GM Rat Sass's Age of Worms

Game Master Governayle

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


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

Looks like the One's have it.

Time passes strangely in the Doomshroud. You've heard of various gambling halls in the bigger cities which purposefully make it difficult to tell what time it is by locating their rooms below ground, applying various charms and magics to refresh the air and regulate the temperature. The free drinks don't hurt, either. Your wait until evening is perhaps a much more morose version of this deception, as you bide your time until true evening falls on Last Resort.

You are 'rewarded' for your effort. With your location under the Doomshroud's canopy, and your time under a moonless evernight, each of you begins to hear something. At first, it sounds like a small animal dying under the grind of a boot heel. The more you listen, the more it resembles a sound memory, unique to your life experience, which produces within you a powerful melancholy. Should you succumb, you will find no rest until you locate it source...

Everyone, please make a Will Save DC 30. Failure, and you are subject to a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls, as per Crushing Despair. Oh, and you begin to walk in the direction of this Mournful Song...


Bald male Half-Elf elder

Will+elven immunities+heroe's feast DC 30: 1d20 + 20 + 2 + 1 ⇒ (7) + 20 + 2 + 1 = 30
Eidi is almost stricken by the mournful song "You hear that? It is terrible, it makes your heart cringe. Anyway we found the source it seems, we should go" nevertheless he starts to walk lured by it.


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

I'm ruling that your Heroes' Feast has winked out, as its duration is only 12 hours, from the end of the hour it takes to consume it. You've had a busy day, and the Mournful Song doesn't begin into later in the night, roughly an hour before midnight. Welcome to Crushing Despair, Eidi. On the bright side, you certainly are headed in the right direction...

Eidi sets off in a southerly direction, from your current location within the Doomshroud...

Now let's see the rest of you make that roll...


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Male, Gnome

Status:
AC = 27 (F25/T17)
HP = 92/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h)
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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (1/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (1/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (1/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) 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
- - -

As the hour approaches midnight, and his spells begin to expire, Ascaria prepares a fresh batch. He ensorcels the shields of the party (Magic Vestment (+4 on Mort, and Sol)). He'll then watch over his friends (Status (Eidi, Mort, & Sol)) and refresh everyones Life Link just in case. He’ll also cast Wind Walk on the group out of general paranoia.

He then tops it off with a casting of Brightest Light to keep the gloom at bay.

Will: 1d20 + 14 ⇒ (15) + 14 = 29 vs DC 30 (lol, just like Eidi, Ascaria misses for a meal)

Ascaria follows Eidi, quietly, deeper into the forest.

Group effects
Wind Walk (everyone)


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

1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 Will vs. DC 30

Like Eidi and Ascaria, Solrisa succumbs to the sadness.

”Oh, I don’t like this place.”

She will renew the Barkskins on Mort and herself at an appropriate time.


Male Human Brawler (17), Thief (0)

WillDC30: 1d20 + 14 ⇒ (8) + 14 = 22

Mortimer plods along silently with the others.

Why are we born? Why can't we eat? What's the point?


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

The Night Twist's Mournful Song calls to each and every one of you. Damn the mud, damn the brambles, damn the ichor occasionally painting your heads in black tarry strands. You march onwards, deeper into the Doomshroud, until you reach a definite clearing. The trees here seem wrenched into the ground against their desire to thrive, as if powerful tug-o-wars take place below ground, out of sight, where such struggles belong.

While you despair -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls, you are still able to understand the nature of your circumstance. You have discovered the ultimate source of your sorrow- a magnificently large, black leafless tree stands on the other side of the clearing.

Whereas the other trees seem to sway with their own lifeforce, this tree seems deathly still, as if waiting, watching for your arrival. The sound of the Doomshroud quiets down enough in this space, that you can hear the Night Twist's branches creaking in anticipation.

Knowledge(Nature) DC 35:

It is as Eidi's accounting says- The Great Night Twist stands before you, a Huge Neutral Evil Plant, the blasphemous creation of soil tainted in demons' blood, and encouraged into life with the promise of the land's desecration.

1 question for every 5 above 35...

Initiative:

Ascaria: 1d20 + 1 ⇒ (18) + 1 = 19
Eidi: 1d20 + 1 ⇒ (13) + 1 = 14
Mortimer: 1d20 + 4 ⇒ (17) + 4 = 21
Solrisa: 1d20 + 4 ⇒ (13) + 4 = 17
Night Twist: 1d20 - 2 ⇒ (11) - 2 = 9

Round 1
You- 20
Night Twist- Less than 20

The Outcasts are up! Roll20 Map has been updated.


Bald male Half-Elf elder

You know, I had a nice failure post written when I realized about the heroes' feast, destiny is destiny xD

Provided the group can control themselves still while they walk, Eidi uses his most powerful pearl of power to recover heroism and cast it on Solrisa to partially counter the despair effect.
+2 to d20s for 150 min

K. nature-despair: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
With his throat gripped by despair, Eidi eyes the tree at the end of the groove "My friends... we found it"

"I do not like the look of those branches..." casting freedom of movement on Solrisa.

Then he moves forward to the tree.


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

Round 1

Solrisa, having a hard time keeping a smile on her face, moves up in front of Eidi.

She has an important question because it's important.

"Eidi? Do you have a cookie? I don't feel so good."

With sword and shield in hand, she casts Greater Angelic Aspect.


Male, Gnome

Round: 1

Status:
AC = 27 (F25/T17)
HP = 92/99
Hero Points = 6
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Crushing Despair, Blessings of Fervor (1/16r, all)
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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (1/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (0/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (1/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) 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 waits for Mort to move, and then moves as well, though not as far, even as he casts Blessing of Fervor upon the group.

”This is it!” he cries as he moves.

Group effects
Wind Walk (everyone)
Blessing of Fervor (everyone)


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Bald male Half-Elf elder

"I can hardly feel for it, but even then you are my hero Solrisa" slowly and sad Eidi hands for the cookie pot and offers it to the half-elf woman, but he is too sad to open it for her.


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

Eidi debates a cookie, but decides rather to grant the maiden a magical ease of movement through inevitable bombastic branches. Solrisa seems to push back the claustrophobic black of the Doomshroud, as her faith finds light in the darkest of places. Ascaria calls the Outcasts to their pinnacle of gardening skills, for the pernicious Night Twist across the clearing. Mortimer GMPC cracks his knuckles and pops his back, readying to uproot the evil-looking Everblack. He takes the lead, as the maiden takes a moment to prepare herself.

The Night Twist continues its assault on the Outcasts. The branches begin to trace vague eldritch patterns, which illustrate dark forms. These dark forms take shape. These shapes take flight, and find each of you, like bold dance partners on a ballroom floor.

Ascaria:

Before you stands your Momma. She smiles, and her mouth stretches to inhuman proportions. Her right hand beckons you to come closer. Her left hand holds a knitting needle. Its tip is barbed...

Will Save DC 27 please. If you Fail it, please make a Fortitude Save DC 27. If you Fail it, you drop dead. If you succeed, you take 3d6 ⇒ (5, 6, 6) = 17 points of damage.

Eidi:

Before you stands Celeste, constant companion of so many years. In her hands, she holds a cookie jar. She whispers to you, and you find yourself desiring to take a cookie and consume it in its entirety. When you look up, your eyes seeking permission, you see black ichor dripping from Celeste's permissive eyes...

Will Save DC 27 please. If you Fail it, please make a Fortitude Save DC 27. If you Fail it, you drop dead. If you succeed, you take 3d6 ⇒ (1, 1, 3) = 5 points of damage.

Mortimer:

The Doomshroud peels back, revealing a black sky. Descending upon you is an eyeless owlbear, intent on removing your own eyes with its bloody talons, which should prove long enough to pass through your eyes, and into the meat of your brain...

Will Save DC 27 please. If you Fail it, please make a Fortitude Save DC 27. If you Fail it, you drop dead. If you succeed, you take 3d6 ⇒ (1, 6, 2) = 9 points of damage.

Solrisa:

A headless warrior approaches you, with a basket on its hip. When it comes to stand before you, the gaze of your sister's head meets your own, when you look into the basket. She grins hungrily up at you, and whispers something about the death of your betrothed...

Will Save DC 27 please. If you Fail it, please make a Fortitude Save DC 27. If you Fail it, you drop dead. If you succeed, you take 3d6 ⇒ (6, 6, 4) = 16 points of damage.

Spellcraft DC 24:

The Night Twist has cast Weird, granting each of you your own Phantasmal Killers...

Round 2
You- 20
Night Twist- Less than 20

The Outcasts are up! Roll20 Map has been updated.

Party Buffs
Blessing of Fervor


Male, Gnome

Ascaria resists the pull in as much as he can manage...

Will: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14 (despair)

He heroically pulls back, even as his feet move forward! (Using hero point!)

Will: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22 (despair)

Closer, but not enough, he succumbs to the idea, yet tries to resist the death.

Fort: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 (despair)

Alas, the DCs are just too high, and Ascaria drops dead on the ground despite his heroic efforts...


Male Human Brawler (17), Thief (0)

WillDC27: 1d20 + 14 - 2 ⇒ (8) + 14 - 2 = 20
FortDC27: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18

Hero point 5/6

FortDC17: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34

Mortimer feels his life force begin to leave his body, but somehow at the last minute manages to pull himself back together.

"What, what are you doing to us?! THIS ENDS NOW!"

He stifles a shriek when the gnome falls over.
"Ascaria, get up! This is no time for a nap! Eidi, Sol! The empty leaden feeling -- just shake it off! And maybe now is a good time for the barkskin!"

Status:

AC = 33 (35?) (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 123/132, 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) = Air Walk, BoF, WInd Walk, Feast, Protection from Fire (120)
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 5 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 13 / 16
ElementalFists: 11/16
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)


Bald male Half-Elf elder

Will+reincarnated-despair DC 27: 1d20 + 20 + 2 - 2 ⇒ (2) + 20 + 2 - 2 = 22 +4 from does Solrisa grant aura of courage?
Fort+reincarnated-despair DC 27: 1d20 + 16 + 2 - 2 ⇒ (14) + 16 + 2 - 2 = 30 +4 from does Solrisa grant aura of courage?
"No Celeste! No! The cookie jar Celeste!" Eidi looks forward and cries trying to grasp something desperately in his hands. A hear attack shocks the elder body but his inner strength help him survive this time.

Spellcraft-despair DC 24: 1d20 + 27 - 2 ⇒ (9) + 27 - 2 = 34
Taking a hand to his breast and breathing with difficulty Eidi tells the others "Don't trust anything, it was a phantasmal killer, an illusion only deadly if you trust on it"

Holding the turn

HP 158/163 AC 24 TAC 18
BoF +2


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

Ascaria's eyes enlarge to an almost lidless appearance, as the gnome sees beyond the Doomshroud, and into some horror only meant for his milky eyes. His heart seizing to a stop, Ascaria wills it to beat again, resisting the harsh shove into Pharasma's arms...

Ascaria's expenditure of Hero Points have come together to Cheat Death!! The Phantasmal Killer has managed to drive him below O Hit Points, but if he arrives in the negative numbers, he is considered Stable.


Bald male Half-Elf elder

Relieved to see Ascaria is still somehow breathing, Eidi casts displacement on the adjacent Solrisa, then uses Ascaria's blessing to approach as fast as he can to put the tree under his spells range.

The elder wounds fully heal, transferred to the gnome.

HP 163/163 AC 22 TAC 16
BoF +30' instead


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

I don't think the fear based spell has no effect on too-silly to get fear Solrisa.

Solrisa feels Ascaria's frightful soul get pulled and sacrifices herself in place of her gnome friend. Paladin's Sacrifice. Looks like she takes over Ascaria's first failed save and now must finish up the effect.

As she now has taken on Ascaria's burden she must save or die, which she would.

1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27 Fort (despair)


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

Round 2

Solrisa delays, looking around for the foe.

"Where is the bad thing, Eidi? I don't like it."

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40 + Smite = 46 AC vs main jerk

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 (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 1/3 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: 2

Status:
AC = 27 (F25/T17)
HP = 82/99
Hero Points = 5
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Crushing Despair, Blessings of Fervor (2/16r, all)
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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (0/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (0/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (1/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) 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 moves to keep up with Mort, though his movements are a bit shaky. ”Well, that was unpleasant! We don’t need to do that again! Thank you Sol - that was really neat!” As he does so, Mort and Eidi each heal a little*. (Assuming you take more than 5hp damage from the 3d6.)

When he catches up, he casts Prayer (+1 attacks, damage, saves, & skills (luck)) to try and counter the despair… at least a little.

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

* Eidi and Mort each heal 5hp of damage which is transferred to Ascaria.


Male Human Brawler (17), Thief (0)

Mortimer moves on the map, keeping up with Eidi.

"Stop this bloody racket! It's late!" he bellows at the dying thing. "People and stuff are trying to sleep!!!"


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

Eidi stands firm against the Night Twist's opening gambit, granting the maiden a shimmer to confuse her true position. Mortimer does the same, shirking off the illusory threat for what it is, though it pains him as it did the elder half-elf for the mental abuse. The giant advances to the front line.

Solrisa fails to understand the horror foisted upon her through illusion, but it gives her the understanding of what happens to the gnome in the next instance. She plucks his pain away, while ignoring the whispers. Ascaria sees his life flash before his eyes, sees what's to come, before being struck blind of it all as the maiden pulls him back from the brink. It gives him enough time to speak a prayer of gratitude to Cayden Cailean, granting the Outcasts its meditative strength in the face of such a powerful entity.

The Night Twist targets 1 Mortimer, 2 Solrisa: 1d2 ⇒ 1 with another thrust of nightshade power.

Mortimer, please make a Will Save DC 25. Failure, and you become Confused.

Spellcraft DC 22:

The Night Twist has cast Insanity.

It is not a fast thing, this Night Twist, but you do see it creep towards you, about ten feet...

Round 3
Ascaria- 20 (-15hp)
Eidi- 20
Mortimer- 20 (-4hp, Will Save DC 25)
Solrisa- 20 (-12hp)
Night Twist- 19

The Outcasts are up! Roll20 Map has been updated.

Party Buffs
Blessing of Fervor
Prayer


Male Human Brawler (17), Thief (0)

WillDC25: 1d20 + 14 ⇒ (19) + 14 = 33

Mortimer remembers the sad dying tree in Tilagos Island, wondering briefly and regrettably if this is one and the same.

Nonetheless, he bolsters his resolve to end its misery one way or the other. Or, maybe it's the promise of beer later that he detects in Ascaria's spell.

"NO!" It's time you were laid to rest!" he bellows at the abomination, trying to drown the memory of its song from his own mind.

More later.


Male, Gnome

Round: 3

Status:
AC = 27 (F25/T17)
HP = 72/99
Hero Points = 5
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Crushing Despair, Blessings of Fervor (3/16r, all), Prayer (2/16r, all)
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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (0/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (0/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (1/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) 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 +30’ move from Blessing of Fervor.

Ascaria would have absorbed some of Sol’s injuries last round, and this, to the tune of 10hp total.

Seeing the party in motion, Ascaria spends this round catching up - double moving.

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


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

Round 3

"Oh...you're a bad tree. A bad...tree!" Solrisa wants to think of something really mean to say but fails. She double moves toward the bad tree, again calling down the Dragon for aid (and smiting).

Too far away still. BoF to movement.

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40 + Smite = 46 AC vs main jerk - 2

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 (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 1/3 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.


Bald male Half-Elf elder

@Solrisa: Eidi cast heroism on you while we approached the tree ;)

Spellcraft-despair DC 22: 1d20 + 27 - 2 ⇒ (17) + 27 - 2 = 42
"Oh oh! Are you ok Mortimer?! That was insanity magic. This tree is really sorrowful. We should show him the colorful traits of life!" Eidi alerts identifying the effect while he moves closer to the tree, obeying the luring effects of its song.

"But I feel too sad for it, I can only show him my own pain" the elder collects his emotions on his hand where a black energy gathers up that he projects towards the tree with an enervation ray.
Enervation ray-despair+prayer+BoF: 1d20 + 9 - 2 + 1 + 2 ⇒ (13) + 9 - 2 + 1 + 2 = 23
Negative levels: 1d4 ⇒ 2
CL+spell penetration vs SR: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16

Holding the black magic up the half-elf saps the vital energy of the tree trying to weaken it.

HP 163/163 AC 24 TAC 18
BoF +2
prayer
mage armor


Male Human Brawler (17), Thief (0)
Quote:
"Oh oh! Are you ok Mortimer?! That was insanity magic. This tree is really sorrowful. We should show him the colorful traits of life!"

Mortimer sniffles and wipes a tear from the corner of his eye. "Hungry."

It's all the motivation he needs.
BoF for Movement

Acro: 1d20 + 27 + 1 ⇒ (3) + 27 + 1 = 31 Prayer

Mortimer tumbles over and strikes the tree with an open palm.

StunningFireBonk: 1d20 + 16 + 3 + 5 + 1 - 2 ⇒ (17) + 16 + 3 + 5 + 1 - 2 = 40 Prayer
for Damage: 2d10 + 10 + 3 + 1 + 1d6 + 1d6 + 1d6 ⇒ (9, 5) + 10 + 3 + 1 + (3) + (3) + (3) = 37 +Dragon, +Prayer, +Cold, +Acid, +Fire

Fort save DC 22 or be stunned for a round and shaken for LAALalaaa: 1d4 + 5 ⇒ (2) + 5 = 7 rounds.


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

Ascaria shoots forward, more attracted to the position of his friends than the position of the Night Twist. Eidi returns a magical black kind of sorrow, as the ancient thing suffers under the ray's sapping power. Solrisa swoops forward, seeking to greet the tree without glee. Mortimer beats her to it, closing the distance, and thumping the stump, but not before the stump thumps back.

AoO, Mortimer: 1d20 + 33 ⇒ (4) + 33 = 37 for 4d6 + 17 ⇒ (1, 3, 3, 6) + 17 = 30 damage

Fortitude Save v DC 22, 1 Fails: 1d20 ⇒ 14

The palming of the palm tree is powerful in some ways, weakened in others. The Night Twist certainly does not like the fiery fist, but shrugs off some of the thump.

Thus begins the Mauling of Mortimer.

Slam Attack, M: 1d20 + 33 ⇒ (15) + 33 = 48 for 4d6 + 17 ⇒ (6, 1, 2, 5) + 17 = 31 damage

Slam Attack, M: 1d20 + 33 ⇒ (6) + 33 = 39 for 4d6 + 17 ⇒ (3, 6, 4, 4) + 17 = 34 damage

Slam Attack, M: 1d20 + 33 ⇒ (2) + 33 = 35 for 4d6 + 17 ⇒ (4, 3, 4, 5) + 17 = 33 damage

Slam Attack, M: 1d20 + 33 ⇒ (13) + 33 = 46 for 4d6 + 17 ⇒ (6, 4, 4, 3) + 17 = 34 damage

Slam Attack, M: 1d20 + 33 ⇒ (3) + 33 = 36 for 4d6 + 17 ⇒ (3, 4, 5, 6) + 17 = 35 damage

Slam Attack, M: 1d20 + 33 ⇒ (5) + 33 = 38 for 4d6 + 17 ⇒ (1, 4, 6, 5) + 17 = 33 damage

Branch after branch beats down upon Mortimer, until it seems like a light breeze might blow him over, and finish what the Night Twist began. The Doomshroud stubbornly refuses to supply said breeze...

Round 4
Ascaria- 20 (-15hp)
Eidi- 20
Mortimer- 20 (-132hp, Staggered)
Solrisa- 20 (-12hp)
Night Twist- 19 (-27hp, -2 Levels)

The Outcasts are up! Roll20 Map has been updated. For its grandeur, I enlarged the Night Twist to epic proportions. Now that battle has begun, I shrank its footprint to 3'x3', but you do fight beneath its willow-like branches.

Party Buffs
Blessing of Fervor
Prayer


Male, Gnome

Round: 4

Status:
AC = 27 (F25/T17)
HP = 67/99
Hero Points = 5
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Crushing Despair, Blessings of Fervor (4/16r, all), Prayer (3/16r, all)
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 (0/3, 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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (0/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (0/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (0/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) 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 winces as Mort is hammered again and again by the fell tree.* ”Sol, get on up in there, or is this Mort’s fight?” He wants to spread out the damage.

He’ll move a little closer to the battle though he keeps his distance. Using his rod of reach, he’ll cast Heal (cures 150hp and more) on Mort!

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

* Mort heals 5hp of damage which is transferred to Ascaria.


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

Oops! I adjusted Attack rolls for Eidi’s Enervation, but may have overlooked Damage rolls... more to come...


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

All good! Negative Levels apparently don't adjust for Damage Rolls. I am always learning...

Before Mortimer considers a restful slumber beneath a black, black tree, Ascaria ignites the giant with a massive infusion of healing, restoring Mortimer to full health, the giant still standing defiant against this rare shrubbery.

Eidi, Mortimer, and Solrisa are up!


Bald male Half-Elf elder

Eidi fights his sorrow and moves forward to the side of Ascaria while he raises both his free arm and his staff "Solrisa, Mortimer needs you to hurry up there!" then the half-elf says an arcane word of power and Solrisa starts to float, then another arcane word of power and the half-elven woman is magically propelled in the air in a telekinetic charge that makes her fly all around the tree to flank it with Mortimer.
Dropping Solrisa at the cyan square, she gets a free attack

HP 163/163 AC 24 TAC 18
BoF +2
prayer
mage armor
heroism, displacement and free movement on Solrisa


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

Sorry, Mort, tho I love your map help, that's not quite how Sol does things. She's, uhm, more focused in one direction. But we can share a flank next turn. Also, Mort, Sol protects you.

Round 4

Solrisa, protected by repeated Eidi magics, charges the Mort-hating tree. Heroism. Displacement. Prayer. FoM. Blessing o' Fervor. Gr. Angelic Aspect. Smite.

Power attack. One hand.
1d20 + 26 - 4 + 1 + 2 + 4 + 2 + 1 ⇒ (13) + 26 - 4 + 1 + 2 + 4 + 2 + 1 = 45 to hit; (-PA,+HF,+Heroism,+smite,+charge,+prayer)
1d10 + 9 + 8 + 1d6 + 20 + 1 ⇒ (8) + 9 + 8 + (5) + 20 + 1 = 51 magic w/electrical damage

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40 + Smite = 46 AC vs main jerk

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 (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 1/3 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.


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

Solrisa, the map has been masterfully drawn by your elderly half-elf, depicting his Telekinetic Charge path. If you're declining, bring it up with him :)


1 person marked this as a favorite.
F Half Elf:
HP 135, F19R14W16,Dip+13,Fly+7,HanAnim+8;K(rel)+18, Spllcrft +17,UMD +22

Oh, Ascaria points out that Sol’s confusion (not mine, no no, not mine) was result of a clever ninja’ ing by Eidi. So I think Sol has another round of attacks to come. Sorry, Eidi!

Sol accepts the boost and should be allowed to get her full round attacks on her turn.

Power attack. One hand.
1d20 + 26 - 4 + 1 + 2 + 4 + 2 ⇒ (10) + 26 - 4 + 1 + 2 + 4 + 2 = 41 to hit; (-PA,+HF,+Heroism,+smite,+flank)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (9) + 9 + 8 + (3) + 20 = 49 magic w/electrical damage

Power attack. One hand.
1d20 + 21 - 4 + 1 + 2 + 4 + 2 ⇒ (4) + 21 - 4 + 1 + 2 + 4 + 2 = 30 to hit; (-PA,+HF,+Heroism,+smite,+flank)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (10) + 9 + 8 + (6) + 20 = 53 magic w/electrical damage

Power attack. One hand.
1d20 + 16 - 4 + 1 + 2 + 4 + 2 ⇒ (18) + 16 - 4 + 1 + 2 + 4 + 2 = 39 to hit; (-PA,+HF,+Heroism,+smite,+flank)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (6) + 9 + 8 + (6) + 20 = 49 magic w/electrical damage

Power attack. One hand.
1d20 + 11 - 4 + 1 + 2 + 4 + 2 ⇒ (16) + 11 - 4 + 1 + 2 + 4 + 2 = 32 to hit; (-PA,+HF,+Heroism,+smite,+flank)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (9) + 9 + 8 + (2) + 20 = 48 magic w/electrical damage

Pot crit. Power attack. One hand.
1d20 + 16 - 4 + 1 + 2 + 4 + 2 ⇒ (12) + 16 - 4 + 1 + 2 + 4 + 2 = 33 to hit; (-PA,+HF,+Heroism,+smite,+flank)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (8) + 9 + 8 + (1) + 20 = 46 magic w/electrical damage


Male Human Brawler (17), Thief (0)

What did I do?! As blow upon blow falls upon Mort, in his sorrow he begins to wonder if someone actually wants him to die.

He feels his knees begin to fail, but just as he's about to keel over he detects the flavor of hops and scent of vetiver, lavender and ylang ylang. Gnome! "Thank you!" His knees suddenly vigorously re-engage.

He almost disbelieves as he sees Solrisa casually float by and take position opposite the Twist.

I thought she was protect.. [Hack Slash Hack] .ing... oh, yeah! Well, that works for me! Invigorated, he tightly grips his palms and refocuses on the Twist.

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

Mortimer takes a five foot trudge if necessary and lets loose on the Sad Tree.

Swift for Lurch Style (Add Dragon also if allowable. But, don't think I can do 2 styles at once. That would be like, mutant or something).

RFire/StunHookToKnotA: 1d20 + 16 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (4) + 16 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 31 +BoF, -Despair, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 3) + 5 + 3 + (5) + (1) + (3) + 1 = 22 +Cold, Acid, Fire, Slashing, +Prayer

LFire/HookToKnotB: 1d20 + 16 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (15) + 16 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 42 +BoF, -Despair, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 3) + 5 + 3 + (3) + (4) + (3) + 1 = 25 +Cold, Acid, Fire, Slashing, +Prayer

RFire/HookToKnotA: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (17) + 11 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 39 +BoF, -Despair, +Flank , +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 1) + 5 + 3 + (6) + (4) + (2) + 1 = 26 +Cold, Acid, Fire, Slashing, +Prayer

LFire/HookToKnotB: 1d20 + 11 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (13) + 11 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 35 +BoF, -Despair, +Flan, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (6, 9) + 5 + 3 + (4) + (6) + (3) + 1 = 37 +Cold, Acid, Fire, Slashing, +Prayer

RFire/HookToKnotA: 1d20 + 6 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (5) + 6 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 22 +BoF, -Despair, +Flan, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (8, 3) + 5 + 3 + (6) + (6) + (2) + 1 = 34 +Cold, Acid, Fire, Slashing, +Prayer

LFire/HookToKnotB: 1d20 + 6 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (14) + 6 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 31 +BoF, -Despair, +Flan, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 1) + 5 + 3 + (6) + (5) + (1) + 1 = 26 +Cold, Acid, Fire, Slashing, +Prayer

RFire/HookToKnotA: 1d20 + 1 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (1) + 1 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 13 +BoF, -Despair, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 6) + 5 + 3 + (6) + (1) + (4) + 1 = 27 +Cold, Acid, Fire, Slashing, +Prayer

LFire/HookToKnotB: 1d20 + 1 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 ⇒ (18) + 1 + 5 + 3 + 1 + 2 - 2 + 2 + 1 - 2 + 1 = 30 +BoF, -Despair, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (10, 4) + 5 + 3 + (5) + (6) + (4) + 1 = 38 +Cold, Acid, Fire, Slashing, +Prayer

Status:

AC = 33 (35?) (Barkskin +2) (+4 on an AoO) 34 (+2 Barkskin) if hasted
HP = 123/132, 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) = Air Walk, BoF, WInd Walk, Feast, Protection from Fire (120)
Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 4 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 12 / 16
ElementalFists: 10/16
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|

Ascaria keys into the giant's teetering, healing him fully from afar, keeping the giant on his feet. Eidi spies an opportunity to swiftly engage his massively buffed beauty into battle, launching the maiden to the other side of the Night Twist, where Solrisa proceeds to lumberjack the massive tree, though she only manages to hit three times of six swings. Mortimer enjoys the newly established flank, centering his attacks to slash more than bludgeon, and strikes twice, six times beating away branches before finding the mark.

It becomes a Battle of the Barkskins.

Mortimer feels his Crushing Despair disappear completely, a welcome relief in the deadly moments afoot.

With two stinging nettles at its sides, the Night Twist splits its attacks against both Mortimer and Solrisa, as yet unaware of how difficult their roots will be to pull up, a constant gardener gnome at the back, and a spry elderly gardener half-elf sprinkling the unwelcome weeds with supernatural strengths...

Slam Attack, M: 1d20 + 33 ⇒ (10) + 33 = 43 for 4d6 + 17 ⇒ (6, 3, 1, 6) + 17 = 33 damage
Slam Attack, M: 1d20 + 33 ⇒ (10) + 33 = 43 for 4d6 + 17 ⇒ (4, 1, 4, 4) + 17 = 30 damage
Slam Attack, M: 1d20 + 33 ⇒ (11) + 33 = 44 for 4d6 + 17 ⇒ (1, 2, 5, 1) + 17 = 26 damage

Slam Attack, S: 1d20 + 33 ⇒ (7) + 33 = 40 for 4d6 + 17 ⇒ (2, 4, 2, 3) + 17 = 28 damage
Miss Chance, High Good: 1d100 ⇒ 6
Slam Attack, S: 1d20 + 33 ⇒ (9) + 33 = 42 for 4d6 + 17 ⇒ (3, 3, 2, 6) + 17 = 31 damage
Miss Chance, High Good: 1d100 ⇒ 93
Slam Attack, S: 1d20 + 33 ⇒ (10) + 33 = 43 for 4d6 + 17 ⇒ (6, 2, 5, 1) + 17 = 31 damage
Miss Chance, High Good: 1d100 ⇒ 40

It is a striking contrast, as the giant gouts blood with every bash, while the maiden glances blows that never touch her angelic form.

Round 5
Ascaria- 20 (-15hp)
Eidi- 20
Mortimer- 20 (-89hp)
Solrisa- 20 (-12hp)
Night Twist- 19 (-229hp, -2 Levels)

The Outcasts are up! Roll20 Map has been updated.

Party Buffs
Blessing of Fervor
Prayer


Male, Gnome

Round: 5

Status:
AC = 27 (F25/T17)
HP = 99/99
Hero Points = 5
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, +4 Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, all), Brightest Light (1/16h), Crushing Despair, Blessings of Fervor (5/16r, all), Prayer (4/16r, all)
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 (0/3, 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 (1/3 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 (30m)), (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): (1/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (1/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (0/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (0/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (5/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (0/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) 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 winces as Mort is hammered again and again by the fell tree.* ”Eidi, this is what happens when you only buff Sol! Mort’s chewed up and I can’t channel as it’s not strong enough to keep up. We've got to spread things out more.”

Ascaria pulls one of his biggies. He moves up and throws down a Heal, Mass (cures 160hp and more), healing Ascaria, Mort, and Sol (sorry Eidi, out of range) of all their wounds and any other lingering itches they may have. He smiles as the spell has its warming affect - especially on his own many injuries. He casts defensively using his bracers to roll twice and take the better result.

concentration: 1d20 + 25 ⇒ (9) + 25 = 34 vs DC 31
concentration: 1d20 + 25 ⇒ (5) + 25 = 30 vs DC 31

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

* Mort heals 5hp of damage which is transferred to Ascaria.


Bald male Half-Elf elder

"That is sad. I am so sorry Ascaria. I am so sorry Mortimer. That is terrible" Eidi seems at the point of breaking into tears.

The elder projects again his sorrow into another ray of black energy that enervates the tree, sapping it from more life.
Enervation ray-despair+prayer+BoF: 1d20 + 9 - 2 + 1 + 2 ⇒ (12) + 9 - 2 + 1 + 2 = 22
Negative levels: 1d4 ⇒ 3

The half-elf keeps approaching to the tree, despairingly lured to its branches.

HP 163/163 AC 24 TAC 18
BoF +2
prayer
mage armor
heroism, displacement and free movement on Solrisa


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Male, Gnome

"No, no, no Eidi!" Ascaria worries over the old elf's mood, "It's not that bad. No need to look so mournful! We're ever improving, ever changing."

He knew he should have included Eidi in his Heal. Clearly the man is still depressed by the tree's influence!


Male Human Brawler (17), Thief (0)

Feeling another invigorating wave of fresh Healing wash over him, Mortimer calls to the back row "Thank you!" and tries again.

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

RFire/StunHookToKnotA: 1d20 + 16 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (17) + 16 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 46 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 7) + 5 + 3 + (1) + (5) + (6) + 1 = 29 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotA: 1d20 + 16 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (16) + 16 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 45 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (3, 10) + 5 + 3 + (5) + (1) + (6) + 1 = 34 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotC: 1d20 + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (19) + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 43 +BoF, +Flank , +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (5, 1) + 5 + 3 + (1) + (3) + (2) + 1 = 21 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotD: 1d20 + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (1) + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 25 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 2) + 5 + 3 + (2) + (6) + (6) + 1 = 29 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotE: 1d20 + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (20) + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 39 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (1, 9) + 5 + 3 + (3) + (6) + (2) + 1 = 30 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotF: 1d20 + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (15) + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 34 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (9, 8) + 5 + 3 + (3) + (6) + (1) + 1 = 36 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotG: 1d20 + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (19) + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 33 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (6, 4) + 5 + 3 + (1) + (4) + (5) + 1 = 29 Cold, Acid, Fire, Slashing, +Prayer

RFire/StunHookToKnotH: 1d20 + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (7) + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 21 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1d6 + 1d6 + 1d6 + 1 ⇒ (8, 1) + 5 + 3 + (6) + (5) + (2) + 1 = 31 Cold, Acid, Fire, Slashing, +Prayer

PotCritC: 1d20 + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (7) + 11 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 31 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1 ⇒ (5, 8) + 5 + 3 + 1 = 22 Slashing, +Prayer

PotCritE: 1d20 + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (8) + 6 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 27 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1 ⇒ (8, 5) + 5 + 3 + 1 = 22 Slashing, +Prayer

PotCritG: 1d20 + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 ⇒ (3) + 1 + 5 + 3 + 1 + 2 + 2 + 1 - 2 + 1 = 17 +BoF, +Flank, +Prayer
for Damage: 2d10 + 5 + 3 + 1 ⇒ (2, 5) + 5 + 3 + 1 = 16 Slashing, +Prayer

There seems to be a new bounce in his brawling bounds.


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

Round 5

Solrisa continues to knock on wood. Heroism. Displacement. Prayer. FoM. Blessing o' Fervor. Gr. Angelic Aspect.

Power attack. One hand.
1d20 + 26 - 4 + 1 + 2 + 4 + 2 - 2 ⇒ (14) + 26 - 4 + 1 + 2 + 4 + 2 - 2 = 43 to hit; (-PA,+HF,+Heroism,+smite,+flank,-despair)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (4) + 9 + 8 + (6) + 20 = 47 magic w/electrical damage

Power attack. One hand.
1d20 + 21 - 4 + 1 + 2 + 4 + 2 - 2 ⇒ (13) + 21 - 4 + 1 + 2 + 4 + 2 - 2 = 37 to hit; (-PA,+HF,+Heroism,+smite,+flank,-des)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (6) + 9 + 8 + (4) + 20 = 47 magic w/electrical damage

Power attack. One hand.
1d20 + 16 - 4 + 1 + 2 + 4 + 2 - 2 ⇒ (1) + 16 - 4 + 1 + 2 + 4 + 2 - 2 = 20 to hit; (-PA,+HF,+Heroism,+smite,+flank,-des)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (2) + 9 + 8 + (2) + 20 = 41 magic w/electrical damage

Power attack. One hand.
1d20 + 11 - 4 + 1 + 2 + 4 + 2 - 2 ⇒ (2) + 11 - 4 + 1 + 2 + 4 + 2 - 2 = 16 to hit; (-PA,+HF,+Heroism,+smite,+flank,-des)
1d10 + 9 + 8 + 1d6 + 20 ⇒ (9) + 9 + 8 + (6) + 20 = 52 magic w/electrical damage

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin + 2 BoF = 40 + Smite = 46 AC vs main jerk

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 (22/50 left) 5/2/2020
The Dragon Invoked 1/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 1/3 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.


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

The Night Twist suffers under the continued three-prong attack. The sadder but wiser half-elf reduces the plant's overall health, leaving it more vulnerable in the face of the giant's fiery slashes, which brings it close to death.

It is the maiden's single first swing that ends the Night Twist, and Silences the Doomshroud's Mournful Song! The Night Twist writhes in death throes, almost slamming the gnome into the ground. It misses by five narrow feet...

Combat is Over!

Solrisa please make a Will Save. Just because.


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

1d20 + 16 + 2 - 2 + 1 + 1 ⇒ (6) + 16 + 2 - 2 + 1 + 1 = 24 Will (and +2 more if enchantment)

Solrisa feels despair and sadness as the tree falls in woods and she has to hear it.

Edited for Gr. Angelic Aspect.


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

Solrisa looks down at the dead tree and begins to weep with despair. She didn't want to kill the tree, nor did she want her friends to be attacked. But that is life and she's not happy about it.

She usual smile is slow to return.

She probably needs a cookie. Or some ham. And/or a night's rest.


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

Ascaria:

The moment Solrisa slayed the Night Twist, she obtained a new status- Cursed.

Solrisa:

Moments after the death of the Night Twist, the Crushing Despair lifts.

The Doomshroud seems less oppressive, the blackness and the despair lift off shoulders where the Crushing Despair once rested. Eidi and Ascaria have also lost the affliction by now.


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Male, Gnome

Smiling at the lightening of the forest, Ascaria checks his charges after the battle as he so often does. No bleeding, no injury strong enough to trigger his life link, he gazes at the party with his Status. He frowns when he sees a new color in Solrisa's orb.

Burnt umber. That’s not good.

”Sol, hold still a moment, how do you feel?” he digs into his pack, pulling out a faded scroll. ”This is pretty old, I’ve had it a long time, but we might get lucky…” He reads the scroll and casts Remove Curse.

Caster Level Check: 1d20 + 5 ⇒ (18) + 5 = 23

Unsure if that cut the mustard (the good kind with whole mustard seeds floating in the mix), he looks to Eidi, ”Eidi, I don’t suppose you’ve got a Remove Curse handy? Sol is, well, in that way.”


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

Ascaria:

The burnt umber still shades the maiden's shoulders.


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

”My hair hurts, and my teeth itch,” Solrisa offers a very rare complain as she’s slow to return to her giddy normalness. ”This is not a good forest and maybe we need to sleep and get rested and eat ham.”

She does feel less despair, but still carries a sad with her. She’s a bit broken at the moment, from the lingering feelings of sadness.

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