GM Rat Sass's Age of Worms

Game Master Governayle

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


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Male Human Brawler (17), Thief (0)

WillDC34: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 Hero's Breakfast

"What?! Did you say something?" He languidly asks the Old Dragon.

ReflexDC36: 1d20 + 20 + 1 + 1 ⇒ (15) + 20 + 1 + 1 = 37 Prayer, +Haste
The flames, thanks to Protection from Fire, just sort of evaporate off of him. "Oh, I see," Mortimer grumbles, "So it was something I said..."

Mortimer double moves to the other side of the Green dragon by Eidi Single Hasted Move and tries to knock it too out of the sky.

StunningPumch: 1d20 + 17 + 6 + 2 + 3 - 1 ⇒ (4) + 17 + 6 + 2 + 3 - 1 = 31 +BoF
for Damage: 2d10 + 3 + 2d6 + 12 + 4d6 + 1d6 ⇒ (10, 6) + 3 + (3, 2) + 12 + (6, 1, 5, 4) + (2) = 54 +Holy, +Dragon, +Acid

Fort Save DC 22 or La-la-laaa for a round.

Now I just remembered -- stunned not dead dragons are also shaken for 1d4 + 6 rounds.

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 (6/120hp 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: 15 / 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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Bald male Half-Elf elder

Mirror image vs green (purple): 1d7 ⇒ 4
Mirror image vs green (blue): 1d6 ⇒ 4

Eidi barely manages to register everything that is happening in the chaos of combat, his images saving him from becoming dragon grub, at least for now.

Will+reincarnated+holy aura+prayer+heroes' feast DC 34: 1d20 + 21 + 2 + 1 + 1 + 4 ⇒ (17) + 21 + 2 + 1 + 1 + 4 = 46
Brazzemal looks impressive, but after witnessing the legions of Kyuss, with their overworms and wormcallers and having been reborn, there is only a limited reaction of impression you can take from a dragon like this "Tsk!"

Ref+BoF+holy aura+prayer DC 36: 1d20 + 9 + 2 + 1 + 1 ⇒ (7) + 9 + 2 + 1 + 1 = 20
Before he can react, the half-elf is taken in between Mortimer and the fiery dragon. He clenches his teeth as he has no hope to escape the flames, but is surprised as Ascaria's protections absorb most of the burns.

"These ones are pretty hungry. Sorry to leave you here Mortimer" not wanting to remain in the front of the battle for more time, Eidi starts casting a spell.
Concentration DC 21: 1d20 + 18 ⇒ (4) + 18 = 22
A bit pressed, he rises new defenses against fire with a communal resist energy touching himself, then Mortimer, then profiting haste speed to also reach Ascaria.
resist fire 30 for 50 min (Mortimer, Eidi and Ascaria)

The spell carries some healing grace, closing some scratches on Mortimer.
+3 hp

The movement gives a chance for the blue blue to attack, but that seems a better prospect than standing in the front.

Status:
HP 170/173 AC 28 TAC 18
acid arrow 4/5
BoF (+2 AC included)
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (4) 16 min
shield 16 min
resistance (fire 30) 50 min (Mortimer, Eidi and Ascaria)
protection (acid 59, elecctricity 120, fire 0)


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

Round 4

Solrisa looks around for the right target for her murder spree. She’s very confused with many flying dragons of different colors, and even giants who are spitting on her. Finally, because she loves killing evil and dragons so much, she steps forward 5’, raises Rae of Light and shoots at blue dragon, red dot (on the left side of the map).

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

1d20 + 15 + 1 + 1 + 1 ⇒ (6) + 15 + 1 + 1 + 1 = 24 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (1) + 5 + (2, 2) + 1 = 11 damage

1d20 + 15 + 1 + 1 + 1 ⇒ (14) + 15 + 1 + 1 + 1 = 32 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 ⇒ (5) + 5 + (2, 2) + 1 = 15 damage

1d20 + 15 + 1 + 1 ⇒ (3) + 15 + 1 + 1 = 20 to hit; (haste, HF)
1d8 + 5 + 2d6 ⇒ (6) + 5 + (4, 4) = 19 damage

BoF:
1d20 + 20 + 1 + 1 + 1 ⇒ (16) + 20 + 1 + 1 + 1 = 39 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 ⇒ (3) + 5 + (3, 3) + 1 = 15 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 ⇒ (16) + 20 + 4 + 1 + 3 + 1 - 2 = 43 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (7) + 5 + 3 + (2, 6) + 21 + 21 = 65 damage (DF, smite, holy)


Male, Gnome

Status:
AC = 36 (F29/T22) (included: +4 vestment (shield), +4 aura (deflection); not included: +2 BoF (dodge))
HP = 110/122
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 (16/17r), Prayer (13/17), Holy Aura (14/17r), Blessings of Fervor (4/17r), Resist Fire 30 (1/50m)
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): (6/8) 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 & Eidi heal 5hp of damage which is transferred to Ascaria. Remember you’re all still fast healing 3 on your turn as well for another round.

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

”Slepptu því nú! Við erum öll að berjast við dreka hérna, hættu að skjóta á okkur!” he calls out a second time to the Giants.

Giant:
”Now cut that out! We're all fighting dragons here, stop shooting at us!”
- - -

To prove his point, he casts a Cure Moderate Wounds Mass on the three hill giants, healing them once again.
Cure Moderate Wounds: 2d8 + 11 ⇒ (1, 6) + 11 = 18

”Thanks for the resistance Eidi, much obliged. I’m going to tighten us up a bit for healing against that red coming in.” Ascaria then moves, his speed enhanced by haste, to the center of the group. His usual spot.

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)


|Roll20 Link- Age of Worms|

Mortimer shirks off the shookedness of mighty Brazzemal, before smoothing his hair for signs of singe. Finding none, he slams the adult green threatening his buddy, adding to its injuries.

Fortitude Save v DC 22: 1d20 + 14 ⇒ (6) + 14 = 20
Shaken for: 1d4 + 6 ⇒ (1) + 6 = 7 rounds

The mists welcome yet another Stunned dragon, its color of little import as it slips from view silently.

Ascaria beseeches the big boys to stop their aggression at anything smaller than a full-sized dragon, healing them a second time to reinforce the lesson. For his effort, the halfling healer brings the Hill Giants to complete silence, as they look past the immediate conflict to gauge Brazzemal's intent.

Will Save v DC 34: 1d20 + 16 ⇒ (19) + 16 = 35

Ascaria also appears immune to the great Red Dragon's attempt to rattle him through his ears with his thunderous roar, as the eyes are unable to process his immensity...

Eidi also tsks in the face of certain death, cloaking most of his friends with more fire resistance, before slipping away from the now obvious front line of aerial battle. The old half-elf has little to fear from the Blue below, at least for now...

Solrisa strikes her intended target twice, ripping new wounds in a fresh hide! It all but guarantees a return visit, as the large flying lizard begins to pivot its direction.

Meanwhile:

Meanwhile…
Fire(R)- 20 (-31hp)
Green(P)- 20- (Paralyzed 5 rounds, -87hp, Beneath the Mists, Total Cover)
Green(G)- 19+ (4 images total)
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(R)- 14+ (-221hp, Stunned at first, Dead at last)

Falling Damage: 20d6 ⇒ (6, 6, 5, 6, 5, 5, 3, 4, 4, 6, 4, 4, 3, 5, 6, 3, 1, 2, 4, 5) = 87

A funny thing happens when faced with the sheer terror of an Ancient Red mere meters from your position. All fire giants observe accurately that Brazzemal has ignored their presence and focused on the Outcasts exclusively. For the briefest of moments, they become spectators, not participants in the fight to survive another day in Kongen Thulnir.

It's just long enough to see the southern Blues join in a concerted attack of electricity, crossing their breath-streams to great effect.

Ascaria and Eidi, please make a Reflex Save DC 24 for half damage of 14d8 ⇒ (2, 4, 5, 8, 4, 1, 2, 7, 1, 8, 8, 6, 5, 7) = 68 electrical damage

Solrisa and Eidi, please make a Reflex Save DC 24 for half damage of 14d8 ⇒ (2, 4, 8, 6, 4, 4, 2, 1, 3, 3, 7, 6, 6, 2) = 58 electrical damage

Reflex Save v DC 24, Hill(B), 20 Succeeds: 1d20 ⇒ 10
Reflex Save v DC 24, Hill(R), 20 Succeeds: 1d20 ⇒ 8

The closer Hill Giants don't fare well against the sudden eruption of lightning in their faces.

The wily remaining Adult Green takes the opportunity to cast some protective magics, suddenly becoming 1d4 + 1 ⇒ (2) + 1 = 3 more versions of herself. Mirror Image, of course, 4 Images total

Brazzemal continues to burn from Eidi's Acid Arrow.
2d4 ⇒ (4, 4) = 8 acid damage

With the withered half-elf's current predicament, the Ancient Red selects Ascaria for another attempt at scrambling an opponent's mind.

Concentration Check v DC 25: 1d20 + 22 ⇒ (18) + 22 = 40

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

Brazzemal snorts, and allows himself to drop into the mists beneath him, slipping from view for a spell- you can certainly hear his wings begin to flap, as the sound gets closer...

Round 4
Hill(R)- 20 (-58hp)
Blue(R)- 19 (-30hp)
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 (-68hp)
Green(B)- 15 (-112hp, Stunned)
Hill(G)- 15-
Brazzemal- 14+ (-11hp, Acid Arrow for 4 more rounds)
Mortimer- 14 (-19hp)
Ascaria- 13 (-61Acid, Reflex Save DC 24, Will Save DC 24)
Eidi- 10 (-46hp, -61Acid, 2 Reflex Saves DC 24)
Solrisa- 6 (-25hp, -41Acid, Reflex Save DC 24)

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

Party Buffs
Blessing of Fervor- 14 rounds
Prayer- 4 rounds
Holy Aura- 3 rounds
Haste- 1 more round
Particulate Form- 1 more round
Telepathic Bond- 160 minutes (Oversight- spell failed before :/)
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


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Bald male Half-Elf elder

Ref+BoF+holy aura+prayer DC 24: 1d20 + 9 + 2 + 1 + 1 ⇒ (2) + 9 + 2 + 1 + 1 = 15
Ref+BoF+holy aura+prayer DC 24: 1d20 + 9 + 2 + 1 + 1 ⇒ (11) + 9 + 2 + 1 + 1 = 24
Eidi gulps as he barely manages to dodge the second electrical discharge going through his body. Fortunately, Ascaria's protection takes all the electrical discharge, leaving his aged body unharmed while the particulate form closes the few remaining wounds.

"Goodness! We really pissed off those scaly serpents!" resolve to put the fight, he hastens through the air to a good position and height while producing a small glass cone to act as the focus point of his magic. When he completes the magic, a freezing cone erupts from his hand covering the two attacking blue dragons.
CL vs Red blue dragon SR: 1d20 + 21 ⇒ (17) + 21 = 38
CL vs Green blue dragon SR: 1d20 + 21 ⇒ (1) + 21 = 22
Cold damage Ref DC 23: 15d6 ⇒ (6, 3, 6, 6, 1, 4, 6, 1, 6, 6, 2, 3, 1, 6, 6) = 63

Meanwhile the acid dart keeps burning on Brazzemal's skin.
Acid damage 3/5: 2d4 ⇒ (4, 4) = 8

Status:

Status: HP 173/173 AC 28 TAC 18
acid arrow 3/5
BoF (+2 AC included)
haste (+1 AC included)
see invisibility (permanent)
mage armor
mirror image (4) 16 min
shield 16 min
resistance (fire 30) 50 min (Mortimer, Eidi and Ascaria)
protection (acid 59, elecctricity 23, fire 0)


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

Solrisa looks about, and then spins about trying to decide which direction is north. It's important for Solrisa to know, because that's the best direction, unless the person is right or left handed, or likes to eat everyday, then it might be different. But Sol knows north is best.

And she looks at her sword. It's a very good sword. It's not quite the sword that she and her sister Rae used to spar with, so it's different, but still familiar. It's the Sword of Aaqa which she got back a while ago, after Rae left, but before today. That much is known.

She also admires her very nice booties, which are very nice. And probably red. Red is a good color, but not as good as blue. That is also known.

She looks around for the bad things that are trying to hurt her friends and ponders what would be best here. It's probably bashing and slashing, which is something Solrisa is very good at...not just because she is pledged to be married to the Lord of Dragons, Apsu, but mostly because of that. That and her very nice smile.

Turn to come as I figure Sol's mechanics out again.

1d20 + 13 ⇒ (20) + 13 = 33 Reflex w/Evasion

Solrisa keeps her nice boots out of the reach of the itchy lightning.


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

Round 5

Solrisa continues to focus on the wounded blue (red tag) dragon. She doesn't want to kill it, but also she doesn't want itchy lightning feets again. She offers it a nice smiley smite.

1d20 + 20 + 1 + 1 + 1 + 4 ⇒ (15) + 20 + 1 + 1 + 1 + 4 = 42 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 + 21 + 21 ⇒ (3) + 5 + (3, 5) + 1 + 21 + 21 = 59 damage (holy)

1d20 + 15 + 1 + 1 + 1 + 4 ⇒ (14) + 15 + 1 + 1 + 1 + 4 = 36 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 + 21 ⇒ (5) + 5 + (1, 2) + 1 + 21 = 35 damage

1d20 + 15 + 1 + 1 + 1 + 4 ⇒ (12) + 15 + 1 + 1 + 1 + 4 = 34 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 + 21 ⇒ (6) + 5 + (1, 1) + 1 + 21 = 35 damage

1d20 + 15 + 1 + 1 + 4 ⇒ (7) + 15 + 1 + 1 + 4 = 28 to hit; (haste, HF)
1d8 + 5 + 2d6 + 1 + 21 ⇒ (2) + 5 + (5, 1) + 1 + 21 = 35 damage

BoF:
1d20 + 20 + 1 + 1 + 1 + 4 ⇒ (15) + 20 + 1 + 1 + 1 + 4 = 42 to hit; (haste, HF,+prayer)
1d8 + 5 + 2d6 + 1 + 21 ⇒ (3) + 5 + (1, 6) + 1 + 21 = 37 damage (holy)

Sol Smiles:

AC= 38 normal [(+11 armor +1 dex +3 NA + 5 def + 1 dodge) + 7 shield)] +2 + 4 vs. blue(red dot)
Touch: 10+1dex+5def+1dodge = 17 AC

HP= 144/144
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 1/7 used (+4 to hit/AC,+21 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 17 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used

Power attack. One hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

[ dice]1d20+22-4[/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

[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+8+1d6[/dice] magic w/electrical damage

Power attack. Two hand.
[ dice]1d20+27-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+23-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage

[ dice]1d20+18-4[/dice] to hit; (-PA)
[ dice]1d10+10+12+1d6[/dice] magic w/electrical damage.
[ dice]1d20+13-4[/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 ⇒ (14) + 20 + 4 + 1 + 3 + 1 - 2 = 41 to hit; (smite, haste, DF, HF)
1d8 + 5 + 3 + 2d6 + 21 + 21 ⇒ (5) + 5 + 3 + (3, 5) + 21 + 21 = 63  damage (DF, smite, holy)


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Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 vestment (shield); not included: +2 BoF (dodge))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (8h, Ascaria, Mort, Sol), Status (8h, Eidi, Mort, Sol), Wind Walk (8h, everyone), Brightest Light (8h), Air Walk communal (15m), Prot Energy (15m 59 acid), Prot Energy (15m 86 electric), Prot Energy (15m 63 fire), Haste, Prayer (4r), Holy Aura (2r), Blessings of Fervor (13r), Resist Fire 30 (49m), Invisibility Purge (16m, 80’)
Life Link (17)(100’) = Eidi, Mort, Sol
Channel Energy (11/13)(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 (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): (2/8) 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): (6/8) 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, Eidi, & Solrisa (if you’re injured) each heal 5hp of damage which is transferred to Ascaria. Remember you’re all still fast healing 3 on your turn as well though this is the last turn for that.

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

Satisfied the giants are finally not lobbing rocks at them - at least for now - Ascaria tries to resist the worst of the incoming electricity and worse!
Reflex: 1d20 + 12 + 8 ⇒ (16) + 12 + 8 = 36 (haste, BoF, prayer, aura) vs DC 24 for 34 electrical damage
Will: 1d20 + 16 + 6 ⇒ (12) + 16 + 6 = 34 (feast, prayer, aura) vs DC 24 or confused

”Hey - quit that… you!” Ascaria complains, likely to himself, since he’s really not sure where the confusion came from.

He looks about, keenly aware of the immediate hostiles, and there are plenty! He’ll channel (as a move) to heal any injuries getting past their magical protections, though there may be little. He carves out the enemy from the healing aspects, though the blue dragon (green dot) gets a little fire from the ‘healing’ wave.

Channel Energy (healing): 11d6 + 1 ⇒ (4, 3, 3, 1, 1, 1, 4, 3, 5, 3, 1) + 1 = 30
(Blue Dragon (green dot) takes the total -1 as fire damage, and is dazzled (-1 attacks) 1r (Will DC 28 for half and no dazzle))

He’ll then cast Invisibility Purge (80’ range) out of an abundant sense of caution given the general proceedings.

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)
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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Male Human Brawler (17), Thief (0)

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

Mortimer looks toward Blue (Green Dot) Dragon and wipes the sweat off of the end of his nose. He then launches himself foot first into the side of its head.

Acro: 1d20 + 30 + 1 ⇒ (1) + 30 + 1 = 32 +Prayer

Literal flying side kick to head(Elemental Cold+Stun): 1d20 + 17 + 6 + 2 + 3 + 1 + 1 + 2 - 5 ⇒ (16) + 17 + 6 + 2 + 3 + 1 + 1 + 2 - 5 = 43 Holy, +BoF, Prayer, Hero’s feast, +2 more if opponent has a dodge bonus (Anticipate Dodge), Greater Weapon Focus, -Power Attack

For Damage: 2d10 + 3 + 2d6 + 12 + 1d6 + 1 + 10 + 1d6 ⇒ (1, 10) + 3 + (3, 2) + 12 + (1) + 1 + 10 + (3) = 46 +Holy, +Dragon (Ferocity), Deliquescent Gloves (Acid), Prayer, +Power Attack, +Elemental Fist
Fort Save DC 22 or La-la-laaa for a round.

Status:

AC: 39 (base 35), FF: 22, Tch: 23 (+4 vs AoOs when moving) (+4 Holy Aura)
HP = 157/157

Weapon Equipped = Unarmed with Acid Gloves 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 (6/120hp 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: 14 / 17
ElementalFists: 14 / 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- Age of Worms|

Mortimer finds himself in the vicinity of an unstunned dragon, this one blue and old, and launches a kick, but not before the blue provides him a welcome gnashing of teeth.

AoO, Teef: 1d20 + 26 ⇒ (13) + 26 = 39 for 2d8 + 13 ⇒ (7, 8) + 13 = 28 piercing damage

When the massive foot thump lands, the blue does his best to remain hovering midair...

Fortitude Save v DC 22: 1d20 + 16 ⇒ (9) + 16 = 25

The poor thing manages to keep its position, only to be hit by a halfling wave of purifying fire, though the light doesn't manage to dazzle him.

Will Save v DC 28: 1d20 + 14 ⇒ (18) + 14 = 32

Ascaria bleeds away some damage to his friends, before surging more healing. Then he balloons a decent amount of the surrounds to seek out any lizards trying to cloak themselves in invisibility. His friends can tell him that no new dragons appear.

Eidi rides the lightning like no others in the Outcasts, his magical resistance impenetrable thanks to the halfling! The cold exchange of magic punishes the southern blue breather, while his brother breather shirks off the cold for its resistance to spells wielded against it. SR

Reflex Save v DC 23: 1d20 + 11 ⇒ (17) + 11 = 28

Solrisa puts her finer points into the southern blue, bloodying it so thoroughly, it goes quiet after several roars, then drops from the sky, into the mists below. It is unlikely to return and threaten the itchy crackles...

A quick visual roll call allows both Outcast and Giant to realize that there are two living dragons, one green and one blue, one hovering, one skulking, and one very dead green lying on the distant tower. There are several dragons below the mists, in one condition or another. Not one of them rise above the blanket to return immediately to the fight, including Brazzemal.

The distant, mirrored green decides that the numbers are heavily stacked against it, so she disappears over the cliff side, all four of her.

This leaves the remaining blue the sole receiver of ballista barrage, though only two of the fire giants are quick enough to take a ranged stab at the beast. The rest of the giants help one of their almost dead.

Ballista!: 1d20 + 10 ⇒ (2) + 10 = 12 for 3d8 ⇒ (3, 3, 7) = 13 piercing damage
Ballista!: 1d20 + 10 ⇒ (9) + 10 = 19 for 3d8 ⇒ (1, 3, 4) = 8 piercing damage

Their attempts fizzle out, but it's enough for the last dragon in the sky to retreat, knowing its time has come. It looks down on Mortimer, its aura stabbing out electrically at the Giant of the Outcasts.

Electricity Aura: 1d6 ⇒ 6 electrical damage

It then slips into the welcoming mists of the Rift. Withdrawal

Huh. Are we out of Initiative?

"Fortsetter vi å kaste?"

"Ikke sikker. Kanskje de forsvinner. Jeg kunne gå."

"Jeg også."

Giant:

"Do we keep throwing?"

"Not sure. Maybe they'll go away. I could eat."

"Me too."

Two of the chatty Hill Giants nearby turn to look in your direction, one of them rubbing their stomachs.

Yeah, I'm thinking we're Out of Initiative...

Round 5
Hill(R)- 20 (-58hp)
Blue(R)- 19 (-227hp, dying, and falling)
Blue(G)- 18 (-61hp)
Blue(B)- 15+ (-120hp, no longer 500' down, presumably, still Beneath the Mists, Total Cover)
Hill(B)- 15 (-68hp)
Green(B)- 15 (-112hp, Stunned)
Hill(G)- 15-
Brazzemal- 14+ (-19hp, Acid Arrow for 3 more rounds)
Mortimer- 14 (-12hp)
Ascaria- 13 (-61Acid, -34Electrical)
Eidi- 10 (-46hp, -61Acid, -97Electrical)
Solrisa- 6 (-25hp, -41Acid)

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

Party Buffs
Blessing of Fervor- 13 rounds
Prayer- 3 rounds
Holy Aura- 2 rounds
Invisibility Purge- 17 minutes
Air Walk
Wind Walk
Heroes' Feast
Protection from Acid (~120)
Protection from Electricity (~120)
Protection from Fire (~120)


Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 vestment (shield))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (8h, Ascaria, Mort, Sol), Status (8h, Eidi, Mort, Sol), Wind Walk (8h, everyone), Brightest Light (8h), Air Walk communal (15m), Prot Energy (15m 59 acid), Prot Energy (15m 86 electric), Prot Energy (15m 63 fire), Resist Fire 30 (49m), Invisibility Purge (16m, 80’)
Life Link (17)(100’) = Eidi, Mort, Sol
Channel Energy (11/13)(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 (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): (2/8) 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): (5/8) 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
- - -

Ascaria will cast another Mass Cure Moderate Wounds on the giants, especially after the lighting breath. He moves a little closer to get them all.
CMW: 2d8 + 17 ⇒ (7, 3) + 17 = 27

When that’s done, he suggests, ”Shall we head back down and continue our conversations? Seems like this battle is well in hand - unless there are enemies still aloft I cannot perceive!” He looks to the others to be his eyes and confirm the threat is passed for now.

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

Eidi is at full health and does not drain Ascaria. He rejoices as the dragons suspend the offensive, even if just temporary "Hum, hum, yes, I think it is time for the talking thing my dear friend. But what, does any of you understand what those giants are saying?"

The half-elf walks the winds to near the giant's tower to call their attention "Hello friendly giants, should you happen to understand me? I guess we have proven our intentions here this time. Could we have a more civilized talk with your leathership? We even got some dragon heads there" he points to the fallen enemies.

Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27


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Male, Gnome

”I speak their tongue, they’re hoping we go away so they can get back to some food.” he chuckles, his own stomach somewhat growl-y for another meal himself!

Ascaria will translate Eidi to the assembled giants and aid his diplomacy check (auto succeed).


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

"Thanks for the healing, Ascaria!" Solrisa smiles cheerily as she stows her bow and prepares the Sword of Aaqa.

Solrisa will look around for more dragons to offer the displeasure of Apsu's channeled wrath, and seems disappointed when no one is around to receive it. Sol doesn't know too much, but dragons should be color of jewelry, and *not* the colors of shoes and pretty flowers.

She frowns at the thought that those evil dragons stole their colors from pretty flowers.

That's probably why they are evil. They steal from flowers.

* * *

"Do we need to kill giants now? Or are they going to play nicely with us?" Solrisa asks, hoping Ascaria will translate the message, if not the message then the sentiment of it.


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Male Human Brawler (17), Thief (0)

It has been a long time since Mortimer has thought. Now in the break of battle he decides, it may be time. Dragons to the left, Giants to the right, what is a group of Outcasts to do?

He fixes his gaze upon the motley crew of giants and wags his finger in warning at them, then points down towards the mist where surely a pile of dead, stunned and/or shaken dragons flounder.

Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23


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Male, Gnome
Solrisa Iome Arabasti wrote:
"Do we need to kill giants now? Or are they going to play nicely with us?" Solrisa asks, hoping Ascaria will translate the message, if not the message then the sentiment of it.

”I just told you, if you’d been listening. They’re hoping we go away so they can get back to some food. I’m just waiting for them to reply to Eidi’s question, so I can see if we can break bread with them. I’m hungry.”


Male Human Brawler (17), Thief (0)

Sorry, that diplo role was meant to be a Diplo Aid


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|Roll20 Link- Age of Worms|

These hill giants appear to speak only their racial tongue, looking from the old half-elf to the blond-haired halfling to understand the conversation unfolding.

"You got no heads on you, but you did fight them. You want to what? You want to talk to Bagg? Wait, or do you want to talk to Charlgar? Or was it Bagg?" The hill giant answering Ascaria looks over his shoulder, and speaks to his companion hill giant.

"Which one is ours, Gulk? I get confused."

Gulk responds, bruskly. "Shut your trap, Lodd."

The third hill giant engages. "Don't speak to Lodd like that, Gulk. I'll punch you."

Gulk responds, punctuating his words with a shove to the chest of the third hill giant. "You don't give orders, Hork, you take them. He keeps saying names, not asking names. That makes Bagg angry."

"Bagg can take a flying leap. He hasn't fed us in days." Hork shoves back, and Gulk seems to back down, because he doesn't keep shoving back.

"I'm hungry." Lodd rubs his stomach, looking over the rooftop, into the mists below. "They coulda saved us a blue, at least." He looks back at you, suddenly kinda angry.


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Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 vestment (shield))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (8h, Ascaria, Mort, Sol), Status (8h, Eidi, Mort, Sol), Wind Walk (8h, everyone), Brightest Light (8h), Air Walk communal (15m), Prot Energy (15m 59 acid), Prot Energy (15m 86 electric), Prot Energy (15m 63 fire), Resist Fire 30 (49m), Invisibility Purge (16m, 80’)
Life Link (17)(270’) = Eidi, Mort, Sol
Channel Energy (11/13)(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 (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 (0/1 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 Armor (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): (1/8) 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): (5/8) 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
- - -

”Calm down biggun.” Ascaria replies after translating their speech to the party. ”I can help, but you gotta keep it to yourself. There’s not enough for everyone.”

Ascaria takes out an old scroll, from way back. Using his mnemonic vest (and a precious third level slot), he casts create food and water. Providing enough food for 5 giants. Oh and water.

”How’s that then?” Ascaira beams, dimly conscious of what might happen if word of this leaks out, and it almost certainly will.

When they’ve had their fill (assuming they partake), he asks again, ”So answer Eidi’s question and help us out. Can one of you direct us to Bagg? Or take us there? Please? Where is Bagg?”


Bald male Half-Elf elder

Eidi blinks in confusion at Ascaria, his aged features crinkling in amusement "[]Well now, those are quite the names![/b]" he says with a good-natured smile.

Still floating amidst the chaos, Eidi's expression turns more thoughtful as he surveys the battlefield: the dragons, the giants, the destruction "You know, these dragons are not here for the thrill of battle, nor for our charming company. It is that accursed phylactery drawing them in. If we take it, we might just be able to shift the battlefield elsewhere. Perhaps spare more lives in the process"

Turning his gaze toward the giants, he gestures with open palms, a sign of parley "We should tell them. Make them see reason. The dragons will not stop coming as long as the phylactery remains here. Give it to us, and perhaps we can lead this storm away from Kongen Thulnir"


|Roll20 Link- Age of Worms|

The sight-limited halfling manages to create a hefty amount of both food and water, just within his sight line. It does force him to risk ranged attacks, hovering a mere 60' away from a giant's throw.

Atop the Round House of Kongen Thulnir erupts a frantic feast. Not so much shoving as bumping, the giants lurch about, trading moments of feeding their faces with handfuls of unsalted meats and vegetables and drinking from the same stone drum fixtures which recently stored crawler loads.

The giants lose interest in the Outcasts for several minutes.

Only when it appears they've had their fill does the hill giant named Gulk speaks up. "Healing and feeding. For that, we won't beat back at you. You looking to talk to Bagg Harthgar, then you head to the Palace. Location P on the Map(newly added to Campaign Header) He's Captain. For now."


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

Solrisa offers a cheery smile to the very nice (from what she can tell) giants.

"Enjoy your fooding! I hope there is good cheese too! That's my favrit!" She says as she begins flying towards the Palace.

She will take lead with the Sword of Aaqa in hand.


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Bald male Half-Elf elder

Eidi watches the giants devour Ascaria's conjured feast with a bemused expression "Ah, the universal power of a full belly. Wars have paused for less!"

The half-elf then nods to Gulk thoughtfully "Bagg Harthgar, you say? And tell me, does your captain also enjoy a good meal, or is he more of the 'brooding and scowling' type?" he offers a wry smile, but doesn’t expect much of an answer.

Eidi follows Solrisa, his movements through the air, however, are not nearly as effortless. Where the others glide with the grace of battle-ready warriors, the old half-elf's steps through the wind are deliberate, measured, each shift of his weight requiring a careful adjustment. His robes billow slightly as he trudges forward, one hand gripping his staff for balance, even though it provides no real support in midair.

"Bah" he mutters under his breath, shaking his head "You would think after all these months together, I would be used to walking on air. But no, old habits persist"


|Roll20 Link- Age of Worms|

"Who doesn't? You gotta find him first. He doesn't fight. He empties bedpans." Gulk loses interest in the gadflys, turning his attention to the skies about the cliffside, which means that Lodd and Hork also stop talking with the Outcasts.

Given your recent escapades near the King's Gate Tower and King's Enclave Locations M and N respectively, the way is relatively clear on your airborne way to the Palace. You are aware of southern dragon migrations, as a flight of blacks circles the Citadel, then rises to the upper heights of the cliff and disappears.

You find yourselves landing in a way similar to the dragons, as the guylines force you under and ever downwards. This provides you an up close survey of the casualties of war, both giant and wyrm, bugbear and dwarf. The march to the Palace ends at the foot of a very large set of double doors. You hear nothing coming from within, and Southern Kongen Thulnir resonates with the occasional thunder of dragon wing and dragon roar.


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Male, Gnome

Status:
AC = 32 (F25/T18) (included: +4 vestment (shield))
HP = 122/122
Hero Points = 3
Equipped = Light Mace of Reach
Conditions = Magic Vestment (8h, Ascaria, Mort, Sol), Status (8h, Eidi, Mort, Sol), Wind Walk (8h, everyone), Brightest Light (8h), Air Walk communal (15m), Prot Energy (15m 59 acid), Prot Energy (15m 86 electric), Prot Energy (15m 63 fire), Resist Fire 30 (49m), Invisibility Purge (16m, 80’), Ethereal jaunt (17r)
Life Link (17)(270’) = Eidi, Mort, Sol
Channel Energy (10/13)(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 (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 (0/1 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 Armor (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): (1/8) 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): (5/8) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (26): (3/7) 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
- - -

"Thanks Gulk! I won't forget this. You three take care now. Good luck with the next wave of dragons."

Ascaria translates back and forth so everyone knows what’s being said. Also, if there are any injuries, at all, he’ll channel once for the party and the giants.
Channel Energy (healing): 11d6 + 1 ⇒ (1, 4, 5, 2, 4, 4, 2, 2, 6, 4, 3) + 1 = 38

”That’s a good plan Eidi. Let's go see this Bagg Harthgar fellow and see if we can make him see reason. I can cast a Heroes’ Feast if they have a little patience. It’ll take ten minutes to cast. If they’re all so hungry, I can do a few of them - and they feed 17 people at a time, no matter their size.”

He follows Sol, and grins at Eidi's difficulties with air walking. When they get below and are facing the doors, Ascaria grins again. ”Here, hold my beer.”

He casts Ethereal Jaunt and passes within…

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

Solrisa is happy to follow Ascaria.

She would move on the map, but not sure M, N are there. If only there was a helpful muppet who could tell me how to get to sesame street.


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Bald male Half-Elf elder

Reaching the Palace's imposing double doors, Eidi lands with deliberate caution, letting out a small huff as his feet finally touch solid ground "Ah, good old stone beneath my boots. No offense to the air, but nothing like a sure foot rocky ground to feel safe" he dusts off his robes and straightens up, adjusting his staff.

As Ascaria vanishes into the ether, Eidi watches with quiet amusement, his aged features creasing in a fond smile "Ah! Smart and bold, I see what you are doing there” he murmurs, voice touched with warmth. He folds his hands over his staff, settling in patiently "Let's see what marvels our dear gnome unveils from his scouting foray"


|Roll20 Link- Age of Worms|

Ascaria:

Your foray into the Ethereal Plane of the Palace strains your already strained senses. Hallways, walls, chambers, all appear as if set behind frosted panes. Not an unfamiliar sensation, of course, but it does keep you from moving swiftly, in order to maintain your sense of direction. Especially in the absence of gravity.

Turning to look at the heavy front doors, you observe reinforcements sealing it securely from outside attempts at its breaching. You sense the main floor extends deeper into the cliffside stone, at first singular, eventually splitting off into several side hallways. There is movement all about on the other side of your pane. Hill giants, a few of them, and several bugbears moving to and fro. Feels like errand runners, as they bear stronghold items, not weapons of war.

How long do you continue to move forward?

Outcasts, sans Canary:

The main doors of the Palace loom above you, as you wait for Ascaria to return. What do you do in the meantime? The half-elf knows the halfling won't be gone long, if his goal is returning before the Jaunt wears off. But perhaps that is not his goal...

GM Rolls:

1d20 ⇒ 13
1d20 ⇒ 15
1d20 ⇒ 5
1d20 ⇒ 17


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Male Human Brawler (17), Thief (0)

Mortimer follows slightly behind the elder Eidi ready to catch Eidi should Eidi stumble and crack his fragile old skull on a zephyr.

Ascaria wrote:
”Here, hold my beer.”

Mortimer watches in outrage as the gnome quietly disappears alone – and with no beer proffered! ”Oh, no hey – not this again.” He turns and beholds his companions who – like himself – stubbornly remain in view. . ”Er… Ascaria?’ He address the empty space previously occupied by the gnome with concern. ”You forgot something?!”

Eidi’s demeanor and words assuage him a tiny bit and a thought dawns upon Mortimer. Oh – somehow the little guy is on the other side of the door… Did we know he could do that?! He anxiously but quietly waits trying not to chew his lower lip.


Male, Gnome

Ascaria within:
Ascaria spends a few rounds studying the immediate area (doors/crowd). Figure he’s up to 6 rounds in (1 round to walk through the door, five rounds looking about without moving much beyond the door).

- Can the doors readily be opened from this side? In other words, could Ascaria do it?
- If not, can he at least unlock it so someone like Mort could open them from the other side?
- The giants and bugbears, are any of them paying attention to the doors? In other words, could Ascaria unlock it without being seen immediately?
- Remember, he still has invisibility purge going (lasts 16m). Anything hiding on the other side? Range 80’ though my vision only goes to 60’.
- - -


|Roll20 Link- Age of Worms|

Ascaria Within:

The braces on the door are meant to within a dragon's assault. The drawbars are magnificent, and likely meant for giants' strength to pull them from their inserts back into their wall fixtures.

No locks, only Strength Checks, and high ones at that.

The Lessers of the Palace are paying no attention to the doors from what your half a minute can tell. No guards stand at attention on this side of the giant doors, though you gather a cadre is probably mobilized quickly, should something very large thump from the outside.


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Male, Gnome

Ascaria returns to the group less than a minute later, passing back through the doors and re-solidifying from his time in the ether. ”Cool. So yeah, the door is barred, but not locked. Heavy bars that require a giant to shift, or I’d have opened the door myself.”

”I don’t see any guards on the door though. Lots of traffic, giant and bugbear, but they seemed more like runners than anything. Servants like - not a lot of weapons.”

”I say we knock and see what happens.” he suggests, looking to Mort or Sol to lay a heavy hand on the doors so they’ll be heard through the thick metal and reinforcements.


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Male Human Brawler (17), Thief (0)

Mortimer sizes up the doors. ”You know, if we had a thin sheet of adamantine – thin enough to slide between the doors, we could just slide it up and knock the bars that bar the doors out of place.” He kills time studying the doors a few seconds more, then sighs dejectedly when no one produces a thin sheet of adamantine. ”But sure. I guess I can just knock.”

BLAM! BLAM! BLAM!

He falls back a bit waiting to see what shall respond.


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

Solrisa would have been happy to help knock, but then steps back as quickly as she step forward after Mortimer beats her to it.

"My sister Rae used to love knocking things. Knocking doors. Knocking people over. Knocking my clean laundry down...it was a good prank. She was a very good knocker of things," Solrisa comments with a happy smile of remembery.

She awaits an answer.


Bald male Half-Elf elder

Eidi chuckles softly at Solrisa's reminiscing and muses with a playful twinkle in his eye "Ah, a true talent for knocking, then. A skill underestimated in its versatility"

He shifts his weight slightly, leaning on his staff with the casual grace of someone well accustomed to preserving his energy "Let's see if this door prefers diplomacy over force"

"Oh, but let me link our minds before our jaunty friend decides to leave us alone in another excursion" the elders says some magic words and casts telepathic bond on the party.

Status:

Status: HP 173/173 AC 26 TAC 16
see invisibility (permanent)
mage armor
mirror image (4) 16 min
shield 16 min
resistance (fire 30) 50 min (Mortimer, Eidi and Ascaria)
protection (acid 59, elecctricity 23, fire 0)
telepathic bond 150 min


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|Roll20 Link- Age of Worms|

Eidi:

Caster Level Check: 1d20 + 17 ⇒ (20) + 17 = 37

You feel something as you weave the link which will include the others' minds. A magical force seeking to frustrate your casting of divination magic. From beneath your feet, from the walls surrounding you, Kongen Thulnir is objecting to your prying ways.

Eidi succeeds in linking your collective mind, but it does take him a little longer than usual to do so.

Mortimer, Solrisa, and Eidi stand back, waiting for a response, which encourages the Palace infiltrator to do the same.

"Psst."

Your collective perceptual strength might have pinpointed the sound, however fleeting it was, but another second passes...

"Psst." ... and you triangulate the source of the psst. It's coming from a narrow ledge near a narrow alleyway overlooking the massive double doors, roughly 50 feet away. Thanks to Ascaria's earlier evocation, the spriggan known as Gazzilfek looks down on you all, literally.

The Ominous Fabler frowns as he notices you all locate him immediately. "Huh, ok. Let's be quick about this. Can't have dragons undressing us
with their eyes. Then their claws. Then their teeth."
The spriggan shudders, then nods.

"You seeking an audience with the King, I gather? You know pounding on the door gets the attention of more than just nervous bugbears, right? Kongen Thulnir would make a great outdoor venue for musical performances, how it carries sounds to all parts. Like a band shell. Special acoustic properties..." He shakes his helmed head, then carries on.

"They're not going to open those doors, for dragon roar. They're not going to beckon you in, for wing-ed din. Not to worry. All you have to do is ask for my help!" Gazzilfek crosses his arms, and smiles.


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Male Human Brawler (17), Thief (0)

Mortimer blinks then politely inquires, "You wouldn't happen to have a think sheet of adamantine, would you?"


|Roll20 Link- Age of Worms|

Gazzilfek knocks on his helm, listens for a moment, then shakes his head. "I don't think so. You wouldn't happen to have a purse full of dragons' teeth on you, would you? It'd help, but it's not essential." The spriggan considers.

"'Essential' basically means the same thing as 'necessary'." The spriggan studies Mort a moment longer. "'Necessary' means like 'you have to have it'. Like a toll for a bridge crossing, or coin to pay the barber to shave all of your back."

"Now, about the asking..."


Male, Gnome

"Dragon's teeth? No, I don't think so. We just kill 'em, we're not taxidermists. Or dentists." Ascaria offers, as he air walks up toward the person so he can get a better look.

"Why do you want to help us anyway? What is your fee?"


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

"Uhm, I think we left some dragon bodies back outside, a few of them. Maybe they have some teeth you can use?" Solrisa suggests helpfully. She has no idea why someone would want dragon teeth, but is a helpful sort. "I can go out and get them if you want."

Solrisa thinks about flying around in her nice booties getting dragon's teeth like a very good fey creature.

Maybe I need a wand to do that. I'm sure sure about the rules.


Male Human Brawler (17), Thief (0)

”Oh, I see – it is a Spriggan Spaniel. He could fetch his own teeth if he wanted. Surely he’s not just here to beg us to beg him to show us the way. What are you going to get out of it, little guy – leading us to Kongen Thulnir? Did you tire of Zeech’s bloated sense of self importance, or did he tire of yours and cast you out?”


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Bald male Half-Elf elder

Eidi lets out a quiet giggle "Oh, dragon teeth... I suppose I should have pocketed a few last time instead of merely dodging their burning breath. Might be handy now" he taps his chin thoughtfully, then touches on his own teething "Though, truth be told, I might need a few myself soon enough. These old things are not what they used to be, hard cheese has become my mortal enemy"

The elder flashes a genuine grin and folds his hands atop the head of his staff before endorsing the words of the others "You clearly have a flair for entrances and exits, my good Gazzilfek, and your caution speaks to a certain wisdom. If you truly can help us speak with the King, or at least step further than these doors, we would appreciate knowing how you are going to do it"
Diplomacy if needed: 1d20 + 14 ⇒ (7) + 14 = 21


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|Roll20 Link- Age of Worms|

"See, I knew you'd listen to a reasonable way! Big doors can always be forced open, but much to the doors' dismay, and the builders of said doors. What if there was a way in for little folk such as we, forced to take the risks of runners?" Gazzilfek looks pleased.

"Kongen Thulnir is ancient, meant to stand against all kinds of siege, but it's still gotta have eyes on the outside, right? It's gotta breathe. That's where you get in, and that's why I'm important, because once you get in, you need to have a familiar face leading you up, otherwise you'll just end up killing each other when they get angry with you." The spriggan looks over his shoulder, heavy sniffs coming from his bulbous nostrils.

"As I see it, Ascaria Wannaknow, I get to get the gratitudes of the giants, if I usher you in, and I get a first row seat to create stories of the wonderful escapades of you folk! Finder's Fee! Grinder's Glee! All the same to me! Now, if you're ready, we should get going. Follow me, and I'll have your insides on the inside of the Riftlord Palace in no time!"


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Bald male Half-Elf elder

Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12
Eidi gives a small shrug, glancing at his companions with a bemused smile "Well, perhaps I have gone senile already, but I believe our Grand Guide of Breathing Fortresses"

The half-elf straightens with a faint creak of joints, nodding toward Gazzilfek "Very well, lead on. I will follow. But do us a kindness, won't you?" he leans in just a touch "Make sure to point out whether we are heading north, or south, or something more... vertically adventurous. My dear half-elf friend will need to know for... navigational purposes"


Male Human Brawler (17), Thief (0)
Eidi wrote:
”Well, perhaps I have gone senile already,"

This time it is Eidi who gets the raised eye brow. Yeah. Maybe.

SenseMotive: 1d20 + 24 ⇒ (7) + 24 = 31 What is this spriggan playing at?


Male, Gnome

Ascaria nods in agreement. Seems like a fair deal. he thinks idly to himself.

He reminds himself to do a drawing of the dragon battle, and follows the spriggan cautiously.


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

Solrisa smiles at her new fey friend. She hopes that her new friend is not lying...she does not like lying liars who lie.

"Okay, just show me where to go!"


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|Roll20 Link- Age of Worms|

Mortimer:

The spriggan is speaking earnestly. It sounds like he's genuinely interested in you, while also likely acting on interest not entirely his own. He seeks to please.

The spriggan jumps off his ledge, gently falling to the floor of Southern Kongen Thulnir. He quietly claps on the way down.

"Posthaste! Godspeed! Doubletime! This way!" Gazzilfek trusts you so much, he turns his back to you as he takes the lead, not once looking back to verify that you are following, he has that much faith in you.

You have experienced the external environments of Kongen Thulnir up until now, save for the interior of the Citadel, which feels somehow... other, from the cliff's side. Now, you are led into and out of, then back into housing structures in various states of disrepair.

With each edifice you explore, you witness giant living rooms, giant kitchens, giant sally ports, giant food and water storage facilities, and yes, giant corpses, bugbear corpses, dragon corpses, troglodyte corpses, orc corpses... You get the growing impression that several locations under the guylines must have been ambushes laid for fallen wyrms, while smaller buildings meant for undersized citizens of the city are left in better shape.

It's these structures Gazzilfek hones in on, until you enter one of them at the base of the cliff wall.

Perception DC 36, Ascaria, Mortimer, Solrisa, Gazzilfek:

1d20 ⇒ 3

You get the distinct sense that something moved through the buildings to the north of you, as though it were changing position to observe yours...

Perception DC 16, Eidi:

You catch the briefest of glimpses of Necrozyte, slithering behind a two-story building, roughly 300' to the north. She's lost to sight moments later...

GM Rolls:

1d20 ⇒ 5

The interior of this house is cold, and mostly intact. There is a troglodyte-sized table, with empty cupboards, several smelly bedrolls, and a dormant fireplace. The spriggan beckons you to it.

"Now, hold hands, everyone. We're going to go dark for awhile before we can shed light that doesn't give us away." Gazzilfek goes first, stepping into the fireplace, and extending his hand to Ascaria.

"The blind leading the blind, eh? I know this corridor like the back of my hand. Can do it with my eyes closed. Just don't let go, 'cause there's one fork in the tunnel that you don't want to follow. Trust me."

Any preparations before you become Tunnel Rats?


Male Human Brawler (17), Thief (0)

Mortimer shrugs and follows the others following the Spriggan though the chaos, staying close to Eidi.

Perception: 1d20 + 24 ⇒ (12) + 24 = 36

"Look! -- is that an old green dragon stalking us to the north?" Mortimer mutters under his breath.

When they get to the fireplace, the plan slowly makes its way to Mort's brain. "Wait, we're making a humanoid chain?!"

Mortimer rolls his eyes and awkwardly grabs Eidi's hand ("Sorry!"). He is resigned to be pulled into the darkness by whoever is holding his other hand, or Eidi's other hand.

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