Explorers of the Inner Sea


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Mal charges forward beside him, silently praying to Desna that they have the element of surprise, and that will be the luck they need.


Addy:

Spoiler:

You close your eyes for a moment, and manage to refocus your thoughts on the matter at hand. The shrug off the chill and the sounds of waves disappears from your ears.

Room Map
DM Note - My apologies if the diagram doesn't quite convey the details you need. Hopefully it gives you a rough idea.

As the others get ready to charge down the corridor, Addy and Gorzal manage to sneak up to the edge of the room - where the shadows give away to the greater light of the room.

The room is about 75' in length and width, barring the the changes in walls that shape the room. The ceiling rises to 30' in tapering form that matches the pyramid's cap. You can surmise that this is the central chamber of the pyramid. Several doors are visible, most immediately noticable is that there is one just to the right and left of the entrance.

Dominating the room's structure is a terrace - 5' deep and octagonal that matches the room that you left one floor down. In the center is a circular pool 10' wide - the top of the cylindrical pillar you saw below. Some of the light comes from the pool.

The room looks like it is undergoing more drastic renovations than those you have seen below. Murals like the ones you saw below have been completely obliterated - a few scraps of it still remain along the walls at the edge of the room. It has been replaced by arcane imagery of strange fish, glyphs, and the everwinding tail of a large sea-creature. Inside the terrace, a carving of a giant maw surrounds the pool.

The smell of dead fish, salt water, and rot is stronger here.


Human Wizard-Diviner

Will gives a brief 'Eep!' at Simon;s sudden kick, But manages to pick up the edge of his cloak, and his courage, and follows closely on Mal's bootheels,...


Initiative? 1d20 + 1 ⇒ (18) + 1 = 19


Looking at the number of bad guys in there ... I really wish we were something better than first level right about now .... ;-)


DM Note - More details. Friggin' post was eaten! Arrgh!

Along the perimeter of the lower terrace are six, small pillars - seated and chained at the base of five of them are the nobles that were brought in earlier. The lady Vestang sits alone at a pillar next to the sole empty pillar on the southern side. Each of them bears a fearful look - they remain in a haze with their fevered dreams. Atop each pillar sits a statue similar to the one Addy carries, but these emanate a weird light - like unearthly fireflies trapped in a jar. They also exude a cold, drifting steam that settles on the ground like a fog. Finally, each pillar's base extends a carved groove along the floor that extends to the pool's edge.

Several familar (if unfriendly) faces are present at this gathering. To the north of the pool stand three of the Azlantis from the party, including the one mentioned as Policrates - the ringleader of the exodus. Each of them wear simple clothes and the green cloaks similar to the ones you found earlier - their gills flexing in the humid air of the area.

Although you can't see their mishapen faces, you recognize two of the strange fishmen facing away and standing on the southwest side of the pool. Their strange fin-ridges and foul scent mark them as being like the ones you encountered on the manor's patio earlier.

On each side of the pool stand two men (Azlanti you'd guess) in golden breastplates, helms, and bearing weapons. They move slowly back and forth near the pool, listening to the conversation.

The particpants of the main conversation are also visible. The whispering voice (Lire) comes from a man in robes, veiled, and turbaned - you could mistaken him for a Qadirian if not for the unsettling voice and the way his image seems to waver. He floats slightly above ground just west of the pool.

The woman's voice comes from the figure standing directly atop the pool of water - as if it were ground. She looks at ease despite her harsh statements. She wears a golden breastplate and robes, topped by a strange helm. She bears two items in her hands - one looks like a scepter; the other a fluted mace.
Neheshru


OK - I will need an initiative from everyone. There will be a chance for surprise round action for the party. Given their positions, Addy and Gorzal will have a chance to act before everyone else in the surprise round.

After that surprise action, we'll see how everything lays out.

Gorzal - Slips further into the shadows to the right and disappears from sight. 1d20 + 5 ⇒ (7) + 5 = 12


Mal’s initiative is above – I hope I haven’t wasted my one good roll for this fight! Couple of questions, how long is the corridor? Ie, what distance between ‘x’ (rest of the party) and the edge of the terrace? The recessed section of floor is 5 feet down from our level, correct? How (if at all) do the gillmen and fish dudes seem to be armed and armoured? Fair enough if we can’t easily take in this last bit of info whilst running down the corridor.


Malatar Kane wrote:
Couple of questions, how long is the corridor? Ie, what distance between ‘x’ (rest of the party) and the edge of the terrace? The recessed section of floor is 5 feet down from our level, correct? How (if at all) do the gillmen and fish dudes seem to be armed and armoured? Fair enough if we can’t easily take in this last bit of info whilst running down the corridor.[/ooc]

The distance from the 'X' to the terrace's edge is about 30' - 20' of corridor to the room's edge followed by 10' diagonal to the edge. You can assume that the room's border around the octagonal terrace is 10' all around, and the terrace sinks 5' down from that perimeter. The one exception is that there are broad steps on the north side that lead down from one level to another - my mistake for not mentioning it earlier.

I'll need to wait until you enter the room to say more, except for Addy - since she has first sight.

For the sake of information, the fishmen don't apppear to be armored except for a strange belt they wear and they carry obvious tridents.

For the gillmen, make a perception DC 10:

Spoiler:

The three together don't appear to have any weapons or armor visible - just clothes and cloaks. The two in breastplates are carrying swords and crossbows.

Back later today to check in and progress things further.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral waits for the 10 call then charges holy symbol and shield at the ready.

"For the freedom of all!" sounded like a squeaky paladin full of courage.

Initiative 1d20 + 3 ⇒ (18) + 3 = 21


Female Half-elf Rogue 1

"Well, here we go," Addy says quietly. She'll move forward enough until she can get within 30' of Neheshru, then fire a shot from her shortbow.

Initiative 1d20 + 4 ⇒ (16) + 4 = 20
attack 1d20 + 2 ⇒ (6) + 2 = 8
damage 1d6 ⇒ 4 sneak attack 1d6 ⇒ 1


Male Human Paladin of Sarenrae 2

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Simon will hustle into the ritual chamber as quickly as possible, trying to keep his shield locked in formation with Mal's.
Or advance toward the obviously malicious Neheshru, if he happens to get really lucky on his roll.


OK - so quick recap. Good rolls on them initiatives!

Addy - 20. She acts first while the party charges in this round; then she'll take her initiative order in the next round. She has to step out of the shadows and to the edge of terrace to fire at Neheshru. The shot will miss.

Gorzal - 1d20 + 4 ⇒ (20) + 4 = 24. You don't see where the halfling has gone as he sticks to the shadows south of the terrace. No attack comes from him yet. He also has Herral's luck blessing.

Simon - 22
Mal - 19
Both of you charge forward with weapons and shields sync'd to make a run into the room. You'll charge 30' feet or so before hitting the terrace's edge. It would be another 10' before you run into the fishman blocking you path to woman. If continue charging into the next round and straight down onto the lower terrace. So:

1) I'll need a reflex check (DC 5) to make sure you don't trip as you jump down.

2) Need to know what your plan is for the fishman in your way. Attack him; try to rush over him towards the pool; try to go around him?

Herral - 21
The halfling trails close behind the front, stopping shorter than the two humans at the edge of the room.

Will - Initiative?
With a slight delay, Will takes off as well following the lead two. You can either stop at the room's edge or make your way to the terrace's edge along with Mal and Simon.

Zareby - Initiative?
Before chasing the others, Zareby casts shield - giving himself a +4 to AC. Herral has also cast prot. from evil on him - adding a +2 deflection bonus to AC and a +2 resistance bonus on saves.
So his AC is 15 standard and AC 17 against evil foes. I assume he also pauses at the room's edge with Will and Herral.

None of your foes can react as you burst into the room. Once I have some rolls from Zareby and Will, I'll layout the full order in the next round.

My apologies for not having a grid layout on the map. Working on putting better maps together as we go along.


Male Human Paladin of Sarenrae 2

Reflex save:1d20 ⇒ 18
I guess we should gang up and deal with the fishman? Or go right for the woman in the golden armor?


Male Human Sorcerer 1

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12


Human Wizard-Diviner

Init:
1d20 + 2 ⇒ (16) + 2 = 18

Will follows Mal closely, using the two warriors for cover. His crossbow is held ready, but in one hand is the material he will need to cast Enlarge on Mal.


Neheshru starts to add,"To finish them, we must await...,"

Her conversation is interrupted, and the rest of those in attendance turn in surprise as the clanging of steel and Herrals' declaration annouce the party's presence. Addy manages to get a shot off - aiming at the helmed woman - but the shot sails wide of her.

Spoiler:

Neheshru -1d20 ⇒ 10
Armored Men - 1d20 ⇒ 11
Fishmen - 1d20 + 1 ⇒ (4) + 1 = 5
Azlanti Gill-men - 1d20 ⇒ 20
Lire - 1d20 + 5 ⇒ (8) + 5 = 13

Initiative for new round (looks like you guys have the drop on them):
Gorzal: 24
Simon: 22
Herral: 21
Addy: 20
Azlanti Gill-men: 20
Mal: 19
Will: 18
Lire: 13
Zareby: 12
Armored Men: 11
Neheshru: 10
Fishmen: 5


Female Half-elf Rogue 1

"Dammit!" curses Addy, as her arrow flies wide. She immediately knocks another, and keeps it leveled at the masked lady.

Guessing she's a cleric or something. Addy will hold her action and fire at Neheshru if she appears to start casting a spell.

attack 1d20 + 2 ⇒ (4) + 2 = 6
damage 1d6 ⇒ 6
sneak attack (still apply?) 1d6 ⇒ 4

EDIT: are you kidding me??!!


“I’ll take the fish,” pants Mal as he sprints ... he sounds confident ... but he does recall that all of them were unable to finish off one of these fishmen back at the beach ... he can do the numbers ...

Mal will charge at the nearest fishman (assuming it does not look like the foe is aware and setting his trident for a charge or anything, and assuming one of the gillmen does not do something to prevent it), leaping down off the terrace as he goes (hopefully). Given that he’s running, and wants to build up momentum for the leap and charge, I don’t know if he can realistically wait for Will’s spell at this point, though being enlarged would be great. If I am able to delay for a beat while Will casts his spell, I’ll do that. James, up to Simon whether he wants to help Mal will the fish, or run right past and go for the bad lady – you’ll probably be on your own for a couple of rounds if you do so, but if you stop to fight the fish you’ll probably get bogged down in a protracted melee with the others. Mal will do his best to keep them off you.

Ref: 1d20 + 1 ⇒ (19) + 1 = 20
Charge attack w/ bastard sword one-handed: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d10 + 2 ⇒ (1) + 2 = 3
If enlarged, damage will instead be: 2d8 + 3 ⇒ (2, 6) + 3 = 11 and Mal will end his charge 10 feet away from the fishman, using reach.
After the charge, Mal’s AC is 16 until his next turn (or 14 if he is enlarged).

EDIT: Ah well, at least I managed to jump down safely ...


Male Human Paladin of Sarenrae 2

Simon will pause while Mal gets super-sized and then attack the same fishman with him.

Longsword attack: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 2 ⇒ (6) + 2 = 8


Given the large discrepancy, I would allow Mal to pause a moment to get the spell - assuming Will casts it on his turn. The only problem is that unless Simon also pauses (and thereby lowers his initiative to 18 as well) he'll be charging ahead to attack without Mal at his side. So...a couple of decisions to be made.

With their initiatives, the fishmen wouldn't have time to brace tridents for the charge. Just a standard attack at best.

Simon - Not to splash water on the plan, but...there's no way to get to her directly without crossing the fishman's path at this point in the current round. You best bet would be to overrun, which means I'll need a CMB first.

To avoid him instead, you'll need to move around and spend the round moving to the pool. Also, keep in mind - she standing at the center of a 5' radius pool - which means you'll have to enter the water to get to her - assuming she doesn't move.

Addy - Your intiative moves to 10 then for your attack.


Regardless of whether or not Mal pauses, Simon beats his initiative – so unless Simon also delays (and allows the Gillmen to act in the meantime), he’s ahead of Mal either way.


Good point.


Male Human Paladin of Sarenrae 2

Okay, I'll edit my post and go after the fishman with giant Mal, delaying to move up with him.

Edited.


Human Wizard-Diviner

Will gulps upon seeing the forces laid out against them.

Then his lips form a firm line. He swiftly casts his spell, and slaps Mal on the back. The warrior promptly grows to almost twice his original size.

Presuming that Mal was waiting a beat for the spell. It looks like that might be the best plan seeing what we got here! ;) He will then be ready to shoot his crossbow at the nearest target!


Insert Viagra joke here. ;-)

At the sight of Mal's transformation, the three Gill-men north of the pool run up the stairs and flee northeast towards the open arch in the corner. "M-my mistress, I shall gather more allies," Policrates announces weakly as he follows the other two men.
Sense motive DC 15. If you succeed:

Spoiler:

The tone of the man's voice is one of a coward and liar - he's not going for reinforcements.

Standing by for Herral's and Zareby's actions before moving forward.


Male Human Sorcerer 1

I thought moving and casting Shield would of taken my actions for this round. Anyway, Sense Motive: 1d20 ⇒ 14

"You're luck's run out, miss! You're not going to get out of this!", he says as he launches a bolt of force at the woman.

Magic Missile, 1 spell left today: 1d4 + 1 ⇒ (1) + 1 = 2


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

How long does it take to cast enlarge person? One round, just like a summoning spell. On the plus side it has a 25 foot range so Will doesn't need to touch Mal. Played a lot of mages with that spell. Great spell.

As Mal passes Herral, the priest offers him up to Desna and the Lady of Fortune smiles.

Bit of Luck for him too.


Male Human Paladin of Sarenrae 2

Sense motive:1d20 + 6 ⇒ (1) + 6 = 7


Mal - Herral's bit of luck takes effect in the next round - if I'm reading the text right. So your attack roll this round will miss, but you can roll d20 twice next round and pick the favorable one. I am assuming it will be an attack roll, but I guess it can be any d20 roll if something else become more critical.

More to come shortly.


Spoiler:

Armored Warrior #1- crossbow:1d20 + 1 ⇒ (16) + 1 = 17
Armored Warrior #2- crossbow:1d20 + 1 ⇒ (3) + 1 = 4
Confirm Crit:1d20 + 1 ⇒ (20) + 1 = 21
Damage:1d8 ⇒ 8
Fishman #1 - trident:1d20 + 3 ⇒ (20) + 3 = 23
Fishman #2 moves
Neheshru - casts spell

The group's charge takes the gathering of cultists by surprise, creating confusion and panic.

As Malatar and Simon prepare their charge, Herral and Will enchant Mal - increasing his luck and enlarging him for the attack. Frightened by Mal's transformation, the three Azlanti men flee in the opposite direction from the party's entrance.

With that, the two armored men charge down into the terrace making for Neheshru - clearly the leader of the gathering - but find their way blocked by the strange fishman. Instead they turn their charge on the creature. Mal's attack misses, probably as he adjusts to the change in size and movement. Simon's attack strikes true - plunging deep into the creature's scaly folds below it's head. It croaks in agony, but still stands despite the oozing black blood everywhere.

The turbaned, floating man looks upon the scene and says,"It appears, Mistress, that our transaction is at an end...I'll await Zarga's summons" This last part sounds mocking in tone. With that he raises a hand; his body seems to fold on itself; and he disappears with a whistling sound.

"You're luck's run out, miss! You're not going to get out of this!", utters Zareby as his magical missile flies out and strikes the armored woman. She seems to flinch at the blow, but remains focused.
I assumed you had cast shield before the combat round began, that's why I didn't count it as your action.

As if rallied by the woman's presence, the two men in bronze armor also retain their calm. The each grab a crossbow they carry and let loose with shots - releasing a bladed disc that whizzes through the air straight and true. One fires at Addy, missing her - but the shot disrupts her aim enough to cause her own bowshot to sail past the priestess again. The second one goes for the biggest target in the room - Mal! The disc sinks deep into his leg - if not for his increased muscle size it might have cut straight through to bone!
2 points of damage to Mal and no crit.

The ugly fishmen try to rally as well. The one that Simon struck tries to do so in kind, but his trident glances off the paladin's shield. The second fishman moves to join his comrade to bolster the defense. Move action to place him next to the other fishman - he could either attack Mal or Simon next round possibly.

Finally, Neheshru looks at the group and a wicked smile comes to her lips. "It seems Serenrae's fool and my statue have finally arrived to complete the circle."
She ignores all the outside distractions thrown at her and raises her arms. This action causes a cold mist to rise from pool similar to the one that covers the floor. She disappears from sight as a wall of mist 20' high surrounds just the pool. Unless you are within 5' of the pool, she has full concealment.

New round of attacks. I'll try to have a revised map later tonight.


Mal hisses through clenched teeth as the flying razor strikes him, stumbles slightly, his blow misses. Fortunately Simon is more competent (or luckier) than he, and strikes the fishman deeply.

Mal bellows a wordless war-cry, a cry that echoes out from his oversized body, and hacks again at the fishman.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9, Luck re-roll: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 2d8 + 3 ⇒ (1, 7) + 3 = 11

If it’s possible, Mal will also take a 5 foot adjustment prior to his attack to try to move to a flanking position with Simon, or 5 foot step so that he can do so next round. If he’s able to flank this round, +2 to the attack roll.
In case the second fishman moved through his 10 foot reach or does so this round, here is an attack of opportunity: 1d20 + 4 ⇒ (4) + 4 = 8, Damage: 2d8 + 3 ⇒ (1, 4) + 3 = 8


Human Wizard-Diviner

Don't forget that as a LARGE creature you have Reach! (I haven't read the spell in a long time, that is still true, right?!?) That means you threaten and att in a 10' range!

Will blinks owlishly at the flurry of activity, and gulps nervously (But with great interest) at the fishmen's spinning-blade Crossbows. He searches for the best target for his crossbow. (Meaning the one he's most likely NOT to miss!)

Will wait on revised map to select target and roll att


Map Update

New map up. The position of the folks on the terrace edge are my estimate. I understand that you may be spread a bit differently. In reference to the mist wall, assume the pool's ring is the size and dimension of the thing. Beside's totally obscuring Neheshru, one of the armored men has partial cover - of course he can't see you either at the moment.

Mal - your new atttack will take out the fishman in front of Simon. The 5' step would place you next to fishman #2 (assuming he doesn't move), but it will require Simon to move next to that one this round to create flanking for next round.

Initiative order:
Gorzal: 24
Simon: 22
Herral: 21
Addy: 20
Azlanti Gill-men: 20
Mal: 19
Will: 18
Lire: 13
Zareby: 12
Armored Men: 11
Neheshru: 10
Fishmen: 5

To the west of you, near the southern hallway, you hear the clashing of swords and shields. Gorzal yell and the roaring of a bugbear are heard, but not yet seen from your location.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

"They are going to target Mal! I got to get closer."

With that the halfling priest jumps down. If the jump counts as difficult terrain then he will use his agile feet ability to ignore it. Ref save 1d20 + 4 ⇒ (17) + 4 = 21. Then he moves over behind Malatar to affect healing next time.

"Don't worry I'm here now!" pipes up Herral with a grin. "This is fun."


Male Human Paladin of Sarenrae 2

Simon attacks the already wounded fishman (since he acts before Mal's would kill him). That's his standard action; would moving to flank incur one or more attacks of opportunity?
Longsword: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 2 ⇒ (3) + 2 = 5
Critical fumble check: 1d20 + 4 ⇒ (16) + 4 = 20


Herral Hinn wrote:


If the jump counts as difficult terrain then he will use his agile feet ability to ignore it. Ref save.

It would count as difficult terrain, but you made the save easily so it wouldn't have impacted your movement.

Simon Gellner wrote:
Simon attacks the already wounded fishman (since he acts before Mal's would kill him). That's his standard action; would moving to flank incur one or more attacks of opportunity?

I jumped the gun on that declaration. However, since your attack won't impact the tartget, Mal's blow is still the telling one. As a result of the critical, you drop your sword.

If you just move to flank the second fishman, it won't incur an AOO in this case but you won't have the sword. However, if choose instead to pick up your sword, you are subject to an AOO from it.

Spoiler:
1d100 ⇒ 12


Female Half-elf Rogue 1

"Dammit again! It'd be nice if I hit something once in a while."

Addy targets the crossbowman who fired at her last time, ruining her previous shot, then looks around for some cover. Remind me, is there a pillar or anything else right by me I can use as partial cover?

attack 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d6 ⇒ 1

edit: you know, if I don't roll low for an attack, I roll low for damage. This just ain't my fight ...


Human Wizard-Diviner

I think I go after most of the others? Point me at the nearest target that is NOT in melee yet! (Or in the fog) :) Will is trying to stay low and use the edge of the balcony they are on as partial cover. If possible.

"Herral! be care,...! Nevermind." Will says as the energetic halfling jumps from the balcony to aid the others. He sights around the room, looking for a target that doesn't put one of his companions in the line of fire.

"Allright. You'll do." Will mutters as he sights down his cross bow at his selected target. The gangly wizard lets his eyes loose focus for a moment, and tries to see where his target will be in the next few moments,...

Activate Diviner's Fortune ability, +1 to hit. Fire crossbow, reload as move action. :) (I think I can do all of that in one turn? If not, I'll reload next turn.)

1d20 + 2 ⇒ (11) + 2 = 131d8 ⇒ 6

Will grumbles as he watches his shot sail.

"I'm with you Addy. But whatt'ya want? I'm a mage, not a sharpshooter!"


Adelaine Harthos wrote:

Remind me, is there a pillar or anything else right by me I can use as partial cover?

Your attack will hit. As far as cover, aside from opening the doors behind you, the closest cover is the low pillar the captive is chained to just north of your current position. The pillar doesn't rise up much above the terrace, so it would require a full move action to get there and jump down to the lower terrace for cover usage.


Male Human Paladin of Sarenrae 2
Keeper of Doors wrote:
Herral Hinn wrote:


If the jump counts as difficult terrain then he will use his agile feet ability to ignore it. Ref save.

It would count as difficult terrain, but you made the save easily so it wouldn't have impacted your movement.

Simon Gellner wrote:
Simon attacks the already wounded fishman (since he acts before Mal's would kill him). That's his standard action; would moving to flank incur one or more attacks of opportunity?

I jumped the gun on that declaration. However, since your attack won't impact the tartget, Mal's blow is still the telling one. As a result of the critical, you drop your sword.

If you just move to flank the second fishman, it won't incur an AOO in this case but you won't have the sword. However, if choose instead to pick up your sword, you are subject to an AOO from it.

** spoiler omitted **

I'll pick up the sword and take the attack, then.


William WyrdRune wrote:

I think I go after most of the others? Point me at the nearest target that is NOT in melee yet! (Or in the fog) :) Will is trying to stay low and use the edge of the balcony they are on as partial cover. If possible.

Will grumbles as he watches his shot sail.

The only non-melee, non-cover target at the moment is the bronze armored guy who shot at Addy. Your shot will miss.

As for cover, there's not any on this terrace unless you lay flat. ;-)

Zareby's action and then round resolution.


Male Human Sorcerer 1

Zareby hears Gorzal's fight(?) with a bugbear and moves to help him.

Move over to the hallway south and use my last Magic Missile on a bugbear if I see one. 1d4 + 1 ⇒ (4) + 1 = 5


Spoiler:

1d6 + 1 ⇒ (1) + 1 = 2
1d6 ⇒ 3

Armored Warrior #1- crossbow:1d20 + 1 ⇒ (5) + 1 = 6
Armored Warrior #2- move
Fishman #1 - dead
Fishman #2 - trident:1d20 + 3 ⇒ (11) + 3 = 14
trident(AOO):1d20 + 3 ⇒ (3) + 3 = 6
Neheshru - ?

Simon presses his attack on the fishman, but his strike unexpectedly slides off the monster's slicked scales and his sword slips from his grip. As the creature prepares to retaliate, Malatar's sword comes from above and splits its skull like a ripe melon. It collapses in a heap atop Simon's blade. The paladin drops briefly to retrieve his weapon, and his shield clanks from the second fishman's opportune attacks but he remains unscathed. As the fishman passes by Mal, he tries to hit it but fails.
Fishman #2 is now facing Simon. A 5' step by Mal next round will place it in flanked position, but Simon would need to wait for that action to get the bonus as well. Fishman #1 is dead.

"They are going to target Mal! I got to get closer," squeaks an enthusiatic Herral. He makes a deft leap down to the lower floor and never slows as he places himself behind Mal to help. The halfling looks doll-like compared to the giantic Mal.

"It'd be nice if I hit something once in a while," utters Adelaine through gritted teeth. As if channeling her frustrations, the bow shot manages to hit the armored man in the hip, just beneath the breast plate. As a result, his own shot pulls from the sudden pain - sending a bladed disc flying wide of her.

Will's supporting shot proves less successful at the man, eliciting a frustrated, "I'm a mage, not a sharpshooter" remark. Meanwhile, the other bronze-armored guard makes his way around the misty column and joins his cohort. Armored man #2 no longer has partial cover, and has placed him himself next to Armored Man #1

The three, robed Gill-men continue their flight towards another exit, and they disappear behind the misty column.

Zareby arrives at Gorzal's location to find the halfling battling a huge bugbear in the dim half-light of the hallway. The halfling has bloodied the creature, but it has the upper hand now. As it raises its morningstar to strike, the Zareby unleashes his spell - blasting a hole in it that drops it to the ground with a gurgling growl.

Unfortunately, a second one is making its way up the hallway towards the two of them.

Finally, a woman's deep voice is heard echoing off the walls of the chamber. She intones dark words none of you understand, and suddenly smoke tendrils extend out from the column. Like wispy serpents they slither through the air and envelop Mal, Simon, and Herral before dissipating.
Mal, Simon, Herral - make a Will save (DC 13). Add any bonus for resistance to fear or enchantment. If you fail the roll:

Spoiler:

A dark presence suddenly grips your heart, filling you with fear and doubt. You have a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects for 10 rounds.

New round. I'll have a new map up tonight.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Easy, all I need is a five. Will save 1d20 + 8 ⇒ (8) + 8 = 16


Female Half-elf Rogue 1

Addy decides to make a fighting move towards cover. She fires another arrow at the crossbowman, then takes a single move action towards the pillar to the north.

attack 1d20 + 2 ⇒ (14) + 2 = 16
damage 1d6 ⇒ 4


Male Human Paladin of Sarenrae 2

1d20 + 3 ⇒ (15) + 3 = 18
Looking foward to that Aura of Courage and Divine Grace...

"An excellent blow, Mr. Kane! Now if only my blade could stay in my hand..."
Simon waits for Mal to take a position on the opposite side of the fishman and attacks.
Longsword (with flanking bonus): 1d20 + 5 ⇒ (6) + 5 = 111d8 + 2 ⇒ (6) + 2 = 8


Male Human Sorcerer 1

"We got bugbears heading our way! Come on Gorzal!", says Zareby as he runs back towards the others.

If I can, Ray of Frost on the bugbear and move. If not, move then Ray of Frost on whatever is in range that isn't a fishman. 1d20 + 1 ⇒ (16) + 1 = 171d3 ⇒ 2


Map Update

Initiative order:
Gorzal: 24
Simon: 22
Herral: 21
Addy: 20
Azlanti Gill-men: 20
Mal: 19
Will: 18
Lire: 13
Zareby: 12
Armored Men: 11
Neheshru: 10
Bugbear: 10
Fishman: 5

Seeing a big, slavering creature charging, Gorzal doesn't need much motivation to retreat back to where Will and Addy are. Full move action for back to location next to Will

Addy's shot will hit.

Zareby - Apologies for lack clarification on bugbear's position. You can either wait and cast the Ray of Frost when he rounds the corner and then move back 5'. If you choose to move first, the you'll be just out of range as he comes around the corner. I'll assume you are doing the spell first unless you tell me otherwise. The spell's range is much shorter than magic missle.

Simon delays for Mal, so just need an update for Herral, Mal, and Will. Will may or may not be here today or the rest of the weekend at this point.

Spoiler:
1d20 + 1 ⇒ (9) + 1 = 10


Female Half-elf Rogue 1

Reminder - I'm leaving for China tomorrow. Will be back on Friday. Not sure how much time I'll have for posting, so feel free to DMPC Addy. As a guide - she's heading for cover behind a pillar, but won't use more than a move action each round to get there. And she'll keep firing from her bow.

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