[PbP Gameday VII] GM Irish202 RotRL: Spires of Xin-Shalast (Inactive)

Game Master Irish202


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Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Free action haste from boots. Immediate action move. Taking the attack of opportunity.

Attack: 1d20 + 35 ⇒ (18) + 35 = 53 PA, Haste, Heroism, Divine Power, Righteous Might, Hunter’s blessing
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (2, 1, 6) + 15 + 12 + 6 + 3 + 2 + 2 = 49
-------------------------------------------------------------------------
Confirmation: 1d20 + 35 ⇒ (3) + 35 = 38
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (5, 3, 3) + 15 + 12 + 6 + 3 + 2 + 2 = 51
--------------------------------------------------------------------------
Attack: 1d20 + 35 ⇒ (3) + 35 = 38
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (5, 3, 2) + 15 + 12 + 6 + 3 + 2 + 2 = 50
--------------------------------------------------------------------------
Attack: 1d20 + 30 ⇒ (14) + 30 = 44
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 5 + 2 ⇒ (4, 1, 6) + 15 + 12 + 6 + 3 + 2 + 5 + 2 = 56
-------------------------------------------------------------------------
Attack: 1d20 + 25 ⇒ (8) + 25 = 33
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 5 + 2 ⇒ (4, 6, 6) + 15 + 12 + 6 + 3 + 2 + 5 + 2 = 61

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

I'll attack once then

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Then it's good the first attack was a smiting crit.


Since Shump is picking up his weapon and this creature's AoO never happened on Ezren, she will take her AoO now.

Touch versus Shump: 1d20 + 21 ⇒ (20) + 21 = 41, WIS Drain: 1d8 ⇒ 2

Shump returns the favor for the creature extensively draining him earlier with a rather painful critical strike. Grognar abruptly zooms over and delivers an extensive assault of his own, leaving the lamia reeling afterwards. She switches her target to the newly arrived half-orc and attacks him instead! Grognar takes 39 points after stoneskin, subtracting 55 points off from the spell. Barring any particular interventions, he would also take 8 points of WIS drain.

Dice Rolling:
Attack 1 vs. Grognar: 1d20 + 29 ⇒ (12) + 29 = 41, 1d6 + 2d6 + 12 ⇒ (4) + (5, 3) + 12 = 24
Attack 2 vs. Grognar: 1d20 + 24 ⇒ (18) + 24 = 42, 1d6 + 2d6 + 12 ⇒ (1) + (4, 1) + 12 = 18
Attack 3 vs. Grognar: 1d20 + 19 ⇒ (15) + 19 = 34, 1d6 + 2d6 + 12 ⇒ (2) + (1, 1) + 12 = 16
Attack 4 vs. Grognar: 1d20 + 14 ⇒ (15) + 14 = 29, 1d6 + 2d6 + 12 ⇒ (3) + (1, 5) + 12 = 21
Claw 1 vs. Grognar: 1d20 + 26 ⇒ (15) + 26 = 41, 1d6 + 4 ⇒ (4) + 4 = 8
Claw 2 vs. Grognar: 1d20 + 26 ⇒ (9) + 26 = 35, 1d6 + 4 ⇒ (3) + 4 = 7
Touch vs. Grognar: 1d20 + 21 ⇒ (13) + 21 = 34, Wis Drain: 1d8 ⇒ 8
Attack 2 Crit Confirm: 1d20 + 24 ⇒ (5) + 24 = 29

After her assault, the lamia begins to cast a quickened spell...which is promptly interrupted by a barrage of magic missiles that slam into her. She crumples into unconsciousness under the fusillade, her magic disrupted.

Initiative Order: **Western Map updated** Bold means go!

Round 3

Jeb
Griff
Shump (-27 HP, 2 WIS drain)

Round 4
Cloud Giants (Red Giant -225/unconscious, Blue -207/unconscious)
Grognar (-62, 8 WIS drain)
Sharton
Ezren
Ceoptra (-295/unconscious)

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah moves over, and tries to bite Green.

Bite: 1d20 + 24 + 2 + 1 + 1 - 1 ⇒ (3) + 24 + 2 + 1 + 1 - 1 = 30, for 1d6 + 22 + 2 - 1 ⇒ (5) + 22 + 2 - 1 = 28 damage +2d6 ⇒ (1, 2) = 3 Holy damage.

...or not, as the case may be!

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

does the lamia look like it's regenerating or is it DEAD?


Shump Heal Check: 1d20 + 11 ⇒ (3) + 11 = 14

Looks like it is very unconscious but not dead. You don't notice any particular regeneration occurring.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

(I forgot Life Link last turn! So Shump and Grognar each heal 10 and I take 20... some of it goes off temps I have so I am only down 9)

(Taking extra AC from fervor)

Griff heads more central Channels Positive Energy, excluding any bad guys he sees (including with his blindsight for living creatures)
Channel Positive Energy (Entire Party): 11d6 ⇒ (2, 5, 3, 3, 5, 4, 6, 3, 5, 2, 1) = 39

(Now Griff is full again)

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Shump slams his sword into the lamia.

coup de grace

damage with bonuses: 2d10 + 58 ⇒ (7, 9) + 58 = 74

"Thanks for the healing Griff"

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton drops his invisibility. "Perhaps this last giant can be persuaded to tell us where the runelord is and how this device works. Unless his mind is being controlled like some of the others were."

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

You are the type of Paladin I like Shump. You do not hesitate to do what must be done. Ezren complements.


Back from the convention and ready to get things rolling again. Just rolling d20's since I have to nat 20 to hit Jeb:

GG Attacks vs. Jeb: 3d20 ⇒ (5, 5, 5) = 15

The last remaining giant uselessly splooshes his morningstar through Jebediah's watery protections, failing to land a single hit.

I am willing to call this combat, as you all should be able to clean up this remaining giant without a problem with attacks from Jeb/Shump/Grognar. In the event that the group wishes to revive/interrogate any remaining giants, you all will find them unwilling to provide any useful information barring use of coercive magics.

Also, assuming Ezren completes his detect magic investigations from earlier in the combat now that he has no distractions:

Detect magic + DC 40 Spellcraft:
Deciphering the magical auras on this golden globe in the room is excessively difficult, mostly due to the migraine-inducing levels of magic radiating off of it. After some experimentation and time, you are able to deduce several observations. First, while the globe radiates very strong transmutation magic, you are also able to detect strong layers of conjuration and necromancy magic hidden behind it. While you are not able to decipher specific effects or functions, you believe that the conjuration magics are tied in someway to the planar disturbances around Xin-Shalast; while the necromancy effect eludes you. Second, the transmutation and necromancy magics seem to pulse in their intensity. The transmutation aura pulses in a regular minute interval; while the necromancy aura does not follow a set pattern, it ranges from rapid fire pulses to short pulses spread out over long periods. Finally, while the conjuration magic is uniform throughout the globe, it also seems to concentrate in intensity on the platform that rests directly above the globe.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton will also analyze the golden globe.

Spellcraft: 1d20 + 26 + 1d6 ⇒ (12) + 26 + (6) = 44

Inspiration ftw! Also, looking back through the buffs we got, did we get life bubble and resist acid?

Is Karzoug trapped inside here? Is it an extraplanar refuge he built in order to stay safe during Earthfall and the aftereffects? It seems that time runs short before he is able to reenter this world.


Will need some direction from the group in terms of what next actions are going to be.

Lootz:

Ceoptra: +1 Unholy Dagger, headband of alluring charisma +4, necklace of adaptation, ring of force shield, Sihedron ring, 4 golden ankle bands worth 2,000 GP each, gold and sapphire choker worth 6,000 gp.

Giants: 3 gargantuan morningstars, 3 sets of huge +2 full plate, 3 Sihedron rings.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

"If it is a refuge, do you have any idea how we can crack it open, and/or get inside?"

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

First Grognar will cast restoration on himself.

We should have resist acid, and life bubble. I have a resist and life bubble marked as cast.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Thank you, Grognar and Ezren!

Sharton will cast true seeing combined with arcane sight to see if there's some way to gain access to the inside of the globe.

Perception: 1d20 + 29 ⇒ (1) + 29 = 30

Obviously, there's no way in. Is the globe actually solid? Sharton will cast resist sonic just to complete the list, warn everyone what he is going to do, and then try to reach into it, relying on the fire resistance to protect him from being burned.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren conjectures The pulsing could be what is causing the damage for those who do not wear the ring. As a conjuration specialist I will note that all extra-dimensional magic is conjuration magic, including Plane Shift and those magics that create and sustain demiplanes. Since that magic seems to concentrate in intensity on the platform that rests directly above the globe I suspect that is the way "in'. Shall we prepare ourselves and then move to the platform together?

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah nods, and starts buffing.


Using his magical enhancements to his sight, Sharton does not see anything different or useful to his evaluation of the globe. Reaching out to touch the globe at ground level through the sluggishly wavering flames enveloping it, the wizard feels a dizzying wave of greedy impulses wash over him as his touch of the globe reveals a solid unyielding surface. The flames lick at his arm, but otherwise seem unable to affect him at the moment through his magical protections.

People standing on the platform:
When you step onto the platform on the top of the globe, you abruptly find yourself struck with double vision. In your field of view, you both simultaneously see the room you are standing in and a fantastical scene overlaying. You see an immense sea of churning flames, with an "island" of stone floating in the middle of it. You can vaguely see a cave-like opening in the side of this "island," and somehow you get a sense that someone or something waits within.

The visual distortion caused by this effect almost results in diplopia, causing blurriness when focusing on things in the room (50% miss chance while on platform and 1 minute after leaving it). The only thing that remains in focus during this blurriness is the sluggish flames that envelope the globe in the chamber; which remains in crisp crystal-clear focus.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Since nothing happened, Sharton will fly up to the platform to join the rest of the party. "Whoa, that is quite the image. Do you want me to cast haste before we attempt to activate the globe?"

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"Sounds good. Any help against the wizard would be helpful"

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

I think we simply step onto/into the globe. Lets try that anyway.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Griff, if you want haste you'll need to drop your invisibility for a few seconds.

When everyone has finished last minute buffs, Sharton will cast haste after giving Griff time to drop out of invisibility, then he'll cast vanish right before joining the party as we (presumably) enter the globe.

He wants to be invisible in case Karzoug is waiting for us, but he doesn't want to use up his valuable rounds of greater invisibility if this doesn't work or we end up having to travel.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Insecurely, Griff replies. "Oh... OK."

Griff drops his invisibility for a brief second, his back turned to the party. As soon as the spell is cast, he immediately activates his ring again.


Unfortunately, this particular artifact has a very specific trigger to activate that might require some experimentation. It is my assumption people are up at the platform above the globe while/shortly after buffing. Ezren, are you stepping off the platform by yourself onto the globe or doing it as a group?

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Are we overthinking all this? I do not want to face a runelord solo. Can we all step over together? Unsure it will work. My companion can cast Commune if we cannot figure this out. I appeal to the GM here as my Int 30 character has experienced this in real time while I can barely remember the last room and do not recaall clues of near by rooms we visited months ago.


Dice Rolling:

RG Initiative: 1d20 + 0 ⇒ (7) + 0 = 7
SG Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
BD Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
K Initiative: 1d20 + 7 ⇒ (18) + 7 = 25

After a quick speed buff and Sharton turning himself invisible, the group hops off the platform onto the golden orb. The flames on the orb burn sluggishly at their feet as a distinct metallic clang resonates perfectly through the device upon contact. Almost immediately, the flames flare up wildly; roaring upwards to completely engulf each individual standing on the orb. The flames block everything from view, accompanied by a gut-churning wrench as reality around the group seems to twist sharply in all directions.

The flames gutter out after an endless moment of reality-wrenching sensations, leaving the group in front of two stone pylons resting on a stone platform. The edge of this platform drops off abruptly, a churning sea of lava roiling endlessly 100 feet below it. Around the platform, multiple pillars of red-hot gold rise from the sea below; their waves of heat falling upon surrounding balconies 50 feet above suspended by incredibly thick metal chains. In between the pylons, a rippling field of magic acts like a window; showing a scene looking at Xin-Shalast from a mountaintop overlooking the city.

A set of stairs ascend in front of the arrival platform, leading up to two paths that wind around a fantastical sight. On a platform rests a massive pool of what appears to be roiling, molten gold. Hanging above it on an articulated frame made from a dark metal is a massive green crystal lens, oriented as if it was focusing something down upon the golden pool below. Beyond this sight, tiered steps lead up to a niche on the far side of this chamber. An elaborate exquisite throne sits there, surrounding by countless rows of books and workspaces.

The group is not alone in this place, as they quickly see two storm giants stationed on the balconies above on either side armed with longbows. Further back, between the golden pool and the throne, a rune giant glowers in your direction; the creature impatiently hefting its massive longsword in its ebony-tinted hands. Behind the giant a huge-sized blue dragon is curled around the throne, the creature poised and tensed to move at a moments notice.

Finally, seated upon the throne is a man dressed in exquisite green robes bearing a flaming glaive, his forehead and skin embedded with numerous jewels that glint with power. His grasp tightens on the glaive as he notices the group's presence, the man's hands bearing some kind of glove that has talon-blades on each finger. The flickering light from the golden pool illuminates the beads of nervous sweat running down his face, while a rapidly twitching vein stands out on his forehead.

Karzoug the Claimer awaits.

Roll Initiative!

Anyone rolling higher than a 25 may act immediately. Map has been updated under the quick links as "Eye of Avarice Map."

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Just to be clear:

Current List of Buffs cast by Jeb:
Endure Elements, Barkskin, Extended Delay Poison, Extended Greater Magic Fang x5, Life Bubble, Extended Ward of the Seasons x2, Extended Greater Longstrider, Extended Air Walk, Extended Freedom of Movement, Extended Echolocation, Quickened Bear's Endurance, Extended Death Ward, Seamantle, Foresight.

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15.

What is the list of 'party wide' buffs that are running?

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Initiative: 1d20 + 7 + 4 + 2 ⇒ (14) + 7 + 4 + 2 = 27 after dropping Heightened Awareness, and a +2 from Hunter's Blessing since this seems to qualify as underground?

Party buffs:
I'm sure I missed some, so please post what else there is. The party buffs I can see are:

Grognar: Resist Acid 30, Life Bubble, Hunter's Blessing (humanoid human, and monstrous humanoid, urban and under ground)

Sharton: Haste, Heroism on Shump

Ezren: Extended Resist Fire, Cold, and Electric 30, Extended Stoneskin

Griff: Life Link, Heroes' Feast, Status, and several Greater Magic Weapons and Magic Vestments

I had to look back to see what Hunter's Blessing does. A +2 sacred bonus on Bluff, Perception, Sense Motive, and Survival checks attempted against creatures of the selected type, a +2 sacred bonus on attack rolls and damage rolls made against creatures of that type, and +2 sacred bonus on initiative checks, Perception, Stealth, and Survival checks while in the type of terrain designated.

As a swift action, Sharton overwrites his vanish with greater invisibility, then with his persistent metamagic rod casts phantasmal killer on the dragon. DC 24, roll twice per save.

Spell Penetration: 1d20 + 20 ⇒ (4) + 20 = 24

After that he flies up and back left off the platform.


Dice Rolling:
Will: 1d20 + 13 ⇒ (11) + 13 = 24
Will: 1d20 + 13 ⇒ (2) + 13 = 15
Fort: 1d20 + 15 ⇒ (14) + 15 = 29
Fort: 1d20 + 15 ⇒ (13) + 15 = 28
3d6 ⇒ (5, 4, 3) = 12

The dragon rears back it's head with a startled roar, it's eyes wide in fear at an unseen menance. The beast seems overcome the majority of Sharton's phantasmal assault, though it breathes a little more heavily afterwards.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Initiative: 1d20 ⇒ 4

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Int: 1d20 ⇒ 7

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

before stepping onto the globe Ezren wanted to cast a single buff - Greater Angelic Aspect. It lasts 17 minutes. any issue with him having done so?

Initiative: 1d20 + 12 ⇒ (6) + 12 = 18

Ezren's buff's cast:

Personal
Mage Armor
Extended Heroism
Overland Flight
Mind Blank
Extended Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8

Group:
Extended Communal Resist Energy Fire, Cold and Electricity
Communal Stone Skin

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Don't forget the +2 to initiative for being "underground" in this large cavern. I copy-and-pasted all the benefits of Grognar's Hunter's Blessing into the Party Buffs spoiler just above, since I couldn't remember what it did, either.

My list of buffs there was what I believe people had cast on the group or on other people, excluding everyone's personal-only buffs. Please correct my inevitable oversights, since this fight will without doubt be complicated!

GM Irish202 wrote:
The dragon rears back it's head with a startled roar, it's eyes wide in fear at an unseen menance. The beast seems overcome the majority of Sharton's phantasmal assault, though it breathes a little more heavily afterwards.

Drat! Well, it apparently had a 48% chance of working and I do have another prepared...

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

GM's call if we are underground. I think we are on a demiplane so I am not sure. If it counts then Ezren acts on init 20. Either way I hope not all the enemy act on the same init of 25.


Ezren wrote:
GM's call if we are underground. I think we are on a demiplane so I am not sure.

I would actually consider this under the "Planes" category for environment; specifically either the Plane of Leng or the Plane of Fire would qualify. It would drop Sharton's initiative down, but his bonus is still higher to break an initiative tie for the 25. I also have no issue with Ezren having greater angelic aspect, its duration was long enough that pre-buffing it is not an issue. Will wait until tomorrow morning for Grognar's initiatve; I am assuming he is fending off the ravening ghouls of the IRB for his thesis.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Init : 1d20 + 2 ⇒ (3) + 2 = 5
Init : 1d20 + 2 ⇒ (17) + 2 = 19
Init : 1d20 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight
GM Irish202 wrote:
Ezren wrote:
GM's call if we are underground. I think we are on a demiplane so I am not sure.

I would actually consider this under the "Planes" category for environment; specifically either the Plane of Leng or the Plane of Fire would qualify. It would drop Sharton's initiative down, but his bonus is still higher to break an initiative tie for the 25.

Thanks for the clarification, makes sense.


Dice Rolling:

Init Roll-Off Shump: 1d20 ⇒ 8
Init Roll-Off RG: 1d20 ⇒ 6
1d4 + 1 ⇒ (1) + 1 = 2
Touch vs. Grognar: 1d20 + 17 ⇒ (3) + 17 = 20, Bludgeoning: 2d6 ⇒ (1, 1) = 2
Touch vs. Grognar: 1d20 + 17 ⇒ (17) + 17 = 34, Bludgeoning: 2d6 ⇒ (2, 5) = 7
Touch vs. Grognar: 1d20 + 17 ⇒ (9) + 17 = 26, Bludgeoning: 2d6 ⇒ (3, 2) = 5
Touch vs. Grognar: 1d20 + 17 ⇒ (19) + 17 = 36, Bludgeoning: 2d6 ⇒ (6, 5) = 11
Meteor 1: 6d6 ⇒ (1, 6, 1, 4, 2, 2) = 16
Meteor 2: 6d6 ⇒ (3, 4, 3, 3, 5, 1) = 19
Meteor 3: 6d6 ⇒ (2, 4, 5, 5, 5, 1) = 22
Meteor 4: 6d6 ⇒ (2, 3, 6, 1, 6, 4) = 22
Breath Lightning vs. Sharton: 12d8 ⇒ (8, 7, 4, 3, 7, 1, 6, 7, 2, 1, 3, 1) = 50
1d4 ⇒ 3

I apologize in advance for being mean, but the kid gloves come off here!

Karzoug grimly looks out on the group down on the arrival platform, not flinching as the dragon reels from Sharton's spell next to it. "I suppose you worms are expecting some kind of monologue extolling my elaborate plans," the Runelord says with a slight smirk. He points a finger towards Grognar and shouts "Verberare meteorum!" Four brilliant, sparking comets spring into existence and shoot through the air to strike at the half-orc; each one exploding in a 40-foot radius blast of flame as they strike! The flaming glaive in the Runelord's hands abruptly flares with eldritch light, and a rippling burst of green light erupts near Jebediah; but the light is blocked by an almost imperceptible sphere of protective magic radiating out from Ezren. Karzoug then pulls a slender metallic rod from his robes and flourishes it as he shouts "Citius quam tempore!" The wizard abruptly turns into an incredible flurry of movement, his form blurring with how quickly it moves. With a blink of an eye, the group is surrounded by a thick cloying orange fog; obscuring much of the room from their sight.

As this gassy cloud arises, the group in the cloud hears the Runelord speak something in a hissing language; which is shortly followed by similar response in a voice that definitely sounds like the dragon's. The loud flapping of leathery wings can be heard that rapidly approaches the arrival platform. Sharton quickly sees the dragon zooming through the air, scanning the area as it abruptly looks directly at him! It rears back and unleashes a blast of electricity from its mouth at the wizard!

Draconic:
"Minion, I tire of their invisible antics. Fly out there, locate the invisible one with the magic, and kill him. The mage will most likely have split off from the group, they like to run and dart around like the rats they are."

"Yesss, massster."

Spellcraft DC 24:
It seemed like the Runelord cast meteor swarm, followed by a quickened time stop spell. Somehow, his glaive cast faerie fire. The gas that erupted appears to be similar to that of a cloudkill spell.

As a general FYI, Mind Blank only blocks divination effects; it does not block natural abilities to see detect invisible creatures such as Scent or Blindsense.

Also, lots of saving throws. Will need four DC 32 Reflex saves from everyone except Sharton against the meteors. With the way the spell works, you save for each meteor for 1/2 damage on each one; then it is totaled up and then resistance is applied. If Grognar's touch AC is what is listed, he also takes bludgeoning damage from each meteor that strikes him. Will need a DC 21 Will Save from everyone to avoid being shaken from the dragon's frightful presence aura. Will need a separate Reflex save from Sharton for the dragon's breath weapon, DC for half damage.

Action Items:
All: DC 21 Will Save vs. Fear to avoid Shaken
All but Sharton: Four DC 32 Reflex Saves for 1/2 damage on Meteors. See Dice spoiler for damage numbers.
Sharton: DC 23 Reflex Save for 1/2 damage on 50 points electric Breath weapon

Initiative Order: **Map Updated**

Round 1:

Sharton (DC 23 Reflex)
Karzoug
Blue Dragon
Grognar (DC 21 Will, 4 DC 32 Reflex)
Ezren (DC 21 Will, 4 DC 32 Reflex)
Jeb (DC 21 Will, 4 DC 32 Reflex)
Shump (DC 21 Will, 4 DC 32 Reflex)

Rune Giant
Storm Giants
Griff (DC 21 Will, 4 DC 32 Reflex)

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Actually, I don't have to make the reflex saves - Seamantle explicitly blocks line of effect for all fire spells and effects.

Will: 1d20 + 21 ⇒ (13) + 21 = 34.

Jebediah remains firm, snarls, and pounces through the air onto the dragon.

Talon, Rage: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (9) + 24 + 2 + 2 + 1 + 1 = 39, for 1d8 + 22 + 2 ⇒ (5) + 22 + 2 = 29 damage +2d6 ⇒ (4, 6) = 10 Holy damage +1d6 ⇒ 5 Acid damage.
Talon, Rage: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (10) + 24 + 2 + 2 + 1 + 1 = 40, for 1d8 + 22 + 2 ⇒ (4) + 22 + 2 = 28 damage +2d6 ⇒ (3, 4) = 7 Holy damage +1d6 ⇒ 1 Acid damage.
Bite, Rage: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (8) + 24 + 2 + 2 + 1 + 1 = 38, for 1d6 + 22 + 2 ⇒ (2) + 22 + 2 = 26 damage +2d6 ⇒ (5, 2) = 7 Holy damage.
Foreclaw, Rage: 1d20 + 19 + 2 + 2 + 1 + 1 ⇒ (4) + 19 + 2 + 2 + 1 + 1 = 29, for 1d4 + 13 + 2 ⇒ (3) + 13 + 2 = 18 damage +2d6 ⇒ (5, 6) = 11 Holy damage.
Gore, Rage: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (4) + 24 + 2 + 2 + 1 + 1 = 34, for 1d8 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (5, 2) = 7 Holy damage.
Talon, Rage, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (9) + 24 + 2 + 2 + 1 + 1 = 39, for 1d8 + 22 + 2 ⇒ (4) + 22 + 2 = 28 damage +2d6 ⇒ (5, 4) = 9 Holy damage +1d6 ⇒ 1 Acid damage.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Note that if you are within 20' of Ezren you are in his protective aura and gain a +4 resistance bonus to saves (if you do not already have it), a +4 deflection bonus to AC (if you do not already have it) and are in a lesser globe of invulnerability and magic circle of protection against evil.

Will Save: 1d20 + 20 ⇒ (2) + 20 = 22

Reflex Saves: 1d20 + 20 ⇒ (18) + 20 = 38

Reflex Saves: 1d20 + 20 ⇒ (17) + 20 = 37

Reflex Saves: 1d20 + 20 ⇒ (14) + 20 = 34

Reflex Saves: 1d20 + 20 ⇒ (20) + 20 = 40

So that is 8+9+11+11-30 or 9 points of fire damage off his temp hp. Still thinking what he will do, Will post soon.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Ezren uses his connection to the hells to conjure Ball Hellfire on the storm giant to the north. 4 balls of hellfire burn the creature in an otherworldly fire that normal resistance does not quench.

Hellfire Ball: 3d6 ⇒ (2, 6, 5) = 13 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (5, 5, 5) = 15 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (5, 4, 3) = 12 DC 25 Reflex for no damage but -4 to save if wearing metal.

Hellfire Ball: 3d6 ⇒ (1, 3, 4) = 8 DC 25 Reflex for no damage but -4 to save if wearing metal.

He then casts Quickened Glitterdust onto the Storm Giant to the south. Will Save DC 25

Baal, who seemed to take no mind of the fire pulls a wand and fires it at the norther storm giant.

Ray of Exhaustion, range touch: 1d20 + 20 ⇒ (13) + 20 = 33 DC15 Fort Save to avoid being exhausted and only become fatigued. I know he will likely make the save but fatigued is +2 strength and dex so its a -1 to hit and I think it would be grand if he now could not use his strength bow. :)

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Will save: 1d20 + 19 ⇒ (6) + 19 = 25 Not shaken

Reflex save: 1d20 + 17 ⇒ (20) + 17 = 37 No damage after Resist 30

Quickened time stop? Sharton suspects Karzoug must be holding a super-sweet greater metamagic rod.[/b]

Perception: 1d20 + 27 ⇒ (13) + 27 = 40

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Will Save: 1d20 + 18 ⇒ (14) + 18 = 32
Reflex Save: 1d20 + 14 ⇒ (15) + 14 = 29
Reflex Save: 1d20 + 14 ⇒ (9) + 14 = 23
Reflex Save: 1d20 + 14 ⇒ (9) + 14 = 23
Reflex Save: 1d20 + 14 ⇒ (14) + 14 = 28

Griff then takes 5 damage for each ally. (Totaling 104 damage between all of it, plus 52 nonlethal from his curse, totaling 156)

Immediate Action
Griff breaks off all his Life Links.

Standard Action
He casts Mass Heal on everyone but Sharton. (Healing for 190)

Griff stays where he is for now, figuring others will move up.

TLDR: Sharton heals 5, Griff takes a bunch but then heals 190, everyone else heals 195

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Reflex with haste: 1d20 + 11 ⇒ (9) + 11 = 20

Reflex with haste: 1d20 + 11 ⇒ (20) + 11 = 31

Reflex with haste: 1d20 + 11 ⇒ (17) + 11 = 28
Reflex with haste: 1d20 + 11 ⇒ (6) + 11 = 17

I'm immune to fear from the dragon, healed from Griff

Shump drinks a potion of fly and moves towards the dragon. He quickly points at Karzoug smite evil

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight
Griff H. wrote:
TLDR: Sharton heals 5

Thanks to moving off the platform and having resist electric, Sharton didn't take any damage at all, so feel free to take those 5 hp back.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10
Griff H. wrote:

[dice=Will Save]1d20+18

[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14
[dice=Reflex Save]1d20+14

Griff then takes 5 damage for each ally. (Totaling 104 damage between all of it, plus 52 nonlethal from his curse, totaling 156)

Immediate Action
Griff breaks off all his Life Links.

Standard Action
He casts Mass Heal on everyone but Sharton. (Healing for 190)

Griff stays where he is for now, figuring others will move up.

TLDR: Sharton heals 5, Griff takes a bunch but then heals 190, everyone else heals 195

Note that Ezren is not wounded you do not take 5 from him either.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

(However much damage not taken with life link doesn't matter much... Griff healed himself to full of all of it)

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Was sorta hoping with less incoming you might not need to drop links. Totally your call of course.

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