| Jorne Fyrestone Stavian |
Round 6
Jorne swings his blade cutting through barbarians, the skeleton and into Armag. His lost mind drives through the fog and is able to overcome the power of the rings. His large blade cuts deep into Xandarian and Ulricha.
Will save DC 20: 1d20 + 12 ⇒ (17) + 12 = 29
Will save DC 20: 1d20 + 12 ⇒ (15) + 12 = 27
Armag and the figure behind him explode in a spray of blood but seem unfazed by the blow as they channel and heal both. The other armored figures heal the one beside them.
4d20 ⇒ (5, 20, 15, 2) = 42
barbarians: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (1, 6, 1) + 16 + 6 + (2, 4, 6) + (2) = 44
1d20 + 18 ⇒ (7) + 18 = 25
skeleton: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (5, 3, 3) + 16 + 6 + (5, 1, 2) + (3) = 44
1d20 + 18 ⇒ (6) + 18 = 24
Aramag: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (6, 2, 3) + 16 + 6 + (6, 6, 3) + (6) = 54
1d20 + 18 ⇒ (11) + 18 = 29
Xandarian: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (3, 1, 3) + 16 + 6 + (4, 6, 3) + (4) = 46
1d20 + 18 ⇒ (20) + 18 = 38
Ulricha: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (2, 6, 1) + 16 + 6 + (5, 2, 5) + (3) = 46
confirm: 1d20 + 18 ⇒ (16) + 18 = 34
Ulricha: 3d6 + 16 + 6 ⇒ (1, 2, 4) + 16 + 6 = 29
Round 7
| Jorrast Feorte |
Round 8
Jorrast continues to fly up. A bow is less effective as the range gets farther. Fireballs have the same effect at 400'! Trying to reach about 150' high and using the wand again.
I put a circle around 5 other barbarians to target. At least maybe I can keep them from reinforcing the other group?
UMD DC20: 1d20 + 13 ⇒ (20) + 13 = 335d6 ⇒ (6, 3, 6, 2, 4) = 21 Reflex DC13 for half damage
| Alice Emmington |
Sorry, no update was displayed for me since last time.
@ GM, here's the proper roll for the magic missile dmg. 4d6 ⇒ (6, 2, 3, 4) = 15 The spell won't eat a 4th lvl slot, due to being successful through the Sacred Geometry.
Round 5
The summoned Steam pehit appears at 15 feet altitude. It breathes a cone of fire at the 2 barbarians left of Jorne. DC 13 reflex to 1/2 dmg and avoid 3 rounds of sickened condition. Fire damage: 1d3 ⇒ 2
Alice herself steps 5ft towards the edge and puts protective luck hex on Xandarian and cackles. Attacks roll 2x, take worst result.
Round 6
The mephit uses its SLA of Blur (lasts 1 hour)
Alice puts protective luck onto Jorne and chants to extend on her and Xandarian.
Round 7
The mephit descends upon the yellow barbarian.
Attack, high ground: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11Dmg: 1d3 + 1 ⇒ (1) + 1 = 2
Alice puts protective luck on Ulricha and chants to extend duration.
Round 8
If alive, the mephit continues attacking.
Attack, high ground: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11Dmg: 1d3 + 1 ⇒ (3) + 1 = 4
Attack, high ground: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13Dmg: 1d3 + 1 ⇒ (2) + 1 = 3
Alice casts Fey form 1, becoming a pixie.
| Xandarian Quartermain |
Round 8
The paladin falls to treachery, as Jorne slices him down.
"You..! You BASTARD!!!!" The ataxian screams as his hare form disappears.
Boffy shoots a ray of cold at Jorne in anger.
Ray of Cold: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg.: 1d6 ⇒ 4 If the ray hits, Jorne must make a DC 14 Will save or be staggered.
| Jorne Fyrestone Stavian |
Round 6 attack rerolls:
Reroll: 1d20 ⇒ 1
1d20 + 18 ⇒ (11) + 18 = 29
Xandarian: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (3, 1, 3) + 16 + 6 + (4, 6, 3) + (4) = 46
Reroll: 1d20 ⇒ 3
1d20 + 18 ⇒ (20) + 18 = 38
Ulricha:
Round 6
Jorne misses both Xandarian and Ulricha!!!
Moving along!
Round 7
3d100 ⇒ (27, 80, 90) = 197
Jorne strikes at Armag, the giant man in black armor. His sword grazes the armor on the man.
1d20 + 18 ⇒ (5) + 18 = 23
damage to Aramag: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (1, 4, 6) + 16 + 6 + (3, 3, 6) + (5) = 50
Round 8
1d100 ⇒ 73
Jorne cuts himself with his hand on his own blade.
damage to self: 1d8 + 10 ⇒ (7) + 10 = 17
| GM Wolf |
Round 6
vs. Jorne
frost greatsword: 1d20 + 15 ⇒ (16) + 15 = 31
damage: 2d6 + 16 + 3d6 ⇒ (6, 6) + 16 + (1, 1, 4) = 34 3d6 cold
Ovinrbaane: 1d20 + 28 ⇒ (20) + 28 = 48
damage: 8d6 + 32 ⇒ (4, 4, 3, 6, 3, 3, 4, 4) + 32 = 63
Ovinrbaane confirm: 1d20 + 28 ⇒ (8) + 28 = 36
damage: 8d6 + 32 ⇒ (6, 2, 6, 6, 3, 1, 6, 2) + 32 = 64
Most of the barbarians are either slowing stepping away in full defense or fleeing because they are out of range. The rest of the barbarians and skeletons lay dead around Jorne.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
10 rounds.
Will DC 17 for Xandarian and Ulricha.
vs. ...
Ovinrbaane: 1d20 + 28 ⇒ (18) + 28 = 46
damage: 8d6 + 32 ⇒ (1, 5, 4, 4, 6, 1, 3, 5) + 32 = 61
Armag steps back and readies to strike. He looks at Xandarian and grins, "Your friend will kill you soon enough for me!"
Wolf - Martikio
|
Round 8
He whispers to Xandarian, "Don't resist it." He then casts invisibility on Xandarain.
| Xandarian Quartermain |
Round 8 Remix
Xandarian chooses to believe Martikio and vanishes from sight.
While invisible, the paladin lays hands upon himself.
Lay on Hands: 4d6 ⇒ (2, 4, 4, 3) = 13
| GM Wolf |
Round 8
Xandarian goes invisible, (then heals himself. Wolf invisible makes Xandarian invisible.) Armag, readied action... Jorne cuts himself with his hand on his own blade. The mephit continues attacking the barbarian as they move back and swat at it. Alice turns into a pixie! Jorrast flies straight up and drops a fireball on the retreating barbarains. Evera is missing from battle.
Round 9
| Jorne Fyrestone Stavian |
Round 9
1d100 ⇒ 85
Jorne strikes at Ulricha. His sword grazes the armor on the man.
will save: 1d20 + 12 - 19 ⇒ (19) + 12 - 19 = 12
greatsword attack on Ulricha: 2d20 + 18 ⇒ (19, 17) + 18 = 54
damage to Ulricha: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (4, 1, 1) + 16 + 6 + (4, 1, 3) + (5) = 41 3d6 acid
Round 10
1d100 ⇒ 7
Jorne moves into the thick of it and cleaves through all of them around Armag. Cleric 1, 2, 3, Black sister, and Armag.
1d20 + 18 ⇒ (2) + 18 = 20
damage: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (2, 6, 2) + 16 + 6 + (6, 5, 3) + (4) = 50 3d6 acid
1d20 + 18 ⇒ (2) + 18 = 20
damage: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (3, 6, 3) + 16 + 6 + (2, 4, 1) + (6) = 47 3d6 acid
1d20 + 18 ⇒ (14) + 18 = 32
damage: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (1, 2, 6) + 16 + 6 + (5, 2, 5) + (5) = 48 3d6 acid
1d20 + 18 ⇒ (12) + 18 = 30
damage: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (3, 5, 6) + 16 + 6 + (6, 5, 3) + (3) = 53 3d6 acid
1d20 + 18 ⇒ (1) + 18 = 19
damage: 3d6 + 16 + 6 + 3d6 + 1d6 ⇒ (5, 1, 3) + 16 + 6 + (5, 6, 5) + (6) = 53 3d6 acid
| Xandarian Quartermain |
Round 9
Still invisible, Xandarian witnesses Jorne's assault on Ulricha. The paladin inverses his sword hilt and aims it at Stavian's skull.
Carouser's Retreat, non-lethal: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Dmg.: 1d6 + 6 ⇒ (5) + 6 = 11
Round 10
Xandarian returns to attacking the barbaric horde.
Carouser's Retreat: 1d20 + 13 ⇒ (9) + 13 = 22
Dmg.: 1d6 + 6 ⇒ (5) + 6 = 11
Carouser's Retreat: 1d20 + 8 ⇒ (6) + 8 = 14
Dmg.: 1d6 + 6 ⇒ (1) + 6 = 7
| Jorrast Feorte |
Round 9
Seeing the barbarian's running Jorrast flies toward the big group. He is surprised to see Jorne attacking Ulricha. He uses the Ring of Greenwatch and calls to him, "Jorne! What are you doing. Whatever hex is on you break free and destroy the enemy, not your allies!"
Staying about 400' high.
| Alice Emmington |
Round 9
Alice starts casting Glitterdust with Persistent, through Sacred Geometry.
Required numeral outcomes either: 19, 23, 29
8d6 ⇒ (6, 1, 5, 3, 3, 2, 1, 5) = 26
((((((1+3) -1) *5) +2) +3) -6) +5 = 19
Time casting increases to 1 full round.
The mephit flies towards one of the dark sisters, ending right above her. In essence, any movement other than 5ft step provokes.
Round 10
Glitterdust goes off to target Armag and one sister.
Double will save DC 19 vs 8 rounds of being blinded.
The mephit, under effect of blur, uses its 'Boiling rain' ability to shower the three women and the dark sister in 2d6 ⇒ (4, 2) = 6 hot rain. DC 14 fort for 1/2 the damage.
Alice flies to 30ft above Ulricha and puts Protective luck hex onto her.
| Xandarian Quartermain |
Xandarian and Boffy, confused as always, stand before the others, ready to defend. "Alright? Now what?"
| Jorrast Feorte |
Jorrast lands by the group and looks around. "I'll check if you want. I should be able to get there without being spotted...."
Unless told otherwise he switches to fox form and runs in the direction of the noise. He can communicate using the ring. Base movement speed is 60'.
| Jorne Fyrestone Stavian |
Who is visible and around Jorne?
Round 11-14
4d100 ⇒ (32, 100, 50, 49) = 231
01-25 Act normally
26-50 Do nothing but babble incoherently
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
Round 13...
| Xandarian Quartermain |
Xandarian is visible, but once seeing Jorne again, he flies up into the sky and out of melee.
| Jorrast Feorte |
Crap! I just posted that I landed by the group, and I'm not invisible....
| Jorrast Feorte |
Jorraste looks at Xandarian, leaving as he lands to discuss next steps and the explosions to the north. "Hey Xandarian? You leaving now?"
He glances around looking for any apparent danger, Perception: 1d20 + 14 ⇒ (16) + 14 = 30
| Jorrast Feorte |
Spellcraft to identify the spell effect?: 1d20 + 9 ⇒ (1) + 9 = 10 LOL!
Jorrast moves away from Jorne, flying up to get out of his reach. "Hey. What happened to Journe? Is he cursed or something? Everyone keep away. He might be dangerous in this condition!"
Wolf - Martikio
|
He whispers into the ring answering Jorne's question. Thus it sounds like he whispers to you as per the message spell, "From what I have seen and observed, Jorne is under the effects of a confusion spell! If that is true he is very dangerous."
| Jorne Fyrestone Stavian |
After the next few rounds he shakes his head. Looking around... he growls out, "Wait! Where did they go?!"
| Jorrast Feorte |
From a hundred feet up Jorrast calls down to Jorne, "The enemy? Or the rest of us? Are you back to your senses? Apparently you were out of control due to a confusion spell."
"The bosses seemed to teleport out, and the barbarians ran North. There were some explosions I was about to go check out."
| Sulvanii the Councilor |
Out of the smoke walks another figure. He hautily also agrees, "Yes what?"
| Xandarian Quartermain |
"Remove the confusion from Jorne's ,mind and I'll land!" The half-celestial shouts from above.
| Jorne Fyrestone Stavian |
He asks confused, "Wait?! What confusion? What did I do?!"
Jorne would hold onto Wolf and climb up the cliff.
Wolf - Martikio
|
He confidently states, "No worries it happens to the best of us." He becomes visible. "You mind giving me a hand up there. I really don't want to climb and fall."
| Sulvanii the Councilor |
After listening to the group he states, "Yes this figure needs to be dealt with it seems he has the help of the barbarians and mystic forces. Did any of you see any holy symbols or know what spell was used?"
| Xandarian Quartermain |
Xandarian floats above the gathering. "Sorry. I was too busy getting attacked by Jorne to notice."
| Jorrast Feorte |
Jorrast flies to Wolf and helps him to the top.
"I was going to scout ahead in the direction of the explosions. The barbarians retreated that way. OK to go? I'll be able to hear anything said to me through the ring."
| Jorrast Feorte |
Jorraste grins at Larina. "Mayhem? That sounded like quite a party then!"
| Saren Elken |
He asks the group, "Most of the Council should retreat to Drelev. Larina and those who want to go hunting barbarians are welcome to it. Jorne, Jorrast, Xandarian, Wolf, Alice, and the rest of your group should try to track down where those leaders went and see if you can end this today. If you need any more support, let us know now."
| Xandarian Quartermain |
Xandarian sets down a distance away from Jorne. "Alright. Sounds like a plan."
| Alice Emmington |
When Alice sees Jorne snapping back to his senses, a sense of relief gets over her.
"Next time we've to put some pre-emptive mind ward on you against such magics."