| Tikroch |
Luca
The raptor attempts to force its way toward Tikroch through the vegetation, the large thorns not being able to pierce his hide and armor.
Strength check: 1d20 + 5 ⇒ (12) + 5 = 17
Unfortunately, the vines prove too strong to be moved aside.
| Chrysa Surtova |
Seeing her flanking lizard partner being caught in the weeds, Chrysa spends a moment to touch herself with her shield wand, then flies to where Tikroch stands ready to fight the incoming orbs, the vegetation unable or unwilling to stop her progress.
"Hmmm..." the baroness's one sound is all the displeasure she makes to see the new number of them.
| Senna Proviso |
Fort Save vs DC24: 1d20 + 11 ⇒ (18) + 11 = 29 Saved, DAM added to my Status
Knowledge: Religion: 1d20 + 6 ⇒ (8) + 6 = 14 No help there
Senna’s will holds in the literal face of the ghost. She enjoys watching the firestorm blaze in the center of the room… until the number of wrigglers doubles. Then she quickly shuffles through magical alternatives that might work. She’d feel a lot more confident if it wasn’t guesswork. She casts a spell to hasten herself and her allies, then quickly retreats back against the wall and flies upward, trying to put more distance between herself and the ghost.
STAND: Cast Haste (should catch everyone except maybe Mila – my range is 60’)
MOVE: On map moving up and against the wall.
RANGE: 60’
DURATION: 14 rnds (tracking in my status)
EFFECT: Hasted creature gains 1 extra attack on FULL attack action, +1 on ATT rolls, +1 Dodge bonus to AC, +1 Reflex saves. All movement modes gain +30’ Enhancement bonus.
OK, so if the ghost is truly using a gaze attack, we can try to avoid eye contact and/or close our eyes, I believe. Just something to consider.
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxxx x
3rd Spells (8): xxxx
2nd Spells (8): xxxx
1st Spells (8): xxxxxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins – 90’ (w/ haste)
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Haste : RND 1 of 14 – 1 extra attack on FULL attack action, +1 on ATT rolls, +1 Dodge bonus to AC, +1 Reflex saves. All movement modes gain +30’ Enhancement bonus.
| Naomi Ravasz |
Fort: 1d20 + 12 ⇒ (11) + 12 = 23
Naomi wouldn't have known about its gaze attack at first, but will now avert her eyes (which does not disrupt her Stare)
Naomi shudders in revulsion as the touch of death works its way in through her eyes, but just as much at the sudden swarm of unwisps. Nothing here is a perfect target, but she can do her best to make some of the tricks stick. And when things are quickly going wrong, chaos is often the best plan...
I think a 15' radius burst should get all the foes I see on the map and no friendlies
Confusion DC 24. There's a 50% chance the ghost takes an extra -1 on top of its normal -3 against this save.
Anything that passes takes Nonlethal: 1d6 ⇒ 1 and is sickened for a round.
| Donovan of Restov |
Fort save: 1d20 + 10 ⇒ (8) + 10 = 18 (2 Charisma damage from the ghost)
Donovan responds by using one of the few powers that he hopes will prove effective, a holy smite.
Advance 15' and blast. Here's hoping they aren't immune to all magic like wisps.
Holy smite damage: 5d8 ⇒ (4, 4, 7, 8, 7) = 30 (DC 20 Will)
| GM Litejedi - Kingmaker |
Make sure you post somewhere within your profile or stat line your active effects if you haven't already.
will save, penalties/bonuse: 1d20 + 11 ⇒ (19) + 11 = 30 The gardener saves. The remainder of the creatures appear to be immune to the confusion.
will save holy smite Gardener, penalty: 1d20 + 9 ⇒ (20) + 9 = 29
Will save creature 1: 1d20 + 10 ⇒ (3) + 10 = 13 Fail, blind
Will save creature 2: 1d20 + 10 ⇒ (7) + 10 = 17 Fail, blind
Will save creature 3: 1d20 + 10 ⇒ (16) + 10 = 26
Will save creature 4: 1d20 + 10 ⇒ (9) + 10 = 19 Fail, blind
Will save creature 5: 1d20 + 10 ⇒ (19) + 10 = 29
Will save creature 6: 1d20 + 10 ⇒ (2) + 10 = 12 Fail, blind
Will save creature 7: 1d20 + 10 ⇒ (5) + 10 = 15 Fail, blind
Will save creature 8: 1d20 + 10 ⇒ (1) + 10 = 11 Fail, blind
Will save creature 9: 1d20 + 10 ⇒ (6) + 10 = 16 Fail, blind
Will save creature 10: 1d20 + 10 ⇒ (5) + 10 = 15 Fail, blind
Will save creature 11: 1d20 + 10 ⇒ (7) + 10 = 17 Fail, blind
Will save creature 12: 1d20 + 10 ⇒ (17) + 10 = 27
Will save creature 13: 1d20 + 10 ⇒ (4) + 10 = 14 Fail, blind
Will save creature 14: 1d20 + 10 ⇒ (19) + 10 = 29
Will save creature 15: 1d20 + 10 ⇒ (8) + 10 = 18 Fail, blind
Will save creature 16: 1d20 + 10 ⇒ (17) + 10 = 27
All is tracked on the roll20 map.
Donovan moves up I think he has freedom of movement up, I'm not sure. and damages most of the light creatures, even managing to blind some of them.
Cleaning up something I forgot - the summoned plant crocodile dies from the firestorm.
Mila moves up and attempts to smite the ghost, firing a bow shot at it, and activates her bardic performance, singing a nice song for everyone. Inspire courage for +4 attack/damage.
I think wall of thorns should provide concealment but I don't see it does RAW. After this fight, from now on I'm houseruling it does, acting like a fog cloud.
attack bow: 1d20 + 20 + 4 + 4 ⇒ (9) + 20 + 4 + 4 = 37
damage, IC, smite: 1d8 + 5 + 4 + 4 ⇒ (1) + 5 + 4 + 4 = 14
The new creatures seem to focus their ire on Donovan, who harmed them, directing a huge number of magic missiles at him and then spread out. The remainder wink out of visibility, only viewable by those with see invisibility Senna sees them also spread out so they're not bunched up.
mm on donovan: 8d4 + 8 ⇒ (1, 2, 3, 1, 1, 3, 1, 3) + 8 = 23 Donovan takes 23 damage.
The gardener, babbling crazily, drops towards the ground, and extends his hand - summons a strange ectoplasmic vial that he squeezes, and a stream of potent acid extends outward down the path, blasting everyone in the path. Acidic Spray
DC 22 Reflex save or take: 13d6 ⇒ (1, 5, 3, 4, 6, 3, 4, 5, 4, 4, 5, 2, 4) = 50 50 Acid damage, and then on his turn, another 6d6 ⇒ (4, 1, 1, 6, 5, 1) = 18 Acid damage. If you make the first reflex save you take only 25 and there's no lingering damage. This affects everyone except Senna. The gardener drops down to be only 5' above the ground. He also snaps his rod again, and instantly a plant-like crocodile appears near the edge of the thorns again, apparently ready for whomever approaches.[/ooc]
The Haunted Cistern - Round 1 Naomi/??/Everyone Else
Naomi is up!
Everyone is up!
| Tikroch |
reflex dc 22: 1d20 + 8 ⇒ (15) + 8 = 23 !!
Tikroch leopard sprints along and up the wall to separate himself from the rest of the group. The area attacks from the ghost are becoming a bit much.
Changing tactics, Tikroch prepares to engage with teeth and claws. To do so he casts a spell to let him walk on air.
Move 30 ft over and 30 ft up the wall. Cast Air walk. Is there vegetation on the ceiling as well or just on the island?
Luca Reflex: 1d20 + 11 ⇒ (3) + 11 = 14
Dripping in acid, the dinosaur struggles against the thorny vines.
Str check DC 20+: 1d20 + 5 ⇒ (12) + 5 = 17 50 damage +18 next round
| Senna Proviso |
Just a reminder, everyone is still juiced with Haste.
Most of the team navigates through the thorns without a problem… so Senna’s mind turns to offense. She doesn’t know much about ghosts but she has a couple spells that are effective against incorporeal monsters in general. She weaves two spells, and calls on her sorcerous blood to boost her magic beyond its normal limits. She weaves through the cavern, avoiding the glow-worms, then dives on the ghost. She clicks her rod and becomes visible just long enough to slap the ghost on the top of the head – trying to drive his misty body straight through the floor of the cavern.
SWIFT: Cast Quickened True Strike
FREE: Trigger Blood Intensity (+5 Dice)
STAND: Cast Force Punch
FREE: Click Rod of Maximizing
MOVE: On map + deliver attack
Force Punch
Melee Touch ATT: 1d20 + 8 + 1 + 20 ⇒ (9) + 8 + 1 + 20 = 38 | Force DAM (15d4+15 maxed): 75 = 75 + target pushed 35’ (minus size mod) away.
On successful Fort Save vs DC:21, the target is not pushed but still takes the DAM.
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die) [CL15] + Haste + True Strike + Blood Intensity + Maximized
COMP: V, S
RANGE: Touch, creature touched
DURATION: instant
SAVE/SR: Fortitude partial DC:21 / SR Yes Beat SR?: 1d20 + 13 ⇒ (10) + 13 = 23
EFFECT: ABOVE
6th Spells (4): xx
5th Spells (6): xxx
4th Spells (7): xxxxx x
3rd Spells (8): xxxxx
2nd Spells (8): xxxx
1st Spells (8): xxxxxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2): x
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3): x
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins – 90’ (w/ haste)
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Haste : RND 2 of 14 – 1 extra attack on FULL attack action, +1 on ATT rolls, +1 Dodge bonus to AC, +1 Reflex saves. All movement modes gain +30’ Enhancement bonus.
| Chrysa Surtova |
The floating baroness reviews the battlefield with her dark eyes, planning her attack vector. The brief appearance of their sorceress makes her smile just a touch before she darts in a banking curve to the opposite side of the ghost, drawing her other shortsword as she does so.
she cannot use her brilliant weapon since it does not hurt undead :(
short sword +2, fey bane: 1d20 + 20 + 1 + 2 ⇒ (6) + 20 + 1 + 2 = 29
damage: 1d6 + 13 + 2 + 5d6 ⇒ (6) + 13 + 2 + (1, 3, 6, 1, 3) = 35
she has a lot of movement so should be able to stay away from the croc and ghost on AOO. Too many of the wisps though to do so without gaining one or two, but that depends on height since she is flying
| Naomi Ravasz |
Reflex: 1d20 + 21 ⇒ (20) + 21 = 41 Not sure if the -3 penalty on the Gardener's DCs was included, but that certainly passes either way!
Miss Chance (Gaze): 1d100 ⇒ 6
Still only glancing at the ghost out of the corner of her eye, Naomi swaps rods and burns a curse into its very essence. "You really should try to rediscover the actual joys of gardening..."
Persistent Conditional Curse. Will DC 20 with the -4 and disadvantage. Effect will be a -6 penalty to Charisma until he should Witness a blooming rose at sunrise.
| GM Litejedi - Kingmaker |
Not sure if the -3 penalty on the Gardener's DCs was included, but that certainly passes either way!
Yep, there are various bonuses and penalties, I just collapsed them into one roll. However, I forgot about sapped magic, so the reflex save is only DC 19 on the acid, but it doesn't affect success or failure so far.
Some mid-turn stuff.
@Tikroch, there's no vegetation on the ceiling, just on the island. For everyone, the wiggling lights are just the creatures (I can tell you now the lights are just advanced 'Nyths' since it doesn't matter).
Chrysa's Reflex Save: 1d20 + 15 ⇒ (2) + 15 = 17 She takes the full 50 damage +18 on his next turn. Everyone else please make it your first roll on your turn.
Gardener Fort Save: 1d20 + 12 ⇒ (14) + 12 = 26 The Gardener stays where he is.
I don't see that anyone but Naomi started their turn within 30' for the gaze attack.
Fort Save, Naomi, Gaze Attack, DC 24: 1d20 + 12 ⇒ (8) + 12 = 20 damage: 2d10 ⇒ (6, 6) = 12 Charisma Damage: 1d4 ⇒ 1
Will Save, Curse, Roll 1: 1d20 + 9 ⇒ (14) + 9 = 23
Will Save, Curse, Roll 2: 1d20 + 9 ⇒ (19) + 9 = 28
The ghost saves.
Lastly, Chrysa missed.
| GM Litejedi - Kingmaker |
The gardener sees Senna force punch her and boggles, his eyes glinting madly. He pulls his hand back, and seeming with skill and martial training, manifests his own hand into the material plane, but instead of force, his hand is wreathed in dark energy.
melee touch, Senna: 1d20 + 14 ⇒ (17) + 14 = 31
Fort save for half, DC 22: 14d6 ⇒ (5, 3, 5, 5, 3, 5, 1, 1, 6, 6, 5, 2, 6, 3) = 56
Eight of the creatures blast Tikroch with more magic missiles.
8 mm's: 8d4 + 8 ⇒ (1, 4, 4, 2, 2, 2, 4, 2) + 8 = 29 29 damage to Tikroch
The Haunted Cistern - Round 2 Naomi/Gardener + Lights/Everyone Else
Everyone is up!
| Chrysa Surtova |
short sword fey bane, flanking, good hope: 1d20 + 20 + 2 + 2 ⇒ (6) + 20 + 2 + 2 = 30
damage, good hope: 1d6 + 13 + 5d6 + 2 ⇒ (4) + 13 + (4, 2, 4, 3, 6) + 2 = 38
short sword fey bane, flanking: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32
damage, good hope: 1d6 + 13 + 5d6 + 2 ⇒ (2) + 13 + (5, 2, 2, 2, 6) + 2 = 34
short sword +1 Siccatite (Hot), flanking: 1d20 + 19 + 2 + 2 ⇒ (19) + 19 + 2 + 2 = 42
damage, good hope: 1d6 + 9 + 5d6 + 1 + 2 ⇒ (2) + 9 + (4, 2, 1, 4, 3) + 1 + 2 = 28
short sword +1 Siccatite (Hot), flanking: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25
damage, good hope: 1d6 + 9 + 5d6 + 1 + 2 ⇒ (6) + 9 + (6, 1, 5, 4, 5) + 1 + 2 = 39
hair, flanking: 1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32
damage, good hope: 1d3 + 1 + 5d6 + 2 ⇒ (2) + 1 + (4, 4, 5, 4, 3) + 2 = 25
CONFIRM third attack
short sword +1 Siccatite (Hot), flanking: 1d20 + 19 + 2 + 2 ⇒ (11) + 19 + 2 + 2 = 34
damage, good hope: 1d6 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18
Chrysa is not an expert on ghosts, so she does what she does. Floating off the floor, her blades and braid slice and bash through anything she thinks is critical. If nothing else, she hopes to distract the gardener from the one that can hurt it.
| Senna Proviso |
Fort Save vs DC22: 1d20 + 11 + 2 + 1 ⇒ (8) + 11 + 2 + 1 = 22 Good Hope, Bear’s Endurance – Skin o’ teeth save! 28 DAM taken.
Senna just manages to avoid the worst of the gardener’s dark energy touch. Even still, the damage is palpable. The sorceress isn’t sure she can take another such blow so she tries to finish off the ghostly figure with another strong slap, trying to drive the monster through the floor again and pulling out every trick in the book.
SWIFT: Cast Quickened True Strike
FREE: Trigger Blood Intensity (+5 Dice)
FREE: Click Rod of Maximizing
STAND: Cast Force Punch (casting on the defensive which I can’t fail so I’m not including the roll)
Force Punch
Melee Touch ATT: 1d20 + 8 + 1 + 20 + 2 ⇒ (18) + 8 + 1 + 20 + 2 = 49 | Force DAM (15d4+15 maxed): 75 = 75 + target pushed 35’ (minus size mod) away. (flanking included)
On successful Fort Save vs DC:21, the target is not pushed but still takes the DAM.
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die) [CL15] + Haste + True Strike + Blood Intensity + Maximized
COMP: V, S
RANGE: Touch, creature touched
DURATION: instant
SAVE/SR: Fortitude partial DC:21 / SR Yes
EFFECT: ABOVE
6th Spells (4): xx
5th Spells (6): xxxx
4th Spells (7): xxxxx x
3rd Spells (8): xxxxx x
2nd Spells (8): xxxx
1st Spells (8): xxxxxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2): xx
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3): xx
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins – 90’ (w/ haste)
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Haste : RND 2 of 14 – 1 extra attack on FULL attack action, +1 on ATT rolls, +1 Dodge bonus to AC, +1 Reflex saves. All movement modes gain +30’ Enhancement bonus.
| GM Litejedi - Kingmaker |
| 1 person marked this as a favorite. |
With a furious punch, Senna musters a powerful sorcerous rebuke against the ghost. Despite the ghost's training as a monk, and natural otherworldly charisma, the damage disappates the gardener into ectoplasm where it had been floating moments before. But as it disappates, it shrieks madly, the laughter echoing off of the walls of the cavern. A metallic rod clatters to island A metamagic rod of lesser quicken.
The silent, twinkling lights wink out, and the only lights in the cavern are those that the party brought in. The odd moss and plant life seems to writhe less, but are not completely quiet.
I believe someone in the party can infer that a ghost will reform in a few days.
| Senna Proviso |
If we're out of rounds, Senna will quickly scoop up the rod to prevent the ghost (she doesn't know how quickly it can reform) or some minion from grabbing it.
If we're still in combat, I'll wait til my turn to figure things out, :)
| Chrysa Surtova |
"Is it gone?" the baroness said as she drifted slowly to the floor, sliding her swords back to her hips. Her tone says she doubts the answer is yes, at least permanently.
| Senna Proviso |
”I’m not sure. I don’t think we should stay long, just in case. Or maybe we can dig up his bones and put him down for good. Besides, this rod may not be the only thing he’s got on him.” She pulls out her spell books and riffles through them, just to confirm something. ”Yep. I don’t have any spells to dig this floor up quickly.” Senna starts poking around in the spot where the ghost came out of the ground, including using Detect Magic to hopefully find any piece of magic gear that might be near his body.
Knowledge: Religion (anything useful about ghosts or haunts): 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
6th Spells (4): xx
5th Spells (6): xxxx
4th Spells (7): xxxxx x
3rd Spells (8): xxxxx x
2nd Spells (8): xxxx
1st Spells (8): xxxxxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2): xx
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3): xx
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins – 90’ (w/ haste)
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Haste : RND 2 of 14 – 1 extra attack on FULL attack action, +1 on ATT rolls, +1 Dodge bonus to AC, +1 Reflex saves. All movement modes gain +30’ Enhancement bonus.
| Tikroch |
The leopard returns to the ground listening to the conversation. Not sure how to help quite yet, he flexes his claws and paws at the ground, testing how difficult it would be to dig the hard way.
Before I change shape again, let's see if they come to the same conclusion. Putting the spirit to rest now would save much effort in the future.
| Senna Proviso |
If we can find the right spot and digging is the best solution... I do have one trick up my sleeve. I could use my vest (and spellbook) to Disintegrate a 10' cube of matter. Not sure if that would just destroy the dirt around the skeleton n' gear or simply blast everything into particulate matter. :)
| Chrysa Surtova |
Chrysa nods, then turns her gaze to around the room, attempting to find this place the sorceress is hoping to find.
perception: 1d20 + 21 ⇒ (19) + 21 = 40
disturbed ground, special looking places, hidden markers, something like that?