
Izomandakus |

Izomandakus questions the giant guard while swinging once and once again with the staff!
+3 Staff+heroism: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
+3 Staff+heroism: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (4) + 12 + 3 = 19
Crit?: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (1) + 12 + 3 = 16
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:
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

GM Euan - Rise |

Sorry Rastaf - I didn’t realize it was a touch attack. Last round was a hit!
Seamus hits but once, but with the feinting and the fire, it’s a deep cut, and Galenmir, a simple front porch guard, crumples at his feet - dead.
We are out of initiative.
The hall remains quiet due to the silence, but those who shift to the south, hear snores through the heavy stone wall to the dire bears.
You have a moment before something happens, so just three rounds of actions please and we’ll stay in initiative.
Galenmir - 19 (-206hp, dead)
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (-26hp, 1 image)

Seamus Passeri |
As Kast did something magical, Seamus turned and kicked the dead giant's foot. Realizing that he actually heard the sound of his boot against that of the giants, he turned and sheepishly looked at Val and asked. "No one heard a word I said, right?" He shrugged, "Not that important anyway."
Looking back towards Kast he gives a smile. "Good thinking on the wall for the bear room." He paused there for a moment, 'Bear room or Bare room?' his brain realizing that there was a joke there somewhere but that this was probably neither the time nor the place, he continued. "So how long will the wall on the 'bear room' stand?"

Kast Phaer |

"So how long will the wall on the 'bear room' stand?"
Kast listens until he can confirm that he can hear again, not exactly enjoying the perfect silence save for his own thoughts. Sometimes it’s better to have the distractions than hearing only one’s internal voices all the time.
”The wall? It should stand until them bears or a giant knocks it down,” Kast answers, trying to keep his voice low and avoid waking the sleeping bears. He watches as Val gets healed, and looks around.
That fight went pretty good, I think. Almost perfect. Perfect.
”’Mus, where to next?” Kast asks, thinking about what’s next. I figure that’s 2/3 of Kast’s actions. Dismissal of spell and then talking.

Izomandakus |

"Quick, let's hide the body on one of those lateral caves before another of those walls appear." Izomandakus smiles and drags the body into the cave in.
There he quickly tries to sort out the giant's equipment, helping himself with his appraising eye and detect magic.

Valena Dalloway Versade |

Val is happy for the healing, and she takes a hit off her wand to top herself off.
UMD: 1d20 + 18 ⇒ (15) + 18 = 33
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
”Goodness. That bastard hit harder than I would have liked. Though I think I still came out ahead in that front.”
She then refreshes her mirror images.
Mirror Image: 1d4 + 3 ⇒ (3) + 3 = 6
And provides another pair of hands to help move the giant body out of the way.
Three rounds of actions!

Seamus Passeri |
Nodding as Kast answers his question, Seamus does his best to answer Kast's. He points down the decending path, "I guess that way." He looks to Izomandakus then back to Kast, "I guess as soon as we 'hide the body'." Grabbing hold of the boot he had slashed through, Seamus helps pull the body to wherever they were pulling it to.
As he pulled, Seamus chuckled at Val's comment, "Yeah, weirdest thing, I wasn't even sure if I could hit him."
Three rounds pulling? Not sure where he should end up on the map

GM Euan - Rise |

You quickly loot the body and find quite a bit of value. Unfortunately, you cannot shift the body as yet, as it takes longer than three rounds to remove the armor. Unless you want to leave it behind… Yeah, I didn’t think so. :)
Breastplate +3
Light steel shield +2
Heavy Pick +3
Cloak of Elvenkind
19pp, 24gp
As you’re getting the magic armor off the body, a handsome stone giant (image) having apparently watched the battle from around the corner, comes around said corner to join you. She holds her arms peacefully out to the side.
”I am Conna. Some call me wise, and I suspect I know why you are here. We don’t have much time. Let us dispose of Galenmir quickly and come to my chambers where we may talk more freely. As a token of good faith, I shall show you the location of the best of Galenmir’s treasures. That is my payment to you for your silence on what we shall speak of.”
She is wearing a well woven shift - could be religious in nature it’s hard to say for sure. She carries a ‘short’ spear slung over her shoulder, and a dagger.
What do you do?
Seamus - 18+ (1 image)
Rastaf - 18-
Izomandakus - 16 (2 images)
Kast - 15
Valena - 13 (6 image)

Valena Dalloway Versade |

Val sheathes her sword for the moment as a sign of goodwill—she can get it out again quickly if need be—and analyzes the giant’s face for any signs of deception.
Sense Motive: 1d20 + 16 ⇒ (16) + 16 = 32
She also tries to figure out if the giant is a religious figure of some kind based on the shift.
Knowledge (religion): 1d20 + 4 ⇒ (8) + 4 = 12

Kast Phaer |

Kast looks and listens to Conna with interest. He looks over at ‘Mus, then Val, then Izo…and then shrugs. He’s willing to go with it. And will go along after the looting is done if no one objects.

GM Euan - Rise |

Valena senses no deception with the giant, at least not so far.
Rastaf and Valena see nothing specific on her, but stone giants have a great variety of gods and goddesses that they worship, including Erastil, Fandarra, and Minderhal.

Izomandakus |

K. religion+HR+HA: 1d20 + 11 + 2 + 2 ⇒ (2) + 11 + 2 + 2 = 17
"Oh, a giant who finally wants to talk with us? I am in" Izomandakus ends slowly picking up the giant guardian treasure and hiding it behind a cave corner as best as possible.
Then follows along the giantess "Conna the Wise, aside from being wise enough not to fight against us, is there any particular reason you are helping us to hide Galenmir's body?"
The boy tries to advance himself to any trap the group might be leaded to.
Perception+HR+HA: 1d20 + 1 + 2 + 2 ⇒ (14) + 1 + 2 + 2 = 19

Seamus Passeri |
1 person marked this as a favorite. |
Helping Izomandakus stuff the giants gear into his pack, Seamus doesn't immediately see the giantess. But hearing her, he has the decency to look embarrassed, realizing they've been caught robbing the dead.
Glad that she is not attacking them Seamus listens, looking from one companion to the other. Raising an eyebrow as she helps them toss the body over Kast's Last Wall, he nods in agreement with Val and Izomandakus, "I'm willing to listen." following the giantess wherever she is leading them.

GM Euan - Rise |
1 person marked this as a favorite. |

Then follows along the giantess "Conna the Wise, aside from being wise enough not to fight against us, is there any particular reason you are helping us to hide Galenmir's body?"
”I’ll explain all when we’re in no danger of being discovered. We should hurry.”
Conna flies up and to the giant’s dead body. She picks it up and flies quickly into the pit below, causing a few crows to flutter up and out of her way, ”Follow me, the path is safe.” she says as she glides to the largest of the caves in the pit.
Assuming you follow, you are lead into a chamber lined with an impressive collection fo scalps and war trophies, including the preserved head of a frost giant jarl, the beards of 100+ dwarves (each neatly bundled and secured with a silver ring), part of a marsh giant’s grossly elastic but impressively tattooed hide, and bits of broken and dented breastplates from the plate armor of a dozen different warriors.
Apparently his favorite collection though includes a neatly sorted group of 33 shields. Each is marked with the name of a human, elf, or dwarf hero Galemnir defeated in combat. She reaches out to one, and hands it to you. ”This belonged to Anstan Jeggare of Korvosa. If you return it to the family in Korvosa, I expect they’ll reward you greatly.”
She hands you a heavy steel shield +2 arrow catching and leaves the body in a simple bed (once the armor is stripped), covering him over with bear skins as if he is sleeping. ”No one will bother him, at least for a while, he had quite a temper. Please, come to my chambers where we can talk quietly.”
If you agree, she’ll lead you deeper into the complex.

Kast Phaer |
1 person marked this as a favorite. |

Kast follows, and graciously accepts the shield and stows it for later return (unless anyone else wants). Kast already has a sweet ass Sihedron shield that is in no way connected to any evil cults or anything.

Seamus Passeri |
Shaking his head as he walks in the doorman's room, Seamus remembers a question that had come to mind before. Asking rhetorically, "IF this is how tough the doorman is, how tough are the bigwigs?" Seeing the 'trophies' he leans over and asks Izomandakus. "Izomandakus, does any of this look magical to you?"
As the big lady hands the shield to Kast, Seamus turns and trots off after her.

Izomandakus |

Izomandakus does a quick magic inspection at Seamus prompt "We just met and you are filling us with treasures. I am liking you Conna the Wise, let's go talk about that business."
The boy follows the giant a bit more calm now, but still with his staff at the ready.

GM Euan - Rise |

Izomandakus only sees the shield as magical.
Conna leads you back up the ramp whereupon she lands. She motions for you to wait, and she walks to an intersection. Standing there a moment, she waives you on and you pass her quickly, catching a glimpse of what looks like maybe a dining hall with a few stone giants milling about - none looking your way. You turn left into a large chamber just beyond.
The walls of this cave are painted with red, yellow, brown, and black figures, among which are apparent images of giants, mammoths, elk, deer, and wyverns. Others are harder to figure out: ogres, perhaps, or giant children, or even humans.
The dwarves are very clear, with beards and tiny axes being crushed under enormous giant feet. A simple oil lantern lights a small altar at the far end of the cavern. A modest offering of antlers, hooves, and patches of fur has been piled in front of the altar.
- - -
As you enter the room, and the entire time you’re in it, just out of the corner of your eye, the paintings on the walls seem to move. When you look at them however, there is nothing. The whole thing is somewhat unsettling and seems to be worse the closer you are to the altar. The affect is very unsettling, and seems to slow your movements.
Conna joins you quickly and the sensation passes, ”We can talk here, if you keep your voices low. No one comes here anymore. It is haunted by the soul of my dead husband, once leader of these tribes before Mockmurian came.” she nods to Izomandakus, ”That should answer your prior question too.”
”But why have you come to Jorgenfist? I see from your dealing with Galenmir, that you’re not here peacefully. What are your intentions?”

Valena Dalloway Versade |

Knowledge (religion): 1d20 + 4 ⇒ (17) + 4 = 21
Val meanders as she talks with the giantess. ”We understand that Mokmurian serves a power that we are opposed to, one that has harried us for many months. It is in-service to this power that he wishes to attack our town and level it. We really just care about defeating him and stopping further attacks. I take it there may be some agreement here between us? I imagine your husband was very much alive before Mokmurian arrived to take over.”
Diplomacy to Improve Attitude: 1d20 + 21 ⇒ (12) + 21 = 33

Seamus Passeri |
As they follow the giantess into the cave, Seamus' eyes grow wide. As he looks across the images, he's glad that none of them are obviously elves. Leaning over to Izomandakus he whispers. "It's probably better that Hasslo stayed at the fort."
As the giant lady begins to talks, Seamus' ears perk up. Her husband had been leader until Mockmurian, scratching his head, he looked to Kast and asked, "Who's Mockmurian, I don't remember hearing that name." He paused for a moment thinking about when Val had spoken with the giant prisoner. Hearing Vals response, A metaphorical light went off in his brain. he turns to Kast, "Never mind, I think she means Mokmurian, it must be the accent."
makes it harder to search when the name is spelled different :)
Val had done a really good job speaking with the prisoner giant. So, Seamus saw no reason to interrupt her while she spoke to this one. He listened while keeping one eye on the door behind them and the other on the wall, which seemed to be changing it's images when you took your eye off of it.

Izomandakus |

K. religion+HR+HA: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25
Izomandakus nods to Seamus completely in agreement "The place seems dedicated to the giants ancient spirits more than a particular god." he eyes the unsettling movements, trying to understand what it is the source.
Perception+HR+HA: 1d20 + 1 + 2 + 2 ⇒ (6) + 1 + 2 + 2 = 11
"Indeed, we have been suffering the zombies, assassins, lamias and ogres of his cult. This needs to end. And we would appreciate to know why is he doing it and the source of his power." the boy adds, letting Valena conduct the rest of the conversation.

Kast Phaer |

Kast glances at the shrine, preparing to argue religious dogma if needed.
1d20 + 18 ⇒ (11) + 18 = 29 Know (religion)
And Kast listens to Val, but then chimes in with a question of his own.
"And do you happen to know why Mok sent an army to destroy our homes...over some stupid rock? I can't figure that part out. It's just a rock. An old rock. But a rock."

GM Euan - Rise |

Conna considers your answers, nods, and has a few answers of her own. She knows nothing about the rock, but she does know Mokmurian sent teams all along the coast, not just to Sandpoint, seeking something. She’s not sure what.
”I do not know the source of his power, only that it is great, and terrible - and apparently you share it.” she gestures to the sihedron symbols on Kast. ”I have also heard a name. Karzoug. The Plateau People are not meant to live like this - slaves to a higher power’s whim. I can help you get to Mokmurian, and keep many of my people from harassing you.”
She then draws you a quick map of the complex, along with what opposition there may be in the tunnels between you and the descent to a library - where Mokmurian spends his time. Altered map up! She then suggests you head easterly from here.
”Quite frankly I would have you spare my brethren. While they are misguided, if you can remove Mokmurian, I can guide them back home in the north. We won’t bother you any further I promise you.” she looks at you seriously a long moment.
Eventually, she looks back at the map, ”Here is your first challenge, though an optional one. Lokansir is a rune-touched hill giant of great power, if a little dim. He favors Mokmurian, and his club, and when he grows weak he flees through the earth itself making him hard to catch.”
”Whether you finish him or no, you’ll next need to pass by the sacrifices. In this chamber, where Econtredor and Sulaminga are held captive. These two young red dragons are in thrall to the members of the next chamber along - the Lamia Priestesses. They worship Lamashtu,” she frowns in disappointment, ”but they are good with spells so protect your mind.”
She looks back down at the map, ”After that it’s just Durek and Hurek. They’re a pair of trolls you see. Should be no trouble for you lot though, right?” she looks hopeful.
”I can help you with Lokansir, but after that, I will stay behind to calm my brethren, so you’re not hunted every step of your way. It’s all I can do at this point. Until Mokmurian is destroyed of course.”
She looks up at you, ”Will you do it? Will you kill Mokmurian, and end the slavery of my people?”

![]() |

kn. history: 1d20 + 15 ⇒ (3) + 15 = 18
Karzoug. I've heard of him...
sense motive: 1d20 + 9 ⇒ (13) + 9 = 22
I believe you speak truth. If we can remove Mokmurian, then his cult falls apart. Your people can get back to a freer, more prosperous path. I will help you, the half orc says, fiddling with the holy symbol he wears around his neck.

Seamus Passeri |
1 person marked this as a favorite. |
Putting his hands in his pockets to keep from fidgeting, Seamus listened to the giantess. They had come here to stop this fellow named Makmurian, or Mockmurian or Mokmurian well M-something-something, Odds are he'll be wearing a name tag, "BBEG" so what his name is really doesn't matter does it But that didn't mean they had to kill all the giants. His mind went back to that day in front of the northern gate. Swatting all those goblins as they tried to run past, just wanting to get away from the ill-fated plan. He'd killed a lot of stuff since then, but most of them had needed killing.
He looked down, realizing he was wringing his hands, sticking them back in his pockets, he looks from the giantess to Rastaf. Not remembering if he had heard the K-something-something name or not, he turned toward Kast, "If we can get rid of the troublemakers, we could leave the rest of the giants alone." He looks towards Val, nodding at the giantess. "Seems like she's a better leader than the one they have now."

Kast Phaer |

Search may be broken, or I just can’t find where Kast has made *this* particular roll before. He knows a bit, but now wants more.
At the name Karzoug, Kast really thinks about what he knows now that he has heard the name for third or fourth time. It can’t be coincidence. He closes his eyes and thinks.
1d20 + 18 + 20 ⇒ (13) + 18 + 20 = 51 Know (Religion) - Karzoug
1d20 + 16 + 20 ⇒ (2) + 16 + 20 = 38 Know (History) - Karzoug
Kast is inclined to help, but won’t say anything until he is done thinking.

Izomandakus |

"Karzoug..." Izomandakus says pensive and frowning, then updates his new companion "Rastaf, we found a statue of him below Sandpoint, and some more references to him below Thisletorp, plus he was the one who bound the abyssal devil to power the Skull Crossing's Damned Dam"
The boy nods agreeing with the others the giantess deal is favorable "Let's do this for the benefit of our peoples."
"These two dragons you speak of... you say they are captive... are they inside some kind of jail?" Izomandakus asks while clearly starting to plot something in his mind "I am confident I can talk with them. Do you think it is possible to convince them to help or at least ignore us on exchange for their freedom?"

GM Euan - Rise |

The modern Karzoug could be anyone, but you’ve heard whispers of that name throughout the north country - especially among the giants (as now) and other demi-human races. Some sort of wizard - likely charming his way to power.
- - -
”The dragons?” Conna points to her simple map, ”They are chained, but only loosely. You’ll need to fight them to proceed, and I expect their screeches to rouse the Lamias. You may promise them their freedom, but you’re up against magical control, so I don’t think it will work.”
Conna smiles at your general assent, and says hopefully, ”Lokansir then? Or do you want to leave him to me when Mokmurian is destroyed?”

Kast Phaer |

Lokansir can just sail through the earth? I have no magic that can stop that. Maybe someone else does.
"Ah, we should try, however. Might be that we can take him down before he has a chance to flee," Kast says bravely, and hopefully. "We should start there."

Izomandakus |

Sense Motive: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Izomandakus stares at Conna, trying to understand her motivations, just in case Mokmurian is in fact the good guy here.
"Magical control... I see..." the boy mutters almost to himself.
"If this Lokansir is a danger to our deal, let's go and make sure he does not cause trouble to the coastal Varisian cities." Izomandakus starts walking after Conna.

Seamus Passeri |
'Leave him to her? That's not a bad idea.'' Thoughtfully, Seamus looks from the giantess to his companions. Furrowing his brow as Kast wants to 'take him down before has a chance to flee.' Realizing Izomandakus is in agreement with Kast, Seamus, shakes his head at Rastaf. Casually resting his hand on the hilt of his long-knife, "I got no magic, other that my longknives." He gives a cheeky smile. "But if I get close enough, long enough, it would do the trick." Frowning he adds. "If him fleeing would push him to attack Varisians. then we probably should deal with him." He looks towards the giantess, hoping she'd have some insight into the thoughts of this Lokansir that might convince his friends to leave the creature to her.
Looking from her to the others, "Then after this Lokansir, we'll have to fight two dragons and a Lamias? Before we get to Mockman?" He shrugs, "Maybe we should leave Lokansir to her? I mean, if he's no threat to Varisia."

Valena Dalloway Versade |

Val smiles as their new giantess friend gives them the full lowdown and winks at Seamus when he suggests their new friend would make a better leader. ”I think we can make this work smashingly. We do not tend to let many escape from us, so I am not particularly worried about this Lokansir. Just hit him very hard and very fast and the only ground he will not be getting any farther than six feet underground.”

GM Euan - Rise |

”I can purge him once from entering the ground, but only once.” she comments as she leads you to the door. She stands to one side and opens it once you’re set (her surprise round action). She then delays until right after Lokansir so she can react to him if he takes flight.
The doors to this room are made of stone and carved with an immense seven pointed star - the Sihedron Rune. The doors are unlocked, but incredibly heavy. Conna struggles to get them open, but she manages on the second try.
This immense hall is an unexpected break from the rough stone walls of caverns and caves. The rectangular chamber is fifty feet wide and a hundred feet long, with rib like spines arching up to a vaulted ceiling fifty feet overhead. The room’s floor is loose soil, while the wall opposite the doors is carved with an immense bas-relief of a seven-pointed star.
Throughout the room, seven fifteen-foot-tall tree trunks have been driven into the ground like immense stakes, their sides carved with countless more stars. Each trunk has been fitted with an iron ring from which dangle chains affixed to manacles. Next to each trunk stands an iron brazier filled with smoldering coals. A long branding iron, its tip also featuring the seven pointed star, leans against each brazier.
The sole occupant, a hill giant apparently named Lokansir, is meditating when the great doors are opened. While there are a few unlucky souls hanging from the chains in this room, none are left alive at this time. All are branded with the Sihedron Rune.
- - -
- Round 1 -
Conna - 21
Izomandakus - 20 (2 images)
Seamus - 19+ (1 image)
Valena - 19- (6 images)
Rastaf - 3
Kast - 2
Lokansir - 0
Kast: 1d20 + 0 ⇒ (2) + 0 = 2
Rastaf: 1d20 + 1 ⇒ (2) + 1 = 3
Seamus: 1d20 + 10 ⇒ (9) + 10 = 19
Valena: 1d20 + 6 ⇒ (13) + 6 = 19
Lokansir: 1d20 - 2 ⇒ (2) - 2 = 0
Everyone is up for the surprise round (standard actions only). Then everyone is up again in round one!

Seamus Passeri |
Raising an eyebrow as he sees Lokansir, "Well, he's a tiny one isn't he." Drawing his long knife and rapier, he sprints into the room, "At least he's not waiting for us just the other side of the door."
As he grows nearer, he clicks his heels together and begins to dodge and tumble, making a more difficult target.
Aura of Heroism: surprise rd. move's 30 ft. First round, double moves, begins tumbling 20 ft from giant, so half speed.
acrobatics: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33

Kast Phaer |

Round Surprise, Init 2
Kast offers up a blessing of perfect intentions...getting everyone but Seamus, unless he delayed.
[list]
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: [ooc]
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 4/7 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 ⇒ (5) + 13 + 2 + 2 = 22 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22 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 1/12][ooc]Choose one at the start of your turn:
[list]

Valena Dalloway Versade |

Surprise Round
Val enters the room and mentally sharpens her blade. Takinf the 30 ft move bonus this round. Moves 60 ft and use a swift to activate Eldritch Weapon to give her sword keen for 1 minute
First Round
Val subjects their mighty foe to her stare as she finishes her approach, just managing to get herself into a flank with Seamus. ”How do you do, big guy?” She barely finishes speaking before her blade is driving towards the huge foe’s flesh.
Taking +2 attack and AC this round
Attack with Irreconcilable Differences (heroism, perfect blessing, flank, power attack): 1d20 + 19 + 2 + 2 + 2 - 3 ⇒ (10) + 19 + 2 + 2 + 2 - 3 = 32
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (6) + 10 + 6 + (5, 1) + 3 = 31
HP: 104/104
AC: 33/20/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Lokansir
Painful Stare: Lokansir
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 (6), Eldritch Weapon(keen), Apport Object (scroll BoL), Heroism, Perfect Blessing, Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
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 Crowdx0)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Izomandakus |

As the door opens and Kast bless the party, Izomandakus goes inside with a fervor of speed.
Then, grasps his staff with both hands, concluding his movement with a switch to fervor for enhanced strike.
+3 Staff+heroism+fervor: 1d20 + 16 + 2 + 2 ⇒ (16) + 16 + 2 + 2 = 36
Magical/Bludgeoning damage+AS: 1d6 + 12 + 3 ⇒ (3) + 12 + 3 = 18
Boy - HP 92/122 DR 5/adamantine (25/50) AC 27 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 8/12 (+6)
Effects:
blessing of fervor (+2 AC included) 12 rounds (used +30' during surprise round)
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

![]() |

Rastaf's buff was a swift action, so he'll take 30' in the surprise round and 60 for the first.
flaming falchion: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
damage: 2d4 + 8 + 1d6 ⇒ (3, 2) + 8 + (1) = 14