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With area spells on the table it's just not a good idea to keep them up.

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Fort: 1d20 + 19 ⇒ (8) + 19 = 27 Not Shaken.
Ref: 1d20 + 16 ⇒ (17) + 16 = 33
Ref: 1d20 + 16 ⇒ (17) + 16 = 33
Ref: 1d20 + 16 ⇒ (16) + 16 = 32
Ref: 1d20 + 16 ⇒ (3) + 16 = 19
Grognar will click his boots of speed, immediate action cast quicken divine power, and bestow grace of the champion. He will move toward the rune giant.
I should have my stats and damage updated tomorrow but it looks like I'm in ok shape after it all.

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Grognar will click his boots of speed
I gave everyone haste before we stepped onto the globe so you shouldn't need your boots (yet).

GM Irish202 |

SG Reflex: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
SG Reflex: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
SG Reflex: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
SG Reflex: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20
SG Will: 1d20 + 18 ⇒ (9) + 18 = 27
SG Fort: 1d20 + 22 ⇒ (5) + 22 = 27
SG Lightning: 15d6 ⇒ (2, 6, 5, 2, 3, 2, 6, 2, 2, 5, 3, 3, 6, 1, 1) = 49
SG Lightning: 15d6 ⇒ (2, 3, 1, 5, 5, 4, 6, 1, 5, 5, 2, 5, 3, 1, 1) = 49
Ezren's orbs of flame strike out to damage the northern Storm Giant thrice, while the southern one resists the blinding effects and is coated in a nice layer of glitter. The imp's ray weakens the northern Giant slightly, but the creature seems to still have a solid grasp on its bow string. Jebediah leaps through the air and completely eviscerates the flying dragon, the creature spiraling downwards into the sea of flame below. Shump arrives shortly afterwards, looking a little disappointed at the distinct lack of dragons in the vicinity.
Meanwhile back on the upper platforms, the Rune Giant's eyes flare up with red light as it moves forward to intercept Grognar's progress towards the Runelord. The Storm Giants point their huge fingers at Jebediah and Shump, causing arcs of lightning to leap between them!
Shump, I made an assumption of where you might have moved to (C*9). It only took about 1/2 of your fly speed in the event you want to nudge somewhere further, let me know if you want to adjust. Need some Reflex saves from Jeb and Shump. You both get one DC 17 Reflex and one DC 15 Reflex save for half damage on 49 points electric for each save. Griff has already posted his action before his turn has come around, so I will just slide initiative forward to Sharton.
Round 2: **Map Updated**
Sharton
Karzoug
Grognar
Ezren
Jeb (DC 17 Reflex, DC 15 Reflex)
Shump (DC 17 Reflex, DC 15 Reflex)
Rune Giant
Storm Giants (North Fatigued -36, South Glittery)
Griff

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Sharton moves forward, focusing his arcane sight on Karzoug and trying to decipher what auras he has on him. His actions will depend on the results of his analysis. He's not doing the "study as a standard action" part of the spell, he's quite convinced that Karzoug is an arcane caster of the highest power.
He is considering feeblemind, greater shout as a readied action when he gets within 60 feet, or greater dispel magic, either as a counterspell or to try to knock down some of the runelord's buffs. However, Karzoug is probably well protected and Sharton doesn't want to be on the receiving end of an unpleasant surprise.
How many of these do I need to roll? It's one per aura.
Spellcraft: 1d20 + 26 + 1d6 ⇒ (15) + 26 + (2) = 43
Spellcraft: 1d20 + 26 + 1d6 ⇒ (8) + 26 + (1) = 35
Spellcraft: 1d20 + 26 + 1d6 ⇒ (6) + 26 + (2) = 34
Spellcraft: 1d20 + 26 + 1d6 ⇒ (19) + 26 + (5) = 50
Spellcraft: 1d20 + 26 + 1d6 ⇒ (5) + 26 + (4) = 35

GM Irish202 |


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LOL, should have seen that one coming!
Sharton doesn't like that. He'll try to communicate telepathically with Ezren's imp to let everyone know that we can't determine Karzoug's protection spells, then he'll take a second move action to get closer.

GM Irish202 |

20d8 ⇒ (8, 8, 4, 2, 3, 6, 6, 7, 1, 4, 5, 2, 7, 1, 4, 5, 6, 1, 6, 1) = 87
1d4 + 1 ⇒ (4) + 1 = 5
RG Will: 1d20 + 23 ⇒ (9) + 23 = 32
SG North Will: 1d20 + 18 ⇒ (10) + 18 = 28
SG South Will: 1d20 + 18 ⇒ (15) + 18 = 33
SR Check 1 vs. Grognar: 1d20 + 21 ⇒ (11) + 21 = 32
SR Check 2 vs. Grognar: 1d20 + 21 ⇒ (15) + 21 = 36
SR Check 1 vs. Jeb: 1d20 + 21 ⇒ (17) + 21 = 38
SR Check 2 vs. Jeb: 1d20 + 21 ⇒ (15) + 21 = 36
Sharton, I am under the assumption that you are continuing your greater invisibility this round.
Karzoug curses upon the defeat of his blue dragon, his brow contorted with rage. The Runelord quickly sketches a symbol in the air in front of him as he shouts "potens expirare!" An ominous purple rune of shimmering energy springs into existence in the air above the cloud on the entry platform, the rune abruptly causing a sharp influx of air to flow towards itself. Jebediah, Shump, and Grognar suddenly begin to feel every single molecule of moisture in their bodies start to suction out of them painfully towards the glowing rune!
Karzoug brandishes the metal rod in his hand and shouts a familiar incantation ("citius quam tempore!"), and abruptly again becomes blur of almost impossible speed. In the blink of an eye, the Runelord is now surrounded by a shimmering globe of magic; while a scintillating wall of multi-hued colors now blankets a section of the wall next to him. Everyone in the chamber also begins to feel the sensation of some invisible force inexorably pushing their bodies away to the mouth of the cavern!
Jebediah, Shump, and Grognar will need a DC 32 Fortitude Save for half damage from Karzoug's evaporating spell; failing results in the full 87 points. Additionally I will need a DC 29 Will save from everyone; failing this save results in being completely unable to move in an eastern direction (e.g. stage right/towards Karzoug) until further notice. Anyone under the effects of freedom of movement will still need to save, but can move freely as long as the buff is active.
Round 2: **Map Updated**
Sharton (DC 29 Will)
Karzoug
Grognar (DC 32 Fort, DC 29 Will)
Ezren (DC 29 Will)
Jeb (DC 32 Fort, DC 29 Will)
Shump (-19)(DC 32 Fort, DC 29 Will)
Rune Giant
Storm Giants (North Fatigued -36, South Glittery)
Griff (DC 29 Will)

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Will Save: 1d20 + 19 ⇒ (16) + 19 = 35
Knowledge (Arcana) DC 28: 1d20 + 33 ⇒ (15) + 33 = 48
Knowledge (Arcana) DC 26: 1d20 + 33 ⇒ (1) + 33 = 34
note that a 27 fails the reflex save if the storm giant is wearing any metal armor. The DC would be 29.
The balls of fire continue to burn the northern storm giant.
Hellfire Ball: 3d6 ⇒ (5, 5, 6) = 16 DC 25 Reflex for no damage but -4 to save if wearing metal.
Hellfire Ball: 3d6 ⇒ (6, 5, 6) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.
Hellfire Ball: 3d6 ⇒ (3, 3, 3) = 9 DC 25 Reflex for no damage but -4 to save if wearing metal.
Hellfire Ball: 3d6 ⇒ (1, 4, 6) = 11 DC 25 Reflex for no damage but -4 to save if wearing metal.
Moving if needed to target the storm giants Ezren takes off the kid gloves. He casts Chains of Light on the southern giant before casting a swift Cold Ice Strike on the northern giant.
Chains of Light - DC 29 Reflex or be paralyzed - no SR .
Cold Ice Strike: 15d6 ⇒ (5, 6, 2, 3, 5, 6, 3, 1, 1, 6, 6, 2, 5, 4, 6) = 61 DC 27 Reflex for half
If the northern giant still stands Baal will magic missile him with a wand.
MM: 4d4 + 4 ⇒ (3, 2, 3, 4) + 4 = 16

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Fort: 1d20 + 24 ⇒ (10) + 24 = 34
Will: 1d20 + 17 ⇒ (7) + 17 = 24
shump will lay on hands and then move and attack the rune giant.
lay on hands: 4d6 ⇒ (4, 4, 1, 5) = 14
power attack haste vital strike: 1d20 + 27 ⇒ (5) + 27 = 32
damage: 2d10 + 17 ⇒ (6, 7) + 17 = 30

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Will: 1d20 + 19 ⇒ (6) + 19 = 25

GM Irish202 |

Away from my book and computer, but a couple things. Ezren, I factored the -4 into the Giants saving throw, so the DC doesn't need to be adjusted. Additionally, Baal also needs a will save, as he may not be able to follow your movement if he fails.
Shump, do you have freedom of movement? Otherwise you cannot move towards the rune giant to attack it at the moment due to the failed will save.

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Baal Will: 1d20 + 9 ⇒ (13) + 9 = 22
I do not know either of us need to move forward to take our described actions. If Baal rides with Ezren can he be carried forward?

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Yes, Sharton is continuing with the greater invisibility, I ticked my counter down another round when I went.
Spellcraft: 1d20 + 24 + 1d6 ⇒ (1) + 24 + (4) = 29
Arcana DC28: 1d20 + 20 + 1d6 ⇒ (20) + 20 + (4) = 44
Arcana DC26: 1d20 + 20 + 1d6 ⇒ (12) + 20 + (3) = 35
Will: 1d20 + 19 ⇒ (12) + 19 = 31
Can I assume with these Arcana checks that Ezren and Sharton both know the proper sequence to take down the prismatic wall?

GM Irish202 |

yeah I have a ring of freedom of movement
I totally missed that item tucked away in your sheet. Whoops!
I do not know either of us need to move forward to take our described actions. If Baal rides with Ezren can he be carried forward?
His progress forward is blocked regardless of him riding with you, unfortunately.
Can I assume with these Arcana checks that Ezren and Sharton both know the proper sequence to take down the prismatic wall?
Absolutely!
Jebediah casts Heal upon himself, then moves to a better position.
Where on the map did you want to move to? If you note the grid position, we can adjust your token position.

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His progress forward is blocked regardless of him riding with you, unfortunately.
It is not a big deal and I do not mean to contest this, but I disagree. After reading the spell multiple times Its clear to me that if you fail the save you cannot "move" towards the caster. I am not even sure that you could not dim door closer, but the imp cannot dim door so don't spend time on that. BUT you should consider what happens if someone who did make their save dim doors someone else who did not. I maintain that being moved is different from moving and I am not sure if dimensional travel would count or not. Of course its your call.

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Looks like we're back up?

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Spell Craft: 1d20 + 19 ⇒ (4) + 19 = 23
Spell Craft: 1d20 + 19 ⇒ (4) + 19 = 23
Fort: 1d20 + 27 ⇒ (17) + 27 = 44
Will: 1d20 + 23 ⇒ (11) + 23 = 34
Grognar will activate haste (boots), cast grace, Source Severance (arcane). Acts as an antimagic field against all arcane spells and class features.
Keeping an immediate action for surprising charge.

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Grognar will activate haste (boots)
Not necessary to do this, I cast haste on the party right before we entered the dome.

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Grognar is in a antimagic field against arcane spells.

GM Irish202 |

With source severance against arcane active, I have the following spells suppressed for the nonce on Grognar (posting for my reference): Resist Fire/Cold/Electricity, Communal Stoneskin , Sharton-based Haste. Additionally, as long as Grognar remains adjacent to Karzoug, the repulsion effect becomes nullified until he moves away.
SG North Reflex: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20
SG North Reflex: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
SG North Reflex: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
SG North Reflex: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
SG North Reflex: 1d20 + 13 ⇒ (11) + 13 = 24
RG PA AoO vs. Shump: 1d20 + 27 + 2 - 4 ⇒ (7) + 27 + 2 - 4 = 32
RG PA 1 vs. Grognar: 1d20 + 27 + 2 - 4 ⇒ (17) + 27 + 2 - 4 = 42
RG PA 2 vs. Grognar: 1d20 + 22 + 2 - 4 ⇒ (3) + 22 + 2 - 4 = 23
RG PA 3 vs. Grognar: 1d20 + 17 + 2 - 4 ⇒ (6) + 17 + 2 - 4 = 21
RG PA Crit Confirm 1 vs. Grognar: 1d20 + 27 + 2 - 4 ⇒ (17) + 27 + 2 - 4 = 42
RG Damage vs. Grognar: 8d6 + 68 ⇒ (2, 4, 2, 2, 3, 4, 2, 4) + 68 = 91
SG South Vital Strike Bow vs. Grognar: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
Grognar moves forward, protected by his grace spell from the opportunity attacks of the Rune Giant. The field radiating around him suppresses the shimmering globe enveloping the Runelord, who snarls in rage as the half-orc approaches! Meanwhile, the Storm Giant on the northern side of the chamber continues to have a bad day, as Ezren's flaming orbs continue to harry the creature. While his quick flash of ice damages the giant fully, the creature seems to not mind the chains of light as the chains slide uselessly off of its body for some reason!
While Jebediah eagerly adjusts forward in preparation for the ideal pounce coming up, Shump moves swiftly forward to engage the Rune Giant. It takes a swipe at him as the half-orc moves in, but his massive sword is unable to break through Shump's defenses. In a similar fashion, however, Shump's attack against the creature fails to land a strike on the obsidian giant.
The Runelord shouts in several words in a guttural language, causing all of the giants present in the chamber to shift their attention to Grognar! The Rune Giant adjusts towards the half-orc and unleashes a flurry of massive strikes; only one hit potentially landing and dealing a critical blow. The northern giant begins flexing its muscles as electricity begins to crackle and dart around it; while the southern giant hurries along the platform catwalk back towards the throne, firing a large arrow at Grognar that whizzes by his shoulder and fries to ash when it strikes the prismatic field beyond.
If a 42 hits Grognar, it looks like he has 91 points of non-magical slashing damage coming his way, meaning 81 points after your DR as far as I can tell.
Round 2-3: **Map Updated**
Sharton
Karzoug
Grognar (possibly -81)
Ezren
Jeb
Shump (-5)
Rune Giant
Storm Giants (North Fatigued -166, South Glittery)
Griff

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Move Action
Griff hastily heads forward, making sure to stay away from some of the baddies. (Air walking, and has freedom of movement)
Standard Action
He casts Mass Heal, just getting Grognar in it, to heal him back up.
Mass Heal (Grognar): 190 = 190

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Source severance, very interesting spell I wasn't familiar with. Does it block line of effect of an arcane area of effect spell, or just suppress it as it passes through that particular globe but then the spell continues out to its natural area?
Sharton wants to ready greater shout, hoping to catch both Karzoug and the rune giant. However, Karzoug is the priority. There's a small chance he could be stunned, plus the damage will force a concentration check and the deafness requires a separate spell failure chance. Where Sharton currently is he can easily catch both foes and Grognar should be protected in his bubble, so when Karzoug moves to cast a spell he'll be outside of the source severance. Would Grognar's spell block the greater shout from hitting Karzoug like a boulder blocks sunlight, or would it wash harmlessly through Grognar's bubble and still be at full effect on the far side? Knowledge arcana: 1d20 + 22 + 1d6 ⇒ (12) + 22 + (6) = 40 to know, +4 if Spellcraft is more appropriate.
If necessary, Sharton will move to the far side of the rune giant and ready his spell (move speed 70' with haste), but after getting critted by the other rune giant he really doesn't want to get that close.
Greater shout: 10d6 ⇒ (2, 5, 6, 6, 5, 6, 5, 4, 4, 3) = 46 sonic damage, 1 round stun, and 4d6 ⇒ (3, 3, 6, 5) = 17 rounds deafened. Fort 28 for half damage, no stun, and half duration of deafened.
If necessary, Karzoug spell penetration: 1d20 + 20 ⇒ (16) + 20 = 36
If necessary, Rune giant spell penetration: 1d20 + 20 ⇒ (18) + 20 = 38
Edit - It's all moot if Karzoug steps behind his prismatic wall by the time he comes out of Grognar's bubble, since he'd be protected from all forms of attack. In that case, Sharton would prefer to cast cone of cold at the wall to tick off the Red color instead, but he can't ready two spells. I guess he'll cast greater shout either way (moving if necessary to set it up), even if Karzoug is behind his wall, to help take down the giant. Sharton will also tick off another round of greater invisibility.

GM Irish202 |

It would be my opinion that the source severance would effectively act as a barrier in the spread of greater shout; any part of the effect that hits the spell area is nullified and creates a "shadow" of blank space behind it. The 5-foot radius around Grognar, however, will pretty much guarantee that Karzoug won't be affected.
I also apologize for my delay in posting. Grognar, you have completely destroyed any of the tactics I was going to engage in with that simple level 6 spell; as you will simply surprising charge-follow me wherever I go to negate spellcasting, and engaging you in melee is suicide. After spending several days mulling my options, I am afraid I will have to pull out a trump card.
Perception to hear Griff's spellcasting (DC 15): 1d20 + 22 - 5 - 6 ⇒ (13) + 22 - 5 - 6 = 24
Glaive Casting Defensively (DC 21): 1d20 + 20 ⇒ (19) + 20 = 39
Rune Giant Fort: 1d20 + 18 ⇒ (20) + 18 = 38
10d6 ⇒ (3, 6, 3, 1, 4, 3, 6, 5, 6, 2) = 39
1d6 ⇒ 3
Karzoug is sweating nervously as Grognar waits nearby with his field of anti-magic. Despite this, his flaming glaive abruptly shoots out a flaming bead that zips past his shoulder and explodes to catch the half-orc in a blast of flame! The Runelord moves back into the scintillating curtain of rainbow-colored light behind him swiftly, briefly causing an opening in his defenses as he does so. He provokes from Grognar as he moves behind the prismatic wall. I presume Sharton would trigger his readied action at this point as Karzoug moves. Sharton unleashes a magically empowered burst of sound with his voice, the effect blasting like a sonic wave to wash over the Rune Giant; but hits an invisible barrier around Grognar that drains away the remainder of the magic like a wave breaker, failing to affect the Runelord or the half-orc.
Approximately three seconds after vanishing behind the wall, the group hears the Runelord call out in a pained voice "MAGICAE VINCULUM! VOCATIONEM MALUM PORTA!". Streams of blood-colored mist seep into the air from behind the shimmering wall, coalescing into a red-tinted hoop about 15 feet in diameter that now hovers in the air above. An oddly familiar hellish landscape can be seen wavering in the area within the ring, with a throne of skulls visible near a rocky outcropping. The large devil with flame-seared wings and smoldering eyes seated upon the throne grins evilly as it rises and passes through the ring from Hell itself into the chamber! The fluctuating light from the lava below illuminates its thick muscles covered by dark bladed scales, as the creature flexes its razor sharp claws and long whip-like tail. The fiend turns to look directly in the direction of Ezren with a calculating look crossing its gaze, as well as glaring evilly at Shump, before it turns around to face in what presumably is Karzoug's direction.
"Name your terms if you dare, wizard. You know there will be a price," it says in a voice that literally drips malice and dread. "Throw in the Chelaxian over there, perhaps the dismembered corpse of that paladin, and maybe I'll give you a discount," the fiend adds with malevolent smile.
Will need a DC 16 Reflex save from Grognar for 1/2 damage on 39 points from the fireball. The glaive cast it as a spell-like ability and is an artifact, it is immune to anti-magic spells. Anyone who approaches within 20 feet of the fiend will need to make a Will Save (DC 23) vs. Fear, if susceptible to such things.
Round 3: **Map Updated**
Sharton
Karzoug (-3)
Grognar (possibly -39 points pending Reflex Save, pending AoO needed)
Ezren
Jeb
Shump (-5)
Rune Giant (-23, Deafened 8 rounds)
Storm Giants (North Fatigued -166, South Glittery)
Griff

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The balls continue to burn the norther giant as Ezren swiftly casts another glitterdust on the southern giant. DC25 will or be blind. And 1 or more concentration check to maintain the casting of call lightning based on the damage dealt.[/ooc]
Hellfire Ball: 3d6 ⇒ (6, 5, 3) = 14 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]
Hellfire Ball: 3d6 ⇒ (6, 3, 3) = 12 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]
Hellfire Ball: 3d6 ⇒ (6, 6, 5) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]
Hellfire Ball: 3d6 ⇒ (5, 6, 6) = 17 DC 25 Reflex for no damage but -4 to save if wearing metal.[/ooc]
If the giant stands Baal follows up with more magic missiles.
MM: 4d4 + 4 ⇒ (4, 2, 3, 2) + 4 = 15
For his round Ezren advances to within 65 feed of the fiend and speaking in a confident voice says Karzoug cannot pay you if he looses great one, do not be fooled. And I belong to your master already. You are better served by our victory than this rune lord with no allegiance to the hells. Allow me to send you home. Ezren presents his "silver" holy symbol of Asmodeus, holy water and liquid ice as part of his casting of Banishment and also points to and includes the already identified Paladin on the field.
DC 28 will save or go home, where I hope he wants to be. :) DC increases by 2 for each item presented that the pit fiend hates, fears, or opposes. And since its not on the map I hope that gate has closed after the pit fiend stepped through.

GM Irish202 |

NG Reflex Save: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
NG Reflex Save: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
NG Reflex Save: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
NG Reflex Save: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11
Ezren SR vs. Fiend: 1d20 + 17 + 6 ⇒ (14) + 17 + 6 = 37
Fiend Will Save: 1d20 + 18 ⇒ (20) + 18 = 38
Autofails the concentration check for the SG
The fiend doesn't even bat an eye as Ezren's magic harmlessly washes over it. "Cute." It turns back to its negotiations. "Where was I? Oh, yes. I also want the souls of half of your giant army," it argues down at the Runelord below ("-HALF?!!? A hundred!"). Meanwhile, the northern storm giant curses in its native tongue as it loses track of how much voltage is has ramped up when it gets goosed by the flaming orbs harrying the creature. The southern giant continues to firmly resist the blinding attempts, though it is now glittery enough to open its own disco.

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Jebediah snarls, and pounces upon the Southern Giant.
Talon, Rage, Pounce: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (10) + 24 + 2 + 2 + 1 + 1 = 40, for 1d8 + 22 + 2 ⇒ (5) + 22 + 2 = 29 damage +2d6 ⇒ (2, 1) = 3 Holy damage +1d6 ⇒ 6 Acid damage.
Talon, Rage, Pounce: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (11) + 24 + 2 + 2 + 1 + 1 = 41, for 1d8 + 22 + 2 ⇒ (2) + 22 + 2 = 26 damage +2d6 ⇒ (3, 1) = 4 Holy damage +1d6 ⇒ 6 Acid damage.
Bite, Rage, Pounce: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (14) + 24 + 2 + 2 + 1 + 1 = 44, for 1d6 + 22 + 2 ⇒ (4) + 22 + 2 = 28 damage +2d6 ⇒ (6, 3) = 9 Holy damage
Foreclaw, Rage, Pounce: 1d20 + 19 + 2 + 2 + 1 + 1 ⇒ (20) + 19 + 2 + 2 + 1 + 1 = 45, for 1d4 + 13 + 2 ⇒ (3) + 13 + 2 = 18 damage +2d6 ⇒ (6, 1) = 7 Holy damage.
Gore, Rage, Pounce: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (20) + 24 + 2 + 2 + 1 + 1 = 50, for 1d8 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (3, 5) = 8 Holy damage.
Talon, Rage, Pounce, Haste: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (10) + 24 + 2 + 2 + 1 + 1 = 40, for 1d8 + 22 + 2 ⇒ (5) + 22 + 2 = 29 damage +2d6 ⇒ (3, 3) = 6 Holy damage +1d6 ⇒ 2 Acid damage.
Foreclaw, Crit Confirmation: 1d20 + 19 + 2 + 2 + 1 + 1 ⇒ (5) + 19 + 2 + 2 + 1 + 1 = 30, for 1d4 + 13 + 2 ⇒ (3) + 13 + 2 = 18 *ADDITIONAL* damage.
Gore, Rage, Pounce: 1d20 + 24 + 2 + 2 + 1 + 1 ⇒ (16) + 24 + 2 + 2 + 1 + 1 = 46, for 1d8 + 18 + 2 ⇒ (7) + 18 + 2 = 27 *ADDITIONAL* damage.
If I can't get to him, I will pounce the rune giant, instead.

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First Grognar is going to try the wizard as he moves away providing that after the antimagic field he is on the ground. Once I know the result of that I will post.
Spell Craft: 1d20 + 19 ⇒ (9) + 19 = 28
Trip: 1d20 + 35 ⇒ (14) + 35 = 49

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How tall is the wall? Can I use my immediate action to follow through the wall?"

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I will keep the previous roll and just hit the wizard as he runs.
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (2, 5, 3) + 15 + 12 + 6 + 3 + 2 + 2 = 50
Ref: 1d20 + 21 ⇒ (3) + 21 = 24 Pass
Immediate action move toward the giant.
Grognar moves with blinding speed and starts swinging.
Attack: 1d20 + 35 ⇒ (2) + 35 = 37 PA, Haste, Heroism, Divine Power, Righteous Might, Hunter’s blessing
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (1, 3, 4) + 15 + 12 + 6 + 3 + 2 + 2 = 48
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Attack: 1d20 + 35 ⇒ (7) + 35 = 42
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 2 ⇒ (3, 6, 5) + 15 + 12 + 6 + 3 + 2 + 2 = 54
--------------------------------------------------------------------------
Attack: 1d20 + 30 ⇒ (7) + 30 = 37
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 5 + 2 ⇒ (4, 1, 5) + 15 + 12 + 6 + 3 + 2 + 5 + 2 = 55
-------------------------------------------------------------------------
Attack: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 5 + 2 ⇒ (6, 5, 2) + 15 + 12 + 6 + 3 + 2 + 5 + 2 = 58
Confirm: 1d20 + 25 ⇒ (11) + 25 = 36
Damage: 3d6 + 15 + 12 + 6 + 3 + 2 + 5 + 2 ⇒ (4, 5, 3) + 15 + 12 + 6 + 3 + 2 + 5 + 2 = 57

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Shump will attack the rune giant. assuming its still standing
assuming I can hear Ezren
Damm that hellknight. I'll have to have a TALK with him, when the wizard falls.
power attack haste flank: 1d20 + 29 ⇒ (4) + 29 = 33
damage: 1d10 + 17 ⇒ (9) + 17 = 26
1st iterative power attack haste flank: 1d20 + 24 ⇒ (7) + 24 = 31
damage: 1d10 + 17 ⇒ (4) + 17 = 21
2nd iterative power attack haste flank: 1d20 + 19 ⇒ (20) + 19 = 39
damage: 1d10 + 17 ⇒ (7) + 17 = 24
crit confirm: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 1d10 + 17 ⇒ (4) + 17 = 21
2nd iterative power attack haste flank: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d10 + 17 ⇒ (5) + 17 = 22
haste attack power attack haste flank: 1d20 + 29 ⇒ (12) + 29 = 41
damage: 1d10 + 17 ⇒ (2) + 17 = 19

GM Irish202 |

If I can't get to him, I will pounce the rune giant, instead.
The southern giant has numerous pillars in the way of your pounce, as well as the angle of the walkway above might be troublesome. I would say the Rune Giant would certainly be more viable.
RG PA AoO Vs. Jeb: 1d20 + 27 - 4 ⇒ (3) + 27 - 4 = 26
SG Vital Strike Bow vs. Grognar: 1d20 + 17 ⇒ (16) + 17 = 33
NG Vital Strike Bow vs. Ezren: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23
NG Vital Strike Damage vs. Ezren: 6d6 + 16 ⇒ (3, 6, 4, 1, 3, 1) + 16 = 34
Grognar gets a slice in on Karzoug as he moves through the barrier, leaving a crimson spray upon the stone floor of the platform. The half-orc will notice that the Runelord's wound slowly seems to stitch itself together after the strike; as if he has some kind of fast healing or regeneration. Swiftly moving over, Grognar is able to land two strikes upon the Rune Giant nearby. The critical hit does not confirm, unfortunately. Jebediah pounces up to the Rune Giant as well, the creature taking a very poorly aimed swing at the dinosaur that misses badly.
Jebediah then proceeds to completely eviscerate the obsidian giant, painting the stone steps around the scene of battle with the creature's blood. The Pit Fiend actually turns from its negotiations to take in the spectacle, the devil raising an appreciative eyebrow in respect of such carnage. The Rune Giant remains standing woozily after the assault, which Shump takes as an excellent opportunity to fell the creature after he lands two of his strikes; the giant collapses on the upper part of the platform, appearing to be completely dead upon casual inspection. Its CON was 2 points short of surviving that!
Meanwhile, the southern giant continues his advance towards the melee going on near the throne; loosing another arrow at Grognar that comes uncomfortably close to him as it whizzes by to burn into ashes when it strikes the prismatic wall. The northern giant bellows in pain as it runs away back along the walkway, swatting at the fiery orbs that harry it like a nests of hornets. It lets loose an errant arrow at Ezren as it moves away. If a 23 hits you with current buffs, there is a non-magical arrow heading your way with 34 points of damage; 24 if it hits on stoneskin.
Round 3-4: **Map Updated**
Sharton
Karzoug (-43)
Pit Fiend (Pending Negotiations)
Grognar (-16)
Ezren (possibly -24)
Jeb
Shump (-5)
Rune Giant (-300, Deafened 7 rounds)
Storm Giants (North Fatigued -209, South very glittery)
Griff

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Well drat. Wish I could arrange a reroll for him. He may be as tough as the rune lord if he actually fights us. And sure I'll roll the image roll.
8 Images, a 1 hits me: 1d9 ⇒ 5 So down to 7 images

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Seeing his teammates doing alright™ for the moment, just in case, Griff takes out a Wand of Bestow Grace and uses it on himself.

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Staying invisible, Sharton casts cone of cold at the wall and catching the devil, too, knowing that Grognar is safe inside his source severance bubble.
He yells out "Gust of wind is needed next!" and then moves down and closer to the throne, lining up behind Grognar and his bubble so that any arcane effect from the devil will be blocked. If you can't beat it, use it to your advantage!
Cone of cold: 15d6 ⇒ (2, 5, 4, 1, 2, 4, 5, 5, 3, 2, 5, 5, 1, 3, 5) = 52 cold damage, DC 25 Ref for half, but the primary purpose is to take out the red color of the wall
Spell penetration vs pit fiend: 1d20 + 20 ⇒ (14) + 20 = 34
While I'm at it, Knowledge planes: 1d20 + 29 + 1d6 ⇒ (3) + 29 + (6) = 38 for the pit fiend. DR, special attacks.