GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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As you continue to investigate the room, but before you open the door, there’s a low hum, scarcely audible at first, but it makes itself felt. It seems to be coming from the tree… After just a short while of this maddening noise there’s a sizzle and the noise abruptly stops! Unfortunately, two incorporeals remain.

This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask. They are wearing the garb of the Uqtaal - the Desnans who built this place. They gather their wits, and attack!

Knowledge religion DC 17:
You face spectres! LE Medium undead (incorporeal).

Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.
- - -

- Round 1 -
Unk - 21
Durgan - 17
Mukluk - 16
Kisaiya - 12
Ameiko - 11
Good Folk - 8

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (16) + 1 = 17
Kisaiya: 1d20 + 2 ⇒ (10) + 2 = 12
Mukluk: 1d20 + 2 ⇒ (14) + 2 = 16
Unk: 1d20 + 11 ⇒ (10) + 11 = 21
Good Folk: 1d20 + 7 ⇒ (1) + 7 = 8

• First 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

So are either of those ghosts at least a few feat from all solid objects?


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Roll20 Map - Tracking Sheet

Nope. They're close to the petrified tree at the moment having just been 'birthed' from it, hovering over the water.

They'll move soon though. :)

The tree is a little weird though. What do you have in mind?


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

Resilient Sphere to trap one as soon as either moves away from the tree. Need no physical barriers to block the bubble xD

Knowledge Religion: 1d10 + 20 ⇒ (6) + 20 = 26

So... force effects are important here .. do they have special attacks?

Unk's eyes widen as he recognizes the undead before him.
"Spectres! I foresee that touching them is bad. Also force effects help."

readied action: A spectre approaches:
Unk casts Resilient Sphere (DC 22) to trap it as soon as a 9' diameter bubble can surround it without touching anything solid :D


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

Mukluk doesn't like the looks of those ghostly not-ghosts.

With a spell, Mukluk offers the party 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement. Getting Ameiko, but not Unk.

He moves back 30'.

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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 touch to hit;
1d4 + 2 ⇒ (3) + 2 = 5 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 4) = 7 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (7) + 6 + 1 + 1 - 4 = 11 touch to hit;
2d6 + 3 ⇒ (3, 2) + 3 = 8 fire damage;
1d6 + 3 ⇒ (2) + 3 = 5 burning DC21 Reflex for half for 1d3 ⇒ 1 rounds

+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (6, 5, 5, 4) + 4 = 24 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).

AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 ⇒ (5) + 3 = 8 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."


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

"I believe I am well prepared with spells today to battle spectres and ghosts."

Durgan casts Death Ward (standard) and moves up while drawing his Lesser Metamagic Rod of Extend (move).


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:

Snowball gives her charge Guidance.


F

Knowledge (religion): 1d20 + 12 ⇒ (5) + 12 = 17

Kisaiya moves closer to the frontline, entering her battle stance and invoking the power of the Empress of Heaven.

Using divine bond to give Suishen Holy

Nutrition Facts:

HP: 84/84
AC: 23/13/21
Saves: F11/R5/W10
Hero Points: 3
Smite Evil Used: 2/3
Lay on Hands Used: 0/7
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: divine bond (holy)

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Roll20 Map - Tracking Sheet

Durgan blesses himself with a death ward before drawing his rod. Mukluk speeds up the party. Kisaiya prepares for battle, and blesses her weapon. Unk readies a spell, which triggers! Ameiko begins inspiring as she readies a swing, which triggers.

Durgan, on the map you are knee deep in the pool. Are you sure you want to enter this water? I'm assuming not, but if so let me know. :)

Also, Unk, from where you are on the map, you cannot reach the target with your spell I think. Please move on the map.

Blue spectre reflex: 1d20 + 5 ⇒ (11) + 5 = 16 vs DC 22
And the blue spectre is entombed! It shrieks against its newest prison, trying to scratch at the ball that contains it, but without recourse.

Ameiko rapier: 1d20 + 9 + 5 ⇒ (11) + 9 + 5 = 25 (heroism, inspire, haste)
damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 (inspire)

Sadly, though she hits, she does half damage (incorporeal)...

Blue and red close, though blue doesn’t get far. Red attacks Ameiko after flying far further than 30' to get there and through the petrified tree (cheater!).
red incorporeal touch: 1d20 + 10 ⇒ (9) + 10 = 19 for damage: 1d8 ⇒ 8 and 2 (!) negative levels

Ameiko is drained, and the life comes out of her sparkling eyes a bit, but she holds firm.

- Round 2 -
Unk - 21
Durgan - 17
Mukluk - 16
Kisaiya - 12
Ameiko - 11 (-8hp, 2neg lvls)
Blue Spectre - 8 (encased)
Red Spectre - 8 (-5hp)

• Next up everyone.


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 sheathes his axe (move) and casts Extended Instant Weapon (standard action, 3 encoutners) to conjure a Dwarven Giant-Sticker made of pure force.

He takes a step nearer the other spectre and drops the metamagic rod just outside the edge of the pool, gripping his new weapon in both hands.

"Nobody else needs to risk engaging this foe in melee."


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 doesn't like seeing Ameiko attacked, and thus moves quickly to back her up. He casts Mage Armor on her.

"Hergie! Can you protect her!?" Mukluk asks his very weird angelic helmet for help.

Round 2/9: +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement. Getting Ameiko, but not Unk.

Hergie's Protection:
“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"

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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 touch to hit;
1d4 + 2 ⇒ (2) + 2 = 4 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 1) = 3 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (7) + 6 + 1 + 1 - 4 = 11 touch to hit;
2d6 + 3 ⇒ (6, 5) + 3 = 14 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 burning DC21 Reflex for half for 1d3 ⇒ 2 rounds

+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (5, 5, 3, 5) + 4 = 22 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).

AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 ⇒ (4) + 3 = 7 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."


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

Unk and Snowball will delay until after the non-trapped spectre is dead or everyone else has done their things xD


F

”I appreciate your consideration, Durgan. But it has harmed one who I am sworn to, so I must rush to her side.”

Kisaiya empowers herself with the Empress of Heaven’s radiance and moves to strike at the apparition.

Attack with Suishen (smite evil, inspire, haste): 1d20 + 16 + 4 + 2 + 1 ⇒ (6) + 16 + 4 + 2 + 1 = 29
Damage (smite evil, inspire, holy): 1d8 + 7 + 16 + 2 + 2d6 + 1d6 ⇒ (6) + 7 + 16 + 2 + (1, 6) + (5) = 43
Went ahead and doubled the smite damage cause i feel like it’s obvious it’s gonna get doubled

Nutrition Facts:

HP: 84/84
AC: 24/13/21 +4 all vs smite target
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 0/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: haste, smite evil, inspire +2, divine bond

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Roll20 Map - Tracking Sheet

Unk delays. Durgan switches weapons and steps up! Mukluk does what he can to protect Ameiko. Kisaiya steps up and gob-smacks the spectre, nearly out of existence... but not quite. Ameiko tries to withdraw, leaving the spectre to Durgan and Kisaiya.

Having driven off Ameiko, red turns to face Kisaiya and swings!
red incorporeal touch on Kisaiya: 1d20 + 10 ⇒ (19) + 10 = 29 for damage: 1d8 ⇒ 8 and 2 negative levels

- Round 3 -
Unk - 21
Durgan - 17
Mukluk - 16
Kisaiya - 12 (-8hp, 2neg lvls)
Ameiko - 11 (-8hp, 2neg lvls)
Blue Spectre - 8 (encased)
Red Spectre - 8 (-38hp)

• Next 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

Sorry, I wanted to act before the spectre if that wasn't clear.
Though now that I think about it, I suppose acting after Ameiko was too much to ask xD

Seeing the spectre not disappearing after everyone else piles on, Unk gives it a shot too.

Magic Missile: 4d4 + 4 ⇒ (1, 3, 3, 1) + 4 = 12
Is that enough to prevent the above attack?


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 attacks the spectre with his Instant Weapon.

Attack, Haste, IC +2: 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18
Damage: 2d6 + 6 + 2 ⇒ (2, 5) + 6 + 2 = 15

Hasted Attack: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25
Damage: 2d6 + 6 + 2 ⇒ (5, 6) + 6 + 2 = 19

Iterative: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Damage: 2d6 + 6 + 2 ⇒ (5, 1) + 6 + 2 = 14


Roll20 Map - Tracking Sheet

Yeah, cant' act after Ameiko, but as she is withdrawing anyway, and you can certainly act after Kisaiya - your attack lands.

I've applied your damage. HOWEVER, I poorly noted Kisaiya's attack as full damage. Incorporealness is not overcome by smite (I think) and so she did half. I was incorrect in applying the smite for full damage in my original post. :)

I'm at -38 and chugging along...


Roll20 Map - Tracking Sheet

Hahahah! Durgan swoops in and smashes the creature! It wisps away into nothingness on his second attack - using a force weapon.

You may all take one or two rounds of prep/maneuvering before continuing on with the other spectre. Then Unk can dispel the sphere, and I'll move up on you (unless Durgan wants to try and hover)...

Ameiko stops singing, but will start again the round before Unk drops the sphere. Also, she's going to stay well back of this one.


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 of Waiting

Mukluk moves back to cover Ameiko, staying between her and the other ghostly not-ghost. He'll let those able to handle the bad thing.


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

"I foresee that we have things to help us prepare for the other spectre." Unk explains.

"Anyone want to float?"


F

Now that Ameiko is no longer in imminent danger and they have time to prepare, Kisaiya stays back with her, happy to let Durgan’s spell protect him from the spectre’s nasty touch.


Roll20 Map - Tracking Sheet

Unk drops the bubble and the spectre rages against Durgan who no doubt thrashes it with a quick three swings! The creature swats, almost certainly hitting - but doing nothing. Durgan calmly steps back to reach and wallops it again carving the creature up.

In the unlikely situation where the spectre survives, it lunges for the party a bit further back. With a flight speed of 80’ it can surely catch one of them and have a little fun before its destruction. Alas, it bounces as if off another bubble! 20’ from the tree, it can go no further!

Its burning eyes smolder… is that fear? Then Durgan calmly finishes it once and for all with his force weapon and another three swings.

We are out of initiative.

Unk - 21
Durgan - 17
Mukluk - 16
Kisaiya - 12 (-8hp, 2neg lvls)
Ameiko - 11 (-8hp, 2neg lvls)
Blue Spectre - 8 (destroyed)
Red Spectre - 8 (destroyed)


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's Attacks:
Attack, Haste, PA: 1d20 + 12 + 1 - 2 ⇒ (11) + 12 + 1 - 2 = 22
Damage: 2d6 + 6 + 6 ⇒ (4, 5) + 6 + 6 = 21

Hasted Attack: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Damage: 2d6 + 6 + 6 ⇒ (5, 2) + 6 + 6 = 19

Iterative: 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17
Damage: 2d6 + 6 + 6 ⇒ (2, 5) + 6 + 6 = 19

"Ameiko and Kisaiya, I cannot heal your injuries from the spectre today. I may be able to do it tomorrow. There are two ways. One involves the Restoration spell and diamond dust. The other requires no diamond dust, but a two-day trip to Nirvana. One to get there and heal you, and another day to get back."
Durgan can only cast one Plane Shift per day. Bestow Planar Infusion II cast on Nirvana can remove negative levels.

"Or, we could rely on your natural fortitude to throw off the effect, but that would be risky.
I will plan to prepare two Restoration spells tomorrow. We do have some diamond dust that is communally owned."


Roll20 Map - Tracking Sheet

Durgan's attacks:
You just barely take it out in round one - well done! I'll leave the rest anyway so the party learns about the range limit of these spectres.
- - -

Remember with Plane Shift you don't come back where you left I don't think. You come back, "5 to 500 miles (5d%) from your intended destination"... I'm running into this exact problem in another campaign.

So the return trip could put some of the party back on the high ice. Unless I'm missing something (or you've a teleport or wind walk also handy), the plane shift trick won't work yet.

But yes, restoration will work fine, and as the damage occurred late in the day, a morning restoration will still just cost 100gp in diamond dust each. The party has 2k currently in reserve.


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 makes sure Ameiko isn't going to get attacked again, and then waits for those who need to be healed to be healed.

He examines the tree from afar, wondering if holds more ghostly non-ghosts.

He'll be ready to move up after others are ready and have moved up.


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

As noted on Slack, Durgan does have Teleport, but that trip would involve splitting the party so let's not do it unless we run out of diamond dust.

It looks like nobody really needs to be healed right now. 8 HP isn't that much, it's the negative levels that matter, and I can't fix those today.

"Unk, would you mind opening that door?"

Durgan takes up position across the pool, but at an oblique angle from the rooms beyond the door.


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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

good point xD

"Uh- okay!" Unk says cheerfully after spacing out for a moment.
He walks up right next to Durgan and attempts to open the door at a distance.
Unk casts Open on the door.

max 30 lbs, and auto fails on locked doors :D


Roll20 Map - Tracking Sheet

The door seems to stick a bit, but a second application of Unk’s cantrip does the job. The door creaks open on rusted metal hinges. You see a hall leading further southwest, but from where you are you see nothing else. Firelight of some kind flickers within - you suspect a continual flame given the age of this place. Nothing comes out to greet you though, and the door was plenty loud.

Ameiko keeps back, a bit, but she does follow the front line into the chamber when you do go. She’s as curious as any to see what lies within - but not so curious that she gets in front of the well protected Durgan, or mighty Kisaiya.

Oh, and now that you’re closer to the dead body by the pool, the front line can see the pack still looks new. Must be magical. Same with the cloak. Maybe other things 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

Mukluk moves up and around as others moves forward. With a sniff to the wind, he casts Detect Magic and takes a look see at the auras nearby.


Roll20 Map - Tracking Sheet

As Mukluk crosses in front of the door, he can look down the short hall into an octagonal chamber beyond, lit by flickering firelight from a really pretty crystal lamp. However, red demonic faces leer from the walls against a painted background of midnight blue. In the center of the room, seeming almost to swim in a sea of night, a bier of blue-painted stone bears a motionless skeleton, its face concealed beneath a golden mask.

The room is dimly lit, other than the light sources you may bring with you.

There are several items of a magical nature on the deceased by the pool. Rapier, cloak, goggles, pack.


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 up and looks down the hall into the octagonal chamber.

He re-casts Shield (2 encounters), having recalled it with one of his two Pearls of Power.

Does he recognize any religious significance to the golden mask on the figure on the bier?

Knowledge (Religion): 1d20 + 12 ⇒ (11) + 12 = 23


F

”Thank you, Durgan. I will happily reimburse you for any diamond dust you might need to spend on me.”

Knowledge (religion): 1d20 + 12 ⇒ (17) + 12 = 29

Kisaiya also tries to draw upon her studies to identify the religious paraphernalia.


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

Unk gets distracted by the shiny loot and starts inspecting the backpack and cloak.
Assuming nothing happens for half a minute:
(+2 for divination items & -5 for illusion or enchantment auras)

Spellcraft vs backpack: 1d20 + 20 ⇒ (6) + 20 = 26
Spellcraft vs cloak: 1d20 + 20 ⇒ (15) + 20 = 35


Roll20 Map - Tracking Sheet

Durban is pretty sure, and Kisaiya confirms, such headgear, and a separate crypt, almost assures that this is a high priest of some sort.

However as you look in, and confer, the motionless skeleton sits up. No wait, that’s not right, its shadow sits up while the very white bones remain where they are. It’s not a priest, it’s a priestess! She closes, and attacks!

- Round 1 -
Kisaiya - 22 (-8hp, -2lvl)
Unk - 20
Durgan - 14
Mukluk - 3
Ameiko - 2 (-8hp, -2lvl)
- Round 2 -
Good Folk - 24

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (13) + 1 = 14
Kisaiya: 1d20 + 2 ⇒ (20) + 2 = 22
Mukluk: 1d20 + 2 ⇒ (1) + 2 = 3
Unk: 1d20 + 11 ⇒ (9) + 11 = 20
Good Folk: 1d20 + 5 ⇒ (19) + 5 = 24

• First up Me! Then everyone else...

The shadow closes and you hear whispers on the non-existent wind, "Ahhh, more playthingssss... It's been so looooong."

She closes and reaches out to Durgan!

Melee touch: 1d20 + 11 ⇒ (3) + 11 = 14

I believe that touch misses Durgan... who may be immune to its touch. We'll see!

Knowledge Religion DC 18:
You face a greater shadow! CE Medium undead (incorporeal).

Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.
- - -


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

That does in fact miss Durgan with his Shield spell up. AC 15 vs incorporeal touch, but Death Ward should help if the shadow does hit.

Knowledge (Religion) DC 18: 1d20 + 12 ⇒ (12) + 12 = 24
"A greater shadow! Beware its touch."

Durgan steps back and strikes with his force weapon.

Attack, PA: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage: 2d6 + 6 + 6 ⇒ (4, 6) + 6 + 6 = 22

Iterative: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage: 2d6 + 6 + 6 ⇒ (3, 1) + 6 + 6 = 16


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

Durgan Far-Walker wrote:
"A greater shadow! Beware its touch."

"Doesn't seem so great to me, especially if you compare it to Moose's shadow. Now that's a shadow, I tell you," Mukluk observes the clearly inferior greater shadow.

Knowing that Durgan believes himself safe and protected, Mukluk readies to move away should more shadows show up or come closer.

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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 1) = 4 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20 touch to hit;
2d6 + 3 ⇒ (4, 6) + 3 = 13 fire damage;
1d6 + 3 ⇒ (4) + 3 = 7 burning DC21 Reflex for half for 1d3 ⇒ 2 rounds

+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (2, 6, 6, 1) + 4 = 19 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).

AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 ⇒ (8) + 3 = 11 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."


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

Unk steps closer and begins casting a spell!

Spellcraft DC 16:
Enlarge Person


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:

Snowball pounces on Kisaiya to give her Guidance.


F

Knowledge (religion): 1d20 + 12 ⇒ (14) + 12 = 26

Kisaiya enters her battle stance and moves up to spy the undead and confirm whether Durgan should be able to absorb its vile touch. She does. confirmed via dm to…dm

She takes a defensive posture for now. Total defense

Nutrition Facts:

HP: 66/84(78)
AC: 28/17/21
Saves: F11/R6/W10 -2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 0/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: haste, inspire +2, divine bond, negative level x2

Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.


Roll20 Map - Tracking Sheet

Kisaiya takes total defense, preparing just in case. Unk begins a long spell as Snowball provides further aid. Durgan wallops the shadow twice! Mukluk shifts a bit but leaves the fight to Durgan. Ameiko readies an attack, but otherwise holds her ground leaving the fight to the well prepared Durgan.

Melee touch: 1d20 + 11 ⇒ (16) + 11 = 27 strength damage: 1d8 ⇒ 3
Durgan is in fact immune to the shadow’s touch! The wind-whispers shriek, er, softly, as the shadow realizes she’s been attacking someone she cannot effect. She sinks into the floor - Durgan gets an AoO as she moves.

I left her on the map at her last location.

- Round 2 -
Kisaiya - 22 (-8hp, -2lvl)
Unk - 20
Durgan - 14
Mukluk - 3
Ameiko - 2 (-8hp, -2lvl)
- Round 3 -
Good Folk - 24 (-38hp)

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 2

"Oh, that ain't good," Mukluk says to himself as the less-than-great shadow disappears. He moves closer to Kisaiya and tries to protect her with Hergie. Not sure it will help but the other options are less interesting.

He will take total defense.

Hergie's Protection:
"“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"

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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire

Acid: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

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

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20 touch to hit;
2d6 + 3 ⇒ (5, 3) + 3 = 11 fire damage;
1d6 + 3 ⇒ (3) + 3 = 6 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds

+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.

He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (5, 3, 4, 3) + 4 = 19 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.

Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).

AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 ⇒ (8) + 3 = 11 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."


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

Unk conjures an enlarged Durgan! He then taps Kisaiya on the shoulder with a glimpse of the future!

Enlarge Person on Durgan
Diviner's Fortune on Kisaiya until her next turn, which includes a +4 to saves if that ends up mattering.


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:

Snowball pounces on Unk to give him Guidance.


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

AOO: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Damage: 2d6 + 6 + 6 ⇒ (5, 1) + 6 + 6 = 18

That's probably a miss.

Durgan moves back and up to cover the group and be able to strike a target that comes out of the ground.
Once Enlarged, he threatens at 15' and 20' but not at 5' or 10'. So moving him 15' over and 15' up from where he was - 45 degrees up for a half-speed move with no Fly check required.

He readies to strike the shadow if it appears again, trying for better aim.

Readied Attack, Higher Ground: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damage: 3d6 + 7 ⇒ (3, 5, 5) + 7 = 20

"I've got another option if it won't come out of the ground willingly."


Roll20 Map - Tracking Sheet

Kisaiya GMPC takes total defense waiting for Durgan to finish the job. Unk enlarges Durgan while Snowball continues to pounce on the party. Durgan readies a swing that triggers as he wears down the undead further, though his AoO did in fact miss. Mukluk helps Kisaiya with his hat while he takes total defense. Ameiko readies an attack as she closes up with the group.

Ameiko, Kisaiya, Mukluk, Unk: 1d4 ⇒ 3

The shadow surfaces next to Mukluk and reaches out!
Melee touch: 1d20 + 11 ⇒ (7) + 11 = 18 strength damage: 1d8 ⇒ 5

The breeze swirls around Mukluk as some of their strength is drained away. The air itself seems to sigh with pleasure as the shadow tears through your life force.

- Round 3 -
Kisaiya - 22 (-8hp, -2lvl)
Unk - 20
Durgan - 14
Mukluk - 3 (-5 str dam)
Ameiko - 2 (-8hp, -2lvl)
- Round 4 -
Good Folk - 24 (-78hp)

Now up - everyone.


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 holds position readies another attack (taking a 5' step if necessary)

Fly DC 15 to Hover, +8 spell, -5 ACP: 1d20 + 4 + 8 - 5 ⇒ (10) + 4 + 8 - 5 = 17

Readied Attack:

Attack, Higher Ground: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Damage: 3d6 + 7 ⇒ (5, 6, 6) + 7 = 24

Sheesh, another lousy roll. I don't suppose Ameiko has Timely Inspiration or Gallant Inspiration? If not, Hero Point for an after-the-fact +4 to the roll, leaving him at 2 Hero Points.


Roll20 Map - Tracking Sheet

No need to ready an attack. The shadow is still there. If it had left, you'd get an AoO.

So I think you can full attack the beast... And hope the dicebot doesn't get you on all your swings!


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 3

Mukluk, prepared for shenanigans, dodges, ducks, dips, dives, and dodges the attack from the not-so-great greater shadow.

He withdraws, hoping the goon squad can take shadow down.


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 strikes a solid blow with his ghost-hunting spear.

Iterative Attack, Higher Ground: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 3d6 + 7 ⇒ (1, 6, 6) + 7 = 20


Roll20 Map - Tracking Sheet

Durgan drags his force-weapon through the shadow’s body one more time, and the shadow rips asunder! There’s an audible ‘pop’ and a strange greasy smell as the shadow twists into nothingness.

The battle is over.

Unk can complete his investigation of the dead body unmolested.
Rapier +1
Cloak of Elvenkind
Goggles of Minute Seeing
Handy Haversack

And on the floor by the door, Luminous Lockpicks.

Kisaiya - 22 (-8hp, -2lvl)
Unk - 20
Durgan - 14
Mukluk - 3
Ameiko - 2 (-8hp, -2lvl)

We are out of initiative.

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