GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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F

Kisaiya lands on the ground and takes a stance at the yrthak’s neck, severing it with a single slash. She lets the tension fall out of her body as she leans her head back and sighs, gazing upwards. Part of her had still been worried that maybe she was not meant to get past this point of the north. She knows it’s stupid, but it’s hard not to feel like it was waiting here just for her. Now that it’s gone, so much that didn’t feel possible before suddenly feels open and waiting. If there is any lesson to be learned—and she would like very much to get a lesson out of this—it is that she should not rush. She was in a hurry to find adventure those years ago, but she should have just worked on herself first. Hastily began, hastily ended.

She remembers that she is not alone, but has an audience. She nods at Durgan. ”I hope their spirits rest easier now.”

She consider’s Unk’s suggestion. ”Barbecue might work. I’ll have to take a look at the meat to see which preparation method would work best.”


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk stops his wheezing hustle as Kisaiya beats him to the kill. Not that he minds, bending over to catch his breath.

"I was gunna...*wheeze*...do that, *wheeze*, Kiss'ya. But good that you got it done, *wheeze*," he huffs.

He's not much of a meat eater and will let others make those food plans.


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You finish out the last few days of your ‘rest’ without further incident - and eat well from the carcass of your slain opponent!

Then, on Arodus 14, a Moonday, you continue on. It takes slightly more than two weeks (16 days, but see below) to reach the spire you seek. However, the frigid monotony is broken up a few times along the way.

You encounter another of the black monoliths (image) protected by a small swarm of undead as the last one. You make quick work of them however. You’re getting pretty good at this!

Their deaths however seem to spawn a blizzard, or the timing was just unlucky. The blizzard lasts a few days, during which Ulf circles the wagons. So of the 16 days you travelled, 3 of them were full crafting days - for those of you still working. Not long after the blizzard passes and you’re on the move again, you encounter a small herd of wooly rhinoceroses. Ulf cautions not to overhunt, but your scouts still bring in lots of extra provisions with the two or three they cull from the herd.

Later, one of the wagons partially fell into a crevasse under some weak ice. It takes a half day to pry back out. Durgan spends most of his spells the following day to repair the wagon sufficiently to proceed - with Koya helping a little as well.

Finally, on Arodus 30, a Wealday, you reach the Storm Tower.

When you get within 50 miles of the Storm Tower, you can see a bluish glow at the northern horizon that intensifies as the tower comes into view. Within 10 miles, you can see the massive black spire itself, and the strange blue light emanating from its apex.

The Storm Tower is a hexagonal spire of black basalt, towering nearly a couple hundred feet into the air. The tower is mired in a lake of black slush, with a shattered stone causeway leading across the lake toward a gaping hexagonal opening in the wall at the base of the tower. A huge, crackling ball of blue light floats just above the tower’s roof, while a raging white storm turns in an expanding spiral overhead.

How do you plan to approach? Sandru doesn’t want to get anywhere near that thing with the caravan and even complains about being this close (a couple of miles away currently).


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

"Oh, I have a good feeling about this!" Unk proclaims.
"Hexagons are the best-agons." He explains.

"I foresee- um- oh that- uh- well we'll be fine, anyway. It seems we have evil to smite." He adds.

"Shall we march forward without the caravan?"


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions: spectral mist

"Just conjure the eye, at least. You wouldn't shut up about it last night." Snowball interjects, with her most impatient tone of voice.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

"Oh right, now that we can see the tower, I can conjure my Arcane Eye to take a peek." Unk explains, suddenly giddy.

any objections? xD
if not: Unk will cast Tongues, See Invisibility, and then Arcane Eye (conjuring the sensor at the base of the tower near the entrance if we can see it)


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Unk the Conjurer wrote:
"Hexagons are the best-agons."

Mukluk pauses, thinking this over.

"What about 'autagonistophilia'? That's a pretty good and normal one, right?" Mukluk asks, pondering. "And that's all better than 'hyperglucagonemia', which Moose says he has when I don't treat him with enough carrots. And sure is better than 'paragonorrheal', anyone with the down-there itches will tell you that."

Mukluk ponders, wishing Rory were around to chime in about good words. Thinking of Rory, he thinks of another very good 'agon' word, probably the best one: 'protagonist'.

Protagonist! That's the best agon, I think. For sure. Like Moose. A protagonist.

Or dragonflies! That's a pretty one too.

Mukluk continues to think his agon-izing thoughts, thinking of words.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

3 more full days of crafting (40 GP/day) means another 120 GP, new total on the armor 1,320/1,650. The 13 travel days (20 GP/day) mean another 260 GP, new total 1,580/1,650. Another 70 GP to go which means 2 more full days or 4 travel days.

"Information is a potent weapon. I think that spell is an excellent idea, Unk."

Preparing to deal with this Storm Tower, Durgan leaves off his "caravan support" spells for the day and focuses on doing everything he can to prepare for whatever may occur.

Spells Prepared:
0 (4): Guidance, Create Water, Mending, Light
1 (5+1): Divine Favor, Shield of Faith, Protection from Evil, Liberating Command, Endure Elements, Shield (D)
2 (4+1): Path of Glory, Suppress Charms and Compulsions, Instant Weapon, Spiritual Weapon, Barkskin (D)
3 (4+1): Communal Resist Energy, Invisibility Purge, Open Slot, Prayer, Fly (D)
4 (2+1): Air Walk, Divine Power, Dimension Door (D)


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

OOoooh, can Unk help ? He can hit DC 20 now :D
Which reminds me, I don't think we decided how much Ulf would pay for his new white dragon breastplate...
normally those cost 200+150 *2 = 700 and then it's magic'd up for an extra... I can't lookup endure elements but it looks like it should be 2k * 1 * 1 /2 (24hr duration)=1k for continuous use Endure Elements. That & +1 would be 2000gp worth of magic.
Would he pay the full 2700? the reseller's standard 1350? something else?
I feel like we should have a (350gp/3=)-117gp & (2000?/2=)-1000gp in our party loot list (covered by Ulf) and a + for what he'd be willing to pay. I feel like we should give him some discount, but I'm also not worried about RPing everything out

Unk casts Tongues as well as See Invisibility.
He then spends an agonizingly long 10 minutes casting Arcane Eye.

the sensor pops up anywhere I can see, so I hope we can see the entrance from here, or just above/below the entrance?


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Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk watches the Big Fur's familiar cast a pretty good, fun spell. He isn't taking notes or anything, but does want to explain to Moose how it goes and what it takes. Moose, when he's in the mood, likes to hear about a good spell and stuff.

After the spell is done and when the party is ready, he will also magic himself up.

Heroism on the heroic Kiss'ya, 160 minutes. And on hisself, also for 160 minutes. Mage Armor (16 hours). Resist Energy Cold (30) on himself and Kiss'ya as well.


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Interlude…

Ulf accepts the armor, admiring its simplistic beauty and power. ”Wow, that’s great!” he exclaims. He tries it on and, a little fitting aside, it settles onto his frame comfortably. ”Thank you so much, I really appreciate this.” he says as he counts out his payment to the party gladly.

He forks over 2,700gp, of which 1,583gp is profit to the party and will be noted as a group fund for distribution.


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Roll20 Map - Tracking Sheet

Love the Arcane Eye spell. It’s also particularly useful here as there are few doors…

As for your spell preparations, remember, you’re still two miles away from the tower - there’s no road and plenty of snow, so it’s rough terrain between here and there slowing you further. I wouldn’t start casting yet. Walking, I'd say you're maybe an hour and a half away.

The eye appears outside the tower and sees the following at the entrance.

The remains of a great causeway of white stone leads up to the base of the tower, though it has long since succumbed to time and elements, leaving only a few ruined spans standing exposed above the black slush surrounding the spire. A wide gap separates the end of the causeway from a hexagonal portal in the tower’s wall.

Entering the structure the eye sees the ground floor, with a ceiling some 50’ overhead.

Windblown snow has drifted into the corners and along the walls of this trapezoidal chamber, piling up in deep drifts. Within this chamber are four undead, milling about. The flesh of these walking corpses are rotting and putrid, their bodies skeletal in places and their eye sockets glowing with red light. Also, the northern ‘section’ appears to be a midden.

The central area has no ceiling, instead forming a smooth-walled shaft that rises through the tower’s interior. A crackling blue sphere of energy hangs in the air high above the shaft at the top of the third floor. The central area is open to the next floor so, presumably, the eye flies up to that floor.

Up on the second floor you find a chamber which is significantly warmer than the other rooms in the spire. The tower’s central hexagonal shaft is open to this chamber on three sides. To the northeast and northwest, two hexagonal portals stand in the walls, filled with featureless opaque crystals. An immense centipede like beast seems to be napping here, rows of chitinous plates on its back glowing red-hot. It’s huge compared to the space. Its scales look very similar to the ones you carry from Iqaliat. Remorhaz scales.

The eye cannot pierce the chamber doors on this level and so ascends another 50’ to the third floor to take a peek.

Four stone platforms jut from the walls 50’ above the floor and the ceiling tops out over 100' up. Above these platforms, a pair of open windows in each wall look out over the icy landscape outside. Six large crystals are embedded in the walls between the windows, glowing with a blue radiance. High above, a wide hexagonal opening pierces the ceiling. Beyond this opening, a massive sphere of blue light sheds a dazzling radiance. Bolts of crackling electricity join the crystals in the walls with the ball of energy.

Within this chamber are four more hoarfrost spirits, and a winged woman. She is atop the northern platform, apparently meditating on the sphere above. Though the eye can’t feel the wind, it is clear there’s a raging windstorm in the room from the wildly dancing feathers of her black wings (image). She does not look up as the eye studies her.

New map up - mostly revealed!


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

I take it that there's nothing invisible or any runes that might be translated with Tongues? XD
Also, is it really 90 minutes of trudging? D:
2 miles is half an hour of hustling even with heavy armor or dorfs, unless it's difficult terrain...
Either way, I still wanna look around for invisible threats and strange writing xD

Unk makes funny humming noises for the eight minutes that he can scout ahead for.
His humming is punctuated by the occasional "Aha! I foresee undead..." until at last he gets to the queen.
"...and I foresee that winged lady. We'll be able to put a stop to her if we go there."

Unk explains before starting the trudge towards the tower without further comment.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

This place is terrifying.

Mukluk listens as Unk explains what he sees. He nods gravely as if he can truly see along with the familiar.

"That place sounds cold. And full of lightning too. Gotta make a note of that," Mukluk says, but does not make a note of that.

He waits to see if Unk has anything to add.

When the party gets closer and buffs up, he will add Resist Electricity to himself, in addition to the above.


F

”The dead do not rest well here. The Empress of Heaven will be pleased we are here to put them to rest.”

Kisaiya taps her wand with a blessing from her wand of Bless Weapon, and offers a tap to any others that wish it. She also humbly requests Suishen provide her with the ability to walk on air.


Roll20 Map - Tracking Sheet

The party begins the two mile hike through snow drifts as high as the dwarves in parts. But you manage, and get ever closer to the tower. However, when you’re about a mile out or so, you realize closing is going to be problematic.

At first it was just one skeleton. Then there were two zombies, and a skeleton. Then the next fight attracted a few more - undead rising up from the snow. Invisible until you stumble into them like mobile landmines.

Eventually, you back away a bit to an area you’ve already cleared to re-asses. At this rate, though they are lowly creatures to be sure, you could be facing a score or more. You just can’t tell how many are out here under the snow.

How do you want to make the final approach? (spells prepped now)


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

As Mukluk can't fly, he will need to trudge through the undead if the party wants to approach. He will magic himself up as he goes, but doesn't have anything to use to avoid the undead.

"Lots of undead, Big Fur. Whatcha think we can do?" Mukluk asks Snowball.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

After the scouting of the Arcane Eye, Durgan will take 15 minutes to prepare a second Communal Resist Energy into his open slot.

Planning to use one for cold and one for electricity on any in the party who need it. Will last 3 combats, so not casting them just yet.

---
As the party proceeds in the hike, Durgan considers their options. "I could damage or possibly destroy many undead at once with the power of Abadar, but my channeling is a limited resource and I'm not sure there is any point to fighting these undead."

"I can cast Air Walk on myself. I also have Fly; with the metamagic rod, this would last about a quarter of an hour. Kisaiya, can Suishen bestow that blessing on others, or only on you?
If we are using Air Walk, we should be able to cover the mile to the tower in about 15 minutes."

I think Kisaiya is the slowest at a movement speed of 20', which translates to 4 mph at a hustle. So 15 minutes to go a mile. Extended Fly lasts 16 minutes. If Kisaiya can Air Walk three of us, Durgan Air Walk himself and Fly another. Unk has another Fly if needed.

Durgan will cast preparatory spells when we get closer to the tower.


Roll20 Map - Tracking Sheet

The party has plenty of air walk/fly options - and yes Suishen can bestow his spells on others with a touch. As we’re doing encounters, not strictly time, go ahead and consider this one encounter (bypassing the skeletons and zombies). Do figure out who used what though so you know who’s flying and who’s airwalking.

This brings you to the causeway…

The remains of a great causeway of white stone leads up to the base of the tower, though it has long since succumbed to time and elements, leaving only a few ruined spans standing exposed above the black slush surrounding the spire. A wide gap separates the end of the causeway from a hexagonal portal in the tower’s wall.

You can of course overcome the gaps as you’re all airborne but you know there are undead just inside the structure. They have not seen you yet. I’ve put you on the map. Please go ahead and do any last minute prep and take one full round of actions and we’ll begin initiative.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

"What is this way? Some sort of path for causes?" Mukluk asks, waiting for others to lead on.

Mukluk, at this time, as no additional magics to offer.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

Are Shuisen's Air Walks unlimited? For out of combat that definitely feels like the way to go...


Roll20 Map - Tracking Sheet

The blade casts air walk but thrice a day, at Kisaiya's request. Suishen casts at CL 20 though, so it lasts the full dungeon.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Before taking to the air:
Durgan casts Air Walk on himself (3 encounters, 2 left after reaching the tower).
Fly on Ameiko (2 encounters, 1 left after reaching the tower).
Extended Barkskin on himself (1 full dungeon).

Upon reaching the tower:
Shield (2 encounters).

Durgan is now AC 25 (18 base, +3 Barkskin, +4 Shield).


Roll20 Map - Tracking Sheet

Entering the structure the eye sees the ground floor, with a ceiling some 50’ overhead.

Windblown snow has drifted into the corners and along the walls of this trapezoidal chamber, piling up in deep drifts. Within this chamber are four undead, milling about. The flesh of these walking corpses are rotting and putrid, their bodies skeletal in places and their eye sockets glowing with red light. Also, the northern ‘section’ appears to be a midden.

The central area has no ceiling, instead forming a smooth-walled shaft that rises through the tower’s interior. A crackling blue sphere of energy hangs in the air high above the shaft at the top of the third floor.

Knowledge Planes DC 14:
You face four frost wights. LE Medium undead (cold).

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.

Make a DC 19 on the roll, and you learn the following (in addition to the usual questions).

Spoiler:
Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair. Frost wights have the cold subtype and their slam attacks deal 1d6 cold damage in addition to the normal effects. A creature touching a frost wight with natural weapons or unarmed strikes takes 1d6 cold damage.
- - -

- - -

- Round 1 -
Unk - 30
Mukluk - 20
Good Folk - 19
Kisaiya - 16
Durgan - 7

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (6) + 1 = 7
Kisaiya: 1d20 + 2 ⇒ (14) + 2 = 16
Mukluk: 1d20 + 2 ⇒ (18) + 2 = 20
Unk: 1d20 + 11 ⇒ (19) + 11 = 30
Good Folk: 1d20 + 1 ⇒ (18) + 1 = 19

• First up Unk and Mukluk as the undead creatures eventually notice you on the causeway. Feel free to position yourselves prior to your initiative anywhere up to the doorway - but not into the room. You can certainly move into the room with your actions of course.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

So I'm going to guess that Unk and Mukluk get a use of air-walk from Shuisen each, then
How high is the roof of the outer ring of the first floor? Can I air-walk out of touch-attack reach of the wights?

Knowledge (Planes): 1d20 + 19 ⇒ (11) + 19 = 30 SR? Movement types? And if the subtype info isn't one of my questions: any ranged attacks?

Unk stands in the air not too far from the doorway, he mutters something to Snowball and then begins casting Summon Monster II.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk pauses to see if Snowball or his familiar know anything about the creatures.


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions: spectral mist

"These are the ice-wights Unk mentioned. Burn them if you can, and don't let them touch you." Snowball explains before giving Ameiko a bit of Cat's Luck.

Cha to saves, yay!
Maybe I should consider giving that to Durgan too...


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 1

"Oh right. Thanks Big Fur," Mukluk nods to Snowball.

With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 touch to hit;
1d4 + 2 ⇒ (1) + 2 = 3 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 2) = 6 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (14 hours).

AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +5/+6/+14 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)

Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.

“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”

Aid. 1d8 + 3 ⇒ (1) + 3 = 4 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."


Roll20 Map - Tracking Sheet

Unk moves up slightly and begins summoning while Snowball aids Ameiko. Mukluk hastens the party!

Unk:
No SR, they don't fly or swim, they have no ranged attacks, and the ceiling is 50' up though the doorways are only 10' up. So passing through an opening requires you lower to within reach. But otherwise they can be avoided.
- - -

The wights charge forward to the doorway, slathering for their attacks.

- Round 1 -
Kisaiya - 16
Durgan - 7
- Round 2 -
Unk - 30
Mukluk - 20+
Ameiko - 20- (cha to saves)
Good Folk - 19

• Now up - everyone!


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

Unk summons a Small Fire Elemental just inside the doorway and considers what to do next.


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions: spectral mist

Snowball pounces on Kisaiya and gives her a modicum of divine Guidance.


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

The small fire elemental attacks 1=blue, 2=orange, 3=red: 1d3 ⇒ 3 with its fiery maw.
Slam + Augment Summons: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Bludgeon + Augment Summons: 1d4 + 3 ⇒ (2) + 3 = 5
Fire damage: 1d4 ⇒ 3
crit?: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
crit?: 1d4 + 3 ⇒ (2) + 3 = 5
DC 13 reflex save or catch fire, taking d4 fire damage at turn start for d4 rounds; full round action for an extra save
Also anyone hitting it with natural attacks or touch attacks take d4 fire and the same DC 13 reflex save vs d4 rounds of catching on fire

Elemental takes cold +vulnerability: 1d6 + 2 ⇒ (5) + 2 = 7 15->8 hp & only 16 AC


F

Knowledge (planes): 1d20 + 4 ⇒ (7) + 4 = 11

Kisaiya takes to the air and shifts to the side of the platforms so she can line up a clear shot.

Attack with Longbow (haste): 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5 Targeting whichever is most injured

Nutrition Facts:

HP: 75/75
AC: 24/13/21
Saves: F10/R6/W9
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: Air Walk, Haste

Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan will move up casting Instant Weapon for a Dwarven Giant-Sticker. He is Air Walking out of the wights' reach, and plans to use a reach weapon to eliminate them without being exposed to their claws.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 2

Mukluk tries to throw a hunk of molten earth at the red creature before people get in his way, or melee combat ensues.

1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24 touch to hit (+haste,+heroism)
2d6 + 4 ⇒ (5, 2) + 4 = 11 fire damage
and
1d3 ⇒ 3 rounds of more fire damage to red and orange DC 20 reflex for half.
1d6 + 4 ⇒ (3) + 4 = 7 fire
1d6 + 4 ⇒ (2) + 4 = 6 fire
1d6 + 4 ⇒ (3) + 4 = 7 fire

Moose-Zoomies Round 2/8. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 touch to hit;
1d4 + 2 ⇒ (1) + 2 = 3 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 3) = 5 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.

With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

Heroism on the heroic Kiss'ya, 160 minutes. And on hisself, also for 160 minutes. Mage Armor (16 hours).

AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +5/+6/+14 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)

Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.

“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”

Aid. 1d8 + 3 ⇒ (1) + 3 = 4 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."


Roll20 Map - Tracking Sheet

Kisaiya manages to hit (17? Their AC is really 17?) and draw first blood, we’ll say on red. Durgan prepares a pole arm and heads up out of reach. Unk finishes his summons, which crits! However it does not drop the wight. Mukluk may be late to the action, but he still has a clear lane, as he throws molten earth at the wight, and ends it! Ameiko begins to inspire courage (+2) as she too climbs into the air, drawing her bow.

The red wight splats under the molten earth and fills the air with a putrid stench. But the other wights don’t seem to notice the smell. They do note your ranged capabilities though.

Blue attacks the fire elemental, heedless of its own injury, and steps back.
Blue on Fire Elemental: 1d20 + 6 ⇒ (10) + 6 = 16 damage: 1d4 + 1 ⇒ (3) + 1 = 4 and one negative level
Blue catching fire: 1d20 + 4 ⇒ (8) + 4 = 12 vs DC 13 for damage: 1d4 ⇒ 3

Orange steps back as well - Blue and Orange have improved cover against the party due to the smallish size of the opening. Cross the bridge to the structure and that goes away of course.

Green goes to a crystalline panel (‘a’ on the map), does something you can’t see, and walks into the shaft. A hexagonal platform of blue force appears under its feet. It appears to be elevating to the next floor! You can tell it is moving, though technically it hasn’t gotten anywhere yet - so you can still see it.

- Round 1 -
Kisaiya - 16
Durgan - 7
- Round 2 -
Unk - 30
Fire Elemental - 30 (-13hp, 1 neg lvl)
Mukluk - 20+
Ameiko - 20- (cha to saves)
Good Folk - 19
Red wight - -35hp (destroyed)
Blue wight - -4hp (on fire rounds: 1d4 ⇒ 2, so one more)

• Now up - everyone!


NG Small Outsider |Small Fire Elemental| HP 15 | AC 16 | Speed 50' | Conditions:

It's actually d4 rounds after the initial burn damage, which is guaranteed for touching :D
tl;dr: those two rounds are at the start of its subsequent turns

The fire elemental disappears after setting its attacker on fire, smothered by the cold life-sucking touch.
cold touch too: 1d6 ⇒ 3
17 damage before the 5 from a negative level and it isn't on the list that gets diehard, so... poof!


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk pauses, waiting to see what the goon squad does.


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

Unk walks downward in a spiral to get a better look before casting Flaming Sphere (DC 20) on top of the wight trying to elevate itself.

Burn Green Burn! +50% vulnerability: 3d6 + 3 ⇒ (2, 4, 1) + 3 = 10 zero damage on DC 20 reflex save


NG Female | Shilvanshee | max HP 28 | AC 19, TCH 14, FF 17 | CMB 4, CMD 10 | Fort +5 Ref +6 Will +8 | Init +6, Perc +16; Darkvision 60' | Speed 30', 90' fly | Bit of Luck; Cat's Luck; Dimension Door; Heroic Strength; Lay on Hands; Share Will; Spectral Mist 4/5 | Conditions: spectral mist

Snowball pounces on Durgan to give him Guidance as well.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan moves into the middle of the room and channels the power of Abadar to damage the undead.

Channel #1: 4d6 ⇒ (3, 2, 6, 6) = 17
Will DC 14 for half.


F

Kisaiya moves over towards the center of the doorway so she can get a clear shot on at least one of them. Looks like green

Attack with Longbow (inspire, heroism, haste): 1d20 + 10 + 2 + 2 + 1 ⇒ (15) + 10 + 2 + 2 + 1 = 30
Damage (inspire): 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Forgot MM gave her heroism!

Nutrition Facts:

HP: 75/75
AC: 24/13/21
Saves: F12/R8/W11
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 0/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: Air Walk, Haste, Heroism, Inspire (+2)

Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk takes total defense, letting the fighters fight.


Roll20 Map - Tracking Sheet

I gotcha Unk. But their round starts now, er, in my last post, so I think I’ve got the damage right.

Kisaiya takes a shot at green, and hits! Durgan brings the power of his god to the wispy-eyed brutes. Unk scorches green, putting it to the torch! Mukluk waits patiently to see how things turn out. Ameiko takes a pot shot at green, to try and end it - and she does!

blue will: 1d20 + 7 ⇒ (13) + 7 = 20 vs DC 14 for 8hp damage
green will: 1d20 + 7 ⇒ (9) + 7 = 16 vs DC 14 for 8hp damage
orange will: 1d20 + 7 ⇒ (10) + 7 = 17 vs DC 14 for 8hp damage

green reflex: 1d20 + 4 ⇒ (12) + 4 = 16 vs DC 20 for 10hp damage

Ameiko bow: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28 (heroism, inspire)
damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 (inspire)

The green wight collapses under the weight of the party as the platform continues upward.

Orange moves back to another control panel, and summons another plane of force. Blue stands on the platform, it’s dead, red eyes staring at you with malice as the platform begins to rise.

- Round 3 -
Kisaiya - 16
Durgan - 7
- Round 4 -
Unk - 30
Mukluk - 20+
Ameiko - 20- (cha to saves)
Good Folk - 19
Blue wight - (-16hp, on fire damage: 1d4 ⇒ 3 (+50%))
Green wight - (-38hp, destroyed)
Orange wight - (-8hp)

• Now up - everyone!


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 4

Not sure exactly why, but feeling its the right thing to do, Mukluk double moves higher into the sky. He walks back and forth, trudging with hasty speed.

"I don't understand that platform. Might be we should start on top and work our way down."


NG Human Wizard (Diviner) 9 | AC 12 T 12 FF 10 | max HP 63 | F +5 R +5 W +4 | Init +12 | Perc +5 | spells etc | Active Conditions: 2 HeroPoints, Detect Scrying (Scrying Adept (Su)), Endure Elements, Fastidiousness, Levitate (2 combats), Haste

Does the elevator of blue glowy goodness keep the flaming sphere up high? Or does that fall down with the death of green?
Now I'm curious if blue will get crushed by a floor of force that doesn't fade...


Roll20 Map - Tracking Sheet

The blue-tinged 'floor' goes up to the second level and is now 50' up. The flaming sphere is on the second 'floor' along with whatever body is left of the wight.

You do not know if the floor is going further up, dropping down, or what will happen when the next floor ascends.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan uses Dimensional Hop to move onto the platform and stab at the wight.

This looks like about 40' of movement; 35' up and 20' laterally. So 40' left for Dimensional Hop today.

Attack, IC +2, PA -2: 1d20 + 11 + 2 - 2 ⇒ (19) + 11 + 2 - 2 = 30
Damage, IC +2, PA +6: 2d6 + 6 + 2 + 6 ⇒ (6, 3) + 6 + 2 + 6 = 23


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Roll20 Map - Tracking Sheet

Durgan, the 'living' wight is on your level. The 'dead' wight is 50' up.


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M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Ah, then Durgan can just 5' step down and forward and stab the wight where it is, without needing to use Dimensional Hop.

And he gets an iterative attack if it is still up!

Iterative: 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22
Damage: 2d6 + 14 ⇒ (5, 1) + 14 = 20

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