| Foxy Quickpaw |
Hacking off heads is a sunder combat maneuver.
Samuel reduces the agility of the hydra dramatically, and Heshan adds some burn. But the healing of the hydra undoes most of it.
The hydra bites around wildly.
Miss on 1-50
@Ohrmizd
Bite: 1d20 + 8 ⇒ (15) + 8 = 231d10 + 3 ⇒ (2) + 3 = 51d100 ⇒ 82
Bite: 1d20 + 8 ⇒ (10) + 8 = 181d10 + 3 ⇒ (8) + 3 = 111d100 ⇒ 69
Bite: 1d20 + 8 ⇒ (16) + 8 = 241d10 + 3 ⇒ (2) + 3 = 51d100 ⇒ 17
@Khedron
Bite: 1d20 + 8 ⇒ (3) + 8 = 111d10 + 3 ⇒ (1) + 3 = 41d100 ⇒ 55
Bite: 1d20 + 8 ⇒ (3) + 8 = 111d10 + 3 ⇒ (4) + 3 = 71d100 ⇒ 1
Omari, Rayhan, Ohrmizd, Heshan, Samuel <--
Hydra(35 - 5/6 Heads)
| Ohrmizd |
Ohrmizd thanks for the hydra's blindness as he goes for repeated attempts to cut more heads "This is a mythical beast, what is it doing in here?!"
Sunder+HR+justice (blinded): 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22
Magical/Slashing damage+PA+flaming: 1d6 + 5 + 1d6 ⇒ (5) + 5 + (3) = 13
3 is fire
Sunder+HR+justice (blinded): 1d20 + 7 + 2 + 2 ⇒ (15) + 7 + 2 + 2 = 26
Magical/Slashing damage+PA+flaming: 1d6 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15
4 is fire
If the first head falls, he goes for the second one with his follow up swing.
HP 83/83 AC 31 TAC 18
judgment - protection (+2 sacred AC included)
judgment - justice (+2 sacred to hit)
flames of the faithful 6 rounds
shield of faith 8 min (+3 deflection AC included)
heroism 80 min
| Omari the Landless |
Khedron bugles and continues to attack the hydra,
Khedron takes a full attack with power attack
To Hit, Gore: 1d20 + 5 + 6 + 1 - 1 - 2 ⇒ (5) + 5 + 6 + 1 - 1 - 2 = 14 vs blinded
+5 BAB +6str+1enhancement -1 size -2 PA
Damage, Gore: 2d6 + 6 + 1 + 4 ⇒ (4, 3) + 6 + 1 + 4 = 18
+6 str +1 enhancement +4 PA
To Hit, Hoof A: 1d20 + 5 + 6 + 1 - 1 - 2 - 5 ⇒ (8) + 5 + 6 + 1 - 1 - 2 - 5 = 12 v blinded
+5+6str+1enhancement -1 size -2 PA -5 secondary attack
Damage, Hoof A: 1d4 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11
+3 = 0.5* str +1 enhancement +4 PA
To Hit, Hoof B: 1d20 + 5 + 6 + 1 - 1 - 2 - 5 ⇒ (2) + 5 + 6 + 1 - 1 - 2 - 5 = 6 v blinded
+5+6str+1enhancement -1 size -2 PA -5 secondary attack
Damage, Hoof B: 1d4 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9
+3 = 0.5* str +1 enhancement +4 PA
Omari meanwhile, seeing the thing blinded, takes a step for a clean line of attack and uses his bow to shoot the hydra 3 times!
5' step to a clean shooting line, ie out from behind Khedron
Full attack action with rapid shot
To Hit, Omari A: 1d20 + 6 + 4 + 1 - 2 ⇒ (20) + 6 + 4 + 1 - 2 = 29 vs Blind target (-2 AC and no dex)
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover)
Damage, Omari A: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
+2 str +1 enhancement
To Hit, Omari B: 1d20 + 6 + 4 + 1 - 2 ⇒ (19) + 6 + 4 + 1 - 2 = 28 vs Blind target (-2 AC and no dex)
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover)
Damage, Omari B: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
+2 str +1 enhancement
To Hit, Omari C: 1d20 + 6 + 4 + 1 - 2 - 5 ⇒ (12) + 6 + 4 + 1 - 2 - 5 = 16 vs Blind target (-2 AC and no dex)
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover) -5 second attack
Damage, Omari C: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
+2 str +1 enhancement
Edit: Possible Crit
Crit Confirm, Omari A: 1d20 + 6 + 4 + 1 - 2 ⇒ (7) + 6 + 4 + 1 - 2 = 16 vs Blind target (-2 AC and no dex)
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover)
Extra Damage, Omari A: 2d8 + 4 + 2 ⇒ (4, 7) + 4 + 2 = 17
+2 str +1 enhancement (double)
| Foxy Quickpaw |
Ohrmizd severs two more heads. Khedron rips the hydra apart with his antlers and Omari makes sure it doesn't get up again.
Close watching reveals that the creature also doesn't heal anymore.
Combat over
| Ohrmizd |
Ohrmizd breathes relieved when the hydra falls to the ground after chopping two more heads "Wow, that was amazing. I thought those creatures were only in tales"
Perception+HR: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
The Keleshite points towards the pier "A turtle there! In the pier!"
Taking a jaw from the hydra just to make sure this is no dream, Ohrmizd walks through the beach towards the construction "Perhaps you can order the elemental to advance itself and explore ahead"
| Samuel Jafar |
"I wonder what a hydra eats." Sam takes out a cold iron dagger and thrusts it into the belly of the beast. He curses the rough hide as he gets two hands around the hilt and leans his weight into the slit.
| Rayhan Xobhadi __ |
"People?" Rayhan suggests, still looking pale from the encounter. "And I fear there are more creatures here, that would have us for lunch."
He orders the elemental to look around and to report back if it finds another creature large enough to consider them food.
| Samuel Jafar |
Fort DC 12: 1d20 + 5 ⇒ (3) + 5 = 8
Samuel tries to hide the effect of his exploration. I must do this more often and become accustomed to it.
He steps away when done and replies "No people. Just land animals and fish. That will most likely be our sustenance as well as we live out our lives in this realm."
He cleans his hands and dagger in the waters.
| Ohrmizd |
Ohrmizd looks with disgust as the wizard opens the creature's belly but he is supportive when he seems bad "Are you ok Jafar?"
Other than that, the Kheleshite walks towards the pier and closer to the turtle.
| Heshan Antar |
"Yeah... I would say people." Heshan nodded quickly. "Thankfully, it bit far more than it could chew." With a chuckle, he was about to check the body... until Samuel showed just how nasty it smelled.
"How many spells do you think you can do for the day?" he asked Rayhan. He would cast Mage Armor in the meantime.
| Omari the Landless |
Omari puts an arrow on string as he says "That's not normal for a turtle...". He steps sideways, ensuring that Khedron will have a charge lane if needed.
| Ohrmizd |
"Well, let's find out. Anyway, if there is a pier, there must be some kind of intelligent life here" Ohrmizd keeps walking towards the pier and greets the turtle waving his scimitar in the air.
| Omari the Landless |
Omari stands back from where Samuel is handling the scroll tube. (Without checking for traps? What kind of paranoid adventurer type are you?)
He casts detect magic, and looks at both the turtle before it waddles away, and then the scroll case and letter...
| Omari the Landless |
"In case it's not obvious, the turtle has been changed with alteration magic. There is magic about the scroll case as well."
Omari concentrates on his spell, focusing on the scrollcase:
Spellcraft: 1d20 + 8 + 3 ⇒ (16) + 8 + 3 = 27
8 ranks +3 trained
| Foxy Quickpaw |
Omari finds that this scrollcase is subject to a shrink spell. After putting the scroll back in he throws it on a hard surface, which in turn ends the spell.
The scroll reads: Long ago, visitors to these islands received a greeting from the Imprisoner. You shall receive the same.
"Greetings and welcome, brave hunters, to the Serpent Isles. Here you will find a hunt to satisfy your thirst for challenge, danger, and adventure, a tale to be told as you relax at the Pleasure Palace. Your task is simple: you must hunt down the Golden Ram and take its horn. There are many challenges to be faced on these islands, but only by sounding the ram’s horn can you call back the ship that will bear thee hence. Do not think to cheat the hunt, as the Golden Ram is under my protection; this is a test of skill and skill alone, of courage and cunning, not raw power. One ram’s horn you must sound and present to the boatman to gain passage. The other horn is yours to keep, as a trophy and reward for your daring. May Fate smile upon you and guide your aim."
The Imprisoner is gone now. But his world remains. A world we created. You have only just arrived but we must know if you are ally or enemy, capable or inept. Complete the Imprisoner’s task and we shall have a greater one for you, one to help fulfill your heart’s desire. Give this egg to the boatman, and he will bring you directly to us. We have much to discuss.
Checking again on the scroll tube you find a small blue egg with brown spots the letter tells of.
| Heshan Antar |
"Well, at least the place isn't actively trying to kill us." Heshan rolled up the scroll and placed it inside the closest bag.
"Does anyone have any idea on what a 'Golden Ram' is? Is it an actual ram or is it something entirely different?'
| Ohrmizd |
Ohrmizd reads the scroll, then finds the egg "So find a ram now? And what is this about the imprisoner?"
Perception: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
| Samuel Jafar |
"True, Heshan. It could be a battering ram with bugles attached for all we know."
Samuel slips his magnifying glass back in its place with a grin.
"Ohrmizd, the imprisoner must be Nex and he is no longer here. He imprisoned what Rayhan apparently just released. The we that wrote that letter should not be made aware of our folly if such is even the case."
He looks to Rayhan, smiles and says "Still no hard feelings, sir. I stand by you and your significant accomplishment. As such, we will find a way out of here as well."
| Omari the Landless |
Omari is pensive "Is Nex the imprisoner? I thought that the Templars of the Five Winds were those who imprisoned Jhavhul and his army. In the meanwhile, let us continue to the pier and the stone hut; we can camp there for a night while we make plans."
Let's go down the pier and hut, search them and camp. Then we can try to figure out some way to find this golden ram. Also, anyone got some knowledge checks for the golden ram, either as a what I guess is a magical beast, or perhaps history/legends about it...
| Foxy Quickpaw |
The group walks over to the pier and the hut. The end of the pier is
crumbling, blackened, and ruined, as if the last several feet of the pier had been burned away by an impossibly hot fire.
The stone hut is furnished with a magical basins that produce food, water, and plush bedding as you enter. All kinds of exotic fruits are the food provided in one of the basins, and large soft pillows well forth from another.
| Samuel Jafar |
Sam reviews what he knows of the Templars. "True Omari. Their leader at one point was a female djinni. Her names does not come to me now. Perhaps she is the imprisoner? If we locate this ram I believe many of our questions will be answered."
Sam begins searching the hut for clues. "If this is a game, the first clue is most likely here. As we are here for an eternity I suppose there is no rush to completing this riddle."
Perception 20+11=31
| Omari the Landless |
Omari will aid Samuel searching the place. As he does so, he encourages Rayhan "Well sage, your are far from your books but your head is still attached. You have undoubtedly read many tales of Kakishon. Cudgel your memories for what you know of a Golden Ram. Think on what you have read of the Serpent Isles."
I will not actually aid another for Samuel; rather as my perception is +16, I will also take 20 on my own search. It works out better mechanically - anyone else who wants to help out can aid another on me...
@Foxy, some knowledge checks from our sage if you please.
Perception, search the hut, take 20: 20 + 8 + 4 + 4 = 36
8 ranks +4 wisdom +4 racial
| Rayhan Xobhadi __ |
"I don't have my books, but the details reported in them are all rather vague anyway. But why not take the letter at face value? We are called upon hunting down a ram. We shall take its horn and blow it to call a ship. And then give the boatman the egg to get to the Pleasure palace."
"The ram is something special, as its golden, but nothing suggests it to be something other than a ram. It could be a statue, but we are not asked to find it."
"As there is the pleasure palace, I assume the places are named thematically and this island is full of snakes?"
| Ohrmizd |
"This place does not seem that bad. I could stay for a while" Ohrmizd examines the hut as well "Yeah, let's just try to find the ram for now. We can look for an hour in this area, then come have lunch "
Survival+HR: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
| Omari the Landless |
Omari interrupts the proposal to go searching for the golden ram: "Let's save the search for the Ram for later; Samuel spotted a cave below the pier. I'd not like to find out by surprise that the Hydra had a brood in there or some such. Also, there are a pair of half-eaten gnoll corpses... Where there's one gnoll there are lots of gnolls... So let's check that out first."
I propose dealing with the pier cave first. I am suspicious about those gnoll bodies; where did they come from? Afterwards, I can help buff everyone's survival checks by preparing Tears to Wine, and there may be other buffing possible...
| Samuel Jafar |
"I thought we were rid of those $%#$#$ gnolls. I did not notice any gnoll parts in the hydra's gullet, but there were land animal parts in there. Tomorrow I could send an arcane eye in there but I can tell Omari would rather not sleep without knowing the cave is empty. I can summon something to stir things up."
Is this cave under water? Is it large enough for the hydra to enter?
| Heshan Antar |
"What is to say that gnolls can't be as widespread as human?" Heshan shrugged. "That and they were likely as surprised as we were when we ended up here. The only difference is that we were luckier."
Survival (aid): 1d20 ⇒ 8
Tracking animals as definitely not something he's versed in, so he would let the others do the tracking.
| Samuel Jafar |
With the cave cleared and Omari at peace, Samuel checks the magic basins for whiskey. As none produce such, he fills his coffee cup with his old law and fires up his pipe. "I think I will conjure another Red. We could use some air support again. It will look like the old Red, but will be a new creation. I have given some thought to this task at hand. I do not feel comfortable killing a creature for its horns and as such do not necessarily think highly of the We. What do you think of simple exploration of this isle? We might find a boat or the resources to craft one."
| Omari the Landless |
Omari will take the time to examine the gnoll remains; are there any clues that might indicate that they got here from Katapesh, like us. (Say coins minted in Katapesh or a weapon with a Katapesh maker's mark...)
Perception, search gnoll remains: 1d20 + 8 + 4 + 4 ⇒ (5) + 8 + 4 + 4 = 21
8 ranks +4 wis +4 racial
After this ugly task, he washes in the sea and then discusses with Jafar, "I am a priest of Erastil. I do not hold suffer qualms with hunting, although we should make full use of the beast if we slay it, harvesting it's pelt and meat as well as the horns. That said, you can saw off a ram's horns without killing it, if you can hold it down, so we might be able to accommodate your citified scruples. But to the strategic meat of your proposal, our objective must be to return to Katapesh given what we think we have unleashed on the country. We could explore this island, and perhaps craft a boat, but how does that move us any closer to Katapesh? We will need much magic to leave this place and clearly, whoever 'We' is, they have some to create that messenger and shrink the scroll for it to carry. I think we will need to deal with them on their terms."
| Ohrmizd |
"We do not need to kill the ram. We only need to hunt it and make the horn sound. We are not told how, so we do not necessarily need to blow it, we can make it sound using percussion for example. And as one of the horns is for us, if we give the ram to the boatman, we are basically giving him the horn he needs" Ohrmizd proposes using cunning to resolve the apparent conundrum.
| Foxy Quickpaw |
Survival Omari: 1d20 + 4 ⇒ (18) + 4 = 22
Survival Samuel: 1d20 + 1 ⇒ (1) + 1 = 2
25+2+0+2+0=29
Random: 1d100 ⇒ 41d100 ⇒ 701d100 ⇒ 87
A search for signs of something like a ram at the beach turns up nothing. No tracks, no droppings, nothing. This isn't a too big surprise, as rams are not known for enjoying beaches.
But you come across an angry genie. A large humanoid who's flesh and hair is made of stone, metal and gems.
Ohrmizd: 1d20 + 2 ⇒ (19) + 2 = 21
Heshan: 1d20 + 2 ⇒ (12) + 2 = 14
Omari: 1d20 + 4 ⇒ (11) + 4 = 15
Samuel: 1d20 + 12 ⇒ (11) + 12 = 23
Rayhan: 1d20 + 1 ⇒ (9) + 1 = 10
Sahitan: 1d20 + 5 ⇒ (1) + 5 = 6
Everyone <--
Shaitan
| Heshan Antar |
Heshan pats Ohrmizd on the shoulder. "Better luck next time then. Maybe there is a grassland we can check out."
Yet that would have to wait as a new foe has arrived at the scene. ..."we better take care of this gene first."
He would proceed to throw glitter at the creature.
Glitterdust DC 17 or be blinded.
| Ohrmizd |
K. planes+HR: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
"Hello fellow shaitan. Nice gems. Would you happen to have seen a ram with the golden horns around?" Ohrmizd asks in Terran.
Anyway, he asks the favor of the goddess, preparing a defensive spell just in case: shield of faith.
"An earth outsider. Do not use electricity against it" seeing the combat to erupt, he instructs the others while moving closer but holding at least 15' distance with the genie.
HP 83/83 AC 29 TAC 16
shield of faith 8 min (+3 deflection AC included)
heroism 80 min
| Omari the Landless |
Diplomacy might have been a better choice... Also, I see no combat map... Thus I am assuming that Khedron does have a charge lane, and that the genie is more than 30' (outside of PBS) but less than 100' (1 range increment for a longbow).
Omari looks at the spells flying around and mutters "Well I guess we're fighting..." He steps sideways for a clean line of fire and starts with the string music... Meanwhile, Khedron charges...
Omari - 5' step and full attack with rapid shot
Khedron - charge...
To Hit, Omari A: 1d20 + 6 + 4 + 1 - 2 ⇒ (1) + 6 + 4 + 1 - 2 = 10 vs FF
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover)
Damage, Omari A: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
+2 str +1 enhancement
To Hit, Omari B: 1d20 + 6 + 4 + 1 - 2 ⇒ (10) + 6 + 4 + 1 - 2 = 19 vs FF
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover)
Damage, Omari B: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
+2 str +1 enhancement
To Hit, Omari C: 1d20 + 6 + 4 + 1 - 2 - 5 ⇒ (10) + 6 + 4 + 1 - 2 - 5 = 14 vs FF
6 bab+4 dex +1 enhancement -2 rapid shot (no penalties for shooting into melee or 1 person worth of cover) -5 second attack
Damage, Omari C: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
+2 str +1 enhancement
Khedron Charge: 1d20 + 5 + 6 + 1 - 1 - 2 + 2 ⇒ (10) + 5 + 6 + 1 - 1 - 2 + 2 = 21 vs FF
+5 BAB +6str+1enhancement -1 size -2 PA +2 charge
Kedron Damage: 2d6 + 9 + 1 + 6 + 2d6 ⇒ (5, 4) + 9 + 1 + 6 + (3, 5) = 33
+9 1.5 str +1 enhancement +6 PA (effectively a 2 handed attack)+2d6 powerful charge