GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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Retired to Taldor?

WAtching the leader leave, Seamus asks, <"Since the big guy has a ring like Kast's, does that mean their in a secret club together? Maybe he'd talk to Kast after he showed him the ring?>"


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 have a ring? We might want or need that ring, you know? Maybe we can come back later, I dunno, with an offering or food or whatever, and try to trade for the ring. Or, if they know what it’s for, we can discuss that. But without language, we’re not on good footing here, now,” Kast tries to answer Seamus.

Kast is happy to move along. Not sure if this is location H or not, but thought to head there, otherwise scout more then back to camp/rest and prepare for the yetis again?


Xin-Shalast - Roll20 Map - Tracking Sheet

You are at area H currently.

You can head further North to Jotunburg or the Southern Entertainment District (area J). For more, here's a reference (link).

The party slips out of the enormous building without being spotted. If you want to try to follow the big yeti, I'll need some stealth and perception checks from everyone - and a sense of how you want to approach it. If you have another invisibility sphere that'll help but please make the rolls anyway (take 10 totally fine).


<“I know a spell that will let any one of us talk to anything, if that is an issue holding you up.”>” She nods in the direction of the yeti leader. <“Scouting more works fine for me. I have a couple more invisibility spheres in me if we do that.”>


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

<"Shall we try to just steal the ring?"> briefly proposes Izomandakus through the telepathic connection.


Retired to Taldor?

Hearing Izomadakus's idea, Seamus's eye light up, as he looks from his friend to Pachemu, <"That would be quite a story to tell.">


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 would prefer to trade if we can, rather than attack or steal, given that they did nothing to us," Kast offers his opinion. "Might be we can come back tomorrow with the language to speak to them about it. Might be."


Xin-Shalast - Roll20 Map - Tracking Sheet

The party continues to debate the matter as the yeti gets further away. Eventually he'll be swallowed up by the city and you'll be free to move about without discovery.

Where to?


Val casts her vote. <“I think an entertainment district could be interesting. I would love to see what exactly the consider entertainment here.”>


Retired to Taldor?

As Kast explains that he'd rather trade for the ring than let him steal it, Seamus frowns. Looking down at Pachemu, he nods towards Kast, <"He's such a spoilsport.">

Hearing Val's recommendation, Seamus nods, <"That sounds great, I'd love to pick up a new song or two."> Looking left, then right, he adds, <"Which way do we go?">


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 follows others in search of interesting entertainment.


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

Pachemu nods energetically agreeing with Seamus.

<"Let's see what can we find in that entertainment area"> Izomandakus follows along as well, updating any information gathered by the previous prying eyes.


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Xin-Shalast - Roll20 Map - Tracking Sheet

Like all great tyrants and dictators, the Runelords realized they could never maintain control of their empire unless they were able to keep the masses distracted. To this end, one of the most opulent districts of the Lower City was the Entertainment District. Here could be found just about any hedonistic diversion imaginable (with those unavailable found in the Hypogeum). Massive works of architecture were erected to awe visitors and cater to the citizens of Xin-Shalast.

Great spectacles were staged in the various venues available in this district. While not the most heavily populated district of the city, it was certainly the most heavily visited by those seeking everything from fine foods and innocent entertainment to the vilest depths of depravity. A constant stream of purchases from the Slave District came through this district to replenish losses due to attrition. The spectacular architecture of the northern part of this district remains largely intact, while the southern portions have been buried under a tide of unnaturally fecund lichen growth.

As you move into the area, a few locations were of interest to Izomandakus’ eyes.

K - The greatest architectural feat of the Lower City was (and remains) the magnificent Heptaric Locus, a massive covered arena and amphitheater of unsurpassed grandeur composed on a foundation shaped as a vast Sihedron Rune to represent the might and resplendence of Thassilon. To the average citizen of the city, this coliseum represented the heart of the entire nation of Shalast. This magnificent edifice rises more than 500 feet to an elaborate seven-paneled dome of crystal, from which a slender spire extends another 200 feet into the air. Seven towers surround the dome, one dedicated to each of the Thassilonian schools of magic (with the tower of Greed aimed directly at the Spires of Xin-Shalast above).

Though the building shows signs of the years, with parts of the facade having fallen away and some of the lesser domes fallen in, the great central dome and spire remain intact and alive with the multiple permanent daylight spells that circumscribe their interiors, creating a shining beacon in the sky above. Inside, the Heptaric Locus is a ring shaped maze of access tunnels and gates surrounding a vast arena floor. The arena seats surrounding this heptagonal battleground can accommodate up to 150,000 spectators. Below lie even more chambers - gladiator cells, training rooms, and endless storage chambers necessary to put on the spectacles for which the arena was justly famous.

L - For events too large even to be held in the Heptaric Locus, Vomarck’s Circus had to suffice in ancient times. Named for the stone giant champion who won the first Mastodon Chariot Races, only to die moments after victory on the goring tusks of his own blood crazed mastodon team, this venue held everything from the aforementioned races to wizard duels, siege weapon demonstrations, and even standard horse and horse-drawn chariot races. Regardless of the event, most of the competitions were to the death. Events were talked about throughout Shalast, and the seating could hold a quarter million spectators. Much of the southern portion of the circus has been enveloped and ruined by the Tangle, which extends a bit farther every year. Barely visible among this layer of vegetation is a stone colossus depicting the ancient hero Vomarck, complete with mastodons in the process of goring him to death. The effect is that at first glance the whole appears to be some hideous multi-headed beast emerging from the overgrowth.

M - This long, low series of buildings is situated strategically near the Heptaric Locus and Vomarck’s Circus. Its primary purpose was disposal of the dead contestants from those two venues, but it quickly came to serve as the city morgue and crematorium. Deceased combatants were brought here and stripped of goods and equipment, which were then reused or sent to the Artisan District for repair and refitting. The morbid attendants were not above absconding with jewelry, personal effects, gold teeth, and even ornate tattoos on flayed swatches of flesh. The great ovens that then consumed the remnants are located at the back of the building and remain functional - if someone took the time to refuel and relight them - though there is a considerable layer of soot and charred humanoid remains to dig or chip through to gain access to them.


Retired to Taldor?

As they learned from the eyes the purpose of the larger buildings and the smaller city morgue and crematorium Seamus realized that, apparently, the giants had a very different definition of 'entertainment' than he. Shaking his head, "It doesn't sound like I'll be finding any neat sheet music like we found in the swamp."

He frowns, looking at his friends, asking "So are we here to find another ring or what?"


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 + 17 + 20 ⇒ (20) + 17 + 20 = 57 Know (History)

”Wow, that place is….more than I expected,” Kast says in response to Izo, figuring out a good history lesson to offer in the future about the remnants of a dead society. He will add in what he knows from his own research (assuming it’s already included above).

”Yeah, those ovens are weird,” Kast will cast Detect Magic in the ovens area to see if there is anything interesting that might be found. ”Yeah, ‘Mus, we gotta find you some bling.”


Xin-Shalast - Roll20 Map - Tracking Sheet

Yes, between Izomandakus’ eyes and Kast’s incredible knowledge of history you’re getting a lot more information than you would otherwise.

You he’d into the Spolarium to start. A ghostly figure or two rise up against you, but they’re no match for your superior combat ability and are quickly dispatched. You get the sense there are others, watching in the darkness beyond your lights as you examine the great ovens. None come forth after the initial, brief, blitz. Any undead with bodies have long since rotted away.

How long do you spend searching? You can give me a perception check for each half-hour - it’s a very large building. I’ll assume detect magic sweeps as well of course.


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

Izomandakus wanders with the group for at least an hour, visiting the different halls and gathering as much knowledge as they can, although perhaps he is more attentive to possible treasure found in the area "There must be something remaining here..."
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Pachemu: Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Pachemu: Perception: 1d20 + 5 ⇒ (18) + 5 = 23


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

Feeling like a good portion of the day has passed, after the exploring and fighting and more exploring, Kast is happy to put in a good amount of time here seeing if the party can find a second ring, and then return to some place safe and quiet to rest for the night.

He will help search and identify things of interest.

I'm sure perceptive people will succeed where Kast will definitely fail.


Retired to Taldor?

Hearing Kast's comment about 'finding some bling' Seamus gives a forced chuckle as he thinks about the rings he'd purchased for his friends, what seemed like so long ago.

Heading to the spolarium??? with the others, he helps deal with the ghostly figures, but frowns when he see's the ovens, asking "So were going to rifle through the ashes of dead people, hoping to find one of those rings?"

Walking around with the others Seamus keeps a keen eye out, looking for anything useful as he hopes they point out if they see anything magical so he doesn't have to dig through ashes.

Taking 10(40) on perception. I hope that works...


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

"Yeah, there are more convenient ways..." Izomandakus casts detect magic and holds the concentration until he gets a headache or it rings for a ring.


Xin-Shalast - Roll20 Map - Tracking Sheet

Seamus, rather cavalierly, wanders about the place, glancing here and there as he goes, looking for loot. Izomandakus also searches, but in vain.

As you may imagine he finds, you think, what there is to find. A few scraps of this and that, some of which isn’t worth taking, some of which is. All in all, you get about 8,000gp in assorted loot - most of it in a hidden cache (a portion of one of the ovens slides slightly to reveal a stuffed crevice). I assume you leave the strips of tattooed skin behind - though there is a rather find example of the sihedron on one bit of flesh. The tattoo glows as magical.

You surmise there may be other such caches, but secrecy and time have, perhaps, rendered them invisible to you.

It’s mid afternoon. You can search further, or head out. The spectral undead are growing in numbers, but still shy of a fighting force willing to take you on. That may change of course. Perhaps.

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 Detect Undead.

He can see they're gathering. It will take a few rounds to really know how many.


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

With it not likely that there is a ring here, Kast thinks they have wasted enough time and would move to head out. Probably to circle back (to explore new and different places on the way back) to someplace safe and try again for more tomorrow morning.

But if anyone has a good idea to go forward, he's fine with that too.


Retired to Taldor?

Having spent most of the time rummaging through things better left unmentioned, tossing valuables into a bottomless bag, Seamus finally looks up, wiping his face, leaving a smudge on his forehead from his ash covered hands. Asking, "So if were done here and someone use presti-detergent-tation to clean these ashes off of me?"


Xin-Shalast - Roll20 Map - Tracking Sheet

Rastaf, in his cone, identifies maybe a half dozen ‘Strong’ aura undead (5-10hd). And a few moderate too I think, but nothing stronger. As he turns a circle, he’ll find there are maybe 18 strong undead in the immediate vicinity.

However, after you took the first handful out without breaking a sweat, they’re not eager to rush forward so they continue to peer from behind the shadows and each other.

Seamus gets cleaned up and you consider where to head next.


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

Izomandakus helps gather the coins but seems to not feel still tired, thanks by sure to the potent air bubble that protects the group from lack of oxygen "Don't know, but I feel I can push a bit more further before the night closes up. Anyway this place is not the most welcoming we have been here, so let's look for something else"

Bringing his attention to the Sihedron crowned building, he points to a nearby entrance "What about that building? It seems interesting too, maybe we can find some Sihedron stuff, perhaps even some of the weapons left by the fighters. Shall we check?"


Retired to Taldor?

Nodding along with Izomandakus, Seamus felt like he could push for a bit a swell. Seeing the building Izomandakus was pointing to, he shrugged, and started walking that way. "As good as any." He paused for a moment, turning, "Wouldn't the weapons be giant sized?" Shrugging, he continued towards the building, keeping a keen eye out as he goes.


Xin-Shalast - Roll20 Map - Tracking Sheet

Reminder of the building:
K - The greatest architectural feat of the Lower City was (and remains) the magnificent Heptaric Locus, a massive covered arena and amphitheater of unsurpassed grandeur composed on a foundation shaped as a vast Sihedron Rune to represent the might and resplendence of Thassilon. To the average citizen of the city, this coliseum represented the heart of the entire nation of Shalast. This magnificent edifice rises more than 500 feet to an elaborate seven-paneled dome of crystal, from which a slender spire extends another 200 feet into the air. Seven towers surround the dome, one dedicated to each of the Thassilonian schools of magic (with the tower of Greed aimed directly at the Spires of Xin-Shalast above).

Though the building shows signs of the years, with parts of the facade having fallen away and some of the lesser domes fallen in, the great central dome and spire remain intact and alive with the multiple permanent daylight spells that circumscribe their interiors, creating a shining beacon in the sky above. Inside, the Heptaric Locus is a ring shaped maze of access tunnels and gates surrounding a vast arena floor. The arena seats surrounding this heptagonal battleground can accommodate up to 150,000 spectators. Below lie even more chambers - gladiator cells, training rooms, and endless storage chambers necessary to put on the spectacles for which the arena was justly famous.
- - -

Coming from the north, you naturally gravitate toward the tower of Greed and enter from that side. You see tunnels leading off into the stands and think you could find your way out onto the field - what a sight that must be.

Where do you go? Into the stands, or onto the field?


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

"What do you think if we try the stands first? There must be a better sight to cover the whole complex from there..." Izomandakus proposes, energetically seconded by Pachemu.


Retired to Taldor?

Shrugging, Seamus agrees with Izomandakus, "Ok, the stands it is." He then begins to cautiously head that way.


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

"The stands sounds fine to me," Kast says, air walking along.

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'll be right behind you, the cleric says with a nod.

Let Seamus run point. Not too far ahead.


Xin-Shalast - Roll20 Map - Tracking Sheet

Two creatures appear to be pantomiming some play or other for the entertainment of someone in the royal stands which you can’t quite see from your initial vantage point. These crimson horrors walk upon six long, thin legs. Their faces are neither that of a skull nor spider, but some horrid mix of the two. Still, with all that, their performance is strangely moving as they caress each other and gibber in some unknown language.

Knowledge Planes DC 27:
You face scarlet walkers! LE Huge outsider (evil, extraplanar, lawful) and tough as nails. Rumor has it that the scarlet walker is an alien entity from some other dimension, likely Leng, often conjured by the wizards of Thassilon to serve as a minion.

One question for each five you beat the DC as usual.
- - -

They seem to sense your presence before looking at you. But when they look up and see you gaping at them - they attack!

You hear a wattle-filled whooping in the distance which confuses your enemies a moment as they look behind them. (-4 init due to the Spared distracting them.)

- Round 1 -
Valena - 24
Rastaf - 20
Seamus - 19
Kast - 16
Good Folk - 15
Izomandakus - 10

Initiative Rolls:
Izomandakus: 1d20 + 5 ⇒ (5) + 5 = 10
Kast: 1d20 + 2 ⇒ (14) + 2 = 16
Rastaf: 1d20 + 3 ⇒ (17) + 3 = 20
Seamus: 1d20 + 12 ⇒ (7) + 12 = 19
Valena: 1d20 + 7 ⇒ (17) + 7 = 24
Good Folk: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15

• First up - everyone except Izomandakus.

New map 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

1d20 + 22 ⇒ (3) + 22 = 25 Know (Planes) - DRs? Special attacks?


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

K. planes: 1d20 + 18 ⇒ (3) + 18 = 21
Pachemu: K. planes: 1d20 + 11 ⇒ (2) + 11 = 13
"What are..." Izomandakus and Pachemu look clueless at the strange arachnid creatures at the arena "...those things?"

The surprise left them gaping while events develop around.


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

Round 1, Init 16

Kast moves higher into the air after casting Divine Favor on himself. He doesn't know what these creatures are, but they are probably not friendly.

Kasternations:

hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
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: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]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]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (15) + 18 = 33 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (20) + 10 = 30 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Retired to Taldor?

Shaking his head as he moved forwards, Seamus tightened his grip on the rapier and mithril long knife. "I guess we should spread out." Watching as the spider-skulls looked there way he asks, "Anyone have any idea of how to kill them?" as he keeps is rapier at the ready.

30 ft move, readied attack: + 1 keen rapier
attack: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35 for damage: 1d6 + 1 + 7 ⇒ (4) + 1 + 7 = 12
attack: confirm crit: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 for damage: 1d6 + 1 + 7 ⇒ (2) + 1 + 7 = 10


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”Stab them, slice them, dice them, boil them, mash them, but them in a stew. Whatever suits your fancy, Sea.”

Val conjures a fresh set of mirror images and rushes forward, using her slippers of spider-climbing to begin descending the wall. Looks to me like she can only get to the first square of the wall this turn, so she is still 20 ft up

Mirror Image: 1d4 + 4 ⇒ (1) + 4 = 5

Valiables:

HP: 131/131
AC: 40/23/33
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 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, 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

The cleric casts Blessing of Fervor to start the proceedings.

Blessing of Fervor:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

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.


Xin-Shalast - Roll20 Map - Tracking Sheet

Valena prepares images before rushing forward. Rastaf blesses the party fervently! Seamus spreads out and readies an attack. Kast climbs higher and brings favor upon himself.

The scarlet walkers, as identified by no one, swarm up to the wall and begin to walk on the very air rising up 10 and 20 feet. Blue gets a long shot at Valena (they have incredible reach).
Blue Claw: 1d20 + 25 ⇒ (6) + 25 = 31 damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16 and d6 bleed images: 1d6 ⇒ 5

...but it misses widely and chitters to its companion.

Red moves a bit closer, also rising into the air, before casting Confusion (link) at the party! Kast, Izomandakus, Pachemu, and Rastaf please make Will DC 19 saves or be confused.

Kast and Seamus see it first. In the elite box, an otherworldly creature (image) of some sort. It is flying lazily above the emperors seat and is, or rather was, enjoying the show.

It climbs into the air heaving a very large spear, covered in frost, and points it at you babbling something in infernal. Something about you mucking up the performance it was enjoying no doubt. It seems very put out as it casts an Ice Storm at the entire party.

Knowledge Planes DC 26:
It’s an ice devil! LE Large Outsider (devil, evil, extraplanar, lawful). One question for each five you beat the DC as usual.
- - -

Great hailstones fall in the area on the map (so everyone - only just barely).
bludgeoning: 3d6 ⇒ (5, 5, 1) = 11 plus cold: 2d6 ⇒ (5, 4) = 9 No save

For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).

- Round 1 -
Izomandakus - 10 (-20hp)
Pachemu - 10 (-20hp)
- Round 2 -
Valena - 24 (-20hp, 5 images)
Rastaf - 20 (-20hp)
Seamus - 19 (-20hp, 2 images)
Kast - 16 (-20hp)
Ice devil - 15
Scarlet walker red - 15
Scarlet walker blue - 15

• Now up - everyone.


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

1d20 + 12 + 7 ⇒ (2) + 12 + 7 = 21 Will vs. confusion
1d20 + 22 ⇒ (17) + 22 = 39 Know (Planes) - DRs? Special attacks?

Kast shakes his head at the confusion attacks and tries to spot weaknesses in the new foe on the battlefield.


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Xin-Shalast - Roll20 Map - Tracking Sheet

Kast:
DR 10/good. No particular special attacks, but he’s flying (obviously) and has some spells rattling around as you've already seen. He just started a correspondence course for sorcery, but he’s not very good at it yet, but he’s very charismatic so there’s a certain ability (level 3 sorcerer plus his innate abilities as a devil).
- - -


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

Wow, that’s a description. Kast invites all the good guys to read the above spoiler so that each of you can see the ridiculousness that I am subject to on a regular basis.

Kast, with Resist 30 cold, takes no cold damage from the champagne bubbles of welcome.

Kast plans is reaction even as he gets even more buffed (looks like the eaglesoul will be triggered).


Taking +2 ac/hit/ref from blessing of fervor

Val lets out a sigh. ”Flying time, I suppose.” She activates the flight capability of her armor and takes to the air with acrobatic flair, advancing on the closest creature and matching its altitude. She offers it her distinctive stare in preparation for showing it a flurry of blows. -2 will on blue

Fly Check (fly cl5, good maneuverability): 1d20 + 5 + 2 + 4 ⇒ (15) + 5 + 2 + 4 = 26
Acrobatics to Avoid AoOs: 1d20 + 25 ⇒ (14) + 25 = 39

Standard to activate celestial armor, move to move, swift to hypnotic stare blue

Valiables:

HP: 131/131
AC: 42/25/33
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: blue
Painful Stare: blue (unclaimed)
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx2, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, 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.


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

Will+HR DC 19: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Pachemu: Will+tough crowd DC 19: 1d20 + 10 + 4 ⇒ (1) + 10 + 4 = 15
Before Izomandakus can react, he and Pachemu are assaulted by hail and confusion. Although the boy endures his mind against the intrusion, the pig fails once more to her weakness spell.

K. planes+HR: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26

Concentrate DC 17 (Wind with hail and debris while casting): 1d20 + 20 ⇒ (11) + 20 = 31
Izomandakus this creature is an ice devil, and so, he produces one of the red scales from Arkrhyst and says words of power, becoming a large white dragon "Don't know who are you, but this welcome party is worse than Hemlock's last birthday!"

The dragon roars, then flies out of the hail, and around the ice demon to win his back.
90' fly speed, BoF +2

Confusion: 1d100 ⇒ 93
Pachemu, very confused, decides Rastaf has cast a fervor curse on her and attacks back the cleric.
Bite+BoF: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
S/B/P damage: 1d4 ⇒ 3

Pachemotions:

Pig - HP 132/152 AC 26 TAC 14 +2 if within circle vs evil

Boy - HP 132/152 DR 5/magic AC 40 TAC 22 +0 if within circle vs evil

Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 13/15 (+7)
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection (+7 Int)
burst of fervor (+2) r16
heroism 150 min
barkskin 150 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 17 h
form of the dragon 2 (Large white dragon) 14 min
- +6 size Str, +4 size Con
- +6 natural armor bonus
- darkvision 60’
- fly 90 feet (poor), swim 60 feet
- breath weapon (2 times, 40-foot cone of cold, 8d8) [0 used]
- DR 5/magic
- resist cold 20
- vulnerability to fire
Fly+HR: 1d20 + 16 - 6 + 2 ⇒ (6) + 16 - 6 + 2 = 18
Bite+HR+BoF {AS}: 1d20 + 20 + 2 + 2 ⇒ (10) + 20 + 2 + 2 = 342d6 + 18 + 3 ⇒ (2, 4) + 18 + 3 = 27
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (15) + 21 + 2 + 2 = 401d8 + 13 + 3 + 1d6 ⇒ (6) + 13 + 3 + (1) = 23
Claw+HR+BoF {AS, acid}: 1d20 + 21 + 2 + 2 ⇒ (4) + 21 + 2 + 2 = 291d8 + 13 + 3 + 1d6 ⇒ (8) + 13 + 3 + (4) = 28
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (2) + 15 + 2 + 2 = 211d6 + 8 + 3 ⇒ (5) + 8 + 3 = 16
Wing+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (13) + 15 + 2 + 2 = 321d6 + 8 + 3 ⇒ (2) + 8 + 3 = 13
Tail slap+HR+BoF {AS}: 1d20 + 15 + 2 + 2 ⇒ (5) + 15 + 2 + 2 = 241d8 + 18 + 3 ⇒ (2) + 18 + 3 = 23


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

BoF to attack/ref/AC. Fast healing 2.

Round 2, Init 16

Kast steps up to help Val.

Iron Quill, two handed:
1d20 + 20 + 1 + 2 + 2 + 3 ⇒ (14) + 20 + 1 + 2 + 2 + 3 = 42 to hit; (GMW,+feast,+BoF,+soul+DF)
1d10 + 19 + 1d6 + 2d6 + 2 + 3 ⇒ (1) + 19 + (4) + (5, 5) + 2 + 3 = 39 magic cold iron/fire/holy damage (soul)

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.

Kasternations:

hp: 121/121
AC: 38/31/22 (always on shield, Barkskin included) +2 BoF + 7 smite +2 eagle
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: 4/8 left
2: 5/8 left
3: 4/8 left
4: 4/8 left
5: 4/7 left
6: 4/7 left
7: 3/5 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.

[/url]

[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]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]

[spoiler=Paladinning]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+7 to attack/AC
+8 to damage

[ /spoiler]

Iron Quill, two handed:
1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage

Iron Quill, two handed:
1d20 + 10 ⇒ (13) + 10 = 23 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage

[spoiler=Perfect Blessing Round 1/16]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]

Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.


Retired to Taldor?

Nodding in agreement with Val, Seamus chimes in, "That's a great Idea Val." As he activates his armor he watches as Izomandakus changes shape and takes to the air towards what is apparently a devil. Chuckling at Izmandakus joke about Hemlock's party, Seamus asks his friend. "Izomandakus, do you think we can move so we can flank?"

Standard, activate the armor, move action @ 45 degrees using the extra 30 from Rastaf if needed

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 and casts an empowered Searing Light at one of the walkers.
ranged touch: 1d20 + 11 ⇒ (15) + 11 = 26

dmg: 5d8 ⇒ (8, 3, 3, 7, 4) = 25 x1.5 = 37


Xin-Shalast - Roll20 Map - Tracking Sheet

Izomandakus draconifies as Pachemu attacks. Valena draws an AoO as she closes (they’re wiley) but she does stare it down. Rastaf sears the blue one, furthering the damage. Seamus also begins to fly into position. So many fliers! Kast hobbles along, also drawing an AoO (it’s the first thing their taught as wee-little ones). Oh yeah, he hits it too! (Did you add all the evil outsider bonuses?)

SR Check: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 (spell penetration) vs DC 23 - Rastaf’s spell is a success!

Blue Claw on Valena: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14 and d6 bleed images: 1d6 ⇒ 1
Blue Claw on Kast: 1d20 + 25 ⇒ (15) + 25 = 40 damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13 and d6 bleed

Kast and Valena are both missed for the moment.

Blue takes a 5’ clatter backwards and attacks Valena’s many images. They seem to attract it like facets of a gem.

Blue Claw on Valena: 1d20 + 25 ⇒ (5) + 25 = 30 damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11 and d6 bleed images: 1d6 ⇒ 2
Blue Claw on Valena: 1d20 + 25 ⇒ (1) + 25 = 26 damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15 and d6 bleed images: 1d6 ⇒ 5
Blue Tentacles on Valena: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 4d6 + 3 ⇒ (5, 3, 5, 3) + 3 = 19 DC 23 Fort or paralyzed for rounds: 1d4 ⇒ 2 images: 1d6 ⇒ 4

Blue does poorly and Red has to double move to close in.

The ice devil seems to grin, in a crackly icy sort of way. It starts to spin that spear around its head most disturbingly as it 5’ steps toward Seamus, but attacks Izomandakus! I assume you take no damage from cold so I didn’t add those.

Spear on Izomandakus: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18
Spear on Izomandakus: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Spear on Izomandakus: 1d20 + 16 ⇒ (16) + 16 = 32 damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18

Bite on Izomandakus: 1d20 + 19 ⇒ (1) + 19 = 20 damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Tail on Izomandakus: 1d20 + 19 ⇒ (18) + 19 = 37 damage: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18

He looks frustrated that nothing landed, but interested.

In the quiet moment before the party begins their next thoughts, the scarlet walker fast heals a bit (10)…

- Round 2 -
Izomandakus - 10 (-20hp)
Pachemu - 10 (-20hp)
- Round 3 -
Valena - 24 (-20hp, 5 images)
Rastaf - 20 (-20hp)
Seamus - 19 (-20hp, 2 images)
Kast - 16 (-20hp)
Ice devil - 15
Scarlet walker red - 15
Scarlet walker blue - 15 (-66hp)

• Now up - everyone.

In the large snowy circle. For the remaining duration of the fight, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on Perception skill checks and the entire area is treated as difficult terrain (except for Kast of course who is not slipping and sliding on the ground).


Sticking with AC/hit/reflex

Fly Check DC 10 (fly cl5, good maneuverability): 1d20 + 5 + 2 + 4 ⇒ (16) + 5 + 2 + 4 = 27

Valena floats after the beast as she keeps up the pressure, sparing a moment’s focus to keen her blade. Swift to activate eldritch weapon to make her sword keen for 1 minute She moves to stab, but then dives into a twirling stab like a corkscrew. She stabs again to push herself away from the strange red mass.

Greater Feint: 1d20 + 28 ⇒ (7) + 28 = 35

Primary Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 24 + 2 - 4 ⇒ (10) + 24 + 2 - 4 = 32
Primary Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (6) + 12 + 8 + (2, 3) + 3 = 34

Surprise Strike (BoF, power attack, surprise): 1d20 + 24 + 2 - 4 - 5 ⇒ (19) + 24 + 2 - 4 - 5 = 36
Surprise Damage (power attack): 1d6 + 12 + 8 ⇒ (1) + 12 + 8 = 21
Crit Confirm (critical focus): 1d20 + 24 + 2 - 4 - 5 + 4 ⇒ (10) + 24 + 2 - 4 - 5 + 4 = 31
Crit Damage: 1d6 + 12 + 8 ⇒ (4) + 12 + 8 = 24

Valiables:

HP: 131/131
AC: 42/25/33
Saves: F15/R22(evasion)/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: blue
Painful Stare: blue
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5), blessing of fervor (ac/hit/ref), fly, eldritch weapon (keen)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Fire,, Invigoratex0, Remove Fearx0, Eldritch Weaponx3, Martial Esotericax0)
2: 4/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1, Phantom’s Armoryx1)
3: 3/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex2, 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.

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