GM Rat Sass's Age of Worms

Game Master Governayle

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


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Male, Gnome

Round 2

Status:
AC = 32 (F25/T18) (included: +4 shield (vestment))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (1/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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 +2, Size +1 Damage: +0
Spells (Caster Level 17, Concentration +27)
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): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Reflex: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (haste) vs DC 22 for 20hp acid damage
Reflex: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (haste) vs DC 22 for 41hp acid damage
Reflex: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 (haste) vs DC 22 or be pinned!

He clacks his bracers together (roll concentration twice and take the best result) as he 5’ steps closer to Eidi. Then he casts Holy Aura.

Concentration: 1d20 + 27 ⇒ (19) + 27 = 46 vs DC 31
Concentration: 1d20 + 27 ⇒ (19) + 27 = 46 vs DC 31

Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)

”Now. Go ahead. Attack me you worthless greenie and be blinded for your efforts for we are the light in dark places!”

Ascaria goes before Eidi so he casts before Eidi moves out of range of the spell.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blindness Fort DC 27)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


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

1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 Reflex #1 - evasion
1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Reflex #2 - evasion

Solrisa dances this way (south probably) very unhappily, but then another way (north probably), but much more happily. Because of this, she hit by one stream, but utterly avoids the other. 41 damage to her resistance.

Solrisa waits to see if Mort can kill the green green dragon so she can keep using her bow in peace or whether other actions might be taken.

Delay until exactly after Mort.


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

Eidi lays out some massive cold, hoping to ice the wings of the greens and see them firmly discouraged from hovering about the Outcasts! The dragons trust too much their ability to avoid most amateur spellcasters...

Red Reflex Save v DC 23: 1d20 + 9 ⇒ (13) + 9 = 22
Blue Reflex Save v DC 23: 1d20 + 9 ⇒ (14) + 9 = 23

Blue is lucky enough to catch the movement of the elder half-elf in the corner of his eye, dodging a good amount of the frost, while the already-injured Red is punished further for daring to close the distance.

The dragons have at you!

Blue lands atop the same building as Eidi, throwing out a test bite, while Red descends, hoping to end the half-elf's mad casting!

Eidi:

You can't help but notice that Blue closes his eyes, before throwing his mouthful of teeth in your general direction. Smart Lizard!

Blue Bite Attack, Flank: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 for 2d8 + 12 ⇒ (8, 6) + 12 = 26
Fortitude Save v DC 27: 1d20 + 14 ⇒ (16) + 14 = 30
Miss Chance, High Good: 1d100 ⇒ 94

Eidi, Red is trying to Crush, well, all of you! Reflex Save DC 22, again. Failure, and you are Pinned!

The green-Green watches the gnome cast a brilliant light so painfully close to his belly, as it regards its numerous bon-bons. It levels its full arsenal of attacks against Mortimer, its own dragony flurry!

Bite Attack: 1d20 + 21 ⇒ (20) + 21 = 41 for 2d8 + 12 ⇒ (6, 2) + 12 = 20 damage
Fortitude Save v DC 27: 1d20 + 14 ⇒ (18) + 14 = 32
Claw Attack: 1d20 + 21 ⇒ (9) + 21 = 30 for 2d6 + 8 ⇒ (3, 3) + 8 = 14 damage
Claw Attack: 1d20 + 21 ⇒ (17) + 21 = 38 for 2d6 + 8 ⇒ (6, 4) + 8 = 18 damage
Wing Attack: 1d20 + 16 ⇒ (16) + 16 = 32 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Wing Attack: 1d20 + 16 ⇒ (13) + 16 = 29 for 1d8 + 4 ⇒ (3) + 4 = 7 damage
Tail Slap: 1d20 + 16 ⇒ (11) + 16 = 27 for 2d6 + 12 ⇒ (4, 2) + 12 = 18 damage

Boooo, Particulate Form, Boo... ;)

Round 3
Yellow-Green- 20 (-168hp?, Dying, Falling)
Red-Green- 19 (-111hp)
Blue-Green- 18 (-27hp)
Green-Green- 17 (-129hp)
Mortimer- 16 (-20hp)
Solrisa- 16- (-41Acid)
Ascaria- 10 (-61Acid)
Eidi- 9 (-61Acid)

The Outcasts are up! Every one of them!

Party Buffs
Holy Aura- 17 rounds
Haste- 15 rounds
Particulate Form- 15 rounds
Telepathic Bond- 160 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


Bald male Half-Elf elder

Eidi raises his staff futilely attempting to stop the dragon's snap. A pity Ascaria's holy aura does not close forever those blueish eyes for his boldness.

Ref+haste+holy aura DC 22: 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31
With a wild jump back, unexpected for such an elder, the half-elf avoids the heavy burden of the falling dragon.

"Oh! Uff! Such a violent reaction for just a bit of coolness..." the particulates quickly start to heal the half-elven body. The half-elf runs back in the air towards the group protection, preferring the opportunity snaps to the full blunt attacks of two dragons.

When he is back in the north, he takes a drop of sweat from his forefront and uses it as a component to unleash a ray of black energy at the less injured dragon.
Ray of exhaustion+haste: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
CL+spell penetration vs SR: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
Fort DC 21 for just fatigued instead of exhausted

Status:

HP 155/173 AC 27 TAC 17
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (6) 16 min
shield 16 min
protection (acid 59, elecctricity 120, fire ?)


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Male Human Brawler (17), Thief (0)

Round 3, Init 16+

ReflexDC22: 1d20 + 18 ⇒ (11) + 18 = 29
ReflexDC22: 1d20 + 18 ⇒ (17) + 18 = 35

Eidi wrote:
"Ah, yeah, I wanted to warn you, if you have not Tres Sangres Cake to offer, better prepare for some acid!"

Cake? Oh no, was someone supposed to bring cake? Where’s the cake?! Did I mess up? Was I supposed to bring cake?! Mortimer’s stomach growls. The magic of Holy Aura falls upon him. OMG. Angel food! Ascaria brought it!

”Thank you! Light and fluffy! He gloats, pummeling the Green trying to squash Ascaria. ”Where’s your cake?!” He tries not to hit the head too much, aiming more for the jaw and neck.

Monkey Lunge
Left Punch, Elemental Fist (Cold): 1d20 + 6 + 3 + 17 - 1 ⇒ (9) + 6 + 3 + 17 - 1 = 34 +Amulet, +Haste
For Damage: 2d10 + 12 + 4d6 + 3 + 2d6 ⇒ (10, 1) + 12 + (2, 5, 4, 5) + 3 + (3, 2) = 47 +Cold, +Holy, +Dragon
RightPunch: 1d20 + 17 + 6 + 3 - 1 ⇒ (6) + 17 + 6 + 3 - 1 = 31
For dice=Damage: 2d10 + 9 + 3 + 2d6 ⇒ (10, 5) + 9 + 3 + (6, 1) = 34 +Cold, +Holy, +Dragon

Left uppercut, Stunning Fist: 1d20 + 6 + 3 + 12 - 1 ⇒ (13) + 6 + 3 + 12 - 1 = 33 +Amulet, +Haste
For Damage: 2d10 + 12 + 1d6 + 3 + 2d6 ⇒ (1, 1) + 12 + (3) + 3 + (4, 6) = 30 +Cold, +Holy, +Dragon
Rightknee: 1d20 + 12 + 6 + 3 - 1 ⇒ (20) + 12 + 6 + 3 - 1 = 40 ‘ really putting it out there on a lunge
For dice=Damage: 2d10 + 9 + 1d6 + 3 + 2d6 ⇒ (4, 10) + 9 + (5) + 3 + (2, 1) = 34 +Cold, +Holy, +Dragon

Fort Save DC22 or Drool and be shaken for: 1d4 + 6 ⇒ (1) + 6 = 7 if not already unconcious.

Left Backfist: 1d20 + 6 + 3 + 7 - 1 ⇒ (20) + 6 + 3 + 7 - 1 = 35 +Amulet, +Haste
For Damage: 2d10 + 12 + 1d6 + 3 + 2d6 ⇒ (9, 7) + 12 + (4) + 3 + (6, 6) = 47 +Cold, +Holy, +Dragon
RightNotSoFlyingSideKick: 1d20 + 7 + 6 + 3 - 1 ⇒ (7) + 7 + 6 + 3 - 1 = 22
For Damage: 2d10 + 9 + 1d6 + 3 + 2d6 ⇒ (2, 10) + 9 + (3) + 3 + (4, 2) = 33 +Cold, +Holy, +Dragon

EarBox (ears on dragons pinholes are right below the jaw, right?): 1d20 + 6 + 3 + 2 - 1 ⇒ (18) + 6 + 3 + 2 - 1 = 28 +Amulet, +Haste
For Damage: 2d10 + 12 + 1d6 + 3 + 2d6 ⇒ (7, 9) + 12 + (6) + 3 + (2, 2) = 41 +Cold, +Holy, +Dragon
RightHeelKick: 1d20 + 2 + 6 + 3 - 1 ⇒ (11) + 2 + 6 + 3 - 1 = 21
For dice=Damage: 2d10 + 9 + 1d6 + 3 + 2d6 ⇒ (2, 4) + 9 + (4) + 3 + (1, 1) = 24 +Cold, +Holy, +Dragon

Haste, Left punch: 1d20 + 6 + 3 + 17 - 1 ⇒ (5) + 6 + 3 + 17 - 1 = 30 +Amulet, +Haste
For Damage: 2d10 + 12 + 4d6 + 3 + 2d6 ⇒ (2, 2) + 12 + (5, 2, 2, 5) + 3 + (3, 5) = 41 +Cold, +Holy, +Dragon

Confirm Crit #1: 1d20 + 12 + 6 + 3 - 1 ⇒ (1) + 12 + 6 + 3 - 1 = 21
for Damage: 2d10 + 9 + 3 ⇒ (7, 9) + 9 + 3 = 28

Confirm Crit #2: 1d20 + 6 + 3 + 7 - 1 ⇒ (19) + 6 + 3 + 7 - 1 = 34
for Damage: 2d10 + 9 + 3 ⇒ (4, 3) + 9 + 3 = 19

Status:

AC: 39 (base 35), FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura)
HP = 154/157
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid), Protection from Energy (120hp Electrical), Protection from Energy (67/120hp Fire), Protection from Evil, Wind Walk, Monkey Lunge, Anticipate Dodge, Lunge, Particulate Form, Haste, Holy Aura

Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 8 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 17 / 17
ElementalFists: 17 / 17
Lightning Sword Fly: 3/3

Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 112/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

* Mort and Eidi each heal 5hp of damage which is transferred to Ascaria. Remember too you have fast healing 3 - so you ‘heal’ 8 each round (5 on Ascaria’s init, and 3 on your own).

Ascaria is relieved when Mortimer takes the dragon down so he can act.

He takes a few deep breaths and eyes the arena. He’s not sure what might best help the team, though things seem to be generally going their way. So he’ll move a little to get in range of Eidi (still to the south between the dragons on my init), and try a simple Prayer (+1 attacks, damage, saves, & skills (luck)).

(I reach the entire party, plus red, but not blue.)
SR: 1d20 + 17 ⇒ (6) + 17 = 23

If by some miracle the already wounded dragon lives, I'll redo my post slightly.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


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

Round 2

Assuming Mort has kilt the dragon, otherwise take an AoO and she will shoot first at it.

Solrisa raises Rae of Light and shoots at red.

1d20 + 20 + 1 + 3 + 1 ⇒ (7) + 20 + 1 + 3 + 1 = 32 to hit; (haste, DF, HF)
1d8 + 5 + 3 + 2d6 ⇒ (2) + 5 + 3 + (1, 2) = 13 damage (DF, smite, holy)

haste: 1d20 + 20 + 1 + 3 + 1 ⇒ (12) + 20 + 1 + 3 + 1 = 37 to hit; (haste, DF, HF)
1d8 + 5 + 3 + 2d6 ⇒ (8) + 5 + 3 + (2, 4) = 22 damage

1d20 + 15 + 1 + 3 + 1 ⇒ (12) + 15 + 1 + 3 + 1 = 32 to hit; (haste, DF, HF)
1d8 + 5 + 3 + 2d6 ⇒ (3) + 5 + 3 + (1, 5) = 17 damage

1d20 + 10 + 1 + 3 + 1 ⇒ (14) + 10 + 1 + 3 + 1 = 29 to hit; (haste, DF, HF)
1d8 + 5 + 3 + 2d6 ⇒ (2) + 5 + 3 + (5, 3) = 18 damage

1d20 + 5 + 4 + 1 + 3 + 1 ⇒ (12) + 5 + 4 + 1 + 3 + 1 = 26 to hit; (haste, DF, HF)
1d8 + 5 + 3 + 2d6 ⇒ (7) + 5 + 3 + (6, 4) = 25 damage

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
Touch: 10+1dex+5def+1dodge = 17 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 (18/50 left) 8/2/2020
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

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

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

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

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

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

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

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

DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made.  Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.
1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (7) + 20 + 4 + 1 + 3 + 1 - 2 = 34 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (4) + 5 + 3 + (2, 3) + 21 + 21 = 59 damage (DF, smite, holy)


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

Mortimer downs Green with his first two fists, so injured is the big lizard, it doesn't even get to regret receiving the pugilist's Stunning Fist! Its collapsing girth almost does in death what it sought to do to the gnome in life...

Solrisa somehow manages to fire arrow in a calculated arc over the dead body of the green, and lands four of five arrows into the side of Red, the last arrow missing only because the creature dropped so swiftly from the second to last loosed arrow. Red's unconscious drop almost snags the elderly half-elf by the cookie jar...

Ascaria brings another wave of Cayden confidence to the Outcasts, punishing the unconscious Red, insult to mortal injury, as the gnome's powerful belief overcomes the magical beast's inherent resistance to such divine mete-outs.

Lastly, Eidi takes flight/foot, and retreats to the safety of the adjacent rooftop, though his is a risky retreat when dragon's teeth linger nearby.

Blue AoO Bite Attack: 1d20 + 21 ⇒ (5) + 21 = 26

Perhaps wary of the newly calculated power within this new group of intruders, Blue's bite misses the half-elf, potentially avoiding the blindness promised by the Holy Aura.

The mystical Eidi decides between arcane and divine, deciding that Blue should feel the touch of necromancy. Neither scales nor resistance stands against the Ray, but its internal fortitude does.

Fortitude Save v DC 21: 1d20 + 14 ⇒ (17) + 14 = 31

Blue measures the cliff side, and finds she wants nothing to do with the four little things which have ended three of her brethren. She drops off the side of both building, and ledge, disappearing into the mists of the canyon, her roar quite distinct for both its outrage and despair.

Round 4
Yellow-Green- 20 (-168hp?, Dying, Falling)
Red-Green- 19 (-181hp, Dying)
Blue-Green- 18 (-27hp, Fatigued)
Green-Green- 17 (-274hp, Deader than a Door Nail)
Mortimer- 16 (-20hp)
Solrisa- 16- (-41Acid)
Ascaria- 10 (-61Acid)
Eidi- 9 (-26hp, -61Acid)

The Outcasts are up! We may be Out of Initiative, unless you pursue Blue into the Mists...

Party Buffs
Prayer- 17 rounds
Holy Aura- 16 rounds
Haste- 14 rounds
Particulate Form- 14 rounds
Telepathic Bond- 160 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (20/40m), Prot Energy (20/40m 120 acid), Prot Energy (20/40m 120 electric), Prot Energy (20/40m 63 fire), Telepathic Bond, Particulate Form (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Ascaria lets his magical tether with his allies, and the spell he’s got running, heal Mort and Eidi from their earlier injuries. He’ll cast a couple quick cure light on himself to top up, though the particulate form would do it eventually.
Cure Light Wounds: 2d8 + 12 ⇒ (3, 2) + 12 = 17

”Eidi, while we have spells burning, do you want to jump in over there? Do you have a dimension door, or are we walking?” Ascaria points to the main battle - where the fun is.

I figure if we dimension door over, it’s still like 5 rounds off our spells for healing, discussion, etc. If we’re walking over, how long will it take?

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
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

Solrisa declines to chase the last dragon. Instead, she looks down at her very nice bow, Rae of Light after having used it for the first time.

”Ascaria, did you see that? This bow? It’s a very good bow, don’t you think!?” Solrisa smiles brightly and look again at her very nice old bow, which is different than her other very nice new bow. ”I can’t believe I have two very good bows…like I have two very good swords. Maybe, when we find Rae, I’ll give her one of each because she would like that very much.”

She will others decide how and where to go next as she decides which bow to use next time she needs a bow.


Male, Gnome

"A very fine bow Solrisa. Aren't the two bows slightly different? Are they for different purposes?" he idly inquires as he eyes the party (through Status) for ailments.


Bald male Half-Elf elder

Eidi looks at the little fun pointed by Ascaria and smiles "Oh, I am preserving a teleport for the case of emergency"

"But maybe we can air walk while we are still accelerated" the half-elf observes the fine bows and vows to Solrisa smiling "Very nice pick indeed. The dragons know"

Great banner for the roll20 adventure xD


Male Human Brawler (17), Thief (0)

"Should Can we follow the guylines for 'cover'?"

Where is all the action Ascaria is pointing to!?


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

The Outcasts cast out the flock of green dragons, barely beaten about for their encounter! The sole green to survive will mark the day, should she survive it, and tell tales of golden haired archer, the no-haired mage, the blind-eyed blinder, and the man of many fists...

It is a sight to be seen, and seen, it has.

You hear clapping.

Where Eidi once hovered, the sound of someone moving closer to your current location, coming up the stairs... until you see the applauder for who they are.

A little man, helmeted, with eyes darting to the skies, though his small hands continue to clap in your general direction. Under different circumstances, he might even remind you of a regal look, or at least, a regal time under a regal roof...

"Oooooo, that was remarkable!! The thing of legends!! You are mythological characters-in-training, you are!! The swiftness of your arrival, the deadly efficiency, the boldness to just let the dragons try and squash you..." The little man gestures the kiss of perfection with a small hand pinching to a kiss of his lips, throwing it to you.

"If you have a moment, I would seize it. If you have an ear, lend it, and let me speak my truths to you. Would you? Could you? I hope so."

The little helmeted man comes to a stop, next to the fallen green on the roof across from you, patting the dead thing with awe, giving you the thumbs up from where he stands.

Roll20 Map has been updated


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

Solrisa smiles happily at the applause, assuming its for her very nice bow, which it probably is.

But she is also wary, and she looks at the man with here Dragon's Eyes, to see if there is the stench of very bad things on him.


Bald male Half-Elf elder

Eidi turns towards the source of the interruption and smiles with gratitude "Oh, thanks. We have indeed a tale to make by stopping this army of dragons. But if you tell us... who are you... we might have a short moment for you."

The half-elf offers while raising in the air to get closer "Would you happen to know Prince Zeech?"


Male Human Brawler (17), Thief (0)
GMSass wrote:
The little man gestures the kiss of perfection with a small hand pinching to a kiss of his lips, throwing it to you.

Mortimer lets it fall into the abyss.

Telepathic bond

Not this guy again! Remember? Zeech’s jerk jester? We’re too busy for this, right?
He pictures himself leaning over to Sol and saying, Shoot him.


Male, Gnome

Ascaria eyes the little man and frowns. He replies telepathically, ”No, we certainly do not have time for this creature.” You can feel the bile in his mouth in your minds somehow.

He turns to Zeech’s man, ”You have six seconds to speak your mind. We have dragons that need killin’, and spells a wastin’.”

While he speaks, Ascaria idly examines him with Detect Poison and Diagnose Disease through his spectacles.


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

Solrisa:

The little fellow doesn't radiate anything other than a glint of light from his little helm. His head is quite animated, so there is a bit of glint. No aura

Eidi wrote:
"Oh, thanks. We have indeed a tale to make by stopping this army of dragons. But if you tell us... who are you... we might have a short moment for you. Would you happen to know Prince Zeech?"

"You wound me, master Eidi! Do you not remember the Banquet we shared? Does your aging mind forget fighting cockatrices with our beloved Prince?" The longer the little fellow speaks, the more your memories are jarred by the recollection of the Ominous Fabler, famed jester of Alhaster! Mortimer is quite correct in his mental pronouncement to the other Outcasts.

Ascaria wrote:
"You have six seconds to speak your mind. We have dragons that need killin’, and spells a wastin’.”

Ascaria:

The Fabler fails to demonstrate either poison or disease.

The famed Ominous Fabler of Zeech Palace looks offended, but well before the gnome declares a time limit so sparse, it makes the dead-dragon-patter's buttocks pucker.

"Name's Gazzilfek, not even Zeech knew I'm a spriggan, I was an agent of a stone giant thane here in Kongen Thulnir, sent out into the world to verify a vision of his, regarding something called the Age of Worms, led me to Alhaster, to Zeech, and now, apparently, to you."

The little guy becomes not so little, his frame enlarging to something on the other side of Mortimer's size. "Spriggan, you see."

Knowledge(Local) DC 13:

Spriggans are essentially joyless gnomes, Chaotic Evil Large humanoids of the gnome type, who lean towards violence and malice, in general. This little, uh, largish brute seems more talkative than most of his kind. Gazzilfek's already demonstrated his Size Alteration, purposefully, but he can also Flare, Scare, and Shatter with the best of them.

"How am I doing so far?"


Bald male Half-Elf elder

"Oh! Pardon me... apparently there are some things my head insists to erase from memory, hehe" Eidi smiles but with not a very pleased facial expression.

K. local DC 13: 1d20 + 22 ⇒ (9) + 22 = 31

"Hum... spriggan... you joyless gnomes really know to grow up" the half-elf looks to secure his footing on the other bastion, keeping the distances for now "Your people is not known to be kind at all, but rather full of malice. Of course, you also seem more talkative than most of them..."

Be with me my friends, know those spriggans are usually of chaotic and evil nature, so let's not trust this one easily. They have powers to Flare, Scare, and Shatter as well as the enlarging we witnessed. the elder transmits through the telepathic bond.

Gazzilfek's story won over his curiosity, and he awaits quite for more, hearing for what Ascaria and the others might decide on the worth of the words.


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

”Oh! OH! You’re doing wonderfully!” Solrisa beams and claps her hands at the spriggan’s trick. ”That’s a very good trick!” She claps and cheers, smiling. Now that she knows there is no bad thoughts coming from the creature, she relaxes and enjoys the company.


Male, Gnome
GM Rat Sass wrote:
"How am I doing so far?"

”Poorly.” Ascaria suggests. ”I don’t know Kongen Thulnir as yet, so I don’t know if you are in fact an agent or not. Moreover, our last meeting left us with the distinct impression of your evil nature. That’s something that’ll takes some time to overcome.”

”Shall we dine on tea and crumpets while the others die over there?” Ascaria points to the ongoing battle. ”Shall we just lounge around at your behest? I don’t think so.”

He urges the others to leave this creature behind. ”I don’t know if he’s sincere, but I’m sure we can find out later. Let’s go!”

He'll delay one more round.


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Male Human Brawler (17), Thief (0)
Eidi wrote:
Be with me my friends, know those spriggans are usually of chaotic and evil nature, so let's not trust this one easily.

Chaotic AND evil?! I don’t want to trust him at all!

Mortimer shakes his head at Gazzilfek and his sudden bulk up, wondering why the display should warrant any trust at all. He shrugs, clearly unimpressed. I bet lots of things can do that.

”What vision? How’d you get here?” he challenges, looking around expecting to see the clouds part to reveal a spriggan portal. What exactly led you to us, and why?!”

He probably wants to take us to his Thane now, or something, he thinks at his companions.

”Maybe we should walk and talk?” he says, also pointing to where Ascaria is pointing. "Didn't the vision mention that we are in the process of collecting heads?"


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

Gazzilfek remains his puffed up self, though he does hang his head, somewhat resigned to the words coming from the Outcasts, given his sudden appearance, and all.

"Giants are pretty resourceful, you know. Especially when they're given a mighty purpose. But I understand. You've got dragon slaying to do! Epic stuff! Have at it!! I can even be your guide to Kongen..!" Before Gazzilfek can finish the name of the ancient giant city, he stops mid-sentence, cocking his head to the side, allowing his ear to hear something you all cannot.

"Yeah, they're here, but I caught them at the wrong time. I can wait for them to finish, and convince them I can help, just..." His words trail off, and the spriggan commences to shaking his head in a brisk, efficient way, so as not to tie you up any longer.

Spellcraft DC 20:

Gazzilfek looks like he's on the receiving end of a Sending.

He addresses the lot of you. "Alright, we should talk more, but now's not the time. Sorry, and I'll make it up to you, just, you know, don't die before I get back, alright? Alright!"

With that being said, the spriggan disappears! Eidi relates to the other Outcasts that he's definitely not there, standing in invisibility, otherwise his elderly enchanted eyes would still be able to see him.

You've lost two rounds time to the spying spriggan.

Meanwhile, there are actually two fronts of battle which intrigue the Outcasts.

The Far Tower Rock Location J on the Roll20 Map is currently under siege by five adult Green Dragons, while Brazzemal the ancient Red Dragon, looks on from a safe distance Location D on the Roll20 Map. They are meeting resistance from a half a dozen fire giants, using ballistae and catapults on the roof.

The Round House Location K on the Roll20 Map is also plagued by three, more mature adult Blue Dragons, who are meeting their own resistance by three hill giants, firing crawler loads into the sky, hoping to hit a passing wing or tail.

From your current position, both are equally distant, roughly 300' away.

Where do you choose to engage?


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

This is all A+ epically ridiculous. Amazing.

Solrisa spins around, trying to decide which way to go next. She knows the best way to go is, of course, north, but she’s uncertain which way that is.

”Eidi, which way is north? We should go that way, right?” She still has her very nice bow in hand and is ready to shoot more mean dragons if only she knew which ones were northest.


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Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Particulate Form (10/17r), Holy Aura (9/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (4/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Can’t fail that spellcraft.

”Looks like he’s getting orders from his boss.” he telepathically shares with his teammates.

He shrugs as the spriggan disappears, ”Good riddance for now at least. Let’s go!”

Unable to see that far he relies on descriptions from the others, suggesting, ”Both sound a bit away, but close to each other, so let’s try the route with the most cover” I think that means we’re headed to ‘K’ but Ascaria goes with those who can see that far.

We move at 80’ per round (running x3 due to Sol’s armor I expect, plus haste) so we’ll loose four rounds in transit, plus the two wasted talking to the evil spriggan. Six rounds and we’ll be in battle. I’ll knock off the rounds in my tracking.

Group effects
Air Walk Communal (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Bald male Half-Elf elder
GM Rat Sass wrote:
"Especially when they're given a mighty purpose"

Eidi stretches his eyes "What ill intended purpose you have given them?"

Spellcraft: 1d20 + 29 ⇒ (17) + 29 = 46

"Good Ascaria, let's find what those kind looking giants are telling to the enraged blues" the bald half-elf does not think on it twice, he starts running in the air at hasted speed.


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

The Outcasts advance on the northerly winds, headed directly at Round House, to discuss pressing matters between Hill Giant and Blue Dragon. The gnome has the right of it- the battles are awfully close to each other, but your approach goes largely unnoticed, so engaged are the several fronts they pay little attention to the littles...

Alright, I think this means you are all entitled to a Surprise Round, from your current placing on the Roll20 Map. Enjoy making your introductions, and we'll enter the First Round, complete with full initiative rolls, for many pieces on the board...

Roll20 Map has been updated- note that your position is at the very bottom.


Bald male Half-Elf elder

With the dragons still too far away for most of his better spells, Eidi just points at the closest blue to the north and throws at him some force magic "Excuse us if we join the party too late"
Magic missile damage: 5d4 + 5 ⇒ (3, 4, 1, 1, 4) + 5 = 18
CL+spell penetration vs SR: 1d20 + 17 + 4 ⇒ (19) + 17 + 4 = 40

5 damage will be transferred to Ascaria and the rest healed by particulate form

Status:

HP 173/173 AC 27 TAC 17
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (6) 16 min
shield 16 min
protection (acid 59, elecctricity 120, fire ?)


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

Round 1

Solrisa steps forward 5’, raises Rae of Light and shoots at the nearest blue.

1d20 + 20 + 1 + 1 ⇒ (17) + 20 + 1 + 1 = 39 to hit; (haste, HF)
1d8 + 5 + 2d6 ⇒ (8) + 5 + (4, 3) = 20 damage (holy)

Sol Stats:

AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
Touch: 10+1dex+5def+1dodge = 17 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 (18/50 left) 8/2/2020
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

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

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

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

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

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

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

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

DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made. Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.

1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (4) + 20 + 4 + 1 + 3 + 1 - 2 = 31 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (7) + 5 + 3 + (6, 6) + 21 + 21 = 69 damage (DF, smite, holy)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (10/17r), Holy Aura (9/17r), Blessings of Fervor (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

Because he can, when the party closes, he’ll cast Blessing of Fervor on the group!

”Let’s show these giants what we can do!”

He then 5' steps toward ‘K’ planning to move up and help those giants first and draw out any spell casters who might seek to dispel their flight while still over land.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Male Human Brawler (17), Thief (0)
Eidi wrote:
”Excuse us if we join the party too late"

Mortimer waves at the Hill Giant.

Solrisa wrote:
Solrisa steps forward 5’, raises Rae of Light and shoots at the nearest blue.

Mortimer waves at the blue dragon(s), staying in front of Eidi and Ascaria in the hopes of intercepting attacks upon them. Intention is to provoke the dragons.


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

The Outcasts decide that the Hill Giants of Kongen Thulnir are their first beneficiaries.

Solrisa and Eidi target the Blue above the Rift, injuring it by arrow, both mundane and divine, and arcane. Ascaria makes sure his friends are properly reinforced with Cayden's Zeal. Mortimer give the Blues a choice- pummel the old Hills or rumble with the new Littles, positioning himself at the head of the line.

Approaching more closely to the ensuing battle, it's clear that both sides have taken their share of damages. The giants on both towers are probably fresher for their trouble, as their ranks can be swapped out for others residing within their respective towers. The dragons likely retreat for a while, tending to their wounds as dragons are wont to do.

Initiative:

Ascaria: 1d20 + 2 ⇒ (14) + 2 = 16
Eidi: 1d20 + 1 ⇒ (9) + 1 = 10
Mortimer: 1d20 + 4 ⇒ (10) + 4 = 14
Solrisa: 1d20 + 4 ⇒ (2) + 4 = 6
Blue-B: 1d20 + 4 ⇒ (11) + 4 = 15
Blue-R: 1d20 + 4 ⇒ (4) + 4 = 8
Blue-G: 1d20 + 4 ⇒ (14) + 4 = 18
Hill-B: 1d20 - 1 ⇒ (16) - 1 = 15
Hill-R: 1d20 - 1 ⇒ (13) - 1 = 12
Hill-G: 1d20 - 1 ⇒ (16) - 1 = 15

Green-B: 1d20 ⇒ 11
Green-R: 1d20 ⇒ 14
Green-G: 1d20 ⇒ 9
Green-P: 1d20 ⇒ 2
Green-Y: 1d20 ⇒ 15
Fire-B: 1d20 - 1 ⇒ (16) - 1 = 15
Fire-R: 1d20 - 1 ⇒ (1) - 1 = 0
Fire-G: 1d20 - 1 ⇒ (20) - 1 = 19
Fire-P: 1d20 - 1 ⇒ (15) - 1 = 14
Fire-Y: 1d20 - 1 ⇒ (11) - 1 = 10
Fire-O: 1d20 - 1 ⇒ (10) - 1 = 9

Brazzemal: 1d20 ⇒ 16

Meanwhile...:

Meanwhile...
Fire(G)- 19
Brazzemal- 16
Green(Y)- 15
Fire(B)- 15-
Green(R)- 14
Fire(P)- 14-
Green(B)- 11
Fire(Y)- 10
Green(G)- 9
Fire(O)- 9-
Green(P)- 2
Fire(R)- 0

One of the fire giants takes aim with a ballista, firing a harpoon with a chain attached, and fires at a passing green!

Ballista: 1d20 + 10 ⇒ (7) + 10 = 17 for 3d8 ⇒ (8, 7, 8) = 23 piercing damage

Unfortunately for the fire giant, the great bolt goes wide!

The blue coming from the east towards the Round House swoops down on the eastern most hill giant, its great teeth gnashing at the exposed flesh, hoping to find purchase during a Fly-By!

Bite Attack on Hill(G): 1d20 + 26 ⇒ (7) + 26 = 33 for 2d8 + 13 ⇒ (2, 1) + 13 = 16 damage

Round 1
Blue(G)- 18
Ascaria- 16 (-61Acid)
Blue(B)- 15+
Hill(B)- 15
Hill(G)- 15- (-16hp)
Mortimer- 14
Hill(R)- 12
Eidi- 10 (-61Acid)
Blue(R)- 8
Solrisa- 6 (-41Acid)

Ascaria is up! For the transition, spriggan engagement, and travel, I've rounded off the spell durations by 10 rounds, for simplicity's sake.

Party Buffs
Prayer- 7 rounds
Holy Aura- 6 rounds
Haste- 4 rounds
Particulate Form- 4 rounds
Telepathic Bond- 160 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 shield (vestment), +4 aura (deflection))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (13/17r), Prayer (10/17), Holy Aura (11/17r), Blessings of Fervor (1/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, 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.

”C’mon, let’s take the fight to them shall we? I can’t see anything. Mort, Sol, Eidi, lead the way to the hill giants and we’ll aid them first.”

Delay for now.

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


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

Round 2

Solrisa steps forward 5’, raises Rae of Light and shoots at the nearest blue.

1d20 + 20 + 1 + 1 + 1 ⇒ (10) + 20 + 1 + 1 + 1 = 33 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 ⇒ (7) + 5 + (5, 5) + 1 = 23 damage (holy)

1d20 + 15 + 1 + 1 + 1 ⇒ (4) + 15 + 1 + 1 + 1 = 22 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (3) + 5 + (1, 5) + 1 = 15 damage

1d20 + 15 + 1 + 1 + 1 ⇒ (20) + 15 + 1 + 1 + 1 = 38 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (3) + 5 + (4, 1) + 1 = 14 damage

1d20 + 15 + 1 + 1 ⇒ (10) + 15 + 1 + 1 = 27 to hit; (haste, HF)
1d8 + 5 + 2d6 ⇒ (2) + 5 + (3, 5) = 15 damage

BoF:
1d20 + 20 + 1 + 1 + 1 ⇒ (1) + 20 + 1 + 1 + 1 = 24 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 ⇒ (7) + 5 + (4, 3) + 1 = 20 damage (holy)

Pot crit:
1d20 + 15 + 1 + 1 + 1 ⇒ (15) + 15 + 1 + 1 + 1 = 33 to hit; (haste, HF)
2d8 + 12 ⇒ (6, 1) + 12 = 19 addtl damage

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
Touch: 10+1dex+5def+1dodge = 17 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 (18/50 left) 8/2/2020
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

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

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

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

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

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

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

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

DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made.  Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.

1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (2) + 20 + 4 + 1 + 3 + 1 - 2 = 29 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (2) + 5 + 3 + (6, 5) + 21 + 21 = 63 damage (DF, smite, holy)


Male Human Brawler (17), Thief (0)
GmSass wrote:
The blue coming from the east towards the Round House swoops down on the eastern most hill giant, its great teeth gnashing at the exposed flesh, hoping to find purchase during a Fly-By!

Mortimer folds his arms across his chest and looks very off-put.

Yo, over here, eh?

Ascaria wrote:
"C’mon, let’s take the fight to them shall we? I can’t see anything. Mort, Sol, Eidi, lead the way to the hill giants and we’ll aid them first."

"Yah, I'm going to go fight with those guys over there."

He starts heading for the Hill Giants, but not too far ahead of the blind Ascaria.


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

Thanks for your patience, as always.

The short-sighted gnome holds his position, allowing his more eagle-eyed associates to call out the flying dragon pieces on the dragonchess board, as well as the castles and the giant-knights manning them.

Brazzemal appears to do the same as the little gnome. He waits, and watches, keen dragon eyes of his own take in the new entrants to the game afoot...

The Blue marked blue tries to hover in place, a direct line of attack searing from its mouth, with two of the three hill giants unfortunate to be in its path.

Blue(B) Attack on Hill Giants:

Fly Check v DC 15, Hover: 1d20 + 13 ⇒ (7) + 13 = 20
Breath Weapon: 14d8 ⇒ (1, 5, 7, 7, 1, 3, 5, 1, 1, 3, 2, 3, 1, 8) = 48 electrical damage, Reflex Save DC 24 to halve the damage
Reflex Save v DC 24: 1d20 + 4 ⇒ (7) + 4 = 11
Reflex Save v DC 24: 1d20 + 4 ⇒ (15) + 4 = 19

The hill giants brace for the attack, resigned to the dragon's breath. They suffer, but not as much as you might expect. Magical Resistance Two of the three hill giants target the northern blue, hoping to avoid another breath weapon in as many seconds. The crawler loads fly!

Return Fire!:

Ranged Touch, Crawler Load #1: 1d20 + 12 ⇒ (7) + 12 = 19 for 2d4 ⇒ (1, 2) = 3 rounds of Paralysis, Fortitude DC 24 to negate
Ranged Touch, Crawler Load #2: 1d20 + 12 ⇒ (4) + 12 = 16 for 2d4 ⇒ (1, 3) = 4 rounds of Paralysis, Fortitude DC 24 to negate
Fortitude Save v DC 24, #1: 1d20 + 16 ⇒ (12) + 16 = 28
Fortitude Save v DC 24, #2: 1d20 + 16 ⇒ (17) + 16 = 33

The dragon shirks off both foul-smelling bursts upon its hide, roaring its indignation before shifting its pitch lower for the roar to become threatening.

Far Tower Rock sees an exchange between the greens and the fire giants, as both sides try their utmost to down the other.

One green positions itself effectively, coating almost all of the fire giants in her blast of breath, though much the same, the fire giants weather the assault resolutely. Magical Resistance, again

Another bolt flies from ballista, but the fire giant proves equally effective as his comrade, who missed earlier.

The southern green passes across the roof, biting down savagely at the closest fire giant, injuring the defender! The fire giant takes the opportunity of proximity to throw his massive greatsword's blade at the dragon's neck, exchanging injuries!

Far Tower Rock Conflict:

Fly Check v DC 15, Hover: 1d20 + 10 ⇒ (8) + 10 = 18
Breath Weapon: 12d6 ⇒ (3, 5, 2, 6, 6, 2, 4, 4, 1, 6, 6, 6) = 51 acid damage, Reflex DC 22 halves the damage
Reflex Save v DC 22, B: 1d20 + 6 ⇒ (14) + 6 = 20
Reflex Save v DC 22, G: 1d20 + 6 ⇒ (5) + 6 = 11
Reflex Save v DC 22, R: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex Save v DC 22, O: 1d20 + 6 ⇒ (2) + 6 = 8
Reflex Save v DC 22, P: 1d20 + 6 ⇒ (17) + 6 = 23

Ballista!: 1d20 + 10 ⇒ (8) + 10 = 18 for 3d8 ⇒ (1, 8, 8) = 17 piercing damage

Bite Attack, Fly By: 1d20 + 21 ⇒ (3) + 21 = 24 for 2d8 + 12 ⇒ (5, 8) + 12 = 25 damage
Strike Back Greatsword: 1d20 + 21 ⇒ (6) + 21 = 27 for 3d6 + 15 ⇒ (4, 2, 2) + 15 = 23 damage

The recently singed hill giant locks eyes with the blue burning him, and lobs another crawler load at the lizard, easily hitting it! Unfortunately, the lizard snorts, and shrugs off any chemical attack intent on paralyzing it, mid-flight...

Ranged Touch, Crawler Load #3: 1d20 + 12 ⇒ (17) + 12 = 29 for 2d4 ⇒ (4, 2) = 6 rounds of Paralysis, Fortitude DC 24 to negate
Fortitude Save v DC 24: 1d20 + 16 ⇒ (18) + 16 = 34

The Red blue dragon looks beyond the Round House, seeing your approach, so waits to see what something wicked this way comes. Delay

Two wicked arrows strike the Blue blue again, injuring it on top of your introductory injuries, as Solrisa's bow continues to harry the dragons in the sky!

Eidi, Mortimer, and the Delaying Ascaria are up! You have both Brazzemal and one of the blues who look very interested in you, especially after Solrisa's attack...


Male Human Brawler (17), Thief (0)

Mortimer stops in his tracks.

”Hold up, looks like they might be coming to us.”

He reaches into his haversack and pulls out a tangleburn bag, then hurls it at the Blue 85 feet away attempting to further “provoke” it.

Let’s hope they find this insulting enough.

Burn,Baby Burn: 1d20 + 17 + 5 - 10 ⇒ (19) + 17 + 5 - 10 = 31

Instead of watching it fall some 35 feet short of the dragon and plummet to find the kiss thrown by the spriggan, he points to the Blue’s head and makes a “blowing up” gesture.

He starts a boxing bob with his fists up facing the feral Blues.


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

Tangleburn Fire Damage: 1d6 ⇒ 6
Reflex Save v DC 20: 1d20 + 11 ⇒ (20) + 11 = 31

The mounting damage on Blue blue takes a fiery hue, if only for a moment, as the Giant of the Outcasts brandishes fists, and waits for a draconic retort...

Eidi and Ascaria are up!


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection), not included: +2 BoF (dodge)
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (14/17r), Prayer (11/17), Holy Aura (12/17r), Blessings of Fervor (2/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (5/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, 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 comes out of delay after Mort and moves up behind him and climbing a bit into the air (just 5’). ”Keep moving, I can’t see the giants yet to heal their injuries.”

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Bald male Half-Elf elder

BoF +2
Eidi moves in haste forward, and seeing the group having trouble to reach the fight, he looks back at Mortimer "Care to have a ride?" casting telekinetic charge to propel forward the giant, moving him to the back of the blue-blue dragon.
Mortimer has an extra attack with a +2 (red cross in map)

Status:

HP 173/173 AC 28 TAC 18
BoF (+2 AC included)
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (6) 16 min
shield 16 min
protection (acid 59, elecctricity 120, fire ?)


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Male Human Brawler (17), Thief (0)

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

Mortimer sees Eidi maneuvering his hands like a puppeteer and muttering while a strange feeling overcomes him.
What, what…. What’s this?!!
He feels his body being tugged off his air perch of choice, and that the sensation is closely correlated with the movement of Eidi’s hands!

Eide wrote:
”Care to have a ride?”

’HHmmm, minty! Zesty! I like it! Aaaieeeeeeeeeeeeeeeeey! That tickles!” he chortles as he soars to the other side of the Blue Dragon, preparing to strike it when he arrives.

Stunning Fist: 1d20 + 17 + 6 + 2 + 2 + 3 - 1 ⇒ (8) + 17 + 6 + 2 + 2 + 3 - 1 = 37 +Telemort, +BoF
For Damage: 2d10 + 3 + 2d6 + 12 ⇒ (2, 1) + 3 + (6, 2) + 12 = 26 +Holy, +Dragon
Fort Save DC 22 or drool for a round.


1 person marked this as a favorite.
|Roll20 Link- Carrion Crown| |Roll20 Link- Age of Worms|

Mortimer engages the dragons with a small token of irritation, while Ascaria creeps ever closer to the battlefront as only he can know it. Eidi decides the giant is better leveraged on the back of the closest blue, while Solrisa softens it up heartily before the giant can thump it immediately!

Fortitude Save v DC 22: 1d20 + 16 ⇒ (5) + 16 = 21

Mortimer clubs the blue so hard, the creature goes limp, mid-air!!! Its huge, flightless frame plummets with increasing velocity, though you fail to see the true depth of its fall, after the mists offer it some privacy. You do not, however, hear it slamming into the canyon below, suggesting that the drop is at least greater than 500 feet below you...

The northern blue targets Mortimer, having bested his flying buddy with a single blow, while the second north-eastern blue plunges into the mists, disappearing from sight!

Bite Attack, Fly By: 1d20 + 26 ⇒ (18) + 26 = 44 for 2d8 + 13 ⇒ (2, 4) + 13 = 19 damage

The hill giants have a moment. They look at each other, bellowing a quick exchange of not-altogether-coherent words.

"Þeir fljúga, og þeir hafa ekki fylgdarmenn. Mylja þá?"
"Já, myldu þá líka."

Giant:

"They fly, and they don't have escorts. Crush them?"
"Yeah, crush them, too."

The southern hill giant, Blue, lobs a crawler load directly at Eidi!!

Ranged Touch, Crawler Load, Eidi: 1d20 + 12 ⇒ (18) + 12 = 30 for 2d4 ⇒ (1, 2) = 3 Rounds of Paralysis, Fortitude Save DC 24 Negates

The northern hill giant, Green, lobs another crawler load at the remaining blue dragon, though it only smears its face with noxious substance!

Ranged Touch, Crawler Load, Blue(R): 1d20 + 12 ⇒ (18) + 12 = 30 for 2d4 ⇒ (3, 1) = 4 Rounds of Paralysis, Fortitude Save DC 24 Negates
Fortitude Save v DC 24: 1d20 + 16 ⇒ (16) + 16 = 32

From the best direction, Brazzemal decides he's done spectating. Watching Mortimer stun one of his blues, mid-air, the Ancient Red Dragon roars something otherworldly, and the giant feels its impact, from 200' away...

Mortimer, please make a Will Save DC 24. Failure, and you're Confused

Spellcraft DC 22:

Brazzemal just cast Insanity upon your beloved Mortimer. From 200' away...

Meanwhile:

Meanwhile...
Fire(G)- 19 (-110hp)
Green(Y)- 15
Fire(B)- 15- (-31hp)
Green(R)- 14
Fire(P)- 14- (-5hp)
Green(B)- 11
Fire(Y)- 10 (-31hp)
Green(G)- 9
Fire(O)- 9- (-31hp)
Brazzemal- 6
Green(P)- 2
Fire(R)- 0 (-31hp)

The fire giant staring down the nostrils of a very near green decides to chuck another crawler load, instead of spending a round loading his ballistae.

Ranged Touch, Crawler Load, Green(Y): 1d20 + 12 ⇒ (3) + 12 = 15 for 2d4 ⇒ (1, 4) = 5 Rounds of Paralysis, Fortitude Save DC 24 Negates
Fortitude Save v DC 24: 1d20 + 16 ⇒ (18) + 16 = 34

In response, the spattered green throws its full attack at the unfortunate fire giant standing in its shadow, hitting with everything but its left wing...

Bite Attack, Fire(G): 1d20 + 21 ⇒ (4) + 21 = 25 for 2d8 + 12 ⇒ (3, 2) + 12 = 17 damage
Claw Attack, Fire(G): 1d20 + 21 ⇒ (8) + 21 = 29 for 2d6 + 8 ⇒ (2, 6) + 8 = 16 damage
Claw Attack, Fire(G): 1d20 + 21 ⇒ (9) + 21 = 30 for 2d6 + 8 ⇒ (6, 3) + 8 = 17 damage
Wing Attack, Fire(G): 1d20 + 16 ⇒ (8) + 16 = 24 for 1d8 + 4 ⇒ (4) + 4 = 8 damage
Wing Attack, Fire(G): 1d20 + 16 ⇒ (1) + 16 = 17 for 1d8 + 4 ⇒ (7) + 4 = 11 damage
Tail Attack, Fire(G): 1d20 + 16 ⇒ (8) + 16 = 24 for 2d6 + 12 ⇒ (4, 5) + 12 = 21 damage

The bloody fire giant's fellow fighter decides he'll try his luck with a crawler load, as well.

Ranged Touch, Crawler Load, Green(Y): 1d20 + 12 ⇒ (3) + 12 = 15 for 2d4 ⇒ (4, 4) = 8 Rounds of Paralysis, Fortitude Save DC 24 Negates
Fortitude Save v DC 24: 1d20 + 16 ⇒ (3) + 16 = 19

The fire giants finally demonstrate some success, as the green perched on their roof seizes up, the crawler load finding its way into several injuries, and the green loses all animation. It doesn't plummet, and perhaps it's regretting its choice to land...

Round 2
Blue(G)- 18
Blue(B)- 15+ (-120hp, Stunned, 500' down presumably)
Hill(B)- 15
Hill(G)- 15- (-16hp)
Mortimer- 14 (-19hp)
Ascaria- 13 (-61Acid)
Hill(R)- 12
Eidi- 10 (-61Acid, Fortitude Save DC 24)
Solrisa- 6 (-41Acid)
Blue(R)- 8

Mortimer and Ascaria are up!

Party Buffs
Blessing of Fervor- 16 rounds
Prayer- 6 rounds
Holy Aura- 5 rounds
Haste- 3 rounds
Particulate Form- 3 rounds
Telepathic Bond- 160 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


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

This battle is madness and chaos.

Round 3

"Oooooh!! Good punch, MORT! You are so strong!" Solrisa cheers and steps forward 5’, raises Rae of Light and shoots at blue dot green (on the left side of the map).

1d20 + 20 + 1 + 1 + 1 ⇒ (16) + 20 + 1 + 1 + 1 = 39 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 ⇒ (8) + 5 + (4, 5) + 1 = 23 damage (holy)

1d20 + 15 + 1 + 1 + 1 ⇒ (8) + 15 + 1 + 1 + 1 = 26 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (7) + 5 + (3, 6) + 1 = 22 damage

1d20 + 15 + 1 + 1 + 1 ⇒ (18) + 15 + 1 + 1 + 1 = 36 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (5) + 5 + (4, 5) + 1 = 20 damage

1d20 + 15 + 1 + 1 ⇒ (8) + 15 + 1 + 1 = 25 to hit; (haste, HF)
1d8 + 5 + 2d6 ⇒ (6) + 5 + (3, 6) = 20 damage

BoF:
1d20 + 20 + 1 + 1 + 1 ⇒ (13) + 20 + 1 + 1 + 1 = 36 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 ⇒ (3) + 5 + (2, 6) + 1 = 17 damage (holy)

Sol Stats:

AC= 38  normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)]
Touch: 10+1dex+5def+1dodge = 17 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 (18/50 left) 8/2/2020
The Dragon Invoked 0/7 used (+4 to hit/AC,+20 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 16 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

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

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

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

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

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

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

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

DOOMSLAYER BOW
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made.  Strong divination; CL 16th; Craft Magic Arms and Armor, true strike;Price 50,900 gp; Weight 3 lb.

1d20 + 20 + 4 + 1 + 3 + 1 - 2 ⇒ (8) + 20 + 4 + 1 + 3 + 1 - 2 = 35 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (6) + 5 + 3 + (4, 4) + 21 + 21 = 64 damage (DF, smite, holy)


Male Human Brawler (17), Thief (0)

WillDC24: 1d20 + 16 ⇒ (12) + 16 = 28 More to come!


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Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection), not included: +2 BoF (dodge)
HP = 117/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (9/17h, Ascaria, Mort, Sol), Status (9/17h, Eidi, Mort, Sol), Wind Walk (9/17h, everyone), Brightest Light (9/17h), Air Walk communal (25/40m), Prot Energy (25/40m 120 acid), Prot Energy (25/40m 120 electric), Prot Energy (25/40m 63 fire), Telepathic Bond, Haste, Particulate Form (15/17r), Prayer (12/17), Holy Aura (13/17r), Blessings of Fervor (3/17r)
Life Link (16)(100’) = Eidi, Mort, Sol
Channel Energy (13/13)(11/11) (DC: 28)(Avoid 10, 35’r, 1/1 swift) (9d6+1+2d6 phylactery)
Rod of Extend Spell (2/3, 6th lvl)
Light Mace of Reach Spell (3/3, 6th lvl)(Dispel Magic, 17th 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), (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)
Spells (Caster Level 17, Concentration +27)
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): (7/9) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (21): (6/9) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (22): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (23): (3/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Sending, Speak with Haunt*
Fifth (24): (6/8) Air Walk Communal, Breath of Life, Burst of Glory, Cure Light Wounds Mass, Plane Shift, Serenity
Sixth (25): (7/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (4/7) Cure Serious Wounds Mass, Ethereal Jaunt, Greater Restoration, Holy Word, Particulate Form
Eighth (27): (4/5) Cure Critical Wounds Mass, Create Demiplane, Holy Aura, Mass Heal
* Caster Level +2
- - -

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

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

Ascaria moves forward so he can see the giants (hasted so 40’ total move), and hopes to see Mort again someday. He also looses sight of Sol, which likewise makes him nervous. Mentally he calls out to Sol, "Hey Sol, shift this way if you'd be so kind! Here comes the red!"

He calls out to the giants, ”"Hættu nú þessu fífl! Við erum hér til að hjálpa þér! Geturðu ekki séð að við erum að drepa dreka fyrir þig! Hérna, hér er smá lækning líka til að sanna að við erum á sömu hlið.”

Giant:
"Now stop that you fool! We're here to help you! Can't you see we're killing dragons for you! Here, here's some healing too to prove we're on the same side.”

Diplomacy: 1d20 + 32 ⇒ (6) + 32 = 38
- - -

He’ll then give the giants a little pick-me-up with a Cure Serious Wounds Mass on the three of them.
Cure Serious Wounds: 3d8 + 16 ⇒ (5, 4, 1) + 16 = 26

Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (+1 att & will saves, +4 vs poison & fear (morale); temp hp) (everyone)
Holy Aura (+4 AC (deflection), +4 saves (resistance), SR 25 vs evil spells, protection from mental influence + blind enemies Fort DC 27)(everyone)
Particulate Form (fast healing 3, Immune: bleed, crits, precision damage, and more)(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Energy Communal (up to 120hp of acid damage)(everyone)
Protection from Energy Communal (up to 120hp of electrical damage)(everyone)
Protection from Energy Communal (up to 120hp of fire damage)(everyone)
Wind Walk (everyone)


Bald male Half-Elf elder

Fort+prayer+holy aura DC 24: 1d20 + 16 + 1 + 1 ⇒ (9) + 16 + 1 + 1 = 27
Eidi contemplates with hope how Mortimer skillfully downs one of the dragons with his bare fist, only to see the giants throwing crawlers at him "Eh! Ouch! No! We are here to help!"

Spellcraft DC 22: 1d20 + 29 ⇒ (15) + 29 = 44
"An insanity spell... That dragon is dangerously wily in addition to huge..." Eidi tenses seeing the danger posed by the red. With all the dragons too far for most of his magics, the elder takes from his pouch a rhubarb leaf and an adder's stomach, as well as a small dart he uses to point to the red. A small blob of acid emerges from the dart flying long long over the red.
Acid arrow+BoF+prayer (touch): 1d20 + 10 + 2 + 1 ⇒ (12) + 10 + 2 + 1 = 25
Acid damage+prayer (no SR, no save, continuous damage): 2d4 + 1 ⇒ (1, 1) + 1 = 3
Trying to force some concentration checks if he keeps casting

He then continues haste moving forward, where he is at more risk but he might get the dragons at range.

Status:

HP 173/173 AC 28 TAC 18
acid arrow 4/5
BoF (+2 AC included)
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (6) 16 min
shield 16 min
protection (acid 59, elecctricity 120, fire ?)


Male Human Brawler (17), Thief (0)

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

Mortimer pounds on the reddot Green near him. 5 foot step

Elemental Boot to Tail (Coold): 1d20 + 17 + 6 + 2 + 3 - 1 ⇒ (4) + 17 + 6 + 2 + 3 - 1 = 31 +BoF
For Damage: 2d10 + 3 + 2d6 + 12 + 4d6 ⇒ (6, 8) + 3 + (1, 3) + 12 + (1, 3, 4, 4) = 45 +Holy, +Dragon, +Mot4W
Stunning Fist: 1d20 + 17 + 6 + 2 + 3 - 1 ⇒ (6) + 17 + 6 + 2 + 3 - 1 = 33 +BoF
For Damage: 2d10 + 3 + 2d6 + 8 ⇒ (5, 9) + 3 + (4, 2) + 8 = 31 +Holy, +Dragon
Fort Save DC 22 or La-la-laaa for a round.

RightPunch: 1d20 + 12 + 6 + 2 + 3 - 1 ⇒ (10) + 12 + 6 + 2 + 3 - 1 = 32 +BoF
For Damage: 2d10 + 3 + 2d6 + 12 + 4d6 ⇒ (6, 10) + 3 + (2, 2) + 12 + (4, 5, 1, 1) = 46 +Holy, +Dragon, +Mot4W
LeftPunch: 1d20 + 12 + 6 + 2 + 3 - 1 ⇒ (4) + 12 + 6 + 2 + 3 - 1 = 26 +BoF
For Damage: 2d10 + 3 + 2d6 + 8 ⇒ (4, 1) + 3 + (1, 3) + 8 = 20 +Holy, +Dragon

BoottoHead: 1d20 + 7 + 6 + 2 + 3 - 1 ⇒ (12) + 7 + 6 + 2 + 3 - 1 = 29 +BoF
For Damage: 2d10 + 3 + 2d6 + 12 + 4d6 ⇒ (3, 4) + 3 + (6, 2) + 12 + (2, 4, 1, 1) = 38 +Holy, +Dragon, +Mot4W
RBackFist: 1d20 + 7 + 6 + 2 + 3 - 1 ⇒ (1) + 7 + 6 + 2 + 3 - 1 = 18 +BoF
For Damage: 2d10 + 3 + 2d6 + 8 ⇒ (6, 6) + 3 + (1, 4) + 8 = 28 +Holy, +Dragon

LJab: 1d20 + 2 + 6 + 2 + 3 - 1 ⇒ (9) + 2 + 6 + 2 + 3 - 1 = 21 +BoF
For Damage: 2d10 + 3 + 2d6 + 12 + 4d6 ⇒ (1, 3) + 3 + (2, 6) + 12 + (2, 3, 6, 5) = 43 +Holy, +Dragon, +Mot4W
LHook: 1d20 + 2 + 6 + 2 + 3 - 1 ⇒ (8) + 2 + 6 + 2 + 3 - 1 = 20 +BoF
For Damage: 2d10 + 3 + 2d6 + 8 ⇒ (8, 5) + 3 + (3, 2) + 8 = 29 +Holy, +Dragon

Haste, LSidekick: 1d20 + 6 + 3 + 17 - 1 ⇒ (20) + 6 + 3 + 17 - 1 = 45 +Amulet, +Haste
For Damage: 2d10 + 12 + 1d6 + 3 + 2d6 ⇒ (2, 1) + 12 + (5) + 3 + (2, 6) = 31 +Cold, +Holy, +Dragon

Confirm?: 1d20 + 6 + 3 + 17 - 1 ⇒ (7) + 6 + 3 + 17 - 1 = 32 +Amulet, +Haste
For Damage: 2d10 + 1d6 + 3 + 12 ⇒ (5, 7) + (3) + 3 + 12 = 30 +Dragon (or maybe not?)

Status:

AC: 39 (base 35), FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura)
HP = 138/157
Weapon Equipped = Unarmed with Acid Glove things and Amulet of Might Fists +3/Holy (x2 Str on 1st, x1.5 Str on rest (Dragon))
Condition(s) = Magic Vestment, Status, Life Link, Air Walk, Heroes’ Feast, Protection from Energy (80hp Acid)l, Protection from Energy (120hp Electrical), Protection from Energy (67/120hp Fire), Protection from Evil, Wind Walk, Lunge, Anticipate Dodge, Monkey Lunge Particulate Form, Haste, Holy Aura

Damage: 2d10 (Monk’s robe)

Slots:
Martial Flexibility: 8 / 11
Shirt: 10 / 10
KO: 3 / 3
StunningFists: 16 / 17
ElementalFists: 15 / 17
Lightning Sword Fly: 3/3

Saves:
Fort: +18 (Base +10, Con +2, Cloak +5)
Reflex: +20 (Base +10, Dex +4, Cloak +5)
Will: +16 (Base +5, Wis +4(headband), Cloak +5, Iron Will)


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

Mortimer finds himself within striking distance of a massive flying lizard, so steps up and strikes out powerfully, several times!

Fortitude Save v DC 22: 1d20 + 16 ⇒ (4) + 16 = 20

The big lug's first fist, second strike, manages to knock a second dragon out cold for the second time in as many exchanges! Perhaps it's a small mercy, as several more of Mort's attacks break enough major bones in the dragon's frame to kill it outright, mid-flight. Its form plummets to the bottom of Rift Canyon, joining several other dragon corpses...

Ascaria begins introductions with the brave hill giants atop the Round House, bathing them all in Cayden's healing energies!

The injured among the Hills speaks up.

"Hey, ég er ekki lengur brennd. Kannski klára drekana fyrst, svo þá."

Giant:

"Hey, I'm not burnt anymore. Maybe finish the dragons first, then them."

Eidi shirks off a crawler load, before launching his own insidious acidic attack on Brazzemal Himself! It lands, and the Ancient Red brings his head around to pinpoint the elderly half-elf, source of his persistent burn. His primordial vocal cords resonate, and all of the Rift Canyon hear the ancient Red's words...

"Ինձ բերեք չորացած էլֆի գլուխը."

Draconic:

"Bring me the withered elf's head."

Solrisa unleashes arrow after arrow, her own draconic might on display! Three of them pierce the younger creature's hide, and it roars in pain, while searching the skies for the source.

The Siege continues apace, as both green and fire collide, as well as blue and...

The Red Hill Giant looks confused at the gadfly gnome hovering in mid-air. A more intelligent, less belligerent individual might stay his hand, and listen thoughtfully to an obvious new ally in the fight, but the Red Hill giant is not and does not. A crawler load flies from the cliffside at 1 for Ascaria, 2 for Mortimer, 3 for Eidi, and 4 for Solrisa: 1d4 ⇒ 4 Solrisa!

Ranged Touch, Crawler Load, Solrisa: 1d20 + 12 ⇒ (19) + 12 = 31 for 2d4 ⇒ (2, 3) = 5 Rounds of Paralysis, Fortitude Save DC 24 Negates

A distant roar from below sounds like it's becoming less distant, as a stunned blue finds its wings, and remembers. It sounds like it's coming directly from below Mortimer...

Emerging from the mists below, the mature Blue(Red) soars by Solrisa ArrowSmiter, gnashing at the metal maiden. Fly-By

Bite Attack, Solrisa: 1d20 + 26 ⇒ (16) + 26 = 42 for 2d8 + 13 ⇒ (8, 4) + 13 = 25 damage

Insult to injury, the third Blue(Green) tries to pluck the maiden's wings, testing the magics adorning the Outcasts.

Caster Level Check: 1d20 + 7 ⇒ (12) + 7 = 19

When it's clear she's uninterested in falling, the blue drops into the mists, uninterested in becoming a target for the maiden's bow.

The remaining two hill giants ready a couple of crawler loads, but they don't immediately chuck them. At least, at you, since you're well within their range. Readied Actions

Readied Actions:

Ranged Touch, Crawler Load: 1d20 + 12 ⇒ (19) + 12 = 31 for 2d4 ⇒ (3, 3) = 6 Rounds of Paralysis, Fortitude Save DC 24 Negates

Ranged Touch, Crawler Load: 1d20 + 12 ⇒ (13) + 12 = 25 for 2d4 ⇒ (4, 2) = 6 Rounds of Paralysis, Fortitude Save DC 24 Negates

Meanwhile:

Meanwhile…
Fire(R)- 20 (-31hp)
Green(P)- 20- (Paralyzed 6 rounds, falling, Beneath the Mists, Total Cover)
Green(G)- 19+
Fire(G)- 19 (-110hp)
Fire(P)- 19- (-5hp)
Fire(Y)- 18 (-31hp)
Fire(O)- 17 (-31hp)
Green(Y)- 16 (Paralyzed at first, Dead at last)
Fire(B)- 15+ (-31hp)
Green(B)- 15 (-60hp)
Green(R)- 14+ (-221hp, Stunned at first, Dead at last)
Brazzemal- 14+ (-3hp, Acid Arrow)

The distant green dragon(Purple) heeds Brazzemal's command, and closes the distance with violent beats of his wings. Arriving directly at Eidi's side, it bites down on aged elven flank.

Bite Attack, Eidi: 1d20 + 21 ⇒ (13) + 21 = 34 for 2d8 + 12 ⇒ (3, 6) + 12 = 21 damage

Unfortunately, that triggers both readied attacks from the Hill Giants.
Fortitude Save v DC 24: 1d20 + 16 ⇒ (17) + 16 = 33
Fortitude Save V DC 24: 1d20 + 16 ⇒ (2) + 16 = 18 oops

As soon as it arrives, it takes two hits to the face, and falls!

One of the southern fire giants(Red) takes his shot with his massive ballista, hoping to chain the southern green before it can become a menace. Sadly for him, the bolt pulls off to the side, and the dragon is left uninjured.

Ballista!: 1d20 + 10 ⇒ (2) + 10 = 12 for 3d8 ⇒ (8, 7, 4) = 19 piercing damage

The green Green soars by Mortimer DragonBrainer, chomping in retaliation for the comrade lizard dead at his hands and feet, though it's mainly the bluster of beating wings that Mortimer feels... Fly By

Bite Attack, Mortimer: 1d20 + 21 ⇒ (12) + 21 = 33 for 2d8 + 12 ⇒ (4, 2) + 12 = 18 damage

The arrow-riddled green dragon(Blue) also follows Brazzemal's command, attacking Eidi, though it has to steady itself mid-air, due to its poor maneuverability.

Bite Attack, Eidi: 1d20 + 21 ⇒ (17) + 21 = 38 for 2d8 + 12 ⇒ (7, 6) + 12 = 25 damage

Atop Far Tower Rock to the north, a race begins to end the paralyzed Green sitting like a, uh, sitting duck atop the roof. The heavily injured Fire Giant(Green), has the privilege, drawing his greatsword, and performing a coup de grace, while the other fire giants wait to see the results, before acting themselves.

Coup de Grace, Green(Y): 6d6 + 30 ⇒ (4, 1, 6, 3, 3, 1) + 30 = 48 critical damage
Fortitude Save v DC 58, 20 Succeeds: 1d20 ⇒ 1

The adult green dragon can't exert the walls of its chest to bellow its death roar, collapsing rigidly on the roof of the Far Tower Rock.

The remaining fire giants scramble. One calls for resupply, while another reloads a ballista. The other two man their ballistas, readying their own attacks against approaching dragons.

Readied Attacks:

Ballista!: 1d20 + 10 ⇒ (7) + 10 = 17 for 3d8 ⇒ (2, 6, 2) = 10 piercing damage

Ballista!: 1d20 + 10 ⇒ (7) + 10 = 17 for 3d8 ⇒ (3, 8, 6) = 17 piercing damage

Brazzemal the Burning extends his massive wings and roars, bringing all who witness and hear the ancient dragon a moment of severe doubt.

The Ancient Red Dragon is now asserting its Frightful Presence as a Free Action. The Range is 300', which get you all, though Solrisa needn't mind. Will Save DC 34 please. Failure, and you're shaken for 5d6 ⇒ (3, 1, 1, 2, 3) = 10 rounds.

Giants' Will Saves:

Will Save, 20 Succeeds: 1d20 ⇒ 7
Will Save, 20 Succeeds: 1d20 ⇒ 14
Will Save, 20 Succeeds: 1d20 ⇒ 4
Will Save, 20 Succeeds: 1d20 ⇒ 4
Will Save, 20 Succeeds: 1d20 ⇒ 17
Will Save, 20 Succeeds: 1d20 ⇒ 3

Will Save, 20 Succeeds: 1d20 ⇒ 19
Will Save, 20 Succeeds: 1d20 ⇒ 3
Will Save, 20 Succeeds: 1d20 ⇒ 18

It's obvious to all who can see them(maybe even hear them?) that each and every giant is Shaken to his core.

Several strong flaps, and Brazzemal has taken flight! He flies languidly in Mortimer's direction, then lets loose a blistering stream of fire, intent on immolating the massive man, mid-air.

Breath Weapon, Mortimer: 20d10 ⇒ (4, 6, 9, 4, 10, 10, 8, 4, 10, 5, 2, 2, 2, 5, 8, 10, 8, 9, 2, 5) = 123 Reflex Save DC 36 for Half Damage

Round 3
Hill(R)- 20
Blue(R)- 19
Blue(G)- 18 (Beneath the Mists, Total Cover)
Blue(B)- 15+ (-120hp, no longer 500' down, presumably, still Beneath the Mists, Total Cover)
Hill(B)- 15
Hill(G)- 15-
Mortimer- 14 (-19hp, Reflex Save DC 36)
Ascaria- 13 (-61Acid)
Eidi- 10 (-46hp, -61Acid)
Solrisa- 6 (-25hp, -41Acid, Fortitude Save DC 24)

The Outcasts are up!! Roll20 Map should be current.

Party Buffs
Blessing of Fervor- 15 rounds
Prayer- 5 rounds
Holy Aura- 4 rounds
Haste- 2 rounds
Particulate Form- 2 rounds
Telepathic Bond- 160 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


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

Omg, this battle will continue to be an assload of f~!$ery. Good stuff.

1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 Fort

Solrisa takes a bite, and seems to shrug off the paralytic effect of another attack, and tries to decide what to do next.

"OH! There are so many bad things! Which to help with next?" Sol's brows furrow with concentration, trying to decide where to shoot her very nice bow next.

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