
GM Euan - Rise |
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Kast double limps to catch up with the others (you had a surprise round too if you wanted it to move). Rastaf plinks a little damage in, but it’s fire, so it stops Hurek’s regeneration this round. Valena is too busy laughing to land a solid blow of any kind! Izomandakus makes up for Valena’s mirth landing every blow - though his war pig does less well. Seamus manages a critical hit, and avoids the AoO as he ducks under a sloppy swing by the troll with his ranseur.
Durek continues to focus on the fiery one doing all the damage.
Durek Ranseur: 1d20 + 19 ⇒ (2) + 19 = 21 damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Durek Ranseur: 1d20 + 14 ⇒ (1) + 14 = 15 damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19
Hurek swings on Seamus, now in range.
Hurek Ranseur: 1d20 + 19 ⇒ (3) + 19 = 22 damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Hurek Ranseur: 1d20 + 14 ⇒ (6) + 14 = 20 damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24
The chamber brightens ever so softly with Desna's blessing as both trolls have trouble with their chosen tools and can't land a single blow!
- Round 2 -
Kast - 9
Rastaf - 8
- Round 3 -
Valena - 25
Izomandakus - 22
Seamus - 15
Durek - 14 (-110hp, no regen this round)
Hurek - 14 (-37hp, no regen this round)
Next up everyone!

Kast Phaer |

Round 2, Init 9
”You got it, ‘Mus!” Kast moves to flank the angry troll.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 2 ⇒ (14) + 13 + 2 + 2 + 2 = 33 to hit; (BS, GMW, flank)
1d10 + 12 + 2 + 3 ⇒ (10) + 12 + 2 + 3 = 27 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: 4/7 left
5: 3/6 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 ⇒ (8) + 13 + 2 + 2 = 25 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (3) + 12 + 2 + 3 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32 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 2/12][ooc]Choose one at the start of your turn:
[list]
[ /spoiler]

Seamus Passeri |
Ducking under the trolls Ranseur, Seamus smiles as he sees Kast 'airwalk' close by. As the Troll is distracted by his friend, Seamus quickly slashes at it's heels and calves with the mithril long knife and thrusts the rapier at it's groin.
Aura of Heroism +2 morale bonus on attack rolls, saves, and skill checks, Magic circle +2 deflection bonus to AC and a +2 resistance bonus on saves. - 1 lvl. Stuff: AC 30 Full Attack: +1 Mithril giant bane shortsword, WF, TWF/+ 1 keen Rapier, twf Flank, Sneak attack
Shortsword: 1d20 + 14 + 2 + 3 + 1 - 2 + 2 ⇒ (18) + 14 + 2 + 3 + 1 - 2 + 2 = 38 for damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13 bane: 2d6 ⇒ (6, 6) = 12 sneak: 6d6 ⇒ (1, 2, 6, 3, 2, 3) = 17
Rapier: 1d20 + 14 + 2 + 1 - 2 + 2 ⇒ (3) + 14 + 2 + 1 - 2 + 2 = 20 for damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11 sneak: 6d6 ⇒ (4, 4, 5, 2, 1, 5) = 21
Shortsword: 1d20 + 9 + 2 + 3 + 1 - 2 + 2 ⇒ (1) + 9 + 2 + 3 + 1 - 2 + 2 = 16 for damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13 bane: 2d6 ⇒ (3, 1) = 4 sneak: 6d6 ⇒ (2, 6, 2, 3, 5, 4) = 22
Rapier: 1d20 + 9 + 2 + 1 - 2 + 2 ⇒ (9) + 9 + 2 + 1 - 2 + 2 = 21 for damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8 sneak: 6d6 ⇒ (5, 4, 6, 5, 5, 3) = 28
Well folks, maybe one hit....

Izomandakus |

"How do you love Durek's close encounters?" Izomandakus keeps the greedy fire rolling over the troll.
Greed+heroism+flank: 1d20 + 20 + 2 + 2 ⇒ (19) + 20 + 2 + 2 = 43
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 ⇒ (6) + 10 + 3 + (2) = 21 [2 fire]
Greed+heroism+flank: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 ⇒ (3) + 10 + 3 + (3) = 19 [3 fire]
Greed+heroism+flank: 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 ⇒ (5) + 10 + 3 + (5) = 23 [5 fire]
Pachemu makes her best to bother the troll "Oink!"
Bite+flank: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
S/B/P damage: 1d4 ⇒ 1
Bodyguard: 1d20 + 7 ⇒ (19) + 7 = 26
Bodyguard: 1d20 + 7 ⇒ (17) + 7 = 24
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
Boy - HP 97/122 DR 5/adamantine (25/50) AC 27 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 6/12 (+6)
Effects:
emblem of greed 12 min
resist energy (fire 30) 20 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

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Rastaf moves in on the troll.
flaming falchion: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 2d4 + 8 + 1d6 ⇒ (1, 4) + 8 + (1) = 14 1 fire
crit confirm: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
damage: 2d4 + 8 + 1d6 ⇒ (1, 2) + 8 + (3) = 14 3 fire
flaming falchion: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
damage: 2d4 + 8 + 1d6 ⇒ (2, 1) + 8 + (3) = 14 3 fire
crit confirm: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Valena Dalloway Versade |

Val recovers her composure by reminding herself that she is actually in the middle of a battle right now. She aims two piercing blows one right after the other.
Primary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 19 + 2 - 3 ⇒ (14) + 19 + 2 - 3 = 32
Primary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (3) + 10 + 6 + (6, 3) + 3 = 31
Secondary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 14 + 2 - 3 ⇒ (17) + 14 + 2 - 3 = 30
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 102/104
AC: 31/18/25
Saves: F14/R18/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Durek
Painful Stare: Durek
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
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 |

Kast slides into flank and slashes at the angry troll, raising a large welt. Rastaf crits (though I think the fire doesn’t apply to the crit damage) and stops regeneration for the round! Valena finally stops laughing long enough to land two perfect swings, bringing up Izomandakus to finish the creature with fire - ending his reign of, well, not terror exactly, but something! Seamus may only hit once but it’s a nice one and drops, temporarily, the troll. He’s not regenerating, but he’s not dead either and will begin to regenerate next round if flame or acid is not applied.
If you set fire to Hurek with a little extra damage, he too expires and we are out of combat.
- Round 3 -
Kast - 9
Rastaf - 8
- Round 4 -
Valena - 25
Izomandakus - 22
Seamus - 15
Durek - 14 (dead, not regenerating)
Hurek - 14 (-145hp, no regen this round, unconscious)
Next up everyone!

Kast Phaer |

Kast continues to work on the troll the old fashioned way: looping off a head or two.
Coup d’Troll:
2d10 + 34 ⇒ (1, 3) + 34 = 38 magic cold iron damage
”Let’s see how he feels about this.”
When that is done, he will keep on watch for dangers while others heal, as needed.

Seamus Passeri |
'Well that went better than I thought it would.' Seeing the troll drop to the ground, Seamus watches as Kast lops off its head and Rastaf catches it on fire. Smiling, he adds, "That should do it."
Looking back down the hallway from where they had come, he asks. "Do we have time to loot the bodies?" As he begins to open the trolls 'large pouch.'
Taking 10 (35/41) on perception for searching the troll.

Kast Phaer |

”Well, we’ll make time,” Kast says, agreeing with Seamus that the trolls might have things of interest or stored artifacts on them. ”You look at them, and I’ll keep an eye out here.”
Kast moves to 10’ and takes his fighter’s crouch with the Iron Quill ready for trouble.

GM Euan - Rise |
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Uninjured in the brief fracas, the party checks the troll’s sacks.
Hurek’s bag contains about a hundred pounds of gemstones and loot - agate, onyx, and even some mithral ore worth maybe 2,500gp but it all weighs quite a bit. Appraise check please.
Durek’s sack contains assorted bits of armor and helmets and even a dire bear skull. Most of it is worthless, or nearly so, but there is a suit of agile half-plate (small) +1 ghost touch worth 17,000gp!

Izomandakus |

Izomandakus rests the flaming glaive over his shoulder and looks around "Yes, that was well done" he quickly switches to examine closely the loot.
Appraise+Hr: 1d20 + 8 ⇒ (17) + 8 = 25
"Look, this half-plate is very magical, we can bring it with us, I am sure it will pay good" Pachemu oinks trying to see if the armor magically adjusts to her body "Well, I guess we want to keep going forward before someone comes to check their troll mates"

GM Euan - Rise |

Izomandakus is able to recognize that Hurek's bag is all false. Fake stuff that looks valuable but is in fact nearly worthless. You might get a handful of silver for the lot. Someone's been under-paying poor Hurek!
The armor doesn't adjust to Pachemu unfortunately.

Kast Phaer |

When others are ready, Kast follows Izo down. He hopes that they didn't make too much noise, and that the priest is able to slow any discovery.
"You ready to move, Val?"

Valena Dalloway Versade |
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Val catches herself thinking about her laughing a few moments ago. Has she just gotten too used to all this fighting? A little dry humor to ease her anxiety is one thing, but despite how she talks and carries herself, she actually takes what she does seriously. Or at least she thought so. That is supposed to be how she knows she is not going too far. She is not a soldier or anything of the sort, just some noble twit who was in the right place at the right time. She then remembers that they are going to resolve this army situation with most of the giants walking away, if everything goes right, and she starts to feel better again. She would like to think this would be the end of this Runelord business, but every time it has seemed to end, another layer has shown itself, so she is not counting on a reprieve any time soon. She caresses the sculpts of the girls on her sword. Ending this madness is what she has to do for the girls. It will not grant them any peace or make their deaths mean anything—the death of children never has any greater good—but she can at least make the sons-of-b!!%+es that got the ball rolling dead before that ball crushes a city or two or three.
She suddenly hears Kast say her name and she shakes herself out of her thoughts. “Oh, naturally. I am as ready as ever, darling.”[/b]
Mirror Image: 1d4 + 3 ⇒ (3) + 3 = 6
”All seven of us are ready to go.”

GM Euan - Rise |

I assume you leave the hundred pounds of cruft behind as you descend into the mountain.
The tunnel walls wind deeper into the ground here, yet the presence of rough contours along the cave walls seems to lessen every several paces - the deeper the cave goes, the more like worked stone the passageway seems. The tunnel is 10’ wide winding down through the bedrock like a corkscrew for several hundred feet. In the end you estimate you’re some eighty feet deep.
The gradual change from natural cavern to worked stone is finally complete after the long, spiraling descent into the depths. Where the walls meet, hard angles have been polished away to smooth but tight arcs that somewhat soften the transitions from wall to wall or to floor or ceiling. With no hard lines defining edges of rooms, the place seems subtly alien.
When you read that, in an ancient tome which seemed to be babbling quite insanely from time to time, you thought it folly. But you put your hand on the curve. It’s real.
You wonder if you'll see a hound of Tindalos...
- - -
To the east, a small empty chamber and a hallway full of rubble. The tunnel continues to the south however.
- - -
New map up!

Kast Phaer |

1d20 + 18 ⇒ (19) + 18 = 37 Know (Arcana)
Kast air limps forward, looking at the architecture and shape of the walls. Kast pauses, trying to explain what is really inexplicable. Feel free to read the first spoiler.
Wow. Sounds like this place was designed by Ivo Shandor. You’ll find him listed in Tolkiens Spirit Guide.
”Wow, these curved walls. Amazing,” Kast will explain what he thinks. ”Whomever did this was either very paranoid, or a genius.”

Seamus Passeri |
1 person marked this as a favorite. |
When you post perception I never know if I'm supposed to roll or if I can just take 10
perception: 1d20 + 25 ⇒ (16) + 25 = 41
Hearing Val's comment about all seven of her being ready Seamus chuckles, Nodding in agreement, "So am I."
I apologize in advance for 'writing' Izomandakus 'actions' but this is what I imagined in my mind, but it's not Canon.
As he begins to fill his pockets with the gems, he hears Izomandakus sigh, Seamus looks toward his friend who had been studying one of the gems. When he see's Izomandakus drop the gem and shake his head, Seamus realized that the stones were worthless and empties his pockets.
It seemed like something Izomandakus would do, but again just my imagination :)
As they walk down the corkscrew ramp, Seamus realizes the appearance of the walls changing, Nodding as Kast pointed out about the creator, Chuckling Seamus adds, "Those two things are not mutually exclusive."
Catching movement out of the corner of his eye, Seamus pauses, and hisses, "Did any of you see that to the south? The term 'lumberous' comes to mind."

Izomandakus |

Discarding the fake gems with a sigh, Izomandakus heads down the passage with vigor "We should not worry, I am sure Mokmurian will realize the usefulness of just talking this over."
K. arcana+HR+HA: 1d20 + 20 + 2 + 2 ⇒ (18) + 20 + 2 + 2 = 42
Percetpion+HR+HA: 1d20 + 1 + 2 + 2 ⇒ (8) + 1 + 2 + 2 = 13
The boy looks at the strange no-edges of the tunnels and agrees with Kast "Such an strange place... Well, I guess it is good we will not find any Hound of Tindalos in here"
K. planes+HR+HA (Tindalos): 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28
Finding nothing on the collapsed branch, he and Pachemu head south to look after this other side of the tunnels.

GM Euan - Rise |

Seamus - you can take 10 as long as you’re not in rounds, or roll. Up to you. :)
As Izomandakus moves up to the edge of the next chamber, Seamus is sure he heard something. Seamus may act in the surprise round.
Still, it’s not the creature that throws you off, though the creature is hideous. It’s the room.
A pair of double doors stands in the southern wall of this room. The floor is made of glossy, polished black- and-gray marble. To the east, what might have once been another exit has long since caved in.
Yet nothing in the room compares to the curious effect that its walls have. Looking into the room, it’s bizarrely impossible to judge the chamber’s exact dimensions. Any wall looked at directly remains stable, but through peripheral vision the walls everywhere else seem to stretch away into impossibly infinite gulfs, as if the room itself were somehow “unhooked” from its own physicality. The sheets of pale light that flicker across the walls only add to the disorienting effect, though it does provide enough light to see.
- - -
A single obese giant, his body covered with scars in the shape of Thassilonian runes comes charging forth from deeper in the chamber along the north wall. This lumbering creature has a strange, vacant expression, as well as a number of large glowing Thassilonian runes carved into its flesh.
The giant wears a heavy hide breastplate and has a slightly hunched back and pale lanky hair. His arms and legs are twisted and monstrously overdeveloped muscles bulge and strain against his seemingly too-tight skin.
- - -
Those who made the Knowledge Local check above, or if someone takes the time to explain it, may attempt the Knowledge Arcana or History check below.
Numerous severe-looking runes spark and flicker upon a runeslave’s body, seemingly seared into the creature’s flesh. One of the runes is larger and more prominent than the others - this is always one of the runes of Thassilonian magic. Although a runeslave’s mind is dulled, its muscles bulge grotesquely, as if barely contained beneath a thin layer of skin, and such behemoths move with unnatural agility for creatures of their ponderous size.
- - -
- Round 1 -
Valena - 22+ (7 images)
Izomandakus - 22-
Kast - 17
Runed Hill Giant - 16
Seamus - 14+
Rastaf - 14-
Kast: 1d20 + 0 ⇒ (17) + 0 = 17
Rastaf: 1d20 + 1 ⇒ (13) + 1 = 14
Seamus: 1d20 + 10 ⇒ (4) + 10 = 14
Valena: 1d20 + 6 ⇒ (16) + 6 = 22
Runed Hill Giant: 1d20 + 0 ⇒ (16) + 0 = 16
So Seamus is up for the surprise round (move or standard only), then Valena, Izomandakus, and Kast in round one.

Seamus Passeri |
It looks like were in rounds so I guess I should roll
perception: 1d20 + 25 ⇒ (15) + 25 = 40
knowledge: local: 1d20 + 13 ⇒ (12) + 13 = 25
Any above average defensive qualities?
Knowledge: history: 1d20 + 13 ⇒ (8) + 13 = 21
Feeling that tingle as the little fuzzy hairs on the back of his neck stand on end, Seamus realizes the room is trapped, as the Runeslave Hill Giant was somehow moving through it towards them. Blurting out, "The room is trapped! Maybe we should let the Runeslave Hill Giant come up the hall to where we can engage it from both sides!"
I'm thinking the search for the trap may have been "searching for stimulus" so well call that a move action.

GM Euan - Rise |

Seamus would know, and presumably share, that the creature has a number of defenses. Defensive Abilities include resist pain (immune to nonlethal), and rock catching. It's also immune to exhaustion, fatigue, and fear.

Izomandakus |

Perception: 1d20 + 1 + 2 + 2 ⇒ (15) + 1 + 2 + 2 = 20
"Where is the trap?" Izomandakus asks not seeing what Seamus does, his head spins as he keeps moving forward "Oh, I see the trap... I heard of smokes that make you feel like that, my head is spinning badly..."
The boy keeps advancing, just enough to spot the giant inside.
K. local: 1d20 + 9 + 2 + 2 ⇒ (19) + 9 + 2 + 2 = 32
K. arcana: 1d20 + 20 + 2 + 2 ⇒ (2) + 20 + 2 + 2 = 26
"A hill giant..." his eyes fixating at the crackling runes on the skin "A runslave... I... yes I do remember those of you... the Runelords enslaved you through magic to build Thassillion monuments. The Runelord is nearby..."
Trying to follow Seamus cautious warning, he does raise his flaming glaive and prepares for the creature's charge.
Readied attack: Greed+heroism+perfect intentions (10' reach): 1d20 + 20 + 2 + 1 ⇒ (4) + 20 + 2 + 1 = 27
Magical/Slashing damage+AS+flaming+perfect intentions: 1d10 + 10 + 3 + 1d6 + 1 ⇒ (5) + 10 + 3 + (5) + 1 = 24 [5 is fire]
Pachemu oinks menacingly, not liking the creature at all "Oink oink!"
Readied Intimidate-smaller size+perfect intentions (demoralize): 1d20 + 11 - 4 + 1 ⇒ (15) + 11 - 4 + 1 = 23
Pig - HP 98/98 AC 22 TAC 12 +2 if within circle vs evil
Boy - HP 97/122 DR 5/adamantine (25/50) AC 27 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 6/12 (+6)
Effects:
emblem of greed 12 min
resist energy (fire 30) 20 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 |

"The room is trapped! Maybe we should let the Runeslave Hill Giant come up the hall to where we can engage it from both sides!"
Round 1
Kast knows a good idea when he hears it and so moves so he can help flank when needed. He watches Izo ignore the good idea and shrugs. He'll do what is right here, as he does.
Trying to be perfect, he pushes his perfection upon others.
Perfect Intentions, Round 1/12: 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.

Valena Dalloway Versade |

Val also stays back with the others. ”If Izo wants to bait the big guy back here, that works.” She says it loud enough that Izo can hear so in case that was not his plan, he can pretend it was all along if he so wishes.
Val smirks as an idea comes to her from all this talk of traps. Suddenly, the entire ceiling of the room ahead appears to be slowly moving down, slow enough that the giant has just enough time to get out.
Casting Major Image, DC 17 will. Basically mechanically imagining her as conjuring an illusion of the ceiling right below the actual ceiling
”Oh no! It looks like the trap has triggered!”
Bluff: 1d20 + 24 ⇒ (7) + 24 = 31
HP: 102/104
AC: 31/18/25
Saves: F14/R18/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, Mirror Image (6), Perfect Intentions
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Reading, Ill Omenx0, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 4/6 used (Mirror Imagex3, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex1, Invisibility Spherex1)
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 |

Before Izomandakus can even prepare a ready, the room swoons in his head. Will DC 23 or he becomes so disoriented from the space that he cannot judge distances and must come to grips with his new reality. (Fail and nauseated for rounds: 1d4 ⇒ 3.)
Further, the chamber crunches his bones. Fort save DC 23 or his very form is crushed down. (Fail and you are reduced to small, as if by reduce person.)
While I’m here, the giant within already doesn’t trust the location of the walls and ceilings so +2 on the save, but it’s a creative illusion.
Will: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 vs DC 17
Alas, while the giant does believe he sees the ceiling dropping, he doesn't believe his eyes in this shifting chamber and doesn't immediately flee.

Izomandakus |

Will+HR DC 23: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Izomandakus head spins, he grasps the glaive with strength, telling himself to keep up.
Hero point reroll: Will+HR DC 23: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
And holds himself to the weapon resolved to stay in the combat.
Fort+HR DC 23: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
But something weird happens and he suddenly shrinks into a Minizomandakus "Wh-what happened? The room went giant!"
Adjusting readied attack damage dice and Str: -5 + 1d6 - 2 ⇒ -5 + (6) - 2 = -1
Adjusted damage: 24 - 1 = 23
To hit remains same thanks to size bonus to attack and AC, reach remains 10' I think.

Seamus Passeri |
hmmm, not sure who Val's bluff is for, but Seamus always wants to believe her :)
major image: will: 1d20 + 13 ⇒ (4) + 13 = 17
sense motive: 1d20 ⇒ 10
Attempting to tell what's going on with the ceiling while Izomandakus walk into the room, Seamus looks from Izomandakus to Val. Pointing to the ceiling. "That's not the trap I saw." He points into the room "THAT'S the trap I saw." He looks back to the ceiling then to Val. "I'm so confused." Shaking his head, he drops into a defensive stance, calling to his friend, who seemed to have shrank. "Izomandakus I still think it's safer back here."
not quite sure what to do, so Seamus goes full defense.

GM Euan - Rise |
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Sorry, confused myself there a moment. Only Valena, izomandakus, and Kast were up even though I called out the others! Silly GM, no biscuit. Seamus and Rastaf can keep your actions or redo them as you wish. I blame my second Covid booster. Fully recovered now.
Valena attempts to trick the giant into fleeing the room, but she doesn’t think it worked (though it is moving so we’ll see). Izomandakus, with a heroic save, stands firm, if a little smaller, against the runed hill giant striking deeply as it reaches him. Kast brings weal and woe to friend and enemy alike as he looks to aid his companions.
The runeslave charges forth, coming at Izomandakus fast. Once in reach, he lashes out with his greatclub!
giant on Izomandakus: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31 damage: 2d8 + 13 - 1 ⇒ (1, 2) + 13 - 1 = 15
- Round 1 -
Seamus - 14+
Rastaf - 14-
- Round 2 -
Valena - 22+ (7 images)
Izomandakus - 22- (-15hp)
Kast - 17
Runed Hill Giant - 16 (-23hp, -1 perfection)
Now everyone is up!

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The half orc casts the same spell, adding 7 to his natural AC for 12 minutes, and moves 30'.
He's pretty happy with what this team can do. He'll save the big magic for the big fights. They're coming right up!

Valena Dalloway Versade |
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Don’t forget everyone that Val still has Tough Crowd on y’all, which gives +4 on the first enchant or illusion will save
Val abandons concentrating on her spell. ”I was trying to play the scene, Sea. That is all.”
She leans back against the wall, then reconsiders as this whole place’s structure seems to be screwy. She sighs and walks up the hallway a bit so she can see their foe. She gives him a stare and some bad luck. Casting Ill Omen on him. No save and his next three d20 rolls he has to roll twice and take the lower
HP: 102/104
AC: 31/18/25
Saves: F14/R18/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Runeslave
Painful Stare: Runeslave
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Izomandakus |

Minizomandakus is surprised by the strong punch of the giant, although his clay skin absorbs part of it and Pachemu jumps behind him to stop the hit taking half of the remaining damage "Oink!"
Greed+heroism+Kast: 1d20 + 20 + 2 + 1 ⇒ (10) + 20 + 2 + 1 = 33
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 + 1 ⇒ (10) + 10 + 3 + (3) + 1 = 27
Greed+heroism: 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 26
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 + 1 ⇒ (2) + 10 + 3 + (2) + 1 = 18
Greed+heroism: 1d20 + 10 + 2 + 1 ⇒ (2) + 10 + 2 + 1 = 15
Magical/Slashing damage+AS+flaming: 1d10 + 10 + 3 + 1d6 + 1 ⇒ (3) + 10 + 3 + (3) + 1 = 20
Pachemu steps forward with his master to surround the giant and grunts resolved to stop any incoming attack from Izomandakus or anyone adjacent.
Will+Kast DC 23: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Fort+Kast DC 23: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 Maybe immune to reduce person
Bodyguard+Kast: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Bodyguard+Kast: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil
Boy - HP 92/122 DR 5/adamantine (20/50) AC 27 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 6/12 (+6)
Effects:
prayer r12
emblem of greed 12 min
resist energy (fire 30) 20 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 |

Seamus unsure which way to jump, holds his own for the moment to see how things play out. Rastaf dramatically boosts his AC and ventures forth. Valena moves up and casts ill omen on the poor doomed creature! Izomandakus does amazing damage for a small creature, hitting twice. Pachemu resists the reduction, but yes, would not have been affected. Kast .
He does… something… likely supernatural as a swift action which triggers a save, and hastens him.
Fort: 1d20 + 11 ⇒ (17) + 11 = 28 or Fort: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 15
Though hampered, he succeeds and is not hapered by his swiftness.
The giant with the greatclub keeps swinging at Izomandakus, seemingly unaware of the damage he has taken so far. Or perhaps he doesn’t care. Is that a mad-twitch in his eye, or just some dust?
giant on Izomandakus: 1d20 + 16 + 0 ⇒ (3) + 16 + 0 = 19 or giant on Izomandakus: 1d20 + 16 - 1 ⇒ (5) + 16 - 1 = 20
damage: 2d8 + 13 - 1 ⇒ (8, 4) + 13 - 1 = 24
giant on Izomandakus: 1d20 + 11 + 0 ⇒ (11) + 11 + 0 = 22 or giant on Izomandakus: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
damage: 2d8 + 13 - 1 ⇒ (4, 3) + 13 - 1 = 19
hasted giant on Izomandakus: 1d20 + 16 + 0 ⇒ (3) + 16 + 0 = 19
damage: 2d8 + 13 - 1 ⇒ (6, 5) + 13 - 1 = 23
Though his swings are mighty, all he manages to do is crush his club over and over again on the walls and floor, trying to pin down the elusive Izomandakus.
- Round 2 -
Seamus - 14+
Rastaf - 14-
- Round 3 -
Valena - 22+ (7 images)
Izomandakus - 22- (-15hp)
Kast - 17
Runed Hill Giant - 16 (-68hp, -1 perfection, ill omen 3/3, runed 1)
Everyone is up!

Kast Phaer |

Round 3, Init 9
Kast looks at 'Mus and shrugs. He goes to support his mini-Izo and lunges out to avoid getting into the trapped area.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 1 ⇒ (12) + 13 + 2 + 2 + 1 = 30 to hit; (BS, GMW,+perfect)
1d10 + 12 + 2 + 3 + 1 ⇒ (9) + 12 + 2 + 3 + 1 = 27 magic cold iron damage
Perfect Intentions, Round 3/12: 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.
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF -2 when lunge
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: 5/8 left
4: 4/7 left
5: 3/6 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 ⇒ (8) + 12 + 2 + 3 = 25 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (10) + 13 + 2 + 2 = 27 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23 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 2/12][ooc]Choose one at the start of your turn:
[list]
[ /spoiler]

Izomandakus |

Izomandakus miniattacks the giant with flaming greed "What have you done to this room? Give me back my size!"
Greed+HR+Kast: 1d20 + 20 + 2 + 1 ⇒ (14) + 20 + 2 + 1 = 37
Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (4) + 10 + 3 + (5) - 2 + 1 = 21
Greed+HR+Kast: 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 32
Magical/Slashing damage+AS+flaming: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (3) + 10 + 3 + (4) - 2 + 1 = 19
Greed+HR+Kast: 1d20 + 10 + 2 + 1 ⇒ (17) + 10 + 2 + 1 = 30
Magical/Slashing damage+AS+flaming: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (2) + 10 + 3 + (5) - 2 + 1 = 19
The boy and Pachemu step forward continuing the surrounding maneuver.
Bite+Kast: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
S/B/P damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bodybuard+Kast: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Bodybuard+Kast: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil
Boy - HP 92/122 DR 5/adamantine (20/50) AC 27 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 7/7
Perfection: 6/12 (+6)
Effects:
reduce person, 24 h
prayer r12
emblem of greed 12 min
resist energy (fire 30) 20 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 sighs. ”Sorry, darlings, but I never have been much of one for standing around waiting at times like these.” She rushes into the room, trust Cayden’s luck to keep her safe.
Will Save vs DC 23: 1d20 + 15 ⇒ (8) + 15 = 23
Fortitude Save vs DC 23: 1d20 + 12 ⇒ (7) + 12 = 19
Hero Point Reroll: 1d20 + 12 ⇒ (16) + 12 = 28
She just barely manages to adjust to the wild room, but she does so quickly enough to roll past the giant into position for a stab.
Acrobatics to Avoid AoOs: 1d20 + 21 ⇒ (14) + 21 = 35
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (4) + 19 - 3 = 20
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (1) + 10 + 6 + (2, 6) + 3 = 28
HP: 102/104
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 3/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Seamus Passeri |
Hearing Val's bold decleration, Seamus watches as she rushes into the room turning the corner. Watching as she goes out of site, he hears her engage the enemy. Emboldened by her example, he sheathes the rapier and long knife and moves forward drawing his short bow. Stopping where he knows the trap starts, he looks at Kast and Rastaf, "What? I felt emboldened not suicidal." Leaning out a touch he calls to Mini-Mandakus, "Lead it over here if you can, I'll try and shoot it with one of the electric arrows."
move: Sheath weapons, move 25 ft drawing bow. Yeah, I know Val officially moves after Seamus. but it was fun to write.

GM Euan - Rise |
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Seamus prepares himself for ranged battle, preferring not to risk the room’s effects. Rastaf does something heroic. Valena risks the room, and is nearly shrunk, but eventually comes to grips with her size though the experience throws off her swing and she misses. Izomandakus goes into a bit of a frenzy, along with Pachemu, and all but destroys the rune covered giant. But it bulges on, most unlike a ‘normal’ hill giant. However, Kast calmly reaches into the room from a safe distance, and separates the giant from his mortal coil.
The giant collapses onto the ground as the room shifts around him. Seamus may now attempt to disarm the trap, or you may enter and take the risk… :)
We are out of initiative.

Seamus Passeri |
Hearing the fight around the corner Seamus watches as Kast thrust towards the fight with his pig-sticker. Hearing a loud thud, Seamus peaks around the corner. Seeing the dead giant, he smiles, "Well Done!" His smile wains, "Now give me a moment to deal with this trap." Tucking the bow back in its scabbard, he pulls out his 'tools' and begins working on the trap.
Taking 10(43) on disable device.

GM Euan - Rise |

The trap is disarmed!
It doesn't end the fundamental strangeness of the room however. You're no longer at risk of full on nausea and size alteration thanks to Seamus' delicate fingers, but if you're not looking right at a wall, it recedes into the distance, really throwing you off your game.
Izomandakus remains small. I'll let you know when (if) the effect expires.

Kast Phaer |
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"You okay there, Izo? You think that's going to wear off, or can we count on you to help clean the chimney come Yule?" Kast asks after his blow fells the giant.
And after Seamus deals with the trap, he will move into look at the giant and area for things of interest. He will cast Detect Magic and wonder if the double doors are the only way forward.
Any loot aboooot?

GM Euan - Rise |

Outside of his oversized hide armor and greatclub, which were of personal value to him, the deceased has nothing of value.

Seamus Passeri |
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Breathing a sigh as he removes the trap Seamus looks into the room, disappointed that the strangeness didn't go away. Chuckling at Val's observation about the 'Runelord' he chimes in, "Maybe it was the ''Greed' for wine that caused it?"
Realizing his own comment wasn't nearly as funny as Val's he stops talking and wonders about the room for a moment. Looking from Mini-mandakus to Kast he asks, "Any Idea what causes the room to do this?" Pointing to the far wall as he walks towards the doors.
Stopping at the double doors, he inspects them for traps, then listens to see if there is any clue as to what's beyond. After his thorough inspection he checks to see if it's locked. After dealing with any devices and once everyone is ready, he opens the doors.
Taking 10(35/41) on perception for the door, and taking 10(37/43) to disable anything. Highlighting the 'once everyone is ready' I don't know if Izomandakus wants to proceed small or not.

Izomandakus |

"Hmmm... yeah, I am fine, I mean, double sized giants are not going to stop me now..." Minimandakus grasps Pachemu's loin and uses his flaming glaive to push himself up sitting over the pig "Oi friend, I hope you do not mind to be my long feet for a while now"
The boy tries to ride Pachemu while Seamus deals with the next door.
Ride+HR: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13