GM Rat Sass's Age of Worms

Game Master Governayle

Roll20 Link
Treasure Log
The Road So Far...
Map of Alhaster
Ascaria's Pub


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|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The circular disc does indeed detect as magical. Do you remove its makeshift cloth to study it more closely?


Male, Gnome

Yes, totally. Ascaria carefully removed the cloth... (And crosses his fingers)


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Solrisa keeps her guard up a bit longer after the shade fades just to be sure, but when her Dragon's Mark fades, she knows the foe is truly gone.

"Oh, I didn't like that bad thing at all. I'm sorry I didn't protect you better, Ascaria! I'll do better next time," Solrisa cheers.

Ascaria wrote:
"I dunno what this is, but it seems an odd thing to be carrying around. Can anyone figure out what it is?"

Solrisa claps her hands and takes the lantern, pulling out a scroll of Detect Magic and reading it. She then eagerly tries to fulfill Ascaria's wish.

1d20 + 15 ⇒ (18) + 15 = 33 Spellcraft - lamp
1d20 + 15 ⇒ (14) + 15 = 29 Spellcraft - disc

"Oh! I know this one! It's..." Solrisa tries to explain what might be seen in the spoiler above.


Bald male Half-Elf elder

Eidi breaths deep "We should stop behaving like an elephant pack how leaves nothing to grow after them. It is not possible to discover what this place is" the elder seems a bit bothered.

Checking also the lamp he proposes "Perhaps we can get a nice found at the Church of Nethys or some other organization like that how is not going to make bad things of it"


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

"Let's destroy the lantern and pour out the tainted potions."

Eidi wrote:
"Perhaps we can get a nice found at the Church of Nethys or some other organization like that how is not going to make bad things of it"

"My experience tells me that when you have things that can perpetuate evil that is what it does, regardless of the intent of the wielder. Sometimes elephants laying waste to the land is the best thing for it."

Eri helps Ascaria discover what the disc is.

Kn. Arcana or spellcraft, they are both +15: 1d20 + 15 ⇒ (13) + 15 = 28


Male Human Brawler (17), Thief (0)
Eidi wrote:
"We should stop behaving like an elephant pack how leaves nothing to grow after them. It is not possible to discover what this place is"

"'Pack'?" Mortimer's eyes wander to the corners of his ocular orbs as he glances at Ascaria. Maybe we were hasty... but still... "We could maybe have slowed down, yes. It's just that if Solrisa says some evil guy can't be trusted, I believe her. I'm not sure we would have gleaned anything out of him that would be useful instead of our undoing. There's got to be clues around here somewhere about what this place is. There's still a spider lurking about... maybe it'll reward us for ridding the Marquis and give us some answers, or at least warn us about what's up ahead."

Then again, maybe It'll just try and eat us again.

Mortimer, clueless about magic, pokes at the cloak.

"What does this do? Why is it so dark?"


Male, Gnome

Ascaria somewhat instinctively avoids touching the black cloth. "Helps with stealth, let's you fly a little, and you can turn into a bat too. Quite the multi-purpose attire, but it's a little dark for me." he grins as Mort checks it out.

He turns to Eidi, "I hear what you're saying, but spell casters are a special kind of dangerous, as are those who can level drain with a touch. He was no friend of ours, extremely hazardous to us, and as likely to lie as tell the truth. Maybe even more so."

"He's not going to be much help. Er. Wasn't going to be much help." he glances at Mort, "Nor I suspect will the spider, though it's not a major player I suspect in this drama. I doubt it knows much, and suspect it'll lie as easily. And it killed Eri."

He turns his attention back to the disk he was carrying, "Now what's this..." he peers at it closely.


Bald male Half-Elf elder

"Sometimes you need to contrast some darkness in order to feel the light" says Eidi, but he then is back to his usual smile "I guess you are right after all, he strangely became some sort of ghost"

"Leaving the corpse to the spider might prove useful" he then looks down the blood river "It seems this heads into the Darklands... I do not know if we want to venture there right now... perhaps we should check the stairs going up first. Oh, and there is the secret door too. The stairs, yes the stairs I think"


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

GM Rolls:

1d4 ⇒ 3

Words are exchanged briefly over what could have been, as Ascaria brings the disc to light. It appears to be made from a single piece of quartz, polished to a glossy finish, twelve inches in diameter.

Ascaria wrote:
"I dunno what this is..."

As the gnome touches the disc, a ripple of electricity glows from within the quartz.

Spellcraft DC 20:

The disc has Summoned (V)... something.

Solrisa:

You fail to identify the nature/properties of the Disc.

Eri:

You fail to identify the nature/properties of the Disc.

Ascaria:

Spellcraft Take 10: 10 + 16 = 26

You fail to identify the nature/properties of the Disc.

The front side of the disc maintains three runes. A familiar, little green Light appears within the quartz. Within milliseconds, it traces the runes, then rearranges their shapes into words familiar to the common tongue. The Light's traces within your eyes weave a deeper understanding of the ancient language, and something behind your eyes latches onto it. Without casting your magic to read the words, you can grasp the meaning of the three runes- 'Pesh', 'Aaqa', and 'Icosiol'.

On the other side of the disc, is a Seal, depicting a Wind Duke holding this very Seal up to two massive, dark doors, while standing upon a circular disc.

Do you continue to hold onto the disc?

Within moments, everyone present is aware of a new presence, none more so than Ascaria himself. In a surprise arrival, three large humanoids appear, tangible from the waist up, vortex of wind from the waist down.

Knowledge(Planes) DC 15:

These new guests are djinni, CG outsiders from the Elemental Plane of Air. 1 question for every 5 above 15.

All three of them slam into the flat-footed gnome. The looks on their faces demonstrate their intense focus on Ascaria.

Slam Attack, A: 1d20 + 10 ⇒ (5) + 10 = 15 for 1d8 + 4 ⇒ (5) + 4 = 9 damage
Slam Attack, A: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 + 4 ⇒ (8) + 4 = 12 damage
Slam Attack, A: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 + 4 ⇒ (5) + 4 = 9 damage

Initiative:

Ascaria: 1d20 + 1 ⇒ (9) + 1 = 10
Eidi: 1d20 + 1 ⇒ (6) + 1 = 7
Eri: 1d20 + 2 ⇒ (16) + 2 = 18
Mortimer: 1d20 + 2 ⇒ (3) + 2 = 5
Solrisa: 1d20 + 4 ⇒ (16) + 4 = 20
D1: 1d20 + 8 ⇒ (18) + 8 = 26
D2: 1d20 + 8 ⇒ (10) + 8 = 18
D3: 1d20 + 8 ⇒ (5) + 8 = 13

Round 1
Solrisa- 22
D1- 18
Mortimer- 18-
Eidi- 17
D3- 14
D2- 13
Ascaria- 7 (-21hp)
Eri- 5

Solrisa is up!

Roll20 Map is updated. Everyone is considered grounded. Unless recent spells were cast as Extended, I'm presuming we're starting fresh...


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Eri gawps at the newest combatants, he shares what he learns of the disc. "I have no idea what that thing is."

spellcraft DC20: 1d20 + 16 ⇒ (11) + 16 = 27

"Well, apart from it being a summoning thing. Hope that helps?"


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 1, Init 22

Solrisa stamps her foot as she fails to identify the torc. She was so sure she could be helpful, which is the thing that makes her happiest.

As the djinni appear and atack, Solrisa strikes at the djinni between her and the wall.

Power attack. Two hand.
1d20 + 18 - 3 + 2 ⇒ (4) + 18 - 3 + 2 = 21 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (8) + 8 + 9 + 1 = 26 magic damage.

Power attack. Two hand.
1d20 + 13 - 3 + 2 ⇒ (1) + 13 - 3 + 2 = 13 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (8) + 8 + 9 + 1 = 26 magic damage.

Power attack. Two hand.
1d20 + 8 - 3 + 2 ⇒ (16) + 8 - 3 + 2 = 23 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (5) + 8 + 9 + 1 = 23 magic damage.

Sol Stats:

AC=29 [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.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The quickest sword-wielding creature strikes out at Ascaria, undeterred.

Scimitar, A: 1d20 + 11 ⇒ (1) + 11 = 12 for 1d8 + 4 ⇒ (6) + 4 = 10 damage
Scimitar, A: 1d20 + 6 ⇒ (16) + 6 = 22 for 1d8 + 4 ⇒ (6) + 4 = 10 damage

Mortimer and Eidi are up!


Bald male Half-Elf elder

Spellcraft DC 20: 1d20 + 21 ⇒ (3) + 21 = 24
K. planes DC 15: 1d20 + 15 ⇒ (3) + 15 = 18
"It's a summoning!" exclaims Eidi a bit too late when the creatures have just driven their swords over Ascaria "They are Djinni, chaotic good outsiders from the Elemental Plane of Air!"

Concentration (cast defensively) DC 21: 1d20 + 17 ⇒ (12) + 17 = 29
CSW (dropping paragon surge to cast spontaneously)+healing grace: 3d8 + 9 + 3 ⇒ (5, 5, 3) + 9 + 3 = 25
Observing how dangerously the outsiders are determined to damage Ascaria, Eidi lunges his hand touching the gnome with a healing spell.

The half-elf steps then a bit away from the problems.

HP 108/111
AC 17 (after lunge)


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Male Human Brawler (17), Thief (0)

Round 1, Init 18-

Status:

Hits: 88, AC:27
Slots:
Martial Flexibility: 6 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 9/11

Spoiler:
[
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)

AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16

Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)

Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT

Pre-Djinni, wrt Cloak of Batting

Ascaria wrote:
"Helps with stealth, let's you fly a little, and you can turn into a bat too. Quite the multi-purpose attire."

Mortimer nods.

Eidi wrote:
"Sometimes you need to contrast some darkness in order to feel the light"

Mortimer holds the cloak up to the Party's light source and tries to peer through it. He scratches his head.

"Nope, can't feel a thing through this. Maybe it has to be worn for the ... contrast to ... sharpen?" Mortimer wonders out loud.

I could be -- I could be the Batman! It'd be like a Frontman, but I'd be a bat!

As soon as the Djinni appear, Mortimer drops the Cloak. Aghast, he watches briefly frozen while they simultaneously attack Ascaria.

"Eidi! Get Canary out of here!" he shrieks. Then addressing the Djinnis (Djinnii?) he yells while attacking the Djinni to his west,

[Non-lethal]
"Why ..."

LHook: 1d20 + 14 ⇒ (12) + 14 = 26 -PA
for Damage: 2d6 + 12 + 1d6 + 6 ⇒ (4, 6) + 12 + (2) + 6 = 30 +Dragon, +PA, +Cold, Magic, Fe Iron, Ag, Good

"... are you Good attacking..."
RHook: 1d20 + 14 ⇒ (20) + 14 = 34 -PA
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (5, 5) + 5 + (5) + 6 = 26 +PA, +Cold, Magic, Fe Iron, Ag, Good

CritConfirm?: 1d20 + 14 ⇒ (4) + 14 = 18 -PA
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (5, 6) + 5 + (1) + 6 = 23 +PA, +Cold, Magic, Fe Iron, Ag, Good

"... our Good Gnome?!"
StrLPunch: 1d20 + 9 ⇒ (9) + 9 = 18 -PA
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (1, 4) + 5 + (2) + 6 = 18 +PA, +Cold, Magic, Fe Iron, Ag, Good

"This wasn't his doing, go back!"
StrRPunch: 1d20 + 4 ⇒ (8) + 4 = 12 -PA
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (4, 1) + 5 + (1) + 6 = 17 +PA, +Cold, Magic, Fe Iron, Ag, Good


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mortimer, I don't believe you can modify the cold damage from your Amulet to exact non-lethal damage. Let me know if you have the means to do so.

Mortimer tags out the first of the three djinn, leaving the second and third to continue their punishment of Ascaria.

Scimitar, A: 1d20 + 11 ⇒ (2) + 11 = 13 for 1d8 + 4 ⇒ (1) + 4 = 5 damage
Scimitar, A: 1d20 + 6 ⇒ (11) + 6 = 17 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

Scimitar, A: 1d20 + 11 ⇒ (18) + 11 = 29 for 1d8 + 4 ⇒ (5) + 4 = 9 damage
Confirm Critical?: 1d20 + 11 ⇒ (13) + 11 = 24 for 1d8 + 4 ⇒ (7) + 4 = 11 damage

Scimitar, A: 1d20 + 6 ⇒ (13) + 6 = 19 for 1d8 + 4 ⇒ (8) + 4 = 12 damage

One of four slices manages to mostly erase the elder half-elf's recent healing. Neither of the remaining djinn deign to answer the giant.

Ascaria and Eri may finish Round 1, and Solrisa may begin Round 2!


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 1, Init 5 AC: 19

Eri casts fireball in the middle of the blue Dijinni careful to carve out the party using Selective Spell

Mmmmm it feels warm and tingly!

HP 59/59 AC 15, 19 (19 w/mage armor) Cold Iron Arrows: 80:

AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8

Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)

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 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (3/3 per day) (Sonic Thrust)

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
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Maybe I should pay more attention when I post at 3am?

Fireball Dam: 10d6 ⇒ (5, 2, 2, 5, 6, 2, 1, 3, 5, 3) = 34


Bald male Half-Elf elder

"Oh damn Eri! You are blasting us!" Eidi tries to cover with his hands as he sees the flames licking his skin.

Eri & GM:
I think there is space for the fireball area to avoid Mortimer or Eidi, then selective spell would be enough for the other 4


Male, Gnome

Round: 1, Initiative: 7

Status:
HP: 52/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Nothing
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 24)(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 +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (2/7) 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): (5/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

That last scimitar blade hits me as well - I’m still flat footed.

Knowledge Planes: 1d20 + 5 ⇒ (20) + 5 = 25 Special Abilities & Special Attacks please

Ascaria is surprised by what he sees on the disk. He holds it up in the air, and calls out in a tongue new to the party from his lips, ”Pesh, Aaqa, và Icosiol! Ngừng những gì bạn đang làm và ngừng các cuộc tấn công của bạn!”

Vaati:
”Pesh, Aaqa, and Icosiol! Stop what you're doing and cease your attacks!”
- - -

If they seem not to understand, he repeats the same phrase in Auran.

”පේෂ්, ආකා සහ ඉකොසියෝල්! ඔබ කරන දේ නතර කර ඔබේ ප්රහාර නවත්වන්න!”

Surrounded, he casts defensively to heal his injuries. He casts Cure Serious Wounds.
Concentration: 1d20 + 18 ⇒ (16) + 18 = 34 vs DC 21
Cure Serious Wounds: 3d8 + 13 ⇒ (3, 1, 3) + 13 = 20

If the opponents cease their attacks, Ascaria calls out to the party, ”Hold your weapons and spells as they are not evil. I may be able to reason with these three.”

If not, he postulates, "They are but summoned creatures and will return home on their 'deaths', but do not make them suffer over-long!"

Thanks for the healing Eidi!


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

"Yeah, be nice to Ascaria!" Solrisa begs.

1d20 + 11 ⇒ (2) + 11 = 13 Diplomacy

Solrisa holds her blade until she can see the djinn are going to attack again.

Delay.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Reflex Save v DC 17: 1d20 + 9 ⇒ (5) + 9 = 14
Reflex Save v DC 17: 1d20 + 9 ⇒ (16) + 9 = 25

The second djinni is sent back to whence it came, while the last djinni looks reasonably punished by Eri's Fireball.

Eidi, Eri:

Good suggestion :) And very doable.

Ascaria:

Special Attacks include both Air Mastery, which would give them advantage should you have chosen to remain airborne yourself, and Whirlwind, which they seem less inclined to engage in. Special Abilities, nothing much, though they have a small litany of Spell-Like Abilities, shortened for their summoned nature.

The djinn are known for several languages, including all the elemental ones. Vaati appears to be part of these three's understanding, as well.

The remaining djinni doesn't appear to heed the gnome's words, as its gaze continues to focus on Ascaria, and the scimitar has not been lowered.

Solrisa is up!


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 2, Init 22

Solrisa strikes at the remaining djinni.

Power attack. Two hand.
1d20 + 18 - 3 + 2 ⇒ (2) + 18 - 3 + 2 = 19 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (9) + 8 + 9 + 1 = 27 magic damage.

Power attack. Two hand.
1d20 + 13 - 3 + 2 ⇒ (16) + 13 - 3 + 2 = 28 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (4) + 8 + 9 + 1 = 22 magic damage.

Power attack. Two hand.
1d20 + 8 - 3 + 2 ⇒ (4) + 8 - 3 + 2 = 11 to hit; (-PA,+heroism)
1d10 + 8 + 9 + 1 ⇒ (1) + 8 + 9 + 1 = 19 magic damage.

Sol Stats:

AC=29 [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.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The last of the summoned djinn disappears, returned to its former functions, possibly far from here.

Combat is over.


Male, Gnome

Status:
HP: 72/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Nothing
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 24)(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 +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (2/7) 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): (5/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

Ascaria casts a couple Cure Light Wounds on himself to ease his injuries.
Cure Light Wounds: 2d8 + 12 ⇒ (7, 1) + 12 = 20

”That hurt a bit, but could have been worse, thank you all. Their names are etched here in this disk. I think they’re the protectors of the disk. And look here, this disk opens a doorway somewhere…”

Can we tell from the image what door it may be referring to?


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The image on the Disc is a realistic recreation of the Doors recently opened by Eri's Dispel, the grand, pristine doors that open upon the room of fog and lightning.

As the River continues deeper and deeper, all functional form relating to Icosiol's Tomb seems to fade away. Moreto likely came from the depths of the Dark Lands, and entered the lowest aspect of the Tomb from much deeper aspects of the underground.

Above you wait the cyclopean Doors. Higher still, the very top of the Falling River, where a small set of stairs leads to a stone wall.


Male Human Brawler (17), Thief (0)
GMSass wrote:
One of four slices manages to mostly erase the elder half-elf's recent healing. Neither of the remaining djinn deign to answer the giant.
Eri wrote:
"Mmmmm it feels warm and tingly!" WHOOOOOSH!

Mortimer shields his head from the incoming fireball.

What the Hells!? !

Eidi wrote:
"Oh damn Eri! You are blasting us!"
Ascaria wrote:
to djinni " ... [BLARG!] ... " -- to companions " ... [Don't shoot djinni!]"
Solrisa wrote:
to djinni "Be NICE!"
GMSass wrote:
The remaining djinni doesn't appear to heed the gnome's words, as its gaze continues to focus on Ascaria, and the scimitar has not been lowered.
Solrisa wrote:
BLAM!
Last of Three Djinni wrote:
*POOF* and is gone ...

Mortimer stares down at the mist of Lethal Cold swirling around his hands.

"Sorry, I... I uhhh," he wags his head once ruefully "I think I might have screwed that up..."

Ascaria wrote:
"[ ... ] And look here, this disk opens a doorway somewhere…”

"Oh -- hey --" Mortimer says, brightening up. "Those big doors in the Airduke's er, tomb-thing. I bet that disc is the key! But I wonder, where did the Djinnis -- Djinnii -- Djinn -- whatever! -- go then? Could they be waiting for us there? Should we bring some sort of Peace offering?"


Male, Gnome

Status:
HP: 72/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Nothing
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (1/20m)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 24)(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 +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (4/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (2/7) 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): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

Ascaria nods to Mort, ”No, I don’t think they’re waiting for us anywhere, but they may be back. They’re tied to this disk somehow, so they may return to continue protecting it. We’ll see…”

A thought occurs to him, ”Are you going to use that bat cloak Mort? If not, we might wrapt the disk in it. The Marquis seemed to be keeping it in the dark, maybe there was a reason for it.”

Once the disk is sorted, he suggests, ”Let’s head back up - I’ve another air walk for us to get there. Then I want to try opening the doors to the lighting room with the disk, see if that changes the lightning trap thing at all. I really want to see what’s beyond…”

If everyone agrees, he’ll cast another Air Walk Communal (20 minutes) and walk above the river back upstairs.


Male Human Brawler (17), Thief (0)
Ascaria wrote:
"Are you going to use that bat cloak Mort?"

Mortimer picks the cloak back up and looks at it. "No, no thanks. I don't think I carry this at all," he says, thumbing to his Mule Back Cords. He hands the cloak to Ascaria for disc concealment, and prepares to airwalk back to the Storm Room.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

"Yeh, let's see if the disc is a key."


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Been a bad couple of days for posting. Sheesh.

Solrisa doesn't have opinions about cloaks (lest they are blue, flowing, and pretty) and seems eager to go try out the disc on the door.

She begins to air trot herself to the doors, zig and zagging up.


Bald male Half-Elf elder

"Mmmm... I do remember there were three different orbs carved in the doors" Eidi thinks out loud "It is perhaps a good think we drop in the stairs and check that wall. It is in our way to the trap room after all"

After a small check in the cave corridors, the half-elf takes flight then and walks through the air with the rest of the party undoing all the way around.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The tomb delvers rise to the secret door set into the wall of the Falling River, allowing them access to the stairs that rise 100' again to the Grand Doors. They are closed at present, any sound beyond muffled by their thickness.

Roll20 Map has been updated.


Male, Gnome

Status:
HP: 72/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Nothing
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 24)(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) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (2/7) 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): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

Ascaria casts another Bless (+1 attacks & saves vs fear (morale)), extending the duration with his rod. He wonders idly if this is the last time he ever casts that spell…

Shaking his head with a grin, he also protects the party from the electricity of the next chamber by casting Protection from Energy Communal (20 minutes or 120hp of electrical damage, whichever comes first).

”Let’s see if this works, shall we?” he holds up the disk in the same manner as he sees in the carving. If nothing happens, he’ll try speaking the names Pesh, Aaqa, and Icosiol, all at once, one a time, in different orders, etc.

If nothing happens, he suggests, ”Maybe, because these doors are already open, it’s not doing anything. Shall we try the next room?” If so, he’ll scurry to the next door as quickly as he can and repeat the process. If it doesn’t work, he scurries back out so as to preserve as much of his electrical protection as he can.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

The gnome pulls the Disc from its folds, and holds it alight in the antechamber. Once again, the quartz pulses with an internal lightning.

Spellcraft DC 21:

The Disc has Summoned (VI)... something...

GM Rolls:

1d4 ⇒ 4

At the same time the Disc pulses, the Doors thrum, and part slightly, as they open to the upheld quartz.

Within moments, Ascaria is attacked, again. From what, you are unsure, though it feels eerily reminiscent of your time in the Sodden Hold, for those of you who participated in that infiltration.

Knowledge(Planes) DC 17:

There are multiple Invisible Stalkers about, Neutral Outsiders from the Plane of Air. 1 question for every 5 above 17

Slam Attack, A: 1d20 + 12 ⇒ (10) + 12 = 22 for 2d6 + 4 ⇒ (6, 2) + 4 = 12 damage
Slam Attack, A: 1d20 + 12 ⇒ (3) + 12 = 15 for 2d6 + 4 ⇒ (4, 4) + 4 = 12 damage
Slam Attack, A: 1d20 + 12 ⇒ (5) + 12 = 17 for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage
Slam Attack, A: 1d20 + 12 ⇒ (2) + 12 = 14 for 2d6 + 4 ⇒ (4, 1) + 4 = 9 damage

Despite being flat-footed, Ascaria is only struck once, from Surprise.

Initiative:

Ascaria: 1d20 + 1 ⇒ (15) + 1 = 16
Eidi: 1d20 + 1 ⇒ (20) + 1 = 21
Eri: 1d20 + 2 ⇒ (8) + 2 = 10
Mortimer: 1d20 + 2 ⇒ (11) + 2 = 13
Solrisa: 1d20 + 4 ⇒ (16) + 4 = 20
IS: 1d20 + 8 ⇒ (9) + 8 = 17

Round 1
Eidi- 21
Solrisa- 20
IS- 17
Ascaria- 16 (-12hp)
Mortimer- 13
Eri- 10

Eidi and Solrisa are up! Attacks appear to have emanated from the four squares above Ascaria, 5' up, marked on the Roll20 map.

Party Buffs
Bless
Air Walk, Communal
Protection from Energy, Communal


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 1, Init 20

"Ascaria, look! I can't see them!" Solrisa reacts to the stalkers stalking. She strikes at the spot above Ascaria where an attack seemed to originate.

Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 ⇒ (15) + 18 - 3 + 2 + 1 = 33 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (2) + 8 + 9 = 19 magic damage.
high is good: 1d100 ⇒ 76 vs. concealment

Power attack. Two hand.
1d20 + 13 - 3 + 2 + 1 ⇒ (10) + 13 - 3 + 2 + 1 = 23 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (1) + 8 + 9 = 18 magic damage.
high is good: 1d100 ⇒ 73 vs. concealment

Power attack. Two hand.
1d20 + 8 - 3 + 2 + 1 ⇒ (9) + 8 - 3 + 2 + 1 = 17 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (5) + 8 + 9 = 22 magic damage.
high is good: 1d100 ⇒ 41 vs. concealment

Sol Stats:

AC=29 [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.


Bald male Half-Elf elder

Spellcraft DC 21: 1d20 + 21 ⇒ (1) + 21 = 22
K. planes DC 17: 1d20 + 15 ⇒ (15) + 15 = 30

GM:
Eidi has see invisibility up, so I assume here I can combat them without problems.
Knowledge: special abilities and defenses

"Invisible Stalkers!" shouts Eidi then points to the exact location of the creatures "They are Neutral Outsiders from the Plane of Air" the elder's eyes shine like if they had no problems to pierce through the invisibility.

"There! There!" the half-elf tries to pin-point the invisible creatures for Eri and the group warriors.

He then casts an spell to heal Ascaria from the surprising slam attack.
Concentration (cast defensively) DC 17: 1d20 + 12 ⇒ (7) + 12 = 19
CLW+healing grace (for unbreakable heart): 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eidi:

Nice! Yes, the creatures can not hide from the half-elf's vigilant magic. The Stalkers take no penalty in Survival Tracking, at movement of any speed, and their natural invisibility is a wonder, granting it full advantage while attacking, un-purge-able, and giving it a beautiful bump in stealth. They have the same immunities as their Air Elemental brothers.

Eidi looks about, able to gauge the exact placement of each stalker, 2 of them remaining 5' up, while the other two slink into flank around the gnome.

Slam Attack, A: 1d20 + 12 ⇒ (19) + 12 = 31 for 2d6 + 4 ⇒ (6, 3) + 4 = 13 damage
Slam Attack, A: 1d20 + 12 ⇒ (2) + 12 = 14 for 2d6 + 4 ⇒ (1, 6) + 4 = 11 damage

Slam Attack, A: 1d20 + 12 ⇒ (7) + 12 = 19 for 2d6 + 4 ⇒ (4, 4) + 4 = 12 damage
Slam Attack, A: 1d20 + 12 ⇒ (2) + 12 = 14 for 2d6 + 4 ⇒ (2, 2) + 4 = 8 damage

Slam Attack, A: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 for 2d6 + 4 ⇒ (5, 6) + 4 = 15 damage
Slam Attack, A: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 for 2d6 + 4 ⇒ (6, 3) + 4 = 13 damage

Slam Attack, A: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 for 2d6 + 4 ⇒ (5, 5) + 4 = 14 damage
Slam Attack, A: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 for 2d6 + 4 ⇒ (2, 1) + 4 = 7 damage

It appears as if the wind about Ascaria seeks to beat him to death, though only half the blows manage to land on such a little frame.

Ascaria, Mortimer, and Eri are up to finish Round 1, and Solrisa and Eidi may begin Round 2!


Male, Gnome

Round: 1, Initiative: 16

Status:
HP: 52/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (1/9)(5/7) (DC: 24)(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) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

Ascaria’s hit points yo-yo comfortably as Eidi helps out. ”Thanks Eidi!” At least at first… He takes his pummeling quietly, though he looks skyward more than once as if to say, What the hell?!

Faced with numerous injuries, but trying to conserve his slowly dwindling supply of spells, Ascaria takes the edge off with a Cure Serious Wounds, cast defensively of course.
Defesive Cast: 1d20 + 18 ⇒ (7) + 18 = 25 vs DC 21
Cure Serious Wounds: 3d8 + 13 ⇒ (7, 7, 5) + 13 = 32

"Thin the herd, these guys are brutal!" He'd step out of flank, but that would just open up more flanking opportunities so he says by the door.

Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)


Male Human Brawler (17), Thief (0)

Round 1, Init 13

Status:

Hits: 88, AC:27
Slots:
Martial Flexibility: 5 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11

Spoiler:
[
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)

AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16

Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)

Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT

Immediate for Blind Fight

"Quit hitting our gnome, you bastards! It's like hitting a child! Pick on someone your own size, cowards!!"

LHookStun: 1d20 + 15 ⇒ (15) + 15 = 30 -PA, +Bless
for Damage: 2d6 + 12 + 1d6 + 6 ⇒ (5, 1) + 12 + (2) + 6 = 26 and FortDCSave 19 or be Stunned for 1 round.
High Hits 1d100 ⇒ 56

RHookStun: 1d20 + 15 ⇒ (2) + 15 = 17 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (1, 3) + 5 + (3) + 6 = 18
High Hits1d100 ⇒ 5
-- Do Over1d100 ⇒ 59

LSnapKick: 1d20 + 10 ⇒ (20) + 10 = 30 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (1, 4) + 5 + (6) + 6 = 22
High Hits1d100 ⇒ 4
-- Do Over 1d100 ⇒ 54
Crit Confirm?: 1d20 + 10 ⇒ (5) + 10 = 15 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (6, 5) + 5 + (6) + 6 = 28

RReverseRoundHouse: 1d20 + 5 ⇒ (4) + 5 = 9 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (5, 4) + 5 + (4) + 6 = 24
High Hits1d100 ⇒ 64

Mortimer grunts and sweats in frustration.
"Eri!" he bellows, spitting into the 'air' in front of him, "Light!!!"


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 2, Init 20

"Mort, look! Do you see them?!" She strikes at the spot above Ascaria where an attack seemed to originate.

Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 ⇒ (5) + 18 - 3 + 2 + 1 = 23 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (5) + 8 + 9 = 22 magic damage.
high is good: 1d100 ⇒ 49 vs. concealment

Power attack. Two hand.
1d20 + 13 - 3 + 2 + 1 ⇒ (8) + 13 - 3 + 2 + 1 = 21 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (1) + 8 + 9 = 18 magic damage.
high is good: 1d100 ⇒ 74 vs. concealment

Power attack. Two hand.
1d20 + 8 - 3 + 2 + 1 ⇒ (3) + 8 - 3 + 2 + 1 = 11 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (4) + 8 + 9 = 21 magic damage.
high is good: 1d100 ⇒ 93 vs. concealment

Sol Stats:

AC=29 [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.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 1, Init 10 AC: 19

Eri casts fireball at the red square careful to carve out everyone but Mort using Selective Spell He casts it as a 5th level spell.

Stop. It. Stop. Hurting. The. Gnome!!
fireball dam: 10d6 ⇒ (2, 1, 4, 1, 5, 1, 4, 2, 5, 2) = 27

HP 59/59 AC 15, 19 (19 w/mage armor) Cold Iron Arrows: 80:

AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8

Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)

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 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (2/3 per day) (Sonic Thrust)

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
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]


Bald male Half-Elf elder

Eidi grumbles disgusted "I would not be able to purge their invisibility. But I can point you where exactly to punch!"

The half-elf steps back and casts magic missiles spreading them on each of the outsiders.
2 magic missiles at first: 2d4 + 2 ⇒ (3, 3) + 2 = 8
1 magic missiles at second: 1d4 + 1 ⇒ (4) + 1 = 5
1 magic missiles at third: 1d4 + 1 ⇒ (3) + 1 = 4
1 magic missiles at fourth: 1d4 + 1 ⇒ (4) + 1 = 5


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Eidi continues to sustain the gnome with his healing magics, careful not to provoke an unwanted retaliation. Solrisa manages to pinpoint one of the stalkers, carving through it twice.

Brave little Ascaria stands his ground, and receives his due, though he doesn't take any chances, healing himself as the half-elf does. Mortimer engages the airy attackers as well, managing to strike twice, like the maiden. The elemental-like creatures don't worry about critical threats or flanking, or stunning. Eri blankets air with fire, hoping to purge the oxygen from the room.

Reflex Save v DC 17: 1d20 + 11 ⇒ (19) + 11 = 30
Reflex Save v DC 17: 1d20 + 11 ⇒ (14) + 11 = 25
Reflex Save v DC 17: 1d20 + 11 ⇒ (20) + 11 = 31
Reflex Save v DC 17: 1d20 + 11 ⇒ (18) + 11 = 29 You're a godsdamned thief, Eri...

After another wave of retribution, Ascaria still stands.

Eidi spreads his fire, striking each stalker in turn, confirming that they haven't repositioned themselves, as the gnome failed to relocate. Solrisa cleaves her target once more, discouraged once by the creature's innate invisibility.

Another coordinated assault unfolds, the quartet's number still intact.

Slam Attack, A: 1d20 + 12 ⇒ (15) + 12 = 27 for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage
Slam Attack, A: 1d20 + 12 ⇒ (7) + 12 = 19 for 2d6 + 4 ⇒ (2, 3) + 4 = 9 damage

Slam Attack, A: 1d20 + 12 ⇒ (11) + 12 = 23 for 2d6 + 4 ⇒ (2, 2) + 4 = 8 damage
Slam Attack, A: 1d20 + 12 ⇒ (11) + 12 = 23 for 2d6 + 4 ⇒ (6, 5) + 4 = 15 damage

Slam Attack, A: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 for 2d6 + 4 ⇒ (2, 5) + 4 = 11 damage
Slam Attack, A: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 for 2d6 + 4 ⇒ (1, 6) + 4 = 11 damage

With the third attacker's blows, Ascaria begins to slump to the ground, when something intervenes...

Round 2
IS- 17 (-68hpR, -61hpB, -13hpG, -13hpP)
Ascaria- 16 (-83hp, dying)
Mortimer- 13
Eri- 10
...
Round 3
Eidi- 21
Solrisa- 10

The party is up! Ascaria, Mortimer, and Eri are finishing up Round 2, while Eidi and Solrisa commence Round 3!

Party Buffs
Bless
Air Walk, Communal
Protection from Energy, Communal


Male, Gnome

Status:
HP: 20/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(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) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (4/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

Ascaria dips below what many would call a healthy range, and a soft glow forms around him, healing him. This channel only effects the gnome.
Channel Energy (healing): 8d6 + 1 ⇒ (1, 5, 3, 3, 5, 1, 6, 3) + 1 = 28

He teters, but remains standing... for now, though he sees the fourth winding up.


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Given the immediacy of the healing, the fourth stalker chains a final attack of the four.

Slam Attack, A: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 for 2d6 + 4 ⇒ (2, 5) + 4 = 11 damage
Slam Attack, A: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 for 2d6 + 4 ⇒ (5, 6) + 4 = 15 damage

The gnome stands, but barely. It looks grave for Ascaria. It looks like the grave for Ascaria...


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Male, Gnome

Round: 2, Initiative: 16

Status:
HP: 75/75 AC: 22 (F18/T12) (included: magic vestment)
Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(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) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) 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): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass

”I’m fine!” Ascaria shouts under the pummeling, though his light voice cracks a little with the effort.

He hunkers down and defensively casts to restore all his injuries.
Defesive Cast: 1d20 + 18 ⇒ (9) + 18 = 27 vs DC 27

He casts Heal (heals 120hp), purging the damage from his form and correcting a little itch that had been developing…

He stands, firm and defiant, in the face of the invisible opponents. He waits to see how many of the creatures his friends dispatch this round.


Bald male Half-Elf elder

Observing Ascaria's difficulties to defend himself against enemies he cannot view, and without finding the proper trick to neutralize the enemies, Eidi attempts to gain some time for the gnome to recover himself.

The half-elf casts dimension door then steps closer to the melee and lunges his hand to attempt take Ascaria and Eri to a safer place "Let me touch you Ascaria and Eri, let me take you out of this place!"

Once done, Eidi, Ascaria and Eri appear at the other side of the bridge where they can prepare a better strategy over the creatures.
Healing grace: Ascaria heals 4 hp

HP 108/111
AC 17 until end of turn due to Lunge


Male Human Brawler (17), Thief (0)

Round 2, Init 13

Status:

Hits: 88, AC:27
Blind Fighting
Slots:
Martial Flexibility: 5 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11

Spoiler:
[
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)

AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16

Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)

Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun

+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT

Mortimer shrieks when the gnome falls. In utter disbelief, his mind plays the event in slow motion.

"You've tried to kill Ascaria! WHY?!"

He closes his eyes again and aims at blue where Eidi's missles hit.
LHaymaker: 1d20 + 15 ⇒ (3) + 15 = 18 -PA, +Bless, +Dragon
for Damage: 2d6 + 12 + 1d6 + 6 ⇒ (4, 5) + 12 + (2) + 6 = 29
High Hits 1d100 ⇒ 69

RReverseHookKick: 1d20 + 15 ⇒ (8) + 15 = 23 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (6, 2) + 5 + (6) + 6 = 25
High Hits1d100 ⇒ 87

LSweep: 1d20 + 10 ⇒ (12) + 10 = 22 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (2, 1) + 5 + (3) + 6 = 17
High Hits1d100 ⇒ 82

RReverseRoundHouse: 1d20 + 5 ⇒ (14) + 5 = 19 -PA, +Bless
for Damage: 2d6 + 5 + 1d6 + 6 ⇒ (5, 6) + 5 + (4) + 6 = 26
High Hits1d100 ⇒ 33
-- I'm Blind!1d100 ⇒ 53

"Sol! I don't see them! I don't see anything!"


F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Round 3, Init 20

She strikes at the spot where an attack seemed to originate.

Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 ⇒ (10) + 18 - 3 + 2 + 1 = 28 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (7) + 8 + 9 = 24 magic damage.
high is good: 1d100 ⇒ 31 vs. concealment

Power attack. Two hand.
1d20 + 13 - 3 + 2 + 1 ⇒ (5) + 13 - 3 + 2 + 1 = 18 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (3) + 8 + 9 = 20 magic damage.
high is good: 1d100 ⇒ 68 vs. concealment

Power attack. Two hand.
1d20 + 8 - 3 + 2 + 1 ⇒ (6) + 8 - 3 + 2 + 1 = 14 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (2) + 8 + 9 = 19 magic damage.
high is good: 1d100 ⇒ 57 vs. concealment

Sol Stats:

AC=29 [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.


Male Human Fighter (archer) / Sorcerer (stormborn) / Eldritch Knight 1/7/7

Round 2, Init 10 AC: 19

Eri uses combat casting to cast glitterdust at the yellow square, 5' feet up, careful to carve out himself, Sol and Mort using Selective Spell He casts it as a 3rd level spell. (REF DC:16)

combat casting: 1d20 + 18 ⇒ (14) + 18 = 32 DC: 19

”Stop. It. Stop!!”

After Eidi moves them. ”Oh, OK.”

HP 59/59 AC 15, 19 (19 w/mage armor) Cold Iron Arrows: 80:

AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8

Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)

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 (0/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (2/3 per day) (Sonic Thrust)

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
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam

Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

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