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

Oh as it's a fresh new morning, and you were doing something potentially dangerous, I assume you were spelled up for the normal adventuring day. So please note your ongoing spells for reference.


Val Buffs:

Freedom of movement, precast apport object on a scroll of breath of life, telepathic bond on the party, her daily sending to Sapphira (she would include arrangements for the reincarnation this time), and mirror image. Oh and of course implanting Mesmeric Mirror on Seamus and Mask Misery on herself

Mirror Images: 1d4 + 4 ⇒ (3) + 4 = 7

Val shrugs at the statue. ”Oh come now, would you really rather not have a big dramatic showdown in your place of power? I feel like is a much better ending. In fact, I am going to make an executive decision that we are going to do that, so bye-bye to your nice little statue. If you do not like it, then—as the kids say—tough shits.”

She takes a step over towards Kast and provides him with some additional protection. Displacement on Kast. She also attempts to inflict her stare on the stone Karzie, though she assumes it likely will not work.

All Party<“So, uh, how do we kill it?”>

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(7 images), telepathic bond

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 2/5 used (Sendingx1, Displacementx1, 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.


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

Izomandakus only has mage armor, greater magic weapon and greater reversion on himself.

The boy extracts the amulet and observes the powers have not stuck "Guess it will have to be the club"

K. arcana: 1d20 + 24 ⇒ (15) + 24 = 39 What spells might affect it, special defenses, special attacks
But then, Karzoug decides to surprise the party "Uoho! Someone got a bit mad on us!"

The boy pulls out some licorice root and hastens the party.

Pachemu moves forward advising the statue to let her friends go if she wants to keep doing statue things for a bit more time "Oink oink oink!"
Intimidate-smaller size (demoralize): 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15

Pachemotions:

Pig - HP 140/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 23 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 3/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 13/15 (+7)
Recall: 4/4 (+2 DC for 1 round)
Effects:
haste 15 rounds
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

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

Izomandakus hastens the party and studies the enemy while Pachemu vainly tries to get its attention. Valena protects Kast and taunts the stone man.

He strides forward before reaching out and swatting Kast!

Karzoug moves toward Kast and swings dramatically (image), before reaching down with his fist and slamming poor Kast.
Karzoug on Kast: 1d20 + 43 ⇒ (13) + 43 = 56 damage: 3d10 + 15 ⇒ (5, 10, 3) + 15 = 33 and Fort DC 25 or Dex Drain: 1d10 ⇒ 9
Displacement (low is bad for me): 1d100 ⇒ 73

Then it sort of concentrates a moment (free action) and a Slow burst covers Pachemu, Valena, and Kast. Will DC 25 to resist or be slowed (countered by haste - so you'd just be normal).

- Round 1 -
Rastaf - 12
Seamus - 11 (2 images)
Kast - 6 (-33hp, displaced)
- Round 2 -
Izomandakus - 18
Valena - 17 (7 images)
Karzoug Golem - 13

• Next up - everyone!


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

1d20 + 10 ⇒ (15) + 10 = 25 Fort
1d20 + 12 ⇒ (2) + 12 = 14 Will

Kast takes a blow and barely avoids becoming even more clumsy, however he is no longer enhastened.


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

"Guess none of you can transmute rock to mud or stone to flesh, isn't it? That thing is immune to most magics, but we still can use physical magic on it (no SR spells)" Izomandakus quickly explains, then uses his haste speed to find a position where he can do the next move without affecting his friends.

Raising his hands, caustic acid erupts in all directions washing the stone with the erosive substance "Why have you not come to us yet then? Perhaps you are limited to a very minuscule home, Karzoug?"
Acid damage (no SR, Ref DC 25 for half): 15d6 ⇒ (6, 2, 1, 5, 2, 6, 3, 6, 5, 3, 5, 3, 1, 3, 3) = 54

Pachemu positions herself to protect Valena and Kast!
Aid another (+2 attack for Kast): 1d20 + 9 ⇒ (5) + 9 = 14

Bodyguard 1: 1d20 + 9 ⇒ (7) + 9 = 16
Bodyguard 2: 1d20 + 9 ⇒ (7) + 9 = 16 to raise AC 2

Pachemotions:

Pig - HP 140/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 23 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 3/3
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) 1 round
caustic eruption 2 rounds
haste 14 rounds
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 vs DC 25

The acid does affect it normally, though it manages to dodge out of the way of the worst of it.

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 casts Blessing of Fervor, just to give the party more options.

choices:
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, extended, silent, or still spell.

He uses the speed to position himself.


Retired to Taldor?

Rolling his eyes as the 'magic pool' does absolutely nothing to the amulet, Seamus waits to see if anything hapens when Kast dips his pig-sticker in the water. As Kast draws the weapon out, Seamus sees the water start to boil angrily and it looks like the blade has some sort of inner glow, but maybe it was just a trick from the light. As Seamus prepares to ask Kast if he 'feels anything' Realizing a gold light was shining out of the pool towards the statue. As it starts to creak and crack then speak, Seamus wonders if this was going to happen with each of the statues when they use the pool. Realizing the statue was actually speak to them, he hoped he didn't miss anything important in the monologue.

Seeing the flaming pole-arm, Seamus remembered he had one of those too. Chuckling as Val quoted children, he shrugged at her question, answering <"Quckly?"> Drawing his ranseur, he clicks his heals together and scoots past the moving statue attempting to duck under the blade and tumbling past the thing. He winds up on the other side, swinging his adamantine flaming ranseur at what he assumes is a golem.

Hasten +1 Att +1 AC & Ref. 30 ft, full attack/extra Blessing of Fervor +2 Att +2 AC & Ref. AC 34 moves 35 ft, tumble, Flank Attack: + 1 Adamantine flaming Ranseur, sneak attack
acrobatics: 1d20 + 29 ⇒ (13) + 29 = 42
attack(buckler): 1d20 + 12 + 1 + 1 + 2 - 2 - 1 ⇒ (17) + 12 + 1 + 1 + 2 - 2 - 1 = 30 for damage: 2d4 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10 flame: 1d6 ⇒ 5 sneak: 7d6 ⇒ (2, 4, 4, 2, 4, 3, 4) = 23


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf gets too close, and a blow swings in.
Karzoug on Rastaf: 1d20 + 43 ⇒ (8) + 43 = 51 damage: 3d10 + 15 ⇒ (8, 10, 2) + 15 = 35 and Fort DC 25 or Dex Drain: 1d10 ⇒ 1

Seamus dodges and weaves, but cannot avoid the glaive, or can he?

Karzoug on Seamus: 1d20 + 43 ⇒ (19) + 43 = 62 damage: 3d10 + 15 ⇒ (10, 2, 6) + 15 = 33 and Fort DC 25 or Dex Drain: 1d10 ⇒ 6
Images: 1d3 ⇒ 3

He watches as an image is stripped away, but no blow lands for now!

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

Fort: 1d20 + 14 ⇒ (15) + 14 = 29 No loss of dex, but OUCH!


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 6

Kast attacks back, using the Blessing from Rastaf to accentuate the number of attacks he gets.

Iron Quill, two handed:
1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40 to hit; (GMW,Flank)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

Iron Quill, two handed:
Blessing: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35 to hit; (GMW,Flank)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage

Iron Quill, two handed:
1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

Iron Quill, two handed:
Pot Crit: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 to hit; (GMW,Flank)
1d10 + 18 ⇒ (2) + 18 = 20 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: 6/7 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.

[spoiler=Perfect Soul]Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (14) + 18 = 32 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (1) + 10 = 11 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 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

Valena tries to resist the slowing affect.
Will: 1d20 + 17 ⇒ (17) + 17 = 34 vs DC 25

She then draws her weapon and attacks a bit.
1d20 + 22 ⇒ (14) + 22 = 36 to hit
1d6 + 10 ⇒ (5) + 10 = 15 damage

Valena connects, but does no damage as the severe DR takes effect (DR 15/something).


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Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf casts blessings of fervor on the party to go with the haste. Seamus tumbles in, getting swatted for his trouble, but landing a returning blow with his own polearm. Kast swings away and hits twice, the Iron Quill carving off stone chunks like butter! Izomandakus summons acid as Pachemu aids the front line. Valena GMPC remains hasted and strikes - realizing there’s serious DR on this construct. Koba steps up, mindful of the enormous reach, and plugs a few arrows into the monster. He even tries to smite it, but the statue is not evil.

Koba bow: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31 damage: 2d8 + 10 + 2 ⇒ (8, 7) + 10 + 2 = 27
Koba bow: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18 damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Koba bow: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 damage: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Koba quickly learns the creature is both hard to hit, and impossible for him to pierce (DR 15/something).

Karzoug continues hewing away at Kast.
Karzoug on Kast: 1d20 + 43 ⇒ (13) + 43 = 56 damage: 3d10 + 15 ⇒ (9, 3, 3) + 15 = 30 and Fort DC 25 or Dex Drain: 1d10 ⇒ 2
Displacement (low is bad for me): 1d100 ⇒ 15

Karzoug on Kast: 1d20 + 43 ⇒ (3) + 43 = 46 damage: 3d10 + 15 ⇒ (8, 10, 5) + 15 = 38 and Fort DC 25 or Dex Drain: 1d10 ⇒ 7
Displacement (low is bad for me): 1d100 ⇒ 4

It has difficulty finding the true Kast displaced as he is...

- Round 2 -
Rastaf - 12 (-35hp)
Seamus - 11 (2 images)
Kast - 6 (-33hp, displaced)
- Round 3 -
Izomandakus - 18
Valena - 17 (7 images)
Karzoug Golem - 13 (-96hp)

• Next up - everyone!


Retired to Taldor?

Watching as one of his 'images' pop, Seamus is at least pleased that he was able to hit the stone golem. Wanting to take full advantage of the magic his friends have blessed him with, he continues swinging away with the magical ranseur.

Haste +1 Att +1 AC & Ref. 30 ft, full attack/extra Blessing of Fervor +2 Att +2 AC & Ref. AC 34 Flank full Attack: + 1 Adamantine flaming Ranseur, sneak attack
attack(buckler): 1d20 + 12 + 1 + 1 + 2 + 2 - 1 ⇒ (11) + 12 + 1 + 1 + 2 + 2 - 1 = 28 for damage: 2d4 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7 flame: 1d6 ⇒ 5 sneak: 7d6 ⇒ (2, 1, 1, 5, 3, 3, 5) = 20
attack(buckler): 1d20 + 7 + 1 + 1 + 2 + 2 - 1 ⇒ (10) + 7 + 1 + 1 + 2 + 2 - 1 = 22 for damage: 2d4 + 1 + 1 ⇒ (1, 4) + 1 + 1 = 7 flame: 1d6 ⇒ 4 sneak: 7d6 ⇒ (4, 5, 6, 3, 5, 4, 5) = 32
attack(buckler) haste attack: 1d20 + 12 + 1 + 1 + 2 + 2 - 1 ⇒ (13) + 12 + 1 + 1 + 2 + 2 - 1 = 30 for damage: 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5 flame: 1d6 ⇒ 2 sneak: 7d6 ⇒ (5, 3, 1, 4, 6, 6, 5) = 30


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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
GM Euan - Rise wrote:
It has difficulty finding the true Kast displaced as he is...

Oh thanks Val! With that thing's +43 to hit and 30 damage a shot, your spell is saving Kast from joining Koba in the 'to be reincarnated' pile.

Round 2, Init 6

Kast marvels at how Val's magics protect him and uses the Blessing from Rastaf to accentuate the number of attacks he gets.

Iron Quill, two handed:
1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 to hit; (GMW,Flank)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

Iron Quill, two handed:
Blessing: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 to hit; (GMW,Flank)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

Iron Quill, two handed:
1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage

Iron Quill, two handed:
Pot Crit: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33 to hit; (GMW,Flank)
1d10 + 18 ⇒ (7) + 18 = 25 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: 6/7 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.

[spoiler=Perfect Soul]Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (19) + 18 = 37 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (9) + 10 = 19 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 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)

The statue is rock solid, fortunately Izomandakus is well stocked with magic able to bypass spell resistance, the boy produces a ball of hardened tar from his pouch and throws it at the statue's feet "You seriously are that scared that had to come here to ruin our forging moment?"

The ball bursts creating a tar pool that menaces to entangle the statue's footsie.
Fire damage (Ref 26 for half and avoid entangle): 10d6 ⇒ (3, 4, 1, 5, 3, 1, 1, 3, 6, 3) = 30

Pachemu just gets out of the way, seeing her attacks are of no help here.

Pachemotions:

Pig - HP 140/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 23 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 3/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 12/15 (+7)
Recall: 2/4 (+2 DC for 1 round)
Effects:
perfection (+7 Int) 1 round
haste 14 rounds
mage armor 15 h
greater magic weapon (+3) 15 h
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

Reflex: 1d20 + 10 ⇒ (18) + 10 = 28 vs DC 26

The creature again avoids the worst that Izomandakus can bring, though he still burns.


Taking ac/hit/ref from BoF

Val trusts in her images to protect her for the moment as she gets to work, pausing only to sharpen her blade with her mental abilities. Swift to make her sword keen for 1 minute

Primary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 22 + 2 + 2 - 4 ⇒ (15) + 22 + 2 + 2 - 4 = 37
Primary Damage (power attack): 1d6 + 10 + 8 ⇒ (1) + 10 + 8 = 19
Crit Confirm (critical focus): 1d20 + 22 + 2 + 2 - 4 + 4 ⇒ (20) + 22 + 2 + 2 - 4 + 4 = 46
Crit Damage: 1d6 + 10 + 8 ⇒ (4) + 10 + 8 = 22

Haste Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 22 + 2 + 2 - 4 ⇒ (10) + 22 + 2 + 2 - 4 = 32
Haste Damage (power attack): 1d6 + 10 + 8 ⇒ (1) + 10 + 8 = 19

Secondary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 17 + 2 + 2 - 4 ⇒ (1) + 17 + 2 + 2 - 4 = 18
Secondary Damage (power attack): 1d6 + 10 + 8 ⇒ (1) + 10 + 8 = 19

Tertiary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 12 + 2 + 2 - 4 ⇒ (13) + 12 + 2 + 2 - 4 = 25
Tertiary Damage (power attack): 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23

Valiables:

HP: 131/131
AC: 37/20/27
Saves: F14/R20/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(7 images), telepathic bond, haste, BoF (ac/hit/ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 2/5 used (Sendingx1, Displacementx1, 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

Apologies for not mentioning it, but Seamus’ weapon also failed to overcome DR (15/something).

Rastaf does something heroic! Though he tries with his unwieldy weapon, Seamus fails to land a blow. Kast has but one hit, and it’s a doozy, as he crits and slices off a big part of its left leg. Izomandakus creates a big tar pool which does some damage. Valena hits twice, but one is a doozy doing real damage (DR applied). Koba rushes forward, risking a blow of his own, and touches Kast’s weapon making it a weapon of awe (link). Basically, bonus damage.

AoO Karzoug on Koba: 1d20 + 43 ⇒ (13) + 43 = 56 damage: 3d10 + 15 ⇒ (3, 2, 4) + 15 = 24 and Fort DC 25 or Dex Drain: 1d10 ⇒ 1
Koba Fort: 1d20 + 12 ⇒ (19) + 12 = 31 vs DC 25

Karzoug begins its round in tar, taking fire damage: 2d6 ⇒ (1, 2) = 3 and a check against entanglement.
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13 vs DC 26

It again bursts a slow effect. Will DC 25 or lose your haste. Pachemu, Kast, Valena, and Seamus may all save.

Karzoug ignores its feet and continues hewing away at Kast.
Karzoug on Kast: 1d20 + 43 ⇒ (2) + 43 = 45 damage: 3d10 + 15 ⇒ (5, 7, 5) + 15 = 32 and Fort DC 25 or Dex Drain: 1d10 ⇒ 4
Displacement (low is bad for me): 1d100 ⇒ 65

Karzoug on Kast: 1d20 + 43 ⇒ (17) + 43 = 60 damage: 3d10 + 15 ⇒ (1, 2, 8) + 15 = 26 and Fort DC 25 or Dex Drain: 1d10 ⇒ 9
Displacement (low is bad for me): 1d100 ⇒ 96

Karzoug lands two fearsome blows on poor Kast. Two saves for dex loss, and of course the damage that was done.

- Round 3 -
Rastaf - 12 (-35hp)
Seamus - 11 (2 images)
Kast - 6 (-91hp, displaced)
- Round 4 -
Izomandakus - 18
Valena - 17 (7 images)
Koba - last (-24hp)
Karzoug Golem - 13 (-174hp)

• Next up - everyone!


Will Save: 1d20 + 17 ⇒ (8) + 17 = 25

Val’s indomitable will works to her credit once again as she avoids the slowing effect. She continues with a series of remarkably consistent strikes. She’ll be sticking with Hit/ac/ref from BoF until specified otherwise

Primary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 22 + 2 + 2 - 4 ⇒ (9) + 22 + 2 + 2 - 4 = 31
Primary Damage (power attack): 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23

Haste Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 22 + 2 + 2 - 4 ⇒ (9) + 22 + 2 + 2 - 4 = 31
Haste Damage (power attack): 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Secondary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 17 + 2 + 2 - 4 ⇒ (9) + 17 + 2 + 2 - 4 = 26
Secondary Damage (power attack): 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Tertiary Attack with Irreconcilable Differences (BoF, flank, power attack): 1d20 + 12 + 2 + 2 - 4 ⇒ (9) + 12 + 2 + 2 - 4 = 21
Tertiary Damage (power attack): 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Valiables:

HP: 131/131
AC: 37/20/27
Saves: F14/R20/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(7 images), telepathic bond, haste, BoF (ac/hit/ref)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 1/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx1, Martial Esotericax0)
2: 2/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 2/5 used (Sendingx1, Displacementx1, 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.


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 + 10 ⇒ (20) + 10 = 30 Fort
1d20 + 10 ⇒ (18) + 10 = 28 Fort
1d20 + 12 ⇒ (18) + 12 = 30 Will

Wow! What luck. Desna Perfection be praised!

Kast narrowly avoids taking a dirt nap in two different ways. He’s bloodied badly and wants to stay in the fight.

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

Sorry I'm late.

Rastaf channels. healing: 7d6 ⇒ (1, 5, 1, 3, 6, 6, 6) = 28

He'll do it again.


Retired to Taldor?

slow effect. Will DC 25: 1d20 + 13 ⇒ (1) + 13 = 14
hero point
slow effect. Will DC 25: 1d20 + 13 ⇒ (12) + 13 = 25

Frustrated that he didn't hit the stone statue, Seamus drops the flaming polearm. Stepping closer he draws his keen rapier and mithril long knife. Waching as Val distracts the thing he thrusts his rapier at the golem's leg.

Haste +1 Att +1 AC & Ref. 30 ft, full attack/extra Blessing of Fervor +2 Att +2 AC & Ref. AC 38 5 ft step, move action draws weapons, Attack: + 1 keen rapier
attack: rapier: 1d20 + 18 + 1 + 1 + 2 ⇒ (4) + 18 + 1 + 1 + 2 = 26 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10


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

Pachemu: Will DC 25: 1d20 + 10 ⇒ (5) + 10 = 15

"His feet are trapped in the tar, let's attack him now! Quickly!" while hoping the entanglement helps the others strike true, Izomandakus produces a piece of mica and pulverizes it in the air with a magic word that pours a glitterdust over the statue.
Will DC 20 no SR (boosted with perfection and robes)

Losing speed, Pachemu ducks below Kast, while trying to find a position to be useful.

Pachemotions:

Pig - HP 140/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 152/152 DR 5/adamantine (50/50) AC 23 TAC 18 +0 if within circle vs evil

Bolts: 9
Rod: 3/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 11/15 (+7)
Recall: 1/4 (+2 DC for 1 round)
Effects:
perfection (+7 Int) 1 round
tar pool 14 rounds
haste 12 rounds (not Pachemu)
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 6

Bleeding badly, Kast stands resolute and attacks with his ‘awe-ful’ weapon.

Iron Quill, two handed:
1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32 to hit; (GMW,Flank)
1d10 + 18 + 2 ⇒ (1) + 18 + 2 = 21 magic cold iron damage

Iron Quill, two handed:
Blessing: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30 to hit; (GMW,Flank)
1d10 + 18 + 2 ⇒ (6) + 18 + 2 = 26 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 to hit; (GMW)
1d10 + 18 + 2 ⇒ (10) + 18 + 2 = 30 magic cold iron damage

Iron Quill, two handed:
1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 to hit; (GMW)
1d10 + 18 + 2 ⇒ (1) + 18 + 2 = 21 magic cold iron damage

Iron Quill, two handed:
1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 to hit; (GMW)
Pot Crit: 1d10 + 18 + 2 ⇒ (5) + 18 + 2 = 25 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: 6/7 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.

[spoiler=Perfect Soul]Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:

A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (18) + 18 = 36 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (20) + 10 = 30 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

Rastaf channels, helping everyone to stay standing a little longer. Seamus switches up for his short blades and steps up but the swapping throws of his aim and he overcompensates. Kast with a pair of hits, ends the battle. Izomandakus you may save your spell. Valena carves off a chunk as the creature freezes up!

As Kast’s blade carves out new damage in the buttery stone substance, the statue sort of stutters, and falters.

“This... this is not the last…” the voice says with some surprise. ”Come then, heroes. Seek me atop Mhar Massif, if you value life so poorly. You should be honored to be the first fools executed under the banner of Shalast in ten thousand…” Karzoug is unable to finish his taunts, though, and the golem reverts to inanimate stone. It does not attack again.

• We are out of initiative.

The flames lick at the stone of the statue as the tar bit continues to burn, stinking up the entire chamber with its fumes.

The pool continues to roil, anticipating another weapon. You eye the other statues, wondering which one will activate next. Does anyone step up to immerse their weapon in the pool?

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 channels again. healmeister: 7d6 ⇒ (4, 2, 6, 4, 1, 3, 6) = 26

He then casts more healing on Kast. csw: 3d8 + 15 ⇒ (2, 6, 8) + 15 = 31


Val wipes the dust off her blade, then moves to the pool. ”Well that was exciting. I want to go next myself.” She waits until everyone is ready and then immerses Irreconcilable Differences into the pool for her turn.

One Domineering/Commanding please

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

Just a second...

Rastaf fishes out a couple of wands and heals up Kast.

csw: 3d8 + 5 ⇒ (5, 4, 1) + 5 = 15

He uses the other one to cast Bear's Endurance on the perfectionist. (3 min.)


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf tops up Kast… just in case.

As Valena withdraws her weapon, you see the same shimmering gleam of power briefly before it subsides within. The party looks about for other statuary combats, but none occurs.

You are each free to prepare your weapons. Do please note what type (link) of Runeforged Weapon you favor. Koba follows Kast’s lead and gives himself further power against undead and their level draining capabilities.

Once you’ve each prepared your weapons to your liking, the pool subsides and calms. Koba starts looking around uneasily, but ready to face his death, ”So it’s time I guess huh? How do we leave?”

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

Together, friend.


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

Kast appreciates Rastaf’s healing, noting it was freely given. He will watch and help, when needed, as others enchant their weapons. He does not comment on the individual choices, but also knows that Koba made the right choice too.

When not busy helping, he holds the Iron Quill with awe and joy.

Someday I’ll be a hero with this on the walls of Lastwall.

Koba wrote:
”So it’s time I guess huh? How do we leave?”

Kast tries to ease the paladin’s mind.

”We’ll have you using that bow soon enough. We’ll do our best. Don’t you worry.”

Do we have an urn or basket we can ask Koba to step into as we carry him out? Might be easier to collect his dust if he’s pre-packed.


Retired to Taldor?

Watching as Val dipped her tip in the broiling water, Seamus shrugs. He is certainly proud of his lute playing and, having worked at the 'Kitten', has a better understanding than most of lust. Walking over to the pool he lowers the tip of his weapon into the water hoping to see the same shimmer on his blade as well.

As they prepare to leave, Seamus nods in agreement with Kast. "Yep in no time at all." He smiles, "And in the meantime, I willing to hold on to your bow for you. Make sure nothing happens to it."


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

"We came here to forge the weapons to defeat Karzoug, isn't it?" Izomandakus throws into the pool the pure essence of lust and pride, personified in the Delvheine tools and Vrexeris mirror "A perfect combination to command on others, through ego and desire. The weakness of Karzoug."

The boy sinks Mokmurian's shrank club into the pool and retrieves the weapon while finely detailed Thassilonian runes quickly draw themselves all through the weapon and start to glow "By the power of the Runeforge..." Izomandakus raises the club in the air while Pachemu observes not impressed how arcane power starts to crackle all through the weapon and the boy "...I have the power!"

The boy smiles with new found prideful self-confidence "Karzoug, this is the beginning of your end."

Very commanding, he points towards the proper tunnel in the hall while staring at Kast intensely "To the Wrathful Halls. It is time for you to activate the last teleportation circle High-Lord of Wrath!"

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

Rasta also selects the Jealous/Trusting option. If it helps him fight undead in any way, he's all about it.

Feeling the infusion of magic enchanting his blade, he smiles. I'm coming for ya, Karzoug.


Xin-Shalast - Roll20 Map - Tracking Sheet

You prepare, each in your own way, and as a group step within the dimensional runes within the Halls of Wrath. You activate the runes (I just need someone to cast any dimensional travel spell - dimension door even works, or plane shift if you want to go bigger, teleport, etc.)

As the spell completes, there’s a brilliant flash of grey-white light, and then you are shocked - a variety of things all screaming for your attention. Though it had only been a few days, the sudden aging, and bodily processes are like being bludgeoned. Good thing you ate and slept while within or it would be even worse.

As if that weren’t enough, you appear in the exposed hillock inside the circle of stones - which don’t block the wind at all, but rather just help it swirl around so there’s no way you can face without the wind directly in your eyes and lungs. And a biting bitterly cold wind it is - exposed this far north.

And then of course there’s the rapidly aging Koba, who withers and dies before your eyes in a matter of seconds.

You’re all shaken for a moment or two as you recover from it all.

Even with the wind, you were ready, and collect a, well, majority of the dust that is Koba. Certainly enough for a reincarnation. More than enough.

From here you can walk back over the course of a few weeks, wind walk back over the course of a couple of days, or teleport in an instant. Where do you go and how?

May I suggest Magnimar? You have one or two items to sell…and a diamond to procure for Koba (I’ll take it off the group sheet shall I?) Please check the treasure sheet for loot you may want to keep or it’s a fire sale! Everything Must Go!


Magnimar is good with me. I mentioned during my spell prep for the day that Val used her daily sending to tell Sapphira they are coming with someone to reincarnate

Even knowing he will come back, Val is overcome with melancholy as she sees Koba become literal dust on the wind. She has never had the heart of a poet, so she does not know much what to do with such a feeling. She takes a big drink of wine. ”Back to Magnimar, I suppose.”


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

Izomandakus cords the pot with Koba's remains around Pachemu's neck and puts it within the scarf for softened protection "I think it should be ok there until we are ready"

"Well, guess it is time to go back home" Izomandakus offers his hands to form a circle before casting teleport for a quick trip to the Golemworks in Magnimar.
Failure check (very familiar): 1d100 ⇒ 15


Xin-Shalast - Roll20 Map - Tracking Sheet

You all immediately start to sweat a bit, as the rather much warmer salty air of Magnimar suffuses your pores. You exit the Golemworks with a waive, and are on the streets. It’s early yet - plenty of time to shop and enjoy the pleasures of a large city teeming with life!

I’ll do a divvy when folks are sure there’s nothing they want. Also, any group items needed at this time? More importantly, are you selling the Robe of the arch magi black on the open market? You might get the church to buy it at a discount to destroy it. Or sell it to the highest bidder… a large, heavily cloaked man willing to buy it no questions asked.


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

Magnimar is perfect. Then Sandpoint. Then...well, Mt. Doom. Kast has reviewed the treasure sheet and is fine with it. He would prefer to bleach out the black of the arch magi garment, but if that doesn't work, he will see if it can be destroyed.

Kast helps sell the gear and prepare for the next adventure.


Retired to Taldor?

earlier
Watching as Izomandakus baptizes his club in the magical fountain, Seamus smiles at his friends speech; It still amazed him how far they'd come in such a short time. Following his friend to the teleportation circle, he was looking forward to being back in civilization for a bit. Flinching as the cold wind hit his face, the strange feeling of instant aging making everything worse, he watched as Koba crumbled into dust. Helping gather some of 'dust' and picking up Koba's gear, he nods his head in agreement with Val, "Yes, Magnimar please."

now
As they manifest in the Golemworks where Kast went to school, Seamus breathed in the warm salty air, "That's more like it." As they leave the golemworks he adds, "Let's sell this stuff and get Koba back." As they walked he began thinking about what he would do with his portion of the wealth to prepare for their fight with Karzoug.

Hey Euan go ahead and put the + 1 Adamantine flaming Ranseur and the + 1 human bane dagger on the 'to sell' list. Realistically he wouldn't be keeping either


Val looks throw their assorted equipment one last time before they sell it and picks out a couple things to hold onto. She wants the gamboge nodule ioun stone and the CL 5 wand of magic missile, which she can reliably UMD now :D

As it’s a new day, she (finally remembers, ty Seamus!) and trades Seamus for the darkwood buckler. She switches her Eldritch Armor attunement to her armor as a result, granting it new abilities. Glamered so she does not look like she is wearing armor and slick for +5 escape artist


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Xin-Shalast - Roll20 Map - Tracking Sheet

Party Divvy!
Each of you receives 99,271gp plus the group gets a gem worth 1,500gp for Koba.

Magnimar is cold, as it is winter, but it’s a mild cold - almost pleasant after the frigidity of the north. And, as it is winter, the streets are jammed with Varisian wagons as the normally roving folk winter in the fair city. It also makes for more trade, and nearly anything can be found in Magnimar at this time.

I presume you sell your lucre, make some purchases, and prepare a few items for upgrades. As it’ll be a few days, do you spend it here in Magnimar? Or do you go back home to Sandpoint? With wind walk it’s just an hour or two. Faster with teleportation of course, but then you’ve got to bother Izomandakus’ mom…


Retired to Taldor?

While they had been at the gem store, he'd ordered some ioun stones but he still had to figure out what he was going to spend the rest of the money on. Realistically a bow would be on the list, unless Koba would be too small to use his. He knew it was wish full thinking, but still it was a really good bow. Once Koba was back, he'd still have to talk the paladin into joining the rangers.

As they move through the gentle cold of the Magnimar winter, Seamus holds up the gem they had purchased for bringing Koba back in one hand, while he carried Koba's really nice long bow in the other. "So how are we going to bring Koba back." Making sure he doesn't look down at the really sweet bow, he continues. "And what are the odds he'll be little?"


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
GM Euan - Rise wrote:
I presume you sell your lucre, make some purchases, and prepare a few items for upgrades. As it’ll be a few days, do you spend it here in Magnimar? Or do you go back home to Sandpoint? With wind walk it’s just an hour or two. Faster with teleportation of course, but then you’ve got to bother Izomandakus’ mom…

Kast will need some time to get his headband enchanted most strongly, and to have the Iron Quill enchanted a bit more…to help with the orc hordes he’ll have to face one day. And also, finish his strengthening regimen as proscribed by the manual. Depending on how long that will take, Kast will be ready to move after that.

Depending on timing, he feels the need to check in with the Sandpoint leadership and Brodert.


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

"Kast, that exercise diet you are following... do you think I can follow that extreme training as well?"
Izomandakus would gladly pay for the 55000 gp cost of the book to make it usable one more time. Alternatively, it would be also a cool option if he could find a Tome of Understanding +3.
Not sure what else to buy with the rest of the gold.

"Let's just do the air thing. I start to think mother is getting bothered when I bring friends home without previous notice." Izomandakus scratches her front "Besides, we can make a stop by somewhere in the coast, maybe even pay a visit at Floxglove mansion, to do the thing for Koba"


Xin-Shalast - Roll20 Map - Tracking Sheet

You place your orders, for nearly everything is custom made for you at this point and, with Rastaf's help, wind walk the short distance to Sandpoint.

You'll arrive just in time for lunch. It's still Sunday. Please feel free to cover the next day or two days generally (Kast, your book is finished tomorrow!) and let me know how you plan to spend the time while your gear is being made.

Oh, and let me know if you do indeed want to reincarnate Koba at the old Foxglove Manor, or in town somewhere. And don't get too far ahead, I'll likely want to flesh out bits here and there. Especially if you decide to research your next location - seeing as you don't know where it is!


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

During the stay in Magnimar, Izomandakus commissions works to have his equipment be ready with top notch enchantments for the final battles to come, leaving his ring and cloak to his artisans of must trust to maximize. Furthermore, he orders a one step reinforcement on his amulet, for it to pierce even the more fierce resistances. Finally, he talks with the buyers of the stuff they brought from the forge to see who can provide him with an couple advanced goodies: a pair of deliquescent gloves, and a manual of Thassilonian's exercise like Kast's but just the crash course for busy people who want to know just the basics.

Also, when buying the diamond to help Koba, he snatches a second one for himself, just in case something like that is needed again.

---

Once the group is in the way back, and assuming we are doing the air trip, Izomandakus makes a descend in the middle of the Coast Road, maybe just to see how Foxglove's manor is doing after all this time.

There, he will proceed with the promised miracle "I think we can try to bring him back here, do you have the pot Seamus?"

Once the cinders are ready, he puts the costly diamond on top of them and starts to say words that he learnt time ago and had been long forgotten but now recovered "I wish for Koba, here present in the form of cinders, to be reincarnated and walk alive once more among mortals and friends"


Xin-Shalast - Roll20 Map - Tracking Sheet

Foxglove manor has not weathered the winter well. It wasn’t in great shape before, and now has the added stench of a few dead ghouls and others who weren’t incorporeal. The haunts are still here, in part, but their bite is gone as the magics of the place have faded. They should continue to fade over time, and the place may be inhabitable again someday. But for its history, it could be a rather fine place.

You stop out front to avoid the worst of it and solidify bringing Koba’s remains forth to the energy of Izomandakus.

The powerful magics coalesce on the ashes of poor Koba. The dust begins to stir, and then swirl, and you all step back so as to, at the very least, not breathe some of Koba. A bright flash of powerful magic later, and a form lies before you.

And like that! SNAP

Koba has a new lease on life.

Izomandakus, as you are casting the spell, it only seems fair that you roll the die. D100 please, on the Golarian Table (link). Roll a 100 and he is judged by Pharasma too quickly and does not return.

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