| DM Fflash |
HP - d6+4+2+67
I was showing 77 HPs total after this level up ... so I went through all your level ups (incredible rolls by the way ... all 9s and 10s with the exception of level 2). I had a HP wrong on level 2 and you had it wrong on level 1. So the total should be 78.
You can't swap a spell known (for free) until 8th level and then every 3 levels after that. Can do it before that with downtime and $.
| Mokroka |
5200 XP for last sesh
Nothing really great as far as loot for Jugger - 1 Cure Serious Pot is about it
We were able to clear the keep and find all the bones and lift the curse.
We are now trying to decide on next steps.
1) Return to town and claim our reward, if we do that the dwarves will come with us though this will take a solid month+ as we need to wait for the boat to come back through.
2) There is a map we found that Tike will load into roll20 that has some other areas we could explore
3) We also have the full geode now that has a map on it as well, also waiting for that upload as well I think?
| Mokroka |
No we came here to wipe out the orcs and giants that attacked the town.
The Ghost just asked us to complete a side quest.
We found all the bones and then smashed them on the alter in the church and there was pulses of light every time I brought the hammer down on them and then the ghost thanked us and disapated. The secret opening in the statue opened up and dropped Toti's hand out as well as a magical holy symbol of Iomedae.
| Roondar Turen* |
At the end of Wednesdays game, we had the options that Mok listed.
The night after we lift the curse, Roondar will gather everyone together and talk plans.
Roondar says "Ok folks, I've been thinking, The Fort is in the heart of Orc territory. With a bit of Luck, and a lot of Skill we infiltrated and cleared it out. Wherever we go after this, we're going to be leaving a fairly nice base for someone to use, possible against us! I only see 2 options, Either we destroy it completely, leaving nothing for anyone else to use, or we can try to repair the damage and try to get someone to man it for us. I think we can accomplish either, given enough time.
I'm leaning more to fixing and manning it. We know someone with a claim to the place (Calrianna Blix), and we know we dropped her off someplace (I think Castle Firrine or Castle Everstand). If we decide to do this, I can get a message to her (using scrying and Animal Messenger), its not 100% guaranteed, but it might work. While we wait for the boat to come back in a month, we can spend time trying to fix up the fort.
With the help of our Dwarven experts, I can use some spells to try to repair the walls using Summon Earth elementals and spells like stone shape, and Soften earth and stone. Then we can remove the dam, and reflood the moat. I bet we can do it.
| Roondar Turen* |
Roondar wants to create some scrolls as well.
Scrying 4th – 4x7x25=700 – 1 day | Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31 | DC 12 - Pass
Reincarnate 4th - 4x7x25=700 – 1 day | Spellcraft: 1d20 + 11 ⇒ (3) + 11 = 14 | DC 12 - Pass
Dispel Magic 4th - 4x7x25=700 – 1 day | Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25 | DC 12 - Pass
Cure Serious Wounds 4th - 4x7x25=700 – 1 day | Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26 | DC 12 - Pass
Protection for Energy (communal) 4th - 4x7x25=700 – 1 day | Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17 | DC 12 - Pass
Share Language (communal) 3rd – 3x7x25=525 – 1 day | Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29 | DC 12 - Pass
Remove Disease 3rd - 3x7x25=525 – 1 day | Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22 | DC 12 - Pass
Neutralize Poison 3rd - 3x7x25=525 – 1 day | Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15 | DC 12 - Pass
Endure Elements (Communal) 2nd - 2x7x25=350 – 1 day | Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15 | DC 12 - Pass
9 days | 2,712.5gp Half of the base price
| Roondar Turen* |
Roondar will suggest the long way around. He also admits he is feeling guilty for letting the Dwarf twins go explore the tomb alone. If we can, lets stop by the tomb and check on them.
Roondar didn't see anything in that list he can afford. Unless the group wants to all chip in for a CSW wand - 21k gp
He will scribe some scrolls (while on the road)
Make 3 more Cure Serious Wounds Scrolls 4th - 4x7x25=700gp – 1 day to create ea:
Perception: 1d20 + 11 ⇒ (13) + 11 = 24 | DC 12 - Pass
Perception: 1d20 + 11 ⇒ (5) + 11 = 16 | DC 12 - Pass
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 | DC 12 - Pass
Need 3 days (can be on the road), and 2100gp
| Mokroka |
We moved around the upstairs and found Lokmorr who attacked.
Jugger took two crossbow bolts to the chest, which infected him with wyvern poison, he failed his first save and took 1 Con Damage need to save once (DC 21) in the next 8 rounds or take 1d4 Con damage per failed save.
As we moved into the room, Roondar and Winter both took AoO's which hurt, a lot.
Mo Moved in after casting shield but didn't take an AoO and Jugger raged and moved in and attacked.
In round 1 Jugger hit him fairly hard, but after DR and Fast Healing he was back up to full by the start of round 2.
Lokmoor attacked me in Round 2 and missed, and then we laid into him.
Toti Summoned his monkeys of doom which moved onto Lokmorr
Mo Enlarged and attacked hitting him for 57 points of damage, Winter also hit and we were looking pretty good. Then Jugger rolled a crit on the dwarven axe and hit for 67 points of damage!
But even after that, he was still standing! Round 3 started and the Toti's summoned monkeys of doom which nauseated Lokmoor and he was unable to attack.
Winter moved up and finished him off with a mighty bite!
Lokmorr turned to dust and dropped a silver hand, a large long spear and some jewelry.
Toti placed the hand on her stump and it attached itself and gave him a +2 Str and some other things we were unable to identify because it's an artifact. (Tike agreed that there is not a worse character to use the hand in the entire party...so that's rad)
We also were not able to ID the spear at this time.
We got 2000 additional XP after you left.
We searched the room and found nothing else of value but there is still a secret door we need to explore.
| Mokroka |
Level 8 - Bloodrager
FCB - +1 Rage Day
HP - 1d6 + 4 + 2 + 78 ⇒ (6) + 4 + 2 + 78 = 90
Stat Increase - +1 Str
Skills
Intimidate +1
Linguist - +1 (Giant)
Perception +1
Spellcraft +1
Replacing Bloodline Power with 2 Rage Powers
Beast Totem Lesser
Beast Totem
New Spells Known
Level 2 - Ironskin, Tremor Blast
(Swapping See Invis for Mirror Image)
| Roondar Turen* |
one more for winter, I moved the Victors Belt to Winter, from Roondar. (thanks for reminding me K)
Hero Lab says that Winter can equip it. But I'll differ to the groups decision. It will give Winter a +15 to trip maneuvers, and Rage 1/day (which will be tough to rule), but it also says that if she takes damage equal to half her current HPs in a single round, she'll Rage automatically. lasts 5 rounds.
| Roondar Turen* |
Ok, I was able to add another bonus trick (at this level she can know 9 tricks), the d20PFSRD says "These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal." So I think I can command her to use that Rage ability but what would the Handle Animal DC be?
| Roondar Turen* |
Ok, I'll flex time (if allowed) to teach her the Speak Trick.
Handle Animal: 1d20 + 11 ⇒ (17) + 11 = 28
Ok, well, so, I'll take off the Amulet of Mighty Fist +1, and replace it with the Victor's Belt, for now. Her next Feat will be the Extra Slot feat for her.