GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Xin-Shalast - Roll20 Map - Tracking Sheet

I think, as Pachemu and Izomandakus are both the same size, unless Pachemu is medium and I missed it, Izomandakus has trouble riding his faithful ally. If Pachemu is larger than I remember, go for it! :)

You open the untrapped double doors. They’re heavy things that take all your strength to shift. You perceive a darkened tunnel ending in a room flickering with a reddish light. You can just barely see runes carved into the tunnel. Just a few here and there at first, but in increasing density as you look to the south and that unholy light.

GMPC, the party walks down the tunnel…cautiously approaching the room beyond.

Runes are carved in thick bands along the walls of this chamber, which is unnervingly lit by a reddish glow from the slowly burning flames in a shallow firepit in the center of the room. An immense iron cauldron, more than twelve feet tall, its side emblazoned with an etching of a seven-pointed star, stands above these flames.

Smoke rises from the cauldron’s unseen bubbling contents, and a halo of human bones and scraps of what might be dried flesh lie scattered around the cauldron’s three-pronged base.

It looks frighteningly ancient.

What really attracts attention though, is the hulking brute with a skull like face and glowing blue runes carved into its forehead like a crown. The enormous stone creature begins to shift as it lunges forward to attack (image)!

Knowledge Arcana DC 21:
You face a Stone Golem! N Large Construct. You have one question for each five you beat the DC.
- - -

- Round 1 -
Seamus - 21
Good Folk - 17
Rastaf - 16
Valena - 13 (7 images)
Izomandakus - 6
Kast - 4

Initiative Rolls:
Izomandakus: 1d20 + 3 ⇒ (3) + 3 = 6
Kast: 1d20 + 0 ⇒ (4) + 0 = 4
Rastaf: 1d20 + 1 ⇒ (15) + 1 = 16
Seamus: 1d20 + 10 ⇒ (11) + 10 = 21
Valena: 1d20 + 6 ⇒ (7) + 6 = 13
Good Folk: 1d20 - 1 ⇒ (18) - 1 = 17

The stone creature does nothing until you actually enter the room for the most part, so everyone may have a surprise round. Then Seamus is up in round one!


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Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast blinks at the creature, trying to place it before it attacks.

C'mon Kast. Think! Be perfect. Remember everything.

1d20 + 18 ⇒ (4) + 18 = 22 Know (arcana)

Gah! You idiot.

Maybe MicroIzo will know more...but his brain just shrunk to 1/4 mass so maybe he's only 'Mus smart. =]

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

Rastaf tries to assist. kn. arcana: 1d20 + 4 ⇒ (18) + 4 = 22

But he's no expert.

He casts Divine Power on himself, and draws his weapon.

Stone golem.


Retired to Taldor?

Getting used to the idea of slashing giants achilies tendons, Seamus smiles seeing another 'Giant.' "A giant made of stone, I bet it goes down as quickly as the others." Rushing forward, drawing his rapier and long knife as he goes, he stops beside the 'giant' slashing at its heals and thrusting the rapier at its calves.

- 1 lvl. suprise, move 30 ft. 1st rd full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF, Sneak?
rapier: 1d20 + 14 + 1 - 2 ⇒ (1) + 14 + 1 - 2 = 14 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 sneak: 6d6 ⇒ (5, 1, 4, 4, 4, 5) = 23
shortsword: 1d20 + 14 + 1 + 1 - 2 ⇒ (5) + 14 + 1 + 1 - 2 = 19 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 sneak: 6d6 ⇒ (6, 4, 5, 4, 4, 3) = 26
rapier: 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14 for damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12 sneak: 6d6 ⇒ (5, 1, 6, 3, 5, 1) = 21
shortsword: 1d20 + 9 + 1 + 1 - 2 ⇒ (15) + 9 + 1 + 1 - 2 = 24 for damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11 sneak: 6d6 ⇒ (2, 3, 6, 6, 1, 5) = 23


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It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Seeing it is a bit uncomfortable on top of Pachemu, Minizomandakus casts enlarge person on the pig through share spells "Ah, much better"

K. arcana+HR+HA: 1d20 + 20 + 2 + 2 ⇒ (7) + 20 + 2 + 2 = 31 Spells that interact specially, Special defenses, Attitude towards undersized people
Descending the corridor until spotting the danger ahead the boy raises his voice shouting loudly to be heard "Not a giant Seamus but a golem!"

In preparation he augments his own clay skin empowering his natural armor.

Ride with only the knees+HR: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Izomandakus spurs Pachemu towards the golem, descending on a charge upon the stony enemy "Oiiiiink!" "Rooooom!"

Knight and pig charge forward, the flaming glaive up in the air acting as a lance!
Greed+HR+Kast+charge (10' reach): 1d20 + 20 + 2 + 1 + 2 ⇒ (9) + 20 + 2 + 1 + 2 = 34
Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (1) + 10 + 3 + (2) - 2 + 1 = 15

Pachemotions:

Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil

Boy - HP 92/122 DR 5/adamantine (20/50) AC 29 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 6/7
Perfection: 6/12 (+6)
Effects:
charged (-2 AC, included
augment (+3 nat. armor, included)
reduce person, 24 h (+1 AC included)
enlarge person (Pachemu), 12 min
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


Xin-Shalast - Roll20 Map - Tracking Sheet

Izomandakus:
Construct traits and Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

... and he's not going to like you!
- - -


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round 1, Init 4

As Kast can’t reach the foe this round, he re-casts his desires for everyone to be perfect as he moves up.

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.

Kasternations:

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: 4/8 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 ⇒ (20) + 13 + 2 + 2 = 37 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (2) + 12 + 2 + 3 = 19 magic cold iron damage

Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 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]

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

    [ /spoiler]


  • Xin-Shalast - Roll20 Map - Tracking Sheet

    Rastaf powers up and at least knows what you’re facing, but he can’t quite draw his weapon as yet. (Just a surprise round, but you can do it as part of a move next round so you should still be good.) Valena DMPC rushes forward, drawing her weapon as she does so. Izomandakus manages to ride with his knees as he charges forward like the little engine that could - and he can! A solid blow is struck. He finds though that little of the damage gets through the stony exterior (DR 10). Kast gives the creature the hairy eyeball, but other than knowing the basics, he doesn’t know much. He can’t move and cast (surprise round), so I’ll assume the spell goes off and everyone, except the golem who is immune to such attempts, gains the benefits. Seamus, after moving up swiftly, slashes at the creatures calfs. Though his four attacks blur before the party, he doesn’t manage to chip even a little stone from the golem! All misses.

    The creature reaches down to Seamus and tries to swat him away. Twice. His Valena granted images flare into being just as the first strike lands!
    Golem on Seamus: 1d20 + 22 ⇒ (1) + 22 = 23 damage: 2d10 + 9 ⇒ (6, 9) + 9 = 24 images: 1d3 ⇒ 1
    Golem on Seamus: 1d20 + 22 ⇒ (13) + 22 = 35 damage: 2d10 + 9 ⇒ (1, 9) + 9 = 19 images: 1d3 ⇒ 2

    It throws its first punch poorly, and the second merely swats an image. He has but one image remaining...

    - Round 1 -
    Rastaf - 16
    Valena - 13 (7 images)
    Izomandakus - 6
    Kast - 4
    - Round 2 -
    Seamus - 21 (1 image)
    Stone Golem - 17 (-5hp)

    Everyone is up - full rounds!

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    Rastaf takes a double move, trying to position himself to flank somebody on his next turn.


    Retired to Taldor?

    'A golem?' Hearing Izomandakus refer to the thing as a Golem, surprised Seamus that is must have effected his aim. Looking over his shoulder, Seamus asked, "I thought they were made out of flesh." Which must have effected the stone creatures aim, because it missed as well.

    Remembering that Izomandakus had wanted to manufacture Golems, Seamus asked his friend, "Is this the type of golem you'd build Izomandakus?" Stepping to the creatures side, as he thrust with his rapier and slashed with his long knife he continued, "Any way to kill it? the thing seems tough!"

    - 1 lvl. Perfect Intentions, +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, 5 ft step, full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
    rapier: 1d20 + 14 + 1 - 2 + 1 ⇒ (7) + 14 + 1 - 2 + 1 = 21 for damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
    shortsword: 1d20 + 14 + 1 + 1 - 2 + 1 ⇒ (19) + 14 + 1 + 1 - 2 + 1 = 34 for damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
    rapier: 1d20 + 9 + 1 - 2 + 1 ⇒ (11) + 9 + 1 - 2 + 1 = 20 for damage: 1d6 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
    shortsword: 1d20 + 9 + 1 + 1 - 2 + 1 ⇒ (14) + 9 + 1 + 1 - 2 + 1 = 24 for damage: 1d6 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12
    shortsword: confirm crit: 1d20 + 14 + 1 + 1 - 2 + 1 ⇒ (14) + 14 + 1 + 1 - 2 + 1 = 29 for damage: 1d6 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Round 1

    With his full turn (this time), Kast double limps into position. He hopes that everyone will be perfect.

    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.


    Val takes a step forward and—having little idea how to deal with golems—tries taking a (quite literal) stab at one of the joints. 5 ft step and full attack

    Primary Attack with Irreconcilable Differences (perfect intentions, power attack): 1d20 + 19 + 1 - 3 ⇒ (20) + 19 + 1 - 3 = 37
    Primary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (2) + 10 + 1 + 6 = 19
    Crit Confirm: 1d20 + 19 + 1 - 3 ⇒ (10) + 19 + 1 - 3 = 27
    Crit Damage: 1d6 + 10 + 1 + 6 ⇒ (2) + 10 + 1 + 6 = 19

    Secondary Attack with Irreconcilable Differences (perfect intentions, power attack): 1d20 + 14 + 1 - 3 ⇒ (4) + 14 + 1 - 3 = 16
    Secondary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (4) + 10 + 1 + 6 = 21

    Valiables:

    HP: 102/104
    AC: 31/18/25
    Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare:
    Painful Stare:
    Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, active 1 image), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, Perfect Intentions

    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.


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    "The Scarab. The Golembane Scarab and the adamantine blade." Minizomandakus answers back to Seamus "That is what we need to use here."

    As he does not have them at hand, he adjusts his position on Pachemu, pushing to step to the side, and thrusts forward with the glaive.
    Ride: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

    Greed+HR+Kast: 1d20 + 20 + 2 + 1 ⇒ (16) + 20 + 2 + 1 = 39
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (2) + 10 + 3 + (3) - 2 + 1 = 17

    Greed+HR+Kast: 1d20 + 15 + 2 + 1 ⇒ (1) + 15 + 2 + 1 = 19
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (5) + 10 + 3 + (3) - 2 + 1 = 20

    Greed+HR+Kast: 1d20 + 10 + 2 + 1 ⇒ (3) + 10 + 2 + 1 = 16
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (5) + 10 + 3 + (4) - 2 + 1 = 21

    Pachemotions:

    Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil

    Boy - HP 92/122 DR 5/adamantine (20/50) AC 31 TAC 20 +0 if within circle vs evil

    Bolts: 9
    Rod: 1/3
    Augment: 6/7
    Perfection: 6/12 (+6)
    Effects:
    augment (+3 nat. armor, included), r6
    reduce person, 24 h (+1 AC included)
    enlarge person (Pachemu), 12 min
    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


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    Xin-Shalast - Roll20 Map - Tracking Sheet

    Izomandakus - no need to make ride checks as you cannot fail to guide with your knees, even on a 1.

    Rastaf moves around to prepare a flank while Valena manages to do the one thing constructs aren’t immune to. Crits! Her back swing needs some work though as it slides off the stone. Izomandakus guides Pachemu into position and makes a good swing for a little damage before two misses. Kast double limps into position with Rastaf. Seamus manages to confirm the cirt as well, piling on the damage!

    First the creature seems to hiccup a moment and a magical effect descends on Edelmira, Seamus, Izomandakus and Pachemu. Will DC 17 or be slowed (staggered, half move, –1 penalty on attack rolls, AC, and Reflex saves) for 7 rounds.

    It then continues to swat at Seamus though the embers deep within its skull seem to have awakened to the presence of Valena.
    Golem on Seamus: 1d20 + 22 ⇒ (17) + 22 = 39 damage: 2d10 + 9 ⇒ (10, 7) + 9 = 26 images: 1d2 ⇒ 1
    Golem on Seamus: 1d20 + 22 ⇒ (7) + 22 = 29 damage: 2d10 + 9 ⇒ (6, 1) + 9 = 16 images: 1d2 ⇒ 1

    The golem avoids the images and plasters Seamus twice.

    - Round 2 -
    Rastaf - 16
    Valena - 13 (7 images)
    Izomandakus - 6
    Kast - 4
    - Round 3 -
    Seamus - 21 (-42hp, 1 image)
    Stone Golem - 17 (-51hp)

    Everyone is up.


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    Will+HR+Kast DC 17: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19

    "Ouf, that is no normal golem, it's magic!" Minizomandakus adjusts his pig mount while continuing his attacks with the flaming greed.
    Greed+HR+Kast: 1d20 + 20 + 2 + 1 ⇒ (4) + 20 + 2 + 1 = 27
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (6) + 10 + 3 + (2) - 2 + 1 = 20

    Greed+HR+Kast: 1d20 + 15 + 2 + 1 ⇒ (4) + 15 + 2 + 1 = 22
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (6) + 10 + 3 + (4) - 2 + 1 = 22

    Greed+HR+Kast: 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (6) + 10 + 3 + (5) - 2 + 1 = 23

    Pachemotions:

    Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil

    Boy - HP 92/122 DR 5/adamantine (20/50) AC 31 TAC 20 +0 if within circle vs evil

    Bolts: 9
    Rod: 1/3
    Augment: 6/7
    Perfection: 6/12 (+6)
    Effects:
    augment (+3 nat. armor, included), r6
    reduce person, 24 h (+1 AC included)
    enlarge person (Pachemu), 12 min
    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


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Round2, Init 9

    Kast steps into flank (or delays for it), and attacks repeatedly.
    Iron Quill, two handed:
    1d20 + 13 + 2 + 2 + 1 + 2 ⇒ (16) + 13 + 2 + 2 + 1 + 2 = 36 to hit; (BS, GMW,+perfect,+flank)
    1d10 + 12 + 2 + 3 + 1 ⇒ (5) + 12 + 2 + 3 + 1 = 23 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (14) + 6 + 2 + 2 + 1 + 2 = 27 to hit; (BS, GMW,+perfect)
    1d10 + 12 + 2 + 3 + 1 ⇒ (2) + 12 + 2 + 3 + 1 = 20 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.

    Kasternations:

    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: 4/8 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 ⇒ (11) + 13 + 2 + 2 = 28 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 ⇒ (5) + 13 + 2 + 2 = 22 to hit; (BS, GMW)
    1d10 + 12 + 2 + 2 ⇒ (4) + 12 + 2 + 2 = 20 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]

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

    [ /spoiler]


  • Will Save (perfect intentions): 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20

    Val’s unstoppable will leaves her unaffected by the golem’s magic. She continues to press the attack, stepping carefully to the side, but she struggles to find a weak spot in the golem’s stone body.

    Primary Attack with Irreconcilable Differences (perfect intentions, power attack): 1d20 + 19 + 1 - 3 ⇒ (8) + 19 + 1 - 3 = 25
    Primary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (2) + 10 + 1 + 6 = 19

    Secondary Attack with Irreconcilable Differences (perfect intentions, power attack): 1d20 + 14 + 1 - 3 ⇒ (4) + 14 + 1 - 3 = 16
    Secondary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (4) + 10 + 1 + 6 = 21

    Valiables:

    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.


    Retired to Taldor?

    catching motion from the corner of his eye as his friends begin to surround the 'golem' Seamus continues to move towards it's other side. But in the process fails to dodge it's stone like fists, being struck by one then the other. "Ow!" Turning, he frowns, "Two can play that game!" Slashing at the things legs with his mithril long knife while the thrust the rapier at it's groin.

    - 1 lvl. Perfect Intentions, +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, 5 ft step, full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
    rapier: 1d20 + 14 + 1 - 2 + 1 ⇒ (6) + 14 + 1 - 2 + 1 = 20 for damage: 1d6 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
    shortsword: 1d20 + 14 + 1 + 1 - 2 + 1 ⇒ (3) + 14 + 1 + 1 - 2 + 1 = 18 for damage: 1d6 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
    rapier: 1d20 + 9 + 1 - 2 + 1 ⇒ (6) + 9 + 1 - 2 + 1 = 15 for damage: 1d6 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11
    shortsword: 1d20 + 9 + 1 + 1 - 2 + 1 ⇒ (16) + 9 + 1 + 1 - 2 + 1 = 26 for damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    Rastaf moves and attacks, provoking an AoO.

    Power Attack: 1d20 + 15 + 1 - 3 ⇒ (3) + 15 + 1 - 3 = 16

    Never mind. He's flanking.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Rastaf strolls up confidently, drawing the attack so his allies can move freely. Alas, he doesn’t connect and the golem swings hard. Valena gets very close with her first swing, but she’s just shy of a hit. Izomandakus fares better, with a hit as the party keeps chipping away at it. Kast makes it count with two solid blows! Seamus brings it home with his last swing, but though he hits, his damage doesn’t exceed the DR and so no damage is done.

    Golem on Rastaf: 1d20 + 22 ⇒ (3) + 22 = 25 damage: 2d10 + 9 ⇒ (3, 10) + 9 = 22

    The golem continues its single minded pursuit of Seamus.
    Golem on Seamus: 1d20 + 22 ⇒ (7) + 22 = 29 damage: 2d10 + 9 ⇒ (3, 4) + 9 = 16 images: 1d2 ⇒ 1
    Golem on Seamus: 1d20 + 22 ⇒ (11) + 22 = 33 damage: 2d10 + 9 ⇒ (4, 8) + 9 = 21 images: 1d2 ⇒ 1

    Wow, that's four 1's in a row on 1d2's.

    The golem doesn't know to smile, he just knows both images are hemorrhaging from his blows.

    - Round 2 -
    Rastaf - 16
    Valena - 13 (7 images)
    Izomandakus - 6
    Kast - 4
    - Round 3 -
    Seamus - 21 (-79hp, 1 image)
    Stone Golem - 17 (-84hp)

    Everyone is up.

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    Rastaf presses on, hoping to do any damage at all.

    PA: 1d20 + 15 + 1 + 2 - 3 ⇒ (6) + 15 + 1 + 2 - 3 = 21
    PA: 1d20 + 15 + 1 + 2 - 3 ⇒ (7) + 15 + 1 + 2 - 3 = 22
    PA: 1d20 + 10 + 1 + 2 - 3 ⇒ (1) + 10 + 1 + 2 - 3 = 11

    He fails, but sees no other way to go.


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Round 3, Init 9

    Kast steps again and attacks repeatedly.

    Iron Quill, two handed:
    1d20 + 13 + 2 + 2 + 1 + 2 ⇒ (10) + 13 + 2 + 2 + 1 + 2 = 30 to hit; (BS, GMW,+perfect,+flank)
    1d10 + 12 + 2 + 3 + 1 ⇒ (5) + 12 + 2 + 3 + 1 = 23 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 6 + 2 + 2 + 1 + 2 ⇒ (7) + 6 + 2 + 2 + 1 + 2 = 20 to hit; (BS, GMW,+perfect)
    1d10 + 12 + 2 + 3 + 1 ⇒ (5) + 12 + 2 + 3 + 1 = 23 magic cold iron damage

    Perfect Intentions, Round 4/12: 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.

    Kasternations:

    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: 4/8 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 ⇒ (17) + 13 + 2 + 2 = 34 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 ⇒ (3) + 13 + 2 + 2 = 20 to hit; (BS, GMW)
    1d10 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 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]

  • *Increase its speed by 30 feet.
  • *Stand up as a swift action without provoking an attack of opportunity.
  • *Make one extra attack as part of a full attack action, using its highest base attack bonus.
  • *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
  • *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

    [ /spoiler]


  • It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    Minizomandakus keeps the greed going, slashing back and forth with the glaive like an ancestral pig-knight of old "Right Pachemu! To the right! We almost have it!"
    Greed+HR+Kast: 1d20 + 20 + 2 + 1 ⇒ (4) + 20 + 2 + 1 = 27
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (1) + 10 + 3 + (5) - 2 + 1 = 18

    Greed+HR+Kast: 1d20 + 15 + 2 + 1 ⇒ (14) + 15 + 2 + 1 = 32
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (5) + 10 + 3 + (2) - 2 + 1 = 19

    Greed+HR+Kast: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
    Magical/Slashing damage+AS+flaming-reduced+Kast: 1d6 + 10 + 3 + 1d6 - 2 + 1 ⇒ (1) + 10 + 3 + (3) - 2 + 1 = 16

    Pachemu adjusts her position and tries to protect Seamus with her jumps.
    Bodyguard: 1d20 + 7 ⇒ (20) + 7 = 27 +2 AC
    Bodyguard: 1d20 + 7 ⇒ (4) + 7 = 11

    Pachemotions:

    Pig - HP 93/98 AC 22 TAC 12 +2 if within circle vs evil

    Boy - HP 92/122 DR 5/adamantine (20/50) AC 31 TAC 20 +0 if within circle vs evil

    Bolts: 9
    Rod: 1/3
    Augment: 6/7
    Perfection: 6/12 (+6)
    Effects:
    augment (+3 nat. armor, included), r6
    reduce person, 24 h (+1 AC included)
    enlarge person (Pachemu), 12 min
    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


    Retired to Taldor?

    sneak attack: 6d6 ⇒ (6, 4, 4, 5, 6, 1) = 26
    Debilitating Injury (Ex): 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).

    Giving a slight smile when he feels the mithril long knife bite deep into the golem's calf, Seamus starts to give it a twist, instead of moving back and pays the price. Another two quick punches and Seamus starts to reel.

    Considering stepping back from the fight, Seamus hears mini-mandakus inspiring Pachemu. Noticing the pet pig and her mini-master riding in to attack he decides he can't leave his friends to fight the thing by themselves.

    Redoubling his effort, he thrusts the rapier towards the thing's gizzard, or the spot a gizzard should be if a golem had one and again tries to slash its calf with the mithril long knife.

    - 1 lvl. Perfect Intentions, +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, Flank full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
    rapier: 1d20 + 14 + 1 - 2 + 1 + 2 ⇒ (20) + 14 + 1 - 2 + 1 + 2 = 36 for damage: 1d6 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14 sneak attack: 6d6 ⇒ (5, 2, 3, 6, 2, 4) = 22
    shortsword: 1d20 + 14 + 1 + 1 - 2 + 1 + 2 ⇒ (10) + 14 + 1 + 1 - 2 + 1 + 2 = 27 for damage: 1d6 + 6 + 1 + 1 ⇒ (3) + 6 + 1 + 1 = 11 sneak attack: 6d6 ⇒ (6, 2, 6, 1, 3, 1) = 19
    rapier: 1d20 + 9 + 1 - 2 + 1 + 2 ⇒ (7) + 9 + 1 - 2 + 1 + 2 = 18 for damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 sneak attack: 6d6 ⇒ (6, 2, 2, 4, 6, 3) = 23
    shortsword: 1d20 + 9 + 1 + 1 - 2 + 1 + 2 ⇒ (11) + 9 + 1 + 1 - 2 + 1 + 2 = 23 for damage: 1d6 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 sneak attack: 6d6 ⇒ (3, 2, 2, 1, 2, 5) = 15
    Debilitating Injury (Ex): 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 + 14 + 1 - 2 + 1 + 2 ⇒ (15) + 14 + 1 - 2 + 1 + 2 = 31 for damage: 1d6 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
    are Golems suspectable to debilitating Injury? if so his attacks on Seamus last round were -6...can I take the damage off for the first attack?


    Val sidesteps into a flank with Izomandakus and gets back to stabbing, cursing the golem’s luck at hitting the correct Seamus.

    Primary Attack with Irreconcilable Differences (flank, perfect intentions, power attack): 1d20 + 19 + 1 - 3 ⇒ (17) + 19 + 1 - 3 = 34
    Primary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (4) + 10 + 1 + 6 = 21

    Secondary Attack with Irreconcilable Differences (flank, perfect intentions, power attack): 1d20 + 14 + 2 + 1 - 3 ⇒ (20) + 14 + 2 + 1 - 3 = 34
    Secondary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (4) + 10 + 1 + 6 = 21

    Crit Confirm: 1d20 + 14 + 2 + 1 - 3 ⇒ (15) + 14 + 2 + 1 - 3 = 29
    Crit Damage: 1d6 + 10 + 1 + 6 ⇒ (3) + 10 + 1 + 6 = 20

    Valiables:

    HP: 102/104
    AC: 31/18/25
    Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare:
    Painful Stare:
    Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 1 image), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect intentions

    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.

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    The cleric has nothing to lose, and attacks. He flanks his rogue, worried that the golem is gonna smack somebody hard real soon.

    PA: 1d20 + 15 + 2 - 3 ⇒ (13) + 15 + 2 - 3 = 27
    PA: 1d20 + 15 + 2 - 3 ⇒ (8) + 15 + 2 - 3 = 22
    PA: 1d20 + 10 + 2 - 3 ⇒ (6) + 10 + 2 - 3 = 15

    The first one might have hit. Saving the good rolls for the boss fight! lol
    damage: 2d4 + 8 + 6 ⇒ (4, 3) + 8 + 6 = 21


    Xin-Shalast - Roll20 Map - Tracking Sheet

    As a rule, I don’t like going back in time. Play by post is complex enough without jumping about. That said, I’ll allow Seamus’ extra damage as otherwise he did none, but not the hit from last round. That still landed.

    Rastaf keeps pressure on the stone golem though his blows are blocked by Desna. It isn’t so much the pair of hits from Valena that do it, it’s that one goes right through the neck, severing something important. The flicker in its eyes that said it should pay attention to Valena says I told you so, as all light leaves its visage.

    The stone golem, though tough, wasn’t tough enough. The party piles on - bashing the constructed thing back to chunks. It stops moving, destroyed.

    Seamus still has an image floating around too!

    We are out of initiative.


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Kast breathes deep, keeping his eye on the golem bits in case it rises, and relaxes a bit after when it does not. He looks at ‘Mus, and shakes his head.

    ”’Mus? You seem to be taking beating after beating. Might let someone else lead with their face for a while? I’ll do it,” Kast says, willing to do exactly that if the man needs a break. ”No need for you to take on all the risk.”

    Kast will look around while he waits for ‘Mus to be healed.


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    "Oh, wow, that was a killer blow on the base grinding pipe" pronounces Izomandakus impressed as Valena brings down the golem they were having so much trouble to scratch. He pokes the thing with the flaming greed "This is very ancient material but still profitable. I will give it a look if Mokmurian let us."

    Only then he turns his attention to the large bowl in the middle of the room, guiding Pachemu to approach and see "This thing here is more strange... seems magic or something" and takes some time to study it.
    K. arcana+HR+HA+Kast: 1d20 + 20 + 2 + 2 + 1 ⇒ (7) + 20 + 2 + 2 + 1 = 32


    Retired to Taldor?

    Seeing the stone golem go down, Seamus nods in agreement with Izomandakus, "Yes Val well struck." As Kast talks about letting someone else lead, Seamus realizes that every muscle and bone in his body aches.

    He doesn't quite know how to respond to Kast's offer. It's not like he intends to rush in firsts, it's just that their all rushing and he happens to be quicker. Looking over the Rastaf, then back to Kast, "It's ok Kast, once Rastaf wiggles his nose I'll be right as rain." He shrugs and smiles, "If that doesn't do it you still have the ol' Hamberder wand right?"

    As the conversation continues, Seamus wanders towards the northeastern hallway and peaks in the doorway there.

    Taking 10(35/41) on perception


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    +1 to MinIzo to speaking in small font becuz he’s, well, small.

    ”Sure, ‘Mus,” Kast shrugs, letting the man be who he is. ”Just saying that you don’t have to every time. Those punches looked like they hurt.”

    Kast waits patiently to see what MiniIzo learns, and might step in if there is more to be gleaned.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Seamus begins to approach the next chamber. He feels the cold before he even makes the hallway - something icy lies beyond! Does he continue on? (I opened up the map a bit, but have not yet described the next room.)

    Izomandakus investigates the cauldron and learns much, but will learn even more with a detect magic and a Spellcraft check. Anyone may attempt.

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    Rastaf drops a couple spells to get Seamus healed up a bit.

    cmw: 2d8 + 10 ⇒ (8, 1) + 10 = 19
    cmw: 2d8 + 10 ⇒ (5, 3) + 10 = 18

    The rest will come from his wand.
    clw: 1d8 + 1 ⇒ (2) + 1 = 3
    clw: 1d8 + 1 ⇒ (7) + 1 = 8
    clw: 1d8 + 1 ⇒ (1) + 1 = 2
    clw: 1d8 + 1 ⇒ (1) + 1 = 2
    clw: 1d8 + 1 ⇒ (2) + 1 = 3
    clw: 1d8 + 1 ⇒ (1) + 1 = 2
    clw: 1d8 + 1 ⇒ (2) + 1 = 3
    clw: 1d8 + 1 ⇒ (7) + 1 = 8

    That's a minute. Pathetic!


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Seeing as his knowledge might be needed, Kast casts Detect Magic and tries to help identify any relevant magical effects.

    1d20 + 16 ⇒ (4) + 16 = 20 Spellcraft


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    Minizomandakus moves his hand in front of the Cauldron analyzing the magics within, while Pachemu scents the thing.
    Spellcraft+HR+Kast: 1d20 + 19 + 2 + 1 ⇒ (11) + 19 + 2 + 1 = 33


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Izomandakus, and Kast - maybe others, investigate the smoking soup. Alas, the magics of the cauldron are beyond them.

    This 12-foot-high, 10-foot-diameter cauldron is made of solid iron, cast in one piece and thick enough to withstand great heat. Its side is marked with the Sihedron Rune, while many other Thassilonian runes grace its rim telling stories of obedient and powerful giants serving their Thassilonian overlords.

    You can try again tomorrow.

    If you're ready, folks can move up on the map and I'll describe the next room as you see it, maybe even later tonight.


    Val has no insight to offer on the cauldron. ”If the scholars do not know, I doubt I of all people would have the slightest idea.” She moved on to the next room instead, wiping the stone dust off her sword. ”And thank you, boys, for the compliments. I just get lucky. I would not recognize a base grinding pipe if you were to give me an hour lecture on it the day before. Cayden is good to me that way.” She looks up and toasts her patron, then takes a drink from her goblet.


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    "Mmmm... interesting. It seems valuable but I guess we will need to ask some of the giants what is it actually." the boy moves away and towards the east, directing Pachemu with his just a few words.

    The boy smiles on Valena's comment "Intuition is sometimes much worth than knowledge you could say. I need take note of this vulnerability though..."

    When he reaches the corridor, he renews his natural armor augmentation on preparation for whatever waits ahead.


    Retired to Taldor?

    As Rastaf moves up behind him, Seamus pauses at the door, Turning to his half-orc friend. "Thanks Rastaf." He watches the others investigating the large caldron, he'd been so busy fighting the golem thing that he hadn't really noticed it. Seriously I had to go back to the map to see what you were talking about'

    Hearing Val comment about Cayden's blessing he chuckles and called back, "Better lucky than good?"

    Nodding to minimandakus as he and Pachemu joins him in the hallway. When it seemed like everyone was ready, he carefully moves into the open doorway to the north. Glad he was still wearing the cold weather gear they had purchased.

    Again, taking 10(35/41) on perception


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Kast knocks himself on the head for his failure to have anything useful to say about the cauldron. It was a non-perfect action to be sure. He moves up to support the team.

    Thankfully, Marigold didn’t see that.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    After a short hall, a room opens up before you.

    The chill in this room isn’t quite enough to frost the floors and walls (so no difficult terrain), but it’s certainly enough to frost the breath. The room itself contains several large suits of armor mounted on what appear to be frozen or preserved ogres, trolls, and hill giants, all staged as if rallying for war.

    The first statue is a somewhat impressive bit of gore. This figure is nearly 11 feet tall, dressed in plate armor and wielding a wicked looking hatchet in each gauntleted hand. The figure’s most horrifying feature, though, is the fact that it has no head - only a raw, ragged stump of a neck. The other statues are in various poses, many with great clubs, but they’re much duller and less life-like.

    Now, knowing something about the paranoia of parties when they find statues, we’ll go ahead and go in rounds. So please take a full rounds worth of actions. It’s not a surprise round, it’s a full round. I just want to limit your actions for now and give everyone a chance to act.


    Retired to Taldor?

    Seeing nothing but rubble in the northern hallway, Seamus turned around and shrugged, "Rubble." Moving into the room with the 'Statues' he looked at the others, asking. "Are they statues or taxidermy?"

    Moving to the closest 'statue' Seamus inspects it carefully for traps, then touches it to see if it's stone or flesh.

    Move action and perception check? taking 10(35/41) on perception, or should I roll since we're in rounds?

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    He's no scholar, but Rastaf dabbles in some subjects from time to time.

    He tries to detect any indication of why these are here. Just weird statues, or are there clues to their purpose?

    Heraldry? History? Are they undead?

    kn. history: 1d20 + 15 ⇒ (1) + 15 = 16
    kn. nobility: 1d20 + 15 ⇒ (20) + 15 = 35
    kn. religion: 1d20 + 6 ⇒ (3) + 6 = 9


    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

    Kast ponders how to best and perfectly approach the unknown statues of creepiness. He wonders what Iomedae might do. Then what Irori might. And (probably) makes the wrong call, or the right one, hard to say before the action is taken.

    And so he moves to the far wall and takes total defense, as to better respond to any attack or reaction from the actions of others.

    "Careful now. Be perfect."


    1 person marked this as a favorite.

    Val moves up near Seamus and reimplants her mirror image trick on him. ”You are getting some first hand golem experience, Izo! I hope you are taking notes. Very small notes.”


    It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

    After enduring his skin and taking tiny mental notes, Izomandakus tries to hold his position when Pachemu strides forward after Kast "You are doing well friend"


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Seamus studies the statues closely, and while they seem solid enough, after all they are frozen, there’s some give there indicating flesh not stone or even hard frozen. Rastaf doesn’t get anywhere historically, but there are legends among the giants of one who lost his head in a great battle, and kept on fighting for his liege. What was his name? You think it might have been a Lord Srigir. Yes that was it! In fact you’re pretty sure this is his regalia. Neat. Kast moves to the far wall and takes total defense, his senses tingling. Valena strides in after Seamus and layers his protections again. Izomandakus rides into the room, astride his companion Pachemu.

    As sure as night follows into day, the macabre frozen tableau is indeed alive! Or rather undead! The headless lord (image) by the entry reacts hostilely to your presence in the chamber. It grabs its axes and clangs them together causing Thassilonian runes to flare up on the blades. They burn with a flickering cold blue light. The action also awakens several other creatures in the room - about half the statues.

    Knowledge Religion DC 26 (headless lord):
    You face a fast ogre zombie sort of creature. It’s unique, but still NE large undead. One question for each five you beat the DC.
    - - -

    Knowledge Religion DC 16 (hill giants - separate roll):
    These are fast zombie hill giants! Not nearly as tough as the Headless Lord of course, but they have a devastating blow and are NE large undead. One question for each five you beat the DC.
    - - -

    - Round 1 -
    Seamus - 27 (next attack 2 images)
    Kast - 17
    Valena - 14 (7 images)
    Good Folk - 13
    Izomandakus - 11
    Rastaf - 4

    Initiative Rolls:
    Izomandakus: 1d20 + 3 ⇒ (8) + 3 = 11
    Kast: 1d20 + 0 ⇒ (17) + 0 = 17
    Rastaf: 1d20 + 1 ⇒ (3) + 1 = 4
    Seamus: 1d20 + 10 ⇒ (17) + 10 = 27
    Valena: 1d20 + 6 ⇒ (8) + 6 = 14
    Good Folk: 1d20 + 6 ⇒ (7) + 6 = 13

    First up Seamus, Kast, and Valena in round one! The Headless Lord is not flat footed, but the other giants are.


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    Male Human
    Stats:
    AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
    Izomandakus wrote:
    "You are doing well friend"

    Kast looks down at the immaturely small voice. "Thank you?" Kast's face seems confused. "Are you speaking to me or Pach? If it's to me, thank you. I'm trying my perfect best. But if you're speaking to Pach, I must agree. Your little porcine friend is perfect. Just perfect."

    Kast looks at the undead foes arranged before him, which no one could have suspected.

    1d20 + 17 ⇒ (9) + 17 = 26 Know (Religion) - Headless Jerk
    1d20 + 17 ⇒ (7) + 17 = 24 Know (Religion) - other jerks

    DRs? Special attacks?

    Kast will speak what he thinks about the foes.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Kast knows little enough about the Headless Lord, but the other zombies have no DR (fast zombies don't have the DR 5/slashing common to regular zombies).

    Silver Crusade

    M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

    I have to roll a 20 and a 10. Not likely! lol

    kn. religion: 1d20 + 6 ⇒ (13) + 6 = 19
    kn. religion: 1d20 + 6 ⇒ (10) + 6 = 16
    Wow! Got one!

    They're not slow like other zombies, but they'll feel a blade. We can take them.
    Love the image, BTW. Scary mofo!

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