GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

Roll20 Map - Tracking Sheet - Sandpoint Notes
Varisia Map - Hinterlands Map - Sandpoint Map
Xin-Shalast


6,051 to 6,100 of 8,624 << first < prev | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | next > last >>

Val is happy to stay right where she is and wait for the golem to come to her. She grind as Izo explains why they are attacking Seamus. ”Aha! It is the theme at work! I should have known. But wait, I thought golems were not supposed to be intelligent? How can they tell who is greedy and who is not? Is this simply the power of Themes?”

Readying as per below

Readied Attack for when the Golem comes in range:
Readied Attack with Irreconcilable Differences (power attack, high ground): 1d20 + 21 - 4 + 1 ⇒ (19) + 21 - 4 + 1 = 37
Readied Damage (power attack): 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Crit Confirm (critical focus): 1d20 + 21 - 4 + 1 + 4 ⇒ (15) + 21 - 4 + 1 + 4 = 37
Crit Damage: 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23

Valiables:

HP: 121/122
AC: 35/18/27
Saves: F14/R17/W17 +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, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(5)

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: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.


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 5, Init 6

With Val holding the line, so does Kast. He knows that the plan to lure it in for flanks is the better one, but he’ll stick with his wing person.

Iron Quill, two handed:
Ready: 1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

Kasternations:

hp: 113/113
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F9/R14/W12* +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: 6/7 left
1: 4/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 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 + 18 ⇒ (13) + 18 = 31 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (4) + 10 = 14 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 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)

    "Is not the golems, the Vault knows who is worth and who is not" Izomandakus tries to make sense of what is going on while moving forward holding up his glaive forming a powerful line behind Kast.
    10' reach, although probably not a factor here

    Readied attack: Greed+HR: 1d20 + 23 + 2 ⇒ (3) + 23 + 2 = 28
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (2) + 11 + 3 + (4) = 20

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 1/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 13/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 3/4 (+2 DC for 1 round)
    Effects:
    emblem of greed 14 min
    shield 28 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)

    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 again heals Seamus.
    CMW: 2d8 + 10 ⇒ (5, 8) + 10 = 23
    Dropping Ironskin

    He hangs back, ready to assist if needed, but these warriors seem to know what they're doing.

    I hope there aren't seven of these frickin' things...


    Retired to Taldor?

    "Knows who's worthy?' Not sure if worthy is a good thing or not, Seamus, feeling the healing, turns and smiles at Rastaf, "Thanks Rastaf." Then follows along beside Val and under Kast, ready to attack the next water fountain as well.

    Readied attack: + 1 Keen Rapier.
    Rapier: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Oops. Sorry, I had Seamus out of order last round so things would’ve flowed a bit differently. I’ve got him slotted in correctly this time. Lots of init changes this round too.

    Rastaf heals Seamus practically to full. Valena and Seamus both ready attacks that do not occur. Kast and Izomandakus both swing with reach, and both hit!

    The golem charges, again at Seamus, stopping as soon as he’s in range for a swing.
    slam on Seamus: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 damage: 2d10 + 9 ⇒ (7, 5) + 9 = 21 images: 1d3 ⇒ 3

    It doesn't even manage an image as it trundles down the hall thanks to recent buffs!

    - Round 6 -
    Red statue - 16 (destroyed)
    Blue statue - 16 (destroyed)
    Green statue - 16 (-45hp)
    Purple statue - 16 (-14hp)
    Rastaf - 14
    - Round 7 -
    Valena - 22 (-1hp, 5 images)
    Seamus - 21 (-5hp, 2 images)
    Kast - 20
    Izomandakus - 19

    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 6, Init 6

    Kast strikes with the Iron Quill.

    Iron Quill, two handed:
    1d20 + 18 ⇒ (12) + 18 = 30 to hit; (GMW)
    1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (18) + 10 = 28 to hit; (GMW)
    1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

    Kasternations:

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (13) + 18 = 31 to hit; (GMW)
    1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (11) + 10 = 21 to hit; (GMW)
    1d10 + 18 ⇒ (9) + 18 = 27 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]


  • Val rushes along the wall, drawing the attention of the golem, and rushes back down the other side to set up a flank.

    On the floor now, sadly had to double move because of slow climb speed


    Retired to Taldor?

    Smiling as the water fountain missed entirely, Seamus watches Val rush along the wall drawing the creatures attention away from he and the others. Not wanting to waste her gesture, Seamus steps closer and repeatedly thrust his rapier at the golem and slashes with his long knife.

    Next round AC will be 30 using weapon in bucklered hand: 5 ft step, Full attack: + 1 keen rapier TWF/+1 giant bane shortsword. WF, TWF (buckler) flank, sneak
    Rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (10) + 18 + 1 - 2 + 2 = 29 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14 flank: 6d6 ⇒ (2, 2, 6, 6, 1, 3) = 20
    shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 + 2 ⇒ (18) + 18 + 1 + 1 - 1 - 2 + 2 = 37 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 flank: 6d6 ⇒ (3, 2, 3, 4, 3, 4) = 19
    Rapier: 1d20 + 13 + 1 - 2 + 2 ⇒ (8) + 13 + 1 - 2 + 2 = 22 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (5, 1, 2, 5, 3, 6) = 22
    shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (20) + 13 + 1 + 1 - 1 - 2 + 2 = 34 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (4, 2, 2, 1, 6, 1) = 16
    shortsword: confirm crit: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (18) + 13 + 1 + 1 - 1 - 2 + 2 = 32 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9


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

    Izomandakus keeps swinging the flamming glaive trying to convince the golem to stay down.
    Greed+HR: 1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (8) + 11 + 3 + (2) = 24

    Greed+HR: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (5) + 11 + 3 + (4) = 23

    Greed+HR: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (8) + 11 + 3 + (3) = 25


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

    If the golem is down by Izomandakus time, the boy advances just before Valena, and takes some butter from his pouch to ready a grease when the golem steps or moves forward to attack. Using perfection to make it worse golem grease ever!
    Ref DC 17

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 1/3
    Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 3/4 (+2 DC for 1 round)
    Effects:
    perfection (+7 Int) 1 round
    emblem of greed 14 min
    shield 28 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Rastaf does something heroic! Valena drops into flank, again, and takes a swing for her trouble, again. Seamus almost finishes what the mephits started, but it’s Kast who’s perfection does the golem in. Izomandakus readies a grease, which goes off affecting the beast.

    AoO green slam on Valena: 1d20 + 22 ⇒ (16) + 22 = 38 damage: 2d10 + 9 ⇒ (1, 5) + 9 = 15 images: 1d6 ⇒ 6

    Before destruction, green manage to strip Valena of an image.

    purple reflex: 1d20 + 3 ⇒ (18) + 3 = 21 vs DC 17 or fall prone

    Miraculously it moves all the way up to Valena (move) without falling! The grease is on the map, just behind the creature and partially under it.

    Purple slam on Valena: 1d20 + 22 ⇒ (1) + 22 = 23 damage: 2d10 + 9 ⇒ (9, 7) + 9 = 25 images: 1d5 ⇒ 3

    - Round 7 -
    Red statue - 16 (destroyed)
    Blue statue - 16 (destroyed)
    Green statue - 16 (destroyed)
    Purple statue - 16 (-14hp)
    Rastaf - 14
    - Round 8 -
    Valena - 22 (-1hp, 4 images)
    Seamus - 21 (-5hp, 2 images)
    Kast - 20
    Izomandakus - 19

    Now up - everyone and Rastaf twice.


    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 7, Init 6

    Kast moves up and strikes with the Iron Quill.

    Iron Quill, two handed:
    1d20 + 18 ⇒ (12) + 18 = 30 to hit; (GMW)
    1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

    Kasternations:

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
    1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (14) + 10 = 24 to hit; (GMW)
    1d10 + 18 ⇒ (5) + 18 = 23 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)

    Izomandakus appears from below Kast's feet slashing hard with the flamming glaive!
    Greed+HR: 1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (5) + 11 + 3 + (5) = 24

    Greed+HR: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (5) + 11 + 3 + (1) = 20

    Greed+HR: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (8) + 11 + 3 + (4) = 26

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 0/3
    Augment: 6/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 0/4 (+2 DC for 1 round)
    Effects:
    emblem of greed 14 min
    shield 28 min
    heroism 280 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)

    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 follows, ready to help, but confident the team can take out this last golem without his magic.


    Retired to Taldor?

    Watching as the others moved up close, Seamus realizes there would be no room for Val to move over the golem fountain. Furrowing his brow "Are you guy's staying that close or moving back?"


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Actually, I think there's room. The halls are 15' and the rooms 20'+ with many at 30'. These folks thought loftily.


    Retired to Taldor?
    GM Euan - Rise wrote:
    Actually, I think there's room. The halls are 15' and the rooms 20'+ with many at 30'. These folks thought loftily.

    The squares are 10ft? Ok, still no reason for Seamus to pin it back there, he will move up under Kast.

    Watching the stone statue come to life, Seamus eased forward under Kast. Staying back far enough that when it reached for Kast he'd be able to step in and stab at it.


    Val runs up the walls and around to the other side of the golem.

    Reflex Save: 1d20 + 17 ⇒ (9) + 17 = 26

    She walks right onto the grease as though it was not even there. ”Time for one last stone in the wall!”

    Double move


    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 8, Init 6

    With Val in place, Kast strikes with the Iron Quill. He doesn't see the wisdom in stepping back when he can strike now.

    Iron Quill, two handed:
    1d20 + 18 ⇒ (11) + 18 = 29 to hit; (GMW)
    1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (6) + 10 = 16 to hit; (GMW)
    1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

    Kasternations:

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (11) + 18 = 29 to hit; (GMW)
    1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (2) + 10 = 12 to hit; (GMW)
    1d10 + 18 ⇒ (3) + 18 = 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]


  • Xin-Shalast - Roll20 Map - Tracking Sheet

    Yes Seamus, there are heavy squares and fine lines. The heavy squares are 10’ and fine lines 5’.

    Rastaf stays close, but lets the party prevail. Valena moves around behind the golem to setup a flank. Seamus slides carefully into position below Kast who swats it once. Izomandakus hits every time, chipping away at the rock.

    AoO purple slam on Valena: 1d20 + 22 ⇒ (17) + 22 = 39 damage: 2d10 + 9 ⇒ (7, 7) + 9 = 23 images: 1d5 ⇒ 4

    The creature swings, wait for it…, on Seamus!
    slam on Seamus: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 2d10 + 9 ⇒ (5, 9) + 9 = 23 images: 1d3 ⇒ 1
    slam on Seamus: 1d20 + 22 ⇒ (2) + 22 = 24 damage: 2d10 + 9 ⇒ (3, 4) + 9 = 16 images: 1d3 ⇒ 2

    Seamus is hit again, as the creature lucks out and bypasses the images.

    - Round 8 -
    Purple statue - 16 (-64hp)
    Rastaf - 14
    - Round 9 -
    Valena - 22 (-1hp, 3 images)
    Seamus - 21 (-28hp, 2 images)
    Kast - 20
    Izomandakus - 19

    Next up everyone except Kast who has already posted - unless he’d like to change it.


    Retired to Taldor?

    Not expecting the golem to stop just before the corner, Seamus was surprised when it reached out and smacked him. Not letting it deter him, he steps forward and begins attacking with his blades. Sadly the unexpected attack threw off his accuracy.

    Next round AC will be 30 using weapon in bucklered hand: 5 ft step, Full attack: + 1 keen rapier TWF/+1 giant bane shortsword. WF, TWF (buckler)
    Rapier: 1d20 + 18 + 1 - 2 ⇒ (7) + 18 + 1 - 2 = 24 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11
    shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (4) + 18 + 1 + 1 - 1 - 2 = 21 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
    Rapier: 1d20 + 13 + 1 - 2 ⇒ (9) + 13 + 1 - 2 = 21 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11
    shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (5) + 13 + 1 + 1 - 1 - 2 = 17 for damage: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12


    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 8, Init 6

    ”Seamus? Maybe you are wearing something new that is attracting such attention? Maybe a gneiss chert under your armor?”

    Kast strikes with the Iron Quill.

    Iron Quill, two handed:
    1d20 + 18 ⇒ (3) + 18 = 21 to hit; (GMW)
    1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (7) + 10 = 17 to hit; (GMW)
    1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

    Kasternations:

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (8) + 18 = 26 to hit; (GMW)
    1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (15) + 10 = 25 to hit; (GMW)
    1d10 + 18 ⇒ (4) + 18 = 22 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)

    "Whomever has repurposed this golem is getting me very angry. Whatever, it needs to be disabled before I can repurpose it" Izomandakus swings again the glaive, the flames drawing an arch to the left, then as he spins on place another arch burns to the right before he thrusts a third time, this one directly through the center of the construct.
    Greed+HR: 1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (6) + 11 + 3 + (4) = 24

    Greed+HR: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (4) + 11 + 3 + (6) = 24

    Greed+HR: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (1) + 11 + 3 + (5) = 20


    Val continues to contemplate how else Themes may be at-play in this dungeon as she continues to strike at the last golem.

    Primary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 21 + 2 - 4 ⇒ (17) + 21 + 2 - 4 = 36
    Primary Damage (power attack): 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20

    Secondary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 16 + 2 - 4 ⇒ (4) + 16 + 2 - 4 = 18
    Secondary Damage (power attack): 1d6 + 10 + 8 ⇒ (6) + 10 + 8 = 24

    Tertiary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 11 + 2 - 4 ⇒ (12) + 11 + 2 - 4 = 21
    Tertiary Damage (power attack): 1d6 + 10 + 8 ⇒ (6) + 10 + 8 = 24

    Valiables:

    HP: 121/122
    AC: 35/18/27
    Saves: F14/R17/W17 +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, 2 images), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(4)

    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: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+21[/dice] to hit;
    [ dice]1d6+10[/dice] damage.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Rastaf waits while Valena hits but once. Seamus can’t manage to land a blow as he wafts air upon the golem. Kast, unfortunately, follows Seamus’ lead. Izomandakus manages a single blow as well to run out the round.

    The creature continues to press on Seamus, oblivious of its own injuries which are growing.
    slam on Seamus: 1d20 + 22 ⇒ (9) + 22 = 31 damage: 2d10 + 9 ⇒ (6, 6) + 9 = 21 images: 1d3 ⇒ 1
    slam on Seamus: 1d20 + 22 ⇒ (8) + 22 = 30 damage: 2d10 + 9 ⇒ (1, 9) + 9 = 19 images: 1d3 ⇒ 1

    I think that clips Seamus twice! An odd round indeed if true.

    - Round 9 -
    Purple statue - 16 (-88hp)
    Rastaf - 14
    - Round 10 -
    Valena - 22 (-1hp, 4 images)
    Seamus - 21 (-45hp, 2 images)
    Kast - 20
    Izomandakus - 19

    Next up everyone!


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

    +3 nat. AC augment lasts 6 rounds (made it on r5, lasts 'til r11), so Seamus AC 33 this round I think

    Izomandakus keeps swinging the glaive, trying to bring down this golem.
    Greed+HR: 1d20 + 23 + 2 ⇒ (16) + 23 + 2 = 41
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (3) + 11 + 3 + (4) = 21

    Greed+HR: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (2) + 11 + 3 + (4) = 20

    Greed+HR: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
    Magical/Slashing damage+AS+flaming: 1d10 + 11 + 3 + 1d6 ⇒ (4) + 11 + 3 + (3) = 21

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 0/3
    Augment: 6/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 0/4 (+2 DC for 1 round)
    Effects:
    emblem of greed 14 min
    shield 28 min
    heroism 280 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)


    Retired to Taldor?
    GM Euan - Rise wrote:

    I think that clips Seamus twice! An odd round

    Izomandakus wrote:
    +3 nat. AC augment lasts 6 rounds (made it on r5, lasts 'til r11), so Seamus AC 33 this round I think

    What he said ¯\_(ツ)_/¯ Thanks Izo you rock!

    Feeling the air stir past him as the water fountain swipes with both hands, Seamus figures he may actually be safer the closer he gets. Stepping in, he thrusts his rapier at the stone thing as he slashes with his long knife.

    Next round AC will be 33 using weapon in bucklered hand: 5 ft step, Full attack: + 1 keen rapier TWF/+1 giant bane shortsword. WF, TWF (buckler) flank, sneak
    Rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (9) + 18 + 1 - 2 + 2 = 28 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14 flank: 6d6 ⇒ (1, 4, 5, 1, 6, 1) = 18
    shortsword: 1d20 + 18 + 1 + 1 - 1 - 2 + 2 ⇒ (2) + 18 + 1 + 1 - 1 - 2 + 2 = 21 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 flank: 6d6 ⇒ (6, 3, 1, 5, 5, 4) = 24
    Rapier: 1d20 + 13 + 1 - 2 + 2 ⇒ (14) + 13 + 1 - 2 + 2 = 28 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 flank: 6d6 ⇒ (1, 6, 5, 4, 1, 5) = 22
    shortsword: 1d20 + 13 + 1 + 1 - 1 - 2 + 2 ⇒ (14) + 13 + 1 + 1 - 1 - 2 + 2 = 28 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 flank: 6d6 ⇒ (2, 5, 1, 2, 1, 3) = 14


    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 9, Init 6

    Kast strikes with the Iron Quill.

    Iron Quill, two handed:
    1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31 to hit; (GMW)
    1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 to hit; (GMW)
    1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

    Kasternations:

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (4) + 18 = 22 to hit; (GMW)
    1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (12) + 10 = 22 to hit; (GMW)
    1d10 + 18 ⇒ (3) + 18 = 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]


  • 1 person marked this as a favorite.
    Xin-Shalast - Roll20 Map - Tracking Sheet

    Sadly, purple does not survive the pounding the party proceeds to give it. The last golem is destroyed.

    Then, after a brief pause, there’s some splashing, an ”Oink!” and a pig learning to breathe air again. Pachemu is whole and a goldfish no more! She is having some difficulty re-adapting - much like a fish out of water. It takes just a moment or two for her to be herself however as after all she was only a fish for a few minutes.

    We are out of initiative.

    - Round 9 -
    Purple statue - 16 (destroyed)
    Rastaf - 14
    - Round 10 -
    Valena - 22 (-1hp, 4 images)
    Seamus - 21 (-5hp, 2 images)
    Kast - 20
    Izomandakus - 19


    1 person marked this as a favorite.
    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

    "Is that...Fishemu?!" Kast moves to go check on the fishpig, hoping for the best. "Not sure how they got changed back, but yeah, seems like a pig out of water now."

    If Pachemu is okay, Kast will look around at the dead stone golems and try to figure out why they hated Seamus so much.

    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

    kn. arcana: 1d20 + 4 ⇒ (11) + 4 = 15

    Maybe destroying the golems ended the transmutation magic. We broke something.


    Retired to Taldor?

    As the golem falls, Seamus listens for a moment for the telltale sound of footprints. Not hearing, any he breathes a sigh. Turning back to the fountain room he sees their pig climbing out of the water smiling, "Hey Pachemu, glad to see your all right."

    Patting the pig as he moved past, Seamus tells Rastaf, "If we did Izomandakus can fix it, Golem's are his expertise." Heading to the southern door, Seamus investigates the door looking for traps and any potential locks. Once he's sure the door is safe he'll open it.

    Taking 10(38/44) on perception and 10(40/46) on disable device if needed


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

    "Oh yes! Pachemu!" forgetting about his troubled thoughts for a moment, Izomandakus smiles hugging the pig who responds with a few soft oinks "How you liked the experience?"

    The boy profits the moment of respite to cast heightened awareness before moving forward.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Kast doesn’t see anything particular about these golems, though they are quite well built. Or were before their beauty was destroyed by the party. The ones that came later seemed to know exactly where Seamus was. Almost like he was marked in some way - but magical investigations reveal nothing on or about Seamus.

    Seamus opens the door, and it’s an odd sight.

    Rows of thick wooden worktables occupy this long chamber. Shelves lining the walls hold hundreds of books and scrolls. Crates next to or pushed under the worktables appear to be filled with an odd variety of mundane items, such as rope, sticks, sacks, tools, and cookware.

    A dog on one of the tables looks dead, though its hind end appears to be made of some kind of silvery metal. A few other animals pace back and forth in small metal cages - a house cat, a few rats, a snake, and a small white-faced monkey.

    There’s an Aslanti man, clad in green robes (image), studying a book in front of him. What makes him extremely odd though, is that he appears to have mithral skin! A staff, the color of his skin, rests lightly in his grasp.

    He doesn’t immediately look up when you open the door. He’s mumbling to himself.

    ”I just know I read this… but it’s all so new…” He mumbles a few words and with a gesture he places his arcane mark upon the page. He turns to the next page, and sees, to his clear surprise, his arcane mark upon it. ”But if I marked this page, I must have read it before…” He looks confused and unhappy. ”Ordikon, you old fool, you’re losing your mind.”

    Anticipating hostilities, we’ll begin with a surprise round and initiative. Consider the entire room difficult terrain due to the various tables, boxes, pets, and other stuff. There is no blocking terrain, and the more acrobatic of you may leap upon a table more or less anywhere if you wish, or not. It’s cluttered.

    Also, just as a heads up, Ordikon has been wandering the maze of desks, boxes, tables, and crates for centuries and does not treat the room as difficult terrain. Whatever his mental impairments, moving about the room is just muscle memory at this point.

    - Round Surprise -
    Good Folk - 20+ (surprised)
    Izomandakus - 20-
    Seamus - 19 (-5hp, 2 images)
    Valena - 12 (-1hp, 4 images)
    Kast - 2-
    Rastaf - 2+

    Initiative Rolls:
    Izomandakus: 1d20 + 3 ⇒ (17) + 3 = 20
    Kast: 1d20 + 0 ⇒ (2) + 0 = 2
    Rastaf: 1d20 + 1 ⇒ (1) + 1 = 2
    Seamus: 1d20 + 10 ⇒ (9) + 10 = 19
    Valena: 1d20 + 6 ⇒ (6) + 6 = 12
    Good Folk: 1d20 + 4 ⇒ (16) + 4 = 20

    Everyone is up for a surprise round (standard or move only), and then the wizard is up in round one!


    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 2

    Kast, sensing trouble, asks the party to find perfection within themselves, like he always and totally does all the time. Perfectly.

    Perfect Blessing Round 1/14:
    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: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (5) + 18 = 23 to hit; (GMW)
    1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (5) + 10 = 15 to hit; (GMW)
    1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

    [spoiler=Perfect Blessing Round 1/14]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]


  • Retired to Taldor?

    Furrowing his brow at how cluttered the room was, Seamus, begins to move into the short hallway. Seeing the man in the room with metal skin, Seamus things about reception he'd gotten from the golems and draws his weapons.

    Feeling Kast's magic was over him, he turns and gives a smile. "Thanks Kast, that's perfect."

    surprise round, move 15 ft.


    Val moves on up next to Seamus. She stares down the wizard, weakening his will and leaving him vulnerable to the enhanced pain of her stabs.

    Taking hit/ac/ref from Perfect Blessing

    Move action to move and swift to activate Hypnotic Stare on the baddie, which gives him a -2 on will saves in addition to allowing her to use painful stare on him

    Valiables:

    HP: 121/122
    AC: 37/20/27
    Saves: F14/R19/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
    Hypnotic Stare: Wizard
    Painful Stare: Wizard
    Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 images), Mask Misery (herself, unused)
    Hero Points: 2
    Spells/Conditions: Freedom of Movement, Tough Crowd, mirror image(4), Perfect Blessing (ac/hit/ref)

    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: 4/5 used (Sendingx1, Displacementx0, Major Imagex1, Invisibility Spherex1, Step Through Realityx1)
    4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)

    Irreconcilable Differences:
    [ dice]1d20+21[/dice] to hit;
    [ dice]1d6+10[/dice] damage.


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

    "Ordikon, traitorous piece of scrap... I should have known you were responsible of this general disarray" Izomandakus enters the room, pointing towards the wizard with his flaming glaive "Put your bitter cold hands away from my books!"

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 0/3
    Augment: 6/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 0/4 (+2 DC for 1 round)
    Effects:
    BoF r15
    emblem of greed 14 min
    shield 28 min
    heightened awareness 140 min
    heroism 280 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)

    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 casts Mass Bear's Endurance, giving everyone +4 to their con, and improving all the numbers that pertain thereto.

    This fellow seems dangerous.


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Izomandakus moves in and threatens the mage. Seamus moves in as well, as far as he can anyway. Valena stares at the wizard as she moves in. Kast blesses the party with perfection. Rastaf improves everyone’s longevity.

    The mage looks up, stunned a moment with surprise. ”Intruders?” he mumbles to himself scarcely believing it. He looks at Kast, ignoring Izomandakus for the moment, ”What Runelord do you serve?” he asks in Thassilonian even as he begins to cast a spell.

    Spellcraft DC 19:
    He cast Dimension Door.
    - - -

    He lingers to hear the response to his query, before disappearing!

    He’s not coming back right away, but there are spells going, so we’ll stay in initiative - but take three rounds of actions.

    - Round 1-4 -
    Izomandakus - 20-
    Seamus - 19 (-5hp, 2 images)
    Valena - 12 (-1hp, 4 images)
    Kast - 2-
    Rastaf - 2+
    - Round 2-5 -
    Ordikon - 20+

    Everyone is up - please take three rounds of actions.

    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

    spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
    Nope. Rastaf is at the end of initiative, so for now he just wonders wtf just happened.


    Retired to Taldor?

    Smiling Seamus looks from the mage to Kast, asking, "what did he say?"

    Seeing the odd mage disappear Seamus moves into the room, seeing the door to the east he begins to investigate it, checking it for traps. Turning back to the others he asks, "Should we try and open it?"

    one and a half rounds moving, second half of second round perception on the door taking 10(38/44) third round wait for answer


    1 person marked this as a favorite.
    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 keeps his air limping up, looking around. He ponders what to do with the invisible or disappearing(?) opponent.

    1d20 + 18 ⇒ (9) + 18 = 27 Spellcraft

    "Ah. Could be anywhere," Kast explains perfectly. "He blamphfed himself somewhere. Probably in Izo's rooms in the golemworks. Someone is going to have a surprise."

    Using BoF, he casts extended Divine Favor and Shield of Faith, and then readies an attack for anything bad that comes close.

    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 half orc casts Shield of Faith again, then casts Ironskin.

    He then uses his Wand of CLW to heal Seamus up a bit more.

    CLW: 1d8 + 1 ⇒ (3) + 1 = 4


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

    K. arcana+HA: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
    "Well done teleporting away, it was best thing you could do" Izomandakus nods approvingly. He moves forward to check the books "What are all these nasty marks you have been doing in here..."

    After checking a few pages, Izomandakus casts tears to wine using the fervorous blessing for extra duration and gives away the wine "It is very hard being here"
    +5 enhancement bonus to all Wisdom and Intelligence skills for 280 min

    Pachemotions:

    Pig - HP 79/119 AC 25 TAC 14 +2 if within circle vs evil

    Boy - HP 119/119 DR 5/adamantine (50/50) AC 27 TAC 17 +0 if within circle vs evil

    Bolts: 9
    Rod: 0/3
    Augment: 6/8 (+4 or +3 nat. AC 6 rounds)
    Perfection: 12/14 (+7)
    Pearl 1: 2/2
    Pearl 2: 1/1
    Recall: 0/4 (+2 DC for 1 round)
    Effects:
    tears to wine 280 min
    BoF r15
    emblem of greed 14 min
    shield 28 min
    heightened awareness 140 min
    heroism 280 min
    clay skin 140 min
    mage armor 13 h -10 min
    greater magic weapon (+3) 13 h
    greater reversion 24 h (used)


    Val walks along the wall with her slippers of spider climbing, happy to not have to worry about the books covering the floor. She does not bother with any additional spells, happy to stick with what she has for the time being.

    ”Well what was all that about? You think he is coming back?”

    Moved on the map, she’s about halfway up the wall


    Xin-Shalast - Roll20 Map - Tracking Sheet

    Izomandakus prepares and shares a little wine, supporting the whole party. Seamus hears nothing at the end of the second round from beyond the doors. They are heavy doors to be sure, but if there's something there, it'd have to be pretty quiet and still, like a demon patiently waiting for a meal. Valena strides along the walls to the next door. Kast prepares further, putting the blessings to good use. Rastaf further prepares his warrior nature and heals Seamus a bit more.

    As I expect Seamus to open the door this round, we’ll do just one more round of actions. Please remember to move on the map, there are plenty of opportunities so you can be just about anywhere really.

    - Round 5 -
    Izomandakus - 20-
    Seamus - 19 (-5hp, 2 images)
    Valena - 12 (-1hp, 4 images)
    Kast - 2-
    Rastaf - 2+
    - Round 6 -
    Ordikon - 20+

    Everyone is up.


    Retired to Taldor?

    I assume he didn't find a trap, never sure if a perception check reveals a locked door or not

    Not hearing anything that would deter him from opening the door, Seamus gives it a push.


    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

    BoF to AC/attx until further notice.

    Round 5, Init 2

    Kast keeps his focus on perfectly keeping up his guard, and readying a strike should a foe come close.

    Iron Quill, two handed:
    Ready: 1d20 + 18 ⇒ (13) + 18 = 31 to hit; (GMW)
    1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

    Perfect Blessing Round 5/14:
    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=Kasternations]

    hp: 113/113
    AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
    Saves: F9/R14/W12* +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: 6/7 left
    1: 4/8 left
    2: 8/8 left
    3: 6/8 left
    4: 5/7 left
    5: 7/7 left
    6: 6/6 left
    7: 4/4 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 + 18 ⇒ (12) + 18 = 30 to hit; (GMW)
    1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

    Iron Quill, two handed:
    1d20 + 10 ⇒ (6) + 10 = 16 to hit; (GMW)
    1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

    [spoiler=Perfect Blessing Round 1/14]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]

  • 1 to 50 of 8,624 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GM Euan's Rise of the Runelords All Messageboards

    Want to post a reply? Sign in.