Mortimer Smith |
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Solrisa reaches down to make sure the giant murderous bird isn't dead-dead even though she took some hideous wounds from it.
"Is it O.K.? Is it O.K.??!" Moritmer pleads hopefully as Sol does Stuff. "It nearly took off our heads!"
Once they've moved on, he looks at his companions, hoping they will recognize his lack of hyperbole. "Everyone -- the monsters who took that enormous Roc out... if we're to face them we're going to have to prepare carefully."
"We should go get the belt next? That way we will know if it's a good nice belt or a leathery ugly one."
Mortimer tries to remember if he ever encountered a belt that one way or the other struck him has nice or ugly. "Oh, uh. Maybe you're ... over thinking it? His eyes dart to Ascaria and Eidi pleading for more guidance.
I mean, belts are just there to hold up your pants, right?
But no.
'Just to hold up your pants' is probably never the answer.
"Maybe if we keep moving forward, we'll just run into the next trial, whatever it is."
Eidi |
"Good work team" Eidi smiles when Mortimer shows up the colorful feather "Ok, I am all to discover whom's clothing suits best the golden belt, but we will have to find first who Krathanos is or where it is, any idea on that?"
"Maybe we can just walk over the Doomshroud forest, and Mortimer is correct and just this Krathanos will become apparent at some point" Eidi takes the cloud shape to descend the mountain but he comments through the bond Perhaps we should better travel walking, that might give us the chance to find some inhabitants to ask about Krathanos
GM Rat Sass |
From the Mountain Peak of the Roc King, the entirety of the island is reasonably visible. The southern part of the island is obscured by the forest.
How do you proceed?
I'm enjoying your discussions, no rush. A little more detail to work with from you, and I'll update accordingly.
Ascaria |
"I dunno." starts Ascaria slowly as he forms into mist, "We haven't seen any inhabitants per se. But we can fly low to try and spot something. Let's see what we can find in the forest though, by all means. And keep our eyes out for the competition."
Ascaria mentally goes through his gear and spells, trying to find some way to grant an edge on the hunt, but searching has never been his strong suit. He has some planned purchases which might help next time...
He flies along with the others keeping them in view so he doesn't get lost.
Solrisa Iome Arabasti |
Solrisa follows the discussion, happy to do what others would want. She likes cloud flying, so that is the obvious best way to travel and she's mostly neutral on the direction (unless is north).
"Okay, let's fly low through the forest and we'll see what we can see," Solrisa agrees, but also wishes she had stopped for cookie or two before changing into a cloud. She was getting hungry.
Small rumbles of tummy thunder spread out from her.
GM Rat Sass |
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The Overcasts descend from the mighty peak of the Roc King, headed towards the main forest of the Last Resort. As your altitude declines, you are aware of several large, ape-like creatures which move with expert alacrity through the mountains just below the main Peak. These are Girallon Behemoths, which are quite capable of hunting rocs, for their sheer strength. Likely not the Roc King himself, of course, but the lesser incarnations, with lesser wingspans...
Crossing the open plains between Peaks and Forest, you fail to spy a single unique creature roaming the expanse. Eventually, you enter the Forest, your altitude low.
Occasionally, you catch a set of prints which strike you as much larger versions of creatures you've already encountered in the vicinity of Egorian. Well, everyone except Eidi...
The Forest proves quite dense, slowing you to navigate the copious understory with cautious eyes.
How do you proceed through the forest, and for how long?
Solrisa Iome Arabasti |
Solrisa is not a good tracker, too often getting distracted by flowers or butterflies or her own shiny bits. She would choose to stay in fun cloud form for as long as possible, but knows that it might not be feasible forever.
Sol is happy to walk or not. Tbh, Find the Path (or the like) is the best plan.
Mortimer Smith |
Perhaps we should better travel walking, that might give us the chance to find some inhabitants to ask about Krathanos
I think we should just move forward in any direction. We're here now in the forest, it is -- what did that Order guy say? 'Second Trial is the Silence of the Doomshroud’s Mournful Song'. Maybe finding it is the trick, and those Order guys like to hide stuff, don't they?
Still in Cloud Form he thinks, I'm looking up right now, because where else would you hide something like a 'Doomshroud'? Maybe we should go as high as we can, look down at the forest, and see if part of it is peculiarly darker than the rest.
Survival: 1d20 + 1 ⇒ (3) + 1 = 4 He looks around, and literally sees nothing.
... well it could be possible ... 'Hidden' in plain sight, as it were. Who knows, maybe we're even supposed to unshroud it so it isn't silent anymore.
Besides, given this habitat and the disproportionately sized creatures within it, I doubt there are any real inhabitants to engage. And unless the Order told them, I also doubt our enemy knows we are here.
Also still in Cloud Form he thinks, I'm looking at all of you now. More rather -- trying to. I mean -- they had to have opened the portal the same way we did. Maybe they took well shaped stones, then crushed some so no one could follow. Or maybe it was incidental -- caused by golems of some sort engaging them in battle and then falling on the blue crystals. Either way, do they have cause to believe they could be followed? I think not.
It also means we're not that far behind them, so no going back. We need to keep moving forward to find what we can. But we can't see anything here, so let's go back up where we can see.
Eidi |
They sensed us scrying on them, and they had an agent trying to impersonate Solrisa, so I guess they somehow now Eidi reflects collaboratively.
Survival: 1d20 + 4 ⇒ (2) + 4 = 6
He follows Mortimer on his search but cannot find anything better.
If this is a song we should silence, then maybe we should try to listen for the song? the half-elf will try just so, flying among the tree leafs trying to listen for a song of sorts.
Perception: 1d20 + 22 ⇒ (8) + 22 = 30
If using magic, what do you think we should try to look for? To find the path for the Doomshroud?
GM Rat Sass |
The Outcasts have correctly deduced that the singular, large forest of Last Resort is named the Doomshroud. Find the Path will certainly point you to the Forest about which you are already knowledgeable.
From above, Mortimer is unable to spy anything that appears uniquely above the dense canopy.
From below, Eidi is keenly aware of the ambient noises of the Doomshroud, but finds little to narrow his attention.
Ascaria |
I posted yesterday, but I see now my post didn’t remain after my checks of it. Wasn’t much of a post, but still… :(
Ascaria flies along with the others and stops with them to chat about what to do. He has little to assist, searching and tracking not being in his skillset.
Still in Cloud Form he thinks, I'm looking up right now, because where else would you hide something like a 'Doomshroud'? Maybe we should go as high as we can, look down at the forest, and see if part of it is peculiarly darker than the rest.
Besides, given this habitat and the disproportionately sized creatures within it, I doubt there are any real inhabitants to engage. And unless the Order told them, I also doubt our enemy knows we are here.
Also still in Cloud Form he thinks, I'm looking at all of you now. More rather -- trying to. I mean -- they had to have opened the portal the same way we did. Maybe they took well shaped stones, then crushed some so no one could follow. Or maybe it was incidental -- caused by golems of some sort engaging them in battle and then falling on the blue crystals. Either way, do they have cause to believe they could be followed? I think not.
It also means we're not that far behind them, so no going back. We need to keep moving forward to find what we can. But we can't see anything here, so let's go back up where we can see.
”I agree we need to press onward, and I agree they did their best to keep us from following them, but they might not underestimate us. By that I mean they may assume we’ll find a way anyway, but they’re simply trying to slow our advance… give them enough time to succeed while we’re dealing with their traps and tricks. You're right though, let's look from above...”
Later, he shakes his head, annoyed at the situation and lack of clarity, ”I have no idea what to do. Let’s just walk the forest I guess. Spend the rest of the day kicking leaves around.”
Clearly frustrated, Ascaria lands and begins to solidify in the forest annoyed, as usual, at the fey and their games.
Ascaria |
"That at least I can do." Ascaria grins. Once solid, he places his headband back on his hat, shining in all its bright glory (brightest light).
GM Rat Sass |
Within a small time of entering the Doomshroud, leaving the plains behind, you are made well aware of how the forest has come into its namesake.
It is a lonesome, alien landscape. The black, monolithic trees appear to shift unnaturally without the aid of wind. The canopy blocks out the dim light provided by the overcast skies, and the forest is dark as night as a result. The Doomshroud’s drooping trees continuously weep a thick black ichor, a sap both oily and foul smelling.
The sap is actually quite nutrient-rich, for its consistency.
There are many square miles of the Doomshroud. There are many hours left on the gnome's magical light. The Outcasts are relatively rudderless, or so the gnome would have you believe.
How do you proceed?
Briefly updated the Roll20 Map, for relative positions.
Eidi |
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Eidi covers his eyes with the hand to escape the bright light of the gnome that contrasts with the trees darkness "Mmm... I would suggest we walk towards the center of the forest. The forest is not but a patch in the island, there must be something that makes it grow in the center, or maybe the origin of the trees darkness. At the list is the farthest place from the forest edge and thus the better location to hide something. That said it pains me greatly to walk aimlessly during hours..."
Reached this time the half-elf decides to hold of and look for magical support "Let's ask the gods"
Resolved Eidi takes some water and blesses it, while he requires some incense to burn in a bowl to Ascaria. For 10 minutes he prays Aroden or any god that might heard for guidance on the Outcasts trials, Eidi uses his bonded holy symbol daily use to cast commune.
Spending 500 gp incense from the party loot (row 287).
10 minutes spent
We can ask 13 yes or no questions.
Provided the spell works, the elder focuses his mind to channel his questions through his divine symbol.
"Is one of the four trials in the center of the forest known as the Doomshroud?"
"Are there trials in the mountains other than the Harvest of the Living Feather of the Roc King?"
"Is any of the four trials inside the water around Last Resort's island?"
Leaving it there to built upon answers and other people's ideas.
10 questions remaining
GM Rat Sass |
1 person marked this as a favorite. |
1d100 ⇒ 8
1d20 ⇒ 2
The wily half-elf of many years decides to consult his dead god, Aroden, plying the fountain of his own personal divine power to obtain clarity under the canopy of the Doomshroud.
Perhaps a surprise, the answers come through more intensely than would have been expected, under normal circumstances. For its otherness, the Last Resort has been elevated above the Material Plane...
"Is one of the four trials in the center of the forest known as the Doomshroud?"
"What you seek is the Grove of Night, the Heart of the Doomshroud."
"Are there trials in the mountains other than the Harvest of the Living Feather of the Roc King?"
"What you seek is the Den of Harrowdroth, through thorn and briar, wreathed in steam."
"Is any of the four trials inside the water around Last Resort's island?"
"All Trials reside on Tilagos Island."
You are not alone. Something rustles in the forest, roughly 100' from your current position.
Ten questions remain...
Solrisa Iome Arabasti |
+1 for the overall map.
Solrisa holds her hands in front of her face as if in silent prayer with Eidi, hoping for the best for her best cookie-handling friend.
"Ask them if the belt is nicer than the belt we won for winning that fighty thing! Or ask them if they have seen Rae and Mum!" Solrisa chimes in, trying to think of good questions.
"Or ask them which trial is closest!? Or where are foes really are! Or which ones they haven't been to so we can wait for them there!" Solrisa begins to splutter rapid fire ideas. "Maybe we can do the ambushing! I've never done an ambushing! I bet that would be really fun!"
Eidi |
Eidi seems super satisfied with the few answers the group already got "We are in the good track" he transmits the answers through the telepathic bond.
Perception (see invis, light low vision): 1d20 + 22 ⇒ (8) + 22 = 30
Noticing something Eidi looks up then focus again in the bowl with the burning incense Attention, we are not quite alone. Something rustles in the forest about 100' from us. I cannot interrupt the ritual now or we will lose the rest of the questions. Perhaps a few of you can look at that while I try to keep up with the questions. Buy me time!
The half-elf nods to Solrisa and smiles, asking some questions for her and adding a few more for himself.
"Are Solrisa's sister, Rae, and her mother ok? She is worried about them I think"
"Is Darl Quethos or his hirelings trying to ambush us right now?"
"Have Darl Quethos and his hirelings completed all the Trials already?"
"Is the First Trial, Claiming of Krathanos’s Golden Belt, in the Den of Harrowdroth?"
6 questions remaining...
Solrisa Iome Arabasti |
Solrisa dons her shield and draws her sword at Eidi’s warning, nearly forgetting that she asked about Rae and Mum.
Ask which trial Darl has completed? Which one he heads to?
She turns to face the noise, clicking her nice booties together so she might fly as needed.
GM Rat Sass |
1d20 ⇒ 19
"Are Solrisa's sister, Rae, and her mother ok? She is worried about them I think."
"They still find purpose on your side of the Veil."
"Is Darl Quethos or his hirelings trying to ambush us right now?"
"You are prey to ancient blood in this moment."
"Have Darl Quethos and his hirelings completed all the Trials already?"
"The Hand has tried twice, and succeeded once."
"Is the First Trial, Claiming of Krathanos’s Golden Belt, in the Den of Harrowdroth?"
"It is not the Den of Krathanos. Seek the Keep of the Shackled Conqueror, instead."
Six Questions remain.
The sounds of the Doomshroud come ever closer. Now, you are aware of several individual, low growls. They can be heard from the north, east, and south, now, playing just outside the dim fringe of the gnome's light.
There are at least four of them- one in the north, two in the east, and one in the south. Their outlines are Huge, and they resemble Displacer Beasts, for the strange tentacles protruding from their muscular shoulders.
Roll20 Map has been updated. Be wary- Roll20 is glitching a little today.
Ascaria |
HP = 99/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (3/12h), Magic Vestment (+4, 3/16h), Status (3/16h, Eidi, Mort, Sol), Wind Walk (3/16h, all), Brightest Light (3/16h), Protection from Evil (1/4m)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (5/12)(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 (1/3, 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 (1/3 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): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) 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): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) 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
- - -
”Brilliant Eidi! Questions, questions, what to ask, what to ask?! Oh, I’m no good at this - talking to one’s god. I get all nervous and can’t think straight under these conditions.” Ascaria moves around like he’s got ants in his pants, he can’t stand still. In his pacing, he tries to think up some reasonable questions.
”Can we see the steam from the Den of Harrowdroth, from the air?
Are there any trials in the plains north of the mountains?
Are there any trials south of the Doomshroud forest?”
Also, as he's anticipating trouble thanks to Eidi's sharp eyes, he'll toss up a Protection from Evil, communal (4 minutes) on the party before they split up.
Ascaria is happy to sacrifice some of these questions if Mort has better ones. I really suck at these...
Group effects
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)
Mortimer Smith |
It is a lonesome, alien landscape. The black, monolithic trees appear to shift unnaturally without the aid of wind. The canopy blocks out the dim light provided by the overcast skies, and the forest is dark as night as a result. The Doomshroud’s drooping trees continuously weep a thick black ichor, a sap both oily and foul smelling.
Mortimer looks about dismally. "I think I liked it better without the light."
He stands quietly, listening as Eidi conjures questions for Aroden to answer, trying to think of some of his own.
NOT 'Why does your Blessing taste like grape juice?'...
"How about -- do we need one of the other 'prizes' of the Island in order to discover any of the others?"
PerceptionDC30: 1d20 + 26 ⇒ (8) + 26 = 34 Breakfast
Mortimer thinks through telepathy There's something out here with us! About 100' that way!" in unison with Eidi.
He points, trying to see.
Perception: 1d20 + 25 ⇒ (11) + 25 = 36
And of course, he sees nothing if the comma is an AND, but if it isn't -- then he telepathically conveys what is in the spoiler above.
He looks at Sol, draws the Lightning Sword and stands between noises and the group ready to protect against whatever from where ever.
"Or -- where is Thorn Vale?" With any luck we're standing in it.
Then, telepathically --
Or, will you help us kill this Ancient Blood?
He turns to glance at Eidi, hoping it's a possible option.
GM Rat Sass |
The denizens of the Doomshroud present themselves, stepping into the glow of the gnome's brilliant light. Four huge panther-like creatures begin closing the distance to you. Their size and speed are mighty. Their skin appears to be a mixture of fur and scales, their eyes wonderfully reflective of Ascaria's light, as their reflexes shift between green, blue, and purple.
Their approach is concerted. Their deadened growls are loud enough for each of them to gauge their distances.
These creatures are something greater than a normal Lawful Evil Displacer Beast. These are Huge creatures, known as Pack Lords, ancient magical beasts, trained by the Unseelie Court for hunting purposes. These animals have been brought to Last Resort, likely, isolated from the Material Plane, but still they flourish here. Their ability to bend light about their bodies makes it difficult to combat them. Much like the apex predators of the air, the rocs, these beasts have very little in the wild to hunt them...
1 question for every 5 above 22
Ascaria: 1d20 + 1 ⇒ (6) + 1 = 7
Eidi: 1d20 + 1 ⇒ (18) + 1 = 19
Mortimer: 1d20 + 4 ⇒ (5) + 4 = 9
Solrisa: 1d20 + 4 ⇒ (3) + 4 = 7
DB: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
Eidi- 19
DB- 15
Mortimer- 9
Solrisa- 7
Ascaria- 7
Eidi is up! The last questions offered up by Ascaria and Mortimer are on the tip of your tongue. You can take this round to finish your Commune, or abandon it altogether for alternative activity. Roll20 Map has been updated.
Eidi |
-40 min to telepathic bond duration, because of the trip and the ritual time, 70 min remain
Perception (low light, see invis): 1d20 + 22 ⇒ (15) + 22 = 37
Through telepathy There are at least four of them! One in the north, two in the east, and one in the south. Their outlines are Huge, and they resemble Displacer Beasts, for the strange tentacles protruding from their muscular shoulders
Eidi quickly tries to finish up the questions before things get more ugly. First he attempts to get an overall direction of where the last test stands.
"Is the Keep of the Shackled Conqueror at the northern edge of the island?"
"Is the Keep of the Shackled Conqueror at the eastern edge of the island?"
"Is the Keep of the Shackled Conqueror at the southern edge of the island?"
"Is the Keep of the Shackled Conqueror at the western edge of the island?"
If any question of these ones remain because there was a positive answer earlier or the god answers concretely on the first question, Eidi adds:
"What does Krathanos value more than his golden belt that he would accept for an exchange?"
Any remaining question is filled with Ascaria's and Mortimer proposals.
K. arcana: 1d20 + 28 ⇒ (5) + 28 = 33
Spotting the beasts the half-elf transmits Wait! These are Pack Lords! Ancient magical beasts, trained by the Unseelie Court for hunting. Their ability to bend light about their bodies makes it difficult to combat them
The elder has no time to think of more while the creatures jump over the Outcasts, but he tries to tell more about their weakness Weak Save and special attacks or defenses.
GM Rat Sass |
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Eidi chooses knowledge above preparation, bringing his Commune to a conclusion, while predators lurk nearby.
"Is the Keep of the Shackled Conqueror at the northern edge of the island?"
"Coldest."
"Is the Keep of the Shackled Conqueror at the eastern edge of the island?"
"Cold."
"Is the Keep of the Shackled Conqueror at the southern edge of the island?"
"Very Warm."
"What does Krathanos value more than his golden belt that he would accept for an exchange?"
"What does any prisoner value the most? His freedom."
"Can we see the steam from the Den of Harrowdroth, from the air?"
"You will mark the dire plume, once you've drawn near, by wind, or by walk."
"Do we need one of the other 'prizes' of the Island in order to discover any of the others?"
"Though you need them all, each prize is its own discovery, and fails to shine a light on the others."
The Pack Lords advance.
The Northern Beast circles, only enough to menace the gnome.
The Eastern Beasts pad the forest floor, lashing out a single tentacle attack, each Lord attacking the maiden.
Tentacle Attack, S: 1d20 + 30 ⇒ (16) + 30 = 46 for 1d10 + 12 ⇒ (3) + 12 = 15 damage
Tentacle Attack, S: 1d20 + 30 ⇒ (8) + 30 = 38 for 1d10 + 12 ⇒ (6) + 12 = 18 damage
The Southern Beast closes with the giant, also lending a single tentacle attack.
Tentacle Attack, M: 1d20 + 30 ⇒ (16) + 30 = 46 for 1d10 + 12 ⇒ (2) + 12 = 14 damage
They're attacking from 20' away, with ample Reach.
The Outcasts are up!! Roll20 Map has been updated. The creatures' Displacement is in full effect, so feel free to include that with any belligerent responses... ;)
Ascaria |
Round: 1
HP = 89/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (3/12h), Magic Vestment (+4, 3/16h), Status (3/16h, Eidi, Mort, Sol), Wind Walk (3/16h, all), Brightest Light (3/16h), Protection from Evil (1/4m), Blessings of Fervor (1/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (5/12)(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 (1/3, 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 (1/3 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): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) 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 absorbs some of the hurt from Sol and Mort* as the battle begins.
Knowing that displacers can be hard to fight, he improves the parties chances with extra attacks! After a 5’ step closer to the center, and casting defensively (auto succeed), he casts Blessing of Fervor to add to the parties abilities to connect with the enormous beasts.
”Damn these things are big!” is all he can manage, impressed as he is with their size and speed.
* Mort and Sol each heal 5hp of damage which is transferred to Ascaria.
Group effects
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)
Eidi |
@GM Weak Save and Special attacks or defenses?
Taking a long breath Eidi points towards the red beast menacing Ascaria "I curse you for not being nice with those smaller than you!" using major curse to make the beast lose actions.
Will DC 24
The elder walks back trying to find a less pressed area of the forested battlefield.
HP 157/163 AC 24/18/19
BoF +2
GM Rat Sass |
Aiee! My apologies- The Weak Save is their Will, and they enjoy their Displacement during melee encounters, as well as a Resistance to Ranged Magical Attacks (+2 Resistance Bonus against inbound spells). I'll apply the Major Curse shortly, once I observe the others' actions :)
Mortimer Smith |
Round 1, Init 6
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"It's just one damned thing after another down here," Mortimer mutters, just as the beasts come into view.
Ugh! Too sparkly! he thinks as they advance, delaying until after Ascaria. He closes his eyes. Blind Fight
Not wanting to feel guilty about all of the beasts dying at the hands of the group, he shouts into the air, "EVEN YOU HAVE TO ADMIT THIS IS NOT 'BALANCE'!
Acro: 1d20 + 27 ⇒ (9) + 27 = 36
He acrobats into position on lilac, and attacks.
Applying Stunning Fist
RRoundHouse: 1d20 + 16 + 5 + 3 + 1 + 1 + 2 ⇒ (10) + 16 + 5 + 3 + 1 + 1 + 2 = 38 Breakfast, BoF
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (4, 9) + 10 + 3 + (2) + (1) = 29 +Dragon, Cold, Acid
Miss Chance, High is a Hit: 1d100 ⇒ 95
If hit, make a Fort Save DC 22 or be stunned for 1 round and shaken for LA-La-laaa!: 1d4 + 5 ⇒ (1) + 5 = 6 rounds.
AC = 33 (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 132/132, 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) =
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 5 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 15 / 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)
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch
BAB = +16/+11/+6/+1
131 HP
Armor Class = 26 (27) (Armor +6, Ring +2, Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3)(Buckler +1)
FlatFooted AC = 18 (Armor +6, Ring +2)
Touch AC = 20 (Dex +4, Dodge +1, lvl 4, 9, & 13 AC bumps +3, Ring of Protection +2)
+4 Mobility (vs AoOs when moving)
+3 Magic Vestment (on buckler, lasts 13 hours)
+2 Barkskin (from wand, lasts 30 minutes)
ToHit = 1d20+20+1+3 (Weapon Focus, Amulet)
Throw = 1d20+20
Max Flexlo Slots 10
Initiative +4
CMB = 20
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (14 + 5 + 10 + 4 + 2 + 2 + 1 == 38)
CMD (Grapple) = 38 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 44)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (38+2 == 40)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (38+1 == 39)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Solrisa Iome Arabasti |
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Round 1, Init 7
BoF to AC.
Solrisa takes a pair of owies and moves up to green, trying to create a safe space for Eidi and Ascaria.
"Get up into the air! You'll be safe there!" She cries as she moves to attack.
Power attack. One hand.
1d20 + 26 - 4 + 1 ⇒ (15) + 26 - 4 + 1 = 38 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (2) = 29 magic w/electrical damage
high is good: 1d100 ⇒ 22 miss chance
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135 - 33
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.
GM Rat Sass |
Eidi defies the rudeness of the new guests to complete his conversation with the gods. Ascaria wastes no time in establishing yet another divine intervention, bringing Cayden's Fervor to each of the Outcasts.
Mortimer brushes off a tentacle to brush back his Pack Lord with a punishing thump, avoiding another opportunistic lashing. Purple Panther manages to avoid the giant's stunning clap.
Fortitude Save v DC 22: 1d20 + 16 ⇒ (15) + 16 = 31
Solrisa calls for ascension before engaging Green, incurring another tentacle whip in her approach. The creature's evasive nature protects it, for now.
AoO, S: 1d20 + 30 ⇒ (10) + 30 = 40 for 1d10 + 12 ⇒ (4) + 12 = 16 damage
Eidi takes advantage of the Pack Lords' distractions to chastise Red with a powerful curse into inaction.
Will Save v DC 24: 1d20 + 9 ⇒ (11) + 9 = 20
The Pack Lords coordinate their attacks, growls beginning with Blue, echoed by the rest.
Red attempts to respond against the half-elf.
Chance to Act Normally, High Good: 1d100 ⇒ 61
Stepping forward menacingly, two tentacles strike out against Eidi.
Tentacle Attack, E: 1d20 + 30 ⇒ (19) + 30 = 49 for 1d10 + 12 ⇒ (5) + 12 = 17 damage
Tentacle Attack, E: 1d20 + 30 ⇒ (19) + 30 = 49 for 1d10 + 12 ⇒ (1) + 12 = 13 damage
Blue enters the fray, targeting the gnome.
Tentacle Attack, A: 1d20 + 30 ⇒ (9) + 30 = 39 for 1d10 + 12 ⇒ (4) + 12 = 16 damage
Green brings a bite to the bouquet of attacks, hoping the maiden will accept each and every one. She deftly deflects all but one blow.
Tentacle Attack, S: 1d20 + 30 ⇒ (12) + 30 = 42 for 1d10 + 12 ⇒ (4) + 12 = 16 damage
Tentacle Attack, S: 1d20 + 30 ⇒ (2) + 30 = 32 for 1d10 + 12 ⇒ (6) + 12 = 18 damage
Bite Attack, S: 1d20 + 24 ⇒ (4) + 24 = 28 for 3d6 + 8 ⇒ (2, 5, 3) + 8 = 18 damage
Purple, uh, Lilac, does the same against the giant, managing a little better than Green.
Tentacle Attack, M: 1d20 + 30 ⇒ (3) + 30 = 33 for 1d10 + 12 ⇒ (8) + 12 = 20 damage
Tentacle Attack, M: 1d20 + 30 ⇒ (5) + 30 = 35 for 1d10 + 12 ⇒ (2) + 12 = 14 damage
Bite Attack, M: 1d20 + 24 ⇒ (12) + 24 = 36 for 3d6 + 8 ⇒ (1, 2, 2) + 8 = 13 damage
Round 2
DB- 15 (-29hp/L, Cursed/R)
Ascaria- 7 (-16hp)
Mortimer- 6 (-27hp)
Solrisa- 5 (-65hp)
...
Round 3
Eidi- 19 (-30hp)
The Party is up! Roll20 Map has been updated.
Party Buffs
Blessing of Fervor
Ascaria |
Round: 2
HP = 97/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (3/12h), Magic Vestment (+4, 3/16h), Status (3/16h, Eidi, Mort, Sol), Wind Walk (3/16h, all), Brightest Light (3/16h), Protection from Evil (1/4m), Blessings of Fervor (2/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(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 (1/3, 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 (1/3 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): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) 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 absorbs some of the hurt from Eidi, Mort, and Sol* as the battle begins.
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He starts with a channel, to see what he can do for his own injuries, and those of his friends. He’s careful not to heal the displacers.
Channel Energy (healing): 10d6 + 1 ⇒ (2, 5, 4, 4, 5, 1, 5, 4, 3, 5) + 1 = 39
Satisfied, mostly, he’ll stop there - even staying in his position to help block attacks from Eidi. He worries a bit about Sol’s lingering injuries, but he thinks he has the measure of their enemy, and he finds them lacking. ”If they would only stay still, we’d have ‘em licked in a jiffy!”
* Eidi, Mort, and Sol each heal 5hp of damage which is transferred to Ascaria.
Group effects
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)
Solrisa Iome Arabasti |
Round 2, Init 7
Solrisa takes another pair of owies and strikes back with her own sword, again and again.
Power attack. One hand.
1d20 + 26 - 4 + 1 ⇒ (16) + 26 - 4 + 1 = 39 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (2) = 29 magic w/electrical damage
high is good: 1d100 ⇒ 22 miss chance
Power attack. One hand.
1d20 + 21 - 4 + 1 ⇒ (12) + 21 - 4 + 1 = 30 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (1) + 9 + 8 + (5) = 23 magic w/electrical damage
high is good: 1d100 ⇒ 71 miss chance
Power attack. One hand.
1d20 + 16 - 4 + 1 ⇒ (15) + 16 - 4 + 1 = 28 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (2) + 9 + 8 + (2) = 21 magic w/electrical damage
high is good: 1d100 ⇒ 24 miss chance
Power attack. One hand.
1d20 + 11 - 4 + 1 ⇒ (9) + 11 - 4 + 1 = 17 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (4) = 31 magic w/electrical damage
high is good: 1d100 ⇒ 88 miss chance
Power attack. One hand. BoF.
1d20 + 26 - 4 + 1 ⇒ (7) + 26 - 4 + 1 = 30 to hit; (-PA,+HF)
1d10 + 9 + 8 + 1d6 ⇒ (7) + 9 + 8 + (5) = 29 magic w/electrical damage
high is good: 1d100 ⇒ 85 miss chance
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135 - 33 - 32 +5 +39
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.
Eidi |
"It seems this will require some fanciness..." stepping back away from the painful appendages while some of his recent wounds patch up thanks to Ascaria, Eidi draws his lesser rod of toppling spell and uses it to cast a toppling magic missile sending one bolt of force to each of the beasts, and a second one to Solrisa's one 'proyectil mágico derribador!'
Green magic missiles: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Lilac magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
Red magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
Blue magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
Green Trip attempt+CL+Int+BoF: 1d20 + 15 + 8 + 2 ⇒ (11) + 15 + 8 + 2 = 36
Lilac Trip attempt+CL+Int+BoF: 1d20 + 15 + 8 + 2 ⇒ (15) + 15 + 8 + 2 = 40
Red Trip attempt+CL+Int+BoF: 1d20 + 15 + 8 + 2 ⇒ (18) + 15 + 8 + 2 = 43
Blue Trip attempt+CL+Int+BoF: 1d20 + 15 + 8 + 2 ⇒ (7) + 15 + 8 + 2 = 32
Concentration (cast defensively) DC 17: 1d20 + 17 ⇒ (7) + 17 = 24
HP 133/163 AC 24 TAC 18
Mortimer Smith |
Round 2, Init 6
Is the Barkskin still in effect?
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer resists the urge to open his eyes to witness what fanciness is afoot, and pummels his color shifting labeled lilac foe.
Applying Stunning Fist, Elemental Fist (Fire)
RHook: 1d20 + 16 + 5 + 3 + 1 + 1 + 2 - 2 ⇒ (7) + 16 + 5 + 3 + 1 + 1 + 2 - 2 = 33 Breakfast, BoF
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (4, 4) + 10 + 3 + (5) + (4) + (1) = 31 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 72
Make a Fort Save DC 22 or be stunned for 1 round and shaken for wooOOOooo: 1d4 + 5 ⇒ (1) + 5 = 6
LeftJab: 1d20 + 16 + 5 + 3 + 1 + 1 + 2 - 2 ⇒ (4) + 16 + 5 + 3 + 1 + 1 + 2 - 2 = 30 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (10, 2) + 8 + 3 + (5) + (1) + (6) = 35 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 12
Blind-fight, High is a Hit: 1d100 ⇒ 92
RHeelKick: 1d20 + 11 + 5 + 3 + 1 + 1 + 2 - 2 ⇒ (4) + 11 + 5 + 3 + 1 + 1 + 2 - 2 = 25 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (5, 7) + 8 + 3 + (4) + (6) + (2) = 35 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 78
RAxeKick: 1d20 + 11 + 5 + 3 + 1 + 1 + 2 - 2 ⇒ (3) + 11 + 5 + 3 + 1 + 1 + 2 - 2 = 24 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (9, 2) + 8 + 3 + (3) + (4) + (5) = 34 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 34
Blind-fight, High is a Hit: 1d100 ⇒ 42
PowerUpperCut: 1d20 + 6 + 5 + 3 + 1 + 1 + 2 - 2 ⇒ (4) + 6 + 5 + 3 + 1 + 1 + 2 - 2 = 20 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (3, 7) + 8 + 3 + (4) + (5) + (3) = 33 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 84
TornadoKick: 1d20 + 9 + 6 + 3 + 1 + 1 + 2 - 2 ⇒ (2) + 9 + 6 + 3 + 1 + 1 + 2 - 2 = 22 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (8, 9) + 8 + 3 + (3) + (5) + (1) = 37 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 44
Blind-fight, High is a Hit: 1d100 ⇒ 93
LStraight Punch: 1d20 + 4 + 1 + 3 + 1 + 1 + 2 - 2 ⇒ (4) + 4 + 1 + 3 + 1 + 1 + 2 - 2 = 14 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (10, 5) + 8 + 3 + (1) + (2) + (6) = 35 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 65
LStraightPunch: 1d20 + 16 + 1 + 3 + 1 + 1 + 2 - 2 ⇒ (19) + 16 + 1 + 3 + 1 + 1 + 2 - 2 = 41 Breakfast, BoF
for Damage: 2d10 + 8 + 3 + 1d6 + 1d6 + 1d6 ⇒ (10, 5) + 8 + 3 + (6) + (4) + (3) = 39 +Dragon, Cold, Acid, Fire
Miss Chance, High is a Hit: 1d100 ⇒ 34
Blind-fight, High is a Hit: 1d100 ⇒ 40
AC = 33 (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 132/132, Breakfast
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: 5 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 14 / 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)
GM Rat Sass |
Ascaria heals his hearties, deciding to ignore the maiden's call to elevation, so confident is he that they'll prevail shortly. Mortimer slips past the creatures' natural defenses to pummel, then pummel some more.
Fortitude Save v DC 22: 1d20 + 16 ⇒ (10) + 16 = 26
Though Lilac resists the stunning side effect, she collapses under the precision attacks!
Solrisa finds her mark twice, cutting the displacer deeply! It roars its pain, which is echoed by Blue moments later.
Eidi sends unerring magic missiles at the four Pack Lords, overkill on Lilac, but effective enough to injure all of them. Only Red succumbs to the magic woven into the simple spell, falling to the ground not so far from the gnome.
Chance to Act Normally, High Good: 1d100 ⇒ 76
Fortunately for Red, the Curse doesn't immediately prevent him from getting to his six feet, and growling to his Pack. Blue responds, then Green, and all three immediately retreat in their respective directions!
Red and Blue remain within the gnome's light source, while Green slips just outside of it. Solrisa can still catch traces of its outline, even as the Doomshroud begins to protect its own.
Round 3
DB- 15 (-238hp/dead/L, -3hp/Cursed/Prone/R, -61hpG, -3hpB)
Ascaria- 7
Mortimer- 6
Solrisa- 5 (-21hp)
...
Round 4
Eidi- 19
The Party is up! Roll20 Map has been updated.
Party Buffs
Blessing of Fervor
Ascaria |
Round: 3
HP = 92/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Heroes Feast (3/12h), Magic Vestment (+4, 3/16h), Status (3/16h, Eidi, Mort, Sol), Wind Walk (3/16h, all), Brightest Light (3/16h), Protection from Evil (1/4m), Blessings of Fervor (3/16r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (4/12)(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 (1/3, 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 (1/3 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): (2/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (2/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) 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): (2/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/6) 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 absorbs some of the hurt from Sol* at the start of the round.
He gains 30’ of movement from Blessing of Fervor.
Ascaria strides over to Sol and casts Cure Moderate Wounds upon her lingering injuries.
CMW: 2d8 + 11 ⇒ (3, 1) + 11 = 15
He eyes the darkness beyond his eyes, ”Nicely done - we’ve driven them off! Are they still there? Perhaps they’ll leave us alone now.” he suggests wondering if they’re simply regrouping. ”Huddle up a bit and I can re-cast Air Walk upon us so we can rise above without having to be mist. Then we can find the heart of this here forest and our next task… with luck!”
* Sol heals 5hp of damage which is transferred to Ascaria.
Group effects
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Protection from Evil, Communal (everyone)
Wind Walk (everyone)
Eidi |
"Not sure... perhaps they got scared by Mort's display" Eidi also regroups around Ascaria and Solrisa, channeling energy to help a bit with the healing.
Channel energy 0/3: 1d6 ⇒ 4
The half-elf remains observant to see if the retreat is truthful "We want to walk towards the middle of the forest once we have an open path, isn't it?"
HP 142/163 AC 24 TAC 18
Solrisa Iome Arabasti |
Solrisa heals and seems sad that the fight has ended so quickly, cleaning the blood off her sword.
”Well, that’s okay. I didn’t want to hurt them in the first place,” Solrisa comments as she watches them leave.
”Okay, Eidi! Which way now? Are we doing more cloudflying?”
Mortimer Smith |
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"Are they still there? Perhaps they’ll leave us alone now.”
"Two are," Mortimer says, squinting."I can't see the third. Perhaps it went to go lick its wounds, or gather reinforcements. What I want to know," he continues, keeping an eye on the beasts he can see, "is why the blue one cried out when Sol clobbered the green one? Do these things form ... relationships with each other?!"
The half-elf remains observant to see if the retreat is truthful "We want to walk towards the middle of the forest once we have an open path, isn't it?"
Mortimer dares look up for a fraction of a second before returning his gaze to the Strange Panther Beings.
"I'm sorry. I didn't mean to destroy anything in here."
Mortimer has learned remorse.
"I bet anything the path is clearer up there. We can walk to the center from above, can't we?"
GM Rat Sass |
The elderly half-elf suggests a march towards the geographical center of the Doomshroud, hoping that therein lies the 'Heart', the 'Grove of Night'. The gnome suggests another casting of Air Walk, supposing that the Pack Lords have been properly staved off.
Moments become minutes, and the Doomshroud returns to a relative calm.
Ascaria follows through, and allows every Outcast the ability to walk upon the air in firm form, before Mortimer takes to the sky, rising above the canopy, hoping for an eagle's eye view of the Grove of Night.
Minutes become more minutes spent, the hawk-eyed among you failing to ascertain exactly where the 'Heart' might be. The canopy is lush, dense, nigh impenetrable. The 'Shroud lives up to its name. The skies above Tilagos Island are clear of creatures for the most part. An occasional smaller roc can be seen flying above the peaks to the north, and the plains are largely clear of herds and the like.
How do you proceed?
Eidi |
"It was certainly interesting the way they behaved. Do not feel too bad though, they attacked wildly at us in the first place Mortimer" Eidi is happy to take cloud shape and fly by.
The elder tries to ascertain what, more or less, should be the heart of the forest attending to its perceived limits.
Survival: 1d20 + 4 ⇒ (1) + 4 = 5
Hopefully someone has a better sense of direction xD
Let's fly down around that central area and look in the ground there for what the 'Grove of Night' might be he thinks for his small telepathic audience but directing himself towards the complete south of the forest.
GM Rat Sass |
1d100 ⇒ 83
1d20 ⇒ 17
With Mortimer's keen eye, the Outcasts rise above the Doomshroud, locate the center of the forest, and descend back down below the canopy, once they're reasonably sure they've found the 'Heart'.
What awaits is more of the same.
Geographical center of the massive Doomshroud fails to offer up a Grove. Minutes become the first hour or two, as the Outcasts begin to comprehend the vastness of their task, and the hours to days required to thoroughly scour the black lands.
Eidi |
"Good, we should hear the Doomshroud’s Mournful Song at one or other moment, isn't it?" after minutes, or perhaps hours of walk though, Eidi's expectations become less and less hopeful "Mmmm... what if they already managed to Silence the song? Maybe we should consider that as an option... After all they killed the Roc King before we came..."
Perception: 1d20 + 22 ⇒ (12) + 22 = 34
GM Rat Sass |
The keenly perceptive half-elf of the pointy ears listens as best he can for someone his age, hoping to catch a snippet or echo of the 'Mournful Song'. For a minute or two, he can hear the vibrant nature of the Doomshroud's restless branches and drippings, but nothing akin to a Song comes forth and announces itself from your current position.
Ascaria |
After forty minutes the party settles on the ground once more for their sojourn - the air walk expires. He says in his mind (or out loud if telepathy expired), ”I’ve got a few more of those of course, but I feel as if we’re walking in circles. It could take days to properly search this forest, and we’ve no leads here. The Grove of Night could mean we need to be here at night too.”
He thinks a moment, adding, ”As I see it we do have a lead we can follow up on now. Maybe two. The ‘Den of Harrowdroth, through thorn and briar, wreathed in steam’ can be seen from the air (link). It’s just lunch now so I propose we have a snack, and then fly west, then north, circling over the mountains for a couple hours - see what we can find.”
”Whatever we find, let’s then head to the Pub and get some sleep. We’ll return late tonight and search the forest again and see what we can find. I won’t get my spells back before dawn, but I think I can manage if we don’t run into too many displacers. We’ll break for breakfast and prayer (and a Heroes’ Feast) before deciding what to do next. I bet the Keep is easy to spot along the southern part of the island (link), maybe that should be after breakfast.”