GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Xin-Shalast - Roll20 Map - Tracking Sheet

1d100 ⇒ 63 above 10 is a success

The pen scratches out, "Well now, that depends on what you put into it, but all roads lead to Thassilon and Mount Rimeskull."


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

Izomandakus reads the answer out aloud as it is written into the parchment "Mmm... well... that means either we can travel back on time or it is a bit oudated on geotraphy. Either way, it seems a way out into Golarion"

The boy seems satisfied. As he has not a great pressure for sleeping, he will spend most of the time learning new magic from Azaven's books.
Need more time to think on that, but I am considering contingency and limited wish among the 4 to get here


Retired to Taldor?

Earlier
Breathing a sigh of relief as he's able to deal with the 'negative' trap, Seamus pushes back the first sarcophagus lid, his eyes widen breathing a soft, "Wow." Calling up to his friend, "Izomandakus, I think you'll really enjoy this! He has books!"

Helping open the second and third sarcophagi Seamus helps load up the gems and such. Pausing as Kast asks to use the ranseur, Seamus nods and hands his friend the flaming weapon. Resisting the urge to comment that fire makes a better weapon than ink; he instead, knowing how much Kast likes his playing, climbs to the ridge of the entrance, drawing out his lute, sits and plays for his friend while he works.

He chuckles when Izomandakus comments about how 'mighty' Kast's 'swings' are but rolls his eyes about following the diet. It seems the only thing on Kast that might get 'swole' is his ego.

Now
As the work finishes, Seamus returns his lute to the fancy backpack. Hearing Izomandakus say something about the 'portal' being the only way to return to Golarion, he asks, "Do we know where it would take us?"

He gestures back the way they came, "And are we going down the last hallway before we leave?" Furrowing his brow, he looks at the others, "And should you all rest before we do it?"


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 will peruse the spellbooks, but doesn’t quite have the same interest in them that Izo might. He has his enstrengthening tome, and focuses on the proper way to do pistol squats, which suck when one of your legs is a twisted mass of flesh.

He does appreciate ‘Mus’s lute work, as it gives him some accompaniment to his banging and grunting.

”Yeah, ‘Mus. Don’t we have one more hallway? And do we have all the things we need to use the Runeforge? Any more ingredients needed?”


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

"The Peacock Spirit says it would take us to Mount Rimeskull" Izomandakus answers Seamus nonchalantly.

"And yes, let's have a rest, I cannot see the time to read the masterpieces of the other Thassilonian masters. Some of these secrets they have never shared and are unknown in Golarion, can you imagine?" the boy taps the books and is really excited to start but is entangled in the questions, he produces the scrap of paper with the ingredients to answer Kast "Let's see... it says we need to collect the wine for this Hall, and for Pride Hall... it says we need to collect 'a shard of a mirror where Vraxeris has looked in'. Vraxeris was the Master of Pride, thus, I am confident whatever mirror we find in his hall will comply this condition."

--- The following is just spell stuff

As soon as he can start his research on the books, Izomandakus will study the fabricate and contingency spells.

Claiming Azaven's contingency statue, he uses his annihilation googles to prepare the fabricate on exchange of his remaining transmutation spell, and immediately uses it to craft a replica of himself out of Azaven's statue.
Craft (would be stonework, but Craft constructs for a statue is best Izomandakus can offer here...): 1d20 + 9 ⇒ (7) + 9 = 16
He inspects the result "A bit rough, but I hope it will suffice..."

With this work done, he continues his research, adding to his spellbook limited wish and greater heroism.

The boy, too distracted studying the books, will just eat whatever food the party has to offer, or he will share the remaining cookies from Sandpoint Savories. But he will keep those last resources for now, if possible.


Xin-Shalast - Roll20 Map - Tracking Sheet

The statue Izomandakus creates out of pure magic is a little rough compared to the beautiful artwork that preceded it, but it’s passable for his purposes. It will allow him to cast contingency without trouble.

You head down the hall to the shimmering veils - the halls of pride!

This brightly lit corridor is lined by floor to ceiling mirrors. The reflections give the dizzying impression that the corridor opens up to each side, extending infinitely into the distance. As you reach the end of the tunnel, you see a row of mirrors before you as well, reflecting yourselves back to you. It churns the stomach a bit, but you lot are made of sterner stuff.

New map up!


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Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Izomandakus wrote:
"The Peacock Spirit says it would take us to Mount Rimeskull."

"Mount Rimeskull?" Kast ponders before heading to bed. He thinks about what he knows of it, and the surrounding areas.

1d20 + 12 + 20 ⇒ (8) + 12 + 20 = 40 Know (Geography)

* * *

Kast's magics were cast here.

"So this is Pride, huh? Doesn't look much better than what we had back in Sandpoint. Sandpoint is much better, obviously," Kast mentions as he air walks up. "This place has too many mirrors." Kast notes as he take deliberate effort to avoid looking at the reflection of his left leg.


Xin-Shalast - Roll20 Map - Tracking Sheet

Mount Rimeskull is where you fought the last dragon. At the foot of the mountain is the ring of carvings that opens the portal to let you get here. So you're already intimately knowledgeable.

As Kast exits the tunnel, two exact duplicates appear - one on either side of them in flank! Now, in the heat of battle, it’s often hard to know who your friends are. Especially when there are three of them, and only one is a friendly.

That said, teamwork over more than a dozen levels mean you can generally tell who’s who. So you know, on the map, the red and blue dotted icons are the duplicates.

Knowledge Arcana DC 27:
Two of the mirrors in this hallway must be Mirrors of Opposition (link)! Likely the two obvious bits on the map to the north and south of the ’T’ intersection. Let me know if you have any questions.
- - -

- Round 1 -
Rastaf - 19
Seamus -12
Kast - 11
Izomandakus - 9
Valena -8
Kast Red - 5
Kast Blue - 5

Initiative Rolls:
Izomandakus: 1d20 + 3 ⇒ (6) + 3 = 9
Kast: 1d20 + 0 ⇒ (11) + 0 = 11
Rastaf: 1d20 + 1 ⇒ (18) + 1 = 19
Seamus: 1d20 + 10 ⇒ (2) + 10 = 12
Valena: 1d20 + 6 ⇒ (2) + 6 = 8
Good Folk: 1d20 + 0 ⇒ (5) + 0 = 5

• First up - everyone but me! Awww...


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 + 21 ⇒ (18) + 21 = 39 Know (Arcana)

How to destroy? Is there a better way than killing all the very handsome and swole Kasts coming out of them?

"Stay back! Mind the mirrors!" Kast warns worriedly, but also hopes he has better advice.

EDIT: "Also, destroy the mirrors if you can. That might be best!" Kast says as he checks out his legs, and the twisted masses that are the left ones.

Huh. Good thing I don't skip leg days.


Retired to Taldor?

Blinking, Seamus isn't quite sure what the 'Peacock Spirit' is, but he trust Izomandakus, so if he understands, that's fine with Seamus. As his two friends talk about the different halls, Seamus forces himself to eat a little bit, then tries to get some sleep.
I assume we rested for the caster types
Trying to keep up with Kast, Seamus looking up at his air-walking friend. He resists the urge to ask Kast if Sandpoint is so great why he wants to leave, instead he gives a non-committal grunt and comments about the mirrors. "It reminds me of the ceiling in one of the rooms back at the 'Kitten'."

Raising an eyebrow when two more 'Kasts' appear, Seamus is confused for a moment, until the middle one tells them to 'destroy the mirrors.' Realizing the pragmatic one was Kast, Seamus moves forwards. Remembering how well the Adamantine flaming Ranseur had done with the sarcophogus, he draws it, to swing at the mirrors. Shifting to the right he taps his heels together as he tumbles under the southern red Kast, smiling at his own reflection as he readies to attack the mirror.

Double move, draws weapon as a free action, acrobatics to avoid AOO
accro: 1d20 + 29 ⇒ (17) + 29 = 46


Xin-Shalast - Roll20 Map - Tracking Sheet

As Seamus tumbles in, two more of him appear!

He does, I presume, tumble around the new opponents as well. Seamus, check your move to make sure you have enough movement to go around the new Seamuses.


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 does a double triple take as Seamus ignores his warning and sets off more dangerous reflections.

”MIND THE MIRRORS! THEY ARE DANGEROUS!” Kast says the rest of the party.


Val Daily Buffs:

Freedom of movement, telepathic bond, tough crowd, apport object precast on scroll of breath of life, daily sending to Sapphira
Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8

”So…just do not look at your reflection?” She takes a moment to readjust her focus, shifting her mental and physical training towards the purpose of fighting without sight.

Using an ability she hasn’t used yet, spoilered for the GM

Martial Esoterica:

An esoteric knight can learn a new combat feat in place of the most recent martial esoterica feat she has learned either by expending a 1st-level spell slot or, if she is a character with the burn class feature (such as the kineticist), by accepting 1 point of burn as a standard action. In effect, the esoteric knight loses the bonus feat in exchange for the new one. She can change only the most recent combat feat gained. Whenever she gains a new bonus combat feat, the previous feat becomes set and cannot be changed again.

She’ll be trading her Critical Focus for Blind Fight

She then closes her eyes and moves forward, sharpening her blade along the way.

Standard to switch feats, move to move, swift to make her sword keen for 1 minute

Valiables:

HP: 131/131
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:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, mirror image(8 images)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax1)
2: 1/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 15 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 3/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+22[/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 1, Init 11

Kast worries for what might happen next, but thinks the right thing to do is to move to the south to try to break that mirror, even if it might result in bad luck.

Iron Quill, two handed:
1d20 + 19 ⇒ (6) + 19 = 25 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

Kasternations:

hp: 121/121
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 7 smite
Saves: F10/R15/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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 5/8 left
4: 6/7 left
5: 7/7 left
6: 6/7 left
7: 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 Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: 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 ⇒ (18) + 18 = 36 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (13) + 10 = 23 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage

[spoiler=Perfect Blessing Round 1/15]Choose one at the start of your turn:

  • *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)

Daily spell preparations:

CL: 15, Concentration: +20 (5 Int, 15 level), Spell penetration: +15
^ arcane school slot (transmutation)
~ opposed school spell (necromancy)
* used spell
F faith magic discovery spell
Note: annihilation spectacles allow Izomandakus to spontaneously swap any transmutation spell at need.
Stored spell
magic missile
Cantrips (4/day)
acid splash
detect magic
ghost sound (Will 15)
open/close
Level 1 (7+2/day)
heightened awareness^
detect secret doors
feather fall
grease (Ref 16)
*mage armor
magic missile
shield
pearl of power I (x2)
Level 2 (6/day)
tears to wine^ (+10)
glitterdust (Will 17)
mirror image
see invisibility
spider climb^
resist energy
pearl of power II
Level 3 (6/day)
*greater magic weapon^ (+3)
barkskinF
clay skin
dispel magic
haste^
*heroism
Level 4 (6/day)
obsidian flow^ (Ref 21)
dimension door
greater invisibility
greater invisibility
reduce person, mass^ (Will 21)
wave form^ (Ref 21)
Level 5 (6/day)
telekinesis^ (Will 22)
cone of cold (Ref 20)
*greater reversion
monstrous physique III^
teleport
wall of force | fickle winds^
Level 6 (4/day)
disintegrate^ (Fort 23)
contingency
emblem of greed^
greater dispel magic | tar pool^ (Ref 23)
Level 7 (3/day)
form of the dragon II^ (Ref 24)
caustic eruption (Ref 22) | mass fly^
greater shapechanger's gift^
Level 8 (2/day)
polymorph any object^ (Fort 23)
sunburst (Ref 21)

After wake up, Izomandakus and Pachemu deal with the daily studies, and the boy casts mage armor, greater reversion and greater magic weapon already.

Before going proud, he also casts heightened awareness, clay skin and uses the rod to have extended heroism and extended barkskin.

Kast Phaer wrote:
"So this is Pride, huh? Doesn't look much better than what we had back in Sandpoint. Sandpoint is much better, obviously," Kast mentions as he air walks up. "This place has too many mirrors." Kast notes as he take deliberate effort to avoid looking at the reflection of his left leg.

"Those gym training routines must be good in here, Kast" Izomandakus stares as the new duplicates appear in the corridor "This is just too much charisma put together"

K. arcana+HR+HA DC 27: 1d20 + 24 + 2 + 2 ⇒ (9) + 24 + 2 + 2 = 37
"Mmmm... I am thinking on opposition mirrors. The best we can do here is to shatter them, but covering them with a cloth before anyone else can see their reflection would be good too" and goes to the bifurcation to see by himself, halting before the Seamus' doubles.

The boy becomes all of a sudden a wave of water filling all over the northern corridor, pushing the blue doubles and splashing with all his strength against the northern mirror.
Concentration (cast defensively): 1d20 + 20 ⇒ (16) + 20 = 36
Bludgeoning damage: 4d6 ⇒ (5, 1, 4, 6) = 16
Ref DC 21 prevents going prone

Pachemu comes also by the corner and sniffs at the Seamuses, trying to decide whom is the coolest one. But also looks to see what is the fuzz with the mirrors.

Pachemotions:

Pig - HP 152[+14]/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 29 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 15/15 (+7)
Recall: 4/4 (+2 DC for 1 round)
Effects:
heightened awareness 150 min
heroism 300 min
barkskin (+5 nat. AC) 300 min
clay skin 150 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Turn redo as per DM from GM Euan

Val stays back now that the images are gone and the mirrors are broken. She sticks her rapier in the ground and shrugs. ”So. How would we know if there are more mirrors without looking at them?”


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf GMPC double moves up. Seamus tumbles into the hall, spawning two new images. Kast moves commandingly to the south and smashes the mirror there. In addition to seven years bad luck, the two images that had been in that mirror disappear! Izomandakus turns into a wave and surges forth smashing the northern mirror. Instantly, the other two images disappear as well! Valena moves up and wonders the obvious question - what if there are more? Koba double moves up with his bow at the ready.

The more perceptive of you hear what sounds like an in-tune monk choir, or maybe barbershop quartet - with a few extra voices. Instead of singing, they’re casting spells in synchronous harmony all one voice. It’s a little creepy to be honest. It’s coming from the east from what sounds like a much larger chamber.

- Round 2 -
Rastaf - 19
Seamus -12
Kast - 11
Izomandakus - 9
Valena -8
Unknown - 5

• Next up - everyone.

We're still in initiative and I'll post the next room shortly!


Xin-Shalast - Roll20 Map - Tracking Sheet

When you move out into the larger chamber you see a truly impressive room! The corridor opens into an immense cathedral of beautifully polished ivory flagstones. Mirrored walls rise to a height of nearly a hundred feet, where the vaulted ceiling arches majestically - reflecting everything in the room quite dizzyingly. Four immense chandeliers hang from golden chains and brightly illuminate the entire chamber.

Near the center of the cathedral, a three-step dais of polished darkwood supports a peacock the size of a wyvern, its feathers spread regally behind it. The creature’s eyes seem to hold a great depth of wisdom and intelligence.

Will saves please for any who can see into the room. So when you move in, please make it at that time.

You hear several precisely similar voices from around the room - though you don’t see anyone. They speak in tune with each other - it almost sounds singular. ”The master is in study - he is not to be disturbed. Please keep your screaming to a minimum while you are punished for daring to venture this close to his magnificence.”

You see nobody at the moment.


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

Izomandakus: Will+HR: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 +2 if fear or death
Pachemu: Will: 1d20 + 10 ⇒ (7) + 10 = 17
"The Peacock Spirit statue? Awesome!" Izomandakus peers into the next room and even walks a few feet inside alongside Pachemu.

"Punishment? Why? We are very cute people all. You just need to give yourselves the time to come to know us all" and seeing no one around, the boy casts see invisibility to pierce into the Ethereal Plane.

Pachemotions:

Pig - HP 152[+14]/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 29 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 15/15 (+7)
Recall: 4/4 (+2 DC for 1 round)
Effects:
heightened awareness 150 min
see invisibility 150 min
heroism 300 min
barkskin (+5 nat. AC) 300 min
clay skin 150 min
mage armor 15 h
greater magic weapon (+3) 15 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

Will: 1d20 + 19 ⇒ (20) + 19 = 39
Rastaf hears the strange choir, and moves closer, but he can't see them. He casts Invisibility Purge, hoping to reveal whatever weirdos are talking in unison. 70' range, 14 min.


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf causes several, ah, men to appear. They're handsome perhaps, but they are all completely identical in every way (image). They all scowl in the same way at becoming visible, and brush back their hair in the same manner.

Izomandakus you can change your action if you wish as Rastaf has already made them visible (out to 70').

Will Save DC 23 (Rastaf already made, Izomandakus and Pachemu failed):
The peacock is an illusion. A very impressive illusion, especially the way it seems to follow you around the room with its eyes. It is an illusion none the less.
- - -


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

Izomandakus casts the spell nonetheless "Ah! Vraxeris! Is this one of your tricks?"

The boy quickly looks around for any mirror that is reflecting the image of the ancient Thassilonian "We just came for a piece of your reflection. Can we?"
Diplomacy+HR: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14


Retired to Taldor?

Will Save DC 23: 1d20 + 13 ⇒ (15) + 13 = 28
Pleased that Kast and Izomandakus have smashed the mirrors, Seamus turns towards the odd singing. Following Rastaf to the larger chamber, Seamus is in awe of it's majesty until he sees the giant peacock. Shaking his head, he turns to ask Rastaf where the singing is coming from, just as his friend casts his spell.

Seeing the fellow appear to his left, he drops the Adamantine flaming Ranseur, moving towards the 'singer' he draws his new dagger in his right hand and his mithril long knife in his bucklered hand. Thrusting the new dagger at singing human.

30 ft move, drops the ranseur, draws + 1 human bane dagger/+ 1 giant bane mithril short sword
Atack human bane dagger: 1d20 + 18 + 3 ⇒ (12) + 18 + 3 = 33 for damage: 1d4 + 1 + 1 + 2d6 ⇒ (4) + 1 + 1 + (1, 6) = 13 sneak?: 7d6 ⇒ (2, 6, 3, 2, 4, 1, 1) = 19

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
GM Euan - Rise wrote:
Rastaf causes several, ah, men to appear.

They look like halflings to me.


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 + 12 ⇒ (18) + 12 = 30 Will (+7 more if mind affecting)

Kast moves up carefully, air walking close to Rastaf. He casts Divine Favor in case combat is imminent.


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Will Save: 1d20 + 17 ⇒ (13) + 17 = 30

Val moves in and next to this Vraxeris. ”I AM SINCERELY SORRY FOR SPEAKING TOO LOUDLY FOR YOU. I SHALL CONTINUE TO MAKE SURE I SCREAM NO MORE THAN NECESSARY. VRAXIE—I CAN CALL YOU VRAXIE, YES?—DO YOU HAVE SOMETHING WORTHWHILE TO SAY OR SHALL WE JUST GET DOWN TO BUSINESS?” She clears her throat. ”There, I would say that is the minimum amount of ‘screaming,’ would you not agree, Vraxie?”


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf moves up and makes the invisible, visible! Seamus stabs one, but the human bane part of his dagger doesn’t work, and no sneak as yet (alas not flatfooted - they started when you interacted with the first mirror). Kast moves up and prepares further for battle. Izomandakus sees two more of these things in the deeper portions of the room. Valena gets a little shouty as she moves into position. Koba moves up a bit and takes a single shot at red.

Koba bow on Red: 1d20 + 16 - 3 ⇒ (6) + 16 - 3 = 19 damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14

Amazingly, he hits and plants his arrow deep in the enemy.

I’ve put the two deeper folks on the map and noted that they are still invisible for now - pending movement.

The group of them frown at Valena in unison and cast Displacement on themselves. Red 5’ steps to do so safely. 50% miss chance, go ahead and roll it yourself for future attacks.

- Round 3 -
Rastaf - 19
Seamus -12
Kast - 11
Izomandakus - 9
Valena -8
Goo Folk - 5 (displacement)
Red - 5 (-8hp)

• Next up - everyone.


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

"Seems you will not shout back any response. Good then, we will fight for your reflection." Izomandakus raises his hand and a globe of searing radiance explodes from the Peacock Spirit statue, taking the room in blinding light, finishing just short of hitting the party.
Damage from radiant light (doubled if sensitive to light): 6d6 ⇒ (1, 2, 2, 4, 4, 2) = 15
Ref DC 24 for half and to avoid getting permanently blinded (DC was enhanced with perfection and robes)

"Oh, notice there are two still invisible by the middle of the hall" he then moves forward with Pachemu who engages one of the Vraxeris.
Bite: 1d20 + 9 ⇒ (19) + 9 = 28
S/B/P damage: 1d4 ⇒ 4

Pachemotions:

Pig - HP 152[+14]/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 29 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection (+7 Int) 1 round
heightened awareness 150 min
see invisibility 150 min
heroism 300 min
barkskin (+5 nat. AC) 300 min
clay skin 150 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Retired to Taldor?

Looking down at the daggers blade, Seamus complains, "I think something is wrong with the knife. It's supposed to be really good against humans and it didn't do hardly anything."

Moving closer to the retreating not human, Seamus attacks again, thrusting with the dagger while slashing with the long knife.

5 ft step AC 31, full attack TW: + 1 human bane dagger/+ 1 giant bane mithril short sword: WF
Attack: 1d20 + 18 + 3 - 2 ⇒ (17) + 18 + 3 - 2 = 36 for damage: 1d4 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + (4, 6) = 15
Displacement low bad: 1d100 ⇒ 64
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (10) + 18 + 1 + 1 - 1 - 2 = 27 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Displacement low bad: 1d100 ⇒ 29
Attack: 1d20 + 13 + 3 - 2 ⇒ (8) + 13 + 3 - 2 = 22 for damage: 1d4 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + (5, 6) = 16
Displacement low bad: 1d100 ⇒ 37
shortsword (buckler): 1d20 + 3 + 1 + 1 - 1 - 2 ⇒ (9) + 3 + 1 + 1 - 1 - 2 = 11 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Displacement low bad: 1d100 ⇒ 61


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 11

Kast moves up to help ‘Mus against red.

Iron Quill, two handed:
1d20 + 19 + 3 ⇒ (13) + 19 + 3 = 35 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (7) + 18 + 3 = 28 magic cold iron damage
high is good: 1d100 ⇒ 94 Displacement

Kasternations:

hp: 121/121
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 7 smite
Saves: F10/R15/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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 5/8 left
4: 6/7 left
5: 7/7 left
6: 6/7 left
7: 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 Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: 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 ⇒ (3) + 18 = 21 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (6) + 10 = 16 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

[spoiler=Perfect Blessing Round 1/15]Choose one at the start of your turn:

  • *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]

Silver Crusade

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

Rastaf moves forward, hoping to reveal the other invisible freaks, and draws his blade.

Come closer...


Xin-Shalast - Roll20 Map - Tracking Sheet

Izomandakus - I shifted your area of effect as some party members moved in prior to your turn. So you don’t get red, but still get everyone else.

Blue Reflex: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 24
Pink Reflex: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 24
Green Reflex: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 24
Orange Reflex: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 24
Purple Reflex: 1d20 + 10 ⇒ (14) + 10 = 24 vs DC 24

So it looks like only blue is blinded. Sorry about that, I imagined far more damage! A powerful spell indeed.


[All Allies] <“We can keep track of each other with the telepathic bond if they try pulling any tricks with illusions.”>

Val places her hand on her chin and tilts her head, inspecting Vraxie’s outfit. ”I think blue or violet would go best with your outfit.” She blasts him with faerie fire. ”So let us go with green then.” She then moves around into a flank with Seamus.

Faerie fire negates red’s displacement!

She offers Vraxie a stare as well. Hypnotic stare puts him at -2 on all will saves as usual

Valiables:

HP: 131/131
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: red
Painful Stare: red
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, mirror image(8 images)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 1/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+22[/dice] to hit;
[ dice]1d6+10[/dice] damage.


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Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf moves up and makes the invisible, visible! Seamus steps and stabs, hitting red only once. He was closer with his second swing then he felt he should be, though it was still a miss. Kast also scores a hit on red. Izomandakus blinds one, and wounds the others in a most powerful display! Valena faerie fires red, setting him up for Koba, who steps up and fires a volley at red.

Koba bow on Red: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 damage: 2d8 + 10 + 2 ⇒ (5, 2) + 10 + 2 = 19
Koba bow on Red: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22 damage: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Koba bow on Red: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 damage: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8

He hits every time and finishes what the group started. Red collapses into a puddle of slush and snow which quickly melts.

Knowledge Arcana DC 27:
They are Simulacrums (link)! They’re not creatures at all - they are merely spells.

However, if they’re half as powerful as their creator, their master must be an impressive spell slinger.
- - -

Everyone is now visible.

The group of them decide it’s time for a little offense. They look angry. Blue is the outlier here. He cannot see, and so most of his spells are utterly useless. He steps back, and casts mirror image Images: 1d4 + 3 ⇒ (3) + 3 = 6. He holds his dagger out threateningly. Or it would be if he was facing anyone, but at present he’s threatening the wall - but very vigorously!

Pink and Green both cast Feeblemind on Izomandakus! Two DC 19 Will saves please. Oh, and -4 on each save as per the spell (link). You’ve really pissed them off!

Then, though it won’t stop the invisibility purge, Orange tries to kill Rastaf. He casts a Phantasmal Killer upon the wily priest. DC 20 Will save. Fail that and DC 20 Fort save. Make your first or second save, and take only damage: 3d6 ⇒ (1, 4, 5) = 10 Fail them both, and die.

Purple does the same to Koba for the killing blow on red. Naturally, the paladin archer is immune and merely grins back at him.

The remaining foes all grow angrier.

- Round 4 -
Rastaf - 19
Seamus -12
Kast - 11
Izomandakus - 9
Valena -8
Red - 5 (destroyed)
Blue - 5 (-15hp, blind, 6 images, displaced)
Pink - 5 (-7hp, displaced)
Green - 5 (-7hp, displaced)
Orange - 5 (-7hp, displaced)
Purple - 5 (-7hp, displaced)

• Next up - everyone.


Retired to Taldor?

Seeing Val's 'faerie fire' on the fellow he attacked, Seamus began to compliment her. "Well do...ne" as Koba shoots and the fellow just melts, "You don't see that everyday." He looked down at the knife, his face lights up like a proverbial bulb, "Oh, it wasn't the knife. There just not human."

Winking at Val, he notices the nearest green fellow looking there way. Not waithng for the wizard to attack he charges forwards. Dropping the expensive, but almost useless, knife; drawing his rapier as he runs. Sliding to a stop he thrusts his keen rapier at the green not-a-human wizard.

charge, AC 33 + 1 keen Rapier
rapier: 1d20 + 18 + 1 + 2 ⇒ (1) + 18 + 1 + 2 = 22 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11sneak: 7d6 ⇒ (1, 5, 6, 4, 5, 3, 2) = 26


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

K. arcana+HR+HA: 1d20 + 24 + 2 + 2 ⇒ (8) + 24 + 2 + 2 = 36
"Ah! These are no real humans but simulacrums, that is why your dagger does not work Seamus. They are only made of snow and shadows" Izomandakus explains as the first one breaks into snow "Bear in mind they are only half as powerful as their master, and you will understand how dangerous Vraxeris..."

The sentence is broken by an enfeebling assault to Izomandakus' mind.
Will+HR-arcane DC 19: 1d20 + 13 + 2 - 4 ⇒ (18) + 13 + 2 - 4 = 29
Will+HR-arcane DC 19: 1d20 + 13 + 2 - 4 ⇒ (9) + 13 + 2 - 4 = 20
Just barely shielding his mind, he makes a silent sign for Pachemu to surround the blinded simulacrum in a flanking maneuver.

Then, he engages the mirror images with his club.
+3 Club+HR: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35
Magical/Bludgeoning damage+AS: 1d6 + 13 + 3 ⇒ (1) + 13 + 3 = 17
+3 Club+HR: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Magical/Bludgeoning damage+AS: 1d6 + 13 + 3 ⇒ (5) + 13 + 3 = 21

Pachemu comes around the wizard for flanking, and tries to bite through the images.
Bite+flank: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
S/B/P damage: 1d4 ⇒ 3

Pachemotions:

Pig - HP 152[+14]/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 29 TAC 17 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
heightened awareness 150 min
see invisibility 150 min
heroism 300 min
barkskin (+5 nat. AC) 300 min
clay skin 150 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


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

Round 3, Init 11

Kast charges orange.

Iron Quill, two handed:
1d20 + 19 + 3 + 2 ⇒ (14) + 19 + 3 + 2 = 38 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (9) + 18 + 3 = 30 magic cold iron damage
high is good: 1d100 ⇒ 55 Displacement

Kasternations:

hp: 121/121
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 7 smite
Saves: F10/R15/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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 5/8 left
4: 6/7 left
5: 7/7 left
6: 6/7 left
7: 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 Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: 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 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (7) + 10 = 17 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

[spoiler=Perfect Blessing Round 1/15]Choose one at the start of your turn:

  • *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?
Seamus Passeri wrote:

Seeing Val's 'faerie fire' on the fellow he attacked, Seamus began to compliment her. "Well do...ne" as Koba shoots and the fellow just melts, "You don't see that everyday." He looked down at the knife, his face lights up like a proverbial bulb, "Oh, it wasn't the knife. There just not human."

Winking at Val, he notices the nearest green fellow looking there way. Not waithng for the wizard to attack he charges forwards. Dropping the expensive, but almost useless, knife; drawing his rapier as he runs. Sliding to a stop he thrusts his keen rapier at the green not-a-human wizard.

charge, AC 33 + 1 keen Rapier

low is bad: 1d100 ⇒ 84

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

Will: 1d20 + 19 ⇒ (14) + 19 = 33

Rastaf moves forward. The illusion had no effect, but it still hurt a little. Tit for tat. He points a finger at orange. It's no illusion.

ranged touch: 1d20 + 11 ⇒ (9) + 11 = 20
fire: 1d6 + 7 ⇒ (3) + 7 = 10
High is good, low is bad, so I'll get high after this roll: 1d100 ⇒ 59


Val rushes forward and takes position to do battle with the one Seamus is working on. Double Move

Acrobatics to Avoid AoOs: 1d20 + 24 ⇒ (19) + 24 = 43

Valiables:

HP: 131/131
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: green
Painful Stare: green
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, mirror image(8 images)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 1/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+22[/dice] to hit;
[ dice]1d6+10[/dice] damage.


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Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf resists death, and responds with a little burn - which hits! Seamus drops the most powerful dagger ever, and presses an attack on green, though he misses. Kast charges orange landing a blow of his own. Izomandakus swings on blue though Pachemu has less luck. Valena double moves into position. Koba 5’ steps and takes three shots on blue, in part to help break down the images.

Images…
Izomandakus: 1d7 ⇒ 2
His second swing does actually miss, but it pops an image none the less.

Koba bow on Red: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30 damage: 2d8 + 10 + 2 ⇒ (5, 4) + 10 + 2 = 21
Koba bow on Red: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21 damage: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Koba bow on Red: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27 damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Images…
Koba: 1d5 ⇒ 5
Koba: 1d4 ⇒ 3
Koba: 1d3 ⇒ 1 displacement: 1d100 ⇒ 73

Blue, knowing he has at least two foes on him, casts again, this time defensively.
concentration: 1d20 + 14 ⇒ (3) + 14 = 17 vs DC 23

...and he fails to cast!

The others try a different tack, physical damage for perhaps you are mindless…

They all light up with empowered scorching rays.

Pink on Valena: 1d20 + 8 ⇒ (3) + 8 = 11 damage (f): 6d6 ⇒ (6, 1, 3, 6, 1, 2) = 19
Pink on Valena: 1d20 + 8 ⇒ (15) + 8 = 23 damage (f): 6d6 ⇒ (1, 2, 3, 4, 1, 1) = 12

Green concentration: 1d20 + 14 ⇒ (10) + 14 = 24 vs DC 23
Green on Seamus: 1d20 + 8 ⇒ (16) + 8 = 24 damage (f): 6d6 ⇒ (1, 5, 4, 4, 2, 3) = 19
Green on Seamus: 1d20 + 8 ⇒ (2) + 8 = 10 damage (f): 6d6 ⇒ (4, 3, 2, 2, 2, 4) = 17

Orange on Kast: 1d20 + 8 ⇒ (1) + 8 = 9 damage (f): 6d6 ⇒ (1, 6, 1, 5, 1, 1) = 15
Orange on Kast: 1d20 + 8 ⇒ (20) + 8 = 28 damage (f): 6d6 ⇒ (2, 2, 2, 2, 3, 3) = 14
critthreat Orange on Kast: 1d20 + 8 ⇒ (11) + 8 = 19 damage (f): 6d6 ⇒ (6, 5, 5, 6, 5, 5) = 32

Purple on Kast: 1d20 + 8 ⇒ (6) + 8 = 14 damage (f): 6d6 ⇒ (5, 6, 3, 6, 4, 2) = 26
Purple on Kast: 1d20 + 8 ⇒ (4) + 8 = 12 damage (f): 6d6 ⇒ (5, 6, 1, 1, 4, 5) = 22

- Round 5 -
Rastaf - 19
Seamus -12 (-19hp)
Kast - 11 (-46hp)
Izomandakus - 9
Valena -8 (-12hp)
Red - 5 (destroyed)
Blue - 5 (-26hp, blind, 2 images, displaced)
Pink - 5 (-7hp, displaced)
Green - 5 (-7hp, displaced)
Orange - 5 (-47hp, displaced)
Purple - 5 (-7hp, displaced)

• Next up - everyone.

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

Close enough!
The cleric moves forward again, and casts Holy Smite, making sure it affects green, purple and orange, but not Val.

y'all got smote!: 5d8 ⇒ (4, 2, 5, 4, 1) = 16 Save DC 20 for half and not blinded.

vs. SR, if applicable: 1d20 + 16 ⇒ (4) + 16 = 20


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 11

Kast keeps on orange.

Iron Quill, two handed:
1d20 + 19 + 3 + 2 ⇒ (15) + 19 + 3 + 2 = 39 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (2) + 18 + 3 = 23 magic cold iron damage
high is good: 1d100 ⇒ 1 Displacement

Iron Quill, two handed:
1d20 + 11 + 3 ⇒ (1) + 11 + 3 = 15 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (1) + 18 + 3 = 22 magic cold iron damage
high is good: 1d100 ⇒ 60 Displacement

Iron Quill, two handed:
1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (6) + 18 + 3 = 27 magic cold iron damage
high is good: 1d100 ⇒ 70 Displacement

Iron Quill, two handed:
Pot Crit: 1d20 + 6 + 3 ⇒ (2) + 6 + 3 = 11 to hit; (GMW,+DF)
1d10 + 18 + 3 ⇒ (9) + 18 + 3 = 30 magic cold iron damage

Kasternations:

hp: 121/121 - 16
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 7 smite
Saves: F10/R15/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: 7/7 left
1: 6/8 left
2: 6/8 left
3: 5/8 left
4: 6/7 left
5: 7/7 left
6: 6/7 left
7: 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 Fire and Cold (30, 150 minutes).[ /spoiler]

Perfect Intentions, Round 1/15: 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 ⇒ (20) + 18 = 38 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (8) + 10 = 18 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

[spoiler=Perfect Blessing Round 1/15]Choose one at the start of your turn:

  • *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

Seamus images: 1d3 ⇒ 3
Valena images: 1d9 ⇒ 3

green: 1d20 + 12 ⇒ (6) + 12 = 18 vs DC 20 for 16 and blinded!
purple: 1d20 + 12 ⇒ (17) + 12 = 29 vs DC 20 for 8
orange: 1d20 + 12 ⇒ (7) + 12 = 19 vs DC 20 for 16 and blinded!


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

Izomandakus sees the images to pop, but looks not satisfied enough for how fast are going the affairs "Seems we need to hasten a bit to catch up with those images"

Bringing to his hand another of Longtooth's scales, he says the magic words and transforms into a large red dragon! The beast roars at the ear of the blind simulacrum trying to bring some sense on the snow creature before flying away, closer to the others, and leaving pig and Koba to deal with the blinded one.

Pachemu meanwhile, attacks once more, trying to distract the thing with a bite on the largest toe!
Bite: 1d20 + 9 ⇒ (3) + 9 = 12
S/B/P damage: 1d4 ⇒ 1

Pachemotions:

Pig - HP 152/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152[+30]/152 DR 5/adamantine (50/50) AC 34 TAC 16 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 14/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
heightened awareness 150 min
see invisibility 150 min
heroism 300 min
barkskin (+5 nat. AC) 300 min
clay skin 150 min
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h
form of the dragon 2 (Large red dragon) 15 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor)
- breath weapon (2 times, 40-foot cone of fire, 8d8) [1 used]
- DR 5/magic
- resist fire 30
- vulnerability to cold
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (9) + 16 - 6 + 2 = 21
Bite+HR+BoF {AS}: 1d20 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 312d6 + 17 + 3 ⇒ (3, 4) + 17 + 3 = 27
Claw+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (14) + 20 + 2 + 2 = 381d8 + 12 + 3 ⇒ (1) + 12 + 3 = 16
Claw+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (9) + 20 + 2 + 2 = 331d8 + 12 + 3 ⇒ (6) + 12 + 3 = 21
Wing+HR+BoF {AS}: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 361d6 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Wing+HR+BoF {AS}: 1d20 + 14 + 2 + 2 ⇒ (5) + 14 + 2 + 2 = 231d6 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Tail slap+HR+BoF {AS}: 1d20 + 14 + 2 + 2 ⇒ (12) + 14 + 2 + 2 = 301d8 + 17 + 3 ⇒ (7) + 17 + 3 = 27

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

Blinded!


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Retired to Taldor?

Seeing the magics fly around him, Seamus realizes that the fellow in front of him is blind. Smiling he calls over his shoulder, "Thanks Rastaf" and does what he does best. Stepping closer to the imaginary green man he attacks repeatedly, thrusting with the keen rapier and slashing with his mithril long knife.

5 ft step. AC 31, FF/Full attack: + 1 keen Rapier: twf/+ 1 giant bane mithril short sword: WF/twf (buckler)
rapier: 1d20 + 18 + 1 - 2 + 2 ⇒ (8) + 18 + 1 - 2 + 2 = 27 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sneak?: 7d6 ⇒ (4, 6, 6, 1, 6, 4, 2) = 29
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 + 2 ⇒ (15) + 18 + 1 + 1 - 1 - 2 + 2 = 34 for damage: 1d6 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15 sneak?: 7d6 ⇒ (6, 2, 6, 6, 4, 1, 5) = 30
rapier: 1d20 + 13 + 1 + 1 - 2 ⇒ (15) + 13 + 1 + 1 - 2 = 28 for damage: 1d6 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16 sneak?: 7d6 ⇒ (5, 3, 5, 6, 4, 2, 3) = 28
shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (13) + 13 + 1 + 1 - 1 - 2 = 25 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak?: 7d6 ⇒ (5, 1, 5, 1, 1, 3, 6) = 22
rapier: confirm crit: 1d20 + 13 + 1 + 1 - 2 ⇒ (14) + 13 + 1 + 1 - 2 = 27 for damage: 1d6 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13


Xin-Shalast - Roll20 Map - Tracking Sheet

Seamus, I am blind, so sneak away, but I am displaced, so...

Displacement: 1d100 ⇒ 36
Displacement: 1d100 ⇒ 55
Displacement: 1d100 ⇒ 100
Displacement: 1d100 ⇒ 71

Also, unless I missed it, I don't see a critthreat for your confirmation roll.

Valena is up! Also, green is down.

(If it matters, the platform is not difficult terrain. Just a few steps up and down - normal terrain.)


Val tosses a casual salute to Seamus, then rushes around to help Izo with his Vraxie, bounding and rolling past the man’s guard. Swift to hypnotic stare as usual, so -2 on will saves

Acrobatics to Avoid AoOs: 1d20 + 24 ⇒ (16) + 24 = 40

50% Miss Chance (high is always good for me): 1d100 ⇒ 97
Attack with Irreconcilable Differences (flank, power attack): 1d20 + 22 + 2 - 4 ⇒ (10) + 22 + 2 - 4 = 30
Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (6) + 10 + 8 + (2, 4) + 3 = 33

Valiables:

HP: 131/131
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: pink
Painful Stare: pink
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, active), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, mirror image(7 images)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 1/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+22[/dice] to hit;
[ dice]1d6+10[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf steps up and smotes, blinding two temporarily! Seamus takes advantage of the temporary blindness to take out green! Kast keeps on orange, and hits it once (but not critically). Izomandakus changes form again while Pachemu struggles. Valena tumbles in and plants on one pink! Koba changes to pink as well, seeing as blue is hardly a threat to anyone with his current blindness.

Koba bow on Pink: 1d20 + 16 ⇒ (8) + 16 = 24 damage: 2d8 + 10 ⇒ (2, 2) + 10 = 14 displacement: 1d100 ⇒ 80
Koba bow on Pink: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18 damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14 displacement: 1d100 ⇒ 38
Koba bow on Pink: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 damage: 1d8 + 5 + 1 ⇒ (6) + 5 + 1 = 12 displacement: 1d100 ⇒ 13

Blue, thinking he has at least two foes on him, casts again, this time defensively.
Blue concentration: 1d20 + 14 ⇒ (9) + 14 = 23 vs DC 21

He centers a fireball on himself, more or less, in a desperate bid to try and injure his assailants. I think he only hits Pachemu. And himself of course.
Fireball: 9d6 ⇒ (2, 2, 2, 2, 3, 1, 3, 6, 3) = 24 Reflex DC 17 for half
Blue Reflex: 1d20 + 10 ⇒ (1) + 10 = 11

Pink casts defensively.
Pink concentration: 1d20 + 14 ⇒ (11) + 14 = 25 vs DC 23

Pink casts Phantasmal Killer on Seamus. DC 20 Will save. Fail that and DC 20 Fort save. Make your first or second save, and take only damage: 3d6 ⇒ (6, 3, 6) = 15. Fail them both, and die.

Orange staggers back (5’ step) and casts mirror image, images: 1d4 + 3 ⇒ (1) + 3 = 4

Purple tries a feeblemind on Izomandakus again. Will DC 19, -4 on the save.

- Round 6 -
Rastaf - 19
Seamus -12 (1 image)
Kast - 11 (-16hp)
Izomandakus - 9
Valena -8 (7 images)
Blue - 5 (-50hp, blind, 2 images, displaced)
Pink - 5 (-56hp, displaced)
Orange - 5 (-90hp, 4 images, displaced)
Purple - 5 (-15hp, displaced)

• Next up - everyone.

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

Level 16:

HP +10
Ability boost +1 Str
New spells +4 boost from Ruenforge spellbooks
true seeing
create demiplane
transfer tattoo
seamantle
Skills
Fly
Intimidate
K. arcana
K. history*
K. planes
Linguistics* (Aklo)
Spellcraft
Use Magic Device x2


Retired to Taldor?

level 16:

14 lvl rogue
HP + 8
+ 1 BAB, Ref save, dexterity
Advanced Rogue Talent: feat: Greater Two-Weapon Fighting
+ 1 to skills: acrobatics, disable device, escape artist, knowledge: (dungeoneering), (History), (local), perception, perform, sleight of hand and stealth.
+ 1 to hero points


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

Can't check the map right now, but Izomandakus has 20' reach with his bite attack (others are 15').


Xin-Shalast - Roll20 Map - Tracking Sheet

Ahh gotcha. You get an AoO on the draw then, for she expected a 15' reach and doesn't have a magical pack. :)

Silver Crusade

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

I will be out of town for a week. Bot me if needed.


Retired to Taldor?
GM Euan - Rise wrote:
Feel free to try things if you wish, but the knowledge you seek is unknown in Golarion. Perhaps the knowledge exists on other planes of existance.

Back to Leng?


Xin-Shalast - Roll20 Map - Tracking Sheet

Technically you are in both Golarion and Leng currently...

Yes there is a chamber you've skipped (two actually), but neither will teach you how to destroy the sphere from here. To save you a little frustration. :)

My last in game post referred to spells like contact other plane, legend lore, etc. For the most part.


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

After GMing this campaign for my friends in recent years, it was fixed in my mind the desire to play a wizard and explore all the goodies of Thassilonian magic. I remember myself toying with the idea of some of the wizards in the Runeforge escaping into the world (in fact Izomandakus is a name taken directly from the book). So when Euan asked me if I could create a melee combatant instead for it seemed the group would be lacking in that respect, I challenged myself to stick with the wizard idea and find out how to make one viable in melee, researching on the guides and boards to make it work.

I am more than satisfied with the end result, Izomandakus will probably stay as one the most memorable characters I have created and played, and the company around completely enhanced the experience and turned it into a shared success.

Three years. Three years of roleplaying, epic moments and vibrant fights.

Rise of the Runelords was the first AP that I enrolled in when I started playing on these boards. That was 9 years ago. The character was a ranger that finished his days dying at Mokmurian’s hands after 7 years of a campaign crawling to a halt.

I have finished long campaigns before, some of them Adventure Paths, but it is the first time I do it as a player, and playing the same character from level 1 to the end with the same roleplaying group.

If you had told me that could be done in PbP in such a short time, without worsening the quality of the roleplay or cutting significant sections, I would have not believed it.

It speaks to the truly outstanding interest and talent that has been playing for this campaign. The ungrateful labor of the GM is often singled out as the reason for an adventure to succeed or fail, but I want to highlight, it is ultimately a collective task, and the world of complicities and the inter-party dialogue the players build, is the main engine that pushes the GM to keep going and doing to the best of the GM abilities and free time.

In that regard, I want to thank the Kasts, Seamuses and Megs/Valenas for their care and devotion to this little epic story we have made up together. The number of evenings, and nights, that you filled with good gaming, camaraderie, fun and good narrative, are countless and worthless. They have by sure contributed to keep my stability and joy at healthy levels at dire moments when the end of the World seemed to be descending upon us. I want to also give a mention to Kitty, Hasslo and Rastaf for their perhaps smaller but still positive contribution.

Finally, I cannot thank Euan enough for his leadership, patience, consistency and stability. It is going to be strange for a time not to have those regular posts available to indulge in the roleplaying hobby. Not everyday one has the chance to play a dragon and a pig on the same campaign, and here you let me play way more than that. Thanks a lot for that chance Euan!

Life changes, and with my current situation I would lie if I said I am not grateful for that liberated 15-45 minutes a day. It comes in a moment of much need. But I hope things will change in a year or so, and I can have the chance of another adventure with all of you.

But well, let’s not be too sad, we are going to keep playing elsewhere or at some other time in the boards. So long life to Sandpoint’s club of the Sihedron! For many hours of wine drinking and, maybe, some secret kisses.

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