GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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


7,301 to 7,350 of 8,624 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>

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

”Oh, they look hungry, don’t they?” Kast notes the hungry-for-harpers ghosts and moves outside, more concerned about whatever seems to be knocking the cabin off the cliff than a few nibbles on his toes.

”They might not want to come outside ‘Mus. I’ll get to them in a moment once I see what is what out here.”


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

Acrobatics+HR DC 15: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Pachemu: Acrobatics DC 15: 1d20 + 7 ⇒ (3) + 7 = 10
Izomandakus and Pachemu lose their balance and fall to the floor of the cabin "Critters! What happened now?!"

Perception+HR+HA DC 20: 1d20 + 1 + 2 + 2 ⇒ (16) + 1 + 2 + 2 = 21
Pachemu: Perception DC 20: 1d20 + 5 ⇒ (4) + 5 = 9
"Uh! More ghosts! Yes. But I fear we will need more positive vibes to combat this ones Seamus, not just metal." the boy explains seeing also the spirits out of the walls.

Pachemu cowers on the floor, while Izomandakus tries to stand up and hold himself against something solid here.


Acrobatics: 1d20 + 23 ⇒ (17) + 23 = 40

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Val throws her hands up. ”My heart goes out to these poor dwarves but I wish they would realize we are not at fault for all this.” She does not bother trying the wand this time.


Xin-Shalast - Roll20 Map - Tracking Sheet

A few of you succumb to the tilt-a-wheel structure and begin to identify the latest threat though no counter is attempted.

Voices can now be heard, faintly at first, but growing in strength and number until it reaches a dozen or so. In most cases you hear wordless cries of pain, but now and then snatches of sentences like “eating us…” or “don’t let him…” or “so hungry….” The hammering continues, but now the starving ghosts seem to notice you for the first time.

The ghosts swirl around you, even Kast on the porch where the storm rages making it impossible to see the world much beyond a half dozen yards or so.

Will DC 18 saves please as the haunts attempts to inhabit your bodies. Fail and 1d6 Wisdom Drain as you lose a little control to the ghosts pressing you!

New round! Still a DC 15 Acrobatics to keep your feet - will save first.

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 + 20 ⇒ (8) + 20 = 28
acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19
perception: 1d20 + 14 ⇒ (6) + 14 = 20

The half orc finally sees what's happening, and channels positive energy to rid us of these meddlesome cannibal haunts.

channel: 8d6 ⇒ (2, 4, 2, 5, 5, 2, 1, 4) = 25 DC 19 Will for half.


Will Save: 1d20 + 19 ⇒ (19) + 19 = 38

Acrobatics: 1d20 + 23 ⇒ (7) + 23 = 30

Val remains standing strong, physically and mentally.


4 people marked this as a favorite.
Retired to Taldor?

acrobatics are automatic Sorry that was supposed to be second
Will DC 18: 1d20 + 16 ⇒ (11) + 16 = 27
acrobatics are automatic

Watching the really skinny ghosts enter the room, Seamus isn't quite sure what they want, but he's pretty confident that it's not healthy for living things. Swiping pointlessly with his rapier, he asks, "Is curing stuff all that will help? What if I toss a potion on them?"


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

1d20 + 12 ⇒ (6) + 12 = 18 Will
1d20 - 1 ⇒ (17) - 1 = 16 Acrobatics (does Kast need this?)

That was close. If I had failed that, I might have decided that playing a lute was a good idea.

If there is nothing outside but blizzard, Kast will move back inside where there are at least hungry ghosts willing to eat his soul.

If the haunt is still a-hauntin’, he will cast Heal.


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

Will+HR DC 18: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Pachemu: Will DC 18: 1d20 + 10 ⇒ (15) + 10 = 25

Acrobatics+HR DC 15: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Pachemu: Acrobatics DC 15: 1d20 + 7 ⇒ (6) + 7 = 13
Izomandakus manages to hold this time, but Pachemu keeps cowering in the floor, afraid to fall out of hungry "What do you want? Cookies? Just take them!"

The boy produces the pot with cinnamon cookies and offers it to the raging spirits.


Xin-Shalast - Roll20 Map - Tracking Sheet

Even after Rastaf’s channel, it takes a heal to quiet the throng. The positive energy reverberates through the cabin causing the shaking to subside to a mere tremble. The ghosts seem to lose ‘sight’ of you and attack each other and the cabin, aimlessly.

After a few more rounds of this (had anyone been possessed, save every round, and had the haunt continued unabated, you’d have been attacking each other). Eventually, with a shuddering stop the cabin settles. Even the storm outside seems to abate to merely a heavy snow as the wind dies down and the blizzard, which had been forming, blusters somewhere else.

In time, all the ghosts wander off and fade to nothing. Save for one.

Silas Vekker stands in your midst. It takes some concentration, but in time, he seems to almost solidify. He speaks, gold dust still flaking off his beard.

“You... you are alive? You do not hunger? Ah... that is what I sense in your blood. Greed. You seek the City of Greed.”

”You should abandon your quest, lest you end up like me. Cold. Dead. Eaten. But I suspect you cannot be swayed.”

”Know then that I know the way to Xin-Shalast. I can show you the way, but only if you bring me my brother. He died on a ledge in the mountains a mile’s walk north from this cabin. I can feel his soul out there, still hungry, still insane.”

”Bring his bones to me so that I might reconcile with him. Once he is at rest, I will show you the way and I might rest as well…”

After this brief exchange, separated by periods of silence as the ghost mustered the energy to speak, it fades once again and can no longer be seen.

The cabin grows quiet.


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

"Oh man, yeah, okay. This all makes sense. Greed. It's all about greed," Kast nods in understanding. "Yeah, let's go find some bones then. I hope the storm dies down some, but maybe we'll find them."

"'Mus? Val? You think you can find them bones?" Kast looks at the ground, then up again.

"Maybe-buried back ribs?"
"Chilly...maybe-buried back ribs?"

Sing it out, why don't you? Repeat as needed.


2 people marked this as a favorite.
Retired to Taldor?

Relieved that, not only he but the others as well, seemed invisible to the ghosts, Seamus watches as the ghosts aimlessly attack each other. As all the others dissipate and one ghost coalesces, Seamus, unsure of which knife to use to kill a ghost, keeps his distance. He wasn't sure what 'greed in the blood' meant, but he was pretty sure it was too late to turn back now. Just another option, if you don't want to join the commercialization of the...well you get the idea.

As Kast responses to the ghost, Seamus turns to him, furrowing his brow. "I can track with the best of them, but finding that old of prints now?" Shaking his head he looks towards Val, then back to the others. "Anyone have any magic that can find the bones?"


Val scratches the side of her head. ”I can get us around with my dimension hopping, but I do not have anything that can help with searching. He seems to know the exact ledge though, so hopefully it should be easy to find?”


Xin-Shalast - Roll20 Map - Tracking Sheet

You have a pretty good sense of where it might be. You have the ghosts description of the spot, and their ledger and maps which also show the ledge in question as it is near one of their spent mines.

Trudging through the snow is hazardous as you may imagine. It’s deep up here in winter, so you could collapse and find yourself in a snowy-sinkhole, or even start an avalanche on the mountain - any number of problems. Thankfully cold is not one of them, for it is quite frigid!

Luckily the Wind Walk from breakfast to get you this far is still going (they last forever!). So you’re able to become wind, quick as you can, and fly off to the north! Let me know if you have any special preparations and you can depart.


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

"You know the way?" Izomandakus asks impressed himself he is talking with a dead dwarf.

"Why don't we just wind walk to explore the area? There should not be that many ledge a mile away to the north" he will put his knowledge to the task.
Survival+HR+HA: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
K. geography+HR+HA: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18


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

If it's only a mile away, Kast might forgo the wind-walking and just do a normal air limp over that distance. Not sure how many huge mountains could be in the way if it's only 1 or so miles away.

"What do you say, Izo? That way? Sure." Kast begins to limp over.


Retired to Taldor?

Nodding in agreement with Izomandakus, Seamus chimes in. "Wind walking seems great to me, I'd rather not walk through the snow and I don't know if my armor has enough magic to fly there and back again."


Val makes no special preparations, expecting not much resistance, perhaps naively. ”Let’s walk that wind!”

Silver Crusade

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

I've prepared Speak with Haunt. It takes ten minutes to cast, though. If one of you could successfully cast Halt Undead, I'd have the time.

I don't think the brothers were evil. Karivek may well tell us something. He will manifest if we get close to his bones.


Xin-Shalast - Roll20 Map - Tracking Sheet

Given the speed of your journey, the relatively short distance involved, but also the likelihood of getting lost at those speeds, it’ll take you about another ten minutes or so to reach the ledge in question (for ongoing spell durations). That’s if you wind walk. If you air walk as Kast suggests (though I don’t know that everyone can), it’ll take three times that, or about a half an hour, as there are twisty bits and quite a bit of vertical.

Let me know your choice as you close in on the spot.

You find the occasional ladder lashed to the cliff face where the brothers climbed to their local mine as you fly/walk in. The ledge in question is near the mountain’s peak just above and the snow is still falling heavily. Trailing to a five foot wide shelf to the northwest and southeast, the ledge deepens into a large flat area in the middle where an oft-used fire pit and a few lean-to type structures have been built.

The ground here is rough and uneven, covered with rubble and rocks and counting as difficult terrain for those of you not flying/air walking. Further, a layer of thick fog obscures the ground to a depth of 1-2 feet. This fog extends out over the cliff and down 30 feet from the edge, so that a character unable to see through the fog who moves through a square adjacent to the edge could easily fall some 2,000’ to the crevasse below.

Near the eastern end of the ledge, a small number of gravestones protrude from the mist.

Karivek’s body lies near a long-dead fire pit in that eastern portion of the ledge, frozen solid and preserved by the cold mountain air. The corpse still wears its padded armor, but is itself in frightful shape. Not only is it broken and mangled, as if it had fallen from a great height, but the body’s legs end in charred, blackened stumps where the feet had been burnt off.

You’ll need, at the very least, to solidify I think. So please place yourselves on the map (eastern side of the map we’ve been on) where you want to become whole once again.


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

When others are solidified, Kast will air limp closer to the camp site heading towards the corpse.


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

Izomandakus prefers to wind walk as the extra height will help locate the ledge faster.

After finding a possible match to the search, he and Pachemu descend into the fog and only approach once on the snow "Think it must be here... this fog is eerie..."

Trying to orientate himself, he casts detect magic and scans the ledge, while Pachemu scents the air.
Perception (scent): 1d20 + 5 ⇒ (14) + 5 = 19


Placed on the map

Val materializes near the body with the others. She has her sword out and ready in case something threatening appears.

”Well this seems easy enough so far.”


Retired to Taldor?

Realizing he'd landed last, Seamus tries to catch up. Seeing Val draw her sword, he draws his rapier. Still unsure which type of metal may help him fight the possible dwarf ghost, he decides to wait. Waiving his buckler around to dispel the fog, he begins to look around.

Yep taking '10' on everything


Xin-Shalast - Roll20 Map - Tracking Sheet

As you solidify you’ll see the gravestones are each marked with dwarven names (including that of Silas Vekker). From a brief look though there are no bodies buried here. Just hasty markers for their deaths.

A whispered command, in dwarven, is caught by the wind and scattered before you can make it out, but the results are clear enough. An enormous worm bursts out of the snow near the ledge and roars into the storm!

This immense icy-white worm has a single circular eye in the center of its head. Wisps of frosted fog waft up from between its mandibles as it leers at you through the snow.

- Round 1 -
Valena - 25 (5 images)
Seamus - 21 (2 images)
Good Folk - 16
Kast - 15
Izomandakus - 10+
Rastaf - 10-

Initiative Rolls:
Izomandakus: 1d20 + 5 ⇒ (5) + 5 = 10
Kast: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Rastaf: 1d20 + 3 ⇒ (7) + 3 = 10
Seamus: 1d20 + 12 ⇒ (9) + 12 = 21
Valena: 1d20 + 7 ⇒ (18) + 7 = 25
Good Folk: 1d20 + 6 ⇒ (10) + 6 = 16

• First up - Valena and Seamus. Full rounds, I am not flat footed.


Retired to Taldor?

Hearing the whispered words, Seamus has no idea what they mean. But hearing noise behind, he turns, seeing the result of the 'call.' Wishing he knew what kind of metal worked best against bugs, he quips to Val, "Hey Val, you go north? I'll go south?"

Clicking his heels together he moves south of the others, drawing giant bane mithril long knife as he tumbles the last few feet. Hoping the bug doesn't strike him but instead moves forwards to the others.

25 ft move, tumble, readied attack (if it comes near) + 1 keen rapier,
accro: 1d20 + 29 ⇒ (14) + 29 = 43
attack: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28 +2 if he gets a flank, for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12 Sneak?: 7d6 ⇒ (1, 6, 4, 5, 6, 1, 1) = 24


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 looks at the icy wurm, wondering what kind of icy wurm it might be.

1d20 + 22 ⇒ (18) + 22 = 40 Know (arcana)

DRs? Special attacks? Special defenses?


Xin-Shalast - Roll20 Map - Tracking Sheet

Knowledge Arcana DC 22:
You face a Frost Worm, N Huge magical beast (cold).
- - -

Kast:
No DR, but it does have a powerful breath weapon (cold) and...

Cold (Su) A frost worm’s body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of cold damage per round the grapple is maintained.

Death Throes (Su) When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half).
- - -


Val inflicts the worm with her stare before diving in close, trying to avoid letting it take an opening.

Acrobatics to Avoid AoOs: 1d20 + 23 ⇒ (11) + 23 = 34

She finishes her roll by turning it into a lunge, stabbing right for the creature.

Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (9) + 24 - 4 = 29
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (6) + 10 + 6 + (6, 4) + 3 = 35

Valiables:

HP: 131/131
AC: 38/21/30
Saves: F15/R20/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
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, telepathic bond, mirror image (5)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 1/6 used (Mirror Imagex0, 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+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena tumbles in unsuccessfully, but she does land a solid blow on the beast. Seamus closes a bit but it does not approach him so no readied attack.

AoO on Valena: 1d20 + 25 ⇒ (19) + 25 = 44 damage: 4d10 + 15 + 4d6 ⇒ (4, 1, 6, 9) + 15 + (6, 1, 6, 6) = 54 (cold) images: 1d6 ⇒ 5

It swings hard, and threatens a crit, but all it catches is an image.

The worm takes a 5’ step back to get Valena in the cone, and breathes, affecting everyone except Seamus in the blast.

Cold damage: 15d6 ⇒ (5, 6, 1, 2, 4, 5, 3, 6, 2, 4, 3, 6, 6, 1, 3) = 57 Reflex DC 23 for half

Meanwhile a ghostly mournful cry erupts from the fog and you can see a dwarven ghost rise up out of said fog. The ghost looks very much like the dead body beside you hovering above the fog (10’ up). The ghost’s moan affects some of you more deeply than others. Everyone except Kast, please make a DC 22 Will save (fear) or be panicked 2d4 rounds.

Knowledge Religion DC 25:
He's a kind of ghost, NE Medium undead (cold, incorporeal). One question for each five you beat the DC as usual.
- - -

- Round 1 -
Kast - 15
Izomandakus - 10+
Rastaf - 10-
- Round 2 -
Valena - 25 (4 images)
Seamus - 21 (2 images)
Good Folk - 16
Giant Worm - 16 (-35hp)

• Everyone is up!


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

1d20 + 15 ⇒ (14) + 15 = 29 Reflex (Resist Cold 30)

Kast sidesteps the cold, and responds to the ghostly relationship with a columned blast of holy fire. He will then air limp and try to get into position.

15d6 ⇒ (4, 3, 5, 6, 1, 3, 5, 6, 3, 6, 2, 5, 6, 1, 4) = 60 holy/fire vs. DC22 for half

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 8 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: 6/8 left
5: 5/7 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 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (18) + 10 = 28 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

Worm Reflex: 1d20 + 13 ⇒ (17) + 13 = 30 vs DC 22
Ghost Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 22

...but vulnerable to fire, and half the attack is fire, so 30 +25% = 37 to both.


Reflex Save: 1d20 + 20 ⇒ (11) + 20 = 31

Val’s recent purchase of a new ring proves its worth as she completely evades the ice breath. Ring of Evasion doing its thing!

Will Save: 1d20 + 19 ⇒ (2) + 19 = 21
Hero Point Reroll: 1d20 + 19 ⇒ (12) + 19 = 31

A few months ago, Val might have gasped at the appearance of the apparition, but she is well-prepared this time. She has an important job to finish, and she will not let some unquiet spirt stand in her way. Especially when she knows nobody can fight it better than her.

She concentrates on making the protection of her armor and the bite of her rapier reach into the astral.

GM:

She’s using this:
Phantom’s Armory (Su): By expending a 2nd-level spell slot as a swift action, the esoteric knight can cause her attacks (whether weapon attacks or kinetic blasts) and her armor to be treated as ghost touch weapons and armor for 1 minute, regardless of weapon or armor type or any other abilities modifying the weapons and armor.

Even while she prepares to fight the spirit, she continues focusing on downing the great frost worm, launching a flurry of attacks.

Primary Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (20) + 24 - 4 = 40
Primary Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (5) + 12 + 8 + (3, 6) + 3 = 37
Crit Confirm (critical focus): 1d20 + 24 - 4 + 4 ⇒ (7) + 24 - 4 + 4 = 31
Crit Damage: 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25

Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30
Secondary Damage (power attack): 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23

Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Tertiary Damage (power attack): 1d6 + 12 + 8 ⇒ (2) + 12 + 8 = 22

Valiables:

HP: 131/131
AC: 38/21(32 vs incorporeal)/30
Saves: F15/R20(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: Worm
Painful Stare: Worm
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (4), Phantom’s Armory

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 3/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
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+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.

Silver Crusade

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

will: 1d20 + 20 ⇒ (3) + 20 = 23
reflex: 1d20 + 20 ⇒ (6) + 20 = 26

Rastaf uses his rod to cast an empowered Fireball, getting the worm and ghost in the AoE, but not Valena.

fire: 10d6 ⇒ (5, 6, 1, 1, 1, 3, 2, 3, 5, 2) = 29
29 x 1.5 = 43
DC 20 Reflex for half.


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

Ref+HR DC 23: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Pachemu: Ref DC 23: 1d20 + 5 ⇒ (20) + 5 = 25
Izomandakus is nearly frozen alive as the worm vomits cold over the group, but Pachemu covers behind a lucky rock.

Will+HR+reincarnated DC 22: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 32
Pachemu: Will DC 22: 1d20 + 10 ⇒ (8) + 10 = 18
The view of the ghost plays in a completely other way, the pig running away at the scary sight of the spirit.

"Critters! That thing has a frozen heart" and he joins the fire blasting, creating a thin layer of molten glass where he thinks is the ground, trying to roast and entangle the worm, for the ghost if flying.
Fire damage: 10d6 ⇒ (6, 6, 2, 2, 1, 1, 2, 2, 4, 6) = 32
Ref DC 24 for half and avoid entangle

Pachemotions:

Pig - HP 130/152 AC 24 TAC 12 +2 if within circle vs evil

Boy - HP 95/152 AC 25 TAC 20 +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: 2/4 (+2 DC for 1 round)
Effects:
perfection of self (+7 Int) 1 round
heightened awareness 130 min
heroism 130 min
mage armor 15 h - 20 min
greater magic weapon (+3) 15 h - 20 min
greater reversion 24 h


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf cooks a little further...
Worm Reflex: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 20 for 64
Ghost Reflex: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 20 for 32

Izomandakus cooks further still...
Worm Reflex: 1d20 + 13 ⇒ (16) + 13 = 29 vs DC 24 for 48
Ghost Reflex: 1d20 + 9 ⇒ (17) + 9 = 26 vs DC 24 for 48

I've got some math to do, and likely the worm is down, but Seamus is up!


Xin-Shalast - Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 20

As the worm falls to Valena's critical, it explodes!!

Everyone on the ledge (or above it) suffers... Pachemu would still be in range, having only fled for one round so far (remember everything is difficult terrain too for the non floaters).

cold damage: 12d6 ⇒ (4, 4, 2, 4, 4, 2, 4, 1, 1, 5, 2, 6) = 39 plus piercing damage: 8d6 ⇒ (4, 4, 4, 5, 1, 5, 3, 2) = 28 DC 25 reflex for half

I listed the damage separately 'cause some of you have cold resistance or the like, but it's one save for half off each pool of damage.

The ghost takes a little twinge of damage from the explosion, but very little (7hp).


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

Ref+HR DC 25: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Pachemu: Ref-panicked DC 25: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
The explosion takes both Izomandakus and Pachemu by surprise. The boy in particular is nearly transformed into an ice statue as the worm splinters rain over him "Ouch!"

Pachemotions:

Pig - HP 63/152 AC 24 TAC 12
panicked 2d4
+2 if within circle vs evil

Boy - HP 28/152 AC 25 TAC 20 +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: 2/4 (+2 DC for 1 round)
Effects:
heightened awareness 130 min
heroism 130 min
mage armor 15 h - 20 min
greater magic weapon (+3) 15 h - 20 min
greater reversion 24 h

Silver Crusade

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

ref: 1d20 + 13 ⇒ (1) + 13 = 14

Rastaf is dead.


Retired to Taldor?

DC 22 Will: 1d20 + 16 ⇒ (13) + 16 = 29
DC 25 reflex (Evasion): 1d20 + 23 ⇒ (12) + 23 = 35

Watching Val move towards the other side of the worm, Seamus smiles. But it wains as the worm moves back instead of forwards. Considering his next option he hears the ghostly mourn from behind him. Turning his head slightly he sees the dwarven ghost rising out of the fog. Not sure which is the greater threat, Seamus decides it must be the worm, since it seemed like everyone and their brother were blasting the worm. As it was struck by several of his friends attacks, Seamus eyes widen, "Is that thing going to blo...?" as he ducks just in time.

Straightening up, Seamus realizes, other than large patches of goo, the worm is gone. Turning towards the ghost, he smiles, "You stay right there." Sheathing his blades, he reaches back into his quiver drawing out his trusty short bow.

move action, sheath weapons, move action draw weapon


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast calls down fire and holy strength to damage both opponents - and look, they’re vulnerable to fire! Izomandakus brings down his favorite tarry spell burning both. Rastaf summons forth a powerful fireball to do even more damage! Valena drops the worm with a mighty critical blow after the waves of fire! Seamus switches weapons, readying for a ranged encounter.

The ghost, his beady red eyes glowing (image) growls at Izomandakus, Seamus, Valena: 1d3 ⇒ 1 … Izomandakus, before descending 5’ and closing for a bite!

Bite touch: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18 damage: 3d6 + 7 ⇒ (2, 1, 5) + 7 = 15 plus 1d8 bleed on your initiative

But in his slathering excitement, he can't manage it! Still, as he menaces Izomandakus, he also heals (fast healing!).

- Round 2 -
Kast - 15
Izomandakus - 10+ (-124hp)
Pachemu - 10+ (-67hp, 1r/panic: 2d4 ⇒ (4, 2) = 6)
Rastaf - 10- (-95hp)
- Round 3 -
Valena - 25 (4 images)
Seamus - 21 (2 images)
Karivek Vekker - 16 (-66hp)
Giant Worm - 16 (-184hp)

• Everyone is up!


Val charges for the ghost, hoping a powerful enough blow will draw its ire.

Attack with Irreconcilable Differences (charge, power attack): 1d20 + 24 + 2 - 4 ⇒ (7) + 24 + 2 - 4 = 29
Damage (power attack): 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25

Valiables:

HP: 131/131
AC: 36/19(30 vs incorporeal)/28
Saves: F15/R20(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (4), Phantom’s Armory, charge

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 3/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
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+24[/dice] to hit;
[ dice]1d6+12[/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 2, Init 6

Kast moves up to attack the ghost with his magic weapon.

Iron Quill, two handed:
1d20 + 20 ⇒ (10) + 20 = 30 to hit; (GMW)
1d10 + 19 + 1d6 + 2d6 ⇒ (7) + 19 + (5) + (4, 1) = 36 magic cold iron/fire/holy damage

Kasternations:

hp: 121/121
AC: 36/29/20 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 8 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: 6/8 left
5: 5/7 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 ⇒ (4) + 18 = 22 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (3) + 10 = 13 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]


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

Izomandakus barely manages to avoid the ghost touch, fortunately the magic armor made of pure force further protects him "What's wrong with you and your brother? Did your mammy not taught you to avoid eating from strangers?" without doubting despite his terrible injuries, Izomandakus keeps the fight up, swinging his club that bursts with acid and arcane magic.
+3 Club+HR: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38
Magical/Bludgeoning damage+acid+AS: 1d6 + 13 + 1d6 + 3 ⇒ (5) + 13 + (1) + 3 = 22

+3 Club+HR: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Magical/Bludgeoning damage+acid+AS: 1d6 + 13 + 1d6 + 3 ⇒ (4) + 13 + (5) + 3 = 25

With the first attack that connects, the boy releases the spell stored in the club for full damage on the incorporeal.
Magic missiles (force): 5d4 + 4 ⇒ (3, 2, 3, 2, 3) + 4 = 17

Pachemu keeps running in the snow, though it accumulates in her breast as she sinks to the face, making her run an arduous one.

Pachemotions:

Pig - HP 63/152 AC 24 TAC 12
panicked 2d4
+2 if within circle vs evil

Boy - HP 28/152 AC 25 TAC 20 (24 because mage armor is force) +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: 2/4 (+2 DC for 1 round)
Effects:
heightened awareness 130 min
heroism 130 min
mage armor 15 h - 20 min
greater magic weapon (+3) 15 h - 20 min
greater reversion 24 h


Retired to Taldor?

Rolling his eyes as the ghost lowers itself withing striking range, Seamus, not trusting the ghost to not climb higher sticks to his bow. Chuckling at Izomandakus' insult, Seamus draws out three arrows firing them in quick succession.

Full attack MW short bow, Point blank shot, Rapid shot, precise shot, I think I have to roll for it being incorporeal, right? Never mind, Val straightned me out :)
attack: 1d20 + 18 + 1 + 1 - 2 ⇒ (14) + 18 + 1 + 1 - 2 = 32 for damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
attack: 1d20 + 18 + 1 + 1 - 2 ⇒ (20) + 18 + 1 + 1 - 2 = 38 for damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
attack: 1d20 + 12 + 1 + 1 - 2 ⇒ (2) + 12 + 1 + 1 - 2 = 14 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
attack: confirm crit: 1d20 + 18 + 1 + 1 - 2 ⇒ (14) + 18 + 1 + 1 - 2 = 32 for damage: 2d6 + 2 + 2 ⇒ (2, 4) + 2 + 2 = 10


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

I think I forgot to post this.

1d20 + 16 ⇒ (13) + 16 = 29 Reflex (Resist Cold 30)


I’m so embarassed I also forgot!

Reflex Save: 1d20 + 20 ⇒ (19) + 20 = 39

And she evades for no damage


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast limps up and smacks the dwarf, and everything applies - though as an incorporeal the ghost takes but half damage. Izomandakus digs down and smacks the short ghost twice, swatting over his head at the apparition. Rastaf does something heroic! Valena slices the ghost, and digs deeply into the ichorous mass. Seamus pelts the ghost with arrows, hitting and critting. Sadly, the arrows just go through the apparition doing no damage.

He bites at Izomandakus again, ravenously hungry!
Bite touch: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 damage: 3d6 + 7 ⇒ (4, 3, 3) + 7 = 17 plus 1d8 bleed on your initiative

He reaches out to Valena hissing, ”Stay back, he’s mine!” and tries to touch her.
Corrupting touch: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18 damage: 15d6 + 2d6 ⇒ (3, 5, 6, 6, 1, 3, 1, 5, 3, 6, 5, 5, 1, 2, 2) + (3, 6) = 63 (2d6 cold) Fort DC 22 for half images: 1d5 ⇒ 5

He continues to do poorly as Desna blesses you for the second round. He does however heal a little... but will it be enough?

- Round 3 -
Kast - 15 (-14hp)
Izomandakus - 10+ (-124hp)
Pachemu - 10+ (-67hp, 3/6r)
Rastaf - 10- (-111hp)
- Round 4 -
Valena - 25 (4 images)
Seamus - 21 (2 images)
Karivek Vekker - 16 (-139hp)

• Everyone is up and Rastaf may go twice.

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 still has one hit point, due to the grace of his god.

He channels, rather than doing nothing last round. All are healed, the ghost is not.

channel: 8d6 ⇒ (5, 4, 6, 4, 3, 3, 5, 3) = 33


Val takes to the fight with all she has, ready to finish this ghost.

”None of us is yours. You are the Lady of Graves’. She misses you.”

Primary Attack with Irreconcilable Differences (power attack): 1d20 + 24 - 4 ⇒ (16) + 24 - 4 = 36
Primary Damage (power attack): 1d6 + 12 + 8 ⇒ (1) + 12 + 8 = 21

Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 4 ⇒ (16) + 19 - 4 = 31
Secondary Damage (power attack): 1d6 + 12 + 8 ⇒ (5) + 12 + 8 = 25

Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
Tertiary Damage (power attack): 1d6 + 12 + 8 ⇒ (6) + 12 + 8 = 26

Valiables:

HP: 131/131
AC: 38/21(32 vs incorporeal)/30
Saves: F15/R20(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (4), Phantom’s Armory

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 3/6 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
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+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.

7,301 to 7,350 of 8,624 << first < prev | 142 | 143 | 144 | 145 | 146 | 147 | 148 | 149 | 150 | 151 | 152 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Euan's Rise of the Runelords All Messageboards

Want to post a reply? Sign in.