Ascaria |
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”Sayren-Lei,” Ascaria begins, his voice level, ”Please do not think so poorly of us. We know we don’t currently have the belt, but that may yet change. I know it seems, well, unlikely, but it is still possible. I would ask that you stay your hand at this time to give us the opportunity yet to retrieve it.”
”We have no wish to fight you, for we are not the murderous band you think we are. We are in fact trying to do the right thing. After all, did we not treat the Roc with respect?”
”Before you bloody your blade, allow us another day. Surely you can give us that?” Ascaria is not pleading - he’s too tired. He hopes the Watcher will do the right thing, but he’s already mentally cataloguing his spells in anticipation of combat.
Diplomacy: 1d20 + 30 ⇒ (10) + 30 = 40
Group effects
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); 17 temp hp) (everyone)
Wind Walk (everyone)
Mortimer Smith |
Mortimer hesitates, slightly surprised by the unannounced appearance of the Watchers Four. He is particularly off put by the one with smoldering eyes.
" [ Yay! ] You have proven yourselves..."
"Only if you pathetic mortals can defeat me shall I consider you worthy ... "
A look of horror creeps into Mortimer's visage as Sayren-Lei speaks. His expression melts into pity as his gaze slowly drifts over to Tylanthros, Beskawahn, and Thadimar. Is he always like this?
When Ascaria finishes speaking his mind, Mortimer hangs his head and speaks. "I don't want to fight you. I'm really, really very sorry -- The Displacer Beast was all my fault. I can make it up to you -- track one down and bring it here, or fetch the components needed to bring the ones I killed back to life... or stop the Age of worms..." he finishes trailing off.
DiploAid: 1d20 + 3 ⇒ (12) + 3 = 15
Solrisa Iome Arabasti |
"Oh yeah, we don't want to fight. We're not fighters, uhm, we're just not that into killing if we can avoid it," Solrisa smiles. "We tried our bestest and well, maybe it didn't go right, but we tried extra hard," Solrisa offers helpfully.
1d20 + 13 ⇒ (16) + 13 = 29 Diplomacy to aid
GM Rat Sass |
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The Castaways, buffeted by the storm of words from a member of the Order of the Storm, batten down the hatches. Solrisa suggests that Sayren-Lei consider their effort, while Eidi tries to buy some time. Mortimer seeks understanding, sure that Sayren-Lei seeks restitution for damages done to Pack Lords. Their words become a supportive chorus to Ascaria's answer to the Wild Watcher's accusations.
Sayren-Lei listens as the Outcasts speak, a swarm of stinging and biting insects forming around him. At the same time, the banner of sifting earth above his right shoulder glows, and the Wild Watcher's skin becomes as stony as his gaze. By the end of the gnome's answer, however, the antagonist relents, swayed by earnestness of the Outcasts, in toto. The swarm dissipates, and the banners on Sayren-Lei's back calm, as if an unseen wind dies down.
"Perhaps I was wrong about you. You chose to use chaotic magics, and lost the Belt to chance. If you are truly committed to this Age of Worms prophecy, I will not stand in your way."
The Wild Watchers return to the group. Tylanthros gestures silently to the Portal of Storms, and the obsidian platform shimmers and transforms into a remarkable obsidian fountain, its waters cool and sparkling with a rainbow of scintillating light.
As the fountain manifests, you experience a nearly overwhelming rush of nostalgia for things you’ve cherished in your childhood, as well as a strange gnawing fear of long-forgotten nightmares. As the Watchers gaze at the fountain, Tylanthros speaks.
"And so you have earned the right to return the lore of the Order of Storm to the world. Drink deep and remember. Dream the dreams of the Ages.”
Ascaria |
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”Sayren-Lei, thank you for being reasonable. You are very kind.”
Ascaria thinks back to his childhood, and the first copper bit he ever used as a focus for his first light cantrip. He was quite the wee one then, and the sudden light surprised and delighted him. For a long time, he thought it was the coin that was magical, carrying it around everywhere, and taking it out whenever he needed light. He smiles warmly at the thought.
He’ll step up to the fountain, and drink deeply from its depths, trusting his sight to warn him of poison or disease. He suspects visions will come, and he grips the side of the fountain for stability as he drinks.
GM Rat Sass |
Once Ascaria drinks from the Waters, every Outcast become overwhelmed by the sudden rush of alien yet strangely familiar memories. The world around you swirls away into a vortex of lightning and wind, fire and rain, ending in the utter darkness of nothingness.
For several moments, you float adrift in this silence, yet it is still long enough to feel the cold perpetuity of the infinite weighing upon you.
Suddenly, you realize you’re standing on a windy bluff overlooking an immense canyon. Trees grow right up to the canyon’s rim, and far to the south.
This is the Rift Canyon, though it is less barren than expected.
Then the din of distant battle reaches your ears, and as if rising from the ground on ledges and mesas both near and far, armies of creatures fade into view. In the distance, cities smoke in ruin, and the sky is cast with a dark pallor. The cacophonous moans of the undead ride the wind.
Although your immediate vicinity remains clear for now, you can see that the armies consist of huge numbers of humanoids fighting against what seems like an endless wave of undead. Some of these undead should seem familiar, for these are the armies of Kyuss rising up in an attempt to ruin the lands of humanity. They are here in legions—Spawn of Kyuss of all shapes and sizes, Wormcallers, Morhgs, Eviscerator Beetles, Overworms, and Ulgurstastas...
Yet there are other, stranger creatures as well, like enormous worm-dripping centipedes who cause the ground they walk on to boil, immense black scorpions whose mere presence seems to turn the living on their allies, and horrific worm-like dragons who breathe out swaths of writhing green Kyuss worm swarms.
And wheeling in the distant skies above, attended by numerous smaller dragons, is a horrifying shape—a skeletal red dragon of great size. Dragotha. For all of the humanoids’ numbers, it is obvious that they fight a losing battle.
All of your wounds and afflictions are healed, and all spells and abilities that have limited uses per day have been recharged. There is faint time to prepare spells, but it is enough for those of you who must. Not enough time to actually cast preparatory spells, however...
A voice rings out behind you. “You have arrived.” A small group of somber druids stands before you.
You recognize the four druids at the forefront of this group of several dozen, for they are the druids destined to become the four Wild Watchers.
The man who addressed them is the living Tylanthros, his face gaunt with hardship, and his robes matted with blood. Despite his greeting, he gives no indication that he recognizes you for who you are. As he approaches, he speaks.
"The heroes of prophecy. Your timing is perfect. We can hold them no longer, but we have been successful in our task.” The man indicates the dozen or so druids who stand behind him. These druids cluster around a large package, a strange container with its sides carved in the shapes of leering demonic and draconic faces.
“Dragotha’s phylactery is ours, yet at a great price. His minions even now come for us to reclaim it, and soon he himself shall learn of its theft . We must hide it forever from his reach, for I fear its destruction at this juncture would only drive him to an unstoppable frenzy. But if we can take it from this land, he will sense its loss. He will abandon the Army of Kyuss and they will be lost, without leadership. You must hold off the Spawn that even now scramble at the edges of the cliffs around us. Our trusted ally will stall his aerial forces, while you must hold off the rest of his spawn long enough for
us to transport the phylactery.”
As the druid mentions an ally, a familiar figure steps forward, a young and vivacious woman dressed in ornate silver armor who can be none other than Lashonna, her eyes bright and burning with determination. She speaks to you, but there is no sense of recognition in her eyes. “I shall engage Dragotha and his children myself, but I cannot defend against his Swords. They come too, scrambling up to our location even now, along with... something else. Something most unnatural—an abomination. You must hold them off , for all is lost if you fail.”
With that final pronouncement, Lashonna spreads wide her arms and transforms into a magnificent silver dragon! With a single tremendous beat of her wings, she launches into the air and soars off toward the distant dracolich. As she wings away, Tylanthros speaks again. “We go now, to hide the phylactery within its cradle in Kongen-Thulnir. Save us from the Swords of Kyuss, or the Age of Worms shall doom us all!”
As soon as the Swords of Kyuss are mentioned, ten of them find the ledge, and pull themselves up, brandishing deadly-looking blades, and eight of them advance on you! The other two begin summon blasts of negative energy, which slam into the four of you, mercilessly.
Invocation of the Worm: 14d6 ⇒ (5, 3, 4, 2, 6, 6, 3, 4, 2, 4, 5, 6, 3, 5) = 58
Invocation of the Worm: 14d6 ⇒ (2, 1, 1, 2, 4, 4, 6, 3, 6, 5, 4, 4, 4, 2) = 48
All of you are asked to make 2 Reflex Saves, DC 22, to halve the damages above.
Ascaria: 1d20 + 1 ⇒ (9) + 1 = 10
Eidi: 1d20 + 1 ⇒ (8) + 1 = 9
Mortimer: 1d20 + 4 ⇒ (9) + 4 = 13
Solrisa: 1d20 + 4 ⇒ (3) + 4 = 7
SoK: 1d20 + 3 ⇒ (15) + 3 = 18
Round 1
Swords- 18
Mortimer- 13 (2 Reflex Saves DC 22)
Ascaria- 10 (2 Reflex Saves DC 22)
Eidi- 9 (2 Reflex Saves DC 22)
Solrisa- 7 (2 Reflex Saves DC 22)
The Outcasts are up!! Roll20 Map has been updated. You are like newborns before the battle- none of your current Buffs are up and running. You may reset spell lists, but you can only begin to cast starting this round.
Eidi |
K. geography DC 20: 1d20 + 14 ⇒ (15) + 14 = 29
"Are we witnessing the past or is this just a vision of the Age of Worms doom?"
Perception DC 20: 1d20 + 27 ⇒ (19) + 27 = 46
"You are the Order of the Storm" Eidi smiles "But what is this? Where are we?" he has little time as the events develop quickly "Lashonna?" the half-elf shivers and laughs at the same time when she transmutes into a silver dragon "So that's it! That's why she is still young after such a long time"
"Kongen-Thulnir?" Eidi nods as he ready his staff in the wrinkled hands.
Ref DC 22: 1d20 + 9 ⇒ (14) + 9 = 23
Ref DC 22: 1d20 + 9 ⇒ (5) + 9 = 14
HP 86/163 AC 22 TAC 16 FF 19
K. religion: 1d20 + 30 ⇒ (19) + 30 = 49
Please tell me information about Swords of Kyuss while I prepare Eidi slotted spells. Specially interested in defenses (like energy resistances/immunities, DR and worse saves) and special attacks.
Ascaria |
Round 1
HP = 77/99
Hero Points = 3
Equipped = Rod of Reach
Conditions = Blessings of Fervor (1/16r)
Life Link (16)(100’) = None
Channel Energy (12/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) 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
- - -
Unusually, he doesn’t take any damage at the start of his turn, his life links severed by whatever brought them here. But it takes time to set the lines… time he doesn’t have. He’ll have to wing it.
Desperately wanting to get some group buffs going, Ascaria channels positive energy to take at least some of the sting out of the negative energy damage.
Channel Energy (healing): 10d6 + 1 ⇒ (3, 3, 2, 1, 6, 3, 4, 3, 1, 4) + 1 = 31
He wishes he could cast protection from energy - negative, but alas, he cannot. So he follows that up with an old stand-by, casting Blessing of Fervor on the group.
He then takes a 5’ step back toward the center of the group, ”Everyone huddle up! We can prevent some flanking if we stick together!” …and you’ll be closer to me should you drop… he adds worriedly to himself.
Group effects
Blessing of Fervor (everyone)
GM Rat Sass |
These strange knights, these Swords of Kyuss, are the same kind of guardians you faced upon entering the Spire of Long Shadows. They are Chaotic Evil Medium Undead, made of Unholy Toughness, able to cast these Invocations of the Worm (14d6 negative energy, 20' radius, at least 3x/day), and heed Kyuss's call to Martial Arms, which make them formidable melee opponents. They possess Wormblades, which add an acidic touch of damage. They enjoy DR 10/Silver, and they are Immune to Cold and Electricity. Their Fortitude and Reflex Saves are horrible, much like your healer gnome's saves...
Eidi |
(Arcane: CL 15; Concentration +23; Divine: CL 13; Concentration +17)
Level 0
Wizard - (at will; 4 prepared)
open/close
ghost sound (Vol 18)
prestidigitation
dancing lights
Cleric - (at will; 4 prepared)
detect magic
create water
guidance
light
Level 1 (pearls of power I: 2/2)
Wizard - (7/day)
ray of enfeeblement (For 19)
* mage armor
grease (Ref 19)
unseen servant
3x magic missile (3x toppling rod +23)
Cleric - (6/day)
shield of faith -D
obscuring mist
remove fear
remove sickness
skim
+1
Level 2
Wizard - (7/day)
blindness/deafness (For 20)
alter self
invisibility
acid arrow
2x mirror image (1d4+1/3 levels)
web (Ref 20)
Cleric - (6/day)
shield other - D
align weapon
surmount affliction
augury
remove paralysis
silence
Level 3 (pearls of power III: 0/1)
Wizard - (7/day)
ray of exhaustion (For DC 21)
aqueous orb (Ref 21)
displacement
2x haste
heroism
sleet storm (no SR)
Cleric - (6/day)
prayer - D
2x dispel magic
paragon surge
resist energy, communal
searing light
Level 4
Wizard - (7/day)
enervation
black tentacles
dimension door
stoneskin (opposed, diamond dust 250 gp)
wall of ice
telekinetic charge
Cleric - (6/day)
* imbue with spell ability - D (Mortimer: surmount affliction, hedging weapons and fallback strategy)
blade of light
2x death ward
freedom of movement
+1 spell
Level 5
Wizard - (5/day)
enervation (level 4 in level 5 slot)
2x cone of cold (Ref 23)
hungry pit (Ref 23, no SR)
teleport
Cleric - (4/day)
telepathic bond - D
breath of life
cleansing fire
undeath ward
Level 6
Wizard - (4/day)
major curse (Will 24)
psychic asylum
disintegrate (Fort 24 [object])
chain lightning (Ref 24)
Cleric - (3/day)
heroes’ feast - D
2x heal
Level 7
Wizard - (3/day)
finger of death (Fort 25)
prismatic spray (Varies DC 25)
+1
Cleric - (2/day)
holy sword
+1
"These are Swords of Kyuss like the one we fought at the entrance of the Spire of Long Shadows! They are immune to acid and cold, and their swords come with acid pain. Use silver weapons against them!" Eidi produces an octopus tentacle from his pouch and says the arcane words tentáculos negros pointing at the area ahead trying to stop as many enemies as possible.
A field of rubbery black tentacles appear, burrowing up from the floor and reaching for the Swords of Kyuss.
Grapple attempt: 1d20 + 20 ⇒ (5) + 20 = 25 I don't think the BoF +2 will apply here
Damage if grappled: 1d6 + 4 ⇒ (2) + 4 = 6
Eidis wounds are quickly healed by Ascaria's prompt channeling and the half-elf moves next to the gnome to somehow protect him "Don't worry Ascaria, we will manage these ones too"
HP 117/163 AC 20 TAC 18 FF 17 <- so no mage armor to AC?
BoF +2
GM Rat Sass |
All of the Swords of Kyuss avoid the Black Tentacles' flailing grasps, due to their inordinate strength. They will be upon you shortly, have patience.
Mortimer and Solrisa are up!
Solrisa Iome Arabasti |
Round 1
1d20 + 14 ⇒ (14) + 14 = 28 Reflex (-29)
1d20 + 14 ⇒ (3) + 14 = 17 Reflex (-48)
Solrisa takes some boo-boos and huddles up, lunging out at the first foe.
Power attack. One hand.
1d20 + 26 + 1 ⇒ (15) + 26 + 1 = 42 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (4) = 31 magic w/electrical damage
9d6 ⇒ (4, 5, 3, 6, 3, 1, 1, 6, 4) = 33 LoH
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = 42
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135 - 29-48+33
Right hand = long sword
Left hand = shield
LoH 3/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 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.
Mortimer Smith |
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Before Mortimer can slake his thirst, he's whisked away into a tumultuous vortex.
I had a tube once...
He turns back to the Watchers and shouts "धन्यवा! just before nothingness begins.
Percept: 1d20 + 25 ⇒ (7) + 25 = 32
Once he's through and standing on the bluff near the young old Tylanthros, he realizes he is fully refreshed.
[b]"फिर से धन्यवाद He says by way of greeting.
His thrill is stoked once he takes a quick gander around. "This is it! The beginning of the end!"
ReflexDC22: 1d20 + 19 ⇒ (1) + 19 = 20-58
ReflexDC22: 1d20 + 19 ⇒ (7) + 19 = 26
Round 1, Init 13
As the Swords of Kyuss approach, Mortimer huddles and draws the Lightning sword. "Go, then!" he barks at Tylanthros. "We'll hold them off!"
RStunningElectricHook: 1d20 + 24 ⇒ (20) + 24 = 44
for damage: 2d10 + 10 + 3 + 1d6 ⇒ (1, 2) + 10 + 3 + (3) = 19 +Dragon, +Zap, Silver
CritConf?: 1d20 + 24 ⇒ (20) + 24 = 44
for damage: 2d10 + 10 + 3 ⇒ (1, 1) + 10 + 3 = 15 +Dragon, Silver
GM Rat Sass |
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Yep, no Mage Armor up, unless you can sneak it into your First Round actions, perhaps Quickened?
Ascaria heals against the negative energy exploding about the Outcasts, before bringing a fighting fervor to the four. Eidi tries to impair the front line foes, and manages to at least slow them down before the collision.
Solrisa and Mortimer both ready attacks at the first enemy brave enough to engage them, and Green pays the price for closing the distance!
Only three of the Swords have enough movement to engage in a single swing against the huddled adversaries. Two target Solrisa, while Brorange aims for Mortimer.
Wormblade, S: 1d20 + 20 ⇒ (2) + 20 = 22 for 2d6 + 24 + 1d6 ⇒ (6, 1) + 24 + (3) = 34 damage, including Acid
Wormblade, S: 1d20 + 20 ⇒ (11) + 20 = 31 for 2d6 + 24 + 1d6 ⇒ (5, 3) + 24 + (5) = 37 damage, including Acid
Wormblade, M: 1d20 + 20 ⇒ (17) + 20 = 37 for 2d6 + 24 + 1d6 ⇒ (4, 1) + 24 + (1) = 30 damage, including Acid
Mortimer is clipped, while Solrisa's armor holds against her two attackers.
The two Swords at the rear demonstrate their terrifying reach, as two more explosions of negative energy erupt, but this time in the midst of the retreating druids! It is not enough to down any of them, but it does encourage them to scatter in their retreat!
The Silver Dragon soars through the air in screaming arcs, smashing through Dragotha's minions, while avoiding the dracolich's black miasmic breath weapon. For your recent injuries, you can tell that Lashonna is contending with her own incoming negative energy attacks. Dragotha's colossal size makes his flight maneuvers cumbersome, compared to the Silver's agility, but you can tell that the dracolich is beginning to slow its movements to study the Silver. It begins to calculate...
Round 2
Swords- 18 (-58hp)
Mortimer- 13 (-81hp)
Ascaria- 10 (-22hp)
Eidi- 9 (-46hp)
Solrisa- 7 (-13hp)
The Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Blessing of Fervor
Eidi |
It seems I have a feat candidate for next level :)
Stepping back Eidi takes a pinch of powder from his pouch and throws it to the wind casting undeath ward "Remain within the ward!"
A pale silver barrier comes into being all around the elder protecting the Outcasts against the swarm coming over them. He lets his healing grace to heal himself.
Will DC 19 if they want to cross the barrier, and they suffer 3d6 if they do. If by any means they have less HD than my CL (13) they cannot enter, they just have no save available.
I guess having red inside the barrier does not constitute forcing it against an undead.
HP 123/163 AC 20 TAC 18 FF 17
BoF +2
Mortimer Smith |
Round 2, Init 13
In that case Mortimer lets fly a fire fist (rolled as Zap! above) and does Damage: 1d6 ⇒ 1 acid. Also Fort Save DC 22 or be stunned for 1 round and Shaken: 1d4 + 5 ⇒ (3) + 5 = 8 rounds. I was really tired last night, or he'd be disarmed too :-(.
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Mortimer shifts his focus to Purple nearest to Ascaria.i
Swift for Imp. Disarm, Greater Disarm and Disarming Strike
Is Breakfast gone too?
StunningRPunchStrikingFireDisarm: 1d20 + 17 + 5 + 3 + 2 ⇒ (17) + 17 + 5 + 3 + 2 = 44 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (7, 9) + 10 + 3 + (5) + (2) = 36 +Dragon, +Acid, +Fire
Fort Save DC 22 or be stunned for 1 round and Shaken: 1d4 + 5 ⇒ (2) + 5 = 7 rounds.
LPunchStrikingFireDisarm: 1d20 + 17 + 5 + 3 + 2 ⇒ (7) + 17 + 5 + 3 + 2 = 34 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (7, 5) + 10 + 3 + (5) + (5) = 35 +Dragon, +Acid, +Fire
LHook: 1d20 + 12 + 5 + 3 + 2 ⇒ (6) + 12 + 5 + 3 + 2 = 28 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (4, 2) + 10 + 3 + (5) + (6) = 30 +Dragon, +Acid, +Fire
RKnee: 1d20 + 12 + 5 + 3 + 2 ⇒ (18) + 12 + 5 + 3 + 2 = 40 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (5, 8) + 10 + 3 + (5) + (1) = 32 +Dragon, +Acid, +Fire
EarBox: 1d20 + 7 + 5 + 3 + 2 ⇒ (13) + 7 + 5 + 3 + 2 = 30 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (4, 2) + 10 + 3 + (1) + (3) = 23 +Dragon, +Acid, +Fire
RoundHouse: 1d20 + 7 + 5 + 3 + 2 ⇒ (10) + 7 + 5 + 3 + 2 = 27 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (7, 4) + 10 + 3 + (5) + (4) = 33 +Dragon, +Acid, +Fire
RHeelKick: 1d20 + 2 + 5 + 3 + 2 ⇒ (11) + 2 + 5 + 3 + 2 = 23 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (9, 7) + 10 + 3 + (6) + (2) = 37 +Dragon, +Acid, +Fire
RAxeKick: 1d20 + 2 + 5 + 3 + 2 ⇒ (15) + 2 + 5 + 3 + 2 = 27 +Blessing
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (5, 3) + 10 + 3 + (3) + (3) = 27 +Dragon, +Acid, +Fire
AC: 35, FF: 22, Tch: 23 (+4 vs AoOs when moving)
HP = 51/132
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) = BoF, Improved Disarm, Greater Disarm, Disarming Strike
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 10 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 16 / 16
ElementalFists: 16 / 16
Weapon Profficiency (Unarmed)
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)
Ascaria |
Round 2
HP = 99/99 (fast healing 3)
Hero Points = 3
Equipped = Rod of Reach
Conditions = Blessings of Fervor (2/16r), Particulate Form (1/16r)
Life Link (16)(100’) = None
Channel Energy (8/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 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), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Yeah, I think breakfast is gone too. We're like naked new-borns.
Ascaria gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He starts by channeling again to try and keep the wolves at bay - though he wishes he could do more, he’s going to take a risk for the moment.
Channel Energy (healing): 10d6 + 1 ⇒ (4, 6, 1, 5, 5, 6, 4, 4, 4, 6) + 1 = 46
He’ll then cast Particulate Form, in part to help avoid those pesky critical hits that may shortly be landing. Don’t forget the fast-healing 3 that comes with it!
He casts defensively, using his bracers for the best of two rolls.
Concentration: 1d20 + 25 ⇒ (6) + 25 = 31 vs DC 29
Concentration: 1d20 + 25 ⇒ (3) + 25 = 28 vs DC 29
Group effects
Blessing of Fervor (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Solrisa Iome Arabasti |
Round 2
Solrisa finally knows exactly what to do, protect the good guys then go kill the evil dragon. First, she hacks at red, then green should red fall.
Power attack. One hand.
1d20 + 26 + 1 ⇒ (6) + 26 + 1 = 33 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (6) + 9 + 8 + (3) = 26 magic w/electrical damage
Bof: Power attack. One hand.
1d20 + 26 + 1 ⇒ (10) + 26 + 1 = 37 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (1) = 21 magic w/electrical damage
Power attack. One hand.
1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (3) = 30 magic w/electrical damage
Power attack. One hand.
1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (4) = 24 magic w/electrical damage
Power attack. One hand.
1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (9) + 9 + 8 + (1) = 27 magic w/electrical damage
Pot Crit:
Power attack. One hand.
1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d10 ⇒ (5) + 9 + 8 + (3) = 25 magic w/electrical damage
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = 42
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135 -13
Right hand = long sword
Left hand = shield
LoH 3/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 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 |
Mortimer remembers immediately that these warriors are undead, and avoid the unpleasantries of the giant's mighty stunning fists. Purple is unable to avoid the pure force behind each blow, so much so that it crumples to the ground, leaving Mortimer able to finish Green off with his last three of four attacks!
Ascaria brings a bouquet of health to all, as well as the alien magical dematerialization to each of the Outcasts' frames, almost losing it to imminent threat of attack. His bracers come through at the last!
Eidi decides to punish the Swords of Kyuss for their undead nature, bringing a barrier to protect the Outcasts which they strike them down.
Solrisa levels her full might against the encroacher Red, and damages it severely, though it barely weathers the slew of slashes.
Before Red falls to the maiden's might, it hacks away at Eidi the Unwelcomer!
Wormblade, E: 1d20 + 20 ⇒ (2) + 20 = 22 for 2d6 + 24 + 1d6 ⇒ (4, 1) + 24 + (1) = 30 damage, including Acid
Wormblade, E: 1d20 + 15 ⇒ (14) + 15 = 29 for 2d6 + 24 + 1d6 ⇒ (4, 6) + 24 + (5) = 39 damage, including Acid
Red serves its purpose, providing flank for its fellow Swords content to remain outside the half-elf's barrier. Only Brorange is successful in injuring the giant once.
Wormblade, S: 1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24 for 2d6 + 24 + 1d6 ⇒ (3, 5) + 24 + (2) = 34 damage, including Acid
Wormblade, S: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30 for 2d6 + 24 + 1d6 ⇒ (4, 6) + 24 + (6) = 40 damage, including Acid
Wormblade, M: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42 for 2d6 + 24 + 1d6 ⇒ (6, 6) + 24 + (6) = 42 damage, including Acid
Shakes fist at Particulate Form
Wormblade, M: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 for 2d6 + 24 + 1d6 ⇒ (6, 6) + 24 + (3) = 39 damage, including Acid
Lilac commits to joining Red, pushing through the Undeath Ward,
Will Save v DC 19: 1d20 + 11 ⇒ (2) + 11 = 13 but it fails to overcome the curtain!
From a distance, the rear guard lay down another set of explosions in your midst. The Swords in your midst don't seem to mind at all.
Invocation of the Worm: 14d6 ⇒ (6, 6, 3, 6, 1, 5, 4, 1, 2, 5, 1, 2, 1, 6) = 49
Invocation of the Worm: 14d6 ⇒ (6, 6, 3, 5, 2, 1, 4, 6, 1, 3, 5, 6, 6, 2) = 56
All of you are asked to make 2 Reflex Saves, DC 22, to halve the damages above.
The last two Swords advance, one of them baring making it to the barrier, while the other one throws another unholy pulse of energy at the retreating druids, who have made great strides.
Meanwhile, Lashonna finishes off a smaller dragon clawing at her tail, which frees her to make her first pass at Dragotha! She cautiously passes behind his back, ripping into the tattered wings that defy physics and flight. The undead dragon bellows its outrage, which momentarily shakes the combatants on the ground and in the air. Its bellow echoes through the mists of the canyon, where something or things answer the sound from above. It sounds like encouragement to the dracolich, and it sounds hungry.
Round 3
Swords- 18 (-92hpR)
Mortimer- 13 (-77hp, 2 Reflex Saves DC 22)
Ascaria- 10 (2 Reflex Saves DC 22)
Eidi- 9 (2 Reflex Saves DC 22)
Solrisa- 7 (2 Reflex Saves DC 22)
The Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Blessing of Fervor
Particulate Form
Undeath Ward
Eidi |
Eidi shouts in pain as the Sword of Kyuss bashes him.
Seeing the giant being attacked the elder calls for divine interference to give luck to the man.
Losing a level 1 spell (skim) to force a reroll of the first attack on Mortimer with a -1 penalty (immediate action)
Burning a hero point to act out of turn (without this Eidi is dead at -26 hp) down to 2 HrP (additional ready action)
Seeing the worm invocation coming once more Eidi takes from his heroic resolve to protect himself casting death ward before he can be hit again.
Concentration (cast defensively) DC 23: 1d20 + 17 ⇒ (16) + 17 = 33
A sacred energy shields the elder absorbing all of the negative energy.
Thanks to the particulate form, some of Eidi's wounds slightly heal.
Not willing for the Outcasts to continue receiving punishment from the afar Swords Eidi casts his last death ward on whatever Outcast happens to be still alive.
Concentration (cast defensively) DC 23: 1d20 + 17 ⇒ (8) + 17 = 25
I think Solrisa can cast it by herself, my priority would be in this order: Ascaria, Mortimer or Solrisa.
Eidi has the lunge feat, he can reach anyone at 10' with the touch spell
"Fools! Don't remain at the edge of the ward! Fall back and fight them one by one!" the half-elf shouts desperately while trying to avoid his own Kyuss Sword "And take this one out of here please!"
HP 57/163 AC 20 TAC 18 FF 17
BoF +2
particulate form
undead ward
death ward (immune to negative energy)
Ascaria |
HP = 22/99 (fast healing 3)
Hero Points = 3
Equipped = Rod of Reach
Conditions = Blessings of Fervor (3/16r), Particulate Form (2/16r)
Life Link (16)(100’) = None
Channel Energy (6/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 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), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Reflex: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 (BoF) vs DC 22 for 49hp
Reflex: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 (BoF) vs DC 22 for half of 56hp (28hp)
Ascaria, still standing after another dangerous blast, waits to see how others fare before acting.
Solrisa Iome Arabasti |
Round 3
1d20 + 14 ⇒ (10) + 14 = 24 Reflex
1d20 + 14 ⇒ (9) + 14 = 23 Reflex
Solrisa hacks at red, then blue.
Power attack. One hand.
1d20 + 26 + 1 ⇒ (14) + 26 + 1 = 41 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (7) + 9 + 8 + (6) = 30 magic w/electrical damage
Bof: Power attack. One hand.
1d20 + 26 + 1 ⇒ (2) + 26 + 1 = 29 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (8) + 9 + 8 + (5) = 30 magic w/electrical damage
Power attack. One hand.
1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (1) + 9 + 8 + (6) = 24 magic w/electrical damage
Power attack. One hand.
1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (9) + 9 + 8 + (5) = 31 magic w/electrical damage
Power attack. One hand.
1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d6 ⇒ (10) + 9 + 8 + (4) = 31 magic w/electrical damage
Pot crit: Power attack. One hand.
1d20 + 21 + 1 ⇒ (4) + 21 + 1 = 26 to hit; (-PA,+feast)
1d10 + 9 + 8 + 1d10 ⇒ (5) + 9 + 8 + (8) = 30 magic w/electrical damage
9d6 ⇒ (3, 1, 4, 4, 2, 3, 1, 5, 2) = 25 LoH
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = 42
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 4/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 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 |
Immediate Action ReRoll: 1d20 + 20 + 2 + 1 ⇒ (19) + 20 + 2 + 1 = 42 for 2d6 + 24 + 1d6 ⇒ (1, 5) + 24 + (3) = 33 damage, including Acid
Shakes fist at Particulate Form, again
Despite the cunning strategy of the wise half-elf, his interference doesn't stay the Sword's hand, and the Wormblade still lands, though not as strongly as first fought.
Mortimer is up! -33hp instead of -42hp, at least
Mortimer Smith |
Round 3, Init 13
How did Red get past Sol? Shouldn't someone have gotten an AoO?!!!!?
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
ReflxDC22: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
ReflxDC22: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23
Wailing in pain he shouts "Thanks Eidi! Could have been worse!"
Mortimer shifts his focus on Red then Orange.
RightJab1: 1d20 + 17 + 5 + 3 + 2 ⇒ (19) + 17 + 5 + 3 + 2 = 46 +BoF
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 ⇒ (1, 4) + 10 + 3 + (5) + (2) = 25 +Dragon, +Acid, +Fire
RightJab2: 1d20 + 17 + 5 + 3 + 2 ⇒ (2) + 17 + 5 + 3 + 2 = 29 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (3, 1) + 7 + 3 + (5) + (6) = 25 +Dragon, +Acid, +Fire
LHook: 1d20 + 12 + 5 + 3 + 2 ⇒ (10) + 12 + 5 + 3 + 2 = 32 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (5, 10) + 7 + 3 + (1) + (5) = 31 +Dragon, +Acid, +Fire
RKneeorBackKick: 1d20 + 12 + 5 + 3 + 2 ⇒ (4) + 12 + 5 + 3 + 2 = 26 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (4, 8) + 7 + 3 + (5) + (1) = 28 +Dragon, +Acid, +Fire
REyeSwipe: 1d20 + 7 + 5 + 3 + 2 ⇒ (11) + 7 + 5 + 3 + 2 = 28 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (2, 8) + 7 + 3 + (6) + (5) = 31 +Dragon, +Acid, +Fire
LPunch: 1d20 + 7 + 5 + 3 + 2 ⇒ (15) + 7 + 5 + 3 + 2 = 32 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (7, 4) + 7 + 3 + (1) + (4) = 26 +Dragon, +Acid, +Fire
RHeelKick: 1d20 + 2 + 5 + 3 + 2 ⇒ (9) + 2 + 5 + 3 + 2 = 21 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (9, 4) + 7 + 3 + (2) + (1) = 26 +Dragon, +Acid, +Fire
LHook: 1d20 + 2 + 5 + 3 + 2 ⇒ (18) + 2 + 5 + 3 + 2 = 30 +BoF
for Damage: 2d10 + 7 + 3 + 1d6 + 1d6 ⇒ (6, 7) + 7 + 3 + (1) + (1) = 25 +Dragon, +Acid, +Fire
Crit?: 1d20 + 17 + 5 + 3 + 2 + 4 ⇒ (11) + 17 + 5 + 3 + 2 + 4 = 42 +BoF, GrDisarm
for Damage: 2d10 + 10 + 3 ⇒ (7, 8) + 10 + 3 = 28 +Dragon
...aaaaaaaand, they're disarmed.
AC: 35, FF: 22, Tch: 23 (+4 vs AoOs when moving)
HP = 12/132
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) = BoF, Improved Disarm, Greater Disarm, Disarming Strike
Damage: 2d10 (Monk’s robe)
Slots:
Martial Flexibility: 10 / 10
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 16 / 16
ElementalFists: 16 / 16
Weapon Profficiency (Unarmed)
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)
Ascaria |
3 people marked this as a favorite. |
Round 3
HP = 99/99 (fast healing 3)
Hero Points = 3
Equipped = Rod of Reach
Conditions = Blessings of Fervor (3/16r), Particulate Form (2/16r), Death Ward
Life Link (16)(100’) = None
Channel Energy (8/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 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), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (3/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Now that the opposition has closed in, Ascaria casts Heal, Mass. He’ll affect the party (healing) as well as all the enemy he can reach. Looks like he’ll affect blue, red, yellow, pink, orange, and the screw. As it’s healing some folk, I do not provoke when spellcasting.
The party are each healed 160hp, while the opposition takes the same, save Will DC 27 for half damage. Note, they can only be reduced to 1hp by this spell.
Finally, he 5’ steps to the east to make room for Mort to back up a bit if he wants to.
Group effects
Blessing of Fervor (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
GM Rat Sass |
Red simply 5' stepped into position, and took a full round attack action. He was the lucky fellow to be inside the Undeath Ward, when it occurred.
Mortimer demonstrates the sheer will of the Living, as the negative energy fails to down the giant, before he slams into the opposition! Red falls within the first two slams, Mortimer holding the wormblade, should he desire. Orange collapses on the last strike of the final fist of flurry!
Eidi intervenes with the giant's injury, while shielding himself and the gnome from further negative energy attacks!
Solrisa attacks Blue, with Red soundly down, and weathers the Sword down, though not entirely, as it continues to resist her sword's electrical damage.
Ascaria applies a powerful counter energy to the field, healing his own and harming the marching undead! Wounds disappear, souls are revivified, and the Swords within the gnome's reach do their best to resist the positive energy surging through the area.
Will Save v DC 27, Black: 1d20 + 11 ⇒ (2) + 11 = 13
Will Save v DC 27, Blue: 1d20 + 11 ⇒ (18) + 11 = 29
Will Save v DC 27, Yellow: 1d20 + 11 ⇒ (9) + 11 = 20
Will Save v DC 27, Lilac: 1d20 + 11 ⇒ (11) + 11 = 22
With his healing, the gnome seals the Outcasts' fate.
Black, Blue, Yellow, and Lilac all thrust their weapon-free hands at the gnome, and negative energy rips through the space, no less than four times over. Close observation of the condition of the Swords yields an assessment that the negative energy is restoring them fully, save for the Black Sword.
Invocation of the Worm: 14d6 ⇒ (5, 1, 6, 6, 4, 4, 1, 3, 4, 6, 4, 5, 4, 4) = 57
Invocation of the Worm: 14d6 ⇒ (1, 2, 1, 2, 6, 1, 5, 2, 6, 1, 6, 5, 1, 4) = 43
Invocation of the Worm: 14d6 ⇒ (4, 4, 6, 6, 3, 1, 4, 2, 4, 2, 5, 5, 6, 1) = 53
Invocation of the Worm: 14d6 ⇒ (4, 5, 4, 6, 6, 1, 4, 3, 2, 3, 5, 5, 4, 4) = 56
Mortimer and Solrisa, please make four Reflex Saves, DC 22, to halve the damages above.
The rear guard joins the front guard, two of them taking the maiden to task with their wormblades.
Wormblade, S: 1d20 + 20 ⇒ (20) + 20 = 40 for 2d6 + 24 + 1d6 ⇒ (3, 4) + 24 + (2) = 33 damage, including Acid
Confirm Critical?: 1d20 + 20 ⇒ (16) + 20 = 36 for 2d6 + 24 + 1d6 ⇒ (3, 1) + 24 + (3) = 31 damage, including Acid
Wormblade, S: 1d20 + 20 ⇒ (10) + 20 = 30 for 2d6 + 24 + 1d6 ⇒ (3, 4) + 24 + (4) = 35 damage, including Acid
A new threat arises on the plateau, as several more Swords find their way up and across the ground, slowly but surely advancing on your desperate crew. Flying above the plateau, and landing squarely behind Eidi and Ascaria is a new horror. It seems to be some kind of skeletal creature, the byproduct of combining a dragon and a naga, then stripping away all skin and muscle, and fusing with it the skeletons of humans, of owlbears, of horses, of anything that can lend itself to the constant trailing loss of bones which makes up this monstrosity.
This horror is known as a Boneyard of Kyuss. It is a Gargantuan, Chaotic Evil Undead, a creation of hundreds, if not thousands, of skeletal structures, which must be constantly replenished by consuming creatures with, uh, skeletons.
1 Question for Every 5 above 32
Will Save DC 19: 1d20 + 22 ⇒ (2) + 22 = 24
Undeath Ward Damage: 3d6 ⇒ (6, 4, 1) = 11
It lands comfortably through the half-elf's protection. It looks between the two potential victims, and it selects 1 Ascaria, 2 Eidi: 1d2 ⇒ 2 the elderly half-elf to chomp down on!
Bite Attack, : 1d20 + 26 ⇒ (14) + 26 = 40 for 3d8 + 21 ⇒ (6, 5, 1) + 21 = 33 damage
Eidi, please make a Fortitude Save DC 31. Failure, and your bones begin to melt away to meld with the undead thing, and you suffer 2d4 ⇒ (3, 2) = 5 Constitution damage, 2d4 ⇒ (2, 1) = 3 Dexterity damage, and 2d4 ⇒ (1, 2) = 3 Strength damage.
A sudden shriek pierces the sky. Your eyes find Dragotha, now clutching the silver dragon's neck between his teeth. With several well-placed and deep rends, the dracolich guts Lashonna, a mortal wound which extends from below her jaw, to the base of her tail. Dragotha releases her from his bloodied maw, and the silver dragon falls from the sky, and into the mists of the canyon below.
Round 4
Swords- 18 (-32hpBlack)
BBEB- 18 (-11hp)
Mortimer- 13 (4 Reflex Saves DC 22)
Eidi- 9 (-33hp, Fortitude Save DC 31)
Solrisa- 7 (-33hp, 4 Reflex Saves DC 22)
Ascaria- 10
The Outcasts are up!! Roll20 Map has been updated.
Party Buffs
Blessing of Fervor
Particulate Form
Undeath Ward
Eidi |
Fort DC 31: 1d20 + 16 ⇒ (10) + 16 = 26 +2 if enchantment, fear, +4 if death effect. I don't think this is a disease effect I could the particulate form in, isn't it?
Eidi is taken by surprise by the beast arrival "For all the worms in the world!"
Despite his ring absorbs most of the damage to his physic, the half-elf suffers the merging "It is absorbing me friends... I am sorry..."
The last intelligible words of the elder as he is melted are "...make a good sculpture of our wormastic adventures!"
K. religion: 1d20 + 30 ⇒ (6) + 30 = 36 how to stop the melting? special attacks and defenses
Can Eidi perform any action in his actual state? Is this some kind of grapple or swallow whole?
GM Rat Sass |
A little adjustment here... I thought the Particulate Form denied me the grapple attempt. Its Bone Subsumption is a Supernatural effect, so not Fear or Enchantment, at least, and it's not classified as Disease or Poison :P
Grab, 1 Fumbles: 1d20 ⇒ 4
Eidi is not only bitten, but also grappled. The embrace is not a warm one.
The Boneyard can Summon Skeletons, and it can Utterly Subsume those it has Grappled, with time. It is Immune to Cold, as well as enjoying its Undead Traits. It has Damage Reduction 10/-, and Fast Healing 10. It must also eat bones daily, or lose Wisdom...
Eidi |
Eidi tries to fight back, but recognizes even if succeeding at escaping the grasp it will be a lose of time in front of such beast. Instead he looks on how the others are doing, then waits for Ascaria.
If Ascaria tries again to hit the undead with a mass heal, Eidi will point the most damaged ones with his staff and use it to cast magic missile to finish them off.
Staves are spell trigger, I think those can be used in grapples without the need for a concentration check, but correct me if I am wrong
Magic missile 1: 1d4 + 1 ⇒ (1) + 1 = 2 SR: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Magic missile 2: 1d4 + 1 ⇒ (4) + 1 = 5 SR: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Magic missile 3: 1d4 + 1 ⇒ (1) + 1 = 2 SR: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Magic missile 4: 1d4 + 1 ⇒ (3) + 1 = 4 SR: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
Magic missile 5: 1d4 + 1 ⇒ (2) + 1 = 3 SR: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Otherwise... Eidi will do a different thing.
Solrisa Iome Arabasti |
Round 4
1d20 + 14 ⇒ (11) + 14 = 25 Reflex -28
1d20 + 14 ⇒ (2) + 14 = 16 Reflex -43
1d20 + 14 ⇒ (2) + 14 = 16 Reflex -53
1d20 + 14 ⇒ (11) + 14 = 25 Reflex -28
Solrisa hacks at blue, but would really like to take a few cracks at the dragon. But mostly she slumps to the ground, overcome.
AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
+2 Barkskin = 42
Touch: 10+1dex+5def+1dodge+2 BoF: = 19 AC
HP= 135/135
Right hand = long sword
Left hand = shield
LoH 5/12 used (8d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (18/50 left) 8/2/2020
The Dragon Invoked 2/7 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.
Mortimer Smith |
Round 4, Init 13
BOF for +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
ReflxDC22: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 BoF
ReflxDC22: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 BoF
ReflxDC22: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 BoF
ReflxDC22: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38 BoF
OW! Quit! Mortimer cries out.
Out of the corner of his eye, Mortimer sees the Silver Dragon fall.
"HEY! That's not supposed to happen!
Out of the other corner of his other eye, Mortimer sees BoneMonster land and start attacking Eidi.
"What the hells IS that?!" he shrieks.
Without waiting for an answer, Mortimer moves in and attacks the BoneMonster's... uh, bones where the... uh, kneecap would be if it didn't look like a bony worm...
BoneDislocationViaLFlyingSideKick: 1d20 + 25 + 2 ⇒ (16) + 25 + 2 = 43 BoF
for Damage: 2d10 + 10 + 3 + 1d6 + 1d6 + 1d6 ⇒ (3, 1) + 10 + 3 + (1) + (4) + (4) = 26 +Dragon, +Cold, +Acid, +Fire
Ascaria |
Round 4
HP = 99/99 (fast healing 3)
Hero Points = 2
Equipped = Rod of Reach
Conditions = Blessings of Fervor (4/16r), Particulate Form (3/16r), Death Ward
Life Link (16)(100’) = None
Channel Energy (8/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 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), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) 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): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/6) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (2/4) Cure Critical Wounds Mass, Create Demiplane, Mass Heal
* Caster Level +2
- - -
Ascaria gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
He eyes the halo over Sol, and watches it go dark. He burns a hero point to immediately cast Breath of Life.
Breath of Life: 5d8 + 17 ⇒ (3, 6, 2, 2, 2) + 17 = 32
Alas, with the target threshold being 37, he fails to bring Sol above -Con, and she slips away from his ministrations and unto death. Knowing even that can be fixed by his hand, he considers doing it immediately, but that would doom the rest of the party, so he waits on that score.
So Ascaria casts another Heal, Mass. He’ll affect the party (healing) as well as all the enemy he can reach. Looks like he’ll affect pink, yellow, blue, heart, screw, screw with a swirl, and the new horror. As it’s healing some folk, I do not provoke when spellcasting.
The party are each healed 160hp, while the opposition takes the same, save Will DC 27 for half damage. Note, they can only be reduced to 1hp by this spell. He’ll take out a scroll with his move action (doesn’t provoke as its in a Handy Haversack) and 5’ step toward’s Sol’s body.
Group effects
Blessing of Fervor (everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
GM Rat Sass |
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Solrisa falls dead from the negative energy explosions. Ascaria desperately heals those companions still alive. Mortimer strikes the bony horror, trying to free his friend. Eidi spends his last moments alive striking down the weakened Swords.
The elderly half-elf is subsumed totally by the gargatuan undead, his skeleton emerging just below its neck, poised to reach for a staff he will never use again. The eldritch horror roars in exultation.
Ascaria and Mortimer stand alone, as the next wave of Swords waste no time in bringing their Invocations and Wormblades to bear, several times over in succession, and darkness falls on the last Outcasts standing...
...
...
...
Your guts are wrenched, as your inner ears struggle to understand your physical place in a swirling space filled with dark colors which continue to brighten as you continue to spin...
...
...
...
Ascaria, Eidi, Mortimer, and Solrisa find themselves whole, brought back to life, this side of the Dire Vision. All spells restored, any Hero Points expended during the Vision are returned to you.
You find yourselves standing on what must be Tilagos Island, but it is a shadow of its former vitality. This is an uninteresting, barren island. You are able to see across its expanse. There are no mountain ranges, no forests, and its shorelines have been beaten into submission, broken and battered by the strong ocean currents.
The only things that greet you are four elemental standards, not far from where you stand, securely planted in the barren ground beneath your feet. They even ripple without a breeze, as if your arrival has excited them. Fire, Air, Earth, and Water...
Welcome back to Tilagos Island, present day.
Also, Please Level Up to 17.
Eidi |
Eidi sits over himself, and looks around at the barren island "What happened? Where are we? Where are the undead horrors?"
After recollecting himself a bit from the shock, the half-elf worriedly looks for his loyal staff. He takes it in his hands with a smile and stands up looking for his companions "Are you all ok? I am not sure what happened... was it a vision of the past? Or did we actually traveled back in time and changed present day? It seems whatever we did this island is not the same now..."
Noticing the elementals, the half-elf directs himself to them in Auran "معاف ڪجو سر ايليمينٽس ، اسان هاڻي ڪهڙي سال جو آهيون؟ ڇا ھي ٽيلاگو ٻيٽ آھي؟ آخري دفعو مون هتي هو هڪ وڏي شان وارو ٻيلو هو."
"Excuse me Sir Elementals, what year are we right now? Is this Tilagos island? Last time I was here this was an exhuberant forest."
GM Rat Sass |
The elemental standards, last seen on the backs of the Wild Watchers, simply flap in the breeze, where there is no breeze. They fail to respond to the elderly half-elf asking flags for the present year.
Ascaria |
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HP = 99/99
Hero Points = 3
Equipped = Rod of Reach
Conditions = Magic Vestment (1/16h, Ascaria, Mort, Sol), Status (1/16h, Eidi, Mort, Sol), Wind Walk (1/16h, everyone), Brightest Light (1/16h)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (12/12)(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 (3/3, 6th lvl)
Rod of Reach Spell (3/3, 6th lvl)
Vest of Surgery (1/1 Heal DC 20 to heal 1d4 ability damage in 1h)
Spellguard Bracers (3/3 Roll concentration twice and take the best result)
Mnemonic Vestment (1/1 Cast spell from a scroll without burning the scroll)
Tankard (1/1 Remove Fear), (1/1 Heroism (30m)), (1/1 unbinding to DC 25)
Physician’s Spectacles (1/1 Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3 swift +10’ movement)
Melee Attack: BAB +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): (9/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (5/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (7/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (8/8) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (25): (6/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (6/6) 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 looks about, surprised to be alive and whole. ”Well that was something wasn’t it? I wonder if we failed, and this is the result? Or was it just a vision of the past?” Not being a particularly smart man, he’s unsure the answer. Before he wanders about to look for answers though, he resets the various spells and powers. He starts with life links on everyone before moving on to spells.
He ensorcels the shields of the party (Magic Vestment (+4 on Ascaria, Mort, and Sol)). He'll then watch over his friends (Status (Eidi, Mort, & Sol)). He’ll also cast Wind Walk on the group out of general paranoia and top it all off with the Brightest Light on his hat band.
Feeling more fully clothed Ascaria takes a breath and looks around, within the limits of his sight of course. He’ll approach the banners, eyeing them for magics and just generally eyeing them.
Spellcraft: 1d20 + 20 ⇒ (5) + 20 = 25
Perception: 1d20 - 1 ⇒ (10) - 1 = 9
He’ll pass along whatever he discovers, along with, ”OK then. Well, it seems we may be done here one way or another. I think we should take these banners with us though. Just in case. I feel like we should be bringing something else with us too, but maybe not.” he says uncertainly.
Mortimer Smith |
Welcome back to Tilagos Island, present day.
Is Mortimer still in possession of a wormblade?
Mortimer, despite being out of the vomit inducing vortex of variable colors, continues to spin rapidly looking around. He looks down in wonder at his hands at the wormblade, and holds if out as if offering some proof to his companions that it wasn't all just some mass hallucination.
They were there, at the beginning of it all -- and -- they all died there.
"Eidi! Sol! You're alive!!! What happened?!" he asks the air about them, approaching the banners.
"We - we changed something! Where is the Tempest? Where are the orcs!"
He looks at the banners. "Why are they flapping? There's no breeze here... Maybe -- maybe we should take these back to Magepoint?"
Mortimer, despite being out of the vomit inducing vortex of variable colors, continues to spin rapidly looking all around. He looks down at his empty hands and asks "Didn't I have a wormblade?" He shrugs, wondering if it was all just some mass hallucination.
"Eidi! Sol! You're alive!!! What happened?!" he asks the air about them, approaching the banners.
"We - we changed something! Where is the Tempest? Where are the orcs!"
He looks at the banners. "It's -- the Storm Gang's banners! Why are they flapping? There's no breeze here... Maybe -- maybe we should take these back to Magepoint?"
Solrisa Iome Arabasti |
"Oh no! I didn't...I didn't kill the big dragon! OH NO!" Solrisa cries upon waking up less dead than she recently was. She looks around at her companions, trying to see if they know anything...and they seem to. At least more of an idea than she does.
She checks her body and her sword, and especially her nice booties, to make sure they are all okay.
"Oh...if they ruined my..." Solrisa's voice cuts off as she realizes she is fine.
She looks at Mort to be sure he's fine too, then Ascaria, then to Eidi to see if he has cookies.
"We didn't lose the cookies, did we Eidi!?!"
Eidi |
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"I am also unsure if we have changed our time or put ourselves in a parallel reality. Being honest, it is difficult to say if we experienced a vision or if we truly traveled in time and were the warriors of old that fought the prophecy of worms in the past" looking at the barren place around Eidi continues Ascaria's observations "It might be this is the result of undoing the fountain of the druids. We have freed all the creatures and knowledge that was here. Maybe we truly were there in the past but the druids in this time did not remember us because everything about Tilagos was forgotten. Maybe it is not anymore and the memories have come back to the world"
"How are you all feeling? I feel we failed thrice in rapid succession, failed to get the belt, to put an end to Darl Quethos and to stop the hordes of undead..." the half-elf looks worried at the horizon devoid of his usual lively mood "It is starting to feel we are pulling strings well beyond our capability"
Eidi forces himself to a smile when Solrisa asks him. Bringing his hand into his tunic he produces the cookies pot only a couple of them covered with cranberries remain along with the left overs of other pieces "It seems I need some cooking time..."
Mortimer Smith |
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Mortimer tries to help himself to left over cranberries and cookie crumbs.
"You have those?!" he exclaims delightedly. "What else are you holding out on?!"
He sticks his hand into the jar and grabs a handful of cranberries and crumbs, but finds that with his fist clenched he can not withdraw his hand from the jar without letting go of his red gemmed prize. He frowns at the jars simple defeat of his great giantness.
He beseeches Eidi holding out his palms, "Please, may I have some?"
Eidi |
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Eidi giggles at the giant's impetuous desire for cookies "Here. Lend me your hand" he inclines the jar so one of the cookies and some crumbs jump out over Mortimer's hands.
A bit more cheerful the half-elf nods and adds "Well, we should be more positive. We discovered the phylactery was taken to Kongen-Thulnir and that Lashonna is not only beautiful but indeed a silver dragon. That explains why it seemed she was hiding something all the time" the elder seems dreamy until he happens to resume his speech biting his lower lip.
"And while Darl Quethos might be still alive, we stopped his plans and trimmed down some of his best allies" nodding in a gesture to cheer himself up he adds "And despite we were defeated by the Kyuss pawns and his worms, we won the druids time to hide the phylactery. What is more, we witnessed how dangerous the Age of Worms can become, which shall only embolden our resolve to stop this plot whatever it takes"
GM Rat Sass |
Moments ago, Mortimer Smith clutched a Wormblade on the Bluff of the Time Before. Now, his hand is empty of something that remains in the Time Before, part of the Dire Vision which only remains behind your collective eyes.
When someone collects the Banners, they are immediately aware of what the Banners can do if worn. In the Shoulders Slot
The Air Banner of Tylanthros grants Electricity Resistance 30 and the ability to cast a Quickened Air Walk once per day.
The Fire Banner of Beskawahn grants Fire Resistance 30 and the ability to cast a Quickened Flame Strike once per day.
The Water Banner of Thadimir grants Cold Resistance 30 and the constant ability to Breathe Water.
The Earth Banner grants Acid Resistance 30 and the ability to cast Stoneskin once per day.
These are spell-like abilities, which function at Caster Level 19th. While valuable to you, you are unsure of its market value, should you attempt to sell them off...
Ascaria |
Ascaria looks at the banners. "Very impressive, especially that last one, but they're all pretty good. Alas, I need my cloak of resistance more it seems, so I'll have to pass. Anyone else want one of these? They're really cool." He admires the banners, handing them around to any takers, or to Mort to store if no one else can use one.
(Half tempted to pay to add resistance to one of these for Ascaria... Expensive sure, but not that bad at this level.)
Ascaria looks around the bleak landscape, what he can see of it anyway, "Let's get out of here and see if the mercenaries are still around somewhere. They may be stranded here yet, and we did offer to help if we could."
GM Rat Sass |
Those with greater distance sight can affirm- The storms that surround the island are gone, and the barren rocks are covered with grass and a few copses of trees. The maze of menhirs down on the shore remains unchanged, but the Portal of Storms is weathered and ruined, as if it had lain inert for 1,500 years.
There is no discernible flotsam or jetsam of a ship's wreck on the beachhead. No crew of irritable orc pirates stand waiting for rescue. Only you.
Eidi |
"This is unsettling. We have come back to a world we no longer know" Eidi observes while looking at the empty beach shore "Maybe we already stopped the Age of Worms?"
"I suggest we teleport and check with Manzorian, that would probably give us some understanding of how the world has changed. Besides, he might help us find out more about Kongen-Thulnir" the half-elf looks at the banners they have taken from their entry point "Otherwise we can go back to Ascaria's refuge, cook some cookies and plan our next steps far from prying eyes, and of course hang those beautiful banners we have won." the half-elf touches his own cloak, reluctant to renounce to its vital protection.
K. geography (Kongen-Thulnir): 1d20 + 14 ⇒ (16) + 14 = 30