Explorers of the Inner Sea


Play-by-Post

1,251 to 1,300 of 1,708 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

Male Human Paladin of Sarenrae 2

Simon will pin the leader and try to keep her from using any more spells.


Apologies for the delay in the action. Spent most of Monday night and all of Tuesday awake. I've been in a sleep coma the last 24 hours. Moving on...

Simon releases the sword still buried in the zealot, and manages to grip her hands away from his neck. "I-I pity you, fiend. Even... if I fall... my goddess will... embrace me. You have... only the cold abyss," he responds to her rantings.

Even as blood continues to drip from her mouth, a cold rage is visible in her milky violet eyes - distracting to her the fact that all her allies have fallen. Despite the seething look and hideously chilling strength as she tries to wrestle free, Simon keeps his grip.

Spoiler:
1d20 + 3 ⇒ (4) + 3 = 7

While the contest of faiths continue, Malatar charges her guard before he can intervene. While the attack is ineffective, it distracts the man long enough for Addy to approach and bury her rapier through his back and into his vitals. He's dead before he falls at his mistress' feet.

While Gorzal does his reconaissance, Herral, Will and Simon pickup weapons and position themselves to unleash a crossbow phalanx on any foe they see.


Map Update
Assume Gorzal's still scouting at this point...

Simon: 22
Herral: 21
Addy: 20
Mal: 19
Will: 18
Zareby: 12
Neheshru: 10

Feel free to proceed; I think its just a matter of who gets in the next hit.


No worries Keeper, hope you are all caught up sleepwise.

Mal steps forward and attacks the priestess, swinging his sword at his opponent’s back so as to avoid Simon. 5 foot step into flanking position if possible (staying 10 feet away for reach) then attack: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7. Damage: 2d8 + 3 ⇒ (3, 2) + 3 = 8.

[ooc]Gawd, some hits would be nice!


Male Human Paladin of Sarenrae 2

Can I break the grapple and attack on the same round or is breaking the grapple a standard action?


Female Half-elf Rogue 1

attack (+2 for flank, and I believe she takes a Dex penalty for being grappled, right?) 1d20 + 4 ⇒ (2) + 4 = 6

damage 1d6 + 2 ⇒ (6) + 2 = 8 sneak attack 1d6 ⇒ 4

"Your turn, b%$#@!" Addy says as she pulls her rapier free from the fallen guard and turns her attention to the priestess. EDIT: Only to utterly miss and look like an idiot.


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 Simon to break free, if he does then Bertha lets fly a bolt at the priestess.

Herral sights down the wispy blue telescopic sight on his heavy crossbow and waits for a shot.

Crossbow bolt 1d20 + 20 ⇒ (15) + 20 = 35, Damage 1d8 ⇒ 6


Male Human Paladin of Sarenrae 2

Simon releases the woman's wrists and reclaims his sword.
(If there's time) The paladin then takes another swing at Zarga's servant.
Longsword (smite evil): 1d20 + 7 ⇒ (13) + 7 = 201d8 + 3 ⇒ (2) + 3 = 5


Simon - To answer your question from earlier. Both of you have the grappled condition, but you can, as the creature that controls the grapple, release the grapple as a free action, removing the condition from both you and the target. Since it is a free action, you should be able to also attack - so your sword blow would be doable.


Mal and Addy each attempt to disable the priestess from the death grip that intertwines Simon with her, but the blows simply don't land as they struggle around.

As Simon and Neheshru tighten their grips, the paladin sudden releases his. Caught off-guard, the priestess is unable to defend herself as the sword is pulled from her body and immediately plunged in again. She staggers and drops from the final blow.

But even as she falls, Herral's crossbow bolt hits her body so hard that it is flung back into the pool of water and sinks below the surface.

There is a slight pause...the calm that comes after a fight. Breath comes in ragged patterns; wounds suddenly awaken as the fury subsides; and everyones senses remain sharply aware for a moment longer.

Then, as if a sign of her failure and Zarga's displeasure, the mist disappears; the pool froths as if the water were boiling; and the greenish light suddenly explodes through the room. All of you are briefly paralyzed as a thousand, shrieking voices pierce throughout the room; rattling your teeth with its fury. Then, just a suddenly, it all ends.

The small statues around the room go dark and the pool of water is gone - leaving a deep pit and only darkness in the room. The armored men that surrounded Neheshru are but bones and the remains of their armor. The strange fishmen look like they have been scorched - blackened, shriveled bodies are all that remains. Only the bugbears' bodies remain untouched in death. As for Policrates and his two cohorts - there is no sight of them in the room before the darkness envelop everyone.

The last thing you notice is that the feeling of dread, of oppressiveness in the pyramid's walls, seems to have faded as well.

The only thing left now is the sounds of the captive's groans and the movement of their chains as they stir from their hallucinations.

Nice work all. Combat is over at this time.


Human Wizard-Diviner

From the darkness Will's distinctive voice pipes,...

"Wow. I didn't see THAT reaction coming!"

Very NIce Keeper, very intense there!


Male Human Paladin of Sarenrae 2

"Indeed, Mr. Wyrdrune. At the very least, Rovagug's children seem to have a flair for the dramatic as well as an appetite for destruction."
Simon walks over to the depression in the floor where Neheshru's body fell and looks for a key or something to get the prisoners free.
"I suggest we release these poor souls and rendezvous with Corporal Vors and Sir Itaden with as little delay as possible."


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 takes a look down the corridor that the bugbear came from, using his light spell on his forehead to create another glowing blue butterfly.


Simon Gellner wrote:
Simon walks over to the depression in the floor where Neheshru's body fell and looks for a key or something to get the prisoners free.

In the battle, it looks like the woman dropped a pouch in addition to her mace and scepter. The pouch contains a potion bottle, a pendant of a mermaid, 20 gold pieces, and a key.


Herral Hinn wrote:
Herral takes a look down the corridor that the bugbear came from...

He sees Gorzal make his back towards him from the corridor. The halfling is still holding his right arm rather gingerly and it is a bloody mess. "No sign of anyone else in here, friend," he states.

"Looks like there's a main entrance at the end of the hallway, but I didn't have the strength to open the door."

The hallway continues for 60' or so directly south and ends in a large stone door. Both left and right around 30' down are doors. The one on the left (east)is ajar facing inward; the one on the right is closed.


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

"Let me tend that arm, Gorzal. It looks nasty. You know that rusty weapons can lead to blood poisoning, I mean I'm sure they looked after their weapons but they are goblins after all."

Convert Obscuring Mist into healing 1d8 + 1 ⇒ (3) + 1 = 4


Male Human Paladin of Sarenrae 2

Simon sets aside the mace, scepter and pouch to take the key and start unlocking all the prisoners. He'll also check their physical state.
Heal: 1d20 + 5 ⇒ (20) + 5 = 25


Herral Hinn wrote:
"Let me tend that arm, Gorzal. It looks nasty. You know that rusty weapons can lead to blood poisoning...

The halfling goes a little pale - partly at Herral's comment; partly from the wound in his arm. At receiving ministrations, the arm heals nicely and his overall demeanor improves as the magic washes over him.

"Ahhh...much better," he adds - flexing the arm more than before. "Thanks," he says a little sheepishly.


Simon Gellner wrote:
Simon sets aside the mace, scepter and pouch to take the key and start unlocking all the prisoners. He'll also check their physical state.

All of them are relatively unharmed. They seem to be in various states of recovering from their drugged condition. Four of the captives are mumbling to themselves and respond vaguely to your contact. You recognize one of them as Iccanto Dustrin of House Dustrin, a family known for shipping and expeditions.

The last of the captives is Lady Ashinana Vestang - the host of the gala you were supposed to be attending. The beautiful young woman is dressed in a costume that resembles the attire of the female statues you have seen around the pyramid. She looks up at you with a dreamy drugged look in her eyes. She touches your cheek and mumbles, "A shining knight comes to his Empress's aid; bravo...," before passing fully into unconsciousness.


Human Wizard-Diviner

Will shakes his head at the Lady's drugged words.

"Nobility." He murmurs to Mal with a shrug.

"SO, um, do we go back out the way we snuck in? Before they bring the rest of that group out front in?" The mage whispers, just a little nervously.

"No pressure or anything, but that was pretty much the extent of my conflict-worthy spells right there. Although if we still want to search for secret doors, I'm good!" He smiles thinly.

DM, please re-jog memory, is there anything in the chamber for the obviously bookish PAthfinder to take an interest in? Historically , magically, or otherwise? I know we've run into a lot of stuff getting to here.


William WyrdRune wrote:
DM, please re-jog memory, is there anything in the chamber for the obviously bookish PAthfinder to take an interest in? Historically , magically, or otherwise? I know we've run into a lot of stuff getting to here.

There is a long and short answer to that. The whole pyramid is obviously related to post-Azlanti culture - even with the defacing Neheshru and her minions have done there's certainly enough to keep a scholar busy for months cataloging. Probably the reason Ashinana's had so many relics. But that's more an archeological dig project than a short-term study.

As for more short-term and portable, things of interest would be Neheshru's items; the armor her guards were wearing; and possibly the other statues (which are duplicates of the one Addy has) that are on the pedestals around the room (5 total). Also, you could return down to the level beneath here and retrieve the mask and statuary pieces.
Aside from that, nothing else that you can study quickly.

Map reference
As far as exiting, your choices are the main doors that lead outside that Herral and Gorzal found to the south. There's also one door to the west and another across the terrace on the east wall. The three gill-men fled to the northeast open arch in the corner of the room. Finally, there's another hallway on the east side of the room that looks similar to the one you entered.

You haven't heard any further movement or noise since Neheshru's death. Then again, the pyramid is fairly thick, so any outside noise may be inaudible.


Addy:

Spoiler:

FYI - the coldness emanating from your pack is gone; apparently whisked away by the magical event that happened with Neheshru's death.


Female Half-elf Rogue 1

Addy leaves the welfare of the prisoners to Simon and whoever else wants to look after them, shaking her head at the Lady Vestang. Still lost in her own self-importance. Why did we bother saving these fops, anyway? she thinks. Addy begins poking about the room, looking to see what, if anything, else may be of interest and gathering the belongings of the dead into a pile. At one point, she'll head over to Gorzal, to see how he's doing. "Seen better days, eh old chum?"

perception (take 20) = 28


Adelaine Harthos wrote:
Addy begins poking about the room, looking to see what, if anything, else may be of interest and gathering the belongings of the dead into a pile.

A list for reference of what you find and some details.

*(2) breastplates - they have a bronze sheen to them, but otherwise appear to be normal steel. There's nothing of extra value about them.

*(2) Light Modified Crossbows - their design is unique in that have been built to handle launching a bladed disc instead of a bolt.
*(20)Bladed Discs - The discs are razor sharp and have a bronze mixture with steel.
The unique design and potential historical value of what looks to be an Azlanti weapon could increase the value of the weapon four-fold depending on the buyer.
GM Mechanics: The different design of the crossbow and the manner in which the blades fly would require training in the Exotic Weapon Feat to be used without a penalty. The blades have a chance to sever a limb if a critical hit is scored on a 20. The usual rules for if a critcial hits applies to creatures is used here.

*(2) Short swords - standard blade with ornate handles and pommels in the Azlanti style.

*(20) GP and (2) mermaid medallions of some green stone (value is 25 gp each). The design is an Azlanti one, and they appear quite old, so their value may be higher.

*(2) Steel tridents
*Coral necklace - it is crudely shaped but the material is excellent. Value would be 20gp to a jeweler for materials.

*(2) suits of studded leather armor.
*(1) Masterwork morningstar.
*(1) standard morningstar.
*(2) standard daggers.
*(2) light wooden shields.
*(20) GP and (3) freshwater pearls (10 gp each).

DM Note: Each person receives 765 XP. Can everyone determine what XP totals they have at this point and let me know?


Adelaine Harthos wrote:
At one point, she'll head over to Gorzal, to see how he's doing. "Seen better days, eh old chum?"

The halfling looks up and says with no small relief, "Yep. Thanks to pip-squeak here," he points to Herral with a grin, "I should be back to providing my usual services to you, mi-lady." The last part is also said with a smirk and a shrug - harking back to your original charade in its context.

He quickly gets back to the business at hand."Should we open the main doors and see what's going on outside; let that guardsman know his nobles are safe? Or do keep looking around for anymore trouble?" He seems prepared to do either now as you call it.


Male Human Paladin of Sarenrae 2

"These prisoners are unharmed, though they have been drugged as you've said. We should pursue the three that fled during the melee and attempt to identify this 'Lire' character, though I do believe a look into the valley is warranted in case the Corporal and Sir Itaden need relief."


Human Wizard-Diviner

Thanks DM! I was looking for teh statues and things!

Casting a sad eye at the walls of the temple that he doesn't have time to properly examine, Will hastens over to the statues around the room and examines them all. He takes one and carefully wraps it up in a spare shirt before tucking it into his backpack. If they are all the same it doesn't matter which one he takes.

He mutters to himself as the others examine the bodies of the fallen for clues, loot and other desirables, making notes in his journal.

"Even though these have been ,'modified', shall we say, we know they are still wonderful examples of Aazlant artifacts! I shall be able to write at least 5 good dissertations on this alone." HE whispers excitedly to Mal.


Female Half-elf Rogue 1
Keeper of Doors wrote:


DM Note: Each person receives 765 XP. Can everyone determine what XP totals they have at this point and let me know?

By my reckoning, 1654 xp.


“Sorry ‘bout that back there,” Malatar mumbles to Simon, referring to him quitting the field of battle – it’s odd seeing a thirteen foot tall man looking shame-faced and embarrassed, but soon enough Mal is all business again.

“Aye, head out the front. Itaden and Dayle might need our help. Bring these,” he gestures to the drugged nobles, “with us as far as the front door, as long as we keep ‘em just inside they should be out of trouble. Still need to rescue the others in the tents.”

He glances sideways at some of the wealth about, but manages to ignore the slight stirrings of greed for now, while danger may still be about.


Adelaine Harthos wrote:
Keeper of Doors wrote:


DM Note: Each person receives 765 XP. Can everyone determine what XP totals they have at this point and let me know?

By my reckoning, 1654 xp.

I've got 1819, I've been keeping pretty careful track. Check near the bottom of Malatar's profile for a breakdown. While it's possible I missed something, I don't think I would have thrown anything extra in!

By the way, what experience track are we on?


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

930xp


Male Human Sorcerer 1

Zareby casts a quick spell as he picks up his crossbow, the blood gone from his claws. "That ended well. So, we probably should go back out and join the party. It's really the only polite thing to do."


Male Human Paladin of Sarenrae 2
Malatar Kane wrote:

“Sorry ‘bout that back there,” Malatar mumbles to Simon, referring to him quitting the field of battle – it’s odd seeing a thirteen foot tall man looking shame-faced and embarrassed, but soon enough Mal is all business again.

“Aye, head out the front. Itaden and Dayle might need our help. Bring these,” he gestures to the drugged nobles, “with us as far as the front door, as long as we keep ‘em just inside they should be out of trouble. Still need to rescue the others in the tents.”

He glances sideways at some of the wealth about, but manages to ignore the slight stirrings of greed for now, while danger may still be about.

"Chin up, soldier.", Simon says, clapping Mal on the enormous arm,"The forces of evil are vanquished, despite her use of such cowardly tactics. I myself was nearly overwhelmed; were it not for my holy charge, I'm certain her foul magicks would have afflicted me as well."

Simon pulls an unconscious noble into a fireman's carry. And starts toward the main entrance.

"Perhaps it's best while your stature persists, Mr. Kane, to take the prophetess' scepter and mace. We may cow the foul retches with their leader's demise."


Human Wizard-Diviner

I must have missed something, I'm only showing 1287 XP

Will gives a little smirk at Simon's suggestion. He clearly enjoys seeing the results of his magical handiwork.

"Yes, well then, we shouldn't tarry." He says reluctantly.

"The spell is a good one, but it won't last too long!"

The skinny wizard reloads his crossbow and follows the others towards the main entrance.


Adelaine Harthos wrote:
By my reckoning, 1654 xp.
Malatar Kane wrote:
I've got 1819, I've been keeping pretty careful track.
William WyrdRune wrote:

I must have missed something, I'm only showing 1287 XP

Kind of what I was afraid of; I didn't really have a full pattern of XP totals for myself just an estimate.

I will use Moth's total as the baseline, since its pretty spot on with my estimates. By that guideline:

Malatar, Adelaine, William, Zareby: 1819 XP
Herral: 1487 XP
Simon: 765 XP

Hope that feels like a logical and fair result for all. As for level track, I'm following PF's medium track, which means next level would be at 2,000 XP.


Based on that consensus, sounds like you'll head outside. What you choose to gather up and take with you, just let me know. Will's got a statue and Mal's got the scepter and mace.

As Simon gathers up one of the nobles, Mal uses his size to pick up several more of the nobles. All of them hang on to you as you drag/move them towards the entrance.

You all make towards the southern corridor, and the main entrance. Mal's magical size ends just in time for him to place the semi-conscious nobles down at the side of the entrance hall. With a little effort by some the members of the party, the stone doors pull back and reveal the camp.

What you witness is the remains of a battle that must have raged while you faced Neheshru. The fires still blaze around the camp, but the rest has changed. Two of the goblins tents have collapsed from the fire Dayle started as a distraction. The captives' tent and third goblin tent remain standing, albeit slightly charred on one side and wet from where water was thrown on them to keep them from burning.

As for the goblin force, it looks like it has been killed or scattered. A dozen of the little beasties lay about the camp - some burned to a crisp; others with arrows or sword blows having killed them; and a couple look like they were decapitated. Still where he stood when you entered, the bugbear lies dead near the central fire pit - arrows protrude from its neck and back, and it's right hand has been smashed to a pulp. What happened to the remaining goblins and the goblin riders is not visible from where you stand.

Sitting in ragged rows on the grounds in front of the pyramid, the captives looks like they are starting to recover from their stupor. Most are either sitting quietly or starting to shake their heads as if trying to awaken from a bad dream.

While it looks like victory has been achieved outside, Itaden's force took a beating. One of the guardsmen lies face down near the destroyed tents; a second one lies on his back - face a bloody mess - near the dead bugbear; and a third you see sitting unmoving against the pyramid near the stairs - an arrow's feathers are all that are visible from your angle and seem to emanate from his chest. The fourth man walks the perimeter, still on alert from the looks of it, but it looks like he's lost his helm and bleeds from the neck.

As for Itaden, his helm has been removed; it lies battered on one side at his feet. Despite the a bloody gash to his head, and what looks like a huge dent in his armor, he stands tall over the dead bugbear. His foot has been placed on the bugbear's morningstar, and his sword still looks aimed at the dead beast - as if anticipating any surprises.

For a moment, you don't see Dayle anywhere - dead or alive. Then you notice a bow and arrows planted upright at the edge of the crowd of people about 10' from Itaden's location. You realize that a crouching figure isn't another captive, but the half-elf looking like he was checking on someone. He rises as if to say something to Itaden. You notice that there's an arrow extending from his leg - the shaft having pierced his whole thigh.

Before you can say anything, the sound of the opening doors and walk into the firelight causes Dayle to grab and notch his bow in one quick move towards the opening. Acting on impulse, Itaden also steels his shield and turns his blade towards the opening. The guardsman begins running also at the sound, but pauses as he realizes who you are.

As in confirmation, Itaden shouts: "Calistria's garters! You gave us a shock! What's going; is everyone alright?" There's a mixture of surprise, concern, and a little bit of fear as the man lowers his sword and waits to hear what has happened.


Female Half-elf Rogue 1

Addy gathers the coins and jewelry and stashes them in her pack. "We can all divide this later; I'll leave the weapons and armor to you warrior types to decide what to do with."

so that's 40gp, two medallions, a coral necklace, and 3 small pearls.

She switches back to her shortbow after wiping her rapier clean, and follows the others back outside.


Male Human Sorcerer 1

Wouldn't it be better if we assumed Herral and Simon had the same amount of experience as we do, just so we don't have a third of the party at a different level for 1-2 fights worth of experience?

"Give the people inside a few hours to sober up and they'll be fine. The priestess is dead. Everything else is just extra.


Zareby Grenache wrote:
Wouldn't it be better if we assumed Herral and Simon had the same amount of experience as we do, just so we don't have a third of the party at a different level for 1-2 fights worth of experience?

I am certainly willing to level out the XP for all party members if everyone is OK with it. It certainly makes it easier for leveling, etc.


Keeper of Doors wrote:
Zareby Grenache wrote:
Wouldn't it be better if we assumed Herral and Simon had the same amount of experience as we do, just so we don't have a third of the party at a different level for 1-2 fights worth of experience?

I am certainly willing to level out the XP for all party members if everyone is OK with it. It certainly makes it easier for leveling, etc.

Sounds like a plan.


“Nice to see your handsome face too, Itaden,” comments Mal drily, figuring he can get away with the banter regarding his old friend’s scars given their long history and his own battered appearance.

“Went alright.” The warrior nods at those around him, quietly impressed by how well everyone played their part, and thinking that he might have been the one who let the side down. “You boys need any help out here?”


Male Human Paladin of Sarenrae 2

Simon picks up Lady Vestang and brings her down to the waiting Itaden.
"Your charge is safe, sir. None of the hostages within the temple were injured; merely drugged. What foul fate was in store for them, however, is best left to the imagination. One of the fiends did escape, however; a shrouded mage named 'Lire' was in collusion with the servants of Rovagug. Would that name ring a bell?"

During the conversation, he also pulls out the ring found on the dead soldier within the pyramid.
"We found another soldier; alas, the state of his body made identification... difficult. But he did have this ring. Do you recognize it?"

Simon could use a morningstar or the mace; Mal or Herral can use the breastplates if they prefer (and if Herral can have his resized). The modified crossbows are cool, but I don't know if it's worth taking.


All three men relax at the sound and remarks of Malatar's response. Itaden breaks into a grin, and walks towards the group as they come down the steps. The smile has the added effect of cracking the dried blood on the side of his face - a strange contrast to his usually serious demeanor.

"We're alright down here, but whatever you did kept us from getting massacred." He then continues to explain:
"Vors' distraction had done the job,, and we'd managed to take out several of the sentries. But that damn bugbear had managed to start a rally of his troops. I decided to charge him to see if we could knock the heart of their defense out."

"All of a sudden some kind of green light comes flaring out through the pyramid's walls and washes over all us. For moment there, I thought that whatever was in there had killed us all somehow! That's when I look up, and that bloody bugbear is just standing there - this dumb 'where am I?' look on his face."

"We were running out of options and losing badly, so I managed to get under his guard and run him through. So as he drops, whatever was keeping the goblins together fled their little grubby heads and they all scattered - screaming and paniced as could be. We've been on guard ever since, but I don't any of them are coming back - not even the patrols."

"Whatever you did in there, they seemed to sense it. I think, for awhile at least, our goblin problem is as dead as those cultists you mentioned." He grips Mal's shoulder and shakes his hand as heartily as he can in congratulations.


Human Wizard-Diviner

"Hmph. Yeah. I'm glad that 'Lire' took a powder. Otherwise things might have gotten, messy." Will murmurs aside to Mal softly.

"I wonder just who he was. Is. And who he's working for?" He wonders aloud.

Everyone on the same XP makes life so much easier! ;)


Simon Gellner wrote:
Simon picks up Lady Vestang and brings her down to the waiting Itaden.

After his elation and conversation, Itaden's returns to a more concerned look for Simon's arrival. He looks over the sleeping noblewoman with an almost fatherly care, and takes her gently from Simon. He looks at Simon with an intensity that's equal parts assessment and pronouncement.

"You have my thanks, and my favor, if you are ever in need it from a humble servant of Taldor, Lord Gellner."

With this, he makes to set the woman up to be more comfortable before returning to the conversation.

A little while later, he responds to Simon's other inquiries:

"This Lire fellow doesn't ring any bells for me. If he was one of the Azlanti gill-men at the Lady's manor house, he either kept a disguise or didn't use that name. Certainly, none of them kept that attire that you describe. Like the goblins, I'm hoping the loss of his mistress will make him decide to keep away, but we may have to be on guard just in case."

Itaden examines the ring, and ponders it a little.
"Looks like there's a symbol on it," he notes before continuing. This pyramid has been worked on for the last two or three months to get it open. We've been pretty much away from it for the two weeks following the discovery of what we thought were "magically preserved" Azlantis - - the ones inside that pyramid. It's possible that he's a patrolman or messenger like Corporal Vors; but he's definetly not one of my company - I didn't leave anyone behind once Lady Vestang quit the project to get ready for the party."

He shrugs and returns the item Simon, adding, "Sounds like he won't be needing it anymore, so perhaps you should consider it a souvenier of your deeds here today. I'm sure it will win you a few hearts and ladies' favors at the next gala you attend."


DM Note - Sounds like a general agreement then. All six members are at the same XP: 1819.

So, here's a quick recap of what everyone has found/picked up during your journey into the pyramid that's been stated:

Simon: pouch containing a vial, 20 gp, a mermaid medallion, and a key.
A brass-colored ring with no stone and a single symbol embossed on it.
The masterwork morningstar (I assume).

Addy: 40 gp
Two green stone mermaid medallions (25 gp each)
Coral necklace (20 gp)
3 pearls (10 gp each)
A silver bird pin (that Herral gave her)
An ornate box desgined to carry the pin and the bracelet she had

Mal: Neheshru's Mace and Scepter

Will: One of the green statuettes of the horrid mermaid thing with claws.

Zareby and Herral: Nothing that has been noted yet.

Once you sort it out, distribute the wealth, and add anything more from the list, please make sure to add things to your character sheets.


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

"Anyone wounded, Itaden? Bring them all close and Desna will provide. Oh Dayle have I told you about blood poisoning? That arrow needs to come out. Come here and I'll give it a go. I once saw inside an infirmary and it was really clever how they treated wounds and stuff. It looked easy."

Channel healing power of Desna 1d6 ⇒ 3, and again if needs be 1d6 ⇒ 4. Heal check to remove arrow from Dayle 1d20 ⇒ 1

"You scream like a girl, Dayle. sigh No, I think that arrow is stuck for good. You should name it."


That was hilarious. Nice one, Herral.

Itaden, Dayle, and the remaining guardsman (Alpano) seem relieved at Herral's request. They all welcome the heal aura's impact.

"It's all good to see you alive again. Thanks for coming to our ai...," Dayle starts to add to the conversation then abruptly stops as Herral's impromptu surgery on the bowshaft snaps in two - leaving a piece in Dayle's leg as the other part comes out in Herral's hands.
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (4) + 3 = 7

He suddenly turns white as sheet, but the ranger manages to keep conscious and standing - grabbing the first person next to him in a clenched fist. "Motherless son of a dog...*?$&#...*%@!," the swearing continues and spans the common, elven and gnomish languages.

Herral's insight: "You scream like a girl, Dayle. *sigh* No, I think that arrow is stuck for good. You should name it." Still flailing around, Dayle's response isn't as pleasant. You have to wonder how someone could be crammed into that part of a pig's anatomy.

Herral's second wave of healing helps the rest of shaft emerge from his leg, but the process of rejection strains Dayle's fortitude and he passes out.

Itaden's look is one of initial surprise as well, but Dayle's colorful display suddenly relieves his tension and he can't help but laugh out loud for a moment.


Female Half-elf Rogue 1

Addy can't help but laugh at the ranger's antics while she walks around, trying to replace the arrows she expended (can I assume I find enough to replace what I fired?). Still, as tired as she now is, once done, she plops herself down against the nearest semi-comfortable looking spot. If she can catch Gorzal's eye, she motions for him discreetly to join her, as if she wants to have a friendly chat.

1,251 to 1,300 of 1,708 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Explorers of the Inner Sea All Messageboards

Want to post a reply? Sign in.