
Izomandakus |

"Their magical equipment is probably worth more than any gold they can give us" Izomandakus expression becomes severe as his hands tremble "No, Arika would tell you that's evil, Pachemu would remember you about that if he was here" the staff is withhold from attacking as Valena tries to convince them to give up the gold "Critters! We do not even know what was their part in all this! Is letting a coven of potentially town drowning abilities run away any goodness? What are the people who lost their homes in Turtleback Ferry going to think?"
The boy talks with a voice tone that changes between severe and soft making sure the hags hear and understand what is being told.
Intimidate+HR: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22

GM Euan - Rise |

Izomandakus dimension doors the group to face the hags. Hasslo begins working his way around to come up against the hags from behind. Seamus tries to convince them as well, to remain and assist the party. Valena chats a bit and accepts their offer. Kast watches, unsure what the perfect move is here.
One of the hags takes out a pouch of gold, with the sihedron symbol burned into the leather. She tosses it to Izomandakus as she beings to slog into the snow. Her throw is hard, but not terribly dextrous, so Izomandakus has some trouble corralling it. The other two hags also skedaddle.
The pouch contains 300gp.
Izomandakus and Valena each get AoO’s on Grelthaga if they wish to take them.
Seamus, Izomandakus, and Valena each get AoO’s on Briselda as well.
- Round 2 -
Izomandakus - 4 (-27hp)
- Round 3 -
Hasslo - 18 (2 images)
Seamus - 17
Valena - 11 (2 images)
Kast - 9
Good Folk - 8
We are out of initiative, unless you decide to attack them despite your offers of peace - in which case the party is up!

Kast Phaer |
3 people marked this as a favorite. |

”Well, if you can’t trust a murderous, rain inducing coven of turpitudous hags, who can you trust?” Kast offers back to Seams, really not having an answer.
”C’mon. Only one way to find out.” Kast begins to move in the direction where the hags said the captain might be found.

Valena Dalloway Versade |

Val throws up her hands and shakes her head. ”You forget how good I am at reading people. They were legitimately scared for their lives, and I have no interest in executing people who do not want to fight me. If I thought they were just trying to trick us, I would have been the first to strike. Besides, you initially did not even want to come rescue Lamatar in the first place, Kast, so I would not be too critical if I was you. Bloodthirst is not very perfect, darling.”

Seamus Passeri |
Frowning, Seamus looks from Kast to Val. "As a new member of the Rangers, maybe I should have thought about a proper punishment for them for what they did with the weather. They knew it would kill lots of people. That has to be something the rangers would deal with right?"
He gestures towards the direction they indicated, moving that way as he speaks. "Let's go see if the captain is alive, maybe he has an opinion, if nothing else maybe he can track them down later."

Izomandakus |

Izomandakus nearly drops the staff to catch the bag of coins in the air, and is to busy holding up to try attack the hags as they pass by.
Appraise+HR: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
The boy does smile as his hands quickly measure the weight of the bag and imagines the number of coins inside is way larger than it really is. As the group discusses, he follows up opening the bag "One... two... three... four... five..." he catches another coin and gives it a bite "...seven... eight..."

GM Euan - Rise |

The party, perhaps somewhat reluctantly in some cases, lets the hags depart into the snow and cold of the mountainside. The hags, for their part, flee quickly and are soon lost to the swirling storm.
You head back into the smokey, ogre smelling cave. You pass the pile of bodies you’ve created in the entry, picking your way through the obsidian glass shards on the ramp.
Just for completeness, you check the chamber the hags must have departed - before looking for Lamatar. It wouldn’t do to have someone come up from behind after all. This foul-smelling cave, even by ogre standards, is cluttered with an appalling amount of body parts, dead animals, spoiled food, and filth, but most hideous is what bubbles and cooks in a huge cauldron over a sputtering fire in a nook to the north.
A brief investigation of the cauldron reveals humanoid body parts, including maybe some ogre bits from some unsuspecting victim. I say quick because the bubbling slop is so dreadful, it’s all you can do to be in the room with it, let alone stir it in investigation.
Feel free to roll perceptions here, but make a DC 16 Fort save first or be nauseated, and then deal with a lingering sickness if you do. But it doesn’t look like there’s anything here.
Either way, when you clear your nostrils of the worst of it, you head into the next chamber up quite a long set of steep stairs/ramps. When you eventually reach the top, you see a shrine bearing the feral visage of a brutally beautiful monstrous maiden with the head of a three-eyed jackal and the belly of a pregnant young woman leaning against the far wall. You know, Lamashtu!
A human, or a creature that once was anyway, is praying at the altar as you enter. He finishes a spell and stands as you enter, turning slowly. It’s Lamatar Bayden (image). And he’s changed a bit from the description you had…
Despite the image, he carries a bow in his hand, not a wavy blade.
- - -
- - -
- Round 1 -
Seamus - 25
Valena - 19 (2 images)
Hasslo - 16+
Kast - 16-
Lamatar - 14
Izomandakus - 12 (-27hp)
Izomandakus: 1d20 + 3 ⇒ (9) + 3 = 12
Kast: 1d20 + 0 ⇒ (16) + 0 = 16
Seamus: 1d20 + 10 ⇒ (15) + 10 = 25
Valena: 1d20 + 6 ⇒ (13) + 6 = 19
Lamatar: 1d20 + 12 ⇒ (2) + 12 = 14
Everyone is up excepting Izomandakus again. An oddity that it's happened twice in a row.
There’s a pit on the map near the altar next to where Lamatar stands. It is what it looks like, a deep pit with some refuse at the bottom, maybe 20’ down. Any square that’s mostly pit, is all pit, and vice versa for simplicity.

Seamus Passeri |
In a hurry to find Lamatar, Seamus spends only enough time in the hags domain to make sure nothing will attack them from behind. Moving on to the area that the ranger captain was supposed to be in, he turns to Izomandakus, "Once we make sure the Captain is ok, we'll come back and search for anything of value ok?"
As the enter the shrine Seamus frown at the statue, shaking his head. "That is really disturbing!" Seeing the figure kneeling at he alter, Seamus smiles, "That must be...." Frowning, he looks at Val, "The hags lied, he's not alive and well."
Drawing his blade as he moves forward slowly, Seamus stays near the wall, hoping he may have a chance to get behind the undead. Not able to cover the entire distance and attack, he slowed ready to defend himself.
30 ft move, free action: drawing weapons, readied attack: + 1 mithril shortsword. WF
attack: 1d20 + 13 + 1 + 1 ⇒ (11) + 13 + 1 + 1 = 26 for damage: 1d6 + 6 ⇒ (1) + 6 = 7

Kast Phaer |

1d20 + 4 ⇒ (3) + 4 = 7 Fort
Kast doesn't feel so good after looking the stew pot, and makes a mental note to avoid doing that. He should know better. After the Graul family home, he *really* should know better.
Pausing to let the nausea pass, the will continue on.
1d20 + 14 ⇒ (17) + 14 = 31 Spellcraft
1d20 + 14 ⇒ (12) + 14 = 26 Know (Religion)
Oh, that ain't good.
DRs? Special attacks?
Kast tries to think about how to best harm what was once a normal captain ranger.

Valena Dalloway Versade |

Fortitude Save: 1d20 + 10 ⇒ (12) + 10 = 22
Val scowls at the sight of the undead. She does not beat herself up over it, as she gave it her best try and thought she read them well. ”So I was wrong on that, but I guarantee they are planning on coming back after they think we are gone. We can just lay a trap for them. I am much more confident on that fact.”
She rushes into the room, displacing herself in preparation of entering melee. She also mentally sharpens her blade.
Swift to make her sword keen, standard to cast displacement, move to move
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
HP: 86/86
AC: 26/17/20
Saves: F10/R13/W12 +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 (Hasslo, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Mirror Images (2), Eldritch Weapon (keen), Displacement
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/5 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx1, Tonguesx0)
3: 2/3 used (Sendingx1, Displacementx1, Major Imagex1)
Irreconcilable Differences:
[ dice]1d20+15[/dice] to hit;
[ dice]1d6+6[/dice] damage.

GM Euan - Rise |

No DR at least. So there's that. He looks awfully dextrous though.
- - -

Kast Phaer |

Round 1, Init 16-
Kast moves up and casts a spell. ”C’mon everyone, we need to be perfect. Perfect,” Kast blesses, asking others to be perfect.
- *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.
hp: 72/72 + 12 temp
AC: 23/20/14 (always on shield) +2 with MCaE
Saves: F4/R8/W7* +5 vs. mind affecting
Furious Focus, GWM=+2, SoF = +3
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 6/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/54 left
1: 7/8 left
2: 4/7 left
3: 5/7 left
4: 3/6 left
5: 4/4 left
Perfect Intentions: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith, Magic Circle Against Evil on himself and Hasslo.[ /spoiler]

GM Euan - Rise |
2 people marked this as a favorite. |

The hags made no promises about his condition (link). They only told you where he was, and that they didn’t want him.
Seamus moves up a bit, readying his weapons in more ways than one. Valena prepares herself and her blade as she moves forward a bit. Kast considers his options and then, considering the risk, blesses everyone most heartily. Hasslo double moves with a boost from the blessings.
As you get closer to Lamatar, you can see him more clearly, and in that clarity, some disturbing things are noted. He’s been tortured. Likely to death, hence his current undead state. From the injuries to his body, most of which never healed before death, and are of no consequence to a wight, it looks like he held out for days of bone breaking, carving, and all manner of unthinkable atrocities.
Lamatar draws arrows from his quiver with lighting speed as he attacks Izomandaksu, Kast, Valena: 1d3 ⇒ 2… Kast! The arrows crackle with cold as they’re drawn and fired.
longbow on Kast: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 damage: 1d8 + 6 + 2 + 1d6 ⇒ (2) + 6 + 2 + (1) = 11 (d6 cold)
longbow on Kast: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22 damage: 1d8 + 6 + 2 + 1d6 ⇒ (5) + 6 + 2 + (6) = 19 (d6 cold)
longbow on Kast: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 damage: 1d8 + 6 + 2 + 1d6 ⇒ (7) + 6 + 2 + (6) = 21 (d6 cold)
longbow on Kast: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage: 1d8 + 6 + 2 + 1d6 ⇒ (3) + 6 + 2 + (5) = 16 (d6 cold)
He then calmly takes a 5’ step back. If undead had emotions, he’d be very upset at his opening salvo. But he’s a wight, and so such thoughts don’t even occur to him. He merely lines up his next lane of fire.
- Round 1 -
Izomandakus - 12 (-27hp)
- Round 2 -
Seamus - 25
Valena - 19 (2 images)
Kast - 16+ (-11hp)
Hasslo - 16-
Lamatar - 14
Next up - everyone!

Kast Phaer |

Round 2, Init 16-
Kast casts a long lasting Shield of Faith and moves up.
- *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.
hp: 72/72 + 12 temp
AC: 23/20/14 (always on shield) +2 with MCaE + 3 SoF
Saves: F4/R8/W7* +5 vs. mind affecting
Furious Focus, GWM=+2, SoF = +3
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 6/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/5 left
1: 6/8 left
2: 3/7 left
3: 5/7 left
4: 3/6 left
5: 4/4 left
Perfect Intentions: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 ⇒ (11) + 12 + 2 + 1 = 26 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith, Magic Circle Against Evil on himself and Hasslo.[ /spoiler]

Izomandakus |

Spellcraft+HR+wine: 1d20 + 16 + 2 + 5 ⇒ (12) + 16 + 2 + 5 = 35
K. religion+HR+HA+wine: 1d20 + 8 + 2 + 2 + 5 ⇒ (13) + 8 + 2 + 2 + 5 = 30
"They made some kind of wight out of him... I bet he does not like fire" seeing the dangerous salvo of arrows and how far away he is even for the wand, Izomandakus moves forward drawing the rod and casts extended mirror image.
Images: 1d4 + 3 ⇒ (3) + 3 = 6
Boy - HP 55/82 DR 5/adamantine (40/50) AC 25 TAC 16 +1 from circle vs evil
Bolts: 9
Rod: 2/3
Augment: 6/6
Perfection: 7/10 (+5)
Effects:
mirror image (6) 20 min
shield 20 min
heightened awareness 100 min
tears to wine (+5) 100 min
clay skin 100 min
heroism 100 min
mage armor 10 h
greater magic weapon (+2) 10 h

GM Euan - Rise |

- - -

Valena Dalloway Versade |

Val takes increased speed from the blessing this round
With a surge from Kast’s blessing, Val rushes forward around the pit. With the frost wight calmly lining up his next volley, she has more than enough time to figure out the perfect place to stab.
Attack with Irreconcilable Differences (power attack): 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
Damage (power attack): 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Crit Confirm: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
Crit Damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Double twenties!
HP: 86/86
AC: 26/17/20
Saves: F10/R13/W12 +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 (Hasslo, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Mirror Images (2), Eldritch Weapon (keen), Displacement
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/5 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx1, Tonguesx0)
3: 3/3 used (Sendingx1, Displacementx1, Major Imagex1)
Irreconcilable Differences:
[ dice]1d20+15[/dice] to hit;
[ dice]1d6+6[/dice] damage.

GM Euan - Rise |

Izomandakus protects himself with mirror images as he carefully begins to approach. Seamus double moves without impediment (no difficult terrain). Valena rushes forward and plays stabby-stabby with the poor wight who is critically wounded! Kast protects himself further and moves up a bit. Hasslo moves up and also takes a swing! Amazingly - he hits!
+1 Dwarven Double Waraxe: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
slashing: 1d10 + 6 + 6 ⇒ (7) + 6 + 6 = 19
Lamatar eyes the field of battle and chooses Valena as his target - for no good reason I’m sure. Though he takes another 5’ step back his positioning allows an AoO from Valena.
longbow on Valena: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 Disp: 1d100 ⇒ 84 MI: 1d3 ⇒ 3 Removes image
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (2) + 6 + 2 + (5) = 15 (d6 cold)
longbow on Valena: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 Disp: 1d100 ⇒ 54 MI: 1d2 ⇒ 1 Hits Valena
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (1) + 6 + 2 + (3) = 12 (d6 cold)
longbow on Valena: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 Disp: 1d100 ⇒ 7 MI: 1d2 ⇒ 2 Displaced
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (3) + 6 + 2 + (1) = 12 (d6 cold)
longbow on Valena: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25Disp: 1d100 ⇒ 87 MI: 1d2 ⇒ 1 Removes Image
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (6) + 6 + 2 + (6) = 20 (d6 cold)
- Round 2 -
Izomandakus - 12 (-27hp, 6 images)
- Round 3 -
Seamus - 25
Valena - 19 (-12hp, displacement)
Kast - 16+ (-10hp)
Hasslo - 16-
Lamatar - 14 (-44hp)
Next up - everyone!

Kast Phaer |

Round 3, Init 16-
Kast charges into Lamatar, cracking down with the Iron Quill.
Iron Quill, two handed:
1d20 + 12 + 2 + 2 + 1 ⇒ (16) + 12 + 2 + 2 + 1 = 33 to hit; (BS, GMW,charge)
1d10 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19 magic cold iron damage
- *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.
hp: 72/72 + 12 temp
AC: 23/20/14 (always on shield) +2 with MCaE + 3 SoF
Saves: F4/R8/W7* +5 vs. mind affecting
Furious Focus, GWM=+2, SoF = +3
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 6/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/5 left
1: 6/8 left
2: 3/7 left
3: 5/7 left
4: 3/6 left
5: 4/4 left
Perfect Intentions: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (6) + 5 + 2 + 1 = 14 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith, Magic Circle Against Evil on himself and Hasslo.[ /spoiler]

Valena Dalloway Versade |

AoO: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
AoO Damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
She will take +2 attack and AC this round
She casually points her sword at Lamatar, more like she is pointing out an annoyance than actually threatening him. ”You know, Lammie, we went through a lot of work to try to track you down. We promised your girl we would find you. This whole undead thing is not really ideal.” She approaches him, suddenly throwing out a stab.
It looks like she might have a flank by the time her turn comes up, should Seamus move in on the other side, so add +2 for her attacks if that’s the case
Greater Feint (different creature type): 1d20 + 22 - 4 ⇒ (7) + 22 - 4 = 25
Attack with Irreconcilable Differences (perfect blessing, power attack): 1d20 + 15 + 2 - 2 ⇒ (14) + 15 + 2 - 2 = 29
Damage (power attack): 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Attack with Irreconcilable Differences (perfect blessing, power attack, surprise strike): 1d20 + 15 + 2 - 2 - 5 ⇒ (5) + 15 + 2 - 2 - 5 = 15
Damage (power attack): 1d6 + 4 ⇒ (5) + 4 = 9
HP: 86/86
AC: 28/17/22
Saves: F10/R13/W12 +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 (Hasslo, used), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Eldritch Weapon (keen), Displacement, Perfect Blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/5 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx1, Tonguesx0)
3: 3/3 used (Sendingx1, Displacementx1, Major Imagex1)
Irreconcilable Differences:
[ dice]1d20+15[/dice] to hit;
[ dice]1d6+6[/dice] damage.

Seamus Passeri |
Seeing the dead captain shooting at Val, "Hey stop shooting at her, were here to take you home." Seamus moves forward, thrusting his mithril blade at the undead.
perfect blessing (+2) AC26, 10 ft move attack: + 1 mithril shortsword. WF
attack: 1d20 + 13 + 1 + 1 + 2 ⇒ (15) + 13 + 1 + 1 + 2 = 32 for damage: 1d6 + 6 ⇒ (5) + 6 = 11

Izomandakus |

"Wow, that was an over perfect strike Valena!" Izomandakus exclaims while he keeps wading forward towards the combat with his multiple images.
His speed today reaches only to Kast and given this seems to be more resistant to fire than expected, the boy just casts a spell on the chivalrous guard "Kast, you are set for a grand destiny, now I see it clearly, do not hesitate embrace fate and Lamatar will be saved!"
For the next 100 min, Kast can add a +4 competence bonus to any two attack roll, caster level check, saving throw, or skill check.

GM Euan - Rise |

Izomandakus moves up to Kast and bestows upon him a great destiny. Seamus moves up and splats the wight for a bit more damage, setting up Valena who misses with the feint, but who does hit once thanks to the flank. Kast also lands a solid blow while Hasslo does what he can, 5’ stepping and swinging with all his might though he lands one blow.
+1 Dwarven Double Waraxe: 1d20 + 14 - 2 - 3 ⇒ (3) + 14 - 2 - 3 = 12
slashing: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
+1 Ramming Dwarven War-Shield: 1d20 + 13 - 2 - 3 ⇒ (19) + 13 - 2 - 3 = 27
slashing: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12
+1 Dwarven Double Waraxe: 1d20 + 9 - 2 - 3 ⇒ (20) + 9 - 2 - 3 = 24
slashing: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
+1 Ramming Dwarven War-Shield: 1d20 + 8 - 2 - 3 ⇒ (17) + 8 - 2 - 3 = 20
slashing: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12
Lamatar, ever focused, continues with Valena as his target. Though he takes another 5’ step back his positioning allows an AoO from Seamus.
longbow on Valena: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 Disp: 1d100 ⇒ 4
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (6) + 6 + 2 + (2) = 16 (d6 cold)
longbow on Valena: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30 Disp: 1d100 ⇒ 94
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (6) + 6 + 2 + (4) = 18 (d6 cold)
longbow on Valena: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 Disp: 1d100 ⇒ 71
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (7) + 6 + 2 + (4) = 19 (d6 cold)
longbow on Valena: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11Disp: 1d100 ⇒ 47
damage P: 1d8 + 6 + 2 + 1d6 ⇒ (3) + 6 + 2 + (6) = 17 (d6 cold)
Lamatar seems to hit twice, deeply damaging Valena!
- Round 3 -
Izomandakus - 12 (-27hp, 6 images)
- Round 4 -
Seamus - 25
Valena - 19 (-49hp, displacement)
Kast - 16+ (-10hp)
Hasslo - 16-
Lamatar - 14 (-109hp)
Next up - everyone!
Oops! Missed a critthreat from Hasslo...
+1 Dwarven Double Waraxe: 1d20 + 9 - 2 - 3 ⇒ (9) + 9 - 2 - 3 = 13
slashing: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18

Kast Phaer |

Round 4, Init 16-
”I’m destined!? THANKS IZO!” Kast steps up and continues to rail on the wight from above. Apply to first and third swings.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 + 4 ⇒ (18) + 12 + 2 + 1 + 4 = 37 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17 magic cold iron damage
Iron Quill, two handed:
Blessing: 1d20 + 12 + 2 + 1 + 4 ⇒ (10) + 12 + 2 + 1 + 4 = 29 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 magic cold iron damage
- *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.
hp: 72/72 + 12 temp
AC: 23/20/14 (always on shield) +2 with MCaE + 3 SoF
Saves: F4/R8/W7* +5 vs. mind affecting
Furious Focus, GWM=+2, SoF = +3
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 6/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/5 left
1: 6/8 left
2: 3/7 left
3: 5/7 left
4: 3/6 left
5: 4/4 left
Perfect Intentions: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 ⇒ (18) + 12 + 2 + 1 = 33 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith, Magic Circle Against Evil on himself and Hasslo.[ /spoiler]

Izomandakus |

Storing back the rod, Izomandakus spots all the arrows already shot and extends the palm of his hand towards the undead "Can you possibly stop this and calm down so we can bring you with your lover Lady Myriana?" as he finishes, he perfects his mind and a violent thurst let's all the arrows, some rocks and objects in the altar fly from all corners around to hit Lamatar's frozen remains into reason.
+Heroism+BlessF
Arrow: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 Piercing damage: 1d8 ⇒ 5
Arrow: 1d20 + 10 + 2 + 2 ⇒ (12) + 10 + 2 + 2 = 26 Piercing damage: 1d8 ⇒ 2
Arrow: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21 Piercing damage: 1d8 ⇒ 2
Arrow: 1d20 + 10 + 2 + 2 ⇒ (15) + 10 + 2 + 2 = 29 Piercing damage: 1d8 ⇒ 8
Arrow: 1d20 + 10 + 2 + 2 ⇒ (1) + 10 + 2 + 2 = 15 Piercing damage: 1d8 ⇒ 8
Bowl: 1d20 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19 Bludgeoning damage: 1d6 ⇒ 2
Rock: 1d20 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 22 Bludgeoning damage: 1d6 ⇒ 2
Jackal eye: 1d20 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23 Bludgeoning damage: 1d6 ⇒ 6
Dirt: 1d20 + 10 + 2 + 2 ⇒ (13) + 10 + 2 + 2 = 27 Bludgeoning damage: 1d6 ⇒ 5
Rock: 1d20 + 10 + 2 + 2 ⇒ (3) + 10 + 2 + 2 = 17 Bludgeoning damage: 1d6 ⇒ 1
Boy - HP 55/82 DR 5/adamantine (40/50) AC 25 TAC 16 +1 from circle vs evil
Bolts: 9
Rod: 1/3
Augment: 6/6
Perfection: 6/10 (+5)
Effects:
perfection 1 round (+5 Int)
blessing of fervor (+2)
On Kast: grand destiny (+4 to x2 rolls)
mirror image (6) 20 min
shield 20 min
heightened awareness 100 min
tears to wine (+5) 100 min
clay skin 100 min
heroism 100 min
mage armor 10 h
greater magic weapon (+2) 10 h

Seamus Passeri |
aoo: 1d20 + 13 + 1 + 1 ⇒ (17) + 13 + 1 + 1 = 32 for damage: 1d6 + 6 ⇒ (4) + 6 = 10
Slashing at the undead as it moves to the corner, Seamus looks at Val, "Are you ok Val?" Then he realizes what Izomandakus was doing with the arrows, his eyes wide, "Nice trick Izomandakus." Turning to the undead archer, he slashes repeatedly with both knives, "This needs to end."
Perfect blessing, one extra attack, full attack: + 1 mithril shortsword WF, TWF/+ 1 magical WF, TWF
+ 1 mithril: 1d20 + 13 + 1 + 1 - 2 ⇒ (13) + 13 + 1 + 1 - 2 = 26 for damage: 1d6 + 6 ⇒ (1) + 6 = 7
+ 1 Regular: 1d20 + 13 + 1 + 1 - 2 ⇒ (16) + 13 + 1 + 1 - 2 = 29 for damage: 1d6 + 6 ⇒ (1) + 6 = 7
+ 1 mithril: 1d20 + 8 + 1 + 1 - 2 ⇒ (12) + 8 + 1 + 1 - 2 = 20 for damage: 1d6 + 6 ⇒ (4) + 6 = 10
+ 1 regular: 1d20 + 8 + 1 + 1 - 2 ⇒ (16) + 8 + 1 + 1 - 2 = 24 for damage: 1d6 + 6 ⇒ (4) + 6 = 10
perfect blessing: 1d20 + 13 + 1 + 1 - 2 ⇒ (16) + 13 + 1 + 1 - 2 = 29 for damage: 1d6 + 6 ⇒ (4) + 6 = 10

GM Euan - Rise |

Izomandakus summons a number of small articles from around the room and casts them upon the poor wight. He realizes just how hard Lamatar is to hit, as he only hits once - but it’s the hardest blow at least. Seamus gets lucky with the AoO, and then goes to town. Though he only hits twice more, it’s enough to drop the wight and destroy it. Kast can save his destiny for another time, as Lamatar falls before he can even swing!
Searching Lamatar you find a bunch of ranger gear that was apparently never removed from him. Most of it isn’t terribly helpful at the moment, but there is a Chain Shirt +1 and his bow is a Longbow, composite (+3) +1 icy burst - a truly valuable weapon!
Izomandakus - 12 (-27hp, 6 images)
Seamus - 25
Valena - 19 (-49hp, displacement)
Kast - 16+ (-10hp)
Hasslo - 16-
Lamatar - 14 (-144hp, destroyed)
We are out of initiative.

Valena Dalloway Versade |

Val rubs her temples as she feels herself in pain all over, the arrows stuck in her twisting yet more pain out of her with every movement. ”Well, maybe he and the nymph can meet up in the Boneyard at least.” She does not actually seem that happy about it, her heart not really in trying to find a bright side. This whole situation sucks.
UMD: 1d20 + 17 ⇒ (6) + 17 = 23
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 17 ⇒ (2) + 17 = 19
UMD: 1d20 + 17 ⇒ (14) + 17 = 31
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 17 ⇒ (9) + 17 = 26
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 17 ⇒ (18) + 17 = 35
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 17 ⇒ (11) + 17 = 28
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 17 ⇒ (11) + 17 = 28
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 17 ⇒ (3) + 17 = 20
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD: 1d20 + 17 ⇒ (10) + 17 = 27
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 17 ⇒ (19) + 17 = 36
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 17 ⇒ (12) + 17 = 29
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Seamus Passeri |
Wiping his blades clean on the rags the captain was wearing, Seamus looked towards Val and nodded his head. He looked back at the corpse, then to the others. "She said to bring her back his body. Can we carry him back to her? It feels weird cutting part off and leaving the rest here."

Kast Phaer |

”Yeah, we gotta bring back the body. That was the deal,” Kast agrees with ‘Mus as he affixes a spare Sihedron amulet on the body and actives a Gentle Repose. ”This might keep it from stinking too much. Maybe. But it should help.”
Kast will cast about for something to wrap up the body with.
”We’ll leave the body by the front door so we can get it on our way out. I think there is more going on here, and we should check it out. Right Izo?”
After the body is stored, Kast will move to explore the next area.

Izomandakus |

Izomandakus nods softly in agreement as he is concentrated scanning the magical auras of the items. As he finishes he agrees verbally "Yes, we can bring the body... look at this bow, it is impressive stuff" the boy balances the tool on his hand and smiles as the string gets cold when he pulls it back.
Still bleeding, the boy, and his images, walk north in the next area calling Kast before he heads into the mines "Yes, let's finish this Kreeg menace once and for all. But let's see this tunnel north before heading down the small tunnels"

Seamus Passeri |
Furrowing his brow, Seamus looks at Val, "Lay a trap? You mean like an invisible bear trap or just wait for them? I wonder how long it would take for them to show up." He moved towards the last major cave portion, keeping up with Izomandakus and Kast. Watching for any traps or such things as they go.

GM Euan - Rise |

This gigantic chamber extends into darkness to the east, sloping upward between two wide ledges on which loom statues with angular faces, stern brows, and strong jawlines. Above, the ceiling opens to the slate gray sky above and snow falls lightly. The ramp leads up in tiers, finally coming to an end before an immense stone throne.
”Oh what the hell is this?!” rages the giant on his throne, clearly annoyed at being interrupted from his brooding on the throne. ”Where the hell is Otto?!” he shouts. He looks to his retinue, ”Deal with theses mites.”
With a vague waive of his hand, his stone giant and a pair of ogres, leap into action! The stone giant hoists a stone in anticipation of the fight (image without the ogres)!
- Round 1 -
Seamus - 19+
Valena - 19
Kast - 19- (-10hp)
Hasslo - 13
Izomandakus - 9 (-27hp, 6 images)
Good Folk - 8
Izomandakus: 1d20 + 3 ⇒ (6) + 3 = 9
Kast: 1d20 + 0 ⇒ (19) + 0 = 19
Seamus: 1d20 + 10 ⇒ (9) + 10 = 19
Valena: 1d20 + 6 ⇒ (13) + 6 = 19
Good Folk: 1d20 + 3 ⇒ (5) + 3 = 8
The ramp is difficult terrain until the end of the arrow. The ledge where the giants are is 5’ up, and climbable easily enough (DC 10 without ropes or other aids). You could also try to acrobatics it of course (DC 20 with a 10’ ‘running’ start) if you prefer.
First up - everyone!

Seamus Passeri |
Seeing the Statues on the ledges, Seamus, quips, "Those aren't Ogres." as they head up the incline. Moving around the bend, he hears the voice the only a split second before he sees the two giants. Pausing for a second. "Those aren't ogre's either." Seeing the subservient on picking up a rock, he blurts out, "Oh crap." Moving forward as quickly as possible attempting to be a more difficult target while attempting to get closer.
double move/rough terrain (so 30 ft)

Kast Phaer |

Kast takes a second to heal himself on the way.
1d8 + 5 ⇒ (4) + 5 = 9 CLW
Upon seeing the not-ogres, he pauses to think what the giant creatures might be.
1d20 + 14 ⇒ (5) + 14 = 19 Know (Local)
DRs? Special attacks?

Izomandakus |

"So the giants got a new giant leader? Oh well, I guess Otto got bored of card playing and was made into a more dangerous game that got out of his hands..." again Izomandakus is still talking when he finds out everyone moving forward "Wait..." he starts to draw a piece of licorice root from his pouch when Seamus starts to dance over the stone ground "Oh, no, wait..." the boy tries to follow forward with difficulty but manages to cast haste and only Hasslo is out of the area.
+1 hit/AC/Ref, +30', +1 attack for 10 rounds
K. local+HR+HA+wine: 1d20 + 7 + 2 + 2 + 5 ⇒ (15) + 7 + 2 + 2 + 5 = 31
Boy - HP 55/82 DR 5/adamantine (40/50) AC 25 TAC 16 +1 from circle vs evil
Bolts: 9
Rod: 1/3
Augment: 6/6
Perfection: 6/10 (+5)
Effects:
haste r11
On Kast: grand destiny (+4 to x2 rolls)
mirror image (6) 20 min
shield 20 min
heightened awareness 100 min
tears to wine (+5) 100 min
clay skin 100 min
heroism 100 min
mage armor 10 h
greater magic weapon (+2) 10 h

GM Euan - Rise |

- - -

Kast Phaer |
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Round 1, Init 9-
Delay for Izo.
"Giants! I knew it! Stone ones, too!" Using Izo's gift of speed, Kast steps up casts a spell, asking all his companions to aspire to as perfect as they can be.
Perfect Intentions: 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.
hp: 72/72 + 12 temp
AC: 23/20/14 (always on shield) +2 with MCaE + 3 SoF
Saves: F4/R8/W7* +5 vs. mind affecting
Furious Focus, GWM=+2, SoF = +3
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 6/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/5 left
1: 6/8 left
2: 3/7 left
3: 5/7 left
4: 3/6 left
5: 4/4 left
Perfect Intentions: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 12 + 2 + 1 ⇒ (10) + 12 + 2 + 1 = 25 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (9) + 10 + 2 + 2 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9 to hit; (BS, GMW)
1d10 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith, Magic Circle Against Evil on himself and Hasslo.[ /spoiler]
[ spoiler=Perfect Blessing Round 1/10]Choose one at the start of your turn:
[/ spoiler]

Valena Dalloway Versade |
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While we were on the move before
Val sees Izo is still wounded and offers him a few taps of her wand.
UMD: 1d20 + 17 ⇒ (4) + 17 = 21
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 17 ⇒ (15) + 17 = 32
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 17 ⇒ (7) + 17 = 24
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
UMD: 1d20 + 17 ⇒ (3) + 17 = 20
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
That should put Izo at full
Also Delay for Izo
Val provides herself with some additional protection, anticipating that she will very likely need it if that stone giant starts throwing.
Mirror Image: 1d4 + 2 ⇒ (4) + 2 = 6
She then rushes forward with Izo’s speed magic to spread the group out a bit more. As a last touch, she mentally sharpens her rapier.
standard action to cast, move action to move, swift to use eldritch weapon to make her sword keen
HP: 86/86
AC: 27/17/21
Saves: F11/R15/W13 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Hasslo, unused), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Mirror Images (6), Eldritch Weapon (keen), Haste, Perfect Intentions
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/5 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx3)
2: 3/5 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx1, Tonguesx0)
3: 2/3 used (Sendingx1, Displacementx0, Major Imagex1)
Irreconcilable Differences:
[ dice]1d20+15[/dice] to hit;
[ dice]1d6+6[/dice] damage.

GM Euan - Rise |

Seamus double moves ahead. Izomandakus casts haste on the group. Valena delays, then moves up and adds a layer of protection! Kast delays, then moves up and prays for perfection. Hasslo DMPC moves up as well.
The two ogres charge the party, intent on knocking some skulls together.
greatclub on Seamus: 1d20 + 9 - 1 + 2 ⇒ (18) + 9 - 1 + 2 = 28
damage B: 2d8 + 9 - 1 ⇒ (3, 8) + 9 - 1 = 19
greatclub on Kast: 1d20 + 9 - 1 + 2 ⇒ (15) + 9 - 1 + 2 = 25
damage B: 2d8 + 9 - 1 ⇒ (3, 3) + 9 - 1 = 14
Though they are 'imperfect' thanks to Kast, they do rather well in hitting Seamus, though I think they still missed Kast with his many protections.
The giant heaves a huge stone at the Valena. Though he manages to throw another, neither are terribly well aimed, and she avoids them both.
rock on Valena: 1d20 + 11 ⇒ (3) + 11 = 14 MI: 1d7 ⇒ 2
damage B: 1d8 + 12 ⇒ (8) + 12 = 20
rock on Valena: 1d20 + 6 ⇒ (5) + 6 = 11 MI: 1d7 ⇒ 7
damage B: 1d8 + 12 ⇒ (7) + 12 = 19
The king doesn’t in fact do nothing. He casts a Fireball! He’ll hit the front line - Seamus and Kast - and he very nearly singes the ogres in his lazy spotting.
Fireball: 7d6 ⇒ (5, 2, 3, 3, 3, 1, 2) = 19 Reflex DC 18 for half
”Take that you bastards! Now get out of my new cave!”
- Round 2 -
Seamus - 19+ (-19hp)
Izomandakus - 10 (6 images)
Valena - 9+ (6 images)
Kast - 9 (-1hp)
Hasslo - 9-
Good Folk - 8
The ramp is difficult terrain until the end of the arrow. The ledge where the giants are is 5’ up, and climbable easily enough (DC 10 without ropes or other aids). You could also try to acrobatics it of course (DC 20 with a 10’ ‘running’ start) if you prefer.
Next up - everyone.

Valena Dalloway Versade |

Val does a running jump up onto the higher ledge, landing near the stone giant.
Acrobatics (perfect intentions): 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35
Acrobatics to Avoid AoOs (perfect intentions): 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
She stares down the stone giant and goes to work.
Attack with Irreconcilable Differences (perfect intentions, power attack): 1d20 + 15 + 1 - 2 ⇒ (3) + 15 + 1 - 2 = 17
Damage (painful stare): 1d6 + 6 + 4 + 2d6 + 3 ⇒ (5) + 6 + 4 + (1, 1) + 3 = 20
HP: 86/86
AC: 27/17/21
Saves: F11/R15/W11 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Stone giant
Painful Stare: Stone giant
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Hasslo, unused), Mask Misery (herself, unused)
Hero Points: 3
Spells/Conditions: Mirror Images (6), Eldritch Weapon (keen), Perfect Intentions
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/5 used (Vanishx0, Psychic Reading, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx3)
2: 3/5 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx1, Tonguesx0)
3: 2/3 used (Sendingx1, Displacementx0, Major Imagex1)
Irreconcilable Differences:
[ dice]1d20+15[/dice] to hit;
[ dice]1d6+6[/dice] damage.

Izomandakus |

Izomandakus speeds reach Seamus making him disappear with greater invisibility "Uh, look, I do not want to end burned, see, I have banished that elf and his dangerous blades. Please don't hurt me new king in the mountain!"
10 rounds
Bluff+HR+prayer: 1d20 - 1 + 2 + 1 ⇒ (11) - 1 + 2 + 1 = 13
Boy - HP 82/82 DR 5/adamantine (40/50) AC 26 TAC 17 +1 from circle vs evil
Bolts: 9
Rod: 1/3
Augment: 6/6
Perfection: 6/10 (+5)
Effects:
prayer r11
haste r11 (+1 AC included)
On Seamus: greater invisibility r12
On Kast: grand destiny (+4 to x2 rolls)
mirror image (6) 20 min
shield 20 min
heightened awareness 100 min
tears to wine (+5) 100 min
clay skin 100 min
heroism 100 min
mage armor 10 h
greater magic weapon (+2) 10 h