GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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Durgan prepares and moves up. Mukluk captures the yeti in the oozy hot mess that the ground becomes - and they’re vulnerable to fire damage! Kisaiya smacks the brute once. Unk’s target is down, so he instead blobs the brute injuring him very slightly. Ameiko 5’ steps up on the savage and attacks her.

Red reflex: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 22 for 18hp damage
Green reflex: 1d20 + 6 ⇒ (11) + 6 = 17 vs DC 22 for 36hp damage and entangled
Blue reflex: 1d20 + 6 ⇒ (6) + 6 = 12 vs DC 22 for 36hp damage and entangled
Orange reflex: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 22 for 18hp damage

Brute reflex: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 22 for 36hp damage and entangled

They writhe in pain, screaming and cursing at their bare feet, suddenly on fire! Orange and green both drop - and the yeti morale breaks. Well, except for the brutish savage! She is focused on keeping you occupied…

Ameiko rapier: 1d20 + 9 + 3 ⇒ (2) + 9 + 3 = 14 (hope, higher)
damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (hope)

Ameiko misses.

Snowball appears (dimension door) a bit behind the party and moves to catch up. She’s hollering, in common so the yeti don’t understand since she’s still some distance away, ”Where are you?! What’s keeping you? There’s a big glowing brute with a team of yeti! They’re fanning out to get the big guy close to the horses! He’s going to spook them back over the bridge! In their fright, they’ll go over the side for sure! They plan to pick through the loot at the bottom of the crevasse. Quickly now, there’s little time!”

I've noted on the map where Snowball thinks the opposition is by next round.

The remaining yeti try to fall back, but move very slowly as they are clearly not dextrous, nor acrobatic. And they’re both blind. And one is grappled, though he tries to break free.
Strength: 1d20 + 5 ⇒ (4) + 5 = 9
Strength: 1d20 + 5 ⇒ (2) + 5 = 7

The brute lashes out at Kisaiya. Screaming her undying loyalty to her king, she prepares to fight to the end to keep you occupied.
Brute Bite: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13 (cold)
Brute Claw: 1d20 + 16 - 2 ⇒ (1) + 16 - 2 = 15 damage: 1d6 + 8 + 1d6 ⇒ (6) + 8 + (3) = 17 (cold)
Brute Claw: 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 18 damage: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15 (cold)

Kisaiya is missed again!

Glitterdust end of round…
Will red: 1d20 + 6 ⇒ (19) + 6 = 25 vs DC 21
Will blue: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC 21

- Round 4 -
Durgan - 6
- Round 5 -
Mukluk - 21
Kisaiya - 18 (-8hp, -2lvl)
Unk - 16+
Ameiko - 16 (-11hp, -2lvl)
Orange yeti - 16- (-46hp, bleeding)
Red yeti - 16- (-18hp)
Green yeti - 16- (-56hp, bleeding)
Blue yeti - 16- (-36hp, blinded, grappled)
Brute savage - 16- (-56hp, grappled)

• Everyone now up.


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 more combats)

"I foresee that I can take 3 of us back in the blink of an eye!" Unk announces.


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 is uncertain that he can hear Unk. Probably not.

Round 6

Mukluk continues to stab some back. With fire. Not a blade, because that's just silly. Who does that?

Shooting at blue, then red.

1d20 + 6 ⇒ (6) + 6 = 12 touch to hit;
4d6 ⇒ (6, 6, 4, 3) = 19 fire damage;

1d20 + 6 ⇒ (16) + 6 = 22 touch to hit;
4d6 ⇒ (3, 2, 2, 1) = 8 fire damage;

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 ⇒ (5) + 5 + 1 = 11 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 1) = 2 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 ⇒ (2, 5) + 3 = 10 fire damage;
1d6 + 3 ⇒ (1) + 3 = 4 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 ⇒ (5, 6, 6, 4) + 4 = 25 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 ⇒ (7) + 3 = 10 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 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

"Unk, get Kisaiya and Ameiko!"

"Mukluk, we're going back to the caravan!"

Durgan flies to Mukluk and casts Dimension Door. If Mukluk is a willing target, they both go back to the caravan (the squares to the immediate west of the wagons). If not, Durgan goes by himself.


Roll20 Map - Tracking Sheet

The party dimension doors back to the caravan in two quick bamphs! Durgan and Unk cast the spells, but the rest of you may still act. Kisaiya, you may swing on the brute before you're teleported, or save your actions for after. Mukluk, you’re transported before your init, so can scorching ray some other target, or cast some other spell - just let me know what you do.

There are two groups of yetis being herded along by two savages. They’re spreading out a bit and taking on your guards at the moment, though they’ll fall back to let you in as they are sorely outmatched by the yeti they fight. Already one is down (though not dead). Sandru is also up front, bravely trying to fend off the monsters, though he too will fall back as you arrive.

I didn’t put them all on the map since they’re getting out of your way more or less immediately.

What really attracts the eye though is the big brute in the back, for clearly this must be the King of the Yeti (image), or at least the local tribe. Yes, he is glowing. As you size him up, you fall under his gaze…

Everyone please make a DC 21 fear save, if you’re not immune. Note that those close to Kisaiya may get a bonus. Fail and you’re merely shaken - however you’d know that those under 4hd would be panicked. Like the horses. He’s moving ever closer to that goal, but he’s not quite in range as yet!

Mukluk and Kisaiya to go.


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Will DC 21, Good Hope: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Not close enough to Kisaiya to get her +4 morale bonus, but I think I do have +2 morale from Good Hope. Not needed in this case as it turns out.

Durgan is not afraid of the Yeti King.


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

1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37 Will vs. DC 21

Mukluk, without fear, figures out how to help.


Roll20 Map - Tracking Sheet

Oh, also, on your next rounds, please feel free to make a knowledge religion and a sense motive. Not required, just if you care to learn something of the king! :)


F

Knowledge (religion): 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Sense Motive (good hope): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

”The king is possessed by a ghost!” Per DMs with Euan

Kisaiya moves forward and gains height, having finally found a target that is worthy of the Empress of Heaven’s powers.

Spending two lay on hands to smite evil on the king

She takes aim with her free hand for a blast of searing light.

Searing Light Ranged Touch Attack (good hope, smite): 1d20 + 11 + 2 + 4 ⇒ (20) + 11 + 2 + 4 = 37
Damage (good hope, smite): 4d6 + 2 + 16 ⇒ (6, 2, 6, 1) + 2 + 16 = 33
Crit Confirm: 1d20 + 11 + 2 + 4 ⇒ (17) + 11 + 2 + 4 = 34
Crit Damage: 4d6 + 2 + 16 ⇒ (1, 6, 6, 2) + 2 + 16 = 33

Nutrition Facts:

HP: 66/84 (74)
AC: 24/13/21 +4 all vs king
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 4/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels, smite evil

Suishen:
[ dice]1d20+16[/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

Sheesh, completely out of high level spells.

Round 7

Mukluk ponders how to best protect the caravan, and especially Moose, as he air walks a bit higher (30' if he can).   He will toss some fire into a spot where the might singe a bunch of them.  Targeting the small blue one in the crowd.

1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 touch to hit;
2d6 + 3 ⇒ (2, 4) + 3 = 9 fire damage;
1d6 + 3 ⇒ (1) + 3 = 4 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
1d6 + 3 ⇒ (5) + 3 = 8 burning
1d6 + 3 ⇒ (6) + 3 = 9 burning

1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Sense Motive

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 ⇒ (18) + 6 + 1 + 1 - 4 = 22 touch to hit;
2d6 + 3 ⇒ (3, 3) + 3 = 9 fire damage;
1d6 + 3 ⇒ (1) + 3 = 4 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 ⇒ (5, 6, 4, 1) + 4 = 20 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 ⇒ (7) + 3 = 10 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

Durgan dimension doors Mukluk who hits the brute, and splashes green and blue (the other one was 5’ away). As before, they’re vulnerable to fire - so crispy! Kisaiya blasts the king with a critical hit of searing light! The king shakes it off though and, despite the significant damage, doesn’t seem phased by it (still unbloodied). Unk snags Kisaiya and Ameiko, dimension dooring back to the caravan! Ameiko begins inspiring the group (+2) in the hopes of overcoming the glowing figure and moves up to try and slow the advance.

Yeti Green reflex: 1d20 + 6 ⇒ (13) + 6 = 19 vs DC 21 for 6hp damage and on fire (1/3)
Yeti Blue reflex: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC 21 for 12hp damage and on fire (1/3)

Ameiko Fear: 1d20 + 8 + 7 ⇒ (12) + 8 + 7 = 27 (hope, compulsion)

Blue and Green burn at the start of their rounds, and move to the pool to put themselves out.

Yeti Green: 1d6 + 3 ⇒ (2) + 3 = 5 (7)
Yeti Blue: 1d6 + 3 ⇒ (1) + 3 = 4 (6)

Pink and red step up and try to push past Ameiko by cutting her down. Alas, they are not as powerful as they think, nor Ameiko as weak!
Yeti Claw: 1d20 + 9 ⇒ (9) + 9 = 18 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9 (cold)
Yeti Claw: 1d20 + 9 ⇒ (12) + 9 = 21 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 (cold)

Yeti Claw: 1d20 + 9 ⇒ (10) + 9 = 19 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 (cold)
Yeti Claw: 1d20 + 9 ⇒ (4) + 9 = 13 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 (cold)
They miss however as Ameiko manages to stay away from their claws this time.

The blue brute (not to be confused with the king) moves up as well and takes a swipe at Ameiko!
Brute Claw: 1d20 + 16 ⇒ (20) + 16 = 36 damage: 1d6 + 8 + 1d6 ⇒ (4) + 8 + (3) = 15 (cold)
Brute Claw: 1d20 + 16 ⇒ (16) + 16 = 32 damage: 1d6 + 8 + 1d6 ⇒ (1) + 8 + (4) = 13 (cold)

Ameiko is not happy, but tries to dig in (though she's likely to do so invisibly in a moment).

The other team moves up as well, though they're hampered a bit by retreating guardsmen.

Finally, the King. He eyes Kisaiya judiciously, and smites her right back! However, instead of engaging, he lobs a lightning bolt at her!
Electrical damage: 5d6 ⇒ (2, 4, 1, 2, 1) = 10 Reflex DC 20 for half

Spellcraft DC 20:
He must have previously cast Call Lightning Storm and is now just tossing the bolts around. He'll be able to do this every round for a long while you expect.
- - -

Remember you are now inspired (+2) and still have good hope going.

- Round 5 -
Durgan - 6
- Round 6 -
Mukluk - 21
Kisaiya - 18 (-8hp, -2lvl)
Unk - 16+
Ameiko - 16 (-39hp, -2lvl)
King - 16- (-66hp)
Brute blue - 16- (-13hp)
Yeti green - 16- (-13hp)
Yeti blue - 16- (-18hp)

• Everyone now up.


F

Reflex Save (good hope): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Lay on Hands: 4d6 ⇒ (3, 4, 6, 3) = 16

Kisaiya quickly heals herself and advances through the air towards the leader. She decides to fully commit and invokes a Challenge on the possessed yeti as well. Swift to activate Challenge

Double move

Nutrition Facts:

HP: 72/84 (74)
AC: 24/13/21 +4 all vs king
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 4/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels, smite evil, challenge

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


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 more combats)

Unk casts Flaming Sphere (DC 20) on the closest yeti and pulls out a wand of Silent Image.
fire vs pink on failed save only: 3d6 ⇒ (3, 6, 5) = 14


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Durgan moves up and casts Shield of Faith (2 encounters, +3 deflection bonus).

His AC is now 32 (+11 armor with Magic Vestment, +1 Dex, +4 shield, +3 deflection, +4 natural), incorporeal touch 18.


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 8

Mukluk tosses some fire into a spot where the might singe a bunch of them. 

Targeting the small red one in the crowd.

1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 touch to hit;
2d6 + 3 ⇒ (6, 1) + 3 = 10 fire damage;
1d6 + 3 ⇒ (4) + 3 = 7 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
1d6 + 3 ⇒ (3) + 3 = 6 burning
1d6 + 3 ⇒ (5) + 3 = 8 burning

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 ⇒ (3) + 2 = 5 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.

Toss some fire at the creature.

1d20 + 6 + 1 + 1 - 4 ⇒ (17) + 6 + 1 + 1 - 4 = 21 touch to hit;
2d6 + 3 ⇒ (1, 1) + 3 = 5 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 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 ⇒ (2, 1, 2, 6) + 4 = 15 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."


Roll20 Map - Tracking Sheet

Durgan prepares even further. Mukluk targets blue yeti so as not to splash Ameiko (per DM) and burns several yeti! Kisaiya steps up to the king, not wanting to let him do his thing all by his lonesome! Unk summons a flaming sphere on pink. Ameiko casts blistering invective as posted below…

Molten Orb
Yeti Green reflex: 1d20 + 6 ⇒ (7) + 6 = 13 vs DC 21 for 10hp and catching on fire
Yeti Red reflex: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 21 for 4hp
Yeti Orange reflex: 1d20 + 6 ⇒ (2) + 6 = 8 vs DC 21 for 12hp and catching on fire
Savage Red reflex: 1d20 + 8 ⇒ (5) + 8 = 13 vs DC 21 for 1d6 + 3 ⇒ (5) + 3 = 8 (12) and catching on fire

Flaming Sphere
Yeti Pink reflex: 1d20 + 6 ⇒ (20) + 6 = 26 vs DC 20 for no damage

Ameiko takes a 5’ step back, and down, so as not to be overwhelmed and to also act as a block on the front line. The fact she was out of reach of the nasty brute never crossed her mind. Nope, not once. Then she casts defensively.
Concentration: 1d20 + 13 + 2 - 2 ⇒ (6) + 13 + 2 - 2 = 19 (hope) vs DC 19

She gets the spell off! Blistering Invective… Everyone but the king is affected.
Intimidate: 1d20 + 16 + 2 - 2 ⇒ (20) + 16 + 2 - 2 = 36 (hope) vs the yeti (DC 17) and the brutes (DC 21)

Yeti Green reflex: 1d20 + 6 ⇒ (5) + 6 = 11 vs DC 16 for catching on fire and fire damage: 1d10 ⇒ 1 (1)
Yeti Blue reflex: 1d20 + 6 ⇒ (16) + 6 = 22 vs DC 16 not on fire and fire damage: 1d10 ⇒ 7 (10)
Yeti Red reflex: 1d20 + 6 ⇒ (11) + 6 = 17 vs DC 16 for not on fire fire damage: 1d10 ⇒ 6 (9)
Yeti Orange reflex: 1d20 + 6 ⇒ (11) + 6 = 17 vs DC 16 for not on fire fire damage: 1d10 ⇒ 7 (10)
Yeti Purple reflex: 1d20 + 6 ⇒ (19) + 6 = 25 vs DC 16 for not on fire fire damage: 1d10 ⇒ 5 (7)

Brute Blue reflex: 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 16 for catching on fire fire damage: 1d10 ⇒ 2 (3)
Brute Red reflex: 1d20 + 8 ⇒ (19) + 8 = 27 vs DC 16 for not on fire fire damage: 1d10 ⇒ 3 (4)

Those on fire, burn at the start of their round.
Yeti Green fire damage: 1d6 ⇒ 1 (1)
Yeti Orange fire damage: 1d6 ⇒ 1 (1)

Savage Red fire damage: 1d6 ⇒ 3 (4)
Savage Blue fire damage: 1d6 ⇒ 6 (9)

Those on fire drop back to put themselves out in the icy pool.

Pink attacks Ameiko.
Yeti Claw: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11 (cold)

Ameiko is hit once.

Blue and Purple try their hands at Durgan.
Yeti Claw: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 (cold)

Yeti Claw: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9 (cold)

Durgan is missed by the flailing yeti.

Still unable to reach Kisaiya the king summons another bolt of lightning, though it's more feeble than the last...
Electrical damage: 5d6 ⇒ (1, 1, 2, 1, 3) = 8 Reflex DC 20 for half

Remember you are now inspired (+2) and still have good hope going.

- Round 6 -
Durgan - 6
- Round 7 -
Mukluk - 21
Kisaiya - 18 (-2hp, -2lvl)
Unk - 16+
Ameiko - 16 (-50hp, -2lvl)
King - 16- (-66hp)
Savage Brute blue - 16- (-25hp)
Savage Brute red - 16- (-20hp)
Yeti green - 16- (-25hp)
Yeti blue - 16- (-43hp)
Yeti red - 16- (-13hp)
Yeti orange - 16- (-23hp)
Yeti purple - 16- (-7hp)

• Everyone now up.


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 more combats)

Unk waves his wand and conjures what appears to be cave wall between himself and the horses.
The sphere continues to burn while the yeti that slapped Ameiko continues to ignore it.
Fire vs pink (DC 20 reflex for 0 dmg): 3d6 ⇒ (5, 3, 3) = 11

50->49 charges on the wand, DC 11 will save for anyone interacting with the thing the wizard just created :D
Also if someone else kills Pink before Unk's turn, Unk still has a move to redirect it to the closest yeti :D


F

Reflex Save (good hope): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Kisaiya is still having difficulty figuring out the concept of dodging while air walking, but luckily for her, the king is having trouble getting a powerful lightning bolt out.

The problem facing her is that if she jumps into melee, she will not have much opportunity to strike before the king unleashes his own onslaught on her, and she cant tell it will take more than one shot, even a powerful one, to drop him. She makes the quick call to not fully commit to offense with this attack to protect herself versus his counter while leaving herself in position for her own combo.

Shifting Suishen’s +2 from defending to AC this round
Attack with Suishen (good hope, inspire, high ground, smite, negative levels, defending +2, fight defensively): 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 - 4 ⇒ (2) + 16 + 2 + 2 + 1 + 4 - 2 - 2 - 4 = 19
Damage (good hope, inspire, smite, challenge, defending +2): 1d8 + 5 + 2 + 2 + 8 + 1 + 1d6 ⇒ (5) + 5 + 2 + 2 + 8 + 1 + (1) = 24
Her Divine Bond for Holy lasts minutes per level but hasn’t mattered until now so i dont remember if it’s still active. Add +2d6 if so, though I’m almost certainly not hitting this round

Nutrition Facts:

HP: 64/84 (74)
AC: 28/17/21 +4 all vs king
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 4/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels, smite evil, challenge

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


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Happy to help out Kisaiya against the king if she wishes. Just ask.

Seeking to protect Ameiko and the caravan, Durgan attacks the nearest enemy with his axe.

Dwarven Waraxe, Higher Ground +1, Divine Favor +3, IC +2, Good Hope +2, PA -2: 1d20 + 12 + 1 + 3 + 2 + 2 - 2 ⇒ (11) + 12 + 1 + 3 + 2 + 2 - 2 = 29
Damage: 1d10 + 7 + 3 + 2 + 2 + 6 ⇒ (10) + 7 + 3 + 2 + 2 + 6 = 30

Iterative: 1d20 + 7 + 1 + 3 + 2 + 2 - 2 ⇒ (7) + 7 + 1 + 3 + 2 + 2 - 2 = 20
Damage: 1d10 + 7 + 3 + 2 + 2 + 6 ⇒ (5) + 7 + 3 + 2 + 2 + 6 = 25


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 8

Mukluk continues to toss some fire into a spot where the might singe a bunch of them.  Targeting the small blue one in the crowd.

1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 touch to hit;
2d6 + 3 ⇒ (5, 1) + 3 = 9 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 burning DC21 Reflex for half for 1d3 ⇒ 1 round

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 ⇒ (15) + 5 + 1 = 21 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 4) = 5 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 ⇒ (4) + 6 + 1 + 1 - 4 = 8 touch to hit;
2d6 + 3 ⇒ (2, 4) + 3 = 9 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 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, 3, 4, 4) + 4 = 21 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."


Roll20 Map - Tracking Sheet

Durgan fells the wounded purple like a tree - killing him outright. Mukluk takes blue out and wounds red. Kisaiya descends to attack the king - alas her defenses get in the way of a clean hit. Unk creates an odd cave wall where none existed before, and tries to burn pink! Ameiko takes a 5’ step back and disappears!

Molten Orb
Yeti Red reflex: 1d20 + 6 ⇒ (15) + 6 = 21 vs DC 21 for 6hp damage

Flaming Sphere
Yeti Pink reflex: 1d20 + 6 ⇒ (5) + 6 = 11 vs DC 20 for 16hp damage

The savage brutes herd the lesser yeti before them like cattle as they prepare to join in the fight!

Pink 5’ steps and attacks Durgan as does red. Orange must walk over from the pool and so only gets one swing.
Yeti Claw: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14 damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10 (cold)

Yeti Claw: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 (cold)

Yeti Claw: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 (cold)

The king positively grins now that he has a target to rake and rend. He assaults Kisaiya!
Yeti Claw: 1d20 + 12 + 5 ⇒ (4) + 12 + 5 = 21 damage: 1d6 + 9 + 8 + 1d6 ⇒ (4) + 9 + 8 + (5) = 26 (cold)
Yeti Claw: 1d20 + 12 + 5 ⇒ (15) + 12 + 5 = 32 damage: 1d6 + 9 + 8 + 1d6 ⇒ (3) + 9 + 8 + (6) = 26 (cold)

Kisaiya is hit hard by the mighty smiting beast.

Remember you are now inspired (+2) and still have good hope going.

- Round 7 -
Durgan - 6
- Round 8 -
Mukluk - 21
Kisaiya - 18 (-28hp, -2lvl)
Unk - 16+
Ameiko - 16 (-50hp, -2lvl, invisible)
King - 16- (-66hp)
Savage Brute blue - 16- (-25hp)
Savage Brute red - 16- (-20hp)
Yeti green - 16- (-25hp)
Yeti blue - 16- (-58hp, bleeding, on fire)
Yeti red - 16- (-32hp)
Yeti orange - 16- (-23hp)
Yeti purple - 16- (-62hp, dead)
Yeti pink - 16- (-16hp)

• Everyone now up.


F

@Durgan you keep holding the front line until you feel its cleared up enough. Kisaiya would want you to keep Ameiko safe

Kisaiya tilts her head in appreciation of how hard that hit. She heals herself quickly before trying her own hand at attacking.

Lay on Hands: 4d6 ⇒ (5, 4, 5, 2) = 16

Primary Attack with Suishen (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (4) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 25
Okay time to use that third hero point reroll
Hero Point Reroll: 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (2) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 23
Primary Damage (good hope, inspire, smite, challenge): 1d8 + 7 + 2 + 2 + 8 + 1 + 1d6 ⇒ (5) + 7 + 2 + 2 + 8 + 1 + (1) = 26
Le sigh

TWF Attack with +1 Gauntlet (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (11) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 32
Primary Damage (good hope, inspire, smite, challenge): 1d8 + 3 + 2 + 2 + 8 + 1 ⇒ (8) + 3 + 2 + 2 + 8 + 1 = 24

Secondary Attack with Suishen (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 11 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (8) + 11 + 2 + 2 + 1 + 4 - 2 - 2 = 24
Secondary Damage (good hope, inspire, smite, challenge): 1d8 + 7 + 2 + 2 + 8 + 1 + 1d6 ⇒ (8) + 7 + 2 + 2 + 8 + 1 + (4) = 32

Nutrition Facts:

HP: 62/84 (74)
AC: 24/13/21 +4 all vs king
Saves: F11/R6/W10 +2 all
Hero Points: 2
Smite Evil Used: 3/3
Lay on Hands Used: 5/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels, smite evil, challenge

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


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 more combats)

Unk stands between the yeti and the fake wall, concentrating on the wall and the Flaming Sphere.
Flaming Sphere vs Pink (DC 20 to take 0 dmg): 3d6 ⇒ (6, 3, 6) = 15

Standard to concentrate
Move action to direct sphere into pink if needed xD


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:

Those with sufficient Darkvision might notice a small cat returning...


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Durgan calls on his Bane Baldric to make his axe Monstrous Humanoid-Bane. He tries to thin out the enemy numbers.
Attacking Red first, switching to Orange if it drops.

Dwarven Waraxe, Higher Ground +1, Divine Favor +3, IC +2, Good Hope +2, PA -2, Bane +2: 1d20 + 12 + 1 + 3 + 2 + 2 - 2 + 2 ⇒ (13) + 12 + 1 + 3 + 2 + 2 - 2 + 2 = 33
Damage: 1d10 + 7 + 3 + 2 + 2 + 6 + 2d6 + 2 ⇒ (3) + 7 + 3 + 2 + 2 + 6 + (5, 1) + 2 = 31

Iterative: 1d20 + 7 + 1 + 3 + 2 + 2 - 2 + 2 ⇒ (14) + 7 + 1 + 3 + 2 + 2 - 2 + 2 = 29
Damage: 1d10 + 7 + 3 + 2 + 2 + 6 + 2d6 + 2 ⇒ (5) + 7 + 3 + 2 + 2 + 6 + (3, 4) + 2 = 34

Bane Baldric at 4/5 rounds used.


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 9

Mukluk continues to toss some fire into a spot where the might singe a bunch of them.  Targeting the big blue one in the crowd.

1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 touch to hit;
2d6 + 3 ⇒ (2, 4) + 3 = 9 fire damage;
1d6 + 3 ⇒ (4) + 3 = 7 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
1d6 + 3 ⇒ (3) + 3 = 6 burning
1d6 + 3 ⇒ (4) + 3 = 7 burning

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 ⇒ (12) + 5 + 1 = 18 touch to hit;
1d4 + 2 ⇒ (2) + 2 = 4 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 1) = 2 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 ⇒ (2) + 6 + 1 + 1 - 4 = 6 touch to hit;
2d6 + 3 ⇒ (5, 5) + 3 = 13 fire damage;
1d6 + 3 ⇒ (1) + 3 = 4 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 ⇒ (6, 1, 3, 6) + 4 = 20 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."


Roll20 Map - Tracking Sheet

Durgan takes out two this round, as the cumulative effects of the party take hold - enhanced by his devastating blows. Mukluk hits the blue savage, splashing the red savage and green too! Kisaiya, well buffed, actually hits with the 25, so no hero point used. Taking the rolls then in order, she misses with her gauntlet, but hits again with her backswing. Unk continues to try and burn pink as he maintains the illusion. Ameiko steps back again and, still invisible, summons The Dead man to flank with Kisaiya.

Molten Orb
Savage Red reflex: 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 21 for 10hp damage
Yeti Green reflex: 1d20 + 6 ⇒ (8) + 6 = 14 vs DC 21 for 9hp damage

Flaming Sphere
Yeti Pink reflex: 1d20 + 6 ⇒ (15) + 6 = 21 vs DC 20 for no damage

Spiritual Ally
SR: 1d20 + 6 ⇒ (15) + 6 = 21

Alas, The Dead Man swings once at the king and puffs away in a cloud of effervescence. The spell fails.

Savage Red Fire: 1d6 + 3 ⇒ (3) + 3 = 6 (9)
Yeti Green Fire: 1d6 + 3 ⇒ (4) + 3 = 7 (10)

Green moves up, really is pushed up by the savage and takes a swat at Unk, trying perhaps to stop the flaming sphere.
Yeti Claw: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 (cold)

Unk is hit for a small amount of damage.

Pink attacks Durgan
Yeti Claw: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11 (cold)
Yeti Claw: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11 (cold)

The two brutes finally converge, trying to haul Durgan out of the sky!
Brute Claw: 1d20 + 16 ⇒ (19) + 16 = 35 damage: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15 (cold)
Brute Claw: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 1d6 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10 (cold)

The luck of the dice, and I think Durgan is hit twice!

The king continues to focus on Kisaiya gleefully trying to shred her with his claws.
Yeti Claw: 1d20 + 12 + 5 ⇒ (16) + 12 + 5 = 33 damage: 1d6 + 9 + 8 + 1d6 ⇒ (2) + 9 + 8 + (5) = 24 (cold)
Yeti Claw: 1d20 + 12 + 5 ⇒ (15) + 12 + 5 = 32 damage: 1d6 + 9 + 8 + 1d6 ⇒ (1) + 9 + 8 + (2) = 20 (cold)

Kisaiya is also slammed twice, and with the power of the unholy wreathing each blow.

Remember you are now inspired (+2) and still have good hope going.

- Round 8 -
Durgan - 6 (-25hp)
- Round 9 -
Mukluk - 21
Kisaiya - 18 (-57hp, -2lvl)
Unk - 16+ (-8hp)
Ameiko - 16 (-50hp, -2lvl, invisible)
King - 16- (-124hp)
Savage Brute blue - 16- (-38hp)
Savage Brute red - 16- (-39hp, on fire)
Yeti green - 16- (-44hp, on fire)
Yeti pink - 16- (-16hp)

• Everyone now up. I’ve moved the dead and dying off to the side for greater clarity.


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Durgan will try to take down at least one of the brutes. He will fight defensively now that they have proven their ability to hit him.
Using the last round of Bane. AC 34 this round.

Primary vs Blue, Divine Favor +3, IC +2, Good Hope +2, PA -2, Bane +2, Defensively -4: 1d20 + 12 + 3 + 2 + 2 - 2 + 2 - 4 ⇒ (7) + 12 + 3 + 2 + 2 - 2 + 2 - 4 = 22
Damage: 1d10 + 22 + 2d6 ⇒ (4) + 22 + (6, 5) = 37

Iterative: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d10 + 22 + 2d6 ⇒ (8) + 22 + (1, 6) = 37

If that damage failed to drop Blue, then he will use a Hero Point for an extra attack.

Hero Point attack if needed:
Primary vs Blue, Divine Favor +3, IC +2, Good Hope +2, PA -2, Bane +2, Defensively -4: 1d20 + 12 + 3 + 2 + 2 - 2 + 2 - 4 ⇒ (15) + 12 + 3 + 2 + 2 - 2 + 2 - 4 = 30
Damage: 1d10 + 22 + 2d6 ⇒ (1) + 22 + (4, 1) = 28

He then 5' steps diagonally backwards.


F

Lay on Hands: 4d6 ⇒ (3, 5, 5, 3) = 16

Kisaiya grits her teeth as she heals herself again, not wanting to give the possessed king the satisfaction of a reaction. She slashes, tries to punch him in the face, then slashes once more.

Primary Attack with Suishen (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (18) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 39
Primary Damage (good hope, inspire, smite, challenge): 1d8 + 7 + 2 + 2 + 8 + 1 + 1d6 ⇒ (8) + 7 + 2 + 2 + 8 + 1 + (4) = 32
Crit Confirm: 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (10) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 31
Crit Damage: 1d8 + 7 + 2 + 2 + 8 + 1 ⇒ (8) + 7 + 2 + 2 + 8 + 1 = 28

TWF attack with +1 Gauntlet (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 16 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (1) + 16 + 2 + 2 + 1 + 4 - 2 - 2 = 22
TWF Damage (good hope, inspire, smite, challenge): 1d8 + 3 + 2 + 2 + 8 + 1 ⇒ (2) + 3 + 2 + 2 + 8 + 1 = 18

Secondary Attack with Suishen (good hope, inspire, high ground, smite, negative levels, twf): 1d20 + 11 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (19) + 11 + 2 + 2 + 1 + 4 - 2 - 2 = 35
Secondary Damage (good hope, inspire, smite, challenge): 1d8 + 7 + 2 + 2 + 8 + 1 + 1d6 ⇒ (4) + 7 + 2 + 2 + 8 + 1 + (6) = 30
Crit Confirm: 1d20 + 11 + 2 + 2 + 1 + 4 - 2 - 2 ⇒ (5) + 11 + 2 + 2 + 1 + 4 - 2 - 2 = 21
Crit Damage: 1d8 + 7 + 2 + 2 + 8 + 1 + 1d6 ⇒ (8) + 7 + 2 + 2 + 8 + 1 + (2) = 30

Nutrition Facts:

HP: 33/84 (74)
AC: 24/13/21 +4 all vs king
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 6/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: air walk, good hope, divine bond, 2 negative levels, smite evil, challenge

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


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 more combats)

Unk redirects the flaming sphere into the flaming yeti that just scratched him and tries his best to block the advancing yetis.

Flaming Sphere vs green (DC 20 reflex for 0 dmg): 3d6 ⇒ (2, 3, 1) = 6

forgotten roll vs fear:
Will vs DC 21: 1d20 + 4 ⇒ (11) + 4 = 15
hasn't mattered yet, but Unk is afraid xD


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:

I think that Kisaiya also has a reroll with a luck bonus once per day? We have some sort of item... I think it makes a horse or a dog or something too?
But (assuming Snowball isn't slapped out of the sky in a single AoO) here's rerolls on EVERY d20 roll from now until the end of your next turn :D

"Incoming!"
Snowball flies out of the darkness to Kisaiya's side (provoking from the King), attempting to give Kisaiya a Bit of Luck.


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 10

Knowing he can't keep this up for much longer, Mukluk tosses some fire into a spot where the might singe a bunch of them. Targeting the pink one.

1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 touch to hit;
2d6 + 3 ⇒ (3, 4) + 3 = 10 fire damage;
1d6 + 3 ⇒ (2) + 3 = 5 burning DC21 Reflex for half for 1d3 ⇒ 2 rounds
1d6 + 3 ⇒ (6) + 3 = 9 burning

1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 touch to hit; (pot crit)
2d6 + 3 ⇒ (5, 2) + 3 = 10 fire damage;

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 ⇒ (1) + 5 + 1 = 7 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 4) = 8 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 ⇒ (11) + 6 + 1 + 1 - 4 = 15 touch to hit;
2d6 + 3 ⇒ (1, 2) + 3 = 6 fire damage;
1d6 + 3 ⇒ (2) + 3 = 5 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, 2, 1, 5) + 4 = 17 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."


Roll20 Map - Tracking Sheet

Durgan just manages to take down the wounded blue savage, saving himself heroic effort. Mukluk deals a critical blow to pink and he goes down. Kisaiya pestering the king rather aggressively, manages two hits - and one a crit! Which brings the king down to his knees. Unk shifts his flaming sphere even as he continues to concentrate. The king has, for the moment, fallen, so no AoO on Snowball moving in. Unsure what to do, Ameiko will err on the side of caution and cast blur upon herself and move a bit.

Molten Orb
Yeti Green reflex: 1d20 + 6 ⇒ (5) + 6 = 11 vs DC 21 for 7hp damage and on fire
…which is enough, and green goes down burning.

As the king falls, the ghost that had been possessing him is ripped from his body. The flesh falls, flaccid on the icy stone floor. The ghost however rises above the husk (image)! It’s Katiyana!

Flaming Sphere
Yeti Savage Red reflex: 1d20 + 8 ⇒ (14) + 8 = 22 vs DC 20 for no damage

Savage Red Fire: 1d6 + 3 ⇒ (6) + 3 = 9 (13) (last round I think)

The savage red brute surely must know she cannot prevail. Yet her loyalty to the king overpowers the fear of what has come out of his body. She continues to attack Durgan. She doesn’t know what else to do.
Brute Bite: 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11 (cold)
Brute Claw: 1d20 + 16 ⇒ (20) + 16 = 36 damage: 1d6 + 8 + 1d6 ⇒ (6) + 8 + (2) = 16 (cold)
crit Brute Claw: 1d20 + 16 ⇒ (11) + 16 = 27 damage: 1d6 + 8 + 1d6 ⇒ (1) + 8 + (4) = 13 (cold)

Brute Claw: 1d20 + 16 ⇒ (3) + 16 = 19 damage: 1d6 + 8 + 1d6 ⇒ (6) + 8 + (2) = 16 (cold)

One swing manages to luckily pierce the priests defenses, though it does not confirm.

Remember you are now inspired (+2) and still have good hope going.

- Round 9 -
Durgan - 6 (-41hp)
- Round 10 -
Mukluk - 21
Kisaiya - 18 (-57hp, -2lvl)
Unk - 16+ (-8hp)
Ameiko - 16 (-50hp, -2lvl, invisible 2/5r, blur)
Katiyana - 16-
King - 16- (-214hp, dead)
Savage Brute blue - 16- (-112hp, bleeding)
Savage Brute red - 16- (-52hp)
Yeti green - 16- (-51hp, bleeding, on fire)
Yeti pink - 16- (-46hp, bleeding)

• Everyone now up.


M Dwarf | AC 32, T 14, FF 31, CMD 25 | HP 39/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield, Shield of Faith

Durgan uses Dimensional Hop to move 55', ending up adjacent to Kisaiya.

Concentration DC 23 to use (Sp) ability defensively: 1d20 + 13 ⇒ (12) + 13 = 25

He then heals the paladin.
Anti-Incorporeal Shell to CCW: 4d8 + 9 ⇒ (7, 4, 8, 8) + 9 = 36

Using a Hero Point for an extra standard action, now at 2 Hero Points.

Seeing the urgency of the moment, Durgan pushes himself to channel to heal.
Channel #3: 5d6 ⇒ (2, 2, 2, 3, 4) = 13

Now at 28 damage taken, so HP 39/67. Kisaiya gets 49 HP back.

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