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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Bald male Half-Elf elder

Ouch! I thought it was 30' per move action. Got it!

Unable to push the orb further, Eidi makes a sign giving Solrisa the blessing of the faithful "Might your strength endure the lashing tendrils of the conefaced ones!"
+2 sacred bonus to on attack rolls, skill checks, ability checks, or saving throws or to AC (Solrisa's choice I think)
Expending 1 channel to extend the duration to 2 rounds


Male Human Brawler (17), Thief (0)

Round 6, Init 10

BoF: Gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Swift for Stunning Assault, Elemental Fist (Fire) and Weapon Specialization (Unarmed)

Mortimer steps up on Orange/Brown and kicks it in the crevass.

RStrPunch+Stun: 1d20 + 27 - 5 ⇒ (7) + 27 - 5 = 29 BoF
for Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (7, 2) + 3 + 10 + (5) + (4) + 2 = 33 +Dragon, +Acid, +Fire, +Weapon Spec.
Save for Fort DC26 or be stunned for 1 round.

Haste
RStrPunch+Stun: 1d20 + 27 - 5 ⇒ (8) + 27 - 5 = 30 BoF
for Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (9, 6) + 3 + 10 + (2) + (5) + 2 = 37 +Dragon, +Acid, +Fire, +Weapon Spec.
Save for Fort DC26 or be stunned for 1 round.

Status:

AC = 33 (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 141/141, Breakfast +10
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Cold (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Hasted
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 6 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 16 / 16
ElementalFists: 12/16
Weapon Profficiency (Unarmed)
Stunning Assault
Lightning Sword Fly: 3/3

Saves:
Fort: +17 (Base +10, Con +2, Cloak +5)
Reflex: +19 (Base +10, Dex +4, Cloak +5)
Will: +14 (Base +5, Wis +4(headband), Cloak +5)


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

Eidi bolsters the maiden as she stands against two ropers, while positioning the Orb de Agua more closely. Ascaria does for the maiden what the half-elf did for the giant, and wipes the slate clear of all withering!

Solrisa rips into Blue twice, despite the half-elf's blessing, while Mortimer enters the fray, pummeling the pumice twice!

Fortitude Save v DC 26: 1d20 + 13 ⇒ (20) + 13 = 33
Fortitude Save v DC 26: 1d20 + 13 ⇒ (15) + 13 = 28

Orange fails to succumb to the giant's stunning pair of fists.

The Outcasts witness the Last March of the Ropers, likely.

Red continues to strain in vain against the Chains.

Reflex Save v DC 25: 1d20 + 5 ⇒ (5) + 5 = 10

The strands come out to play yet again, as the ropers stand unaware of the massive healing taking place out of sight and hearing. Blue's singular cornea begins to defog...

A Sticky Situation, Take 6:

Strand Touch Attack, S: 1d20 + 12 ⇒ (20) + 12 = 32 Fortitude Save v DC 27 or suffer 1d6 ⇒ 6 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 41
Strand Touch Attack, S: 1d20 + 12 ⇒ (1) + 12 = 13 Fortitude Save v DC 27 or suffer 1d6 ⇒ 5 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 38
Strand Touch Attack, S: 1d20 + 12 ⇒ (14) + 12 = 26 Fortitude Save v DC 27 or suffer 1d6 ⇒ 2 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 84

Strand Touch Attack, S: 1d20 + 12 ⇒ (7) + 12 = 19 Fortitude Save v DC 27 or suffer 1d6 ⇒ 6 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 39
Strand Touch Attack, S: 1d20 + 12 ⇒ (19) + 12 = 31 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 71

Strand Touch Attack, S: 1d20 + 12 ⇒ (4) + 12 = 16 Fortitude Save v DC 27 or suffer 1d6 ⇒ 6 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 45

Strand Touch Attack, M: 1d20 + 12 ⇒ (6) + 12 = 18 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 16
Strand Touch Attack, M: 1d20 + 12 ⇒ (2) + 12 = 14 Fortitude Save v DC 27 or suffer 1d6 ⇒ 2 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 76
Strand Touch Attack, M: 1d20 + 12 ⇒ (13) + 12 = 25 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 57

Strand Touch Attack, M: 1d20 + 12 ⇒ (12) + 12 = 24 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 2
Strand Touch Attack, M: 1d20 + 12 ⇒ (17) + 12 = 29 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 94

Strand Touch Attack, M: 1d20 + 12 ⇒ (19) + 12 = 31 Fortitude Save v DC 27 or suffer 1d6 ⇒ 3 Strength Damage
Miss Chance, High Good: 1d100 ⇒ 27

Both maiden and giant are struck twice, in the ropers' last grasps.

Eidi and Ascaria:

Stealth: 1d20 ⇒ 2
Eidi Perception: 1d20 + 22 ⇒ (14) + 22 = 36
Light Crossbow: 1d20 + 20 ⇒ (17) + 20 = 37 for 1d8 + 1 ⇒ (2) + 1 = 3 damage

A sharp pain erupts in Ascaria's side! Looking down, the both of you see a crossbow bolt sticking out from it. The bolt came from the north, but neither of you were able to spot the attacker- the gnome can't see that far, and the half-elf was not perceptive enough, despite the fact that he currently uses magic to see invisible foes!

Ascaria, please make a Fortitude Save DC 18. Failure, and you suffer 1d6 ⇒ 5 Strength Damage. This is a Poison Effect.

Round 7
Eidi- 21
Ascaria- 20 (-13hp, -2 Strength Damage, Fortitude Save DC 18)
Solrisa- 11 (Blessing of the Faithful, 2 Fortitude Saves DC 27)
Mortimer- 10 (2 Fortitude Saves DC 27)
Ropers- 7 (-163hpP/dying, -175G/dying, -214hpY/dead, R/Paralyzed, -100hpO, -106hpB)
All Ropers Blind and Deaf

The party is up! Roll20 Map has been updated.

Party Buffs
Heroes' Feast
Haste
Blessing of Fervor


Bald male Half-Elf elder

"Buggers!" Eidi curses while he attempts to help Ascaria up "Are you ok?"

The half-elf waits to see how Solrisa and Mortimer deal with the ropers and what space is left to squeeze the orb before deciding what to do there, and waits to better see Ascaria's state before dealing with the other front.


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

"They're *so* sticky!" Solrisa cries, trying to keep the strands off her.

1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40 Fort
1d20 + 19 + 1 ⇒ (13) + 19 + 1 = 33 Fort


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

Round 8, Init 11

Solrisa 5' steps up and attacks blue. Faithful to AC bonus.

Power attack. One hand.
1d20 + 26 - 4 + 1 + 1 ⇒ (20) + 26 - 4 + 1 + 1 = 44 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (4) = 31 magic w/electrical damage

Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (19) + 21 - 4 + 1 + 1 = 38 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d6 ⇒ (2) + 9 + 8 + (4) = 23 magic w/electrical damage

Power attack. One hand.
1d20 + 16 - 4 + 1 + 1 ⇒ (7) + 16 - 4 + 1 + 1 = 21 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d6 ⇒ (8) + 9 + 8 + (5) = 30 magic w/electrical damage

Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 ⇒ (7) + 11 - 4 + 1 + 1 = 16 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (2) = 22 magic w/electrical damage

Power attack. One hand. BoF.
1d20 + 26 - 4 + 1 + 1 ⇒ (6) + 26 - 4 + 1 + 1 = 30 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (1) = 24 magic w/electrical damage

Power attack. One hand. Pot Crit#1.
1d20 + 26 - 4 + 1 + 1 ⇒ (3) + 26 - 4 + 1 + 1 = 27 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d10 ⇒ (4) + 9 + 8 + (7) = 28 magic w/electrical damage

Power attack. One hand. Pot Crit#2.
1d20 + 21 - 4 + 1 + 1 ⇒ (13) + 21 - 4 + 1 + 1 = 32 to hit; (-PA,haste,HF)
1d10 + 9 + 8 + 1d10 ⇒ (8) + 9 + 8 + (2) = 27 magic w/electrical damage

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin

Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC

HP= 135/135
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.


Male, Gnome

Round: 7

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (1/12h), Magic Vestment (+4, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Heroism (10/60m), Air Walk Communal (10/80m, all), Blessings of Fervor (6/16r), -2 strength (dam), Prayer (1/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (1/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the 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 (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (5/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Fort: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (heroism) vs DC 18, poison

Ascaria adjusts his spectacles, as he peers into the fog of the sight to the north, ”Someone shot me!” he points in the direction from which the shot must have come.

He lets Eidi help him up and thanks him, ”I’m all right for now, but someone’s out there messing with us. Likely our opposition - a greater threat I imagine!” He moves a bit to try and get some cover from the would-be assassin before casting Prayer (+1 attacks, damage, saves, & skills (luck)) on the party for its varied bonuses. It should also effect all the ropers.

SR: 1d20 + 16 ⇒ (3) + 16 = 19
SR: 1d20 + 16 ⇒ (20) + 16 = 36
SR: 1d20 + 16 ⇒ (18) + 16 = 34

Group effects
Air Walk Communal (everyone)
Wind Walk (everyone)
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)


Male Human Brawler (17), Thief (0)

Round 7, Init 10

FortDc27: 1d20 + 17 ⇒ (10) + 17 = 27
FortDc27: 1d20 + 17 ⇒ (19) + 17 = 36

"Hang in there, Sol! This is payback!"
Except not really, as I expect there will be no need for Ropers to roll 11+ saving throws...

Mortimer will move to attack Red should Orange fall.
Mortimer lays into the Orange, now more comfortable with the routine.

BoF: Gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

RStrPunch: 1d20 + 25 - 5 ⇒ (19) + 25 - 5 = 39 BoF, -SA
for Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (2, 9) + 3 + 10 + (1) + (5) + 2 = 32 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.
LStrPunch: 1d20 + 25 - 5 ⇒ (17) + 25 - 5 = 37 BoF, -SA
for Damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (3, 2) + 3 + 7 + (4) + (2) + 2 = 23 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

RHeelKick: 1d20 + 20 - 5 ⇒ (10) + 20 - 5 = 25 BoF, -SA
Damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (4, 4) + 3 + 7 + (5) + (5) + 2 = 30 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.
LBackKick: 1d20 + 20 - 5 ⇒ (12) + 20 - 5 = 27 BoF, -SA
for Damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (6, 2) + 3 + 7 + (5) + (1) + 2 = 26 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

RBackfist: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20 BoF, -SA
for Damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (9, 2) + 3 + 7 + (1) + (6) + 2 = 30 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.
RKnee: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29 BoF, -SA
for Damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (2, 5) + 3 + 7 + (3) + (5) + 2 = 27 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

RSHeelStomp: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11 BoF, -SA
for damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (9, 7) + 3 + 7 + (3) + (1) + 2 = 32 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.
LElbow: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20 BoF, -SA
for damage: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (5, 4) + 3 + 7 + (1) + (4) + 2 = 26 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

Haste
RStrPunch: 1d20 + 25 - 5 ⇒ (16) + 25 - 5 = 36 BoF, -SA
for LStrPunch: 2d10 + 3 + 7 + 1d6 + 1d6 + 2 ⇒ (1, 4) + 3 + 7 + (6) + (4) + 2 = 27 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

PotCrit1, RHook: 1d20 + 25 - 5 ⇒ (9) + 25 - 5 = 29 BoF, -SA
for Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (9, 8) + 3 + 10 + (4) + (6) + 2 = 42 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.

PotCrit2, JabtoCrevass: 1d20 + 25 - 5 ⇒ (16) + 25 - 5 = 36 BoF, -SA
for Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (2, 6) + 3 + 10 + (4) + (4) + 2 = 31 +Dragon, +Acid, +Fire
Save DC26 or be Stunned for 1 round.


Bald male Half-Elf elder

Eidi sends the orb forward, to get on whatever remains of the orange roper, then steps to the side "There is a sniper at the north-eastern area of the maze!"
Non lethal: 2d6 ⇒ (3, 6) = 9
Ref DC 21

If there is any roper that remains, Eidi sends magic missiles to try end it, otherwise, he walks over to be next to Mortimer and the orb.
CL vs SR: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
Magic missiles: 5d4 + 5 ⇒ (2, 3, 4, 1, 2) + 5 = 17


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

Solrisa overcomes the adversity of the strand attacks to slay Blue, before hitting Orange once. Mortimer finds himself at odds with Orange in the wake of the maiden's attacks, so concentrates on inhibiting the poor, hungry, homeless roper with its strands out for handouts.

It only takes a single, powerful punch, to knock Orange unconscious. No stunning ripple through its stony frame, only the sweet release of death.

Your Acid and Fire damage don't double roll in your Critical Confirmation, Mortimer. Solrisa has a Burst weapon, which does add into a critical.

Red, the remaining roper restrained, almost suffers insult to its injuries, as Ascaria sears it with Cayden's contempt, but its resistance to magic keeps it protected.

Eidi takes cover, positioning his Orb nearby, while burning the shackled Red roper.

Red struggles one final time, before the brutes of the Outcasts set their teeth against a helpless creature.

Reflex Save v DC 25: 1d20 + 5 ⇒ (16) + 5 = 21

Its first injuries come from the elderly half-elf's magic missiles...

Round 8
Eidi- 21
Ascaria- 20 (-13hp, -2 Strength Damage)
Solrisa- 11 (Blessing of the Faithful)
Mortimer- 10
Ropers- 7 (-163hpP/dying, -175G/dying, -214hpY/dead, R/Paralyzed, -199hpO/dead, -173hpB/dying)

The party is up! Roll20 Map has been updated.

Party Buffs
Heroes' Feast
Haste
Blessing of Fervor


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

Round 8, Init 11

Solrisa moves up and takes total defense, putting both Blessings to AC. She's ready to pounce next round.

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin

Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC

HP= 135/135
Right hand = long sword
Left hand = shield
LoH 0/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (26/50 left) 8/8/2018
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+26-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.


Male Human Brawler (17), Thief (0)

Round 8, Init 10

Mortimer Coup de Grace(s) the dying Ropers.

Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (6, 4) + 3 + 10 + (2) + (5) + 2 = 32

If this does not prevoke from our unseen guest:
Round 9, Init 10

Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (4, 3) + 3 + 10 + (2) + (2) + 2 = 26

If this does not prevoke from our unseen guest:
Round 10, Init 10

Damage: 2d10 + 3 + 10 + 1d6 + 1d6 + 2 ⇒ (4, 5) + 3 + 10 + (6) + (1) + 2 = 31


Male, Gnome

Round: 8

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (1/12h), Magic Vestment (+4, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Heroism (10/60m), Air Walk Communal (10/80m, all), Blessings of Fervor (7/16r), -2 strength (dam), Prayer (2/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (1/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the 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 (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (5/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.

Ascaria wonders if the crossbow wielder will return, and isn’t sure what to do until they do. For now, he waits and watches as Mort and Sol finish off the Ropers, pending other actions. (Delay - likely to next round at least.)


Bald male Half-Elf elder

While things develop, Eidi moves forward while pushing the roll with him, gaining a better position to see who is the sniper and what is his location.
Perception (low-light vision, see invisibility): 1d20 + 22 ⇒ (2) + 22 = 24

HP 173/163 | AC 28 TAC 18 FF 25
BoF +2


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

The Maze quiets down, as paralyzed ropers are coup de graced, and eyes are kept outward to guard against another crossbow bolt out of the blue-grey. As the roper bodies slump to the walls of the Menhirs, a patch of green crystals becomes much more obvious, in the center of the Maze.

Combat... over? Roll20 Map has been updated to reflect current positions and sightlines, all of which fails to reveal an entity with a crossbow glaring at you maliciously.


Bald male Half-Elf elder

"Tsk!" after some seconds trying to find out the sniper, Eidi gives up "Watch out, I will have a look at what those crystals are"

The elder approaches the green crystals and examines them, including detect magic.
Spellcraft: 1d20 + 27 ⇒ (16) + 27 = 43
Knowledge: 1d20 ⇒ 13 +28 arcana or planes, +30 religion, +14 others


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

Solrisa makes sure the bad sticky plants are dead, and then moves to protect Eidi (or protect the cookies, hard to tell).

”Is there is a sniper? Where? Why do snipers always hide where I can’t see them?!” Solrisa flies as high as she can without endangering herself to winds, and looks around, then comes back down.

She will then watch and help Eidi with the crystals.


Male, Gnome

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (1/12h), Magic Vestment (+4, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Heroism (10/60m), Air Walk Communal (10/80m, all), Blessings of Fervor (11/16r), Prayer (6/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (1/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the 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 (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (5/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Ascaria keeps his eyes open, for what it’s worth (limited to 60’, Darkvision, Low light vision, Blindsense to 30’, Blindsight to 15’) as he does what he can to reverse the strength damage on himself by casting Lesser Restoration (3 round cast).

Strength cured: 1d4 ⇒ 4

He too waits to see what Eidi learns of the crystals. (Eidi, +1 to your skill checks for Prayer remember - still going.)


Male Human Brawler (17), Thief (0)

Mortimer keeps an eye out for snipers while Eidi checks out the crystals.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35


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

The clearing remains quiet, as Eidi approaches the crystals for a better understanding of their nature. Your intelligent half-elf can relate that the green crystals are naturally-occurring, but seem to form in deliberate patterns, each mass the general shape of a teardrop, the weight of an immature avocado.

They don't relate to gemstones you've encountered in trade, but their formation leaves no room for deformities. There are a couple of dozen of them, too. None of them detect as radiating magical auras.

The gnome finishes his Restoration, while the maiden flies as high as she can. The Menhirs follow her up, the entire height, disappearing into the ceiling of storm above you all, preventing her from seeing more than if she were at ground level, in any particular direction.

How do you proceed?


Bald male Half-Elf elder

Eidi attempts to collect some of the crystals "These seem to be natural occurring in the maze. Interesting. Not magical definitively"

"We should keep exploring the maze for the fountain and our enemies I guess. What about going that way?" the half-elf points north-east, in the general direction where the bolt came from.
Perception (low-light vision, see invis): 1d20 + 22 ⇒ (5) + 22 = 27


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

”Okay, Eidi. That is a good plan,” Solrisa says, smiling cheerfully. ”I do like playing Hidesies and Findsies! This will be fun.”

Solrisa moves to where Eidi points, generally going more north (the best direction) and a bit east.

Moved on map.


Male, Gnome

Status:
AC = 31 (F29/T17) (+4 magic vestment included)
HP = 96/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (1/12h), Magic Vestment (+4, 1/15h), Status (1/15h, Eidi, Mort, Sol), Wind Walk (1/15h, all), Brightest Light (1/15h), Heroism (10/60m), Air Walk Communal (10/80m, all)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (10/12)(10/10) (DC: 27)(Avoid 9, 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 (1/3, 6th lvl)
Rod of Reach Spell (2/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (2/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the 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 (2/3 swift +10’ movement)
Melee Attack: BAB +12/+7/+2, Size +1 Damage: +0
Ranged Attack: BAB +12/+7/+2, Dex +1, Size +1 Damage: +0
Spells (Caster Level 16, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (19): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (20): (4/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (5/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (5/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (7/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (3/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -

Having completed his healing, Ascaria scampers to catch up to the others. "Watch out, they know we're here now and will be setting an ambush I suspect."

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Wind Walk (everyone)


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

The Outcasts move ever onward, Solrisa pushing northwest to discover more twists and turns of the Menhirs. With the storm raging above, not a drop of condensation assaults you as you continue deeper.

Roll20 Map has been updated.


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

Solrisa, continuing the delightful game of Hidesies & Findsies, moves closer to area 3 on the map...but only after others move up. She wants to make sure others get to play too and not steal all the joy and fun for herself.


Bald male Half-Elf elder

"Ok. There we go!" Eidi follows in leaning towards his staff as he walks. The elder makes a pause to draw another neon-like arrow in the maze.

If any time reminds, he pushes the aqueous orb with him.


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

Slipping in the direction of what could be considered the middle finger of your choices, Solrisa leads the Outcasts to another clearing.

This clearing is distinct for two reasons. First, the Menhirs end, and the grassy clearing runs another 30' odd feet before it's lost in the giant wall of the raging tempest. Second, a circular disc hewn from obsidian lies here, its rim decorated with strange runes. At three points around the disc’s circumference, stylized eyes have been carved, each with a shallow hollow carved within.

Roll20 Map has been updated.


Bald male Half-Elf elder

Eidi approaches cautiously to inspect the disc and its runes "That looks like it could be the portal the gods were referring to..."

The elder stops midway to draw another arrow and spot around the corner for new dangers.
Perception (low light vision, see invis): 1d20 + 22 ⇒ (3) + 22 = 25

If nothing is found, he approaches the disk to examine it.
Knowledge: 1d20 ⇒ 1 +28 arcana or planes, +30 religion, +14 others ¿+1 from prayer?


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

I don’t see the disc on the map, but Sol will interpose herself between it and Eidi.

Solrisa moves up, standing guardedly nearby.

”But I thought we were seeking others, Eidi? Hmmm...”


Male, Gnome

Ascaria keeps his eyes open for the sniper, though he fully expects to learn of it through another crossbow bolt to the back rather than his senses. It makes it hard to concentrate on the party, but he tries.

Perception: 1d20 - 1 ⇒ (20) - 1 = 19


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

With sharp eyes stabbing in all directions at once, the elderly half-elf creeps ever closer to the obsidian portal, to give it the proper study.

Eidi notes that the scrolls of runes along its surface is certainly druidic in origin. And ancient. Further, it repeats itself, over and over again. One expression in Druidic.

"Վերադարձիր աչքերս դեպի ինձ և ես կանդրադառնամ փոթորկին:"

Linguistics DC 30:

"Return my eyes to me, and I shall gaze through the storm.”

While Eidi ponders, and/or points out the enigmatic writings, the clearing remains clear, your time in the vicinity of both portal and raging tempest uninterrupted.

The portal has been circled in red on the Roll20 Map, for clarity.


Male Human Brawler (17), Thief (0)

Mortimer, creeps up to the disc along side Eidi.

"Well, what does it say?" Mortimer half whispers. "If we can't read it, can we have Ascaria sketch or -- if the disk is safe to touch, place paper on the runes and run the chalk along it to get an imprint?"


Bald male Half-Elf elder

Linguistics: 1d20 + 12 ⇒ (20) + 12 = 32
Eidi approaches the disk and passes his hand through the runes attentively analyzing them "Yes... I have seen this before in the Sodden Lands. Powerful druidic magic. It is a riddle"

At that point the half-elf looks around to see if they are alone "I fear to speak it up. Our competitors might be stuck at this very same point, and opening the portal for them might be exactly what they want from us... Perhaps we should find this Vecna's cleric before trying to open the disk... what do you think?"


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

Ah! There is now a big red circle there that I see!

Solrisa moves down to look around while others explore the runes. She will look around with her Dragon’s Eyes, detecting evil.


Male Human Brawler (17), Thief (0)

"Yes, Eidi. I was also worried about the same. Let's hunt down the Darl Gang!"

Mortimer moves with Sol to the South.


Male, Gnome

Linguistics: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21 (heroism)

Ascaria too tries to figure out what it says, though he has less luck. "Well done Eidi, always the learner. And I thought I was good at languages." he laughs at his own failure.

He moves with Mort and Sol, readying for battle if they can find the enemy. He climbs in the air a bit (to 10' up).


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

The Hunt for the Darl Gang begins.

Moving east to reveal more of the unvisited sections of the Maze, you come across a strange clearing, as the skies open, and a light drizzle of rain drapes the entire island.

What once may have been a collection of four impressive statues of marble and basalt has been reduced to a pile of shattered rubble. Fragments of the statues lie in heaps throughout this area.

Perception DC 25:

Search of the area reveals traces of blood sheltered from the drizzling rain by an overhanging rock, indicating a battle took place here.

Perception DC 30:

You also notice a strange flickering blue glow coming from below the fallen torso of one of the statues. The marble and basalt fragment must weigh at least 500 lbs.

You do not observe any movement in the Menhirs, other than your own.

Roll20 Map has been updated.


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Male Human Brawler (17), Thief (0)

PerceptionDC30: 1d20 + 26 ⇒ (17) + 26 = 43

"Do you smell that?! It smells like blood! Look! Under that overhang -- there's blood. A battle took place here!"

"Oh, and look," he says, cautiously approaching the fallen statue. "There's a flickering blue glow under that statue!" he exclaims. "Is it magical? That statue must weigh quite a bit, but Sol and I might be able to roll it over."

Feel free to read both spoilers above.


Male, Gnome

"Good eye Mort!"

Ascaria approaches the blue glow, and gives it a gander with Detect Magic.

Spellcraft: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34 (heroism)


|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|
Solrisa wrote:
She will look around with her Dragon’s Eyes, detecting evil.

The maiden begins targeting either objects or individuals with her Dragon's Eyes. The Portal seems an obvious choice, as do the Menhirs. Other than her companions, there are no other individuals upon which she can look.

Solrisa:

The Portal and the Menhirs do not detect as evil.

Meanwhile, the gnome boldly follows the giant into the ruins of the statues, and applies his eyes to the blue below.

Ascaria:

The blue glow is merely reflected light. There is nothing that detects as magic.


Male, Gnome

Ascaria straightens up after investigating, "Oh," he says smiling, "It's just a reflection, not magic at all, just pretty. No enemy though, shall we head to the Northwest where we haven't yet been?"


Bald male Half-Elf elder

"This place seems like it has certainly seen combat. Perhaps these were golems that our rivals just smashed down to gain pass through the maze..." Eidi observes around for tracks of the other group.
Survival: 1d20 + 4 ⇒ (11) + 4 = 15

The half-elf starts walking towards the direction pointed by Ascaria "Alright, let's go and check that area next"


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

Solrisa seems disappointed to not find any evil auras in the area, but that's just as well as it was mostly cheating to do that in a good game of Hidesies & Seeksies.

She moves over to the area that Ascaria and Eidi point out. Moving Northwest on map.


Male Human Brawler (17), Thief (0)

Mortimer attempts to roll over the statue to see off of what the light is reflecting.

Str: 1d20 + 5 ⇒ (14) + 5 = 19


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

Solrisa takes off towards the west Compass at the top of the map references right as North, she finds more Menhirs, and more places within the Maze which had yet to be seen.

Meanwhile, when the giant puts his back into it, he finds the effort in pushing the broken statue a few feet is rewarded. Beneath the destroyed statue is the source of the reflected blue light. Blue crystals, the same density as the green crystals you've already encountered, except these blue ones are all shattered, likely from the collapse of the stony weight.

Knowledge(Arcana) DC 22, or Trained in Appraise:

The crystals can be made whole again with the casting of Make Whole (Mending won't suffice here), or can be crafted to look like the shape of the green crystals with Craft(Gemcutting) DC 25, though that will take an hour to acccomplish, by mundane means.

Mortimer:

Mortimer Perception: 1d20 + 26 ⇒ (3) + 26 = 29
Stealth: 1d20 ⇒ 13
Light Crossbow, Flat-Footed: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24 for 1d8 + 1 ⇒ (5) + 1 = 6 damage, and Fortitude Save DC 22 or suffer 1d4 ⇒ 3 Constitution Damage, and 1d2 ⇒ 2 Dexterity Damage.

The crossbow bolt sticking between your shoulder blades came from the south, beyond the Octopus Tree, which hasn't moved since the Outcasts made their way through the Maze.

Eidi:

Ascaria is unaware, as Mortimer is too far to see it, but the giant has been struck by another crossbow bolt while shoving the statue. The bolt came from the south, from the direction of the octopus tree and its pool...

Roll20 Map has been updated.


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Male Human Brawler (17), Thief (0)

GMSass:

FortDC22: 1d20 + 17 ⇒ (4) + 17 = 21

"OW! YOU DAMN BACKBITERS! COME OUT HERE AND FACE US LIKE ... LIKE CONFIDENT JERKS!"

Assuming now that his foe has taken cover so as not to be seen, Mortimer also assumes his foe can not see him. He takes a five foot step for cover while picking up a piece of the broken statue that he then throw/rolls towards the west and south in an effort to throw his enemy off of his actual location.

Bluff: 1d20 + 3 ⇒ (11) + 3 = 14

Then he listens.

Percept: 1d20 + 26 ⇒ (5) + 26 = 31


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

GM Rolls:

Stealth: 1d20 ⇒ 4

Mortimer:

The raging storm, the rustling branches of the octopus tree, and the bower's skills prevent you from pinpointing the positioning of your opposition.

The poison continues to course through your veins, radiating along your back.

Oh, I need another Fortitude Save DC 22. You'll need two consecutive made saves to prevent further ability damage.

Failure, and you endure 1d3 ⇒ 3 Constitution Damage and 1d2 ⇒ 2 Dexterity Damage.

For convenience sake, I'll wait here- you have a nasty gnome in the party who simply adores injuries and afflictions, and he might, sadly, race to your aid...


Male Human Brawler (17), Thief (0)

GMSass:

FortDC22: 1d20 + 17 ⇒ (17) + 17 = 34


Bald male Half-Elf elder

"Ascaria did you see that? Mortimer was struck by another bolt! It came from the strange tree basin" fearing the poor sight of the gnome will not help him in this situation, Eidi takes his arm and pulls him towards the basin "Quickly, let's find out who we find there"

"Solrisa?! Where are you?!" after his shout, Eidi draws an arrow in the maze, this one different in nature and color, then tries to move stealthily towards the pond with Ascaria.

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18
Perception (low-light vision, see invisibility): 1d20 + 22 ⇒ (13) + 22 = 35


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F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22
Eidi wrote:
"Solrisa?! Where are you?!"

Solrisa looks around, a smile on her face.

"OH! DID I WIN!!?!" Solrisa is surprised that she won, and she didn't even know that it was her turn to hide in the game of Hidesies and Findsies. "I'm coming, Eidi! But you're supposed to say 'Alley-Alley Catty-Catty Come to ME!' when you want to give up and start a new game of Hidesies and Findsies, Eidi," Solrisa is happy to explain the rules about how the game is played.

"Who's turn is it to hide next?"

Moved on map. Happy to keep pace with the party.

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