GM Rat Sass's Age of Worms

Game Master Governayle

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


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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)

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