Thron's Rise of the Runelords Campaign

Game Master Thron

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HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 16


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

Rilee, in huge air elemental form, moves in past the grappled giant. She extends her senses into the pavilion, searching for her friends.

Meanwhile, the tyrannosaus doesn't bother with the niceties of moving through the entrance, instead plowing through the pavilion's fabric walls like they were paper. He enters the front room with a roar and chomp on anything inside. If there's nothing, Rilee directs him to keep pushing further inside the pavilion.

Olympus begins savagely mauling the giant at the entrance.

Strength vs. Pavilion break DC: 1d20 + 13 + 12 ⇒ (17) + 13 + 12 = 42

talon, bof: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage: 1d6 + 8 + 2d6 ⇒ (4) + 8 + (3, 2) = 17
talon, bof: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage: 1d6 + 8 + 2d6 ⇒ (5) + 8 + (2, 5) = 20
bite, bof: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
Damage: 1d8 + 8 + 2d6 ⇒ (5) + 8 + (3, 1) = 17
Grab: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40

Dino Strength for interior wall (if necessary): 1d20 + 13 + 12 ⇒ (17) + 13 + 12 = 42

I'm moving into approximately the center, going a bit further south in order to give room for my dino. I have 120' perfect fly, and though being huge may cause me to squeeze in a couple places, my echolocation should be wider as well since my space is 9 squares. If there's no immediate threats in the first room, I'll have dino barge into the next room if I can tell if there's enemies there. Then I'll probably have a standard action to take once I know what enemies there are (and if I've located Zoli).


To "push" the T-Rex (which you succeeded at based on the roll I made in the end) to destroy the section of pavilion rather than kill giants is a Move action. To shift into a Huge elemental (12th level Druid equivalent) looks to me like it would be a standard, full round shift for you (unless I am overlooking something, which if I am, by all means let me know). So to be Huge you'd have to use a Standard action to shift, since your Wild Shape automatically functions at -2, which puts it at 12th level. For a Move Action (which would essentially be the same as a Standard as you will need to use 1 move action handling Rexysaurus), you could shift into a Large elemental(though mechanically this would be pointless). For a Swift action, you could shift into a Medium elemental and still move, but your token would remain the same size. Lemme know if I'm missing something here, as well as what you wanna do.

Also: where is the +12 to Rexy's break roll coming from? I'm also going to have to figure ripping a hole that size is at least a standard action, so he would only be able to rip through one/round, assuming successes on the checks.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

I wild shaped last round. Gargantuan-sized creatures get a +12 to their strength to break items. Can't he charge/push through a barrier as part of his movement?


This isn't ordinary cloth. Ah. Missed that. Lemme hop on Roll20 then.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Thron:
Okay...I assume they hit me with a gaze attack. Doesn't a gaze effect only happen with them taking an action, or at the start of my turn if I don't close my eyes?

Universal Monster Rules (Gaze) wrote:
Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways....

Gaze

Therefore, since I haven't acted yet, I should get to choose whether to roll again against the second one's gaze after Setsuna healed me. Right? Or is it some free action interrupt thing that it can do off its turn and not a gaze?


Eugeni:
This is not a gaze attack, but another ability that specifically states is a free action.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Thron:
Well, even a free action needs to be on their turn, not mine. Unless it specifically says otherwise. Or it had a readied action?


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

I'm invisible, can Setsu even see me?


True, she shouldn't.

Eugeni:
It did that on its turn. You had double moved, so I assumed your turn was concluded...


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

So, you enlarged me, but you didn't move me? Were you waiting on me, since I still can move all the way into the pavilion. I need to get closer.

I also don't see anywhere that a strength check to break an item requires a standard action. I still think that trying to push your way through an obstacle should just be part of your movement -- failure means you stop there, success means you continue through. Imagine a strong barbarian trying to charge through a door or a weak wall, Kool-Aid Man-style. He's not going to move up to the door, stop and smash, then wait a round until his next turn, and then move through. According to the prd, the T-rex would have burst through a 1-foot masonry wall. I get that it's special material, but come on. It's still a tent.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Thron:
Alright, I get it now. Nevermind. I was confused on initiative order apparently.


I have Invisibility Purge active.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Okay, cool.


Based on everything I am seeing: breaking something is a flat strength check, and ability checks are standard actions. If you can find me evidence/a ruling indicating otherwise, I am all ears.

Also, seeing as you are wanting to just advance as far as you can until you "see" something, that is going to be very difficult to do unless we can coordinate a time to meet on roll 20. Also: keep in mind this bolded portion of Blindsight...

Blindsight (Ex) wrote:
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

So, this ability will not allow you to see the other side of walls, as I mistakenly did earlier.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

I can't find anything saying an ability check is a standard action. Often an ability check (like a wisdom check or an intelligence check) takes no time at all, and is asked when the GM needs to see if a character recognizes something the player didn't. Can you show me something that says an ability check always is a standard action? I'm struggling to prove a negative.

Line of effect can wrap around walls, so if I move inside, my 40' doesn't have to be laser-line straight.


Line of Effect wrote:

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)
Line of Effect wrote:

A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect.

Hah. It's a tent. That means there's gaps in the fabric. Neener neener nee.


1 square foot. So gaps only an inch (or less) wide won't cut it, since 1/12 of a foot (.083) x 5 feet long/square = .415 square feet.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

All right -- this is echolocation. Meaning, high-pitched sonic frequencies. Is there anything that stops someone from hearing what's in the next room? If not, then I can hear the sound waves bouncing back. Bingo.


The moment Eugeni becomes visible due to Setsuna's Invisibility Purge, the two alien looking creatures turn to face him. A metal-raking-on-metal sounding scream rings out through your heads, as if originating within your own skulls. One of them works some magic and vanishes, briefly...before appearing in the hallway behind them, still radiating a blinding light! The dinosaur and Setsuna are fine, but Rilee's eyes are blinded by the creature's radiance! Fortunately, the echolocation spell allows her to still sense her surroundings well enough.
__________
Giant CMB: 1d20 + 18 ⇒ (4) + 18 = 22
Blue Damage: 2d8 ⇒ (1, 1) = 2
Orange Damage: 2d8 ⇒ (2, 2) = 4
Green Damage: 2d8 ⇒ (8, 6) = 14
Setsuna Fort: 1d20 + 21 ⇒ (6) + 21 = 27
Rilee Fort: 1d20 + 12 ⇒ (3) + 12 = 15
Rex Fort: 1d20 + 17 ⇒ (10) + 17 = 27

Initiative Order:
Party
Sisters
Delvahine
Giants
Shining Children

You guys are up! Eugeni is blind!


HP 148, Luck 20, Panache 6, AC 48 (T 28, F 34) CMD 40 | F+18 R+28 W+19 (+5 6/day charmed life, +2 vs fear)| evasion, improved + uncanny dodge, reroll (save 1/day + any 1/scene) | Per+27 | Init+12

1d20 ⇒ 3


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Eugeni stays where he is, waiting for help. "I can't see anything. There are two shining children coming for us. They have a hatred for creatures of darkness, and have several potent defenses, including complete immunity to blindness, fire, and poison, as well as strong resistances to cold and sound." he says, just in case his friends are still nearby.


Setsuna once again Heals Eugeni's blindness and then hides in the shadows.

Stealth (Cloak, PD): 1d20 + 24 + 6 + 14 ⇒ (18) + 24 + 6 + 14 = 62

Casting Heal on Eugeni, who recovers 140 HP and is no longer blind. Five-foot step and then hide in plain sight in the wall's shadows.


Eugeni Fort: 1d20 + 8 ⇒ (5) + 8 = 13

As Eugeni's eyes heal...again...he immediately is forced to endure the blinding radiance of the creatures once more!
__________
Since this should be obvious at this point, he is susceptible to the blinding light until he passes his save against one, and then he is immune to that one's light.

Edited in Fort Save Purple Giant: 1d20 + 12 ⇒ (12) + 12 = 24


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

The dinosaur is immune to blinding effects. Can I have its roll to save?


Amending my move action because the room is obviously too bright for shadows. Setsu the PC would've acted differently if that critical fact had been readily known to CDL the player. I should be allowed that much.

As she fails to cure Eugeni's blindness once again, Setsuna groans in frustration.

"I'm leaving the room! Hide! Go invisible!" she informs Eugeni.

Selecting her Blessing's extra speed, the Oracle then flares her wings and relocates to another room that actually has shadows. She makes sure to have enough altitude to avoid the nearby shining child's reach. She then hides herself and starts plotting her next action.

Stealth (C, PD): 1d20 + 24 + 6 + 14 ⇒ (2) + 24 + 6 + 14 = 46


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Eugeni casts a quickened vanish on himself, feeling a bit of his old anger flare up at the annoyance of the shining children. Once invisible, he casts a dimension door, visualizing himself just inside the entrance to the great pavilion.

Swift to vanish, then dim door to just inside the pavilion. Hopefully there's an open spot there, whee!


Rilee: sure.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

Cool. Does a 23 save?

Handle Animal: 1d20 + 17 ⇒ (13) + 17 = 30

Rilee directs her dinosaur to attack the glowing creature, right after bestowing upon it an enchantment to make its mighty attack even greater. Casting strong jaw It stomps past her and delivers a tremendously painful bite, taking the thing in its jaws.

Bite: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 8d6 + 26 ⇒ (1, 6, 4, 3, 5, 6, 5, 1) + 26 = 57
Confirm crit: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 8d6 + 26 ⇒ (3, 3, 2, 4, 4, 4, 4, 4) + 26 = 54
Bleeding Critical means it takes 2d6 bleed on its turn
Grab: 1d20 + 34 ⇒ (12) + 34 = 46

Meanwhile, Olympus continues his assault on the giant.
Talon: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Damage: 1d6 + 8 + 2d6 ⇒ (3) + 8 + (6, 5) = 22
Talon: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage: 1d6 + 8 + 2d6 ⇒ (3) + 8 + (2, 1) = 14
Bite: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (2, 3) = 16
Grab: 1d20 + 24 + 2 ⇒ (15) + 24 + 2 = 41


Negative good sir.


The creature is snatched up in the dinosaur's jaws, bones crunching between its toothy maw! It focuses on the saurian, and clutches the sides of its mouth with its hands, and the flesh begins to burn and melt around where it grasps!

Meanwhile, another one of these creatures appears on the far side of the room and looks around the scene!
__________
Purple Giant Escape: 1d20 + 18 ⇒ (8) + 18 = 26
Orange Damage: 2d8 ⇒ (3, 1) = 4
Blue SC Touch: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
Blue SC Touch 2: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27
Damage 1: 4d10 + 2d6 ⇒ (2, 10, 4, 5) + (2, 5) = 28
Damage 2: 4d10 + 2d6 ⇒ (9, 9, 2, 5) + (6, 6) = 37
Olympus Fort: 1d20 + 12 ⇒ (14) + 12 = 26
Setsuna Fort: 1d20 + 21 ⇒ (14) + 21 = 35

Initiative Order:
Party
Sisters
Delvahine
Giants
Shining Children

You guys are up! Eugeni is blind! Anything within the yellow auras (unless a wall separates you from their source) is considered in bright light.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

You still suck at our saves. Also, you forgot the bleed, and you need to roll back 19 points of damage on the dino, since the burning touch would happen in the next round (and I'm going to prevent that).
Bleed: 2d6 ⇒ (4, 3) = 7

Blinded as she is, Rilee smells the burning attacks so she quickly casts resist energy on her ally to keep him from further harm. Then the dino swallows the creature and moves to threaten the newcomer.

Grapple: 1d20 + 34 ⇒ (4) + 34 = 38
Damage: 8d6 + 26 ⇒ (3, 1, 6, 4, 1, 6, 2, 6) + 26 = 55
swallow: 2d8 + 13 ⇒ (6, 6) + 13 = 25

Olympus keeps his attacks going on the giant.

Talon: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
Damage: 1d6 + 8 + 2d6 ⇒ (6) + 8 + (1, 3) = 18
Talon: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
Damage: 1d6 + 8 + 2d6 ⇒ (3) + 8 + (4, 6) = 21
Bite: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Damage: 1d8 + 8 + 2d6 ⇒ (2) + 8 + (4, 1) = 15
Grab: 1d20 + 24 + 2 ⇒ (15) + 24 + 2 = 41


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

Eugeni cowers in silence, hoping to go unnoticed.


Not wanting the group's unexpected ace card to vanish, Setsuna flies over the Rilee's dinosaur and heals it.

Cure Serious Wounds on Rexie: 3d8 + 14 ⇒ (3, 7, 5) + 14 = 29

She then hides herself in the creature's shadow.

Stealth - Hide in Plain Sight (Cloak): 1d20 + 24 + 6 ⇒ (4) + 24 + 6 = 34

Penumbral Disguise doesn't work in bright light, so that bonus is gone. However, even at high noon, every object with mass will produce a shadow when exposed to light. I only need to be within ten feet of a shadow than is not my own to hide in plain sight, and shining a light on that big T-Rex will create a shadow in some capacity.


All adjustments made.

Seeing its comrade get engulfed by the saurian, who has now turned its focus on him, the remaining shining child appears to try and work some sort of magic, but the thundering steps of the dinosaur breaks his concentration and he fails to cast!
__________
1d20 ⇒ 18
???: 1d20 + 19 ⇒ (8) + 19 = 27
Shining Child Cast Defensively: 1d20 + 19 ⇒ (4) + 19 = 23
1d20 ⇒ 4

Initiative Order:
Party
Sisters
Delvahine
Giants
Shining Children

You guys are up! Eugeni is blind! Anything within the yellow auras (unless a wall separates you from their source) is considered in bright light.


Setsuna recasts Blessing of Fervor on all of her present allies and then speeds off to go see if she can find Zoli, staying close to the shadows of the wall as she travels.

Standard and move. Using the extra speed from BoF.

@Rilee: The T-Rex now gets two attacks. Have fun!

Stealth - Hide in Plain Sight (Cloak, PD, Movement): 1d20 + 24 + 6 + 14 - 5 ⇒ (11) + 24 + 6 + 14 - 5 = 50


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

After giving Olympus instructions to stay and guard Eugeni, Air-Rilee zips down to remain close to Setsuna. However, her echolocation senses nothing but a dead end ahead. "Can't go that way, Setsu!" she shouts in a windy voice. "Something stopped the T-Rex from pushing through the wall there, too," she gestures with an airy appendage at the interior curtains.

Then she zips back and takes a swing at the remaining shining child.

Slam: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d6 + 4 ⇒ (4, 1) + 4 = 9

The dinosaur takes advantage of the new magic, and it takes two mighty bites at the enemy before it.

Bite: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 8d6 + 26 ⇒ (4, 1, 5, 3, 5, 2, 5, 1) + 26 = 52
Bite: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 8d6 + 26 ⇒ (4, 2, 5, 5, 3, 1, 1, 4) + 26 = 51
Grab: 1d20 + 34 ⇒ (12) + 34 = 46

Meanwhile, in the dino's gullet...
Digestion: 2d8 + 13 ⇒ (8, 2) + 13 = 23


Eugeni continues to cower, as the shining child fails to work magic once more.
__________
???: 1d20 + 19 ⇒ (1) + 19 = 20
SC Concentration: 1d20 + 19 ⇒ (18) + 19 = 37
1d20 ⇒ 6

Initiative Order:
Party
Sisters
Delvahine
Giants
Shining Children

You guys are up! Eugeni is blind! Anything within the yellow auras (unless a wall separates you from their source) is considered in bright light.


Taking her grandmother's advice to heart and opting to regroup, Setsuna flies back to Eugeni's side and starts at assure her boyfriend that his blindness will be Healed momentarily...

Double move. No hiding.


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

Rilee takes a few swings at the child while it's in her dino's jaws before he spits it out and sinks his teeth into it two more times.

Slam: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Slam: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Slam: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Bite: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 8d6 + 26 ⇒ (5, 3, 6, 1, 3, 6, 1, 3) + 26 = 54

Bite: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 8d6 + 26 ⇒ (5, 3, 5, 1, 6, 4, 3, 3) + 26 = 56
Crit: 1d20 + 26 ⇒ (20) + 26 = 46
Damage: 8d6 + 26 ⇒ (6, 5, 3, 2, 3, 2, 5, 2) + 26 = 54


Eugeni continues to cower blindly, as the dinosaur chomps the alien creature in half. From outside the pavilion, one of the giants steps back into the spiked area, eliciting a grunt of pain from him and reminding those inside of the foes still closing in...
__________
Orange Damage: 1d8 ⇒ 2
1d20 ⇒ 8

Initiative Order:
Party
Sisters
Delvahine
Giants
Shining Children

You guys are up! Eugeni and Rilee are blind!


Setsuna Heals Eugeni's blindness.

"There's an invisible wall blocking the center room. Can you D-Door Rilee and me inside? I think Olympus and Rexy can handle those half dead giants."


Eugeni can now, in fact, see again!


Female Aasimar Reincarnated Druid | HP 123/123 | AC: 23 (15 Tch, 20 Ff) | CMB: +13, CMD: 28 | F: +13, R: +7, W: +16| Init: +6 | Perc: +29 Aasimar (Idyllkin) Huge air: AC: 24 (15 t, 17 ff)

"Wait! I can bring Olympus with me, since Mr. Dino can deal with the giants no problem. Would it be easier for you to teleport me if I got smaller?"

Assuming Eugeni informs me about the size limitations of using dimension door, I'll swift Wild Shape back to myself and use carry companion on Olympus to make sure I can bring him with me. The dino can then lay waste to the giants at his leisure.


"If you turn back to normal, Eugeni should be able to carry you, me, and Olympus," Setsuna says in Thassilonian.

[ooc]With a CL 14, Eugeni can carry four medium creatures or two medium and one large.[/b]


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

I can carry more than that I think. Base of self+1 medium, plus one per three caster levels. I can boost my CL to 15, and have five additional mediums. Huge counts as four mediums, setsuna one, and Olympus two. So I can't take all of us.

"I can take all of us if you were a little bit smaller, Rilee. Say the size of Olympus."

If Rilee shrinks somehow, I will DDoor Setsuna, Myself, Rilee and Olympus through the tent wall into the next chamber. If she can't shrink, I will leave Olympus behind. I should still be inivisible....unless Setsuna purged it again.

Once everyone is ready, Eugeni grabs Setsuna's hand and says, "Everyone make sure you are in contact with each other." Once they are all touching, he casts his spell.


Eugeni works his magic, and the room is instantaneously pulled through the fabric of reality into a new location! The air in this room is unusually close—seeming almost to shimmer with pleasant-smelling mist. Pillows, cushions, and throw rugs cover the floor, and four beds sit in the corners of the room. Each bed has an iron frame to which numerous ropes and leather straps are attached. A large padded throne sits against the far wall, between two beds, while opposite it in another corner, a tall, spindly censer sits on a low wooden table—it’s from here that the faint mist seems to be issuing. Eugeni can feel his mind relaxing, and his inhibitions lessening, as he breathes in the alluring fragrance.
__________
1d20 ⇒ 4
Eugeni Will: 1d20 + 11 ⇒ (3) + 11 = 14 Eugeni is now subject to a mind fog effect.
Olympus Will: 1d20 + 7 ⇒ (10) + 7 = 17
Rilee and Setsuna cannot fail.


HP: 155/155; Resevoir 18/19 Permanent Buffs: arcane sight, see invis., freedom of movement (ring) Daily Spells: Current Buffs:
Stats:
AC 35, T 15, FF 29; 50% miss chance Fort +15, Ref +16, Will +17; CMD 26; Perception +17

You love rolling me craptastic will saves, huh? RNG.... -grumble grumble- (~_~)*


...Combat over? I have Invisibility Purge up, so they can't hide that way. Meanwhile, I imagine that Zoli's probably dead (or functionally dead) at this point, and I don't think that we have any Divination that can track down these teleporting enemies. Going round by round in PbP at this point seems illogical. It's been nearly months since we entered this wing. As for those giants, we can basically kill them at will via Eugeni nukes, summons, and super Olympus. Might as well fast forward with them.

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