Seamus Passeri |
Smiling as Val tosses Kast the belt, Seamus waits for him to put it on before he starts to heave on the lid. Confused and a little disappointed that the tomb is empty, Seamus looks to his Kast and Izomanakus, "Sorry guys no history or wealth to be had." Too busy thinking about how negative he feels, he ignores the new chill tingling up his spine.
Nodding in agreement with Kast and Val, "Yeah, let's get out of here, Maybe with a little help I can open the puzzle tube. He turns towards Izomandakus asking, "Izomandakus, do you mind if I hitch a ride back up?"
GM Euan - Rise |
The party returns to the ground floor by various means. Here it's just as cold. If you're planning to head out to the courtyard, remember Seamus has already checked the door. He found it untrapped, unlockable, and easily opened. It's very well balanced.
I assume you wait for Seamus' paralyzation to expire before doing anything further. At that time you'll still have a half hour or more before needing to make another cold check thanks to your cold weather gear and spell support.
So do you call it a day, or do you press on into the courtyard? Or another dimension door / teleport somewhere? Options might include the pit (where you've heard the leaders are) or the black spire next to it, which reaches hundreds of feet in the air and has a Roc nest near the top. There may be other options as well, but these seem the most likely.
Izomandakus |
Izomandakus helps close the crypt again, not willing to leave it open "Maybe this has to do with what Mokmurian is trying to achieve. We will see. Hu. Hu. Or maybe not."
The winged ape helps Seamus up and there he studies the tube while the group waits for the half-elf's paralysis to expire.
Intelligence DC 20: 1d20 + 4 ⇒ (1) + 4 = 5
Intelligence DC 20: 1d20 + 4 ⇒ (12) + 4 = 16
Intelligence DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Intelligence DC 20: 1d20 + 4 ⇒ (3) + 4 = 7
Handing back the tube after just a few fails the ape-boy focuses on the courtyard doors "What do you think if we try to stealth through the back of the building in front of the tower? From air it seemed a shadowy angle."
Kast Phaer |
Kast nods, trying to see what Izo thinks is the best course of action. ”Sure, let’s do that. Not sure how we’re not going arouse all the alarm in the world, but maybe that’s just how it’s going to be. At least we’re in here and not out there.”
Kast readies to go, moving when the team is ready along the course Izo plots.
GM Euan - Rise |
You push the doors open to the tower after a short rest and the warmer, but still cold air of the mountains in winter, blow your way. You hear harpies screeching to the SW and it seems quieter to the NE. The next building has double doors on either end.
Please feel free to move to the door of your choice on the map, and make a stealth check. Sure, no one is really looking your way at all, and the guards are bored with inactivity, but I'm betting your stealth is poor...
Seamus Passeri |
"Thanks Izomandakus." After thanking Izomandakus for flying him out of the really cold crypt. Seamus sits down waiting for the paralysis to hit. Fidgeting with his fingers and wiggling his toes to warm them, he realizes all feeling has gone out and he can't move a lick. 'Glad Val used her powers on me, I'd hate to be like this during a fight.' The tingling of his cold toes soon returned, but he still felt, somehow, negative. Standing up as Izomandakus recommended they try stealth, Seamus smiles, "I'm pretty good at stealth, even if I still feel a little negative."
Sneaking out the door, Seamus nods towards the northeast, "It's quieter that way, lets go there." He turns back and asks, "SO is our goal to go to the Pit?"
Taking 10(35/41) on perception and taking 10 (30) on stealth
Izomandakus |
"Yes, but the entrance to the pit seems at the other side which is pretty exposed. Let's just check out that first building and see if we can come up with some way to go down." Izomandakus tries to fly just a few inches over the ground to help his stealth while following Seamus' shadow, perfecting his agility on the go.
Stealth+heroism+perfectionOfSelf-size: 1d20 + 4 - 1 + 2 + 2 - 4 ⇒ (17) + 4 - 1 + 2 + 2 - 4 = 20
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
In stone companion form
Boy - HP 92/122 DR 5/adamantine (25/50) AC 27 TAC 15 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 10/12 (+6)
Effects:
perfection of self (+6 Dex) 1 round
mirror image (2) 2 min
shield 14 min
tough crowd (+4 insight vs illusion/enchantment) 110 min
mass bear’s endurance 110 min
clay skin 110 min
heightened awareness 110 min
heroism 230 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
monsterous physique II (derhii) 2 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- scent
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (lesser trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
GM Euan - Rise |
Still need stealth checks from Kast and Valena.
Rastaf Stealth: 1d20 + 1 ⇒ (14) + 1 = 15
GM Euan - Rise |
The party moves through the shadows made up of the very large building and the very tall walls. The harpies seem to be fighting over some bit of meat to the southwest, and the giants on the towers - some 70’ up - are looking outward in any case.
You reach the doors and open them quickly lest you be spotted. Entering, the air in this building is close, warm, and thick with the smell of manure. Three enormous stalls - sized for the wooly mammoths used by the stone giant cavalry.
Do you open the doors to the mammoth pens? They seem occupied currently.
Kast Phaer |
Kast moves to look at the mammoths, mostly because he's not sure he's ever seen one before.
1d20 + 18 ⇒ (6) + 18 = 24 Know (Nature)
"Not sure what to do about these. It would be great to free them, but not sure that's the best plan. Also, not sure I want them giants riding these things around on us, if things get messy," Kast ponders. "This might work, at least slow them down."
If no one objects, Kast will cast Wall of Stone to create a very stout, sturdy stone wall to block off the lower two doors. 6" thick and 6 squares long. Probably won't stop a giant from tearing it open, but Kast tries.
"Let's move on. Where to next, Izo? 'Mus?" That building to the north? We'll get spotted, probably.
Seamus Passeri |
Trying to peak through the cracks in the door, Seamus had heard about woolly mammoths, but he had never seen one up close. Turning as Kast pondered what to do aloud, Seamus just shrugged, he really had no idea what to do with them. Hedging, "Maybe after we get rid of the leader the giants will leave and we can free them."
He realized after he said it, that if the giants were going to leave, they'd probably ride out on the mammoths. Pausing, he watched Kast put up a stone wall to slow down the giants. Unable to resist the urge, he smiles and asks, "Hey Kast, why would you want to go to Last Wall, when you can make your own?"
Looking towards Izomandakus at Kast question, Seamus shrugs. "The nearest buildings north, unless we want to rush towards the pit."
GM Euan - Rise |
There aren’t upper and lower doors to the pens, and all the doors are shut. Seamus sees tall furry things through the few gaps that exist. If you want to shut them with a wall, that is certainly do-able. How tall will the wall be, out of curiosity? It’ll be anchored to the floor, and the doors look very solid. Even a short wall will be something of a deterrent.
I put a wall on the map. Looks like you can get two of the stables with a single casting.
Izomandakus |
K. nature+HR+HA: 1d20 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16
"Oh! Wooly mammoths!" the exclamation is followed with a quizzical look, not really knowing what is he talking about it seems.
Izomandakus smiles as Seamus taunts Kast with the walls "Hu. I did not see that spell on any of the spellbooks I gave him. Where he learns that magic is a complete mystery to me."
The winged ape scratches his forefront "If Hasslo was here he would talk with the mammoths and we would learn more. Why is he not when we most need him? Hu."
"I am sure he would handle them out to cause a diversion so we can go into the pit." the ape-boy shrugs turning to Valena "Perhaps you can perform some of your illusions to lure the giant outside to investigate here? It might give us a chance to fight them separately as they come in to check, rather than all ensamble outside."
"Or we can try our chances going around the buildings shadows in the north and cross through the one in the west which has the doors closest to the pit entrance. Hu. Hu!" he makes a gesture with the hand showing what he means. See line suggested in map
GM Euan - Rise |
With invisibility sphere you could certainly sneak into the pit. Doing another building though might ruin that though.
So do you go straight for the pit, or do you head for the next building with invisibility sphere?
Izomandakus |
"Easy peasy! Hu!" Izoapedakus exclaims as his hands and wings disappears under the invisibility "Let's do this then, let's go into that pit!"
With everyone invisible it seems an easy task to go straight to the pit and starts to descend the shaft.
Stealth+heroism+invis-size: 1d20 + 4 - 1 + 2 + 20 - 4 ⇒ (2) + 4 - 1 + 2 + 20 - 4 = 23
As they go down he does scents the air looking for traces of danger.
Perception+HR+HA (scent): 1d20 + 1 + 2 + 2 ⇒ (11) + 1 + 2 + 2 = 16
Survival+HR (scent, track): 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
GM Euan - Rise |
The pit itself is 80 feet deep. The pit floor is a tangle of bones and broken bodies, a combination of humanoid, giant, and even four dragon corpses (three blues and a red, all Large). Flocks of crows, buzzards, and other scavenging birds swarm over the bodies, picking at the pile of flesh.
As you descend down the ramp, you’ll see some sihedron runes on the bodies. Some carved crudely, some tattoo’d, some branded. Before you far enough to really check it out though you see a stone giant on the trail ahead of you. He seems to be on guard, and taking the duty seriously - though he doesn’t see you.
Getting past him will be nigh impossible invisibly owing to his size, the size of the path, and the limits of your 10’ radius spell.
New map up!
- - -
I'm taking a trip for about a week starting tomorrow and so my posting will be more sporadic, but should still be daily - concentration permitting.
Kast Phaer |
Kast thinks about delaying, but really instead begins a full round cast: Silencio, which promotes an area of quiet reflection in an area (say 15' radius, centerpoint marked in green on map). He will cast it not on the giant, but near it.
Seamus Passeri |
A little awed by the sheer quantity, quality and odor of the corpses, Seamus whispers, "Can we sneak a little closer so I can stab him?" He looks around at those in the bubble with him, waiting for them to do any prep-work for the attack. Smiling and nodding as his friend Kast casts.
Once the others are ready to advance, Seamus moves quietly towards the giant, once within easy range he steps out of the invisibility bubble and thrusts the rapier at the giant's calf and slashing at its tendons with his mithril long-knife then repeating.
-1 lvl. 5 ft step, full attack, two weapon fighting: + 1 keen rapier, + 1 giant bane mithril shortsword WF
rapier: 1d20 + 15 + 1 - 2 - 1 ⇒ (5) + 15 + 1 - 2 - 1 = 18 for damage: 1d6 + 1 + 6 ⇒ (3) + 1 + 6 = 10 sneak: 6d6 ⇒ (6, 4, 4, 1, 4, 4) = 23
shorstword: 1d20 + 15 + 3 + 1 - 2 - 1 ⇒ (9) + 15 + 3 + 1 - 2 - 1 = 25 for damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 bane: 2d6 ⇒ (4, 1) = 5 sneak: 6d6 ⇒ (4, 3, 2, 1, 3, 6) = 19
rapier: 1d20 + 10 + 1 - 2 - 1 ⇒ (19) + 10 + 1 - 2 - 1 = 27 for damage: 1d6 + 1 + 6 ⇒ (2) + 1 + 6 = 9 sneak: 6d6 ⇒ (2, 6, 5, 3, 2, 1) = 19
shorstword: 1d20 + 10 + 3 + 1 - 2 - 1 ⇒ (14) + 10 + 3 + 1 - 2 - 1 = 25 for damage: 1d6 + 3 + 6 ⇒ (1) + 3 + 6 = 10 bane: 2d6 ⇒ (1, 6) = 7 sneak: 6d6 ⇒ (4, 4, 1, 6, 4, 6) = 25
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
rapier: confirm crit: 1d20 + 10 + 1 - 2 - 1 ⇒ (6) + 10 + 1 - 2 - 1 = 14 for damage: 1d6 + 1 + 6 ⇒ (4) + 1 + 6 = 11
Izomandakus |
"Psst! You sure we cannot just ask him a meeting with Mok?" Izomandakus whispers while he tries to keep up within the sphere as the group moves forward.
The boy though follows up Seamus initiative as he goes with the stabs.
+3 Staff+heroism (flatfooted): 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (6) + 12 + 3 = 21
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
In stone companion form
Boy - HP 92/122 DR 5/adamantine (25/50) AC 27 TAC 15 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 10/12 (+6)
Effects:
shield 12 min
tough crowd (+4 insight vs illusion/enchantment) 108 min
mass bear’s endurance 108 min
clay skin 108 min
heightened awareness 108 min
heroism 228 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
monsterous physique II (derhii) 2 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- scent
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (lesser trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
Valena Dalloway Versade |
Val shrugs as Seamus gets to cutting away, stares at the giant, then charges him.
Attack with Irreconcilable Differences (charge, flank, from invisible, power attack): 1d20 + 19 + 2 + 2 + 2 - 3 ⇒ (6) + 19 + 2 + 2 + 2 - 3 = 28
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 4 ⇒ (2) + 10 + 6 + (1, 1) + 4 = 24
HP: 104/104
AC: 29/16/23
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Giant
Painful Stare: Giant
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, active, 1 image), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Charge
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx1)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0)
4: 1/2 used (Freedom of Movementx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.
GM Euan - Rise |
Kast drops silence on the situation, likely saving the party a long fight with all the denizens down here. Seamus dodges and weaves to get in behind the giant for future flanking. Izomandakus charges in and bashes at the giant, but even flatfooted the attack only bounces off his breastplate. Valena too charges in, but skewers his breastplate also, without piercing his tough hide. Rastaf does something heroic.
The party attacks in silence, positioning themselves and making a few tactical preparations. The giant notices the sudden lack of noise (image), not that there was much prior to that, and looks around as people pop out of invisibility. He bellows an attack, and warning, to no useful purpose! Even the dire bears continue to sleep… though if one should open an eye it’ll be a different matter.
Don’t ask me what’s in his hand in the drawing. I don’t know what that is…
- Round 1 -
Galenmir - 19
Dire Bears - 19
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (4 images)
Kast: 1d20 + 0 ⇒ (15) + 0 = 15
Rastaf: 1d20 + 1 ⇒ (17) + 1 = 18
Seamus: 1d20 + 10 ⇒ (8) + 10 = 18
Valena: 1d20 + 6 ⇒ (7) + 6 = 13
Galenmir: 1d20 + 1 ⇒ (18) + 1 = 19
Amazingly enough Galenmir, the guardian of the pit, is alert enough to react!
Galenmir 5' steps out of the way of most of the party, draws a potion (move - provokes from Seamus), and quaffs it. Nothing seems to happen, but whatever happens he expected it. He continues shouting the alarm, but of course he still cannot be heard where he is.
Everyone is up for round one, and Rastaf can take a surprise round as well!
Kast Phaer |
1 person marked this as a favorite. |
Round 1, Init 15
Kast moves up to support his allies, and casts a nice tall (15', 6" thick) Wall of Stone to block off the dire bears from the fight.
No need to kill them if we can avoid it.
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/7 left
5: 4/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 31 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (1) + 12 + 2 + 3 = 18 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (12) + 13 + 2 + 2 = 29 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[ spoiler=Perfect Blessing Round 1/10][ooc]Choose one at the start of your turn:
[list]
Rastaf of Sarenrae |
Rastaf sees that the giant is hard to hit. He casts Holy Smite.
DC 19 Will, or blinded.
holy damage: 5d8 ⇒ (1, 2, 3, 8, 4) = 18
He then moves next to Galenmir while drawing his falchion, trying to give Seamus a flank if the spell doesn't blind the giant.
GM Euan - Rise |
will: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 19
Whew...
The giant manages to resist Rastaf's assault on his senses. For now!
Izomandakus |
Izomandakus mutters something, noticing things are wrong as his lips move without sound.
Seeing a sudden wall ingeniously defeating the sleeping bears, the boy steps forward pressing the giant guard.
+3 Staff+heroism: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
+3 Staff+heroism: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (4) + 12 + 3 = 19
But fighting silently does not seem to be Izomandakus thing!
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
In stone companion form
Boy - HP 92/122 DR 5/adamantine (25/50) AC 27 TAC 15 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 10/12 (+6)
Effects:
shield 12 min
tough crowd (+4 insight vs illusion/enchantment) 108 min
mass bear’s endurance 108 min
clay skin 108 min
heightened awareness 108 min
heroism 228 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
monsterous physique II (derhii) 2 min
- speed 30 ft., fly 60 ft. (poor; -7 Fly), climb 30 ft.
- scent
- darkvision 60’
- 2 hands for weapons, or slams
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size
- Knockdown (lesser trip version) When a derhii confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent prone in addition to the damage dealt by the critical hit. If the derhii's confirmation roll exceeds its opponent's CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an attack of opportunity, nor can the derhii be tripped if the confirmation roll fails to exceed the CMD.
Seamus Passeri |
As the giant started to move back into the alcove, Seamus flicks his mithril blade at the things calf as it passes him.
-1 lvl., AOO: + 1 giant bane mithril shortsword WF
shorstword: 1d20 + 15 + 3 + 1 - 1 ⇒ (6) + 15 + 3 + 1 - 1 = 24 for damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 bane: 2d6 ⇒ (6, 1) = 7
Valena Dalloway Versade |
Val takes a step closer and strikes twice at the giant. Though with the power of her first blow, she may not need a second.
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 36
Primary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (3) + 10 + 6 + (6, 2) + 3 = 30
Crit Confirm: 1d20 + 19 - 3 ⇒ (19) + 19 - 3 = 35
Crit Damage: 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (6) + 10 + 6 = 22
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Giant
Painful Stare: Giant
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Mirror Image (4) Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx1)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.
GM Euan - Rise |
Seamus misses with his AoO before missing with his regular attacks too! Rastaf tries to rip the sight from the creature, but only succeeds at some damage. Izomandakus struggles to hit as he mutters. Kast walls off the dire bears - removing their sleeping forms from the battle. Valena does indeed land her critical drawing first blood - and quite a lot of it!
The giant finally gets out his pick and swings at Valena! Payback for such a solid blow.
pick on Valena: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37 damage: 1d8 + 24 ⇒ (2) + 24 = 26 Image: 1d5 ⇒ 4
He then steps back into the alcove to try and avoid flank.
- Round 2 -
Galenmir - 19 (-49hp)
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (3 images)
Next up - everyone!
Seamus Passeri |
Frustrated that the Giant was able to slip into the alcove, Seamus shakes his head. Looking toward Val "I don't think I can get behind him." As he steps forward and thrusts the rapier at the giant while slashing with the mithril long-knife.
-1 lvl. 5 ft step, full attack, two weapon fighting: + 1 keen rapier, + 1 giant bane mithril shortsword WF
rapier: 1d20 + 15 + 1 - 2 - 1 ⇒ (13) + 15 + 1 - 2 - 1 = 26 for damage: 1d6 + 1 + 6 ⇒ (3) + 1 + 6 = 10
shorstword: 1d20 + 15 + 3 + 1 - 2 - 1 ⇒ (14) + 15 + 3 + 1 - 2 - 1 = 30 for damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 bane: 2d6 ⇒ (2, 4) = 6
rapier: 1d20 + 10 + 1 - 2 - 1 ⇒ (14) + 10 + 1 - 2 - 1 = 22 for damage: 1d6 + 6 ⇒ (4) + 6 = 10
shorstword: 1d20 + 10 + 3 + 1 - 2 - 1 ⇒ (8) + 10 + 3 + 1 - 2 - 1 = 19 for damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 bane: 2d6 ⇒ (6, 2) = 8
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Rastaf of Sarenrae |
The half orc sees that the giant has a very tough hide. Too tough for him to reliably hit.
He backs off, out of the circle of silence, and summoning divine energy, casts Searing Light, a ray of holy light at the creature.
ranged touch: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 5d8 ⇒ (5, 3, 5, 5, 8) = 26
Izomandakus |
Izomandakus gives the best of himself, his muscles being perfected as he steps forward into the cave corner.
+3 Staff+heroism+PoS: 1d20 + 16 + 2 + 2 ⇒ (10) + 16 + 2 + 2 = 30
Magical/Bludgeoning damage+PoS: 1d6 + 12 + 3 ⇒ (4) + 12 + 3 = 19
+3 Staff+heroism+PoS: 1d20 + 11 + 2 + 2 ⇒ (4) + 11 + 2 + 2 = 19
Magical/Bludgeoning damage+PoS: 1d6 + 12 + 3 ⇒ (2) + 12 + 3 = 17
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
In stone companion form
Boy - HP 92/122 DR 5/adamantine (25/50) AC 25 TAC 17 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 9/12 (+6)
Effects:
perfection of self (+6 Str) 1 round
mirror images (2) <1 min
shield 12 min
tough crowd (+4 insight vs illusion/enchantment) 108 min
mass bear’s endurance 108 min
clay skin 108 min
heightened awareness 108 min
heroism 228 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
Valena Dalloway Versade |
Val takes a step closer and tries for a feint to open the giant’s defenses. ”I have got you, Sea.”
Greater Feint: 1d20 + 24 ⇒ (19) + 24 = 43
Not she no longer takes a penalty on feinting a different creature type thanks to Mesmerizing Feint and 10 ranks of bluff
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (7) + 19 - 3 = 23
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (1) + 10 + 6 + (2, 1) + 3 = 23
Only gets the surprise strike if the first attack hit, which it probably didn’t, but rolling it anyways
Attack with Irreconcilable Differences (power attack, surprise strike): 1d20 + 19 - 3 - 5 ⇒ (6) + 19 - 3 - 5 = 17
Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Giant
Painful Stare: Giant
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Mirror Image (4), Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx1)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.
GM Euan - Rise |
Seamus can’t get into flank, and can’t land a blow either, though he comes very close. Rastaf, knowing what he’s up against, steps back and fires off a beam of light - which hits solidly! Izomandakus comes very close, but doesn’t quite hit the elusive giant. Kast double moves into position secure in the knowledge that his wall will hold the dire bears in position. Valena does indeed feint successfully, but as dexterity is not the giants strong suit, the attack misses.
The giant swings at Valena further, hoping to end her quickly and turn to the others.
pick on Valena: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 damage: 1d8 + 24 ⇒ (6) + 24 = 30 Image: 1d5 ⇒ 3
pick on Valena: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 damage: 1d8 + 24 ⇒ (3) + 24 = 27 Image: 1d4 ⇒ 3
pick on Valena: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 damage: 1d8 + 24 ⇒ (2) + 24 = 26 Image: 1d3 ⇒ 1
He does manage to burn two images and do a little damage with his heavy blows.
- Round 3 -
Galenmir - 19 (-75hp)
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (-26hp, 2 images)
Next up - everyone!
Seamus Passeri |
His frustration growing, Seamus asks, basing his question on previous experience. "If I can't hit the goon watching the door, how am I going to hit the guy downstairs?" As he asks, he continues thrusting the rapier high and slashing with the mithril long knife low.
-1 lvl. 5 ft step, full attack, two weapon fighting: + 1 keen rapier, + 1 giant bane mithril shortsword WF
rapier: 1d20 + 15 + 1 - 2 - 1 ⇒ (9) + 15 + 1 - 2 - 1 = 22 for damage: 1d6 + 1 + 6 ⇒ (2) + 1 + 6 = 9
shorstword: 1d20 + 15 + 3 + 1 - 2 - 1 ⇒ (17) + 15 + 3 + 1 - 2 - 1 = 33 for damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 bane: 2d6 ⇒ (4, 6) = 10
rapier: 1d20 + 10 + 1 - 2 - 1 ⇒ (4) + 10 + 1 - 2 - 1 = 12 for damage: 1d6 + 6 ⇒ (3) + 6 = 9
shorstword: 1d20 + 10 + 3 + 1 - 2 - 1 ⇒ (2) + 10 + 3 + 1 - 2 - 1 = 13 for damage: 1d6 + 3 + 6 ⇒ (4) + 3 + 6 = 13 bane: 2d6 ⇒ (6, 5) = 11
Izomandakus |
Noticing his words are not heard, Izomandakus rejects any idea of using magic and keeps trying to bash down the giant with all his strength.
+3 Staff+heroism+PoS: 1d20 + 16 + 2 + 3 ⇒ (15) + 16 + 2 + 3 = 36
Magical/Bludgeoning damage+PoS: 1d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
+3 Staff+heroism+PoS: 1d20 + 11 + 2 + 3 ⇒ (10) + 11 + 2 + 3 = 26
Magical/Bludgeoning damage+PoS: 1d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
In stone companion form
Boy - HP 92/122 DR 5/adamantine (25/50) AC 25 TAC 17 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 8/12 (+6)
Effects:
perfection of self (+6 Strength) 1 round
mirror images (2) <1 min
shield 12 min
tough crowd (+4 insight vs illusion/enchantment) 108 min
mass bear’s endurance 108 min
clay skin 108 min
heightened awareness 108 min
heroism 228 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
Kast Phaer |
1 person marked this as a favorite. |
Kast sees Seamus' lips moving, but doesn't hear a thing. No one does, really.
Round 3, Init 15
Kast steps up to gang up on the giant.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (16) + 13 + 2 + 2 = 33 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (3) + 12 + 2 + 3 = 20 magic cold iron damage
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/7 left
5: 4/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (7) + 12 + 2 + 3 = 24 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (12) + 13 + 2 + 2 = 29 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (8) + 12 + 2 + 2 = 24 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[ spoiler=Perfect Blessing Round 1/10][ooc]Choose one at the start of your turn:
[list]
Rastaf of Sarenrae |
Rastaf is again impressed by his companions' skills in battle. He contributes with a little-used spell-like ability, popping off a gout of flame at the big brute, hoping to finish him off.
fire bolt: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d6 + 6 ⇒ (1) + 6 = 7
Valena Dalloway Versade |
@Seamus I greater feinted successfully last turn so you get sneak attack!
Val keeps up her feinting, less to make the giant easier to hit and more let Seamus keep striking at its vitals.
Greater Feint: 1d20 + 24 ⇒ (20) + 24 = 44
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (8) + 19 - 3 = 24
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (2) + 10 + 6 + (3, 4) + 3 = 28
Only gets the surprise strike if she successfully feinted and hit with the first attack
Attack with Irreconcilable Differences (power attack, surprise strike): 1d20 + 19 - 3 - 5 ⇒ (11) + 19 - 3 - 5 = 22
Damage (power attack): 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Giant
Painful Stare: Giant
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, active, 1 image), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Mirror Image (2), Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx1)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.
Seamus Passeri |
@Seamus I greater feinted successfully last turn so you get sneak attack!
Seeing Val feint the giant out of his socks, Seamus laughs loudly, "Well done Val!" Not realizing no one could hear him.
I think only one attack may have actually hit
sneak: 6d6 ⇒ (2, 4, 1, 5, 2, 2) = 16
GM Euan - Rise |
Seamus connects once in his flurry of attempts - though with Valena’s aid it’s a doozy! Rastaf takes his shot, but cannot get through the scrum. Izomandakus also connects once, adding to the pile. Kast only swings once, but it’s a solid blow. Valena feints quite successfully, but cannot capitalize on her success with either blow.
Galenmir the giant looks [I[quite[/I] concerned, but he’s no where to go, so he presses against Valena hoping for the best.
pick on Valena: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 damage: 1d8 + 24 ⇒ (5) + 24 = 29 Image: 1d3 ⇒ 1
pick on Valena: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27 damage: 1d8 + 24 ⇒ (8) + 24 = 32 Image: 1d3 ⇒ 3
pick on Valena: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 damage: 1d8 + 24 ⇒ (4) + 24 = 28 Image: 1d2 ⇒ 2
The luck of the gods is with you, and he cannot land a blow of his own - though he does get close enough to pop an image with his second swing!
- Round 4 -
Galenmir - 19 (-145hp)
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (-26hp, 1 image)
Next up - everyone!
Seamus Passeri |
Tickled that he was finally able to penetrate the giant's defense, even if it was just cutting his boot and toe, Seamus smiles. Oblivious to the fact that no one can here him he smiles, "Thanks Val!" And promptly attacks the giants leg again. Thrusting with the rapier and slashing with the long knife repeatedly.
-1 lvl. full attack, two weapon fighting: + 1 keen rapier, + 1 giant bane mithril shortsword WF sneak
rapier: 1d20 + 15 + 1 - 2 - 1 ⇒ (2) + 15 + 1 - 2 - 1 = 15 for damage: 1d6 + 1 + 6 ⇒ (1) + 1 + 6 = 8 sneak: 6d6 ⇒ (5, 5, 2, 2, 1, 3) = 18
shorstword: 1d20 + 15 + 3 + 1 - 2 - 1 ⇒ (17) + 15 + 3 + 1 - 2 - 1 = 33 for damage: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 bane: 2d6 ⇒ (1, 6) = 7 sneak: 6d6 ⇒ (5, 4, 6, 5, 4, 6) = 30
rapier: 1d20 + 10 + 1 - 2 - 1 ⇒ (17) + 10 + 1 - 2 - 1 = 25 for damage: 1d6 + 6 ⇒ (2) + 6 = 8 sneak: 6d6 ⇒ (2, 2, 6, 6, 5, 1) = 22
shorstword: 1d20 + 10 + 3 + 1 - 2 - 1 ⇒ (6) + 10 + 3 + 1 - 2 - 1 = 17 for damage: 1d6 + 3 + 6d2d6 ⇒ (1) + 3 + (3, 3, 4, 6, 4, 6, 6, 6, 1, 5, 3) = 51 sneak: 6d6 ⇒ (5, 4, 3, 2, 4, 4) = 22
Keen Rapier: confirm crit?: 1d20 + 10 + 1 - 2 - 1 ⇒ (17) + 10 + 1 - 2 - 1 = 25 for damage: 1d6 + 6 ⇒ (5) + 6 = 11 I don't think the original roll actually hit, but you can't blame an elf for hoping.
Valena Dalloway Versade |
Val feints once more almost leading into another miss, but she rallies, focusing on striking down this giant while her luck is still holding.
Greater Feint: 1d20 + 24 ⇒ (9) + 24 = 33
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (1) + 19 - 3 = 17
Hero Point Reroll: 1d20 + 19 - 3 ⇒ (15) + 19 - 3 = 31
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (2) + 10 + 6 + (4, 6) + 3 = 31
Surprise Strike with Irreconcilable Differences (power attack, surprise strike): 1d20 + 19 - 3 - 5 ⇒ (19) + 19 - 3 - 5 = 30
Surprise Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Crit Confirm: 1d20 + 19 - 3 - 5 ⇒ (2) + 19 - 3 - 5 = 13
Crit Damage: 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
HP: 78/104
AC: 31/18/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Giant
Painful Stare: Giant
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, active, 1 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Mirror Image (1), Apport Object (scroll BoL)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx1)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.
Kast Phaer |
Round 4, Init 15
Kast steps up to gang up on the giant.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (6) + 13 + 2 + 2 = 23 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (6) + 12 + 2 + 3 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (20) + 6 + 2 + 2 + 1 + 2 = 33 to hit; (BS, GMW,)
1d10 + 12 + 2 + 3 + 1 ⇒ (3) + 12 + 2 + 3 + 1 = 21 magic cold iron damage
Iron Quill, two handed:
pot crit: 1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (2) + 6 + 2 + 2 + 1 + 2 = 15 to hit; (BS, GMW,)
1d10 + 12 + 2 + 3 + 1 ⇒ (3) + 12 + 2 + 3 + 1 = 21 magic cold iron damage
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/7 left
5: 4/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (6) + 13 + 2 + 2 = 23 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (4) + 12 + 2 + 3 = 21 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (9) + 13 + 2 + 2 = 26 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[ spoiler=Perfect Blessing Round 1/10][ooc]Choose one at the start of your turn:
[list]