Solrisa Iome Arabasti |
Solrisa listens quite intently to the instructions and tries to reach the Eidi's cookies as soon as possible.
Not sure how much this will expedite things, and she will activate her nice booties to fly when she realizes she needs to go more quickly and there will be climbing involved.
Mortimer Smith |
Round 2ish
Mortimer focuses on the rope at hand. And foot. And midriff. And neck.
Fire effing fist is is then.
RStraightPunch: 1d20 + 15 + 5 + 3 + 1 - 2 ⇒ (18) + 15 + 5 + 3 + 1 - 2 = 40
for Damage: 2d10 + 10 + 1d6 + 4d6 + 1d6 ⇒ (3, 5) + 10 + (5) + (5, 1, 3, 6) + (5) = 43 +Dragon, +Acid, +Fire, +Cold
LStraightPunch: 1d20 + 15 + 5 + 3 + 1 - 2 ⇒ (6) + 15 + 5 + 3 + 1 - 2 = 28
for Damage: 2d10 + 7 + 1d6 + 1d6 ⇒ (5, 10) + 7 + (3) + (2) = 27 +Dragon, +Cold, +Acid
RGroinKick: 1d20 + 10 + 5 + 3 + 1 - 2 ⇒ (18) + 10 + 5 + 3 + 1 - 2 = 35
for Damage: 2d10 + 7 + 1d6 + 1d6 ⇒ (7, 4) + 7 + (2) + (3) = 23 +Dragon, +Cold, +Acid
LHook: 1d20 + 10 + 5 + 3 + 1 - 2 ⇒ (9) + 10 + 5 + 3 + 1 - 2 = 26
for Damage: 2d10 + 7 + 1d6 + 1d6 ⇒ (3, 3) + 7 + (4) + (2) = 19 +Dragon, +Cold, +Acid
RCrescentKick: 1d20 + 5 + 5 + 3 + 1 - 2 ⇒ (16) + 5 + 5 + 3 + 1 - 2 = 28
for Damage: 2d10 + 7 + 1d6 + 1d6 ⇒ (5, 4) + 7 + (2) + (4) = 22 +Dragon, +Cold, +Acid
RBackfist: 1d20 + 5 + 5 + 3 + 1 - 2 ⇒ (4) + 5 + 5 + 3 + 1 - 2 = 16
for Damage: 2d10 + 7 + 1d6 + 1d6 ⇒ (9, 2) + 7 + (4) + (6) = 28 +Dragon, +Cold, +Acid
GM Rat Sass |
Eidi struggles valiantly in the Man of Rope's mass of rope, while Mortimer does his utmost to put the thing down.
As the giant strikes it several times with fire-laced fists, the Man of Rope collapses into a heap, releasing Eidi from its deadly embrace.
The basement of the Sinner's Sanctum grows quiet for a moment, before both of you hear the sound of the trapdoor being opened above.
You find the trapdoor easily enough in the Meditation Room, as the last explorer left it open. Peering into the shaft, seeing the iron ladder to facilitate descent, you also see a light source 100' below. Encouraged by your recent activation of your Boots, you slip through the opening, and begin your descent.
Leaving the trapdoor open, or closing it before descending?
Ascaria continues to care for the boy Barney. Furpotia recognizes that it might take a little, so she excuses herself, to see to the others. The gnome can hear bits of conversation, some one-sided, as the elderly lady's voice engages her wards. Her voice is a bit softer, for your initial confrontation with Furpotia yesterday.
Solrisa Iome Arabasti |
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Solrisa follows the light into the darkness.
Eidi? Am I close? Where are you? Are we playing hide and findsies? Oh, I love hide and findsies! My sister, Rae, remember her?, and I used to play hide and findsies all the time, but it was hard to ever declare a winner because Rae was a very good hider and I could never find her and when it was my time to hide, Rae would get bored and then go start another game without me but I didn’t mind because that means that I won and I sometimes liked to win some games, you know? But I would like to play more hide and findsies if that’s what we’re doing now, but also, maybe we should tell Mort that we’re playing too because I bet he would like to play as well, but probably it should wait until after the cookies are done being made and there is less chance of burning the cookies because while I will eat burnt cookies, they are not my favorite, I mean I will cookies, of course, especially your cookies, Eidi, but it’s just that sometimes you burn things even though you are trying your best not to burn things and I don’t mean to judge you, Eidi, and so I’m really sorry for questioning your cooking skills, but also, I just would *love* to play hide and findsies too. I should ask Mort if he’s feeling well enough to play or wants to stay in bed and be sick.
@Mort Mort, did you want to play hide and findsies? Are you feeling well enough? Or tag? We can do that if you’re up for it. Maybe. Not sure tha Ascaria wants to play tag, and we should be careful about playing tag with Furtopia, but it will probably be fun. I do hope you’ll want to play.
Eidi |
....
Yes. Better now. Yes Solrisa! I think you are approaching. You just manipulated the trapdoor isn't it? That nasty thing of hemp almost choked me to death. Fortunately Mortimer shattered it with his unfathomable strength. I am happy to know you won Rae sometimes Solrisa. You really deserved that you know? I think Mortimer will be happy to discover we were playing hiding, just do not surprise him too much, I fear he can oddly react on his current battle minded state... ... ...wait what burned cookies? Have I ever gave you a burned cookie. No, Solrisa, you have to learn this, if I ever give you a burned cookie, you must complain immediately. You don't feel bad for that
Eidi spits blood and touches his neck painfully even after the hemp stops constricting him.
HP 92/138 | AC 23/13/20
CMW (enthrall): 2d8 + 10 ⇒ (7, 8) + 10 = 25
CMW (consecrate): 2d8 + 10 ⇒ (5, 3) + 10 = 18
With difficulty the half-elf retrieves his holy symbol and heals the wounds and bruises around his neck "Well... that is better... You know Mortimer... thank you. That thing would have choked me if not for you"
HP 135/138 | AC 23/13/20
"So what do we have here? Did you have time to see anything, or this thing just was here and attacked you?" Eidi casts light on his staff and gives a cursory look at the beginning of the corridor, also casting detect magic.
Still invisible and true seeing
Perception+HR: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31
K. arcana+HR: 1d20 + 25 + 2 ⇒ (11) + 25 + 2 = 38
Does Mortimer require any healing?
GM Rat Sass |
Solrisa, I'm entertaining guests on the Isolation Encounters map. Feel free to join us there...
Solrisa joins you all at the base of the iron ladder, her flight a well-controlled descent.
Eidi steps forward with Light, and sheds it upon the corridor to the east. He detects nothing of magic, other than the pile of rope, which once stood in opposition to you. There are four alcoves to the sides of this hallway, as well as a circular room at the end of the hallway, which houses a grand hole/well which allows descent even deeper below the Sinner's Sanctum.
When Mortimer looks over the alcoves, he discovers three shriveled, quite dead, Kyuss worms lying in the corners.
Roll20 Map has been updated.
Mortimer Smith |
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Eidi spits blood and touches his neck painfully even after the hemp stops constricting him.
Hearing a spit then seeing blood suddenly appear, Mortimer retrieves a Potion of Cure Serious Wounds and offers it to a suspiciously Eidi-shaped pile of rope.
"Are you alright under there?" he says, carefully removing the bits of hemp covering the Half-elf,"Here, take this! Why come down here, anyway?" He then looks up as he hears the trap door.
"So what do we have here? Did you have time to see anything, or this thing just was here and attacked you?"
"Yeah," Mortimer answers, wondering if Eidi needs help standing or if he is already standing, " - it stood up and started everything," Mortimer says, pointing to the hemp piles. "But did you hear that?" he asks, looking up all around for Eidi while pointing up the ladder. "Someone is coming!"
He looks past where he thinks Eidi is to focus on the ladder as Solrisa comes floating down. "Oh!" he says, somewhat flatly. "Heh. It's just Sol. Hi, Sol! Glad you could make it!" He looks around for Eidi. "Eidi's here, somewhere, too, but uh... he's invisilble."
Following the sudden light in the eastern corridor, Mortimer makes his way after Eidi and Sol and nearly falls into an alcove after stumbling over a piece of rope.
Taking a closer look in all the alcoves, he calls out, "Oh hey look! Mummified Kyuss worms! So, do you think this is where it all began? This underground worm infested Triad thingy?"
He looks down the well in the circular room once they all get there.
Percept: 1d20 + 24 ⇒ (11) + 24 = 35
"Do you think we should go back up for now?" he asks of his companions. "I mean, maybe at least to retrieve the gnome?"
I think given the Breakfast Mortimer's fine, thanks (and thanks)!
Eidi |
"Kyuss worms..." Eidi musses while looking at the monstrosities "Yes, Mortimer, I fear this might be the place where the epidemic spawned. The worms probably traveled all around the city through the sewers without no one really noticing. I still wonder what is Furpotia's role in all this. She might well be the Mother Maggot that Rhorsk was referring to. But it is clear she has a memory problem, I do not know how we are going to find out..."
Ei! Ascaria! We are here Solrisa, Mortimer and me. There are Kyuss Worms in here, but they are dead. Do you think we can heal Furpotia's memory problems? I fear she might be the Mother Maggot that Rhorsk was referring to
Solrisa Iome Arabasti |
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Solrisa moves closer, examining the worms herself.
"Are they dead-dead?" Solrisa questions uncertainly. "I'm not sure why they would be here, but I'm beginning to think there is something wrong with this place. First, Mort gets sick every time we walk through the door, then there might be burnt cookies, now the dead worms. This is all very strange."
I seem to be totally failing to find a link to the isolated encounters map. Forgive me. Can you point it out again?
Ascaria |
”Wait, this is silly, I’ll join you. Hang on.”
- - -
When he finds her, he says, ”The others have gone for a spot of lunch, and I’m going to join them. Your man with dysentery should be fine. We’ll be back shortly to continue helping. Please don’t get up, I can find my own way out. See you soon!”
He bows and quickly escapes toward the secret panel, which he closes behind himself. He then climbs slowly down the ladder toward the light - if all works out…
If she escorts him out, he’ll Wind Walk back in and into the secret space if he can.
- - -
Mortimer Smith |
" ... I still wonder what is Furpotia's role in all this. She might well be the Mother Maggot that Rhorsk was referring to. But it is clear she has a memory problem, I do not know how we are going to find out..."
Mortimer scratches his head. "Does she have to be involved? I mean, this stuff is mummified. Furpotia is old, but she's not quite mummified yet. Maybe she is just part of the window dressing that covers this all up?"
He turns to Sol. "Actually, I fell ill before entering here. I feel better now, though" although I could still use a warm sponge bath ". And yes -- these are dead dead. Loooooooooong dead."
"I think to find out, we'll have to team back up and maybe figure out where this goes?" he points to the well. "But first, I think we have a prior engagement this evening, and I really still need to clean this 'ointment' up properly."
@Sol, maybe try this?
GM Rat Sass |
Furpotia encourages you to find your friends, as she continues to tend to her wards. She acts very differently from the first night's encounter.
In no time, Ascaria joins you in the Basement of the Sinner's Sanctum. At least, that's what it might be called. The ladder rattles softly with the gnome's descent, until Ascaria dismounts. Lying on the floor, a big pile of rope. Ahead, the rest of the Outcasts examining the hallway, dried worms, and a circular room at the back which ends the hallway with a large well...
Ascaria |
1 person marked this as a favorite. |
"Ahh yes, you have found something haven't you?" he says with a certain amount of glee, "I told our hostess we went to lunch and would be back. She seemed fine with that. Should be good if we're not too loud."
He casts Brightest Light on his hatband to brighten up the place. Then he'll cast Air Walk Communal (30 minutes), touching everyone in turn.
"Now, let's see what's in this hole, shall we?"
Mortimer Smith |
Percept: 1d20 + 24 ⇒ (1) + 24 = 25
"Wait, do you hear that?!" Mortimer suddenly exclaims, clearly listening back the way they came. "Someone is coming!"
"Oh!" he says, somewhat flatly as the gnome jogs into view. "Heh. It's just Ascaria. Hi, Ascaria! Glad you could make it!" He looks around at everyone whether they're visible or not. "We were just talking about coming to get you. It is as if you have read our minds!"
He looks down the well now illuminated by the Gnome's light, and starts to descend.
Perception: 1d20 + 24 ⇒ (15) + 24 = 39
Eidi |
Eidi's voice resounds in the basement walls despite he is nowhere to be seen "Erm... yes, sorry. Forgive my memory, I should have told you Ascaria was coming Mortimer" the half-elf continues to examine the spawned worms to try discern if they are recent or past.
Heal+HR: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
"I am willing to help you explore the tube down Ascaria, but I fear those are tunnels leading to all along the city. What interests me here is if this was the origin of the spawn. Look at these dead bodies... what if Rhorsk, who was an undead himself, yes Solrisa this ones are dead-dead no worries with that, when Rhorsk told us someone 'might have seen Mother Maggot' what if he was referring to someone that is now dead? Anyway, before we venture down, let me try something..." after the corpses examination, if Eidi found they still have something akin to a mouth, he casts speak with dead on the one that seems more complete. If otherwise they do not, but they are recent enough that Eidi can find a smear of dried blood, he uses instead blood biography, pointing to a piece of paper for the answers to be written. If both are possible, Eidi casts first the blood one before proceeding to the speak one.
He will need help with that Heal check it seems xD
Solrisa Iome Arabasti |
Solrisa does join the party on the isolation map. Thanks Mort! Neither Eri nor Rae will find us there! HaHA!
Solrisa draws her sword and dons her special blue light special shield as well as Eidi works on things.
She looks around the well and ladder area with her Dragon’s Eyes, trying to see if there is evil nearby.
Mortimer Smith |
"Erm... yes, sorry. Forgive my memory, I should have told you Ascaria was coming Mortimer"
Mortimer nudges Ascaria and gestures toward the nearest echo of Eidi's voice. "Can you heal his memory too if he ever comes back into view?"
Mortimer also keeps an eye out for danger while waiting to see the results of Eidi Craft.
Ascaria |
HP = 93/93 +13 temp
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (11/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (5/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
”The hunt is on!” Ascaria quaffs a draught from his tankard (casting Heroism). Then he too will examine the worms to see what can be learned about the time or nature of their death.
Heal: 1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38 (heroism)
He shares what he learns with the group.
Mortimer nudges Ascaria and gestures toward the nearest echo of Eidi's voice. "Can you heal his memory too if he ever comes back into view?"
”There is little I can do when it is a natural failing.” Ascaria whispers back. ”But I shall try, just in case, when the time is right.”
GM Rat Sass |
1 person marked this as a favorite. |
1d20 ⇒ 9
You sense nothing of evil of any object or individual you can see within the allotted 60' of your Dragon's Eyes.
Ascaria informs the group that the three worms in your possession have been dead for years, more than 10. For the gnome's recollection, these worms had been left exposed, unable to bury themselves in flesh to survive. Their essence is no more, like grapes shriveled on the vine.
As such, Eidi determines quickly that a speechless, possibly thoughtless husk of these worms is no subject for his necromantic conversations. This brings the Outcasts to cast glances along the hallway and alcoves, in search of dried or fresh blood, so that the elderly half-elf might apply another point of investigation, before proceeding.
And find it, the giant does. Just over the lip of the well...
Who are you? Loris Raknian
What are you? Human Gladiator
How was your blood shed? I underestimated my opponent...
When was your blood shed? Fortnight
With this knowledge gathered, the Outcasts take to the Well, and descend into its depths. Another 100', well below the sewer systems of Alhaster...
Arriving at the bottom of the Well, you find yourselves in rather spacious chamber. It was unlit until you arrived, its sole occupant sitting in the dark.
It is a Huge thing, this Sitter in the Dark. And it looks familiar to everyone, save Eidi. Standing 15' tall, with several arms, and fierce red eyes, this statue-like entity sports several anatomical aspects that begin to resonate with you. Its tail strikes you as something like Asmodeus Himself would model. Its taloned feet echo Lamashtu's own. Its midsection seems to be that of a blood-soaked skeleton, paying homage to Urgathoa. All of it adds up to an unearthly horror. And you have its attention. The chamber is quite intimate, given its size. The ceiling only extends 20' high. For the resonance, it doesn't need to speak loudly to engage you.
This is an Advanced Ebon Aspect, an Overgod brought into existence by the very will of the Ebon Triad. It is a Neutral Evil Outsider, and it is powered by the faith of three separate religions.
1 question for every 5 above 27
This certainly registers as Overwhelmingly evil. A lesser individual would surely find themselves Stunned, but not you...
"Is it that time? Are you my harbingers? No. Your light is cold and harsh. You intrude. I will extinguish your light, so I may return to waiting..."
Ascaria: 1d20 + 1 ⇒ (5) + 1 = 6
Eidi: 1d20 + 1 ⇒ (5) + 1 = 6
Mortimer: 1d20 + 4 ⇒ (8) + 4 = 12
Solrisa: 1d20 + 4 ⇒ (19) + 4 = 23
EA: 1d20 + 4 ⇒ (16) + 4 = 20
Round 1
Solrisa- 23
EA- 20
Mortimer- 12
Eidi- 6
Ascaria- 6 (Heroism)
Solrisa is up! Roll20 Map has been updated. Yes, we're still over at Isolation Encounters, for ease of use.
Solrisa Iome Arabasti |
Wow. Last combat...was May? May of 2019?! Holy cat.
Round 1, Init 23
Sol uh-ohs as the big hulking creature exists before her. She smites evil, and then casts angelic aspect, gr so she might defend the party as best she can.
"Hi. What are you doing here?" Solrisa asks, hoping the creature is just playing hides and findsies and is not a horrible sewer monster.
AC= 31 (37 vs. bad thing) normal [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing)
HP= 126/126
Right hand = long sword
Left hand = shield
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
GM Rat Sass |
The monstrosity doesn't answer the maiden, only flicks one of its many hands at her. A wickedly-spiked ghost Mace appears, red pentagrams glowing over its whole head. The hulk simply watches to see how effective the Mace is...
The horror summoned a Spiritual Weapon, as a Free Action.
Mace, S: 1d20 + 33 ⇒ (11) + 33 = 44 for 1d8 + 5 ⇒ (3) + 5 = 8 damage
Mace, S: 1d20 + 28 ⇒ (9) + 28 = 37 for 1d8 + 5 ⇒ (6) + 5 = 11 damage
Mace, S: 1d20 + 23 ⇒ (12) + 23 = 35 for 1d8 + 5 ⇒ (4) + 5 = 9 damage
Mace, S: 1d20 + 18 ⇒ (5) + 18 = 23 for 1d8 + 5 ⇒ (2) + 5 = 7 damage
It grunts, satisfied with the observation. It Readies for conflict, should the intruders press their luck...
The Party is up!! Roll20 Map (Isolation Encounters) has been updated.
Eidi |
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"Tsk... a gladiator. It seems it does not remember anything of its undead unlife. Well, speaking with them would have not rendered any information then anyway" Eidi readies himself and jumps behind Solrisa and Mortimer "Let's see what lies below"
-----------------------------------
K. planes+HR DC 27: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31
Spellcraft+HR DC 17: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32
He is a powerful one, that mace, he summoned just quickened. Take note he is probably preparing a counter attack if we approach
Eidi turns his attention to the Overgod and shouts "Why are you hiding here overgrown Maggot?! Do the streets light scare you?"
The half-elf adjusts his positioning while producing a licorice root that he almost loses as it dances in his hands. Good thing he is invisible and no one sees how out of practice he is. Finally the elder controls the regent and casts haste for the party.
Remember we are under heroes feast.
Also, Eidi has true seeing in case that matters.
Ascaria |
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Round: 1, Initiative: 6
HP = 93/93 +13 temp
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m), Haste, Particulate Form (1/15r)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (11/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
Earlier…
”Loris Raknian, isn’t that the guy from the championship in Egorian? I’m sure it is. If he’s down here doing things, there’s no doubt we’re on the right track!”
Later…
”Mort, wait a tick.” Ascaria suggests as he prepares something new for the party. He casts Particulate Form (Fast Healing 3 plus more!) on the party, including Eidi, whom he can ‘see’ with his Blindsight.
”Now remember, if you’re in a jam, you can end it for a quick burst of healing, and to help prevent disease or poison.”
Group effects
Wind Walk (everyone)
Haste
Solrisa Iome Arabasti |
Ooops. Angelic Aspect gives +4 Def bonus, meaning Sol's AC is 39. Also, taking damage from Temp HP from Heroes Feast first.
Round 2, Init 23
Sol follows Mort into battle (presumably as he goes before Sol), charging in with her smiteful sword.
Power attack. One hand. Smite.
1d20 + 24 - 4 + 4 + 1 ⇒ (12) + 24 - 4 + 4 + 1 = 37 to hit; (-PA)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (2) + 8 + 8 + (2) + 19 = 39 magic w/electrical damage + smite
AC= 31 (39 vs. bad thing) normal, [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing) +2 def
HP= 126/126 + 12 4 temp
Right hand = long sword
Left hand = shield
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
Mortimer Smith |
"Hi. What are you doing here?"
"You intrude. I will extinguish your light, so I may return to waiting..."
"WHAT?! Are ALL of you monsters just a bunch of ungrateful jerks down here?!"
He watches -- a little mistified -- as Solrisa transforms and he involuntarily shrieks, "WHAT!?"
Daring not to think too much more, he vaults himself into battle.
RFlyingSideKick: 1d20 + 15 + 5 + 3 + 1 - 2 + 1 ⇒ (8) + 15 + 5 + 3 + 1 - 2 + 1 = 31 Breakfast
for Damage: 2d10 + 10 + 1d6 + 1d6 ⇒ (5, 10) + 10 + (6) + (5) = 36 +Dragon, +Acid, +Fire, +Cold, Magic, etc...
"Tell me, what hurts you most?!" he growls at the monstrosity.
GM Rat Sass |
Eidi makes sure to accelerate the antics, with a whiff of licorice.
"Why are you hiding here, overgrown Maggot?! Do the streets light scare you?"
"I wait."
Ascaria bids his companions wait a moment, so he might infuse them with an oddly-protective magic.
Mortimer vaults forward, onto one of the Aspect's arms, though his kick fails to land with any substance.
Claw AoO, M: 1d20 + 30 ⇒ (19) + 30 = 49 for 1d6 + 17 ⇒ (2) + 17 = 19 damage
Solrisa is more successful with her sword, first evading the hulk's smash, then slashing, and the Overgod is injured, possibly for the first time. Your first strike against an Evil Outsider should be doubled Smite, eh?
Claw AoO, S: 1d20 + 30 ⇒ (3) + 30 = 33 for 1d6 + 15 ⇒ (1) + 15 = 16 damage
Ascaria receives the Mace's attention.
Mace, A: 1d20 + 33 ⇒ (12) + 33 = 45 for 1d8 + 5 ⇒ (2) + 5 = 7 damage
Mace, A: 1d20 + 28 ⇒ (13) + 28 = 41 for 1d8 + 5 ⇒ (2) + 5 = 7 damage
Mace, A: 1d20 + 23 ⇒ (11) + 23 = 34 for 1d8 + 5 ⇒ (5) + 5 = 10 damage
Mace, A: 1d20 + 18 ⇒ (17) + 18 = 35 for 1d8 + 5 ⇒ (5) + 5 = 10 damage
"Tell me, what hurts you most?!"
The Ebon Aspect pummels Mortimer first. "Your mewls."
Bite Attack, M: 1d20 + 32 ⇒ (1) + 32 = 33 for 3d6 + 23 ⇒ (5, 6, 4) + 23 = 38 damage
Claw Attack, M: 1d20 + 30 ⇒ (14) + 30 = 44 for 1d6 + 17 ⇒ (3) + 17 = 20 damage
Claw Attack, M: 1d20 + 30 ⇒ (3) + 30 = 33 for 1d6 + 17 ⇒ (1) + 17 = 18 damage
Round 2
EA- 20 (-58hp)
Eidi- 6
Ascaria- 6 (-34hp, Heroism)
Mortimer- 5 (-57hp)
Round 3
Solrisa- 23
The Party is up! Roll20 Map has been updated. Yes, we're still over at Isolation Encounters, for ease of use.
Party Buffs
Haste
Particulate Form
Eidi |
"Waiting for the worms to make your work? So lazy!" Eidi retrieves a small loop of leather and casts displacement "With that ugly face you should not be the Mother Maggot I presume"
The elder then moves invisibly closer to the attacking group. Still not sure if the Aspect can 'see' him, he lunges his hand from a distance to touch Mortimer. The giant suddenly appears to be about 2 feet away from his true location.
Solrisa Iome Arabasti |
”Your mewls.”
Ah snap!
It does do double damage to outsiders. Sol was unsure this was the case. Thanks for fixing.
Round 3, Init 23
Sol attacks again and again at the spiteful beast.
Power attack. One hand. Smite.
1d20 + 24 - 4 + 4 + 1 ⇒ (6) + 24 - 4 + 4 + 1 = 31 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (6) + 8 + 8 + (2) + 19 = 43 magic w/electrical damage + smite
Power attack. One hand. Smite. Hasted.
1d20 + 24 - 4 + 4 + 1 ⇒ (18) + 24 - 4 + 4 + 1 = 43 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (1) + 8 + 8 + (5) + 19 = 41 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative.
1d20 + 24 - 4 + 4 + 1 - 5 ⇒ (3) + 24 - 4 + 4 + 1 - 5 = 23 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (6) + 8 + 8 + (6) + 19 = 47 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative#2.
1d20 + 24 - 4 + 4 + 1 - 10 ⇒ (1) + 24 - 4 + 4 + 1 - 10 = 16 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (9) + 8 + 8 + (2) + 19 = 46 magic w/electrical damage + smite
Power attack. One hand. Smite. Hasted. POT CRIT:
1d20 + 24 - 4 + 4 + 1 ⇒ (9) + 24 - 4 + 4 + 1 = 34 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d10 + 19 ⇒ (7) + 8 + 8 + (4) + 19 = 46 magic w/electrical damage
AC= 31 (39 vs. bad thing) normal, [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing) +2 def
HP= 126/126 + 12 2 temp
Right hand = long sword
Left hand = shield
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
Ascaria |
Round: 2, Initiative: 6
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m), Haste, Particulate Form (2/15r), Prayer (1/15r)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (9/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
Ascaria steps 5’ closer to the beast, and channels quickly (move) to heal himself and Mort. He’s careful not to heal the enemy, just in case its not undead (though he has his doubts). Don't forget your fast healing 3, and 13 temp hp from breakfast.
Channel Energy (healing): 10d6 + 1 ⇒ (5, 6, 5, 5, 2, 4, 3, 3, 3, 5) + 1 = 42
He’ll then cast Prayer (+1 attacks, damage, saves, & skills (luck)) to give his allies an edge and, hopefully, weaken their foe, at least a little.
SR Check: 1d20 + 15 ⇒ (8) + 15 = 23 (just in case)
Group effects
Haste
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Wind Walk (everyone)
Mortimer Smith |
Round 2, Init 5
"What is your Grotesqueness waiting on?"
Swift, Elemental Fist
RbackElectricFist: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 ⇒ (11) + 15 + 5 + 3 + 1 + 1 - 2 = 34 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 4d6 + 1d6 ⇒ (6, 3) + 10 + 3 + (5) + (1, 1, 3, 1) + (6) = 39 +Dragon, +Cold, +Lightning, Acid, Magic, Good
LStraightPunch: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 ⇒ (11) + 15 + 5 + 3 + 1 + 1 - 2 = 34 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (1, 6) + 10 + 3 + (3) + (4) = 27 +Dragon, +Cold, Acid, Magic, Good
LCrecentKick: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 ⇒ (9) + 10 + 5 + 3 + 1 + 1 - 2 = 27 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (7, 9) + 10 + 3 + (5) + (5) = 39 +Dragon, +Cold, Acid, Magic, Good
LSideKick: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 ⇒ (15) + 10 + 5 + 3 + 1 + 1 - 2 = 33 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (9, 4) + 10 + 3 + (2) + (5) = 33 +Dragon, +Cold, Acid, Magic, Good
PalmToEr,Face: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 ⇒ (2) + 5 + 5 + 3 + 1 + 1 - 2 = 15 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (2, 3) + 10 + 3 + (4) + (6) = 28 +Dragon, +Cold, Acid, Magic, Good
ElbowToEr,Nose: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 ⇒ (3) + 5 + 5 + 3 + 1 + 1 - 2 = 16 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (1, 2) + 10 + 3 + (2) + (6) = 24 +Dragon, +Cold, Acid, Magic, Good
Haste
RbackElectricFist: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 ⇒ (6) + 15 + 5 + 3 + 1 + 1 - 2 = 29 +Breakfast, +Haste
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (1, 4) + 10 + 3 + (5) + (2) = 25 +Dragon, +Cold, Acid, Magic, Good
GM Rat Sass |
Eidi skulks from the rear, establishing a new defensive magical measure on the giant. Ascaria heals his own, then whispers a Prayer to bolster his allies, and subdue this new nemesis. And he fails to do so. In fact, it appears that the Ebon Aspect is healed somewhat from the gnome's attempt.
Mortimer manages a couple of decent cuffings, though the cold doesn't appear to have any effect. Solrisa strikes only a single time, but it is a magnificent blow!!
The Overgod roars in wordless contempt. Its mucosal skin ripples, as the hulk's frame shudders. A deep color below its skin waxes and wanes, and its wounds begin to heal, quite rapidly. The outline of its muscles deepens, and its eyes dilate. Those same eyes turn upon the maiden of pain, its intent hideously clear.
Bite Attack, S: 1d20 + 42 ⇒ (13) + 42 = 55 for 3d6 + 33 ⇒ (6, 6, 5) + 33 = 50 damage
Claw Attack, S: 1d20 + 40 ⇒ (11) + 40 = 51 for 1d6 + 27 ⇒ (1) + 27 = 28 damage
Claw Attack, S: 1d20 + 40 ⇒ (19) + 40 = 59 for 1d6 + 27 ⇒ (1) + 27 = 28 damage
The creature pulls its second claw back, blinking in disbelief, as the wound fails to rip away more than it expected to, for the force of it. I would have criticaled...
At the same time, the Mace appears to strike the gnome more powerfully, as well...
Mace, A: 1d20 + 43 ⇒ (5) + 43 = 48 for 1d8 + 15 ⇒ (4) + 15 = 19 damage
Mace, A: 1d20 + 38 ⇒ (4) + 38 = 42 for 1d8 + 15 ⇒ (4) + 15 = 19 damage
Mace, A: 1d20 + 33 ⇒ (7) + 33 = 40 for 1d8 + 15 ⇒ (8) + 15 = 23 damage
Mace, A: 1d20 + 28 ⇒ (7) + 28 = 35 for 1d8 + 15 ⇒ (3) + 15 = 18 damage
"I will show you no mercy, even when you come to beg for your small, small lives..."
Round 3
EA- 20 (-171hp)
Eidi- 6
Ascaria- 6 (-79hp, Heroism)
Mortimer- 5 (-15hp)
Round 4
Solrisa- 23 (-106hp)
The Party is up! Roll20 Map has been updated. Yes, we're still over at Isolation Encounters, for ease of use.
Party Buffs
Haste
Particulate Form
Solrisa Iome Arabasti |
Round 3, Init 23
”Oh! Ouchies!” Solrisa cries. She hadn’t been hit his hard since her last fight with Rae.
Sol attacks again and again at the spiteful beast.
Power attack. One hand. Smite.
1d20 + 24 - 4 + 4 + 1 ⇒ (8) + 24 - 4 + 4 + 1 = 33 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (8) + 8 + 8 + (6) + 19 = 49 magic w/electrical damage + smite
Power attack. One hand. Smite. Hasted.
1d20 + 24 - 4 + 4 + 1 ⇒ (4) + 24 - 4 + 4 + 1 = 29 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (7) + 8 + 8 + (1) + 19 = 43 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative.
1d20 + 24 - 4 + 4 + 1 - 5 ⇒ (4) + 24 - 4 + 4 + 1 - 5 = 24 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (5) + 8 + 8 + (1) + 19 = 41 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative#2.
1d20 + 24 - 4 + 4 + 1 - 10 ⇒ (16) + 24 - 4 + 4 + 1 - 10 = 31 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (3) + 8 + 8 + (6) + 19 = 44 magic w/electrical damage + smite
7d6 + 1d6 ⇒ (1, 5, 1, 4, 1, 2, 2) + (5) = 21 Lay on Hands
AC= 31 (39 vs. bad thing) normal, [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing) +2 def
HP= 126-106+21= 41/126
Right hand = long sword
Left hand = shield
LoH 1/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
Mortimer Smith |
Round 3, Init 5
Mortimer switches to acid for his elemental attack.
"Answer, you chimeric turd! For what or whom are you waiting?!"
RbackElectricFist: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (5) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 29 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 4d6 + 1d6 ⇒ (7, 5) + 10 + 3 + (1) + (2, 4, 5, 2) + (6) = 45 +Dragon, +Cold, +Acid, Acid, Magic, Good
LStraightPunch: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (14) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 38 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (5, 6) + 7 + 3 + (3) + (6) = 30 +Dragon, +Cold, Acid, Magic, Good
LCrecentKick: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (9) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 28 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (4, 2) + 7 + 3 + (4) + (6) = 26 +Dragon, +Cold, Acid, Magic, Good
LSideKick: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (11) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 30 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (6, 1) + 7 + 3 + (3) + (4) = 24 +Dragon, +Cold, Acid, Magic, Good
PalmToEr,Face: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (20) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 34 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (10, 10) + 7 + 3 + (5) + (2) = 37 +Dragon, +Cold, Acid, Magic, Good
ElbowToEr,Nose: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (10) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 24 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (4, 4) + 7 + 3 + (4) + (5) = 27 +Dragon, +Cold, Acid, Magic, Good
Haste
RbackElectricFist: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (8) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 32 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (10, 2) + 10 + 3 + (1) + (3) = 29 +Dragon, +Cold, Acid, Magic, Good
CritConfirm?: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (19) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 33
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (10, 1) + 7 + 3 + (5) + (1) = 27
Be shaken for Ding: 1d4 + 5 ⇒ (4) + 5 = 9 rounds
Ascaria |
1 person marked this as a favorite. |
Round: 3, Initiative: 6
HP = 85/93
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m), Haste, Particulate Form (3/15r), Prayer (2/15r)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (6/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (4/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
Amazed to see the creature heal from a Prayer spell, Ascaria takes a moment of frank appreciation. How’d it do that? he wonders.
Snapping out of it as the mace bludgeons him half to death, he worries about how close that mace is coming to knocking him out. He doesn’t like that idea… at all. He steps five feet closer, and blasts a double healing (move, standard) to try and keep Sol, and himself, standing, though it should top up Mort as well.
Channel Energy (healing): 20d6 + 2 ⇒ (1, 3, 2, 6, 4, 2, 4, 1, 4, 4, 5, 6, 4, 1, 3, 2, 4, 5, 2, 3) + 2 = 68 (Remember the +3 fast healing too!)
Group effects
Haste
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Wind Walk (everyone)
Eidi |
1 person marked this as a favorite. |
Eidi steps away while the positive energy surges around healing apparently everyone. The half-elf focuses his efforts on the mace apparently threatening Ascaria's life and casts dispel magic on it.
CL: 1d20 + 12 ⇒ (19) + 12 = 31
The elder then extends his hand to the other side casting swift a cold ice strike that shreds a flurry of ice slivers over the Overgod.
Cold damage: 12d6 ⇒ (1, 6, 2, 1, 6, 1, 1, 5, 5, 3, 2, 6) = 39
Ref DC 20 for half
CL vs SR: 1d20 + 12 ⇒ (14) + 12 = 26
His offensive makes him finally appear in the middle of the room.
GM Rat Sass |
Eidi wiggles a finger at the Overgod's Mace, and with each stroke of his fingertip, the Mace begins to erase. The elderly half-elf speeds up his finger's movement, and the Mace is gone before long. Also interesting to the half-elf and gnome is that the Ebon Aspect doesn't heal like it did with the gnome's casting of Prayer. Eidi is much less successful in his cold-based attack against the Overgod, possibly overlooking the giant's own cold-based attacks having no effect on the monster. Immunity to Cold
Ascaria practically erupts in a fountain of healing aura, reducing the Outcasts' wounds greatly, while Mortimer and Solrisa strive to survive against an entity which surely would have slaughtered them, had they strayed into this section of the underground all by their lonesome. The giant strikes twice, the maiden notwonce.
The Overgod responds to the pain. Since the maiden declined, the hulk engages the giant this time.
Bite Attack, M: 1d20 + 42 ⇒ (8) + 42 = 50 for 3d6 + 33 ⇒ (6, 3, 5) + 33 = 47 damage
Miss Chance, High Good: 1d100 ⇒ 48
Claw Attack,M: 1d20 + 40 ⇒ (6) + 40 = 46 for 1d6 + 27 ⇒ (6) + 27 = 33 damage
Miss Chance, High Good: 1d100 ⇒ 1
Claw Attack,M: 1d20 + 40 ⇒ (16) + 40 = 56 for 1d6 + 27 ⇒ (4) + 27 = 31 damage
Miss Chance, High Good: 1d100 ⇒ 7
The half-elf's magical guarding does its job, and the giant is hit notwonce...
"Answer, you chimeric turd! For what or whom are you waiting?!"
The Overgod is displeased, his hands drying of maiden's blood, but no fresh offering from the giant. "You seek answers. I have them. They will die with me. Unless... Call off your winged woman, your imp, and your cripple, and we'll talk at length if you like..."
To punctuate his sentence, a distant whooshing, then a sudden thud arises in the back of the room, below the well. The Man of Rope stands from a prone position, adjusting itself into a more recognizable humanoid form.
This creature is a Large Neutral Construct, a Hangman Golem, immune to Magic, and sporting the classic Construct Traits.
1 question for every 5 above 23
Round 4
EA- 20 (-210hp)
Eidi- 6
Ascaria- 6 (-11hp, Heroism)
Mortimer- 5
Round 5
Solrisa- 23 (-17hp)
The Party is up! Roll20 Map has been updated. Yes, we're still over at Isolation Encounters, for ease of use.
Party Buffs
Haste
Particulate Form
Ascaria |
Round: 4, Initiative: 6
HP = 88/93
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m), Haste, Particulate Form (3/15r), Prayer (2/15r)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (6/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
Ascaria, wanting to give himself some space, steps a little away from the rope creature, but he speaks, ”No, I don’t think so. You’re waiting for a convenient time to rise up and wreak havoc on the poor people. It is right that we end you now, while we can!”
He hopes the others agree, as he summons Chains of Light (Reflex DC 24) around mr. Ropey.
Meanwhile, his now minor wounds continue to heal (fast healing 3).
Group effects
Haste
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Wind Walk (everyone)
Eidi |
K. arcana+HR DC 23: 1d20 + 25 + 2 ⇒ (15) + 25 + 2 = 42
"Tsk..." Eidi curses the situation "A Hangman Golem, that thing is immune to magic"
"Giving you time to heal back? Do not think we will fall in your tricks that easily! You better tell us something of interest now or there will be no stop for you"
else...
Eidi points at the Overgod with his ring and says words of arcane power. A crackling ray of black energy surges from the ring attempting to enervate the ancient creature.
Ray+HR (touch): 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
CL vs SR: 1d20 + 14 ⇒ (15) + 14 = 29
Temporal Negative levels: 1d4 ⇒ 2
Solrisa Iome Arabasti |
Round 4, Init 23
”Oh! Where is the pretty angel woman?!” Solrisa exclaims excitedly, looking around. But quickly realizing that this is just a ruse, she again attacks the lying beast.
Power attack. One hand. Smite.
1d20 + 24 - 4 + 4 + 1 ⇒ (8) + 24 - 4 + 4 + 1 = 33 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (4) + 8 + 8 + (2) + 19 = 41 magic w/electrical damage + smite
Power attack. One hand. Smite. Hasted.
1d20 + 24 - 4 + 4 + 1 ⇒ (3) + 24 - 4 + 4 + 1 = 28 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (3) + 8 + 8 + (1) + 19 = 39 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative.
1d20 + 24 - 4 + 4 + 1 - 5 ⇒ (7) + 24 - 4 + 4 + 1 - 5 = 27 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (4) + 8 + 8 + (1) + 19 = 40 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative#2.
1d20 + 24 - 4 + 4 + 1 - 10 ⇒ (14) + 24 - 4 + 4 + 1 - 10 = 29 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 ⇒ (3) + 8 + 8 + (6) + 19 = 44 magic w/electrical damage + smite
AC= 31 (39 vs. bad thing) normal, [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing) +2 def
HP= 126-107+21+3+68+3/126 = 114/126
Right hand = long sword
Left hand = shield
LoH 1/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
Mortimer Smith |
Round 4, Init 5
"You seek answers. I have them. They will die with me. Unless... Call off your winged woman, your imp, and your cripple, and we'll talk at length if you like..."
"Knot a chance! We'll have our answers in the afterlife -- !"
RElectricPunch: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (5) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 29 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 4d6 + 1d6 ⇒ (7, 9) + 10 + 3 + (5) + (2, 4, 5, 4) + (5) = 54 +Dragon, +Cold, +Acid, Acid, Magic, Good
LStraightPunch: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (9) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 33 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (7, 10) + 10 + 3 + (1) + (5) = 36 +Dragon, +Cold, Acid, Magic, Good
LKneeTo...Something: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (3) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 22 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (10, 9) + 10 + 3 + (1) + (5) = 38 +Dragon, +Cold, Acid, Magic, Good
Again: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (6) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 25 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (10, 7) + 10 + 3 + (2) + (1) = 33 +Dragon, +Cold, Acid, Magic, Good
AndAgain: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (16) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 30 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (5, 5) + 10 + 3 + (3) + (2) = 28 +Dragon, +Cold, Acid, Magic, Good
AxeKick: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (18) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 32 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (4, 7) + 10 + 3 + (6) + (2) = 32 +Dragon, +Cold, Acid, Magic, Good
Haste
Fancy: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (15) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 39 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (9, 1) + 10 + 3 + (4) + (4) = 31 +Dragon, +Cold, Acid, Magic, Good
So there is that.
GM Rat Sass |
Things begin to unravel for the Outcasts. The mooring line begins to loosen. The end of the rope arrives. Their knickers start to knot...
The elder half-elf wisely allows the gnome to try his own magics first. Ascaria attempts to tie up the Man of Rope, in chains. The gnome finds out firsthand that the Hangman Golem has quite a Reach. At least, cough, 15'...
Slam Attack AoO, A: 1d20 + 20 ⇒ (14) + 20 = 34 for 2d8 + 8 ⇒ (7, 5) + 8 = 20 damage
Grab, A: 1d20 + 25 ⇒ (20) + 25 = 45 for 2d8 + 12 ⇒ (8, 7) + 12 = 27 constriction damage
Ascaria, I'll need a Concentration Check DC 63 or lose your spell
Freshly Grappled, the gnome is pulled into the Hangman's proximity, like a fly to a toad, courtesy of an unexpectedly long tongue.
Eidi successfully strikes down the Overgod with a strong weakening ray, while Mortimer strikes once, and Solrisa notwonce, again.
Unable to negotiate a reduction in your numbers, the Overgod focuses on reducing your numbers the more murderous way. He begins by stepping back, in the face of your continued hostility and berating, then pummels the more injured opponent, Solrisa. If she falls, he dedicates the continued assault to Mortimer.
Bite Attack, S: 1d20 + 42 - 2 ⇒ (12) + 42 - 2 = 52 for 3d6 + 33 - 2 ⇒ (4, 5, 2) + 33 - 2 = 42 damage
Slam Attack, S: 1d20 + 40 - 2 ⇒ (16) + 40 - 2 = 54 for 1d6 + 27 - 2 ⇒ (4) + 27 - 2 = 29 damage
Slam Attack, S: 1d20 + 40 - 2 ⇒ (18) + 40 - 2 = 56 for 1d6 + 27 - 2 ⇒ (4) + 27 - 2 = 29 damage
The hangman golem at your rear enjoys its new snared rabbit. It squeezes the air out of Ascaria's lungs.
Opposed Grapple, HG: 1d20 + 25 ⇒ (12) + 25 = 37
Opposed Grapple, A: 1d20 + 10 ⇒ (16) + 10 = 26
2d8 + 12 ⇒ (5, 4) + 12 = 21 of constriction damage, and Ascaria needs to make a Fortitude Save DC 19, or become Dazed for one round.
Round 5
EA- 20 (-210hp, -2 Levels)
Hangman Golem- 19
Eidi- 6
Ascaria- 6 (-63hp, Heroism, Fort Save DC19)
Mortimer- 5
Round 6
Solrisa- 23 (-114hp)
The Party is up! Roll20 Map has been updated. Yes, we're still over at Isolation Encounters, for ease of use.
Party Buffs
Haste
Particulate Form
Eidi |
Eidi tenses his mouth, knowing he can only save one of Ascaria or Solrisa. Hoping the gnome can maintain the Outcasts alive the half-elf casts freedom of movement out of the golem's reach and then steps closer lunging his hand to touch Ascaria with this power.
Given current situation I will recall that 42 DC on the golem identification to try remember if there is any spell that significantly can affect the golem
Ascaria |
Round: 5, Initiative: 6
HP = 93/93
Hero Points = 6
Equipped = None
Conditions = Heroes Feast (1/12h), Magic Vestment (+3, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Air Walk (1/30m, Eidi, Mort, Sol), Heroism (1/30m), Haste, Particulate Form (3/15r), Prayer (2/15r)
Life Link (14)(100’) = Eidi, Mort, Sol
Channel Energy (3/11)(9/9) (DC: 27)(Avoid 8, 35’r, 1/1 swift) (8d6+1+2d6 phylactery)
Amiable Blunder (1/1 if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll)
Tankard (1/1 Remove Fear), (0/1 Heroism (30min)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (6/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (4/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2
- - -
Ascaria, quite wisely, decides to let that spell go. For now. If he is freed by. Eidi’s maneuver, he’ll 5’ step toward Eidi. If not, he’ll remain where he is. Either way, he’ll channel twice once again - this time also carving out the rope-thing as well as their main foe.
Channel Energy (healing): 20d6 + 2 ⇒ (3, 6, 1, 4, 5, 6, 4, 5, 3, 3, 2, 3, 5, 2, 1, 6, 1, 6, 1, 5) + 2 = 74
”C’mon Sol! Mort! Kill that thing! I’m fine for now.” he grins, preferring the rope to the mace.
Group effects
Haste
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Wind Walk (everyone)
GM Rat Sass |
Immunity to Magic (Ex) A hangman golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows. Animate rope hastens the golem (as if by the haste spell) for 5 rounds. Rope trick paralyzes the golem for 1 round (no save). It's Vulnerable to Fire, and sports a DR 10/Adamantine...
The wily half-elf manages to free the gnome, with the greasiness of the magical casting of Freedom...
Solrisa and Mortimer are up!
Mortimer Smith |
1 person marked this as a favorite. |
Round 5, Init 5
Mortimer shrieks as the evil large tangled rope man snags the gnome.
"AAaahhhhh! Let our Canary GO!" he howls, moving to take his ire out on the nightmare inducing blob. "I don't know who you are or what you are, but make it let go!"
"Let go!"
LKnifeKicktoBelly: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (12) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 36 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 4d6 + 1d6 ⇒ (1, 4) + 10 + 3 + (5, 6, 2, 2) + (6) = 39 +Dragon, +Acid, Acid, Magic, Good
LBackfist: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (10) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 34 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 ⇒ (2, 5) + 7 + 3 + (6) = 23 +Dragon, Acid, Magic, Good
"Let go!"
RightHook: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (1) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 20 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 ⇒ (7, 5) + 7 + 3 + (1) = 23 +Dragon, Acid, Magic, Good
LeftHook: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (19) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 38 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 ⇒ (8, 10) + 7 + 3 + (5) = 33 +Dragon, Acid, Magic, Good
"leeeeeeeeet"
RightHook: 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (19) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 33 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (9, 5) + 7 + 3 + (2) + (2) = 28 +Dragon, Acid, Magic, Good
HeelKickto(Jaw?): 1d20 + 5 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (4) + 5 + 5 + 3 + 1 + 1 - 2 + 1 = 18 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 + 1d6 ⇒ (4, 6) + 7 + 3 + (6) = 26 +Dragon, Acid, Magic, Good
"GO!"
Haste
TornadoKick: 1d20 + 15 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (14) + 15 + 5 + 3 + 1 + 1 - 2 + 1 = 38 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 10 + 3 + 1d6 ⇒ (7, 4) + 10 + 3 + (2) = 26 +Dragon, Acid, Magic, Good
CritConf?: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (8) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 27 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 ⇒ (1, 2) + 7 + 3 = 13 +Dragon, Magic, Good
CritConf?: 1d20 + 10 + 5 + 3 + 1 + 1 - 2 + 1 ⇒ (20) + 10 + 5 + 3 + 1 + 1 - 2 + 1 = 39 +Breakfast, +Haste, +Prayer
for Damage: 2d10 + 7 + 3 ⇒ (8, 8) + 7 + 3 = 26 +Dragon, Magic, Good
Solrisa Iome Arabasti |
Round 5, Init 23
”oof* *ow* Rae, no! Oh, that's not Rae!” Solrisa hurts repeatedly as she is pummeled, punished for missing so completely again and again. She tries to do better after healing herself.
7d6 + 1d6 ⇒ (6, 5, 2, 1, 4, 3, 4) + (2) = 27 Lay on Hands
Power attack. One hand. Smite.
1d20 + 24 - 4 + 4 + 1 + 1 + 1 ⇒ (2) + 24 - 4 + 4 + 1 + 1 + 1 = 29 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (7) + 8 + 8 + (2) + 19 + 1 = 45 magic w/electrical damage + smite
Power attack. One hand. Smite. Hasted.
1d20 + 24 - 4 + 4 + 1 + 1 + 1 ⇒ (11) + 24 - 4 + 4 + 1 + 1 + 1 = 38 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (3) + 8 + 8 + (1) + 19 + 1 = 40 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative.
1d20 + 24 - 4 + 4 + 1 - 5 + 1 + 1 ⇒ (20) + 24 - 4 + 4 + 1 - 5 + 1 + 1 = 42 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (4) + 8 + 8 + (2) + 19 + 1 = 42 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative#2.
1d20 + 24 - 4 + 4 + 1 - 10 + 1 + 1 ⇒ (19) + 24 - 4 + 4 + 1 - 10 + 1 + 1 = 36 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (10) + 8 + 8 + (1) + 19 + 1 = 47 magic w/electrical damage + smite
Pot crits:
Power attack. One hand. Smite. Iterative.
1d20 + 24 - 4 + 4 + 1 - 5 + 1 + 1 ⇒ (2) + 24 - 4 + 4 + 1 - 5 + 1 + 1 = 24 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (5) + 8 + 8 + (5) + 19 + 1 = 46 magic w/electrical damage + smite
Power attack. One hand. Smite. Iterative#2.
1d20 + 24 - 4 + 4 + 1 - 10 + 1 + 1 ⇒ (18) + 24 - 4 + 4 + 1 - 10 + 1 + 1 = 35 to hit; (-PA,+haste,+smite)
1d10 + 8 + 8 + 1d6 + 19 + 1 ⇒ (4) + 8 + 8 + (4) + 19 + 1 = 44 magic w/electrical damage + smite
AC= 31 (39 vs. bad thing) normal, [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield[/ +2 Barkskin] +4 bad thing +2 champ armor (vs. bad thing) +2 def
HP= 114-100+3+27+74/126 = 118/126
Right hand = long sword
Left hand = shield
LoH 2/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 1/7 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 1/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+8+8+1d6[/dice] magic w/electrical damage
Power attack. Two hand.
[ dice]1d20+24-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+19-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage
[ dice]1d20+14-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic w/electrical damage.
GM Rat Sass |
Mortimer finally finds his stride with the Overgod's slimy hide, and bludgeons it quite to death, before the maiden can step in and knock it unconscious. In the giant's last strike, it begins to disassemble into thousands of black crystals.
"Your Mother Maggot... her real... name... is..." but a whisper when it finally dissolves into nothingness. No body, nothing tangible for you to collect and demonstrate to anyone who might be inclined to listen to your mad tale...
Solrisa is up!