GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet ...Sumithia Map
Important numbers: Infamy: 33, Disrepute: 33, Plunder: 5, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map...The Isle of Empty Eyes


3,801 to 3,832 of 3,832 << first < prev | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | next > last >>

Initiative:
Mac: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Tucci: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Veronica: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Enemy
Blue: 1d20 ⇒ 16
Red: 1d20 ⇒ 17
knowledge: religion:
Mac: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Tucci: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Eric: 1d20 + 6 + 5 + 2 ⇒ (20) + 6 + 5 + 2 = 33
Eric:
The bard knows the gholdakos have resistance to both positive energy Channel resistance + 3 and damage 5/good. He also knows their claws can cause disease Seaside rot and their breath can blind.
Spell craft DC 25:

Mac: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Tucci: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Eric: 1d20 + 8 + 5 + 2 ⇒ (20) + 8 + 5 + 2 = 35
Tucci & Eric:
The cyclopes of Sumitha called this chamber the Eye of Serenity; it was a place where their seers could divine the future and scry the past through the lens of revelation. The cyclops oracles routinely devoted themselves to the mystery of time and purposefully blinded themselves or suffered the curse of clouded vision, even as they opened their minds to far greater vistas of enlightenment. The power of this ancient artifact is diminished now, no longer able to enact the far-reaching divinations once practiced here, and has been further weakened by Lodhotha's transformation of the lens of revelation into the immortal dreamstone. The taint of the night hag's magic absorbed by the lens when it was transformed into the immortal dreamstone has resulted in flawed interaction with the ancient cyclops artifact, releasing intermittent waves of necromantic energy.
knowledge: religion DC 25:
Mac: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Tucci: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Eric: 1d20 + 6 + 5 + 2 ⇒ (17) + 6 + 5 + 2 = 30
Eric:
The Gem is randomly releasing a enervation effect towards those in the dome, or the adjoining room while the dome is incorporeal. A character capable of channeling positive energy can expend one of their daily uses to suppress the gem's effect for 1 round

As the Dome around the oval chamber becomes intangible, the statues that Tucci was concerned about begin to shake. The marble flakes off and two undead cyclops shake themselves loose from the rock. The undead appear to be withered cyclops corpses, with single shrunken, milky eyes, wrapped in strips of linen covered with runes and glyphs scribbled in blood. Eric quickly recognizes the undead as gholdakos.

Round 1
The freed undead waste no time in moving to protect the Stone, breathing on the approaching humans attempting to blind them. Meanwhile a 'pulse' flashes out from the gemstone itself striking Veronica, she instantly feels weaker.

Mac, Tucci, Kasin, Veronica roll two DC 21 Fortitude save or be permanently blinded
When you go up the steps (Or fly) and enter G20's domed area, please roll a DC 19 Will save or be immediately affected by a slow effect.
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica 7 mirror images - 2 negative level
Eric 3 mirror images

stuff:

Blue GHOLDAKOS HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; rounds for breath 4
Red GHOLDAKOS HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; Rounds for breath 1
Blue: 1d4 ⇒ 4
Red: 1d4 ⇒ 1
Random: 1=Mac, 2=Tucci, 3=Kasin, 4=Veronica, 5=Eric: 1d5 ⇒ 4
lvl's lost: 1d4 ⇒ 2


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63 (20/20); AC: 28, tch 16, flat 24 (included: barkskin +3 net, Tiger +2, slowed -1)
Kasin HP: 52/67 (+18/18) DR 5/evil; AC: 27, tch 17, flat 20 (included: tiger, slowed, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Air Walk (full), Reinforce Armament (18 hard, pike, full), Protective Luck (2/2r), blind, slowed
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Fly (full), slowed
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci is hammered by the onslaught of spells and powers.
Tucci Fort: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 (hope) vs DC 21 and not blind.
Tucci Fort: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 (hope) vs DC 21 and blind!

Kasin Fort: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (hope) vs DC 21 and not blind.
Kasin Fort: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (hope) vs DC 21 and not blind.

Kasin moves over to engage the undead cyclops (5’ step), and he smites it! For the first time, he calls on his celestial heritage to try and do more damage to the undead.

However, he may be slowed…
Kasin Will: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 (hope) vs DC 19 and slowed!

Kasin Bite (magic): 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27 (fang, hope, slow)
damage (B/P/S): 1d8 + 7 + 11 ⇒ (4) + 7 + 11 = 22 (fang, hope, smite)

(If that hits, as he's fighting an undead, it's an extra 9hp damage (doubles the smite bonus) on the first hit.)

Tucci swiftly takes on the mien of the tiger and the bear. He then attacks red through the open wall (20’ reach). Neither Veronica nor Kasin provide cover to the trained halfling.
Tucci Will: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (hope) vs DC 19 and slowed!

Pike: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 (hope, slow) Miss: 1d100 ⇒ 65
damage (P): 1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 (hope)

Tucci 15’ up, Kasin 0’ up on the platform


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 0/5 2nd: 1/6 3rd: 0/3

"Hey, I know what those things are! Be careful, those are gholdakos! They're resistant to channeled energy and damage that doesn't com from good aligned weapons!" Eric winces as he sees the things breath on the group. "And that breath can make you blind. And their claws carry disease as well!"

Eric starts his inspiring performance as he tries to move close enough to fire at the gholdakos.

Inspire Courage+3, 18/21

If a 5ft step forward is enough to have line of sight:

Attack: 1d20 + 1 + 6 + 5 + 3 + 2 + 1 - 2 ⇒ (15) + 1 + 6 + 5 + 3 + 2 + 1 - 2 = 31
Damage: 1d6 + 1 + 1 + 3 + 2 + 2 + 4 ⇒ (5) + 1 + 1 + 3 + 2 + 2 + 4 = 18

Seeing the pulse of necromantic energy lash out at his sister, Eric adds what insight he could get.

"I think that gem we're after is going to keep pulsing negative energy at us, weakening whomever it hits! Maybe... Mac, I think you might be able to stop each pulse with your channeled energy."

Active Party Buffs:

Veronica
Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 50 hp)
Flight Hex (2 encounters)
Shield (1 encounter)
Moment of Greatness (1 encounters)
Enlarge Person (2 encounters)
Mirror Image (2 encounters, 5 images)
Extended Haste (1 encounters)
Blade Tutor's Spirit (2 encounters)
Extended Displacement (2 encounters)
Tears to Wine (full dungeon)
Extended Good Hope(2 encounters)
Tactical Adaptation (blind-fight)(3 encounters)

Eric

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (1 encounters)
Mirror Image (1 encounters, 3 images)
Extended Haste (1 encounters)
Shield (1 encounter)
Tears to Wine (full dungeon)
Extended Good Hope(2 encounters)
Protective Luck

Mac

Spoiler:

Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (1 encounters)
Extended Displacement (2 encounters)
Extended Bestow Weapon Proficiency (Full dungeon)
Reinforce Armaments (Full Dungeon)
Extended Bull's Strength (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Protective Luck

Tucci

Spoiler:

Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Moment of Greatness (1 encounters)
Air Walk (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Reinforce Armaments (Full Dungeon)
Protective Luck

Kasin

Spoiler:

Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Moment of Greatness (1 encounters)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Extended Fly (full dungeon)


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 1/7, BB 1/3| Spells: 1st: 0/6 2nd: 0/5 3rd: 0/4 4th 0/2

Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
Will (Good Hope, Neg Levels, luck, Moment of Greatness): 1d20 + 11 + 4 - 2 + 2 ⇒ (9) + 11 + 4 - 2 + 2 = 24

Blackblade saves vs blindness
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20

Those blasted things managed to blind ME as well! Veronica hears her blade's indignant voice ring out in her mind. I'll tell you where they were, just make sure you bring them down for this!

Nodding mentally at her blade, Veronica follows its instructions and tries to hit their new attackers, hoping her magically enhcanced skills are enough to let her hit them.

Veronica was at the top of the stairs already, I think they're in range? If not, consider just the first attack. Aiming for Red first.

Swift Action for Arcane Pool (+2 and keen), Spell Combat (Frigid Touch)

With Arcane Pool, the Blackblade counts as a +5 weapon, which bypasses alignment based DR

Concentration vs DC 19: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 + 3 - 2 ⇒ (3) + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 + 3 - 2 = 24
Damage (PA,Good Hope,IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (8) + 5 + 7 + 4 + 2 + 3 = 29
Miss

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (5) + 23 - 2 = 26
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (8) + 21 = 29
Frigid Touch: 4d6 ⇒ (5, 2, 3, 1) = 11+Staggered
50% Miss Chance (high hits): 1d100 ⇒ 43
Reroll (high hits): 1d100 ⇒ 70
Hit

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (1) + 21 = 22
Confirm (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (6) + 23 - 2 = 27
Crit Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 42
Reroll (high hits): 1d100 ⇒ 51
Crit

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (2) + 21 = 23
50% Miss Chance (high hits): 1d100 ⇒ 15
Reroll (high hits): 1d100 ⇒ 100
Hit


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Fort, Good Hope: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Fort, Good Hope: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

Brother MacLaren resists the blindness.
He strikes with his polearm, through Veronica and the doorway.

Attack vs Red, Good Hope +2, IC +3, PA -2, Cover -4: 1d20 + 13 + 2 + 3 - 2 - 4 ⇒ (20) + 13 + 2 + 3 - 2 - 4 = 32
Damage: 3d6 + 9 + 2 + 3 + 6 ⇒ (6, 4, 3) + 9 + 2 + 3 + 6 = 33
Confirm?: 1d20 + 13 + 2 + 3 - 2 - 4 ⇒ (15) + 13 + 2 + 3 - 2 - 4 = 27
Crit Damage: 3d6 + 9 + 2 + 3 + 6 ⇒ (3, 1, 2) + 9 + 2 + 3 + 6 = 26

Then he draws his Potion of Remove Blindness. "I have a potion to restore sight!"
He will put it into the hand of Tucci or Veronica if needed.


Surging forwards, Kasin is able to resist the blinding breath but Tucci is not, Though the halfling is able to strike the red undead as his rodent bites it as well. Eric wisely let's his fellow officers know the threat they are facing as he shoots the nearest blue undead. Meanwhile Veronica finds her sword and sorcery prove just as deadly whether she can 'see' the enemy or not, returning the redGholdakos to the grave. Brother MacLaren take the opportunity to badly damage the blue other undead as well.

Round 2
As the stone pulses again, Tucci can feel it effecting him. Meanwhile the remaining blue undead steps between the captain and the pedestal attacking with tooth and claw. The creatures bite takes out a mirror image as does the first claw attack, the second claw attack penetrates the images but the displacement saves the captain.

Round 2 Bold may go.
Mac
Tucci - 3 lvls
Kasin
Veronica 3 mirror images - 2 lvls
Eric 3 mirror images

stuff:

Blue GHOLDAKOS - 67 HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; ; rounds for breath 3 Disease (Ex) Seaside Rot: Claw-injury; save Fort DC 21; onset 1 minute;frequency 1/day; effect 1d4 Str damage and 1d4 Dex damage; cure 2 consecutive saves.

Random: 1=Mac, 2=Tucci, 3=Kasin, 4=Veronica, 5=Eric:: 1d5 ⇒ 2
lvl's lost: 1d4 ⇒ 3

Blue, bite, veronica: 1d20 + 17 ⇒ (18) + 17 = 35 damage: 1d8 + 7 ⇒ (5) + 7 = 12
mirror image 5, 1 is bad: 1d6 ⇒ 5
Blue, claw, veronica: 1d20 + 18 ⇒ (16) + 18 = 34 damage: 2d8 + 7 ⇒ (1, 5) + 7 = 13 plus disease
mirror image 4, 1 is bad: 1d5 ⇒ 2
Blue, claw, veronica: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 7 ⇒ (4, 6) + 7 = 17 plus disease
mirror image 3, 1 is bad: 1d4 ⇒ 1
displacement high hits: 1d100 ⇒ 42


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63 (20/20); AC: 28, tch 16, flat 24 (included: barkskin +3 net, Tiger +2, slowed -1)
Kasin HP: 52/67 (+18/18) DR 5/evil; AC: 27, tch 17, flat 20 (included: tiger, slowed, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Air Walk (full), Reinforce Armament (18 hard, pike, full), Protective Luck (2/2r), slowed, 3 negative levels
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Fly (full), slowed
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

I think Veronica made her blindness save by wisely using moment of greatness. If not, you first Veronica!

Tucci reaches out and quaffs the proffered potion. Ahhhhh.

”Ahhhhh. Much better! Thank you Mac! Happy to buy another to replace it when we get to civilization again.”

If Tucci doesn’t get the potion:
He switches targets, thankful of his reach.
Pike: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 (hope, slow, inspire, neg level) Miss: 1d100 ⇒ 10
damage (P): 1d6 + 8 + 5 ⇒ (2) + 8 + 5 = 15 (hope, inspire)
- - -

Kasin can’t avoid the AoO and close reasonably, so he moves all the way into flank for Veronica (AC 30 against the AoO and remember +4 with the flanking bonus).

Tucci 5’ up over the platform, Kasin 5’ up on the platform


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

@Tucci - the Moment of Greatness was for the Will save against Slow. Veronica rolled a nat 1 on the Fort save against blindness, unfortunately.

Brother MacLaren channels the power of Cayden Cailean #1 of 4 to shut down the negative energy pulse.

Can this Channel also be used to heal the living or harm the undead?


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Ahhh, gotcha. I was confused. Potion to Veronica then!

Tucci swings and misses in his blindness (and bad roll!).


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Brother MacLaren will damage the undead with his Channel.

Damage: 3d6 ⇒ (2, 4, 6) = 12

Will save DC 14 for half.


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 0/5 2nd: 1/6 3rd: 0/3

"Hey sis! Eric cries out. "The one you attacked has been destroyed, and the other moved slightly right to stand between you and the Eye, but it's still mostly towards your left side. Hope that helps!"

Eric keeps his inspiring song going as he shoots four arrows towards the undead cyclops.

Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 1 + 6 + 5 + 3 + 2 + 1 - 2 - 2 ⇒ (10) + 1 + 6 + 5 + 3 + 2 + 1 - 2 - 2 = 24
Damage: 1d6 + 1 + 1 + 3 + 2 + 2 + 4 ⇒ (5) + 1 + 1 + 3 + 2 + 2 + 4 = 18

Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 13 ⇒ (1) + 13 = 14

Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d6 + 13 ⇒ (1) + 13 = 14

Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 13 ⇒ (3) + 13 = 16

IC +3, 17/21


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 1/7, BB 1/3| Spells: 1st: 0/6 2nd: 0/5 3rd: 0/4 4th 0/2

"Thanks, Eric, let's see if I can hit this one, too. I wouldn't mind the potion later, Mac, but if anyone else got blind, too, probably best if they take it instead. I'm still somewhat able to react to things I can't see, thanks to my magic."

Following Eric's instructions, Veronica tries to aim at the remaining target, and infuses her blade with a lightning spell as she swings wildly where she thinks her enemy is.

Spell Combat: Shocking Grasp. I hold the charge if I miss, so it's 5d6 damage on the first hit that actually gets through concealment

Concentration vs DC 17: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (19) + 23 - 2 + 4 = 44
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (2) + 21 = 23
Shocking Grasp: 5d6 ⇒ (5, 1, 1, 4, 6) = 17
Confirm?: 1d20 + 23 - 2 + 4 ⇒ (14) + 23 - 2 + 4 = 39
Crit Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (5) + 21 = 26
Crit Shocking Grasp: 5d6 ⇒ (4, 6, 3, 6, 1) = 20
50% Miss Chance (high hits): 1d100 ⇒ 19
Reroll (high hits): 1d100 ⇒ 58
Triggers AoO from Kasin

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (3) + 23 - 2 + 4 = 28
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 24
Reroll (high hits): 1d100 ⇒ 82

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (12) + 23 - 2 + 4 = 37
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (4) + 21 = 25
50% Miss Chance (high hits): 1d100 ⇒ 70

Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (12) + 23 - 2 + 4 = 37
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 13
Reroll (high hits): 1d100 ⇒ 68


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Kasin AoO

Kasin Bite (magic): 1d20 + 12 + 7 ⇒ (14) + 12 + 7 = 33 (fang, hope, slow, flank)
damage (B/P/S): 1d8 + 7 + 5 ⇒ (4) + 7 + 5 = 16 (fang, hope)


Combat is over, we remain in rounds due to the dome being incorporeal for 1-minute.

Channeling the power of his God, Mac prevents the stone from pulsing and injures the remaining undead a little, as Eric misses with all of his arrows, Kasin bites the undead just as the captain eviscerates it with her grandmother's sword. The undead fallen, all that remains is the yellow, fist-sized stone sitting atop the six-foot-tall podium.

When you go up the steps (Or fly) and enter G20's domed area, please roll a DC 19 Will save or be immediately affected by a slow effect.
If you attempt to lift the stone roll a DC 22 Will save

Round 3 Bold may go.
Mac
Tucci
Kasin
Veronica 5 mirror images
Eric 3 mirror images


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

Will saves? Say no more!

Brother MacLaren moves up and grabs the stone from the pedestal.

Will DC 19 vs Slow, Good Hope: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Will DC 22 vs ??, Good Hope, Moment of Greatness: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25


As Mac picks up the Immortal Dreamstone from the platform, he realizes whatever was causing the 'pulse' has stopped.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Well done Mac! Let's get out of here before the walls solidify huh?"

Tucci calls for Kasin, and backs away - still blind I think as is Veronica.

"I suggest a rest and recuperation period shall we? MacLaren, can you cast a couple remove blindnesses tomorrow? Save a potion?"

Still, Tucci is willing to proceed if the party wishes. He can ride Kasin and still be somewhat effective. As if to prove it, he climbs on Kasin, and heals him.

CLW: 1d8 + 5 ⇒ (7) + 5 = 12


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Save it for what? I made it for a situation just such as this. Please either you or Veronica take it."


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Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 1/7, BB 1/3| Spells: 1st: 0/6 2nd: 0/5 3rd: 0/4 4th 0/2

"It's done, then? We've got the stone? Nice job, everyone. Let's go back out of the room and decide what we're doing next."

Veronica flies cautiously down the stairs.

"So, Tucci got blinded as well? If we're going straight back to the ship, I'll gladly take that potion, Mac. There's a couple of spells I could scribe into my spellbook as we rest, which would be a bit hard to do while blinded. If you guys would rather explore a bit more, then I think Tucci should take it. My magic will last a bit more, so the potion helps him more than me. Although I think there's not much more for us to search around here. There's the dark, silent room, and that balcony to the southwest and whatever connects it to the big room we fought all those cyclops in."

Veronica ponders a bit. "Since we already took care of all the cyclops around here, I think we can safely go back to the boat and rest without endangering the crew like Bikendi did. We can always come back and see if we missed anything later - possibly with a daylight spell prepared to search that one room. We should explore the rest of the island, anyway, no reason we can't make a quick stop over here again when we do."


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"To the ship then! Kasin, follow the others, but not too far back now."

Tucci hangs on, humming along as they move through the island back to their home.


Once Veronica drank the potion, restoring her sight, and Tucci mounts Kasin, the officers of the 'Charm' fly back to the ship. Surprised to see the officers back so soon, Ambrose greets them adding they were just in time for lunch: Clam chowder and hard tack. As they eat lunch he carefully inquires if the fort and possibly the surrounding area is safe, hinting the crew is getting restless being stuck aboard ship this close to land.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63 (20/20); AC: 23, tch 15, flat 21
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (3/3)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (6/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

Tucci spends the rest of the day investigating the ship! Blinded now, he must rely on his other senses, and Kasin, to get around. He touches, sniffs, and even tastes things a whole new way! He bounces from experience to experience, and even tries a little light sparring with the crew to get a feel for this blind fighting that made his captain so effective.

In the end, he sleeps safe in the knowledge that (hopefully) MacLaren can fix the blindness in the morning.

He rises early, as usual, but takes longer with his usual routine. Still, he manages, and is of course in time for breakfast!


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"I think before we should rest we should discuss our next steps.
We need to bring the stone to Bikendi.
But doing so may provoke the hags into attacking us. In our dreams, from what Bikendi said? They invade dreams?
So if we return the stone now and face the hags tonight, we should be in the clear by tomorrow. The problem is that Tucci would be blind for this day. Though possibly awake in his dreams. I don't know what a dream-fight with a night hag would be like.
If we wait until tomorrow, I could give Tucci his sight back, but then we do not face the hags until that night, and are not in the clear until the following day.
I know our crew is restless and wants to go ashore. I worry that the hags might make a move whether or not we visit with Bikendi again."

Happy to either option. Just laying things out here before we commit to resting and I prep new spells.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"I'd rather wait, so I have my sight - in case the hags attack us on the way to Bikendi, or while we're there. But I can see both sides, so am totally flexible if we want to unload this hot potato early."

"I don't look forward to a dream fight!" he adds after thinking a moment.

Yeah, also happy with either option. Up to you Cap!


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 1/7, BB 1/3| Spells: 1st: 0/6 2nd: 0/5 3rd: 0/4 4th 0/2

"They're valid concerns, Mac. But the hag didn't task us with just recovering the dream stone, she wanted Bikendi gone as well. If she came for us now, we wouldn't be able to do that part as well, right? I definitely agree she and her coven will come for us after we help Bikendi and his ritual, I just don't see what they have to gain by attacking us earlier. And if we know we're likely getting into a fight when we return the dream stone to Bikendi, I'd prefer Tucci to have his sight back."

Veronica looks to the dream stone for a moment, pondering they're options.

"I can study this thing, maybe see if I can't use it's powers to ward our dreams. But I know very little about dream magic to even know if that's a viable option. What we can do, though... Is have you take it and teleport somewhere else, and come back in the morning. We know they want the stone. If they try anything during the night, we tell them to back off, or they'll never see it again."

"I'll talk to the crew, too. Let them know what we've been doing, and that we plan to make the fort safe tomorrow, so if all goes well, they just need to wait another day."

Assuming we do rest before heading out, I'll be using some of my time during the night to scribe Shocking Grasp, Enlarge Person and Displacement into my spellbook - I can use the pearls of power (including the 3rd level one we found) to get them back, which should let me scribe them.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope

"Ah, I, uh... I didn't prepare Teleport today. Went with Righteous Might instead.
Good thinking, though.
Let's just hope they don't trouble us in our sleep."

Brother MacLaren will re-attune to his rapier in the morning, and prepare the following spells:

0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor (2), Protection from Evil (2), Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Align Weapon, Resist Energy, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Remove Blindness/Deafness, Dispel Magic, Communal Resist Energy, Fly (D)
4: Death Ward, Freedom of Movement, Dimensional Anchor, Dimension Door (D)
5: Summon Monster V, Dispel Evil, Teleport (D)

He casts Remove Blindness/Deafness on Tucci, pours CMW into the Sipping Jacket, and stores Enlarge Person, Bull's Strength, Fly, Death Ward, and Freedom of Movement in the tankard.


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci HP: 63/63 (20/20); AC: 27, tch 15, flat 25 (included: +4 barkskin)
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day)
Weapon Equipped = None
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin x2, Shared Training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -

”I can see!” Tucci cries out when his vision is restored.

”It was interesting being blind for a day, but I don’t recommend it. Hell, I wouldn’t even want just one eye for that matter…” He thinks on their opponents.

Tucci then prepares for the day by casting the following:
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Today he’ll also provide a Barkskin (+4 natural armor, all day) for Kasin too! (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training [ooc](MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind)
(2 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)

With that, he’s ready to confront their foe. ”So to be clear, ‘cause I do get confused sometimes, we’re going to go and confront Bikendi - and take ‘em out. Right? So when we get close, we’ll buff up and head in ready to kick some ass!” He gets a little carried away in his excitement, and then pauses.

”Er, right?”


The evening goes quietly and the officers of the 'Charm' are able to accomplish the plans they made. After a pleasant breakfast in the officers mess the Captain explains to the crew what's going on. The crew seems to understand and are willing to waiting to visit the island.

Where too and how? Are you taking a ships boat or flying?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank, Good Hope
Tucci Hedgehopper wrote:

With that, he’s ready to confront their foe. "So to be clear, ‘cause I do get confused sometimes, we’re going to go and confront Bikendi - and take ‘em out. Right? So when we get close, we’ll buff up and head in ready to kick some ass!" He gets a little carried away in his excitement, and then pauses.

"Er, right?

"Uh... no."

Where did he get that idea?
"We give him the stone, get the directions to his second treasure stash, and prepare to fight his night hag enemies.
I hope he doesn't want a fight. I only prepared one or two spells really useful for fighting ghosts."


Male Halfling Hunter 9 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm
Veronica Blackblade wrote:
"They're valid concerns, Mac. But the hag didn't task us with just recovering the dream stone, she wanted Bikendi gone as well. If she came for us now, we wouldn't be able to do that part as well, right? I definitely agree she and her coven will come for us after we help Bikendi and his ritual, I just don't see what they have to gain by attacking us earlier. And if we know we're likely getting into a fight when we return the dream stone to Bikendi, I'd prefer Tucci to have his sight back."

lol! This paragraph confused me, sorry - though I like the scene.

Tucci looks, a little, crestfallen. "Oh, OK. So we help Bikendi, and take out the hags then. Right?"


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 1/7, BB 1/3| Spells: 1st: 0/6 2nd: 0/5 3rd: 0/4 4th 0/2

Prepared Spells:

Prepared Spells (CL 10; (5/6/5/4/2/0/0), concentration +19(+21 to cast defensively))
4th (2/day)- Channel Vigor, Dimension Door
3rd (4/day)- Displacement, Tactical Adaptation, Fly, Dispel Evil
2nd (5/day)- Mirror Image, Defending Bone, Bladed Dash, Glitterdust, Frigid Touch
1st (6/day)- Rime Frostbite x2, Enlarge Person, Deivon's Parry, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open

After scribing the spells into her spellbook, Veronica spends the remaining hour afforded by her ring to study the dreamstone as best as she can, for curiosity's sake, before they have to hand it over

---

"Yeah, Mac's right, I didn't change my mind after we talked with Bikendi - we give him the stone and let him finish his ritual, which should finally put his crew to rest as well. I'd rather help him than the hag, and it nets us more treasure, too. Then I'm thinking of going with Mac's suggestion and take the powerless stone and Bikendi's body back to the hag - I don't think she'll buy it for more than a brief moment, but a brief moment is enough for us to get the upper hand in a fight."

"And don't forget Eric's hunch about the spider woman, too. If she doesn't see eye to eye with her mistress, we might get her to help, or at least step aside, when we confront them."

As they prepare to head out, Veronica focuses on her usual long lasting magics:

Spell preparations on the ship:
- Defending Bone
- Protective Luck on everyone besides Veronica
- Tears to Wine on whomever is interested (CL 10, so +5 bonus and last whole dungeon)
- False Life from the figure head
- Extended Fly on Eric and Kasin? (Rods at 4/6) (Uses 3rd level pearl of power)

False Life: 1d10 + 6 ⇒ (2) + 6 = 8

When they get to the fort, Veronica and Eric cast their shorter term magics on the group as well.

Veronica:
Shield from wand (2 encounters)
Blade Tutor spirit (3 encounters)
Mirror Image (3 encounters)
Extended Displacement (3 encounters).
Extended Channel Vigor (3 encounters)

Eric:
Extended Haste (2 encounters)
Extended Good Hope (3 encounters) (rods at 0/6)
Mirror Image (2 encounters)
Shield from wand (2 encounters)
Moment of Greatness from wand (2 encounters)
Protection from Evil on himself and Veronica from wand (2 encounters) (anyone else is welcome to use the wand as well)

Images Veronica: 1d4 + 3 ⇒ (4) + 3 = 7
Images Eric: 1d4 + 2 ⇒ (1) + 2 = 3
UMD Eric for Shield: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
UMD Eric for Protection from Evil: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
UMD Eric for Protection from Evil: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27


Earlier
After studying the stone for several minutes all Veronica is able to discern is that the cyclops originally used the stone for divination. Now, altered by the hag and Bikendi, it appears to be a dream stone.

Now
Having entered the fort and avoided Paeta by going through the 'prison entrance' B28 the officers of the charm enter the low-ceilinged room where they first found Bikendi's ghost. B31

Upon their arrival the ghost raises through the floor, a smile on its scared face, "Ahhhh I sense you have found the stone. Now to finish the Ritual. Which of you will allow me to possess your body momentarily to complete the ritual?"

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