
Lotsa gnolls


Kz miss: 3d100 ⇒ (89, 71, 68) = 228

Even in the darkness, Kzrira's shots have an unnerving ability to find gnoll flesh. There are choked cries from the darkened palace and several shapes fall.


I've been running LoF with a mostly Core party of four and it hasn't proven much of a challenge as written. An optimized archer has pretty much dominated it with help from very competent wizard and cleric. Poor rogue/fighter hasn't had much to do. I advance by XP which has helped to slow leveling down and make the AP more challenging. I toughened things up early on and character level fell behind in Book 3. We completed all of book 4 at level 8 and it wasn't a problem other than powering down the final encounter

Spoiler:
and having the Proteans show up after a few rounds of an 8th level party holding off the shaitan.
It def ratcheted up the tension quite a bit.

As for updating, I tend to just sub PF monsters and pull PF NPCs from somewhere to sub in for the 3.5 versions. At this point, there are tons of PF NPCs around to pull.


Initiative Rolls:
Amir 1d20 + 2 ⇒ (20) + 2 = 22
Karethas 1d20 + 6 ⇒ (14) + 6 = 20
Kzrira 1d20 + 5 ⇒ (13) + 5 = 18
Varkata 1d20 + 1 ⇒ (15) + 1 = 16
lotsa gnolls 1d20 ⇒ 20

Round 1
Lotsa gnolls
Amir
Karethas
Kzrira
Varkata

Regrouping above the village, the Heroes listen a moment to gauge their success. The Lower Town is in chaos as the gnolls try to figure out what is happening. It is unlikely any reinforcements will be making it to the Upper Town for a while. Additionally, all is quiet at the Temple.

Amir sails the carpet down toward the Palace which has been taken over by the gnolls and turned into something of a makeshift fort. It is hard to make out exact numbers in the faint light of the setting crescent moon, numerous shadows are seen in the upper windows and dodging along the roof line.

With Kzrira behind him and ready with her deadly arrows, Amir swoops to within a hundred feet of the building and they are met with a volley of arrows from the gnolls.
Amir-24 pierce; Kzrira-31 pierce. Ref DC 17 for half

Karethas swoops lower to watch the door.


any action from Karethas or Varkata? and what's a good range in the dark. I'll allow that you can make out moving shapes in the faint moonlight, but 50% miss


pokey-pokey. next steps?


A moment later, Varkata flies up to rejoin you, successful in her mission. From the various guard towers comes the sound of war horns and howls of alarm as the gnolls rally to defend themselves from the yet unidentified assailants.


Varkata:
Using the wand, you pull material from the bulwark to form a stone wall over the great doors. It is pulled slightly thin to cover the whole area, but still at least half a foot thick.


The Heroes of Kelmarane take to the starry sky. Kzrira rides upon Amir's carpet for now as the rogue guides the rug high above the dark town. Varkata flies lower skirting the settlement to approach the defiled temple at the back of the bluff. Karethas starts at the lower town.

Swooping down on the gatehouse that separates the lower and upper town, the wizard casts a spell engulfing it in thick fog and then creates a clangor within the cloud. The alarmed cackling of the gnolls within the tower mingles with the wizard's illusory sound even as Karethas flies upward to join Amir and Kzrira. They peer toward the temple, but cannot see how Varkata fares in the faint light of the receding crescent moon.


Amir- Drive da CAR-pet! You and Kzrira are prob waiting until after Karethas kicks the hornet nest. Just need something from Varkata.


OK, that's two more or less. Varkata and Amir, what are you doing?


As the occupied town sinks into darkness, no lights appear. In fact, it seems the slaves are locked in their quarters and only the cackles of guarding and itinerant gnolls are heard.

sooo? It sounds like you all are going after the lower towers first- one by river, one at foot of bluff. fog? silenced arrows? What are your actions?


i'm at camp be back Wed.


Karethas ibn Faradin wrote:
Is AA10 and AO35 transposed? Perhaps it should bee AA35 and AO10? On the map those seem more like guard houses (one is labeled as such).

No. It's a borrowed and not quite right map. ao35 should be a fixed up gatehouse. Ignore the labeled guard house.


Cloaked in invisibility, Amir flies swiftly toward the town on his magic carpet. Kelmarane has changed once again from the place Amir became intimately familiar with as he guided the development of the village after the Heroes freed it from the gnolls of the Carrion King.

He first sees slaves working the fields under the indolent watch of their gnoll masters. Then he sees that sadly, the lower city is burned and in ruin again. It looks unoccupied besides the armed watch towers that the gnolls have re-established. One he notes with ire is the home he made at the old ferry crossing over the river near the bridge (bb15) and the other, the gatehouse separating the lower and upper town where Falar was almost devoured by a giant hyena (ao35).

The upper town is in better condition with some strange variations. The Battle Market is now gleaming bronze windowless building with only one stout gate across from the palace (ah26) where lazy gnolls hang out harassing slaves. There is another gnoll guarded watchtower (aa10) over the treacherous narrow path up the back of the bluff near the Temple that has served Abadar and Sarenrae and now Rovagug based on the rude murals of devouring maws and many-legged horror.


Karethas ibn Faradin wrote:
My thought was that the carpet would be his possession.

Oh, yeah. Good point. OK, Amir and his carpet invis.


Invisibility wouldn't do anything to hide the carpet. prob should get invisibility sphere, but I can just hand wave to keep things moving.

Remember the reference map in under Kelmarane on campaign page.
this map

You could always send Gen out as well.


I'm cool with you memorizing spells AFTER you have a plan.


I'm really not understanding Kzrira's assertion that it would be better to scout at night considering only one of you has darkvision and with limited range at that. Even moonlight will be minimal and not available very late into the night in its current phase.

How can a human see farther than a gnoll in the dark?

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