GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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

"Xin..." Izomandakus says remembering the name "Ok, so we need to find the mountain with the face of the first Emperor..."

"If you need special equipment for the cold, I can go with you to Magnimar to look for help, otherwise I am ready to trip with the wind" the boy looks down to Pachemu "It seems you will have to travel as an statuette this time pig. Don't complain, it is going to be cold there, and you will be safer."

Izomandakus will cast carry companion on Pachemu in order to ease the travel.


Val offers to pay 150 gp for her share of a wand of endure elements. 750/5 = 150 gp each

She also purchases a coffee pot, as well as six steins with lids to hold the coffee (gotta have one for Pachemu). 2 cp each for the steins for a total of 1 sp 8 cp, 3 gp for the coffee pot

Lastly, she purchases enough Dragon’s Blend coffee to let all six of the Heroes of Sandpoint Western Varisia drink enough each day to get the full effects of the blend for a week. 42 gp

She already has cold weather clothing and furs so she is all good to go. Done with purchases

Purchase Math:

558.77 gp
-150
-0.18
-3
-42
———
363.59

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 will kick in his share on the wand, 150

plus another 20 for the coffee and stuff, and 10 (I think,) for a cold-weather outfit. +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.


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 is ready to go when others are. He thinks he will be warm enough and trusts either Izo's teleportations or Rastaf's wind walking to get the party close enough.

He will make his goodbyes in Sandpoint, and will probably walk to and fro a certain somebody's shoppe a few times in doing so.


Retired to Taldor?

As Izomandakus asked about what he remembered, Seamus thought about telling the others about the experience; the armor, the elven city, the woman he almost recognized. He blinked looking at Izomandakus, not really sure how to put it all in words. Relieved that Izomandakus asked a second question, Seamus focused on that. "Me me or a second me?" Furrowed his brow unsure of how to answer, he asked, How would I tell the difference?"

Hearing Val recomend they chip in for a wand and some sort of fancy coffee, Seamus shrugged, "sure why not?" Chuckling at her comment about 'black coffee and rough mornings' Seamus didn't want to admit that he'd never really gotten used to the taste of coffee it being generally a morning beverage and he being mostly a night owl. Figuring he'd drink his coffee however Val did, he made sure to chip in his fair share when it came time to make the purchases.

When all is purchased and prepared, Seamus double checks his fancy new pack to make sure everything is ready to head off to the great white north with his boon companions.

I'll double check the math on the purchases and get it on my sheet in the morning


Xin-Shalast - Roll20 Map - Tracking Sheet

All purchases sound fine.

You fly!

Rastaf casts wind walk once again and you all fly up and out of Sandpoint early on Kuthana 8, a Moonday - and a new moon to boot! The sun shines over your right shoulders as you take to the air, heading roughly north across the Varisian Bay to the coastal city of Riddleport. It’s a frigid trip, winter being well upon you.

Riddleport is the third-largest city in Varisia and its most northern port. The city is a haven for pirates and sea-faring brigands, who find themselves far to the north of the Arch of Aroden. Teeming with criminals and rogues of all kinds, Riddleport is full of potential danger and hard-to-avoid intrigue.

Also known as the City of Cyphers, Riddleport takes its name from the Cyphergate, a giant stone arch spanning the natural cove around which the city is built. It is covered on both sides with ancient Thassilonian symbols, although their exact meaning is unknown and the subject of much study.

You’ll reach the city by about 1pm. Hungry for lunch, you solidify in some convenient alley, step over the drunk having a hard time with what he just saw step out of the freezing fog - and you’re in the city proper! As a coastal city, you don’t have the stench of humanity as much as the smell of the sea. A different sort of stench altogether and, for many, not unpleasant either.

Riddleport is large, with a population of over 13,000 souls, mostly human with a smattering of dwarves, half-elves, half-orcs, and tieflings. Even a few halflings and gnomes - though they’re a rarity.

Most of Riddleport’s buildings are composed of wood, logs or planks, with multiple floors and steep, high peaked roofs of wooden shingles. They are built in close quarters, and in some cases their wooden upper floors sag and lean together from the constantly sodden conditions. Stone fireplaces ward off the bitter winter cold and the chill that lingers in the fog-laden streets for much of the year, save for in high summer. And it is not high summer.

The major streets of Riddleport are cobbled, often becoming rain-slick cataracts during the wet seasons. Cobbles are often missing or crushed by the incessant traffic, leaving gaping holes and ruts in even the most well tended thoroughfares (and there aren’t many of those). Side streets tend to be relegated to muddy tracks that are swift to turn into stinking morasses of sucking mud and filth (though now largely ice and snow covered). Riddleport doesn’t have much of a sewage system, and relies mainly on gutters along street edges to carry refuse to the river and harbor.

You find, in the wealthier districts on the western shore of a river - a bit above the harbor itself and in the shadow of the Cyphergate (a 350’ tall half circle of carved stone left by the Thassilonians which frames the harbor) - a fine enough pub to warm yourselves up. It looks like it’s a scholar’s reprieve, located near some institution of learning or other. You take in a filling meal, and last touch of civilization, such as it is here in the lawless northern city.

Let me know if you want to do anything in Riddleport - but remember you’re on a schedule unless you want to stay here overnight. That of course could lead to its own adventure in such a lawless place!

Knowledge Local DC 15:
You’re in a pub near the headquarters of the Order of Cyphers. They are a society of skilled wizards and sages who have dedicated themselves to unraveling the secrets of ancient arcana - in particular, the purpose of the Cyphergate. Thus far they have failed in their researches learning little of the enigmatic structure.
- - -


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

1d20 + 15 ⇒ (3) + 15 = 18 Know (Local)

”I think we’re near the Cyphergate. Maybe…just maybe, after my time in Lastwall and after the Tyrant is repulsed, I’ll come here to study for a bit. Might be another adventure after I’m a real hero,” Kast dreams boyishly, still thinking of heroic deeds.

”They study very old things, and I can’t help but wonder if that Library we found will have answers to the questions that they ask. It’s possible. Very possible.”

Kast does eat and drink and enjoy the new city but he has no interest in causing trouble or getting sidetracked.


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

"The Cyphergate! Wow, I can hardly believe it is still there standing" Izomandakus enjoys the view of the strange monument at the entrance of Riddleport "So, is there something you would like to visit? Maybe we can ask for some help with the riddle we found to the cyphermages. They must know what is all this about the keys."
K. local: 1d20 + 10 ⇒ (6) + 10 = 16

"Do you mind if we take a day to check with the Order of the Cypher? Maybe they can be of help and I can learn some new magic" this is only think Izomandakus might naturally need of Riddleport.


Retired to Taldor?

knowledge local: 1d20 + 13 ⇒ (1) + 13 = 14 Boooo

Following the others around, Seamus observes this odd city called Riddleport. Shrugging that he didn't know more about it, he listened as Kast and Izomandakus speak of this Cyphergate. As they sit at lunch, Seamus observes. "Riddleport seems like a nice enough place, should we swing back by when were done up north?"


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Val walks the town with the others, viewing the entire city with her usual dry amusement. ”Oh Riddleport! I think I should have rather liked it in another lifetime. I am afraid that my upbringing has made my tastes a little too out-of-step with the city’s ambiance, sadly. Never been much of one for gambling either.”

Knowledge (local): 1d20 + 4 ⇒ (15) + 4 = 19

She lights up as people mention the cyphermages. ”Oh! I know them. Sapphira dragged me along to fundraiser for them once. One of them spent a while explaining all the various lines of inquiry they were following on the Cyphergate. She had the most beautiful eyes. I have no idea what she said, but I did recommend they get more funding.” She laughs to herself as she gets a wistful look. ”Cayden’s ancient vintage, I was such a silly young thing. Did not even realize how bad I had it. I never realized why Sapphira was so cross with me. I should have recognized her jealous face.”

Happy to continue on towards our destination


Xin-Shalast - Roll20 Map - Tracking Sheet

Izomandakus must wait to research the cyphergate for now, as the majority of the party pushes to complete their current difficult task before taking on another difficult task. Of course what the cyphermages would give for a library such as you have found in the mountains. That would speed their research tremendously.

After a lunch of Varisian Bay eel (tender!), you take to the air once again - flying high over the storm clouds bringing snow from the northwest. Though it’s bitterly cold up here, magic and the sun help and you make good time, reaching the shores of Lake Stormunder around dusk.

You have a couple of choices. You could press on to Rimeskull this evening and make camp on site. Or you could rise early and leave in the dark of the morning. In both cases you’ll want to be there at dawn. Kast feels that’s important. Alternatively you can fly over at a more reasonable hour and investigate the are during the day tomorrow and try at dusk (which Kast feels is equally important).

(Don’t get too hung up on this decision, it really doesn’t matter I just need to know your plans.)

No matter what you do it is extremely cold, and you’re glad for the magical protections you have. The lake is frozen, at least here along the shore.

For centuries, the peoples of the Lands of the Linnorm Kings have been exiling their criminals and lawbreakers to this no-man’s-land, a practice the Shoanti have followed as well.

Descendants of these individuals eventually formed into bands and camps, continuously warring against each other and striking at the communities to their north and south. These groups are generally too disorganized to prove a true threat to northern Varisia, but that does not mean that the folk of the Velashu Uplands and the Red Mountains fail to keep a constant lookout.

That said, there are no encampments within sight of your landing spot, though you did see a line of smoke to the far west as you descended. You can’t see it from the ground and it’s many miles away.


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

"Well, we are kind of in the middle of nothing, so I say we better press on" Izomandakus suggests. He taps the ground with his boots, happy this time the snow is not much of a problem "This is not like the Hook Mountain. That was hard, even with the trusty help of Hasslo. You would have done good team with him Rastaf, although now that I say I am not sure the dwarf was fond of orcs."

The boy scratches his head while he looks ahead "So keep flying? I do not know you, but I prefer to avoid any conflict with the Ulfen or the Witches. Although I would not mind seeing a mirrorman in person. Yeah, Pachemu would love that."


Retired to Taldor?

Finishing up the eel, Seamus nods in agreement with Izomandakus, "Yeah, flying is easier." He gestures the general direction they are heading. "But honestly, I'd just as soon get it all done today. Can we fly all the way to the Rimeskull this evening and make camp on site?" He shrugs, looking at the others. "That way we don't have to fly any tomorrow."


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:
"Well, we are kind of in the middle of nothing, so I say we better press on"

Kast nods, agreeing. "Yeah, sounds right. We can't get distracted now," he adds. Especially not if I want to be in Lastwall for the Tyrant's next spring offensive.

"Flying has proven quick and safe. So let's do that."

Kast is ready to press on. He, as always, will offer up his very nice campfire bead to make the glamping more bearable.


Xin-Shalast - Roll20 Map - Tracking Sheet

You fly to the eastern shores of Lake Stormunder in the dark, making camp on the windswept and rocky outcroppings there. It’s a poor camp, there being little by way of flat ground and the winds are relentless here coming off the enormous lake. You struggle with your tents, and at least one blows over in the night - but without them the howling wind carrying sand and water from the shore keeps you up. Sometime in the night, it begins to snow.

Still, you manage, and rise bleary eyed with the dim sun through heavy cloud and a light snow over the eastern mountains on Kuthana 9, fittingly a Toilday. Even with magical protections you feel cold as you break camp and take a look around. The rocky nature of the terrain, and the rapidly shifting altitudes, crevasses, and other physical impediments suggest flying once again. So you do.

From the rocky eastern shoreline of Lake Stormunder, the ground rises into the craggy snow-dappled roots of Rimeskull, casting its long shadow over this entire area as the sun rises behind it. You spend a little time searching around.

Not all of the ground here is rugged and mountainous. Several hundred feet from the lake’s edge, the roiling land suddenly levels off to create a circular plateau. Rocks and tenacious shrubs poke through the scattered clumps of snow here, but they are dwarfed by the ring of seven ten foot tall stone heads that circle the hill’s edge, their faces angled inward at each other, mouths agape.

To the east, the sheer mountainside of Rimeskull rises, icy and windblasted. Four hundred feet above you leers a carving of an ancient face, its gaping mouth forming a large cave entrance in the mountainside. A ten foot wide stairway of stone descends from this cave to a ledge fifty feet to the east of the circle of stone faces.

New Map Up - we're on the bottom left. Also, I’ll assume you wind walk to the top of the plateau, solidified at the edge, and are now solid. Let me know what spell affects may have been cast to start the day.

The statues are:
B1: Karzoug (transmutation)
B2: Krune (conjuration)
B3: Belimarius (abjuration)
B4: Sorshen (enchantment)
B5: Xanderghul (illusion)
B6: Alaznist (evocation)
B7: Zutha (necromancy)

The wind whips mercilessly across the plateau, forming strange patterns in the light snowfall over and around the statues. (Still above -50.)

Let me know what you do.


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 prepares as the party gets closer to the destination.

Kast's Pre Exploration Magics:
Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).

Kast air limps a bit higher, off the ground, so that his feet are not deceived by the treacherous icy ground.

”You all ready for this? Let’s see if we can find what we seek quickly so that we can get out of this wind. No one wants this much cold.”

At 10’ up, Kast is ready to move forward when others are ready.


Val's Buffs:

Tough Crowd on everyone, Freedom of Movement on herself, Mirror Image on herself for Mirror Image: 1d4 + 3 ⇒ (2) + 3 = 5, and Apport Object precast on one of her scrolls of Breath of Life. Typical trick loadout with Mask Misery on herself and Mesmeric Mirror on Seamus

"I am as ready as ever!" Val pulls up her furs as she strolls over to the statue of Karzoug. "Well hello there, Karz old boy. How is the weather treating you?"


Retired to Taldor?

Hearing Kast ask if they were 'ready for this' Seamus reaches back into the new magic pack, making sure the lute was at hand. Nothing worse than being bored while Kast and Izomandakus did all the mental heavy lifting. Having the lute within reach, Seamus pulls his fur collar up around his face and tucks his gloved hands in the muff he was wearing.

Smiling at Val's comment to 'Karz' he turned to Kast, "As ready as I'll ever be. What exactly are we looking for?"


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

Daily spell preparations:

^ Izomandakus can change on the fly any prepared transmutation spell for any other known transmutation spell of the same level or lower.

Stored spell
magic missile
Cantrips (4/day)
acid splash
detect magic
ghost sound (Will 15)
open/close
Level 1 (6/day + 1 pearl)
heightened awareness^
feather fall
grease (Ref 16)
*mage armor
magic missile
shield
Level 2 (6/day)
alter self^
glitterdust (Will 17)
mirror image
see invisibility
shatter (Will 17)
tears to wine^ (+5)
Level 3 (6/day)
*greater magic weapon^ (+3)
clay skin
dispel magic
fireball (Ref 18)
haste^
heroism
Level 4 (6/day)
monstrous physique II^
dimension door
fire shield
greater invisibility
greater invisibility | wave form^ (Ref 20)
obsidian flow^ (Ref 20)
Level 5 (4/day)
telekinesis^ (Will 21)
fickle winds^
*greater reversion
teleport | wall of force
Level 6 (3/day)
disintegrate^ (Fort 22)
form of the dragon I^ | disintegrate^ (Fort 22)
tar pool^ (Ref 22)
Level 7 (2/day)
form of the dragon II^
grasping hand

Izomandakus precast magic is greater reversion, mage armor and greater magic weapon. He prepared before the trip to renew shrink item on the club and carry companion on Pachemu.

Landing in the strange snowed place, Izomandakus contemplates the big mountain "Wow, and so, this is the sculpted head of Xin! It is a marvel this place has remained protected by the extreme weather. I cannot wait to find the entrance to the Runeforge"

For now, Izomandakus proceeds to study the statues with detect magic and knowledge, casting extended heroism with the rod help and heightened awareness to help himself.
K. arcana: 1d20 + 22 + 2 + 2 ⇒ (12) + 22 + 2 + 2 = 38
Spellcraft: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25

Pachemotions:

Pig - HP 119/119 AC 22 TAC 12 +2 if within circle vs evil

Boy - HP 119/119 AC 32 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 2/3
Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 13/13 (+6)
Pearl: 1/1
Recall: 4/4 (+2 DC for 1 round)
Effects:
heroism 260 min
heightened awareness 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena heads into the circle and examines the statues. Karzoug looks pretty good considering his age, though his widow’s peak makes him look quite severe and almost bird-like.

Izomandakus examines the statutes. They do not (at least currently) radiate magic, so nothing to detect really. He knows there is some magic upon them, for they are finely carved and have survived many centuries unblemished by the wind that even now threatens to tear the skin of your exposed bits.

Seamus notices it first, though how long it has been sitting there and watching you is hard to know. It blends, really well into the background. Pointing it out, you all see a white dragon (link) looking down on you from a rocky craig on Rimeskull. At this distance, it seemed to shimmer briefly, which is likely how Seamus saw it at all.

As if it sees you see it, it immediately leaps into the air with a single forward thrust and dives down toward you at incredible speed! Plummeting 50’ in an instant, it suddenly, casts a spell - and disappears!

Spellcraft DC 17:
Invisibility.
- - -

You were about 400’, give or take, away from the dragon when it leapt.

Knowledge Arcana DC 25:
An enormous ancient white dragon. CE Huge dragon (cold). There aren’t many dragons that old around here, so for more on who this might be, please make a further knowledge history check if you succeeded at the knowledge arcana (or had it explained to you).
- - -

- Round 1 -
Valena - 26 (5 images)
White Dragon - 20
Kast - 16
Izomandakus - 15
Seamus - 14+ (2 images)
Rastaf - 14-

Initiative Rolls:
Izomandakus: 1d20 + 3 ⇒ (12) + 3 = 15
Kast: 1d20 + 0 ⇒ (16) + 0 = 16
Rastaf: 1d20 + 1 ⇒ (13) + 1 = 14
Seamus: 1d20 + 10 ⇒ (4) + 10 = 14
Valena: 1d20 + 6 ⇒ (20) + 6 = 26
Good Folk: 1d20 + 4 ⇒ (16) + 4 = 20

First up, Valena. Full round action.

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

Spells up: Shield of Faith

Seeing the very large dragon disappear, Rastaf is glad that he prepared Invisibility Purge. He casts it.

Anything that's invisible within 65' of him is visible to all for the next several minutes.

He draws his falchion, and waits.


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

1d20 + 19 ⇒ (14) + 19 = 33 Know (Arcana)

Ah perfect. I know what that is!

DRs? Special attacks? Weaknesses?


Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13

Val doesn’t recognize the spell, as she is unused to recognizing dragon spell casting.

Uncertain as she is, she vanishes and spreads out.

Cast Vanish on herself and move

Valiables:

HP: 113/113
AC: 37/20/27
Saves: F13/R19/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Cfowd, mirror image(5)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx0)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

Wasn’t quite your turn yet Rastaf, but it is now. Now that the dragon is visible, do you want to change your action? Or ensure the dragon stays visible?

Kast knows that the creatures has DR 15/magic, so unless you’re using your backup weapons (and maybe even if you are) you should be fine.

Valena disappears and moves out from the group a little, and for good reason!

The creature closes the distance incredibly fast. Flying in front of Izomandakus, it reappears as it breathes. Everyone except Valena are effected. It is flying in low - just 10’ up. Seamus, as a a part of it clips the statue you get a +2 bonus on the save.
Cold: 20d4 ⇒ (2, 3, 1, 3, 3, 1, 1, 3, 3, 3, 2, 1, 3, 2, 4, 2, 3, 3, 3, 4) = 50 Reflex DC 27 for half

Izomandakus finds himself in a cold chill surrounding the creature like flurries - and indeed the light snow does fly unusually around this graceful creature. But the cold is damaging (out to a radius of 10’).
Izomandakus Cold: 2d6 ⇒ (5, 5) = 10 no save I think (aura)

Also, now that you can each see it, all close up and personal, its frightful presence becomes apparent. Everyone Will DC 23 or be shaken 5d6 rounds.

- Round 1 -
Kast - 16
Izomandakus - 15 (-10hp)
Seamus - 14+ (2 images)
Rastaf - 14-
- Round 2 -
Valena - 26 (5 images)
White Dragon - 20

Now up - everyone!


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

1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Reflex (Resist cold 30)
1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 Will
5d6 ⇒ (2, 1, 1, 2, 6) = 12 Shake your dragon maker

Oof.

Kast eyes widen in shaky fear.

C'mon Kast, get a hold of yourself.


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 16

Shaken: -2 to all the things for 12 rounds.

Kast offers a prayer of perfection. A perfection that he lacks. Gets everyone but Val.

Perfect Blessing Round 1/13:
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
  • Kasternations:

    hp: 105/105
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F6/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: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 5/5 left

    [spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

    Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (10) + 15 + 2 = 27 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (2) + 15 + 3 = 20 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (3) + 15 + 3 = 21 magic cold iron damage

    [spoiler=Perfect Blessing Round 1/13]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)

    Ref+HR DC 27: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
    Will+HR+trait DC 23: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
    Izomandakus chills under the blizzard but seems otherwise unimpressed by the dragon presence.

    Concentration DC 23: 1d20 + 18 ⇒ (11) + 18 = 29
    "No way! Hold some respect! Who are you?" Izomandakus steps back while looking for some phosphorous in his pouch, with a quick snap it ignites and a single word of power creates a fire shield of raging warm flames around the boy.
    1d6+13 fire damage against anyone that strikes him, and halves cold damage.

    Pachemotions:

    Pig - HP 119/119 AC 22 TAC 12 +2 if within circle vs evil

    Boy - HP 59/119 AC 32 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 2/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 13/13 (+6)
    Pearl: 1/1
    Recall: 4/4 (+2 DC for 1 round)
    Effects:
    prayer r14
    fire shield r14
    heroism 260 min
    heightened awareness 130 min
    tough crowd (+4 vs illusions) 130 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h


    Will Save: 1d20 + 16 ⇒ (19) + 16 = 35

    The steely-willed Val is unafraid of the dragon’s presence. She moves closer, still invisible, and gives her allies some respite from fear.

    Move and cast Remove Fear on Kast, Seamus, and Rastaf, since Izo has already saved. The Remove Fear’s bonus vs fear saves won’t apply on the frightful presence, but it will suppress any shaken effects on Kast or the others if they do fail

    She turns her stare on the dragon. -2 on all its will saves and the first damage it takes this round she will activate painful stare and make it take 3 more precision damag

    Valiables:

    HP: 113/113
    AC: 37/20/27
    Saves: F13/R19/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare: Dragon (-2 on all its will saves as long as Val maintains her stare)
    Painful Stare: Dragon (unclaimed)
    Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(5), Vanish

    0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
    1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx0)
    2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
    3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+20[/dice] to hit;
    [ dice]1d6+10[/dice] damage.


    Retired to Taldor?

    Reflex DC 27: 1d20 + 20 + 2 ⇒ (5) + 20 + 2 = 27
    will DC 23: 1d20 + 13 ⇒ (18) + 13 = 31

    Seeing an eighth statue carved off in the distance Seamus stares, asking. "He why would there be a statue of a drag...." As the creature rose into the air, Seamus realized what he was seeing off in the distance through the snow was not a statue, but in fact a living breathing dragon. "Oh crap, watch out!"

    As the dragon nears and blasts them with its icy breath, Seamus steps behind the statue, so only half of him is frozen almost in place. Drawing out his short bow, he realizes he'd used all his 'magical' arrows. Chastising himself for not purchasing more, or a magical bow, he tucks the bow back in its quiver. Asking. "Anyone know any way to get the thing on the ground?"

    AC 32 Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


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

    Izomandakus touches Pachemu's statuette on his pocket "Oh, cool, I need you here more than ever pig!"
    The spell says it requires a command word to revert the familiar back, which I understand is a standard action

    Also, stats were wrong and I misunderstood what spell was Kasted!

    Pachemotions:
    Pig - HP 119/119 AC 24 TAC 14 +2 if within circle vs evil
    Boy - HP 59/119 AC 29 TAC 19 +0 if within circle vs evil
    Bolts: 9
    Rod: 2/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 13/13 (+6)
    Pearl: 1/1
    Recall: 4/4 (+2 DC for 1 round)
    Effects:
    BoF (+2) r14
    fire shield r14
    heroism 260 min
    heightened awareness 130 min
    tough crowd (+4 vs illusions) 130 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h

    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

    Ref: 1d20 + 11 ⇒ (3) + 11 = 14
    Will: 1d20 + 18 ⇒ (5) + 18 = 23

    The cleric fails to resist the icy blast of the dragon, but he is not afraid.

    I'll retcon the last action. No need for it, apparently, and Val is invisible. He just drew his weapon.

    He casts Flame Strike on the dragon. Ref DC 21
    Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
    dmg: 13d6 + 1d4 ⇒ (2, 4, 6, 6, 1, 2, 3, 5, 6, 1, 2, 3, 2) + (1) = 44


    Xin-Shalast - Roll20 Map - Tracking Sheet

    GM Rolls:
    2d20 ⇒ (19, 20) = 39

    Izomandakus - I’m fine if you had Pachemu out already. Seems reasonable she might be out for the investigation. She’d get hit by the breath if she is, but it’ll save you a round too. Up to you.

    Kast takes the blast full on though his magics help considerably. He then blesses the party with perfection. Izomandakus protects himself (and the dragon raises an eyebrow as you cast) . Seamus pulls and replaces his bow, unsure what he can contribute against so mighty a foe. Rastaf lights up the dragon with holy fire, but only the holy gets through. Still, first blood! Valena stares hard at the dragon, and it looks right back at her - eyeball to eyeball.

    Reflex: 1d20 + 14 ⇒ (13) + 14 = 27 vs DC 21 for 6 divine (the fire seems to not affect him - strong resistance at least!)

    ”Boy,” the dragon begins with a silky voice, ”Surely you don’t expect me to enter battle without protection do you?” he says as he eyes Izomandakus below him.

    High winds whip around him as he attempts to descend a bit (5’ flap) and take a bite out of Izomandakus.
    Fly to hover: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20 (wind penalty) vs DC 15

    The wind whips around the great beast, but they keep their position well enough as they rip into Izomandakus.

    bite on Izomandakus: 1d20 + 31 ⇒ (11) + 31 = 42 damage: 2d8 + 16 ⇒ (7, 2) + 16 = 25
    claw on Izomandakus: 1d20 + 30 ⇒ (19) + 30 = 49 damage: 2d6 + 11 ⇒ (1, 6) + 11 = 18
    claw on Izomandakus: 1d20 + 30 ⇒ (4) + 30 = 34 damage: 2d6 + 11 ⇒ (6, 3) + 11 = 20

    Izomandakus Cold: 2d6 ⇒ (5, 3) = 8 (aura) (half damage)

    Fire damage licks at the creature from each blow but it doesn't get through his resistance. As Izomandakus falls on the third blow, the dragon tosses him with his wing into a snow drift. "I'm done with that one. Any more?" he grins showing a rather large number of rather large teeth.

    It has descended to 5’ up and is gently coasting for a landing to deal with you and to avoid the stiff winds.

    - Round 1 -
    Kast - 16 (-20hp)
    Izomandakus - 15 (-128hp, prone, bleeding)
    Seamus - 14+ (2 images)
    Rastaf - 14-
    - Round 2 -
    Valena - 26 (5 images)
    White Dragon - 20 (-6hp, -2 will, -3hp inbound)

    Now up - everyone!


    Val’s eyes pop as the dragon tears into poor Izo. Time to take this deadly seriously.

    She activates the fly spell on her Celestial Armor and and ascends, mentally sharpening her blade alone the way.

    Use fly from her armor as a standard, swift to give her weapon keen, and move to move. She’s at the same level as the dragon now, so 5 ft up

    Valiables:

    HP: 113/113
    AC: 35/18/27
    Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare: Dragon (-2 on all its will saves as long as Val maintains her stare)
    Painful Stare: Dragon (unclaimed)
    Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(5), Vanish, Eldritch Weapon (keen), Fly

    0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
    1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx1,
    2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
    3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+20[/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

    Unsure if it will help, Rastaf tries anyway.

    He rushes to Izo, touches him and casts Breath of Life.

    healing: 5d8 + 13 ⇒ (8, 7, 1, 8, 1) + 13 = 38


    Retired to Taldor?

    Furrowing his brow, Seamus watches the dragon and the others for a split second. His options flying through his brain as the dragon flies through Rastaf's holy fire and eviscerates Izomandakus. As he watches it near the ground he hears the dragon's challenge. Watching Val on the dragon's backside, Seamus determines to give his friend some time. Drawing his rapier and long knife, calling to the dragon, "My dance card is empty, I guess I got next."

    Tapping his heals together, he moves towards the dragon; ducking and dodging, hoping it was watching him instead of the others. Coming to his feet he thrusts the keen rapier at the dragon's underbelly.

    AC 32 Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. not that it matters sinse the dragon is swinging @ +30&31 30 ft move, acrobatics You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10) Attack: + 1 keen rapier
    accro: 1d20 + 27 ⇒ (13) + 27 = 40
    attack: 1d20 + 17 + 1 + 2 ⇒ (14) + 17 + 1 + 2 = 34 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Izomandakus goes before Rastaf, and can attempt to stabilize. But he loses this round before Rastaf awakens his broken body in the snow.


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

    Well, is a blessing for Pachemu to be there, so I will take it

    Pachemu vs cold breath DC 27: 1d20 + 5 ⇒ (12) + 5 = 17
    Pachemu squeaks coming to the defense of her friend, jumping and blocking the dragon's claws to much of her own harm. Taking half the damage through Shield Master ability.

    As Izomandakus is pounded, the replica of himself within the Akashic Record is consumed, some of the wounds closing fast.
    Healing: 3d8 + 13 ⇒ (3, 1, 2) + 13 = 19
    But still too weak, he easily flies away when the dragon bull rushes him!

    Pachemu retreats and goes looking back for him "Queeeaaak!"

    Standing up with great pain, the boy takes a soft glove out of his pouch and throws it to the air "Keep that beast away from me!" the glove becomes a large hand made of pure hand and flies towards the dragon interposing itself in Izomandakus direction. Maybe slowing and providing him with cover, and can later be used to grapple/bull rush
    CL vs SR: 1d20 + 13 ⇒ (15) + 13 = 28
    "Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks."

    Pachemotions:

    Pig - HP 38/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 42/119 AC 33 TAC 23 +0 if within circle vs evil

    After channel (see Rastaf's post next):

    Pig - HP 61/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 65/119 AC 33 TAC 23 +0 if within circle vs evil

    Bolts: 9
    Rod: 2/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 13/13 (+6)
    Pearl: 1/1
    Recall: 4/4 (+2 DC for 1 round)
    Effects:
    grasping hand (+4 cover included in AC) r15
    BoF (+2) r14
    fire shield r14
    shield 13 min
    heroism 260 min
    heightened awareness 130 min
    tough crowd (+4 vs illusions) 130 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)

    Silver Crusade

    1 person marked this as a favorite.
    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

    Instead of that, Rastaf channels energy, healing all allies within 30'.

    heal: 6d6 ⇒ (4, 3, 4, 2, 6, 4) = 23


    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 2, Init 16

    Shaken: -2 to all the things for 12 rounds. Ah yeah. Kast is girded. Also, +2 to AC/Ref until further notice via Blessing.

    Kast adds yet another prayer of perfection to his offerings, and moves so he might engage the dragon next round.

    Perfect Blessing Round 2/13:
    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

  • Perfect Intentions, Round 1/13: 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: 105/105
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F6/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: 8/8 left
    3: 5/8 left
    4: 5/7 left
    5: 7/7 left
    6: 5/5 left

    [spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

    Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (18) + 15 + 2 = 35 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (2) + 15 + 3 = 20 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (1) + 15 + 3 = 19 magic cold iron damage

    [spoiler=Perfect Blessing Round 1/13]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]


  • 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

    1d20 + 13 ⇒ (11) + 13 = 24 SR


    Xin-Shalast - Roll20 Map - Tracking Sheet

    GM Rolls:
    2d20 ⇒ (5, 13) = 18

    Kast assists his allies a bit more, but the negative affects are shrugged off by the dragon. Izomandakus summons a great big hand to provide a little cover though it doesn’t slow the great brute (too heavy). Seamus tumbles in unsuccessfully, but does land a blow for his trouble. Rastaf heals the party a little, and it makes a big difference. Valena takes to the air, and is buffeted by the high winds here (-4 to fly checks).

    AoO bite on Seamus: 1d20 + 31 ⇒ (14) + 31 = 45 damage: 2d8 + 16 ⇒ (6, 4) + 16 = 26 images: 1d3 ⇒ 1

    The dragon drifts to the ground (5’ flap) as it rips into Seamus - though the spontaneous mirror images do surprise it.
    Fly to hover: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22 (wind penalty) vs DC 15

    "Ahh, mirror images. A spell I have yet to master."

    bite on Seamus: 1d20 + 31 ⇒ (15) + 31 = 46 damage: 2d8 + 16 ⇒ (1, 5) + 16 = 22 images: 1d3 ⇒ 1
    claw on Seamus: 1d20 + 30 ⇒ (17) + 30 = 47 damage: 2d6 + 11 ⇒ (1, 3) + 11 = 15 images: 1d3 ⇒ 2
    claw on Seamus: 1d20 + 30 ⇒ (14) + 30 = 44 damage: 2d6 + 11 ⇒ (5, 6) + 11 = 22 images: 1d2 ⇒ 2
    wing on Seamus: 1d20 + 25 ⇒ (2) + 25 = 27 damage: 1d8 + 5 ⇒ (2) + 5 = 7
    wing on Seamus: 1d20 + 25 ⇒ (10) + 25 = 35 damage: 1d8 + 5 ⇒ (7) + 5 = 12
    tail on Seamus: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 2d6 + 16 ⇒ (1, 1) + 16 = 18

    Seamus also takes damage from just being this close - the cold rolls off it.
    Seamus Cold: 2d6 ⇒ (2, 5) = 7 (aura)

    - Round 2 -
    Kast - 16
    Izomandakus - 15 (-54hp)
    Pachemu - 15 (-58hp)
    Seamus - 14+ (-87hp)
    Rastaf - 14- (-27hp)
    - Round 3 -
    Valena - 26 (5 images)
    White Dragon - 20 (-20hp, -2 will)

    Now up - everyone!


    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 4, Init 16

    Shaken: -2 to all the things for 12 rounds. Ah yeah. Kast is girded.

    Kast, with Rastaf behind him, will step up and take his turn in the icy blender.

    Iron Quill, two handed:
    1d20 + 15 + 2 + 1 + 1 ⇒ (12) + 15 + 2 + 1 + 1 = 31 to hit; (GMW)
    1d10 + 15 + 1 ⇒ (8) + 15 + 1 = 24 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 7 + 2 + 1 + 1 ⇒ (19) + 7 + 2 + 1 + 1 = 30 to hit; (GMW)
    1d10 + 15 + 1 ⇒ (7) + 15 + 1 = 23 magic cold iron damage

    Iron Quill, two handed:
    Pot Crit: 1d20 + 7 + 2 + 1 + 1 ⇒ (1) + 7 + 2 + 1 + 1 = 12 to hit; (GMW)
    1d10 + 15 + 1 ⇒ (10) + 15 + 1 = 26 magic cold iron damage

    Perfect Blessing Round 2/13:
    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

  • Perfect Intentions, Round 1/13: 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: 105/105
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F6/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: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 5/5 left

    [spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]

    Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (14) + 15 + 2 = 31 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (1) + 15 + 3 = 19 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 to hit; (GMW)
    1d10 + 15 + 3 ⇒ (6) + 15 + 3 = 24 magic cold iron damage

    [spoiler=Perfect Blessing Round 1/13]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]


  • ”Be there shortly, Seamus!”

    Hover Check vs DC 15 (perfect intentions, cl 5 fly, good maneuverability, crappy winds): 1d20 + 4 + 1 + 2 + 4 - 4 ⇒ (14) + 4 + 1 + 2 + 4 - 4 = 21
    Does Val’s freedom of movement let her ignore the -4 from the wind?

    Having seen the dragon look back at her already and not wanting to risk getting swiped, Val goes for a flashy approach, one that will let her get in more than one strike while she is at it.

    Swift action to activate Step Through Reality to dimension door

    She pops into existence next to the dragon, flanking with Seamus, and she throws stab after stab. She pops out of invisibility with five images at the ready. ”You have not mastered it, Mister White Dragon? Well I have.”

    Primary Attack with Irreconcilable Differences ( flank, perfect intentions, power attack): 1d20 + 20 + 2 + 1 - 3 ⇒ (18) + 20 + 2 + 1 - 3 = 38
    Primary Damage (perfect intentions, power attack, painful stare): 1d6 + 10 + 1 + 6 + 2d6 + 3 ⇒ (4) + 10 + 1 + 6 + (6, 2) + 3 = 32
    Crit Confirm: 1d20 + 20 + 2 + 2 + 1 - 3 ⇒ (14) + 20 + 2 + 2 + 1 - 3 = 36
    Crit Damage: 1d6 + 10 + 1 + 6 ⇒ (1) + 10 + 1 + 6 = 18
    Included the +2 for attacking from invisible just in case. Remove it if it can see her

    Secondary Attack with Irreconcilable Differences (flank, perfect intentions, power attack): 1d20 + 15 + 2 + 1 - 3 ⇒ (5) + 15 + 2 + 1 - 3 = 20
    Secondary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (2) + 10 + 1 + 6 = 19

    Tertiary Attack with Irreconcilable Differences (flank, perfect intentions, power attack): 1d20 + 10 + 2 + 1 - 3 ⇒ (15) + 10 + 2 + 1 - 3 = 25
    Tertiary Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (2) + 10 + 1 + 6 = 19
    Crit Confirm (if by some miracle that is enough to hit): 1d20 + 10 + 2 + 1 - 3 ⇒ (6) + 10 + 2 + 1 - 3 = 16
    Crit Damage: 1d6 + 10 + 1 + 6 ⇒ (3) + 10 + 1 + 6 = 20

    Valiables:

    HP: 113/113
    AC: 35/18/27
    Saves: F14/R18/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare: Dragon (-2 on all its will saves as long as Val maintains her stare)
    Painful Stare: Dragon
    Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(5), Vanish, Eldritch Weapon (keen), Fly, Perfect Intentions

    0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
    1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx1,
    2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
    3: 2/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx1)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+20[/dice] to hit;
    [ dice]1d6+10[/dice] damage.


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

    Izomandakus steps through the snow with ease, looking for a clear view of the dragon, then moves his hand and the grasping hand answers replicating the movement "Hold that dragon there!"
    Grapple check+BoF+HR+prayer: 1d20 + 23 + 2 + 2 + 1 ⇒ (5) + 23 + 2 + 2 + 1 = 33

    While he says the words for another spell, his hand shining green with new power that he projects into a disintegrate ray "And take that!" while he casts his tunic runes shine with power as he recovers a spell and perfects his mind empowering the magic.
    Ray+BoF+HR+prayer (touch): 1d20 + 10 + 2 + 2 + 1 ⇒ (12) + 10 + 2 + 2 + 1 = 27
    CL vs SR: 1d20 + 13 ⇒ (16) + 13 = 29
    Disintegrate damage: 26d6 ⇒ (4, 1, 5, 1, 2, 6, 2, 2, 5, 2, 4, 4, 3, 2, 5, 6, 5, 4, 1, 1, 3, 6, 5, 2, 1, 6) = 88
    Fort 25 reduces it to 13 damage :(

    Pachemotions:

    Pig - HP 61/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 65/119 AC 33 TAC 23 +0 if within circle vs evil

    Bolts: 9
    Rod: 2/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/13 (+6)
    Pearl: 1/1
    Recall: 3/4 (+2 DC for 1 round)
    Effects:
    perfection (+6 Int) 1 round
    prayer r15
    grasping hand r15
    BoF (+2) r14
    fire shield r14
    shield 13 min
    heroism 260 min
    heightened awareness 130 min
    tough crowd (+4 vs illusions) 130 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)


    Retired to Taldor?

    "Blast!" Cursing when he is unable to dodge the dragons bite, Seamus feels the deep cold as he thrusts the rapier under one of the dragon's scales. Knowing he'd gotten the dragons attention, he tried to brace himself for the things attack. He still wasn't ready. As body parts flew about him drawing blood or destroying one of his images, Seamus could only imagine how a mouse being played with by a cat felt. If the cat had wings and a stinger on its tail.

    Hearing Val call out that she'd be there shortly helps Seamus refocus. Now battered and bleeding, he knew it may be his only chance to do some good before he was back in the elven city. As he reset his feet, he wished he was wearing the mithral plate armor about now.

    Seeing Val move into position, Seamus exhaled and thrust the keen rapier at the things underbelly as he slashed with the mithril long knife, stepping slightly he repeated the attack.

    AC 32 Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Perfect Intentions +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks,delay until Val moves into flank, Flank Full Attack: + 1 keen rapier/+ 1 mithril shortsword WF/ TWF sneak attack
    Rapier: 1d20 + 17 + 1 + 2 + 1 + 2 - 2 ⇒ (17) + 17 + 1 + 2 + 1 + 2 - 2 = 38 for damage: 1d6 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14 Sneak attack: 6d6 ⇒ (1, 6, 3, 1, 4, 3) = 18
    shortsword: 1d20 + 17 + 1 + 2 + 1 + 1 + 2 - 2 ⇒ (6) + 17 + 1 + 2 + 1 + 1 + 2 - 2 = 28 for damage: 1d6 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 Sneak attack: 6d6 ⇒ (5, 4, 5, 2, 1, 5) = 22
    Rapier: 1d20 + 12 + 1 + 2 + 1 + 2 - 2 ⇒ (17) + 12 + 1 + 2 + 1 + 2 - 2 = 33 for damage: 1d6 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14 Sneak attack: 6d6 ⇒ (5, 6, 4, 5, 4, 1) = 25
    shortsword: 1d20 + 12 + 1 + 2 + 1 + 1 + 2 - 2 ⇒ (17) + 12 + 1 + 2 + 1 + 1 + 2 - 2 = 34 for damage: 1d6 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13 Sneak attack: 6d6 ⇒ (6, 5, 2, 5, 5, 1) = 24
    Double Debilitation: Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
    Rapier: confirm crit: 1d20 + 17 + 1 + 2 + 1 + 2 - 2 ⇒ (17) + 17 + 1 + 2 + 1 + 2 - 2 = 38 for damage: 1d6 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10
    Rapier: conirm crit: 1d20 + 12 + 1 + 2 + 1 + 2 - 2 ⇒ (5) + 12 + 1 + 2 + 1 + 2 - 2 = 21 for damage: 1d6 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15

    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 closes in, making sure everyone is within range and channels again.

    heal: 7d6 ⇒ (3, 4, 2, 2, 3, 3, 6) = 23
    Not great, but I'll take it. Also, I goofed and only did 6d6 last time. I'll roll another d6.
    more healing: 1d6 ⇒ 5


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    Xin-Shalast - Roll20 Map - Tracking Sheet

    Kast steps up but fails to land a blow. (Sorry, when I looked it up, it’s harder to hit than I thought!) Izomandakus fails at the grapple, but slams the dragon with a disintegration! And amazingly it works! Rastaf does what he can to keep everyone up with another wave of healing! Valena steps into flank and hits once, but manages a crit even though the creature could clearly see her. (I don’t think freedom of movement helps with the wind.) Seamus stands firm despite the risks and chops and slices after delaying for Valena.

    (You’ve figured out its AC is 33)

    Fort: 1d20 + 19 ⇒ (4) + 19 = 23 vs DC 25 for 88 damage

    The dragon roars in pain as it takes a disintegration to the face. It has not felt this much pain in centuries. Casting defensively, it attempts to disappear!
    Concentration: 1d20 + 12 ⇒ (9) + 12 = 21 vs DC 23

    Failing that, it flies away at speed - straight up into the snow and clouds. If it makes it, you’ll lose sight of it pretty quickly. It climbs to about 100’ up, well above the clouds and hidden by snowfall.

    Still, AoO’s from Kast, Seamus, and Valena as it attempts to flee. Seamus and Valena have flank for this attack I think due to trying to cast first.

    - Round 3 -
    Kast - 16
    Izomandakus - 15 (-37hp)
    Pachemu - 15 (-41hp)
    Rastaf - 14- (-10hp)
    - Round 4 -
    Valena - 26 (5 images)
    Seamus - 25 (-70hp)
    White Dragon - 20 (-260hp, -2 will)

    Now up - everyone!


    Retired to Taldor?

    If flank then sneak? This is just the AOO, I'll get a post up when I see what were doing.

    Giving a weak smile as he feels the Healing from Rastaf just before his blades bite into the dragons hide. Feeling the air stir, he realizes the dragon is taking off, thrusting the rapier again trying to hamper the dragons movement, taunting. "Hey where you going?"

    AC 32 Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Perfect Intentions +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks,delay until Val moves into flank, Flank Full Attack of Opportunity: + 1 keen rapier
    Rapier: 1d20 + 17 + 1 + 2 + 1 + 2 ⇒ (19) + 17 + 1 + 2 + 1 + 2 = 42 for damage: 1d6 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11 Sneak attack: 6d6 ⇒ (4, 4, 2, 2, 6, 6) = 24
    Hampered:All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. 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: 1d20 + 17 + 1 + 2 + 1 + 2 ⇒ (3) + 17 + 1 + 2 + 1 + 2 = 26 for damage: 1d6 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 14


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

    As Seamus hampers the dragon wings with good cuts on them, Izomandakus points to the beast "I think he was trying to turn invisible again!" and using some more glitter from his pouch he casts glitterdust at it, perfecting his mind.
    Will DC 19

    And moves 30' over the snow, thanks to his boots, towards the dragon.

    Pachemotions:

    Pig - HP 78/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 82/119 AC 33 TAC 23 +0 if within circle vs evil

    Bolts: 9
    Rod: 2/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 11/13 (+6)
    Pearl: 1/1
    Recall: 3/4 (+2 DC for 1 round)
    Effects:
    perfect (+6 Int) 1 round
    prayer r15
    grasping hand r15
    BoF (+2) r14
    fire shield r14
    shield 13 min
    heroism 260 min
    heightened awareness 130 min
    tough crowd (+4 vs illusions) 130 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)


    AoO (perfect intentions, flank, power attack): 1d20 + 20 + 1 + 2 - 3 ⇒ (11) + 20 + 1 + 2 - 3 = 31
    Damage (perfect intentions, power attack): 1d6 + 10 + 1 + 6 ⇒ (1) + 10 + 1 + 6 = 18

    Val lunges and misses with her rapier as the dragon flies up and away. She tries to soar after him, but the winds hit her and without steady ground to right herself, she struggles and flails.

    Going up at more than 45 degrees is a fly check sadly for her :(
    Fly Check DC 20: 1d20 + 6 + 4 + 2 + 1 - 4 ⇒ (2) + 6 + 4 + 2 + 1 - 4 = 11

    I looked at the “Try Again” for the Fly skill and it says you can try the same maneuver again “on subsequent rounds,” so doesn’t look lile she can try it again this turn

    Unable to move, she fires off a spiteful Faerie Fire at the dragon

    SR Check: 1d20 + 11 ⇒ (15) + 11 = 26

    If by some miracle that works, it will be glowing bright green for the next 11 minutes

    Valiables:

    HP: 113/113
    AC: 35/18/27
    Saves: F14/R18/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare: Dragon (-2 on all its will saves as long as Val maintains her stare)
    Painful Stare: Dragon
    Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(5), Vanish, Eldritch Weapon (keen), Fly, Perfect Intentions

    0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
    1: 3/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx1, Eldritch Weaponx1,
    2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
    3: 2/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx1)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+20[/dice] to hit;
    [ dice]1d6+10[/dice] damage.

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