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Diplomacy 39? Well then.
Drazh grinned, obviously more than happy with Creydon’s comment, and the way the halfling pitched his idea had him pumped up. ”Nay idea what any of that means but it sounds great! I’m sold. Let’s bloody well do it.”

Azalia |

A map would be great!
Azalia pulls out her writing stuff to offer, and then wonders if it is going to work, since ink + paper, + water doesn't always work out very well.

Ferocia Navarro |
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Ferocia crosses her arms, never sure why everyone talks strategy so much. She was just going to tear them apart with her claws, like she always did.
She tries to refrain from looking too bored.
She'll activate her chimeric aspects before heading into the fight.

Marten Daseto |
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Hey, can we retroactively say that we've been discussing strategy in Varisian Sign Language in case Orikidon is scrying?

Azalia |

I don't think that the blue guys know Varisian sign language, and they were part of the conversation.

Marten Daseto |

Right, but all of the "I can cover this" or "first we'll do this" stuff was just within the party. If Orikidon's listening, he knows that we know about his disintegrate opener, flight, lightning vulnerability, and mirror image or whatever, but not that we can or will do something about them. Plus, the blue guys also told us about quite a few other spells he can cast. Assuming he knows we're talking strategy, he can't know which of his spells we intend to counter.
.
Yes, I'm probably over-thinking this.

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Drazh wouldn’t have thought of doing sign language, but then again he didn’t say much. And anyways, if the enemy scryed us and saw us with sign language, he’d just need to cast comprehend languages and he’d be good to go. So I wouldn’t worry too much. Besides, he isn’t a Divination mage, so the chance of him scrying is low.

Marten Daseto |
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We know that there's at least six different entities in Runeforge using scrying magic, and just because I'm paranoid doesn't mean I'm not right!

Marten Daseto |

And I do keep forgetting to say every now and again Marten and Azalia spot someone scrying on you.
VINDICATION!

Creydon Clay |

Creydon is good to go.

GM Kevin O'Rourke |

A fountain sprays water toward the ceiling, thirty feet above. The water cascades back into a pool in which colorful goldfish swim. The fountain features a ninefoot-tall stone statue of a human wizard holding a staff in one hand. The other hand is raised over his head, and it's from this hand's palm that the water issues.
Forewarned by the little blue man you're not caught off guard when the statue starts to move.
Azalia Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Ferocia Initiatve: 1d20 + 2 ⇒ (6) + 2 = 8
Anneka Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Creydon Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Drazh Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Marten Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Monster Initiative: 1d20 - 1 ⇒ (17) - 1 = 16
Marten
Drazh
Azalia
Creydon
Anneka
Stone Gollem
Ferocia

Creydon Clay |
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Creydon grins and begins to orate, moving his hands for dramatic impact (and Anneka's benefit).
"Quickly! Smash it down!"
Inspire Courage +3, Haste, and moves up to just behind Drazh and Ferocia to support them. Bp 35/36
1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21
1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24
1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33
1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14

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5ft step full attack, defensive stance, haste, inspire courage
Hit: 1d20 + 30 ⇒ (4) + 30 = 34
Good Aligned Damage: 2d6 + 26 ⇒ (2, 5) + 26 = 33
Holy vs evil: 2d6 ⇒ (4, 6) = 10
Acid: 1d6 ⇒ 5
Haste Hit: 1d20 + 26 ⇒ (12) + 26 = 38
Good Aligned Damage: 2d6 + 26 ⇒ (4, 5) + 26 = 35
Holy vs evil: 2d6 ⇒ (5, 2) = 7
Acid: 1d6 ⇒ 6
Iterative 1: 1d20 + 21 ⇒ (17) + 21 = 38
Good Aligned Damage: 2d6 + 26 ⇒ (6, 3) + 26 = 35
Holy vs evil: 2d6 ⇒ (6, 6) = 12
Acid: 1d6 ⇒ 6
Iterative 2: 1d20 + 16 ⇒ (20) + 16 = 36
Good Aligned Damage: 2d6 + 26 ⇒ (2, 2) + 26 = 30
Holy vs evil: 2d6 ⇒ (5, 2) = 7
Acid: 1d6 ⇒ 1
Iterative 2 Confirm: 1d20 + 16 ⇒ (2) + 16 = 18
Good Aligned Damage: 4d6 + 52 ⇒ (3, 2, 6, 2) + 52 = 65
Assuming DR10 and a 34 hits while 18 misses, plus that it is not evil: 33 + 5 - 10 + 35 + 6 - 10 + 35 + 6 - 10 + 30 + 1 - 10 = 111
Drazh stepped forward, feeling that all too familiar sensation of being infused with arcane energy. Smiling, he went to work with his hammer.

Marten Daseto |

Would telekinetic charge be useful here, or did Drazh start right next to the fountain as per the current map?

Azalia |

Map can't be absolutely correct because I was up talking to the blue guys, not in the hallway.
Azalia backs off when she is warned (delay till after Creydon), and then takes a shot.
Attack: 1d20 + 16 + 1 + 3 ⇒ (7) + 16 + 1 + 3 = 27 (greed bonus, inspire courage)
Damage: 1d8 + 3 + 1d6 + 1d6 + 4d6 + 1 ⇒ (7) + 3 + (6) + (5) + (4, 3, 6, 5) + 1 = 40 (acid, electricity, sneak, point-blank)
(Also, I believe that my Golembane Scarab means no DR vs Golems)

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Telekinetic Charge: 1d20 + 32 ⇒ (16) + 32 = 48
Good Aligned Damage: 2d6 + 26 ⇒ (4, 6) + 26 = 36
Holy vs evil: 2d6 ⇒ (1, 5) = 6
Acid: 1d6 ⇒ 3
If not within 5ft, or if Marten wants to use the spell just to throw another attack at it

Anneka Avertin |

Anneka snaps her fingers and a translucent bubble forms around Ferocia before quickly fading away. shield other on Ferocia.

GM Kevin O'Rourke |

Marten sends Drazh hurtling towards the statue and the fountain.
Telekinetic Charge: 1d20 + 30 + 2 ⇒ (2) + 30 + 2 = 34
Good Aligned Damage: 2d6 + 26 + 1d6 ⇒ (2, 3) + 26 + (1) = 32
Feeling that all too familiar sensation of being infused with arcane energy. Smiling, he went to work with his hammer... crumbling the stone construct into rubble...
G5
Each of these rooms served as living quarters for Izomandakus and his apprentices-although they had no need to sleep or eat, each wizard could retire here to relax or entertain himself. Each room is empty, save for a scattering ofraw materials like sheets ofcloth, stacks of lumber, blocks ofstone, metal bars, and bones.
These rooms radiate strong transmutation magic.
Azalia immediately understands how to use it. A character may use the room to castfabricate at will as a spell-like ability. The rooms themselves do not provide the raw materials for the spell-those must be provided by the character. Items created in these rooms cannot exist outside of them-an object created in here reverts to its base materials if brought outside into the hall. Likewise, an object left in here for 24 hours reverts back to its base materials, explaining the raw materials in each of these rooms.

Creydon Clay |

Creydon looks about for traps and loot, following Azalia's lead.
Aid Another, Azalia Perception +6: 1d20 + 17 ⇒ (11) + 17 = 28

Ferocia Navarro |

Ferocia shrugs as the statue crumbles beneath Drazh's hammer.
Wonder if the mage will fare any better...

Azalia |

Azalia explains the use of the rooms.
As I understand it, anyone can use the room to cast fabricate at will as a spell-like ability. The rooms themselves do not provide the raw materials for the spell, we must provide those.
Which sounds super cool, but stay with me. The trick of it is, and what might make it all essentially useless, is that items created in these rooms cannot exist outside of them. An object created in here reverts to its base materials if we were to take it out into the hall. Likewise, an object left in here for a day would revert back to its base materials, explaining the raw materials in each of these rooms. It's all very temporary. Perhaps the ultimate wish fulfillment for the short-term thinker, or a prisoner. Anything you want, as long as you don't want to take it anywhere or have it the next day.
I guess since they were stuck in here forever (or so it seemed), it would be nice to have new stuff every day, but... doesn't do us much good, unless someone is staying behind.

Creydon Clay |
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"It would be handy to make a rare tool and work in here.", Creydon suggests.

Azalia |

I like it... good idea. Are there any rare tools that we are needing to work with? I was also thinking it would be a good place to rest, since we could fabricate some sumptuous sleeping accommodations. Anything else we need temporarily?

Anneka Avertin |

Anneka thinks back to the succubi and their den of "pleasure". "I don't think I'll want to be spending many nights in this place."

GM Kevin O'Rourke |

Another room similar to the last with a fountain waits in this area. There is a door on the western side... once more most of you react before the zombie.
Azalia Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Ferocia Initiatve: 1d20 + 2 ⇒ (20) + 2 = 22
Anneka Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Creydon Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Drazh Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Marten Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Monster Initiative: 1d20 - 1 ⇒ (17) - 1 = 16
Ferocia
Anneka
Azalia
Marten
Drazh
Stone Gollem
Creydon

Creydon Clay |

"Zombie!", Creydon yells, but just a smidgen too slowly on the take.

Marten Daseto |

Suspicious of another lone enemy and a zombie in a hall devoted to Transmutation, Marten opts for attacking with a wand instead of using one of his spells.
Know. (Planes or Arcana): 1d20 + 26 ⇒ (10) + 26 = 36 <--Is this really a zombie?
Ranged Touch Attack from wand of burning hands: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Crit confirm: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Fire damage: 4d6 ⇒ (5, 4, 5, 4) = 18
Crit fire damage: 4d6 ⇒ (4, 1, 5, 1) = 11

Ferocia Navarro |

Ferocia hustles forward and swipes the zombie in the face with her claws.
Attack: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Magic Cold Iron Silver Slashing Damage: 1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Plus Holy Damage if evil (and all damage ignores its DR: 2d6 ⇒ (6, 3) = 9

GM Kevin O'Rourke |
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Not sure why I said zombie, it's a stone gollem... screw it it's a zombie.
The lone undead is no match for your group.
Rows of thick wooden worktables occupy the center of this long chamber. Bookcases lining the walls hold hundreds of books and scrolls. Crates next to or pushed under the worktables appear to be filled with an odd variety of mundane items, such as rope, sticks, sacks, tools, and cookware. A dog on one of the tables looks dead, though its hind end appears to be made of some kind of metal. A few other animals pace back and forth in small metal cages-a house cat, a few rats, a snake, and a small white-faced monkey.
Floating five feet off the ground is a green robed man made of mithral.
Azalia Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Ferocia Initiatve: 1d20 + 2 ⇒ (5) + 2 = 7
Anneka Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Creydon Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Drazh Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Marten Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Monster Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Drazh
Creydon
Marten
Anneka
Orkidon
Ferocia
Azalia

Marten Daseto |

Marten activates his Elemental Manipulation ability, causing any acid energy in a 30 foot radius to be converted to electricity energy.
I'm thinking of Drazh's and Azalia's acid damage on their weapons, here. Impromptu decision, so don't worry about it if it doesn't work out for you.
As discussed, Marten readies himself to cast dispel magic as a counterspell to Orkidon's first spell.
Dispel Check: 1d20 + 14 ⇒ (18) + 14 = 32 <-- DC is 11 + Orkidon's spell's level.

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Drazh ran forward, his hammer held high, which was wreathed in electricity...
Assuming Inspire Courage will he active, using defensive stance and Vampiric might
Hit: 1d20 + 30 ⇒ (4) + 30 = 34
Good Aligned Damage: 2d6 + 27 ⇒ (4, 1) + 27 = 32
Holy vs evil: 2d6 ⇒ (5, 6) = 11
Electricity: 1d6 ⇒ 1

Creydon Clay |

Creydon sees the mithril man.
"Ah, damn it."
Creydon gesticulates wildly (but purposefully).
Then, a shadowy duplicate appears next to him.
*Then*, both gesticulate wildly!
Shadowbard to create a shadowbard.
Creydon: Inspire Courage +3 BP 34/36
Shadowbard: Inspire Greatness on Drazh and Ferocia SB BP 35/36
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
"Go get him!"

Anneka Avertin |

Anneka moves in just behind Drazh and casts silence, targeting herself.
on mobile, if someone could please move my token.

GM Kevin O'Rourke |

Drazh ran forward, his hammer held high, which was wreathed in electricity...
Creydon sees the mithril man.
"Ah, damn it."
Creydon gesticulates wildly (but purposefully).
Then, a shadowy duplicate appears next to him.
*Then*, both gesticulate wildly!
Marten activates his Elemental Manipulation ability, causing any acid energy in a thirty foot radius to be converted to electricity energy.
As discussed, Marten readies himself to cast dispel magic as a counterspell to Orkidon's first spell.
Anneka moves in just behind Drazh and casts silence, targeting herself.
Hearing the deafening silence the Azlanti mage moves back. Drazh strikes as he repositions.
Hit: 1d20 + 30 ⇒ (13) + 30 = 43
Good Aligned Damage: 2d6 + 27 + 2d6 ⇒ (1, 1) + 27 + (3, 5) = 37
Electricity: 1d6 ⇒ 2
Raising a finger he points vaguely Anneka's direction but it goes very wide.
Ray Vs Anneka: 1d20 + 8 ⇒ (1) + 8 = 9
Well there goes disentegrate
Ferocia
Azalia
Drazh
Creydon
Marten
Anneka
Orkidon -40

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Hit: 1d20 + 32 ⇒ (10) + 32 = 42
Good Aligned Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
Holy vs evil: 2d6 ⇒ (6, 5) = 11
Electricity: 1d6 ⇒ 4
Iterative 1: 1d20 + 21 ⇒ (12) + 21 = 33
Good Aligned Damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39
Holy vs evil: 2d6 ⇒ (1, 6) = 7
Electricity: 1d6 ⇒ 5
Iterative 2: 1d20 + 16 ⇒ (5) + 16 = 21
Good Aligned Damage: 2d6 + 29 ⇒ (4, 2) + 29 = 35
Holy vs evil: 2d6 ⇒ (1, 3) = 4
Electricity: 1d6 ⇒ 3
Hit: 1d20 + 30 ⇒ (14) + 30 = 44
Good Aligned Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
Holy vs evil: 2d6 ⇒ (5, 1) = 6
Electricity: 1d6 ⇒ 4
Unable to yell any warcries due to the silence in the room, Drazh instead just quietly swung his hammer again, and again, and again...

Marten Daseto |

From his range well outside of Anneka's silence range, Marten snipes a lightning bolt...
Lightning bolt: 10d6 + 7 ⇒ (1, 2, 3, 3, 3, 2, 3, 3, 1, 5) + 7 = 33 <--Reflex DC 24 for half damage
...and a cold ice strike converted to lightning.
Using a use Versatile Evocation to change this spell's energy type to electricity.
Room temperature electric strike: 14d6 + 7 ⇒ (3, 6, 6, 4, 1, 6, 5, 4, 4, 6, 1, 2, 1, 6) + 7 = 62 <--Reflex DC 27 for half damage
Also maintaining Elemental Manipulation (Acid to Electricity)

Creydon Clay |

Creydon steps west into the corridor, sees Drazh, and keeps gesticulating!
5ft step west (could someone move my token?), haste on Drazh and anyone else in the party in range, continuing inspire courage +3 and inspire greatness

Anneka Avertin |

Does Drazh's token need moving as well?
Anneka ducks needlessly as the ray flies wild. Huffing, she lifts her skirt and steps into the hall behind Drazh, maintaining her proximity to the wizard in an effort to thwart his casting. She points a finger, infusing Orkidon's shadow with energy from the shadow plane.
Ribbit.
Casting baleful shadow transmutation. DC 26 will save or he believes he is a toad, losing his ability to cast. If he fails, also make a DC 26 Fort save or permanently assume the form of a toad, as per polymorph.
v. spell resistance?: 1d20 + 16 ⇒ (6) + 16 = 22

Marten Daseto |
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Does Drazh's token need moving as well?
I did it this morning after your previous post.

Azalia |

Azalia moves up and takes a shot.
Attack: 1d20 + 16 + 1 + 3 ⇒ (2) + 16 + 1 + 3 = 22 (greed bonus, inspire courage)
Damage: 1d8 + 3 + 1d6 + 1d6 + 1 ⇒ (8) + 3 + (2) + (5) + 1 = 19 (acid, fire, point-blank)
Looks like a miss, but REM golembane scarab in case I get another turn and am luckier.

Marten Daseto |

Anneka Avertin wrote:Does Drazh's token need moving as well?I did it this morning after your previous post.
Sorry, I misread this. I did not move Drazh's token this morning. I moved Anneka's token, since she requested that.

Marten Daseto |

(acid, fire, point-blank)
Just noting that I've changed acid to electricity. Without even asking permission. So bold.

Ferocia Navarro |

A little late to the fight, Ferocia double moves up to the soon-to-be-dead mage.

GM Kevin O'Rourke |

A little late to the fight, Ferocia double moves up to the soon-to-be-dead mage.
Azalia moves up and takes a shot.
Unfortunately his target was out of reach for now, Drazh moved forward waiting for an opportunity.
Creydon steps west into the corridor, sees Drazh, and keeps gesticulating!
From his range well outside of Anneka's silence range, Marten snipes a lightning bolt...
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
...and a cold ice strike converted to lightning.
Reflex: 1d20 + 12 ⇒ (13) + 12 = 25
Marten notices that the amount of damage Orkidon takes from electricity is dampened somehow but the electrical energy that gets through is badly injuring him.
Anneka ducks needlessly as the ray flies wild. Huffing, she lifts her skirt and steps into the hall behind Drazh, maintaining her proximity to the wizard in an effort to thwart his casting. She points a finger, infusing Orkidon's shadow with energy from the shadow plane.
Will Save: 1d20 + 14 ⇒ (10) + 14 = 24
Ribbit.
Fort Save: 1d20 + 13 ⇒ (8) + 13 = 21
A small frog stands emerges from a pile of clothes. Seeing the fearsome Ferocia it croaks and starts hopping away.
Loot
Staff of mithrol might
Cloak of resistance +1
Pearl of power (2nd level)
Rod of metal and mineral detection
500 gp in diamond dust
The research books scattered around this room are worth a total of 10,000 gp. They detail various experiments and partial notes on the conundrum oftransmuting lead into gold. They provide a +5 circumstance bonus on all Knowledge (arcana) and Knowledge (religion) checks made regarding transmutation and constructs. Possibly more information with a lot of study
Also present here are Ordikon's spellbooks; a wizard who examines these finds them to be particularly unusual in that many ofthe notes and formulae within are redundant. Spells generally take up twice as much room as they need to in these books, as if the wizard who recorded them had a habit of repeating himself in various ways without realizing it.
7th-prismatic spray, reverse gravity
6th-disintegrate, flesh to stone, greater dispel magic
5th-baleful polymorph, cone of cold, dismissal, scry, wall of force
4th-dimension door, fear, mass reduce person, stoneskin
3rd-dispel magic, fireball, fly, extended false life, slow, protection from energy
2nd-acid arrow, eat's grace, glitterdust , extended mage armor, scorching roy
1 st-expeditious retreat, grease, magic missile, reduce person, true strike
0 (at will)-acid splash, arcane mark, mage hand, open/dose,
prestidigitation

Emriss |
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Emriss swoops in, snatches up the frog, and swallows it.
"CAW!"