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

Game Master Irish202


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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

"Fear not, I am with you."

Griff follows from behind, but with his smoked goggles on chuckles a bit to himself at the thought of him looking out for the rear guard.

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'm worried about what's inside too. I guess they don't want us getting in."


Sharton wrote:
Sharton looks around, trying to find Griff. He is curious if Aram Zey really did put true seeing up for each of us. If Aram did, can he tell if it was extended or somehow otherwise modified? Normally the spell only lasts for minutes.

Knowledge (Arcana):
You actually believe he used a version of the true seeing spell, though it appeared modified by somehow to include some elements of Greed/Transmutation magic not typically present in modern magical practice. If you spend a couple moments inspecting your allies (as it is hard to detect magic on your face from your own perspective), you will sense that the spell he used on you all is gone. You surmise that the transport here consumed the spell effect entirely. It is possible to attempt to replicate such an effort, with application of true seeing spells and imitating the ritual Zey performed, though your chance of missing details is exceptionally high since you were not present for much of the preparations prior to entering the study.
Sharton wrote:
"Do you guys mind if I cast detect magic and do a slow survey of the perimeter? Then again, it is a large structure and would go faster with four of us taking a quadrant each. Shump and Griff, maybe you should cover us from here and make sure nothing comes down the ramp toward us?"

Painfully Detailed Detect Magic:
You spend a rather large amount of time surveying the area with your divinatory magics. You sense a rather painfully intense amount of transmutation magics, unsurprisingly, in the area concentrated both in the air inside structure as well as in the stone construction. There is also a migraine-inducingly-potent fading aura of transmutation magic inside the stone circle in the center of the chamber. You surmise that either something was there relatively recently and was moved; or there was something so incredibly powerful/magical back in the era of Thassilon that was moved, and it is fading so slowly that it has not completely dissipated over the centuries that have passed since then.

Sharton/Grognar Perception:
You do not find any traps or secret doors of any kind. You do notice, however, that there appears to be scuffs and boot prints on the ramp leading upwards. They appear not ancient, leading you to believe that this area seems to be used in the present.

Grognar wrote:
"I'm more interest in what's up the spire both outside and inside. The grounds around a sealed spire are less of a concern to me. But I will do my part."

Going make an assumption that you peep outside and upwards to get a look at the exterior of the Spire above. Since it is not directly harmful thanks to your group's preparation, I believe you would not mind.

Grognar Perception:
You take a quick look outside of one the arches to get a lay of the structure from an outside view. The moment you do so, you feel the protections of the life bubble magic upon you struggle against an abrupt change in the environment; almost creating a sensation of a pliable bubble stretched taught against your entire body. The magics quickly compensate, causing the bubble to relax to its normal state. Looking up, you see a smooth rounded tower that stretches up about 2,000 to 2,500 feet above to a point in the sky. You do not see many identifying external features on the outside, with one exception. About 2,000 feet directly above the arch you looked out of, there appears to be a hole blasted into the masonry of the structure; creating a rather large haphazard window or access into the Spire high above.

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

"There is little to observe up there with the exception of a hole, likely resulting from violent magic that is large enough to enter."

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

"Sounds like we go up. I suppose we should go up the ramp, although we all have the means to get there via the external route."

Once we've agreed on a path and are ready to go, Sharton will add see invisibility to his personal buffs.

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

"That's one vote for the ramp. Anyone else have an opinion about which path to take."

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 shrugs.

"The ramp seems fine. I should probably get ready for combat, just in case..."

So saying, he Wild Shapes into the form of a Celestial Allosaurus (after swapping around his current rings).


Seeing general consensus to ascend the ramp, I will proceed with that in mind!

The group turns to ascend the ramp, the path spiraling around to reach the central pillar above. The ramp continues up in similar fashion around the pillar, continuing on upwards for what seems like an eternity. Vibrantly colored murals cover the walls on either side on the way upwards, inlaid with gold and silver amidst vivid images of past Runelords and their histories/successes. After ascending for quite some time (assuming a base speed of 30 feet, it will take about 20 minutes), the ramp eventually ends at a landing with a pair of open golden double doors to the North; though a smaller pair of closed golden doors to the west provide an additional egress from the landing. The highly polished floor consists of a checkerboard pattern of gold and obsidian, while the entire place is brilliantly lit by what appears to be dozens of bejeweled everburning torches in equally decadent sconces. More intricate carvings and murals continue on the walls here as well, with precious gems joining the gilt inlay amongst the art.

Perception (Everyone but Shump):
Before rounding the bend of the center pillar to reach the landing, you hear a very distinct sneeze from some kind of creature ahead on the landing. It sounds deep, and judging from the level of the sneeze you can estimate the creature is at least a very large sized one.

It is time for initiative! You will have one round of preparations/buffing if any are desired, if you wish to include with your Round 1 posting. As mentioned earlier, the interactive map is available via the Roll20 link up top under the Handouts tab. For quick viewing and for those with immediate difficulties with the site, I have also included a "Current Map" JPEG link with grid marking to assist with indicating movement. Tokens can start anywhere on the ramp between Rows 6-11. Finally, as much as it pains me to say this, EACH SQUARE IS 10 FEET. If posting token location, feel free to abbreviate which quadrant in a square you prefer (e.g. UR = Upper Right, LL = Lower left, etc.)

Initiative Order:

Ezren
Jebediah
Griff
Sharton
Grognar
Shump

Unknown with Allergies

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

did the party see any bad guys?

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

"Shhhh! Something rather large in the room ahead must be allergic to dinosaurs, it sneezed."

If he hasn't already, Sharton will cast see invisibility in the surprise round. If Jebediah charges in, Sharton will cautiously fly into the room after him, going the minimum distance needed to see and help identify the resistances, immunities, and special attacks of the enemy/enemies before he starts lobbing spells willy-nilly.

If Jebediah doesn't move in, Sharton will delay until after Grognar and Shump. Assuming one of them goes in, Sharton will fly in as above. He's going to conserve his rounds of illusionist greater invisibility for now, but if he finds himself within the reach of any enemy it's a swift action to activate.

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

(No extra prep)

Griff stays with the rest of the party, moving alongside with them as the back line.

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

”Bless me Iomedae."

Grognar cast divine favor and moves forward.

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 will also cast See Invisibility in the surprise round. On his initiative he moves up to see into the room and likely then moves back around the corner after a good peek. I'd like to know what he saw. If there is a visible threat he will haste the party, extending the spell to last 34 rounds. IF the threat seems significant he may quicken a spell or even dimensionally step back.

Perception: 1d20 + 26 ⇒ (9) + 26 = 35


If I believe correctly, your speed is 40 feet right now with overland flight. It will take about 80 feet of movement (because 10 foot squares) to be able to just see around the bend for the following...

Moving up a bit, Ezren sees what looks to be a huge-sized male humanoid creature with blue-tinged skin and an equally large snow-white beard. He appears to be clad in golden full-plate polished to a sheen that exquisitely reflects the light from the everburning torches, and wields a huge sized morningstar; a pile of uncomfortably large rocks rests near to his tree-trunk sized legs. His horned helmet does not hide the fact that a Sihedron symbol is emblazoned clearly upon his brow, almost like a tattoo of some kind. The creature appears to be making several gestures to something outside of Ezren's field of view off to the Northwest. Additionally, Ezren is able to see that the large golden doors beyond this creature actually appear to be open, and shows an elaborately decorated hallway beyond.

Knowledge (Local) DC 22:
This creature is a cloud giant. Beyond being really good at catching (and throwing!) large rocks thrown at them, they normally have no other innate defenses. Much of their kind possess magical abilities, such as floating in air or generating mists and clouds. You can ask 1 additional question for each 5 on your check beyond 22 if you wish.

The creature looks sharply in Ezren's direction as he makes a peek around the bend, and appears to be tensing in preparation to make an action shortly.

**Map Image Updated**

Initiative Order:

Round 1

Ezren (Potential Swift action/further actions pending)
Jebediah
Griff (Delayed action/potentially following party movement)
Grognar (Blessed and Moved Forward)
Shump
Sharton

Jolly Blue Giant

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

Yep, that qualifies for a significant threat.

Ezren shifts back to a spot where he can cast haste on everyone while his familiar related telepathically what he saw.

Knowledge Local: 1d20 + 20 ⇒ (10) + 20 = 30

Tell me of special attacks.

Dark Archive

? Imp 13th level animal companion

<<There is a giant of the clouds, large and blue. He wears golden full-plate, has a huge morning star and many rocks. He prepares for us now and seems to have potential allies on the way.>>


Ezren wrote:
Tell me of special attacks.

They throw rocks. Sometimes those rocks squash adventurers if they are unlucky. Not much else in terms of special attacks.

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

"A cloud giant? Let's see, I can add that..."

Knowledge (local): 1d20 + 1d6 + 20 ⇒ (8) + (1) + 20 = 29

Looking for resistances (spells, energies) and immunities first

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 will move closer to the giant and wait for the rest of the party to catch up.

Giants hmmmm wonder what else is in this place

double move


Sharton wrote:
Looking for resistances (spells, energies) and immunities first

Absolutely none regularly. Really easy.

Initiative Order:

Round 1

Ezren (Moved, Saw, Moved Back)
Jebediah
Griff (Delayed action/potentially following party movement)
Grognar (Blessed and Moved Forward)
Shump (Moved Forward)
Sharton (Possibly moving to follow Shump/Grognar?)
Jolly Blue Giant

**Round will advance by 6:00PM EDT tomorrow or earlier if everyone is done with their turns. Please have botting instructions on profile if needed.**

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 forward.

I can't pounce around corners :-P

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 Grognar, Shump, and Jebediah moved forward I will follow along, bravely using them as cover from flying boulders. I'm allergic to flying boulders, and I have a note from my cleric to prove it.

However, I will then hold off to see what other reinforcements are coming and prepare to cast some crowd control spells, perhaps phantasmal web or wall of force. I have confidence that the other members of my party can handle a single cloud giant.

Since we're hasted our movement should let us close the distance pretty quickly.


Sharton wrote:
Since we're hasted our movement should let us close the distance pretty quickly.

I actually do not believe Ezren had enough actions to get a haste off and still shift back into safety. Ezren, feel free to correct me, but as I mentioned above your speed should be about 40 feet based on your overland flight and it took 80 feet of movement to be able to see the cloud giant. That would be 2 move actions, with a swift action remaining to either cast haste (assuming you are using your lesser quicken metamagic rod) or use your shift ability to teleport; but not both.

Jebediah wrote:
Jebediah moves forward.

How far are you moving? You can either move your token in Roll20 or indicate which grid marking you want to move to.

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

Gotcha. Haste will be quickened then. Shifting is a swift. Those squares were throwing me and I must admit initially I thought we were going the other way as the arrow indicated. lol.

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
Ezren, Hellknight Signafier wrote:
Those squares were throwing me and I must admit initially I thought we were going the other way as the arrow indicated. lol.

I see I'm not the only one who thought the red arrow was our direction of movement, not downhill and that we were moving up the ramp against the arrow!

I just played with moving my token and it automatically snaps me into the top left corner of whatever square I put it in, it doesn't seem like we can pick our 5' square corner?


Ezren wrote:
Gotcha. Haste will be quickened then. Shifting is a swift.

Both are swift actions. Which one do you want to do, haste or shift? Also, Sharton, if you hold Alt while dragging your token it will let you place it with out snapping it to position.

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

Use Top left, top right etc in your post if you need to specify your location Int he 10ft square. I believe the GM had this is a previous post."

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

Ug. You are right. No haste for now. Understanding the map is important. Had I known distance and direction I would have had the raven scout. grr.


Ezren wrote:
Understanding the map is important. Had I known distance and direction I would have had the raven scout. grr.

I did post about there being 10 foot squares in Bold, Italicized letters earlier. But that is OK! No one is dead...yet. ;)

The group moves forward around the ramp, just in time for those in the front to catch a glimpse of a second cloud giant dashing through the open doors into the hallway. As he moves off down the hall to the west, he is bellowing something in another language at the top of his lungs; which reverberates quite acoustically in all directions.

For those that speak Giant:
"INTRUDERS!!! ENEMIES ARE INVADING THE SPIRE!!"

Meanwhile, the original visible cloud giant points a finger in the group's direction and abruptly a cloud of fog billows into existence; concealing the room at the top of the ramp from sight.

**Map is updated**. I made assumptions for token position for those without specified movement, feel free to nudge if needed. The area of the fog is outlined in red on the map.

Initiative Order:

Round 2

Ezren
Jebediah
Griff
Grognar
Shump
Sharton

Angry Blue Giants

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 moves up closer to the giant in the thick cloud.

double move

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

Ezren is haste in the cards?

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

Double Move
Griff slowly moves through the cloud, walking an inch above the ground. You can't see Griff so I'm not worrying about Haste. ;)

Griff should really be in the bottom left corner of the square he is in.


**Map image updated for movement**

Initiative Order:

Round 2

Ezren
Jebediah

Griff (Moved up to LL-J7)
Grognar
Shump (Moved up to UL-J4)
Sharton
Angry Blue Giants

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

Double move flying from LR-H11 to LR-J4

Sharton also moves into the cloud. If he can find the other edge he'll stop just inside the cloud so that he can see out. Nope, just enough movement to see Shump below me but no more.

Given his proximity to where the first giant was, on the next round he'll use a swift action to activate his illusionist greater invisibility ability before moving forward to look for the edge of the fog cloud, evaluate the situation, and start casting.

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

<<Gragnar. Jebediah, shall I move you to the other side of this wall and then haste you?>>

If acceptable Ezren will move just south of Gragnar, swift haste, and then dimension door the group to the other side of the wall. Note that the map is snapping to grid and will not let me position my icon in the same square as Gragnar.

Is there something limiting local dimensional travel? I thought I recalled that there was but did not see a reference to it.

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 his assent to Ezren.

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

Grognar nods.


Ezren wrote:
Note that the map is snapping to grid and will not let me position my icon in the same square as Gragnar.

Pro Tip: Holding down the 'ALT' key while dragging and dropping your token will allow you place the token without it snapping in a square.

Ezren moves to his gathered allies and, after magically enhancing their speed, attempts to magically teleport them to a more tactically advantageous location. As he does so, the sihedron ring Ezren wears begins to vibrate strongly and becomes quite warm; to a degree that it is almost painful and numbs the finger it is worn on. Despite this, he manages to complete his spell and the agents abruptly appear on the other side of the wall after an unusual sensation of intense pressure mid-teleport. The trio find themselves the cynosure of two additional cloud giants that were out of sight on the other side of the wall, the huge creatures looking startled to see the invaders in exceptionally close proximity.

Ezren:
Ezren wrote:
Is there something limiting local dimensional travel? I thought I recalled that there was but did not see a reference to it.

Aram Zey mentioned there were wards preventing magical travel in and out of Xin-Shalast, though nothing was mentioned directly about teleporting. Based on your experience when using the dimension door spell, you believe that your sihedron ring allows you to ignore localized teleportation wards; though based on the reaction from the ring you surmise that the result would be exceptionally...painful...if you attempted to teleport without the ring.

**Map Image Updated** Will advance round after Jebediah and Grognar, or by Tuesday 9/11 @ 7AM EDT.

Initiative Order:

Round 2

Ezren (Moved, Hasted, teleported)
Jebediah
Griff (Moved up to LL-J7)
Grognar
Shump (Moved up to UL-J4)
Sharton (Moved up to LR-J4)
Angry Blue Giants

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

Are these giants evil (constant detect evil)? I need to know to know what will happen if I activate eagles soul.


Grognar (Detect Evil):
They do ping on the evil radar, yes, but your reading you get is a bit odd. They have their own evil aura, but there appears to be a much more powerful aura of evil from a different source surrounding them as well. You can surmise that they are being influenced by another individual, as you have seen this kind of result in cases similar to possession or enchantment magics.

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

Thanks! It seems keeping detect evil may be useful for now.

Grognar moves tactically closer and starts swinging.

Hero's feast 1d8 + 9 ⇒ (8) + 9 = 17

Attack: 1d20 + 30 ⇒ (6) + 30 = 36 Haste, PA, Heorism, Divine Favor
Damage: 2d6 + 15 + 12 + 4 ⇒ (4, 4) + 15 + 12 + 4 = 39

Attack: 1d20 + 30 ⇒ (13) + 30 = 43
Damage: 2d6 + 15 + 12 + 4 ⇒ (3, 3) + 15 + 12 + 4 = 37

Attack: 1d20 + 25 ⇒ (3) + 25 = 28
Damage: 2d6 + 15 + 12 + 4 ⇒ (5, 6) + 15 + 12 + 4 = 42

Attack: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 2d6 + 15 + 12 + 4 ⇒ (6, 6) + 15 + 12 + 4 = 43

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 happily rages, and pounces on one of the other ones!

Talon, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (18) + 19 + 2 + 2 + 1 = 42, for 1d8 + 17 + 2 ⇒ (1) + 17 + 2 = 20 damage +2d6 ⇒ (1, 6) = 7 Holy damage +1d6 ⇒ 6 Acid damage.
Talon, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (2) + 19 + 2 + 2 + 1 = 26, for 1d8 + 17 + 2 ⇒ (4) + 17 + 2 = 23 damage +2d6 ⇒ (4, 3) = 7 Holy damage +1d6 ⇒ 3 Acid damage.
Talon, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (4) + 19 + 2 + 2 + 1 = 28, for 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26 damage +2d6 ⇒ (1, 2) = 3 Holy damage +1d6 ⇒ 3 Acid damage.
Bite, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (3) + 19 + 2 + 2 + 1 = 27, for 1d6 + 17 + 2 ⇒ (3) + 17 + 2 = 22 damage +2d6 ⇒ (6, 2) = 8 Holy damage
Foreclaw, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (9) + 19 + 2 + 2 + 1 = 33, for 1d8 + 17 + 2 ⇒ (2) + 17 + 2 = 21 damage +2d6 ⇒ (3, 3) = 6 Holy damage
Gore, Rage, Pounce, Haste: 1d20 + 19 + 2 + 2 + 1 ⇒ (7) + 19 + 2 + 2 + 1 = 31, for 1d8 + 17 + 2 ⇒ (2) + 17 + 2 = 21 damage +2d6 ⇒ (2, 5) = 7 Holy damage


Jebediah, you were in your melee range of both giants, so I don't believe you can pounce either one unless you have an ability that lets you do so. Let me know if you have something, and I'll adjust their HP if needed.

Grognar and Jebediah lay into the 2 surprised giants, unleashing a flurry of strikes that leave them both mildly wounded. 3 hits from Grognar, 3 hits from Jebediah

The 2 giants decide to return the favor and proceed to attack their respective enemies, but are unable to find openings in their defenses. The remaining giant in the room hefts a rock from its pile, and attempts to throw it at the barely visible form of Shump at the edge of the mist; but Shump is able to avoid a damaging hit from the projectile. The last cloud giant in the hallway moves further west out of sight, continuing to shout loudly at the top of its lungs.

Perception (Everyone but Griff):
You hear loud pounding coming from the hallway where the giant moved into, as if the creature is hammering on a door or wall of some kind.

Attacks vs. Grognar and Jebediah:

Morningstar attacks using Power Attack, All damage non-magic, bludgeoning/piercing.
Attack vs. Grognar 1: 1d20 + 24 - 4 ⇒ (13) + 24 - 4 = 33, Damage: 4d6 + 21 + 12 ⇒ (3, 4, 5, 3) + 21 + 12 = 48
Attack vs. Grognar 2: 1d20 + 19 - 4 ⇒ (7) + 19 - 4 = 22, Damage: 4d6 + 21 + 12 ⇒ (4, 4, 1, 6) + 21 + 12 = 48
Attack vs. Grognar 3: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14, Damage: 4d6 + 21 + 12 ⇒ (1, 1, 3, 6) + 21 + 12 = 44

Attack vs. Jebediah 1: 1d20 + 24 - 4 ⇒ (7) + 24 - 4 = 27, Damage: 4d6 + 21 + 12 ⇒ (5, 1, 3, 5) + 21 + 12 = 47
Attack vs. Jebediah 2: 1d20 + 19 - 4 ⇒ (18) + 19 - 4 = 33, Damage: 4d6 + 21 + 12 ⇒ (2, 5, 2, 4) + 21 + 12 = 46
Attack vs. Jebediah 3: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14, Damage: 4d6 + 21 + 12 ⇒ (1, 6, 1, 6) + 21 + 12 = 47
I believe all miss (one barely on Grognar because Haste).

Attack vs. Shump:

Rock Attack vs Shump: 1d20 + 14 ⇒ (9) + 14 = 23, Damage: 2d6 + 21 ⇒ (4, 4) + 21 = 29
Concealment 20% (Low miss): 1d100 ⇒ 22

**Map Image Updated** Giants now have colored dots to distinguish for damage purposes. Giant out of vision will be Purple. Will advance round after actions, or by Wednesday 9/12 @ 7PM EDT.

Initiative Order:

Round 3

Ezren
Jebediah
Griff
Grognar
Shump
Sharton

Angry Blue Giants (Red -88, Blue -118)

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

Double Move

Content to let the party do their thing, Griff moves up, finally exiting the cloud. Still invisible from the Ring and Mind Blanked.

I'm assuming no one took damage? I cast Status on everyone before so should know (and would also know somewhat from Life Link)

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

Grognar steps 5tf to the left to get a view on his next victim and attempts to cut down the giant.

Attack 1: 1d20 + 30 ⇒ (20) + 30 = 50 Haste, PA, Heorism, Divine Favor
Damage: 2d6 + 15 + 12 + 4 ⇒ (5, 1) + 15 + 12 + 4 = 37

Confirmation: 1d20 + 30 ⇒ (6) + 30 = 36
Damage: 2d6 + 15 + 12 + 4 ⇒ (6, 1) + 15 + 12 + 4 = 38

Attack Haste: 1d20 + 30 ⇒ (13) + 30 = 43
Damage: 2d6 + 15 + 12 + 4 ⇒ (5, 3) + 15 + 12 + 4 = 39

Attack 2: 1d20 + 25 ⇒ (19) + 25 = 44
Damage: 2d6 + 15 + 12 + 4 ⇒ (6, 3) + 15 + 12 + 4 = 40

Confirmation: 1d20 + 25 ⇒ (15) + 25 = 40
Damage: 2d6 + 15 + 12 + 4 ⇒ (1, 4) + 15 + 12 + 4 = 36

Attack 3: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d6 + 15 + 12 + 4 ⇒ (5, 2) + 15 + 12 + 4 = 38

That's much better rolling

Grongar looks at the next giant,you're next!


Grognar strikes a critical blow at the giant, sending reeling from his attack. While it staggers from the blow, the half-orc cleanly slices the giant's head from its shoulders and the creature's huge body collapses to the marble floor with a loud clattering clash of its full-plate armor. Its two compatriots nearby seem oddly undisturbed by its defeat, expressing very little emotion besides focus on the fight at hand.

Initiative Order:

Round 3

Ezren (In Delay)
Jebediah
Griff (Moved up to LL-J1, out of fog)
Grognar (Attacked, 5-foot to LL-G5)
Shump
Sharton

Angry Blue Giants (3 left, Red -88)

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 delays for Jebediah to act so he will know if he must deal with the nearer of the giants of can worry about those farther away.

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)

I do not.

Mildly irritated, Jebediah keeps swinging.

Talon, Rage: 1d20 + 24 + 2 + 1 ⇒ (20) + 24 + 2 + 1 = 47, for 1d8 + 17 + 2 ⇒ (2) + 17 + 2 = 21 damage +2d6 ⇒ (6, 2) = 8 Holy damage +1d6 ⇒ 5 Acid damage.
Crit Confirmation: 1d20 + 24 + 2 + 1 ⇒ (4) + 24 + 2 + 1 = 31, for 1d8 + 17 + 2 ⇒ (4) + 17 + 2 = 23 *ADDITIONAL* damage.
Talon, Rage: 1d20 + 24 + 2 + 1 ⇒ (12) + 24 + 2 + 1 = 39, for 1d8 + 17 + 2 ⇒ (5) + 17 + 2 = 24 damage +2d6 ⇒ (3, 6) = 9 Holy damage +1d6 ⇒ 5 Acid damage.
Talon, Rage: 1d20 + 24 + 2 + 1 ⇒ (19) + 24 + 2 + 1 = 46, for 1d8 + 17 + 2 ⇒ (7) + 17 + 2 = 26 damage +2d6 ⇒ (4, 2) = 6 Holy damage +1d6 ⇒ 6 Acid damage.
Bite, Rage: 1d20 + 24 + 2 + 1 ⇒ (13) + 24 + 2 + 1 = 40, for 1d6 + 17 + 2 ⇒ (4) + 17 + 2 = 23 damage +2d6 ⇒ (6, 1) = 7 Holy damage
Foreclaw, Rage: 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25, for 1d8 + 17 + 2 ⇒ (4) + 17 + 2 = 23 damage +2d6 ⇒ (4, 5) = 9 Holy damage
Gore, Rage: 1d20 + 24 + 2 + 1 ⇒ (14) + 24 + 2 + 1 = 41, for 1d8 + 17 + 2 ⇒ (6) + 17 + 2 = 25 damage +2d6 ⇒ (5, 3) = 8 Holy damage


The other giant is overwhelmed by a flurry of all manner of attacks from the dinosaur, and it falls to the ground with a clash as Jebediah uses his sharp horn to pierce its heart through the armor. Crit did not confirm, but went down after the bite and the gore finished it off.

Initiative Order:

Round 3

Ezren (Coming out of Delay?)
Jebediah
Griff (Moved up to LL-J1, out of fog)
Grognar (Attacked, 5-foot to LL-G5)
Shump
Sharton

Angry Blue Giants (2 left)

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 moves to where he can see the remaining giant and fires off three scorching rays before shifting back into cover.

Range Touch: 1d20 + 14 ⇒ (14) + 14 = 284d6 ⇒ (3, 1, 2, 6) = 12

Range Touch: 1d20 + 14 ⇒ (10) + 14 = 244d6 ⇒ (2, 4, 4, 1) = 11

Range Touch: 1d20 + 14 ⇒ (20) + 14 = 344d6 ⇒ (5, 2, 4, 3) = 14

Confirm?: 1d20 + 14 ⇒ (14) + 14 = 284d6 ⇒ (3, 6, 2, 4) = 15

Buffs:

Haste
Hero's Feast: +13HP, +1 to hit and will saves and +4 vs poison and fear
Overland Flight
Extended Mage Armor
Mind Blank - Protected from divination, +8 vs mind effecting spells
Contingency -

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