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Gremlin, Pugwampi

Sheik Voodoo's page

3,115 posts. Alias of voodoo chili.


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Madra frowns, "Four different guards have come for the food. They look just like men and women, but taller and they can fly. They can turn invisible as well to spy on us. One caught me stealing food she says as she pulls aside limp sweat soaked hair to reveal fading bruise on her cheek."


No worries, Devon.

I also will be on vacation 9/1-9/6. Maybe a couple posts, but pretty quiet.


The other girl's eyes grow big. "The Heroes of Kelmerane! We are saved, Madra!"

"Quiet, you fool. You'll alert the genies," Madra warns. She turns to Karethas. "We have not left this chamber since we were captured. We do not know what is above other than the best food goes up there."


As predicted, the eastern opening leads to a kitchen. A brass oven sits against the far wall next to a brass sink. Wooden shelves and tables stacked with various foodstuffs and cooking and eating utensiles line the room's vacant walls. A large fire pit smolders merrily in the middle of the floor, the smoke guided by unseen forces through a grate in the wall.

Two young women dressed in rags are hard at work preparing food. As you enter, one turns looking confused. "Guests are not allowed in the kichen, your food will be brought to you soon," she explains nervously.


Karethas' logic seems sound; It is likely the pit is an oubliette and the lord of the Brass Tower reigns above. By magic, Varkata easily climbs the walls of the domed chamber like a great spider and up the shaft with Amir and Karethas close behind on the carpet. Kzrira's magical griffon has a harder time in the passage, but claws its way up behind.

There are two opening a short ways past the ceiling. To the west is the smell of oiled armor, to the east is the smell of baking bread. The shaft continue upward.


Varkata is too big to share the carpet. I think Karethas came up with the best solution. I'll say the griffon can be used at hour increments. It's been maybe a half hour since the last battle.


that covers everyone, up or down.


The tower does not seem built to accommodate walking. Accessing other rooms requires flying up or down the vertical shaft at the tower's core.


Karethas easily identifies the creature as a huge fire elemental, an outsider of living fire usually hard to damage with earthly weapons, but Kzrira's amulet enhances her shots to full potency. The conjurer punches at it with his magical ring, but it dodges aside. That matters not though as Varkata's blade of burning cold cuts through the heart of the flame quenching it. The creature disappears in an instant, likely returned to its home plane.


Varkata Steeleye wrote:
I thought I was more resistant than that (ie - Immune?), thanks to the wish? (Leaving only 7 slam?)

check, I forgot. Is it noted on your character sheet?


Kzrira Maiwith wrote:
Kzrira's amulet overcomes any DR by elementals (of whatever type is closest - also includes fiery genies per Voodoo.

yep, and I'm sure to rue that moment of beneficence.


So I have Amir, Kzrira- fire resist 5; Karethas, Varkata- fire 10

With everyone warded against the oven-like heat, a properly sized Varakta leads the way through the great gate and into the Brass Tower.

The double doors open onto a circular brass chamber with walls that rise to form a dome twenty feet overhead. The room's floor and walls are bare, but the walls are engraved with stylized flames and scnes of a cityscape that wraps around the entire room. Above, the dome is carved with cavorting genies and other fiery creatures. The floor, walls and dome are all polished to a mirror-like sheen scattering the light of a large burning brazier that stands opposite you behind a fifteen foot diameter shaft in the floor and dome above in the exact center of the tower. There are no doors, stairs or ramps and no apparent exit other than up or down the shaft.

As you enter, the brazier flares and a huge creature of living flame rushes the giant priestess!

Initiative rolls:
Amir 1d20 + 2 ⇒ (1) + 2 = 3
Karethas 1d20 + 6 ⇒ (5) + 6 = 11
Kzrira 1d20 + 5 ⇒ (16) + 5 = 21
Varkata 1d20 + 1 ⇒ (5) + 1 = 6
foe 1d20 ⇒ 19

The burning humanois is even taller than the giant Varkata and a flaming fist pummels her as she is surrounded by roaring flame.
Varkata-7 slam, 8 fire (-5 ER)

Round 1
Kzrira
Karethas
Varkata
Amir
R2
FIRE


Amir Awad Hajjir wrote:
Amir scratches at his chin for a moment and moves forward to the doors, Maybe...

you know what? given the rogue's ability to disarm magic traps and a nice roll, I'm going to allow it.

While Kareathas perhaps regrets his behavior at the CDS, Amir creeps up to feel the warm brass surface of the tower. He reaches out with perception and intuition honed over years of shady dealings. Somehow the intangible magical energies that ward the door are apparent to his sensitive touch and seem to stick to his fingertips allowing him to slightly twist and pull until the ward is unlocked and the doors slowly swing open revealing heat and light!


Karethas finds himself rather unpracticed in the abjuration school and even with a quick benediction from Zayifid his spell fails to open the great doors.


Karethas-nope. you're gonna need to roll better than average. Varkata, you got any luck bonuses?


Zayifid stands and bows deeply as he accepts Amir's holy symbol. "Thank you, my friend. This can help us all," he says reverently. By the light of Amir's sword, the priest moves quickly through the ruined temple shaking his head in sorrow. Once back out in the night, he breathes deeply and gathers his strength saying a prayer with the wooden key squeezed between his palms.

"Now then, let us see this Brass Tower." Once before the still silent and seemingly impenetrable tower, the priest again prayers and studies the doors. "If there is one thing that a priest of Abadar should know about, it is locks," he says with a slight smile.

"This door is not held by any physical means, but by magic locks." He looks to Varkata and Karethas. [b]"Do you have the means to dispel magic?"{/b]


"No." The priest sighs and his hand goes to his neck. "If only I had a holy symbol. I might be of more use."


Karethas' cantrips freshen the air and remove the grime and filth from the poor priests. They rise and slowly, cautiously step out on stiff legs. They thank their rescuers and Zayfid replies, "The temple was captured early on by the dread Efreet. We were defrocked and have been locked up here since the beginning. The Beast's minion barely gave us enough to survive taunting that he was saving us for a great sacrifice. I do not know what has happened to any others." The priest look sadly around. "Oh, what have they done to the temple?"


Amir finds no traps and the key unlocks the door. Upon opening it, the Heroes are subjected to another stench. Amir's flaming blade reveals the pitiful source in a moment. Three priests of Abadar in soiled robes and weak from hunger blink up at the light. It takes a moment to realize that one of the captives is Zayifed, the high priest, now reduced to squalor in a vault of his own temple.


Uncertain how to enter the Brazen Redoubt, the Heroes head back through the dark quiet streets to the defiled temple looking for some lock that the key might fit.

The entrance to the temple is filled with rubble from the broken stone wall that once covered the battered doors. The entry annex is scarred by fire and covered in more rabble from the cracked walls. The stink of gnolls, urine and garbage fills the great prayer hall. Across the domed room, the raised dais is flanked by piles of burning trash that eerily light the defiled apse. All the golden accouterments of the Abadarians have been stripped and the remains cobbled into a makeshift idol of the many-legged maw.

The adventurers make their way through the despoiled temple of the God of Wealth finding nothing left of value. Finally, they find a locked sacristy with a keyhole to match the corroded iron key.


Amir efficiently loads the corpse onto his flying carpet and with key in hand, the Heroes move to the great brass tower. Few things are ever so easy though and they find no keyhole in the heavy brass gates. Come to think of it, the rather plain iron key doesn't resemble anything one would expect to open the shining magical bastion.


Karethas ibn Faradin wrote:
Sorry I missed the Archon chopping off the priest's head.

well, it made more sense than Kzrira shooting the thing's head off with a bow ; ) Also, I forgot to mention that there was a key in the dead high priest's pocket or somewhere.


Amir ignores the howling and screaming around him to focus on picking over the corpse. Though the old rogue lacks magical sight, he does have an eye for value. He reckons the thick belt of some strange leather and a tarnished Bestial buckle holds arcane power, as well as the unholy amulet still somehow hanging off the headless gnoll. The full plate is masterwork and obviously of great value and finally, the greataxe itself probably enhanced.


Sheik Voodoo wrote:
The Hound Archon quickly lops off the dying Beast Worshipper's head.

The great hound Archon blinks at Karethas and then turns to the suddenly silent gnolls. With a deep howl, he lifts his great sword high and lunges forward. The gnolls break, fleeing down the path to the Lower Town. Before long all the gnolls have fled Kelmarane to slink off into the night and their barren desert haunts.

Slowly, lights appear in some of the homes where the few citizens who were enslaved rather than immediately killed or taken away remain. Otherwise all is still in the town including the great brass tower that has replaced the Battle Market.


I was hoping for a little flourish to chase off the remaining gnolls and seal the victory...


Surrounded by Archons and ducking arrows, the evil cleric takes little notice of the old rogue until it is too late and Sholeh slides between a vulnerable joint in his armor. The great gnoll barks a laugh spitting blood as he falls to his knees. The Hound Archon quickly lops off the dying Beast Worshipper's head.

The Lantern Archon which burns with heatless red flames drifts down to the fallen priestess of Cayden Cailenn and brushes against her miraculously bestowing temporary life upon her. aid: 1d8 + 3 ⇒ (7) + 3 = 10 temp hp Then the trio of glowing orbs return to their heavenly home.


"Gladly!" the Archon barks as he rushes toward the gnoll high priest that stands over Karethas' fallen companion. Two warding spells collide as the Hound Archon reaches the fell cleric. The Archon feels the counter spell to his protection from evil and notes that the blasphemer is unaffected by the Archon's righteous aura. Though the spell does not block his blade, the armor is enough and when the Hound tries to bite, he nearly falls back from a painful jolt.

At least the new Archon brings more light. Kzrira keeps firing 20% miss: 3d100 ⇒ (27, 67, 46) = 140, her arrows undeterred by the strange dancing shadows and stout plate armor.

Round 13
Varkata- I think the Lantern Archons hang around, yes?
Amir- flanking
R14
Kelmarane forces


Not just odd, it's a buzzkill.


What if we just said the Rage hp are Temp hp like the Unchained barbarian? That's honestly a MUCH better system IMO.


Unseen above the fray, Karethas continues circling as he calls to far planes. Kzrira guides her magical mount closer skimming the ground as she calls for light. The darkness foils her as Varkata can see that only one arrow hits. One of the dimly glowing Archons suddenly flares up like a torch upon Varkata's command to shed light on the enemy. The other minor celestials keep zapping amber beams at the tall powerful gnoll dressed in tarnished heavy armor and raw, ripped hides black with dried blood. Shifting shadows still dance over the form, but seem to bear no relationship to the flickering Archon light.

The sorely wounded priestess of fortune spins her long blade which roars as the motion fans the dark flame. Buffered by steel and spell, the Beast Priest only suffers the first strike using his mass and armor to ward off the blade. The horrible great axe reminiscent of the the Carrion King's lethal weapon rises over the Varkata as Amir swoops down on his magical carpet and Sholeh slashes a hairy arm between the metal plates. The priest ignores the meddlesome rogue to focus on the envoy of good. The great axe hisses back and forth with horrible speed and unholy power as the vile gnoll cuts Varkata down. Varkata-16 slash, 17 slash

The gawking gnolls scattered about the darkened ruins begin to chant. "Narrgok! Narrgok!"

Round 13
Karethas
Kzrira
Varkata
Amir
R14
Kelmarane forces


Varkata Steeleye wrote:
(such that Varkata could ask one of them to light the area for Kzrira)?

sure, but only if it hums This Little Light of Mine


Varkata bolsters her defenses as she glides to the ground. Shaking off the spell, she charges calling her allies to her side. She strikes the blasphemous priest hard with her blade of freezing flame (not a crit). The swarm of glowing orbs buzz around the dark figure blazing away with holy rays. 4d100 ⇒ (44, 2, 17, 63) = 126 The shadows absorb most of the beams.

The beast roars as he swings his great axe matching her speed, but calling upon the destructive might of the Rough Beast! Varkata- 31 slash, 18 slash The sounds of battle from the temple causes some of the fleeing gnolls to slow to watch the battle between the powerful priests.

Kzrira-hopefully someone will give you some light. I'll say that the Archon beams let you target if you get close enough, but 50% miss.

Round 12
Amir
Karethas
Kzrira
Varkata
R13
Kelmarane forces


Amir easily dispatches the big insect with flashing blades. It disappears leaving behind only a foul stench. Karethas disappears from view once more as well. Though he remains on this plane.

Round 11
Kzrira
Varkata
R12
Kelmarane forces


Varkata- made your saves. you can go ahead and take your action from last round.


Varkata Steeleye wrote:
Did I miss an action between the dispel of my fly and this new attack?

looks like it, were you waiting for the other's turns to resolve?


Amir takes on the great wasp by the light of his flaming sword. With a burning slash, he removes a leg and burns a hole in its abdomen. It matches the rogue with a shortsword-sized stinger. The barbed stinger hits and injects venom! Amir-10 pierce, fort DC 18 or sickened

Kzrira keeps a steady stream of arrows flying at the gnolls on the parapets and as more fall, the mob's moral breaks. Shouting about the Lioness come to kill them all with her flying fangs, the gnolls abandon the tower running for their lives. Varkata glides to the ground as her flying spell is interrupted by the mysterious newcomer. Karathas hears the gnolls of the palace trying to rally for a last effort to repel the invaders.

Only Varkata's darkvision reveals the threatening figure moving toward her from the ruined temple.

Varkata:
It is a gnoll priest of Rovagug based upon his filthy appearance and the uncured skin strips that hang from his tarnished armor. He croaks a wrathful prayer at you. Fort save and will save, both DC 17

Round 11
Amir
Karethas
Kzrira
Varkata
R12
Kelmarane forces


Karethas ibn Faradin wrote:
Oh and when I cast Lightning Bolt, I mentioned flying above the creature because I wanted to see if the bolt would blast through the dome itself.

no hole. It's not ordinary brass.


Glowing balls and an extravagantly dressed rake descend on the mob of gnolls among the battlements. The Archons send bolts here and there seemingly randomly, but many hit and the fop flies into the crowd blade flashing.

The gnolls are hard pressed by the Heroes and their allies. The volleys of arrows grow erratic. Some gnolls fire at the Archons to little effect and some continue firing at Heroes. The wizard and archer take the brunt. Karethas- 12, Kzrira-16, both ref DC 17 for half

There is a loud buzzing and something launches from the broken gates of the defiled temple. Amir is suddenly confronted by a giant wasp with glowing red eyes. There is a croaking voice from whence the wasp came and suddenly Varkata feels her fly spell cut off!

Round 10
Amir
Karethas
Kzrira
Varkata
R11
Kelmarane forces


The guard tower explodes in flame as Karethas' spell strikes. Gnolls are silhouetted as they scatter for cover. Kzrira takes advantage of the light of the flames to kill several gnolls with vengeful arrows.

Round 9
Varkata
R10
Kelmarane forces


Kzrira Maiwith wrote:
Hypothetical question --> What would happen if you cast confusion on a swarm? Would it attack itself doing auto-damage?

Interesting question- it's an AoE spell though 15x15 and a troop is 20x20. Most swarms are vermin which are immune to mind affects. A troop of soldiers isn't mindless though so I would allow it. The troop would make a group roll for actions each round.


Sure. Let's stay in combat

Varkata flies over to the griffon mounted archer and heals some more of the horrible burns from the vile beam. Amir and Karethas are right behind Kzrira as she flies toward the last bastion of gnoll defenders in the upper city. They are greeted by flights of arrows from the guard tower by the defiled church.
Kzrira- 34 pierce, ref DC 17 for half; Varkata- 33 pierce, ref DC 17

Round 9
Amir
Karethas
Kzrira
Varkata
R10
Kelmarane forces


Karethas uneashes a bolt of lightning that rips into the unnatural horror atop the tower. Kzrira keeps firing landing most of her shots. The assembled celestial host of minor Archons and divine flops. One lantern Archon sweeps back to assist Varkata in healing Kzrira. The bow and spell finally overcome the Abyss spawned threat and the Champion of Rovagug tumbles from the tower to crash on the street below. The soulstuff that it is made of diffuses into the night until the monstrous bulk evaporates to nothing.

There are howls of dismay from the gnolls still attending the guard posts and towers.


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.

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