Ascaria |
Round: 1, Initiative: 2
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (1/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (3/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (4/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (4/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
”Eidi, out of the way! We ignored Sol last time, and to our peril as we lost Eri. Sol says he’s evil, and cannot be trusted. He’s obfuscated our conversation, and who knows if what he did tell us is even the truth?”
Spellcraft: 1d20 + 15 ⇒ (10) + 15 = 25 vs DC 19
He quickly casts Blessing of Fervor, bringing the power of Cayden Cailean to the battle even as he moves forward a little.
"He's made himself immune to first through third level spells - and may have allies, so be careful!"
NOTE: I go last, so no BoF this round...
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Solrisa Iome Arabasti |
Round 1, Init 12
Solrisa is openly caught off guard by the attacks by her party, as they believed her rather than wanting to talk further. It was a good bafflement.
She moves up to protect the party. She calls upon the Dragon for aid against the evil doer and readies her blade for anything that gets too close.
Readied Power attack w/lunge as necessary. Two hands.
1d20 + 18 - 3 + 1 ⇒ (20) + 18 - 3 + 1 = 36 to hit; (-PA,+bless) + 3 more vs. Moreto
1d10 + 8 + 9 ⇒ (3) + 8 + 9 = 20 magic damage. +22 more on first hit vs. Moreto
Pot crit:
1d20 + 18 - 3 + 1 ⇒ (6) + 18 - 3 + 1 = 22 to hit; (-PA,+bless) + 3 more vs. Moreto
1d10 + 8 + 9 ⇒ (6) + 8 + 9 = 23 magic damage. +22 more on first hit vs. Moreto
AC=27 +3 more vs. Moreto [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 92/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Eri Nandri |
Round 1, Init 13 AC: 19
Where’s he go?
”Oh, there. Here take this.”
Eri moves up and casts Rigor Mortis [Fort save DC:18] It’s a 4th level spell
dam: 9d6 ⇒ (2, 1, 1, 3, 1, 5, 3, 6, 3) = 25
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (2/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
Mortimer Smith |
"AAH!" Mortimer bursts, frustrated at the lost surprise opportunity.
"It's too late for that half-elf!" he bellows at Eidi.
I'll never understand neutrals! Since when is the enemy of my enemy my friend?!
He moves forward and hurls a Thunderstone FortDC15 into the square behind Moreto.
TS: 1d20 + 19 ⇒ (13) + 19 = 32+Bless
GM Rat Sass |
Eidi nobly steps between his companions and the stranger, hoping to quell the surge of hostility, to no effect. Mortimer throws another thing, this time attempting to deafen the poor lantern bearer.
Fortitude Save v DC 15: 1d20 + 8 ⇒ (13) + 8 = 21
Eri heeds the gnome's warning, and seeks to penetrate the Marquis's Lesser Globe. He manages the first successful pain, though Moreto maintains his dexterity.
Fortitude Save v DC 18: 1d20 + 8 ⇒ (10) + 8 = 18
Solrisa readies a proficient strike against a retreating foe. Ascaria brings Cayden's Fervent Blessing to all.
Moreto speaks up once more.
"அது கூட தாமதமாகிவிட்டது. உங்கள் ஆக்கிரமிப்பை நிறுத்திக் கொள்ளுங்கள், உங்கள் மனசாட்சியைக் கொடூரமாக பதில் சொல்ல மாட்டேன்."
"It isn't too late, even now. Cease your aggression, and I will not answer your mindless anger in kind."
Around the bend, you see two creatures, much like the ones you found in Bozal's lair. Skeletons with a pulsing, purple flesh inhabiting its frame. Eidi called them Mohrgs.
Round 2
Eidi- 21
Moreto- 19 (-12hpNL)
Mortimer- 14
Eri- 13
Solrisa- 12
Ascaria- 2
Eidi is up!
Party Buffs
Blessing of Fervor
Eidi |
Eidi is still jumping and waving his hands in an attempt to stop the craziness, while half the party surpasses his position and keep his aggression.
The half-elf is up to protest when Mortimer raises his voice and talks about Mohrgs "Wh-what? Where?" he moves after the party and looks at the strange corner of the cave.
If Eidi can see any undead there, he immediately casts a wall of ice to corner them and separate them from Moreto.
If he cannot see them, Eidi keeps looking at Mortimer, ready to make the cast while he expects instructions of where to aim.
GM Rat Sass |
Reflex Save DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
Eidi turns the corner, attempting to bring his Wall of Ice into existence. Due to the presence of both the mohrgs and Moreto, a display of Dexterity by one or the other is enough to disrupt the formation of the Wall.
Moreto calls out to the river, then waves his minions towards the advancing horde, free from obstruction. From the depths of the Fallen River comes two additional mohrgs.
"இது வரவில்லை என்று நான் விரும்புகிறேன். நாம் இன்னும் பேசிக்கொண்டிருக்கலாம். இப்போது, இந்த மோதல். நாங்கள் கூட்டாளிகளாக இருந்திருக்கலாம்."
"I do wish it hadn't come to this. We could have still been talking. Now, this conflict. We could have been allies."
The cave mohrgs, Red and Blue, advance upon Mortimer, tongues lashing the giant, desirous of an inanimate object.
Tongue Touch Attack, M: 1d20 + 10 ⇒ (9) + 10 = 19
Tongue Touch Attack, M: 1d20 + 10 ⇒ (20) + 10 = 30
Mortimer, one Fortitude Save DC 21, or become Paralyzed for 1d4 ⇒ 3 minutes.
The river mohrgs, Green and Purple, gain their bearings, as if the chill from the River slowed them enough that standing from beneath the waters is all they can do at present.
Moreto himself looks crestfallen. He decides to wait, and see how the two sides adjust to the realization of new power dynamic. His hands move in agitation.
Mortimer, Eri, Solrisa and Ascaria may finish Round 2, Eidi may begin Round 3!
Ascaria |
Round: 2, Initiative: 2
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (2/11r), Prayer (1/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(7/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (4/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Mohrgs!!
Ascaria is firm in his position, and says no more to the evil man who travels with undead mohrgs at his beck-and-call. Instead he moves up further and casts Prayer (+1 attacks, damage, saves, & skills (luck)). It won’t effect Moreto, but might the mohrgs.
SR just in case: 1d20 + 11 ⇒ (20) + 11 = 31
Worried about their large number of foes, he’ll also Channel to Harm the undead creatures. No one in the party is healed by this attempt.
Channel Energy (harm undead): 8d6 ⇒ (5, 5, 5, 3, 4, 5, 2, 1) = 30 (DC 23 for half)
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Eidi |
I thought I took cautious attention to place the wall at 5' away from Moreto. And Eidi would have probably not risked casting if Mohrgs were that close. Meek! But ok I can go with it, next time they will fall under my icy trap :)
Eidi steps back disconcerted, but instinctively raises his winged eye symbol that suddenly irradiates a burst of holy energy that smites both the undead and Moreto. Eidi brings holy smite upon all his enemies.
SR?: 1d20 + 8 ⇒ (11) + 8 = 19
Smite damage (level 4 spell): 4d8 ⇒ (2, 4, 6, 8) = 20 Healing grace on blue for extra 4 damage on him
Will DC 17 or become blind 1 round. Save also halves damage (violet area)
BoF +2
Mortimer Smith |
Round 2, Init 14
Bless
Hits: 81 (79) AC:27
Slots: 5/8
KO: 1 / 2
StunningFists: 9/11
Bless, BoF, Prayer, Dragon Ferocity
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 24 Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
FortDC21: 1d20 + 16 ⇒ (16) + 16 = 32 +Beer, +Dragon
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer tries to knock some skeleton heads together.
Free for the Dragon Ferocity.
If he takes out or stuns Blue, he'll move on to Vermilion.
RStunPalm: 1d20 + 17 ⇒ (16) + 17 = 33 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 18 + 1d6 + 1d6 ⇒ (1) + 18 + (1) + (5) = 25 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
Fort Save DC 17 or be stunned for one round and be shaken for AwSnap: 1d4 + 5 ⇒ (4) + 5 = 9 rounds.
LPunch: 1d20 + 17 ⇒ (14) + 17 = 31 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (5) + 15 + (3) + (6) = 29 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
RHook: 1d20 + 12 ⇒ (19) + 12 = 31 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (3) + 15 + (1) + (6) = 25 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
CritConf?: 1d1d20 + 12 ⇒ (13) + 12 = 25 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (10) + 15 + (2) + (4) = 31 and AwSnap: 1d4 + 5 ⇒ (4) + 5 = 9 rounds -- no save.
RHighKick: 1d20 + 7 ⇒ (7) + 7 = 14 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (3) + 15 + (5) + (1) = 24 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
Solrisa Iome Arabasti |
Round 2, Init 12
Solrisa wonders how so many morghs appeared from no where, but recovers quickly and moves up to strike at green.
Power attack. One hand.
1d20 + 18 - 3 + 1 + 1 ⇒ (11) + 18 - 3 + 1 + 1 = 28 to hit; (-PA,+bless,+prayer)
1d10 + 8 + 9 + 1 ⇒ (8) + 8 + 9 + 1 = 26 magic damage.
AC=29 (+2 BoF) +3 more vs. Moreto [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 89/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Eri Nandri |
Round 2, Init 13 AC: 19
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
Who are these guys?
”Gadzooks!”
Eri moves up and casts Fireball [Reflex save DC:17] using Selective Spell to protect the party. It’s a 3rd level spell cast at 4th level
fireball dam: 9d6 ⇒ (6, 6, 4, 2, 2, 5, 3, 2, 5) = 35
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (1/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Mortimer shrugs off the paralytic french kiss of the mohrg, before engaging with the undead. Though Blue is unstunnable by its very nature, it can't withstand the flurry of magical fists, the last which brings it down.
On subsequent criticals, your damage total shouldn't include the 1d6 rolls for the electrical and cold damage, as they don't stack.
Eri selectively burns the cavernous interior with his Fireball. It fails to effect Moreto in his Globe, but the mohrgs are still troubled by the sudden inferno. Red suffers the full intensity.
Reflex Save v DC 17, R: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex Save v DC 17, G: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex Save v DC 17, P: 1d20 + 10 ⇒ (11) + 10 = 21
Solrisa confronts river-soaked Green, connecting solidly with a single strike. Ascaria brings Cayden's Prayer to all, with the exception of Moreto, then commands the undead to suffer further, though each and every one of them resists it mightily.
Will Save v DC 23, R: 1d20 + 9 ⇒ (20) + 9 = 29
Will Save v DC 23, G: 1d20 + 9 ⇒ (14) + 9 = 23
Will Save v DC 23, P: 1d20 + 9 ⇒ (18) + 9 = 27
Will Save v DC 23, M: 1d20 + 18 ⇒ (5) + 18 = 23
Eidi contributes with his own divine power, smiting the four remaining opponents.
Will Save v DC 17, R: 1d20 + 9 ⇒ (12) + 9 = 21
Will Save v DC 17, G: 1d20 + 9 ⇒ (1) + 9 = 10
Will Save v DC 17, P: 1d20 + 9 ⇒ (13) + 9 = 22
Will Save v DC 17, M: 1d20 + 18 ⇒ (12) + 18 = 30
Moreto utters a grunt of disgust, and the mohrg engage fully. Red tackles Mortimer, while Green and Purple confront Solrisa.
Slam Attack, M: 1d20 + 15 ⇒ (15) + 15 = 30 for 2d8 + 15 ⇒ (6, 3) + 15 = 24 damage
Slam Attack, M: 1d20 + 15 ⇒ (17) + 15 = 32 for 2d8 + 15 ⇒ (7, 8) + 15 = 30 damage
Tongue Touch Attack, M: 1d20 + 10 ⇒ (12) + 10 = 22 Fortitude Save DC 21, or become Paralyzed for 1d4 ⇒ 4 minutes
Slam Attack, S: 1d20 + 15 ⇒ (12) + 15 = 27 for 2d8 + 15 ⇒ (4, 3) + 15 = 22 damage
Miss Chance, High Good: 1d100 ⇒ 28
Slam Attack, S: 1d20 + 15 ⇒ (6) + 15 = 21 for 2d8 + 15 ⇒ (5, 7) + 15 = 27 damage
Miss Chance, High Good: 1d100 ⇒ 72
Tongue Touch Attack, S: 1d20 + 10 ⇒ (17) + 10 = 27 Fortitude Save DC 21, or become Paralyzed for 1d4 ⇒ 2 minutes
Miss Chance, High Good: 1d100 ⇒ 41
Slam Attack, S: 1d20 + 15 ⇒ (16) + 15 = 31 for 2d8 + 15 ⇒ (8, 3) + 15 = 26 damage
Slam Attack, S: 1d20 + 15 ⇒ (6) + 15 = 21 for 2d8 + 15 ⇒ (8, 6) + 15 = 29 damage
Tongue Touch Attack, S: 1d20 + 10 ⇒ (14) + 10 = 24 Fortitude Save DC 21, or become Paralyzed for 1d4 ⇒ 1 minutes
Moreto simply points a finger at Mortimer, and a black ray lances forward.
Moreto has cast Enervation.
Ranged Touch Attack, M: 1d20 + 15 ⇒ (14) + 15 = 29 Mortimer gains 1d4 ⇒ 3 negative levels.
Round 3
Moreto- 19 (-12hpNL, -25hp)
Mohrg- 19 (-60hp/R, -104hp/B, -78hp/Blinded1r/G, -42hp/P)
Mortimer- 14 (-54hp, 3 negative levels)
Eri- 13
Solrisa- 12 (-26hp)
Ascaria- 2
...
Round 4
Eidi- 21
The Party is up!
Party Buffs
Blessing of Fervor
Prayer
Eidi |
"So you want to play this game?" Eidi points towards Moreto and casts enervation as well.
Enervation ray+BoF+prayer: 1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16 1d4 ⇒ 1
His black ray not as well aimed due to the pressure of the morghs, but crackles and flies towards Moreto nevertheless.
Solrisa Iome Arabasti |
Oops, one more Fort. 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 Fort
Round 3, Init 12
Solrisa strikes at the green mohrg in front of her.
Power attack. Two hand.
1d20 + 18 - 3 + 1 + 1 ⇒ (7) + 18 - 3 + 1 + 1 = 24 to hit; (-PA,+bless,+prayer)
1d10 + 8 + 9 + 1 ⇒ (4) + 8 + 9 + 1 = 22 magic damage.
Power attack. Two hand.
1d20 + 13 - 3 + 1 + 1 ⇒ (15) + 13 - 3 + 1 + 1 = 27 to hit; (-PA,+bless,+prayer)
1d10 + 8 + 9 + 1 ⇒ (7) + 8 + 9 + 1 = 25 magic damage.
Power attack. Two hand.
1d20 + 8 - 3 + 1 + 1 ⇒ (7) + 8 - 3 + 1 + 1 = 14 to hit; (-PA,+bless,+prayer)
1d10 + 8 + 9 + 1 ⇒ (1) + 8 + 9 + 1 = 19 magic damage.
Power attack. Two hand. BoF.
1d20 + 18 - 3 + 1 + 1 ⇒ (2) + 18 - 3 + 1 + 1 = 19 to hit; (-PA,+bless,+prayer)
1d10 + 8 + 9 + 1 ⇒ (6) + 8 + 9 + 1 = 24 magic damage.
AC=29 +3 more vs. Moreto [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 66/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Ascaria |
Round: 3, Initiative: 2
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (3/11r), Prayer (2/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (3/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Ascaria absorbed some of Sol and Mort’s pain, but just a little.*
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He starts off by casting Terrible Remorse (4th lvl spell, Will DC 20) on Moreto. ”Stop hurting my Mort, and start hurting yourself for a while.” he repeats the phrase in Undercommon for his benefit.
SR just in case: 1d20 + 11 ⇒ (16) + 11 = 27 (does prayer effect this roll? If so +1)
Happy Mort has taken one out and confident Sol will do the same shortly, he focuses on keeping everyone standing. He channels energy to heal, careful to carve out the undead and Moreto (though he’s pretty sure the undead won’t heal from his ministrations).
Channel Energy (healing): 8d6 + 1 ⇒ (6, 3, 1, 3, 1, 1, 4, 4) + 1 = 24
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Mort and Sol each heal 5hp of damage thanks to Ascaria.
Mortimer Smith |
Round 3, Init 14
Bless
Hits: 81 (79)(-54-15+24) AC:27
Slots: 5/8
KO: 1 / 2
StunningFists: 9/11
Bless, BoF, Prayer, Dragon Ferocity
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Mortimer is refreshed by the burst of brightness emanating from Eidi toward the festering entrail-filled skeletons.
Wow! What is that, fresias?
His eyes then dry up a little and widen as the beefy tendrils of a fireball reach around him and toast the Mohrg in front of him.
"Woo!... Thanks!" he exclaims involuntarily at the spectacle.
FortDC21: 1d20 + 16 ⇒ (6) + 16 = 22 +Beer, +Dragon
He barely manages to dodge the Mohrg's gruesome digestive attack.
"AAaugh! QUIT WITH THE TONGUE!" Mortimer shrieks, his voice cracking.
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer stumbles a little when hit with Moreto's touch attack. He glowers at the Gaunt figure.
Man, what is it with these guys down here?! I need a nap.
Vermilion, shifting to Lilac if Vermilion drops.
RPunch: 1d20 + 14 ⇒ (14) + 14 = 28 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 18 + 1d6 + 1d6 ⇒ (1) + 18 + (2) + (2) = 23 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
LCrescent: 1d20 + 14 ⇒ (16) + 14 = 30 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (6) + 15 + (2) + (2) = 25 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
LHook: 1d20 + 9 ⇒ (6) + 9 = 15 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (8) + 15 + (6) + (5) = 34 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
RBootToHead: 1d20 + 4 ⇒ (16) + 4 = 20 +Bless, +Prayer, +BoF, -PA
for Damage: 1d10 + 15 + 1d6 + 1d6 ⇒ (8) + 15 + (6) + (6) = 35 +Amulet,+Prayer,+Dragon,+PA,+Cold,+Electric,Cold Fe,Ag,Magic
Eri Nandri |
Round 2, Init 13 AC: 19
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
Eri will take a 5’ step and begins casting a full round spell.
Nothing to see here.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Mortimer strikes Red twice, downing it. Eri takes advantage of no attention on himself to begin a lengthy magical casting. Solrisa fells Green, and lends her second successful swing to Purple. Ascaria deftly heals, while cuffing Moreto about his psyche.
Will Save v DC 20: 1d20 + 18 ⇒ (7) + 18 = 25
Eidi seeks to return the favor, targeting the Marquis with the same necromantic magic recently bestowed upon Mortimer, but it goes wide, unfortunately.
The mohrg continues to attack the maiden fully.
Slam Attack, S: 1d20 + 15 ⇒ (3) + 15 = 18 for 2d8 + 15 ⇒ (6, 1) + 15 = 22 damage
Slam Attack, S: 1d20 + 15 ⇒ (2) + 15 = 17 for 2d8 + 15 ⇒ (8, 2) + 15 = 25 damage
Tongue Touch Attack, S: 1d20 + 10 ⇒ (16) + 10 = 26 Fortitude Save DC 21 or become paralyzed for 1d4 ⇒ 3 minutes
Moreto watches as the tide turns against him, his companion mohrg unable to withstand the assault of the front line. He jabs his finger at Solrisa this time, while looking at Ascaria.
Ranged Touch Attack, M: 1d20 + 15 ⇒ (4) + 15 = 19 Solrisa gains 1d4 ⇒ 3 negative levels
"உங்கள் மிருகத்தனமான சக்தி வியக்கத்தக்கது. உன்னுடைய அன்பால் திரும்பி வர மிகவும் தொலைவில் நான் வந்திருக்கிறேன். நீ என் பாதுகாப்பைக் கொன்றுவிடலாம், ஆனால் நீ என்மீது உன் தாக்குதலைத் தொட்டால் நீ துயரமடைவாய்."
"Your brutish force is admirable. I've come too far to be turned back by your kind. You may slay my protection, but you will find nothing but misery if you press your attack against me. I promise you."
Round 4
Moreto- 19 (-12hpNL, -25hp, Staggered1r, -2AC)
Mohrg- 19 (-108hp/R, -104hp/B, -100hp/G, -67hp/P)
Mortimer- 14 (-25hp, 3 negative levels)
Eri- 13
Solrisa- 12 (3 negative levels)
Ascaria- 2
...
Round 5
Eidi- 21
The Party is up!
Party Buffs
Blessing of Fervor
Prayer
Eidi |
Eidi produces a pinch of silver dust and rains the ground around him with it while saying some magical words 'proteccion' effectively casting magic circle against evil around himself.
Healing grace: +3 hp to Ascaria
"This could have ended very differently, but being surrounded by evil creatures does not help Moreto" menaces the elder.
The half-elf then steps next to the morhg with his staff and faith as only defense, effectively placing himself as cover to Solrisa and Mortimer against Moreto's rays.
Eri Nandri |
Round 3, Init 13 AC: 19
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
Eri moves up and casts Scorching Ray on the purple morhg. (No Save) Just in case SR: 1d20 + 13 ⇒ (7) + 13 = 20
ranged touch att, bless, prayer, BoF: 1d20 + 1 + 1 + 2 + 11 ⇒ (11) + 1 + 1 + 2 + 11 = 26
damage: 6d6 ⇒ (1, 4, 5, 1, 1, 6) = 18
ranged touch att, bless, prayer, BoF: 1d20 + 1 + 1 + 2 + 11 ⇒ (11) + 1 + 1 + 2 + 11 = 26
damage: 6d6 ⇒ (4, 2, 5, 3, 3, 4) = 21
lantern Archon(s): 1d3 ⇒ 2 appear and attack the purple morhg if it’s still up or Moreto. Lantern Archon
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 ⇒ 6
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 6
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 ⇒ 4
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 ⇒ 3
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
Ascaria |
Round: 4, Initiative: 2
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (4/11r), Prayer (3/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (3/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria absorbed some of Mort’s remaining injury* as he moves up behind him and heals him, casting a Cure Moderate Wounds.
Cure Moderate Wounds: 2d8 + 11 ⇒ (3, 3) + 11 = 17
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Mort heals 5hp of damage thanks to Ascaria.
GM Rat Sass |
I'm presuming you're Empowering your Scorching Ray?
Mortimer lunges forward to embrace Moreto, burning him in the process. Eri finishes off Purple, then adds to the Marquis's discomfort a little.
Solrisa GMPC tries valiantly to resist the mohrg's tonguing, but succumbs to its paralytic humors. Paralyzed 3 minutes
Fortitude Save v DC 21: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Ascaria heals Mortimer almost back to full. Eidi brings an aura of defense against the remaining evil individual.
Moreto leans his head forward, and whispers to Mortimer.
Concentration v DC 26: 1d20 + 17 ⇒ (4) + 17 = 21
Alas, the giant's bearhug forces the woven words to distort, and Moreto loses his casting.
He attempted a Charm Person.
Round 5
Moreto- 19 (-12hpNL, -44hp)
Mohrg- 19 (-108hp/R, -104hp/B, -100hp/G, -106hp/P)
Mortimer- 14 (-3hp, 3 negative levels)
Eri- 13
Solrisa- 12 (3 negative levels, Paralyzed 3 minutes)
Ascaria- 2
...
Round 6
Eidi- 21
The Party is up!
Party Buffs
Blessing of Fervor
Prayer
Ascaria |
Round: 5, Initiative: 2
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (5/11r), Prayer (4/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (3/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria watches as Sol freezes up, and curses that he didn’t stay closer to the maiden-warrior.
He tries to see what their nemesis tried to cast on Mort.
Spellcraft: 1d20 + 15 ⇒ (3) + 15 = 18
He’ll then move toward Sol, and draw out a scroll of remove paralysis.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Mortimer Smith |
Round 5, Init 14
Bless
Hits: 81 (79)(-54-15+24+17+5) AC:27
Slots: ⅝
Slots on Shirt: 8/10
KO: 1 / 2
StunningFists: 9/11
CMB = 13
Bless, BoF, Prayer, Dragon Ferocity
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMB=16
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
GrappleMaintenance: 1d20 + 29 ⇒ (11) + 29 = 40 +Amulet, +Bless, +Beer, +BoF,+ManeuverTraining (Grapple), +Armbands, +Improved Grapple, +Circumstance Bonus (no grapple break attempt)
for Damage: 1d10 + 12 + 1d6 + 1d6 + 1d6 + 10 + 6 ⇒ (8) + 12 + (2) + (6) + (3) + 10 + 6 = 47 +Dragon, +Amulet, +Beer, +Cold, +Electric, +Shirt, +PA, Cold Fe, Ag, Magic
"Eidi, if you have any questions for this slug, hurry and ask them! I have no control over this shirt!" Moritmer shrieks.
Eidi |
"Oh! I have the questions" Eidi looks at Moreto as it is hugged by Mortimer "It is just I cannot communicate with him. But if I could, I would definitely want to know why he really came here? What is he looking for"
The half-elf meanwhile moves his hands and says divine words casting remove paralysis on Solrisa. He then steps to Mortimer's back to better include him under his protective area.
GM Rat Sass |
1d20 ⇒ 8
Upon the giant's utterance of the word 'slug', Moreto slumps in Mortimer's arms, his lantern clanking upon the cavern floor. The gaunt man's eyes roll up into his head, the whites fully exposed, the face drawn back in a rictus of pain.
Suddenly, Moreto becomes something else entirely. The body disintegrates, though his form remains the same. His worldly possessions, clothes and all, slumps into a pile where once his feet were. He has become translucent, and his face distorts into a hideous mask.
The new presence is easily enough identified as some kind of Spectre, but there is something rarer about Moreto, so his Spectre has some special glow within it that cannot be understood. But it can be feared.
A keening rips through the chamber, as Moreto reaches out and touches Mortimer.
Incorporeal Touch Attack: 1d20 + 15 ⇒ (20) + 15 = 35 for 2 negative levels in Energy Drain
Confirm Critical?: 1d20 + 15 ⇒ (2) + 15 = 17 for 2 negative levels in Energy Drain
Once it takes what it can from the giant, Moreto slips into the wall just behind him, disappearing from your sight.
Eri may take his Round 5 actions, before Moreto gains total concealment within the cavern wall, and combat comes to a temporary halt.
Solrisa Iome Arabasti |
Sorry for the delay in posting. I thought I had put one up last night, but failed apparently. Apologies.
p.s. I think the level draining ray did not hit Sol. Her touch AC was 13+4(for cover at the time)+3(the Dragon) and the ray missed.
Solrisa chooses not to act this round as she can't move and that sucks.
Eri Nandri |
Round 5, Init 13 AC: 19
BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
Eri plus his bow out and casts Gravity Bow on it. The Archons move and attack Moreto.
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 ⇒ 4
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 5
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 ⇒ 3
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 6
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 20
BAB +7
Defensive casting concentration check = +17 (@9th)
Spell Penetration= +13 (@9th) [feats: spell pen and greater spell pen]
Dispel magic level check= +11 (@9th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (6/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (2/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/5 per day) (Rigor Mortis, Summon Monster IV)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+13 or +11/+11 (fight+1, sorc +3, ElKn +3, WF, +1, dex +3 bow +2)
+13 or +11/+11 within 30' with +1 dam
Damage bump: +7 [+2 (bow) +1(str) +2 (feat ex pull) +2 (feat arcane weap)]
Mortimer Smith |
Bless
Effective LVL: 6 Hits: 56 AC: 27
Slots: ⅝
Slots on Shirt: 9/10
KO: 1 / 2
StunningFists: 9/11
Bless, BoF, Prayer, Dragon Ferocity
(Innate: Dragon Style, Improved Critical, Stunning Fist)
--------------------------------------------------------------------
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 81/81 HP
BAB = +11/+6/+1 (level 10)
ToHit = 1d20+16+1+1 (Weapon Focus, Amulet)
RHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+18-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+10 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+13
Will +7
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 32 (10+ BAB + Str bonus + Dex bonus, 31 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
"AaaauH! Mortimer shrieks, trying to drop Moreto's body even as it disintigrates. Before he can swipe at the pale, sallow fearsomely lit phanotom hideousness that Moreto becomes, the ghost like creature shrieks back while reaching out to once again drain him.
"Get back here!" he bellows at It, "I'm not done with you!!!"
Then, dripping from sweat, Mortimer drops to one knee and whimpers.
"What, what is that? What was that? ... Whaugh. I don't feel so good."
GM Rat Sass |
Per OOC discussion, Solrisa may elect to take a Delayed Round 5 action.
Eri's Lantern Archon manages to touch Moreto's ghost, once.
Combat is effectively over.
Solrisa Iome Arabasti |
Round 5, Init 12 (delayed)
Solrisa moves to strike once at Moreto, letting go of her divine energy.
Power attack. Two hand.
1d20 + 18 - 3 + 1 + 1 + 3 + 2 ⇒ (1) + 18 - 3 + 1 + 1 + 3 + 2 = 23 to hit; (-PA,+bless,+prayer,+BoF)
1d10 + 8 + 9 + 1 + 22 ⇒ (10) + 8 + 9 + 1 + 22 = 50 magic damage.
Oh no! But...the fate called...reroll...
Power attack. Two hand.
1d20 + 18 - 3 + 1 + 1 + 3 + 2 ⇒ (15) + 18 - 3 + 1 + 1 + 3 + 2 = 37 to hit; (-PA,+bless,+prayer,+BoF)
1d10 + 8 + 9 + 1 + 22 ⇒ (9) + 8 + 9 + 1 + 22 = 49 magic damage.
AC=29 +3 more vs. Moreto [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 89/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
GM Rat Sass |
Moreto takes a decent punishment from the maiden's single swing, but it is not enough to banish him from the cavern altogether.
He rasps at Ascaria, words fading into the stone.
"நான் உங்களுடன் இல்லை. விரைவில், நீங்கள் என்னை சேர வேண்டும்."
"I'm not done with you. Soon, you'll join me."
Ascaria |
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (16/22m), Bless (11/22m), BoF (8/11r), Prayer (7/11r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (3/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria quickly moves back to Mort, after eyeing Eidi, and puts his scroll away for future use. ”The bastard said he’ll be back, and turn us all into him basically, or join him, his syntax was unclear. I expect he’ll attack at the least opportune time - like the spider. We’ll have to be ready.”
He sees Mort on his knee, ”Stay there big guy, I’ve got you.” He begins a three round cast of Restoration, slowly sprinkling Mort with diamond dust as he does so.
Assuming he is able to finish, Mort’s temporary levels are healed!
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Eri Nandri |
"Maybe he'll be discouraged by us and just go away? Just in case, though..."
Eri and the Achons surround Ascaria facing out and fire bows or light if Moret returns while Mort gets healed. In the case of Eri, he will use Cold iron, Ghost salt arrows.
GM Rat Sass |
Ah, the gnome won't allow even a brief pause, with his hasty healing attempts...
Moreto takes his swipe, disappearing into the wall. Mortimer retreats to the 'safety' of a less 'wally' part of the chamber, and side of the gnome. Eri circles the wagons, and readies attacks against a reappearing ghost. Ascaria begins to Restore the giant of his negative levels.
When the gnome begins to intone his divine restorative energies, the keening can be heard by all, though it does sound muffled by the density of the cavern walls, as it comes from within them. It sounds... displeased...
Round 7
Eidi- 21
Solrisa- 20
Moreto- 19 (-12hpNL, -44hp)
Mortimer- 14 (-3hp, 3 negative levels, 2 levels Energy Drain)
Eri- 13
Ascaria- 2
Eidi and Solrisa are up! Please note that both Ascaria and Mortimer have positioned themselves 5' above the chamber floor. Oh, and Eri can post his Readied Attacks, too, on the, cough, offchance that they're needed...
Party Buffs
Blessing of Fervor
Prayer
Eri Nandri |
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BoF:Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
Eri and the archons will attack anything that appears
Eri’s Cold iron, Ghost salt arrow:
swift action: Arcane Weapon
GB Arrow1, BoF, prayer: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34 for Damage: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 5
Lantern Archon Attack (range touch): 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 ⇒ 1
Mortimer Smith |
"Stay there big guy, I’ve got you."
Mort stays perfectly still in the less "wally" part of the chamber.
He begins a three round cast of Restoration, slowly sprinkling Mort with diamond dust as he does so.
When the gnome begins to intone his divine restorative energies, the keening can be heard by all...
Out of the corner of his eye, Mortimer sees the Diamond Dust fall like tiny snow flakes upon him, and starts to feel refreshed.
Oh, do be... Mortimer visibly relaxes, even as the keening begins beyond the wall. Aaah?! Was it? No. Aaahhh... Doobeebeebeedoo! ...
... Do be quiet, you ghost guy.
Waking slightly Mort pardons, referring to the diamond dust. "Oh excuse me! Is it always sparkly like that?" His eyes glaze over once again, as he relaxes.
Solrisa Iome Arabasti |
Round 7, Init 12
Solrisa readies a strike, with lunge and/or 5' step as necessary, should the shadow thing show back up.
Power attack. Two hand.
1d20 + 18 - 3 + 1 + 1 + 2 + 3 ⇒ (18) + 18 - 3 + 1 + 1 + 2 + 3 = 40 to hit; (-PA,+bless,+prayer,+BoF,+Dragon)
1d10 + 8 + 9 + 1 + 11 ⇒ (8) + 8 + 9 + 1 + 11 = 37 magic damage.
AC=29 +3 more vs. Moreto [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 89/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
GM Rat Sass |
1 person marked this as a favorite. |
The next few moments are brief, but powerful. Moreto travels through stone, expecting to slash at the gnome from below, until he emerges from the cavern floor directly below Ascaria. His face is one of sheer contempt and malice for the Life energies of the gnome.
This triggers a wave of readied attacks from the party.
Eri's arrow strikes true, as does Solrisa's slash! The Lantern Archons aren't as successful. Moreto looks fit to perish, but his essence holds tight. The Marquis reaches out, and touches the gnome from below.
Incorporeal Touch Attack: 1d20 + 15 ⇒ (15) + 15 = 30 2 Negative Levels in Energy Drain
Eidi GMPC delays just long enough to see the measure of both sides, before he lends himself to the confrontation, bringing his magic missiles to bear.
"Proyectil Magico!"
5d4 + 5 ⇒ (3, 1, 1, 1, 1) + 5 = 12 force damage
The Marquis, in any form, is no more, as he is destroyed by the elder's force. The tomb raiders are left with the remains of Moreto, and a river of red.
Combat is over.
Yes, I took creative license to set Eidi to Delay instead of Ready, as the elder half-elf is pretty wily, and might consider his options more at length...
Ascaria |
Equipped = Nothing
Conditions = Magic Vestment (1/11h, +2), Status (1/11h; Eri, Mort, Sol), Airwalk (18/22m), Bless (13/22m)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 23)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +8/+3, Size +1 Damage: +0
Ranged Attack: BAB +8/+3, Dex +1, Size +1 Damage: +0
Spells (Caster Level 11, Concentration +17)
Once per Day: Arcane Mark,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Status, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/5) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria grows pale, and his light flickers dimly a moment as his life energies are leeched from him, but he does not falter. He continues his incantations to heal Mort.
When he has finished, ”Well done you guys, well done! That guy would have kept coming and coming…”
He takes out another pinch of diamond dust and this time covers himself with the fine powder, casting another Restoration.
”Well, that was unpleasant.” Ascaria states the obvious as his grin and warm glow return.
He’ll check the dead marquis’ gear for magics with a Detect Magic just giving things a cursory once-over. (Taking 10 on spellcraft for a 25)
Eidi |
Eidi observes as Moreto disappears, his magic missiles just working as he has expected and planned already.
The elder approaches Ascaria "Are you ok?" but he sees the gnome is more than self-sufficient, so he just smiles and moves to the corpse of Moreto and kneels there, inspecting the Darklands denizien with interest and a detect magic spell.
"Perhaps he will be more willing to talk now that he is dead..." the half-elf checks the body is full as to cast a speak with the dead spell.
I would really have casted the magic missiles! :D
Is the body disintegrated or a head with mouth remains?
Mortimer Smith |
[ The Marquis' ] face is one of sheer contempt and malice for the Life energies of the gnome.
Eyes closed, Mortimer suddenly feels a jolt of negative energy travel from the Marquis through the gnome. He peers down at the incorporeal creature, holds out a wagging finger and shakes his head disapprovingly.
"What is your problem? That wasn't necessary. That was a waste," he lazily swipes at the phantom in between arrow and blade strikes, missing heartily due to the greater distraction of his current blissful harmonious connection to Life.
His eyes light up in surprise when Eidi's missiles light up the Marquis and render him into harmless vapor.
"Ah, well," he blathers at the now-more empty space, knowing that neither he or the Marquis feel pain. "That's that then, I guess you don't have to worry about anything anymore... Hey, Canary," he asks the gnome as he continues to restore him, "this is starting to tickle! How are you doing, little buddy?"
He stands in mid-air. "Oh, hey... you've finished. How long ago did that happen? Ah, well! Woo! Thanks!" he jogs back and forth a couple of times in a boxing stance. "I'm ready to go!"
He stops moving as the elder half-elf approaches what is left of the Marquis, and gapes slightly while observing.
"Perhaps he will be more willing to talk now that he is dead..."
Huh?
"Oh, hey! Don't -- really?" he asks, still a little disoriented from his Restoration High. "Isn't that mean? Won't it get his hopes up again?! I don't think he's going to like that very much..." He quiets down and shrugs, watching in fascination.
GM Rat Sass |
The gnome begins to sort through Moreto's possessions. With no body remaining, having physically transformed from something less than human, to something spectral, there will be little chance for a conversation with a corporeal connection... Full dissolution of Moreto's body
Wand of Enervation(10 charges)
Wand of Halt Undead(20 charges)
Potions of Inflict Moderate Wounds(4)
+2 Rapier
Cloak of the Bat
Ghoul-Light Lantern(5000gp)
5 Books on Magical Theory and Prophecy
Cloth wrapping a heavy, circular disc, 1 foot in diameter
A ghoul-light lantern can be command to shed its sickly green glow as a move action. Once activated, the glow illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Living flesh illuminated by ghoul-light feels strangely cold and clammy, while undead within the light feel more energetic. Any living creature within 20 feet of a source of ghoul-light takes a –1 penalty on Will saves and all Charisma checks (including turn undead checks and all Charisma-based skills). Undead within 20 feet of a source of ghoul- light gain a +1 profane bonus on Will saves and Charisma checks.
Ghoul-light is treated as bright illumination against creatures with light sensitivity (such as drow). All creatures exposed to ghoul-light
begin to glow softly themselves with the nasty green light. This glow does not provide additional illumination, but it does affect all creatures within 20 feet of the source as if by faerie fire, thus reducing the effectiveness of invisibility, displacement, and similar effects.
Faint evocation; CL 3rd; Craft Wondrous Item, creator must be a ...?; Price 5,000 gp; Weight 2 lb.
Oh, also, before I forget... Please Level to 12.
Ascaria |
Ascaria pours over the gear and frowns. He makes two piles - one for Mort to carry, and another to discuss.
"I think we should pour out these potions so no one hurts themselves in the heat of battle by drinking the wrong one. Frankly this lantern too would be destroyed if I had my way, but I'll listen to any reasonable suggestions if we want to try and keep it."
He takes a closer look at the circular disc. "I dunno what this is, but it seems an odd thing to be carrying around. Can anyone figure out what it is?" he offers it to Eri and Eidi to pursue further. Rat Sass, was it magical?