Legacies: Return of the Runelords

Game Master Cosmic Dream Lord

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Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Knowledge (arcana)and/or Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29

Kallie had stayed back and quiet, not knowing what to say to the horribly afflicted man. But she did get an idea. "Does anyone know break enchantment? It might help."


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

"Oooo, nah. I mean, that's a righteous spell but only some of the sickest skalds can nail it. Maybe in a year, if I keep practicing?

"Once we rescue mom and the gang, one of them must know it though."

Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27

Croq thinks for a minute.

"Would tying you up make you lose control too? If not, maybe we could tie you before we KO you, and then bring you to safety? Or we could try to come back with a scroll, when we can?

"Or HEY!! Kallie's great at compelling people. That's kinda her jam. Could you compel him to let us knock him out?"


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Kallie's mouth twists. "It doesn't work like that. Otherwise, I'd compel an enemy to stand still while you bash his brains in."


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

"We're in Magnimar, we can at least find a scroll."


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Isiah seems... relieved when told that there's (more or less) readily available magic that could treat his affliction.

"In that case... I can wait here a bit longer while you all... clean house," he suggests. While you haven't explicitly said that's why you're here, Isiah has likely determined the reason behind your visit from various context clues. "I suggest securely sealing the doors before you depart. When you return, even if I won't be entirely lucid, having some food handy should keep me... docile long enough for you to use the scroll."

Before you leave, Isiah adds one more tidbit.

"Be on the lookout for a vampire named Sumsarru and a ghost named Xanesha. Someone named Erigantus helped Leptonia... procure their aid as guardians of this forsaken place," he warns. "From what I gathered, Erigantus is more of an independent ally than a lackey. Leptonia paid him with a 'runelord's tome' for his assistance with that foul sludge that turned me into this."


Female Half-Elf Reclusive Lunar Oracle (Ancient Lorekeeper) 12 | HP: 90/90| AC: 24, Touch: 15, FF: 19 | CMD 16 | Fort: +9, Reflex: +13, Will: +10 (+2 vs. enchantment; +7 vs. charm/compulsion) | Init: +10 | Perception: +10 | Buffs:

Before everyone departs, Galatea suddenly appears holding some of the foodstuffs left behind by the cultists. She places them before Isiah before falling back with everyone else.


With only a moment or so before Isiah loses his clarity, you all hustle out of the room and seal the doors. There appear to be two options for further exploration left. Across the pit, there is a room to the northwest that you have yet to explore. Additionally, you have not yet opened the door due north of the one leading to Isiah's chamber.


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Aurealia opens the door to the north of Isiah's chamber.


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Kallie follows Aurealia through the door.


Aurealia opens the door without any trouble. The room beyond is mostly desolate. You discover nothing there but some empty shelves and tables... Oh, and an animated skeleton covered in discolored, rotting entrails.

Aurealia Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Croquelle Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Jaya Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Kallie Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Team Galatea Initiative: 1d20 + 9 ⇒ (12) + 9 = 21
??? Initiative: 1d20 + 8 ⇒ (18) + 8 = 26

???
Team Galatea
PCs

Round 1

???

Claw v. Aurealia (Charge!): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Damage: 2d8 + 5 ⇒ (8, 6) + 5 = 19

Grab v. Aurealia (Charge!): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20

The skeleton growls and charges at Aurealia! It lands a painful strike and attempts to grab onto her. However, Aurealia nimbly dodges said attempt.

Team Galatea

As expected, Galatea promptly vanishes from sight. A moment later, you can hear her chanting, and some Aurealia's injuries vanish. Cheshire reflexively gets into a pouncing position. However, the tigress quickly realizes that she doesn't really have much a charge lane.

Cure Moderate Wounds on Aurealia: 2d8 + 7 ⇒ (7, 1) + 7 = 15

PCs

You all are up!


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Aurealia slashes a crack in reality and slips through it to appear behind the undead creature. She enters a rage and attempts to trip the creature which hurt her!

Dimensional slide.
Rage
CMB to trip: 1d20 + 8 + 3 + 2 + 2 + 2 ⇒ (3) + 8 + 3 + 2 + 2 + 2 = 20


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

Knowledge (religion): 1d20 + 16 ⇒ (6) + 16 = 22

Jaya snaps her fingers and a puff of glitter engulfs the skeleton, judging that the Andosanas don't need much more help than that to dispense with a simple skeleton.

Glitterdust, DC 19


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

Croc starts to Sing a Song of Rage, while she hustles to keep up with her sibling.

Move: Perform. Move: move as shown.
.
CDL, for future, if circumstances don't prevent it, Croq likes to stay within arm's reach of Aurealia. (Mechanically, it boosts our saves...but more importantly Croq wants to stay near 'Lia...especially now that their mom is gone, maybe forever.


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Knowledge (religion): 1d20 + 11 ⇒ (1) + 11 = 12

Unless her knowledge of undead tells her this is a mundane skeleton barely able to threaten a novice adventurer, Kallie decides to use her new metamagic rod as she casts hold person.

Will Dave DC 19


Round 1:

PCs

??? Will Save v. Glitterdust - DC 19: 1d20 + 9 ⇒ (19) + 9 = 28
??? Will Save v. Hold Person - DC 19: 1d20 + 9 ⇒ (16) + 9 = 25

While it probably won't be successfully hiding from anyone for a time, the skeleton is largely unaffected by the spells thrown at it.

Jaya:
This is a mohrg, an undead creature typically created from the reanimated remains of someone with a high body count in life (e.g. mass murderers, serial killers, and so forth). Their sole purpose for existing is to cause pain, suffering, and havoc for the living. While they might look like mindless skeletons, they are far more cunning and thus far more deadly.

Unfortunately, Eugeni didn’t cover mohrgs in much detail during your studies on the undead, so you can't recall much about them

You get one piece of information about the mohrg.

Round 2:

???

1 - Aurealia, 2 - Kallie: 1d2 ⇒ 2

??? Slam v. Kallie: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12

Grab: 1d20 + 19 ⇒ (14) + 19 = 33

The creature seems to briefly debate its next target: the nearby Kallie or the isolated Aurealia? With a low growl, the creature ultimately rushes at the centaur wizard! The skeleton grabs Kallie by the neck and latches on tightly...

Team Galatea

"Kallie!"

Cure Serious Wounds on Kallie: 3d8 + 7 ⇒ (5, 5, 1) + 7 = 18

??? AoO: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17

Cheshire Bite v. ??? (PA, Croq Song): 1d20 + 10 - 2 + 3 ⇒ (16) + 10 - 2 + 3 = 27
Damage (PA, Croq Song): 1d8 + 6 + 4 + 3 ⇒ (6) + 6 + 4 + 3 = 19 plus Acid Damage: 1d6 ⇒ 3

Cheshire Grab: 1d20 + 10 - 2 + 3 ⇒ (6) + 10 - 2 + 3 = 17

A whistle echoes throughout the entire complex, and Cheshire rushes to Kallie's rescue! She squeezes past Kallie and the skeleton, who slams a fist into the tigress side. Cheshire roars in pain but keeps moving. Once behind her foe, she bite into its boney leg, but she is unable to secure a hold.

PCs

You all are up! Thanks to Galatea's Liberating Command spell, Kallie can try to escape from the skeleton's hold as an immediate action. She gets a +14 competence bonus on her Escape Artist check.


At the last second, Kallie quickly reinforces her defenses with magic, preventing the skeleton's attack from connecting.


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Aurealia reaches out and casts a boosted bull's strength on Cheshire, causing the cat's muscles to swell massively.

Bull's strength with an arcane point for +6


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

"Watch out for the tongue! It's a Mohrg; it'll paralyze you!"

Abruptly taking the undead creature much more seriously, Jaya sent a guano-powered bead of fire to a precisely calculated distance from the skeleton.

Empowered Fireball, DC Boost from Reservoir: 15d6 + 15 ⇒ (5, 3, 5, 1, 2, 3, 1, 6, 1, 5, 4, 3, 5, 3, 5) + 15 = 67 DC 21 Ref for 1/2


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

"Eeeww, gross!" Croq frowns at Jaya's warning, and then swings for the skeleton's face from above.

Drumstick (raging)+higher: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Damage: 1d10 + 15 ⇒ (3) + 15 = 18


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Seeing that this was no ordinary skeleton and that she just got lucky by throwing up some emergency extra protection, Kallie knows she has no business being in melee with the thing. She retreats.

Full withdraw, to avoid AoOs.


Round 2:

PCs

Mohrg Reflex Save v. Fireball - DC 21: 1d20 + 10 ⇒ (1) + 10 = 11

The mohrg is caught by the full force of Jaya's Fireball despite the point of denotation being fairly far away from it.

Round 3:

Mohrg

Mohrg Slam v. Cheshire: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11

Mohrg Slam v. Cheshire: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15

Mohrg Tongue Melee Touch v. Cheshire: 1d20 + 10 ⇒ (20) + 10 = 30

Seemingly to realize that it's not long for this world... again, the mohrg nonetheless lets out an angry hiss and lashes out at Cheshire. It lands one powerful against Cheshire's side. She's able to shrug off its second strike, but the tigress is caught completely off guard when her foe uses its tongue to attack her.

Team Galatea

Cheshire Fort Save - DC 21: 1d20 + 8 ⇒ (11) + 8 = 19
Minutes Paralyzed: 1d4 ⇒ 4

Defensive Casting - DC 21: 1d20 + 14 ⇒ (14) + 14 = 28
Galatea Melee Touch Attack v. Mohrg (Invisible): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
'Cure' Serious Wounds Damage: 3d8 + 8 ⇒ (7, 1, 8) + 8 = 24

Mohrg Will Save - DC 19: 1d20 + 9 ⇒ (2) + 9 = 11

True to Jaya's warning, poor Cheshire is left paralyzed by the mohrg's tongue. After a few second of stunned horror, Galatea screams in rage. Becoming visible in the process, she grabs the mohrg by the skull and belts it with a powerful burst of positive energy. Her spell completely destroys the undead monstrosity.

Combat Over.

Galatea quickly tries to tend to Cheshire, but the tigress is completely paralyzed for the time being.

There's a closed door to the north. That's the only thing of interest in this room.


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

"Unless someone can quickly restore Cheshire, I believe we should wait for her to recover on her own. It shouldn't be more than a few minutes, after all."


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

"Yeah, sounds good. I'm getting pretty tired, guys. I've only got a few more tricks up my sleeve before I'll need some rest."


Female Half-Elf Reclusive Lunar Oracle (Ancient Lorekeeper) 12 | HP: 90/90| AC: 24, Touch: 15, FF: 19 | CMD 16 | Fort: +9, Reflex: +13, Will: +10 (+2 vs. enchantment; +7 vs. charm/compulsion) | Init: +10 | Perception: +10 | Buffs:

About four minutes pass before Cheshire finally recovers from the paralysis. After sighing in relief, Gali pulls her animal companion into a hug, which causes Cheshire to purr (as much as tigers can) and nuzzle her big head against Galatea's much smaller one. After breaking the embrace, Gali draws one of her wands and begins looking over the group's injuries.

"Who need some healing?" Galatea offers. "We've found a lot of battles today, and something tells me that we're likely to face another beyond that door."


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

"I could use some love," Aurealia says, indicating her wounds.

Looks like I'm down probably 35. Both my token and stat bar had me at 48, but I don't think anyone marked the 19 the mohrg did to me.


Female Half-Elf Reclusive Lunar Oracle (Ancient Lorekeeper) 12 | HP: 90/90| AC: 24, Touch: 15, FF: 19 | CMD 16 | Fort: +9, Reflex: +13, Will: +10 (+2 vs. enchantment; +7 vs. charm/compulsion) | Init: +10 | Perception: +10 | Buffs:

Since both your token and stat bar had you at 48 HP, you're probably correct that we never marked down the 19 damage from the mohrg.

Galatea nods and quickly gets to work healing first Aurealia and then Cheshire.

Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds on Aurealia: 1d8 + 1 ⇒ (8) + 1 = 9

Total HP Recovered for Aurealia: 9 + 2 + 2 + 5 + 3 + 7 + 3 + 9 = 40

Wand of Cure Light Wounds Charges Remaining: 22 - 8 = 14

Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds on Cheshire: 1d8 + 1 ⇒ (1) + 1 = 2

Total HP Recovered for Cheshire: 2 + 6 + 6 + 3 + 9 + 2 = 28

Wand of Cure Light Wounds Charges Remaining: 14 - 6 = 8


With the mohrg truly dead, there is seemingly nothing else of interest besides the door to the north, which Galatea keeps looking at apphrensively. Before anyone opens it, Gali casts some protective spells on Cheshire. She then fades from sight once more.

Perception - DC 25:
There's a secret door in the southwest corner of the room.


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Perception: 1d20 + 14 ⇒ (19) + 14 = 33

"Hey, you guys see that? Secret door."


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

"Sorry I missed it, nice catch. I must be more tired than I thought."

Aurealia goes over, and once the others are ready opens the secret door.


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

Croq stands beside her sibling, ready to make a dramatic drum roll if they see anything interesting.


Aurealia opens the secret door... and finds the same secret passageway she spotted earlier! This discovery confirms that you are now next to the westernmost wall of the Gecko. There is nothing else of interest in this room besides the closed door to the north.


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

"Alright then, let's do it!"

Staying beside her sibling, Croq walks up and–when everyone is in place–opens the door.


Like many Thassilonian interiors, the long chamber beyond the door has a vaulted ceiling, this one scaling up to thirty feet. While there are signs of previous furnishings once existing in this area, now the main things of note are five coffins. There are four small ones in the alcoves on the eastern and western sides of the room. Surrounded by several odd but possibly valuable objects, the final coffin sits in the northern alcove.

"Welcome, welcome!" a deep voice greets you. An individual steps out of the shadows who very much fits the "winged demon" description Brianne gave you earlier. He opens his arms and wings in a "friendly" greeting gesture. "You must be the visitors my servants told me about. Tell me, adventurers, what brings you to my home?"

You suspect that this would be Sumsarru, the vampire Isiah mentioned earlier.


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

"We don't need anything from this guy, right?"


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

"I can't think of anything," Kallie responds to Jaya.

"Hi! We were just in the neighborhood," she calls out to him. "I don't think we have much in common, though. It's not like we're here to borrow a cup of blood or anything."


Kallie's remark gets a chuckle out of Sumsarru.

"Normally, I would ask if you've found any interesting treasures during your travels. I like to collect such items and learn their stories," the vampire gargoyle remarks. He gestures to the collection of trinkets behind him. "However, since you don't need anything from me..."

With a gesture of his claw, Sumsarru's four minions from earlier appear from behind their coffins.

Aurealia Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Croquelle Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Groog Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Jaya Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Kallie Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Team Galatea Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Sumsarru Initiative: 1d20 + 10 ⇒ (3) + 10 = 13
Derro Minions Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

Derro Minions
Team Galatea
PCs
Sumsarru

Round 1

Derro Minions

The derro minions rush at the Andosana Sisters!

Blue Slam v. Aurealia (Flanking): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Purple Slam v. Aurealia (Flanking): 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d3 + 2d6 ⇒ (1) + (3, 5) = 9

Green Slam v. Aurealia (Flanking): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Orange Slam v. Aurealia (Flanking): 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Team Galatea

Cheshire Bite v. Purple (PA, Bull's Strength): 1d20 + 10 - 2 + 3 ⇒ (16) + 10 - 2 + 3 = 27
Damage (PA, Bull's Strength): 1d8 + 6 + 4 + 3 ⇒ (6) + 6 + 4 + 3 = 19 plus Acid Damage: 1d6 ⇒ 5

Cheshire Claw v. Purple (PA, Bull's Strength): 1d20 + 10 - 2 + 3 ⇒ (6) + 10 - 2 + 3 = 17
Damage (PA, Bull's Strength): 1d6 + 6 + 4 + 3 ⇒ (5) + 6 + 4 + 3 = 18 plus Acid Damage: 1d6 ⇒ 1

Cheshire Claw v. Purple (PA, Bull's Strength): 1d20 + 10 - 2 + 3 ⇒ (2) + 10 - 2 + 3 = 13
Damage (PA, Bull's Strength): 1d6 + 6 + 4 + 3 ⇒ (5) + 6 + 4 + 3 = 18 plus Acid Damage: 1d6 ⇒ 4

Cheshire tears into one of the derros.

PCs

You all are up! Aurealia has to make a DC 16 Fort save or take one negative level.


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Kallie continues to seethe at facing foes against whom her spells are nigh worthless.

She grasps the threnodic rod and targets one of the vampire spawn, causing it to feel the sexual passion of the living (and horny)!

Unnatural lust on green, making it desire orange. Using an Arcane Reservoir point for +2 DC. Will DC 20 negates.


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

Croq starts to belt out another raging song, lets her carpet carry her five feet up and to the left, and then takes a swing with Drumstick...but the swing goes wild and the derro ducks it easily.

Drumstick (raging)+higher: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Damage: 1d10 + 15 ⇒ (8) + 15 = 23

Raging Song grants:
* Inspired Rage +3 STR, CON, & Will; -1 AC
* Ghosts of the Roderics...but their negative energy attacks won't help vs undead


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Fort save (heroism): 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28

Aurealia attacks the same one as Cheshire, hoping to end its unlife quickly.

Attack on Purple: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 301d10 + 19 ⇒ (7) + 19 = 26


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

Seeing that Cheshire's corrosive attacks were proving effective, Jaya makes a few quick adjustments to her spell, just in case Sumsarru had prepared some sort of defenses against her.

Empowered, Reservoired Acidball: 15d6 + 15 ⇒ (4, 5, 5, 6, 3, 3, 5, 1, 4, 3, 6, 5, 1, 1, 3) + 15 = 70 Blue, Green and Sumsarru take a DC 22 reflex for 1/2


Round 1

Kallie SR - DC 14: 1d20 + 8 ⇒ (20) + 8 = 28
Green Derro Will Save - DC 20: 1d20 + 7 ⇒ (3) + 7 = 10

Kallie's spell takes hold!

Jaya SR v. Green - DC 14: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Jaya SR v. Blue - DC 14: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Green Derro Reflex Save - DC 22: 1d20 + 5 ⇒ (6) + 5 = 11
Blue Derro Reflex Save - DC 22: 1d20 + 5 ⇒ (8) + 5 = 13
Sumsarru Reflex Save - DC 22: 1d20 + 5 ⇒ (9) + 5 = 14

And Jaya's acidball destroys two of the derros and heavily damages Sumsarru!

Sumsarru

Sumsarru growls with pain as the magical acid burns his undead flesh, though the wounds rapidly start healing.

"You mages hit hard," he admits. The gargoyle quickly nocks a couple of arrows on his bow and fires. "But you can rarely take damage as readily as you deal it!"

Composite Shortbow v. Jaya: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Composite Shortbow v. Jaya: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

I believe only the first arrow hits.

Round 2

Derro Minions

Orange Derro Slam v. Cheshire (Flank): 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Purple Derro Slam v. Cheshire (Flank): 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

The two surviving vampire spawn try attacking Cheshire, but the tigress nimble dodges their strikes.

Team Galatea

Cheshire Bite v. Purple (PA, Croq Song, Bull's Strength): 1d20 + 10 - 2 + 3 + 3 ⇒ (14) + 10 - 2 + 3 + 3 = 28
Damage (PA, Croq Song, Bull's Strength): 1d8 + 6 + 4 + 3 + 3 ⇒ (3) + 6 + 4 + 3 + 3 = 19 plus Acid Damage: 1d6 ⇒ 5

Cheshire Claw v. Orange (PA, Croq Song, Bull's Strength)): 1d20 + 10 - 2 + 3 + 3 ⇒ (10) + 10 - 2 + 3 + 3 = 24
Damage (PA, Croq Song, Bull's Strength): 1d6 + 6 + 4 + 3 + 3 ⇒ (4) + 6 + 4 + 3 + 3 = 20 plus Acid Damage: 1d6 ⇒ 2

Cheshire Claw v. Orange (PA, Croq Song, Bull's Strength): 1d20 + 10 - 2 + 3 + 3 ⇒ (11) + 10 - 2 + 3 + 3 = 25
Damage (PA, Croq Song, Bull's Strength): 1d6 + 6 + 4 + 3 + 3 ⇒ (3) + 6 + 4 + 3 + 3 = 19 plus Acid Damage: 1d6 ⇒ 5

With Aurealia's help, Cheshire slays the heavily injured derro and then gravely wounds the other.

PCs

You all are up!


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Kallie can't help but let out a giggle when Jaya is grazed by one arrow, as opposed to the massive amount of damage that her friend dished out.

"I think the trade-off's not really working in your favor," Kallie says. "Especially since you've just about run out of minions."

She then casts haste on her companions. "Go get him," she tells her friends.


HP: 46/98 (76/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17) Current spells: ext. bull's, good hope, shield, haste Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Aurealia starts running forward, through a crack in space, to emerge behind the gargoyle. With an animal shriek she slams her horse-chopper into the monster!

Move+Dimensional slide.
Rage

Attack on Sumsarru: 1d20 + 14 + 2 + 1 ⇒ (7) + 14 + 2 + 1 = 241d10 + 19 ⇒ (7) + 19 = 26


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

"Still not an enjoyable experience," Jaya mutters, wrapping a shield of force around herself as she takes cover.


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

Croc smiles at her sibling and surfs through the air until they have the gargoyle flanked. Then she swings her drumstick into him.

Drumstick (raging)+haste+higher+flank: 1d20 + 15 + 1 + 1 ⇒ (18) + 15 + 1 + 1 = 35
Damage: 1d10 + 15 ⇒ (2) + 15 = 17


Round 2

Sumsarru

1 - Croq, 2 - Aurealia: 1d2 ⇒ 1

With an angry growl, Sumsarru tosses his bow aside and makes a vicious last ditch effort to kill Croq.

Sumsarru Bite v. Croq: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Sumsarru Claw v. Croq: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Sumsarru Gore v. Croq: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Sumsarru Slam v. Croq: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d4 + 5 ⇒ (3) + 5 = 8

Croq needs to make a DC 17 Fortitude save. If she fails, she takes two negative levels.

Round 3

Derro

Orange Derro Slam v. Cheshire: 1d20 + 5 ⇒ (13) + 5 = 18

The surviving derro tries to attack Cheshire, but the tigress' various forms of armor deflect the strike.

Team Galatea

Cheshire Bite v. Orange Derro (PA, Croq Song, Bull's Strength): 1d20 + 10 - 2 + 3 + 3 ⇒ (16) + 10 - 2 + 3 + 3 = 30
Damage (PA, Croq Song, Bull's Strength): 1d8 + 6 + 4 + 3 + 3 ⇒ (3) + 6 + 4 + 3 + 3 = 19 plus Acid Damage: 1d6 ⇒ 6

Cheshire Claw v. Orange Derro (PA, Croq Song, Bull's Strength): 1d20 + 10 - 2 + 3 ⇒ (11) + 10 - 2 + 3 = 22
Damage (PA, Croq Song, Bull's Strength): 1d6 + 6 + 4 + 3 + 3 ⇒ (5) + 6 + 4 + 3 + 3 = 21 plus Acid Damage: 1d6 ⇒ 2

Cheshire Claw v. Orange Derro (PA, Croq Song, Bull's Strength): 1d20 + 10 - 2 + 3 ⇒ (3) + 10 - 2 + 3 = 14
Damage (PA, Croq Song, Bull's Strength): 1d6 + 6 + 4 + 3 + 3 ⇒ (4) + 6 + 4 + 3 + 3 = 20 plus Acid Damage: 1d6 ⇒ 3

Cheshire easily dispatches the last derro.

PCs

You all are up! Croq needs to make a DC 17 Fortitude save. If she fails, she takes two negative levels.


Arcane Reservoir 7/14 | Empower Rod 2/3 | Admixture 10/10 Mostly Human Emberkin Blood Arcanist 12 | HP 62/62 | AC 14(18), T 12 (20), FF 13(21) CMD 16 | Fort +10 Ref +10, Will +13 | Init +4 | Perc +12 | SM +12 | Spells Remaining: level 1 8/11, level 2 5/6, level 3 5/6, Level 4 5/6, Level 5 2/6, Level 6 3/3

Jaya pokes her head around the corner, expecting to see that the Andosanas have dismantled the remaining vampire, but preparing a few well chosen bolts of force if Sumsarru withstands their onslaught.

Spell Resistance?: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Magic Missile: 5d4 + 10 ⇒ (2, 1, 3, 1, 1) + 10 = 18


Reference image Buffs: mage armor, tears2wine HP: 69/69; AC 23, t 13, ff 21; Saves: F +6, R +6, W +11; CMD 19 (23 vs trip); Reservoir 7/15; Perception +17

Annoyed that she's down to suboptimal spells, Kallie blasts the vampire with a shot of positive energy.

Disrupt Undead: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 ⇒ 3


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

Bolstered by her mighty song of rage, Croquelle easily shrugs off the worst of the vampire's bite, and with a howl she slams drumstick into it again.

Fort: 1d20 + 12 ⇒ (11) + 12 = 23

Drumstick (raging)+higher+haste-power attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (15) + 15 + 1 + 1 - 2 = 30
Damage: 1d10 + 15 + 6 ⇒ (8) + 15 + 6 = 29


HP: 115/115 (141/141) | AC 24 (23), t 13 (12), ff 123(22) | F +15 (+18), Ref +8, Will +10 (+16); +1 to save when adjacent to sis | Per +16, Init +7

...then, buoyed by Kallie's spell, Croq finds herself swinging again right off the backswing.

"WOAH, Kallie, thanks! I'm really jamming now!!"

Drumstick (raging)+higher+haste-power attack: 1d20 + 15 + 1 + 1 - 2 ⇒ (6) + 15 + 1 + 1 - 2 = 21
Damage: 1d10 + 15 + 6 ⇒ (10) + 15 + 6 = 31

Stalwart, thanks for the Discord reminder about Haste!

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